• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
    5,006 replies, posted
[QUOTE=Adarrek;47679226]So if it's just some minor stuff then how the hell is it 20gb?[/QUOTE] They havent worked out the bandwidth-friendly patching method yet (Delta Patching, I think it was called). So entire filesystems and folders have to be re-written.
[video=youtube;lkJ3j6g6pmw]http://www.youtube.com/watch?v=lkJ3j6g6pmw[/video] [URL="https://forums.robertsspaceindustries.com/discussion/258903/1-1-2-known-issue-rubber-banding-teleporting-and-client-freezing-in-match"]Heads-up about 1.1.2[/URL], especially for Cutlass owners: [QUOTE]There's a continuing known issue from previous releases with the 1.1.2 release relating to ships being created or destroyed while in a match, and as a result, gameplay will momentarily freeze. The current behavior in the latest patch creates the situation where you will see other ships "jumping", "teleporting", or "rubber banding" around, and appears to not be in sync with your own client. While there are other things that might cause rubber banding -- poor network connectivity, poor client performance, multiple optimizations that need to be done -- this is by and large the biggest source of the problem. This largely due is due to 1) Not having fully optimized all of the flyable ships with the new damage tech and 2) We're currently in the process of transitioning to a new ship movement predictor system which is in its last phase of optimizations. We've resolved some of this as newer ships like the Gladius and the Gladiator have updated damage tech while others do not. Also, it was important to push out the new movement code earlier as more and more flight-related systems are becoming dependent on it. Until we've fixed these two things, players may expect the freezing and teleporting to continue, particularly matches that involve the Cutlass (which, due to its size and it still using the old damage tech, will cause problems when in a match).[/QUOTE] Also in the forums, [URL="https://forums.robertsspaceindustries.com/discussion/comment/4961422/#Comment_4961422"]a senior technical designer discusses how the fps will handle bullet spread[/URL]. I also found this bug screenshot on Reddit: [t]https://i.imgur.com/kIp3AqT.jpg[/t] [I]Feed me, Seymour.[/I]
People are reporting slow downloads, so [URL="https://forums.robertsspaceindustries.com/discussion/247517/direct-download-instructions-for-star-citizen-advanced-pc-users-only"]Will's posted instructions on how to directly download Star Citizen without going through the launcher[/URL]. However, this is a [I]complete[/I] install, not the patch, so it's all 25GB, not the 20GB or so from most of the .pak files being touched by changes. Note that there's a little bit of trickiness with what you let the launcher do and what files you need to download, but once you get past that, it's just time to practice bandwidth rape against CIG's download CDN. Also, I'm really looking forward to the electronic warfare stuff now, after watching AtV (the CIG LA segment of News from AtV talks about it). The Connie redesign is looking good, too. It sounds like we might be getting the Reliant concept sale in a few weeks. I am definitely in for one of those. Oh, and [URL="https://forums.robertsspaceindustries.com/discussion/258714/call-to-action-why-cig-needs-to-implement-a-smaller-cap-on-org-invites"]TEST (aka Reddit) is petitioning CIG to reduce org invite spam[/URL], in part to target an org that was abusing a hole that provided access to CIG's database and literally spamming new backers as they created their accounts. [URL="https://i.imgur.com/Dr6Ijsw.png"]Someone on Reddit claims that said org is now mobilizing to brigade the poll.[/URL] I'm not trying to personal army this, everyone can decide for themselves if it's a concern or not. I know I've gotten hit by bots harvesting new account info; I created an alt account to hold my personal corp so I didn't have to shuffle ownership around if I want to join other orgs on my main (like FPCorp). This account that never posted or did anything except finish registration and get a package, and I got a bunch of org invite spam on it before I blocked org invites.
Bleh, even though I told it not to delete my user file, it still deleted my controls. Going to need to spend another half hour just rebinding controls again.
years1hundred released the acoustic version of the Imagine fan trailer: [video=youtube;jMJDevqXkD8]http://www.youtube.com/watch?v=jMJDevqXkD8[/video] And, why not export your keybinds and save a copy of it elsewhere so that it doesn't matter if it wipes your USER folder? (The file has to be inside the USER folder to be imported in-game, but you could save a copy elsewhere.)
