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Showing content with the highest reputation since 04/22/18 in all areas

  1. 4 points
    Thul-Qarnayn

    How Long Will it Take?!

    Hello everyone, Here is a post I found today in SC reddit that shows the Quantum Travel time from PO to Arc corp and Hurston based on your Quantum Drive. Not sure how accurate but it will give you a ballpark of the time. Note as SC is still in development these may change. Fly safe Thul
  2. 4 points
    Benjamin_Smaridge

    Immersion up the wazoo

    that's why push to take and push to mute are a thing, Push to talk in teamspeak and set the same key as a push to mute in voice attack so that it won't be listening when the button is pushed.
  3. 3 points
    RSLtaken

    Ship upgrade question

    It up to you. If you have the money, do you plan on melting the other ship to help pay for the new ship. Do you want LTI, do that matter to you. Upgrading, you keep everything in the base package you are just changing the ship. So that all flair and insurance. If you melt it down the road you get all the money, but you can only buy back the base ship. So no good if you ever think you might melt it later and us that money to try a different ship. As you cant get it back, you have to wait until it on sale again. If you buy a new ship, well it a new ship. Warbond is new money only. So if you are planning on melting the ship and putting it to the new ship, you will have it without LTI (if that matters to you). You can always buy back the ship if melted down the road and you change your mind. But it more down to where you are and what you are trying to do. It is no right answer, it more down to you and what you want out of it.
  4. 3 points
  5. 3 points
    Tactical Advance

    My simpit

    The definition of I am going to be climbing into some gaming tonight has taken a whole new meaning
  6. 3 points
  7. 3 points
    Mister_Fixit

    Almost finish

    My new build i almost finish. Going to change CPU to AMD 7nm and hope for at better GPU with 7nm too next year But for now it look like this. Case Fractal Design Meshify C Mini - Dark TG PSU: EVGA SuperNOVA 750 G2L Motherboard: MSI B450M Mortar Titanium CPU: Ryzen 2600 @4.1GHZ RAM: 16GB Corsair Vengeance LPX - 3200MHZ, (16GB more on the way) Graphics: R9 390X Hard Drive(s): 250GB Samsung 850 M.2 SSD, Kingston UV500 SSD - 240GB Monitors: LG 29 L 29UM67-P (2560x1080) Keyboard: Steelseries APEX 350 Mouse: Logitech G500 Cooler: CPU DeepCool Castle 240 RGB, : GPU NZXT Kraken G12 with Thermaltake Water 3.0 Performer C
  8. 3 points
    SleeppingWolf

    avenger in the snow?

    avenger in the snow?
  9. 3 points
    Well spotted and totally agree on this point!
  10. 2 points
    Bursar

    3.5 Live on PU NOW!

    3.5 is now live on the PU - Just in time for the arrival of my new screen https://www.amazon.co.uk/gp/product/B017EVR2VM/ref=ppx_yo_dt_b_asin_title_o01_s00?ie=UTF8&psc=1
  11. 2 points
    this might be fun to use if you are a miner or into salvage https://www.logitechg.com/en-us/product/farm-simulator-side-panel
  12. 2 points
    RSLtaken

    $0 CCU's

    As of 1st of May, all $0 CCU will be removed from your account. Thought this might be helpful for some people to know. Zyloh-CIG@Zyloh-CIG $0 CCU Update pinned discussion Today at 15:56 Hi everyone, Way back in May of 2017, we mentioned that we planned on expiring all unused $0 CCUs from our system before Alpha 3.0 hit the live servers. Obviously, we’re far beyond the release of 3.0, which we feel has provided an ample amount of time for the community to utilize these CCUs. The original messaging is attached as an image for reference. We’re now ready to move forward and will be rolling this change out in two phases: One week from today, on April 3rd, we will be removing the ability to obtain any additional $0 CCUs. Then, on May 1st, we will be removing all unused $0 CCUs from our system. Ultimately, this is another step in our ongoing efforts to optimize all aspects of the Star Citizen experience. https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/0-ccu-update-1/2016768 Zyloh-CIG@Zyloh-CIG Today at 18:23 It means that if you obtained $0 CCUs and they remain unused on your account, they will become expired/removed on May 1st.
  13. 2 points
    ziggycooper

    So....what ship do you have?

