Open Fire!... ...*tumbleweed*... please?

I decided to fit a couple of turret beams onto a Sidewinder for a bit of funz.
However, I soon discovered that the turrets will only seem to fire if the target is "red" - as in, they have attacked you.
There doesn't seem to be a way of actually getting them to fire first - unless I've missed it somewhere?
They are set to target only at the moment.


Of course, this is fine in a Conflict Zone since every target is already red.
But in RES areas etc when bounty hunting, it just doesn't seem to work.


Sure, I can fit a non-turret weapon to trigger firing, but this is counter-productive when I want my double-turret setup! :D


Hopefully FD can implement a fix that when you pull the trigger, turrets will automatically kick in against a target if you have one selected.
 
I decided to fit a couple of turret beams onto a Sidewinder for a bit of funz.
However, I soon discovered that the turrets will only seem to fire if the target is "red" - as in, they have attacked you.
There doesn't seem to be a way of actually getting them to fire first - unless I've missed it somewhere?
They are set to target only at the moment.


Of course, this is fine in a Conflict Zone since every target is already red.
But in RES areas etc when bounty hunting, it just doesn't seem to work.


Sure, I can fit a non-turret weapon to trigger firing, but this is counter-productive when I want my double-turret setup! :D


Hopefully FD can implement a fix that when you pull the trigger, turrets will automatically kick in against a target if you have one selected.

Not really , turrets are a defensive weapon , you have to have ships near you that are flagged as 'hostile' for them to attack , no fix needed.
 
Change the fire mode to "Forward fire", fire a few shots at the enemy, then set it back to target only.

Thank me later ;)
 
longtime requested feature.
as a workaround in the meantime you can set your turrets to "forward fire" and they will behave like fixed lasers.
 
Not really , turrets are a defensive weapon , you have to have ships near you that are flagged as 'hostile' for them to attack , no fix needed.

Hmm - personally, I consider things like "Point Defense" to be defensive weapons.
By that count, Turrets are the only offensive defense weapon. It doesn't really make sense to me.

- - - Updated - - -

Change the fire mode to "Forward fire", fire a few shots at the enemy, then set it back to target only.

Thank me later ;)

I suppose that would sort of work, but then I have to faff around with the right hand panel mid-combat (which would be a pain). Perhaps there's a key bind somewhere that allows me to toggle the Fire-Type...
 
and as mentioned, we have been through the discussion quite some times now:

The turret management was always only half the implementation I originally designed. However we're aiming to get a change so that you have more fire modes to play with. Basically the new fire modes will be the same as before accept they're manual modes so that the turrets only fire when you press the trigger they're assigned too. In addition I think only automatically firing turrets that are in the current fire group for the other modes is a good idea and should give enough options for those that want to manage they're turrets more efficiently. Again though, not sure if and when we can get this in but I suspect it'll be part of what ever update we do to fix the turrets.
 
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I suppose that would sort of work, but then I have to faff around with the right hand panel mid-combat (which would be a pain). Perhaps there's a key bind somewhere that allows me to toggle the Fire-Type...

No keybind. Yet? It's pretty obvious that a turret won't fire at just any target, but annoying that you can't have them in a fire group as standard where they act like gimballed weapons (i.e. lock and fire on the fire button) and then maintain their turrety goodness thereafter...
 
and as mentioned, we have been through the discussion quite some times now:

"so that the turrets only fire when you press the trigger "

This reads to me that they should work as I suggested. I pull the trigger and the turrets start firing.
(Assuming you have them in your active fire group)

Seems pretty straight forward to me.
At the moment, that doesn't happen.
The post says that they wanted this to be in the turret update which has already happened back in 1.1 (and 1.2 as well). I guess they had some unforeseen problems...
 
"so that the turrets only fire when you press the trigger "

This reads to me that they should work as I suggested. I pull the trigger and the turrets start firing.
(Assuming you have them in your active fire group)

That statement you quoted is from a description of a future design proposal, not the current one.
 
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