I did export them, but I figured they would be safe as long as the game didn't delete my user folder which it did anyway despite being set not to. Hindsight is of course, 20/20. [editline]7th May 2015[/editline] Also Broken Moon is super dark now. I already had to blow out my gamma just to see anything in Star Citizen but this is ridiculous.
[QUOTE=Why485;47681391]I did export them, but I figured they would be safe as long as the game didn't delete my user folder which it did anyway being set not to. Hindsight is of course, 20/20. [editline]7th May 2015[/editline] Also Broken Moon is super dark now. I already had to blow out my gamma just to see anything in Star Citizen but this is ridiculous.[/QUOTE] if the planet is an M class (ie showing enough light lit upon it from a sun), then the moon should be bright as well.
Man the Gladiator is my favorite ship and all, but experiencing it as a Gladius pilot I take back everything I said in defense of the Gladiator and its CS missiles. The Gladiator can evade them enough that the splash damage becomes very minimal. In the Gladius, even a glancing hit from evaded missiles is enough to one hit kill you. Like holy shit no wonder people hated me when I flew my Gladiator so much despite the fact that I rarely even fired missiles. Tempests are fucking [I]broken[/I] even after whatever supposed nerfs they got. Why even use guns? Well, I guess to clarify, it's the missiles that are broken. The Gladiator itself is fine and super easy to kill because of its huge size.
for anyone else who can't be bothered watching the whole AtV, the connie rework is looking really good [video=youtube;M_TSNd428eQ]http://www.youtube.com/watch?v=M_TSNd428eQ[/video]
Been getting quite good at avoiding CS missiles in my gladius, but if the person fires them too closely or i get them from multiple directions im still fucked. Have to try to keep a minimum distance especially if your hearing lock sounds or you know your enemy has missiles left. Chaff is supposed to work on CS missiles but they still havent fixed it, it was in one of the PTU patch notes but didnt actually get in. The thing about the gladius is that it actually has a very pitch and yaw speed compared to something like the 300 series. It makes up for that with top of the line strafe which you can use to compensate for aiming, (which is easier if you have analogue strafe on a dual joystick setup or something) but gimbals really make up for that aim speed. Thats also why the 300 series makes a better fixed ship than the gladius. Also the gladius is very fragile in general. Also, the anger about the latest around the verse episode is amazing. People are angry they didnt declare a plan for the removal of mouse controls from the game, and it's reinvigorated the shitstorm on the RSI forums. Meanwhile 36% of the top leaderboard players are using joystick while only being 25% of the population. CIG themselves said the stats they have are different to the perception of that part of the community. It's looking like case of a mass perception change brought on by misinformation in a feedback loop. People read on their forums their controls are inherently worse so they start blaming their lack of practice on their control scheme and then rage about their losses ingame on those forums. If you go to those forums you see these guys flooding every unrelated thread with derails about controller balance. Newbie asks for help, tell him joysticks are underpowered and CIG is evil. Someone talking about a ship, say it's only good with mouse to derail it. Mention thrusters? guy comes in saying thrusters should all be nerfed so joystick players can hit them easier. Had a guy tell me on reddit that joystick users were "tired of being abused". And there's a group on the forums claiming they're was going to try to get a refund from CIG under EU consumer protection laws because "cig lied about joystick being viable" during the kickstarter. At least CIG seems to know not to pay too much attention to it.
