• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
    5,006 replies, posted
[QUOTE=S31-Syntax;49067649]Vid has borked for me.[/QUOTE] I forgot how weird Vimeo was about that sort of thing. I updated the link with a Youtube video.
[QUOTE=Why485;49067174]Jesus Fuck. I know CIG [I]said[/I] they were going to do clicky cockpits like DCS but I didn't really believe they would do it. I am dumbstruck by how reasonable this all looks, especially when pants on head retarded design is a CIG hallmark. I am genuinely impressed. [video=youtube;dixoAYcWt74]https://www.youtube.com/watch?v=dixoAYcWt74[/video][/QUOTE] YES!!!!!!!!!!! I was so scared that they wouldn't do this when I started seeing the whole 'freelancer' look of flying. This is exactly what I wanted.
I love the big left-right chevrons, not stumbling around for a tiny button
Remember, the ship commercials are broadly indicative of what they want to do with the game. Watch from 1:25-1:39 - multicrew UIs. [video=youtube;zG-82TakEqk]https://www.youtube.com/watch?v=zG-82TakEqk[/video] It is a bit amazing that they credibly are pulling it off, though. They looked sorta on the right track in the Gamescom demo with the working mockup multicrew UI, but this looks great. [QUOTE=krail9;49066494]hang on, I just noticed this isn't the connie, is this the reliant?? [img]https://robertsspaceindustries.com/media/9m15p7mm4xe9fr/post_section_header/SM-Header-October.png[/img][/QUOTE] If that's the science Reliant, zero hesitations about swapping my baseline Reliant for one.
[QUOTE=FlandersNed;49065519]There are too many Constellation and Retaliator Updates. Nobody really wants to fly those in Alpha 2.0. What they really want is a flyable Freelancer.[/QUOTE] I should probably specify, by 'nobody', I meant me, and 'they', they mean me.
[QUOTE=Why485;49067174]Jesus Fuck. I know CIG [I]said[/I] they were going to do clicky cockpits like DCS but I didn't really believe they would do it. I am dumbstruck by how reasonable this all looks, especially when pants on head retarded design is a CIG hallmark. I am genuinely impressed. [video=youtube;dixoAYcWt74]https://www.youtube.com/watch?v=dixoAYcWt74[/video][/QUOTE] God, I hope the Hornet's cockpit gets some love, too. But it's got, like, two screens. If they can do anything with it at all I'll be genuinely impressed.
Also, via Reddit, confirmation: [t]https://robertsspaceindustries.com/media/9m15p7mm4xe9fr/source/SM-source-October.png[/t]
It's funny how something like the DooM 3 interactive interface is old, old tech that was never really used again in any extensive way after the game came out. And now CIG made one for the cryengine in exactly the same way, except it's going to be running on multi-crewed ships in an online environment. It's weird to say but I'm glad this is how things turned out. With the raw amount of "things to do" on a ship, having these kind of setups is key for fast working.
[QUOTE=archangel125;49068283]God, I hope the Hornet's cockpit gets some love, too. But it's got, like, two screens. If they can do anything with it at all I'll be genuinely impressed.[/QUOTE] Well the Cutlass and Avenger cockpits shown are [I]completely[/I] different from what they are now. I didn't think they make such radical changes to the cockpits but apparently they did. I'm hoping they do the same for the Hornet.
[QUOTE=elixwhitetail;49068287]Also, via Reddit, confirmation: [t]https://robertsspaceindustries.com/media/9m15p7mm4xe9fr/source/SM-source-October.png[/t][/QUOTE] so it's actually the skirmisher, the combat variant
So, I've been interested in this game for a while, and I want to get it at some point, but I'm confused as to how much you get from each game package and how some game aspects will work money-wise, can anyone help me out? I see that game packages offer access to certain modules like Arena Commander or Squadron 42, but will this give me the full game when it's released? Or will I have to pay extra for things like the first-person module once the game's out? I've heard about how ships will need to be insured, is it clarified on how expensive this will be? Will I be able to buy other ships in-game without paying real-dosh, or will they all need to be purchased with actual money?
