Horizons Turrets

Alright FD you did it! Well kinda. ..

So let's get this out of the way. I've been, and still am, a HUGE criticiser of FD for leaving things broken, breaking things, and generally bad game design choices; vocally so since the not-engineers dropped. So I come on here now to actually praise them for once instead of pointing out glaring flaws. The new changes to turrets have dramatically improved them and made them viable. Class 1 and 2's are quite useful now and can be relied upon to turret effectively. Class 3's still need a little love to be more reliable against the large targets but the class 1/2's are, I think, in a good spot now. Granted I have only tested the pulse lasers so far but I like what I see and am happy that I can fly the anaconda once again.

So good work on the small and medium turrets guys[praise]
 
Yes, I also have good results with 6 T MCs in Asp Explorer. Too bad they introduced a bug in 2.1.03 with turrets resetting to "fire at will" and not firing when out of supercruise. :eek:
 
Yes, I also have good results with 6 T MCs in Asp Explorer. Too bad they introduced a bug in 2.1.03 with turrets resetting to "fire at will" and not firing when out of supercruise. :eek:

Never ceases to amaze me the level of BROKEN we see in these updates!

How is it even possible that the Docking Computer being totally broken was not noticed by someone at Frontier? Definitely adds a lot of credence to those who have always claimed that FD doesn't do any internal testing of their update candidates! That would definitely explain the broken DC!

Ironic that the Turret Weapon Mode would also be broken considering Turret updates/improvements was one of the themes of the .03 update!

Now the big question is....HOW LONG ARE WE GOING TO BE STUCK WITH THIS BROKEN STUFF?

Is FD honestly going to make us wait weeks before we have a properly functioning docking computer and Turret system?
 
From what I have seen so far FD does not test their stuff before inflicting the newest bugs on us and then asking us to pay them $ to beta test their bugs for them. Great business model.
 
I cannot imagine this is so difficult or time consuming to fix. According to some posts this has been going on for nearly a year. A year, and I have to find out after shelling out 15 million for a 3F laser?
 
I cannot imagine this is so difficult or time consuming to fix. According to some posts this has been going on for nearly a year. A year, and I have to find out after shelling out 15 million for a 3F laser?
Unfortunately my praise was a bit premature. They're still broken in that they a lot of the time will not track the target or simply turn forward and do nothing... So sad.
 
[yesnod]FOUND A WORKAROUND FOR THE TURRET "FIRE AT WILL" PROBLEM!!![yesnod] It is not a fix but it helps, a lot.

If you run all turret weapons, you must replace at least ONE of the weapons with a fixed or gimballed weapon. The fixed or gimballed weapon appears to act as a "master". With a fixed or gimballed weapon in place the "target only" setting remains persistent over jumps, logouts, etc. but all the turreted weapons AND the fixed/gimballed weapon must ALL BE IN THE SAME FIRE GROUP! Targeting and firing are now normal.

In my Python I replaced the 3F turret beam laser on the chin-mount (it's under the ship anyway) with the gimballed (3D) version, everything works! That single chin-laser loses a lot of movement being gimballed but until this problem is fixed in some permanent fashion it will do! Now choose a target, squeeze and light him up!

In hindsight I may replace that big beam chin-laser with a little poopy gun mainly just for designation and replace the pulsers on top with beams to use up the power surplus gained from the downgrade to the chin-laser. Naah!
 
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