    This will definitely change, but this is how it looks today.
  14. 2 points
    Tactical Advance

    3.5 Patch SOON

    https://imgur.com/a/4EVONDd
  15. 2 points
    SleeppingWolf

    Q&A: ARGO SRV

    from https://robertsspaceindustries.com/comm-link/engineering/16987-Q-A-ARGO-SRV The ARGO SRV depicted in the image is carrying an unknown-sized cargo container. Please elaborate more on this cargo-carrying function. Is the SRV envisioned as one of the tools used to load/unload the larger HULL series ships? One of the key design goals for this ship was to enable it to carry cargo around. Unloading larger cargo ships, such as the Hull series, is a perfect use of the SRV. This is not explicitly stated in the documentation, but the ARGO SRV has a Quantum Drive and a Jump Drive. Can the SRV tow a ship in Quantum Travel? Can the SRV use a Jump Point when towing another ship? The ARGO SRV can Quantum Travel while towing. Whilst the details of Jump Travel are being ironed out, the original design never accounted for this scenario and requires revisiting. However, our current stance is that it will not be able to tow ships through a Jump Point. If such travel is needed, we recommend towing the vehicle to a nearby repair station first or putting it inside another jump-capable vehicle. Can the SRV move ground vehicles like a Nova Tank? There is nothing to stop you moving damaged or stuck ground vehicles, such as the Nova Tank. It will work the same way as moving and transporting damaged spaceships. Can the SRV move outpost modules? No, outpost modules are physically drilled into the ground surface. The moving of player-made outposts is restricted to the Pioneer and other dedicated ships as the SRV’s tractor beam is not strong enough to wrench them from the surface. Outposts that exist already on moons/planets cannot be moved. Can the SRV tow asteroids? Physicalized items in the world can be manipulated if they’re within the mass range of the tractor beam. Currently, the only dynamic asteroids in the game are the mineable variety, though it will be possible to tow these asteroids around if desired. Can a person in a space suit be towed? Capturing an item requires it to be relatively immobile and of a certain size so that the beam can focus on it. While we don’t have the exact details of these limits yet, we foresee that active players will not be easily trapped by tractor beams to prevent griefing. Is the number of SRVs needed to tow something based on total mass or size/architecture? It is primarily mass based, though there are some size and volume requirements. There are no arbitrary design restrictions in terms of ‘ship X can specifically not tractor ship Y’. How will theft using tractor beams be guarded against? Can anyone just fly up to you and start abducting ships? The current means to limit theft and griefing is that shields will actively block or severely dampen the tractor beam strength. If you wish to have your vehicle moved, you will be required to power down your shields (which also puts you in a vulnerable position). If you wish to guard against theft, just leave your shields up when outside your ship for reassurance that it will still be there when you get back. Does the tractor beam only pull or can it push as well? The tractors beam is primarily designed to pull, though it can push to an extent. Moving from side to side, rolling, and pitching are accomplished by the range of motion available to the tractor beam’s mount. Does towing affect the SRV’s top speed and fuel economy? Tractor beams consume massive amounts of power, so while the ship’s top speed is still attainable, acceleration and fuel economy are negatively impacted. Will vehicles being towed have to turn off components for it to be towable, such as shields and power plants? Yes, the target needs to be relatively immobile with shields powered down for the tractor beam to ‘capture’ it. If the target is actively jinking or maneuvering to avoid it, the SRV pilot will require significant skill and time to capture it. If an SRV is immobile but still has a working tractor beam, can it use its tractor beam to lock onto another ship and then be towed by that ship? Theoretically, it is possible for this to work. However, the non-tractor ship would have to maneuver very cautiously and gently to prevent it from breaking away. Does the tractor beam only work in space? Or, is it possible to tow a ship from a landing pad, take off, go into space, Quantum Travel, enter a planet’s atmosphere, and finally land while towing another ship? The Tractor Beam can be used in any location, however the environment will affect the difficulty of maintaining a capture of the target item. Another one of the original design aims was for the SRV to act as a tug ship to help larger ships get from a planet’s surface back out into space. Will it be possible to extend the Argo SRV’s shields around the ship that’s being towed to offer extra protection when extracting disabled ships from the battlefield? No, the shields from the ARGO SRV and all other ships in the game are currently just for the ship itself and do not cover nearby objects. Towing a ship or vehicle puts it at risk, so the environment and flightpath should be considered carefully by the SRV pilot. There is mention of it being heavily shielded and armored. How can we expect it to hold up under combat zone conditions? The SRV carries no offensive weaponry so relies on its shields and armor to survive in combat, so if it’s being directly attacked, the best course of action is to break away and come back later. If you’re entering a known hot zone, I’d recommend bringing an escort along for support. Does the roof dish provide scanning abilities for search and rescue? The dish on the roof is simply a visual styling cue and has no specific gameplay attached to it. As mentioned on RTV, we went back and forth over the name during development. At the time ATV was recorded, it was known as the ‘Search and Recovery Vehicle’. However, we have now settled on ‘Standard Recovery Vehicle’.
  16. 2 points