Joystick fascists are SC's version of whining-about-hackers Rust kiddies. They never go away, they never listen, and they never stop until you start banning them, and then they go to Reddit to bitch about Nazi mods. There are times when I'm glad I'm not on the community team/a community mod for CIG. BTW, if nobody noticed in the patch notes (or the Reddit post about it), 1.1.2 has increased REC rewards for all modes except for racing. [IMG]https://robertsspaceindustries.com/media/xnp596qf3yr85r/post_section_header/May-Flair.jpg[/IMG] [QUOTE]For this artifact, the Puglisi Collection is proud to present a sample of the former planet, Ellis XI. After a rogue asteroid knocked Ellis XI’s moon into a decaying orbit, the scientific community watched with baited breath to see the inevitable impact. Finally, on 2943-06-06, that impact occurred. Each artifact has been cleaned and verified by the Imperial Geological Society and features and comes with a datafile outlining the particular makeup of your specific sample. Own this piece of history today![/QUOTE] Oh yes. After I patch to 1.1.2, all 20GB of it, I'll take some screenshots, since it should be in my hangar now, according to CIG. A reminder that I'm happy to proxy-buy the new subscriber flair for anyone who wants it but doesn't want to spend $10 to subscribe. The item is $5 and I don't take a profit. PM me to coordinate things. It's already on the store, and not the delayed-until-Monday schedules the flairs used to go on sale by. Highlights from today's RtV notes: - Starfarer sale happening later today. The Starfarer (base version) is still $195, and the Gemini combat variant will be a concept sale with LTI, $240. There will be three Q&A posts ([URL="https://forums.robertsspaceindustries.com/discussion/259331/starfarer-q-a-thread"]thread to ask questions is here[/URL]) next week like the Hull series Q&A posts. Remember that the modularity system means Starfarer owners will be able to refit their ships to match the Gemini loadout (and customize from there) in the PU. - The Gemini trades cargo capacity, maneuverability, and speed for better shields, weapons, engines, and armour. It's a hardened version for military use. - FPS post still not out yet because it's going to be absolutely full of content; roughly the size of a monthly report post, but just about fps. They're still working on it. - There may be (public) "free fly" weekends for fps, but not initially; paid players get first dibs. - Fish in the pledge store confirmed - "10 years ago, Ben got asked to be part of a Battlefield pitch for Wing Commander. The logline was 'It's Battlefield meets GTA in SPACE'. A little part of Ben died that day." - Grabby Hands means card/dice games are a plausible thing that could be done. - If someone goes to sleep (log out, presumably) inside an escape pod, you can eject them into space in it. - Hyper Vanguard Force and all the other minigames may be tucked inside the PU somewhere. - [B]The Queen's bodyguard did the dance moves for the Heavy Marine mo'cap dancing[/B] (what :v:) - Ideas for MISC Reliant variants being worked on right now and going to outside concept artists next week. - Reliant concept sale is "coming soon, sooner than we think". I predict 2-3 weeks. - Vanguard variants are going to start being concepted by Gurmukh next week - Some concept art has come in recently for the Endeavour and the Genesis Starliner
(the rsi forums really do have nazi mods though, and the bans are more severe than FP for the stupidest shit) Not that you dont have plenty of people whining about justified bans. But the RSI mods really are pretty terrible in my experience. They banned a guy for 30 days for reporting a series of similarly titled spam threads for "flagging the same thing too much". I got banned twice for the same post for "trolling" because they dont know how to operate their tools. And dont get me started on the chat mods who constantly bitch about how the community "abuses them" in the public chat and then if you point out that disagreement is not abuse they ban you for abusing them. And then they go on about how they hate having to ban people. Then you look at their profile and it says something about how they're justified in banning whoever they want to because community access wasnt a pledge reward in the kickstarter. Theres one or two mods who are joysick facists themselves and you can imagine how that goes down.
[QUOTE=Mattk50;47686611]People are angry they didnt declare a plan for the removal of mouse controls from the game[/QUOTE] No. That's not how it works, and that's not what anybody is suggesting. Too many people like to strawman anybody who argues that mice are better into somebody trying to get rid of mouse controls completely. That's ridiculous and the wrong way to approach the problem. This should never be about "nerfing" a control system, but instead coming up with ways to make a control method more viable. What most of the people on the forums are arguing is for ways to make the joystick more competitive. The reason the joystick is basically a handicap is because of a combination of a gameplay and control decisions. The high rotation rates, pinpoint accurate mouse aimed gimbals, and insane thrust to weight ratio of the majority of the ships all create an environment every similar to a first person shooter in which the mouse is much more suited. On the subject of the thrusters specifically, it's not just some conspiracy by joystick players to make mice irrelevant. Honestly, it would make mouse aimed gimbals [I]even better[/I] than they are already. A large part of the reason for that is people like me who are annoyed at how massless and inertialess so much of the game feels. For most of the ships in the game, I feel like I'm playing Unreal Tournament with a strafe up/down key. I would prefer if everything had more more weight and you had to put more thought into your maneuvering so as to help relieve the emphasis on aiming and make flying a bigger part of the game. With a heavier focus on precision flying (there is basically none right now) the idea is that the advantage of joysticks (more precise flying) gives them something over the inherent disadvantage they have in precisely aiming weapons. Right now, due to a variety of reasons, aiming is so important and heavily emphasized that it nullifies any advantage a joystick might have in other aspects of gameplay. And yes, that guy who was calling joystick players oppressed and abused was ridiculous and out of line. [editline]8th May 2015[/editline] Grouping people and labeling people as "joystick fascists" does nobody any favors and is creating a stupid us vs. them mentality that only poisons potential discussion. It gives everybody false pre-conceived pictures of who and what they're arguing against.
