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  1. 6 points
    ichi

    Using VoiceAttack in 3.0 PTU

    video of me using VoiceAttack to wake up in Port Olisar, get a ship, travel to a moon basic commands include loading a profile, adjusting TrackIR, even controlling video capture, as well as loading a ship and controlling movement I use a HOTAS so everything is designed to allow me to not take my hands off the stick - still a long way to go before I release the full profile but here's where we're at
  2. 6 points
    ichi

    Citizens and Members

    Recently we adopted a new Org rank system for the RSI site. Our current Org rank structure is: ExecutiveDirectorAssistant DirectorOfficerMember - Eligible to join divisionsCitizen - new to Org We recently promoted all existing citizens (over 1200 people) of the Org to Member. Congratulations! All new players who join Tactical Advance from this point forward will start at the Citizen rank. They'll be asked to review the Basic Training Handbook and certify that they are familiar with the content. Once they do that they're eligible to become a member and join a division. Please take the time to review the Basic Training Handbook. If you're familiar with playing Star Citizen you'll probably find a lot of content to be pretty basic, but ... everyone should read the first section, Introduction to Tactical Advance as well as the Introduction to Communication thanks to Roy, Bog, Groth, Snipd, Solar, Tac, and many others who helped develop this handbook. The next step will be to begin to develop advanced training and certifications for the divisions. if you have questions, comments, or suggestions for improvement, or if you'd like to help out as a part of the Academy, send me a PM or catch me on TS.
  3. 5 points
    Hi guys, I've been think a lot about what ships will be able to assist in what we would consider 'long range hauling' but as of yet without jump points in the game have no idea of how each ship will perform in this aspect. The RSI ship matrix has some ships defined as long range so we can take these as a given, but there maybe be other ships in the pipeline set to come out as concepts and we may find that some of the versatile ships, or ships already in the game operate well over some distances. Below is a lists of ships that I believe as of now are long range capable, from what we know and divided into 3 groups for haulers, potential haulers and escorts: (includes cargo capacities & caveats) Haulers JP Size Cargo Capacity Banu Merchantman L (3584) Hull E L (98304) Hull D L (20736) Hull C L (4608) Hull B M (384) Starfarer L (295) Starfarer Gemini L (295) Carrack L (1000) - exploration ship as main function Caterpiller L (576) - (not ideal for long range hauling) 890 jump L (1600) Constellation Taurus L (243) Constellation Aquila L (96) - exploration ship as main function Constellation Androm. L (96) Constellation Phoenix L (66) - luxury Ship as main function Freelancer Max M (122) Freelancer Dur M (28) - exploration ship as main function Freelancer Mis M (28) Freelancer M (66) 600i explorer L (40) - exploration ship as main function Genesis L (300) - could possibly be to convert into a dedicated hauler with an increased cargo capacity. Potential Haulers (most likely wont be used due to crew/logistics difficulties & costs) Orion (384) - mining ship as main function Reclaimer (360) - although great cargo capacity most likely wont be used due to its limited speed. Crucible (230) - repair ship as main function 315p (2) - fighter as main function Reliant Sen (2) - science/exploration ship 600i luxury (16) - luxury ship as main function endeavor (500) - Science Vessel as main function (large crew req. vs cargo) (allows for 2 non-long range escorts to be carried) Polaris (216) - Corvette (large crew req. vs cargo) (allows for 1 non-long range escorts to be carried) Idris P (995) - frigate (large crew req. vs cargo) (allows for 3+ non long range escorts to be carried) Idris M (831) - frigate (large crew req. vs cargo) (allows for 3+ non-long range escorts to be carried) Javelin (5400) - destroyer (large crew req. vs cargo) (allows for 1-2 non-long range escorts to be carried) Escorts Hammerhead Banu Defender Vanguard Warden Vanguard Harbringer Vanguard Sentinel Vanguard Hoplite Retaliator Base Retaliator bomber Mustang Beta Terrapin 315p Herald (Scout only) Polaris Idris P Idris M *The banu merchantman, Carrack, Constellation, Freelancer, 890 Jump, 600i series, caterpillar and Starfarer could be added as potential escorts due to their long range capabilities but as they are included in the hauling list and may not be ideal escorts have therefore just listed them here as a sub note. Below is a list of ships that may have some long range capabilities, and will be open to debate and divided into 2 groups for haulers and escorts: Haulers Hull A ? Reliant Kore ? Reliant Mako ? Escorts Khartu-Al ? Gladiator ? - when fitted with extra fuel tanks Redeemer ? Hurricane ? Buccaneer ? 300i ? If you think that a ship needs to be added to / moved from one of the lists please feel free to comment, as we find out more about their capabilities, here is a list of all ships not included on any of the above lists: (that could still be used if they fit inside a carrier.) or turn out to have better than expected range. M50 intercepter Mustang Alpha Mustang Gamma Mustang delta Mustang Omega Gladius Gladius Valiant Aurora ES Aurora LX Aurora MR Aurora CL Aurora LN 325a 350r F7c Hornet F7c Hornet wildfire F7c Hornet Ghost F7c-M Super Hornet F7c-R Hornet Tracker Cutlass Black Cutlass Blue Cutlass Red Avenger Stalker Avenger Titan Avenger Titan Renegade Avenger Warlock Vanduul Scythe P52 Merlin P72 Archimedes Reliant Mako Esperia Glaive Sabre Sabre Comet Prospector Pioneer Esperia Prowler 85X Eclipse Razor
  4. 5 points
    Gigowatt

