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
MyImageName

Banner 1 Title


MyImageName

Banner 2 Title


MyImageName

Banner 3 Title


Leaderboard


Popular Content

Showing content with the highest reputation since 10/18/17 in all areas

  1. 3 points
    ichi

    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#
  2. 2 points
    Treello

    Thinking of ending the game

    It is not so much about the game taking too long for me. I understand the development cycle of a game. What is upsetting is the consistent missing of timelines and the diregard they seem to show for that. They miss timeline after timeline, and they have from the beginning. It is the hype that is draining. They get you excited over and over and over and that continous let down can be exhausting to people. If they just stopped giving time frames and timelines maybe it would be different. Its not that the game is taking awhile for me, its that they say they will release something by a certain time and then dont come even close to the time they gave. Whether its feature creep, bugs, whatever... stop telling people your going to give them something by a date then when you dont give the same tired line "do to the complexity and our dedication to quality we have pushed back the release". Its the same thing... It hurts the trust you have built with some people. The above leads directly into emotional and time investment into a game you haven't played. WoW took 10 years to develop roughly from concept to release. However, most people were blissfully unaware for a very long time into that cycle. Then a year or so before beta they start giving out little bits of information, still not promising to much. Then when it released everyone jumped on it. It did extremely well for 5 to 6 years then started to drain. The problem with Star Citizen is some people have given as much time and emotional investment to the game during that 5 years as they would have if the game existed anyway. So even without the game people have burned out on it. Its not anyone fault really, can't shame CIG/Chris Roberts for putting an idea out there that got everyone so excited they gave their all with no substance, but it happened. To dismiss those people or insult those who have built orgs, theory crafted for days, or simply spent hours on the forums is disrespectful to the very people that kicked the project off. As i have said i have considered grey marketing my stuff, not because i dont think the game will be cool but because i have already put more time and effort into this game than i have most any other game i have already played and at this point it almost feels like its time to move onto something new. I stepped down and away from positions here within TA because of this feeling because I knew if i kept going i was gonna loose interest entirely. sgtteddy i believe hit it perfectly. step back and try to not pay attention that way things really do seem new when the game releases. But i ask those dismissing his thoughts on selling his stuff not to demean his reasoning or belittle his feelings in doing so but simply try to understand why someone would feel that way. Its simply frustration and burn out. Everyone i know who has been a backer as long as i have has felt it to one degree or another and has vented the same way.
  3. 2 points
    FriendCalledFive

    Thinking of ending the game

    I just don't get it, what they just showed at Citizencon was incredible. I want SC to be spectacular, not another ED. Quality takes time.
  4. 2 points
    Bursar

    Gripes about new ship matrix

    Ok, first gripe about the new Ship Matrix (Thanks to ichi for posting). 1) Freelancer Cargo Capacity:- Misc - 66 DUR - 28 Max - 122 Mis - 28 Correct me if i am wrong PLEASE, but these are the actual quotes:- The Freelancer Dur specialises in Exploration. Sacrificing "SOME" of the cargo capacity........ The Freelancer Mis is a limited edition........ This version sacrifices "THE MAJORITY" of the cargo capacity for missiles. WTF? Seriously? SOME = 28...... THE MAJORITY = 28 Cockwombles. SOMEONE needs a dictionary!
  5. 2 points
    RSLtaken

    Gamechanger Finally Revealed?

    The restriction of supply for the Terrapin my be food you can take. Not the amount of fuel you have. Also the Terrapin only have one bed and two crew. They might count that as a restriction on it. As if you have two crew you cant log out in space. So you would have to go somewhere safe to log out. But we find out soon because the have been working on it. Think we might get it in 3.1. If they keep to doing be patches if not we might have it sooner.
  6. 1 point
    Bursar

    Starfarer - Option or necessity?

    Some very useful points made on here. I have one now. Everybody will need fuel and the cost mitigation one offers i'm hoping will be significant. A 'farer will also offer the opportunity to conduct extended missions away from supply lines.
  7. 1 point
    Gigowatt

    Starfarer - Option or necessity?

    I watched a video yesterday where some guys put a Merlin in the bay of a Starfarer and transported it to a space station. I absolutely LOVE that the game is not so rigid as to prevent that sort of creativity and adaptability. That said I see our Org placing requests for fuel on long range missions and possibly some food or other sustaining items for deep space missions. The Starfarer seems to be the perfect answer to that call. Or fleets engaged in battles on the front will also need fuel, again, it's the answer. That's what I love about SC. It's not just different ships for the sake of looking different or pleasing the eye of different people. They actually have different purposes. I suppose it still remains to be seen if they can deliver on all the operational aspects of these ships. I'd love to see my Starfarer pull along side an Endeavor, or an Idris or something and see the fuel lines go out and hook up for refueling. Pretty much what OP said, it's an excellent opportunity.
  8. 1 point
    ichi

    Nothing Special

    Case NZXT Source 530 (4 14mm fans, got one more to add maybe) PSU: EVGA 1000 G2 Motherboard: Asus ROG Strix Z270F CPU: i7 7700 4.2Ghz with Corsair H110i cooler RAM: 32GB GSkillz 3600 DDR4 Graphics card: Asus Strix GTX 1080 Sound card: On Board Hard Drive(s): Optane 280; Samsung 1TB HDD; Seagate 4TB External backup Optical Drive(s): Blu Ray (cup holder) Monitors: Vizio 32, HP 23 in Keyboard: Logitech G710+ Mouse: Logitech 620 wireless HOTAS: Saitek (MadCatz) X-55 Sennheiser headset TrackIR, VoiceAttack nothing special, but it runs good, can build on it if I want
  9. 1 point
    FriendCalledFive

    Nothing Special

    Nice system. I did a mod on my X-55 throttle based on this video as it was very stiff: I was going through that process, but then I realised you can just remove that plastic bit screwed to the base and it makes the throttle way more responsive. That said since then I have moved to using a TM FCS throttle which is a lot better for SC IMO.
  10. 1 point
    Ok drum roll! I have gotten me a monitor. I ended up going with the Samsung LC32F397FWEXXY. I spent about a week or so playing off different shops against each other till I managed to get a ripper deal to the tune of $145 discount I think it was. So I bought the 32" screen and carried the damn thing 2.5KM back home from the shops. You can just imagine how much fun it was walking over an unshielded bridge when the wind picked up :D Anyway purchase story aside, I am loving it. Image is crystal clear and I haven't experienced any ghosting, but that might be because I have an AMD graphics card. So it is doing its Freesync thing. Tested it out on Star Citizen and I suddenly realised how little justice my laptop was doing the game. It also made games like Cities Skylines and Stellaris look pretty awesome too. I was wondering if I would end up getting tired as Bursar mentioned, but I have found my eyes are doing the work and I don't have to turn my neck. Probably because it is curved making it easier for the eyes to see everything. I'd say don't get a curved TV as it looks gimmicky, but it seems to give a more of a 3Dish feel that absorbs you into the game when you get a curved monitor. I do tend to sit back in my chair because the screen is so damn big, but most of the time I am standing (Sit/Stand desk) and find I am at my usual position which isn't hugging the desk. Monitor itself when you first turn it on has its brightness at a 100 percent and jeeeez was that bright. Like dealing with a 32" floodlight. Naturally it came with no speakers so I went and also bought a Corsair RGB Surround Sound headset Complaints? No real complaints thus far. I tried its eyecare mode, but kind of found it odd. It jacks up the brightness real high and dulls the colours. So I won't say its a complaint, just something I am not used to and not sure I will use. @FriendCalledFive I think the monitor might be 1 or 2 generations newer than the one on Amazon which you had issue. I ran around ArcCorp without the issue you described. ArcCorp looked pretty damn speccy. I am glad I made the right decision though and didn't go with the Amazon variant, if it has issues. I did consider it at one stage. If anyone wants to see pics here is a link to my waffly blog post on it. It is choccas with pics https://sebthewriter.com/2017/11/15/samsung-32-monitor-lc32f397fwexxy/ I can't really be bothered digging up a picture hosting site. Anyway have a good one everyone, the prowl is over. Thanks for everyone's contributions and thoughts.
  11. 1 point
    Waor

    Teaser Ship Speculation Thread

    A Reddit User came up with these as possibilities..
  12. 1 point
    Gigowatt

    Thinking of ending the game

    I had to pull back 2 years ago. I have continued my subscription, and occasionally wince when it automatically gets drawn out of my account but I am in this for the long haul. I WILL see it through. I don't game like I used to but maintain my PC to a reasonable standard for gaming. I don't have time, and intentionally stopped reading every single thing that popped up on the feed. I forced myself to stop buying ships, despite how awesome some of them look and will likely perform. I figure 10 ships is more that I can feasibly pilot anyways. In the end I understand what OP is talking about, and agree that burnout can be achieved, but I refuse to relent. Good luck to you, I hope some dirtbag doesn't end up with your account.
  13. 1 point
    Akanoes

    Meet the Sabre Raven

    Introducing the Sabre Raven. Now available in conjunction with the Intel® Optane™ SSD 900P.
  14. 1 point
    http://www.pcgamer.com/grab-a-free-copy-of-watch-dogs-through-uplay-this-week/
  15. 1 point
    RSLtaken

    Meet the Sabre Raven

    I am not that good with computers. But Unless you have a huge amount of RAM having a fast SSD or M.2 will be good for Star Citizen. If you have only 8, 16 or 32gb of Ram in your computer and your CPU is using more than that. Then your CPU has to go to your Hard Drive to get the new/extra data it needed. And that a lot slower than having to go just to the RAM. So the faster your SSD or hard drive can find and send that data to your CPU the better things can run. Yes, 16gb of RAM is good enough for most games now. But Star Citizen with how big and detailed everything is you might need more RAM. Then having that new drive helps. With having no loading screens you can't load each level in to the RAM. So as you move around the star system your RAM will need to pull the info off your SSD for the new areas as you get close to it. And still keep the info you need for what you can still see on the RAM. Star Citizen will be a huge game and with no loading screens you need to pull data of the SSD a lot. So yes it can help. The question is how much more will that new intel SSD help over the average SSD. And is that worth the money you pay for it.
  16. 1 point
    ichi

    Meet the Sabre Raven

    says its on a truck in Indiana, probably Tuesday delivery, which is when my new build will be complete!
  17. 1 point
    Akanoes

