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报告翻译问题








maybe you can add a line if no lead turret is avaible they stop shooting always?
Also, i saw that alot of my custome turrets aim a way off, the leading turret is hitting the right spot, but some of the customes just miss the target ~10-20m
If you add more interior turrets each module will grab the most suitable turret for guidance, so if you put a guidance turret near each rotor turret (it can even be on the turret itself) the turret will detect and use this to be far more accurate.
Also yes, I'll look into to the error handling some more to turn off all the launchers, seems like a useful feature to have!
-how close is the target ship?
-How close is your directing turret (the vanilla turret used for guidance)
The guns are default calibrated for 200-800m ranges so if your target is closer than that it can be a bit out of sync, I thought this would be alright calibration range although I think I might update it to 100-800m.
Also the closer the directing turret the more accurate it will be! For best accuracy you can put it on the rotor turret itself and it will train it's sights are almost spot on, the closer the better!
Then just use a merge block to connect the turret to the hull of the ship :)
It's definitelt a workaround!, although I'll be getting a proper fix out as soon as I can!
Edit: Found out that the first question was a yes, but what about the last two questions?
That are easy question you can simply find out by trying... And will be much faster for you.
All should work, the script really doesn't care much about grid sizes so feel free to use whatever combinations you wish, and yes it should follow the lead easily
Well it did not work for me, only if I put ammo in the turret my custom turrets start shooting with the lead turret.