Whether turrets should target red stations. Most significant for missile boats.what does target stations mean?
The menu itself includes info text describing every option. Replicated from the menu text:all options under missile turrets, any explanation on that?
Fleet/Wing Support
Formation Support
Support All
The Fleet/Wing/formation/all support options causes the missile turret to assist wing ships, formation ships, and all player property in the sector respectively with attackers and attack targets.
Player Target Support
Player target support will cause the missile turret to shoot at the playership target when Smart is not in defense mode on that turret.
Engagement Radius (km)
The Engagement Radius setting specifies the radius at which the Smart enabled missile turret will fire at will when not in defense mode.
Overkill Percent
The overkill setting increases the amount of missile damage to be sent to a given target as a percentage of the targets combined hull and shield health. Note that if only a powerful missile is available to shoot a weak target this may still only fire one missile.
Missile interception is where a ship will shoot missiles incoming to other ships of that race, whereas normally in the game turrets will only shoot missiles incoming to themselves. This is not without processing cost, particularly when many missiles m pass near a cluster of ships s. This can incur m*s*s.turrets 'target in firing arc of turret' calculations.NPC missile interception and anti missile target limit, what exactly does that do?
Regarding the performance menu settings, from the menu help text:
NPC Missile Interception
NPC missile interception requires each race running Smart in the sector to scan for missiles incoming to ships of that race. Disable this setting to avoid the scanning and have NPCs target only missiles incoming to themselves.
Anti Missile Target Limit
The anti missile target limit crops the number of missiles tracked by Smart enabled ships, reducing anti missile processing performed by turrets. This can be a problem particularly when clustered ships are tracking large swarms of missiles. The player ship is exempt from this cap.