• Star Citizen v. Parker Terrell is an inside job
    252 replies, posted
https://files.facepunch.com/forum/upload/2304/18af599b-b0f0-42ef-9b9a-5232d2a90c5d/image.png https://www.youtube.com/watch?v=0TWqG_VAjEo https://files.facepunch.com/forum/upload/2304/86e8755d-bd24-405d-a00f-207f81c13ef3/image.png https://www.youtube.com/watch?v=HaJx4TdshFA https://www.youtube.com/watch?v=BHR1aEdTA4M The Game: Star Citizen is an ambitious space sim aiming to provide an immersive first-person experience in both an online MMO environment ("Star Citizen" itself) and a tightly-scripted single-player storyline campaign (Squadron 42). The brainchild of Chris Roberts, industry veteran and creator of the Wing Commander and Freelancer franchises, SC is intended to be the most deep and rich space sim game yet made. In addition to 6DoF space/ground vehicle combat and tactical FPS gameplay in EVA as well as on planetary/space station surfaces, SC is building support for a wide range of non-combat gameplay and supporting career paths, such as mining, hauling and trade, competitive racing, search and rescue, exploration, salvage, gas harvesting and refining and transport, signal interception and hacking, inforunning, brewing and smuggling space drugs, poaching protected alien wildlife, passenger transport, and even livestreaming gameplay to video feeds inside and outside the game. Success is based on player skill instead of dice rolls and RPG-style ability trees. Current release version: Alpha 3.1.4 (3.2 is in closed public testing) Development roadmap (Disclaimer: Tasks may get moved if they won't be finished in time for their scheduled patch, and not all things they're working on are listed on cards.) Platforms: SC (and SQ42) is being developed for Windows and Linux, current alpha client is Windows-only. Various input methods (gamepads, joysticks, HOTAS, etc.) are supported and support is planned for headtracking and VR HMDs. System requirements are fairly high and because hardware evolves so fast you should not try and build a machine around running SC until SC has a firm announced release date. The Setting: It is 2948 and as humanity has spread to dozens of star systems connected by transient wormholes we have discovered that we are far from alone. The sprawling United Earth Empire finds itself struggling with corruption and inefficiency and civil unrest as it tries to maintain its position in the status quo with the nomadic trading Banu, the long-lived and technologically advanced Xi'An, the proud but defeated Tevarin (subjugated by the UEE after multiple wars), and the blade-obsessed xenocidal edgelords humanity is now at war with, the Vanduul. The UEE is thematically modeled after the ancient Roman Empire just before its collapse, and Citizenship must be earned by effort or money. For more lore, check out the Loremaker's Guide to the Galaxy official series on YouTube. https://files.facepunch.com/forum/upload/2304/241ef5a7-7885-446e-b020-a3ef13866db1/image.png Every Monday a post is made to Comm-Link titled This Week in Star Citizen and details the weekly schedule along with occasional hints at upcoming things. An example week may look like: Monday: Calling All Devs (dev Q&A with pre-submitted backer questions) on YouTube Tuesday: Weekly lore post to Comm-Link Thursday: Around the Verse (weekly news show) on YouTube, Vault update for subscribers Friday: Reverse the Verse live on Twitch typically to discuss the focus topic of the previous day's AtV, development roadmap update, email newsletter https://files.facepunch.com/forum/upload/2304/4670a34d-dd72-49ac-a403-692b70b85861/image.png https://www.youtube.com/watch?v=1Vb4QpA354A https://www.youtube.com/watch?v=q5rXhAJcSeQ https://files.facepunch.com/forum/upload/2304/10000aa6-4a7c-4b44-9ab1-15c3f5385f5f/image.png Design documents: Relaxed Permadeath (Death of a Spaceman , Healing your Spacemen) | Repair | EWAR | Science (Endeavour, Carrack) | Fuel | Passenger Transport | Shield management | Cargo interaction | Mining | Multicrew ship interfaces | mobiGlas | Land claims (part 2) | Intergalactic Food Delivery (an April 1st joke) Important lore posts: VANDUUL ATTACK NEW VEGA | New Corvo in Ruins | The Battle for Orion Xi'An language resources: YouTube series, Xi'An dictionary, a quick guide to SRX, Xi'An for diplomats, adapting human names to Xi'An, the Xi'An-specific subforums on Spectrum Comprehensive fan-made compilation of lore and news/design posts in mobi/Kindle/epub format Fan-made interactive lore timeline FPCORP (until PMs are implemented on newpunch, please join the Discord below before applying on the RSI site) FPCORP/megathread general Discord server https://robertsspaceindustries.com/media/uzjavyma2r6qor/source/PEW.gif previous thread
