• Star Citizen v. Parker Terrell is an inside job
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Are you loading from an SSD or an HDD? If HDD then just wait, it really does take that long and an SSD is near mandatory. What is mistaken for an infinite loading screen might simply be a really long loadtime, and tabbing out can mess up and make it truly infinite. Especially on the live build that doesn't have the optimization improvements of the PTU build. Having said that, people have reported infinite loading screens, and there are a few suggested fixes. One, from Reddit: Basically, whenever I get stuck in the infinite loading screen for stanton, I force close the game, reopen it, load arena commander free flight, back out, then when I load stanton it works again. No idea why it works or if it works for everyone, but that's what I've found. I would also do the following things: verify the files in the launcher in case something's corrupt delete the USER folder inside the game folder (/StarCitizen/LIVE/USER/ or /StarCitizenPTU/LIVE/USER/)
Thank you for the help. I got around to fixing it shortly after. I fucked around with the compatibility in Windows and it started working. I made sure that every thing was running on my SSD.
Hey look, they finally made the most important aspect of the game not be complete horseshit. https://www.youtube.com/watch?v=V056GFJrnKo
I'm pretty excited about how sluggish and weighty those ships looked. but unlocking the 'scm speed' seems like it's gonna make combat a jousting simulator
I'm glad they said the Aurora was kind of worthless in combat right now, I thought it was just me struggling in Arena Commander. I'm kinda worried about how much of a pain in the ass it looks to fly but hopefully the plan is still to make upgrading ships a breeze. If it's the Star Citizen version of the Sidewinder from Elite that'd be perfect.
https://www.youtube.com/watch?v=-dNoUjzTVaY https://www.youtube.com/watch?v=HjHn0iUpBVE https://www.youtube.com/watch?v=4fDTWAs0OH0 https://www.youtube.com/watch?v=CSIOR84_Zbo https://www.youtube.com/watch?v=eKbAS3_KaZI
https://thumbs.gfycat.com/GorgeousScientificCentipede-mobile.mp4 cutlass harassing a hammerhead
Very keen for 3.3, if theres even a little bit of a performance boost I should finally be able to run this thing at more than 10fps. My freelancer must be 90% dust by now from sitting in a hanger this long
I've been playing the PTU (Public Test Universe, basically a prerelease) for a few days now, and the FPS boost is incredible. There's still stuttering and lag spikes and quite a few new bugs, but it really does feel like a massive improvement.
I asked around the time it was announced but since it's been a year, anyone know what ship is the smallest that can still carry the Nova tank? Not quite sure what tanks are going to do in Star Citizen but I'm just curious.
As far as I know, the smallest ship to carry a Tumbril Nova tank is the Hercules Starlifter. The tank's tall as shit, which prevents it from fitting through most smaller multicrew ships' cargo doors -- at least according to expectations and armchair engineers taking measurements, since it's not in-game yet. It is unknown if it fits in the Valkyrie, the purpose-built dropship. If there's anything backers can be relied on, it's to try and cram every new vehicle/ship into other ships to see which fit. Hot ship in ship action. As for what they'll do, well, with the Consolidated Outland Pioneer announced at last Citizencon, CIG finally tipped their hand on ambitious ground game plans they've been building up. Hang on tight. The Pioneer builds outposts and potentially other ground constructions such as landing pads and storage warehouses/containers. Outposts can exist on unclaimed land but to have the legal right to exploit resources from a planet/moon, you need a land claim, which comes in the form of a land claim spear you stab into the ground and it records the coordinates of your land claim into basically an EPROM that you take to the authorities to register. Land claims need to be defended, and AI domestic police may not always reliably show up, so turrets and AI security details will need to be set up (all the details on this TBA), and CIG has said there'll be warning systems to at least notify you when your shit's getting attacked so you can try and run back if close enough. The Valkyrie's abilities as a dropship were highlighted in the Citizencon demo, and we have a Tevarin infantry dropship waiting for the Tevarin ship prop set/style to be fleshed out. Several other ships could be used for dropships in a pinch and might make it out alive. The Tumbril Cyclone RN variant is the RecoN model and is capable of doing planetary scans better than the others (and, at the moment, probably any other ground vehicle except maybe the MakoUrsa) and detecting resources. The Cyclone TR was demoed at Citizencon and has a turret, effective against ground vehicles, close-flying