Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
5,006 replies, posted
[QUOTE=krail9;47623007]the hell? the 300 series got shafted with those cargo values
it's now the single worst ship barring the ones that hold 0, by a huge margin
also why does the hornet hold as much as the avenger and aurora[/QUOTE]
The F7C has a Stor-All container in place of ball turret/other special equipment the other variants have instead, and it's about the same size (but different dimensions) as the default Stor-All container slung under Auroras.
The 3xx series having little cargo room isn't that baffling--sports cars are often shit about that. I once rode 2 hours each way to an airshow in the back of a Porsche 944. Those seats weren't meant for actual humans to sit on, they were meant to hold your trophy wife's shopping bags and your CD collection. And the trunk was small as well. If you want a pickup truck or a van, get 'em, but don't expect them to be a BMW M3 as well.
However, keep in mind that the 3xx series is up for reworking--eventually. This is the "definitive list" of cargo capacities as a way of settling the FU/cubic meter/SCU confusion, but it doesn't mean the values are final balance decisions that are etched in stone.
[QUOTE=Mbbird;47623144]i mean you could always tell just by looking at the 300.[/QUOTE]
true but it was supposed to get external boxes or something
[QUOTE=elixwhitetail;47619570]The tutorial is in 1.1.2. Star Marine (the fps) is 1.2.0.
PTU's downloaded, time to try these tutorials myself.[/QUOTE]
I'm so excited.
It might be able to carry external cargo boxes in the future, especially after the adjustments -- these numbers are stock configurations. The CL's cargo box can be fitted to any of the Auroras (unless this has changed without CIG telling us), it just comes installed by default on the Clipper.
The tutorial's shorter than I expected, but I also came into it as an experienced pilot, and it fairly covered the bases I expected it to. It's got some rough edges, but that's to be expected from an initial release.
I know I'll do a better job taking off when I'm free to use decoupled mode, that's for sure. It's understandable that decoupling is disabled at the start of the tutorial, but it makes maneuvering harder than it needs to be. But that's probably going to have to wait until they get the planetside module far enough along that you can fly into orbit from the surface.
Not necessarily. It was brought it up in the PTU forum [url=https://forums.robertsspaceindustries.com/discussion/comment/4907125/#Comment_4907125]and got this in response[/url]. No timetable, but definitely something that will be addressed.
[img]http://i.imgur.com/SxEHdqQ.png[/img]
[QUOTE=Why485;47624887]Not necessarily. It was brought it up in the PTU forum [url=https://forums.robertsspaceindustries.com/discussion/comment/4907125/#Comment_4907125]and got this in response[/url]. No timetable, but definitely something that will be addressed.
[img]http://i.imgur.com/SxEHdqQ.png[/img][/QUOTE]
needs to be a landing mode specific strafe thrust setting or something
also I ran into a few buggers with the tutorial but it was nice to see a start to things. also the updated asteroid hangar was neat
notes:
-bad job telling me which ship was mine, followed the dude to his like he was gonna show me something but he just told me it was his ride
-my cockpit didn't close all the way, so I had this huge bar through my vision
-started me in normal mode for the ship, not mouse-look, which became apparent it was supposed to start as look
-the [sp]"you have to wait for your missiles to come back online!"[/sp] part took WAY too long. lost all my ammo just tearing into the target without it taking any damage, unsure if there was another trigger it was waiting for
He actually just now posted again saying that it's going to be landing mode specific. Although personally I'm not opposed in any way to the idea of reducing strafe power and responsiveness, but that's a different topic.
[url]https://forums.robertsspaceindustries.com/discussion/comment/4914290/#Comment_4914290[/url]
[QUOTE=Why485;47624887]Not necessarily. It was brought it up in the PTU forum [url=https://forums.robertsspaceindustries.com/discussion/comment/4907125/#Comment_4907125]and got this in response[/url]. No timetable, but definitely something that will be addressed.
[img]http://i.imgur.com/SxEHdqQ.png[/img][/QUOTE]
Well, I meant, give me decoupled and I'll impress the NPC's balls off with my takeoff skills. You can get some very slow and precise drifts going with the use of gentle puffs of translation thrust and then application of the spacebrake. You can do ship ballet with it.
I [I]did[/I] say that the tutorial has some rough edges but it's the first release. I expected they'd do something to improve the experience of taking off, and it's good to see that they're already responding to feedback about it.
Just saying that there's already a way to improve it, and that's to not restrict decoupling -- but given that it's chapter one, page one, step one in the new-user tutorial on how to fly, it makes sense that the capability is disabled at first. In the PU, it probably won't be disabled unless you're in automatic takeoff mode or you're leaving a planet before atmospheric flight's (eventually) added.
So, I take off and, well.
[vid]http://a.pomf.se/vmugog.mp4[/vid]
[URL="https://robertsspaceindustries.com/comm-link/transmission/14686-Hull-C"]The Hull C Q&A[/URL]
“The center spine on the C D and E. Is it large enough to have crew walk through it, and for that matter is it hollow?”
