Vehicle parts: Difference between revisions

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== Boats ==
== Boats ==
Boat boards are technically wheels. If the vehicle has at least one boat board, it is a boat and not a land vehicle and thus can only move over water. Total wheel area of a boat is 13 regardless of how many boards it has installed.
Boat boards are technically wheels. If the vehicle has at least one boat board, it is a boat and not a land vehicle and thus can only move over water. Total wheel area of a boat is 13 regardless of how many boards it has installed.
In {{inlineVer|0.D}}, boat hulls are not wheels.  A vehicle can have both wheels and boat hulls.  More boat hulls increase the height of the vehicle's water tight frame and reduce draft, and a vehicle will sink if its draft is more than the height of the water tight frame.


== Ideal wheel configuration ==
== Ideal wheel configuration ==

Revision as of 21:21, 4 January 2019

Guide created using an unknown version of Cataclysm DDA.
The information present here might not apply to the current version of CDDA.


Vehicles consist of parts, which can be damaged and eventually broken. Parts can be external, or internal (which are mounted inside the former). External parts are enclosed in [square brackets], internal parts in -dashes-.

Internal parts which are tagged as 'over' are a special case. They will be enclosed in (round brackets), override the color of the external part, and will function as armor — protecting other parts in this tile from damage (although not infallibly).

Vehicle tiles can be tagged as inside (marked as In) or outside (Out). Inside tiles protect from weather effects, while outside ones don't. To become an inside tile the tile must have a roof, and the adjacent tiles must have either roof or some impenetrable obstacle (like a closed door or windshield).

The mass, top and safe speed, acceleration, fuel consumption, noise and mobility of a vehicle is based on its composition. For example, safe speed is the speed at which engine can pull the mass without damaging the engine.

List of parts

A list of all the parts you can install in a vehicle, detailing their characteristics, the required components in order to install them and miscellaneous notes.

The Par column has different meanings depending on the type of part:

  • power for engines (top speed) and solar panel (% of 1 fuel per turn, can be > 100)
  • size for wheels (inches)
  • capacity for fuel tanks and parts that allow storing cargo
  • bonus for seatbelt (str) and muffler (%)
  • energy consumption for parts that require power from the car battery to work

Steel frame, steel plating, as well as spiked plating and hard plating can be crafted with a welder by using lumps and chunks of steel.

