Hi mateys... cheers and many thks.
@Fatleaf:
The turrets fire automatically at targets if...
Great tip. It's also quite obvious (now that I know it, of course).
A good tactic to use against a strong target is to come to a halt swivel to give him a broadside, once your side turrets start firing (About 6km) and are hitting him give him a full dose of military laser.
Mmmm... well, first of all then I should fit mil lasers to port and starboard, instead of the toys that are currently there. However the real challenge for this all-thumbs keyboard pilot here will be keeping a moving target centered under the SIDE reticle... that would require a bit of practice I guess.
Target_Autolock_OXP is a great thing to have in conjunction with the turrets at close range as some aggressors are targeted and destroyed before you have even seen them.
I DO have that, and most likely the turrets have been doing their thing silently behind my back sir.
BTW, are there
any sound effects available for the plasma guns in the turrets ? Some audible feedback from the auto-firing would be nice amidst the heat of battle, as the pilot would most likely be looking elsewhere...
External views will also show the turrets working
Matter of factly, there was one situation where I switched to an external view in the midst of battle (certainly not on purpose, and most likely due to a discoordinated finger) and saw something which SHOULD have been the turret fire. However at the time I mistook it as being
fuel leakage, mind you -
- since the previous action from another runaway finger had been to mistakenly
launch a fuel tank instead of a missile...
@Thargoid,
Turrets ... have a limited angle of fire (about 107 degrees iirc).
Well if I got my hi-school math right, then there would
never be a situation where
both top and bottom turrets would fire simultaneously at same target (non-overlapping firing radiuses), but nothing prevents
simultaneous firing from the side turrets together with EITHER the top OR bottom ones. Did I get that right sir ?
The fuel station bounce was due to an issue with the sub-entities set-up for the most part, and as you already have the details of the work-around for the small remaining part of that problem then you should be good to go.
At least in theory, yes... flight test yet to be done. I do recall, however, that after the first explosion at the fuel station gates, I DID manage to go thru perfectly on a 2nd attempt, while also not caring which side of the FS was which. This mysterious feat never became reproducible afterwards. I know better now... flight test will be done soon.
@Makara
You're lucky just to get a bounce off fuel stations - they always make my Caduceus go pop
Actually, I don't think that mere LUCK is what determines if the Caddy pops instead of bouncing.
On my first attempt ever to drive thru a FS, not aware of the issue, and flying the standard Caddy a bit leisurely, I DID explode (well, my Caddy did, that is
). Starting from the 2nd successful attempt (see above @Thargoid), and further into all the failed ones, the factory-smelly Caddy (or maybe I should say 'the nest-smelly Caddy'...
) had already transmogrified into a respectable Iron Ass, including Iron Hide, Equalizers, Capacitors, Boosters and whatever shield-enhancing tech I could find - what, IMHO, should've made it a bit more resistant to collisions. Besides, all bounced approaches were made at centimeters-per-second speeds - notches #1 or #2 on throttle. I believe that either, or both, of these factors can be accounted for not exploding (a sizeable number of repairs was required after each bounce, of course).
Thargoid originally arranged it so you could set there to only be fuel satellites (the fuel stations aren't the only Caddy-killers out there, but they are the most common) through OXPConfig. If you don't have OXPConfig or the Fuel Station OXP doesn't show up in its list (no idea why that happens with my setup...) you can edit the fuelStation_stationSetup.js script from the Scripts folder of the Fuel Station OXP folder. Just change the boolean on line 9 from true to false.
Yessir, I recall having read about this satellite-only tip somewhere... that will be Plan B if the workaround doesn't succeed.
BTW this workaround would be more aptly called a 'fly-around', ain't it ??
Regarding the turrets, silly question but they haven't been shot off have they? You may want to open up your save and check under <key>subentities_status</key> - you should have a nice string of "1"s there (13 for the Caduceus Omega, fewer for the Alpha). Change any zeroes you see back to one.
Nice tip. Just checked and they're all still aboard.
Which brings up another interesting question - I can clearly see each of the 'trembling' turrets on the Caddy's external views.
Am I correct in assuming that a destroyed turret would also be missing from the external views ?
DO NOT use Microsoft's Notepad for any editty fun.
Indeed, sir - and I gladly find this advice in every other thread that I read in this forum - everybody here, BTW, seems to get out of their way to help noobies. In my case, while everybody else recommends Notepad++, I use PFE, which I'm seemingly one of only 2 people on planet Earth who care about it. Very nice, fast and powerful 620Kb editor from 1999, which auto-learns macros, duplicates windows, remembers positions and opens multiple files simultaneously.
@all,
That's all for now, folks - multiple and heartily thks to everybody. If I don't post soon in this thread again, it will be either due to RealLife issues or, betterly yet, all game plays and test plans proceeding as expected.
Warmest cheers !