    A preview of the reworked Mustang

    Suddenly, I find myself wanting one!
  18. 1 point
    The gamechanger turns out to be a colonization ship! While we don't know what this will entail we do now know that basebuilding will be thing. The information below is taken from reddit as my RSI app has decided to unlink my account and I am now locked out of my account =( 2000 ships are on a pre-sale for concierge and subcribers as a warbond (LTI but no store credit allowed) for $750 The Consolidated Outland Pioneer is an upcoming colonisation and construction ship. Whether you’re looking to build a home away from home or strike out to claim an untouched world, the Pioneer will not only get you there, it’ll make your dreams a reality. The brand new Pioneer is a mobile construction yard that specializes in creating modular planetary structures. Utilizing an on-board reserve of resources, the Pioneer can construct your new home onsite as well as continue to build once your new settlement is up and running. Whether you’re simply looking to build a little respite far away from the noise and chaos of day-to-day life or you’re bringing civilization to the frontier, the Pioneer will make your dream a reality What it means to claim land: This is what is included when you buy the Pioneer
  19. 1 point
    RSLtaken

    Thinking of ending the game

    5 years is a long time to wait for a game. We have not had a patch in 10 months and we only have a tech demo at this time. I can see why Some of the very first backers of the game might get pi***d off at the wait. You cant really count the first year CIG was making star citizen as they was building the company and getting people. And did not have much staff. But we are starting to see all the hard work. Doing something no one have ever done do take time. Making it look this great takes even longer. Shame they feel like it, but it their money and they help get the game started. When it was nothing to back/play/see just a idea. I think most of them will be back at some point. In a year or 18 months when the game in beta. I think most will come back. Others when the game go live. Just a shame they are leaving now just as we are about to start getting game play. and we can start seeing all the cool stuff coming over the new 2 years. But I get why they do it.
  20. 1 point
    Welcome to Science and Exploration I am running the the Cellin moon landing and if you havent already it would to see you join the club to keep updated. Hope to see you at the next S+E meeting. Boojuice
  21. 1 point
    Akanoes

    The Pioneer is now on sale! ($850)

    Ever since the unveiling of the quantum drive, Humanity has been on an upward trajectory of innovation and exploration. Advances in technology have allowed more and more people to sail the stars, to discover previously unknown solar systems, to harvest resources from celestial bodies. Now Consolidated Outland offers another advance in Humanity’s technological evolution. Introducing the first mobile construction yard, the Pioneer opens up exciting opportunities for planetary settlement by allowing you to create your own modular structures. So you can bring civilization to the wild. For the full article go here If you just want to go the ship page go here Specifications Hardpoints
  22. 1 point
    Waor

    Meet the Sabre Raven

    Buy a Pioneer then Ichi; we will scour the galaxy for the mystical unicorn poop, set up a factory and be richer than our wildest dreams! 50/50 split.. since it was my idea and all.. Side note, I bet the Grey Market is going to have an absolute field day with these.. Sell the ship Sell the SSD ???? Maximum Profit If you buy the "cheaper" $389 dollar SSD, you can probably get a good $300 for the SSD and $300 for the Raven?
  23. 1 point
    ichi

    Meet the Sabre Raven

    the amount of salt on the forums over this ship is amazing I was in the market for an SSD for my new rig, so...
  24. 1 point
    Waor

    Meet the Sabre Raven

    Pre-ordered a 900P.. I desperately needed another SSD as mine is full and I'm always having to uninstall to make room for new games. Free ship with a top of the line SSD? Sign me up.
  25. 1 point
    Drakin

    A preview of the reworked Mustang

    This may be the excuse I need to get an account for my daughter.
  26. 1 point
    I replaced the Herald, 600i, Orion and Hull-B on Pioneer. Now I can build a hunting lodge on a decent planet protected by UEE Then I'm ready to give in lease the Pioneer. Construction materials and other costs at your expense
  27. 1 point
    There is also a dictionary and a quickguide to SRX. Become fluent in Xi'an now!
  28. 1 point
    Akanoes