    The Public Test Universe, or PTU, is a replica environment of all servers needed to operate the game and the platform. This environment exists to allow public testing phases of unreleased patches of the game and platform. This environment will be publicly available to players, but under tight access control. Access to the PTU requires an invitation, handled in waves, to control the amount of players in the environment based on testing needs. The PTU also includes the Evocati Test Flight group, an advance team of player testers. HOW DOES THE PTU WORK? The PTU will be started up when a patch is nearing task implementation lock. Development Operations (Opds) will select the best working build and deploy it to the PTU servers. Then players and internal staff (QA, Development, Ops) will access the environment for testing. The PTU is managed by testing “phases”. A testing phase includes a date range for testing, set features per release and build, and wave invites for required account badges. The PTU is not always available. We only open the PTU servers when we have release candidate builds to test for an upcoming release. PTU INVITES AND WAVES The PTU is designed to be a staging environment where we can deploy builds for external players to test before it goes to the Live servers and general availability to all alpha players. These early release candidates are builds with new features, new ships, bug fixes, and in-progress updates to existing features. Be advised of the following: These early builds are not complete and require extensive testing. To help with player feedback and aid in stress-testing performance, features, and fixes, we push the builds to the Public Test Universe servers and open invite waves as needed for that testing. These builds are not ready for prime time, Live access. They require multiple rounds of code revisions, internal tests, and bench marking to find the right mix of difficulty, performance, stability, and play-ability. We may push builds to the PTU daily to weekly. Depending on updates from design, development, and QA verification, we may update the PTU servers and game code as needed. When you run the Launcher, it will check for updates. Updates may require wipes of PTU accounts. If you push your account to the PTU, you will not lose credit for your reports to Issue Council. These may not be in your report links. Don't worry, we still see them linked to you internally. As part of this process, we learned that the signal-to-noise ratio for the early iterations of a build was far too low. Sifting through the mountains of data on our forums that thousands of players would provide in order to find information that would help us make the build better was a logistical nightmare. This led us to create the Evocati Test Flight organization and test group. We then schedule waves of invites to the PTU for Evocati and players-at-large, increasing access as needed by development, designers, QA, and operations to test all aspects of the release candidate builds. Example PTU post EVOCATI TEST FLIGHT We determined having a small group of technically-minded players hammering away on the early builds would provide far more accurate data to focus development and testing efforts. This group became Evocati Test Flight, lovingly called Avocados. The Evocati are a small group of testers we’ve selected from the top players participating in Star Citizen: contributing to Issue Council, racing, running missions, and more. When joining the Evocati, we require a signed NDA (Non-Disclosure Agreement) and work through the process to add members to the Evocati Organization. They can access the in-progress builds deemed “not quite ready for normal PTU” either due to issues in-progress, features being considered for release, and verifying updates before general release that might be removed depending on how the testing goes. PTU INVITE WAVES Once a build is stabilized and features are completed, we then roll that build out to a wider audience. The current PTU release format is as follows (numbers will change per PTU): Evocati (800-2,000 invites): Our smallest group of testers who help us get our releases ready for a proper public viewing more quickly! Picked from Issue Council posters with multiple submissions or contributions and from our most active PTU testers. Wave One (6,000 invites): Approximately 1,000 accounts from participating on Issue Council with one New Report and one Contribution, plus 5,000 accounts who have played more than five PTU builds in the last three months. Wave Two (12,000 additional invites, 18,000 total): 12,000 accounts who have played three to five PTU builds in the last three months. Wave Three (16,000 additional invites, 34,000 total): 16,000 accounts who have played two PTU builds. Wave Four (80,000 additional invites, 114,000 total): 80,000 accounts who have played one PTU build in the last three months. Wave Five: Open to all. THE PTU IS LIVE AND I GOT AN INVITE! WHAT DO I DO? When a PTU is live, we post to a new forum in Spectrum. This post will provide information on the play test, links and instructions for any special Launcher and game installation, and any special information you need on the play test. Copy your account to the PTU environment. Visit our site and login to Account. In your account page, click Public Test Universe. Click Copy account to PTU to copy your current account information. If you add ships or make changes to your Live account, or you have issues in PTU, you may need to erase and recopy your account to the PTU. When you do, any Issue Council entries on the PTU Issue Council won't show up on your account. Don't worry, we still see them associated to your account. We provide a PTU RSI site for: PTU account access if you need to change your password through Account Recovery PTU Issue Council PTU Spectrum for chat When you copy over your account to the PTU, your ships, equipment, and account information transfers from your Live account. The following items do not carry over to PTU: Authenticator settings, rentals, REC, UEC, and flair items. Anything you earn on the PTU does not carry back over to Live. RECOPYING YOUR ACCOUNT! During the course of PTU testing, you may need to recopy over your account from Live. You can do this anytime through the Live RSI site. This will send a different password. Your entered Issue Council reports may not be linked to your account anymore, but don't worry! We still see you as the reporter in our systems. I WANT TO TEST, HOW DO I GET INVOLVED? These are the best ways to get involved to receive invites: We accept testing reports on Live and PTU. As you find bugs, issues, and crashes with the RSI Launcher and game, you can use the Issue Council to report them! Watch for Spectrum posts requesting help and information on specific issues from CIG. Play the game, extensively, deeply, for enjoyment but also to provide insight back to CIG on gameplay. We track all involvement to determine our invitation lists for Evocati and PTU waves! HOW DO I GET A PTU INVITE? When the PTU is up, we will create a forum and post information in Spectrum. We keep a forum post updated on PTU invites and waves. Please check that post for updates on the PTU! We also post known issues, test requests for the community, and Issue Council links we may need for specific player involvement. https://support.robertsspaceindustries.com/hc/en-us/articles/115013195927-Public-Test-Universe-PTU-FAQ?utm_source=Star+Citizen+Supporters&utm_campaign=14e1c9641a-EMAIL_CAMPAIGN_2019_01_22_04_01_COPY_01&utm_medium=email&utm_term=0_607785b0c2-14e1c9641a-32705429
  17. 2 points
    5murph

