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Tactical Advance

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Tactical Advance Member
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Akanoes last won the day on January 10

Akanoes had the most liked content!


About Akanoes

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    Reporter / Assistant Director of Media
  • Birthday 05/22/1990

Star Citizen

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    The Netherlands


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  1. Chris Roberts is joined by Sean Tracy in this week’s episode, featuring 2018’s first installment of Ship Shape. Find out where ship ideas come from, meet the teams responsible for designing and developing them, and gear up for some high-speed thrills with the MISC Razor.
  2. Dear Imperators and Centurions, Whitley's Guide, the Verse’s prime authority on gear of all kinds, has released a slick mousepad featuring an imposing array of capital ships. As a Subscriber, you get a chance to purchase this new item before anyone else in the Verse. Get yours here today. Sincerely, Your Subscriber Support Team This will probably go on sale for everyone on friday (at least, that's how it normally goes)
  3. Global Head of Production for Star Citizen and Squadron 42 Erin Roberts stops by the studio to follow up on yesterday's ATV featuring the launch of Alpha 3.0.
  4. Sandi and Chris host this week's episode, featuring a studio update from our team in Austin, with an in-depth look at the Star Citizen publishing process.
  5. List of active members?

    You can find me here =3 https://robertsspaceindustries.com/citizens/Akano
  6. Production Update

    Hello Citizens, Now that Alpha 3.0 is out, we wanted to give you all an update on our plans for this coming year. As we discussed before the holidays, we now have a delivery schedule based on dates rather than features. We are doing this for several reasons. First, thanks to the huge improvements to core tech, we can be more predictable about delivering our patches, as we are building upon and refining existing tech. Second, we want to get more build iteration, which gives us more opportunities to get feedback from the community going forward. Finally, this new approach provides more flexibility in our development. If a proposed feature takes longer than anticipated, we will push it to the next release, rather than delaying other new content. We plan on delivering new builds once a quarter, starting with our first drop at the end of March. After that, we aim to deliver again at the end of June, September, and December of this year. Our first release will pull together all the great work that was completed last year with a focus on optimizing the server and client. We also intend to include one or two new features which will enhance gameplay around Crusader. 3.1 is about enhancing performance and polishing the gameplay systems and UI, including ships, system traversal, a large balance pass of our economy, and improving AI for spaceflight and combat. All the great data and feedback from the community over the holiday period is really going to help us with these tasks. Although 3.1 is our focus for late March, several teams will also be working on our long-term goals for this year, in which we plan to deliver the vast majority of systems and mechanics so players have a variety of options to lose themselves in the ‘Verse. For our end-of-June release, we plan to implement the initial tier 0 versions of mining, salvaging, mobile refueling, and repair into the game, as well as give the player the ability to create their own missions like hiring mercs, transport, or refueling missions. On the AI side, we plan to improve both ship and FPS AI for both missions as well as general activity on space and planetary bases. Our next delivery in late September will introduce another major long-term tech goal: Object Container Streaming. This technology will allow us to start expanding the Stanton system with additional destinations, while managing our memory usage much better. In this delivery, we would also like to start introducing the mechanics of how you stake and file land claims and the gameplay that comes with this feature. This release will also continue to consolidate and polish all the new features in the past milestone. That will leave our final build of the year in late December. Now that our streaming tech has been tested and can support the huge amount of new data content introduced, we will continue to expand the Stanton System, allowing players to explore, fulfill their career choices, and do many different types of missions, either with friends or on their own. Stay tuned as the new Star Citizen Production Roadmap will come online along with the new RSI website later this month, with more development and release details. See you in the ‘Verse (literally), — The Star Citizen Team In the meantime, head over to the launcher page and download the 3.0.0 patch to see the universe for yourself. You can also visit our Spectrum thread to leave your feedback. Source (Looks like they'll be updating this post in the future so be sure to check back!)
  7. Around the Verse - New Website Preview

    Turbulent is the website team, they don't touch ingame stuff, this is literally all they do xD CIG should however never pushed 3.0 to live, it was "fine" on PTU, atleast then we could choose between a mess (2.6.3) and eternal hell (3.0) xD
  8. The first Around the Verse of the new year gives us an inside look at the brand-new RSI website, redesigned by our team at Turbulent. See an exclusive preview here before the site goes live later this month.
  9. Game breaking issue lads

    Seems it might be blown a bit out of proportion..
  10. From Alpha 2.6 to Alpha 3.0, Star Citizen has seen a lot of changes throughout 2017. Join Chris Roberts, Sandi Gardiner and the rest of the team as they take a look at highlights from the year that was in this retrospective.
