Turret "AI" Behaviour - what am I doing wrong?

OK, I have a fairly new Python. Fitted with 3 gimballed C3 pulses and 2 C2 turretted beams.

In fire group 1, I have the pulses assigned to fire 1, and the turrets on fire 2. The turrets are set on "Target Only"
I have a second fire group which doesn't even have the turrets enabled (just the large pulses). KWS is on fire 2.

SC to a RES, boost to within a few km of the marker and cast about for targets.
Approach target, begin scanning 4-5km out.

Now, I would 'expect' that the turrets fire only when I have fire 2 depressed, and obviously follow the target.
Nope, they 'spot targets' that are hostile to me, but not yet scanned, and obviously I keep getting the 200cr bounty and landing every police ship in the RES on my six.

I have checked the turret behaviour under the Functions tab.
Even under the fire group with no turrets, they just do their own thing. They only track my target, so that much is ok, but they fire at will at that target, and if its not scanned, I get a bounty, even if it later scans down as hostile (which is bleedingly obvious; its shooting me, its red on my scanners, I just don't have the Wanted line yet)

Am I missing a function somewhere or trick turret setup?
 
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Turrets always fire automatically unless you set them to FORWARD FIRE.

You need to enable the REPORT CRIMES AGAINST ME option so the target becomes wanted the moment it attacks you.
 
Be careful with turrets while you're in a RES, especially if you are unfriendly or hostile with the local pirates. When you're hostile, any NPC aligned with that pirate faction will show as red on your sensors, so your turrets will automatically fire on them (if set to "target only" or "fire at will") even if you haven't scanned them yet. This will result in many fines, and headaches. So you either have to keep turning them off until you've finished scanning, or perhaps only use turrets in combat zones as it wont matter that much.

For the Python, you'll slowly be gaining power back as the medium turreted beams are firing, but it will drain very quicky while you start firing your other weapons. So either bring some heat sinks or do some fancy power management.
 
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Yep, as you've discovered, turrets are useless ! Even in a CZ they attract more attention than you want as they fire on any hostile ship.
I had the same problem (also a Python) but you will notice the position of the two that you have as turrets is also good for forward firing so now i have gimballed pulse on all points.

Not sure if you are aware but turrets don't need to be in a fire group as you don't fire them (normally), soon as you deploy hardpoints they're good to go in automynous mode.
 
Turrets always fire automatically unless you set them to FORWARD FIRE.

You need to enable the REPORT CRIMES AGAINST ME option so the target becomes wanted the moment it attacks you.

Brilliant djamila - I have this option turned off so a mate and I could test weapons etc (before Wings came out). I hadn't bothered to turn it back on, as it does tend to reduce police presence in a RES (at least the police don't come running over immediately as soon as I open fire).

This will be the reason for the hostiles not going wanted as soon as they open fire, and will probably fix the bounty issue mostly (apart from police getting in the beams' way!

Cheers for the help fellas - I was mainly checking to see if I'd missed something - I am hostile to the local pirates so I get a lot of incoming in my local RES - but that's how I like it! More grist for the mill as they say...

Okay, back to grinding for that A6 power plant... 51mil yeikes.
 
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