Jump to content

Guest - Member Global Message

This is the Header Alert Global Message description. This message can be changed in your themes acp.

Tactical Advance

Banner 1 Title


Banner 2 Title


Banner 3 Title


Popular Content

Showing content with the highest reputation since 01/14/17 in all areas

  1. 6 points

    Using VoiceAttack in 3.0 PTU

    video of me using VoiceAttack to wake up in Port Olisar, get a ship, travel to a moon basic commands include loading a profile, adjusting TrackIR, even controlling video capture, as well as loading a ship and controlling movement I use a HOTAS so everything is designed to allow me to not take my hands off the stick - still a long way to go before I release the full profile but here's where we're at
  2. 5 points

    3.0 Evocati

    Woot also, Soulcrusher posted that Concierge will be in wave 1 PTU I don't expect wave 1 before CitizenCon my guess is that subscribers will be also
  3. 5 points

    Citizens and Members

    Recently we adopted a new Org rank system for the RSI site. Our current Org rank structure is: ExecutiveDirectorAssistant DirectorOfficerMember - Eligible to join divisionsCitizen - new to Org We recently promoted all existing citizens (over 1200 people) of the Org to Member. Congratulations! All new players who join Tactical Advance from this point forward will start at the Citizen rank. They'll be asked to review the Basic Training Handbook and certify that they are familiar with the content. Once they do that they're eligible to become a member and join a division. Please take the time to review the Basic Training Handbook. If you're familiar with playing Star Citizen you'll probably find a lot of content to be pretty basic, but ... everyone should read the first section, Introduction to Tactical Advance as well as the Introduction to Communication thanks to Roy, Bog, Groth, Snipd, Solar, Tac, and many others who helped develop this handbook. The next step will be to begin to develop advanced training and certifications for the divisions. if you have questions, comments, or suggestions for improvement, or if you'd like to help out as a part of the Academy, send me a PM or catch me on TS.
  4. 5 points

    Route Planner

    Hello! I'm the author of the planner. I hope it will be used even after the MG.SKYLINE launches (navigation mobiglas ingame app), the plan is to have more features then the CIG apps, and already has a few (route preferences, custom template for strategic planning, custom tags for prospecting and Desktop apps).
  5. 5 points

    Lets address the elephant in the room

    TA, Your organization is NOT falling apart. There is a re-balancing going on due to some longstanding issues created by people with deep-seated machinations of power. If you have been on the forums over the last couple weeks, you will have noticed we have parted ways with a rapid fire group of people. These individuals while amazing assets to the organization, in the end failed to understand one very simple concept, its not about you its about the org. I'd like to state that I was a fan of every one of the players who recently left, but I am completely disappointed for the REASONS they left. The underlining issue with every single one of these departures is power, and their idea that they should be in control of more of it. So lets go over that shall we? While your dedication to the organization SHOULD be recognized and appreciated, we should not be promoting and placing people in key positions of power because they had more time to create a shiny thing. Everyone here appreciates the hard work that these individuals put in, sacrificing their time and energy in making this organization better. That does not mean however that they are great leadership material. The leadership we have in place at this very moment are there because they have proven time and time again to hold the ability to BE leaders. This is not to say no one will ever be given more responsibility down the road, but we are so far off from the start of the game that its impossible to see who will best fit those roles. The players that left, did so because they wanted to play a different type of game, a politics game. They wanted to scheme and maneuver their way to the top, and so they left for somewhere they felt they could do just that. I don't fault them for that, its up to them to decide whats important to them and how they want to spend their time before the launch. On that however I have to say TA does not need those sort of members. Whats even more unfortunate is that many of them showed qualities and dedication that could have been useful in leadership roles down the line, but were unwilling to see this org to game launch. We are all here because we believe in the vision that is TA that we WILL bring to fruition come game launch. A vision of an organization who's steadfast determination and unity will create one of the greatest orgs this game will see. Now I do not speak for anyone else but myself, but I can tell you that I have been to MANY different organizations, and I trust the people in charge as well as the people under them here to bring about that vision. I hope you do as well. -Grumpycat
  6. 5 points
    Competition and Cooperation in Star Citizen I think that Star Citizen will be very competitive. In gaming the concept of competition is frequently discussed in terms of PvP. In a general MMO sense, PvP can mean anything from arena-style combat with defined victory conditions to open world ganking depending on who you're talking with. Some purists bristle when the term PvP is applied to resource competition, piracy, and griefing, but that doesn't change several important aspects of gaming competition. Its not necessary to agree to PvP in order to find oneself in the middle of a fight (think piracy or ganking), and there does not need to be any tangible reward for doing it, because when attacked, even if for no reason, you're engaged in PvP. In SC I think there will be competition for resources, space, recruits, almost anything that people want to fight over. And because of the complexity of the 'verse and stated design of 90% NPC we will be competing against the game – trying to explore, earn credits, and acquire loots – and against other players. In some cases I expect we might not be sure if we're engaged in PvP or PvE. I think we won't be able to avoid competition/conflict/challenges. Group Dynamics and Structure In small groups, a family for example, the group culture and norms have been developed over time and may not ever be formalized, or even spoken. Everyone sort of knows what to expect from each other, and there's likely to be a lot of overlap in expectations and beliefs. As small groups transition into tribes there's still a lot of unwritten social rules and a pecking order, but we also start to see formalized hierarchy, titles and badges that confer authority and responsibility. Tribes still have a fairly common set of beliefs and goals, but there is competition as well as cooperation. When we get to large group size, its common to come into contact with folks who are strangers, despite being members of the same group. Those common understandings, goals, and beliefs might not be so common. At any size, the success of groups depends on how the individual's pursuit of their self interest promotes or enables the success of the group as a whole. The Nature of Organizations Game organizations have a set of characteristics that are important to understand. Its a game, its a volunteer system, and the members are not physically together. A worldwide org has an additional aspect, a potentially wide range of background and cultures and values and perspectives. Because its a game, some folks struggle to take the hard work of creating and running an org seriously. Gaming might not be a high priority, or someone may not understand what goes on behind the scenes of a functional org, there's a variety of reasons not to take this too serious. Because its a volunteer system, Org leaders have to replace the money carrot with other types of rewards. Its a lot harder to run a volunteer operation than one where there's a paycheck involved. It requires finding self-motivated people of like mind and keeping them happy while they do heavy lifting. Burnout is a huge factor because everyone is already busy living a life, and who wouldn't want to play more and manage less. Because we're not physically co-located, communication is harder. Can't see the grin on Bob's face when he cracks a joke, so its harder to tell if he was trying to be funny or just poking someone for reals. In a village setting I may not know Bob or spend time with him, but I can see he keeps his house and family taken care of and that he always helps out others. In an Org, online that kind of stuff can be missed. And of course, everyone has their own backgrounds and opinions and perspective, which can lead to misunderstanding or even real conflict due to a clash of culture. As groups grow above a certain size, it becomes important to set rules and guidelines, explicit norms for folks to try to adhere to. Since each member of the group might interact with strangers at any time, its important for there to be a expressed code of behavior. In modern corporate/government culture, that is done through policy. Small groups have policies too, they just don't write them down, everyone just knows. Solo v Group Play I believe that it will be not only possible, but very enjoyable, to play this game solo or in small groups. There will be players who log on for an hour or two and bop around and have a blast. But there will be a lot of content, maybe the best content, that will require larger groups. So while someone might have a great time running loads through safe space with nothing but an NPC waifu by their side, larger groups will be able to experience the game in ways that will be difficult for solos and small groups. The largest groups will be able to do the most, full on fleet fights or invasions, operating stations, claiming areas (maybe?) Fun and Success Its a game right? This should be fun. Now there's a wide range of what folks think fun is. My favorite bit about this is that “its only work if you'd rather be doing something else”, so maybe “fun is when you don't want to stop”. But for most of us, having fun entails being successful. In SC that means successfully completing missions, earning credits, winning fights, defeating pirates, etc. Lumpy My favorite analogy for Orgs are asteroid fields. Moving through space the asteroids attract other objects and the begin to coalesce. Sometimes asteroids crash into other during this process! (that's the conflict and drama part) After a while some more objects are drawn in, and some drift away. Over time the asteroid field changes members, size, and shape. (Yes, I just compared us all to lumps of space rock) In our case the first asteroid is Tac himself, he attracted other bodies and in turn grew the Org to over a 1000 members with a functional support system. Except one huge difference between an Org and a clump of asteroids is that we have the ability to be self-organizing. The nature of the individual asteroids and the rules (guidelines? Culture?) go a long way in defining the character of the Org. So how our little asteroid field will look over time will be influenced by our individual actions and behaviors, our group culture and policies, and the state of the game. Currently, development has been taking a little while, so a lot of our space rock friends are just floating around on the edge of field, ready to return when the s**t finally gets real. But ... Soon™! Core Principles Inform Policy This Orgs stated core principles are pretty straightforward. If we wish to have fun, continue to build a community (many many props to the folks who's time and effort has brought us to where we are), and be successful in-game (and in the meta-games) then there has to be a structure, a set of rules/guidelines/policies, and some support systems to make that happen. Those systems need to account for the realities mentioned above (alpha game, volunteer, etc) and follow some basic principles: There needs to be leaders, individuals with titles who have the responsibility to make progress and the authority to make it happen. Those individuals have to have the Orgs interest at heart and not their own benefit. “Supreme power derives from a mandate from the masses ...”There needs to be a system of delegation and control to spread the workload, avoid burnout, get broader group participation, and ensure that whatever we try to do is done properly and efficiently.There needs to be a system of recruitment, retention, and internal coordination and feedback.There has to be policies, I prefer to think of them as 'expectations' that the Org has of the members (for example, don't unnecessarily aggravate one of our allied Orgs).There has to be working systems in place to do the day-to-day work, and people to power those processes. These include recruitment/induction, member services, internal security, support systems (websites, TS), and information sharing (about the game and the Org).Those systems have to be the minimum necessary to accomplish our goals, with an all-volunteer army and for the reasons discussed above, everything that we create has to be managed and maintained. If we make a rule, we better be willing and able to hold people accountable to it. If we create a system, it has to be workable under the conditions we face. Much of this is in place, and some more work ins underway, and some stuff needs to wait for the game to catch up. TL:DR we'll be competing, in order to be successful we'll need some structure and some systems in place; those systems need to be designed around the realities of gaming life, and keep as simple, friendly, and acceptable as possible while still be effective. Just some thoughts after reading through the forums and chatting on TS. I'm impressed with the state of TA, a very active and healthy Org for a game that's in alpha. I'm interested in hearing from others about the whole bit, and hope that no one takes umbrage at my ideas. Although I've only been here a short while, what I've seen so far has prompted me to put forth some ideas, hopefully get a good response that will help me learn and understand, and maybe give others some food for thought. Or shoot me with missiles, I can handle it!
  7. 5 points
    I'll be breif, blunt & concise. I don't care that people left. I care about the people who left. They were some great people. Friends, and people I held in high regard. With due respect, the reason I say I don't care about this, Is because what I do care about in it's stead is the damage control on filling holes left in the org with suitable candidates and seeing if we can continue on full steam, which we can. Which we will. I care about finding individuals capable of picking up where they left off, and bringing new ideas into the org, and making this place what it should be. A community, and a pleasant one at that. People leaving the org will -Never- be an issue so long as we know their reasoning, and can use that as a learning experience to fix what they found fault with so there is no repeat dissatisfaction with a particular process or thing. In doing so, following a path of self improvement and making this community more pleasant and fun an atmosphere as we want it to be. Just keep in mind this is an experience for us all. And i'll finish with simply this: Perhaps this video will be relevant, perhaps not. But I think it's something we can take from as an org. https://www.youtube.com/watch?v=YBMkrXG8KMY Thats my two cents.
  8. 4 points

