• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
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[QUOTE=Whitefox08;49182537][URL]https://ptu.cloudimperiumgames.com/comm-link//15045-Star-Citizen-Alpha-200c[/URL] Patch for PTU is out.[/QUOTE] For people without PTU access, [QUOTE]One important warning from the updated Known Issue List: The Hangar elevator is not working and will cause a client crash when users attempt to use it to go to Crusader. Please go to Crusader via the new Main Menu -> Universes -> Crusader option. We have a specific Issue Council thread where are requesting additional information from players regarding Error 0 disconnections. Some special reminders from the main 2.0.0 patch notes: - Our first iteration on a Party grouping system is here! - You can right-click on players in your contact list, invite them to party, leave party and see all members of your party through the Contact Interface (default hotkey “F11” on keyboard). - Approaching the atmosphere of a planet or moon too closely will result in your ship receiving a warning, and if you continue flying toward it for too long, your ship will begin to rattle apart and be destroyed. - This is not how the functionality will work long term, and is temporary for the purposes of testing. - This will also happen if you approach the edge of the Crusader system. Arena Commander multiplayer and ArcCorp are unavailable on the current PTU during this phase of testing. - Returning to the Hangar from Crusader crashes the client. Hangar Module Fixes: - Fixed an issue where returning to the Hangar from Arena Commander would sometimes not clear the match-status from the player, preventing them from accessing the Hangar elevator instances. - Fixed an issue where returning to the Hangar from an Arena Commander game mode, would cause the lobby UI not to display for the Hangar Elevator. - Fixed a game client crash that occurred when exiting or changing game modes. Arena Commander Module: Balance/Tweaks: - Constellation default guns have been increased from Size 3 to Size 4 lasers. - Constellation top missile racks are now “on” by default. - Constellation shield health has been increased. Fixes: Gameplay - Wingmen now spawn correctly on Dying Star, Vanduul Swarm singleplayer. Components - Fixed an issue where players could not lock a missile on someone unless they are within firing range. Ships - Fixed an issue where the visual effect for the Aurora LN/LX thrusters was offset from the engines. - Fixed multiple texture and lighting issues on the Retaliator interior. - Fixed an issue where the copilot could not control the turret on the Hornet F7CM after getting in, if a pilot was already seated. Technical - Fixed a portaling issue on Security Post Kareah. Social Module: Balance/Tweaks: - Comms Arrays 2-7 have had the difficulties of their encounters adjusted. Fixes: Environment - Fixed an issue where rolling while prone would cause other players to see them T-Posed. - Fixed some missing collision on the Landing Pad 3 stair steps. - The flashlight visual effect (Hotkey “O”) has been improved on. - Fixed an issue where the music at Covelex Shipping Hub would be re-triggered repeatedly as the player EVA’d through it. - Fixed an issue where Port Olisars rings would lurch forward, pause, or reverse direction. - Fixed an issue with the M50 in AstroArmada, ArcCorp was missing its engines. - This also fixes an issue with the M50 sometimes spawning into Crusader without a starboard landing gear or engines. Technical - Fixed an issue where the client could crash after spawning and taking off in a Gladiator in Crusader. - Fixed several server-side crashes in Crusader. - Fixed several client-side crashes in Crusader.[/QUOTE]
[QUOTE=Techbot;49179572][url=https://discord.gg/0dOJaNbubQie6CZN]discord stuff[/url] (enter at your own risk)[/QUOTE] I forgot to add to this earlier- [img]http://i.imgur.com/gG99aE1.png[/img] general chat was uh general in the meantime, I got bored and decided to do some calculations based on the recent caterpillar module video, to double-check my capability of parking a P72 in the cat for transport or even being an active snub fighter. Each square is a meter [t]http://i.imgur.com/7XSnuKm.png[/t] for reference, here's a module (front of the cat, so the ceiling is lower at the front and there's the big swing-out front doors) [t]http://i.imgur.com/9L0FH0p.jpg[/t] it should be noted, they said the walls between modules could be widened (/removed?) to open the spaces up, so I could comfortably fit the ship off to the side, or if needed, cram another one in there. Ideally I'd use the nose module and the first (of five) body modules as open storage space so I could park it through the front door. Overall I'd like to have this arrangement for a race utility barge: >Nose with open storage space on ground level; maybe those manned skids on the second floor to maneuver scrap around in 0G >Storage for the needed parking extension (with a storefront on one side?) >workshop (tuning and repairs) >Salvage Chop Shop (recovering wrecks (underground races will be fun)) >med bay (safety first! Also money.) >more storage for scrap salvage