    ScreenShot0179.jpg

  18. 2 points
    Hi all, A few of the S&E leads and team are meeting up on the 24th of this month starting between 7-8 GMT for a few hours looking at ships, general chat, mess around in the verse etc all welcome come and join us. Slaine. ps we will be on ts if anyone want to chat
  19. 2 points
    Bursar

    What Is Changing In Your Hanger?

    Ive been waiting for a while now. I have just upgraded my Cutlass Red to the Apollo. Unfortunately lost a Cutlass from my hanger as its a small ship I like a lot. The loaner for the Apollo is a Connie. Yes, I will probably just ignore it My medical needs have now been met though. The Cutlass was never going to offer the best facilities, while I plan on equipping the Apollo with 1 x Tier 3 and 2 x Tier 2 beds.
  20. 2 points
    This week’s update looks at VFX updates in the new flight model, current work on upcoming ships, and some deadly new weapons.
  21. 2 points
  22. 2 points
    Fatie89

    My simpit

    During my summer vacation of last year I started working on my simpit. I've yet to complete it but I'm planning on doing that this spring/summer. What I wanted with this build was to be able to just sit at it and browse the web and the next moment be playing SC without moving and connecting my HOTAS and rudder pedals. The thing with SC is that it's an FPS and flight game which means if you are playing with a HOTAS for flying and mouse and keyboard for FPS, something's always in the way. My design of this simpit makes it so I have everything ready for when I want to use it. My HOTAS is always connected and it's not in the way on my mouse and keyboard and vice versa. As I also play driving games from time to time I also wanted to make it easy to get into driving mode. After using the simpit for a few months I have things that I need to change that are driving me crazy sometimes but the main design is done.
  23. 2 points
    There is no chat in game for Orgs. We have TeamSpeak server check the link below
  24. 2 points
    TS will be back at soon working on it
  25. 2 points
    Lumpy

    Merry Christmas

    Merry Christmas fellow space travelers. And all the best in the New Year.
  26. 2 points
    Saal

    Aegis Idris Interior (Spoilers!)

    So I was browsing my YouTube video feed when this precious gem popped up. It's more or less a full tour of the current iteration of the Aegis Idris. Due to the nature of the ship, this is a massive spoiler for Squadron 42, but I'm sure most of you are itching to see what she looks like. Here you guys go!
  27. 2 points
    If the data is right the is going to be a good year for gamers Ryzen 3000, Radeon 3000 Series LEAKS - It's Game On!
  28. 2 points
    Mister_Fixit

    Cooling on my gfx finish

    Now my cooling on my R9 390X i finish. Only problem is, now i can hear my tinnitus when gaming When I get a new gfx next year then this one wil run in my son`s computer, together with a I7 6700k and 16GB 2400Mhz mem, should be enough for 1080p in star citizen
  29. 2 points
    Bursar

    first time at lorville

    I waited until the PU, then gave it a few more days befor checking out Lorville. A quiet Sunday afternoon quickly disappeared as I spent 3 hours flying there, wandering around - on all 3 metro lines - and then flying back to Olisar. Very impressive, just make sure the ship you use has a good power / weight ratio to pull out of the atmosphere. I was very pleasantly surprised with a Connie.
  30. 2 points
    Bursar

    This is how you fly.