ships, and base defense turrets, and the Cyclone AA has anti-ship missiles on the roof. The spacebikes don't have any fancy defenses (the Drake Dragonfly does have room for a guy on the back with an anti-ship railgun in his hands) but they're small and fast. CIG is obviously envisioning a good amount of ground and ground-air combat on planets once everything gets underway. And then CIG introduced tanks. The tank fits right into the ground meta as an escalation in force and durability in exchange for speed. They're going to be a significant threat to ground claims at a cost of being fairly visible and prominent. These are going to be the big targets ships are going for, more than some dude in a Nox, unless the ship crews know that the Nox guy is worth killing/disabling. If you're eventually able to set up both gun and missile turrets on land claims, and they can be manually operated, the tanks are who you want to save your missiles for when it comes to ground targets. There's the upcoming Carrack rover, the Origin X1 spacebike series, and the 600i rover as well, on top of whatever new ground vehicles CIG unveils. CIG is betting big on the ground game being significant. I could see rival orgs launching raids on each others' land claims and starting private ground wars, once everything's implemented. My vote for the next ground vehicle goes towards MISC unveiling a space version of one of these: https://files.facepunch.com/forum/upload/2304/e0107a68-de7b-4f3a-b76c-a71f6f374a12/image.png
I knew the Starlifter could carry one (or two, depending on the variant) but was hoping for something a bit smaller. I could get that ship as my trading ship of choice down the line though. From what I can tell the main obstacle seems to be the tanks height. It's just generally huge as fuck, presumably because they want players to be able to stand up and walk around in it. It's probably too late to change the scale but I'd have preferred something flatter. I can't think of a scenario where you would design a tank you could stand up and walk around in. Then again, can't think of why we would have player-manned turrets in the distant future, but I guess that's creative license. I also watched the whole By Design video you posted above and am currently at supercritical levels of hype. I've been walking back trying to catch up with ships I've missed. The 300 series rework looks great because my first "goal" ship (assuming the gameplay is something similar to Elite) would be a luxury ship you can walk around and have a couple of friends on but something a bit smaller than the 600i.
If SC built its ships for maximal realistic pragmatism using the imagined tech advancements of 930 years, every ship would be a blocky-angled flying waffle to minimize radar cross-section and battles would be conducted using projectiles traveling at relativistic speeds from well beyond visual range. And it'd all be unmanned AI ships. The best way I heard it described is, Star Citizen is a playable science fiction series, where things are designed to be visually, audibly, and viscerally cool instead of realistic when realism would be boring. When tanks and land claims are added to the game, I full-on expect one or more groups to set up pretty much an Arma scenario, with each registering a landclaim and building a base within agreed-on areas and meeting up at a designated time and place with prearranged forces to wage war over the land between the bases. I would back a Kickstarter that's just about paying Tony Z to talk cool ideas to the camera, once he's no longer working on SC (it has to eventually happen). The depth and intermeshing linkages across logical connections in the PU's design is all him and it's Elite and SC differ in many ways, but one of the key differences that really matters is ship progression and how important it is. In Elite, as much as Frontier tries to discourage it, the dominant player mindset is that progression is getting a bigger ship so you can grind money faster (so you can buy a bigger ship and grind money faster) until you're in a ship that's so big and so expensive you don't want to grind anymore, because the next expensive ship (if there is one) is just insanely priced. Bigger ship, bigger wallet, that's a win in Elite for many players. Consideration for cargo space/fighter space/jump range/etc. also frequently comes into play, but the ladder generally points upwards. And I'm not saying that this is wrong, but it doesn't apply nearly as much to Star Citizen. It can if someone really dedicates themselves to the mindset and makes friends/can afford smart NPCs for increasing crew count, but they're limiting themselves to a narrow definition of forward progression if they adopt it as their singular goal. Ships in SC are, to a certain extent, the closest SC gets to allowing you to assign yourself a "class". In Elite, you prepare yourself for your preferred role by making sure you don't choose a ship that's unfit