[QUOTE=Gen. Crumpets;49076613]So, I've been interested in this game for a while, and I want to get it at some point, but I'm confused as to how much you get from each game package and how some game aspects will work money-wise, can anyone help me out? I see that game packages offer access to certain modules like Arena Commander or Squadron 42, but will this give me the full game when it's released? Or will I have to pay extra for things like the first-person module once the game's out? I've heard about how ships will need to be insured, is it clarified on how expensive this will be? Will I be able to buy other ships in-game without paying real-dosh, or will they all need to be purchased with actual money?[/QUOTE] Well, here's how stuff will work: It costs 45 dollars right now to get full alpha, beta, and game access, and a Mustang or Aurora starter ship. You can pay for more expensive pledge packages with slightly more role-oriented ships if you wish, but there's really no point unless you want to back the game to a higher degree - That's all on you. Passes for things like Arena Commander and Star Marine became a thing of the past when the million backer mark was passed - So you have access to EVERYTHING for just the price of your pledge package. When the game is out, and the Persistent Universe has been launched, ship sales for real money will stop. [B][url=https://forums.robertsspaceindustries.com/discussion/comment/173901/#Comment_173901]Chris Roberts himself has promised this in a forum post[/url].[/B] All ships will henceforward be earnable in-game, through the in-game currency, UEC. People will still be able to buy UEC with real world money, of course, but this will be associated with monthly purchase limits - A way for those who don't have the luxury of spending a lot of time playing to still be able to progress and enjoy the game. Ship insurance is considered a nominal cost in the PU - part of the standard cost of doing business, in the words of CR. It's not expected to be very expensive at all. Hope that answered your questions.
[QUOTE=Gen. Crumpets;49076613]So, I've been interested in this game for a while, and I want to get it at some point, but I'm confused as to how much you get from each game package and how some game aspects will work money-wise, can anyone help me out? I see that game packages offer access to certain modules like Arena Commander or Squadron 42, but will this give me the full game when it's released? Or will I have to pay extra for things like the first-person module once the game's out? I've heard about how ships will need to be insured, is it clarified on how expensive this will be? Will I be able to buy other ships in-game without paying real-dosh, or will they all need to be purchased with actual money?[/QUOTE] [URL="https://facepunch.com/showthread.php?t=1446574&p=49056297&viewfull=1#post49056297"]Everything we know about insurance is covered in this post I wrote earlier in this very thread page.[/URL] All packages that you can buy on the pledge store right now include access to the full MMO and Squadron 42. Arena Commander/module passes are obsolete after we hit 1 million backers and Chris Roberts posted a Letter from the Chairman announcing that all development modules will be available to all backers as soon as they reach public release stage, no module passes needed. So, everything technically now includes an Arena Commander pass even if it doesn't display on the package. The store has not been updated to reflect this change yet. Even under the old system, development module passes were just that - dev module access. When the full game launches, nobody would have needed an "fps pass" to be able to access the fps gameplay aspect of the game. It's only during development that access to modules were gated behind $5 passes. The finished game blends the fps and ship-level experiences together, where you're not a ship, you're a guy flying a ship, and "fps" is what happens when you get into a fight when you're not piloting your ship. Everything will be obtainable in-game without paying real cash; the plan is for the pledge store to shut down completely before the game leaves beta and "officially" launches as a 1.0 product.
[QUOTE]This month we have a new addition to the US QA team, Vincent Sinatra! Vincent will be filling the role of QA Lead in our LA studio. Vincent has a wealth of experience as project lead on multiple titles. Some of which include Doom3, Quake4, Enemy Territory: Quake Wars, Call of Duty Black Ops and Call of Duty Elite 2.0. [B]Vincent will be focusing on testing each ship for proper flight characteristics[/B] and system functionality as well as any special projects requested by development in the LA Studio.[/QUOTE] "Vincent has tested this long list of shooters, but screw that"
[QUOTE=archangel125;49076730]Well, here's how stuff will work: It costs 45 dollars right now to get full alpha, beta, and game access, and a Mustang or Aurora starter ship. You can pay for more expensive pledge packages with slightly more role-oriented ships if you wish, but there's really no point unless you want to back the game to a higher degree - That's all on you. Passes for things like Arena Commander and Star Marine became a thing of the past when the million backer mark was passed - So you have access to EVERYTHING for just the price of your pledge package. When the game is out, and the Persistent Universe has been launched, ship sales for real money will stop. [B][url=https://forums.robertsspaceindustries.com/discussion/comment/173901/#Comment_173901]Chris Roberts himself has promised this in a forum post[/url].[/B] All ships will henceforward be earnable in-game, through the in-game currency, UEC. People will still be able to buy UEC with real world money, of course, but this will be associated with monthly purchase limits - A way for those who don't have the luxury of spending a lot of time playing to still be able to progress and enjoy the game. Ship insurance is considered a nominal cost in the PU - part of the standard cost of doing business, in the words of CR. It's not expected to be very expensive at all. Hope that answered your questions.[/QUOTE] This helped a lot, thanks! It's a relief to hear that the ship-buying stuff is only for the pre-release period. I might pick up a Mustang around Christmas time, I look forward to this a lot.
