Jump to content
mpl560

[0.33.3] Turret limit doesnt remove turrets

Recommended Posts

I am not 100% sure if this is a bug or it is as the developers intended. But considering that so many other systems need to be present on the ship to provide functional benefits, i will assume this is indeed a bug.

 

I have put onto my ship enough armed turret system to have 30 combat turrets.

I slap those 30 turrets onto my ship.

I remove the armed turret systems from my ship.

I still have those 30 turrets on my ship, they can shot and work no problem, while i have few free systems.

 

 

bJyFAPH.jpg

 

Share this post


Link to post
Share on other sites

Do they all work?  In my experience when you do this they are still attached to the ship, but only a few won't depending on how many turret slots you lost.  If they do then that's a very exploitable bug you found there lol.

Share this post


Link to post
Share on other sites

Yeah, they'll stay attached, but only up to how ever many slots worth you have will actually work.  You probably don't want them to be removed if you drop below the threshold, anyway, as there are things that can cause you to temporarily drop below the needed number (swapping upgrades, taking damage and losing enough blocks to drop your processing power enough to lose an upgrade slot with a TCS module in it, and similarly when redesigning your ship in build mode).

Share this post


Link to post
Share on other sites

I ve done some more testing as you suggested.

 

Yes, the turrets do not work if i do not have enough system to support them.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...