[QUOTE=Why485;47687089]No. That's not how it works, and that's not what anybody is suggesting. Too many people like to strawman anybody who argues that mice are better into somebody trying to get rid of mouse controls completely. That's ridiculous and the wrong way to approach the problem. This should never be about "nerfing" a control system, but instead coming up with ways to make a control method more viable. What most of the people on the forums are arguing is for ways to make the joystick more competitive. The reason the joystick is basically a handicap is because of a combination of a gameplay and control decisions. The high rotation rates, pinpoint accurate mouse aimed gimbals, and insane thrust to weight ratio of the majority of the ships all create an environment every similar to a first person shooter in which the mouse is much more suited. On the subject of the thrusters specifically, it's not just some conspiracy by joystick players to make mice irrelevant. Honestly, it would make mouse aimed even gimbals better than they are already. Part of the reason for that is people like me who are annoyed at how massless and inertialess so much of the game feels. I feel like I'm playing Unreal Tournament with a strafe up/down key. I would prefer if everything had more more weight and you had to put more thought into your maneuvering so as to help relieve the emphasis on aiming and make flying a bigger part of the game. With a heavier focus on precision flying (there is basically none right now) the idea is that the advantage of joysticks (more precise flying) gives them something over the inherent disadvantage they have in precisely aiming weapons. Right now, due to a variety of reasons, aiming is so important and heavily emphasized that it nullifies any advantage a joystick might have in other aspects of gameplay. And yes, that guy who was calling joystick players oppressed and abused was ridiculous and out of line.[/QUOTE] Im talking about the people who are actually suggesting that. Look at the forum, they exist, theres one guy with a thousand posts who wont stop talking about it. There are problems with controls in general for both mice and joystick and i want them fixed, its just these guys are blowing it way out of proportion and i realize that. The bigger, heavier ships will have more weight, that gameplay will be there. I like fighters playing to one extreme of the spectrum, remember this is only a small portion of the intended picture, everything wont be this fast. Not that it couldnt use tuning but if your asking to make the ships slow enough that they feel comfy for *everyone* that's probably too far. Some people just prefer slower more tactical gameplay and that will come with the bigger ships. Maybe weapon velocities could use an increase, though, and im not sure about the range of accelerations in the fighter class, another area to tune. Theres also the possibility of a much higher top speed to make things more like the ICP, thrusters would be similar to now but probably feel more weight just because of the longer acceleration period. when you say there's no focus on precision flying i really have to wonder why you fly the gladiator. The superhornet and gladiator are both slow, gimbal heavy ships that focus more on firepower than outmaneuvering and its no wonder you think manuvering doesnt matter if you spend most of your time in them. The gladius, m50, 300i, mustangs, all benefit in huge ways from good maneuvering and all in different ways. The gladius has great strafing but midding turning, meaning turn wars are often unwinnable except against slower ships or worse pilots, so you often dodge juke head while under guns. The 350r has good strafe and excellent turning, and high top speed, making both boom/zoom and trying to outturn an opponent very viable. Better pilots will back off when losing a turn war, so you have the speed to keep the pressure on regardless of how much they back off. The avenger and other 300 series ships are similar but with smaller differences. Mustangs and the m50 are great for keeping close in on a target and tearing them up, the m50 morso on manuvering and mustangs with more firepower. Mustangs are kinda meh right now due to flight model issues and the whole instakill by any cs missile thing and without the speed to dodge them. Auroras are a very stable platform and have good vertical strafe, and are surprisngly snappy but the low top speed means they always need to be on the defensive flight wise, it goes in the SH/gladiator category. A lot of people dont have reverse strafe bound in coupled mode and dont use decoupled. I dont see how those people can have an accurate view on manuvering mechanics when they're not even using it all, these are the guys that just joust all day without hitting anything. I do disagree but im not trying to lump you in with the ridiculous people. Just, right now, the entire RSI forum is flooded with that crap.
Honestly speaking about Mouse and Joystick is like opening a can of worms.
