Star Citizen

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cross-posted from: https://lemmy.world/post/21464555

Added to Alpha 3.24 column:

  • MISC Starlancer MAX
  • Argo CSV-SM
  • RSI Polaris
  • Anvil Hornet F7C-R Tracker MkII
  • Anvil Hornet F7C-S Ghost MkII
  • Acidic Caves
  • Rock Caves
  • Additional Player Customization
  • Multi-Tool Updates

Removed from Alpha 4.0 column:

  • Life Support
  • Engineering
  • Fire Hazard
  • Fire Extinguisher
  • Solar Burst
  • Charge/Drain
  • Transit System Refactor
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cross-posted from: https://lemmy.world/post/21251985

You can check out linked Spectrum thread but here are John Crew's posts about that:

Post 1

Hey,

We'd planned to talk more about this at IAE (as thats generally where we give big updates across manufacturers) but a lot of people are discussing this very topic at the moment so want to add some clarification in advance:

There are no current plans to have a base building module for the Galaxy, that doesnt mean there never will be but there is nothing concepted, planned or in the production schedule. The Starlancer BLD will be the ship you can build Large structures with when base building is available ingame. The only confirmed module in addition to the ones on the pledge store is the Manufacturing module, the general rule of thumb for all things vehicle is unless its on the pledge store or available ingame treat it as speculative. The Perseus is the next RSI capital ship in production (instead of the Galaxy) purely down to the greater percentage of shared assets with Polaris.

Hope that clears up some confusion around the matter and if scheduling/filming format allows we will discuss more around IAE.

Post 2

Just to try and add some extra information as the phrasing for aspects was perhaps not as clear as it could've been, I'm aware that the news is not as hoped but I'd prefer to update now than keep people in the dark until the Galaxy releases.

  1. Emphasis on no current plans, this does not exclude that there were plans in the past (as inferred at CitizenCon 2953) or that there could be again in the future, there is simply nothing right now.
  2. The way base building works with drones now does not lend itself to the Galaxy's module layout due to their size and navigation requirements and if one would exist in the future, it would be significantly divergent than from what shown on that slide regardless
  3. The "confusion" comment was in regards to discussion about why we did not discuss it during CitizenCon 2954 and the ships status, not over past statements existing or not.

On a completely unrelated note, here (32:44) is Todd Pappy talking about Galaxy being able to build small to large structures during last year's CitizenCon and here is the relevant slide from that presentation.

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A supercut of all Player Space Station cutscenes shown during CitizenCon 2954. Provided by RedJay

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Pedro Camacho continue to surpass himself 😍

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cross-posted from: https://lemmy.ml/post/21293794

The much awaited LUG Helper 3 has arrived!

  • RSI Launcher 2.0 support
  • Non-Lutris Wine installs
  • Proton support for Lutris installs
  • Support for multiple game installs
  • Lots of other improvements
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I am bad at the game, and I often fly my ships too fast towards a space station and can't stop in time. I've never heard that warning and NOT blown up seconds afterwards.

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cross-posted from: https://lemmy.world/post/20448735

Cloud Imperium Games, the developer of Star Citizen, has mandated its developers to work seven days a week to meet deadlines for Citizencon on October 19th.

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cross-posted from: https://lemmy.world/post/20435715

Committed for Alpha 3.24.2:

  • RSI Zeus MkII CL
  • RSI Zeus MkII ES
  • MFD Rework and New Displays
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cross-posted from: https://lemmy.world/post/19953911

Guests:

  • Bastien Cruette, Systems Designer II
  • Thorsten Leimann, Lead Systems Designer
  • Guilleremo Bilbao, Gameplay Programmer III

TL;DW:

