![x3 albion prelude star trek mod x3 albion prelude star trek mod](https://i.ytimg.com/vi/PE8qL4Z7gkA/maxresdefault.jpg)
Even a random hogwash sciencey mumbo jumbo would appease me more than "You just can't, ok?". I wouldn't have minded so much if there was a reason behind it other than "it would make the game unfair". What annoyed me most was that there was no explanation as to why you can only tow you own things. Yeah, I know that it would be hard to choose between what can be towed and what can't, so I guess they went for the restrictive option for simplicity's sake. It's not perfect, as has been pointed out, but it does a good job. Many overhauls which people suggest would yes, make the motions smoother, but would also slow the game to snails pace on anything not made by Cray. Although sometimes ungainly this is the only feasible way of managing such a large amount of objects in a changing space. It doesn't have a predefined path around so it goes in steps, alternating between directly to target and away from the obstruction, as the asteroid pops in and out of the evasion range. This is why you get the difficulties when AI navigates around asteroids with the jagged motion instead of a curve as we would do.
![x3 albion prelude star trek mod x3 albion prelude star trek mod](https://i.ytimg.com/vi/XrAd6cn54JE/maxresdefault.jpg)
Therefore is freaks out and evades, even though it's unnecessary.
#X3 albion prelude star trek mod zip#
However, when I engage the Turbo and zip by at 400m/s, even though in the next step I will be farther away (travelling 4x the speed) because for a brief moment my current position is in front of the Cobra the nav predicts the next step bringing it closer. Because the Hyperion (I'm in it) is behind the centre of the Cobra, the Cobra's nav system is predicting it to be moving away, allowing me to get as close as I like That's why you can tailgate other ships and even get really close to them, so long as their direction is away from your current position regardless of either of ship's speed. All they do is calculate whether or not their current velocity will take them closer or farther from another object (within a certain range) irrespective of the other object's motion. The spatial awareness around a ship isn't a sphere but is best though of as hemispherical, and they do not take into consideration the velocities of other ships. The only way to get around this without making the game require a helium cooled supercomputer was the current method. Granted the latter isn't as bad for OOS as noclip is on, but still needs to be sort of accurate incase you jump into the sector. every ship needs to be done at the same time in the entire universe. The biggest issue with AI when the game was being designed is that there are 1. The AI is actually very well suited to the game.