And that is the specific subgroup of joystick users I was referring to as "fascists", just as the number of whiny Rust kiddies is a minority of the active players who post there. There is a reasonable argument for control adjustments, and then there's being insanely partisan and oversensitive. I didn't include it in the RtV notes above, but one of the notes is that Hyper Vanguard Force is controlled with a mouse, and "This is not a commentary, it's not intentional, it's just how you play the game." There is an element of the backer fanbase that is unhinged on this topic to an unreasonable degree.
My Gladiator expired. I've since rented a Gladius and have been flying it instead. I think if anything, it's the smaller ships and their ridiculous thrust to weight ratios that really emphasize the FPS-like gameplay that I dislike. Maneuvering is more important yes, but it's not the type of maneuvering that makes for compelling gameplay in my opinion, because it is literally a 3D first person shooter. When I'm flying the Gladius or the M50, which I flew a lot during the week it was available, I felt more than ever that I was playing Descent on steroids. While I love Descent, it's not the kind of game I think Star Citizen should be, nor the kind of game that Chris was talking about during the initial pledge. I don't like the way the ships fly. I don't like the precedents this sets for future ships, combat, and the aesthetic in the PU and Star Citizen universe as a whole. I don't think that having ships that rely on good maneuvering and foresight removes the notion that maneuvering based ships would still be effective at that fighting style. What I don't like is ships that can pull 30Gs in opposite directions and accelerate from 0 to mach 0.8 in literally seconds. I find the idea ridiculous on many levels and think it all contributes to a gameplay style that I didn't sign up for, and one that at the moment I only begrudgingly tolerate because I have hope that it'll get better. For the record, I fly with W/S and my X-55 throttle bound to strafe forward/back so I can fly backwards at any time. It is absolutely critical to the point where I think that behavior should be the default.
i have to agree with the handling of smaller ships. the game is way too arcadey and doesn't feel like a dogfighting freelancer style game. while i suppose the ship handling is more realistic in some aspects as opposed to ED where the ships have problems turning due to momentum (which shouldn't be an issue in space) it takes away from the gameplay a lot the game is essentially 3d luftrausers in space. it's neat and all but it really botches up ship classifications and handling
[URL="http://cryengine.com/news/update-from-the-team-15-eula-update-and-next-big-release"]Oh, and Crytek posted this.[/URL] This can only mean good things for us.
elix/others, how does the subscription stuff work exactly? I'm really interested in the fancy behind the scenes updates and raw concept content, then the bonus hangar content is a nice afterthought. If I'm subscribing, do I have to activate something in my hangar settings or does it just email me links to the new content or what?
Okay, to become a subscriber, [URL="https://robertsspaceindustries.com/pledge/subscriptions"]you pick up one of these[/URL]. They cover the perks for each pretty well in the revised product pages. You can choose to go monthly or to buy a year at a time, either as a recurring subscription (CC only, no Paypal) or as a one-off purchase (either method). Once you're a subscriber, the info on your subscription (how long it lasts if you bought a non-recurring sub, or when the next reup is) is in the Billing & Subscription tab of your My RSI, aka the tab that indicates how much you've spent, total, at the bottom after listing your transaction records. Once you've subscribed, you will automagically obtain any subscriber-exclusive in-game items, but only if you're subscribed when they go out. It's usually around the end of the first week of the month for the monthly flairs, but there are also special things, like subscribers got an extra snow globe (or two, for Cents) from the holiday globes, and backers got one Mustang model but subscribers got two (and Cents I presume a spare copy of one on top). This year they're handing out special versions of the event flairs for subscribers (the normal flair is purchasable in the store for a limited time, as is usual for event trophies) who are subscribed at the time of the event, too. They just run a script to add it to everyone's accounts. Things like Jump Point, Vault updates (the full-res concept/WIP art dumps), and everything else is made available to you as it's released, and generally the schedule of when these updates will happen is announced in the weekly schedule post. There's also usually a comm-link post about them as a way of nudging non-subscribers about what they're missing. That's how they notify you; there aren't email notices, to my knowledge. JP in particular comes out on the third Thursday of every month. You'll have a new tab light up in your My RSI - Subscribers. This one also lights up in the My RSI pulldown menu for easy access. The subscriber-only forum is... okay. Sometimes just as cancerous as general chat. You'll also notice a few additions to the REC and pledge store appearing where they didn't before, such as the subscriber-only flair store -- which is how I buy these things for you buys when I do proxy buys. Also, man, this thing is cool. It rotates and gently bobs in its case. [t]http://i.imgur.com/yKVuqxP.jpg[/t] [t]http://i.imgur.com/WSsEKFn.jpg[/t] [t]http://i.imgur.com/zXiYqYn.jpg[/t] [t]http://i.imgur.com/UCNk3Ay.jpg[/t] [t]http://i.imgur.com/8uQURLB.jpg[/t] [editline]8th May 2015[/editline] [URL="https://robertsspaceindustries.com/comm-link/transmission/14704-Hyper-Vanguard-Force"]Hyper Vanguard Force[/URL] is up.
