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Post Irradiated Vulture AI
They become intangible, you see it and can click it, but can't interact with it or cap it.

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Mon Jun 30, 2014 4:29 pm
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Post Re: Irradiated Vulture AI
Have you tried tractoring them? I've seen radded ai loose sync sometimes, the tractor usually fixes it.


Mon Jun 30, 2014 6:15 pm
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Post Re: Irradiated Vulture AI
Yes I've tried tractoring them.

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Tue Jul 01, 2014 7:28 am
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Post Re: Irradiated Vulture AI
Gotta be quick about it or they float away. Same deal with the Equans in Undead Code Herder. They don't spacebrake to a stop before they become damage-able and desync and float out. Any irradiated AI that doesn't have sufficient thrust to come to a complete stop in their tweak time desyncs.

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Sat Jul 05, 2014 1:59 am
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Post Re: Irradiated Vulture AI
Nukeacow wrote:
Gotta be quick about it or they float away. Same deal with the Equans in Undead Code Herder. They don't spacebrake to a stop before they become damage-able and desync and float out. Any irradiated AI that doesn't have sufficient thrust to come to a complete stop in their tweak time desyncs.



Relogging tends to fix Desync as well.

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Sun Jul 06, 2014 1:07 am
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Post Re: Irradiated Vulture AI
I shouldn't have to relog every time a ship is irradiated.

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Fri Jul 11, 2014 5:26 pm
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Post Re: Irradiated Vulture AI
I believe /f will do a quick resync (Someone correct me if I'm wrong)

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Fri Jul 11, 2014 6:19 pm
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