Posts Activity Stream

  1. Groth

    Big dog s**t. CIG once talks about store changes like when the Super Hornet, a non-permanent-on-sale ship, was going to change in price and then, without saying anything prior,  they remove a permanent-on-sale-ship like the Redeemer which many people used for their CCU's (not only the 0 dollar ones).

  2. ichi

    I'll keep the Kue, using others as tokens to get back my Argo and Dragonfly that I CCU'd a while ago

    I got them for less than $30 each in the warbond sale, and they're valued at $40 each for CCU purposes, so its working out to be very economical - if you accept teh premise that pixelated space bikes that aren't completely developed to be used in a game that's in alpha can be economical.

  3. Akanoes


    You lean forward, settle into the contoured form of the Nox. The articulated backplate gently clicks into place, binding you into position. The holographic display flickers to life. You can feel the entire body of the ship hum as the powerful engine spins to life. There’s so much power, gated, waiting to be released. You peer down the start line. Your competitors seem focused. You smile because they don’t know that they’ve already lost. Engines whine as the starter lights begin to cycle. You rev your engine, joining the roars of the other racers as you wait to be unleashed. 
    Your eyes narrow. 
    It’s time. 



    For a century, it has lived on the fringes of racetracks around the Empire. Open-canopy racing enthusiasts had to search far and wide simply to get their hands on a Nox — even an extensively damaged one — and then they’d spend thousands of Credits to rebuild and customize these notoriously fast racers for competition. Now, it’s finally here. Aopoa is proud to unveil the first model of the famed open-canopy racer designed specifically for a Human pilot. With the recent passage of the Human Xi’an Trade Initiative, Aopoa is now bringing the Nox to the UEE and giving racers from all corners of the Empire the opportunity to become one with speed.



    Having only been introduced in the late 28th century, the Nox represents one of the most recent additions to Aopoa’s lineup and was designed as a direct Xi’an response to Human open-canopy vehicles. Introduced into their culture via the Xi’an settlement on Oya III, the inhabitants there learned to love riding space bikes from their Human neighbors. With permission from Emperor Kr.ē, the Aopoa council crafted a sleek hull from lightweight composite materials that provide maximum speed and maneuverability in both atmospheric environments and vacuum. Unleashed, the Nox would bring new grace and elegance to the unadulterated thrills that only open-canopy racing can provide.

    You can buy it here as well as look at the brochure

  4. ichi

    Azme (Cloud Imperium Games)
    Jun 23, 11:03 BST

    Hey there [ichi]

    You have reached RSI's Concierge Support.

    To be honest, I'm unsure if ground vehicles will have upgrades to them made available. The last time we had them available, it was just the standalone version, so I wouldn't advise expecting it just yet. I will however pass along your feedback to the Community team. 

    Please let me know if you have any other questions. 
    All the best,

    Concierge Support Rep
    Player Relations
    Roberts Space Industries

    [ichi] (aka: ichi)
    Jun 22, 20:40 BST

    Will I be able to upgrade one Nox from the 5-pack to a Rover when/if the Rover comes back for sale?

  5. brad


    Killing Floor is a Co-op Survival Horror FPS set in the devastated cities and countryside of England after a series of cloning experiments for the military goes horribly wrong. You and your friends are members of the military dropped into these locations with a simple mission: Survive long enough to cleanse the area of the failed experiments!

    • Cooperative gameplay for up to six players against multiple waves of specimens
    • Persistent Perks system, allowing players to convert their in-game achievements into permanent improvements to their character's skills and abilities 
    • Over 170 Steam Achievements, including “Dignity for the dead” for killing 10 enemies feeding on dead teammates' corpses and “Hot Cross Fun” for finishing off 25 burning enemies with a Crossbow
    • Slow-motion “ZEDtime” to better watch those crucial and violent creature deaths, even in multiplayer 
    • Solo game mode for offline play 
    • Ten different monster types trying to eat your face off, armed with everything from teeth and claws, to chainsaws, chain-guns and rocket-launchers 
    • 33+ weapons for the players to chose from, ranging from knives and fire-axes to pump shotguns, rifles and a flamethrower 
    • Equip your team with welders, medical tools and body armor to help your odds of survival 
    • Choose which Perks to play with to best balance out your co-op team against the horrors 
    • Open, non-linear play areas: choose when and where to fight — or run; weld doors closed to direct the monster horde down alternate corridors
    • Fully-configurable, allowing players to change the difficulty level, number of creature waves, or even set up their own favorite waves of monsters 
    • Support for Steam Friends and other Steamworks features
    • Includes Windows-only SDK for the creation of new levels and mods
  6. Waor

    Why not a BMM? but I go Hull E go big or go home

    I have my ships setup in tiers:

    1. Solo/Duo
    2. Early Game - Freelancer MAX
    3. Mid Game - Hull B
    4. Late Game - Hull C


    1. Multicrew
    2. Early Game - Connie Taurus
    3. Mid Game - Caterpillar
    4. End Game - BMM - Maybe Hull D/E

    I may replace the BMM, or possibly add to that tier. Definitely getting a Hull B & C.. Possibly a A but I really enjoy my Freelancer, even the base version since the MAX isn't in-game yet. 

  7. Akanoes

    Chris Roberts and Eric Kieron Davis host this week’s episode, which features a studio update from Frankfurt, a Ship Shape focused on the Nox and a deep dive into how we’re creating entire solar systems.