    My simpit (not finished)

    During my summer vacation of last year I started working on my simpit. I've yet to complete it but I'm planning on doing that this spring/summer. What I wanted with this build was to be able to just sit at it and browse the web and the next moment be playing SC without moving and connecting my HOTAS and rudder pedals. The thing with SC is that it's an FPS and flight game which means if you are playing with a HOTAS for flying and mouse and keyboard for FPS, something's always in the way. My design of this simpit makes it so I have everything ready for when I want to use it. My HOTAS is always connected and it's not in the way on my mouse and keyboard and vice versa. As I also play driving games from time to time I also wanted to make it easy to get into driving mode. After using the simpit for a few months I have things that I need to change that are driving me crazy sometimes but the main design is done.
  9. 4 points

    Livestream postponed 24 hours!

    the original SQ42 demo was called the Morrow Tour, so this version is called the Two Morrow Tour
  10. 4 points

    Story and Music! Week 1

    *This is a little story I am going to develop. If you want to be included leave a comment and I will add you in happily. You will never be the point of view character. That role is reserved for "YOU", or all of us if you catch my drift. If you have a piece of music you think will compliment a scene as it plays out, please suggest it. If you think it's great, I need the encouragement. If you think it's garbage say so. I'll definitely write you into an Alien Tentacles scene. The idea here is that you read along until you come to a youtube link of music, click it, listen for about a minute and contemplate the scene. Then continue reading. If the music is still playing when you reach the next song (It will be with the first one certainly) Go up and stop the music and start the next one. Enjoy! It's 0230 and you're on patrol of a jump point. Command hasn't told you what exactly is going on but you're pretty sure you overheard the word Valkyr being mentioned. The data link for your mobiglas isn't working, but even if it was working you wouldn't want to use it while sitting in the cockpit of a stealth fighter. That would be just stupid....right? You've been on patrol for two boring hours and the temptation to research what Valkyr means is building, but something in the back of your mind tells you it's something big. You are excited to have been asked to do this mission. Even as new as you are, sometimes being in the right place at the right time pays off, and this is the chance to prove yourself to the Org. Still, you can't get over how lonely it is out here in space in a fighter. So far you have only trained and qualified in fighters. This is your first real patrol. Until now you've been bouncing from turret to turret on different ships. And while that's fun, it's time for you to move up in the org. Training went well, and you proved fairly quickly that you could handle yourself in a fight. That said Hornets were alot different from Mustangs and Gladiators. You almost prefer the light fighter to the medium ones. You felt safer in the smaller faster ships. That seems counter intuitive but for you, speed wins. This old jalopy that you are piloting now? It's for dinosaurs. You were told by Ichi to take one of the Hornet Ghosts from the Organization Motorpool. This one had an odor that you couldn't quite place. Every 30 minutes or so your mind would snap back to trying to pin down exactly what the smell reminded you of. More importantly, but irrationally ignored, one of the thrusters on this old Hornet was sluggish and was clearly in need of maintenance. Still, you knew in a fight it would barely be a hinderance to you and you returned to the attempts to identify the pungent odor that somehow seemed to permeate metal. You even imagined that the smell was likely transferring from the joystick to your hand and would never come out of your glove again. THAT thought might screw you over in a fight. You lift your hand off the throttle controls to wipe away some dirt and examine it. This Hornet was on Daymar, and was likely one of the first Hornets the Org owned. Back in the early days one of the first mass conflicts Tactical Advance got into was on Daymar over some silly business. As I recall our leader, Tactical Advance himself was one of the first explorers in a rover on Daymar. Some scumbag in a fighter ambushed him and was trying to blast him off the planet. Luckily Tac brilliantly outmaneuvered the lousy pilot and saved the day. But once word got out that someone took a shot at the leader of the largest Org in the Universe....well....let's just say things got out of hand quickly. This fighter....this Ghost....suddenly it all comes together and you remember. The smell, the ship....Gigowatt....That guy has a tendency to live in his cockpit, and he eats...pickles...the vinegar smell swirled in your nostrils, and now that it was identified you could taste pickles. All you could envision was Gigowatt standing on the flight deck of his Hammerhead two weeks ago offering you a pickle out of a jar he had sitting next to the Captains chair. When you rejected it he gave you a sour look and told you that if you rejected his pickle it might be seen as treasonous. Luckily one of the female crewman gave him a disapproving glance and he digressed, albeit with a giant grin. This old bird belonged to Gigowatt? You aren't sure whether you appreciate it more or want to pull the eject handle and are mildy amusing yourself with the thought. The patrol arc ran from the jump point to a nearby asteroid field that is dense enough to hide a medium to large size ship. Unless something was hiding in there ahead of time it would never be able to sneak in, but you follow orders anyways and try to refocus so you don't miss anything. Whatever this mission is, it was unexpected. Another pilot, CeruleanEmpyrean is running the opposite end of the same arc. "He should be getting close to the Jump Point by now" you think to yourself. As the hours drone on you continue to rotate between your HUD, and the various bits of dust and the occasional axis correction, probably due to the sticking thruster. You again entertain the ejection notion when the radio comes blaring to life, nearly startling you so bad that your fingers just touching the ejection handle are now precariously too close to danger. Your hand snaps back to the throttle control as you listen to controlled but emphatic voice. "Wing Commander, this is Echo 1, I repeat Echo 1, please COME IN!" Cerulean announced. "A massive fleet is jumping into the system even as we speak!" "ALL ELEMENTS, Break silence......We have an unknown number of bogeys inbound". You recognize the voice as Akanoes. That's damned odd, what the hell is he doing all the way out here? Ichi's voice calmly came across the radio next. "A little premature to break silence but it's ok. I have just been notified that she's under her own power and we have two Squadrons of medium fighters on location. Why don't you tell us what you see out there Echo 1?" A moment passed, then another and you are starting to think about turning your ship for the Jump Point and kicking the after burner when Cerulean replys. "Sir, we have two Capital Ships, Idris class, 4 Polaris Corvettes, and what looks like at least 10 other large craft, Hammerheads, Connies, Retaliators and more. I don't have an accurate count of fighters yet Sir, and I don't think that they've launched all they got." Ceruleans report sent shivers down your spine. You don't know where Ichi, Akanoes and the others are, you know that the only way in or out of this system is blocked by a fleet you won't be sneaking past, and the only other person you KNOW is in the system, Cerulean is in worse shape than you. Ichi's voice came across calmly, "Echo 1, have you been detected yet?" "Absolutely Sir, they started jumping in damn near on top of me and there is no cover out here!" Cerulean exclaimed. "Echo 1, you are to make for the asteroid belt. I want you to try and lure them after you, make it look like your running" Ichi ordered. "I AM RUNNING!" Cerulean said loudly, but not shouting. He was definitely in control of his faculties. It was a stressful situation that you were honestly glad you hadn't encountered on your arc. But what now? Ichi continued "You will lure them to the asteroid belt, where you and your wingman, Echo 2, will play hide and seek until otherwise notifed, or until you are unable to do so any longer. You are not to go to the rendezvous under any circumstances". You decided to risk asking the question, "What about fuel Sir?" Somberly Ichi replied "You run until your dry. Shut down and conserve your oxygen in the asteroid belt for as long as you can. Play hide and seek. I promise you that we will be coming for you, but for right now we need a little more time to evacuate personnel." "What personnel need evacuating?" you think to yourself. Ichi continued "Trust me when I say that this is a turning point in the Universe, and Tactical Advance will come out victorious."he said, with a mild hint of pride as if from an old Hollywood Movie. "One last question Cerulean, do you know what Org it is?" "It's the Russians....РОДНОЙ КАНАЛ (Rodnoy Kanal) is here". Ceruleans voice broke. You imagined their Red ships coming through the Jump Point. Just then you realized that Cerulean was speeding towards you. s**t...in all this you had made it nearly half way back to the midpoint of the mission arc. "Get your ass in gear rookie! Lets get our tails to the asteroid field before those Russkies turn you into a hood ornament for one of those Idris'". You crank the stick to the left and throw the switch to the afterburners. The chase is on now.....and you're the bait! Just then over the civilian radio you hear a thick Russian accent in a maniacal laugh. "Hornet, Hornet, little Hornet, why you run from me? I want to make diplomatic relations...." You realize he's tracking Cerulean, and hasn't spotted your Ghost yet. Without question you identified your first kill, and you are confident he will die without ever knowing you were there. End of Week 1
  11. 4 points
    How to Join Tactical Advance: 1. Go to the Tactical Advance Org page on RSI https://robertsspaceindustries.com/orgs/TADVANCE and ask to join there 2. Register on our website http://forums.tacticaladvance.co.uk/ 3. Hop on our TeamSpeak teamspeak.tacticaladvance.co.uk PW: tac1 http://forums.tacticaladvance.co.uk/topic/1049-official-teamspeak-info-for-new-members-password-inside/ Log in to our TeamSpeak anytime as a guest and talk to the members and ask questions. It is important that everyone understands that TACTICAL ADVANCE must be selected as your MAIN ORGANIZATION on your RSI account. We do not allow members to carry an affiliate status with Tactical Advance. You must be 18 years of age or older to join We do not condone piracy or griefing. Please, if there are any questions about this, please contact any Director, Assistant Director or Academy officer.
  12. 4 points