  11. 3.0 Cargo Trading

    Foggyeagle posted the link to the online file here, it looks like they plan on keeping it up to date too =3
  12. Star Citizen Alpha Patch 3.0.0 is now available! Alpha 3.0.0 is our largest content release to date featuring numerous tech, core system updates, and new features. Players will have access to planetary surfaces for the first time on four moons (Yela, Daymar, and Cellin) along with an asteroid (Delamar). These new surfaces are expansive, with over 3 million square kilometers dotted with surface outposts and derelict ships. Additionally, we have added four new ships, our first dedicated surface vehicle (Ursa Explorer), the foundation of our revamped mission system with new missions, a completely new launcher and patcher system, and so much more! With our new procedural planet tech, there was a strong need to make sure that we efficiently update all the entities and components in our game world (their number increased significantly compared to 2.6.3). We therefore implemented a new update scheduler that allows us to efficiently batch update them per type and update strategy (range based, manual, always, conditionally). As this puts more strain onto our job system, we further refined its core to allow for even lower latency scheduling and supported even more CPU cores. In short, it’s a big update that lays the foundation for larger developments down the road. Apart from the improvements already made, there’s still a lot of work that has to be done to get the performance up to where we want it to be, but this will take a bit more time. Object Container Streaming and Entity streaming are major aspects to reduce memory footprint and further scale the game world for many star systems in a seamless way. There will also be a concentrated effort into better scaling of existing game systems with increased player count and world complexity (entity count). We’ve been investigating range based culling of entity updates which will provide significant gains, but still needs additional work to properly integrate into all game systems. With the release of 3.0.0, the Persistent Universe is now shifting to a quarter-based release schedule. This approach means that after each live delivery we can return to the main development branch and pick up all the changes and optimizations that have been worked on in the background and ready them for our next live release. 3.0 has been about completely revamping systems and gameplay as well as adding new content. We will now go back into our development branch, which we need to do for our Q1 release in March and will pick up the latest code and concentrate on optimizing performance, using our new gameplay and systems to the fullest, as well as continuing with the balance and polish of the PU. New RSI Launcher Star Citizen Alpha 3.0 requires the installation of a new launcher which will tremendously reduce the amount of data transmitted during game updates and allow the team to deliver more patches quickly. The RSI Launcher will also be used to deliver Squadron 42 once it begins shipping. In order to play Star Citizen 3.0, download the new RSI Launcher. The installation program will guide you to remove the older CIG Patcher and then perform your initial installation of Star Citizen Alpha 3.0. NOTE: Once totally installed and patched, Your launcher should display 3.0.0-695052 as the client version. Important Many new features are present as a first implementation and still have numerous adjustments and tweaks to be made to bring them to full design specifications. Many optimizations are still incoming and performance isn’t up to our standard as is. With no many new systems coming online, there are likely to be numerous bugs left to smash and balance changes to hammer out. We want you to be part of our open development! Report issues and bugs you encounter on the issue council. Key Game-play How Tos Ship Start Up: Approach the entry point of your ship, then press and hold “F” to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold “F” and select the “Flight Ready” prompt to run through complete ship start up. Alternatively, there are hotkeys available for quick start-up which you can find under “Advanced Controls Customization” Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your “Comms” menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors). Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the Starmap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can “set destination” on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press “B” to travel. Changes to Default Keybindings: Controls now default to a “basic” mapping that only includes core functions and leaves many things unbound. The “basic” mapping is meant to be simplified controls for beginners. Players can then go through keybinds and bind how they wish or import an “advanced” binding from among several presets. Experienced players will most likely want to do one of those two things to gain full functionality. Advanced profiles can be found under Keybindings→Advanced Controls Customization→Control Profiles. Afterburner: There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you’re limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you’re not maneuvering and decoupled rotation is allowed while in AB idle. Major Known Issues Persistent player location respawn is currently only working if the player returns to the same instance. This is not the intended final functionality. The combat visor is an early, spartan prototype that is meant to give players core functionality. There’s still work remaining. New Features