Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
5,006 replies, posted
The Gladiator in 1.1 has the new procedural damage system.
[t]http://i.imgur.com/X2lvqlR.jpg[/t]
RSI/Reddit user Fiendishfeather got bored waiting for the Tali asset to become available.
[vid]https://i.imgur.com/9YuCBDj.mp4[/vid]
[URL="https://robertsspaceindustries.com/comm-link/transmission/14563-Monthly-Report-February"]Also, here's the monthly report.[/URL]
Also, someone from PAX East posted this to Reddit, pass it around:
[t]https://i.imgur.com/A5xFqeN.png[/t]
[QUOTE=archangel125;47272021]Having a top speed of a hundred when you're at the helm of something over a kilometer long is going to feel extremely lame. It also makes no sense given the Bengal's role.[/QUOTE]
If the game world is arranged like Freelancer with compact zones of interest, capital ships are likely going to be ponderously slow while moving within zones.
X: Rebirth has capital ships moving at a snails pace with vernier thrusters while in zones of interest, but they engage massive boosters to blast themselves up to stupid speeds for traveling between zones; fighters have no hope of keeping up if they aren't within the ships gravity field or docked.
It's a pretty good system. The capital ships come rocketing into the system (looks cool as fuck) and slow down a few kilometers from their target, then do the traditional sci-fi starship scuffle while maneuvering at about 50m/s. Ships use broadsides and shit. It looks awesome.
[QUOTE=Saber15;47273066]If the game world is arranged like Freelancer with compact zones of interest, capital ships are likely going to be ponderously slow while moving within zones.
X: Rebirth has capital ships moving at a snails pace with vernier thrusters while in zones of interest, but they engage massive boosters to blast themselves up to stupid speeds for traveling between zones; fighters have no hope of keeping up if they aren't within the ships gravity field or docked.
It's a pretty good system. The capital ships come rocketing into the system (looks cool as fuck) and slow down a few kilometers from their target, then do the traditional sci-fi starship scuffle while maneuvering at about 50m/s. Ships use broadsides and shit. It looks awesome.[/QUOTE]
The X:Rebirth thing actually sounds awesome. It goes a long way in explaining why capital ships have these massive engines but fly really slow. I think I might steal that for my game if I ever get that far.
I really liked the way that in Freelancer every ship had an equal top speed. It did [B]not[/B] mean that everything flew the same, because acceleration rates are what became the determining factor. I also liked how with mods, you could make it so that ships had different thrusters and thruster counts. This way, all ships had the same unassisted top speed which made formation flying, and life in general, a lot easier. However, the top speed with thrusters, which you could not run indefinitely, varied. This way you get a universal cruise speed when just putzing around, but your combat speed and fuel usage depended on your afterburner thrusters.
[QUOTE=Why485;47272871]The Gladiator in 1.1 has the new procedural damage system.
[t]http://i.imgur.com/X2lvqlR.jpg[/t][/QUOTE]
I greatly approve of this. I hope the damage system still supports gibs regardless, because one of the things I could NOT get enough of in this game was watching chunks of the ship you're shooting at get ripped off as your cannons tore into them.
[QUOTE=Why485;47272871]The Gladiator in 1.1 has the new procedural damage system.
[t]http://i.imgur.com/X2lvqlR.jpg[/t][/QUOTE]
Not bad, I like it.
Game's out by the end 2015 beginning 2016 right?
[QUOTE=Gentonic;47273193]Not bad, I like it.
Game's out by the end 2015 beginning 2016 right?[/QUOTE]
Like, 1.0 release? End 2016.
[QUOTE=Gentonic;47273193]Not bad, I like it.
Game's out by the end 2015 beginning 2016 right?[/QUOTE]
If by "out" you mean "initial playable public release", yes. Alpha is slated to come out at the end of this year, but it will only have 5-6 systems to fly between, but it should contain basic implementations of the core activities--flying, dogfighting, hauling, possibly mining. 2016 is when CIG refines and polishes and builds out through beta.
I don't know of a specific set release deadline but I'd expect later 2016 (like, late fall) or 2017. They kind of intend for the transition to be sort of gradual, like the way Minecraft before and after "launching" out of beta wasn't [I]too[/I] different.
However, two significant module drops are happening in the next six weeks or so: FPS (2 maps, one playable on-site at the PAX East event tomorrow) and social/planetside (ArcCorp landing zone with basic NPCs), and though they'll be be basic and early, they'll be built out over time. The social/planetside patch is in fact the first element of the "real" game, everything will build out from the hangar/elevator from there except for Arena Commander and Squadron 42.
The FPS module may drop as early as next week or the week after. Hyped.
[editline]6th March 2015[/editline]
I hope that their character creation system is robust. Not to sound like an SJW, but I want to be able to create a character who looks like me - Tall, dark, and handsome (No, but seriously, I'm Indian. Having a lot of ethnic diversity in the selection would be very welcome, as we're the one group that tends to get left out of almost every game.)