    Studio Update 

    • Level Design
      • finished the main part of the work they needed to do for the surface outposts
      • had white boxes for both the modular hangars and garages approved
      • currently focusing on implementing the markup required for locations (room systems, interactions, etc.)
      • Levski will have a combination of hangars and garages to spawn ships and ground vehicles respectively
      • moving on to the remaining Stanton system landing zones: Area 18 and Lorville, then Orisin and New Babbage
    • Engine
      • worked on enabling seamlessly blending between global atmosphere and local cubemap based lighting
      • implemented an improved compression algorithm for the new pak file system to allow efficient data streaming
      • worked on PlanEd to unify the code for marking up areas on a planet making it easier to reuse and extend
    • AI
      • worked on “buddy AI” where NPCs will intelligently follow a designated leader.
      • made progress on ship AI, getting it one step closer to being fully controlled via Subsumption.
      • spent time refining behaviours for first reactions to enemies seen and events heard
      • did additional work on friendly fire so friendlies are identified correctly in combat situations
    • VFX
      • continued working on effects for various planet surface types including footsteps, weapon impacts, and vehicle tyre effects
      • experimented with rigid body simulations and destruction/deformation animations for Squadron 42 cinematics
    • Lighting
      • bringing all surface outposts to their final lighting: fixtures, temperature charts, and rules
      • Created a library of prefabs combining existing props with lighting elements
    • Tech Art
      • continued to create numerous Mannequin animation fragments for the Cinematic team
      • implemented the game entity for the new KSAR Custodian SMG energy weapon
      • added features to our internal Playblast tool to make it easier to create clips for review
      • made great progress with the new weapon dynamics and secondary motions using both ingame physics and simulation
    • Environment Art
      • the ecosystem ground materials have been improved on all three moons
      • close to wrapping up work on the landing pads that will go with the surface outposts
      • Delamar: surface is getting a final polish with geometry and materials updated and an effects pass
      • Levski: final touches for the customs area, garages are close to done, and elevators models updated to fit the modular building set
    • Game Programming
      • finishing up the remaining weapon features for 3.0
      • completed the first iteration of the doors and airlocks
      • technical design new weapons system's network code is being fleshed out; research phase is coming to an end
    • Cinematics
      • testing first pass of the brand new holographic projection volume entity tech
      • made great progress across multiple chapters for Squadron 42
    • QA
      • continued testing the new CIG DataPatcher (started testing in May)
      • CopyBuild 3 has also been rolled out to QA and is in its QA testing phase
      • Subsumption Editor testing continues to be a regular part of the weekly tasks
      • testing multiplayer gameplay in the Stanton system Persistent Universe
    • System Design
      • continued to expand the library of useables to be used for both the PU and Squadron 42
      • Air Traffic Control is also making headway
      • started work on the FPS companion/buddy AI, including all orders and the behaviours needed affect them
      • Actor Status system is being internally tested right and getting final tweaking and balancing
      • put some finishing touches to the conversation system to assist the cinematics team
    • Weapons
      • blocked out numerous universal grip and optics attachments
      • converting the older blocked out attachments to work with our new Attachments Rail system
      • completed initial blockout for the Klaus and Werner Demico laser light machinegun
      • finished Preacher Armaments Distortion (S4-6)
      • initial blockout for Klaus and Werner Laser Repeater (S1-3), Neutron Repeater (S1-3), and Apocalypse Arms Ballistic Scattergun (S1-3)

     Ship Shape

    • Nox is more geared towards racing or combat versus exploring and scouting for the Dragonfly
    • Concept was provided from England and they started with a 2D concept instead of their usual 3D   
    • Tried to infuse Xi'An technology and use a mix of heavy metals and exotic materials
    • Nathan Dearsley and Gary Sanchez assisted in concepting  
    • Skin of the bike is going to be a more armoured type and it has these shells that come up above the rider’s back to protect a little more from behind   
    • Nox will have more of a forward leaning stance like a racer
    • Going to use a holographic HUD system   

    Behind the Scenes: Building Solar Systems 

    • An unsung hero of Star Citizen tech is the Solar System Ed or SolEd tool that simplifies all facets of solar system creation 
    • The old system for solar system creation in 2.0 was all based upon individual placement around a point of origin that didn't allow for scalability or later changes without basically redoing the whole piece of work 
    • Actual astronomers and astrophysicists were consulted to push the envelope on variety with feasibility in mind as well as gamer enjoyment in the creation of these different solar systems 
    • The final result was extremely detailed and realistic with a huge amount of data collected and used 
    • One concession was that a one-tenth scale was adopted for playability and feasibility purposes 
    • The SolEd will also allow the time dilation that is decided upon to be implemented easily 
    • Over the course of a year the numbers given from the consulted scientists were double checked against the lore provided for consistency 
    • Asteroids in the game will be much closer to one another in game than in reality as they would pose no gameplay challenge for players otherwise 
    • Many times the scientists offered many creative avenues for feasible and realistic differentiation within the solar systems to be created 
    • “Space be crazy” 
    • SolEd is being used for procedural planets, but not Crusader as it's a gas giant, and the tech for it is not fully developed yet 
    • Even at one-tenth scale the distances at quantum speed take a very long time to travel 
    • Quantum travel is always in a straight line as an antigrav bubble protects the players, but turning would negate this, and so is not possible 
    • It takes 15 hours to drive around a moon of Crusader 
    • They hope that the players realize the vast numbers and care taken into the creation of these systems along with the balancing of realism vs gameplay and of massive scale vs the crafted experience   

    Courtesy of Relay