General Content Breathing, Stamina & Heart Rate Oxygen Supply: Many areas, such as space or the moons of Crusader, do not have breathable atmospheres and are dangerous for characters unless they’re wearing a pressure suit. Most pressure suits are equipped standard with an oxygen tank. As you breathe, you will slowly consume the oxygen inside your tank. Your oxygen tank will automatically begin to refill once you are inside an area, station, ship or outpost with a breathable atmosphere. If your oxygen supply runs out, your pressure suit contains a small buffer of oxygen to provide you with a short amount of time to try to find an oxygen supply. If your suit is not sealed or you’re not wearing a helmet, you will not have this buffer. If you do not have any oxygen available, you will asphyxiate and quickly pass out. Stamina: As you exert more effort by running, jumping, etc., your muscles work harder and begin to consume more oxygen. To keep up with this higher demand, your heart rate and breathing increase to provide your muscles with a steady supply of oxygen. Wearing heavier armor will increase how much effort it takes to do actions and will tire you out sooner. The more you exert yourself, the harder you breathe and the faster your oxygen supply will be depleted. Heart Rate Monitor: The heart rate monitor on your helmet’s HUD and in your mobiGlas functions as an exertion/stamina meter. As a character exerts themselves, their heart rate increases. If a character exerts themselves too much, they will enter a Hyperventilated state. This will restrict the actions that you can perform, and things like running, sprinting or vaulting will be blocked until you exit the hyperventilated state. Heart rate and breathing can also effect recoil handling and aim. As your heart rate increases the character’s aim will begin to sway, ranging from a minor wobble to wild drifting. Once levels reach certain critical thresholds your vision will also begin to be effected, slowly dimming till it goes completely black. Once your heart rate returns to normal, so will your vision and movement. Wound System: Injury is now taken into account for status effects to a small degree including movement penalties for limb damage. Hint System Added the foundation of a new “hint system” which will allow players to learn about how to play the game whilst playing it and reduce the burden of having to consult an off-line resource. Interaction System Interaction Mode Holding down the [F] key will activate Interaction Mode – a contextual cursor will appear in the center of the screen, interaction points will highlighted, even from a distance. The parallax cursor movement allows selection of anything on screen with little head movement, while retaining full input control. Movement is limited to walking speed while in Interaction Mode. Holding the right mouse button enters into ‘focus’; the camera rotates and zooms in on the cursor location, putting it in the center of the screen. From here, the cursor behaves normally. Releasing right click returns to standard view. Left click confirms the selection, and the associated action begins. Releasing [F] will always immediately return to natural gameplay. Inner Thought Prompt When near enough to interact, the inner thought prompt will softly appear on the player screen, tilting towards the location of the interaction to help provide context to the inner thought text. The text will inform you of the action that will be performed upon interaction. Moving away, looking away, or having line of sight to the interaction point blocked will remove the inner thought prompt. The inner thought text will display on screen relative to the object of interaction, but will stay at a fixed size so it’s guaranteed readable. The ellipse below the text indicates that secondary options are available, and they can be accessed with the cursor or mouse wheel. Party Launch System Added new command /partylaunch. If the party leader enters /partylaunch into the chat window in game, this will send a notification to each party member when the leader enters an instance that they can either accept or ignore. If accepted they will be put into Matchmaking system to join the leader. If the server doesn’t have enough space for the full party, all players in the party will be put back into Matchmaking to find another server. If not in a server, whenever the party leader launches into a new server a partylaunch will automatically be generated for everyone. Universe Planetary Surfaces We have implemented the first fully modeled, explorable planetary surfaces. These include three moons; Yela, Daymar, and Celin, as well as the mining planetoid Delamar. Each planetary body has unique atmospheric composition, pressure, and gravity as well as a variety of surface outposts and derelict ships to explore, many tied to our new missions system. Planetary Motion Planetary bodies now have rotational motion complete with dynamic day/night cycles. Surface Outposts Planetary surfaces are dotted with surface outposts representing a variety organizations and functions. Each outpost is unique and has its own power system and oxygen supply, many with usable Kiosks and landing pads with associated ASOP terminals. Persistence Your character and ship’s persistence state is now being updated every few minutes and on logout. After death, you will respawn in the station you last visited. Visiting is determined by proximity. Additionally, players can now logout using ship beds. Entering a ship bed will present the player with a “logout” option that if used will persist the ship and player’s location. Upon return, the