3.2 is now on public PTU to wave 1, Concierge, and Subscribers! The most recent PTU patch notes are here. CCP hav weighed in on the Venture/Vulture situation, and long story short, they have a little trolling fun with it and they feel that the more diversity in the space sim genre, the better. The 600i is also to be considered in the Starfarer/Caterpillar size class, not the Connie size class, now. https://www.youtube.com/watch?v=mIXPSa_xBbo This week's AtV includes a PU update, a look at the new groups system, and a Loremaker's segment.
https://www.youtube.com/watch?v=V1mLGSWbbxs
has there been any word of a free weekend any time soon?
3.2 is live! Ship equipment is now purchaseable with aUEC in-game, and the Voyager Direct store section is gone from the website. The REC store is still out-of-game on the site, but it'll be merged into Arena Commander/Star Marine soon. Mining is now in, with the Prospector. https://i.redd.it/yo4lo4k2ie711.png Loaded cargo now appears in the Avenger Titan's hold. And as usual there's a sale on the ships that've been added in 3.2. The MISC Prospector is now a permanent store addition, as well. https://www.youtube.com/watch?v=_0exUk2mt6E https://www.youtube.com/watch?v=QJgzlnUkrbw https://www.youtube.com/watch?v=tatAd1GT9eM https://www.youtube.com/watch?v=AMPTD3Dr4gE One thing CR talks about is that patch 3.3 may not be on time and may break out of the quarterly release cycle. This is because Object Container Streaming is mandatory for, essentially, further progression in the PU. Without the massive compartmentalization technology that OCS provides, just adding Hurston and its moons would require all SC players to have 64GB of RAM to load the PU. The ordinary policy of shipping the patch on-time with whatever got finished in time does not apply because OCS is a critical technology requirement going forward. However, progress is coming along fairly well on the sub-tasks, according to the roadmap. There are also some new ship commercials. https://www.youtube.com/watch?v=2FcJykFmMc0 https://www.youtube.com/watch?v=sOPGbBY56zM https://www.youtube.com/watch?v=rVvO2iSWjS0 https://www.youtube.com/watch?v=VcEsq9k9UAQ Not specifically, but Gamescom is a month and change away and there's almost always a free week/end when it happens.
I really like the design of the Aegis Eclipse
Short AtV today because of the national holidays. It's basically about 3.2 being out. https://www.youtube.com/watch?v=kOhftg0tsw4 https://www.youtube.com/watch?v=UCtG4Zpl9nA https://www.youtube.com/watch?v=lWYAyHxggTA The Drake Vulture Q&A is up. And so is the June monthly report. https://robertsspaceindustries.com/media/w424lhq0gr6qyr/source/B340F767D10111655943D55583F6D1F2110D410F4582AAE656-pimgpsh_fullsize_distr.jpg The F8 is almost finished. https://robertsspaceindustries.com/media/qzupx0c7um1ynr/source/DE_Environment_Art_Magda.jpg https://robertsspaceindustries.com/media/2puiu9v34pfhtr/source/DE_Environment_Art_Ita.jpg Two of Hurston's moons, Magda and Ita. Hurston's moons are named after famous figures in the company, with Magda being named for the CEO that decided to purchase the superearth from the UEE and Ita named for Ita Hurston. The Starmap says Ita Hurston died in the First Tevarin War and the moon was named for her 'as a reminder of "why the products Hurston Dynamics makes are so important".' Reminder: Hurston Dynamics manufactures civilian weapons and is strip-mining the planet Hurston to the mantle for antimatter precursors for use in weapons and ammo. Also, one of Hurston's moons is named for the company scientist credited for designing their first antimatter warhead. I also had a look at MicroTech's moons and holy fuck they really are Space Apple. The planet has three moons and they are named for the three Greek muses, which the Starmap helpfully explains are each associated with a stupid corporate symbolism that reminds MicroTech's workers to strive for excellence in different aspects of product design and production. I expect the MicroTech landing zone to be full of bullshit corporate platitudes that boil down to "work harder, wage slaves" and empty feelgood-style phrases about customer experience and satisfaction as background content, and it's going to be amazing.
