• Star Citizen Megathread v. procedurally-generated deadlines
    1,645 replies, posted
SSD. Seems to be much faster and way more reliable if I go to my hangar first, then use the elevator to go to crusader.
I'm seeing several reports about this issue on the Issue Council. None that I read had hit on going through the hangar as a workaround, but this has worked in the past so it's not surprising that it'd help again.
[IMG]https://files.catbox.moe/sgkn7c.jpg[/IMG]
Please excuse my ignorance, but how do I bring up the HUD/Power Display in Arena Commander that allows me to use my cursor to fiddle with various power settings, weapon groups and shield settings? It doesn't seem to be working...
Z+WASD to move between MFDs, but not every HUD is finished yet so depending on the ship you may just not be able to right now; this is obviously temporary.
Now that the sale's over, [URL="https://docs.google.com/forms/d/e/1FAIpQLSdSd-98iTNspb8M8xwxVbKFMEF-DiEEGZCxpodFRLMFDNiYHw/viewform"]here comes the 2017 ship census.[/URL] I've added some predictions to make things fun. If a single person manages to get all of the predictions right I'll give them a prize from the RSI store (assuming it's still up by beginning of 2018 or whenever all predictions have resolved whichever's first, and if not then something out of my account). :toxx: There are some multicrew ships in the first list and not the "multicrew ships" list, but the boundaries between a single-seater ship and a "small" ship are not as clear as they used to. Rearranging the form now would mess up the results, so you'll have to live with the weird sorting. Oh, and by the way, if you own a ship that includes a secondary ship, e.g. a Connie and a P-52 Merlin, only select the Connie unless you [I]also[/I] own a P-52 Merlin separately as a purchased ship in your hangar. It is assumed that any ships that deploy secondary vehicles include those secondary vehicles in the greater whole.
I want to rant about Star Citizen and its community but rather than taking the time to fill this thread with bile I'll just make this useless post instead as a stress reliever.
Lets try and focus on good things in Star Citizen! 1. Practically infinite normal resolution that uses very little texture space. [t]http://a3.format-assets.com/image/private/s--_qec3HeC--/c_limit,g_center,h_1200,w_65535/a_auto,fl_keep_iptc.progressive,q_95/67171-12103321-close_09_jpg.jpg[/t] [t]http://a3.format-assets.com/image/private/s--8-AgG7Gk--/c_limit,g_center,h_1200,w_65535/a_auto,fl_keep_iptc.progressive,q_95/67171-12103093-exterior_16_jpg.jpg[/t] I've run out of things to talk about.
[video=youtube;YEl4ABpTTdw]https://www.youtube.com/watch?v=YEl4ABpTTdw[/video] [video=youtube;LOAZR2arpoE]https://www.youtube.com/watch?v=LOAZR2arpoE[/video]
[QUOTE=Squeegy Mackoy;51630764]such depth.[/QUOTE] It's kind of like the entire thing was just designed to be one massive, insanely detailed portfolio piece for a 3D artist but instead some crazy man said "fuck it, put it in the game, 8k texture map for a button isn't that much anyway".
[QUOTE=Lord Hayden;51631102]It's kind of like the entire thing was just designed to be one massive, insanely detailed portfolio piece for a 3D artist but instead some crazy man said "fuck it, put it in the game, 8k texture map for a button isn't that much anyway".[/QUOTE]It's smarter than a bunch of 8K textures though. It uses an atlas of generic details (and shader magic) projected on floating geometry. There's quite possibly only a single rivet in the whole texture. The majority of ship designs might be retarded, and Chris's vision blind, but the artists sure know what they're doing.
