Turrets are non-stop firing? How do you stop turrets from firing?

Ok...! So I got my first "Turret" beam-weapon the other day, but when I go to fire it - there doesn't seem to be a way to shut it off! Unlike my gimballed beam weapons, where it fires only while I'm holding down the mouse... the turret fires even after I let go of the mouse button, and I can't seem to find a way to get it to stop, and the bloody thing just fires all over the place hitting anything and everyone and getting me fined up the wazoo.

Is there something really obvious that I'm just missing? How the hell do you stop a turretted weapon from firing? (I have them set to Target Only mode, not Fire At Will)
 
Check your right-hand panel under "Modules". Select the turret weapon and set it to "Fire at target" then it will only fire at a hostile ship that you have targeted.
I think the only way to stop it is to retract hardpoints. I'm not sure if it will start again when you re-deploy them unless you first pull the trigger.
 
like myxturji said set them to target only, so you will not attract unwanted attention in conflict zones.
Further you can change to a wapponsgroup where they are not assigned to a firebutton this way you can use your gibals and turn off the turrents

ninjad ;)
 
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To stop the turrets, you can switch to another weapon group, they will start firing again when you pull the trigger.

I usually have a "weapon" group with every weapons and the kill warrant scanner, and a "scanner only" group whitout any weapons bound to it. I haven't used turrets in a long time, but I stopped them by switching to the "scanner" group.

wow all the ninjas ;)
 
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I had this with turrets, think you set to fire at target, as opposed to 'fire at will'. They just go nuts otherwise!
 
They should only fire at your selected target in Target Only mode. Select target, hit fire and they'll keep firing at that target until it's destroyed or you select another target. When you select another target you need to hit fire again. Would be nice if you could turn them off by hitting fire a second time instead of having to select another target to stop them
 
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Aye it seems an oversight.

I can't help feeling the fire button should become a toggle in turret mode.

Press engages turret fire, press again disables turret fire.

There may well be odd edge-case issues with this though?
 
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Aye it seems an oversight.

I can't help feeling the fire button should become a toggle in turret mode.

Press engages turret fire, press again disables turret fire.

There may well be odd edge-case issues with this though?



Its a ridiculous fire-control mechanism. No one in their right mind would set a weapon up this way.

I simply de-target (target under reticle with no ship in view) - this stops the turrets firing and you can resume with a single re-target and trigger press.

Turrets should fire for as long as you have the buton pressed, or be toggled on/off.

Not On, on on on on , aaargh where is the off button omgbeingbbqpwnedbyauthorityships aaargh. Rebuy screen.
 
None of my turret setups would work if they were a toggle or hold to fire. As of now I can have my primaries on the same trigger while the turrets do their thing as intended and still use a secondary trigger.

Turret management is something you need to adjust to - target only if you want to be offensive, fire at will if you want to be defensive (trader/miner retaliating automatically upon being attacked and while fleeing).
And as mentioned a fire group that doesn't include them to turn them off (can have everything else with the same setup - so that's your turret toggle) or retract weapons. Seems fine to me.
 
Sorry, I need to bring this up again as I just tried the new ships in the 2.0 Beta with turrets. I don't understand how to effectively use turrets. As soon as I start firing, there is no way to switch the turrets off, except switching fire groups or retracting hard point. Is this correct? If yes, this is very annoying since typically I will overheat or the capacitor is empty and I would like to stop firing. Also if someone crosses my path, I want to stop firing quickly. Maybe I am doing something wrong here?! Why don't turret just fire when I press the button and stop firing when I release it, just like normal weapons?
 
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First of all, if you want guns that fire when button pressed and stop fire when released, use fixed or gimbaled weapons, turrets are fully automated guns operating autonomous, so that you can concentrate on other things.

Using turret beams is difficult, because they empty the weapon cap fast. To get it under control your best option is to rotate your ship,
so that the turrets loose target and stop firing. Wait until cap refilled and then bring ship in position again. If you don't want to learn how to handle this properly use pulse or multicannon turrets, these don't need much attention.

If something unwanted was hit, it was you and not the turrets, because the computer controled guns stop firing way before anything crosses it's path. With the current 1.4 release I often tried intentionally to make the turrets hit system authorithy ships, but they won't whatever maneuver I tried.
 
To be honest, I've found Turrets to be pretty poor. I don't use them. Maybe when I have a big lard-:):):):):) freighter they'll make a lot more sense?

