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Showing content with the highest reputation since 03/03/18 in all areas

  1. 6 points
    Fury_1

    Pics from the last Org Event

    Pictures taken by FriendCalledFive during the last ORG Event. Notice the Geycat which was driven into and parked in the back of my Cutlass Black. I then went in and bought some cargo at a terminal and the game calculated the loss of cargo space from the Greycat and gave me at the terminal the reduced amount of cargo space available. https://imgur.com/a/O0rMU
  2. 4 points
    Thul-Qarnayn

    How Long Will it Take?!

    Hello everyone, Here is a post I found today in SC reddit that shows the Quantum Travel time from PO to Arc corp and Hurston based on your Quantum Drive. Not sure how accurate but it will give you a ballpark of the time. Note as SC is still in development these may change. Fly safe Thul
  3. 4 points
    Benjamin_Smaridge

    Immersion up the wazoo

    that's why push to take and push to mute are a thing, Push to talk in teamspeak and set the same key as a push to mute in voice attack so that it won't be listening when the button is pushed.
  4. 4 points
    All, I am pleased to announce we have completed the first steps in the RSI authentication tool. What's an RSI authenticated member? Someone who is in the Tactical Advance organization on the RSI website. (You must have us as your main organization for you to be approved) What does this bring to the Tactical Advance Organization This gives us greater control over who can see what content on the forum. For example, currently if anyone signs up (not a member) they can see all division content. Going forward only RSI authenticated members will be able to see divisional forums. Who's in the Tactical Advance Organization?. Prior to the RSI authentication tool we did not know unless we matched the whole RSI website against the forum and TeamSpeak manually, logistically unpractical for a large organization. The RSI authenticated member tool automates this for us across the RSI, our forum and TeamSpeak. This also adds greater security and remove manual intervention. Who can access organization areas on TeamSpeak?. Currently, anyone can access all the rooms, going forward only RSI authenticated members will be able to access organization related rooms. Adding the RSI authenticated member tool makes roles redundant, we can now refocus these people on in-game activities. In addition to the above, we have been working on improving the new member experience. Getting started in Star Citizen and signing up to an organization is not a straightforward process and can seem fragmented. For this reason we introduced a wizard that will guide new members through the 4-step process. This is a work in progress and we will be adding more content over time. I am really pleased with the progress we have made over the past few years. We will be the best organization out there, leading the way in technology and at the same time creating the best experience for our members. A big thank you to all the people who helped make this organization what it is today. Please click the link below and authenticate yourself now, the cutoff date is the 31st March 2018 RSI authentication now
  5. 3 points
    RSLtaken

    Interesting Video

    I found this video and thought some people might like it.
  6. 3 points
    UPDATE 02•19: Quick update about the setup, ready for DCS F/A-18 with the 3rd MFD and the 7" LCD. I still hope that SC will support exporting data to a secondary screen. https://karonshome.files.wordpress.com/2019/02/img_20190108_162833010.jpg ORG POST I'm a tenant and I live in a small flat so I don't have much space available: no way to build a proper simpit. I decided therefore to build a modular set of control boxes, each based on an independent Arduino board. My first control box was based on a video I found online (I worked with 8-16 bits PICs before, never with Arduino so that video has opened a new world to me). The following control boxes have little to nothing in common with the first (which is great considering that the first example controls up to ~25 buttons, my latest more than 80). I have recently added a 7" 800x600 MFD and I plan to add a similar one later. The problem is.. that this stuff is totally useless in SC. Besides the fact that the firmwares I wrote are always on/on and I have no idea how they react with SC (I can always change them); the fact is that SC is very arcade and a hotas satisfies its need of controls, killing the need of a simpit right away. Moreover SC has no decent controls management, not to mention the possibility to export avionics status. I remember an old goal about these features, hopefully that will be implemented sooner or later. That being said, this is an old pic of my setup. I had changed many things but I haven't taken any pic yet. This is the 7" LCD I use to export MFDs or other avionics. Hopefully sooner or later they'll work with SC. The little screen on the top is a small TFT. It gets data from DCS and I wrote the firmware that displays different values and icons depending of the values it receives. In this case, it shows info about the Ka-50. One of these boxes can be built with 30€-40€ depending on where you buy (china is cheaper but takes ages, I usually buy from Amazon UK – one day delivery at the lockers!) and if you have the basica material already (wires, soldering iron, etc). You write your own firmware so you can do almost whatever you want and you can change anything anytime. These are a couple pics of what is inside the boxes. The F/A-18 UFC/ Ka-50 PRTz/PVI-800 is the latest I built and is a bit more complex than the others. It doesn't take longer that 4-5 hours to build one.
  7. 3 points
    RSLtaken

