Basically turrets set to anything but attack all enemies won't consistently attack hostile targets unless you've been attacked by that target (so they basically act in defense mode). Here's a video demonstrating the issue (as well as a workaround-setting a single turret to attack all enemies): https://www.youtube.com/watch?v=vg2BKdrrOc0
If this isn't intended behavior then I can try to get a vanilla savegame together, it will just take some time...let me know if it's necessary.
Original discussion: viewtopic.php?f=146&t=438729&p=5053830#p5053830
...jlehtone wrote: ↑Fri, 14. May 21, 13:57Main guns of destroyer focus on target (as much as gimbal allows), when I target small ship, surface element, or station module.
Main guns of destroyer point forward -- no focus, if I target capital ship. Did they do that before 4.0?
I set L Plasma turret to "Attack Capitals" on personal ship. There is hostile capital in range, in view, and even targeted. No action unless the enemy hits us. Like turret was running "Defend".
I set L Plasma turret to "Attack my current target" on personal ship.
* I target surface element. Turrets shoot
* I target the capital ship. Turrets do not shoot
The "Attack all enemies" still fires freely. I have used "Attack all" most of the time, so can't tell whether the other commands were "lazy" before.
I saw "Fixed ..." entries in 3.xx (or earlier) Changelogs. Still incomplete?
...Alkeena wrote: ↑Fri, 14. May 21, 15:34I've seen this behavior as well when I was testing the turret components of my subsystem targeting mod. It's vanilla behavior and baked into the executable--it presents even if I have all my mods disabled.
I think what might be happening is the turret commands are respecting the normal standings spectrum internally. Meaning it won't shoot hostile warships until standings are -16 and won't shoot hostile civilian ships until standings are -21. I say this because if I recall setting the target hostile via the right click menu or getting shot by the target would get the guns firing--both of those actions effectively alter temporary standings under the hood.
(I say "if I recall" because I last played around with it closely basically right as 4.0 released and since then have been at war with the entire universe, so I could be misremembering)
...Alkeena wrote: ↑Fri, 14. May 21, 15:39Also from working under the hood for subsystem targeting: non-player owned ships use a separate catchall command that is not accessible to the player. It's assigned to ALL non-player turrets and acts like attack all enemies but with a bit more logic to attempt to assign appropriate turrets to appropriate targets.
Given it's similarity to attack all enemies I would guess it inherits whatever bypass is keeping attack all enemies working as well.
(coincidentally this is why non-player missile defense still works while the player missile defense is currently broken -- they're two different scripts under the hood)
Alkeena wrote: ↑Fri, 14. May 21, 16:58So I just went back and re-tested because these sorts of things bug me. You're right that it's not standings related. I did discover, however, that if a single turret is set to attack all enemies the other turrets will work as well.
Here's a quick demonstration video (just posted so HD is still processing): https://www.youtube.com/watch?v=vg2BKdrrOc0