• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
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So if I space rear end someone with my space ship do I have to get into my space EVA suit so I can exchange space insurance with the other space citizen?
As I'm reading up more and more, I really want everything they're promising to go through. Being captured and put on a prison or slave planet and having to buy your freedom, boarding ships and having it actually be tense because one headshot could be your demise, and having your next of kin attend your funeral.
[QUOTE=Why485;47634024]This is a thing that happened. [t]http://i.imgur.com/gVXzWUZ.png[/t][/QUOTE] trucking, trucking never changes [t]https://www.rcgauto.com/wp-content/uploads/2012/05/11-car.jpg[/t]
Well, that answers the question of how you transport an m50 from system to system for races if it doesn't have a jump drive installed, without having to disassemble it or rip the wings off to fit it into a Connie/etc.'s cargo hold. I wonder if you could stick crewed craft in there, and if there'd be a way of ejecting those racks and having them open in space. Because if so, there's little protection for the ships (except the Hull's energy shielding) but you're basically a DIY carrier. [video=youtube;SigVdMd66UU]http://www.youtube.com/watch?v=SigVdMd66UU[/video] There could be no other intro for this particular episode. [QUOTE=Mr. Zombie;47634123]As I'm reading up more and more, I really want everything they're promising to go through. Being captured and put on a prison or slave planet and having to buy your freedom, boarding ships and having it actually be tense because one headshot could be your demise, and having your next of kin attend your funeral.[/QUOTE] Keep in mind that one headshot won't be the end of your entire character; you'll have an invisible life counter that ticks down every time you get brainpanned and need to respawn/wake up in a hospital. But since it's invisible, you never know when that final fatal shot will come, so the tension's still there if you've been in a few sticky situations that ended badly in the past. You also could get your arm blown off or other permanent debilitating alterations to your character short of full death, too.
[QUOTE=elixwhitetail;47634178] Keep in mind that one headshot won't be the end of your entire character; you'll have an invisible life counter that ticks down every time you get brainpanned and need to respawn/wake up in a hospital. But since it's invisible, you never know when that final fatal shot will come, so the tension's still there if you've been in a few sticky situations that ended badly in the past. You also could get your arm blown off or other permanent debilitating alterations to your character short of full death, too.[/QUOTE] Yeah that's what I mean.
Hull series look so good with the spindle retracted. I hope the Freelancer rework makes it look something like the Hull series. [t]https://robertsspaceindustries.com/media/tcps9a4vpynwer/source/Hull_D_landed2_compv4.jpg[/t] From the Hull D Q&A: [url]https://robertsspaceindustries.com/comm-link/transmission/14687-Hull-D[/url]
Does anyone know if the shield HP listed in the [URL="https://docs.google.com/spreadsheets/d/1hpZDxqXlXp2gbLXMkiMGbOCzMwoxj7mGu72w3MofmxQ/htmlview?sle=true#gid=781668465"]xmls[/URL] is per face or total?
[QUOTE=Mattk50;47638142]Does anyone know if the shield HP listed in the [URL="https://docs.google.com/spreadsheets/d/1hpZDxqXlXp2gbLXMkiMGbOCzMwoxj7mGu72w3MofmxQ/htmlview?sle=true#gid=781668465"]xmls[/URL] is per face or total?[/QUOTE] I asked around and it's likely the current total health, especially since you can focus all power to one face. BUT, as with everything, I was cautioned that numbers and the way the systems are handled altogether are subject to change so take it with a grain of salt, etc etc
For the guys concerned that smuggling with Hulls will not be "fleshed out", quick reminder that 'ol Chris was a producer for the film Lord of War, which had excellent examples of all the things people get excited for. [video=youtube;ZSAezpbpWbc]http://www.youtube.com/watch?v=ZSAezpbpWbc[/video] This was one of his badass films, and I hope he takes some tips of it for gameplay reasons.