  • Resource Network will be used everywhere its possible (ships, land vehicles, outposts and space stations).
  • Resource Network is a replacement for the old Pipe System.
  • New system will allow for things like new types of Hydrogen fuel which affect thrusters in different ways.
  • New components coming with engineering:
    • Fuses
    • Life Support Generator
  • Engineering will be a start of moving away from ship HP pool and towards physicalized component HP.
  • Life Support system consists of:
    • Temperature
    • Atmosphere composition
    • Pressure inside a room
  • Components misfires might cause additional damage, make them stop working (temporarily of permanently), starting a fire or blowing up the whole ship (generators).
  • Initial release will have a limited number of misfires.
  • Damage penetration will be a temporary, simplified version of what will come with the physicalized damage. Certain types of weapons will penetrate the hull of a ship and damage components inside.
  • Damage penetration depends on weapon and ship armor.
  • We'll be able to repair fully destroyed components but not to 100% HP - that will require repairing the ship at LZ.
  • Only size 1-2 components can be replaced with a tractor beam.
  • Engineering screen shows:
    • Location of each component.
    • Connection between them.
    • Component status (HP).
    • Life support and Cooling status.
    • Component temperature.
    • Notifications about issues.
  • Fuel displayed on the engineering screen "will be relevant in the future".
  • You can lock the engineering UI to prevent changes from any other MFDs besides the engineering station.
  • Power Management presets will be a thing. They are locally stored and can be loaded on someone else's ship (the same type).
  • Doctor Benny (TARDIS) montage at the end.

This is the last ISC until Citizen Con.

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cross-posted from: https://lemmy.world/post/19923948

Moved into the Alpha 3.24 column, targeting a 3.24.X release:

  • Acidic Caves
  • Rock Caves
  • MFD Rework and New Displays

Added to Release View:

  • Argo ATLS
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cross-posted from: https://lemmy.world/post/19740016

Guest:

  • Chad McKinney, Senior Lead Gameplay Engineer

TL;DW:

  • Jared's head will be scanned for one of the games.
  • "When I said that (we're really close to releasing personal hangars) that doesn't mean we were close to going live."
  • ATC and transit were the most problematic parts to implementing the new hangar loop due to their age.
  • Transit is already in the process of rewriting, ATC will follow in the future.
  • Hooking personal hangars/cargo to the new mission system also shed light on some previously unknown problems with its implementation.
  • Since the 3.23.1 (later 3.24) patch was already late, they decided to spend more time on it to polish things and include some of the player feedback. They couldn't do more as they didn't want to cause a general delay for the rest of the company.
  • Chad wishes he'd split the functionalities more so they could deliver them faster and in a better state.
  • "In the original proposal of the item bank it works as it does now actually." (no drawer, just opens the old inventory UI)
  • Item kiosk UI will most likely stay as is (no drawer), just with all the improvements from the freight elevator kiosks (search and all the other stuff).
  • Answers from Rick Porter & Ian:
    • "We plan to add 'garage modules' so we don't intend to expand the pavement (of the personal hangars) but there should be more room for vehicles where you can basically add on modules and expand the hangars (...)"
    • "The plan is for personal hangars to be able to be customized and expanded in the future with addition of these modules (there's no finalized list of possible modules yet)."
    • They're planning to split the public and personal hangar decorations (cables and all the other garbage) to allow players to fully make the latter their own while keeping the public ones feel lived in/used.
    • We'll be able to move the freight elevator in our personal hangar when hangar customization modules are released.
    • Cargo decks need a significant rework as cargo gameplay approach has significantly changed since their implementation. They will be used in some way eventually.
  • ATLS tractor beam functionality will be an exclusive feature for now, there's ongoing discussion whether to copy it to other vehicles and handheld devices.
  • No bed logging from beds included in this year's Citizen Con goodie pack for now, overall work on bed logging and logging from hangars will happen in the future.
  • Hangar decorations being unruly is a problem with physics, more info in the last week's chat with Benoit. Will improve as server performance increases.
  • Option to put 1 SCU boxes into 8 SCU ones was removed due to issues on the delivery logic side (problems with delivery of nested objects). Will probably return in the future.
  • We'll be able to call our ships into other people's hangars eventually. There are still some technical and design problems to figure out before that happens.
  • ATC is probably the oldest system in the game.
  • Spawning vehicles from freight elevator is still planned.
  • They're looking into making the process of calling up your ship faster.
  • Chad haven't heard about hangar alarm (the one happening when spawning your ship) being a problem, there are no plans to adjust the volume or add an ability to turn it off at the moment.
  • They want to add support for manual loading for the Hull series and other ships that require docking. Improvements to automatic loading will come later.
  • Hover trolleys had some physics and game loop issues, they'll come back eventually.
  • Auto loading is planned to always be a thing but not for every object (not for mission cargo, some personal items).
  • Inventory search will include more item data/fields in the future.
  • Mining bags not working with freight elevators is a technical issue, they're aware of it.
  • There will be an option to spawn multiple ships at the same time in the future.
  • Option to name cargo boxes is still in design stage but it's planned.