  31. 2 points
  32. 2 points
    Karrilys

    Crappy setup

    Case: Fractal Design R9 WhitePSU: Corsair VS650Motherboard: Gigabyte AB350 - Gaming 3CPU: Ryzen7 2700X, cooled with Corsair H100iRAM: 24 GB Ballistix Elite DDR4 3200Graphics card: Asus GTX 1060 3GBSound card: ROG Centurion 7.1Hard Drive(s): Intenso SSD 120gb, Kingston SV300 120gb, ST2000D 2TB, WDC-WDSSD 120gbOptical Drive(s): Do they still exist?Monitor: Center: MSI G32c, Top: Philips 273V5LHAB Right: Acer G246HL Speakers: Logitech z806Operating System: W10 Peripherals: Mouse: Logitech G903 + Powerplay mousemat Razer Naga Epic - Primarily used for MMORPGs Keyboard: Corsair K70 Lux Headset: RoG Centurion 7.1 Gaming Headset Microphone: Blue Yeti Blackout WIP: Joystick of some sort, GFX-card upgrade. M2-drive
  33. 2 points
    Karrilys

    My simpit

    I kinda envy people who have the creativity, resources and dedication to put this kind of thing through. Sadly I consider myself to play too big of a variance in games to pull stuff like this off. looks great though.
  34. 2 points
    from https://imgur.com/a/wYXKAEv
  35. 2 points
    My desk is pulled out because I'm currently using the streaming box. I wanted to see how far I could push the 9900k and I pushed a little too far, I'll get it fixed up soon enough. Main: Case Thermaltake View 71, a few Thermaltake Riing sets w/rads PSU: Thermaltake Toughpower 850 RGB Motherboard: AORUS Gaming 7 CPU: 9900k, custom loop RAM: 16GB GSkillz TridentZ RGB 3200 Graphics: 2x MSI 1080ti GamingX Water: XSPC main components, Phanteks GPU blocks Sound: 7.1 to Klipsch, Yamaha MG-10XU to Rode NT1 Hard Drive(s): Optane 280; 512GB Samsung 960 PRO PCIe NVMe M.2 SSD, Few Samsung Pro SSDs Home Cloud: Synology 10TB NAS Monitors: 3x ASUS ROG Swift PG279Q IPS 165Hz Keyboard: Corsair K63 Wireless Mouse: Logitech Trackball 570 Wireless Cam: Logitech 4k Pro HOTAS: X-56, Clamps NextDesk Standing Desk Sennheiser heads, TrackIR, VoiceAttack, Sputnik lighting Dedicated Streaming/Encoding Box: A toned down Thermaltake build - 8700k, SSDs, and Elgato 4k and two Streamdecks... input from main.
  36. 2 points
  37. 2 points
  38. 2 points
  39. 2 points
  40. 2 points
    killswiitch

    starwars

  41. 2 points
    Wolfwood

    FINALLY got the PU to run again!

    Hey all. I know ive been kinda radio silent for a while. My PU wasn't loading up at all. The game would crash every time i attempted. Even a new video card didnt help. I finally figured out that something i did a LONG time ago was the issue. Back when i built my computer, and made an SSD my boot drive, i disabled the windows page file. Because i figured 16gig was Plenty enough that it shouldn't ever need to touch the page file. Which as been true for every other program & game, and even SC.. until this version of it anyway lol. I got the page file back on, and the PU (after a time) did finally load up. Woot!
  42. 2 points
    Had some fun experimenting with the mining laser with moher4. Not he was doing the firing and his PC was lagging so couldn't see what he was shooting at too well!
  43. 2 points
    SleeppingWolf