[QUOTE=elixwhitetail;47634178]Well, that answers the question of how you transport an m50 from system to system for races if it doesn't have a jump drive installed, without having to disassemble it or rip the wings off to fit it into a Connie/etc.'s cargo hold. I wonder if you could stick crewed craft in there, and if there'd be a way of ejecting those racks and having them open in space. Because if so, there's little protection for the ships (except the Hull's energy shielding) but you're basically a DIY carrier. [video=youtube;SigVdMd66UU]http://www.youtube.com/watch?v=SigVdMd66UU[/video] There could be no other intro for this particular episode. Keep in mind that one headshot won't be the end of your entire character; you'll have an invisible life counter that ticks down every time you get brainpanned and need to respawn/wake up in a hospital. But since it's invisible, you never know when that final fatal shot will come, so the tension's still there if you've been in a few sticky situations that ended badly in the past. You also could get your arm blown off or other permanent debilitating alterations to your character short of full death, too.[/QUOTE] Don't Panic!
[URL="http://imperialnews.network/2015/05/reverse-the-verse-ep45/"]Highlights from today's RtV:[/URL] - The difference between a Freelancer and the Hull series is that the Freelancer is a self-sufficient multi-purpose ship (exploration, hauling, missile boat, etc.), and the Hull ships are single-purpose cargo tugs - Bugsmashers will be spun off into its own show, publishing on Wednesdays - CIG wants to be making daily Mon-Fri content posts every week, as well as posts on weekends - The ships you get to use in SQ42 will depend on the mission, and you won't have free choice like you did in Wing Commander 3 -- Hornet, Gladius, Gladiator, Retaliator, F8 Lightning, some civilian craft, and things CIG hasn't even told us about yet -- and you won't be in ships all the time either - Cargolympics is not 100% confirmed to be a playable game mode, but Calix is working on it as a side bit to the cargo stuff, so it could be a thing after fps is out. Calix is also working on exploration features and jump points and the scanning features for finding points of interest near your ship - Calix's cargo management work is waiting on Zane to finish the things he needs to finish for fps so that he can do the UI stuff Calix needs in the HUD - Travis is dragging assets out of people for an fps Comm-Link post "early next week" - Lisa Ohanian's ships segment will be back on next week's AtV, and she's trying to get Connie interior remodel whitebox/graybox pics out of the guys working on it - The P-52 Merlin (Connie parasite ship) will probably be one of the next hangar-ready and flyable ships - Parasite ships need a parent ship to feed them radar info; they don't have full radar arrays of their own - Starfarer: Actually soon - There will be smaller mining and salvage ships later on down the road, but not Soon - Later this year there'll be a backer poll on what ships should be priority in the pipeline (presumably once SQ42's needs are met) - Some of the stretch goals are being prioritized so CIG can point to actually fulfilling some of them - Herald is temporarily not being worked on while the assigned devs are working on a few other things but next week should see full blast again - Lisa Ohanian used to be able to write fluent Al-Bhed, from Final Fantasy X FPS-specific lightning round: - The update Travis is prepping for next week should give us an idea of what to expect and when for the fps module drop - Light armor/loadout will allow you to move quieter and be less radar-visible - You can't shoot yourself and claim the insurance - AI bots and weapon customization will not be in the initial release, but are intended for the update after release The monthly report is also due sometime in the next few hours.
