Newcomer / Intro Type 10 Defender - Large hardpoints question

I have a miner fitted T10, small and medium hardpoints with mining tools, large hardpoints for self-defense. I was eating rocks in a ring, and a pirate showed up. I've tried to fire at him with the large guns (gimballed multicannons), but they wouldn't fire. The positioning (top and bottom forward side) would suggest that they don't have something blocking their view but they wouldn't fire nonetheless. How am I to fit the ship to be able to fend off rats? :)
Thanks
 
Are you sure your firing groups are set up and that you have power enough? Are you in combat mode (orange HUD)?

I used a T10 like you describe, without any issues, but it was several updates ago.
 
Are you sure your firing groups are set up and that you have power enough? Are you in combat mode (orange HUD)?

I used a T10 like you describe, without any issues, but it was several updates ago.
yep, all set up correctly, I even had aiming circles show up, but they didn't move around like normal gimballs do, and didn't fire a single shot...
edit, now I flew out of station with turrets instead of gimballs, and no change. I guess I'll report a bug.
 
4 pips to wep? It should have nothing to do with whether target is selected. Gimballed can be used as fixed against a ship spewing chaff.
 
4 pips to wep? It should have nothing to do with whether target is selected. Gimballed can be used as fixed against a ship spewing chaff.
now I targeted the station I flew out of, and the circles merged to one, and the guns fired (out of range, 14km away, no harm done). this is weird. so the target needs to be far enough away to be able to fire...now I wonder if the range of the guns is sufficient to cause any damage in these conditions.
 
A better solution is to put turrets. Then the T10 kills anything. Even if you do target the enemy with gimbals, they easily fly away and out turn you..
 
One thing that could help, if the problem is not yet solved, is that you post a screenshot of when that happens.
Perhaps there is something happening there and there could be visual cues?

Additionally, go in your ship menu (to the right) and make sure to set the correct fire mode for turrets (target only, forward fire, fire at will).

Fire at will is the automatic mode, while the other two require you to operate the weapons.
 
The best way to hande the situation is not to shoot any NPCs when you're mining. There's never a logical reason to. When you arrive at the rocks, you can either wait for them to leave or fly away from them. Both are quicker than engaging them in battle. If you're mining in a haz RES and there are only one or two of them (wing of 3 counts as one) that come during the mining, give them the cargo that they demand, which is quicker than fighting them, and you can carry on mining while you do it and get more than you have to give them. If there are three or more, they're too tough to fight anyway, so run away and come back when they've warped out. I other word, chuck your weapons, then you won't have to worry about them.
 
One thing that could help, if the problem is not yet solved, is that you post a screenshot of when that happens.
Perhaps there is something happening there and there could be visual cues?

Additionally, go in your ship menu (to the right) and make sure to set the correct fire mode for turrets (target only, forward fire, fire at will).

Fire at will is the automatic mode, while the other two require you to operate the weapons.
Will do that once I'm back in my ship, thanks :)
 
The best way to hande the situation is not to shoot any NPCs when you're mining. There's never a logical reason to. When you arrive at the rocks, you can either wait for them to leave or fly away from them. Both are quicker than engaging them in battle. If you're mining in a haz RES and there are only one or two of them (wing of 3 counts as one) that come during the mining, give them the cargo that they demand, which is quicker than fighting them, and you can carry on mining while you do it and get more than you have to give them. If there are three or more, they're too tough to fight anyway, so run away and come back when they've warped out. I other word, chuck your weapons, then you won't have to worry about them.
a friend just sent me this: http://a.teall.info/edsa/?s=type-10-defender
I guess the case is closed, looks like 1500m engagement range will do the trick.
 
There was an old bug that was supposedly fixed, but it would sometimes block certain hardpoints on certain ships when ship kits were installed.
 
I don't understand. How does an empty diagram of a T10 help? What's 1500m engagement got to do with it?
if you click the hardpoints to activate them, the dots in the aiming circle (top center) get activated, and by sliding the distance slider those dots move into the circle. anything outside can't fire, the guns are not flexible enough to aim at a target closer than 1500m.
 
if you click the hardpoints to activate them, the dots in the aiming circle (top center) get activated, and by sliding the distance slider those dots move into the circle. anything outside can't fire, the guns are not flexible enough to aim at a target closer than 1500m.
I think having been to that site and played as well as looking at the options the flexibility thus shown only applies to fixed mount weapons, which have a micro gimbal capability to allow a possibility of hitting individual modules.
Your initial issue was with gimballed weapons which have a much better freedom of action.
 
"if you click the hardpoints to activate them, the dots in the aiming circle (top center) get activated, and by sliding the distance slider those dots move into the circle. anything outside can't fire, the guns are not flexible enough to aim at a target closer than 1500m."

It reminds me of when I was in a Vulture face-tanking a clipper that had missiles on its two nacelles. As long as I kept close, they went straight past me every time. It made me laugh.
 
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