    Here we are, and its good

    According to SCStats we are the ninth largest Org (by actual member) in Star Citizen. Top Orgs by Actual Members RankSpectrum IDNameMembersAffiliatesTotalAMMAS1TESTTest Squadron - Best Squardon!68766440133164362XPLORXplor! - One small step for a man5127816713294-30403ADIAtlas Defense Industries4329108443742214IMPERIUMImperium410813412140955CORPThe Corporation364151318772-14906UOLTTLTT Conglomerate2362629299117337KRTDas Kartell22220222222228DRACULOrder Of The Dragon13532135513519TADVANCETactical Advance1291131304127810LAMPL.A.M.P.12503231573927 We are the sixth largest by AMMAS (AMMAS stands for Actual Members Minus Affiliates Score). The AMMAS rank is really the important one, IMO, because our members are going to be here, not spread over three or four other Orgs, because we're Exclusive Top Orgs by AMMAS RankSpectrum IDNameMembersAffiliatesTotalAMMAS1ADIAtlas Defense Industries4329108443742212IMPERIUMImperium410813412140953KRTDas Kartell22220222222224UOLTTLTT Conglomerate2362629299117335DRACULOrder Of The Dragon13532135513516TADVANCETactical Advance129113130412787MONGOOSEMongoose Nest Starfleet119326121911678TBSIBlack Star Initiative11586116411529LAMPL.A.M.P.1250323157392710SIBYLLASibylla89214906878 Think about it, we are the sixth largest Org in an game that, while still in alpha, has maybe a million backers. When SQ42 drops, I expect interest in SC to continue to grow, along with the number of citizens. With each new patch there will be more hype and more people joining. Over time, some of the Orgs on that list will grow, others will shrink, some will blow up. We're building an Org that will last, one that people will want to join, a fun, successful, strong Org. Yeah, its corny I know, a fun friendly guild with our own tabard! I get it. I also know that we have the potential to be the best Org in the game, but that's not going to happen automatically, not without a little effort. The Officers have been working during the last few months to update our systems and our policies. We're in a very good position to be able to handle the numbers of people we think we'll have. We still have some work to do, and if you're interested in helping out let us know. You're going to see a change in the activity level around here very soon. Drop in to TS, post on the forums or Spectrum, attend the meetings every other Saturday, hop on and play a game. The lack of content the last few months has more than a few members taking a break, and maybe after we've played 3.0 for a month or two activity will drop off, we don't know. But it might be time to dust off that joystick and free up some hard drive space, schedule a little play time.
  13. 4 points

    Looks Great

    Hell yea Looks much better, more modern and clean Thanks to the folks who work behind the scenes to make this place nice
  14. 4 points

