The issue is that in Castra, ammo types are defined directly inside the file that spawns turrets. That means it's impossible for another mod to change the ammo types properly without hurting performance. In Krastorio 2, all regular ammo gets replaced with pistol ammo, so it doesn't fit into the turret. As a result, the turrets don't shoot.
Here's a piece of code inside castra-cache.lua that fixes the problem - but it still needs a trigger to activate it for normal use.
local sorted_ammo_types = {
bullet = {"kr-rifle-magazine", "kr-armor-piercing-rifle-magazine", "kr-uranium-rifle-magazine", "kr-plutonium-rifle-magazine"},
rocket = {"rocket", "explosive-rocket", "kr-nuclear-turret-rocket", "cerys-hydrogen-bomb"},
railgun = {"railgun-ammo" },
artillery_shell = {"artillery-shell", "cerys-neutron-bomb", "maraxsis-fat-man" },
}