[URL="https://robertsspaceindustries.com/comm-link/transmission/14690-April-Monthly-Report"]The monthly report is up.[/URL] Oh, and there were some tweaks to the PTU, and because changing a .pak requires it to be fully redownloaded, the patch is about 18GB, but it had an amazing effect: [video=youtube;f01rly0cGto]http://www.youtube.com/watch?v=f01rly0cGto[/video] Mother of god, this is possibly the single best patch yet. A sweet tutorial and a monumental loading time reduction. Just tested it myself, on an i5-4690K with 16GB of RAM, an R9 270x, and a spinning HDD. From Mustang/Avenger loading screen to hangar, almost 60 seconds exactly. (Keep in mind that the game has to spin up Cryengine during this load.) Loading single-player VS: 15 seconds Loading back into hangar from VS: 23 seconds Loading single-player racing (first track): 20 seconds Back to hangar from race: About 23 seconds Loading tutorial, chapter 1 (starting in asteroid hangar): 36 seconds based CIG
I really hope grabbyhands enables us to have the freedom of skyrim and all the thiefy hijinks that came with it [editline]e[/editline] also I want to see the marlin in action so badly, it's gonna be in a flyable state soon [img]https://33.media.tumblr.com/7ac424d66122cd97004fe20076714c66/tumblr_nnasesvpKJ1qzacx9o1_540.gif[/img]
I would freaking love the Swordfish in Star Citizen. I mean it's named after an aquatic animal how could CIG resist implementing it? And while we're on that, HMMM [img]http://i.imgur.com/4rjM71w.jpg[/img]
[QUOTE=ScottyWired;47656958]I would freaking love the Swordfish in Star Citizen. I mean it's named after an aquatic animal how could CIG resist implementing it? And while we're on that, HMMM [img]http://i.imgur.com/4rjM71w.jpg[/img][/QUOTE] marlins are a close relative to the swordfish also the marlin's gun is 'the broadsword' if that's any coincidence I think the Xi'an ships will probably best represent the cowboy bebop style, bubble cockpit and all [t]http://1.bp.blogspot.com/-kMx-P-hlcP4/U7UaaKfMyRI/AAAAAAAAXAg/S3zWN-I_xGE/s1600/xian_config02.jpg[/t] [t]http://www.pcgames.de/screenshots/1280x1024/2014/06/Star_Citizen_Khartu_Concepts__1_-pc-games.jpg[/t] [t]http://vignette1.wikia.nocookie.net/starcitizen/images/f/f3/Xian_scout_ship_cockpit_02.jpg/revision/latest?cb=20140704213609[/t][t]http://new1.fjcdn.com/comments/Xi+an+khartu+al+alien+ship+_20133f23d77acb9c3f684be6bac608bb.jpg[/t]
don't forget the mining drones [vid]http://zippy.gfycat.com/SlushyPointedGrebe.webm[/vid]
Depending on their rarity in the actual PU economy, once it rolls around, I'm strongly considering never actually taking my pledged Xi'An Scout into space, and instead keeping it as a museum piece, and acquiring a second one in the PU for actual flight. Once the ship's flyable, I can fly it in AC until then. Because goddamn. I may harbour some regrets about the amount of money CR has charmed out of my pocket into digital spaceships, but the Khartu-al isn't one of them.
PTU has (or is in the process of) updated its build of 1.1.2, and if it proves successful, will likely be the official 1.1.2 patch, which is also when we're getting FPS. Could see FPS as early as this time next week! should be a post on the status of the FPS published soonish today.
1.2 is what they're calling FPS. 1.1.2 is just a stepping stone that puts more backend in place to get ready for it. From an end user point of view there's not much new to 1.1.2. It's mostly the tutorial and some pretty dramatic loading time improvements along with presumably more small bug fixes. FPS is still who knows how far away.