Sym Brk Name Dm Du Par Fuel Req Comp S Flags Note
#* seat 60 300 100 0 seat 1 over seat boardable no_reinforce cargo beltable You need a seat and vehicle controls in the same tile to drive.
*# tracking device 10 20 -63 0 vehicle tracking device 3 track unmount_on_damage
#* saddle 20 80 0 0 saddle 1 seat boardable
#* foldable seat 10 20 0 0 sheet 3 seat boardable foldable Cannot be unfolded, thus not usable as a driver seat
#* bed 60 95 200 0 seat 1 over bed no_reinforce cargo
┘┐┌└^
┼│─=H
# frame 100 400 0 0 steel frame 1 external mount_point mount_inner 13.61kg / 30.00lbs
h# foldable light frame 100 50 0 0 pipe 3 mountable foldable
┘┐┌└^
┼│─=H
# extra light frame 100 175 0 0 extra light frame 1 external mount_point mount_inner 5.05kg / 11.13lbs
┘┐┌└^
┼│─=H
# heavy duty frame 100 1200 0 0 heavy duty frame 1 external mount_point mount_inner 26.00kg / 57.32lbs
^# handle 100 100 0 0 pipe 1 external mount_point mount_inner It's just a decorative and weak frame variant.
┘┐┌└^
┼│─=H
# wooden frame 100 200 0 0 wooden frame 1 7.00kg / 15.43lbs
^# wooden handle 100 150 0 0 wooden frame 1
┘┐┌└^
┼│─=H
# light wooden frame 100 100 0 0 light wooden frame 0 4.00kg / 8.82lbs
┘┐┌
└│─
# board 100 240 0 0 sheet metal 1 external mount_point mount_inner opaque obstacle Like a frame, but blocks movement and vision.
┘┐┌
└│─
# heavy duty board 100 1000 0 0 steel plating 1 opaque obstacle
┘┐┌
└│─
# wooden board 100 300 0 0 wooden armor kit 1 opaque obstacle
┘┐┌
└│─
# quarterpanel 100 225 0 0 sheet metal 1 obstacle Like a board, but doesn't block vision.
┘┐┌
└│─
# extra light quarterpanel 100 100 0 0 pipe 1 obstacle Like a board, but doesn't block vision.
┘┐┌
└│─
# wooden quarterpanel 100 75 0 0 wooden armor kit 1 obstacle Like a board, but doesn't block vision.
=H# aisle 100 400 0 0 sheet metal 1 internal over no_reinforce aisle boardable You can move faster through these than other car parts.
=# floor trunk 100 400 350 0 sheet metal 1 internal over no_reinforce aisle boardable cargo covered You can move faster through these than other car parts. Also provides storage like a trunk or box.
h# stow board 100 200 250 0 sheet metal 3 obstacle opaque cargo covered
## cloth roof 100 15 0 0 sheet 1 roof foldable
## roof 100 240 0 0 sheet metal 1 internal roof Only provides protection from rain -acid and normal- when surrounded by other roofs, doors, boards or windshields
## heavy duty roof 100 1000 0 0 steel plating 1 roof Only provides protection from rain -acid and normal- when surrounded by other roofs, doors, boards or windshields
+& door 80 225 10 0 steel frame 2 external cargo obstacle openable boardable window It also provides limited visibility, in 0.D (Danny) these can be fitted with curtains which can be closed from the inside.
+& opaque door 80 240 10 0 steel frame 2 external obstacle openable opaque A door that blocks vision.
+& internal door 75 240 0 0 steel frame 2 external obstacle opaque openable roof boardable no_reinforce
+& hatch 80 120 150 0 steel frame 2 cargo obstacle openable multisquare boardable covered
+& heavy duty hatch 80 360 150 0 heavy duty frame 4 cargo obstacle openable multisquare boardable covered
"0 windshield 70 50 0 0 sheet of glass 1 over obstacle window no_reinforce A part that blocks movement but allows vision. Relatively fragile.
-x blade 250 200 0 0 blade 2 external unmount_on_damage sharp protrusion no_reinforce
|x blade 250 200 0 0 blade 2 external unmount_on_damage sharp protrusion no_reinforce
.x spike 300 250 0 0 spike 2 external unmount_on_damage sharp protrusion no_reinforce
0x wheel 50 200 9 0 wheel 4 external mount_over wheel mount_point variable_size
Ox wide wheel 50 400 14 0 wide wheel 5 external mount_over wheel mount_point variable_size
Ox armored wheel 50 800 20 0 armored wheel 6 wheel variable_size
BE roller drum 500 7500 60 0 large steel drum 7 obstacle wheel variable_size