No SCL next week, this one might be the last one until after Citizen Con.

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cross-posted from: https://lemmy.world/post/19696500

A few more details here, but definitely read through the known issues if you decide to hop in:

We are intending to leave this build up for up to 24 hours but could come down sooner if blocking issues occur.
This test will have each Stanton shard split into many authoritative zones. We are planning to start the test out at 1 DGS with 100 players as a baseline and increase this to add more DGS with 500 and then as high as 1000 players

Edit: An easy way to download this is just to rename your "LIVE" folder to "TECH-PREVIEW".

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cross-posted from: https://lemmy.world/post/19696130

Guests:

  • John Crewe, Vehicle Director
  • Ben Curtis, Vehicle Art Director
  • Nathan Lange, Senior Vehicle Artist
  • Falko Poiker, Vehicle Designer Principal
  • Kevin Turenne, Vehicle Artist Senior I
  • Alexander Palmer, UI UX Designer III
  • Gabriel Hector, Systems Designer III
  • Joe Dines, UI UX Designer II

TL;DW:

  • RSI Zeus MKII:
    • There's a front entrance (ladder).
    • "Zeus is an evolution on RSI style."
    • "It's a stepping stone ship."
    • ES (exploration) and CL (cargo) variants will release together.
    • It took a year to create.
  • MFDs:
    • Initial release of new ship MFDs will bring 5 styles (AEGIS, ANVIL, DRAKE, ARGO, generic).
    • Self status info will depend on active operator mode, there's a unique version for turrets.
    • Weapon status view is completely new.
    • Scanning and comms are moved to MFDs.
    • New diagnostics view with component health, errors and critical issues.
    • Bunch of settings will be adjustable from MFDs now (stuff like coupled mode toggle, g-safe, lag pips, casting to HUD etc).
    • Some visual changes to in-cockpit radars.

Lots of visuals so watch the episode for a full experience.

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cross-posted from: https://lemmy.world/post/19689109

Hi all,

As part of the ongoing development of vehicle systems, particularly with Resource Network and Engineering gameplay on the horizon, we've taken the opportunity to look across all our current vehicles ingame and revisit some of them in terms of both default item size and quantity.Reviewing both player feedback as well as analytics on usage and performance it was clear some ships/vehicles were underperforming and needed adjustment. Some vehicles were adjusted to bring them in line with others in their class to ensure competitiveness and some were adjusted because they simply had a abundance of power output that wasnt necessary anymore.

You may have noticed recent vehicle promotions and releases have strayed away from the typical max 1-2 Power Plants/Coolers/Shield Generators to higher numbers such as the Zeus and Retaliator having 4-6 Shield Generators for example and these updates will roll out similar changes across other ships and vehicles.

In addition to the changes below you can also expect handling & health changes to some vehicles to make sure they do not stray too far from their intended design behaviour, the Redeemer for example will get a buff in flight handling to compensate for the reduced shields and weaponry.