[video=youtube;ugi2Oa7IJyo]https://www.youtube.com/watch?v=ugi2Oa7IJyo[/video] Nothing unusual here at all. BDSSE
I found an unmanned player connie drifting quite a ways out from the starter station. Flew out in a hornet, EVA'd out of my ship, and suddenly somebody ZIPS at cruise speed through the rather small gap between me and the connie the grin on my face [i]hurts[/i] I scramble to get into the ship, cargo bay won't open so I have to find another way in. As I traverse along its belly lasers fly in from the other side. Within seconds my hornet is in pieces, spinning and drifting away from me, I have no options left but to get inside I find a spot where the 'use' button pops up. Lasers start hitting the belly near me and I slam the use key, and I find myself in an animation to get into a turret. Once I'm settled in the turret, it won't fire because nobody's at the helm to power the ship up, so I dismount and go through another drawn out animation. The sound of lasers pelting the hull drones on, the ship is spinning more and more with the hits and as I run to the helm I can see the sunlight moving across the walls with the rotation, it's just like, what it should feel like I climb into the captain's chair, sparks flying around as it swivels into position. The displays come up and blare SYSTEM OFFLINE in red text, several monitors unable to hold an image. I don't need targeting, I see where the lasers are coming from. [i]FULL SPEED AHe-[/i] and I died
jfc Disco Lando is in [URL="http://www.twitch.tv/captain_richard"]captain_richard's stream[/URL] right now for an interview, and he says that the original (pre-F42 rebuild) Freelancer is [I]more[/I] resource-intensive than the current Idris. That's how refined their ship pipeline has become. Important protip: In order to update to 2.0.0c properly, [URL="https://www.reddit.com/r/starcitizen/comments/3u6hcf/official_patch_200c_is_live/cxcb7ok"]reopen the launcher and verify files[/URL], and delete USER, before launching Port Olisar. If you don't, you will be [I]crashing others[/I].
Star Citizen Alpha 2.0b - Connie Missile Volley! [media]https://www.youtube.com/watch?v=uNmQLLPeJ64[/media]
[QUOTE=darkgodmaste;49183485]Star Citizen Alpha 2.0b - Connie Missile Volley! [media]https://www.youtube.com/watch?v=uNmQLLPeJ64[/media][/QUOTE] Got it, if I see a Connie, run right into, and never leave 5in away.
I want to know how effective one or two flares would stave all of that off also last night, I did more melt-shuffling. Realized the taurus package was 200, with the ship only being 150 it meant the 'game package' portion was $50 instead of the usual $15. For 10k UEC over 5k, some fish, and the workbench and greycat (which I already have thanks to prior free UEC), that was no bueno. PLUS, I only have a hornet to test out during the beta for the next week due to it being the only ship with a loaner I currently have in there. So, I melted the package down in favor of a cutlass red package (for a cutlass loaner and otherwise the perks and a cut red > taurus card just to make sure I keep on top of the funds to path it to the caterpillar. I had a bit of credit left over so I nabbed a (temporary) P-52 just so I can dink around in one of the buggers. No quantum drive (to be expected) but [i]damn[/i], 1250m/s through port olisar is intense. Can't wait for the less circuit-y races. aside from the two to-be-sold-or-given P72's I haven't spent a dime on the sales Looking into that whole racing culture, it seems I'm gonna be planting home base in the general vicinity of [url=https://robertsspaceindustries.com/comm-link/transmission/13304-Galactic-Guide-Ellis-System]the Ellis system[/url] come the final game. May be fun to dig around the star map for stuff
Here's a silly question, how do I disable the 50m/s speed that seems to limit ships upon take off?
