• Welcome to the SWAT Portal

    The best source for Scifi Games on the net

    Welcome to the SWAT Portal
  • Join Crossfire today

    Experience a new epic adventure.

    Join Crossfire today
  • Star Trek Online

    Join the Phoenix Legion

    Star Trek Online
Facebook Youtube RSS Digg
To use all functions of this page, you should register.

SWAT Portal

The best source for Scifi Games on the net

Unread error reports & Suggestions

Title Priority Comments Last editing

User Avatar

  • Not confirmed

Since the Latest update for Win 10

Reported by |TSH| ***Tribbs*** - - Crossfire Mod
8

By |TSH| ***Tribbs***

User Avatar

  • Not confirmed

only Vanilla FL shader works after Windows 10 version 1709 build 16299.19

Reported by SilverFox - - Crossfire Mod
11

By SilverFox

User Avatar

  • Not confirmed

Sirius Sector Ships Undock into The Sun's

Reported by |TSH| ***Tribbs*** - - Crossfire Mod
8

By SWAT_OP-R8R

User Avatar

  • Not confirmed

Error Copy [E00000046]

Reported by [TRF]Punisher - - Crossfire Mod
2

By SWAT_OP-R8R

Upcoming Events

  1. User Avatar

    Tue, Oct 24th 2017, 10:15pm - 11:15pm

    |TSH| ***Tribbs***

  2. User Avatar

    Sat, Oct 28th 2017, 9:00pm - 10:00pm

    (IOC)Wanderer

  3. User Avatar

    Sun, Oct 29th 2017, 10:00am - 11:00am

    (IOC)Wanderer

  4. User Avatar

    Tue, Oct 31st 2017, 10:15pm - 11:15pm

    |TSH| ***Tribbs***

  5. User Avatar

    Tue, Nov 7th 2017, 10:15pm - 11:15pm

    |TSH| ***Tribbs***

News

  • New

    on >Eve Online (CCP Falcon)< was published:

    We’re happy to announce that the winter expansion, EVE Online: Lifeblood, will be deployed during an extended downtime tomorrow.

    Downtime for the release of Lifeblood will begin at the usual time of 11:00 UTC, and will run for a duration of 30 minutes.

    We anticipate that the cluster will be back online and accepting connections by 11:30 UTC.

    Be sure to keep your eyes on the EVE Online launcher and the official forums for further information on the progress of deployment.

    We would also like to remind owners of the Rattlesnake Victory Edition hulls that tomorrow will see these ships converted into SKINs.

    As such, capsuleers who own them should make sure that they’re not on board them during downtime, as CONCORD have said they will not be held responsible if capsuleers who ignore this warning reconnect after downtime to find their insides on their outsides.

    Similarly, crew members should

  • New

    on >Wing Commander News< was published:

    Klavs has taken a well earned break from designing real space ships to further expand his Wing Commander fleet. Today's addition is the powerful Waterloo cruiser. We don't get to admire this ship as much as we'd like in WC2, so it's nice to see how fans have taken a liking to it. The detail on the model helps convey the sense of scale, and its twin landing strips look like a lot of fun. Escort carriers get a lot of credit for being the lightweight alternative to the large fleet carriers, but cruisers like the Waterloo did their part too!
    The destroyer had taken position above us, in clear space above the gas giant's outer atmosphere.

    He had estimated our position within a couple million cubic kilometers. We couldn't manuver without being detected, and he couldn't waste his entire warload on an area that large.

    Some genius computer programmer in SysFleet had decided the audio tone for a hostile sensor

  • New

    on >Star Citizen< was published:



    Turrets in Bullet Points

    A Guide to the New Ship Matrix

    Greetings Citizens!

    From Weapons we move onto Turrets, the next logical step on our tour of the New Ship Matrix. You may have recently seen our discussion on Around the Verse about improving the overall Turret Experience, and we&#8217;ve been hard at work on what we feel are significant improvements to their usability as part of ongoing advancements planned not just for Alpha 3.0, but beyond. In our next release, the way you control them is entirely refactored with better gyro-stabilization to help keep them on target, and hopefully giving you much more enjoyable and successful time when using them.

    Turrets can be found on ships of all sizes, from starters to capital ships, and the mounts they attach to can vary as dramatically in size as well. The largest found on some capital ships are as big as the smaller ships flying escort, wielding weapons capable of massive destruction.

    With this update to the New Ship Matrix, we now divide turrets in to two distinct categories: Manned and Remote. Both of these turret types support player, NPC or AI control via various methods detailed further below.

    All Turrets

    Turrets can only be attached to turret hardpoints, they cannot go on weapon or ordnance hardpoints.

    Turrets themselves have multiple itempoints of their own for attaching armament to. These are traditionally weapon hardpoints, but some turrets can also have ordnance and utility hardpoints as well.

    Turrets can only be swapped out for the same type of turret, and all turrets are &#8220;hull locked.&#8221; This means you can only swap a Manned Constellation Turret out for a different variant of a Manned Constellation Turret. You can not swap one out for a Manned Starfarer Turret, as example.

    Remote Turrets cannot be swapped for Manned Turrets, and vice versa due to hull requirements.

    - As they are now “hull locked” turrets no longer have a size attributed to them. You can only swap out like for like. They no longer have a +2 to the sum size of the weapons calculation.

    Manned Turrets

    These turrets are controlled by a player or NPC acting as player within them, usually in a seat that moves from within the ship hull into the turret itself.