player will wake in their ship bed with their ship in the location of logout. Air Traffic Control (ATC) Landing and take off at larger public facilities is now controlled by Air Traffic Control (ATC). The ATC acts as the connection between you and the landing tower using the MFD comms function in every ship. When attempting to land, you will open a communication channel to the tower and ask for permission. The tower then checks if all the requirements are fulfilled and will advise appropriately. To hail ATC, cycle one of your ship MFDs to the “Comms” panel and select the hail symbol for the desired port. New Locations Levski: Levski is a base built directly into the rock on the asteroid Delamar. The base was originally an active mining facility but, after being left derelict for a number of years, new residents moved in and it became a hotbed for political radicals & criminals. The main areas are controlled by various political groups with a strong anti-UEE sentiment and they try to keep order best they can. Levski has the choice of numerous shops spread across multiple floors with many missions available. You can access Levski by foot, ship or ground vehicle. Shops: New items (clothing, armor, weapons, components) added to shop inventory. Added Dumper’s Depot to major locations. AI Subsumption We have introduced the basics of subsumption. You should now see NPCs going about their daily lives at all 3 major landing zones (Grim Hex, Port Olisar, and Levski). Turret System Updated Turrets: Turrets have been updated with the addition of targeting deadzones, movement ranges that prevent you from shooting your own ship, an updated UI, and a staggered fire mode. Automated Turrets: You will find automated turrets defending Port Olisar, Security Post Kareah, and the various Comm Arrays. These turrets will automatically engage and fire at wanted criminals. Kiosks We have introduced shop Kiosks. The main variants of the Kiosk will be used for buying/selling commodities (cargo). The intention is that you will have separate inventories at each station and major landing zone. Kiosks will only be able to interact with items that are local to the shop’s location. The kiosk will be able to interrogate, and manipulate, any cargo, loadout, or the inventory of these local elements. By default, the kiosk will show everything you have access to in that location, but will be able to drill down to facilitate any specific ship cargo manifest. Dynamic Inventories and Pricing Locations have variable commodity pricing that will fluctuate over-time based on stock levels and restock rates. At the moment, this only effects cargo purchased at kiosks and is only present at major spawn locations (Levski, GrimHex, and Port Olisar). Afterburner There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you’re limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you’re not maneuvering and decoupled rotation is allowed while in AB idle. Quantum Travel System Quantum travel (QT) destinations are now selected via the MobiGlas Starmap app or via the 3D radar Starmap on appropriate ships. Whether or not an object can be targeted for QT is determined by the drive’s detection range and is based off gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. There’s now a short range quantum travel for moving around different orbital points of moons and small planetary bodies. Quantum travel speeds, spooling, and cooldown times are variable based on the size and quality of the drive. Mission System The missions system has been revamped with new missions, mission givers, and greater variety. Each of the below missions has many variants and types, including lawful/unlawful, and many can be done in cooperation with other players. Some variants will require the player to gain a certain kind of reputation. Delivery Deploy Recovery AI Bounty Hunt AI Assassination Collection Waste disposal Patrol Derelict investigation Escort Mission Givers: Ruto and Eckhart Interdiction and Environmental Missions AI now have the capability to interdict players during quantum travel, forcing them to drop out of quantum. In addition, there are random environmental encounters scattered throughout the verse. Doors and Airlocks Doors and airlocks have been updated with additional functionality. Introduced basic ship security including the ability to lock and unlock your ships to control access. Item 2.0 and UI First introduction of item 2.0 system for ships, including the following: Power – Includes the ability to control how much power is generated by the power plants and is distributed to all of the other systems to use. Heat – Includes the ability to monitor how much heat, EM, and IR the ship is generating, and the ability to temporarily reduce IR. Shields – Includes the ability to monitor and adjust shield strength and repair behavior, and adjust power usage and performance. Screen Switch Behavior – Includes the ability to switch between various screens on the same physical monitor. Cargo and Commodities Introduced the first implementation of cargo Salvage Some items are transported in small, portable boxes, which can be bought and sold at vendors. These items are placed in/around the Stanton system’s wreckages and procedurally on planet surfaces. They will be generated when destroying cargo-carrying ships 0.5m boxes can be lifted and moved using the existing hand-lifting system 1 SCU cargo cannot be lifted or moved. Storing Small Items in the Cargo Grid Ships will have ‘Cargo Grids’ set up inside that governs how cargo is placed/secured within it. Placing 0.5m boxes within the Cargo Grid will be considered ‘secured’ in the ship. 0.5m boxes will align within the Cargo Grid. Any loose items placed within the grid will not align to this. Loose Items placed inside the Cargo Grid will be added to the ship’s ‘manifest’. Items placed outside of the grid will therefore not be added to the ‘manifest’. Items can be taken from one ship’s hold, carried to another ship and stored in its hold instead. Buy/Sell Cargo through Market Vendors1 SCU crates full of a single commodity can bought and sold at vendors. 