    Happy boy

    look what arrived in the mail today, my new humongous SC mouse pad forgiveness please for the low light shot
  15. 4 points
    https://www.humblebundle.com/store/rising-storm-game-of-the-year-edition?hmb_campaign=spring_sale_2017&hmb_source=bundle_page&hmb_medium=banner_cross RISING STORM GAME OF THE YEAR EDITION
  16. 4 points
    AMD Launches Ryzen: 52% More IPC, Eight Cores for Under $330, Pre-order Today, On Sale March 2nd The biggest x86 launch for AMD in five years is today: Ryzen is here. As always before a major launch, AMD gives a ‘Tech Day’ for relevant press and analysts, and through this event AMD’s CEO, Dr. Lisa Su lifted the lid on one of the most anticipated products in the semiconductor industry. AMD knows how to control the level of enthusiasm for its fans, and today is the end result, with processors going on pre-order from major retailers today at 1pm EST, ready for a general hard launch on March 2nd. All the information today is from AMD, and AMD’s internal testing, and pre-orders also start from today for users ready to put down their money for a launch day part. Reviews of the CPUs, as well as when the CPUs will ship to customers, is on March 2nd. This also happens to be right in the middle of two annual shows, Game Developer Conference (GDC) and Mobile World Congress (MWC), making the time between receiving pre-launch samples and being able to provide independent verification of AMD’s performance claims relatively frantic. We’ll do our best! The Ryzen FamilyWith a new processor launch, naming the parts and positioning them within the market is critical. So with Ryzen, the processor stack will be split into three based on performance and price: Ryzen 7 at the high end, Ryzen 5 in the middle, and Ryzen 3 for more price-conscious consumers. Both Ryzen 5 and Ryzen 3 are set to be launched later, and Ryzen 7 is the first portion of the family to be released. Ryzen 7 will have three CPUs to start, all having eight cores and supporting simultaneous multi-threading: Ryzen 7 1800X will be the high-end part, featuring a base clock of 3.6 GHz and a turbo of 4.0 GHz, within a TDP of 95W, and for $499. Next to this is Ryzen 7 1700X, launching at $399, with a base/turbo of 3.4/3.8 GHz. The final part for the launch is the Ryzen 7 1700, providing eight cores and sixteen threads for $329 at 3.0/3.7 GHz frequencies. Processors will initially be available for pre-order from 185 retailers and OEMs worldwide, either as individual parts or pre-built systems. What, not 40% IPC? 52% IPC??Enthusiasts and analysts use the term IPC, or ‘Instructions Per Clock’, as a measure of how much the underlying microarchitecture improves from generation to generation. Two decades ago, a good design on a smaller node could net a healthy double-digit gain, whereas in recent years 5-10% gain has become the norm. When AMD initially announced that the new Zen microarchitecture they were developing was aiming for a 40% IPC gain, despite the low IPC they were starting from, users remained skeptical. AMD rehired Jim Keller to work alongside long-term AMD architect Mike Clark and produce a team with several goals in mind: high-performance x86, simultaneous multithreading, and a product to be relevant in the computing, PC, server and mobile space again. So despite this, 40% IPC always seemed a somewhat lofty goal, because Bulldozer was so underwhelming, and despite this low starting point. For the Ryzen launch today, AMD is stating that the final result of that goal is a 52% gain in IPC. This is something we will need to test in due course! The Ryzen Silicon, and the FutureAMD pointed out that the new 8-core silicon design runs 4.8 billion transistors and features 200m of wiring. Through previous announcements we’ve examined parts of the microarchitecture including cache sizes, threading, front-end/back-end design, and so on. AMD Zen Microarchiture Part 2: Extracting Instruction-Level Parallelism AMD Gives More Zen Details: Ryzen, 3.4 GHz+, NVMe, Neural Net Prediction, & 25 MHz Boost Steps AMD’s CEO was keen to point out that this is a from-scratch design for AMD, using the knowledge gained from features developed for previous products but ultimately under the hood it looks like ‘a typical x86 high-performance core’, with AMD-specific features and tweaks. We were told that AMD’s roadmap extends into the multi-year range, so while the focus for 2017 will be on this family of products, back at HQ the next two generations are in various stages of development. BENCHMARKS PLEASESo despite the 82+ motherboards going to be available, 19 initial PC system builders moving into 200+ through the first half of 2017, the big question on everyone’s lips is how exactly does it perform? Well, AMD gave us the following numbers: AMD's benchmarks showed that the top Ryzen 7 1800X, compared to the 8-core Intel Core i7-6900K, both at out-of-the-box frequencies, gives an identical score on the single threaded test and a +9% in the multi-threaded test. AMD put this down to the way their multi-threading works over the Intel design. Also, the fact that the 1800X is half of the price of the i7-6900K. In a similar vein, again with the Cinebench 15 multi-threaded test, the Ryzen 7 1700X scores over and above the Core i7-6800K (its price competition) and higher than the Core i7-6900K which costs 2.5 times as much. We’ll tell you what our benchmarks say, with official retail processors. But you will have to wait until March 2nd. Sorry. The Ryzen Revolution – i7 6900K Class Performance For 1/3rd The Price & Less Than Half The PowerAs if these figures aren’t mind boggling enough, the mainstream Ryzen 1700 is listed at $320. Which comes in at one fourth the cost of its Intel rival, which regularly retails for over $1100. To put the enormity of this into perspective, you would practically be able build an entire high-end gaming machine around the R 1700 for the same money that would cost you just to get an i7 6900K chip on its own. You'll notice that Ryzen chips with the -X suffix are rated at 95W whilst their equivalents without the X at the end are simply more energy efficient variants with a lower 65W TDP. The -X stands for Extended Frequency Range, enabling the user to reach an even higher boost, provided there is sufficient cooling. However, all Ryzen CPUs without exception feature fully unlocked frequency multipliers. *Rest of the Ryzen Family not confirmed. CPUCores/ThreadsL3TDPBaseTurboXFROverclocking UnlockedPriceAMD Ryzen 7 1800X8/1616MB95W3.6GHz4.0GHz4.1GHzYes$499AMD Ryzen 7 1700X8/1616MB95W3.4GHz3.8GHz3.9GHzYes$399AMD Ryzen 7 17008/1616MB65W3.0GHz3.7GHzN/AYes$329AMD Ryzen 5 1600X6/1216MB95W3.6GHz4.0GHz4.1GHzYes$259AMD Ryzen 5 16006/1216MB65W3.2GHz3.6GHzN/AYes$219AMD Ryzen 5 1500X4/88MB65W3.5GHz3.7GHz3.9GHzYes$189AMD Ryzen 5 14004/88MB65W3.2GHz3.4GHzN/AYes$169AMD Ryzen 3 1300X4/48MB65W3.4GHz3.8GHz3.8GHz+Yes$139AMD Ryzen 3 12004/48MB65W3.2GHz3.5GHzN/AYes$119 More Benchmarks located at: http://wccftech.com/amd-ryzen-1600x-cinebench-r15-performance-confirmed/ Sources: http://www.anandtech.com/show/11143/amd-launch-ryzen-52-more-ipc-eight-cores-for-under-330-preorder-today-on-sale-march-2nd http://www.digitaltrends.com/computing/amd-ryzen-pricing/ http://wccftech.com/amd-ryzen-7-1800x-8-core-benchmarks/
  17. 4 points
    PC Gaming is an emotive subject, whether it’s fanboy wars between AMD, Intel and NVIDIA, what brand of accessories/components you prefer, what games/genres you like best. Perhaps one of the more emotive subjects in recent years for the gaming community has been that of Star Citizen. Pitched in late 2012 as a PC exclusive and a return to the long underserved space-sim genre with no publisher oversight, it’s fair to say that the crowdfunding campaign captured the imaginations of a large number of gamers with over 1.7m unique accounts (note, this does not necessarily equal backers of the game since people can have more than one account if they wish) and over $142.7m raised in the last 4 and a bit years. In that time, scope has grown massively and as the funding dollars have rolled in, the game has spawned a huge following with both supporters and some critics. Star Citizen is also an emotive subject for me as it’s what brought me back to PC gaming in 2012 after my decade and a half in the console hinterlands of occasional and casual gaming at most. So yes, full disclosure, I am a backer of Star Citizen. I loved playing Chris Roberts’ Wing Commander games as a kid and over the last 20 odd years I’ve repeatedly AltaVista’d, AskJeeves’d, Yahoo’d and of course Googled semi-regularly for “new wing commander” until in late 2012 the search returned the Star Citizen Kickstarter. I watched the video introduction and immediately backed. Since then, following the game has been a wild ride. Seeing a big game studio business be built and the game I’ve been waiting for a long time coming together piece by piece has been great fun. There have also of course been those who think the game is impossible to finish, scope has grown too much and the entire thing is a scam. Personally, I think there are easier ways to go about running a scam, development hasn’t been the fastest but at the same time when you consider that the team has been putting out regular patch updates and increasing functionality all the time, as well as trying to effectively build a studio from scratch, I don’t begrudge the pace of development. That much being said, the last year or so feels like the company as a whole has largely been up and running. Development continues, however there is some risk that the community fades away after years of waiting. CIG does a good job of putting out regular update posts and video shows to keep the community engaged and by the visible metrics (money raised annually, new backer accounts annually), there is a steady stream of new backers and money coming into the game, so the risk would appear to be small. I recently had the opportunity to go on a studio tour to Star Citizen’s largest development studio (a little over 200 staff) in Manchester, UK and also got some time to sit down with Erin Roberts (Chris Roberts’ brother) who runs Foundry 42 (the European development arm of Cloud Imperium Games) and put some questions to him. The tour itself and some of the conversation topics were covered by a non-disclosure agreement so there is a reasonable amount I saw and learnt which I can’t write about (yet). But the interview with Erin was still an interesting one and there is a reasonable amount I can say. The InterviewWccftech: Hi Erin, thanks for taking the time to chat to us. I wanted to start with something that is perhaps slightly peripheral to the game itself and discuss Brexit. Obviously we had a couple of emails last year about the topic in advance of the vote and there was mention of a possible risk to the UK videogame tax breaks. Given that we now know the outcome and the UK will be leaving the EU, is there any immediate impact to you guys? Erin Roberts: As a company, we’d probably rather that the UK didn’t exit the European Union as a lot of our staff are from all over the EU, we’ve got some great people here and there is uncertainty as well as potentially making it harder for us to hire the people we want. That much said, in terms of the immediate impact to the company, it’s actually been somewhat surprisingly positive because of the change in exchange rates and the fact that we as a company do the majority of our development in the UK, but of course the majority of our revenue is in US dollars, it actually meant that given the Sterling crash, UK development has effectively become cheaper. Additional to that is the tax credits situation from the UK government, that law is likely to change due to the way it was implemented as a European-wide law, but right now at least the UK government is promising that will stay intact. So short to medium term looks ok, obviously we have a 2 year period while the UK negotiates its exit from the EU, longer term is of course still unpredictable until we get the detail on how the exit works. Close to perhaps 25% of our staff are from the EU and given that we support a global community, the language skills they come with are also very beneficial to us. W: The big question is obviously 3.0. There were a lot of appetising bullet points on slides discussed about 3.0 last year at GamesCom and it feels like 3.0 is in many ways the next big thing with the gaming really starting to come together in terms of new gameplay mechanics and a significantly larger number of interest points in the persistent universe. What is the situation there? ER: We’re working hard on 3.0 right now and you’ve hopefully seen some great stuff we’re putting into it on the tour. We’re still at the start of the year and there is a lot of scheduling work going on so I’m obviously not giving dates today and of course we want to give the juicy information to the community first, but we’re looking at putting out perhaps 2 or 3 big releases this year which significantly push the amount of locations, gameplay mechanics and content that the players will be able to experience and give feedback on. W: A while ago, Tony Zurovec put out some design posts regarding careers and envisaged gameplay mechanics. They were all quite high level at the time because obviously no systems had been built out and they were more conceptual Obviously as we approach more actual professions being available to backers over the course of the year, presumably there needs to be quite a bit more detail given to the community in terms of how are we going to be doing these things and what are the mechanics involved, is that something that’s coming soon? ER: Definitely, there are a lot of systems being put into place which will basically support everything the player will do. I can’t remember the name we have for it internally right now but there is a whole system for players etc communicating while in space with regards to jobs. So let’s say you want to send out a distress call. You can send that to just your friends or anybody, some people may come and help you, some may try and kill you, who knows. That entire system is basically the same system in which if you’re out in your ship and you run out of fuel, you’d put out a tender to say “Hey, I’m at this location, please bring me fuel and I’ll pay you X”. This is all the system we’re building out now and it’s part of the whole new mission framework