Turret Control Subsystems are installable Subsystems that increase the amount of turrets a craft can use.
Each section below describes a different type of subsystem (therefore not interchangable in Research Stations).
Arbitrary TCS[ | ]
Arbitrary Turret Control Subsystems increase the amount of Arbitrary Turret Slots and, possibly, Auto-Turret Slots available to a craft.
As a downside, they also increase the craft's power requirement.
Permanently installing an Arbitrary Turret Control Subsystem increases its Arbitrary Turret Slots bonus and adds a bonus to Auto-Turret Slots.
Multiple Arbitrary Turret Control Subsystems can be installed at once, increasing the bonuses additively.
The price of Arbitrary Turret Control Subsystems are based on their Arbitrary Turret Slots bonus when normally installed, as well as their Auto-Turret Slots bonus when permanently installed.
Rarity | Effects | Price | ||
---|---|---|---|---|
Arbitrary Turrets | Auto-Turrets | Req. Energy | ||
Legendary | +5 +2 |
- +3–6 |
+1.09 GW +435 MW |
4,760,742–5,859,375 |
Exotic | +4 +2 |
- +2–5 |
+956 MW +478 MW |
1,464,844–1,904,297 |
Exceptional | +3 +1 |
- +1–3 |
+789 MW +263 MW |
410,156–527,344 |
Rare | +2 +1 |
- +0–2 |
+579 MW +289 MW |
93,750–140,625 |
Uncommon | +1 +1 |
- +0–1 |
+318 MW +318 MW |
18,750–28,125 |
Common | +1 +1 |
- +0–1 |
+350 MW +350 MW |
7,500–11,250 |
Petty | +1 +1 |
- +0–1 |
+385 MW +385 MW |
3,000–4,500 |
Auto-TCS[ | ]
Auto-Turret Control Subsystems increase the amount of Auto-Turret Slots available to a craft.
As a downside, they also increase the craft's power requirement.
Permanently installing an Auto-Turret Control Subsystem increases its Auto-Turret Slots bonus by 2×.
Multiple Auto-Turret Control Subsystems can be installed at once, increasing the bonus additively.
The price of Auto-Turret Control Subsystems are based on their total Auto-Turret Slots bonuses when permanently installed.
Rarity | Effects | Price | |
---|---|---|---|
Auto-Turrets | Req. Energy | ||
Legendary | +6 +6 |
+482 MW +482 MW |
5,859,375 |
Exotic | +5 +5 |
+482 MW +482 MW |
1,953,125 |
Exceptional | +4 +4 |
+463 MW +463 MW |
625,000 |
Rare | +3 +3 |
+417 MW +417 MW |
187,500 |
Uncommon | +2 +2 |
+333 MW +333 MW |
50,000 |
Common | +1 +1 |
+200 MW +200 MW |
10,000 |
Petty | +1 +1 |
+240 MW +240 MW |
4,000 |
Civil TCS[ | ]
Civil Turret Control Subsystems increase the amount of Unarmed Turret Slots and, possibly, Defensive Turret Slots and Auto-Turret Slots available to a craft.
As a downside, they also increase the craft's power requirement.
Permanently installing a Civil Turret Control Subsystem increases its Unarmed Turret Slots bonus and adds a bonus to Defensive Turret Slots and Auto-Turret Slots.
Multiple Civil Turret Control Subsystems can be installed at once, increasing the bonuses additively.
The price of Civil Turret Control Subsystems are based on their Unarmed Turret Slots bonus when normally installed, as well as their Auto-Turret Slots bonus when permanently installed.
Rarity | Effects | Price | |||
---|---|---|---|---|---|
Unarmed Turrets | Defensive Turrets | Auto-Turrets | Req. Energy | ||
Legendary | +6 +3 |
- +3 |
- +4–9 |
+482 MW +241 MW |
3,906,250–5,126,953 |
Exotic | +5 +2 |
- +2 |
- +3–7 |
+482 MW +193 MW |
1,269,531–1,660,156 |
Exceptional | +4 +2 |
- +2 |
- +2–6 |
+463 MW +231 MW |
390,625–546,875 |
Rare | +3 +1 |
- +1 |
- +1–4 |
+417 MW +139 MW |
109,375–156,250 |
Uncommon | +2 +1 |
- +1 |
- +0–3 |
+333 MW +167 MW |
25,000–43,750 |
Common | +1 +1 |
- | - +0–2 |
+200 MW +200 MW |
5,000-10,000 |
Petty | +1 +1 |
- | - +0–2 |
+240 MW +240 MW |
2,000-4,000 |
Combat TCS[ | ]
Combat Turret Control Subsystems increase the amount of Armed Turret Slots and, possibly, Defensive Turret Slots and Auto-Turret Slots available to a craft.
As a downside, they also increase the craft's power requirement.
Permanently installing a Combat Turret Control Subsystem increases its Armed Turret Slots bonus and adds a bonus to Defensive Turret Slots and Auto-Turret Slots.
Multiple Combat Turret Control Subsystems can be installed at once, increasing the bonuses additively.
The price of Combat Turret Control Subsystems are based on their Armed Turret Slots bonus when normally installed, as well as their Auto-Turret Slots bonus when permanently installed.
Rarity | Effects | Price | |||
---|---|---|---|---|---|
Armed Turrets | Defensive Turrets | Auto-Turrets | Req. Energy | ||
Legendary | +6 +3 |
- +3 |
- +4–9 |
+723 MW +362 MW |
4,687,500–6,152,344 |
Exotic | +5 +2 |
- +2 |
- +3–7 |
+723 MW +289 MW |
1,523,438–1,992,188 |
Exceptional | +4 +2 |
- +2 |
- +2–6 |
+694 MW +347 MW |
468,750–656,250 |
Rare | +3 +1 |
- +1 |
- +1–4 |
+625 MW +208 MW |
131,250–187,500 |
Uncommon | +2 +1 |
- +1 |
- +0–3 |
+500 MW +250 MW |
30,000–52,500 |
Common | +1 +1 |
- | - +0–2 |
+300 MW +300 MW |
6,000–12,000 |
Petty | +1 +1 |
- | - +0–2 |
+360 MW +360 MW |
2,400–4,800 |
Naming Scheme[ | ]
The naming scheme for Turret Control Subsystems is [type]Turret Control Subsystem [ids]-TCS-[num]
.
[type]
is the main class of turret that the subsystem adds. (Armed → 'Combat ', Unarmed → 'Civil ', Arbitrary → 'Arbitrary ', Auto → 'Auto-')[ids]
is each id for each type of turret slot the subsystem adds. (Armed → 'M', Unarmed → 'C', Arbitrary → 'A', Auto → 'I', Defensive → 'D')[num]
is the total number of Turret Slots given when permanently installed, plus the number of turrets which additionally can be set to automatic when permanently installed.
Example: Combat Turret Control Subsystem MD-TCS-3
Note that including the number auf Auto-Turret Slots into the total number, is potentially misleading, as Auto-Turret 'Slots' do not give additional turret slots to mount turrets in.