maneuvers or fly really close to obstacles that the AI would otherwise keep a distance from), and the AI will figure out an optimal path to get on to the
Description QA - AI feature test - sleeping Date Source https://robertsspaceindustries.com/media/i14vmb7vhacyhr/source/Sleeping.jpg Author Cloud_Imperium_Games
Description AI companion development Date Source https://robertsspaceindustries.com/media/1rqx0qv3gbtz9r/source/Ai_buddy_01.jpg Author Cloud_Imperium_Games
Description AI pathfinding WIP Date Source https://robertsspaceindustries.com/media/7vu6m5klk0249r/source/Ai_navpath_v2.jpg Author Cloud_Imperium_Games
Description AI - Cover system development Date Source https://robertsspaceindustries.com/media/funr569rjfjffr/source/AI.jpg Author Cloud Imperium Games
Description AI behaviour tasks (internal development at Foundry 42 Frankfurt) Date Source https://robertsspaceindustries.com/media/y559q2k2brugcr/source/AI.jpg
Description AI - Perception (Sound & Visibility) Date Source https://robertsspaceindustries.com/media/mbl20ahrr58ksr/source/AI.jpg Author Cloud Imperium
Description AI development - Parallel Tasks Date Source https://robertsspaceindustries.com/media/tj0btuuztgtg8r/source/AI.jpg Author Cloud Imperium Games
Description AI development - example for Tasks output (Success, Fail) Date Source https://robertsspaceindustries.com/media/ne9ztmfsebflsr/source/AI.jpg Author
Description AI development - Navigation mesh on landing pad and Constellation Date Source https://robertsspaceindustries.com/media/noto4fe883ilhr/source/AI.jpg
Description AI development - GoTo and Checkpoint Task Date Source https://robertsspaceindustries.com/media/iuebaii8dvwa8r/source/AI_01.jpg Author Cloud
Description Subsumption AI - repair task example Date Source https://robertsspaceindustries.com/media/pmjt0ye1izp20r/source/DE_Update_AI_Subsumption.jpg Author
Description AI collision avoidance Date Source https://www.robertsspaceindustries.com/media/t7qcrbuatsfc8r/source/AI_collision_avoidance.jpg Author Cloud
Description FPS combat AI reacting to enemy seen or heard Date Source https://robertsspaceindustries.com/media/p4yk104hjqz38r/source/Ai_combat_01.jpg Author
Description FPS combat AI recognizing friendly to avoid friendly fire Date Source https://robertsspaceindustries.com/media/vhxvdtijfc67tr/source/Ai_combat_03.jpg
Description Subsumption AI combat WIP Date Source https://robertsspaceindustries.com/media/8zhfx0szpw5hrr/source/Ai_combat_01.jpg Author Cloud_Imperium_Games
Description Subsumption AI combat WIP Date Source https://robertsspaceindustries.com/media/s9bzrtsawxx9sr/source/Ai_combat_02.jpg Author Cloud_Imperium_Games
Description AI shooting from cover Date Source https://www.robertsspaceindustries.com/media/r0sa5qdjbeh3tr/source/AI_Shooting_From_Cover.jpg Author Cloud
Description Subsumption - AI controlled turrets Date Source https://robertsspaceindustries.com/media/noff0t8c5bgu7r/source/Defense_turrets_02.jpg Author
Description Parametric Blending technique for AI walking animation Date Source https://robertsspaceindustries.com/media/giwyr8m1rrhvhr/source/Npc_pathing
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appearing in certain ships soon. While the AI devs over in the UK have nowadays mostly been working on character-based AI for Squadron 42 and the Persistent Universe
VFG Asteroid Hangar were sometimes missing. Fixed an issue causing the mass AI spawn issue in Crusader. Fixed an issue where contacts and group members were
missile so that they don't all run out of fuel at the same time Other Tweaks AI are more likely to fire a missile after acquiring a lock pp_rebindkeys can
unresponsive. Added monocle to PMA and added eye accessory slot as option in PMA. AI now have specific shield generators that provide half the shield health/shield
programming team. The AI cover behaviors are currently going through a first pass by Spencer, and we are providing a base set for the AI programming team which
spawn in Vanduul Swarm after Wave 3. Fixed some issues with the Vanduul Swarm AI flying into the map boundary too often. Pirate Gladiator's in Pirate Swarm
damage state system to display incorrectly(PTU) Fixed an issue that was causing AI pilots to misjudge the position of a ship they were trying to avoid Fixed
load slowly when first connecting to a server There should no longer be 2 AI NPC's standing behind the guild office desk at mining shop on refinery decks
parties the higher your wanted level goes up. Whilst you’re in the safe zone AI will spawn in and try and take you down. To make it more interesting if you
levels really starting to come alive there. Battle-chatter – working with the AI guys to start getting the battle-chatter dialogue systems up and running properly
exclusively earnable Vanduul Helmet. Take out fifty unique player kills (not AI) while piloting the Vanduul Glaive OR Aegis Gladius (valiant/pirate count
launch room, which has a station for a dedicated weapons officer. You can hire AI crew to man the stations, and bear in mind that they are not free and come
original copy of the Janus AI, I even managed to —” “Whoa, slow down.” Tonya slid beside him on the bench. “You found a copy of the AI program?” “Janus? Yes
statistics to balance the enemy waves and the coop AI pilots performance. A lot of effort has gone into setting up AI profiles for the Vanduul named pilots, making
gameplay feedback – our plan is to have Vanduul Swarm (single player against AI) available to everyone from the start, and then give people access to the
Updated some character animations for passing out and recovering from g-forces AI pilots will sometimes use a break away maneuver after using a flare to deflect
work has been going into the Vanduul AI, balancing the new flight model with the new vehicle (Fighter) setup and AI. This is quite a process as we have