Looking good, just wish I had spare cash to mine areas with the reclaimer! I'll have to do with what I have tho. Still will be nice seeing all the scenery and new additions
I'm pretty sure the Reclaimer is not capable of mining yet, and its primary role isn't mining. It's a salvaging ship -- it's specialized at grabbing ship wreckages with its claw to hold them still so it can cut them apart and feed the scrap into its crusher where they get refined and stored. The dedicated mining ship added in 3.2, and the only ship capable of mining at the moment, is the MISC Prospector. Your overall point is still the same, and you might just have the names mixed up to start with -- you have to cough up cash to fly this ship, right now. The good news is that aUEC ship purchases ("permanent", until the next major patch and matching economy wipe) are coming soon. They're not in yet, but 3.2 includes aUEC ship weapon purchases that persist until the next economy wipe, so ships can't be too far away. CIG has not given definite timelines, but it's something they want to implement, so I could see it being added in 3.3 -- but I could also see it slipping out of 3.3 and into 3.4 because it isn't ready in time. Until CIG gives us more definite news, all I've got is "soon, probably".
Been a long time since I checked in on the game. With the risk of coming across as lazy for not googling this myself; what can you currently do on the game as of today? Is it worth jumping in and having a look? Last time I had it installed was shortly after a free weekend where you could try out two simple EVA missions, some PvP around an empty station, and fighting waves of drones in singleplayer.
You can: land on planets! Well, moons, but the next major patch, 3.3, will include the planet Hurston and its moons, as a planet you'll be able to fly around on. There are outposts belonging to various NPC corporations and organizations dotting the visitable moons, with a few different purposes (including mission objective and destination locations). Arena Commander is still there and still the same old same old, but now with a slick new interface and direct access to loadout changing so you don't have to use the clunky hangar interfaces before loading the simulation. Also, Star Marine is finally out if you like round-based fps as a side attraction. Interact with your ship's cockpit and other systems, as well as various interactive objects in the environments, with a new interaction system accessed by pressing and holding F to get context-sensitive interactions for things do some procedural missions involving going to a place and picking up cargo, including going to wreckages and picking up black boxes; dropping off the item to the NPC has a high chance of glitching out but it's not as bad as previous patches since they were added in 3.0. There is also a reasonable chance that an armed hostile player will be waiting for you, or will arrive as you are coming back out with the box, because players with crimestats (i.e. criminals, pirates, etc.) have access to a mission board that supplies oppositional missions that are generated when 'good' players accept certain kinds of fetch missions. The early state of missions is basically Radiant quest tier in simplicity, but enhancements to add tons of variety and sophistication to missions is ongoing. The beginnings of (not permanent, yet) economy are in, with the ability to buy and sell commodities and play the market if you want to be a mercantile trader and have a ship that can haul cargo. Physical cargo crates representing stored cargo appear in the cargo hold of most ships that are up to the current ship quality standards, now. Mine rocks on one of the four landable-surface moons...if you have a MISC Prospector, the only flyable ship purpose-built for mining and the first live release of mining gameplay (will be expanded in the future, obviously). The ores you mine can be sold at mining kiosks that are separate from but nearly identical to the commodity trade kiosks mentioned above. If you run out of fuel or crash (and survive) on a planet, you can now create a rescue beacon that generates a mission asking for someone to pick you up at your location and drop you off at the location of your choosing in exchange for a credit reward you set as an incentive. Further beacon types are in the works, such as refuel request beacons (once refueling ships is