    Ship upgrade question

    It up to you. If you have the money, do you plan on melting the other ship to help pay for the new ship. Do you want LTI, do that matter to you. Upgrading, you keep everything in the base package you are just changing the ship. So that all flair and insurance. If you melt it down the road you get all the money, but you can only buy back the base ship. So no good if you ever think you might melt it later and us that money to try a different ship. As you cant get it back, you have to wait until it on sale again. If you buy a new ship, well it a new ship. Warbond is new money only. So if you are planning on melting the ship and putting it to the new ship, you will have it without LTI (if that matters to you). You can always buy back the ship if melted down the road and you change your mind. But it more down to where you are and what you are trying to do. It is no right answer, it more down to you and what you want out of it.
  8. 3 points
  9. 3 points
    Tactical Advance

    My simpit

    The definition of I am going to be climbing into some gaming tonight has taken a whole new meaning
  10. 3 points
  11. 3 points
    Mister_Fixit

    Almost finish

    My new build i almost finish. Going to change CPU to AMD 7nm and hope for at better GPU with 7nm too next year But for now it look like this. Case Fractal Design Meshify C Mini - Dark TG PSU: EVGA SuperNOVA 750 G2L Motherboard: MSI B450M Mortar Titanium CPU: Ryzen 2600 @4.1GHZ RAM: 16GB Corsair Vengeance LPX - 3200MHZ, (16GB more on the way) Graphics: R9 390X Hard Drive(s): 250GB Samsung 850 M.2 SSD, Kingston UV500 SSD - 240GB Monitors: LG 29 L 29UM67-P (2560x1080) Keyboard: Steelseries APEX 350 Mouse: Logitech G500 Cooler: CPU DeepCool Castle 240 RGB, : GPU NZXT Kraken G12 with Thermaltake Water 3.0 Performer C
  12. 3 points
    SleeppingWolf

    avenger in the snow?

    avenger in the snow?
  13. 3 points
    Well spotted and totally agree on this point!
  14. 2 points
    Klaypigeon