    All manned turrets have a consistent entrance tube diameter which means that upon destruction&#8230; they become a viable breach point.

    Remote Turrets

    These turrets are controlled from a station or seat elsewhere within the ship by a player or NPC acting as player. Their view is remotely sent back from the turret allowing them to control it and see what it sees while physically being elsewhere in the ship.

    Remote turrets have no physical path inside them for players to enter, so they&#8217;re a great way for us to add defense on ships where space is a premium, but will often pack lower size weapons.

    AI vs NPC vs Point Defense Turrets

    Any turret can be controlled via an NPC acting as player, but AI or Autonomous Control is a separate function requiring a blade to be added to your computer item (formerly Avionics Module).

    For each turret you wish to be AI controlled i.e. it engages and tracks independently of player or NPC input, you need to have a Blade equipped for that. Ships that come with these types of turrets either have these blades already installed or additional computer items to hold them in, as blade space is restricted. This is designed to force players into choosing between adding this feature or other blade features when customizing your ship.

    Point Defense Turrets are simply AI controlled turrets with the computer and blades necessary, and with a specific weapon loadout intended to make them effective at neutralizing incoming fast threats like missiles or torpedoes. Any turret can be equipped with these particular weapons and computer blades. PDTs just come ready to go out of the box.




    The Future of Turret Gameplay

    or: How We Want Turret Gameplay to Feel



    We’d like everyone who straps themselves into a turret to have a satisfying experience when doing so. To this end, we’ve been making improvements on the most important aspect of turret gameplay — aiming at, and hitting, your intended targets.

    Controlling the orientation of the turrets has become more responsive and intuitive in Alpha 3.0, and the additional staggered fire mode means that you are able to scatter shots along a line of fire for better total accuracy at the cost of per-instance damage. We think being at the controls of such a powerful arsenal of weapons should be a visceral experience.

    Camera shake, g-force effects, articulated directional controls, and an improved UI in which crew members can identify important targets to each other are all being worked on and should come in future 3.x patches.

    When this continuing work is completed, having a crew member manning every turret should prove to be a formidable force, with each turret being capable of firing salvo after salvo at enemy targets with pinpoint accuracy.

    Gather a squad of teammates, fill those once-empty turret seats, and watch ships like the Retaliator become the flying fortress it was always meant to be.

    Beware, you pesky Aurora pirates!



    Frequently Asked Questions

    or: Questions We Figured You Might Have




    Q: What ships had &#8220;twin-link&#8221; or two weapons on a single gimbal and are now converted to remote turrets?
    • Mustang Series (Chin Turret)
    • Hornet Series (Canard and Ball Turret)
    • F8 (Rear Turret)
    • 85X (Belly Turret)
    • Ursa Rover (Top Turret)
    • Reliant (Wing Turret)
    • Terrapin (Nose Turret)
    • Redeemer
    • Hull Series (Nose Turret)
    • Caterpillar (Command Module Turret)

    Further Reading


    Source: https://robertsspaceindustries.com/comm-link/engineering/16185-The-Shipyard-Turrets

Recent Activities

  • User Avatar

    Thommy0220 -

    Wrote a comment on Thommy0220’s wall.

    Wall Comment
    Hallo lieber Bot, danke für die Rückmeldung :) Leider habe ich bis heute noch keine Aktivierungsmail bekommen...
  • User Avatar

    Dobrak -

    Liked denne’s post in the thread Construction of the Base in the Inner Core!.

    Like (Post)
    1st upgrade, the bar: done 2nd upgrade, the equipment dealer: done 3rd upgrade, the ship dealer: done 4th upgrade, the defense module type 1: done 5th upgrade, a storage module: done 6th upgrade, a shield generator module type I: done 7th upgrade, a…
  • User Avatar

    Michael -

    Replied to the thread The ''You`re Banned'' Game.

    Post
    I ban you for thinking that earns you time, you go faster so you want to do even more travels n end up spending more time travelling :D
  • User Avatar

    Bot -

    Posted a new thread: Reminder: Extended Downtime Tomorrow – 2017/10/24

    Thread
    Feedquote from Eve Online (CCP Falcon): „ We’re happy to announce that the winter expansion, EVE Online: Lifeblood, will be deployed during an extended downtime tomorrow. Downtime for the release of Lifeblood will begin at the usual time of…
  • User Avatar

    Bot -

    Posted a new thread: Waterloo Prepares For Battle

    Thread
    Feedquote from Wing Commander News: „Klavs has taken a well earned break from designing real space ships to further expand his Wing Commander fleet. Today's addition is the powerful Waterloo cruiser. We don't get to admire this ship as much as we'd…
  • User Avatar

    Bot -

    Posted a new thread: The Shipyard: Turrets

    Thread
  • User Avatar

    SWAT_OP-R8R -

    Replied to the thread Just post funny video's.

    Post
  • User Avatar

    Corynthos -

    Replied to the thread Devout Believer vs God.

    Post
    *shameless bump*
  • User Avatar

    Bot -

    Posted a new thread: WC3 Memory Glitch Got A Clever Cover Up

    Thread
    Feedquote from Wing Commander News: „There’s a well known anecdote from the development of WC1 that talks about how an error message when quitting the game was changed to “Thank you for playing Wing Commander.” That story now has a sequel thanks…
Did you know…?

You can find detailed help to almost all your questions about SWAT and its projects on the forum.