for purpose (like taking an Eagle out for hauling) and then you gear it with the best parts that you can afford and locate, appropriate to your role: Guns for combat, heat sinks for exploration, etc. In SC, your best option is to pick a ship built for the role you're taking on, and then gear it up according to your preferences (do you like dogfighting with laser repeaters, projectile cannons, what kind of missiles, etc.). It's certainly possible to take a ship that wasn't built for the role and gear it up, but this is not always the case -- among many examples, it's unlikely that any ship will be competitive against a Starfarer when it comes to scooping and refining and storing hydrogen fuel, even assuming that other ships can one day be retrofitted to scoop and store and refine hydrogen gas for non-personal use. On the other hand, there is certainly also room for "I want that ship because it's cool/my aesthetic/insert reason here." I certainly didn't buy a Constellation Phoenix for the automated point defense system, I bought it because the concept art was shiny chrome and polished wood in a spaceship and it's what made me fall in love with SC, and I've kept it because it turned out amazing. https://media.robertsspaceindustries.com/qelx3ysxsphtr/source.png Speaking of, the Connie Phoenix is pretty much a bang-on description of "a luxury ship ... a bit smaller than the 600i". The 3xx are also smaller than the 600i but probably considerably smaller. But that's just great, because the 300-series reworks are more likely to end up Freelancer-size or thereabouts (maybe not as long) and will get the full Origin luxury treatment now that the 600i has built out the Origin architectural style and internal prop set. I think a 3xx would be a great choice for a luxury more-than-starter, since the Phoenix is definitely priced ($350) for artificial scarcity. And given how awesome the Phoenix and 600i look, I can't wait to see the finished 3xx and 1xx series ships.
Freelancer-size luxury ship sounds more like something I'd want, but I didn't actually know the Constellation was smaller than the 600i, which I seriously underestimated the size of One thing I learned by getting two and a half of the "big three" ships in Elite is that the game doesn't become more fun just because you are able to trade more or shoot harder or explore further. It's subjective of course; many people find fun in minmaxing their efficiency. But for me I have way more fun dogfighting in a Viper or a Vulture, or mining in a Type 7 than I do flying any of the huge ships. It's aprt of the reason why I'm angling for a mid-size luxury ship in SC instead of theorycrafting about combat or trade careers.
For me the most fun thing to do in the PU right now is just to fly around, so honestly the idea of just ferrying people around the galaxy in a transport ship and doing a bit of trading while I'm at it is appealing to me.
I prefer to wait at the covalex gundo station and pop people in the back of the head as they enter and watch the chat window explode. It's amazing how many people don't look up in space! Then I giggle to myself until someone a bit more experienced comes along and lobs a grenade or 5 But that's just me
meanwhile me https://cdn.discordapp.com/attachments/131482024450981888/504332991145705493/b.mp4
I've still got permanent angry face due to FOIP thinking my glasses frames are my eyebrows https://i.imgur.com/sBDoe7P.jpg
I've heard beards can break FOIP too, has anyone had experience with it?
I wouldn't overlook the 300i in terms of a personal luxury ship. it's a small ship but the rework looks like it will make it a very practical multi-purpose ship with a sleek and spacious interior for its size: https://puu.sh/BPYpR.png https://puu.sh/BPYpW.png https://puu.sh/BPYq1.png it's not the freelancer 'midsize' luxury you were looking for, but that since doesn't exist yet, consider downsizing instead of upsizing if you mainly want to fly solo. the constellation is designed for 3-4 crew and we don't know yet how practical and effective it will be to try and wrangle it solo in the 'full' game
The 600i was originally expected to be roughly Connie-sized, and then it turned out to be fairly big. And, to be clear, when I said that the 3xx series reworks would be "Freelancer-sized or thereabouts" and "maybe" a bit shorter, I mean like probably 1/3 shorter in total length, since Origin's not going to have the cavernous cargo bay of good ol' industrial MISC. I meant to present it as an ideal choice for Raidyr as a luxury ship that's large enough to fit several passengers without requiring them to be active, essential crew. https://i.imgur.com/y29XdVx.png This shot is back from August, there've likely been adjustments to the model. Also, the 3xx reworks may be delayed into 3.5. There are quite a few ships slated for 3.4 and progress has been stalled on the 3xx series for several weeks while the Freelancer variants have been coming along.