    apology to my mates

    I would like to apologize to all my clan mates for yesterday gameplay on Teamspeak. Looking back and reviewing the gameplay video from Tactical Advances(TAC’s) Twitch stream I found myself kinda (no definitely ) annoying to say the least . I had the mic open and didn't know it was picking everything up. I personally hate that for I was spamming the voice channel and it surely annoyed other people. For that I am apologizing . It will not happen again. I am new to teamspeak basically so, please be forgiving. Thanks for you time, Klaypigeon
  15. 2 points
    Joysticks. Is there a place for handling a spaceship sim outside of using the traditional keyboard & mouse? Or is it just a fancy way of d**k sizing? Often times I look into players gaming rigs and I find a bejeweled PC, where the RAM has RGB lighting, wireless mice with removable weights, or PC cases so large they use the case as their desk. So when I informed Tac that I had just purchased and received a set of Joysticks, he scoffed! (rough quote) I flared my nostrils, increased my heart rate! How could he offend me in such a manner!?!? The very idea that anything I bought could have the very slight chance of being a total waste of my good american cash offended my ears! So I hotly replied: (a perfect quote( (no really!) So began my quest, a perfect review of a system I still haven't used for a week. Lets go. So firstly, why did I want a Joystick? Every once in a while ill look around on youtube and check out videos on joysticks. So this week I finally thought, "hmmm that looks cool". So I went out to amazon and bought two Thrustmaster 16000M joysticks. So the case: 1. More buttons This is the most common and I believe weakest argument. You have (or you should) a full sized keyboard. On the typical keyboard there is 104 buttons. With modifiers such as ALT and CTRL, you can double or triple the number of buttons on a keyboard with the push of a keystroke. Also, if you have a typical mouse, you have 2 buttons, and a scroll wheel. More on this later. For joysticks, you can have 10-40 buttons depending on make & model. Clearly, at this stage the keyboard and mouse have a advantage. So what can we do to balance the fact? 2. How many keystrokes you can push. Old models used to limit you to 3-4 keystrokes before you would max out the bandwidth. ( I only just upgraded from one of these a few months ago!) Now adays you can push many keys at once, allowing for a smoother experience flying in the universe. Joysticks operate differently, instead of seeing moment as keystrokes the joystick is streaming a set of coordinates of how far the stick is being pushed, and in which direction. 3. Now I don't really know how to write a review, so please bear with me. Lets talk about what is better and worst about the two sets of controls. Lets say you need the ship to turn right, point the nose of the spacecraft up, drift north-west, rise vertically, and do a right barrel roll all at the same time. Not too hard right? Just push the mouse to the right and up, hold W and A to drift, hold E to barrel roll and hold R as well to rise vertically. Never mind the fact that doing this all at the same time is pointless, but how are you going to use a mouse to operate 2 axes, and then use your left hand to operate the remaining 4 axes? Plus, how many fingers do you have to do this command? With a duel joystick set up I can, and easily. Push the right joystick to the North-East, twist the stick to barrel roll, and then use the left joystick to drift, and twist to rise up. Easy right? and we can still shoot with the triggers. So thats the "technical" case for joysticks. With just one joystick all you are doing is replacing a mouse for another bigger mouse with a few more buttons. With duel sticks I am simplifying a 104 key keyboard for a cleaner 10-40 button stick. By dividing the number of buttons that need to be pressed equally between two hands, there is a better balance and agility then what there was before. -------------------------- That all being said, thats just the technical case. Practicality is the real test. (To make this part of the review clear, I am right handed, and thrust movement is made with the left hand/stick and rotation is made with the right hand/stick) The first issue is that I am only used to giving a few commands to my right hand, while my left hand is off happy doing 30 things at once. Which leads to funny issues where I am "rubber banding" my focus from my left hand to my right. At the time of this writing, I improved from 2:30 per lap on racing in SC down to 1:35. Note that the top score is 50-52 seconds per lap, and I don't know how fast I was with keyboard\mouse layout. While racing my hands do get tired, but I was able to handle 10+ laps (single player) and with a minutes rest I would be good to go for another 10 rounds. Dog fighting is harder for me to measure, I am better at drifting away from incoming fire, and hitting targets isn't hard. However it would take 8-10 minutes per kill attacking a size 1 ship. I only played up to round 3 before I quit from boredom as my landed shots seemed to do next to zero damage. Also while dog fighting I never had the sense that I was "on their back". It could just be the nature of space, I never used match speed and its hard to say if this is the design intention of the SC devs or if I was just using under powered weapons. I also had this issue with a keyboard/mouse layout. -------------------------- To sum up this 48-72 hour rating: The joysticks are fun! Its too early to say that they are truly useful, and its novelty could wear off, but we will know that better in a week or two. I will provide another review of the Thrustmaster 16000M's that I am using, but for now I just want the review to be about joysticks and SC more than the sticks themselves. Now I am off to go race! I would like to see 1:10 laps today, wish me luck! T_D
  16. 2 points
  17. 2 points
    Bursar

    3.5 Live on PU NOW!

    3.5 is now live on the PU - Just in time for the arrival of my new screen https://www.amazon.co.uk/gp/product/B017EVR2VM/ref=ppx_yo_dt_b_asin_title_o01_s00?ie=UTF8&psc=1
  18. 2 points
    this might be fun to use if you are a miner or into salvage https://www.logitechg.com/en-us/product/farm-simulator-side-panel
  19. 2 points
    RSLtaken