    CitizenCon 2017 Notes

    The info below is provided by the lovely people over at Relay.sc Keynote Address Chris Roberts takes the stage. Anyone at CitCon gets a free weapon designed at the con when 3.0 goes live. Right now they’re working on getting 3.0 out. It’s currently in Evocati. Delta Patching is great for the devs, also helps for the Evocati, not having to download 20 gigs each update. Beyond 3.0 - what’s next. Shift to a date-drive model vs. content driven model. Quarterly releases. There’ll be a roadmap of features they’re working on. Things that make the date make the release, otherwise they shift to the release after it. More to iterate on and play. For 3.0 it’s feature locked, they have to deliver everything at the time. After 3.0 though it’ll deliver more regular stuff. Working on production report formatting. Will update it next week for close-down of 3.0. Beyond 3.0 they’ll update a full roadmap for order and content, as they go live with 3.0 they’ll release that, and then there’ll also be a roadmap for SQ42 during the holiday livestream. New Worlds What they’re working on beyond 3.0. Sabre Raven - being shown off in Astro Armada right now. Lorville is a waypoint in the background; it’s a city on Hurston. New Arc Corp being shown off, lots of NPC’s walking around. Much easier on the eyes. No skybox in ArcCorp right now. Everything’s physical. It’s all there. Much larger than ArcCorp was in the social module. Going out through customs. They’re jumping into a Terrapin. Vista is very Blade Runner. Nevermind, jumping in an Aurora. There is a Terrapin on the pad though. They’re flying over the procedural ArcCorp planet. They’re gonna just fly around the ground. ArcCorp is procedural. ArcCorp is an earth-sized planet completely covered with Earth-size structures. You can fly all over ArcCorp. Flying over the suburbs, city as far as the eye can see in all directions. There’ll be multiple landing zones around ArcCorp Area 17, 18, there have to be more than just one or two landing zones. They’re going to head to another planet now. Heading out of atmo, you can see towers off in the distance, the smoke pillaring, obscuring the sky above. As the ship rises, the sky clears, a haze visible below. A haze and a labyrinth of city, a mass of man-made attributions to the power and skill of humanity. They’re heading to a orbital system now. No loading screens. They flew up from Area 18, and they’re heading to the orbital space station. From the station, the city below looks like a million fires, the glow of the ashes reflecting on the clouds above, and back down, and back up, a view of a cracked, torn world, rent asunder by Humanity’s best, and most human, efforts. They just jumped off. The smoke in the atmosphere mutes the light from the cities below. Gravity is simulated all the way through, though it’s much weaker in space. The station has a full set of interiors. They’re using an Aurora CL. He didn’t turn it off, so it’s still running. Smooth transition from procedural planet to procedural station, no loading at all. The station is detailed to a level we’ve never seen before. The atmosphere of ArcCorp obscures everything, even the beauty of the planet before. They head now to Hurston, a hopefully cleaner planet, one where we can appreciate more the beauty, without the lens of corruption. They’re travelling 23,000,000 km. Takes ~8 minutes. While they’re jumping, they’ll look back at some of the tech we saw at ArcCorp. Sean Tracy’s on stage now. Tech director of content. They’re showing off the City Editor now. Their procedural city editor; they draw the perimeter of the districts. T’s are transportation districts, H’s are elevated areas. They all have to connect. After that, they fill the city layout. This fills everything with particles, shops, designs, etc… They can then set the actual districts; commercial, residential, industrial, etc… Once they save the city layout, they have their city. It auto-populates on the fly. Comes from lots of artwork and very intelligent Engineers. They have an industrial area, elevated area, etc… All the toolset is only one piece of the puzzle. Then they build the interiors. Load up a different toolset - the Layout Editor. Can be used for all kinds of things. They set up data in Dataforge. They use a flowgraph system; each node is a room. All rooms are connected in a meaningful way. Elevator rooms, treasure rooms, secret rooms, mission rooms, etc… They give it a seed and the tool builds an interior area for them. It generates a massive amount of content in mere minutes. Shops are infilled; walkways, rooms, everything. They can put stairs nodes in to get multiple levels too. Change the seed, and they can generate different sets of interiors. The cities and the interiors are procedurally integrated. So all areas of even a world the size of ArcCorp will have procedurally generated interiors They’re heading towards Hurston now. You can see the atmosphere hugging the planet; holding on as if it would die if it let go. It colours the edges of the planets, graying them, blurring into the dark background. Chris throwing political shade after the EPA gets dismantled… They’re heading to Lorville now. Everything they’re showing now is WIP. They’re doing a short-distance Quantum travel. There’re two types of Quantum. Between major celestial bodies, and and short distance that goes only within a body. Gets you to a low orbit gateway. The planet below is a map of mountains, valleys, oceans and clouds; a hazy vista of green and grey, melting into brown. The ship heats up as it enters atmo, the particles flaring off the front end. The tiling is excellent everywhere but the water, and even there, it looks great under the evening(or morning) sun. The jetties of the Lorville shores stretch out into the water around it, fingers reaching towards the deep. Oceans have been ported to GPU, and if you get low-enough, there’s full wave simulation on waters. The wake from the ship will eventually create waves; not in yet, but it’ll happen at some point. On every horizon, an image pulled straight from a Windows background wallpaper. The sun splits the clouds, parts the mountains, assails the eyes. Beauty in its most visceral form. Broken equipment dots the torn landscape, there’ll be much more mining and infrastructure in the future; it’s been strip mined, torn asunder, and left. They’re fleshing out secondary locations now. They’ll be adding macro vehicles that will excavate dirt, tearing the soil asunder, reaching for its hidden treasures. They’re reaching Lorville now; the main building at Hurston towers over the rest of the polluted buildings and landscapes that surround it. It’s built out with a different building set, but it uses all the same city building tech. As you fly past each individual monolith, you realize how small you are; ant-like against a horizon of giants, a strand of string drifting through a city of mountains. There’s a monorail in the distance, a useless waste of money in a city of demons. Flora dots what soil is left around the broken city; sad trees gasping for air in a landscape of smog and decay. The trees are fat and stubby, the buildings tall and smooth, a sense of anger and greed fills the air. We hop on a bike, the emotionless voice welcomes us, tells us that it is powered, devoid of feeling, devoid of life, just like the landscape that surrounds us. The phallic exaggerations of human inadequacy rise into the sky, spewing fire and black smoke. Longer term, CIG are working on background crowd simulations, crowd simulations, etc… then there’ll be foreground mission givers and such. All areas will be populated and feel full of life. Goal is still 90% NPCs to 10% players. ArcCorp, Lorville, they have to feel like they have millions of players. They’re working on fauna, and now some are being shown. The OniCrabs are scavengers on Hurston; one species among many. That’s Lorville, that’s Hurston, that’s ArcCorp, that’s where they’re going. Chris calls everyone up on stage to get a round of applause. There is a gigantic Happy Birthday Star Citizen cake. Intro Saber Raven to be released Flight Ready in 3.0 Intel Optane claims it comes with "exclusive digital spaceship" the Saber Raven. Disco Lando is talking about what’s coming up during the day No Sean Tracey during the tech talk - he’s working on a secret presentation for later There are some TEST balls being thrown around They’ll be designing FPS weapons on the floor with live input from convention goers, and the weapon will make it into the game There are AI demonstrations going on, showing how they program subsumption Brian Chambers just appeared Everything’s being pushed back an hour The graphics panel will have 118 slides. There are tech demos on the floor showing how the planet editor works, showing the tools and how planets are made. The Stanton panel later will go through visuals of the moons and how they develop the tech alongside while they create the moons. Panels will now all be in UK time, as everything’s been pushed back an hour. We’re seeing a video of a box. And a ship being shot. Caterpillar just got blown up by a Connie, looks beautiful. Box if falling down to a planet. The box is on stage. And now so is Chris! Intel have sponsored CitizenCon this year, allowing them to do things at a larger scale. CIG are in bed with Intel confirmed. David from Intel’s coming out to talk about the optane a bit. They’re launching the new hardware today at CitizenCon. SSC uses Intel Optane - very low latency, like an SSD, but very good performance. Intel gave CIG many of the SSD’s for them to develop on. Devs get faster compile times with the Optane cards, they’ve changed some of the IO setup to rely on the new tech. The Sabre Raven was designed by Nathan Dearsley, there’s a video of it now. Unclear currently whether the Raven is exclusive only to purchases of the SSD or not. Hopefully not. Fastest dedicated dogfighter. Twin EMP’s, laser cannons, etc. Punches above its weight. Exclusively with the Intel Optane 900p. Intel has given away 150 of the drives at CitCon. Panel 1 - Empire on the Move Brian Chambers is now on the stage. Look IK is used to have an NPC look at the player or a target. Morrow still being worked on They’ve got different types of look IK. One where it’s off, one where it’s always on. When he’s constantly looking at the camera, it looks kinda strange. They broke up look IK into three parts - 0 IK being off, and 100 being on. They did it manually at first, but they’ve changed that and it’s now done more automated. One of the devs used his spare time to create a look IK toolkit to automate the process. The toolkit helps them blend the two IK types into a third more awesome IK type. Evo Herzog is going to talk about how to teach characters to walk on stairs. Stairs cause problems as they’re just a straight plane. Legs clip / float. Used to be characters couldn’t go over boxes; anything higher than 20 cm would be a motion blocker. One way to solve the problem would be to create more animations. But there are too many situations and you can’t consider all of them, so they tried to find a procedural system. In the Lumberyard SDK there’s a system called ground alignment, which fixes the slope / stairs problems. The system takes a flat animation and transforms it on the fly. The feet react hugely well in this system. Looks excellent. Not the entire foot has to align with the ground either - character can stand with just his toes on the ground. Ivo wrote the first version of this in 2006, but it only works with slopes. THey need a different feature to work with debris and stairs. The new tech they’ve got for moving over small objects is insane. I have no other words for it. It looks absolutely amazing. Actual stairs. There are actual stairs. And the characters walk on them. Actually walk on them. This is insane. Using Raycasting to generate the procedural walking animations was not fast enough and caused strain on the system Using a system called rayscanning there’s a small box around the character that scans for nearby obstacles that the character may need to traverse The scanning area is very small but expands when running to predict what the character will traverse next, rayscanning is up to 20 times faster than previous method used To tackle planet terrain navigation for characters they added physics to the tessellated objects, which would normally be very intensive to solve that, they added the code to the rayscanning box so it’s a very small area that’s been made physical at once Amazing shots of footprints in soft materials with dust rising from them. What they’ve been showing is a small example of the animation challenges they’re taking on. Normally every section of a game has run through rigorous testing. In Star Citizen, it’s not as simple, because of the procedural planets. There are situations where it’s possible - and what they’ll be showing throughout the day today - is you could be on a mountain on a planet that no-one else has been on before. No QA guy has seen it, up in some corner of the world, and you’re in a gun fight for your life. The animation system has to hold up. People want mining, logistics, exploring, etc… Everything needs to stay believable. The characters and the systems need to hook together. Brian Chambers is back - there won’t be any QA after this panel. The next panel will be tech with a focus on graphics. Back in a few minutes. Panel 2 - Tech and graphics panel Due to technical limitations they can’t bake the entire lighting needed on an entire planet at once, so they are going to go in depth on the systems they use to render a scene It is unfortunately not possible to transcribe all the detail going into how they process each frame. Watch the video. They go over dozens of different layers, explaining how each frame is processed to create the graphics of Star Citizen. Computers are magic. They’ve started to add anti aliasing in the form of TSAA and MSAA Things in 3.0: Things already in 3.0 - P4K system, server performance improvements, planetary rotation, render to texture, temporal supersampling, improved screen space directional occlusion, filmic tone mapping curve, first of new material shaders. P4K system increases the time for in-office patchine. They can now patch in seconds. Patches from 3.0 and on will also take less time to download because of the P4K system Server performance improvements - getting significant improvements to jittering and network bugs. Near term graphics roadmap: improved hair, terrain occlusion, gameplay driven material shaders, gas clouds, new shield effects, DoF… Color processing improvements, depth of field improvements, new motion blur, and support for complex shading models Frankfurt team is taking the lead on pushing CPU parallelism / multithreading. Batch Updater - used to update batches of the same objects distributed over multiple CPU cores. allows for easy parallelization of game code. Mid/long term goals - object container streaming, improved planet effects, improved space effects, dynamic global illumination, batching of physics / render threads, vulkan backend support. Brian Chambers now comes on There’ll be some Q&A here Q: As far as tech goes, and what you’re involved in, what’s the most unique challenge for SC? A: Scale. Compared to everything I’ve worked on previously, there’s physical scale, solar systems and planets, dealing with all that and having effects work on rotating planets. Normally you have a small level where you can assume stuff. You can’t make assumptions when you have a complete sandbox open universe. Same with the gameplay scale - you can’t assume anything is fixed. Everything is dynamic and emergent. It stops us being able to assume anything so we have to be much more creative. Q: Possible thanks to render to texture to have internal bridge like in Star Trek, for the Polaris / secondary bridge? A: Technically yes, it’s possible, but framerate is an issue. If you want everything in there, you’ll halve your framerate. They won’t apply certain post effects, they won’t apply AA to holographs, there’s lots of scope for doing things. Depth camera, heat camera, those are easier. Doing the full rendering pipeline would be very intensive. Question of performance. Short break, 10 minutes, next up will be Xi’An history And that’s it for the graphics presentation! A: Goes back to the same answer for the last question. Yes, they can. Depends on the cost / room though. Q: Most games use fake mirrors, is it possible to do real mirrors? A: Multicore is the key. It’s where everyone’s going. I7’s and i9’s have plenty of bandwidth, and we’re doing our best to fill those. Going wide is the way. In terms of a particular model, no particular model is best. Q: Lots of strain on the CPU - would you recommend more threads? 