5/24/2023 0 Comments Starmade bobby ai![]() What makes Everything Everywhere All at Once work is the cast. The thing I didn’t understand is how you lose money running a laundromat, especially if you own the building. But as much as I dislike rote wrap-ups shaded in warm Spielbergian glow, I would rather see the parent-child-hug ending with a working-class Asian family who owns a laundromat and has tax problems than in the usual mid-America, middle-class unit. This does not apply to automated turrets, as missiles should work as expected.The film’s simple message about the importance of family drew criticism for being predictable and a letdown after the elastic mayhem that led to it. In addition, missiles generally have a lot of issues (bugs) with remote control, so usage is not recommended. The turret of which will actually fire is the most recent AI module to get activated. The turret control mode can only control one turret's missile computer at a time, so only 1 missile will fire from all controlled turrets. Unfortunately, the downside of this option is that the turret will no longer work automatically, and will only function if a player is manually controlling it (either on the host ship via turret control, or manually inside the turret barrel's core).īobby AI modules cannot use any form of charge-up weapon (example: Missile Computer enslaved to a Cannon Computer), nor missile-enslaved missile computers. This is especially useful on larger ships that turn slowly. With this on, and the "turret control" selected in the host ship's firebar, the turrets with this enabled will attempt to "look at" your cursor while flying, and using your fire key (default Left Click) will use the weapons as if you were using them manually. The second option, Remote Control, if on, will allow the user to control the turret (if in turret mode) via the "turret control" weapon selection in the weapon menu on the host ship. If nested, it will follow the line down to the host vessel. Just like docked ships, turrets use the power from the ship they are docked to. The first thing to note is that if the ship with this block is on a "Rail Turret Axis", the AI type will ALWAYS be turret, and cannot be changed (unless undocked).Īny Bobby AI modules that have been enabled on turret mode will automatically track and fire at any target that meets the criteria set. Keep in mind that turrets will only automatically shoot at hostiles unless the option "selected target", is set, of which will always aim (and shoot) at your AI target. The "aim at" slider at the bottom is used to tell the automated turret (allowing the turret to aim at stuff using the AI module itself), what types of objects to shoot at. "Highest" means that the turret will fire at the highest damage missile in range, "lowest" means that it will fire at the lowest damage missile, and "any" means that it will fire at the closest missile. Missile Damage Prioritization controls which missiles the AI turret will try to shoot down first. Volley fire is bugged, and Unfocused makes the turrets incredibly inaccurate, especially when used with anti-missile turrets. However, the AI currently cannot effectively make use of any mode other than "Focused". ![]() The fire modes are the same as the ones that the player can use. The "active" checkbox is a toggle switch for the AI to initiate, however, if a player is inside the ship, it will immediately deactivate, forcing a player, or logic to turn it back on.įire modes determine how the AI will fire its weapons. Inside the block's UI (by activating it), there are several options to configure how the AI will work.
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