    Q&A: RSI Apollo

    Will there be any interactive ‘doctor’ gameplay to healing in med bays and first aid, or will it be automatic based on the tier of healing? The design for doctor/medical gameplay is not fully signed off, but it currently has interactive elements to it. One of the things that we always want to do with Star Citizen is to make player interactions physical rather than just pressing a button and walking away, an example being the current mining loop that requires a level of constant control instead of automatic extraction. What happens to the player while they’re waiting to be picked up, transported, and healed – are they just sitting there doing nothing the whole time? Currently, the plan is for the player to be physically immobilized during pickup, transportation, and healing. However, during the implementation process, we will review whether this is too much and if we need to provide some level of interaction. During these ‘down’ times, we’ll make sure the player has access to feedback notifying them of their current state and an indicator showing the rough time until the next state. Will NPCs requiring treatment spawn in your ship? We don’t plan on this being a natural occurrence, as having six random NPCs suddenly turn up on your ship requiring treatment without warning would be a pretty unnerving experience. However, NPCs can be collected via drone and treated on your ship as a result of interactions you make, be it specific medical mission participation or as you respond to other relevant beacons. Can the Apollo expel players who refuse to leave after being healed? The Apollo itself provides no specific method for doing this, but we expect owners will find their own unique ways to remove uncooperative patients! ‘Search and rescue’ gameplay involves a lot of looking and finding. How do the scanners on the Apollo compare to scanners on other ships, specifically the Terrapin and Cutlass Red, whose brochures and ship pages advertise that they can also be used as search and rescue craft? The Terrapin and Cutlass Red both have medium scanners, whereas the Apollo has a large one, like the Carrack and some of the other bigger ships. While they both do the same things and can be used for the same purposes, large scanners have a higher range/spread and give more accurate details. What happens to injured players who refuse to pay after being healed? In order to prevent abuse, we expect to require players to pre-pay in aUEC/UEC for treatment. It could be a voluntarily choice for conscious players, and be tied into the pre-accident request to respawn at an Apollo for those more gravely injured. What tier of beds will capital ship med bays have? Will they still rely on medical ship support? It depends on the ship in question, but a ship with a dedicated medical bay will generally have a high tier bed to provide full medical support. Bear in mind that this will be of limited use if the ship itself is critically damaged and the crew is injured. It is unlikely that capital ships will have enough high tier beds to support serious recovery for the entire crew simultaneously (with the exception of those dedicated to the role, like the Endeavor Hope). Are there injuries that the Apollo cannot fix but the Endeavor can? Assuming the Apollo is equipped with the best tier of beds available, then it can fix the same injuries as the Endeavor as the functionality per bed is the same. However, the Endeavor won’t have a loadout as limited as the Apollo, so can heal more people simultaneously. Will there be more variants of the Apollo, for example police/military/fighter/transporter? There are no plans for further RSI Apollo variants outside of the Medivac and Triage. We want this ship to stay focused on its current role. Can we sleep in a hospital bed to log off? This is not something we currently plan on allowing, but we’ll review it as the gameplay comes online. Since the ship only supports two crew members, does it mean we are limited to a pilot and a doctor as crew (it would be helpful if the crew positions/roles could be fleshed out more for us)? We don’t see the roles being as strict as just ‘pilot and doctor’ and envisage both players taking part in recovery and treatment. While landed or docked in space, both crew can safely help. However, there is nothing to stop the pilot leaving their seat to help while the ship is flying (ideally in safe space!). If the Apollo has tier 1 beds to allow respawning, will it also get a beacon for that like the Endeavor? Yes, the beacon described in the Endeavor Q&A is very similar to our current Service Beacons and requests for medical assistance will be done through those. Will there be a cooldown on respawns for an individual player, or will it be limited by the resources carried on the Apollo? There will likely be a cooldown period to promote the concept of death having serious consequences, but it will also be limited by the medical resources carried on the Apollo. While you could respawn multiple times on the same Apollo in the same game session, the overall respawn amount will be limited by the resources that the ship has available. Each spawn or recovery will use an amount of the equipment/consumables required for medical gameplay. How do you envision the balance between medical gameplay and time to kill (TTK)? Turning players into the kind of bullet sponges that facilitate the different stages of injuries and healing doesn’t make for a fun FPS experience, while having a shorter TTK results in players dying too quickly to use anything other than tier 1 recovery. TTK will be increased as we bring more features online. However, we’ll be constantly reviewing and amending the features that contribute to it to ensure all related gameplay feels as fun and immersive as possible. In previous releases, our TTK was quite high, but the UI gave very little feedback to the players about what was going on. This gave a poor feeling to both parties, but there are lots of systems due to be implemented that will prevent this from happening again. What’s the advantage of the Apollo in comparison to a medical bay you can find on ships like the Carrack? The Apollo’s medical bay can hold more people than a non-medical focused ship (outside some of the capital ships mentioned above) and its modularity allows it to heal in ways the vast majority of ships can’t. Will tier 1 medical bays support everything the lower tiers do? Superior tiers will include all the functionality of lesser tiers. An interesting decision for the player will come in how they configure their bays – having higher tier beds limits the number of people you can heal and using them to provide lower tier healing could be a waste of time, space, and resources. Does removing the medical modules increase the amount of SCU that can be used for cargo? The medical bays can’t be removed, so the maximum cargo capacity will still be 28 SCU. Can bounty hunters and slavers use the drones to retrieve unconscious hostile players? The drones simply require the patient to be immobilized/unconscious, what you do with them after that is up to you! The Apollo does not lock people into the medical beds, so unless you constantly monitor them they will either die from their injuries or wake up and become mobile again and require further restraining. Will the Apollo have outlaw applications, such as harvesting organs and limbs of PCs and NPCs captured, to further add depth/profit to bounty hunting/assassination missions? Organ harvesting is not something we currently plan to support in medical gameplay! Will pulling high g-forces affect patients on board? If so, how are they affected? We want the patients to stay in a state as stable as possible and the medical beds are designed to avoid this kind of thing (outside of catastrophic events, obviously). Long-term plans are for all players onboard all ships to be subject to g-force relevant to how the ship is being flown. Being restrained in either a seat or bed will mitigate this somewhat. Can Apollo owners set their ship to not be an active spawn point when they don’t want people arriving on their ship? For patients who are not in your friend list/party, retrieving them is an active process using the drone. You will have to actively accept missions or go to beacons to recover non-party members, so there’s no need to switch your ship off as a spawn point. However, when playing in a party (and the requirements to respawn are met, such as distance and capacity), players will automatically be given the option to respawn aboard your ship. Are medical consumables (hoses, sterilized needles, drugs, tools, blood/plasma, etc.) stored in the med bay, or do they take up space in the cargo hold? Medical consumables must be stored in the cargo hold, but the plan is to balance it so that even on an intensive medical mission, you’ll still have room for regular cargo if you wish. On the flipside, you may want to run with minimal medical supplies to just offer a couple of healing sessions and instead attempt cargo missions to generate additional income that way.
  44. 2 points
    PlatedWolf