    $0 CCU's

    As of 1st of May, all $0 CCU will be removed from your account. Thought this might be helpful for some people to know. Zyloh-CIG@Zyloh-CIG $0 CCU Update pinned discussion Today at 15:56 Hi everyone, Way back in May of 2017, we mentioned that we planned on expiring all unused $0 CCUs from our system before Alpha 3.0 hit the live servers. Obviously, we’re far beyond the release of 3.0, which we feel has provided an ample amount of time for the community to utilize these CCUs. The original messaging is attached as an image for reference. We’re now ready to move forward and will be rolling this change out in two phases: One week from today, on April 3rd, we will be removing the ability to obtain any additional $0 CCUs. Then, on May 1st, we will be removing all unused $0 CCUs from our system. Ultimately, this is another step in our ongoing efforts to optimize all aspects of the Star Citizen experience. https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/0-ccu-update-1/2016768 Zyloh-CIG@Zyloh-CIG Today at 18:23 It means that if you obtained $0 CCUs and they remain unused on your account, they will become expired/removed on May 1st.
  20. 2 points
    ziggycooper

    So....what ship do you have?

    This will definitely change, but this is how it looks today.
  21. 2 points
    SleeppingWolf

    Q&A: ARGO SRV

    from https://robertsspaceindustries.com/comm-link/engineering/16987-Q-A-ARGO-SRV The ARGO SRV depicted in the image is carrying an unknown-sized cargo container. Please elaborate more on this cargo-carrying function. Is the SRV envisioned as one of the tools used to load/unload the larger HULL series ships? One of the key design goals for this ship was to enable it to carry cargo around. Unloading larger cargo ships, such as the Hull series, is a perfect use of the SRV. This is not explicitly stated in the documentation, but the ARGO SRV has a Quantum Drive and a Jump Drive. Can the SRV tow a ship in Quantum Travel? Can the SRV use a Jump Point when towing another ship? The ARGO SRV can Quantum Travel while towing. Whilst the details of Jump Travel are being ironed out, the original design never accounted for this scenario and requires revisiting. However, our current stance is that it will not be able to tow ships through a Jump Point. If such travel is needed, we recommend towing the vehicle to a nearby repair station first or putting it inside another jump-capable vehicle. Can the SRV move ground vehicles like a Nova Tank? There is nothing to stop you moving damaged or stuck ground vehicles, such as the Nova Tank. It will work the same way as moving and transporting damaged spaceships. Can the SRV move outpost modules? No, outpost modules are physically drilled into the ground surface. The moving of player-made outposts is restricted to the Pioneer and other dedicated ships as the SRV’s tractor beam is not strong enough to wrench them from the surface. Outposts that exist already on moons/planets cannot be moved. Can the SRV tow asteroids? Physicalized items in the world can be manipulated if they’re within the mass range of the tractor beam. Currently, the only dynamic asteroids in the game are the mineable variety, though it will be possible to tow these asteroids around if desired. Can a person in a space suit be towed? Capturing an item requires it to be relatively immobile and of a certain size so that the beam can focus on it. While we don’t have the exact details of these limits yet, we foresee that active players will not be easily trapped by tractor beams to prevent griefing. Is the number of SRVs needed to tow something based on total mass or size/architecture? It is primarily mass based, though there are some size and volume requirements. There are no arbitrary design restrictions in terms of ‘ship X can specifically not tractor ship Y’. How will theft using tractor beams be guarded against? Can anyone just fly up to you and start abducting ships? The current means to limit theft and griefing is that shields will actively block or severely dampen the tractor beam strength. If you wish to have your vehicle moved, you will be required to power down your shields (which also puts you in a vulnerable position). If you wish to guard against theft, just leave your shields up when outside your ship for reassurance that it will still be there when you get back. Does the tractor beam only pull or can it push as well? The tractors beam is primarily designed to pull, though it can push to an extent. Moving from side to side, rolling, and pitching are accomplished by the range of motion available to the tractor beam’s mount. Does towing affect the SRV’s top speed and fuel economy? Tractor beams consume massive amounts of power, so while the ship’s top speed is still attainable, acceleration and fuel economy are negatively impacted. Will vehicles being towed have to turn off components for it to be towable, such as shields and power plants? Yes, the target needs to be relatively immobile with shields powered down for the tractor beam to ‘capture’ it. If the target is actively jinking or maneuvering to avoid it, the SRV pilot will require significant skill and time to capture it. If an SRV is immobile but still has a working tractor beam, can it use its tractor beam to lock onto another ship and then be towed by that ship? Theoretically, it is possible for this to work. However, the non-tractor ship would have to maneuver very cautiously and gently to prevent it from breaking away. Does the tractor beam only work in space? Or, is it possible to tow a ship from a landing pad, take off, go into space, Quantum Travel, enter a planet’s atmosphere, and finally land while towing another ship? The Tractor Beam can be used in any location, however the environment will affect the difficulty of maintaining a capture of the target item. Another one of the original design aims was for the SRV to act as a tug ship to help larger ships get from a planet’s surface back out into space. Will it be possible to extend the Argo SRV’s shields around the ship that’s being towed to offer extra protection when extracting disabled ships from the battlefield? No, the shields from the ARGO SRV and all other ships in the game are currently just for the ship itself and do not cover nearby objects. Towing a ship or vehicle puts it at risk, so the environment and flightpath should be considered carefully by the SRV pilot. There is mention of it being heavily shielded and armored. How can we expect it to hold up under combat zone conditions? The SRV carries no offensive weaponry so relies on its shields and armor to survive in combat, so if it’s being directly attacked, the best course of action is to break away and come back later. If you’re entering a known hot zone, I’d recommend bringing an escort along for support. Does the roof dish provide scanning abilities for search and rescue? The dish on the roof is simply a visual styling cue and has no specific gameplay attached to it. As mentioned on RTV, we went back and forth over the name during development. At the time ATV was recorded, it was known as the ‘Search and Recovery Vehicle’. However, we have now settled on ‘Standard Recovery Vehicle’.
  22. 2 points
    5murph