how do we know Vincent is qualified to know what proper flight is?
[video=youtube;mWmrP7DTE04]https://www.youtube.com/watch?v=mWmrP7DTE04[/video] [QUOTE]00:29 - Intro 02:45 - News From Around the Verse 12:57 - ATV Interview with Will Leverett 20:13 - Ship Shape: The RSI Constellation 44:54 - MVP 46:00 - Art Sneak Peek[/QUOTE] [video=youtube;AiTY_K7bDys]https://www.youtube.com/watch?v=AiTY_K7bDys[/video] [QUOTE]04:45 – Releasing Squadron 42 06:35 – Remotely Hacking Ships 08:04 – Pacing NPC’s 09:04 – Incentives to keep your orginal Ship’s Hull 10:30 – Game Generated Missions 14:16 – Speed While in Quantum/Supercruise 15:33 – Communication Between Two Ships 16:41 – Evil Vanduul 17:47 – Fate of the Hangars 20:04 – Jump Distances[/QUOTE] [URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15049-Congress-Now"]Aremis (Vega II) has achieved recognition as an official planet of the UEE with Senate representation.[/URL] Aremis's new Senator's first act is to demand the Senate hold a vote on declaring war on the Vanduul. [URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15050-Galactic-Guide"]The Galactic Guide post on Rhetor, previously in Jump Point, is now online.[/URL] It's the college town of star systems thanks to the neat backstory of its discovery. [U]D[/U]umb [U]S[/U]tuff: [sp]Line of Defense's release date has now slid to "mid-2016", after missing every other projected release window since 2011. But nope, it's CIG who have the accountability problem. :V[/sp]
Constellation interior is so dark. I hope that's just placeholder but given the way [I]everything[/I] in Star Citizen is so dimly lit doesn't give me hope. It's one of my many peeves with the game's aesthetic. It's like everybody in the future forgot how to light things.
[QUOTE=Why485;49105226]Constellation interior is so dark. I hope that's just placeholder but given the way [I]everything[/I] in Star Citizen is so dimly lit doesn't give me hope. It's one of my many peeves with the game's aesthetic. It's like everybody in the future forgot how to light things.[/QUOTE] It's not dark, it's [I]Energy Efficient![/I]
[URL="https://robertsspaceindustries.com/comm-link/transmission/15056-The-Shipyard-Sharpening-The-Cutlass"]Cutlass comprehensive state-of-the-ship post is up.[/URL] [URL="http://imperialnews.network/2015/11/reverse-verse-episode-71-liveblog/"]RtV notes highlights:[/URL] - The community team shot fucktons of footage during their visit to Austin, including a 40-minute piece with Tony Z. Interviews and spotlights on lots of people who haven't been given airtime before; CIG's video output for rest of the year is going to be heavy on Austin content captured from this trip. - [URL="http://www.gog.com/promo/fall_sale_wing_commander_bundle_131115"]The Wing Commander collection is on sale for 10 bucks at GOG.[/URL] CIG and CR don't see any money from this as the rights are elsewhere, but the games are still cheap. - AtV's Sneak Peek this week was F42's concepts for redoing the interior of the Freelancer to integrate all of the things ships need now that they didn't know/think of three years ago (like evacuation mechanics, exactly how multicrew's set up in 2.0) - Some sort of CCU downgrading system ("weekly", what? I haven't watched the actual video yet so context unclear) has been approved and is now being developed by Turbulent. - The list of ships that will be available during the anniversary sale has not been revealed, but [B]the 20%-off sale on physical merchandise begins on the 19th and runs for 48 hours.[/B] Remember that Constellation models will be sold for $80 flat, which is 20% off the existing Subscribers-only discount (of 20% off, $100 instead of $125). - The Million Mile High Club is restricted to the 100 Wing Commander packages it was sold with, and then the benefit was removed from sale; any MMHC VIP can invite their friends in. There will also be another way to get into the MMHC, but the community team isn't telling us yet. The anni livestream will have something about the MMHC. - Concierge Black cards do not grant access to the MMHC; they DO grant VIP access to CIG events and also they will grant access to special pop-up meetings (likely only in the cities they have studios in) that only cardholders will be RSVP'd about. - Concierge card preorders are closing [I]tomorrow[/I] because they've been overwhelmed with demand and the card manufacturer is only capable of so much volume; they can do additional rounds of card orders in the future but they do merch on the side, it can't become a logistical drain on the rest of the project - the orders have to be manageable. - Before CIG Santa Monica goes home, they start a build (building Star Citizen