8 - 12 threads? A: We’d have to run it and test what the performance is. Generally the ice we’re giving to designers if it’s a constraint on the scenario we can do it. If we’re in a room and there’re no windows, I can get a view of somewhere else fine, cause that room only takes up a small amount of the frame. But if you’re in an open environment and you want to look at another environment, that we can’t do. Q: Render to Texture question - doing some sort of VR cockpit would be too much of a strain; what’s the extent of it? On the explorer armour there’s a camera looking thing on the shoulder; sending an away team and having their point of view displayed in a cockpit? Reasonable? A: They do papers, but we don’t take it directly from them. We do lots internally, the optics stuff was all in house. We take it from whoever does it best. Other stuff like area light implementation we took research from that that’s been done by other games studios. There’s no one source, it’s quite open in game development, it’s quite open. Q: Do you do research and development yourselves or do you take it from AMD and NVIDIA? A: There’s lots of research online that we tend to look at - SIGGRAPH or GDC presentations. With performance, we have contacts with AMD and NVIDIA. Opaque lighting shader, that’s one shader, very hard to get to run fast and balance across architectures, so we work closely with them to hit the performance goals with those. Q: PBR uses lots of resources - do you communicate with NVIDIA & AMD to further develop PBR tech? Panel 3 - Xi’An History, Culture and Physiology Designing the Xi’An - Xi’An are not a predator. They need to have lips for the language. They’re good at tech (anti-grav) and they have a long lifespan. All Xi’An must serve the Emperor, and join houses. Xi’An society is ruled by the emperor, but dominated by family houses. Last week they had the question of “How do Xi’An sleep?” Might not see in-game, but it’s an interesting question. Where they came from, what society is like, do they lie down? Do they stand? Creates a living breathing species. Xi’An eat carrion, like spicy food. They weren’t the top of the food chain for a long time, so they were cautious and scavenger eaters. They created 30,000 years of history for the Xi’An. They have a homeworld - RyiX’yan. They’re not the top of the food chain, and they don’t live there anymore. Who are the Xi’An? There’s a concept of verticality with many Xi’An ships. First popped up with the Xi’An Scout ship. Xi’An are ‘patient diplomats who are slow to anger, but who can carry a grudge for a long time due to their centuries-long lifespan. Once they put that info out to art and design teams, they could work in an abstract way and come up with things from there. The Kr’Thak are TBD. They used terms to develop them. Banu are the Traders. Tevarin are the Ronin. Vanduul are the Warriors. Xi’An are the Diplomats. Shows what each represents on the surface. They started with very rough shapes and refined it, detailed as they worked their way in. That was the approach they took. Once you establish the basic tone and character you can forget, because you’re keeping in mind who they are as a culture. Dave could forget which Xi”An house controlled the second dynasty, because as long as he rembered who they were, he could keep developing. Who are the Xi’An? Seems like a silly approach, but it can give a lot of answers. When Chris and Dave were first talking about the framework that would become SC, they had the Vanduul, Xi’An, Banu, and Tevarin. Those are the four main ones, plus Humans and Kr’Thak. The question to tackle was who are each of these civilizations. They started with very rough shapes and refined it, detailed as they worked their way in. That was the approach they took. Once you establish the basic tone and character you can forget, because you’re keeping in mind who they are as a culture. Dave could forget which Xi’An house controlled the second dynasty, because as long as he remembered who they were, he could keep developing. They used terms to develop them. Banu are the Traders. Tevarin are the Ronin. Vanduul are the Warriors. Xi’An are the Diplomats. Shows what each represents on the surface. Once they put that info out to art and design teams, they could work in an abstract way and come up with things from there. The Kr’Thak are TBD. Xi’An are ‘patient diplomats who are slow to anger, but who can carry a grudge for a long time due to their centuries-long lifespan. There’s a concept of verticality with many Xi’An ships. First popped up with the Xi’An Scout ship. Who are the Xi’An? They created 30,000 years of history for the Xi’An. They have a homeworld - RyiX’yan. They’re not the top of the food chain, and they don’t live there anymore. Xi’An eat carrion, like spicy food. They weren’t the top of the food chain for a long time, so they were cautious and scavenger eaters. Last week they had the question of “How do Xi’An sleep?” Might not see in-game, but it’s an interesting question. Where they came from, what society is like, do they lie down? Do they stand? Creates a living breathing species. Xi’An society is ruled by the emperor, but dominated by family houses. All Xi’An must serve the Emperor, and join houses. Designing the Xi’An - Xi’An are not a predator. They need to have lips for the language. They’re good at tech (anti-grav) and they have a long lifespan. Started by putting characters in their natural state in silhouette form They worked in ideas for costumes, homeworlds, etc… They also look into interactions between them - how they interact together. Lots of concept art to explore their culture, their society. None of it’s final, but it all gives ideas for how they look, what they look like, their costumes, etc… Now they’re talking Xenolinguistics. There’s a set on Spectrum of how to learn Xi’An. There’s a 130 page document with videos. The inspiration is very Asian for the language. E chi kao xyo ma’ma. E (be) kao (be here in) xyo (house). Someone is here in the house. Chi (now), ma’ma (ma means ‘animal’. Ma’a - fauna. Maten - edible meat. Yal’ma - sentient animal. Ma e ma - her/his animal - ma’ma (beast). The beast is in the house. Q: Is this a template to use to create other civilizations? A: We hope so. Q: Regarding other languages, will we get tutorials for then? A: That’s in the plan. Working right now on Xi’An, fleshing it out helping people learn it, but in the future, the plan is to do language full languages for the species. Keeping in fiction about which are more accessible. No diplomatic relations with the Vanduul, so it’s not easy for a human to learn them. Lots of guesswork. But the Banu… Q: In many games we’ve seen races are very encapsulated to roles. Do you see your races being like this or with more varied roles? A: Don’t want to have monolithic evil empires. Variations throughout Xi’An culture - youth culture likes the impetuousness of humans. The basic idea of each race is just a launching point. Need elements in the culture that challenge the norms. Not interesting if there’s no variation within the race. Every culture and race is fleshed out - not just the archetype. Q: Will we have a translation of Xi’An on the website or a live translator? A: Can’t speak for future tech in the game but if everyone wants it then it’s possible. It’s a full language and there are still some words that need to be added. In theory it could work. You can view the dictionary on the website soon. Q: Would it be possible to have the lines translated as subtitles in game? A: If you as a player want it then you are encouraged to ask for it Q: How would you class, in comparison to other languages like Asian languages, how would you classify the language in terms of difficulty to learn? A: The grammar is not exactly based on Asian languages. The words don’t change shape. The words are very simple. Don’t need to learn complex morphology. Need to learn to hear things differently, but not too difficult to learn. Rules are straightforward. Q: What kind of jobs are there if you have a linguistic degree of some sort? A: Armchair linguist. Started doing constructed languages ~ 6 years ago. If you are interested in tackling working on constructing languages, go explore the world, because there’s a world of people that create languages. Some do it professionally and collaborate with writing teams. But the first thing is to learn about the world that’s out there. From that, you will find different avenues into pursuing it as a partial career. Next group will be the art of stanton. Panel 4 - The Art of Stanton There are a large variety of locations in a system. Within one system, they want a canvas, and they want a variety of contrasts in the canvas. Lately they’ve been building out moons from start to finish. They’re going to build a moon live, and possibly show us a little glimpse of what’s coming next. They want to stretch the areas between the planets out. Hurston is appropriate - super polluted. Main landing zone is a city covered in ash. Crusader has a large floating lattice of platforms, and the vista is 90% of what’ll be done. Lots of weather systems, dynamic weather, etc… ArcCorp - totally urbanized; imagine a day / night cycle on a planet of cities. Microtech - terraforming accident. Thick clouds. Lots of possibilities to do extreme weather. They’ve been working on a corner of Stanton. Slowly they’re describing the stanton system. As they move forward, they can describe more and more. They always start with lore, as that’s the best place to start within visual design. If they’re working in one corner, they’ll get to the rest of the system, and they’ll just have skittles - taste the rainbow. Lore helps with the initial starting point. They start by thinking about biomes. They create mood boards; lore and location area easy, then they collect images to find a palette that works. They can start to see the tapestry of the moons. There’re 100 dormant volcanoes on Cellin. Thermal activity: good. Daymar was described as the biggest of the three moons. Quite thick in atmosphere. They developed a physically based tool for atmosphere. Four major levels of detail to look at. How does the planet read from a distance? Are there visible differences between area? What’s the shape of the terrain? Original procedural planet implementation was artistically limiting. However, V2 vastly improved this and allowed for multiple biomes on one planet. Daymar is defined by valleys and canyons. Yela has mountain ranges, but also a giant ice-sheet. They have some examples as how they got to where they are now. Gradually over time their level of detail has improved drastically to something that feels right. They have a large variety of rocks, but they’re getting vegetation and colour in now. Lots of assets are reused with slightly different textures / colours. Flora sets are almost ready and will be deployed soon Work was done to get the terrain and textures in a good state and then it was followed up by scattering assets throughout the environment. Initial scattering looked quite wrong but there has been a big improvement. Close up details came later and look spectacular. Fantastic closeup materials for each area. Closeup material palettes are blended together to give a good breakup to make the surface less repetitive. No ice shader or fluid simulations yet. Always try and come back to how things appear in nature and attempt to emulate that. They have one of the makers of the My Radar app on now. Andy Green from MyRadar has been a backer since 2012. CEO of Acme Atronomatic. They make MyRadar. 10 million active users. They visualize weather data. They also show NASA imagery for places like Mars. They decided early in the year to reach out to CIG to experiment with showing weather for the moons of Stanton. They can now display the 3.0 moons in the My Radar app. Users can pan around the globes, zoom in on landscapes, etc… They have the exact atmospheric detail, gravity, size, etc… of each of the moons. No time for Q&A for this presentation. Panel 5 - The Consolidated Outland Pioneer Back in 10 with Pioneer presentation. Panel will talk about aesthetics, technical design, and how it works in-game. Todd Pappy, John Crewe, Paul Jones, & Tony Z. Stake your Claim: Idea is land settlement that happened in the States & CANADA in 1889. Ship is built to go and settle unknown lands. Couple of prereqs. Procedural planets create a huge play area that needs to be filled; letting the citizens fill it. Needed to establish two ends of a spectrum. Cities, like Area 18, and outposts, in the middle will be villages which they’ll introduce later. Outposts are basically campsites. Procedural building tech we’ll see in the future. The ship fits into the game it’s a mid-long term ship for building outposts. It’s for orgs, or a single player that wants to run AI. Normal process of ship design - design brief, tech design 1-page, tech design white box, concept, sign off. They had to extrapolate the mustang up to the Pioneer. They couldn’t just take a mustang and go Schwoop. Talked with Nathan Dearsley and Paul; they didn’t do a whitebox for the ship. They did mood boards and such for what they wanted CNOU ships to look like. It was clear from that what they wanted the ship to look like. Ship Matrix went live last night - Length - 200 m. Cargo capacity - 600. Mass - 35.6m kg. Went from 4 manned turrets to 2 manned, 2 unmanned turrets. This came about because sometimes it’s just hard to get a man to a manned turret. Unmanned is easier. Process has been very challenging, but it came about as a ‘how do you concept a crazy flying transforming multiplayer factory? Monolithic Manufacturing = Asymmetrical Design - Function over Form. The Mustang is one of the really early ships, and not much had been done in terms of the style guide. The Pioneer is more of an industrial CNOU, like the Reclaimer is more of an industrial Aegis. They give Chris multiple options; he wants to see many options before he’ll approve one. Basic blockout animations have been done to see intended function. Sides of the ship are where the manufacturing takes place. The middle is where the outposts are assembled. The “arm” is an exterior walkway. The bridge is asymmetrical as well, holds the habitation area. There’s cargo space and a landing pad, and there are two staging areas. Where robots are, where things get built. Tony Z time. Before you can begin construction of your outpost, you need to select and purchase a plot of land. What you have to pay for that depends on several criteria. Knowledge has value. Resources present and quantity are tracked for each plot of land, as is current market value, level of certainty, when info was last verified, and location. Information within star citizen is very often an analog concept. You don't necessarily know something, you know things to varying degrees. The easiest way is to consider a car you’re gonna purchase. If you haven’t seen the car, you’re gonna be conservative about what it’s worth. If you're even able to see it from the exterior, that’ll increase your perception of its value. If you can turn it on, take a drive, get a mechanic to look on, that’ll bring it farther up the scale. With the value of land, outposts will be set up in optimal locations, they’ll be verifying all of these sorts of things. Knowing there’s a lot of gold in an area, but the info is 2 weeks old, that’s not as valuable. Players will have to refresh knowledge of an area to update its land value. Value of location. If you’ve got a field of copper ore close to a refinery, that ore field, the land cost will rise. If on the other hand there’s no refinery, and you have to spend 20 minutes carting the ore to another refinery, that'll lower the perceived value of the plot of land Knowledge is a concept; once you’ve acquired it, you can transfer it to friends, orgs, sell it, etc… Support ships - Origin 315p, Terrapin, Carrack. To get the knowledge, you have to go explore. This is where exploration ships come in. The Pioneer won’t be the best ship for scouting locations. The design for finding all the information out; you wouldn’t take an oil rig and randomly search, you’d send scouts out to find the best location. One of the things they’re aiming to do is make sure there’s gameplay associated with the high level concepts. If you discover; if you’re working your long-range scanners and find a previously unknown body, an asteroid no-one knows about, there’s a level of value related to that. You could increase the potential value of that knowledge find by being able to discern the mass of the find. A large asteroid’s work more But if you want to ratchet it up, if you make the journey to it, fly over, burn fuel and time and danger, and you do a flyover of the surface, you may see pools of hydrocarbons and gas on the surface. If you want to maximize the potential of the find, you have to set down, take core samples, have them analysed, seismographic surveys, etc… The common theme they’re trying to execute on is that all the high level ideas have a variety of ways that the community can attack them. Actually claiming land - Claims are not tied to the Pioneer. A single person / org can buy them. There’s UEE space and non-UEE space If you settle in UEE space, you need a claim. If you’re in non-UEE space, you don’t need a claim. If you do plant in UEE space, the idea is you get protection from the UEE. It’s transferable between players. UEE will take a cut of that in a title transfer cost. General licenses, later they’ll portion out specific licenses. There’ll be a beacon to claim land. You set down the beacon, and someone takes the info to the closest UEE colony office and that’s when it locks in, and that land is yours. One of Tony Z’s favourite concepts it that of speculation. You’ve purchased land, you go out, and you either bought it with knowledge it contains some minerals. Do you extract the value now - if whatever it contains isn’t worth much, you may wait to harvest whatever it holds. Until the value is increased. There’s many ripple effects; when you own land, that doesn’t prevent someone else from going there and extracting the resources. If you do it within UEE space, it’s a criminal offence, and the security system will deal with it as appropriate, but police don’t patrol everything all the time. Holding on to that property waiting for a better payday has real implications. In addition to relying upon the system security, do you want to put your own sensors there? If someone mines on your land, you could go there and push them off. Could also hire mercenaries to patrol your land. Just touching the surface here too. Don’t necessarily have to do the full end to end cycle. Could buy / discover land and flip it once you verify it, as opposed to you exploiting it yourself. With the Pioneer; preparations. First thing you have to do is collect materials and addons. Know what you’re building so you don’t do five trips to build something. If you know what you’re building and the resources required, your’e good, or you can have the resources brought to you. What do you want from your outpost? Moisture farmer? Revenue generation? Depending on the size of your outpost, that’ll increase the build time. If you put something in Earth v Mars v Venus, all different climates. Wear and tear will affect the outposts. Working on an architect station to configure - choose an exterior, then choose interior options (habitation, armoury, hydroponics, mining, etc…) depending on what you’re doing, each one requires different power. That goes to add-ons. If you’re mining, you might need extra power. Solar panels, moisture extractors, geothermal heat pumps, landing pads, turrets, etc… Main thing is freedom. Making sure you have the freedom to focus on what you find interesting. They want to have ecosystems for haulers, security, exploration, repair, mining, farming, etc… Q: Can you land a freelancer or something to increase the amount of materials you need on the feet? A: Landing pad fits 40x40 meters. Lots of room. You could push it, but it’s got a lot of room already. Q: Will the outposts be self salvage-able? A: Should be, yes. Q: Able to spawn at a medstation? A: That’s the goal, yes. Q: What ship does the pioneer fit in? A: Doesn’t fit in any. Q: What ship fits in it? A: None. It’s just a landing pad, not a hangar.
  29. 1 point
    ichi

