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Capital ship turrets not active before entering one of them
The turrets of a capital ship are not active before entering one of them.
Steps to reproduce:
1) Undock a capital ship from a station or, piloting a capital ship, undock from it and then dock back.
2) Issue /+ActivateTurrets - fails, nothing happens. Turrets look activated but they do not fire.
3) Enter and exit one of the turrets - turrets start to fire.
If you "preactivate" the turrets by entering/exiting one of them before issuing /+ActivateTurrets for the first time, they work and fire as soon as you issue the command.
If this is an intended behaviour and you must "charge" the turrets before using them, it is weird that you do it by entering just a random one. To me, it looks more like a bug.
Steps to reproduce:
1) Undock a capital ship from a station or, piloting a capital ship, undock from it and then dock back.
2) Issue /+ActivateTurrets - fails, nothing happens. Turrets look activated but they do not fire.
3) Enter and exit one of the turrets - turrets start to fire.
If you "preactivate" the turrets by entering/exiting one of them before issuing /+ActivateTurrets for the first time, they work and fire as soon as you issue the command.
If this is an intended behaviour and you must "charge" the turrets before using them, it is weird that you do it by entering just a random one. To me, it looks more like a bug.
Does this happen with all types of turrets or only ones that require ammo? In other words is it possible that the turret is actually out of ammo? Entering it and leaving it will re-load it.
This was not the case. I regularly experienced this problem with Capital Cannons.
Today, I spent several hours trying to reproduce the latter two bugs. They seem to be gone. It hasn't been long since I last encountered these problems, but I consider it a lesson—always double-check right before posting. I will report back if I manage to reproduce the problems again, but for now, I apologize for any wasted time.
At least, I found something different, so I will open another thread.
Today, I spent several hours trying to reproduce the latter two bugs. They seem to be gone. It hasn't been long since I last encountered these problems, but I consider it a lesson—always double-check right before posting. I will report back if I manage to reproduce the problems again, but for now, I apologize for any wasted time.
At least, I found something different, so I will open another thread.
Unfortunately, the problem is back.
Tested in Dau L-10.
/time
GMT is: Sat Jan 20 10:31:25 2024
The AT symbol shows up, but the turrets do not fire. As soon as I enter/exit a turret, it is all OK. Particularly, *exiting* any turret makes it fixed -- I have just tested it. And it remains fixed until *any* docking/undocking operation. I mean 1) leaving the capital ship in a small ship, docking back and taking control, 2) docking the capital ship to a station and undocking again. These two cases reintroduce the situation that must be fixed with entering and exiting a turret.
For me, the bug was here at least for months. I even thought that it is a part of the design and made a bind to "charge the turrets" easily. Then, the bug had been "fixed" - I realised that as soon as I reported it along with the other problems. :) And it was all OK up to this moment.
Now, confirmed by 2 players, different accounts and diferent PCs, of course. Turrets full of ammo, plugins disabled, all commands issued by hand (so no binding problems).
Tested in Dau L-10.
/time
GMT is: Sat Jan 20 10:31:25 2024
The AT symbol shows up, but the turrets do not fire. As soon as I enter/exit a turret, it is all OK. Particularly, *exiting* any turret makes it fixed -- I have just tested it. And it remains fixed until *any* docking/undocking operation. I mean 1) leaving the capital ship in a small ship, docking back and taking control, 2) docking the capital ship to a station and undocking again. These two cases reintroduce the situation that must be fixed with entering and exiting a turret.
For me, the bug was here at least for months. I even thought that it is a part of the design and made a bind to "charge the turrets" easily. Then, the bug had been "fixed" - I realised that as soon as I reported it along with the other problems. :) And it was all OK up to this moment.
Now, confirmed by 2 players, different accounts and diferent PCs, of course. Turrets full of ammo, plugins disabled, all commands issued by hand (so no binding problems).
I have just realised that jumping (while piloting the capital ship) fixes the problem too. It has the same effect as entering/exiting a turret.
Maybe that's why most of the players haven't noticed. And maybe that's also why I haven't been able to reproduce it recently.
Maybe that's why most of the players haven't noticed. And maybe that's also why I haven't been able to reproduce it recently.
I frequently experience this when jumping around and fighting, I.E jumping into unrats or into the trident sector. I usually just hit my rotate alias but the turrets often do not fire with AT until rotated.
Thank you for confirming. In my case, visiting any of them is always enough.
The problem does not only affect ActivateTurrets, but also just introduced turret binds.