takes several hours) and it's cooked and ready for F42 UK's morning, so they test it and give feedback to the bugsmashers who try and fix the errors, those fixes go into a build that cooks in time for CIG Austin to pick it up, and around the clock we go. - No estimate on how big the 2.0 build will be; the builds they use in development are hundreds of gigs, because Excludibur hasn't stripped them of unneeded assets. - Alpha 2.0 is to be an iterative PTU build at first; expect lots of things to break since it's still so new and untested. Every time they up the max playercount for testing, they find new bugs. - About the anni sale, direct from INN's notes: "They’d love to announce the price for some stuff early next week at the latest for a couple of concept things. Might be one, might be two, might be three. The actual sale will be themed. Pirate day, merchants day, military day, etc… where they bring back the ships for that profession. They’re also do a free-for-all at the end of the week where everything’s available." - Esperia Prowler is being fast-tracked, CR wants it ASAP - that means we'll be learning more about the Tevarin along with it - CIG is considering a smaller, piracy-oriented interceptor that people could switch to if they're dissatisfied with their Cutlass (because they imagined it to be more like a pirate's Hornet-but-bigger and not the big hauler-cracking raider it was described in concept as) - The Connie's long overhaul took 8 months because, in addition to refining the Connie, they were also determining the new ship pipeline and figuring out ways to make ships more detailed for fewer polys - now that the pipeline's been proven, other ships should proceed much faster. - [B]One of the baby PU space stations, Port Olisar, "appeared practically overnight" since it's built with Shubin station parts and they've spent 18 months building out everything in the Argo. Now that they have most/all of the prefabs, it's like snapping together LEGO parts and, poof, new station.[/B] This last bit excites me, because as long as the parts are flexible enough, and the designers and artists original and creative enough, so that there's a lot of variety and I'm not just walking into the same three space station/planetary environments every goddamn time, they're going to be able to practically shit out landing-zone/EVA-site content every time a new prefab set is built out to completion, with the effect multiplying for every prefab set that can work together. I'm pretty sure parts of ArcCorp's Astro Armada are used in the Revel & York hangar, for example, which to me is more the Terra style of hypermodernism. I don't expect them to ramp up spewing out landing zones right away, better they work on refining the proof of concept and get the Stantion system ticking nicely first. But, it'll be there, just waiting for the foundations to be solid, ready to explode with stuff to do. [URL="https://robertsspaceindustries.com/comm-link/transmission/15058-Weekly-Development-Update"]The weekly development update is also up.[/URL] [t]https://robertsspaceindustries.com/media/u5vw88hqwkwokr/source/21.jpg[/t] [t]https://robertsspaceindustries.com/media/ma1og0su1wzy6r/source/19.png[/t] [t]https://robertsspaceindustries.com/media/gu3lunan2v2vtr/source/19b.jpg[/t] [t]https://robertsspaceindustries.com/media/vv70o2jsek9hur/source/7.jpg[/t] This week's blockers: [QUOTE]Server degradation preventing causing spawning issues (fix committed) Quantum Travel causing a crash on Release Player not able to pick up a weapon for FPS at Security Post Kareah on Release – BREAKING: This is fixed! Climbing in to small and medium ships causing the player to spawn at point origin (0,0,0) on Release Low repro cases of Quantum Travel failing to deliver the player to the intended mark on Release Refueling is broken at CryAstro[/QUOTE] For comparison, last week's blockers and the week prior's: [QUOTE=Last week]Probe for Quantum Travel marker isn’t working properly so the player can’t travel to a mission location Missing space station geometry due to Excludibur (now resolved and verified fixed) Missing geometry for Arc Corp elevator due to Excludibur Server crash when spawning Multicrew ships General server stability issues with 17+ players in-game; but vastly improved from just 2 players when playing two weeks ago! Black screen hang on boot in Release (now resolved and verified fixed)[/QUOTE] [QUOTE=Two weeks ago]Frame rate is very sluggish at times We have a few crashes which are currently blocking the comms array gameplay Unable to spawn Multicrew ships in release mode EVA needs to be more responsive and much less buggy! Player can spin out of control and also suffer latency issues – hopefully these are fixed in next build with some recent animation code fixes Walking on to a ship can cause it to have no flight functionality but works fine if you debug spawn straight in to the cockpit; probably related to a recent IFCS code change Server Crashes when AI units fire weapons. This blocks other testing, of course. Pistol ADS animations are blocked until we finalize Stocked (rifle) ADS system. Character Sprint animations needs a review once the [weapon] lowered pose is finalized. This is a potential blocker. EVA needs to support personal weapon usage, this will require code support as well as adjustments to the base poses.