0.5m boxes the player discovers, or recovers can be sold at vendors. Commodities can be bought at a vendor in selected spots. Players will walk up to the kiosk and use it to initiate an interaction. Only the stock the vendor buys/sells will be listed and the price they want for each. Transactions takes place entirely in the interface. Star Marine Armors Added: Heavy outlaw (slaver). Added: Heavy marine. Consumables Oxygen Capsule: Can be used to temporarily refill your suit oxygen supply. Weapons Added: Behring P8-SC SMG. Ships & Vehicles Ships General Added hit reactions. Added damaged and emergency interior states. Added compressed and/or springs to many ships landing gear. Hydrogen fuel is now required for normal ship operation. Running out will result in the loss of engine power. New RSI Constellation Aquila MISC Prospector Aopoa Nox Drake Dragonfly Aegis Sabre Raven Vehicles New RSI Ursa Rover Weapons Added Quarreler Laser Cannon (Size 3). Components Gravlev System. Shield Emitters, Coolers, and Power Plants have returned with new functionality. Addition of the quantum drive as an customizable component. First Person Animations Greatly expanded the number of usable items (benches, stools, ect) that can be interacted with by both players and NPCs. Appearance Clothing New clothing and clothing variants have been added. Gear Armor Armor now consists of modular pieces that can be equipped, interchanged, and purchased as separate pieces There are several new armor sets that can be found at various shops throughout the verse. Weapons Added: Apocalypse Arms Scourge Railgun. Added: Behring P8-SC. Added: Custodian SMG. User Interface New Mobiglas Interface Personal Manager App Using this app, you are able to select individual areas of clothing, armor, and items to change, add, or remove from the player’s character. To do this select a category and choose from options available in your inventory. Equipping an item may open up further ports for the user to equip more items such as Grenades, Gadgets and Magazines. Once the item is equipped, you can Save and Apply these changes to your character. StarMap App You will be able to navigate the various rings in the Starmap which display the orbital rotations of the areas to explore. You can use the right mouse button to move the Starmap around, and the left to rotate and select areas. Use the mousewheel to zoom in and out and double-click on planets to center and zoom into them. Once zoomed in on a planet or moon you will see x, y and z positions mapped out to quantum travel to, making it easier to decide which side of the planet to go to. Contract Manager App Use this app to check available missions, track/untrack accepted missions, and view your mission history. Comm App (detailed below with MFDs). New Ship Multiple Selectable MFD featuring Render to Texture (RTT). Heat System Signals – The same signals readout as the Power MFD. IR Suppression – This button toggles suppressing the IR signal multiplier (which temporarily reduces your IR signal) at the cost of all items (and thus, the entire ship via the Heat Sink) heating rapidly. When IR Suppression is active, you should see that IR starts to drop down, and Heat starts to creep up toward its overheat value.System System IR Suppression – All groups are suppressed. This overrides any groups below. System IR Suppression – All groups are suppressed. This overrides any groups below. IR Levels – Shows the IR levels of each item category. Items On Button – This denotes the on/Off state of the item. Item Name – Reorder alphabetically by item name (all categories). Item Name – Item Name. Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Item Type – Reorder by cycling item type (all categories). This is a list of available types: Power Plant (power in this case is power generated) Cooler (no heat, but for health/wear indication) Shield Generator Gun Main Thruster Maneuvering Thruster Quantum Drive Jump Drive Radar Power – The current item power usage. Heat – The current heat the item is generating. Health – How much health each item has remaining. Wear – How much wear each item has remaining. Power System On Button – Turns all power plants on/Off. Power Throttle Throttle – This throttles the connected Power Plants’ maximum power output. Throttle Max – This is the 100% value for the Power Plants maximum power output. Throttle Stealth – This is an updating bar which denotes the Stealth value that Throttle is set to when the Stealth Button is pressed (see below). Power Usage – Currently generated power. Power Required – Required power by all items. Power Deficiency – Amount of required power minus the currently generated power. Only appears when the power plants aren’t able to supply enough required power. Stealth – This button sets the Throttle to the Stealth value, which is the sum on Power value of all connected items that are on, plus a small reserve value (10% to start). As individual items will be able to be turned off, this bar will move up and down as the Stealth value changes. Once the Stealth Button has been activated and the Throttle value reduced, you may then readjust the