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  • 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
    2 KB (374 words) - 16:16, 2 May 2023
  • shotgun price to be more consistent with other weapons. Reduced the accuracy of AI turrets for the Cutlass, Starfarer, and Constellation. Scaled insurance expedite
    8 KB (1,181 words) - 12:47, 21 July 2021
  • – 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
    4 KB (553 words) - 08:40, 30 April 2023
  • 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
    37 KB (6,054 words) - 00:37, 28 April 2024
  • 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
    14 KB (1,954 words) - 19:04, 13 April 2024
  • 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
    700 bytes (103 words) - 12:44, 21 July 2021
  • 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
    50 KB (8,612 words) - 01:08, 29 June 2023
  • shotgun price to be more consistent with other weapons. Reduced the accuracy of AI turrets for the Cutlass, Starfarer, and Constellation. Scaled insurance expedite
    8 KB (1,193 words) - 12:48, 21 July 2021
  • 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
    51 KB (8,743 words) - 20:20, 27 April 2024
  • 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
    27 KB (4,570 words) - 22:01, 27 April 2024
  • availability of prison repair missions Made further optimizations to help with AI flight movement when server framerate is erratic Moved exit interaction location
    5 KB (845 words) - 09:57, 5 February 2023
  • 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
    49 KB (8,205 words) - 21:31, 27 April 2024
  • 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
    75 KB (13,074 words) - 19:26, 5 March 2024
  • requesting landing at Lorville. Removed Hurston locations for delivery missions. AI ships should no longer be invulnerable in the PU. Fixed interior visual issues
    2 KB (268 words) - 12:48, 21 July 2021
  • 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
    87 KB (1,638 words) - 15:41, 12 March 2024
  • 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
    50 KB (8,650 words) - 20:17, 10 April 2024
  • 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
    34 KB (5,297 words) - 18:02, 27 February 2024
  • 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
    63 KB (10,930 words) - 11:52, 18 April 2024
  • 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
    70 KB (12,196 words) - 18:05, 27 February 2024
  • 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
    12 KB (2,007 words) - 00:17, 5 June 2022
  • 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
    46 KB (7,930 words) - 19:22, 5 March 2024
  • 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
    7 KB (886 words) - 15:53, 2 April 2023
  • 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
    29 KB (4,710 words) - 02:03, 1 June 2023
  • 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
    55 KB (9,502 words) - 02:32, 21 April 2024
  • 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
    55 KB (9,581 words) - 22:00, 27 April 2024
  • 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
    1 KB (214 words) - 18:03, 25 September 2022
  • 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
    6 KB (1,016 words) - 12:51, 21 July 2021
  • 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
    911 bytes (134 words) - 14:16, 2 February 2022
  • 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
    6 KB (896 words) - 12:51, 21 July 2021
  • 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
    10 KB (1,564 words) - 12:52, 21 July 2021
  • 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
    791 bytes (140 words) - 06:16, 10 August 2021
  • Senator (T-Severus-Kiel Sys) UEE Janus Artificial Intelligence Artemis Ship AI Humanity Jared Yildiz Human Celebrity UEE Jax McCleary Human Host of Galactic
    377 members (24 subcategories, 0 files) - 15:39, 14 March 2024
  • 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
    7 KB (1,069 words) - 05:16, 19 March 2020
  • 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
    44 KB (7,348 words) - 19:23, 5 March 2024
  • 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
    17 members (0 subcategories, 0 files) - 21:48, 28 September 2016
  • 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
    46 KB (7,408 words) - 19:28, 5 March 2024
  • 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,
    40 KB (6,699 words) - 20:21, 27 April 2024
  • 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
    2 KB (398 words) - 13:02, 28 November 2022
  • - 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
    4 KB (516 words) - 08:45, 30 April 2023
  • 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
    78 KB (13,338 words) - 21:30, 27 April 2024
  • 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
    35 KB (5,787 words) - 02:32, 21 April 2024
  • 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
    64 KB (10,980 words) - 21:26, 27 April 2024
  • 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
    67 KB (11,551 words) - 20:19, 27 April 2024
  • 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
    3 KB (389 words) - 10:00, 5 February 2023
  • 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
    1 KB (174 words) - 13:37, 14 January 2024
  • 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
    83 KB (14,224 words) - 21:59, 27 April 2024
  • 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!
    66 KB (11,458 words) - 17:47, 27 February 2024
  • 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
    3 KB (505 words) - 12:44, 21 July 2021
  • 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
    7 KB (989 words) - 13:47, 2 February 2022
  • the server and performance issues that were occurring when there were many AI ships active simultaneously. Fixed an issue where joining instances via the
    11 KB (1,675 words) - 12:42, 21 July 2021
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