    Story and Music! Week 1

    *This is a little story I am going to develop. If you want to be included leave a comment and I will add you in happily. You will never be the point of view character. That role is reserved for "YOU", or all of us if you catch my drift. If you have a piece of music you think will compliment a scene as it plays out, please suggest it. If you think it's great, I need the encouragement. If you think it's garbage say so. I'll definitely write you into an Alien Tentacles scene. The idea here is that you read along until you come to a youtube link of music, click it, listen for about a minute and contemplate the scene. Then continue reading. If the music is still playing when you reach the next song (It will be with the first one certainly) Go up and stop the music and start the next one. Enjoy! It's 0230 and you're on patrol of a jump point. Command hasn't told you what exactly is going on but you're pretty sure you overheard the word Valkyr being mentioned. The data link for your mobiglas isn't working, but even if it was working you wouldn't want to use it while sitting in the cockpit of a stealth fighter. That would be just stupid....right? You've been on patrol for two boring hours and the temptation to research what Valkyr means is building, but something in the back of your mind tells you it's something big. You are excited to have been asked to do this mission. Even as new as you are, sometimes being in the right place at the right time pays off, and this is the chance to prove yourself to the Org. Still, you can't get over how lonely it is out here in space in a fighter. So far you have only trained and qualified in fighters. This is your first real patrol. Until now you've been bouncing from turret to turret on different ships. And while that's fun, it's time for you to move up in the org. Training went well, and you proved fairly quickly that you could handle yourself in a fight. That said Hornets were alot different from Mustangs and Gladiators. You almost prefer the light fighter to the medium ones. You felt safer in the smaller faster ships. That seems counter intuitive but for you, speed wins. This old jalopy that you are piloting now? It's for dinosaurs. You were told by Ichi to take one of the Hornet Ghosts from the Organization Motorpool. This one had an odor that you couldn't quite place. Every 30 minutes or so your mind would snap back to trying to pin down exactly what the smell reminded you of. More importantly, but irrationally ignored, one of the thrusters on this old Hornet was sluggish and was clearly in need of maintenance. Still, you knew in a fight it would barely be a hinderance to you and you returned to the attempts to identify the pungent odor that somehow seemed to permeate metal. You even imagined that the smell was likely transferring from the joystick to your hand and would never come out of your glove again. THAT thought might screw you over in a fight. You lift your hand off the throttle controls to wipe away some dirt and examine it. This Hornet was on Daymar, and was likely one of the first Hornets the Org owned. Back in the early days one of the first mass conflicts Tactical Advance got into was on Daymar over some silly business. As I recall our leader, Tactical Advance himself was one of the first explorers in a rover on Daymar. Some scumbag in a fighter ambushed him and was trying to blast him off the planet. Luckily Tac brilliantly outmaneuvered the lousy pilot and saved the day. But once word got out that someone took a shot at the leader of the largest Org in the Universe....well....let's just say things got out of hand quickly. This fighter....this Ghost....suddenly it all comes together and you remember. The smell, the ship....Gigowatt....That guy has a tendency to live in his cockpit, and he eats...pickles...the vinegar smell swirled in your nostrils, and now that it was identified you could taste pickles. All you could envision was Gigowatt standing on the flight deck of his Hammerhead two weeks ago offering you a pickle out of a jar he had sitting next to the Captains chair. When you rejected it he gave you a sour look and told you that if you rejected his pickle it might be seen as treasonous. Luckily one of the female crewman gave him a disapproving glance and he digressed, albeit with a giant grin. This old bird belonged to Gigowatt? You aren't sure whether you appreciate it more or want to pull the eject handle and are mildy amusing yourself with the thought. The patrol arc ran from the jump point to a nearby asteroid field that