system. Let’s say you’re quantum travelling and you get interdicted by pirates and you communicate for help, it could be players or NPC’s and it’s basically a jobbing system. The overall system is the same basic one whether it’s for distress, asking people to do something, asking someone to join you and so forth. That system effectively gives a huge capacity for players to get together and do stuff in game. We need that system along with interdiction of course if you want to do cargo runs. There is going to be the “buy 500 tons of this” and we’ll have to balance that and pricing and I’m sure it will be difficult to balance, but if you can just buy stuff, fly somewhere and then get your money, well there’s no risk to that and that’s no fun, there should be a well-balanced risk/reward. When we put in mining, same thing, you’re mining away and then get attacked, distress or need someone to come and haul stuff you’ve left nearby away etc and you’ll pay them X. These are all jobbing type systems and of course there will be mechanics for mining and everything else, but these systems are much simpler to do than all the core tech stuff we’ve been working on like planets, making the game 64 bit etc. The main things we’ve got left now, the planetary stuff is there although we’re continuing to refine it, the AI in terms of both the subsumption walkabout AI as well as the combat AI, although they work it’s not to the level that we’re happy with yet and also then the object container stuff. Object containers, all they do is say “something is here” and then as you get closer to them, they say “OK, you’re getting closer, now I need to load” and it could be layers like just external stuff you can see initially and then internal stuff. Right now what we’re working on is the intelligence for when things stream in which is what we need for the next big release. Once we have that, core tech is basically done and then it’s about layering on a bunch of very cool gameplay. So with the next big release a lot of the underlying game is there and then we can look at transferring people between servers so we can have hundreds of thousands of people maybe in one instance, but that doesn’t come online until later. Planets are great but we need to generate the content there for the players to consume, like the homestead mission you saw, somebody perhaps takes a rescue mission to a planet and maybe it’s a trap and you’re ambushed, or maybe another time it’s just a simple rescue mission, or we have ground vehicle racing on planets etc. We also don’t want to have you coming to planet where you just use your ship and shoot everything easily, the balance should make it so that you have to physically land your ship and come out on the ground whether there are air defences or something else to force you down. W: One of the big issues that players talk about are PU framerates. There’s been a lot of talk about network code refactoring, regional servers coming online with 2.6.1, number of player limitations etc, what’s happening here? ER: Regional servers doesn’t tie into this so much and of course is about lag. If you look at Star Marine for example, frame rate is fine and there is no reason why we will not have the PU to that kind of frame rate. The reason is because in Star Marine, we only load in what we need. In the PU there are several things going on. Some of the mission givers are obviously run by AI and that AI isn’t optimised at all and a lot of what we’re working through now is making stuff a lot faster in the AI. Secondly, we’re basically loading a huge amount into memory so there’s no real streaming in. Lumberyard will stream textures but the reason we have these object containers, right now you can turn the object containers on or off, but when you’re in the PU, you can be over here and your friend can be 100,000 miles away and some stuff which happens at one location is affecting the frame rate at the other. There is some extremely basic culling right now but we can do more in this space. We’re not massively render bound right now, the PU is much more CPU bound and we have all these draw calls we’re still drawing even though we don’t need to. The next big release improves things significantly because of the new object containers which turn stuff on and off, not just turn it off but everything else which is going on in there so people should see a dramatic improvement in performance, not necessarily the finished article, there are still other things to come but this should make things a lot better. W: Quite a while ago, we were shown very early stage art for the Pegasus Escort Carrier. Since then we’ve not heard much about it, is this still being worked on? ER: It will still be a ship we use but it will appear in the 2nd instalment of Squadron 42. In the first part of the trilogy you’ll still see some really good ones, the Idris obviously, as well as the Bengal and Javelin, plus one or two others we haven’t really talked about yet. W: Economy/AI then, a concern for the community is that players want to feel like they’re progressing and that the game is a challenge, but don’t necessarily want to have to play for a year to load torpedoes on their Polaris or something. How do you combat inflation, giving players a sense of progression, gold farmers, mission giving etc so that one month after the game launches, not everyone has every single ship under the sun and there is a sense of if I pull the trigger on this there is a real cost to me in doing so? ER: It’s really about the way the game is intended. There will be a lot of balance iterations on the economy side but if you really want one of the bigger ships, you’re kind of going to need a team of people. Like on the Enterprise, you’ve got Kirk and Spock etc. Running some of the larger ships will cost significant resources and you’ll need people to contribute to that. Missiles will of course also cost. Right now, if your ship blows up, so what, in the future though it will carry real consequences. People are really going to need to work together to figure this stuff out and fund it. W: So this touches on something that gets asked a lot in terms of multi-crew mechanics. Pilots are obviously taken care of, same with gunners, both are quite interesting jobs. Everyone else, the concern is that they’re basically going to be playing a bunch of whack-a-mole minigames and then the rest of the time just sitting around doing not a lot. How do you keep things interesting? ER: So let’s say you’re on an Idris, being the engineer I think is probably the most interesting job and it’s their job to balance the entire ship and keep everything running. It’s like Scotty in Star Trek. When the ship is taking damage and we have the whole power node system (W: I saw this earlier on the tour, very cool), power or systems go down and people have to run around the ship and go to locations to reroute power etc. Sure there may be some guys who are marines and waiting to be boarded but the number of different things there are to control. I suspect there are going to be some people that when we first release the Idris are going to be spending weeks running training scenarios about what happens if this happens and should we put more power to the main railgun but then maybe that takes the shields down for 30 seconds, ok so what can we do about that etc. Some people will of course say “screw this, just give me a gun and I’ll be a marine” but there are going to be a lot of interesting things to do to keep players involved. W: There have been a lot of questions about APIs and what kind of tools the community will be able to create that hook into the game. Looking at the moment we have the ARK StarMap but if you want to create anything out of that, it’s obviously a manual combing through it process. Similarly, if my Org has say one member in system 1 and another member in system 2, maybe I’d like to have some kind of commodity ticker which tells me the prices of goods there etc. ER: There are obviously APIs and these kinds of scenarios are definitely the kind of thing we want the community to be able to do. In terms of priorities, it’s obviously not the highest at the moment so I don’t think we’ll look at exposing any of this in the next year or so. This is all great stuff but at the same time it’s the biggest game I’ve ever tried to build in my life. It’s more like 4 or 5 games in one we’re building here in terms of the technology, the company, lots of moving parts etc. For me personally it feels like the last year maybe is when we’ve actually bedded down and the maturity of the team is there that we can really get better at predicting what we’re producing etc as we get rid of the big technical hurdles. Our ship pipeline is awesome. I can tell you right now with a good degree of accuracy, how long a ship will take us to do. 2 years ago we were still trying to define the style guides and what they were and the brands etc. Now we can say “it’s a small ship aimed at doing xyz, this will take 12 weeks, 16 weeks etc” and be reasonably confident in it. W: So are you guys working in an agile/scrum based workflow? Earlier you mentioned about huge planning exercises for the year etc? ER: We do work in 2 week sprints and have a reasonable forecast for stuff that is 1, 2 or 3 months out. The planning is more around what are the main goals and prioritisations, of course stuff which blocks may mean reprioritisation at given points in time. W: So at some point, when/who says (and we all really love Chris obviously) to Chris “please stop giving dates to the community!”? ER: To be fair, Chris isn’t really giving hard deadlines, he says we’d like to do XYZ and we would, we’d all love to give everything as soon as we can, but this is something that gets brought up repeatedly and this was why at the end of last year we really started opening up with our production schedule to the community. I’ve done this all my life though and it’s often, you know developers saying “oh yeah, we can do that!”, it’s not Chris making up dates, people want to give their best but then a roadblock appears, some contingent work isn’t finished in time or sometimes priorities change. It’s like last year when we delayed Star Marine and everyone reported that we’d killed it (W: We didn’t! In fact we reported it was still coming!) but we needed to reprioritise for other things. So now sure, now there are often frank conversations saying “OK, I know you think you can get X out in 2 days, but what happens if all of a sudden you need to fix bugs for a day or some blocker happens or how sure are you that the other team delivers you what you need when you need it?” etc. As we mature as a company, things continue to improve. When I was doing the Lego games for 10 years, it was so easy. There was no tech change. It was literally, ok this time we’re going to do Lego Batman, so reskin it all and put in 2 or 3 new gameplay features, bang, we could knock those out every 4 to 6 months. This is an order of magnitude more complex. W: Thanks very much for your time Erin, it’s been great to see the studio and meet you. Wrapping Up: Where Next for Star Citizen?The studio tour itself was interesting but unfortunately I can’t really report on any of the detail of it yet since it was covered by NDA. What I would say is that there is a lot of very cool stuff coming in the pipeline, so whether you’re looking forward to capital ships, alien ships, or human ships, new FPS modes, PU improvements or new gameplay mechanics, there really is something for everyone. What I would comment on is the sense of pride that is evident at Foundry 42 and which its people take in showing you what they’re working on. The level of detail in what is being developed is amazing, certainly beyond any game I’ve ever seen and the people there are truly passionate and solving problems every day. Personally, I do feel that CIG have been slightly naïve in some of the ways they have done things over the last year. It sounded originally like there would be less events than they have traditionally done and I think it made sense, particularly when GamesCom went from originally being a stand with pop-up social events to a full blown presentation event, that left little meat to be released at the end of the year and some subsequent criticism to the end of year stream. When you look at the project in its early stages, there were lots of disparate strands to demo and release (hangar module, dogfighting module, PU, FPS module, PU persistence etc) but as the last major “module” to be released (Star Marine, the FPS mode) was released last year, there really aren’t the kinds of levels of work being produced which allow for such huge event reveals anymore. There is iterative work taking place, primarily in the PU and of course there is also Squadron 42 (the standalone single player campaign) to come, but Squadron 42 has limited reveal potential without giving spoilers to what is primarily a storyline driven campaign. Am I still a believer in Star Citizen? Absolutely. The game still has problems to overcome but given what has been achieved thus far, there is little doubt that they can be resolved assuming funding doesn’t dry up. The company feels like it’s in the right place to be able to do what it needs to do and deliver the final push towards launch (I suspect sometime in the next 18-24 months). It does feel like perhaps there could be better understanding of some of the principles of agile/scrum based development and forecasting at some levels but I remind myself that in my 18 years working in financial services, I’ve seen a lot of game developers/project managers etc make the jump to finance but never seen the reverse be done. When those people come, on a fairly regular basis, significant training is needed on “professional” development principles. Spending a fortune on agile training is likely not a high priority in the game industry (even where it occurs in the financial services sector, a lot of people still don’t “get” it) and as long as the developers continue to put out good content, overcome their blockers and deliver as a backer, I’m happy. It’s been an interesting glimpse into the development of one of the big games currently in development. As ever, I’ll be following the coming stages with great interest. http://wccftech.com/star-citizen-exclusive-interview-erin-roberts/
  18. 4 points
  19. 4 points
    TL,DR: Transcript courtesy of Relay.
  20. 4 points