Yes! We’re still working out the details, but it should be large enough to walk through on the Hull D and E, and large enough to crawl through (similar to the Jeffrey’s Tubes on Star Trek) on the Hull C. In all of these ships, it will be advantageous for an engineer to be able to reach the drive unit on occasion.
[QUOTE]“Maybe the Reclaimer can compact salvage into the size and shape of Stor-All boxes which can then be ejected and fastened to the Hull C’s spindle?”
In all likelihood, you would need some kind of ‘basket’ container for actually carrying the salvage. [B]But know that the Hull series is intended to be fully modular in the Star Citizen world, allowing crews to work in tandem with all of the game’s other ‘working ships.’[/B][/QUOTE]
Also, this answers one of the questions I had from the Hull B Q&A, wtf is a 'Discreet' ship:
[QUOTE]“Is the Discreet not an option now? Is that role for the Caterpillar or a MISC future design?”
The Hull C Discreet is still in the cards for the finished game! It will include specialized containers to support it’s ‘Q-ship’ purpose.[/QUOTE]
And if you're too lazy to open the link, another question confirms that the modularity system will extend to Hull C owners swapping their stock cargo containers for Discreet-specific modules in the PU, so the fact that they didn't post a Hull C variant with Q-ship equipment is no big deal.
BTW, Q-ships are well-armed ships disguised as unarmed civilian craft to lure the enemy close before all the guns suddenly pop out from behind flaps to blow them to hell. The term was coined for decoy ships used in WW1.
I wonder if it'd be beneficial to hide a few discreet containers toward the middle of the bundles, so they're harder to spot. Just hauling a full load of scan-resistant containers would just make you a much juicier looking pinata, so having a bunch of generic stuff to haul would be a good thing to throw pirates off your scent
[QUOTE=elixwhitetail;47630921]disguised as unarmed civilian craft to lure the enemy close before all the guns suddenly pop out from behind flaps to blow them to hell.[/QUOTE]
I'm reminded of the cutlass portion of the freelancer commercial, though that ship's defenses weren't exactly discreet
0:55
[media]http://www.youtube.com/watch?v=vO7RxsZpcKc[/media]
The MISC Hulls make me want there to be some sort of combat-themed ship with a similar idea of swapping out containers for other things (more so than the planned modular ship parts), so it would start off as a fairly basic ship and you have to attach different components to it. I suppose that will be possible with the Hull variants anyway, but that's still just modifying a cargo transport rather than having a ship where that's the idea of it.
I thought hulls where going to also be a passenger transport as well?
wait that's genesis only I guess.
dai, they've indicated in the past that there'll be tech to fake out scans to make your cargo appear to be what it isn't, along with faking your ship's signature to trick sensors. I imagine you'll be able to get smuggler cargo pods where it looks like you're carrying four tons of potatoes instead of the $valuable_thing it actually contains.
[QUOTE=Ithon;47632411]I thought hulls where going to also be a passenger transport as well?[/QUOTE]
I'm sure there'll be a way of hiding escape pods or something among your cargo for all your live smuggling/slavery needs. Depending on how large the containers go, you could fit a hypothetical "disco apartment" container into the spindle racks and literally bring the party with you wherever you go. However, unless that container was also self-sufficient living quarters, it might not work for the long haul routes.
I like the idea of actually faking out cargo instead of just hiding it
speaking of, really hoping the cutlass red will be able to act as a blockade running smuggler since it's technically an ambulance. If I could fake out scanners to say I've got injured aboard instead of a hull full of moonshine I'm sold
conversely, I'm assuming the anti-grief system of faction buzzkilling would apply if someone legit shot down a cut red full of injured passengers because they jumped straight to "LOL ITS A CUTLASS SCREW YOU PIRATE"
[QUOTE=ScottyWired;47596684]Best Design post [B]ever[/B]
[url=https://robertsspaceindustries.com/comm-link/engineering/14677-Design-Cargo-Interaction]Sorry Garry, you've been outdone.[/url]
[editline]25th April 2015[/editline]
this post feels like im writing shitty clickbait for kotaku[/QUOTE]
Dude, this is the coolest thing. Having to manually load cargo into a container, then taking containers on a palette. It actually feels like manual labor you have to do. It's amazing.
I can truly be a space trucker now.
Also you can literally make it rain with coins.
I should open a betting pool on who'll be the first FPCorp member killed by physics from someone running into them with a cargo palette with enough force. You [I]know[/I] there'll be competition to get the first propkill.
Also, the cargo handling mechanics means players will likely be able to compete in a real [URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/14443-AREMIS-POST-The-Cargolympics-Return"]Cargolympics[/URL].
Once big maps are in, it'd be pretty awesome to be in one hangar and have to load your ship up with cargo, and then take off with it, fly through a race course (with or without obstacles), land in a different hangar, and unload your cargo, competitively. This is a sentence that would seem beyond lame in any context other than SC and its immersion-grade cargo mechanics.