    Gripes about new ship matrix

    The original pitch for the DUR was that it gave up 25% of its cargo capacity The Freelancer DUR is an exploration-oriented variant of the MISC Freelancer. The DUR variant sacrifices 25% of its default cargo capacity for an improved jump drive, a larger fuel tank, and an upgraded scanner. Maybe fractions work different in 2947? at any rate the new ship matrix changes the wording from the old 25% to 'some' which is apparently more than half. my guess is that there will be many many such discoveries in the matrix, I expect a lot of salt over the next few weeks I'm not happy about the numbers, 28 is damn low, but I still love my DUR and have to fall back on the old caveats about change and concepts and nothing is certain plus I learned a new word - cockwombles. Not sure what it means but I can't wait to use it in a sentence. Thanks Bursar!
  30. 1 point
    Drakin

    Gamechanger Finally Revealed?

    The Pioneer will almost certainly be extremely useful to the org. However, TAC has always said you should buy the ships you want, not what you think the org needs. Basically, if you're not going to enjoy owning the ship for your own reasons, don't get it. Don't worry... SOMEONE in the org will get one. Probably multiple someones. Plus we'll be able to earn them in the game. So get what makes you happy.
  31. 1 point
    Galaxy_Express

    Chairmens club

    CIG told us in the chairmans club that Concierge members will get an exclusive whiskey ingame and they are working on getting the monacle and tophat wearable in game. Also for High admirals an exclusive arclight II laser pistol to use in game. On thursday Concierge members will get and email with info on the Pioneer ship. Cig is selling the black vip card. IF u want it, grabb it quick before they are sold out. Concierges Check your mail to see the original message
  32. 1 point
    Valo

    MIA

    So final update i guess guys! Over the last week I've flown my first few routes with actual paying passengers, slowly being dragged up to line standards :D It's currently very busy for me especially with the 25min turn arounds on the ground! Over the course of 3 days of flight I've done 22hrs of flight time and by the end of the week I expect to have made that up to about 45hrs. To put that into perspective that's about a quarter of the actual flight time I'd previously done in light aircraft over 4 years for my training! I still can't believe I'm getting paid to do this Who knows, maybe one day one of you will be on one of my flights :D
  33. 1 point
    Grey_cold_Wind

    Medical so Far...