|x unicycle wheel 50 40 2 0 bicycle wheel 2 wheel stable variable_size
|x wheelchair wheel 50 40 4 0 pair of wheelchair wheels 2 wheel stable variable_size foldable
|x bicycle wheel 50 40 2 0 bicycle wheel 1 external mount_over wheel mount_point variable_size
ox motorbike wheel 50 90 4 0 motorbike wheel 2 external mount_over wheel mount_point variable_size
ox small wheel 50 70 6 0 small wheel 2 external mount_over wheel mount_point variable_size
ox caster 50 70 6 0 set of casters 1 wheel stable variable_size foldable
|x wooden cart wheel 50 30 2 0 wooden cart wheel 2 wheel variable_size
|x banded wooden cart wheel 60 60 2 0 banded wooden cart wheel 2 wheel variable_size
*# 1-cylinder engine 80 150 40 gasoline 1-cylinder engine 2 internal engine variable_size
*# V-twin engine 80 200 120 gasoline V-twin engine 2 internal engine variable_size
*# Inline-4 engine 80 300 300 gasoline Inline-4 engine 3 internal engine variable_size
*# V6 engine 80 400 800 gasoline V6 engine 4 internal engine variable_size
*# V8 engine 80 400 800 gasoline V8 engine 4 internal engine variable_size
*# V12 engine 80 600  ? gasoline v12 engine 8 engine variable_size
*# electric motor 80 200 70 batteries electric motor 3 internal engine
*# large electric motor 80 400 350 batteries large electric motor 4 internal engine
*# small electric motor 80 120 15 batteries small electric motor 1 engine
*# foot pedals 50 50 60 muscle foot crank 1 internal pedals engine foldable An engine that doesn't require any fuel source.
*# hand rims 50 50 50 muscle set of hand rims 1 hand rims engine foldable An engine that doesn't require any fuel source.
O# gasoline tank (small) 80 100 6000 gasoline metal tank (2L) 1 fuel_tank
O# gasoline tank 80 150 30000 gasoline metal tank 1 internal fuel_tank
O# gasoline tank (little) 80 75 650 gasoline little metal tank 1 fuel_tank
O# externally mounted gas tank 80 160 110000 gasoline 55 gallon drum 1 unmount_on_damage fuel_tank protrusion
O# small storage battery 80 200 1000 batteries small storage battery 1 fuel_tank
O# storage battery 80 300 100000 batteries storage battery 2 internal fuel_tank
O# minireactor 80 580 10000 plutonium minireactor 7 internal fuel_tank Provides electricity for electric engines.
O# hydrogene tank 80 150 3000 hydrogen metal tank 1 internal fuel_tank
O# water tank 80 150 400 water metal tank 1 internal fuel_tank Allows the storage of water for use by a kitchen unit
H# minifridge 80 100 300 0 minifridge 3 cargo obstacle fridge covered Drain battery while on, can be toggled on/off with controls. Reduce spoilage rate.
H# trunk 80 350 650 0 steel frame 1 over cargo covered
o# box 60 100 275 0 steel frame 1 over cargo boardable covered
o# travois 60 50 205 0 light wooden frame 0 cargo boardable covered
o# wire basket 60 75 60 0 wire 1 cargo boardable foldable
o# shopping cart basket 60 75 200 0 wire basket 1 cargo boardable
## table 60 145 15 0 table 1 cargo obstacle
$$ controls 10 250 0 0 vehicle controls 3 internal controls foldable Controls need to be on the same tile as a seat to be useable.
// muffler 10 50 40 0 muffler 2 internal muffler One per combustion engine to reduce noise. Additional mufflers do nothing.
,, seatbelt 10 35 25 0 Short rope 1 internal seatbelt Reduces the chance of being thrown from your seat during a collision.
,, 5-point harness 10 100 25 0 Long rope 2 seatbelt
\0 curtain 1 200 25 0 sheet 1 openable openclose_inside opaque curtain Can be installed on windshield and doors.
#x solar panel 10 20 111 0 solar panel 6 over solar_panel Charge faster the sunnier it is.
#x reinforced solar panel 80 300 105 0 reinforced solar panel 6 solar_panel Charge faster the sunnier it is.
#x upgraded solar panel 10 20 222 0 upgraded solar panel 8 solar_panel Charge faster the sunnier it is.