[QUOTE=Squeegy Mackoy;51631206]It's smarter than a bunch of 8K textures though. It uses an atlas of generic details (and shader magic) projected on floating geometry. There's quite possibly only a single rivet in the whole texture. The majority of ship designs might be retarded, and Chris's vision blind, but the artists sure know what they're doing.[/QUOTE] That's really quite brilliant. Its like instanced rendering and only using one VBO, but for a texture/normal map
I guess it's time to repost [URL="https://www.reddit.com/r/starcitizen/comments/3ogi3o/im_an_tech_artist_in_the_industry_and_id_love_to/"]this really awesome post about some of the graphics techniques being used in SC.[/URL] To expand on what Squeegy Mackoy initially said, almost all of the textures SC uses are 256x256 or 512x512 and tile on one or both axes. There are a few, mainly unique wraps and the decal atlases, that are 1024x1024 and up, but they've said they have [I]no[/I] textures over 4K. They use a standardized library of tiling material textures with matching PBR shaders, and the result is a very low texture overhead (absolutely essential in SC's dense environments) but with textures that have seemingly infinite detail as you cram your camera closer and closer. Also, those face-weighted normals (see the Reddit link) make such an insane difference in making objects look real and not just a polygon mesh. [editline]6th January 2017[/editline] Newsletter went out today: [IMG]http://i.imgur.com/iGvQ4d1.png[/IMG] Squadron 42 this year. There's a Chris promise to mark down, because it's a big one. Also, this is a sneak peek at the surface of Crusader's largest moon, Daymar, for 3.0: [t]https://robertsspaceindustries.com/media/rt2urijreca3cr/source/Sneak_peak.jpg[/t]
Will we be able to fly around inside Crusader's atmosphere though?
[QUOTE=Daemon White;51634118]Will we be able to fly around inside Crusader's atmosphere though?[/QUOTE] given scooping atmosphere from gas giants is the starfarer's schtick I'd say the fact they chose a gas giant for the miniPU was future testing of that. I'd wager it'll be dangerous and require specialized sensors to know how deep you can go before you end up pulled in by its gravity and/or crushed by atmospheric pressure
[QUOTE=dai;51634162]given scooping atmosphere from gas giants is the starfarer's schtick I'd say the fact they chose a gas giant for the miniPU was future testing of that. I'd wager it'll be dangerous and require specialized sensors to know how deep you can go before you end up pulled in by its gravity and/or crushed by atmospheric pressure[/QUOTE] The former will happen long before the latter, the gravitational gradient around gas Giants is tremendous. You also have really chaotic and dangerous electromagnetic fields to contend with
I might be misinterpreting what you meant there but, for losing out to atmospheric pressure there's already an artificial barrier that sends warnings and shakes your ship up as you get too close to celestial bodies (ending in your ship just blasting apart), just change its radius to be within the cloud layers and voila, your ship imploded due to pressure
[QUOTE=dai;51634310]I might be misinterpreting what you meant there but, for losing out to atmospheric pressure there's already an artificial barrier that sends warnings and shakes your ship up as you get too close to celestial bodies (ending in your ship just blasting apart), just change its radius to be within the cloud layers and voila, your ship imploded due to pressure[/QUOTE] Isn't current implementation just raw placeholder? Pretty sure we will have some ships that can sustain larger pressure changes.
[QUOTE=elixwhitetail;51633313] Squadron 42 this year. There's a Chris promise to mark down, because it's a big one. [/QUOTE] So December 31st, 2017 confirmed.
[QUOTE=dai;51634310]I might be misinterpreting what you meant there but, for losing out to atmospheric pressure there's already an artificial barrier that sends warnings and shakes your ship up as you get too close to celestial bodies (ending in your ship just blasting apart), just change its radius to be within the cloud layers and voila, your ship imploded due to pressure[/QUOTE] I was being a pedant and thinking of the actual physical reality, and if Star Citizen did that none of the ships would fly :v:
Buyback tokens just got recharged. [URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15665-Observist-Lifestyle-Iso-Pilots"]Last week's lore post was about large-ship delivery pilots[/URL] and the efforts they go to in delivering a factory-new ship to its owner without bringing them a ship that's been lived in by the delivery pilot during transit (and therefore not factory-new anymore). [t]https://i.imgur.com/dSMlZva.jpg[/t] Reddit captured this screenshot of a Freelancer blowing up. Also from Reddit: [vid]https://giant.gfycat.com/SharpPessimisticDogfish.mp4[/vid] [editline]9th January 2017[/editline] Preliminary results from the census: [t]http://i.imgur.com/g8DK7ke.png[/t] [t]http://i.imgur.com/p2exP7G.png[/t] [t]http://i.imgur.com/ohHac6c.png[/t] [t]http://i.imgur.com/C8v01OG.png[/t] [t]http://i.imgur.com/yI7YUl7.png[/t]
Tried Vanduul Swarm again and oh my god, they're a bunch of cheap ramming FUCKS. Exterminatus when? [editline]9th January 2017[/editline] Also, ai ships are braindead. And apparently I should've been online to earn REC... not singleplayer.... :suicide:
I remember the AI used to be fantastic. Has it been stupidified?