    This is a log of the most important things that CIG has said about medical profession that I could dig up. It is written in a chronological order for everyone to read in one place. It is interesting to see how stable they have been (I hope at least some people will find this helpful) x) This is a lot, but necessary. 05 Feb 2013 DEATH OF A SPACEMAN Without the risk of losing something you’ve worked hard towards, the sense of achievement is cheap. I want to feel the effects of physical damage on my character, loss of limb or other mishaps that can happen in the danger of space. If my character has been through several wars, I want to see the scars on him/her – perhaps a cybernetic arm because one was lost in firefight or the wrong side of a dogfight. I want to be able to walk up to another player in a bar and SEE that he or she is a grizzled veteran with the battle scars to prove it. This is the kind of detail, texture, and immersion that I want to achieve with Star Citizen. The life and death cycle of humanity is what has brought us our history, our need to “make a mark” in our time, to push forward. If I want a living, breathing universe that has a lot of the dynamics of a real world immortality for all is problematic. The flip side is that while perma-death is realistic, it is not a lot of fun if the first time you’re on the wrong side of a dogfight you lose everything and have to start again. I want Star Citizen to be immersive AND fun. When you’re happy with how you look, you will exit and return to the UEE recruitment office and officer. You’ll fill in your name on the MobiGlas form and also specify your beneficiary in case of death: this could be a family member, son, daughter, uncle, aunt or someone entirely new (although not another player character). When you venture out into space proper, you do put your character at risk, but it will be a long term one, not an immediate one. I see each character you play having the ability to “die” multiple times before the character is finally put to rest. Medicine has the ability to bring people back from what would be considered dead in today’s world. If you lose a dogfight and your ship is going to blow, you have a few seconds to eject. If you manage to eject safely and someone doesn’t blast your ejected avatar, you won’t have even used a “life”. If you don’t manage to eject in time, or someone blasts your ejected character (which carries a harsh penalty if you do this in “civilized” space), your badly charred and almost dead avatar is recovered and you wake up in a med bay. This is also true if you are killed in a boarding action and your teammates can’t or don’t recover you. If this happens it is assumed that your dead body was evacuated into space and then recovered. Every “death” creates wear and tear on your body. Depending on where you were hit and how you died, your character may require a new body part, which can either be cybernetic or organic. Eventually after too many deaths, your character’s body will just give out, and instead of waking up in a med bay, you’ll be attending the funeral of your fallen character from the eyes of the beneficiary you specified when originally creating your character. If your old character has done something noteworthy (akin to an in-game achievement), his headstone might read “Here lies Chris, discover of the Orion 2 jump point, slayer of the Dread Pirate Roberts, and a Citizen of the First Order.” There will also be opportunities to regain some lives or do a reset. Some of this could be through in-game missions or it could just involve paying a lot of money to a specialist on a remote med planet that is doing stem cell research. Your avatar is really just a visual representation of your in-game character, and because Star Citizen is skill based, the loss of your character is more a cosmetic and textural outcome, especially as almost all of the assets you’ve worked hard to accumulate pass on to the beneficiary that you specified when creating your original character. Reputation and faction alliances pass on to your new character, but slightly diminished. If your original character was a pirate, then the new one will also be aligned with pirates, but not as much and will still be on the UEE watch list. What I like about this system is that it creates a sense of mortality and history. No one’s character will die right away. It will take some time to get to that point, but players will feel a sense of risk and so will think twice before needlessly risking their lives, as they don’t want to burn through their “lives”. You’ll also be able to see visually how battle scarred someone is – perhaps having an eye patch or a cybernetic arm could be a badge of pride that you’ve been to war and survived. This will hopefully create a competition between players to see how much they can achieve in the life span of their current characters. The ones that achieve greatness via killing a Star Citizen unique NPC or taking part in a unique event, like discovering a new jump point or system, are recorded in the Galactapedia and become part of the universe lore and history. I realize this game is not going to fulfill everyone’s personal vision of what they think it will be. There will be some things in Star Citizen’s game design that WILL take people out of their comfort zone. That’s a good thing. Q. What qualifies as a “death”? Not ejecting before your ship blows up, taking a head shot during boarding, having your ejected pilot or escape pod targeted and destroyed while floating in space. So expect to wake up in the med bay at least half a dozen times if not more. And getting to this point won’t be common unless you are participating in a lot of boarding actions or flying in areas where there is no law and order. We will monitor player’s disconnects and if we feel like you are “gaming” the system we may enact a “death” penalty on you and decrease your internal life count. Pilots who shoot down ejection pods will have trouble navigating civilized space because the police will be on their tails… and they’ll have trouble in the lawless regions, too, because there will be heavy government bounties on their heads (in addition to any player bounties that might be added.) You can activate your rescue beacon at any time, and when there are no hostiles within a certain distance the game will fade out, then fade up with “… a little time later” and have an in-engine cinematic of your pilot / pod being tractored in to a rescue and recovery vehicle. The game will then cut to the last planet you “saved” on, and you looking at your new replacement ship (assuming you have insurance). A head shot is more likely to be fatal than any other injury! Boarding a ship is an extremely risky proposition… you can gain a valuable prize by capturing another player’s property but you’re putting yourself at the most risk possible. It’s possible you’ll just lose an eye or a jaw… but there’s also a very small chance you’ll take a laser to the brain and be dead forever. Taking a head shot while defending a ship is usually less fatal: defending ships will allow their casualties more immediate access to medical facilities. There will also be an upgrade system surrounding your “battle damage”; if your character loses an eye or an arm and you would like a natural replacement rather than a cybernetic-looking implant, you will be able to pursue these in certain markets. Additionally there may be certain medical procedures or limb / organ replacements that can increase your lifespan (effectively add a few lives back) Waking up in a med bay with a new limb should be a rare occurrence unless you really like to live in the most dangerous and unregulated parts of the galaxy. The fear of permanent death will cause some anxiety which will add to the overall experience… but it will be more than countered by the potential rewards. In a world where everyone is vulnerable, no one has an advantage. 17 Mar 2014 10FTC-012 There will be benefits for ejecting out of a ship just before it explodes. The benefit of ejecting rather than going up in an explosion is it sort of saves a life so to speak. You don't always respawn at the same level of health, and as time goes on, your body takes wear and tear. Every time you get killed in a dogfight, you'll end up waking up in a medbay,--Think of it like Luke Skywalker in The Empire Strikes Back--and maybe you've got a little bit of a prosthetic arm, or you've got a scar here. that happens so many times, your body just can't get built back up or revived benefit of ejecting is that you get to try and preserve a life on the Aurora you will also, if it's about ready to go, you just would have to get out of your seat and go out the airlock manually verses hitting an ejection button. 14 Apr 2014 10FTC-016 we're gonna have localized damage on the characters. We actually have a whole body/limb damage system. when you get killed out in space, and you revive in the med bay, as you take more and more hits, then maybe you get a prosthetic arm or a robotic arm or something like that. we've got medpacks and even a med bay he would lose a life and do the death of a spaceman, but if you could take him back to the med bay and fix him up, it saves him. you'll also want to be taking your wounded comrade back to a medical facility to fix him up within a certain period of time, because if not, he will die and lose a life. 28 Apr 2014 10FTC-018 if someone gets killed in a boarding action, and if members of your team who are trying to board the ship or vise versa, manage to recover the body and get it back to a med bay some of the bigger ships will have med bays or you've got a certain time limit to get the body to a med station or something like that at a station or on a planet If you manage to do that, you have a chance of saving the life of that player. Maybe in a boarding action you'll fail so you'll lick your wounds, grab your fallen comrades, get them back on your ship then high-tail off somewhere to try and heal them, maybe go to some shady pirate doctor so you can get fixed and not lose your life. if you abandon your friend there, I think what we'd probably do is you lose a life we'd probably allow you to vent or put out of your ship that wouldn't preclude, if the person actually lost their life, being able to respawn on a planet. They just at that point separate in terms of characters, we probably don't want a body just magically disappearing on board a ship. 12 May 2014 10FTC-020 we're already an infirmary in the Idris and there will be some other ships that will have medical facilities on them. when you're boarding, if you get wounded or injured, especially if you take a critical hit, if your friends manage to drag you back and get you patched up, you won't actually lose that life. It will take you a bit of time before you fully bleed out and lose a life or die, so one of the game mechanics will be taking your wounded comrades back and getting them fixed up. you've got some shot up team mates or you're shot up yourself, then you have to go and find some medical facilities in a certain period of time before you will bleed out and lose a life. could either happen aboard a ship, or depending if you're a pirate, maybe some sort of dodgy back alley doctor 09 Jun 2014 10FTC-024 I think the limbs will be repairable, and they definitely can get damaged during a fight, especially a first person fight to fix them is you would have to take them to a cybernetic repair facility, so there'll be some of those that will be on planets. Potentially there could be equipment for that on a bigger medbay on a bigger capital ship it would be sort of like the mechanical version of what you have to have to do for your arm or limb if it wasn't mechanical we have the same sort of mechanics, like doctors you can go visit on planets, or maybe there's a medbay on a big ship. 28 Jul 2014 10FTC-031 there's actually a whole kind of setup where you can go and get plastic surgery and change your appearance. there'll be places where you can do that, there definitely will be some places where you could do that "off the grid" so to speak in sort of the outlaw planets, you could do that, and it will definitely not be a cheap thing to do 15 Sep 2014 10FTC-037 we're definitely planning on having search and rescue be one of the sort of things that you can do in the universe you would definitely be search-and-rescuing NPCs as well as potentially real players 06 Oct 2014 10FTC-040 in the PU if you die you'll be recovered out in space, taken down to a med-bay on a planet or station, and repaired/recovered to the best of their ability so think Luke Skywalker in the med-tank in Jedi. You might be left a little worse for wear, like a bionic part, scars etc. being the future, your ability to patch someone up is significantly better than today's world there's a certain amount of damage that can be fixed by say, med-packs, but you might be able to do more with a med-bay, and even more with a hospital ship you want to be able to retreat back to your ship and get injured members of the party to medical help as soon as possible (within a period of time dependant on injuries) so they won't actually lose a "life" or "character" in the death of a spaceman mechanic. 13 Oct 2014 10FTC-041 So the intention with the hospital ship is to have the functionality that you would get in a hospital, down on a planet-side (which is essentially where you would respawn, or you would go to fix up critical injuries) be able to be mobile, and be able to be maybe in a system that there wouldn't normally be a planet that has that. The ambulance is sort of the idea which is what we've got with the rescue on the Cutlass Red that's a place where you could go and pick someone up that's badly injured in space in a way that maybe they would "lose a life" if you get them in the ambulance, get them on the bed, fix them up, patch them up, you can sort of save that life. so the Cutlass Red - the ambulance basically - and the hospital ships are both ways of enhancing or increasing your survivability, and making it that you won't lose a life they'll fix you up, or it can be sort of a respawn point 27 Oct 2014 10FTC-043 We are planning to have a fair amount of healing/repair roles in multiplayer combat We'll also have healing/repair roles in space for people/ships to take We'll probably create a game mode in AC to show them off later down the track. 17 Nov 2014 10FTC-045 On the healing and charging for stuff, there are several aspects, like rescue and recovery, then healing etc. I've talked about a transactional job board system where either party can rate someone, and it'll also be the bartering system board where once you're in there, it'd make sure that a mission can only be accepted if the person posting it actually has the credits to pay it and vice versa you'd say "This is what I do, pay me and I'll do it" and the mission board would enforce paying if a person reneged on the service they were supposed to provide they would be forced to refund the credits or perhaps be banned from the services board until they are found to be performing the services/some kind of review process. A bit like the way that Uber works I don't know whether we'd regulate prices for healing or something 21 Nov 2014 HEALING YOUR SPACEMEN the gist is that our game aims to treat dying very seriously. To make Star Citizen’s world immersive and engaging, we crafted a high level design for a system that attempts to treat player death as more than just a ‘respawn and then continue playing’ moment. For health, we have devised a limb-based system with varying degrees of severity, permanence and reaction that we feel makes FPS combat more tactical and interesting. All parts of the body have their own health. this means is that there is no “overall health”; instead, ten different parts of the body (called limbs, detailed below) track their own data and impact the total for each Citizen. The amount of damage an individual limb suffers can be modified by other factors, such as armor and even environment. There are 4 levels of health to each limb, each of which impacts how your character controls (what they are capable of, their response time and so on.) Normal (90% +)– You are fit and ready to fight! Hurt (90% to 50%)– Hurt limbs can cause problems with aiming, walking, or other functions that would require that limb. Limbs can get hurt from being too close to an electric spark, flame, outer explosion, or being hit with objects in the environment. Damaged (50% to 1%)– Damaged limbs are useless and the player cannot use them unless they get them patched up in the field or taken to a mobile trauma system (see: Healing). where the pain is so severe to the player, that no matter what limb is damaged, they will have a hard time being mobile. If one of their legs are damaged, they fall to the ground and crawl. Ruined (0%)– Limbs in this phase are essentially gone. The player will most likely bleed out at this state. This is usually something as bad as your arm being blown off. For example two handed weapons require both arms to be outside the Ruined state. Screen effects are also present to simulate the pain the player is enduring in this state. If the player is able to be healed by a player with medical equipment, the limb is completely gone and cannot be used, but the player can at least move around and continue the fight there are 10 Limbs that can receive isolated damage. Head Torso Right Upper Arm Right Lower Arm Left Upper Arm Left Lower Arm Right Upper Leg Right Lower Leg Left Upper Leg Left Lower Leg There are many ways limb damage can be identified. Visual – Damage to limbs will normally be observable by players; taking a hit will call out a damage state in much the same way as our ships. Helmet HUD / mobiGlas – When a Limb changes state, an icon of the limb flashes on the screen to its current state. This is only available if you have a biometric suit attachment for your mobiGlas or your armor suit has biometric monitoring. Gadget – Some gadgets will allow players to track their limb damage state, including medical devices or other HUD devices. If you are not wearing the appropriate gear, you may not have a fancy status indicator keeping your character up to date with you’re the state of your health. It will be critical for you to pay attention to other signs such as shortness of breath limping loss of limbs tunnel vision other signs If your character is bleeding out, you will fall limp, in such agony that you are unable to move. you won’t have the specific medical information available from a dedicated scanner… but when you take a hit to your body in Star Citizen, you’re going to be able to see it! (And so will everyone else.) In the world of Star Citizen it’s pretty hard to instantly kill a playerr, instead he’s likely to take heavy limb damage, incapacitating him until a friendly player manages to drag him to safety and apply some medical aid. If a player has his critical limb damage healed up to at least a Hurt level then he can get back up and re-enter combat. There are also only so much healing one body can take, each time a temporary battlefield med device is used the ability to repair that limb becomes less and less.After a point, there is nothing more than can be done other than taking the fallen comrade to a proper hospital to be fully healed, or risk him dying from his wounds. If you or your teammate are unable to move (limbs are ruined or close to) a teammate can help by dragging that person out of the battle or to a medical pod. While being dragged, a player will lose his input abilities. The one exception would be if your legs are ruined but you are not bleeding out, in this case you would still have control over aiming while being dragged. There will two types of