#x upgraded reinforced solar panel 80 300 210 0 upgraded reinforced solar panel 6 solar_panel Charge faster the sunnier it is.
#x quantum solar panel 10 30 555 0 quantum solar panel 12 solar_panel Charge faster the sunnier it is.
u- water faucet 10 45 0 0 water faucet 1 faucet
&x kitchen unit 10 80 400 0 RV kitchen unit 4 over cargo obstacle kitchen covered roof no_reinforce To use it the vehicle also needs a storage battery (to power it) and, optionally, a water tank (to store water)
&x welding rig 10 95 400 0 vehicle welding rig 4 cargo obstacle weldrig covered
&x FOODCO kitchen buddy 10 80 400 0 FOODCO kitchen buddy 4 cargo obstacle craftrig covered
&x onboard chemistry lab 10 65 400 0 onboard chemistry lab 4 cargo obstacle chemlab covered
&x mounted electric forge 10 180 0 0 vehicle forge rig 3 obstacle forge
t# mounted M249 80 400 0 .223 M249 6 over turret cargo
t# mounted flamethrower 80 400 0 gasoline flamethrower 7 over turret
t# mounted plasma gun 80 400 0 hydrogen Boeing XM-P Plasma Rifle 7 over turret
t# mounted fusion gun 80 400 0 fusion FTK-93 fusion gun 7 turret cargo
t# mounted M2 Browning 80 400 0 50 M2 Browning HMG 6 turret cargo
t# mounted Mark 19 grenade launcher 80 400 0 40mm Mark 19 Grenade Launcher 6 turret cargo
)) wooden armor 100 300 0 0 wooden armor kit 3 armor
)) steel plating 100 1000 0 0 steel plating 3 internal armor
)) superalloy plating 100 900 0 0 superalloy plating 4 internal armor
)) spiked plating 150 900 0 0 spiked plating 3 internal armor sharp
)) hard plating 100 2300 0 0 hard plating 4 internal armor 3 times as heavy as regular steel plating.
)) military composite armor 100 3250 0 0 military composite plating 6 armor
** head light 10 20 -187 0 flashlight 1 cone_light Drain battery when on. Fragile.
** reinforced head light 10 80 -187 0 reinforced head light 1 cone_light Drain battery when on. Fragile.
\0 reinforced windshield 80 250 0 0 sheet of reinforced glass 6 obstacle window
** bicycle horn 10 75 15 0 bicycle horn 1 horn
** car horn 10 100 30 0 car horn 3 horn
** truck horn 10 125 45 0 truck horn 3 horn
o# motorbike battery 30 100 12000 batteries motorbike battery 2 fuel_tank
o# car battery 50 120 30000 batteries car battery 2 fuel_tank
o# truck battery 60 180 50000 batteries truck battery 2 fuel_tank
*# motorbike alternator 80 250  ? batteries motorbike alternator 3 alternator
*# car alternator 80 275  ? batteries car alternator 3 alternator
*# truck alternator 80 325  ? batteries truck alternator 3 alternator
+& trunk door 80 150 0 0 steel frame 2 obstacle openable multisquare boardable
+& shutter door 80 95 0 0 sheet metal 3 opaque obstacle openable multisquare boardable
+& sliding door 80 150 0 0 steel frame 2 obstacle openable multisquare boardable
*- red light 10 20 -125 0 emergency vehicle light (red) 1 circle_light oddturn Can only be added on vehicles of multiple tiles.
*- blue light 10 20 -125 0 emergency vehicle light (blue) 1 circle_light eventurn Can only be added on vehicles of multiple tiles.
=# cargo space 100 250 1000 0 cargo carrier 1 aisle boardable cargo covered
*- floodlight 10 20 -187 0 floodlight 1 circle_light
#0 UPS-compatible recharging station 10 20 -187 0 UPS-compatible recharging station 3 internal recharge
o* wing mirror 10 20 0 0 hand mirror 1 mirror protrusion unmount_on_damage foldable Mounted on car's sides. Easy to break.
&& stereo system 0 60 -1 0 stereo system 2 stereo Uses car battery for power.
#* wooden seat 60 125 0 0 wooden frame 1 seat boardable beltable
.x wooden spike 115 150 0 0 pointy stick 2 unmount_on_damage sharp protrusion
+& wooden door 75 160 0 0 wooden frame 2 obstacle openable boardable window
## wooden roof 100 130 0 0 wooden frame 1 roof
)) chitin plating 100 480 0 0 chitin armor kit 3 armor
)) bone plating 100 400 0 0 bone armor kit 3 armor
|x metal wheel 70 180 3 0 metal wheel 2 wheel variable_size

