• Star Citizen v. Parker Terrell is an inside job
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Ship top SCM/afterburner speeds are listed in the ship matrix. They are not necessarily accurate to the current build but they give you an idea at least. For best results in speeding forward, AB in a perfectly straight line. Any deviation off of the exact center of where you're pointing will slow you down (unless you turn comstab off and risk powersliding at 1km/s). There is no toggle to just stick AB on, mainly because of how quickly the ship will bleed off speed if you change direction at all. And, yeah, you can now QT in spline-shaped paths around planets.
Thanks for the info. Couple more questions; firstly, I have an energy pistol on my hip and equipped in the inventory screen but there is red text saying something along the lines of it being somewhere else and my sidearm key doesn't draw it. Secondly, I have an Aurora in my ship request terminal but I don't actually own one. Does everyone get one for free?
Probably a loaner for something. As for equipment being on you but not on you, dunno, seems like an inventory bug.
Same here. I hope I get to keep it or else I'll get sad
depending on the ship it may take a long while to get to its top speed (and to slow down from it). There's a cap so if you just afterburn forever it'll reach its max and disallow further acceleration regardless of afterburn being held. It's usually between 800 and 1250ish for most ships in the 3.3 build
Is quantum linking broken in the latest patch? We can't seem to get it to work
3.3.5 is now in wave 1 (and subs/concierge) PTU (no NDA)! Performance around Lorville is not so good because everyone wants to be there. https://clips.twitch.tv/PerfectConcernedRadishDeIlluminati Lorville's landing pads are generally busted so landing on them is rarely useful. However, you can land outside the city walls and jog a couple hundred meters to intake gates and ride the train in. Make sure you fly towards the glowing beacons on the perimeter because there is a large distance between each of them. The no-fly zone extends a good distance outside the city so be very careful and don't try to land right near the wall. As always with PTU waves, CIG is going to roll out access to everyone in batches, stress-testing their infrastructure against larger and larger groups. If you don't have the PTU option lit up in your My Account, it's only a matter of time before you do. 3.3.5 has been remarkably stable, so it went from evocati to the first wave of public PTU over a weekend plus Monday. https://imgur.com/a/GUHNGH6 The crashed satellite in the Citizencon keynote is in 3.3.5, just as Chris said. Presumably the "recover the prototype board" mission is in, as well. Dragonflies are apparently extra special on Hurston and don't have functional gravlev on the biomes around Lorville, so that's a funny bug to hopefully fix in PTU. They grind against the ground and flip out.
Just had amazing encounter with a friend in his cutlass. This patch is amazing. One thing tho, how does VoIP work? D
At this point, I'm unsure if it does, or at least does properly. It has a PTT keybind, default numpad +, but your mic volume starts at 0. I've seen it work, but I haven't had it work for me and I haven't heard anyone else, but I don't know if I'm just misconfiguring something. But it's supposed to work and local VoIP is PTT AFAIK. You should also be able to comms people on your friends list directly.
apparently you have to turn on foip to get voip
Phew, finished reading every system that star citizen is supposed to have someday. Geez man, how are they even going to do that? 100 system, and from what I've read, that's like, a TONS of planet, and those planets ain't nothing, they have their own wildlife/biomes/temperatures and thing to make them unique. That is pretty sick and I do wonders how they're going to do to make them feel as unique as what their blogpost lore show us in game =)
They have been building custom tools to make the creation of assets faster and easier, because they recognize they have to cover a massive amount of content if they want to deliver on their promises. Tools like the procedural planet creation tools: https://www.youtube.com/watch?v=vKCDRyYzLtM And tools to procedurally generate realistic cities and even building interiors, which is now being used in-game with the truck stops: https://www.youtube.com/watch?v=_3ax4gu---Y Creating the basics of a solar system take an hour and that's if you're streaming it and listening to what the chat wants to do. https://www.youtube.com/watch?v=AWejQe52WzY Temperatures and variable gravity are already in, so I'm confident that they'll find a way of making every planet feel unique. It may not be easy to deliver on some of the pieces of lore because they describe some pretty weird shit, but I think they'll find a way.
