Space Engineers

Space Engineers

NPC Provider (BB)
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Update: 9 Jan @ 1:42pm

More checks for fixed weapons to ascertain if they are functional and ready to fire. This will prevent NPC ships trying to aim with damaged weapons, or trying to aim with weapons without ammo. Which is useful for small grid fighters, which can have things such as rocket launchers and gatling guns. One is exhausted quickly, second is exhausted slowly.

Update: 8 Jan @ 4:42am

More ammo for core weapons, There was an old check, which allowed core weapons to be replenished only if they run out of ammo completely. That lead to ships waiting without ammo until the next replenish cycle for certain weapons. I changed it so the replenishment system will try to fill the weapon with either at least half of the weapon's inventory, or 50 +- magazines. And keep the weapon stocked that way.

Update: 27 Dec, 2024 @ 3:30pm

last mission step got stuck on resolution, which means, if you are refactoring code you wrote half a year ago, fucking read it two or three times before you go for it :)

Update: 27 Dec, 2024 @ 2:37pm

Update: 27 Dec, 2024 @ 2:18pm

Update: 27 Dec, 2024 @ 5:41am

- Drone behaviour updated (space combat ships, gravity combat ships, trade ships) to reduce redundant calls, especially target lead and target confirmation
- Updated target acquisition to reduce LINQ operations if my current target is still found in the collection of possible hostiles with relevant threat level
- Drone behaviour is now more strict in checking drone states, which should also allow the code to skip unnecessary calls

Update: 26 Dec, 2024 @ 2:17pm

targeting tweaks, couple of tweaks related to retreating ships, small performance tweaks to nearby safezone checks and in-mission checks

Update: 26 Dec, 2024 @ 10:32am

Code cleanup and couple of performance tweaks (list lookups etc.)

Update: 24 Dec, 2024 @ 1:48am

fixed missing mission log when the mission is restored from persistence after the player logs in and the mission is being re-created

Update: 24 Dec, 2024 @ 12:59am

- siege ships have specific targeting priorities (static before threat)
- siege ships slow down when in range to allow for more precise targeting