implemented) Bed persistence is in, if somewhat unreliable still: If your ship has a bed and you get into it (and for best results no other ships are around), if you pull up the interaction interface (F) and select "Log Out", when you log back into the game you will probably wake up in your ship's bed where you logged out, as opposed to spawning in Port Olisar at the start of every session. Logging out in landing zones other than Port Olisar (Levski, GrimHEX) will likely have you waking up in a hab compartment of the LZ you logged out in rather than spawning at Olisar. People have tested this while flying a ship with another ship (really, a space bike, the Drake Dragonfly) in their cargo hold, and when they logged back in, not only was the ship where it was supposed to be, their Dragonfly was on-board and usable. The party system is now capable of having up to 50 players in a group, and ships can now link their quantum jumps together and coordinate warping through space Performance in 3.2 has overall improved for players, from what I'm hearing. Also, this one is so important I'm going to call it out singularly: Delta patching is here, and requires the new launcher (up for download on the site, replacing the old launcher entirely). You will still have a big fat ~40GB download on your first install since 3.0 released with delta patching, but subsequent patches will be considerably smaller most of the time. A x.x.1 patch tends to be in the ballpark of 400MB instead of >8GB, thanks to a completely rewritten file packing format. Keeping an installed copy of the client for when you want to try it out, if you have the space, is now a bit more useful -- skipping a patch or two doesn't result in needing to download 80% of the game over again. What is not in yet, but is either actively being worked on or planned sooner or later: in-game voip (currently slated for 3.3) permanent economy buying ships in-game (temporarily, since the economy wipes with every major patch) bulletproof server and client stability and performance (lmao of course not) a proper New Player Experience (tutorials/etc.) server meshing, meaning instance limits are still fairly small and there's still only (part of) one star system most career gameplay on-foot combat AI (coming in the next major patch) I would say 3.2 is worth jumping in to have a look, especially if you've never landed on a planet before (be sure not to come in too hot because the ground can be closer than it appears and atmospheric flight affects ships differently to space). However, it really depends on your patience at downloading tens of gigs and then dealing with the typical alpha experience while you try and experience what's here. Install SC to an SSD if at all possible, and just in case this applies to your machine, 16GB is pretty much the minimum system RAM requirement.
for fans of the avenger, 3.2 brought a significant increase in size and capability. It used to have a "S3" nose fixed to a permanent gimballed S2 slot and 2 S1's on the wings, got S2 wings a while back, but now it's S3 wings and an S4 mount on the nose. I really don't regret melting down a buccaneer knowing the warlock variant is still 30 bucks cheaper and can tote that mainline combine with a far meaner profile https://files.facepunch.com/forum/upload/107007/67a64cb2-dbae-4a87-80bc-17d1186bf6de/image.png
Anyone else encountered a really annoying bug where you lose the ability to yaw with a mouse. I can pitch up and down just fine, interaction mode and freelook work just fine. Decoupling fixes it for a little while but not permanently. When I pull left or right the trajectory indicator jitters back and forth like the mouse is being forcibly centered to the screen but that's not a problem on foot or in any other context. I've already tried resetting all my binds to default, deleting the USER folder and applying advanced flight controls, but not having much luck. I could just reinstall it entirely but I'd like to avoid that if there's a fix available.
I reinstalled to try 3.2, the game runs well in Vanduul Swarm but trying to load into the Universe is a disaster. The first time it took 20 minutes to bring me to a message saying I was disconnected. The second time it took about five minutes to load me into a game but it was running very poorly, completely locking up every few seconds, sound and all. Is this normal? I have an i5 and a GTX 1070 with 8gb of RAM.