[/QUOTE] Every week, the blockers are becoming fewer. I know better than to try and outguess CR on release dates, but this is looking excitingly close to being declared PTU-ready.
[QUOTE=Why485;49105226]Constellation interior is so dark. I hope that's just placeholder but given the way [I]everything[/I] in Star Citizen is so dimly lit doesn't give me hope. It's one of my many peeves with the game's aesthetic. It's like everybody in the future forgot how to light things.[/QUOTE] it looks to me like the living area is lit pretty well. it makes sense to keep the cockpit dark for the same reason you don't light the inside of your car. there's no reason why the cargo bay has to be dark but I guess people won't spend much time there [editline]14th November 2015[/editline] foundry 42 is insane though, the new interior style is more consistent across ships and you can see how well it comes out in the connie with proper pbr mats [t]https://robertsspaceindustries.com/media/tm44hi4m1e18rr/source/Concept_dj_cockpit1.jpg[/t][t]https://robertsspaceindustries.com/media/ab4futydkclzqr/source/Concept_dj_cargo1.jpg[/t] [t]http://i.imgur.com/CTAPoE8.png[/t][t]http://i.imgur.com/Bq4uQIZ.png[/t]
[QUOTE=elixwhitetail;49112390] - [B]One of the baby PU space stations, Port Olisar, "appeared practically overnight" since it's built with Shubin station parts and they've spent 18 months building out everything in the Argo. Now that they have most/all of the prefabs, it's like snapping together LEGO parts and, poof, new station.[/B] This last bit excites me, because as long as the parts are flexible enough, and the designers and artists original and creative enough, so that there's a lot of variety and I'm not just walking into the same three space station/planetary environments every goddamn time, they're going to be able to practically shit out landing-zone/EVA-site content every time a new prefab set is built out to completion, with the effect multiplying for every prefab set that can work together. I'm pretty sure parts of ArcCorp's Astro Armada are used in the Revel & York hangar, for example, which to me is more the Terra style of hypermodernism.[/QUOTE] Those 100+ star systems are gonna be populated really fast. Good foundation material while they add those extra bits of content that gives each system its own flair
I don't know why I didn't notice this post before. [QUOTE=Why485;49105226]Constellation interior is so dark. I hope that's just placeholder but given the way [I]everything[/I] in Star Citizen is so dimly lit doesn't give me hope. It's one of my many peeves with the game's aesthetic. It's like everybody in the future forgot how to light things.[/QUOTE] Lando does say at the end of the segment that the Connie will receive further updates, including completing the lighting pass, for alpha 2.0. So, I assume it's placeholder, like how the hangars were dark as fuck (especially the Self-Land) until the recent re-lighting pass. Although, in the case of the hangars, that was due to a bug where everything worked properly internally, but once they carved all the debug code off with Excludibur to make things ready for public release, Cryengine's internal time-of-day settings reset to defaults and the hangar lighting broke. Ah, alphas. :v:
[url]https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15050-Galactic-Guide[/url][QUOTE]Travel Warning Even though Persei has public[B] uni-versities[/B], there are still extensive landing restrictions that the UEE military strictly enforces. To avoid incident, make sure that you have appropriate clearance before [B]approach-ing[/B] any landing zone. Heard in the Wind “After exiting the jump, I looked at Neil and asked what [B]hap-pened[/B]. He smiled and replied, ‘History.’”[/QUOTE] I thought the first one was just a pun but then it kept happening. Still a pretty neat system. Theory time: This is where you can recruit good AI for science vessels and get some experimental shit if you're sneaky what with all the restricted research facilities.