    New game - Hellion

    So I'm surprised that no one else has posted about this yet, but there's a new space survival game in the works that will be released into an early alpha sometime in the following week. It looks amazing and would be a great multiplayer game to play while we wait patiently for the release of star citizen. While it may look similar to star citizen since its set in space it's very different as you will see it the trailers. It has a Hardcore feel to it like rust where you can't really trust anyone and there is nothing stopping you from killing everyone you are working with and taking the ship for yourself. Also in my opinion one of its best features is that it uses orbiting systems similar to KSP where everything is constantly moving including your ship, space station and even the planets. Anyway here are some vids to watch that explain everything very well. TLDR: New Hardcore Space survival game coming out (into early alpha) sometime this week, also it looks amazing (although very different from Star citizen). Here are some links to check out: https://www.playhellion.com/ https://www.playhellion.com/faq.php https://www.playhellion.com/story.php
  21. 3 points
    Tactical Advance

    New - Vanduul Blade

    New Vanduul design. This is the Vanduul Blade.
  22. 3 points
    This is a personal reflection, but I have to say that this is one of the best websites I have seen in a long time. Clean and professional aesthetics. My hat off to you.
  23. 3 points
  24. 3 points

    Why its important

    In a conversation last weekend a member asked me what the Academy was, and as a followup question wondered why it was important for us to be spending time and effort now to build up an organizational structure. Basically why can't we just log on and play together? why do we need to have divisions, policies, and things like military ranks and roles? ... and those are valid questions, gaming isn't a job, it shouldn't be like work or too overloaded with rules and requirements. Today's SCStats provides a good start to answering those questions Tactical Advance is the 9th largest Org by straight membership, and 6th largest by AMMAS (basically Mains minus Affiliates). Its easy to fall into the trap that the merry little band of folks who have been active over the last few months, while SC goes through a prolonged content drought, represents who and what we'll look like when 3.0, 4.0 or live drops. I believe that as time goes by some orgs will grow, some will shrink, and some will collapse or explode dramatically. Our efforts now are simply to provide Tac and the Org leadership with the ability to handle the large numbers of members that we expect. May turn out to be overkill, but its better to be prepared to be a large, active Org than to sleep on it and accept the chaos that is bound to ensue if we do not take the steps to be prepared. Fortunately the systems, principles, and guidelines are in place, they make sense, they're minimal, and they're designed to provide the maximum freedom and support for us to enjoy this game in our own individual ways, while giving us the structure necessary to reduce drama and XSBS when this place is packed.
  25. 3 points

    I guess there was a sale..

    And I came too late =<
  26. 3 points

    Very happy bunny!

    Just did my first flight from Olisar to Delamar and sucessfully landed on the planet. Magical moment
  27. 3 points
    The Military Division
  28. 3 points

    Q&A Land Claims Part II

    for some odd reason the link is https://robertsspaceindustries.com/comm-link/engineering/16319-Q-A-Aegis-Hammerhead (LOL CIG!) but its another Q&A about land claims Greetings Citizens, Below are answers to the most voted questions in our Land Claim Licenses Q&A thread posted last week on Spectrum. Thank you for taking the time to submit and vote. In case you missed our initial Land Claim Licenses Q&A, you can find it here. Also, special thanks to Tony Zurovec and Erin Roberts for their help in answering your questions. Are there any passive expenses to owning property? (land tax, maintenance, insurance) If so, how costly will they be? The passive expenses associated with the ownership of property are controlled by the goods and services you purchase to protect, operate, and maintain your land and also the equipment and structures you place upon it. If your land is rich in precious metals and you’re concerned about theft, for example, you might procure your own fleet of security drones to keep close watch over your real estate, which will in turn require routine maintenance that you may elect to outsource. Alternatively, you might elect to hire mercenaries or contract with an organization to safeguard your burgeoning empire, either of which will cost you a recurring fee. Automated mining equipment, refineries, power plants, and other modules that you may construct will require ongoing capital investments for new parts and supplies to remain in working order. So passive costs will ultimately be dictated by player choices. Can you move a land claim, e.g. “unclaim” a piece of land you have and claim another piece instead? You can’t unclaim a property and switch it for another, but you can sell your property back to the UEE, a property broker or another player at an agreed or present market value. If you bought a dry patch of desert and struck gold but don’t want to bother with the excavation – or the security hassles of guarding it – you could likely sell it for a profit. If, on the other hand, you’re just looking to dump a worthless plot of land back on the original seller you’re likely going to take a pretty good hit. Can I kill trespassers without becoming an outlaw? No. Trespassing is a minor offense and will not elevate a player’s criminal status. Only players that have committed a serious transgression – such as damaging or stealing private property, including any resources that may reside beneath or upon your land – may be legally assaulted within UEE space without the attacker committing a criminal act themselves. Can you extend a land claim to make it bigger? You may add as many parcels to your estate as you wish, provided that the neighboring lots are available to claim or are for sale from another player. Will it be limited or controlled how much land a person or org can claim? There is no limit to how much land an individual player or organization can claim. However, there are enormous quantities of land available and players wanting to maximize the likelihood of earning a return on their investment will need to be selective. Further, the difficulty and expense of procuring, exploiting, and protecting that land increases with the area, meaning that most organizations will reach a natural limit as to how much property they can effectively control based upon their size. What if a pirate buys a land claim. Will the UEEnow be bound to protect the unlawful player? UEE security will engage any criminals that they encounter, regardless of whether or not they own property. They’ll also, however, act to protect the property of any private citizen, regardless of whether they are a criminal. If a property owner is a felon and in the vicinity when a UEE force arrives to deal with another player committing a crime upon their property, both the owner and the other party would be considered targets. Can a land claim be revoked by UEE? Do land claims ever expire if the owner has not interacted with it in a certain amount of time? At present, once you own a parcel of land it’s yours until you sell it. How far above and below the ground is considered part of our claimed land? A land claim gives you rights to everything on and below the surface of your parcel. The skies are community property. Can you Claim Part of Water ? or Just all Land? The oceans and other major bodies of water are considered a public resource, and as such are not available for sale. However parcels that include ponds or lakes or other liquefied resources – can be harvested for profit and belong to the land owner. What kind of protection against attack is covered by the license? (if any) The natural resources embedded upon or within your property and the objects and structures you place upon it are considered an extension of yourself. Thus, anyone attempting to steal from or attack those assets is committing a criminal act, which UEE security will deal with as they would any other transgression of a similar magnitude. Can we charge other players and organizations (or NPCs) rent for using our land? We do intend to allow players to license access to their property to other players and NPCs for a recurring fee. Can you place landing pads and hangars in the land you have claimed? We are planning to allow for the construction of landing pads – along with a variety of other modules – when building an outpost. Hangars may follow at a later date but it’s not currently on the drawing board. What role does insurance have in land claims? Your property claim is on file with the UEE and cannot be seized by another without your permission. You will be able to insure structures you build on your land. Will I be warned when entering land claimed by others? Yes. Your mobiGlas can patch into the UEE’s property network to inform you when you’re on or near private property. Since some players will want to entice others to visit their outposts, these signals can be set to either generate a warning or extend a customized welcome. Can I alter the terrain within my land claim, such as creating a lake? We don’t have any current plans to allow players to dramatically alter the topography of their land. We may, however, allow the composition of soil on the surface to be subtly altered through various processes so as to allow for more effective farming. Longer term we may support some level of localized atmospheric modification to allow further control and refinement of this endeavor.
  29. 3 points
    Hi guys, I've been think a lot about what ships will be able to assist in what we 'would consider long range hauling' but as of yet without jump points in the game have no idea of how each ship will perform in this aspect. The RSI ship matrix has some ships defined as long range so we can take these as a given, but there maybe be other ships in the pipeline set to come out as concepts and we may find that some of the versatile ships, or ships already in the game operate well over some distances. Below is a lists of ships that I believe as of now are long range capable, from what we know and divided into 3 groups for haulers, potential haulers and escorts: (includes cargo capacities & caveats) Haulers JP Size Cargo Capacity Banu Merchantman L (3584) Hull E L (98304) Hull D L (20736) Hull C L (4608) Hull B M (384) Starfarer L (295) Starfarer Gemini L (295) Carrack L (1000) - exploration ship as main function Caterpiller L (576) - (not ideal for long range hauling) 890 jump L (1600) Constellation Taurus L (243) Constellation Aquila L (96) - exploration ship as main function Constellation Androm. L (96) Constellation Phoenix L (66) - luxury Ship as main function Freelancer Max M (122) Freelancer Dur M (28) - exploration ship as main function Freelancer Mis M (28) Freelancer M (66) 600i explorer L (40) - exploration ship as main function Genesis L (300) - could possibly be to convert into a dedicated hauler with an increased cargo capacity. Potential Haulers (most likely wont be used due to crew/logistics difficulties & costs) Orion (384) - mining ship as main function Reclaimer (360) - although great cargo capacity most likely wont be used due to its limited speed. Crucible (230) - repair ship as main function 315p (2) - fighter as main function Reliant Sen (2) - science/exploration ship 600i luxury (16) - luxury ship as main function endeavor (500) - Science Vessel as main function (large crew req. vs cargo) (allows for 2 non-long range escorts to be carried) Polaris (216) - Corvette (large crew req. vs cargo) (allows for 1 non-long range escorts to be carried) Idris P (995) - frigate (large crew req. vs cargo) (allows for 3+ non long range escorts to be carried) Idris M (831) - frigate (large crew req. vs cargo) (allows for 3+ non-long range escorts to be carried) Javelin (5400) - destroyer (large crew req. vs cargo) (allows for 1-2 non-long range escorts to be carried) Escorts Hammerhead Banu Defender Vanguard Warden Vanguard Harbringer Vanguard Sentinel Vanguard Hoplite Retaliator Base Retaliator bomber Mustang Beta Terrapin 315p Herald (Scout only) Polaris Idris P Idris M *The banu merchantman, Carrack, Constellation, Freelancer, 890 Jump, 600i series, caterpillar and Starfarer could be added as potential escorts due to their long range capabilities but as they are included in the hauling list and may not be ideal escorts have therefore just listed them here as a sub note. Below is a list of ships that may have some long range capabilities, and will be open to debate and divided into 2 groups for haulers and escorts: Haulers Hull A ? Reliant Kore ? Reliant Mako ? Escorts Khartu-Al ? Gladiator ? - when fitted with extra fuel tanks Redeemer ? Hurricane ? Buccaneer ? 300i ? If you think that a ship needs to be added to / moved from one of the lists please feel free to comment, as we find out more about their capabilities, here is a list of all ships not included on any of the above lists: (that could still be used if they fit inside a carrier.) or turn out to have better than expected range. M50 intercepter Mustang Alpha Mustang Gamma Mustang delta Mustang Omega Gladius Gladius Valiant Aurora ES Aurora LX Aurora MR Aurora CL Aurora LN 325a 350r F7c Hornet F7c Hornet wildfire F7c Hornet Ghost F7c-M Super Hornet F7c-R Hornet Tracker Cutlass Black Cutlass Blue Cutlass Red Avenger Stalker Avenger Titan Avenger Titan Renegade Avenger Warlock Vanduul Scythe P52 Merlin P72 Archimedes Reliant Mako Esperia Glaive Sabre Sabre Comet Prospector Pioneer Esperia Prowler 85X Eclipse Razor
  30. 3 points