Yeah it's normal sadly. The game is CPU intensive right now iirc and basically required an SSD to have an enjoyable time
16GB of RAM is almost a minimum now; make sure you free up as much memory as possible before launching, because what you were experiencing was probably extreme latency caused by having to shove things to disk swap, including parts of the game. I would unironically suggest doing a fresh restart and then shutting down unnecessary utilities like printer monitors and stuff before launching SC on a machine with only 8GB of RAM, because it is very hungry for resources. Hopefully, Object Container Streaming in 3.3 will go a long way towards alleviating the issue, because it'll allow the client to partition away everything it doesn't need to care about and just unload it entirely, more or less. I don't know how aggressive it'll be but it should at least help with general memory overhead.
Yeah the game tells you when it doesn't have enough memory to launch so I tried clearing as much as I could but you can only do so much with 8GB. I've been thinking about getting a new CPU for Battlefield V and I might wait until Black Friday and throw some RAM in with it.
Finally got around to clearing out my SSD and putting SS on it, game loads almost instantly but doing -anything- in the universe is super choppy and micro freezes all the time. Was hoping it was something on my end but resmon shows nothing out of the ordinary when the freezes happen. I has initially assumed its just the servers, but during that freeze it does continue to do things, got a fine because of a freeze that when it unfroze, had me crashed into a landing pad on olisar that I was fairly far from before it locked up, unsure what to make of it. Also 10/10 that doing an emote is the only way to fix the bug that locks you in place when you EVA
it could also be an extreme amount of page file swapping if you don't have enough ram but I've been having stutters too lately, and I suspect its because they re-enabled random interdictions? which used to bog the entire server down before they removed it last time
eh even with SS running only about half my ram is being used, theres about 8gb free while ingame so unsure, no disk queues are high. Though its possible the ram itself is a bit slower than it should be, it is a tad old so ill have to look into that tonight. SS is at the very least a good benchmarking tool
Yeah so looks like its the ram, I figured 16gb would be enough but no, loading to universe puts SS using well over 10gb and then goes and eats up another 16gb of paging space. :whatthechrist:
As I've understood it, Star Citizen doesn't cull anything at all at the moment. Meaning that while you're plodding around on a planet all by yourself half a solar system away you'll still be receiving information about and be forced to load stuff that's happening on Port Olisar and the various NPC ships that are floating around in space. Patch 3.3 is supposed to alleviate this in the future.
I've been having a blast with 3.2, For some reason 3.1 had sub-par performance for me, but now we're dealing with smooth arma 3 esque frame rate. The rework of the penguin is also a god send, i love the ship more and more. And also i donnu about you guys but i fucking am enjoying parking my shit on an asteroid and logging out waaaaay too much.
I expect the game will be back to a playable state (in crusader that is) for 8gb/HDD users in 3.3
https://www.youtube.com/watch?v=cYi1Zv_6GaM https://www.youtube.com/watch?v=YxWpOQ5BNlU https://www.youtube.com/watch?v=FVR3Z-e6yIM
https://www.youtube.com/watch?v=BnqRmleORM4 https://www.youtube.com/watch?v=1I2XuEdu-1I https://www.youtube.com/watch?v=MEe23AhAt_o https://www.youtube.com/watch?v=DqFFZaLNHJc https://www.youtube.com/watch?v=2QX63JLLiQk Someone makes these visual guides to the roadmap changes every week and posts them to Reddit. https://i.imgur.com/VD86TnP.jpg The RSI Apollo concept sale is now on, it's a medical/first responder ship. Beating the minigame on the web unlocks the ability to buy a more-armed variant and also enters you to win a ship pack. Along with the Apollo, there's a design document on medical gameplay. https://www.reddit.com/r/starcitizen/comments/90krji/the_rsi_apollo_was_announced_on_exact_date_of_the/ https://i.imgur.com/0wjL4Kz.png
