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Turret aiming issues

Open Toaster-42 opened this issue 7 months ago • 1 comments

Description All gun, rocket, and laser turrets continue to aim manually (mouse) when the "turrets" button is pressed on a target camera. On radars, the "slave turrets" button flickers when pressed and does not work either. Additionally, all gun turrets on a craft will deploy and mouse aim when any weapon is selected, but only the selected one will fire. Missile turrets behave as expected.

To Reproduce Set up a craft with multiple types of each turret category. Attempt to aim each turret with mouse, radar, and target camera.

Expected behavior Previously (the last time I used BDA, a few months ago), only the selected turret would aim, and it would slave to sensors.

Additional context Turrets with missiles and guns (with the missile selected) get confused when being slaved to a sensor. They try to point in the correct (sensor) direction, but get nudged off to the side by the mouse position.

Toaster-42 avatar May 11 '25 03:05 Toaster-42

Gun turrets other than the currently selected one following the selected one's aim is the correct behaviour as it allows for switching between turrets and firing without having to wait for the turret to get on target (which is important for slow long-range guns). This has been the behaviour since v1.4.7.0 (nearly 4 years ago).

If you have a radar lock and the turrets are slaved to that lock, then the turrets all follow that lock and not the mouse. The reason the Slave Turrets button flickers is because you don't have a lock on a target, so it's immediately disabling turret slaving again. Not locked: Image Locked: Image

The turrets not following the targeting camera when turret slaving is enabled there does appear to be a bug though.

BrettRyland avatar May 11 '25 12:05 BrettRyland