is dense enough to hide a medium to large size ship. Unless something was hiding in there ahead of time it would never be able to sneak in, but you follow orders anyways and try to refocus so you don't miss anything. Whatever this mission is, it was unexpected. Another pilot, CeruleanEmpyrean is running the opposite end of the same arc. "He should be getting close to the Jump Point by now" you think to yourself. As the hours drone on you continue to rotate between your HUD, and the various bits of dust and the occasional axis correction, probably due to the sticking thruster. You again entertain the ejection notion when the radio comes blaring to life, nearly startling you so bad that your fingers just touching the ejection handle are now precariously too close to danger. Your hand snaps back to the throttle control as you listen to controlled but emphatic voice. "Wing Commander, this is Echo 1, I repeat Echo 1, please COME IN!" Cerulean announced. "A massive fleet is jumping into the system even as we speak!" "ALL ELEMENTS, Break silence......We have an unknown number of bogeys inbound". You recognize the voice as Akanoes. That's damned odd, what the hell is he doing all the way out here? Ichi's voice calmly came across the radio next. "A little premature to break silence but it's ok. I have just been notified that she's under her own power and we have two Squadrons of medium fighters on location. Why don't you tell us what you see out there Echo 1?" A moment passed, then another and you are starting to think about turning your ship for the Jump Point and kicking the after burner when Cerulean replys. "Sir, we have two Capital Ships, Idris class, 4 Polaris Corvettes, and what looks like at least 10 other large craft, Hammerheads, Connies, Retaliators and more. I don't have an accurate count of fighters yet Sir, and I don't think that they've launched all they got." Ceruleans report sent shivers down your spine. You don't know where Ichi, Akanoes and the others are, you know that the only way in or out of this system is blocked by a fleet you won't be sneaking past, and the only other person you KNOW is in the system, Cerulean is in worse shape than you. Ichi's voice came across calmly, "Echo 1, have you been detected yet?" "Absolutely Sir, they started jumping in damn near on top of me and there is no cover out here!" Cerulean exclaimed. "Echo 1, you are to make for the asteroid belt. I want you to try and lure them after you, make it look like your running" Ichi ordered. "I AM RUNNING!" Cerulean said loudly, but not shouting. He was definitely in control of his faculties. It was a stressful situation that you were honestly glad you hadn't encountered on your arc. But what now? Ichi continued "You will lure them to the asteroid belt, where you and your wingman, Echo 2, will play hide and seek until otherwise notifed, or until you are unable to do so any longer. You are not to go to the rendezvous under any circumstances". You decided to risk asking the question, "What about fuel Sir?" Somberly Ichi replied "You run until your dry. Shut down and conserve your oxygen in the asteroid belt for as long as you can. Play hide and seek. I promise you that we will be coming for you, but for right now we need a little more time to evacuate personnel." "What personnel need evacuating?" you think to yourself. Ichi continued "Trust me when I say that this is a turning point in the Universe, and Tactical Advance will come out victorious."he said, with a mild hint of pride as if from an old Hollywood Movie. "One last question Cerulean, do you know what Org it is?" "It's the Russians....РОДНОЙ КАНАЛ (Rodnoy Kanal) is here". Ceruleans voice broke. You imagined their Red ships coming through the Jump Point. Just then you realized that Cerulean was speeding towards you. s**t...in all this you had made it nearly half way back to the midpoint of the mission arc. "Get your ass in gear rookie! Lets get our tails to the asteroid field before those Russkies turn you into a hood ornament for one of those Idris'". You crank the stick to the left and throw the switch to the afterburners. The chase is on now.....and you're the bait! Just then over the civilian radio you hear a thick Russian accent in a maniacal laugh. "Hornet, Hornet, little Hornet, why you run from me? I want to make diplomatic relations...." You realize he's tracking Cerulean, and hasn't spotted your Ghost yet. Without question you identified your first kill, and you are confident he will die without ever knowing you were there. End of Week 1
  5. 5 points
    ichi