Throttle to suit your needs or adjust the Power Priority Triangle to work with the reduced power output. Power Priority Triangle – Moving the indicator on the Power Priority Triangle adjusts the percentage of power that is distributed to the three major systems (Shields, Weapons, and Thrusters) if total power requested is larger than available power generated. Nudging toward one system should add to it, and take proportionally to the other systems. Groups – Each group (Shields, Weapons, Thrust) are represented by icons. Priority – Percentages for each group. These should total 100%; dead center of the triangle should indicate 33% on each corner of the triangle. Power Deficiency – If any group isn’t receiving its requested power, it is indicated by an icon. Signals: Heat – As the point of throttling power to items is to control your ship’s signals, they are indicated here. Heat – Total heat generated by items. Heat Capacity – Total heat capacity available to the ship. EM – Current total EMsignature. IR – Current total IR signature. Items On Button – This turns individual power plants on/Off. Please note that the only items that can be turned on and off from this page are power plants. All other items are only observable in their on/off states. Item Name Item Name Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Item Type – Reorder by cycling item type (all categories). This is a list of available types: Power Plant (power in this case is power generated) Shield Generator Gun Main Thruster Maneuvering Thruster Quantum Drive Jump Drive Radar Avionics Power – For power plants, power generation. For all other items, item power usage. Heat – The current heat the item is generating. Health – How much health each item has remaining. Wear – How much wear each item has remaining. Item Group Power Shields Weapons Thrusters Shields Systems On Button – Turns all shield emitters and shield generators on/Off. Shield Generator Throttle – This works exactly like the Power Throttle in all other MFDs and throttles Power for the shield generators. Shield Status – As before, a top-down (for front, back, left, and right) and side (top and bottom) shield health is displayed. Face repair is represented by the highlighted bar, and each face’s health is indicated by the value next to it. Top – Represents the health to front, back, left, and right. Side – Represents the health to top and bottom. Face Priority – Dragging the pip toward a face moves priority toward that face. Increasing face priority both increases the rate at which it is repaired when damaged, and also redistributes health toward it when the shields are healthy. Top – Represents the face priority to front, back, left, and right. Side – Represents to the face priority to top and bottom. Face Hardening – Selecting a face temporarily gives it extra resistance, allowing you to brace for damage to a particular face. Standby – This button turns off the actual shield temporarily to allow it to repair more quickly at the cost of not having the shields on while this is happening. Items On Button – This turns individual shield generators on/Off. Item Name – Reorder alphabetically by shield generator name. Item Name – Shield Generator name. Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Type – Item Type Icon Power – Shield generator power usage. Heat – The current heat the shield generator is generating. Health – How much health each shield generator has remaining. Wear – How much wear each shield generator has remaining. Weapons System On Button – Turns all weapons and missiles on/Off. Weapon Group On Button- This turns all weapons in the weapon group on/Off. Weapon Group Number – Weapon Group 1 or 2. Weapon Group Throttle – This works exactly like the Power Throttle in all other MFDs and throttles Power for that Weapon Group. Weapons Number – Number of weapons in that Weapon Group. Missiles On Button – This turns all missiles on/Off. Missiles Icon Missiles Number – Number of missiles left. Items On Button – This turns individual weapons on/Off. Item Name. Item Name – Weapon Name Distortion Damage – Appears when distortion damage is received, and disappears when there is none. Weapon Group – The Weapon Group number (there are two). Clicking this specific element switches the fire group to the other fire group (there are currently two fire groups). Ammo Type Ammo Remaining Ammo – Ammo remaining in current reload. Reloads – Ammo reloads remaining. Power – Gun power usage. This will be useful for showing you how much power each gun requires to use. Heat – The current heat the item is generating. Health – How much health each gun has remaining. Wear – How much wear each gun has remaining. Comms The Comms system is available as a menu option on ship MFDs as well as on the MobiGlas To use MFD comms, the player will have to enter Interaction Mode (hold down “F”) in order to see and select the appropriate MFD panel and interact with comm functionality. Requesting landing: Use the Comms system when in range of a landing zone to request a landing pad. The air traffic control (ATC) will respond and assign you a pad. In some instances, such as at Levski where the landing pads are enclosed, you will need to use the same system to request a take off. Technical Universe Increased player-cap to 50. Menu Added FOV scale to menu. Audio New low ammo audio. New ship weapon audio. New ship engine audio. Graphical New “Fog” VFX. New Debris Motion. New Quantum Travel VFX. New Ship Destruction VFX. New Ship “trails” VFX. New layered ship weapon impacts. Optimizations Added additional serialization. Improved emitter update performance. Feature