ways for players to be healed field tech intensive systems, provided by medbays or medstations. if you are in a combat area, you cannot be healed to your full capacity. When seriously injured, you must take your character through the process of proper recovery. Field tech are gadgets that can be carried by players or NPC’s that are capable of providing temporary healing for a variety of wounds. They will nullify pain, stop bleeding, restore vital systems and calm body systems to states where the person can function again. Gadget aids cannot rebuild tissue, but can provide enough white blood cell replacements to heal up small wounds at an extremely fast pace. Intensive systems are medical services that can only be found in medbays and hospitals. Capable of handling much more serious wounds, they are full-size medical immersion chambers, outfitted with technology to rebuild tissue, replace blood and perform other operations through advanced 3d printing technology. There are even new systems such as the Calliope that are capable of completely reconstructing a person’s appearance. Your players overall health status is essentially the state of all of your limbs combined. Your health status does not change linearly, as it can quickly become fatal at an exponential rate. if it is your Head there’s not much a med device can do for you! Bleeding out is your character’s enemy. If you are bleeding out, you are probably done for. If a player takes a lot of damage to a limb in one blow, the damage doesn’t affect the player’s total Health Status right away. a portion of the damage to the limb eats away at your Health Status over time. you don’t die in a single blast, you ‘bleed out’ over time. a limited amount of time to live unless they get to a medstation or a friendly player uses a med device on them. in a heavy Bleed Out state the player will have no ability to aim a weapon as the pain is just too severe. players will be called upon to rescue both NPCs and players who find themselves shot down or otherwise stranded in space. Using the same systems outlined above, players can suffer injuries during space combat… and there’s no more likely place for this to occur than during ejection/ship destruction. Pulling the player aboard, you find they’ve taken a laser blast to the arm, or a mass driver to the chest. Here, the FPS healing mechanic again takes place and you must stabilize them for the trip to a hospital facility. We think our health system is fresh and while it may force the user to play a little differently than they are used to, the experience and pure fun it allows is something special. We wanted to create a smart and special system for a smart and special game. 05 Jan 2015 10WRI-002 150 years… thinking that human bodies have a shelf life, as much as we can extend it. tech HAS done is improved the quality of those 150 years medically speaking. Like, the senility and other kind of problems that come with old age- - genetic disorders - so you get fuller, healthier, full 150 years 26 Jan 2015 10FTC-051 if you didn't shower for a week, someone might make a face at you due to the smell or look, and thus might be -1 to your reputation/conversation with that person. Sleeping is what we're using as a save mechanic too, but perhaps occasionally if you rest in the PU or eat it might affect your stamina or something. perhaps if you never ate anything ever you might get weaker It shouldn't feel like you have to do it all the time like a chore, It'll be like refuelling your ship, just resource management. 02 Feb 2015 10FTC-052 quarantines and medical disasters are all something we plan for the PU we've got AI built around that So if there's an outbreak of something on a planet there would be a high demand for medical supplies to help fight it, and there might be a blockade on that planet to prevent others from landing there I don't know about smugglers breaking through and spreading it around would be included as such we could definitely do it ad-hoc on the game-masters side, as they'll have the tools to create these events around the universe and see things, adjusting play cases based on things they see. 23 Feb 2015 10FTC-054 we'll definitely have the animals have a certain level of health and damage modelling the way that the humans are going to have. not sure if we're going to have a whole veterinary system that is parallel to the medical system. we're probably not going to have… sort of they wake up and have a cybernetic replacement and have their own hospital system just yet 09 Mar 2015 10FTC-056 if you're damaged in your arm, and you get back to your ship, there'll be some effect as to how you'd control your ship maybe reduced range of motion, or slower control speed etc. We definitely want to have persistent body damage until you can get patched up or heal properly in a med bay or hospital 06 Apr 2015 10FTC-059 How will the concept of the more you play the better you become apply to medics and surgeons? definitely that'll be the case in mining and exploration it's probably early to say in terms of medics and surgeons. On a certain level there might be higher level of stuff the requires more skill, but really there's always the stimpacks for combat medics etc, and then you've got the medical bay/recovery bay where you get on the bed and then sortof fixing them up But perhaps there might be some skill could be involved. It's not the first things we'll do, but what you'll see at the beginning it's more about getting people, getting them to your ship, giving them a medpack or more powerful device, at the beginning the more advanced operations etc will be the kind of thing you'll see on a planet-side hospital or hospital equipped ship. 06 Apr 2015 10FTC-059 Will there be any advantages to wearing light or medium armor vs. heavy armor? the impact on your stamina, speed, damage taken, etc etc There are trade offs with the helmet visibility etc too. 04 May 2015 10PRO-006 the concept of fatigue - much like in other games - is kind of stamina/the health of your character. depending on the size of your load-out and the size of your armour, it encumbers you. You can see it on your visor as it steams up and you'll see it too, as you come to a rest 01 Jun 2015 10WRI-003 a non-governmental agency going to provide aid for the Fora system. it's something that excites us - to be able to have that be an element of the game too. not everything needs to be government-driven and not everything needs to be simple - hunt bad guy, bring bad guy back. being able to do humanitarian aid, medical relief, stuff like that to the various systems is something that we would definitely like to make sure we incorporate going forward. 06 Jul 2015 10WRI-004 medical services in times of war, similar to the Medical Neutrality Protection Act of the Geneva Conventions? from a lore perspective, it makes sense that there would be some kind of treaty that the UEE would have implemented or codified this idea just because we maybe create this in lore, doesn't mean that it's going to function in game so I don't think the Vanduul would necessarily agree with that a lot of lawless systems would also probably not care I don't think it would ever be a game rule, or a game mechanic It may just be more of a moral compass that will be there 27 Jul 2015 10FTC-061 it's going to be a pain in the butt to wake up in the hospital room on some planet and go collect your new insurance-covered ship, but it's missing all the customizations you've done 9 Oct 2015 QANDA MISC ENDEAVOR PART III By Tony Zurovec medical profession is one of the more important occupations within Star Citizen it’s intended to be one of the larger and more flexible roles FPS combat front Medics will be invaluable They’ll be able to perform field triage that can heal some injuries entirely and mitigate others enough so that the injured party is at least more functional effects of more serious injuries can often be slowed so that there is a better chance of reaching a hospital where more advanced medical apparatus can improve the chances of survival Depending upon the cause of death, a well-trained Medic can occasionally restart a patient’s heart death may soon reoccur if the root causes are not quickly addressed Endeavors with an attached Medical Bay may serve as respawn points for players that have died Hangar Bay allows those players to – for a price premium – have one of their existing ships or a new purchase delivered quickly unescorted medical ship in a dangerous area will be a tempting target for pirates and other less savory types Endeavor that has enabled its ID Beacon – thus broadcasting to others its position, services offered, prices, and reputational information – can also serve as a field hospital for any player or NPC either request access to dock in its landing bay simply EVA into the external hospital pressure lock it’s up to the Endeavor’s crew to employ their expertise to try and save the patient, with the ultimate outcome contributing to their medical reputation Hope-class Endeavors are also ideally suited to tackle a variety of rescue missions Hope-class Endeavors can quickly retrieve such individuals, administer enough medical attention to stabilize them, and then transport them to the nearest outpost They might need to be dragged out of the station one by one, placed into suspended animation to minimize the effects of the radiation, and quickly taken to a particular hospital that’s able to better deal with such complicated medical issues The pilot of a Hope-class Endeavor – as with any other ship – has complete control over who can see their broadcast beacon specify that only certain individuals can see such signals, only certain organizations, anyone, or anyone with a particular reputational rating beyond a certain value players and organizations can also be blacklisted you’ll have total control over who is allowed to spawn in your Medical Bay Expedited ships will arrive very quickly even this “abbreviated” respawn mechanic will not allow you to immediately get back to where you were This will not be Call of Duty – with instantaneous respawns there will be a tangible penalty to death in terms of how long it takes you to get back competition amongst those service providers, who will battle on both the pricing front and in terms of how deep into dangerous territory they’re willing to go 12 Oct 2015 10DES-006 So search and rescue you need a medical bay You need a place to house the crew as well as your medical crew then you need cargo just in case you also need launch bays so that way you can get people launched out to go save people and stuff. 12 Oct 2015 10DES-006 The caterpillar in particular was always designed as a search and rescue right? and the other variants starting to be designed and concepted, that's when it was taken to like, Oh we can do this and do this It was always kind of designed to support and work in tandem with the other drake ships so it kind of started with that. 02 Nov 2015 10WRI-006 We've been talking about how various narcotics and medicines are going to work in the game and it's something we have to develop a lot further with Design. The Endeavor was a great first step in talking about hospitals and creating medicines and stuff. Hopefully we'll allow players to produce medicines and what are drugs other than than … 16 Nov 2015 10FTC-070 blow in the PU especially you would get into your escape pod and the escape pod has a tracker or tag on it, that's how you would get found and respawn and go back to sort of the last friendly planet you were on otherwise when your ship blows up, then you'll have lost one of your lives and you'll wake up in the hospital 28 Dec 2015 10DEV-001 Has the idea of terminal illness or genuine disease been discussed? even on a smaller scale like having a ship-wide event, that's probably something you could see. you're doing some research on your Endeavour or other science type ship, and something goes wrong there There could even be a planet that needs to be quarantined So it's definitely something that we want to explore but it is making sure that we can explore it without being too punishing to everyone else 11 Jan 2016 10DEV-002 So we do have currently a concept and it's still in production for a, a navy corpsman. there's been discussions about having some customisability, and the textures being able to decorate your armour in certain ways. a good option would be to have that Red Cross insignia or whatever the version is in the universe is, so you can roleplay as a medic and hopefully people won't shoot you in real life a lot of the medics in the field they wear the regular BDU's and they wear the regular gear that a regular soldier would wear So they might have a patch on their left arm But they don't look necessarily any different. planning on having our marines very modular like our ships so we could easily just swap like a shoulder piece Like maybe they have more smaller compartments on the suit, it would just be a general armour that could hold smaller things like medi-pens at the sake of carrying around more weapons So you're giving up the weapons slots to carry more medi-pens 01 Feb 2016 10FTC-076 You'll respawn/come to in a medical bay on the last friendly planet you made and that may be quite a distance away from where you died. So if you go into one of these fancy medical facilities. Imagine it as a sort of futuristic plastic surgeon you can reconstruct your face and you can go in the interface and determine what you want to look like and go into the machine and you'd come out looking like that. 29 Feb 2016 10FTC-077 to give you a sense of wearing heavy armour or a helmet: you get extra protection, you move slower, drains your stamina more but also you don't necessarily get as much visibility. 11 Apr 2016 10FTC-082 if we're talking about repairing you as a player Definitely the better or the deeper fixing up, which is what we call targeted healing, will require some element of skill. So, the simple one is bam, med pen, just give myself a quick… whatever… but to actually do repairs some greater damage we're going to have a certain amount of skill in terms of targeting and being able to apply it and all the rest of the stuff. we will try to have some of the higher level stuff requires some skill and the lower level stuff like I said, just a med pen is bam, pop it, give you a sort of short-term boost. But to really fix someone up or some ship up we're going to have some level of player skill. 02 May 2016 10DEV-008 What I do know is that you'll be modifying your face in a medical facility of some sort. like reconstructive surgery. 20 Jun 2016 10FTC-085 you'll have more than one case where you "die" so to speak in space and then you'll wake up in the med bay and they've patched you up you'll only be able to do that so many times before obviously your body will give out It's like taking a bit of the "life" mechanic from the gold old days of early game design and that's the number of times you can be brought back by modern medical technology
  34. 1 point
    Greetings Citizens! Ordnance hardpoints are the new name for itemports that have existed in-game for some time, but were previously used only for attaching missile racks to. Now, they are capable of equipping missile racks, rocket pods, and future items that may be best suited to launching from these hardpoints. As missiles and torpedoes are the primary armaments you’ll be using here, we’d like to clarify further what the differences (and similarities) are between these two ordnance items. To start, both items share the same sizing methodology, currently ranging from 1 to 12 with a scale that could expand if deemed necessary. Each one of these sizes have metrics their own, with the size being the length of the item and a the diameter of 1/10th the size. This means a S3 missile is about 3 meters long with a diameter of 0.3m. Generally, we don’t expect to find missiles in Star Citizen larger than S4 and rarely torpedoes less than S5, but since both are entirely interchangeable on racks, the possibility for exceptions exist. Missiles Missiles have tremendous maneuverability in flight and excellent tracking of fast moving targets, but with a limited payload spread compared to torpedoes. They will likely re-target more reliably on misses or correct from countermeasures for effectively due to advanced and efficiently placed maneuvering jets. Maneuvering performance may be negatively impacted when being used in atmosphere due to atmospheric effects. Torpedoes Torpedoes pack a much larger punch than missiles, fully appropriate for their weight class, while generally slower and less agile. These are recommended for use against larger or less mobile targets such as capital ships. They are also more resilient to atmospheric effects due to their inherently lower base maneuverability. Missile Racks Missile racks are attached first to ordnance hardpoints, with the missiles or torpedoes attaching to them, not unlike a gimbal mount. These missile racks have sizes similar to weapons and there are multiple missile rack options per hardpoint size with adjustments to payload. Put simply, the size of the rack equals one missile of that hardpoint size being attached. To get two missiles attached to that rack, drop the missiles down one size. To get four missiles attached to the rack, the missiles sizes must drop two sizes. The legendary “Octo” racks mean you must drop the missile sizes down by three. This also means the rack itself must be at least S4. Some ships have individually bespoke racks (e.g. Constellation, Starfarer Gemini, Freelancer MIS) that are modeled directly into their hull. These cannot be exchanged for others. The only customization possible in these cases is the swapping of the missiles themselves. To calculate the contents of the missile rack based off the size, let’s look at the Behring “Marsden” series. Rocket Pods As development continues, we intend to allow players to attach other items to these hardpoints, the first of which are Rocket Pods that fire unguided missiles, similar to the ones already found on the Mustang Delta. Rockets will be available with a variety of fuse types like timed, impact and proximity. Rockets should be perfect for ground attack missions where you want to saturate an area with explosives. It’s the only way to be sure. Rockets and Rocket Pods will have sizes and metrics similar to missiles and missile racks in an effort to ensure they can be swapped out without causing clipping issues. Ships that have bespoke pods that are modeled into their hull (e.g. Mustang Delta) or have internal bomb bays (e.g. Sabre) are locked to their original stock items. The only customization that can be done in these instances is swapping the missiles/rockets/torpedoes themselves. Going forward, we hope to expand the types of items attached to these ordnance hardpoints in our efforts to provide additional gameplay opportunities. Some of our current considerations are: Distortion Field Generators – Smaller versions of what gives something like the Avenger Warlock its punch. Fuel Pods – To provide extra hydrogen or quantum fuel supplies for longer range flights. Mines – Droppable explosives that safeguard an area of space, air, land, or sea. Frequently Asked Questions or: Questions We Figured You Might Have Do dumbfire missiles still exist in-game? As of 2.6.3 they have been removed from the game, any previously sold or described dumbfire missiles have been given an abbreviated lock time and a limited amount of self guidance on the target. This was done for two reasons: a dumbfire missile isn’t really a missile its more a rocket or a bomb, and secondly as we introduce widespread rocket pods dumbfire missiles will simply muddy the waters. Source
  35. 1 point
    RSLtaken

