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Tactical Advance
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Showing content with the highest reputation since 10/11/17 in all areas

  1. 2 points
    Chris Roberts and Sandi Gardiner host an episode that dives into the enhancements coming to cockpits. Plus, catch the first “Burndown” since the Evocati got there hands on 3.0. Highlights Burndown Delta patcher has been getting positive feedback from community Another advantage of patcher is they can downgrade builds as quickly as they can upgrade them in case they missed problem in testing, roll back to an older version until they figure out what went wrong Main focus being performance pushes Hoping to get new builds out everyday if they can to Evocati because of the new Delta patcher Next steps is focusing on shopping/commodities feature to present to Evocati 23 must fix issues Cockpit Experience The Cockpit Experience Sprint was born from Chris' desire to make it more visceral and feel special Jake and John broke Chris' goals into sprints and partnered with Animation, Audio, Visual Effects and Engineering Included G-forces, hit reactions, visual effects and lighting states Started with one cockpit type "HOTAS CL" which is used by 7/8 ships including the Gladius Adjusted the position of the joystick, throttle, seat, main gun Added VFX (sparks, smoke, fire, debris) to indicate incoming damage and damage states (slight, medium, heavy) Hooked the Actor Status System into the G-force system: players consume more oxygen and use different breathing techniques Ensured the UI screens were very consistent and of sufficient size to be easily read without zoom Bringing back the combat visor interface support screens: by default will show player's and target's status Improved and reapplied the control templates to the HOTAS CL ships (with scope for future actions too) One goal is that a player should be able to work out everything a ship does through Interaction Mode Animators are tuning G-force experience so it feels correct, adding idles and fidgets Hit reactions are based on the direction you are getting hit, from all six axes, blended together When the player performs an action there should be physical reaction in the cockpit (and ultimately the character performing it to) Changed the enslavement process between seats and players which massively simplifies setup Cockpits are now being designed with redundancy for future functions that could be added. It was a global effort to make the cockpit redesign happen as it affects the core of the game’s code and without proper coordination, the game would cease to work. Courtesy of Relay
  2. 1 point
    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#
  3. 1 point
    https://www.blog.google/products/maps/space-out-planets-google-maps/
  4. 1 point
  5. 1 point
    ichi

    Ground vehicles required.

    a DUR and a DF will be a solid combo in 3.0
  6. 1 point
    FriendCalledFive

    Ground vehicles required.

    I have DUR and Cutlass Black along with DF and Nox to keep in the back. I think the DF is the most flexible as it has a bit of cargo space to keep your sandwiches in. I also have some X1's, but they are mainly LTI tokens.
  7. 1 point
    RSLtaken

    Ground vehicles required.

    They have all this room on places so why not put stuff there. When we start hearing more about space stations, you hear at lot for about things to do in space. Just they put a lot of work in to planets and we are going to see that stuff first so we are hearing about it now. But I think almost everything you can on planets you can do in space. I say if you are only going to have one ground vehicle get a dragonfly. You can put one of them in a cutlass and still have cargo. Take two people wherever you want to go. Or a little cargo.
  8. 1 point
    SleeppingWolf

    nox rave  

    nox rave
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