Welp looks like the whole "freeze for between 5 and 60 seconds every 1 to 8 seconds" thing was not related to memory usage, RAM sitting at less than half used 100% of the time and its still unplayable. Whenever the freezes happen every single resource monitor I have shows everything drop to minimum activity across the board, cpu/memory/disk usage all hit 5% usage during the freezes. I don't want to blame the servers because everytime I see someone streaming the game they have no problems like this but at this point its the only thing I can think of, no issues outside of universe....
Question though - If I want to go to a specific point on a planet, how exactly does one achieve that outside of just slowly orbiting towards it? Like am I able to set a waypoint above where I want to go and then QT to that point or what?
there's "OM-#" markers forming a sphere of checkpoints around the planet, you just have to re-engage your quantum drive to see them after traveling to the planet initially. in 3.3 (currently PTU but will push to live sometime soon) these still exist, but you can actually just aim at your destination (even if it's through the planet) and your ship will automatically QD a path around before dropping out as you hit the atmosphere, usually 50-70km away from the destination
Didn't see those markers last night so ill have to take a look when im on next, though im on the PTU so I suppose it won't exactly matter given pathing
actually you can QD to planetside locations in 3.2 already. you might need to fiddle with setting your destination in the map screen to the planet or the base you want to visit, to get it to show up as a target
3.3.0 is live! 3.3.5 seems to have gone to Evocati, as well. ArcCorp has been bumped to 3.5, as have the 3xx series reworks. The other ships slated for 3.4 are still on the cards, as is the Lorville Business District. The telemetry page is also up, now: https://robertsspaceindustries.com/telemetry This week's AtV, discussing the 3.4 schedule changes along with 3.3.0/3.3.5. https://www.youtube.com/watch?v=Y3ymwCq1exw https://www.youtube.com/watch?v=nP0fOCFzg4w https://www.youtube.com/watch?v=2NdsoE23jLM
Holy shit 3.3 was a huge performance increase, I went from a literal slideshow to pretty smooth, not sure on exact numbers but readily playable. I tried to just fly to another planet but ran out of fuel and crashed into the surface S Sorta confused about the different movement modes. I guess holding Shift puts on afterburners and can drive you to almost infinite speed depending on how long you hold it down? Can this just be made a toggle? And I couldn't tell what Boost did (default X) other than overheat my shit.
Afterburners accelerate you over your maneuvering speed into basically drag race mode, up to your ship's top cruising speed. Trying to change your movement vector once you've exceeded dogfighting speed while comstab is on will slow you down to prevent sliding out, basically "traction control" in space to prevent you from sliding and experiencing undesirable G-forces. Boost is strictly maneuvering thruster response, IIRC, which is confusing. The flight model is undergoing an overhaul, but that overhaul has been bumped to 3.5 (no surprise). https://www.youtube.com/watch?v=v3PknTcjzkw OCS is finally here, working its magic. I still get ass sub-30 fps because my video card is weak, but it's a very smooth sub-30 instead of the stutterfest it used to be. The patch notes mentioned that the game will now let you select QT destinations that exceed your QT fuel range, even though you will run out along the way. You also need to make sure you're careful with your fuel when QTing long distances and then flying around in-atmosphere. Fuel values in different ships is also probably all sorts of imbalanced right now. You can also now refuel anywhere there's a landing pad, AFAIK. The patch notes discussed taking CryAstro's functionality and applying it to Olisar/etc. You will need to open up your mobiGlas to the service UI manually, though.
Is there a way to know my ships top cruising speed, or to just set Afterburners to toggle? I was holding shift for a solid minute and I was still accellerating towards the planet I was trying to reach before realizing the game wanted me to quantum travel to get to points of interest.
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