[t]https://robertsspaceindustries.com/media/tsclgmej0lygpr/source/Gemini336.jpg[/t][t]https://robertsspaceindustries.com/media/v8dp4uf86rdxpr/source/Starfarer_Exterior_Complete_v0411246.jpg[/t] Starfarer concept art? Is here. Also looks like the 3 main engines are not on centre of mass. a fix would be to lower the two side engines down. In space centre of mass is everything but CIG will likely just go the easy route of equipping overpowered manuvering thrusters that derive from arbitrary thrust outputs. Yay!
[t]https://robertsspaceindustries.com/media/bypx2dwyh92zfr/source/SF-Chris-O-3.jpg[/t] Starfarer sale has started. Regular [URL="https://robertsspaceindustries.com/pledge/ships/misc-starfarer/Starfarer"]Starfarer[/URL] and the [URL="https://robertsspaceindustries.com/pledge/ships/misc-starfarer/Starfarer-Gemini"]Gemini combat variant[/URL] (LTI, concept sale) are up. For Starfarer LTI owners, there is [URL="https://robertsspaceindustries.com/pledge/Upgrades/Starfarer-Gemini-Upgrade"]a base->Gemini upgrade option for $45[/URL]. [URL="https://robertsspaceindustries.com/comm-link/transmission/14694-Fleshing-Out-The-Starfarer"]The Starfarer sale post[/URL], with a bunch of art and whitebox/interior shots, is also up. [t]https://robertsspaceindustries.com/media/i05tthz2cmojpr/source/Starfarer_Captains_Room_Office_v1_005.jpg[/t] [t]https://robertsspaceindustries.com/media/a41d42xq5xnffr/source/Starfarer_Exterior_Complete_v0411248.jpg[/t] [t]https://robertsspaceindustries.com/media/u6z0xk8zm7cosr/source/Escape_Pod_Room_v012.jpg[/t] More importantly, [URL="https://robertsspaceindustries.com/comm-link/transmission/14697-Star-Marine-FPS-Update"]the FPS update post is up![/URL] [QUOTE=Chris Roberts]Since the days of Wing Commander, I've dreamed of integrating a first person shooter with a space sim. It's such an exciting idea: you might land your fighter on a carrier and then race into battle to repel alien boarders... or you might put down on a seedy border world and fight off pirates eager to steal your cargo! And on a broader level, it speaks to our longtime goal of increasing immersion: you're no longer taken out of the action with between-mission gameflow menus or worse. Instead, from the moment you start the game to the minute you exit, you're living in and interacting with the Star Citizen world![/QUOTE] [QUOTE=Illfonic]The new lighting model is a pretty big step over what we have been able to achieve in the past, and is being applied to the entire game as a whole. The lighting effects are much more realistic and have provided the artist with a greater scope of control. Every single light is now physically calculated in terms of its volume, and brightness. Previously, most lights were simple point lights that generated a faked specular highlight which wasn't truly leveraging PBR to the fullest. Now surfaces calculate and bounce light much more accurately. You can see in the before and after images just how big a difference the change has made.[/QUOTE] [t]https://robertsspaceindustries.com/media/sz5ux7kz4hiqfr/source/Ss_01_Compare.jpg[/t] [t]https://robertsspaceindustries.com/media/5zyng4h5onizwr/source/Ss_02_Compare.jpg[/t] [t]https://robertsspaceindustries.com/media/i5jtdmrefikhzr/source/Ss_03_Compare.jpg[/t] [t]https://robertsspaceindustries.com/media/cs27jzlgyvepqr/source/Ss_04_Compare.jpg[/t] [t]https://robertsspaceindustries.com/media/oyh33j9zoob4zr/source/Illfonic2.jpg[/t] [QUOTE=CIG Austin]Last Fall, we made a concerted effort to lock down the entirety of the networking architecture that would drive Star Citizen in the years to come. Prior to that, in order to get Arena Commander out the door, some corners were cut a bit too closely and as a result stability and performance have suffered, and the system's extensibility hasn't been nearly as robust as it needed to be. We greatly appreciate the patience that the community has afforded us, and are happy to announce that we've made tremendous progress and are getting close to beginning a phased rollout of the new features and functionality that we've been developing. The first pieces of the comprehensive update will arrive with the Star Marine FPS module. It will include a completely new matchmaker, game instance manager, and party