Jump to content
Hero

Leaderboard


Popular Content

Showing content with the highest reputation since 02/18/18 in all areas

  1. 6 points
    Fury_1

    Pics from the last Org Event

    Pictures taken by FriendCalledFive during the last ORG Event. Notice the Geycat which was driven into and parked in the back of my Cutlass Black. I then went in and bought some cargo at a terminal and the game calculated the loss of cargo space from the Greycat and gave me at the terminal the reduced amount of cargo space available. https://imgur.com/a/O0rMU
  2. 4 points
    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. 4 points
    All, I am pleased to announce we have completed the first steps in the RSI authentication tool. What's an RSI authenticated member? Someone who is in the Tactical Advance organization on the RSI website. (You must have us as your main organization for you to be approved) What does this bring to the Tactical Advance Organization This gives us greater control over who can see what content on the forum. For example, currently if anyone signs up (not a member) they can see all division content. Going forward only RSI authenticated members will be able to see divisional forums. Who's in the Tactical Advance Organization?. Prior to the RSI authentication tool we did not know unless we matched the whole RSI website against the forum and TeamSpeak manually, logistically unpractical for a large organization. The RSI authenticated member tool automates this for us across the RSI, our forum and TeamSpeak. This also adds greater security and remove manual intervention. Who can access organization areas on TeamSpeak?. Currently, anyone can access all the rooms, going forward only RSI authenticated members will be able to access organization related rooms. Adding the RSI authenticated member tool makes roles redundant, we can now refocus these people on in-game activities. In addition to the above, we have been working on improving the new member experience. Getting started in Star Citizen and signing up to an organization is not a straightforward process and can seem fragmented. For this reason we introduced a wizard that will guide new members through the 4-step process. This is a work in progress and we will be adding more content over time. I am really pleased with the progress we have made over the past few years. We will be the best organization out there, leading the way in technology and at the same time creating the best experience for our members. A big thank you to all the people who helped make this organization what it is today. Please click the link below and authenticate yourself now, the cutoff date is the 31st March 2018 RSI authentication now
  4. 3 points
    Well spotted and totally agree on this point!
  5. 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.
  6. 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!
  7. 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!
  8. 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.
  9. 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.
  10. 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.
  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
    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
  13. 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!).
  14. 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!
  15. 2 points
    Congrats AirBorn
  16. 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
  17. 2 points
    Drakin

    3.5 added to Roadmap

    Ha! I don't have either one, but if I can't earn them in game with the ships I do have (including Reclaimer and Orion) then I'm "doing it wrong."
  18. 2 points
    Roy

    3d view

    taken from https://robertsspaceindustries.com/community/citizen-spotlight/11240-StarShip42-FleetView-A-3D-Fleet-Viewer
  19. 2 points
    This week on Around the Verse, we check in with LA Studio Director Eric Kieron Davis for a Star Citizen project update, and get a detailed look at how sound factors into the immersion and storytelling of the Persistent Universe.
  20. 2 points
    Fatie89

    My simpit

    So, it's finished. I'm pleased with how it turned out, it does look like furniture and not just some toy that I feel embarrased to show to others. There are still those parts about it that I want to change but I can set aside an hour or two when I can to modify and adjust those problems. Hope you like the design and if you do decide to use this design with a few ideas of your own, please upload images here so that I can se what you did differently. /Fatie89 http://
  21. 2 points
    This week sees a new installment of Ship Shape, where Jared gives us a look at the Aegis Reclaimer and the Tumbril Cyclone, with a little help from last week's studio audience.
  22. 2 points
    Drakin

    Calling Dibs

    I have a Terrapin AND a Reclaimer. I'm most likely going to upgrade the Terrapin to something else at some point as I'm not yet convinced that it is worth the $$ for the very limited unique role it will serve... but I'm open to having my mind changed. The Reclaimer is very likely a keeper though That thing is gonna just be a beast. I'm hoping I can wack things with its arm, so just like in the Karate Kid it'll be wack on, wack off. LOL *Snort*
  23. 2 points
    The patch notes are here: https://pastebin.com/vXmzmWs0
  24. 2 points
    Bursar

    The age old question. AMD or Intel.

    If youre unhappy with Spectre & Meltdown, i'm not sure where you go. Intel and AMD are both affected along with pretty much everything else out there, more or less. I still lean towards Intel because if the patches and fixes cost some of the performance, you have more to start with if youre an Intel owner. It's a shame. Intel needs decent competition just to keep it from stagnating and giving us cr*p. AMD is the only other horse in town. Or more accurately - pony compared to Intel.
  25. 2 points
    The patches released don't affect gaming noticeably. Sadly, unless you are running a fairly recent gen CPU you are unlikely to get a Spectre fix, and in the case of my secondary rig will likely not even get a Meltdown fix. It is a complete mess. Until you are all patched up (BIOS and Windows) and Spectre and Meltdown proof, don't run unknown software, use a script blocker on your browser, and don't go to dodgy sites. You can get a checker for Spectre and Meltdown vulnerability at: https://www.grc.com/inspectre.htm
×