[QUOTE=ScottyWired;49118638][url]https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15050-Galactic-Guide[/url] I thought the first one was just a pun but then it kept happening. Still a pretty neat system. Theory time: This is where you can recruit good AI for science vessels and get some experimental shit if you're sneaky what with all the restricted research facilities.[/QUOTE] [t]http://i.imgur.com/EdjzEwc.png[/t] Hyphenation is as in the original Jump Point layout, which had considerably different line lengths for those sidebar bits. Another interesting little bit from that issue of JP, on the behind-the-scenes about the Bishop speech (bold mine): [QUOTE]A fun fact about the cast name reveal at the end of the Bishop Senate speech trailer: When the camera pulls up towards the S42 coin logo [B](significance of this will be apparent when the full game is out)[/B] and then into and past it to reveal the cast names, this was all done in the Senate chamber set without a cut to a different scene.[/QUOTE]
Someone posted this on reddit: [IMG]http://i.imgur.com/DSOkOJp.png[/IMG]
sandi put out a video of chris showing off ragdolling EVA mechanics [url]https://www.facebook.com/215475438505750/videos/vb.215475438505750/943769532343000/?type=2&theater[/url] I'm hoping I get the ability to ragdoll entirely on command like those insurance fraud missions in saints row
Anniversery livestream today at 11:00 PST/20:00 CET/ 19:00 GMT I'm hoping [I]some certain[/I] people will find a way to get on TS3 during the livestream. Of course everyone is welcome to show up on prfn.se
There's no way in hell my shitty hotel wifi is gonna be able to handle twitch :/
This is Mark Hamill's character, apparently. [t]https://i.imgur.com/MMeRCR9.jpg[/t] [t]https://i.imgur.com/D3d2C0p.jpg[/t] It's a trap. [URL="https://imgur.com/a/Al85d"]This week's subscriber vault upload was the rest of the screenshots from QA.[/URL] Some of these were posted with the weekly report last week. [t]https://i.imgur.com/8rGYkzE.png[/t] [t]https://i.imgur.com/DoDbAwJ.jpg[/t] [t]https://i.imgur.com/zgVaB4M.jpg[/t] [t]https://i.imgur.com/BtlQIpC.jpg[/t] [t]https://i.imgur.com/ltmBbFy.jpg[/t] [t]https://i.imgur.com/yhDSS1t.jpg[/t] PC Gamer is also finally allowed off embargo with this interview with Mark: [video=youtube;pQQPzHerrPE]https://www.youtube.com/watch?v=pQQPzHerrPE[/video] And if you understand German, [URL="http://www.gamestar.de/spiele/star-citizen/news/star_citizen_squadron_42,48820,3239545.html"]Gamestar has some video and interviews[/URL] with Mark Hamill and (in English) [URL="http://www.gamestar.de/videos/specials,20/star-citizen-squadron-42,86250.html"]John Rhys-Davies[/URL], and [URL="http://www.gamestar.de/videos/specials,20/star-citizen-squadron-42,86240.html"]an all-German bit about Squadron 42[/URL] that is apparently reasonably positive.
Sorry, you need to Log In to post a reply to this thread.