Updates Universe General Updated color-grade for Crusader. ASOP Terminals Added ship selector with more information. Shops Adding magazines and grenades to Cubby Blast. Added new armors/weapons to Garrity Defense. Added new clothing to various stores. CrimeStat Split “wanted” and “criminality” reputations. Only players at wanted level 3 should appear hostile. If criminal is killed by security, they lose wanted levels. Grim Hex Additional props. Updated art assets. Moved ASOP terminals to main railing. Ships & Vehicles General Updated with new hit reactions. Updated ship entry and interaction animations. Ships Aegis Avenger Updated dashboard. Aegis Vanguard Cockpit rework. Aegis Sabre Cockpit display rework. Aegis Gladius Cockpit display rework. HUD update. Anvil Gladiator Separated art for pilot/copilot geometry. Drake Caterpillar Added airlock hole for EVA hatch. Drake Cutlass Black Complete Rework. Drake Herald Rescaled self-destruct timer. Merlin Updated lighting. MISC Reliant Updated lighting. RSI Aurora Series Complete Rework. Vanduul series Updated lighting. Ship Weapons Updated animations. Knightbridge Arms series: Complete Rework. Klaus and Werner Repeater Series: Complete Rework. Star Marine Armors Armor and equipment weight now alters run speed and stamina drain. Light/Medium/Heavy armor piece damage reduction balancing. Weapons New P8-SC SMG available. Tweaks and balance changes across all weapons. Arena Commander Scoring rework. First Person Animations Updated jumping. Updated pistol animations. Gear Equipment Weight: Equipment weight now influences actor state and run speed. Weapons Complete art rework: Devastator 12 Shotgun. Complete art rework: Arrowhead Sniper Rifle. Complete art rework: P4-AR Assault Rifle. Complete art rework: Arclight Pistol. Complete art rework: Gallant Rifle. Complete art rework: Gemini L86. Technical Universe Increased player cap to 50. Menu Reskinned “Contacts” page. Keybindings and Controls Complete rework of all keybindings. Tweaked controls for turrets for improved experience. Added joystick mappings for EVA and FPS. Added joystick mappings for interaction mode. Added gamepad mappings for interaction mode. Added ADS zoom in and out for gamepad. Audio Updated internal ship audio. Updated quantum travel audio. Updated shopping UI audio. Updated collision audio. Graphical Exposure Improvements. Specular Improvements. Fixes Bug Fixes Universe Fixed LOD issues on Olisar. Fixed delayed/missing music in Crusader. Fixed missing purchasable items form ArcCorp. Added proper collision to GrimHex shop window. Fixed an issue where spawning a Freelancer in front of a Scythe would cause them to collide. Fixed missing collision in Aeroview hangar. Vehicles Suspension should now work properly. Ships EMP Charges no longer have a chance to kill players. Fixed some audio feedback issues. Khartu-Al Corrected several backward or missing decals. Gladiator Fixed exterior lighting. Mustang Series Corrected several backward or missing decals. Fixed cracked glass appearance on cockpit from a distance. Caterpillar Fixed an issue with shadow flicker in cockpit. 300 Series Corrected several backward or missing decals. Fixed some clipping geometry. Fixed texture normals. Vanguard series Fixed a bug with Hoplite destruction VFX. Vanduul Fixed collision issues with Scythe and Glaive landing gear. Starfarer Player no longer t-poses when entering/exiting turret. Constellation series Reduced the interaction point size of ladders. Resolved missing or quiet audio for fly by. FPS Fixed some issues with grenade markers. Fixed players momentarily in aim pose during jump. Projectiles sh ould now spawn in correct zone. Fixed issue where players could use MediPen without reducing supply or without HUD updating. Arena Commander Fixed LOD issue on Dying Star central spire. Fixed LOD issues for landing pads. Star Marine Visual Clean-ups for Star Marine: Demien. Cleaned up issues with player lighting. Fixed issue where all players were marked hostile for spectator. Players no longer slide into hacking animation when interacting with terminals from side or back. Removed grenade damage through barrier into spawn room. General Fixed issue where players were unable to join on friends if different regions are selected. Fixed issue where if both players add each other to contacts they both appear as permanently offline. Fixed an issue where only the first PTU account copy would get added to friends system. Fixed an issue where loading into the universe would present no destinations after finishing a match of Arena Commander. Fixed an issue where input recognition would fail when overlapping inputs. Balance Ships Boost and afterner are additive rather than multiplicative Quantum fuel tanks and consumption have been updated for new planet.ary distances. Shield regen now has a “set-back” value that varies regeneration based on incoming damage. Completely reworked armor. All ships now have armor to varying degrees with more combat focused ships having thicker armor and greater damage reduction. Armor now reduces incoming energy damage more than physical damage. Adjusted shield and ship health values. All ships have had their velocities, both linear and angular, increased. Hydrogen fuel consumptions and regeneration has been reworked. EMPs no longer effect the source ship. FPS Increased hip fire recoil. Damage and spread balancing across all weapons. Reduced procedural breathing sway effects in ADS. Added damage reduction component to armor items. Increased damage reduction of medium and heavy armors. Increased movement speed difference between light and