Forums » Bugs

Auto Aiming

Jan 10, 2017 Cellocho link
Anyone else having an issue with auto aiming since the last update? Seems like the aiming pip jumps all over even when the enemy ship is relatively close and in stable flight.
Jan 10, 2017 yodaofborg link
Do you have a none energy weapon (like rockets) or an addon (like a scanner or mining beam) in your primary firing group? This breaks autoaim as autoaim works out when it should hit by using the weapons in your primary fire group, so if you have an addon that doesn't have any autoaim in the primary group, it does not know how to decide when you should hit.
Jan 10, 2017 Cellocho link
I think I have rockets in my primary group, that would explain it. Thanks for the tip.
Jan 10, 2017 raybondo link
Are you referring to the leadoff reticle? Auto-fire use that and the auto-aim angle of the first weapon to determine whether to automatically start firing. The leadoff reticle is calculated using whatever weapon is in the last weapon port of the primary weapon group, regardless of whether it is a mine launcher or rocket/missile launcher or mining gun or blaster.

We're making note to review this in the future, and possibly have it ignore non-blaster-type weapons.
Jan 10, 2017 Cellocho link
Yes the lead-off reticle. Pretty sure it's user error here, putting the wrong type of equipment in the primary group as yodaofborg suggested. Having it ignore everything but blaster type weapons would seem logical.