I realize this is old news to you guys but I just read that Pritchett IFCS write up and holy crap I feel so vindicated in everything I've ever said about the SC flight model and how fundamentally bad design has been hampering the feeling of flight in SC. IFCS3_0.pdf Everything in the tuning, caveats, and workarounds section I have literally written about since the very beginning of Star Citizen. The way he talks about having to work around bad ship design and the problems it creates is unbelievably vindicating. Especially his section on gimballed thrusters, why they're completely idiotic, and why they create flight characteristics that people don't want. And then there's this gem: The severity of many of these workarounds is left to the discretion of the designers. It is my philosophy that we must be very careful to not over-use these workarounds. Once players begin to see discrepancies between the physics simulation and the game visuals, they will lose confidence in the fidelity of the simulation and assume that everything is faked. At that point, it is difficult to justify the complexity of such a realistic simulation. If it looks and feels fake, why not just fake it? I wrote this old post the week of Arena Commander's release and it's prophetic of the problems that would plague Star Citizen for the years to follow in a way that I really wish it wasn't. I was talking about how awful everything controlled, why it controlled so poorly, and why Star Citizen trying to have its cake and eat it too was ruining hte game. In the end their solution to making the ships flyable, and to compensate for the poor design, was to make all the thrusters wildly overpowered. What choice did they have? The alternative would have been to redesign all their ships from the ground up and lose the flashy animating parts and Star Wars/Wing Commander design aesthetic that CR wants so much. This option gets only more and more ridiculous as time goes on, as it is very expensive and time consuming to get any ship up and running in the game. The time to do this was 4 years ago. Reading through Pritchett's posts both on reddit and on Spectrum paint a more complete picture. I don't even know what to expect from the game anymore. And at this point I'm not even sure it matters. There are too many different people to please, and based on the posts I've seen the developers write, even internally I don't think there's consensus on what they want. It just makes me sad. I see a lot of myself in Star Citizen, and that's not a good thing. Star Citizen is the kind of game that I would make. The problem is that none of those games I've made are ever fun. I always get too caught up in writing technical systems because I enjoy writing them and find them fascinating. However, this always end up in the awkward position of me then trying to gamify those systems into something that's actually fun. The two never come together and at best I get something that almost totally nullifies even going down the highly technical path in the first place, but usually just I get unplayable and unfun (if technically impressive) garbage. This is what I see Star Citizen doing like clockwork. Everything in this game is designed first as a cool simulationist technical feature, followed by a mad scramble to try and figure out how to shove that into a "fun game" shaped hole. I want Star Citizen to be better. It should be better with the frankly ludicrous sums of money thrown at the game and the collective experience of the crew behind it.
Free Weekend, instructions here. Fly now | Star Citizen | Roberts Space Industries | Follow the d..
and for those of you just OOZING with pre-alpha funding cash, the Crusader Industries Mercury Starrunner is now live and is definitely just the millenium falcon wearing a Normandy SR1 costume and you need it The Mercury Star Runner Brochure This 3 man ship runs you $200 cold new dollars and: can haul double the cargo of a cutlass black has a massive 5 supercomputer datacenter (because secure information is also a cargo commodity) has a dish to pick up signals for more data collection got them bigass engines for blockade running has a series of subfloor accessways with hidden (probably crew-locked) entry points for sticking items or even stowaways away from inspections features a somewhat asymmetrical design has a holochess board in the rec room because come on https://robertsspaceindustries.com/media/ig2rxmm8zcvwnr/source/Crusader1-Min.jpeg https://robertsspaceindustries.com/media/x3ottmf0x743fr/source/Mercury_Landed-Min.jpg https://robertsspaceindustries.com/media/1fv0hyr8qml6vr/source/Crusader-Starrunner-Birds-Eye-Min-1.jpeg don't forget to like comment and subscribe and also if you like the free fly please I beg you I legit have a referral code that gives you game money for down the road and earns me some cheap ass blasters or something
Is there a way to get the police skin for the Avenger? I saw someone on youtube had it, now I want it.
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