Vehicle Flags

The most recent list can always be find on GitHub: Cataclysm-DDA/doc/JSON_FLAGS.md

Vehicle Flags Description
ADVANCED_PLANTER This planter doesn't spill seeds and avoids damaging itself on non-diggable surfaces.
AISLE Player can move over this part with less speed penalty than normal.
AISLE_LIGHT N/A
ALTERNATOR Recharges batteries installed on the vehicle.
ANCHOR_POINT Allows secure seatbelt attachment.
ARMOR Protects the other vehicle parts it's installed over during collisions.
ATOMIC_LIGHT N/A
BATTERY_MOUNT N/A
BED A bed where the player can sleep.
BEEPER Generates noise when the vehicle moves backward.
BELTABLE Seatbelt can be attached to this part.
BOARDABLE The player can safely move over or stand on this part while the vehicle is moving.
CAMERA N/A
CAMERA_CONTROL N/A
CARGO Cargo holding area.
CHEMLAB Acts as a chemistry set for crafting.
CHIMES Generates continuous noise when used.
CIRCLE_LIGHT Projects a circular radius of light when turned on.
CONE_LIGHT Projects a cone of light when turned on.
CONTROLS Can be used to control the vehicle.
COVERED Prevents items in cargo parts from emitting any light.
CRAFTRIG Acts as a dehydrator, vacuum sealer and reloading press for crafting purposes. Potentially to include additional tools in the future.
CTRL_ELECTRONIC Controls electrical and electronic systems of the vehicle.
CURTAIN Can be installed over a part flagged with WINDOW, and functions the same as blinds found on windows in buildings.
DIFFICULTY_REMOVE N/A
DOME_LIGHT N/A
DOOR_MOTOR Allows the player to open and close vehicle doors remotely from controls.
ENGINE Is an engine and contributes towards vehicle mechanical power.
EVENTURN Only on during even turns.
EXTRA_DRAG tells the vehicle that the part exerts engine power reduction.
FAUCET N/A
FOLDABLE N/A
FORGE Acts as a forge for crafting.
FRIDGE Can refrigerate items.
FUEL_TANK Storage device for a fuel type.
FUNNEL N/A
HORN Generates noise when used.
INITIAL_PART When starting a new vehicle via the construction menu, this vehicle part will be the initial part of the vehicle (if the used item matches the item required for this part).
INTERNAL Must be mounted inside a cargo area.
KITCHEN Acts as a kitchen unit and heat source for crafting.
MUFFLER Muffles the noise a vehicle makes while running.
MULTISQUARE Causes this part and any adjacent parts with the same ID to act as a singular part.
MUSCLE_ARMS Power of the engine with such flag depends on player's strength (it's less effective than MUSCLE_LEGS).
MUSCLE_LEGS Power of the engine with such flag depends on player's strength.
NAILABLE Attached with nails
NEEDS_BATTERY_MOUNT N/A
NO_JACK N/A
NOINSTALL Cannot be installed.
OBSTACLE Cannot walk through part, unless the part is also OPENABLE.
ODDTURN Only on during odd turns.
ON_CONTROLS N/A
OPAQUE Cannot be seen through.
OPENABLE Can be opened or closed.
OPENCLOSE_INSIDE Can be opened or closed, but only from inside the vehicle.
OVER Can be mounted over other parts.
PLANTER Plants seeds into tilled dirt, spilling them when the terrain underneath is unsuitable. It is damaged by running it over non-DIGGABLE surfaces.
PLOW Tills the soil underneath the part while active. Takes damage from unsuitable terrain at a level proportional to the speed of the vehicle.
POWER_TRANSFER Transmits power to and from an attached thingy (probably a vehicle).
PROTRUSION Part sticks out so no other parts can be installed over it.
REACTOR N/A
REAPER Cuts down mature crops, depositing them on the square. The bonus tag defines how productive the harvest can be.
RECHARGE Recharge items with the same flag. ( Currently only the UPS conversion mod. )
REMOTE_CONTROLS N/A
ROOF Covers a section of the vehicle. Areas of the vehicle that have a roof and roofs on surrounding sections, are considered inside. Otherwise they're outside.
SCOOP Pulls items from underneath the vehicle to the cargo space of the part. Also mops up liquids. Uses the bonus tag to determine the maximum size of the item picked up.
SEAT A seat where the player can sit or sleep.
SEATBELT Helps prevent the player from being ejected from the vehicle during an accident.
SECURITY N/A
SHARP Striking a monster with this part does cutting damage instead of bashing damage, and prevents stunning the monster.
SOLAR_PANEL Recharges vehicle batteries when exposed to sunlight. Has a 1 in 4 chance of being broken on car generation.
STABLE Similar to WHEEL, but if the vehicle is only a 1x1 section, this single wheel counts as enough wheels.
STEERABLE This wheel is steerable.
STEREO N/A
TOOL_NONE Can be removed/installed without any tools
TOOL_SCREWDRIVER Attached with screws, can be removed/installed with a screwdriver
TOOL_WRENCH Attached with bolts, can be removed/installed with a wrench
TRACK Allows the vehicle installed on, to be marked and tracked on a PDA.
TURRET Is a weapon turret.
UNMOUNT_ON_DAMAGE Part breaks off the vehicle when destroyed by damage.
UNMOUNT_ON_MOVE Dismount this part when the vehicle moves. Doesn't drop the part, unless you give it special handling.
VARIABLE_SIZE Has 'bigness' for power, wheel radius, etc.
VISION N/A
WELDRIG Acts as a welder for crafting.
WHEEL Counts as a wheel in wheel calculations.
WINDOW Can see through this part and can install curtains over it.

