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Automaton Update Key Notes
BDCarrillo edited this page Oct 15, 2024
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- Weapons do not need to be selected in the weapon list of the block
- The Offensive Combat Block won't recognize some WC weapons that are sorter based, and would not be able to fire weapons properly if they were added to the list. WC monitors this and will fire weapons as detailed below.
- Fixed weapons that do not fire a smart munition (missile, torpedo, etc) will fire when the ship is aligned with its target
- Fixed launchers (missile, torpedo, etc) will fire if the target is anywhere within the aiming arc defined in the weapon configuration
- The Keen targeting system is intact and utilized for the block, but lacks the ability to discern all WC weapons as actual weapons. Selecting weapons as the Threatening Subsystem criteria may not be ideal.
- Hit and Run: Fixed weapons should be aligned with the forward direction of the flight block
- Stay At Range or Circle/Orbit: Utilize Facing Mode: Manual facing priority and ensure your weapons are aligned with the selected axis
- Turrets will continue to operate independently
- These have limited utility, as their selected target is not passed to WC weapons
- Flee trigger "When Target Locked" is non-functional, as WC does not "lock" in a manner that's visible to Keen logic
- Range extension for vanilla turrets has no effect on WC turrets, which can always leverage their full range
- Keen targeting system is intact and utilized for the block, but lacks the ability to discern all WC weapons as actual weapons. Selecting weapons as the Threatening Subsystem may not be ideal.
- WC weapons utilized as thrusters, such as afterburners, are not visible to nor usable by the flight block
- Requires a camera to be selected in the CTC to establish an aim direction (this is vanilla behavior)
- Once a camera is selected, an option to aim at the sun will appear. If selected, WC turret aiming logic will cease to run and the vanilla sun tracking behavior will be in control.
- Searchlights now have turret-type targeting controls to illuminate hostile characters/grids/projectiles. Max detection range is 2500m, light beam max range is 800m.
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