turret advice wanted

I have a beam turret, set to fire at will in the same firegroup as my main weapons, i have a dicovery scanner in it's own group, but the beam turret deploys with the scanner still, am i doing something wrong, same with my wake scanner ect. deploys with that too.

OK in supercruise though, is it supposed to deployed when in normal space.
 
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Are turrets not automated unless you change their behaviour in the right hand popup screen, where you can set them to only fire forward or only fire on instruction.
It may be deploying as it's fully automated?
 
Not sure if I understand your situation correctly but the firegroups only apply to the attack key assignment. When you deploy weapons everything is deployed.
 
Check the fire group panel whether you have a second firegroup set up with both turret and the scanner at the same level.

No all my scanners are on a seperate group to weapons, my problem is that when in normal space, my turret deploys too, this stops me entering hyperspace, unless i stow my hard points first, so lets say in normal space i just want my cargo scanner, then the turret pops up as well, this worries me it will fire. And if i set it to target only, will it fire on my target, or only when red.
At present my turret is set to fire at will.

edit. i have just taken it off all fire groups and in normal space it is still deploying with any scanner i use (all my scanners are on separate fire groups, just on there own.
 
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Ive just bought some turrets. They have a mind of their own. I set it to target only and they still shot at anybody. In the beta they where fine.

It should be target only, only if hostile.

And not

target only, even if friendly, and even if they arent targeted :)
 
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Yes my Turrets also began targeting anything I targeted, EVEN CLEANs which is a problem, I love the automatic fire on Targets option but not everything you target to scan is something you want to fire on. Seems unusable in its current state.
 
Yeah I switched out my turrets for this reason, if you want to scan a red target before you fire on them, you have to disable the turrets in modules, and if a cop takes a disliking to you and they're on fire at will, you'll soon rack up bounties too. I think a simple way to fix this would be to have to assign them to a fire group, and for "fire" to enable/disable them, then switching to another fire group would leave them enabled/disabled.
 
I bought 2 turret beam lasers yesterday for 500,000 each. Sold them half an hour later. Awful.

Fixed or gimballed seem more reliable (and cheaper!).
 
When my turrets are working I love them...when they aren't hate them. Would love a little consistency. Hopefully the next patch will make them more reliable.
 
I tested turrets on and of now, they are so bugged Frontier could as well remove them from the game.
Devs are stunningly silent about that topic too and I am quite annoyed, flying big ships without turrets is someway very un space shippy.
 
for turrets the game needs to change to an amber potential hostile. and only those who have fired upon you are red target-able hostile, also auto fire should only be on point defence , and the turrets should always require trigger firing though a tracking system for when the target is out of line of sight would be needed maybe the unused console between pilots legs could be a turret visual tracking screen
 
Turrets need a dedicated key-bind to activate/deactivate.
That would fix most current issues.

-- Pete.
 
Ive just bought some turrets. They have a mind of their own. I set it to target only and they still shot at anybody. In the beta they where fine.

It should be target only, only if hostile.

And not

target only, even if friendly, and even if they arent targeted :)

They seem to get upset if the cops hit your ship and start firing back. Which upsets the cops a bit.
 
Turn off fire causes deploy under control options seems to be the easiest solution. Since scanners do not need to be deployed.
 
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