Wheels

Every vehicle needs wheels to be able to move. A vehicle without wheels can only be dragged.

In general, a vehicle needs at least two wheels. Wheels need to be positioned in such a way that the center of weight is roughly above them. There is no requirement that the wheels have similar shapes or sizes.

The most important stat of the wheel is its total area. The sum of all wheel areas reduces the slowdown that vehicle mass has on the speed, but also worsens the vehicle's dynamics. Ideal wheel area is often much lower than the one vehicle spawned with. For example, a Military Cargo Truck will be much faster if all but 2 of its wheels are removed. Being able steer said cargo motorcycle is a whole different issue, however, which brings us to...

Wheel area

Area of a single wheel is (width * diameter / 9). Diameter is the stat in item's name, width is displayed when installing the wheel.

Note: this area is rounded down, so very small wheels (casters) may have no area. Such a wheel still contributes to wheel configuration validity (center of mass over wheels), but does not change vehicle dynamics.

A vehicle with 0 total wheel area won't be able to move by itself.

Boats

Boat boards are technically wheels. If the vehicle has at least one boat board, it is a boat and not a land vehicle and thus can only move over water. Total wheel area of a boat is 13 regardless of how many boards it has installed.

In 0.D (Danny), boat hulls are not wheels. A vehicle can have both wheels and boat hulls. More boat hulls increase the height of the vehicle's water tight frame and reduce draft, and a vehicle will sink if its draft is more than the height of the water tight frame.

Ideal wheel configuration

Ideal wheel configuration depends mostly on the vehicle's mass. When trying to maximize safe speed, total wheel area should be ~1.58 sqrt( mass ). Here "sqrt" means square root and mass is in kilograms.

Increasing the wheel area above that may increase acceleration, but it will decrease safe speed and thus also maximum speed and fuel economy.

For example, a 2500 kg (5512 lbs) truck should have a total wheel area of around 79. This can be achieved by installing just a single maximum sized armored wheel (20 width * 36 diameter / 9 = 80 area). The truck still needs more than one wheel to move, but the second wheel can be just a set of casters.