[QUOTE=Useful Dave;49185088]Here's a silly question, how do I disable the 50m/s speed that seems to limit ships upon take off?[/QUOTE] V key will toggle between 'precision' mode and combat speed when you're going slow. If you're flying at combat speeds and hit the V key, it will toggle 'cruise', which is basically maxing out your engine to blast off in one direction
[QUOTE=dai;49185063]I had a bit of credit left over so I nabbed a (temporary) P-52 just so I can dink around in one of the buggers. No quantum drive (to be expected) but [i]damn[/i], 1250m/s through port olisar is intense. Can't wait for the less circuit-y races. Looking into that whole racing culture, it seems I'm gonna be planting home base in the general vicinity of [url=https://robertsspaceindustries.com/comm-link/transmission/13304-Galactic-Guide-Ellis-System]the Ellis system[/url] come the final game. May be fun to dig around the star map for stuff[/QUOTE] I swear to St. Garry (he of fpcorp legend) that I will make racing and astrobatic flying a thing in SC. I need you. I've got an Omega, a Herald (drag racing), a Beta, and a Reliant I could make a "news van" out of and try and use to in-universe televise shit. If the tools are given to us, I [I]will[/I] do it. :v: [QUOTE=Useful Dave;49185088]Here's a silly question, how do I disable the 50m/s speed that seems to limit ships upon take off?[/QUOTE] You're in Precision IFCS mode, hit v (default keybind) to switch to SCM (the closest to AC dogfighting mode). At higher speed/while accelerating, the precision toggle switches to enabling cruise mode, which gives you about 3-5x top speed depending on ship. (The Mustang Omega can do 1,120m/s cruise. I hit Port Olisar doing this speed. RIP in atomic dust) :why:
really tempted to buy a 2nd joystick so I can go dual, but I've wasted too much money this month already and for some reason the T16000M still like 50 euros.
[img]https://media.giphy.com/media/26tQEC7CJmYkXzaw0/giphy.gif[/img]
Ignore the team speak memers. [video=youtube;d9kn5pG4SPE]https://www.youtube.com/watch?v=d9kn5pG4SPE[/video] [video=youtube;JnC55L10iYQ]https://www.youtube.com/watch?v=JnC55L10iYQ[/video] A few attempts at the Shipping Hub in 2.0.
2.0.0d is up [url]https://soundcloud.com/chiffmonkey/me2-bailey-the-troll/s-oipdo[/url]
nyoom [url]http://www.twitch.tv/daijitsu[/url]
[URL="https://imgur.com/a/OhmjO"]PCGamer dead-tree-publishes[/URL] a not-shitty pair of articles about Star Citizen, mainly SQ42. One is from an on-site tour by the journalist of the SQ42 pcap/mocap shoot, the other is a studio visit showing off some SQ42 levels in the editor. [t]https://i.imgur.com/r7xtBvO.jpg[/t] [t]https://i.imgur.com/2dFySHH.jpg[/t] [QUOTE]Barclay also talks briefly about so-called 'secondary stories' that will populate the open world. These self-contained narratives will, he says, be open to interpretation, comparing them to The Chinese Room's post-apocalyptic [i]Everybody's Gone to the Rapture[/i]. He won't elaborate further on this, and gives no specific examples, but it certainly piques my interest.[/QUOTE] Immediately made me think of [URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/14794-ADVOCACY-ARCHIVE-Lost-Found"]Lost & Found[/URL]. [video=youtube;8_EbORfqP6s]https://www.youtube.com/watch?v=8_EbORfqP6s[/video] This one was legit exciting to me, because I realized that concievably the AI security and pirates fighting around me could launch missiles at the station that could hit me. [video=youtube;P7MrCBVWztc]https://www.youtube.com/watch?v=P7MrCBVWztc[/video] Me and Korro engaging in unparalleled realism. [video=youtube;kU-583OMvPo]https://www.youtube.com/watch?v=kU-583OMvPo[/video]
The patch is up and seems to be more stable. They want as many people to login and try to break everything. [url]https://www.reddit.com/r/starcitizen/comments/3u9xjp/official_ptu_200d_available_to_test_for_invited/[/url] [editline]26th November 2015[/editline] You are also able to hide your personal broadcast system allowing you to hide.