    3.0 Evocati

    Woot also, Soulcrusher posted that Concierge will be in wave 1 PTU I don't expect wave 1 before CitizenCon my guess is that subscribers will be also
  6. 4 points
    How to Join Tactical Advance: 1. Go to the Tactical Advance Org page on RSI https://robertsspaceindustries.com/orgs/TADVANCE and ask to join there 2. Register on our website http://forums.tacticaladvance.co.uk/ 3. Hop on our TeamSpeak teamspeak.tacticaladvance.co.uk PW: tac1 http://forums.tacticaladvance.co.uk/topic/1049-official-teamspeak-info-for-new-members-password-inside/ Log in to our TeamSpeak anytime as a guest and talk to the members and ask questions. It is important that everyone understands that TACTICAL ADVANCE must be selected as your MAIN ORGANIZATION on your RSI account. We do not allow members to carry an affiliate status with Tactical Advance. You must be 18 years of age or older to join We do not condone piracy or griefing. Please, if there are any questions about this, please contact any Director, Assistant Director or Academy officer.
  7. 4 points
    ichi

    Here we are, and its good

    According to SCStats we are the ninth largest Org (by actual member) in Star Citizen. Top Orgs by Actual Members RankSpectrum IDNameMembersAffiliatesTotalAMMAS1TESTTest Squadron - Best Squardon!68766440133164362XPLORXplor! - One small step for a man5127816713294-30403ADIAtlas Defense Industries4329108443742214IMPERIUMImperium410813412140955CORPThe Corporation364151318772-14906UOLTTLTT Conglomerate2362629299117337KRTDas Kartell22220222222228DRACULOrder Of The Dragon13532135513519TADVANCETactical Advance1291131304127810LAMPL.A.M.P.12503231573927 We are the sixth largest by AMMAS (AMMAS stands for Actual Members Minus Affiliates Score). The AMMAS rank is really the important one, IMO, because our members are going to be here, not spread over three or four other Orgs, because we're Exclusive Top Orgs by AMMAS RankSpectrum IDNameMembersAffiliatesTotalAMMAS1ADIAtlas Defense Industries4329108443742212IMPERIUMImperium410813412140953KRTDas Kartell22220222222224UOLTTLTT Conglomerate2362629299117335DRACULOrder Of The Dragon13532135513516TADVANCETactical Advance129113130412787MONGOOSEMongoose Nest Starfleet119326121911678TBSIBlack Star Initiative11586116411529LAMPL.A.M.P.1250323157392710SIBYLLASibylla89214906878 Think about it, we are the sixth largest Org in an game that, while still in alpha, has maybe a million backers. When SQ42 drops, I expect interest in SC to continue to grow, along with the number of citizens. With each new patch there will be more hype and more people joining. Over time, some of the Orgs on that list will grow, others will shrink, some will blow up. We're building an Org that will last, one that people will want to join, a fun, successful, strong Org. Yeah, its corny I know, a fun friendly guild with our own tabard! I get it. I also know that we have the potential to be the best Org in the game, but that's not going to happen automatically, not without a little effort. The Officers have been working during the last few months to update our systems and our policies. We're in a very good position to be able to handle the numbers of people we think we'll have. We still have some work to do, and if you're interested in helping out let us know. You're going to see a change in the activity level around here very soon. Drop in to TS, post on the forums or Spectrum, attend the meetings every other Saturday, hop on and play a game. The lack of content the last few months has more than a few members taking a break, and maybe after we've played 3.0 for a month or two activity will drop off, we don't know. But it might be time to dust off that joystick and free up some hard drive space, schedule a little play time.
  8. 4 points
    ichi