Engines: load vs strain

Load is (engine power used)/(maximum engine power output). In case of a single undamaged engine, this translates to (engine power)/(max power). Damaged engine's power output is proportional to it's remaining hp percentage. Multiple engines' output is multiplied by 4/(num_engines + 3). Note that adding a weak engine to a powerful engine can actually decrease the overall power output (and thus increase engine load for a given speed).

Load affects fuel usage, smoke and noise. Load is processed twice: once for driving, once for having an active engine. When driving, load is equal to percentage of acceleration used (ie. if acceleration is 50 and vehicle accelerates from 0 to 24, load is 0.48). The second load is equal to sum of alternator loads or 0.01, whichever is higher.

Strain is (|current velocity| - safe velocity)/(max velocity - safe velocity). Strain greatly increases fuel consumption (100 times more on max velocity than on safe velocity) and causes engine damage, unless the engine is powered by muscles. Muscle powered engines will instead drain extra resources from the driver (5 times as much at max velocity as on safe velocity).

Turrets

Turrets fire automatically at enemies as long as they have ammo and are turned on. They can shoot at your own car, but they can only damage it with area attacks (bullets that hit the turret's car will not damage it). They will avoid shooting the player, but it can be unreliable, especially when standing close to the turret.

Stats

Turrets use stats from the weapons used to create them, modified by their ammo. The exception is the range - most turrets have automatic targeting range far below weapon range. Turrets track AoE (area of effect) of their projectiles and will not target enemies too close to hit without damaging self. Effective area of effect used for safety calculations is bigger than actual one: by 1 if it was 1 before, by 2 if it was 2 or more before.

Turret shoots like an NPC with 8 in specific weapon skill (for example, rifles), 4 in marksmanship, 16 strength, 8 dexterity and 12 perception. An active turret will take one shot or burst every turn (6 seconds) it can. It has no speed stat, nor does it accumulate moves.

Turrets have different recoil mechanics from regular guns. Their recoil always starts at 25% of their vehicle's velocity in MPH and is reset at the start of the turn. Recoil from previous shots in burst is respected.

IFF (player's safety)

When the player is visible to the turret and close enough to it, it will not target any enemy within (30 + 2 * AoE) degree cone centered at the player. This includes enemies much closer to the turret than the player. As the player gets closer to the turret, the cone is widened to 60 degrees (at 2 tile distance) and then 120 degrees (when adjacent). "Close enough" depends on turrets range: (range + AoE) * 1.5 + 6.

Shooting limitations

Turrets can shoot all creatures not covered by roofs of their own vehicle (except player, who only needs to be on any part of the vehicle). Roof over player's head does NOT stop the IFF.

Turrets can't damage own vehicle with bullets alone, though it can do so with AoE projectiles.

Automatic targeting

An active turret will try to target any visible hostile creatures. Friendlies are ignored (neither targeted nor avoided). Closer enemies are preferred (unless too close to target with AoE). Turrets can't see in the darkness and will not consider invisible player's safety. Automatic targeting has a severe range limitation - 12 tiles in case of most turrets, 5 in case of flamethrowers.

Turret's aiming system is purely visual and has no night vision ability.

Manual targeting

Manual targeting forces a target for the turret. It won't make it shoot faster or more accurately than otherwise, but it can make it shoot much further (up to gun+ammo range). Turret's configuration (burst/once) is respected. If the turret was disabled before aiming, it will be enabled for one burst, then disabled.

Aiming takes some time and does not consider player's safety (IFF). If the vehicle moves between aiming and shooting, the target point will be shifted by in the same direction and the same distance as the vehicle (rotation is ignored).

Manual targeting can make the turret shoot over opaque parts of turret's vehicle.

Settings

Turrets start out disabled. To make them shoot, you need to configure them and turn on the vehicle's turret system. Each turret can be configured to shoot in bursts, only once per turn or not at all.