service, and we refer to the collective solution as the Generic Instance Manager. That technology, linked with the new backend services and completely recrafted game server interface logic, will ultimately result in a far smoother multiplayer experience. Queue times will be dramatically reduced and you should encounter far fewer problems overall when attempting to create or join multiplayer games. ... Whereas until recently we were still experiencing intermittent problems when player loads reached a particular level, the new system has been built from the ground up to scale to far greater heights. While we fully expect for there to be some minor hiccups along the way, the modular architecture should allow us to deal with most issues with far greater speed than we've been able to in the past. This scalability was a very important goal for us as we expect to see the player count rising pretty significantly as we begin to accelerate the release of more playable functionality, and while we haven't yet relaxed we're all breathing a bit easier as everything is starting to come together quite well. While the new system certainly improves upon the existing functionality, it also adds support for a lot of new features that will be released throughout 2015. Arena Commander will soon gain the ability to support multi-crew operations. A full-blown chat system - replete with a multitude of powerful capabilities - is in the final stages of testing. The upcoming Social Module will allow players to invite others into their hangars and automatically form parties, and the same instance management and player routing functionality that drives it and the other game modules will soon enable multiplayer landing zones and other points of interest.[/QUOTE] [t]https://robertsspaceindustries.com/media/qwcrr6x4lznb0r/source/03.jpg[/t] [t]https://robertsspaceindustries.com/media/8f724qatsesxnr/source/08.jpg[/t] Lots more cool stuff in the post.
the new lighting effects are great. i always thought it looked kind of empty
[QUOTE=elixwhitetail;47688683] More importantly, [URL="https://robertsspaceindustries.com/comm-link/transmission/14697-Star-Marine-FPS-Update"]the FPS update post is up![/URL][/QUOTE] ah so that's how the rest of the recharge station looks like. I found this animation a while ago [t]http://3kv.in/~techbot/ShareX/2015/05/s.gif[/t]
I love how everything has a brand name and every part has a story and every ad has to make sense in-game in-lore.
[QUOTE=MendozaMan;47691090]I love how everything has a brand name and every part has a story and every ad has to make sense in-game in-lore.[/QUOTE] Honestly one of the biggest reasons I'm so hype for this game Scifi hardware porn at it's greatest
[QUOTE=Toyokunari;47688532] Starfarer concept art? Is here. Also looks like the 3 main engines are not on centre of mass. a fix would be to lower the two side engines down. In space centre of mass is everything but CIG will likely just go the easy route of equipping overpowered manuvering thrusters that derive from arbitrary thrust outputs. Yay![/QUOTE] This stuff bugs the crap out of me in SC. We have these fanciful ship designs that don't make much sense in reality - which is fine, normally - but they're paired to realistic physics, so silly band-aids have to be slapped onto them to make them controllable. Like the Mustang and its stupid engine layout. It must continuously thrust upwards to counteract the moment generated by the wildly off-center engines.
[QUOTE=Saber15;47693058]This stuff bugs the crap out of me in SC. We have these fanciful ship designs that don't make much sense in reality - which is fine, normally - but they're paired to realistic physics, so silly band-aids have to be slapped onto them to make them controllable. Like the Mustang and its stupid engine layout. It must continuously thrust upwards to counteract the moment generated by the wildly off-center engines.[/QUOTE] maybe the idea with the mustang design was to be really good at pitching downwards in turn fights. so good you cant not do it.
Who's up for some co-op VS in about an hour? Me and Jono are interested, but he's got to patch first. P.S. if you're interested but need to patch, get started.
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