[QUOTE=darkgodmaste;49189983]You are also able to hide your personal broadcast system allowing you to hide.[/QUOTE] Only your name; you'll still appear on radar, just unidentified. Basically, this turns off broadcasting your regtags, or your space license plates. [t]https://i.imgur.com/uC0Fw6u.jpg[/t] d is [I]slightly[/I] more stable for me, but I'm still getting crashes, and matchmaking bugs are leading the forefront of frustration at this point, because half the time you can't even get in at all; once you get in, it's a 50/50 between crash in 3 minutes or crash in 15+ minutes so long as you avoid the comm relays where AI/players are blowing each other up (seems to trigger frequent crashes - which the devs do want, but if you're going for a stability endurance test avoid them) and other known common crash triggers. I heard from Reddit that you can Q-Drive to just any arbitrary heading, and it's true. You just toggle Quantum navigation and then activate QD; if you're pointing at a QD nav beacon (e.g. a station) you'll go there, otherwise you'll fly forward on your heading some length or until you toggle Quantum nav (b by default on keyboard) to E-brake out of QD. Stopping where you want is a bit tricky, but there's your "can stop in arbitrary points in space" mechanic, at least for now. I'm uploading a video I took of about 9 minutes of very stable Mustang Omega joyriding, first with Q-Drive back and forth, and then dancing through tiny Yela's asteroid ring in the Omega's cruise mode (1.1km/s), before the server crashed/disconnected and my game slowly lagged to death. I tried to warp out of the instance but it was already too late. Don't hold your breath, it's going to take an hour to upload and who knows how long to process.
Outside view of a Constellation volley [media]https://www.youtube.com/watch?v=uvaJvw8rG3I&feature=youtu.be[/media]
I sure hope you can lock missiles onto multiple targets at once
Warning, if you aren't a big fan of quantum drive jumps, really boring for the first 2:40. [video=youtube;Q46DLpJBpNc]https://www.youtube.com/watch?v=Q46DLpJBpNc[/video] Also, uploading now, I was going to go hop into my Omega, but then I saw a Connie spawned, and the owner was running for the elevator. I EVA'd over onto the roof and got in ahead of him. I bet, if I closed the door behind me and then stood right in the dark corners just ahead of the bulkhead, he might not've noticed me, in retrospect. I'll have to try that next time. Gonna start ninja-boarding Connies and running in front of the pilot mid-QDrive. :v: I thought I was about to server-drop so I stopped recording, but it was just some bugginess so I restarted. The pilot did not know which turret I was in (and I didn't even want to go into the lower turret at all when I actually did, lol) and didn't fly in a way that took advantage of me, so I didn't expect to hit anything, I just wanted to try it out. What's remarkable is how fucking much [I]did[/I] work, moreso than the things that didn't work right/at all and the eventual crash. The multicrew UI's even working (and I think me being in the copilot's seat was locking the dude's controls, so I got up, and sure enough, instantly, pow. :pcrepair:) [video=youtube;NW-abrG20aI]https://www.youtube.com/watch?v=NW-abrG20aI[/video] [video=youtube;9SDIBee6qzs]https://www.youtube.com/watch?v=9SDIBee6qzs[/video] My Omega was stuck to the landing pad when I got in, but QDrive worked. Sort of. I then encountered a Big Bennys Noodles jingle and discovered that it's basically 1,000 years of evolution of the doge meme, so I did what came naturally. [video=youtube;urp-hM5UCcM]https://www.youtube.com/watch?v=urp-hM5UCcM[/video] [URL="https://www.reddit.com/r/starcitizen/comments/3ubczg/20d_gameplay_40_minutes_of_no_crashing/"]Stability is slowly getting here, although it's not over yet.[/URL] How to get a PTU instance in a party; this does not give you exclusivity, though, it's not a "private match" instance, that's why everyone needs to be quick. [IMG]http://i.imgur.com/mdC3xsz.png[/IMG]