    ScreenShot0179.jpg

  23. 2 points
    Hi all, A few of the S&E leads and team are meeting up on the 24th of this month starting between 7-8 GMT for a few hours looking at ships, general chat, mess around in the verse etc all welcome come and join us. Slaine. ps we will be on ts if anyone want to chat
  24. 2 points
    Bursar

    What Is Changing In Your Hanger?

    Ive been waiting for a while now. I have just upgraded my Cutlass Red to the Apollo. Unfortunately lost a Cutlass from my hanger as its a small ship I like a lot. The loaner for the Apollo is a Connie. Yes, I will probably just ignore it My medical needs have now been met though. The Cutlass was never going to offer the best facilities, while I plan on equipping the Apollo with 1 x Tier 3 and 2 x Tier 2 beds.
  25. 2 points
    Anvil Carrack in patch 3.8 this YEAR https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen
  26. 2 points
  27. 2 points
    Fatie89

    My simpit

    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.
  28. 2 points
    TS will be back at soon working on it
  29. 2 points
    If the data is right the is going to be a good year for gamers Ryzen 3000, Radeon 3000 Series LEAKS - It's Game On!
  30. 2 points
    Mister_Fixit

    Cooling on my gfx finish

    Now my cooling on my R9 390X i finish. Only problem is, now i can hear my tinnitus when gaming When I get a new gfx next year then this one wil run in my son`s computer, together with a I7 6700k and 16GB 2400Mhz mem, should be enough for 1080p in star citizen
  31. 2 points
    Bursar

    first time at lorville

    I waited until the PU, then gave it a few more days befor checking out Lorville. A quiet Sunday afternoon quickly disappeared as I spent 3 hours flying there, wandering around - on all 3 metro lines - and then flying back to Olisar. Very impressive, just make sure the ship you use has a good power / weight ratio to pull out of the atmosphere. I was very pleasantly surprised with a Connie.
  32. 2 points
    SleeppingWolf

    This is how you fly.