    Looks Great

    Hell yea Looks much better, more modern and clean Thanks to the folks who work behind the scenes to make this place nice
  9. 3 points
    Bought a new GPU GTX1080 G1. Not happy with the price but ow my its a massive upgrade for me.
  10. 3 points
    ichi

    Why its important

    In a conversation last weekend a member asked me what the Academy was, and as a followup question wondered why it was important for us to be spending time and effort now to build up an organizational structure. Basically why can't we just log on and play together? why do we need to have divisions, policies, and things like military ranks and roles? ... and those are valid questions, gaming isn't a job, it shouldn't be like work or too overloaded with rules and requirements. Today's SCStats provides a good start to answering those questions Tactical Advance is the 9th largest Org by straight membership, and 6th largest by AMMAS (basically Mains minus Affiliates). Its easy to fall into the trap that the merry little band of folks who have been active over the last few months, while SC goes through a prolonged content drought, represents who and what we'll look like when 3.0, 4.0 or live drops. I believe that as time goes by some orgs will grow, some will shrink, and some will collapse or explode dramatically. Our efforts now are simply to provide Tac and the Org leadership with the ability to handle the large numbers of members that we expect. May turn out to be overkill, but its better to be prepared to be a large, active Org than to sleep on it and accept the chaos that is bound to ensue if we do not take the steps to be prepared. Fortunately the systems, principles, and guidelines are in place, they make sense, they're minimal, and they're designed to provide the maximum freedom and support for us to enjoy this game in our own individual ways, while giving us the structure necessary to reduce drama and XSBS when this place is packed.
  11. 3 points
    FriendCalledFive

    Very happy bunny!

    Just did my first flight from Olisar to Delamar and sucessfully landed on the planet. Magical moment
  12. 3 points
    The Military Division
  13. 3 points
    ichi