Holy dam, I've never seen a constellation jump from the cargo room, thanks Exil that looked awesome. [editline]26th November 2015[/editline] Constellation against a retaliator torpedo. [media]https://www.youtube.com/watch?v=EBewCZEgUG4p[/media]
Yeah, that Connie moment went better than I could've hoped. Damnit, so much for my idea. [URL="https://robertsspaceindustries.com/pledge/Standalone-Ships/Constellation-Phoenix-Anniversary-2015"]The Constellation Phoenix is back in the store, 5000 units while they last.[/URL] [I]No[/I] CCU options available, just the straight hull purchase. I [I]could[/I] get one, but I would have to melt everything I have that can be melted (and is not on 24-hour melt cooldown, like those LTI-laundered P-72s) except for my Mustang Omega package in order to buy the Phoenix. My Herald, my Hull B, my Reliant (all concept purchases), everything. On the other hand, if a Connie Aquila->Phoenix upgrade option for $75 had been offered, I'd have been able to swing that easy. I mean, doing it that way makes sense, since CCUs would be an easy way to burn through the stock without earning much money, and the point of the anni sale is to raise pledges for the crowdfunding. But, somehow, it just doesn't seem worth it this time around, even for the Phoenix. I want a Connie Phoenix but I'm not insane.
[QUOTE=elixwhitetail;49191970]Yeah, that Connie moment went better than I could've hoped. Damnit, so much for my idea. [URL="https://robertsspaceindustries.com/pledge/Standalone-Ships/Constellation-Phoenix-Anniversary-2015"]The Constellation Phoenix is back in the store, 5000 units while they last.[/URL] [I]No[/I] CCU options available, just the straight hull purchase. I [I]could[/I] get one, but I would have to melt everything I have that can be melted (and is not on 24-hour melt cooldown, like those LTI-laundered P-72s) except for my Mustang Omega package in order to buy the Phoenix. My Herald, my Hull B, my Reliant (all concept purchases), everything. On the other hand, if a Connie Aquila->Phoenix upgrade option for $75 had been offered, I'd have been able to swing that easy. I mean, doing it that way makes sense, since CCUs would be an easy way to burn through the stock without earning much money, and the point of the anni sale is to raise pledges for the crowdfunding. But, somehow, it just doesn't seem worth it this time around, even for the Phoenix. I want a Connie Phoenix but I'm not insane.[/QUOTE] if all 5k units sell out, that phoenix run will have raised $1,750,000
Nabbed an archimedes because fuck it.
100 phoenixes sold in the past 15 minutes
[IMG]http://i.imgur.com/zjweDrd.png[/IMG] Meanwhile, Deez Shartz is playing backseat IRS/DoJ super-auditor by tediously going through every frame of the CIG offices he can find, identifying every piece of furniture or decoration, and then finding the highest price it's listed for online and screaming financial mismanagement as if a) CIG bought that shit at the quoted prices, or b) that they bought it recently if at all (and it's not, say, CR's personal property in his office).
$30 starter sale up gogogogogogo 870 left [url]https://robertsspaceindustries.com/pledge/Packages/Star-Citizen-Starter[/url]
This game looks gorgeous. I'm just worried that the game will flaunt its looks over its actual gameplay.
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