Actually, CIG has said that 1.1.2 is the last patch before 1.2. Now, obviously, [I]anything[/I] could come up that requires another patch between now and fps, so we can't know for sure until CIG says "this next patch is the fps module release, $5 module passes for non-alpha-package-holders go up on the site on Monday". Their intent, however, is to make the patch following 1.1.2 be 1.2, the fps module. [I]When[/I] the patch following 1.1.2 is going to be released, now that's an entirely different topic and one nobody at CIG will give you an answer on for the time being. With good reason, given the history. However, given the ability of the PTU to give a patch a final smoke test and last-minute tuneups, that's slowed their intended every-two-weeks release cycle by a bit, but with the tradeoff of arguably-better patches. [URL="https://forums.robertsspaceindustries.com/discussion/comment/4959116/#Comment_4959116"]According to Will Leverett[/URL], the next PTU (not this one, but the next) will support REC-rented items to correctly mirror live REC rentals so you can use rented ships/gear in the PTU. Also from Will, [QUOTE=Will Leverett][QUOTE=some user]This new PTU build will fix the rubber banding issues, as some 0G movement issues?[/QUOTE]Not 100% but we've got some initial fixes in with this build that will really help, especially related to the hitching and pauses that happen when someone enters/leaves/spawns in the game.[/QUOTE] While I was reading that thread, I saw this post: [QUOTE]If some schmuck would walk up to me and say "Hey buddy! I'm from the future, here's a harddrive with a final copy of SC and all the updates! Have a good one!" I honestly wouldn't run it. This has been a blast since I heard about it and got onboard (Waaay too late). -blah blah blah-[/QUOTE] You asshole, if someone walked up to you with a full copy of the finalized Star Citizen, you wrap that hard drive in every piece of clothing on your body except what you need to not violate public exposure laws, and you haul ass to Santa Monica immediately, time paradoxes be damned. :v: [I]- Comm-Link catchup -[/I] For anyone that missed it, Monday's 10FTx was Travis answering fps questions: [video=youtube;Jmsn9aURZ4Q]http://www.youtube.com/watch?v=Jmsn9aURZ4Q[/video] [QUOTE]0:43 – Solo vs NPCs? Or multi-player only? 1:35 - Maps requiring both flight & ground combat 2:56 - Interacting with immediate environment 5:13 - Changing equipment and armor in V1 6:54 - Fatigue in the FPS 8:06 - Player clothing & armor damage system 10:51 - Design factors in the FPS arenas 13:23 - Variety of character models, hangar animations, game demands 14:27 - Player population & the cloud 15:25 - Alien weapons in the FPS[/QUOTE] It's Wednesday, it's time for Mark in his own show: [video=youtube;z6md9QO4DTs]http://www.youtube.com/watch?v=z6md9QO4DTs[/video] [URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/14696-TERRA-GAZETTE-FORA-FAMINE"]There was also a lore post that I think was a subtle nudge towards haulers[/URL], as well as showing how the UEE is increasingly incapable of supporting its expansive holdings and is too up in itself, as was Rome. Fora System needs haulers and escorts with food relief. The Spacepunch Turnip Armada's time has come at last! [sp]Just in time for a Starfarer sale... how convenient. CIG are you guys reading this?[/sp]
looks like they delayed today's FPS post til thursday [quote=James_CIG]Hello Everyone. I wanted to let you guys know that the FPS update post will now go live Thursday May 7th. We are very excited to be able to share this information with you all and we want to make sure it is as informative and expansive as we want it to be. It will be worth the wait I promise.[/quote]
[QUOTE=elixwhitetail;47674395]Actually, CIG has said that 1.1.2 is the last patch before 1.2. Now, obviously, [I]anything[/I] could come up that requires another patch between now and fps, so we can't know for sure until CIG says "this next patch is the fps module release, $5 module passes for non-alpha-package-holders go up on the site on Monday". Their intent, however, is to make the patch following 1.1.2 be 1.2, the fps module. [I]When[/I] the patch following 1.1.2 is going to be released, now that's an entirely different topic and one nobody at CIG will give you an answer on for the time being. With good reason, given the history. However, given the ability of the PTU to give a patch a final smoke test and last-minute tuneups, that's slowed their intended every-two-weeks release cycle by a bit, but with the tradeoff of arguably-better