    Q&A Land Claims Part II

    for some odd reason the link is https://robertsspaceindustries.com/comm-link/engineering/16319-Q-A-Aegis-Hammerhead (LOL CIG!) but its another Q&A about land claims Greetings Citizens, Below are answers to the most voted questions in our Land Claim Licenses Q&A thread posted last week on Spectrum. Thank you for taking the time to submit and vote. In case you missed our initial Land Claim Licenses Q&A, you can find it here. Also, special thanks to Tony Zurovec and Erin Roberts for their help in answering your questions. Are there any passive expenses to owning property? (land tax, maintenance, insurance) If so, how costly will they be? The passive expenses associated with the ownership of property are controlled by the goods and services you purchase to protect, operate, and maintain your land and also the equipment and structures you place upon it. If your land is rich in precious metals and you’re concerned about theft, for example, you might procure your own fleet of security drones to keep close watch over your real estate, which will in turn require routine maintenance that you may elect to outsource. Alternatively, you might elect to hire mercenaries or contract with an organization to safeguard your burgeoning empire, either of which will cost you a recurring fee. Automated mining equipment, refineries, power plants, and other modules that you may construct will require ongoing capital investments for new parts and supplies to remain in working order. So passive costs will ultimately be dictated by player choices. Can you move a land claim, e.g. “unclaim” a piece of land you have and claim another piece instead? You can’t unclaim a property and switch it for another, but you can sell your property back to the UEE, a property broker or another player at an agreed or present market value. If you bought a dry patch of desert and struck gold but don’t want to bother with the excavation – or the security hassles of guarding it – you could likely sell it for a profit. If, on the other hand, you’re just looking to dump a worthless plot of land back on the original seller you’re likely going to take a pretty good hit. Can I kill trespassers without becoming an outlaw? No. Trespassing is a minor offense and will not elevate a player’s criminal status. Only players that have committed a serious transgression – such as damaging or stealing private property, including any resources that may reside beneath or upon your land – may be legally assaulted within UEE space without the attacker committing a criminal act themselves. Can you extend a land claim to make it bigger? You may add as many parcels to your estate as you wish, provided that the neighboring lots are available to claim or are for sale from another player. Will it be limited or controlled how much land a person or org can claim? There is no limit to how much land an individual player or organization can claim. However, there are enormous quantities of land available and players wanting to maximize the likelihood of earning a return on their investment will need to be selective. Further, the difficulty and expense of procuring, exploiting, and protecting that land increases with the area, meaning that most organizations will reach a natural limit as to how much property they can effectively control based upon their size. What if a pirate buys a land claim. Will the UEEnow be bound to protect the unlawful player? UEE security will engage any criminals that they encounter, regardless of whether or not they own property. They’ll also, however, act to protect the property of any private citizen, regardless of whether they are a criminal. If a property owner is a felon and in the vicinity when a UEE force arrives to deal with another player committing a crime upon their property, both the owner and the other party would be considered targets. Can a land claim be revoked by UEE? Do land claims ever expire if the owner has not interacted with it in a certain amount of time? At present, once you own a parcel of land it’s yours until you sell it. How far above and below the ground is considered part of our claimed land? A land claim gives you rights to everything on and below the surface of your parcel. The skies are community property. Can you Claim Part of Water ? or Just all Land? The oceans and other major bodies of water are considered a public resource, and as such are not available for sale. However parcels that include ponds or lakes or other liquefied resources – can be harvested for profit and belong to the land owner. What kind of protection against attack is covered by the license? (if any) The natural resources embedded upon or within your property and the objects and structures you place upon it are considered an extension of yourself. Thus, anyone attempting to steal from or attack those assets is committing a criminal act, which UEE security will deal with as they would any other transgression of a similar magnitude. Can we charge other players and organizations (or NPCs) rent for using our land? We do intend to allow players to license access to their property to other players and NPCs for a recurring fee. Can you place landing pads and hangars in the land you have claimed? We are planning to allow for the construction of landing pads – along with a variety of other modules – when building an outpost. Hangars may follow at a later date but it’s not currently on the drawing board. What role does insurance have in land claims? Your property claim is on file with the UEE and cannot be seized by another without your permission. You will be able to insure structures you build on your land. Will I be warned when entering land claimed by others? Yes. Your mobiGlas can patch into the UEE’s property network to inform you when you’re on or near private property. Since some players will want to entice others to visit their outposts, these signals can be set to either generate a warning or extend a customized welcome. Can I alter the terrain within my land claim, such as creating a lake? We don’t have any current plans to allow players to dramatically alter the topography of their land. We may, however, allow the composition of soil on the surface to be subtly altered through various processes so as to allow for more effective farming. Longer term we may support some level of localized atmospheric modification to allow further control and refinement of this endeavor.
  14. 3 points
    Akanoes

    How to install PTU 3.0

    Hi Everyone, We are ready for more stress testing on the latest Star Citizen Alpha 3.0 version, so we’d like to open up the PTU to more players. We will be publishing Star Citizen Alpha 3.0 to the PTU in stages for the following three groups — 1st Wave testers, Subscribers, and Concierge Members. Tonight we are granting access to 1st Wave testers and going from one stage to the next will depend on server stability. You can follow the status of your group below. To play Alpha 3.0, you must download and install the new PTU Launcher: https://install.robertsspaceindustries.com/star-citizen/RSI-Setup-1.0.0-ptu.25.exe. It features the Delta Patcher, which will drastically reduce the size of incremental game updates. You will also need to copy your account to the PTU. Here’s a refresher on how to do that: 1) Log on to the RSI website using your normal credentials. 2) Copy your account to the PTU by visiting the Settings section of your RSI account or going directly here https://robertsspaceindustries.com/account/copy/ptu. Following this step, you should receive an email with your PTU-specific password. 3) Download the PTU Launcher. 4) Launch the installer exe and follow the instructions on screen. 5) Log in to the PTU Launcher using your login ID and the PTU-specific password received in the email. 6) Make sure the “Live” channel is selected under the Star Citizen logo and download the latest build. 7) Enjoy Alpha 3.0! The goal of this initial PTU release is to increase our total player count in an effort test concurrency. We also need you to focus on testing the traversal system by quantum traveling, landing on moons, locating and visiting Levski, and just exploring the great expanse of space around Crusader. Please note that the complete Alpha 3.0 experience is not in this build, as some features are still being implemented and refined. These features will be added to future builds when ready for wider testing. PTU 1st Wave: Access to PTU open! Subscribers: Access to PTU open! Concierge: Access to PTU open! Lastly, you are allowed to create content/stream with this patch. Source
  15. 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#
  16. 3 points
    bog

