Turret weapons not firing

Hi. I have a T9 with 3 turreted weapons 2 x MC and a Beam Laser. On the Functions settings I have 'Turret Weapon Mode' set to 'Target Only'. In combat I don't see any fire emanating from my ship but the SLF is doing it's job. My understanding is that the turrets should automatically engage a hostile target. I clearly have a hostile target locked on as the SLF is attacking it. After combat I find I have not used any ammunition which confirms that the weapons have not fired. Has anyone any suggestions as to why this is happening.
 
Hi. I have a T9 with 3 turreted weapons 2 x MC and a Beam Laser. On the Functions settings I have 'Turret Weapon Mode' set to 'Target Only'. In combat I don't see any fire emanating from my ship but the SLF is doing it's job. My understanding is that the turrets should automatically engage a hostile target. I clearly have a hostile target locked on as the SLF is attacking it. After combat I find I have not used any ammunition which confirms that the weapons have not fired. Has anyone any suggestions as to why this is happening.

Have you tried pressing whatever fire button the turrents are keyed to when engaging a locked on target?
 
Are the turrets bound to a fire group and is it your selected fire group. When set to my target, you need to fire the turrets so they will fire autonomously.
 
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You have to fire something, anything, for turrets to consider something a target when set to Target Only.
Set to Fire At Will, turrets will fire automatically at anything firing on you, or engaged by your fighter.
 
You have to fire something, anything, for turrets to consider something a target when set to Target Only.
Set to Fire At Will, turrets will fire automatically at anything firing on you, or engaged by your fighter.

Pretty much this.

I recently carried out some experiments with turrets and the results were a bit... confusing.

If you have your turrets set to "Target Only" you should be able to target a ship, pull the trigger and your turrets will fire on that ship, and continue firing on that ship.... but it doesn't always work.
I found that, roughly 3 times out of 10, the turrets would act like they're in "Fire At Will" mode and they'd refuse to fire when you pull the trigger - forcing you to zap an enemy with a manual weapon before the turrets open up.

Since Sandro confirmed that turrets are NOT supposed to cause friendly-fire when they're in FAW mode (and if they do, you should report it as a bug), I find the simplest solution is to fit at least one manually-aimed weapon and then just set any turrets to FAW mode.
 
Pretty much this.

I recently carried out some experiments with turrets and the results were a bit... confusing.

If you have your turrets set to "Target Only" you should be able to target a ship, pull the trigger and your turrets will fire on that ship, and continue firing on that ship.... but it doesn't always work.
I found that, roughly 3 times out of 10, the turrets would act like they're in "Fire At Will" mode and they'd refuse to fire when you pull the trigger - forcing you to zap an enemy with a manual weapon before the turrets open up.

Since Sandro confirmed that turrets are NOT supposed to cause friendly-fire when they're in FAW mode (and if they do, you should report it as a bug), I find the simplest solution is to fit at least one manually-aimed weapon and then just set any turrets to FAW mode.

Not quite the same as what I am experiencing. Even if I switch modes to Target Ahead and shoot it and then switch back to Target only they still don't engage. I'd prefer not to use FAW if I have mutliple targets as I'd prefer to concentrate my fire power on one opponent and kill it rather than just wounding several. Looks like this is a bug. I'll fit a FSD interdictor to my T9 miner and pull some soft targets down to investigate further.
 
Are the turrets bound to a fire group and is it your selected fire group. When set to my target, you need to fire the turrets so they will fire autonomously.

This. I also think you might need to be pointed approximately towards the target when you hit fire (though then they will continue to fire when they can). Presume you have pips to weps?
 
Well that was fun, bounty hunting in a T9 :) So I experimented and it does work as advertised, you select the target as you normally would and then pull the trigger to commence auto fire but it seems that it will only open fire if it thinks it will get a hit. Hitting boost to quickly close the range gets the party started.
 
Well that was fun, bounty hunting in a T9 :) So I experimented and it does work as advertised, you select the target as you normally would and then pull the trigger to commence auto fire but it seems that it will only open fire if it thinks it will get a hit. Hitting boost to quickly close the range gets the party started.

Ive also found turrets will only fire at half their stated range while automated
 
Yes they are but I can't fire them manually, pulling the trigger does nothing.