    How to install PTU 3.0

    Hi Everyone, We are ready for more stress testing on the latest Star Citizen Alpha 3.0 version, so we’d like to open up the PTU to more players. We will be publishing Star Citizen Alpha 3.0 to the PTU in stages for the following three groups — 1st Wave testers, Subscribers, and Concierge Members. Tonight we are granting access to 1st Wave testers and going from one stage to the next will depend on server stability. You can follow the status of your group below. To play Alpha 3.0, you must download and install the new PTU Launcher: https://install.robertsspaceindustries.com/star-citizen/RSI-Setup-1.0.0-ptu.25.exe. It features the Delta Patcher, which will drastically reduce the size of incremental game updates. You will also need to copy your account to the PTU. Here’s a refresher on how to do that: 1) Log on to the RSI website using your normal credentials. 2) Copy your account to the PTU by visiting the Settings section of your RSI account or going directly here https://robertsspaceindustries.com/account/copy/ptu. Following this step, you should receive an email with your PTU-specific password. 3) Download the PTU Launcher. 4) Launch the installer exe and follow the instructions on screen. 5) Log in to the PTU Launcher using your login ID and the PTU-specific password received in the email. 6) Make sure the “Live” channel is selected under the Star Citizen logo and download the latest build. 7) Enjoy Alpha 3.0! The goal of this initial PTU release is to increase our total player count in an effort test concurrency. We also need you to focus on testing the traversal system by quantum traveling, landing on moons, locating and visiting Levski, and just exploring the great expanse of space around Crusader. Please note that the complete Alpha 3.0 experience is not in this build, as some features are still being implemented and refined. These features will be added to future builds when ready for wider testing. PTU 1st Wave: Access to PTU open! Subscribers: Access to PTU open! Concierge: Access to PTU open! Lastly, you are allowed to create content/stream with this patch. Source
  31. 3 points

    Ships, Careers, Roles - RSI

    https://robertsspaceindustries.com/comm-link/engineering/16163-The-Shipyard-Careers-And-Roles# Greetings Citizens! With the upcoming release of the New Ship Matrix, the updated database of stats for every Star Citizen vehicle and ship, and the continuing development of Star Citizen Alpha 3.0.0 we have consolidated and re-aligned every ship in the game to better serve the community in understanding which ships are right for them. Over the next couple weeks, you’ll see new posts detailing the intricacies of our new Ship Matrix, what some of these new stats mean, how we expect them to manifest in game, and our thought process behind some of the changes you’ll see when all is said and done. Of course, even with the release of this New Ship Matrix, our work is not completed. As Star Citizen continues to develop, so to will the classifications and stats for our spacecraft and ground vehicles. With our new baseline established, going forward we intend to keep the matrix as up-to-date as possible with the latest information. It is our hope that the New Ship Matrix will be the starting point for your Star Citizen theorycrafting adventures, as we detail the stock loadouts each ship will begin with. Remember, in the finished game, you’ll be able to customize many aspects of your ship, taking your spacecraft beyond the original intentions of their designers. We eagerly look forward to the loadouts and customization you’ll one day apply to your ships, as you make each Hornet, each Constellation, or each Hull C your own. We hope you’re as excited by the possibilities as we are. To begin this process of updating our New Ship Matrix, we started by sorting each ship into one of our new “Career” groups. These groups will allow us as developers and you as backers to broadly compare various ships with one another using common themes intended to help make the choice regarding what ship is right for you. https://robertsspaceindustries.com/comm-link/engineering/16163-The-Shipyard-Careers-And-Roles#
  32. 3 points

    Looks Great

    It looks really good!!!
  33. 3 points

    Looks Great

    I agree. Nice and clean. Thanks to all.
  34. 3 points

    Main features of StarEngine

    Tiranasta on Spectrum asked what the difference between StarEngine and Cryengine is. Ali Brown answered the following:
  35. 3 points

    Get Payday 2 for free!

    They are giving away 5 milion free copies! Click on the image to get it =3
  36. 3 points
    Tactical Advance

    UTC Clock added

    All, I added a UTC Clock to the forum. You can miss it lol. Thanks TA
  37. 3 points

    Rogue-Jack (help is needed)