medium. Bugs, Issues, and Work Arounds (W/A) Some ships may be spawning without items or without the ability to “flight ready”. W/A: If this happens please file an insurance claim to replace the ship. Various actions can cause the player to holser their weapon (medipens, springting, vaulting, ect). Changing loadouts on the Star Marine menu incosistent and often doesn’t work. Score does not remain consistent in Star Marine if you leave and rejoin. AI often fly out of bounds in Arena Commander. Close proximity ship to ship passes cause a large FPS stutter. Game mode and map images are not scaled correctly on the Arena Commander menu. Pickups are inconsistent in Arena Commander. The chatbox regularly goes away due to various actions (interacting with some objects, switching to 3rd person camera, ect). W/A: You can consistently bring back the chat window using “F12”. IFCS has some control error under ship acceleration. ESP isn’t functioning correctly, especially in lower framerates. Source
  13. Greetings Citizens, Following the launch of the Nova, below are some questions and answers to provide more information on this important heavy battle tank from Tumbril. There is also a Spectrum thread where you can post additional questions and vote for the ones you want to see in the second part of the Q&A. What ships will the Nova fit in? The Nova is a serious war machine, bigger and more massive than all other ground vehicles introduced to date. One consideration, however, is height as the Nova requires ships with a high ceiling. The Idris, for instance, has ample clearance, but many cargo ships do not. What size is the main gun? The Nova’s main gun is equivalent to a S4 Ballistic Cannon, and is integrated into the vehicle’s turret design. While the main gun is not modular, other weapon hardpoints on the tank are interchangeable with weapons of the appropriate size. Why would I use a tank versus a ship? It entirely depends on the situation. Both have different strengths and weaknesses. Some areas might have particularly strong aerial defenses, are difficult to traverse by air, or have ground terrain that provides a lot of cover. In this case, the tank is the solution to blast through enemy defenses and open the way to friendly ships. Ships are a good recon method to help the tank find the best entry points or plan different attack maneuvers. Ships and tanks are complementary as they can be used together to accomplish objectives. In addition, the Nova is also suited to destroy ships. Can the Nova fire different ammo types like modern-day tanks? While the Nova tank has been configured for a specific kind of ammunition, the gun’s ammo box has been designed to accommodate different types of ammo if those are made available in future updates. Can the Nova be loaded or dropped from a dropship? Yes. However, given its intimidating size, the Nova tank can’t fit in most currently available ships. Any present or future ships able to transport the Nova can also drop it from a reasonable height (to be determined in development). While it’s not advised, provided it lands upright, its tracks and hull are sturdy enough to survive this kind of maneuver. What are the crew positions? The driver and support crew are at the front of the tank, while the gunner is in the middle of the tank, in a separate room. Does it have a ‘deployable mode’? While we considered this in its early design stages, the Nova does not have any alternative modes, and instead stays focused in a single configuration. What range does the main gun have? While we’re still determining the exact range, it should fall within the same range as other ballistic cannons. Does the Nova hold any cargo? The Nova tank does not hold any cargo, but it can be used to clear the way for other ships and vehicles, allowing them to grab cargo. This tank exists to protect and destroy, but not to transport. How rapidly does the main gun fire? While stats might change, its fire rate should be a bit slower than S4 ship ballistic cannons, around 30-50 rounds per minute. We also try to match the rate of fire with the Nova’s expected ammunition storage. Does the Nova have countermeasures? The Nova tank indeed has countermeasures! Four launchers are set up on the turret to maximize coverage and protection from enemy missiles. Considering we have Gravlev technology, why isn’t the Nova a hover tank? While Gravlev technology is indeed a thing, it is expensive to produce and maintain, and is more vulnerable to things like distortion damage. What the Nova loses in agility, it gains in defense. Can I operate the tank by myself? In other words, can I slave the main gun or must there be a dedicated gunner? Yes, a solo player can operate the Nova without assistance. However, the main gun is designed to shoot directly forward when slaved. We recommend having a second player or NPC to man the Nova. Does the Nova have a compact mode when in storage, or being transported? The Nova tank is already about as compact as it can be for a main battle tank of its capability, and as such, has no particular storage mode. What is the top speed of the Nova? Its top speed is currently planned to be around 20 m/s, which may seem high for such a massive vehicle, however, its acceleration is also relatively slow, so it would still take time to reach top speed. Does the Nova have any weak points? Yes. While the Nova has a formidable defense, its rear entry point and the exposed parts of its tracks are weak spots. Any operator should be cautious and avoid exposing these areas to last longer on the battlefield. Source

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