You could start with a simple test: Set the turret mode to "Fire ahead" (or whatever it is called), and pull the trigger. No target required. They should behave as 'fixed' weapons now. If that doesn't work its a problem with the weapons/weapongroups/triggers.
If this does work its a problem with target aquisition. When the turret is on 'target only' AND you've selected a target AND you pulled the trigger (once) the weapon should attack the targets if its in range and within its fireing arc.
On which hardpoint do you have the turrets?
 
Thanks for your input but the problem is solved. It would seem that the weapons won't fire if the target is beyond the damage fall off range. So for my MCs max range is 4km but damage fall off range is 2km. So target is selected and in range but no bangy bangy until range is reduced to 2km hence my earlier assumption that it was not working. I wish this sort of info was easier to find.
 
Thanks for your input but the problem is solved. It would seem that the weapons won't fire if the target is beyond the damage fall off range. So for my MCs max range is 4km but damage fall off range is 2km. So target is selected and in range but no bangy bangy until range is reduced to 2km hence my earlier assumption that it was not working. I wish this sort of info was easier to find.

It has nothing to do with damage falloff range. Its just half the maximum range of the weapon. I know this because I tested it with weapons modded for short range. Turreted Multicannons only fired at 1000ish meters when I did it, and the short range mod doesnt touch damage falloff , just max range
 
It has nothing to do with damage falloff range. Its just half the maximum range of the weapon. I know this because I tested it with weapons modded for short range. Turreted Multicannons only fired at 1000ish meters when I did it, and the short range mod doesnt touch damage falloff , just max range

Thanks for sharing that info.
 
I think turrets are broken - I had one fitted to the large hp on my vette: first I set it to fire at will and engaged using the other gimballed hp’sm nothing happened. Then I set it to target only and did the same: nothing happened. Then I tried firing it manually - it fired some of the time but not others despite my holding the fire button down and being nose up so it had a clean shot on target. Reading in the forums people try de/reinstalling the module with varying success rates, and it seems to vary between ships and turret classes. I gave up in the end and reinstalled a gimballed hp.
 
Pretty much this.

I recently carried out some experiments with turrets and the results were a bit... confusing.

If you have your turrets set to "Target Only" you should be able to target a ship, pull the trigger and your turrets will fire on that ship, and continue firing on that ship.... but it doesn't always work.
I found that, roughly 3 times out of 10, the turrets would act like they're in "Fire At Will" mode and they'd refuse to fire when you pull the trigger - forcing you to zap an enemy with a manual weapon before the turrets open up.

Since Sandro confirmed that turrets are NOT supposed to cause friendly-fire when they're in FAW mode (and if they do, you should report it as a bug), I find the simplest solution is to fit at least one manually-aimed weapon and then just set any turrets to FAW mode.
Thanks I'll try that
 
Yeah I removed the turrets and replaced them with gimbaled weapons and the weapons are firing just fine so maybe the turrets are broken. Just a shout out to all the people who answered the forum when I had the question about the weapons thanks a lot you guys are awesome.
 
Is the distance tied to weapon type? I'm pretty sure my efficient laser turrets start firing immediately when I get into 3 km range (maximum weapon range, definitely not half).
 
I think turrets are broken - I had one fitted to the large hp on my vette: first I set it to fire at will and engaged using the other gimballed hp’sm nothing happened. Then I set it to target only and did the same: nothing happened. Then I tried firing it manually - it fired some of the time but not others despite my holding the fire button down and being nose up so it had a clean shot on target. Reading in the forums people try de/reinstalling the module with varying success rates, and it seems to vary between ships and turret classes. I gave up in the end and reinstalled a gimballed hp.
I main a corvette. You should know that large HP is tricky and wont fire at all if you dont lift the nose to clear line of sight for that weapon. You might be surprised how often the nose blocks shots.
 
I main a corvette. You should know that large HP is tricky and wont fire at all if you dont lift the nose to clear line of sight for that weapon. You might be surprised how often the nose blocks shots.

Yep. You'd be surprised how many new Vette owners PM me that their new "Lord O'War" just isn't all that. You gotta have the nose up or you're losing the large HP.

This might be that case as well. But it looks like the OP got their answer regardless.
 
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