Also just sent an invite for the org
[QUOTE=Mr. Zombie;47633151]Dude, this is the coolest thing. Having to manually load cargo into a container, then taking containers on a palette. It actually feels like manual labor you have to do. It's amazing.
I can truly be a space trucker now.
Also you can literally make it rain with coins.[/QUOTE]
Its cool, but I really do hope you can also get robots to do it, since you know its going to be annoying after a while.
[QUOTE=Intoxicated Spy;47633562]Its cool, but I really do hope you can also get robots to do it, since you know its going to be annoying after a while.[/QUOTE]
This is why you hire other players to do it for you :v:
Also, I am going to pack my ship with shit, I mean, so much shit, if you open a door, it all falls out.
[QUOTE=Intoxicated Spy;47633576]Also, I am going to pack my ship with shit, I mean, so much shit, if you open a door, it all falls out.[/QUOTE]
"I might need that #22 300i 1:200 scale model sometime in the future, though!"
[QUOTE=Intoxicated Spy;47633562]Its cool, but I really do hope you can also get robots to do it, since you know its going to be annoying after a while.[/QUOTE]
Pretty much. It's one of those 'immersion' type things that'll be cool the first couple of times and then quickly get tedious soon after.
[QUOTE=Mr. Zombie;47633567]This is why you hire other players to do it for you :v:[/QUOTE]
in reality you get no starter ship without having backed the game. You are left out on a strange planet alone with nothing but a slowly depleting health meter. You must earn your first penance begging for coin or walking around town looking for quick jobs to complete, the virtual equivalent of a 15 year old walking around his neighborhood asking if people want their lawns mowed for $10.
You earn your first meal and the health meter resets. It's lower than when you started still, you have to find steady work.
After roaming through some shops, you find a guy looking at you from the cockpit of his misc freelancer. He doesn't get out, but shoots over a comm on your mobiglass to tells you he's got some labor that pays, just help load up the cargo waiting on the dock, then hop on in the back gate of the ship where he'll meet you after he's through with his coffee.
You find yourself sitting on a bench toward the front, waiting around a cramped cargo hold with a handful of other hopeful workers who seem to have gotten the same call. You hear a 'clunk' sound like the door was about to open, but nothing happened. You slowly realize, the rear gate was closing up instead. No responses to messaging the guy back, pounding on the door out of the cargo bay didn't work either. Despite the regulated internal gravity, you get a sinking feeling that you're moving.
After what felt like days sitting in the hold with a terrified pile of new friends, you hear the back door's airlock mechanism hiss before dropping the gate. You're welcomed by armed men a woft of air even more stale than your little cargo hold had gotten. It becomes quite apparent as you walk out into the docks, you've been traded into slavery and have arrived at a pirate colony.
Your first duty is hard labor at this small spaceport, loading and unloading endless crates of who-knows-what on and off of vehicles, many scarred with evidence of heavy firefights. you earn your second meal, leaving your health even lower than the last time. You find out, after all these years waiting for the game to release, the spacemerican dream was nothing but hot air.
After proving you've let go of your aspirations, you're granted a promotion and are transferred to working in a remote bitcoin mine, manually hashing data with an onscreen calculator and MS Paint for a scratchpad. Your computer is now loaded with a virus that will delete sys32 if you fail to report for work shifts while bound to servitude.
[editline]e[/editline]
or you could just let the spaceport NPCs be your lackeys whatever
new stuff
[media]http://www.youtube.com/watch?v=Vw_eGDh8rdk[/media]
[QUOTE=dai;47633847]
new stuff
[media]http://www.youtube.com/watch?v=Vw_eGDh8rdk[/media][/QUOTE]
Does this mean I can be a space doctor, or is this just for show
[QUOTE=Mr. Zombie;47633943]Does this mean I can be a space doctor, or is this just for show[/QUOTE]
That's the interior of a [url=https://robertsspaceindustries.com/pledge/ships/drake-cutlass/Cutlass-Red]Cutlass Red[/url], which is marketed as a Search & Rescue flying ambulance. S&R is going to be a legit role
[QUOTE=dai;47633955]That's the interior of a [url=https://robertsspaceindustries.com/pledge/ships/drake-cutlass/Cutlass-Red]Cutlass Red[/url], which is marketed as a Search & Rescue flying ambulance. S&R is going to be a legit role[/QUOTE]
Goddamnit can this game stop being so cool
This is a thing that happened.
[t]http://i.imgur.com/gVXzWUZ.png[/t]
[QUOTE=Why485;47634024]This is a thing that happened.
[t]http://i.imgur.com/gVXzWUZ.png[/t][/QUOTE]
hull G6 will have cargo holds for hull Es which will have cargo holds for hull As.
Sorry, you need to Log In to post a reply to this thread.