    this or this
  33. 2 points
    from https://imgur.com/a/wYXKAEv
  34. 2 points
    My desk is pulled out because I'm currently using the streaming box. I wanted to see how far I could push the 9900k and I pushed a little too far, I'll get it fixed up soon enough. Main: Case Thermaltake View 71, a few Thermaltake Riing sets w/rads PSU: Thermaltake Toughpower 850 RGB Motherboard: AORUS Gaming 7 CPU: 9900k, custom loop RAM: 16GB GSkillz TridentZ RGB 3200 Graphics: 2x MSI 1080ti GamingX Water: XSPC main components, Phanteks GPU blocks Sound: 7.1 to Klipsch, Yamaha MG-10XU to Rode NT1 Hard Drive(s): Optane 280; 512GB Samsung 960 PRO PCIe NVMe M.2 SSD, Few Samsung Pro SSDs Home Cloud: Synology 10TB NAS Monitors: 3x ASUS ROG Swift PG279Q IPS 165Hz Keyboard: Corsair K63 Wireless Mouse: Logitech Trackball 570 Wireless Cam: Logitech 4k Pro HOTAS: X-56, Clamps NextDesk Standing Desk Sennheiser heads, TrackIR, VoiceAttack, Sputnik lighting Dedicated Streaming/Encoding Box: A toned down Thermaltake build - 8700k, SSDs, and Elgato 4k and two Streamdecks... input from main.
  35. 2 points
  36. 2 points
  37. 2 points
    killswiitch

    starwars

  38. 2 points
    Wolfwood

    FINALLY got the PU to run again!

    Hey all. I know ive been kinda radio silent for a while. My PU wasn't loading up at all. The game would crash every time i attempted. Even a new video card didnt help. I finally figured out that something i did a LONG time ago was the issue. Back when i built my computer, and made an SSD my boot drive, i disabled the windows page file. Because i figured 16gig was Plenty enough that it shouldn't ever need to touch the page file. Which as been true for every other program & game, and even SC.. until this version of it anyway lol. I got the page file back on, and the PU (after a time) did finally load up. Woot!
  39. 2 points
    Had some fun experimenting with the mining laser with moher4. Not he was doing the firing and his PC was lagging so couldn't see what he was shooting at too well!
  40. 2 points
    SleeppingWolf

