Custom turrets "lock up" when its target passes below it/near gimbal poles

Barkhan shared this bug 12 days ago
Submitted

https://youtu.be/Klcl3WVX2lU

I've been noticing for a while that custom turrets will freeze up and ignore targets in situations where the player passes below them at high speed (just moving around below the turret does not do this, the speed seems essential). The turret can then be "woken up" by having a target pass near the turret's current forward, but this doesn't always work.

In the video I start by going over the turret settings. Note that the custom turret block is on, AI is enabled, target players is on, and the aiming radius is max (when would I ever want 600m come on people). Not shown is the rotor and hinge config, which is stock with just a bit of added power and rotor lock off. I start the demonstration with the turret already in this "frozen" state. I "wake it up" by flying in front of it, and it demonstrates the ability to fire, and briefly moves, but locks up again. Flying in front a second time, the turret returns to full functionality. I fly quickly below the turret and pop up on the other side, causing the turret to lock. I then repeat the demonstration.

Note that although this is demonstrated with a fairly complex and heavy turret, this reproduces just fine with a smaller, more minimal custom turret setup.

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