If the turrets (or any weapon) are continually draining your capacitor, then swap them out for something with lower power consumption, or get a bigger power distributor. The pulse laser uses a LOT less power than the beam, and is far more power efficient so the degree of damage is reduced far less than the power-draw is. All of which means, the Pulse may do more damage as it fires continually.

Beams are only "Best" if you have the power to operate them.
 
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Why don't turret just fire when I press the button and stop firing when I release it, just like normal weapons?
As already said: turrets are autonomous so you can focus on other tasks. Such as using a different fixed or gimbaled weapon on the same fire button, without the turrets turning on and off every time you fire.
With the current 1.4 release I often tried intentionally to make the turrets hit system authorithy ships, but they won't whatever maneuver I tried.
Projectile turrets will do the job.
 
First of all, if you want guns that fire when button pressed and stop fire when released, use fixed or gimbaled weapons, turrets are fully automated guns operating autonomous, so that you can concentrate on other things.

Actually I use turrets only because the damn huge ships won't turn fast enough. Using gimballed or fixed weapons on Anconda/Corvette/Cutter is just a pain. I can see that this argument is valid when you fly a mining ship, but then you can just set the turrets to full automatic fire at will mode...I think the implementation of a simple "toggle or hold" switch would drastically improve turret usability. You can then still decide whether you want them turned on all the time (toggle), or get a little more control yourself (hold). I assume this is the same for multi-cannon turrets, right? For these it totally makes sense to stop firing at some point when you e.g. don't want to waste ammo on shields. I guess going for lower-power energy weapons is a fix in the meantime and I can just maintain a constant barrage of pulse/burst fire on the ships.
 
Actually I use turrets only because the damn huge ships won't turn fast enough. Using gimballed or fixed weapons on Anconda/Corvette/Cutter is just a pain. I can see that this argument is valid when you fly a mining ship, but then you can just set the turrets to full automatic fire at will mode...I think the implementation of a simple "toggle or hold" switch would drastically improve turret usability. You can then still decide whether you want them turned on all the time (toggle), or get a little more control yourself (hold). I assume this is the same for multi-cannon turrets, right? For these it totally makes sense to stop firing at some point when you e.g. don't want to waste ammo on shields. I guess going for lower-power energy weapons is a fix in the meantime and I can just maintain a constant barrage of pulse/burst fire on the ships.

Other huge ships turn same slow as yours, so no problem to use fixed/gimbaled on them. Just leave small ships alone and in case they attack you, well that is why you want some turrets too.

The turrets are there so that they do their work autonomous without needing your attention. A mixture of pulse/multicannon turrets works well against winged Vipers and such, you just ignore them and focus on
your main target. You can't do that if the turrets are not autonomous working and require your attention.
Also is not clear to me how to decide gun on/off, if it is firering at targets out of sight and not marked as
target? I don't know if their shields are off already or still on, I don't want to know and care about it,
that is why I use them turrets.

I seriously doubt that converting turrets into manual operating guns improves anything and you have manual operating guns already.
 
I see, so I am using them wrong. Basically I just wanted to use turrets for dog-fighting where I would be able to constantly fire regardless of my opponents position relative to me. I'll go back to more agile ships as I don't like the big ones anyway. :)
 
I see, so I am using them wrong. Basically I just wanted to use turrets for dog-fighting where I would be able to constantly fire regardless of my opponents position relative to me. I'll go back to more agile ships as I don't like the big ones anyway. :)

Just setup two fire groups. Here is what I do on my Anaconda

2 small beam turrets
2 medium beam turrets
Everything else on Gimballs
With an 8A power distributor all 4 can fire and I still have a net gain in weapons energy with 4 pips to weapons.

Fire group 1
Primary Trigger - Gimballed Weapons
Secondary Trigger - Turrets

Fire Group 2
Primary Trigger - Gimballed weapons
Secondary Trigger- KWS scanner

If I need to turn off the turrets I just switch fire groups. When I switch back to Fire Group 1 the turrets are off and I need to turn them on again.
 
Turrets should fire for as long as you have the buton pressed, or be toggled on/off.
My first experience with turrets I actually ticketed them because I though they were working right. In my mind this was how they should work.

None of my turret setups would work if they were a toggle or hold to fire. As of now I can have my primaries on the same trigger while the turrets do their thing as intended and still use a secondary trigger.
I never actually thought of that. That's a good idea.
-
I'd personally suggest the best of both worlds, and would like to see another fire mode added to the right hand menu:
Fire at will
Target only
Forward fire
Toggle mode
 
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