    Ship Shape - The RSI Apollo

    Cutlass has been described as an ambulance, So i'd expect it's options for heavier casualties are stabilising folk and hauling ass to a more capable facility. Apollo on the other hand can be described as a "Clinic" with the option to do more with up to six T3 tables, or at MOST two T1 beds. -So you can either have an ambulence that hauls ass with 6 people at a time, Or if in a more remote area with engagements being few and far between, go for a more dedicated doctor playstyle. The point I've seen here, entailing the notion that the cutlass seems more like a dedicated ambulance, compared to the 'Polly which can be a little more versatile in it's medical role. Polly also has two variants as of yet, although the cutlass red -Is- a variant itself which may lead me to believe it is more of a one trick pony than it's counterpart. I've already seen discussions of a Polly variant which would take samples of flora and fauna for research, replacing the beds with stasis tanks or something of the sort on spectrum. Here are the current variants of Polly, Listing Physical differences. Apollo Triage: Apollo Medivac: Length: 43 Length: 43M Width: 30 Width: 30 Height: 10 Height: 10 Max Crew: 2 Max Crew: 2 Armour: Medium Armour: Heavy Speed: 205 M/s Speed: 195 M/S Cargo: 28 SCU Cargo: 28 SCU Turrets: 1 Remote w/ 2X Laser cannons. Turrets: 1 remote w/ 2 Balistic Gatling's. Missiles: 2x S3 Missile Racks. Red Stats Indicts Stats that differ from the other variant. Sources: -The Video this thread is about, -Medical Gameplay article, Rsi https://robertsspaceindustries.com/comm-link/engineering/16671-The-Shipyard-Medical-Gameplay -RSI Apollo Brochure.
  45. 2 points
    SleeppingWolf

    RSI Apollo

    The legendary Apollo chassis from Roberts Space Industries is the gold standard in medivac and rapid emergency response, having provided critical aid to the known universe for well over two centuries. When one thinks of first class medical rescue, one thinks of the RSI Apollo. Along with superior armor and dual missile racks, the 2948 Apollo Medivac pays homage to the classic 2910 film, Astromedics: Back from the Brink, thanks to livery that accurately recreates the headlining Kithara, lending a thoroughly modern ship a decidedly retro vibe. The RSI Apollo is being offered for the first time as a limited ship concept pledge. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar or to fly in Star Citizen. The Warbond pledges shown here include Lifetime Insurance on the ship hull. In the future, the ship price may increase and Lifetime Insurance or any extras may not be available. If you are interested in adding one to your fleet, a quantity of Warbond Apollo hulls are available during this event. The Apollo will be available in the pledge store until August 22nd, 2018. As with every concept ship pledge, we will also be doing a Q&A post. If you have additional questions, there will be a forum thread on Spectrum to take your questions. Make sure to vote for the questions you most want to see answered and we will be posting the dev’s responses next week. Look for the Comm-Link Schedule next week to find out when that post will go up. DISCLAIMER Remember: we offer pledge ships to help fund Star Citizen’s development. The funding received from events such as these are what allow us to include deeper features in the Star Citizen world. Concept ships will be obtainable in the final universe, and they are not required to start the game. Additionally, please note that the Apollo will be entering the ship pipeline now and may be released after other concept ships have been completed. The goal is to make additional ships available to continue expanding the depth and variety of the game world and give players a different experience rather than any particular advantage.
  46. 2 points
    Akanoes

    Reverse the Verse - Ships of Alpha 3.2

    Vehicle Pipeline Director John Crewe stops by to answer questions from backers about the seven new ships being added to Star Citizen Alpha 3.2.
  47. 2 points
    Remulos