I don't know why, but I can't fire any of my weapons, except missiles in AC. Not even my CMs.
I've tried the free ships and my own ship. Only missiles seem to work. I even deleted the USER folders to see if that works.
[QUOTE=Sgt. Khorn;47273509]I don't know why, but I can't fire any of my weapons, except missiles in AC. Not even my CMs.
I've tried the free ships and my own ship. Only missiles seem to work. I even deleted the USER folders to see if that works.[/QUOTE]
All I know is that they've done something to change Arena Commander's file structure lately in preparation for their PTU launch of 1.1 that may be fucking with existing versions. I know this isn't helpful, but maybe just wait for 1.1 to roll out on the official version?
Try swapping shit around on the holotable after deleting USER and restarting. First make sure they're even there.
If it doesn't work then, I'm pretty sure it has to do with the big transition to 1.1. Also, what ships did that happen in?
And, yeah, 1.1's gonna be more fuckery than usual because it's a major update. Just in time for the PAX free-fly week. :v:
Speaking of that, it's not clear how that code's supposed to be redeemed or anything, either. If there is a landing page being set up, it's not there yet. Someone on Reddit said that using the code would be a good idea even for existing accounts (once it's usable), because apparently the dragoncon free-fly code gave a discount on ships even for existing backers, so there could be some benefit to redeeming this one.
[QUOTE]For example, you’d think that if you’ve got well tuned AI flight behavior for ship to ship combat, then just making a ship fly slowly inside a hangar would be a piece of cake, right? Well, it turns out that AI tuned for high speed evasive maneuvers doesn’t do so well trying to fly really slow in a confined space[/QUOTE]
"FORKLIFT ON MY SIX, I CAN'T SHAKE HIM"
[QUOTE=elixwhitetail;47273014]Also, someone from PAX East posted this to Reddit, pass it around:
[t]https://i.imgur.com/A5xFqeN.png[/t][/QUOTE]
Where do people enter the code?
[QUOTE=archangel125;47273476]The FPS module may drop as early as next week or the week after. Hyped.
[/QUOTE]
Source?
[QUOTE=archangel125;47273476]
I hope that their character creation system is robust. Not to sound like an SJW, but I want to be able to create a character who looks like me - Tall, dark, and handsome (No, but seriously, I'm Indian. Having a lot of ethnic diversity in the selection would be very welcome, as we're the one group that tends to get left out of almost every game.)[/QUOTE]
Personally, I hope it's as in-depth as Oblivion's.
[t]http://i.imgur.com/jv0O3xg.jpg[/t]
[QUOTE=darkgodmaste;47274561]Where do people enter the code?[/QUOTE]
We don't know. Someone on the Reddit thread emailed Sandi about it.
[QUOTE]OK, so Sandi just emailed me back regarding where to enter the code, she's looking into it. I will update when I hear more. Thanks.[/QUOTE]
[QUOTE=Saber15;47273066]If the game world is arranged like Freelancer with compact zones of interest, capital ships are likely going to be ponderously slow while moving within zones.
X: Rebirth has capital ships moving at a snails pace with vernier thrusters while in zones of interest, but they engage massive boosters to blast themselves up to stupid speeds for traveling between zones; fighters have no hope of keeping up if they aren't within the ships gravity field or docked.
It's a pretty good system. The capital ships come rocketing into the system (looks cool as fuck) and slow down a few kilometers from their target, then do the traditional sci-fi starship scuffle while maneuvering at about 50m/s. Ships use broadsides and shit. It looks awesome.[/QUOTE]
If I were to apply some real world(ish) thinking to capital ships thne in theory they don't need proper sub-light thrusters at all. In theory they only need to warp/wormhole/slipdrive/pixie-poof into an area NEAR where they want to be because they have the means to affect and interact with things in a range of several kilometers, all they need to do is orent themselves so that the big guns point at the space elves and the hangarbay points away from any obstructions and then let their subsystems do the rest.
Actually if you REALLY wanted a capital ship to look like how we would probably build one IRL it would be something that resembles a space station except it has manuvering thrusters. Drag and the like are meaningless in space so a long aricraft carrier styled design is pointless. What? we need a long strip so fighters can "take off"? there's no air in space dawg, you don't need lift you just need thrusters and you're set to go!
but of course space stations are hardly the coolest of designs when it comes to spaceships.
I got into ptu, the new face lighting is sexy
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/face.webm[/vid]
[QUOTE=Techbot;47276155]I got into ptu, the new face lighting is sexy
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/2015-03-07-1845-58.webm[/vid][/QUOTE]
Holy fuck, [I]cutscenes [/I]of modern games don't have that much detail. Every time I'm reminded that this is a CR game, and it shows.
[QUOTE=darkgodmaste;47274561]Where do people enter the code?[/QUOTE]
[url]https://robertsspaceindustries.com/promotions/paxeast-2015[/url]
PAXEASTFREEFLY2K15
Free-flight ship is a Hornet.
also wanted to show of the landing thingy and forgot to go decoupled
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/2015-03-07-1845-58.webm[/vid]
[editline]7th March 2015[/editline]
oh damn overwrote that face lighting thing by accident since it was from the same video and had the same name, just uploaded it again.