You know a game has you hooked when the most exciting path in the game for you is being a space-paramedic.
Thanks man! Did they talk about how they would make their wildlife varied and different across the different star systems too ?
They haven't talked much about wildlife, other than showing the community how they begin the process with sculpting a concept for a creature and starting the process from there. They probably won't be procedurally generating creatures, at least not the way Spore and No Man's Sky do it. It's very hard to automate creating creatures, so I expect them to make their wildlife through traditional gamedev processes. As for making them varied across star systems, that's as easy as just making unique creatures for different planets, and not reusing the same creature 14 times by recolouring it to indicate it's a higher-level version of the same creature like in a typical MMORPG. And many planets won't have native fauna on them, so they don't have to create new creatures for all 100 systems.
I want to see how long I can play and how big of a ship I can get without killing a single person or NPC.
Probably years but only if you enjoy endlessly hauling stuff in high-security zones, i.e. the carebear life. Not that there's anything wrong with that if that's what you want, but it may not be that exciting.
I have 300 hours played in Elite Dangerous and 98% of it is in solo. I am an absolute carebear.
Once they have a decent catalog of creatures they can still get away with reusing them lore wise by just having invasive species. Considering how ubiquitous certain species are here on Earth it's a pretty believable explanation and reduces the work load.
I just tried to sign up on the RSI site and their Enlist Now button seems to be broken. Anyone else get that issue?
Broken how? It should open up https://robertsspaceindustries.com/enlist and it's working for me as of right now. While this is certainly true, it just a little less plausible to accept in SC because of the bar they've set. There are some planets in the lore where this makes absolute sense (planets discovered/settled by humanity 300+ years ago), and some where it does not. I expect to see specific creature-AI routines reused for several different models of creature, though. They're gonna try and recycle as much as they can, and they should, for efficiency.
I can fill out all of the form but the Enlist Now button at the bottom of the page isn't clickable.
3.3.5 is live! This patch introduces the planet Hurston with its major city Lorville, Hurston's four moons, multiple truck stops around the system, a new mission-giver in Lorville, and more bugs. The patch notes have a bunch of important callouts 'cause some shit's broken: Star Citizen Alpha 3.3.5 LIVE.996871 Patch Notes The anniversary sale begins on Friday and there will be an in-game component, as the expo is coming to Lorville. https://i.redd.it/l9h03d164mz11.jpg Datamining the PTU has revealed files for the F7A Hornet revision, the F8 Lightning, and the Idris-M (!!), and the assumption is that there will be grounded models of these and other ships (including possibly the Kraken as an exterior-only ship) on display to walk around. The Freelancer variants were also in the PTU files. The crashed satellite and underground facility in the Citizencon demo exist in 3.3.5, and they're about 60-90km to the south and southeast. Hurston also now rotates; a bug was keeping it from rotating for most of the PTU. https://i.redd.it/59tmcccdi8z11.jpg
Isn't the trip to Hurston supposedly really long. Saw people talk about upward to 10 mins in a fighter, in live today?
Travel times are not instant when crossing the Stanton system. Your Quantum velocity depends on the size of your power plant and the quality rank. A Connie can fly from Olisar to Hurston in about 7-10 minutes, while fighters take 10-13. At least that's what times were in the PTU, they might've revised things.
After playing Elite Dangerous in VR for the first time, I cannot fucking WAIT to play Star Citizen in it.
Is VR compatibility planned though?
Not on launch IIRC, but later down the line.
I don't know that I'd say "not on launch", but suffice to say not right now or for the near future, because nothing is nailed down and polished enough to solidly deliver a smooth high-fps VR experience. You attempt to play SC with VR now it's gonna be vomit city unless you're throwing the beastliest one-GPU gaming PC the market can assemble at it and you're being very careful about what you do while you're in there (avoiding bugs that jerk your camera around, for example). VR support is absolutely planned. When is a question only a CIG production manager or someone higher up could answer, right now. I assume they'd like to have it in before they leave beta, but we all know what happens when CIG makes plans.
Kind of sad that VR is fundamentally incompatible with FOIP, though.
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