    Q&A: RSI Apollo

    Will there be any interactive ‘doctor’ gameplay to healing in med bays and first aid, or will it be automatic based on the tier of healing? The design for doctor/medical gameplay is not fully signed off, but it currently has interactive elements to it. One of the things that we always want to do with Star Citizen is to make player interactions physical rather than just pressing a button and walking away, an example being the current mining loop that requires a level of constant control instead of automatic extraction. What happens to the player while they’re waiting to be picked up, transported, and healed – are they just sitting there doing nothing the whole time? Currently, the plan is for the player to be physically immobilized during pickup, transportation, and healing. However, during the implementation process, we will review whether this is too much and if we need to provide some level of interaction. During these ‘down’ times, we’ll make sure the player has access to feedback notifying them of their current state and an indicator showing the rough time until the next state. Will NPCs requiring treatment spawn in your ship? We don’t plan on this being a natural occurrence, as having six random NPCs suddenly turn up on your ship requiring treatment without warning would be a pretty unnerving experience. However, NPCs can be collected via drone and treated on your ship as a result of interactions you make, be it specific medical mission participation or as you respond to other relevant beacons. Can the Apollo expel players who refuse to leave after being healed? The Apollo itself provides no specific method for doing this, but we expect owners will find their own unique ways to remove uncooperative patients! ‘Search and rescue’ gameplay involves a lot of looking and finding. How do the scanners on the Apollo compare to scanners on other ships, specifically the Terrapin and Cutlass Red, whose brochures and ship pages advertise that they can also be used as search and rescue craft? The Terrapin and Cutlass Red both have medium scanners, whereas the Apollo has a large one, like the Carrack and some of the other bigger ships. While they both do the same things and can be used for the same purposes, large scanners have a higher range/spread and give more accurate details. What happens to injured players who refuse to pay after being healed? In order to prevent abuse, we expect to require players to pre-pay in aUEC/UEC for treatment. It could be a voluntarily choice for conscious players, and be tied into the pre-accident request to respawn at an Apollo for those more gravely injured. What tier of beds will capital ship med bays have? Will they still rely on medical ship support? It depends on the ship in question, but a ship with a dedicated medical bay will generally have a high tier bed to provide full medical support. Bear in mind that this will be of limited use if the ship itself is critically damaged and the crew is injured. It is unlikely that capital ships will have enough high tier beds to support serious recovery for the entire crew simultaneously (with the exception of those dedicated to the role, like the Endeavor Hope). Are there injuries that the Apollo cannot fix but the Endeavor can? Assuming the Apollo is equipped with the best tier of beds available, then it can fix the same injuries as the Endeavor as the functionality per bed is the same. However, the Endeavor won’t have a loadout as limited as the Apollo, so can heal more people simultaneously. Will there be more variants of the Apollo, for example police/military/fighter/transporter? There are no plans for further RSI Apollo variants outside of the Medivac and Triage. We want this ship to stay focused on its current role. Can we sleep in a hospital bed to log off? This is not something we currently plan on allowing, but we’ll review it as the gameplay comes online. Since the ship only supports two crew members, does it mean we are limited to a pilot and a doctor as crew (it would be helpful if the crew positions/roles could be fleshed out more for us)? We don’t see the roles being as strict as just ‘pilot and doctor’ and envisage both players taking part in recovery and treatment. While landed or docked in space, both crew can safely help. However, there is nothing to stop the pilot leaving their seat to help while the ship is flying (ideally in safe space!). If the Apollo has tier 1 beds to allow respawning, will it also get a beacon for that like the Endeavor? Yes, the beacon described in the Endeavor Q&A is very similar to our current Service Beacons and requests for medical assistance will be done through those. Will there be a cooldown on respawns for an individual player, or will it be limited by the resources carried on the Apollo? There will likely be a cooldown period to promote the concept of death having serious consequences, but it will also be limited by the medical resources carried on the Apollo. While you could respawn multiple times on the same Apollo in the same game session, the overall respawn amount will be limited by the resources that the ship has available. Each spawn or recovery will use an amount of the equipment/consumables required for medical gameplay. How do you envision the balance between medical gameplay and time to kill (TTK)? Turning players into the kind of bullet sponges that facilitate the different stages of injuries and healing doesn’t make for a fun FPS experience, while having a shorter TTK results in players dying too quickly to use anything other than tier 1 recovery. TTK will be increased as we bring more features online. However, we’ll be constantly reviewing and amending the features that contribute to it to ensure all related gameplay feels as fun and immersive as possible. In previous releases, our TTK was quite high, but the UI gave very little feedback to the players about what was going on. This gave a poor feeling to both parties, but there are lots of systems due to be implemented that will prevent this from happening again. What’s the advantage of the Apollo in comparison to a medical bay you can find on ships like the Carrack? The Apollo’s medical bay can hold more people than a non-medical focused ship (outside some of the capital ships mentioned above) and its modularity allows it to heal in ways the vast majority of ships can’t. Will tier 1 medical bays support everything the lower tiers do? Superior tiers will include all the functionality of lesser tiers. An interesting decision for the player will come in how they configure their bays – having higher tier beds limits the number of people you can heal and using them to provide lower tier healing could be a waste of time, space, and resources. Does removing the medical modules increase the amount of SCU that can be used for cargo? The medical bays can’t be removed, so the maximum cargo capacity will still be 28 SCU. Can bounty hunters and slavers use the drones to retrieve unconscious hostile players? The drones simply require the patient to be immobilized/unconscious, what you do with them after that is up to you! The Apollo does not lock people into the medical beds, so unless you constantly monitor them they will either die from their injuries or wake up and become mobile again and require further restraining. Will the Apollo have outlaw applications, such as harvesting organs and limbs of PCs and NPCs captured, to further add depth/profit to bounty hunting/assassination missions? Organ harvesting is not something we currently plan to support in medical gameplay! Will pulling high g-forces affect patients on board? If so, how are they affected? We want the patients to stay in a state as stable as possible and the medical beds are designed to avoid this kind of thing (outside of catastrophic events, obviously). Long-term plans are for all players onboard all ships to be subject to g-force relevant to how the ship is being flown. Being restrained in either a seat or bed will mitigate this somewhat. Can Apollo owners set their ship to not be an active spawn point when they don’t want people arriving on their ship? For patients who are not in your friend list/party, retrieving them is an active process using the drone. You will have to actively accept missions or go to beacons to recover non-party members, so there’s no need to switch your ship off as a spawn point. However, when playing in a party (and the requirements to respawn are met, such as distance and capacity), players will automatically be given the option to respawn aboard your ship. Are medical consumables (hoses, sterilized needles, drugs, tools, blood/plasma, etc.) stored in the med bay, or do they take up space in the cargo hold? Medical consumables must be stored in the cargo hold, but the plan is to balance it so that even on an intensive medical mission, you’ll still have room for regular cargo if you wish. On the flipside, you may want to run with minimal medical supplies to just offer a couple of healing sessions and instead attempt cargo missions to generate additional income that way.
  41. 2 points
    PlatedWolf

