It's Not My Fault That My Auto-Pilot Turrets Hit Friendlies....What Can I Do?!

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Almost Tactful
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It's Not My Fault That My Auto-Pilot Turrets Hit Friendlies....What Can I Do?!

Post by Almost Tactful »

I have a bit of a problem in X3TC............it seems that the AI isn't working well. If I'm in say a corvette class ship with like 40 turrets and the turrets are firing on the enemy and a shot misses and hits a friendly station then the friends get upset that I hit them, then since I have so many turrets shooting off within like 5 seconds I'm the enemy and the entire sector turns on me....is there any way to stop this? Or do you just not use big ships on auto pilot? Or is there a setting somewhere where the turrets will only fire if a hit is 100% guaranteed?

Thanks so much, and I'm having a ton of fun even with the few small problems I've come across, great game!
Last edited by Almost Tactful on Fri, 5. Dec 08, 14:01, edited 1 time in total.
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Carlo the Curious
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Post by Carlo the Curious »

Not a tech support question, so moved to general.
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Almost Tactful
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Post by Almost Tactful »

Sorry bout that, thanks :)
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lLongshanks
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Post by lLongshanks »

40 guns on a corvette? nm

If youre in a big ships you have to stay away from everything even your own ships.
1 thing you can do is jump into another ship and let the AI controll the big one. Stations dont care about friendly fire from an AI controlled ship as long as you are not in it.
Scripts I use.
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Post by gillrichard »

Well when you think about it, it is important that a captain of his ship is in control of his guns!

That said a few things help...

...don't fight near gates
...don't fight near the station you are defending
...find clear space to fight in and draw the enemy with you
...intercept a wave in empty space
...have the turrets on attack my target which should reduce the scatter fire
The thing is...there is no thing.
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1muvwndr
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Post by 1muvwndr »

That's kinda normal, you have 2 options: 1.Keep away from stations (at least 0,5km more than the max range of your weapons) or 2. Don't use a corvette in friendly sectors.
Though stations do turn hostile too easily (they have at least 7GJ of shielding FFS).
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Almost Tactful
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Post by Almost Tactful »

Wow, this is a busy place :) I'm going to like it here. Thanks for all the replies guys, I'll do what you said and leave the big ships for the AI or for me in the middle of no where lol, and I agree if you have 7GJ of shields a few laser shots aren't really gonna bug you at all. Now if I miss with a hammerhead or something then that is a different story lol
Last edited by Almost Tactful on Fri, 5. Dec 08, 14:18, edited 1 time in total.
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Post by Mouseco »

Best one way I was in my BS in Blackhole, and doing a Xenon mission, tagged a backery with my turrets and it went red ...

STUPID me completed the mission and then jumped into my Vidar ....
I left the BS on patrol .... 5 Minutes later at the Argon ship yard ...


*you cna buy all products*
....
*You can buy nothing!!!*

Turns out the BS had done its patrol of Blackhole Sun, and noticed a evil evil factory, producing cahoona baked products of sin ... and blew it to hell .... and my rep with it :)

No idea why I felt like sharing that ^^
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Almost Tactful
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Post by Almost Tactful »

No idea why I felt like sharing that ^^
Why not lol :)
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xiriod
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Post by xiriod »

Well, the M.A.R.S. turret script pretty much fixes turrets to the way they should have been in the first place. I would try that first :)
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Re: It's Not My Fault That My Auto-Pilot Turrets Hit Friendlies....What Can I Do?!

Post by Mikes78 »

Almost Tactful wrote:I have a bit of a problem in X3TC............it seems that the AI isn't working well. If I'm in say a corvette class ship with like 40 turrets and the turrets are firing on the enemy and a shot misses and hits a friendly station then the friends get upset that I hit them, then since I have so many turrets shooting off within like 5 seconds I'm the enemy and the entire sector turns on me....is there any way to stop this? Or do you just not use big ships on auto pilot? Or is there a setting somewhere where the turrets will only fire if a hit is 100% guaranteed?

Thanks so much, and I'm having a ton of fun even with the few small problems I've come across, great game!
a) There is no Corvette with 4 Turrets (lol)
b) Simply stay 6km away from stations, problem solved.
c) If too close to a station, turn the turret on the side facing the station off.
d) Since projectiles have flight time a hit is never 100% guarranteed. Turrets can't look into the future any more than you or me can, so how should they know whether and where to the target will dodge while the projecile travels ? lol (you can however use weapons with ultrafast projectile speed (flak/phased repeaters) to increase hit rates)
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Almost Tactful
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Post by Almost Tactful »

lol, yeah I knew I got the ship type wrong but went for it anyway :P I pretty much put myself back into a nice M3+ and I set the big guys onto AI, I'll let it be like that until I venture into a Xenon sector and try to eliminate them all :lol:
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Post by TheLastHero »

Sorry buddy, but the game CAN look to see where a weapons bullet will be at any point in time, if the stations moved it would be a diffrent story as there movements could mess up the calcs but they dont so its no problemo.

Not only can a computer do this but so can you, if I give you the speed and location of a bullet and its vector you can tell me WHERE it will be at any point in time I ask.

Since only player ships make things go hostile either.

Bullets should be clasified as hostile only to the type of target its intended for and either, not damage friendlies or they should simply do a path intercept check before each bullet is fired on the player ship.

I have had to reload quite a few times because a dumb ass ai sector fighter flew though my exchange with another capital ship got tosted and turned the whole sector agasint me at which point all my ships open up on all the sector ships and stations making my hard won rep well it was hard in x3R worthless and reload required all because that argon buster decided that getting between a titan and a Xenon caps shooting massive globs of blue white death at each other was a extremly smart thing to do.

Hell, Technicly it intercepted MY BULLET putting my life at risk due to reduced firepower and the bloody Argon military should pay me compensation.. but no.. they try to kill me instead.
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Post by Gazz »

TheLastHero wrote:Sorry buddy, but the game CAN look to see where a weapons bullet will be at any point in time, if the stations moved it would be a diffrent story as there movements could mess up the calcs but they dont so its no problemo.
The game possibly can. A turret script can not.
Since it's the turret script who is firing the laser it is irrelevant who or what could accurately project the course and detect possible collateral damage.

The turret script can not know the direction it's shooting in. I dare you to project this vector without knowing the angle.
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TheLastHero
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Post by TheLastHero »

what the hell is this possibly? the game already does, its part of ship crash detection(which sucks granted)


The game at all times knows the

Speed/direction/angle of all objects in it.

If it didnt it couldnt make a bullet go in a straight line, or a missile follow a ship, or ships attempt to fly around objects, or even know to draw one object infront of another rather then behind.

Anyways we were talking game, not "script" controling an object, however the problem really should have been fixed in the expansion and its more then likely coding job not script job except to update a script perhaps to take advantage of the new code.
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Post by Nanook »

TheLastHero wrote:what the hell is this possibly? the game already does, its part of ship crash detection(which sucks granted)


The game at all times knows the

Speed/direction/angle of all objects in it....
Actually, it can't. What you're suggesting is that the script controlling the firing of the turret knows at all times what the script controlling the dodging enemy ship is doing at all times. I highly doubt that. And then add in the factor of random player movements, and there's simply no way the 'game' can know where bullets are going to impact until they do. You're implying the 'game' somehow knows what's going to happen at all times. That's simply not true, because all the scripts controlling the action run independently. :P
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Almost Tactful
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Post by Almost Tactful »

Well leaving the "big guns" to auto pilot and me flying around in an M3+ is working out just fine until they can patch the game so stations don't get mad at something as simple as an IRE misfire ;)
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