    Immersion up the wazoo

    I've bound push-to-talk (teamspeak) and push-to-mute (voice attack) to the same button on my mouse Edit: Benji beat me too it
  48. 2 points
    https://robertsspaceindustries.com/comm-link/engineering/16589-Q-A-Crusader-Hercules How can an outpost defend itself against a bombing from a Hercules A2? Players can protect themselves from air attacks by setting up anti-air defenses. As far as destroying an outpost goes, that’s something we’re looking into, along with the ramifications it would have on the law system. What is Medium and Heavy Armor when talking about ships? Light, medium, and heavy indicate the general degree of additional protection the armor gives to the ship. Each armor type offers different resistances, but it also has an impact on the weight of the ship. Does it have beds, a bathroom, and a kitchen? All variants have three beds for the main crew, as well as a small kitchen area and a single toilet/shower combo. The Hercules is not made for long comfortable journeys through space, so it doesn’t need anything more luxurious. Does the Hercules have entrances other than the large ramps, or will the cargo bay have to be decompressed every time you need to exit the ship? Players can get into the Hercules either using the ramps or via a small lift around the middle of the cargo bay. From there, you can either go to the ground level, the cargo bay, or the cockpit. Can we expect to see bomb racks and bays for other ships too (like the Retaliator), or are bombs limited to the A2 and other future ground assault ships and vehicles? At the moment, only the Hercules A2 and future ground assault ships are planned to have bombs. However, we’re looking at ways of allowing a few select ships we’ve already announced or released (like the Retaliator) to transport and use bombs, although they might not be able to carry the impressive S10-sized bombs like the Hercules. For cargo running, what advantage does the C2 Hercules have over the cheaper Starfarer that uses Cargo pods in place of Fuel pods? External cargo pods, as featured on the Starfarer, are more exposed and vulnerable than those on the Hercules. Plus, the Starfarer isn’t made to transport vehicles, which is the main point of the Hercules. How do S10 MOABs compare to S10 torpedoes? In terms of size, the bombs are larger than the torpedoes. The bombs are also unguided, offer a wider damage radius, and higher damage. Like missiles and torpedoes, bombs might have different specs in the future for different damage types and situations. How do the interior living quarters compare between the ships? Are the C-2’s more liveable compared to the spartan cabins of the M2 & A2? In terms of functionality, the interior living quarters are the same between all variants of the Hercules Starlifter that use the M2 as the base. However, like some other ships having military variants, it’s possible that the materials might differ. Can you tell us more about the “Six Hardpoints of Countermeasure” of the Hercules? Like every other ship, the Starlifter has several countermeasure launchers at strategic placements around the body. Due to its size and shape, the Starlifter has six launchers installed, compared to the four of the Starfarer. There are two near the rear cargo bay, two next to the landing gear, and two on the rear wings. If you drop a gravity assisted cluster bomb in space, can you create a minefield? It depends on how we make the bomb detonation work. Currently, we’re thinking that they will trigger on impact. However, we will look at proximity and time later on. What is the smallest size pad that the Hercules can land on, and will it fit onto the pads of the small/medium rest stops and orbital stations that are coming into the game? The Hercules Starlifter, like other ships of similar size, will only fit on large landing pads. How does the C2 ‘medium’ armor compare to the Starfarer-Gemini ‘upgraded’ armor? The Starfarer Gemini’s upgraded armor is a heavy model, akin to the Starlifter M2. The Starlifter C2’s medium armor is similar to the regular Starfarer’s armor. How can the C2 survive a defensive engagement with only 2xM coolers to cool 2xL shield generators when similar ships (Starfarer/Gemini, Genesis, Caterpillar, Carrack) ALL have 2xL coolers to only cool 1xL shield generator? While it’s better for anyone flying a C2 to have an escort nearby, this configuration should still last long enough to get away or call for help. The other ships mentioned all have to use their power in ways that the Starlifter doesn’t, be it to run life support, computers, or other modules). What are the specific roles of the three crewmen on the M2? The crew roles on the M2 are similar to other ships of the same configuration: one pilot, one co-pilot that has access to some of the remote turrets, and a dedicated gunner that has full control of the turrets. Is the cargo-space in the A2 usable for normal cargo if the bombs aren’t equipped? The A2 has half the cargo space of the M2. When bombs aren’t equipped, the bomb ordnance system is still present, so it’s impossible to store cargo in this area. However, you can still put 234 standard cargo units (SCU) in the front half of the ship (that’s if you don’t decide to put a Tumbril Nova tank there instead!).
  49. 2 points
    AirBorn4Life

    4 years with the ORG!

    Saturday will mark my four year anniversary with the org, I appreciate everyone that I have met throughout this time period. See you in the skies boys!
  50. 2 points
    Bursar

    Gift Card Value in Game lower than Cash.

    https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/gift-cards-are-no-longer-worth-the-cash-paid-for-t

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