    Looks Great

    It looks really good!!!
  17. 3 points
    Lumpy

    Looks Great

    I agree. Nice and clean. Thanks to all.
  18. 2 points
    I'm Back. Logging in for the first time since buying an M50 Interceptor back around 2014. Keen to explore and meet some of the members in [TAC]. See ya around. -Munrai
  19. 2 points
    TAKE YOUR PLACE HOLD THE LINE ENLIST TODAY! The Militia Mobilization Initiative needs heroes to do their part in making the Empire more secure. In these dangerous times, a strong sense of community is more important than ever. The UEE is working with local militias to empower civilians and citizens like yourselves to help provide an additional security presence in support of local law enforcement. With the ongoing military operations to reclaim Vanduul space and a rising tide of criminal activity, the Empire needs you more than ever to help take a stand for justice and safety for every family. Go to the concept page or to the ship page
  20. 2 points
    Bursar

    Prospector!!

    COME TO DADDY!
  21. 2 points
    SleeppingWolf

    Ark server up again

    called "Valhla SW" or the ip is 167.114.103.121:27018 To add the server to your favorites, follow these steps. - Open Steam. - At the top left, click on 'View'. - Click on 'Servers' and head over to the 'Favorites' tab. - Click 'Add Server to Favorites'. - Copy and paste the server's IP 167.114.103.121:27018 have fun (^_^) server shut down due to corrupted saves
  22. 2 points
    Lumpy

    WOW! Snow pic.

    Saw this on Reddit. Beautiful!
  23. 2 points
    Akanoes

    WOW! Snow pic.