The following are the new default sizes/amounts for the specified item types per ship, e.g if something now says "1x S2 Powerplant" that means it now only has a single S2 Power Plant rather than gaining an additional S2 on top of its current Live loadout. Weapon changes are specifically listed for the relevant hardpoints.

AEGS Reclaimer

  • 1x S4 Cooler and 1x S4 Shield Generator

AEGS Redeemer

  • 6x S2 Shield Generators
  • Manned Turrets now 2x S4 Weapons

AEGS Vanguard

  • 1x Medium Power Plant (Sentinel has an additional Small Power Plant)

ANVL Carrack

  • 2x Large Power Plant

ANVL Gladiator

  • 1x S2 Power Plant, 1x S2 Shield Generator
  • Wing missile hardpoints now all S4
  • Wing weapon hardpoints now both S4

ANVL Hurricane

  • 2x S1 Power Plants

ANVL Valkyrie

  • 4x S2 Shield Generators
  • Remote Wing Turrets now 1x S4 Weapon

ARGO MPUV-1C & 1P 1x S0 Power Plant

ARGO Mole

  • 1x S3 Shield Generator

ARGO RAFT

  • 3x S2 Shield Generators

CNOU Mustang Gamma & Omega

  • 1x S1 Shield Generator

CRUS Starlifter C2 & M2

  • 2x S3 Power Plants

CRUS Starlifter A2

  • 3x S3 Shield Generators

CRUS Star Runner

  • 1x S3 Shield Generator

DRAK Caterpiller

  • 3x S3 Shield Generators

DRAK Buccaneer

  • 1x S1 Shield Generator

DRAK Vulture

  • 3x S1 Shields Generators

ESPR Prowler

  • 4x S2 Shields Generators

MISC Freelancer (All)

  • 2x S2 Power Plants, 3x S2 Shield Generators
  • Manned Turret weapons now 2x S3

MISC Hull A

  • 1x S2 Shield Generator

MISC Hull-C

  • 2x S3 Power Plants, 4x S3 Shield Generators

MISC Prospector

  • 3x S1 Shield Generators

MISC Starfarer (All)

  • 3x S3 Shield Generators

ORIG 350r

  • 1x S1 Power Plant

ORIG 400i

  • 1x S2 Power Plant, 1x S2 Cooler

ORIG 85X

  • Remote turret weapons now 2x S2

ORIG M50

  • 1x S1 Shield Generator

RSI Constellation (All)

  • Manned Turret weapons now 2x S3

Thanks for reading and remember, all stats are subject to change.

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cross-posted from: https://lemmy.world/post/19651989

Link to Spectrum Thread about Feedback: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-vehicle-balance

Direct link to the survey: https://airtable.com/appuNwWnmCOAmbCgo/shrko5r7043boH6g3

Deep dive video by Avenger One about Master Modes/combat: https://youtu.be/SNm8RaKHLHg

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cross-posted from: https://lemmy.world/post/19579831

I'm hoping they implement a way to assign crimestat to players that "flick" cargo at other players or ships in armistace zones.

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cross-posted from: https://lemmy.world/post/19453608

From Wakapedia in SC-Testing-Chat:

@Wakapedia-CIG:

We're getting closer. QA team is checking the build. Goal is 2x800 player meshed shards. Will update here shortly as we are hoping for sometime in the next 30 minutes if QA gives the greenlight!

https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230/message/55501617

Update:
Wakapedia-CIG:

  TECH-PREVIEW will be opening up shortly for a RMQ/Meshing Playtest! https://robertsspaceindustries.com/spectrum/community/SC/forum/190049/thread/tech-preview-playtest-meshing-playtest-round-3

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cross-posted from: https://lemmy.world/post/19451679

And for those that haven't heard of the Titan Suit before: https://starcitizen.tools/Titan_exosuit

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