    Ship Shape - The RSI Apollo

    Cutlass has been described as an ambulance, So i'd expect it's options for heavier casualties are stabilising folk and hauling ass to a more capable facility. Apollo on the other hand can be described as a "Clinic" with the option to do more with up to six T3 tables, or at MOST two T1 beds. -So you can either have an ambulence that hauls ass with 6 people at a time, Or if in a more remote area with engagements being few and far between, go for a more dedicated doctor playstyle. The point I've seen here, entailing the notion that the cutlass seems more like a dedicated ambulance, compared to the 'Polly which can be a little more versatile in it's medical role. Polly also has two variants as of yet, although the cutlass red -Is- a variant itself which may lead me to believe it is more of a one trick pony than it's counterpart. I've already seen discussions of a Polly variant which would take samples of flora and fauna for research, replacing the beds with stasis tanks or something of the sort on spectrum. Here are the current variants of Polly, Listing Physical differences. Apollo Triage: Apollo Medivac: Length: 43 Length: 43M Width: 30 Width: 30 Height: 10 Height: 10 Max Crew: 2 Max Crew: 2 Armour: Medium Armour: Heavy Speed: 205 M/s Speed: 195 M/S Cargo: 28 SCU Cargo: 28 SCU Turrets: 1 Remote w/ 2X Laser cannons. Turrets: 1 remote w/ 2 Balistic Gatling's. Missiles: 2x S3 Missile Racks. Red Stats Indicts Stats that differ from the other variant. Sources: -The Video this thread is about, -Medical Gameplay article, Rsi https://robertsspaceindustries.com/comm-link/engineering/16671-The-Shipyard-Medical-Gameplay -RSI Apollo Brochure.
  42. 2 points
    Akanoes

    Reverse the Verse - Ships of Alpha 3.2

    Vehicle Pipeline Director John Crewe stops by to answer questions from backers about the seven new ships being added to Star Citizen Alpha 3.2.
  43. 2 points
    Remulos

    Immersion up the wazoo

    I've bound push-to-talk (teamspeak) and push-to-mute (voice attack) to the same button on my mouse Edit: Benji beat me too it
  44. 2 points
    AirBorn4Life

    4 years with the ORG!

    Saturday will mark my four year anniversary with the org, I appreciate everyone that I have met throughout this time period. See you in the skies boys!
  45. 2 points
    Roy

    3d view

    taken from https://robertsspaceindustries.com/community/citizen-spotlight/11240-StarShip42-FleetView-A-3D-Fleet-Viewer
  46. 2 points
    This week on Around the Verse, we check in with LA Studio Director Eric Kieron Davis for a Star Citizen project update, and get a detailed look at how sound factors into the immersion and storytelling of the Persistent Universe.
  47. 2 points
    Fatie89

    My simpit

    So, it's finished. I'm pleased with how it turned out, it does look like furniture and not just some toy that I feel embarrased to show to others. There are still those parts about it that I want to change but I can set aside an hour or two when I can to modify and adjust those problems. Hope you like the design and if you do decide to use this design with a few ideas of your own, please upload images here so that I can se what you did differently. /Fatie89 http://
  48. 2 points
    This week sees a new installment of Ship Shape, where Jared gives us a look at the Aegis Reclaimer and the Tumbril Cyclone, with a little help from last week's studio audience.
  49. 2 points
    The patch notes are here: https://pastebin.com/vXmzmWs0
  50. 2 points
    Bursar

    The age old question. AMD or Intel.

    If youre unhappy with Spectre & Meltdown, i'm not sure where you go. Intel and AMD are both affected along with pretty much everything else out there, more or less. I still lean towards Intel because if the patches and fixes cost some of the performance, you have more to start with if youre an Intel owner. It's a shame. Intel needs decent competition just to keep it from stagnating and giving us cr*p. AMD is the only other horse in town. Or more accurately - pony compared to Intel.

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