[editline]7th March 2015[/editline]
also here is the chat and elevator hud
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/chat.webm[/vid]
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/elevator.webm[/vid]
[editline]7th March 2015[/editline]
I also noticed there are new "bitchingbetty sounds"
AEGS
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/DXSM_SSCV_AEGS_OEM_UI_Systems_Bitchingbetty.wav[/vid]
ANVL
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/DXSM_SSCV_ANVL_OEM_UI_Systems_Bitchingbetty.wav[/vid]
CNOU
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/DXSM_SSCV_CNOU_OEM_UI_Systems_Bitchingbetty.wav[/vid]
ORIG
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/DXSM_SSCV_ORIG_OEM_UI_Systems_Bitchingbetty.wav[/vid]
RSI
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/DXSM_SSCV_RSI_OEM_UI_Systems_Bitchingbetty.wav[/vid]
DRAK
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/DXSM_SSCV_DRAK_OEM_UI_Systems_Bitchingbetty.wav[/vid]
sorry for the really long post
[editline]7th March 2015[/editline]
also the battlesphere/arena sounds are also already on the client
[editline]7th March 2015[/editline]
holy shit and squadron 42 tutorial dialogues aswell
[editline]7th March 2015[/editline]
if you want to spoil yourself, I uploaded them [URL="http://3kv.in/~techbot/public/Star Citizen/Tutorial/"]here[/URL]
[QUOTE=Techbot;47276155]I got into ptu, the new face lighting is sexy
[vid]http://3kv.in/~techbot/ShareX/2015/03/07/face.webm[/vid][/QUOTE]
Quoting this so it can be on the new page and because how amazed I am by how great this little lighting trick looks. It is an amazingly well done effect.
After listening to some of those voice clips, I [I]MIGHT[/I] actually play the tutorial. 99% of the time i skip game tutorials :v:
Oooooh shit. From Behaviour's presentation at IGDA, via [URL="http://imperialnews.network/2015/02/behaviour-igda-liveblog/"]the Imperial News Network liveblog[/URL]:
[QUOTE]Planetside will have exploration in vehicle and on foot on planets, and player-created missions.[/QUOTE]
I just came.
[QUOTE]Development covers many time-zones (Matthieu wants to be head of studio in Hawaii). Germany finishes their work our, they send it to North America, and then Behaviour finishes it. So work gets 16 hours or more of constant work on it. But this requires a lot of communication and management support.[/QUOTE]
[QUOTE]Using the right tools facilitates communication. Everyone has to use the same tool for things to work.
If one studio figures a tool out, they need to teach other studios how to use it.
The most important thing for a project this big is there can’t be ANY ego. It’s not about individuals, it’s about everyone being a team to help make the game.[/QUOTE]
[QUOTE]Polls have been a great help. Devs often think they know what the output of the polls will be, and then they’re surprised by what comes out, and it’s great input for them.[/QUOTE]
[QUOTE]8:14 – Yes, they just dissed the Aurora. Called it the soccer-mom of ships. I’m hurt. Not that I have one…
8:15 – (It was meant lovingly and jokingly)[/QUOTE]
And from the QA:
[QUOTE]Q: Will there be procedural worlds to land on?
A: We’re working on procedural generation, like the shops have some of that, some elements will have that, but we can’t say right now that an entire planet will be procedural to start. It’s the 50 mil stretch goal, so eventually, but yeah. They finished the first planet, and that took a while, but as they do more, they’re getting done faster. Next time they’ll have CR come up to answer stuff (that’s a joke).[/QUOTE]
I want a time machine to 2020, because if SC hasn't somehow completely up and died/sold off to a Korean F2P nightmare, it'll be fucking amazing.
So is anyone up for some freeflight/gamebreaking on the PTU? add me up on steam.
[QUOTE=Techbot;47277451]doesn't work atm, last time I tried it with my friend it just immediately rejects with "No Session Found"[/QUOTE]
Damn...
doesn't work atm, last time I tried it with my friend it just immediately rejects with "No Session Found"
So I've not had a helmet for a long while, I got a good long look at the new face, looks great, probably some of the best skin rendering I have seen in a game.
[media]http://www.youtube.com/watch?v=o6fLZthXWkA[/media]
Really looking forward to character customization and social modules now.
[video=youtube;PLClAkXxI6Y]http://www.youtube.com/watch?v=PLClAkXxI6Y[/video]
yay for parts flying off
[QUOTE=Techbot;47277451]doesn't work atm, last time I tried it with my friend it just immediately rejects with "No Session Found"[/QUOTE]
From Reddit:
[QUOTE]What seems to fix it is using the sim pod.
Just sit in the sim pod and try launching, you will get "no match found" but cancel out and get out of the pod, then just launch AC from the escape menu.
Its worked for me every time[/QUOTE]
There was one "worked for me" and one "still not working" reply each.
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