    Gamechanger Finally Revealed?

    No one knows sorry to say. Until we know more about the ship we just don't know. Until we have everything in game and we try it out we don't know. I thinking of getting one. But I melt some ships like you. But I loss my Redeemer and I like that ship.
  36. 1 point
    Galaxy_Express

    Gamechanger Finally Revealed?

    Bored gamer says 850 dollars and the size of an idriz acording to Bens day show
  37. 1 point
    ichi

    What is this?!

    got this in my mail today, part of a new concierge newsletter thingy imma go out on a limb here and say 'gamechanger' looks roughly Idris sized, some Aegis style, but Reddit is saying the email says Consolidated Outland Pioneer Reddit is saying base-building, does not look inexpensive
  38. 1 point
    Sandi Gardiner and Forrest Stephan host an episode focused on improvements coming to legacy armor. Plus, watch what bugs were dealt with in this week’s “Burndown.” Highlights Burndown Previous week there were 23 must-fix issues. Many strange bugs this week including airlocks not opening, items disappearing from shops, and afterburners crashing the game. Second stage afterburners added to the game to allow for faster traversal of space when not at Quantum Travel velocity. You must travel in a straight line at full throttle and not maneuver or adjust throttle for the second stage afterburner to kick in. Gameplay reviews were done of the shopping, commodity, and cargo game loop. There were largely successful but significant UI bugs remain. As of filming this episode of ATV, there were 25 must-fix issues remaining after discovering some during the week. Legacy Armour - Part 1 Developing the character customisation system they realised the legacy armours were an issue and decided to rebuild them Legacy armours were one solid mes rather than individual (helmet, chest, arms, leg, undersuit) pieces Considered saving the helmets but they don't use the right materials or shaders and they'd still have to rebuild the rest Hardest thing to concept when mixing manufacturers is ensuring any mix will make sense and be aesthetically pleasing Started with the legacy outlaw (light, medium, heavy) which are all in some stage of production Light: Recently posted the concept art in Sneak Peeks and currently in High Poly phase Most iconic element is the helmet: the understructure with clear dome and two red circles Designing a separate legacy outlaw undersuit (which will work with all armours) New outlaw light helmet and armour are among the lightest in game and are mixed media (possibly with cloth simulations) Undersuit is basically a jumpsuit with boots, gloves and a neck seal (for a helmet) Legacy outlaw undersuit is compatible with all armours (and legacy armour is compatible with all undersuits) Medium: Iconic elements are the helmet and the stronger general shapes Also currently in High Poly phase, eventually moving to game asset, texturing, etc. Heavy: One of the more iconic armours in game: a little bigger, a little heavier with a really iconic helmet The made the "football padding" shapes more spontaneous by referencing Samurai influences They added some new tech to make it more sympathetic to the lore of the game They added a lot of layering, including a frame on which the armour is built, to the concept Courtesy of Relay
  39. 1 point
    BooJuice

    Gamechanger Finally Revealed?

    Chris Roberts 'Limited edition £5, because you are all wonderful'
  40. 1 point
    ichi

    Ship Mass - Shipyard Post

    https://robertsspaceindustries.com/comm-link/engineering/16170-The-Shipyard-Ship-Mass Ship Mass: I’m Not Heavy I’m Just Built That Way A Guide to the New Ship Matrix Greetings Citizens! With the release of 3.0.0 we have completed a ground up pass on mass for all in-game items, from the smallest bit of personal armor up to the largest spaceship. We have always endeavored to use real world items to guide our mass in-game but over time this has slowly caused issues as everyone’s interpretation of how heavy something is has wildly varied, a phenomenon especially noticeable during concept announcements when ship masses are first pitched. One area we identified was the notion of our spaceships being similar in role to modern day aircraft, so we originally endeavored to keep their mass values similar as well. Of course, coming at this from new angles caused a number of serious issues. For instance, the Gladius is a Light Fighter and to many that is similar in role/size to a modern day fighter jet like an F/A-18 Hornet (no relation to the ANVL Hornet) but when we got farther into things, the reality was that the Gladius has around 5x the volume of an F-18. This was problematic given it was originally implemented in-game at around 140% the weight of one. As we looked deeper into more and more ships it became increasingly clear that our original mass values were very inconsistent and often misleading. Given these are the basis for many areas of simulation within the game we decided to completely rework this aspect. Given the huge range of ships and items in-game as well as in-concept we needed to solidify a way of calculating the mass correctly for both our existing assets and ones yet to come. For this, we decided to harness our existing physics meshes and use them to calculate the volume of material in the ships. Generally these are pretty accurate but with the wide range of ship types there were naturally a few different steps involved in generating a correct volume per ship. Grasping the Concept At the concept stage, these ships are at their trickiest to calculate, as they are generally very high poly meshes without the benefits of physics sub-meshes. This requires a small amount of work to simplify and cap hole to allow us to accurately generate a volume for the ship. Capping Holes is the process of fully enclosing our collision proxy meshes and open faces that can cause issues in the engine. In essence we make them “watertight” while marking up specific faces that will allow entities to move through them unimpeded. Whilst this is usually done in the production stage we had to move ahead with this at a simple level for many of our concept ships to achieve standardized mass calculations for all ships. My Density Has Brought Me to You Once we had the volume of the ship as if it was solid block of material, we then subtracted the volume blocked out by the design team for the interior play space, cockpit and internal local grid mesh. This new volume (solid minus interior) was assigned an appropriate density value with a few modifiers: Construction Methodology Origin ships use more advanced lightweight materials that retain strength rather than the traditional stalwarts like Aegis and Anvil with heavier metals. The materials in play are an essential component in accurately accessing the correct mass of a vehicle, ship, or space station. Species Construction Xi’an ships are renowned for their materials and are significantly lighter than human counterparts, with their collaboration with MISC allowing some crossover. Design will work with the Lore Team to determine not only the aesthetics in play for a specific species like Banu or Vanduul, but they types of resources at their disposal and technological advantage of their culture in determining the materials used in construction. Design Role Ships that are naturally heavily armored or require more rigid internal support generate a denser value. It is vitally important not only to consider the source and history inherent in each ship, but it’s intended purpose within both the lore of the Star Citizen universe, and the design of our game. It’s What’s Inside That Counts Once the mass for the external “chassis” of the ship was generated, we used the internal volume again to generate a weight for the interior. This simulated all the interior panelling, doors, wiring etc as the design blockout volumes and local grids are slightly larger than the interior playable space (as they encompass the walls/floor meshes) and we felt this was a better reflection on the overall mass. Only What You Take with You Finally, we looked at the ship’s proposed or current default loadout, and added the specifics for each of these components (which also got a rework pass) to the final mass generated from the above steps. What does this mean? All of our ships and characters now behave much better as the values used throughout the game are much more in sync. One example we uncovered during this rework was that on a variety of ships the physics meshes were uncapped, which during detachment and having the mass assigned to them was causing the engine to incorrectly calculate the mass of the detached part and thus it would behave poorly. With all the parts now capped or in the process of being capped, ship destruction and part detachment is much more reliable and believable, with less instances of huge ship debris parts spinning off at excessive speed. In addition to better behavior it also meant a lot of systemic features can be better accounted for such as carried items and cargo. Previously, with ships being so wildly disparate in weight, the simple act of adding a heavier weapon could significantly alter one ship unintentionally. Frequently Asked Questions or: Questions We Figured You Might Have Q: Will changing the item mass on my ship, intentionally or through damage, actually have an impact on its flight? A: Yes it will, though not immediately in Alpha 3.0. When we do the initial tuning value we base it around the default loadout and structure then give the ship “goal times” to achieve the desired results in zero g and atmospheric flights. Generally the ships are able to achieve these goals, as they are not absolute timings. Outside of any external factors, adding mass will change the flight characteristics and should you make the center of mass uneven may not do so for the better! We anticipate this feature coming online in a future Alpha 3.x release. Q: What other aspects of mass have changed outside of ships? A: Every single piece of armor and every item you carry on your person has an applicable mass and these all directly tie into the Actor Status System. The heavier you are the more exertion there is to perform actions and these consume oxygen quicker or may even limit what actions you can do. This system also extends to items carried on ships. Carrying a small crate of heavy metal will slow you down more than carrying a helmet in your hands and these all get added on to the mass of your ship when inside of it.
MyImageName

Image Description 1


MyImageName

Image Description 2


MyImageName

Image Description 3


×