patches. [URL="https://forums.robertsspaceindustries.com/discussion/comment/4959116/#Comment_4959116"]According to Will Leverett[/URL], the next PTU (not this one, but the next) will support REC-rented items to correctly mirror live REC rentals so you can use rented ships/gear in the PTU. Also from Will, While I was reading that thread, I saw this post: You asshole, if someone walked up to you with a full copy of the finalized Star Citizen, you wrap that hard drive in every piece of clothing on your body except what you need to not violate public exposure laws, and you haul ass to Santa Monica immediately, time paradoxes be damned. :v: [I]- Comm-Link catchup -[/I] For anyone that missed it, Monday's 10FTx was Travis answering fps questions: [video=youtube;Jmsn9aURZ4Q]http://www.youtube.com/watch?v=Jmsn9aURZ4Q[/video] It's Wednesday, it's time for Mark in his own show: [video=youtube;z6md9QO4DTs]http://www.youtube.com/watch?v=z6md9QO4DTs[/video] [URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/14696-TERRA-GAZETTE-FORA-FAMINE"]There was also a lore post that I think was a subtle nudge towards haulers[/URL], as well as showing how the UEE is increasingly incapable of supporting its expansive holdings and is too up in itself, as was Rome. Fora System needs haulers and escorts with food relief. The Spacepunch Turnip Armada's time has come at last! [sp]Just in time for a Starfarer sale... how convenient. CIG are you guys reading this?[/sp][/QUOTE] that bug in the video has been driving me up the wall for ages. Glad to see some bugs ive actually seen before in these videos, makes it more interesting. Also now we know how to reproduce it. Dont abuse it kiddies.
1.1.2 is live gents, all 20 gigs of it
[QUOTE=capgun;47679036]1.1.2 is live gents, all 20 gigs of it[/QUOTE] I haven't been following this game. What's in 1.1.2? The FPS module?
A tutorial for new players and a handful of minor bugfixes mostly.
1.1.2 is the patch just prior to the fps module, supposedly. It includes a new tutorial for how to take off, fly, land, and basic dogfighting. It's also the closest we've come yet to the PU experience. I'm hoping those massive loading time improvements made it onto live. (See previous page of this thread for context)
the player animations have also seen an upgrade already also goddamn, was going to show somebody the game in just a bit, but [img]http://i.imgur.com/MOzQZLz.png[/img]
[QUOTE=elixwhitetail;47679138]1.1.2 is the patch just prior to the fps module, supposedly. It includes a new tutorial for how to take off, fly, land, and basic dogfighting. It's also the closest we've come yet to the PU experience. I'm hoping those massive loading time improvements made it onto live. (See previous page of this thread for context)[/QUOTE] How do your current load times compare to the previous ones? I stopped playing because of having to spend five minutes loading bullshit I don't care about (hangar) before I could even start loading a DFM match. Well, that and having to download 20 gigs of shit every time there's an update. Delta patching when?
So if it's just some minor stuff then how the hell is it 20gb?
[QUOTE=Saber15;47679212]How do your current load times compare to the previous ones? I stopped playing because of having to spend five minutes loading bullshit I don't care about (hangar) before I could even start loading a DFM match. Well, that and having to download 20 gigs of shit every time there's an update. Delta patching when?[/QUOTE] [QUOTE=elixwhitetail;47642271]Loading single-player VS: 15 seconds Loading back into hangar from VS: 23 seconds Loading single-player racing (first track): 20 seconds Back to hangar from race: About 23 seconds Loading tutorial, chapter 1 (starting in asteroid hangar): 36 seconds[/QUOTE] Prior to 1.1.2 PTU, all of these took over 1 minute on my machine, sometimes closer to 2. Loading the game itself takes about 60 seconds for me (keep in mind that the Cryengine is spinning up during this time), and it used to be 2-3 minutes to load into the hangar from the launcher; people on SSDs have reported loading times as short as 30 seconds. [QUOTE=Adarrek;47679226]So if it's just some minor stuff then how the hell is it 20gb?[/QUOTE] If they change [I]anything[/I] in the 1GB+ .pak files (Cryengine asset bundles, basically), the entire file has to be redownloaded. Delta patching would be to only download the changed bytes or a block covering the changed data, and to swap that out instead of redownloading the whole file. They're working on that, but it's evidently not ready yet.
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