    Hi guys, I'm not sure how many of you know Jack (he is a very shy guy), but he recently become very sick, and he was supposed to get a full medical check up earlier today. Unfortunately it was too late, and now he is in an intensive care hospital unit with preliminary diagnose of stroke (and he isn't even 40). I was waiting for the medical check up results before figuring out what is the best way to help, but now I don't expect any additional information, so please, have a look at his message (sorry for google auto-translate, I want to provide reference to the original post), and perhaps you'd be able to help one way or another (based on what I know about medical system in that country - he or his relatives would need money for sure, and he provided some data ). https://translate.google.com/translate?sl=auto&tl=en&js=y&prev=_t&hl=ru&ie=UTF-8&u=http%3A%2F%2Fstar-citizen-ru.ru%2Fforums%2Ftopic%2F7026-proshu-materialnoy-pomoschi%2F&edit-text= ( w/o translation : http://star-citizen-ru.ru/forums/topic/7026-proshu-materialnoy-pomoschi/ ) Sorry for bringing more sad news to all, Roy
  38. 3 points
    Carrack is hopefully starting a little later this year.No chance of sneaking it into 3.0   (The Carrack, that is)Ship prices for 3.0 - haven't made the final call yet, but if any change it'd just be ships that have their status changed.(So stuff coming flyable... which I can't tell you what it is yet :))There'll be at least one new concept piece with the Merchantman in it this month.Design is working on turrets; Chris actually asked for a special focus on that after the Hurricane came out.Aurora update is in progress now.Vanduul ships for Squadron will be in the PU. Can't share more on that yet.Game design always looks perfect on paper a year before it matters, but when you finally implement your ideas you find out what you didn't know.I do think the Hurricane is going to be stupid fun. No modules to announce yet.Q:why do we hear in space? Shouldn't there be silence because there is no air? A: rule of cool on that one. I assume your ship's computer is simulating the sounds!It's a bigger thing than making more turrets, we need to figure out how to make them function for the turreted player first. So looking at stabilization, feedback, etc.They're changing the process for merchandise to reduce the 'preorder' time... but it has meant less merch in the short time while we stock up. Expect to see a few items soon!I do not know what the ETA for the docking tech is. Docking tech is not being ditched. It's necessary for many important things beyond the Merlin.Q:What's the most exciting thing you're waiting to go in that you can tell us? A: I know it's pretty basic sounding, but planets and the first careers (which are in the next patches) are going to be huge. The game will make a lot more sense to folks  I do not believe there's been any talk of a rear turret on the Constellation.Terrapin will be flight ready later this year, we'll bring it back then.Can't give an estimate for 3.0, sorry!no buzz, no plan to change the snub dock. Plan is to get it up and running.Q: why is there not starter pack with the tir 2 starter ships in them?? A: good question! Packages are going to get a refresh that'll include that.We've got 2.6.2 in the works right now. After that, we'd have to see. I'd say it'd depend on when things come online. If we get something awesome ready to go before all the 3.0 features are locked we could do an interim patch... or not, if it all happens at the same time.600, eh... never heard of itQ: will we be getting cruise speed back so we can go into cruise and get out of pilot chair and walk around the ship? A: not sure on cruise speed, that'll be up to the balance guys.Super Sabre, eh... never heard of it.  Next concept ship is going to be the... I want to say so badly:/ But it's not the 600.Concept sales don't block 3.0 at all; the ship pipeline is pretty taught!think letting what someone else thinks of you change what you want to do is never a great plan.Chris likes aggressive schedules because they motivate the team--but they don't always work out.We do spend money on marketing - things like the brochures for the concept sales take an artist's time. But we don't do traditional ad buys, commercials from outside contractors, etc.Chris has all these old DAT tapes with Wing Commander stuff on them, gotta figure out how to read them and preserve the data.Q: how is the Wing Commander Academy boxes coming along?A: slowly! It took two months just to organize everything. We're about a quarter of the way through the scanning now.But it's stupid fun to do. They are DLT III tapes.Yesss I wish we had the WC rights. (We have the movie rights!)I've got an Amiga 4000, an old Powermac, an FM Towns, a PC98, a 386 and two early Pentiums. I think Ali would murder me if I had anything else  (We have an original Mac too, but that doesn't run Wing Commander... more of an art piece :))I would be so happy if EA were doing Wing Commander... but they have Star Wars so it'll never happen.Unfortunately no, Freelancer is Microsoft. Although unlike EA, I do know that there are people who remember Freelancer very fondly over at Xbox.End of March is most likely for the next concept.Yes to support ships, our next chunk of concepts that are being kicked off now are more support/career focused (the current ones that are finishing up now are largely combat oriented)I'm told that UEE authorities categorically deny the existence of any so-called Project Eclipse. I would encourage you to report any Citizens discussing such topics to the local Advocacy office.Q: do you know if the Xi'an are working on some khartu-al scout updates? A: Nothing to share on the scout, sorry.Q: when is the greycat getting some love? A:I love the Greycat right now! And I am eagerly looking forward to loosing them on some moon surfaces. (The Greycat being named after my parents cat remains the most surreal thing about Star Citizen for me)her name is Grey Cat. She is a grey cat.Q: Ben what ship (to be flight ready/hanger ready) are you most looking forward to seeing? A: Endeavor for me!The noodles are actually not me, Benny is one of the writers' pugs  Alright, I need to hop out for a bit. I'll check back soon! Have a good lazy Saturday, everybody.https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/saturday-afternoon-est-unplanned-spectrum-q-a-with
  39. 3 points
    The world is full of all sorts of people. Some are captivated by fine art; others find solace in music. Some rep Pac, while others back Biggie. Some people believe pineapple constitutes an acceptable pizza topping. Some – and by some, we mean many, many, many – have backed Star Citizen, Chris Roberts’ ambitious space exploration game. Correspondingly, the universe must have room for even more people. Most of those people, by chance, like whizzing about in spaceships, swapping space whats-its and blowing each other up. But bobbing about in the vast void of the infinite, there are also people who like numbers. “How big?” They cry, in wonder, as a new planet blinks into view. “How far?” They clamour, plotting course for an uncharted system. “How heavy?” They demand, as the gargantuan hulk of a space-freighter drifts silently past in the black. Which is a weird thing to ask about something in a weightless vacuum – but darn it, these people will have their answers! It is in honour of these great quantifiers, these brave pioneers, that we present Red Bull’s very own Star Citizen infographic, summarising Cloud Imperium Games’ epic journey so far, upending not merely a video game genre, but an entire industry business model in the process. For in a hostile universe alive with pirates, duplicitous human pilots and giant sand worms, are these placid few, boldly going out with their galactic tape measures and weighing scales, not the true heirs of Kirk, Picard, Janeway and the guy from Deep Space Nine? Peaceful charters of the stars: We salute you.
  40. 3 points
    It isn't normally like this here, we are just washing some laundry in public at the moment. While it isn't pretty right now, I somehow think it is better for potential applicants to see the good and the bad.
  41. 3 points
    As a prospect applicant, I'm somewhat confused as to why this sort of thread is available inside a public-viewable category. Every collective has its own internal issues, but to plaster it in the face of potential recruits is a strange move, in my opinion. (The reason I say this is because I haven't been part of a clan/guild/group since I co-ran one of the most successful clans for Unreal Tournament 2004 more than a decade ago. Thus I'm doing some homework based on experience before applying to an organization, and stumbling upon this doesn't put TA in good light.) I say this with best intentions and feel this could put off people who otherwise could have signed up and contributed to the organization. I assume there's a private section for discussion within the organization that's separate from what's available to guest accounts?
  42. 3 points

    Friends and Foes... Fairwell o7

    Blah.. the HR thing was stupid , but you shouldn't fault leadership for trying out new things. I don't expect them to be perfect about everything, just to hear me out when I tell them they aren't being perfect. I doubt you will find an organization that doesn't have these types of issues, trust me, I've been in a lot of them. Tac is still leading the way in this org and thats mostly all I care about, I dont need tons of people diluting the power at the top leading to eventual coups or something, or worse yet poor management of the Org. The executives we have are there for a reason, and the responsibilities are divvied out fine imo. Good luck to you, but I think you are wrong, and I am annoyed to see you and all these others go to some supposed "greener pastures" while taking a dump on the people you leave behind by airing dirty laundry and than splitting.
  43. 3 points
    Hello On the 18th of febuary after the Org Meeting I will be hosting a gaming night on Teamspeak, it is completely open if you want to come. There is no real game agenda, we may just decide what we want to do at the time, it could be anything from star marine to Gear up, Golf with your friends to Lego worlds. the goal is to have fun and start a routined experience every saturday that people can drop into to play with their friends and others in the org. See you there hopefully. so let's all have fun and play together.
  44. 3 points
    I made a video today about the Hornet's and then SC make a video two. They are copying me lol.
  45. 3 points
    Character Art Director Josh Herman joins Community Managers Jared Huckaby and Tyler Witkin as they play Star Citizen with community streamer BristolBoy88. TL,DR:
  46. 3 points
    Thank you dude! was super nervous to start! It was such an amazing experience! something i will never forget! The support from the Star Citizen Community is so amazing!
  47. 3 points

    Around the Verse - Pirate Swarm

    TL,DR: Transcript courtesy of Relay
  48. 2 points

    Updated Specs My Build

    Case: Tempered Glass Case (Don't have specific)PSU: 700 Watts (Too lazy too look)Motherboard: MS-7A72CPU: 7th Gen Intel® Core™ i7-7700K processorRAM: 16 GB- DDR4 2400 Graphics card: NVIDIA GeForce GTX 1080Sound card: Realtek High Definition audio Hard Drive(s): Toshiba DT01ACA100 AND WDC WDS240G1GOA-00SS50 Headset: Corsair Void Pro RGB Wireless Keyboard: Corsair Strafe RGB MX Silent Mice: Corsair Glaive RGB Mousepad: Corsair MM300 ExtendedMonitor: Acer Predator XB281HK 28-inch UHD (3840x2160) NVIDIA G-SYNC Monitor AND Toshiba-TV(Stream screen chat etc..)Operating System: Windows 10
  49. 2 points

    Happy Hour September 8th 2017

    Join Ben Lesnick, Jared Huckaby, Tylers Witkin and Nolan, and Ulf Kurschner as they discuss the topics of the week with the Star Citizen community. Highlights Today's Happy was all Community Managers featuring Tyler Witkin, Tyler Nolin, Jared Huckaby, new to CIG, Ulf from Frankfurt, and Ben Lesnick. The helmet O2 and Oxygen O2 tank are the same, they've simply configured helmets to act like the room system and take O2 from the Oxygen tank. Space suits in 3.0 will be the same capacity wise, but they'll differentiate them later. There will be AI in the other landing zones for 3.0 (Grim Hex, Port Olisar) The new ships for 3.0 have been locked down which are: Aurora Rework, Cutlass Black Rework, Dragonfly, Nox, Ursa Rover, Aquila, and Prospector. The Reclaimer isn't complete. There was confusion a little while back that the Reclaimer only had three rooms left, what they said is three rooms in the art phase so the Reclaimer still has further steps in the pipeline to go. Cutlass Blue and Red are in production by Josh Coons After they're finished, he'll work on the Phoenix. 300i rework is scheduled for December, but not guaranteed to start then. BMM and Carrack haven't started work yet. More information about the Origin X1 will come out in a few weeks Ben said. The next episode of Happy Hour will be a Gamedev with Josh Herman. Courtesy of Relay
  50. 2 points
    For those of you who don't frequent the SC subreddit, this was a great find today:

Image Description 1


Image Description 2


Image Description 3