    Fixed it for ya, so it actually shows the picture
  24. 2 points
    MG_Longshot

    EX0 errors corrected

    EX0 errors corrected
  25. 2 points
    Chris Roberts and Sandi Gardiner host this week’s episode, which explores how we craft our procedural moons. Plus, there’s an extensive update from our F42 offices in the UK. Highlights Studio Update Programming Worked on the cockpit experience sprint with a goal of making sitting in the cockpit much more dynamic.Integrating black out/red out effects into the actor status system which also features breathing and stamina.Cockpit experience sprint also improved G-force animations and player hit reactions.Work on close combat is coming along nicely, including work in knife-based takedowns and unarmed takedowns.Near to completing the conversion of old player and actor code to the new actor 2.0 or actor status system. This makes creating new player features much easier and improves the reliability of the code.Testing the delta patcher with developers after it passed QA’s approval. Early feedback is positive.Graphics Focus has been on the new render to texture system.Hologram system will be used for mission briefings, comm calls, mobiGlas, and other situations.Render to texture will be used for all new UI.Aiming to use render to texture for live video comm calls between players.Exposure control system upgraded to better handle the contrasts between the darkness of space and bright objects such as moons, planets, etc.New features added to the GPU particle system for 3.0 such as lighting, turbulence, and anti-aliasing.Concept One focus has been on ship weapons - Amon & Reese laser cannons as well as Klaus & Werner laser repeaters.In terms of personal weapons, they’ve created a heavy machine gun from Gemini with an iconic cooling system.UK has added a 6th member to their concept team - this new addition is looking into Stanton locations and supporting needs on SQ42 locations.Environment Art Environment art creating exciting prototypes for procedural cities - this will allow creating massive cities and landing zones.Work continuing to flesh out tools to decorate space - one specific element of this is a new space dust shader allowing large volumes of space dust to be added to Stanton for 3.0.Yela’s asteroid belt has been improved, in part via the new space dust shader.All major outpost archetypes are finished - this includes branding for various companies and organizations. Some unique varieties also includes such as emergency shelters, abandoned outposts, and more.Outpost clusters and exterior elements finalized. This includes, among other things, RELAY STATIONS.Ongoing work to integrate outposts with planet surfaces - sand/dust/frost finalized along with decals adding extra dirt buildup.Pre-polish and optimization work on exterior of truck stop. Work focusing on the interiors.Admin offices added to truck stop and other locations around Stanton for the purposes of mission completion.Two new shops added to Grim Hex - independent ship parts trader and an old electronics store.UI Work continuing on new mobiGlas UI and associated apps for 3.0.mobiGlas and kiosk UIs now using render to texture.Multidisciplinary sprint ongoing for the Starmap app to implement remaining needed functionality for 3.0 and improve visuals.Basic functionality of mission manager app completed.Ongoing implementation of multifunction displays in cockpits.Audio Audio completed for railgun.Steady progress on derelict ship audio + interior ship audio for Javelin.Improved actor status system so breathing works better alongside dialogue.Improved environmental and ambient audio for 3.0 locations.Animation Continued development of takedown/kill mechanics.Jump mechanic has received some love to allow it to cope with varied environments and gravity states.mobiGlas moved from look pose to aim pose for better functionality and improved animations surrounding mobiGlas use.Derby Continued work on 3.0 mission givers.Seeing quick turnaround of mocap data into the game in a matter of days.Ship Team Derelicts prepared for ground and space include Starfarer, Caterpillar, Constellation, and Freelancer.Geometry has been finalized for the folding section of the Hull C. Work on finishing the mechanical rig and ensuring no collisions. Front interior got a lighting pass while rear interior has been blocked out.Work on Eclipse well underway - focus on the cockpit currently. Additional work has been done on landing gear and wings.Work on Reclaimer is nearly complete - only 3 room left to go through final art.Reclaimer cockpit screens will fold around the player to accommodate the tight space.Final art on tractor beam seats for Reclaimer completed.Behind the Scenes: Procedural Moons The same planet tech that they have used all along will be going into the 3.0 release with each planet having it's own gravity, ecosystems, objects, weather and atmospheresYou can progress seamlessly from space to planet and back smoothly without any cut scenes or interruptionsTo allow landing anywhere seamlessly procedural generation and scattering is usedTo make it look good several levels from different artists are layered and faded into the final resultScaling down from a solar system perspective to a planet surface is another challengeFrom a fixed pool the geometry and the textures are procedurally generated and combined at run time blending many layers.Source data use for generation is very small and thereby the generation and blending are also very efficientMost of the R&D in the last couple of months went towards object scattering to prevent an empty look to the planetsAn algorithm was made to achieve a natural look using automation in the placement of objectsThe logic of the algorithm also allows for the defining of related particle effects and of audio as wellThese were used as packages that were designated to areas and further defined by more added parameters that would allow the tweaking of scaling, random rotation, alignment to terrain, etc.The art team built all the assets that form the rocks and shrubs are are remixed and varied by using Substance Designer allowing for smart design later and more variation in the futureLighting dictated by the time of day also has been accounted for in this systemThe assets in the library are reusable allowing more to be put into memory and also makes covering large areas fasterStar Citizen has no backgrounds or barriers like other games that prevent a player from fully interacting with the environmentThe procedural generation is deterministic with terrain generation performed by the CPU and the visual textures with the client's GPU with results cached in the fixed geometry pool mesh and distributed through the available mesh in cores, and so is very efficient and doesn't require information transit to replicate the environmentsAn example of the hurdle of scale as a challenge can be seen with the typical FPS game which covers only the four kilometer play area whereas Star Citizens is covering all areas without boundariesThe end results create delightful surprises not expected for even the artists producing a definite wow effect when it all comes togetherCourtesy of Relay
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