[QUOTE=Daemon White;51647618]And apparently I should've been online to earn REC... not singleplayer.... :suicide:[/QUOTE] It also needs to be a public match. Four FPers crammed in together for a VS/PS counts as a 'public' match and will net you REC, so organizing a game or three in the Discord/here might be worth it. [editline]10th January 2017[/editline] [QUOTE=Squeegy Mackoy;51647963]I remember the AI used to be fantastic. Has it been stupidified?[/QUOTE] Wouldn't be surprised if it breaks randomly. It used to break once in a while in Vanduul Swarm. I once made it to wave 18 solo and the elites didn't move from their spawn points -- but they'd still shoot at me if I flew past their cones of fire, so their thrusters or pipe system must've been disabled/broken or something. :v:
[QUOTE=Squeegy Mackoy;51647963]I remember the AI used to be fantastic. Has it been stupidified?[/QUOTE] they're about as dumb as they've always been, but due to the new flight speeds fights end up a bit closer range, and vanduul have an easier time keeping you in their sights and ramming you in afterburn. Not sure if it's intended but vanduul aren't bladed for nothing now and then a ship will act really confused and just kind of stop in its and look around for a minute, they may be losing target and idling or something. reported in issue council plenty missiles are a bit more frightening too, REC a splash shield if you've got a ship that can swap [editline]e[/editline] in the meantime, check this cutlass dancing around the track [media]https://www.youtube.com/watch?v=xn56PzTZ04M[/media] I'm hoping the handling stays the same as it gets larger, would be a sensible amount of weighty-but-also-nimbleness it'd warrant compared to other medium-large ships
In fact, we need to get organized events going again. If you would be interested and able to attend a group event (using Discord) this Saturday around 11am Pacific / 7pm GMT, rate this post artistic and then hope that CIG doesn't release 2.6.1 on Friday. If Saturday doesn't work and another time or day would be better, post about it (please include GMT for times) and get that started. I'm guessing we'll play a mix of Star Marine and Arena Commander and ArcCorp/Crusader horseplay or whatever as the group mood dictates. There's no specific theme, just getting together to fly our JPEGs. Eventually I'd like to hold a tournament, likely a mix of Arena Commander and Star Marine, and the winner gets something special like a rare event trophy (such as Gamescom 2015).
Do people walking around a multi crew ship also feel the effects of G forces? I feel like when you have an artificial gravity system on a ship, it should be able to compensate and the pilot shouldn't be worried about it (nor should you have blackouts/redouts).
28% done
[QUOTE=revan740;51649487]Do people walking around a multi crew ship also feel the effects of G forces? I feel like when you have an artificial gravity system on a ship, it should be able to compensate and the pilot shouldn't be worried about it (nor should you have blackouts/redouts).[/QUOTE] you don't feel a thing *as a passenger, which is great because the local grid is doing its thing. I've argued in the past that the artifical gravity generator should be able to counteract G-forces within the ship and make it harder to black out and such, but at the same time the mechanic is understandable to keep on a pilot so they have to keep flight [I]relatively [/I]safe
[QUOTE=dai;51651021]you don't feel a thing, which is great because the local grid is doing its thing. I've argued in the past that the artifical gravity generator should be able to counteract G-forces within the ship and make it harder to black out and such, but at the same time the mechanic is understandable to keep on a pilot so they have to keep flight [I]relatively [/I]safe[/QUOTE] It would be real neat if the Inertial dampener subsystem was targetable such that if someone blew it up suddenly the whole crew is now subject to g-force. Scrambling to repair it while the pilot tries to keep evading enemy fire while also balancing not passing out seems like one of those emergent tense moments that a game like star citizen was built for.
Sorry, you need to Log In to post a reply to this thread.