Page 1 of 1

Turret Behavior

Posted: Mon Mar 11, 2013 7:46 am
by Zalausai
I have a problem with my turrets. It affects all of my ships.

When I have a sector set to the "driver" of a weapon, it does not rotate with the ship when it turns. It also turns much farther than the deviation value of the weapon.

Here is a ship quickly created to demonstrate the behavior. (I know it's ugly, this is just a demonstration)
Driver sectors are colored red.
Weapon parent sectors are colored grey.

Note:The left wing's weapon is parented to the driver in an attempt to generate a different outcome, but exhibits the same behavior.

All systems are normal, just spawned, it's gonna be a good day.
Spoiler!
Turret Test 1.jpg
Ship ordered to face a different direction and. . .
Hurr-durr, we point this way. Yuk, yuk, yuk
Spoiler!
Turret Test 2.jpg
Is there any way to fix what I have since called "drunk gun"?
Seriously though, can it be fixed?

Re: Turret Behavior

Posted: Mon Mar 11, 2013 7:55 am
by Doogie12
You're not supposed to parent the weapon to a section that is, or will be directed by, the driver.
I'm a little confused as to what you are trying to achieve there.

Re: Turret Behavior

Posted: Mon Mar 11, 2013 10:05 am
by Zalausai
So, the weapon come before the driver?

The parenting relationships in the example go like this, I made them different on purpose.

Left wing
Driver > Weapon

Right Wing
Driver > Section > Section > Weapon

I want to achieve a turret that doesn't stay stationary when the ship turns.

Re: Turret Behavior

Posted: Mon Mar 11, 2013 10:16 am
by Doogie12
Yea I have no clue what you just said.
This thread has turret answers.
viewtopic.php?f=22&t=5524

Re: Turret Behavior

Posted: Mon Mar 11, 2013 12:58 pm
by Zalausai
This is the problem and solution explained. Thanks.
Now I can fix the some of the faction ships.