Author Topic: Multiple weapons + turret targeting priorities + one turret subsystem = ?  (Read 1792 times)

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Offline Fury

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Multiple weapons + turret targeting priorities + one turret subsystem = ?
Turret targeting priorities are awesome and they work as advertised. There's only one downside to it, it does not support multiple weapons with different targeting priorities in same turret subsystem.

Option one would be to have in-engine support for this. If you for example have three weapons equipped in a turret, priority of weapons is same as their order in turret loadout. So for example, the first weapon in turret loadout is given priority above the others until it runs out of valid targets in range, at which point second weapon is checked for valid targets. Should first weapon again get valid targets, the turret switched back to the first weapon the next cycle. Third weapon would only be used when first two have no valid targets within range.

Option two would be scripting support for this. I discussed about this with The E and he said it's in theory possible, but scripting will have to take complete control over turret targeting. Unfortunately scripting does not have access to turret loadout. Scripting would also likely need access to object types, otherwise you'd need to type in individual weapon and ship names for targeting priority setup within the script.

Option 3. No clue, any ideas?

 

Offline rsaxvc

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Re: Multiple weapons + turret targeting priorities + one turret subsystem = ?
It sounds useful. What models/ships/mods would use configurations like this?

 

Offline chief1983

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Re: Multiple weapons + turret targeting priorities + one turret subsystem = ?
In general, Freespace turrets can contain multiple weapons, even a mix of primaries and secondaries, so any mod that has used this feature could use that ability.  FotG probably won't do that, unless we want to combine a missile launcher into a turbolaser or something, just to cut down on the number of necessary turrets.
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Offline Fury

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Re: Multiple weapons + turret targeting priorities + one turret subsystem = ?
I tried to bypass this limitation by setting up targeting priorities per turret subsystem and then flagging equipped weapons with "huge" or "small only" flags. Unfortunately this didn't produce expected results.

As testbed I used GTC Fenris, including tbm's from mediavps.

Code: [Select]
$Subsystem: turret09a-01-main, 4, 10.0
$Alt Subsystem Name: Artillery
$Default PBanks: ( "Terran Artillery AP#Fenris" "Terran Artillery HE#Fenris" )
$Default SBanks: ( "" )
$Turret Direction Preference: 100
$Target Priority: ( "cruisers" "corvettes" "capitals" "super caps" "bombs" "weapons" "asteroids" "bombers" "fighters" "ships" )
$Flags: ( "check hull" "no subsystem targeting" "fire on target" "reset when idle" )
The AP version has "huge" flag while "HE" version has "small only". What happens is that the AP works as expected, but the HE aims, fires once, resets back to idle position, aims, fires once and resets back to idle position, rinse and repeat. mv_assets-shp.tbm includes $Turret Reset Delay: 1000.

Is this a bug or what?

Edit: Another problem. If I swap the AP and HE weapons around so that the PBank order is reversed, what happens is that the turret now uses the HE weapon to fire at large ships even if the weapons is flagged as "small only".

Edit 2: Adding $Turret Reset Delay:    10000 avoids the turret resetting itself, but again it seems to use the AP on small ships and rate of fire is severely hampered. Commenting out target priorities makes the turret use the AP weapon against small ships, even adding "capital+" in addition to "huge" doesn't change this.

Apparently using weapons that have different targeting priorities in same turret simply doesn't work. Is this fixable or should I just forget about this?
« Last Edit: January 22, 2011, 05:13:57 am by Fury »

  

Offline Wanderer

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Re: Multiple weapons + turret targeting priorities + one turret subsystem = ?
Game should pick priorities from the 1st turret bank - be it primary or secondary - it detects. Those might be in conflict with the other priorities but solving those is something modder must do. It was deemed impractical to create sorting system for the priorities.
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