damage prior to reaching a critical heat state Resolved an issue with the AI firing their Gatling guns constantly until they were destroyed due to heat
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shotgun price to be more consistent with other weapons. Reduced the accuracy of AI turrets for the Cutlass, Starfarer, and Constellation. Scaled insurance expedite
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– Weapons – All weapons are held like a pistol whilst moving in EVA Combat AI – UGF Missions are sometimes missing NPC spawns to complete the mission FPS
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code team on getting AI functionality looking and feeling good. There has been progress made on player combat signals as well as AI reactions to danger
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we’ve hinted at in a pair of Dispatches (here and here), there aren’t really AI in Star Citizen that will fly your ship (Janus is an exception). While you
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released and is now available! Patch should now show: LIVE-746975. Fix for AI pilots occasionally going into idle states. The larger Revel and York personal
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the AI makes you very aware of your recklessness! For character AI, we’ve been adding several new flowgraph nodes for designers to use to control AI and
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shotgun price to be more consistent with other weapons. Reduced the accuracy of AI turrets for the Cutlass, Starfarer, and Constellation. Scaled insurance expedite
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with just how far the AI has progressed over the last year. We’ve now got a pretty good foundation for authoring interesting AI and we’re excited about
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doing some work to make sure the AI behaves well in a multiplayer environment, but overall we were very pleased that the AI handled the transition quite smoothly
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availability of prison repair missions Made further optimizations to help with AI flight movement when server framerate is erratic Moved exit interaction location
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they want the AI to do at certain times, but the rest of the time can rely on the AI to be smart and sensible. We’ve all played games where AI do crazy things
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optimization. We were hard at work on our AI this month focusing on AI weapons targeting, AI module compatibility and general AI behavior for larger ships. Turrets
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requesting landing at Lorville. Removed Hurston locations for delivery missions. AI ships should no longer be invulnerable in the PU. Fixed interior visual issues
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this month as we did significant work improving AI across all major areas: dogfighting AI, FPS combat AI, and persistent universe NPC activities. As the
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Ongoing PCAP to AI animation R&D was done by Jason Cole and Ivo Herzeg, as well as the AI team and designers, with the goal of making Look IK and AI locomotion
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basic routines for AI NPCs. After CitizenCon we moved our focus on mainly two areas: FPS AI and multicrew ships controlled by AI. FPS AI – First of all we
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2038 Roberts Space Industries founded by Chris Roberts. 2044 "Lemming Car" AI incident occurs in Tokyo. 2075 May 3rd - Dr. Scott Childress and his team
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opportunities for players to chase AI through interesting and exciting paths. We’ve added them to AI retreat behaviors so that when an AI ship wants to break away
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Arms" mission should no longer be able to be duplicated on the mobiGlas. FPS AI kill sweep missions should now track kills and completely properly. Turret
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amazing programmers working on our AI tool sets. They have been working feverishly to create some of the most stunning AI tools out there, all in order to
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correctly Players should no longer be able to steal other Players Ships/Ship AI and Push Ships through collision using the gravity on the 890 Jumps Hangar
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mission giver, Miles Eckhart, and got AI working properly in our new Container system with proper physics and local AI navigation meshes using our Subsumption
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adding more control for AI ships during scripted sequences. Normally when we give an AI ship a spline path to follow, we make the AI manipulate the ship thrusters
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to allow AI to interact with them, and to define what those objects do. It is a powerful system that forms one of the cornerstones for making AI in the persistent
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past performance Added the 'press x to ready up' to all game modes Vanduul AI tolerance has been increased when under fire to allow them stay in combat
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890 beds and log in at the same time it may spawn one player in a bad state. AI ships do not recover from EMP disables. Sometimes repair services are unavailable
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shot by allies Game Client steals mouse focus when loading into the hangar AI ships are not aware of all asteroids as obstacles, resulting in collisions
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Players may experience a stall when loading and firing weapons in Star Marine. AI ships can get stuck and not continue on their route. NPC beacons will sometimes
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large amounts of FPS ammunition to not be able to equip any of them. Security AI should now correctly spawn and engage players with specific CS levels. Clients
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Commander. Art and color at Port Olisar should no longer change on second login. AI should no longer stand idle on chairs and benches. Fixed an issue that caused
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Senator (T-Severus-Kiel Sys) UEE Janus Artificial Intelligence Artemis Ship AI Humanity Jared Yildiz Human Celebrity UEE Jax McCleary Human Host of Galactic
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stasis couches (known as ‘boots’), terraforming equipment and supplies, and an AI Core at the helm. Maximum capacity: Five thousand. A call went out for volunteers
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started work on the AI Crew Skills & Stats system which governs how good an AI is at doing a specific job and how players can improve their AI Crew at fulfilling
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Title Publication Date Showdown - The Kr'Thak 2013-02-12 Showdown - AI Pilots 2013-04-23 Showdown - Atlas Falls 2013-06-18 Showdown - Terrell Speaks 2013-10-08
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like take-off and landing sequences. This also applies to AI control, so they’ll be providing the AI developers with a set of tools for controlling the ships
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refactoring our usable system to allow both AI and players to make use of the same objects at the same time (such as AI and player sitting at the same table,
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matchmaking servers to crash. Fixed an issue in the Tutorial, Chapter 6, where the AI pilot (Gilly) would sometimes not fire at enemies. Fixed a crash issue with
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- Weapons - All weapons are held like a pistol whilst moving in EVA Combat AI - UGF Missions are sometimes missing NPC spawns to complete the mission FPS
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improving performance. AI Programmer Chad Zamzow has completed an AI module that allows players to fill empty seats in Multi-Crew ships with AI players during
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speed and inertia for the player. The second sprint was to vastly improve AI path following, so NPC characters are able to traverse close spaces and blend
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ironing those out with the help of Sean Tracy. We’re looking ahead to our NPC AI release, and Vanessa Landeros and David Peng are implementing Medical Unit
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check if the AI spawn in correctly. A ship will also fire shots at the spawned AI to verify weapon damage is being taken and that the AI dies correctly
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causes the player to respawn in prison with a broken multi-tool Mission givers AI will break if a NPC sits in their designated seat before they do Bounty Assessment
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installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. Ship AI can appear immobile and in a bad state. VOIP is currently off by default and
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testing to ensure we get the best of the available talent pool. The work on AI and AI-building tools continues and it looks like as soon as the new character
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Los Angeles to prepare for the new year. There’s still one more to go, an AI summit in Frankfurt happening next week, but we’re ready to take on 2016!
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should no longer duplicate on the ASOP terminals after making a claim. Fixed AI pirates and security spawning on top of one another when comm arrays are switched
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and improved art and visual effects in Broken Moon and Dying Star Improved AI flight behavior Sound no longer plays while the loading screen is still active
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the server and performance issues that were occurring when there were many AI ships active simultaneously. Fixed an issue where joining instances via the
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