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Tactical Advance Member
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Akanoes last won the day on October 13

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About Akanoes

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    Reporter / Assistant Director of Media
  • Birthday 05/22/90

Star Citizen

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  1. Greetings Citizens! From Weapons we move onto Turrets, the next logical step on our tour of the New Ship Matrix. You may have recently seen our discussion on Around the Verse about improving the overall Turret Experience, and we’ve been hard at work on what we feel are significant improvements to their usability as part of ongoing advancements planned not just for Alpha 3.0, but beyond. In our next release, the way you control them is entirely refactored with better gyro-stabilization to help keep them on target, and hopefully giving you much more enjoyable and successful time when using them. Turrets can be found on ships of all sizes, from starters to capital ships, and the mounts they attach to can vary as dramatically in size as well. The largest found on some capital ships are as big as the smaller ships flying escort, wielding weapons capable of massive destruction. With this update to the New Ship Matrix, we now divide turrets in to two distinct categories: Manned and Remote. Both of these turret types support player, NPC or AI control via various methods detailed further below. All Turrets Turrets can only be attached to turret hardpoints, they cannot go on weapon or ordnance hardpoints. Turrets themselves have multiple itempoints of their own for attaching armament to. These are traditionally weapon hardpoints, but some turrets can also have ordnance and utility hardpoints as well. Turrets can only be swapped out for the same type of turret, and all turrets are “hull locked.” This means you can only swap a Manned Constellation Turret out for a different variant of a Manned Constellation Turret. You can not swap one out for a Manned Starfarer Turret, as example. Remote Turrets cannot be swapped for Manned Turrets, and vice versa due to hull requirements. As they are now “hull locked” turrets no longer have a size attributed to them. You can only swap out like for like. They no longer have a +2 to the sum size of the weapons calculation. Manned Turrets These turrets are controlled by a player or NPC acting as player within them, usually in a seat that moves from within the ship hull into the turret itself. All manned turrets have a consistent entrance tube diameter which means that upon destruction… they become a viable breach point. Remote Turrets These turrets are controlled from a station or seat elsewhere within the ship by a player or NPC acting as player. Their view is remotely sent back from the turret allowing them to control it and see what it sees while physically being elsewhere in the ship. Remote turrets have no physical path inside them for players to enter, so they’re a great way for us to add defense on ships where space is a premium, but will often pack lower size weapons. AI vs NPC vs Point Defense Turrets Any turret can be controlled via an NPC acting as player, but AI or Autonomous Control is a separate function requiring a blade to be added to your computer item (formerly Avionics Module). For each turret you wish to be AI controlled i.e. it engages and tracks independently of player or NPC input, you need to have a Blade equipped for that. Ships that come with these types of turrets either have these blades already installed or additional computer items to hold them in, as blade space is restricted. This is designed to force players into choosing between adding this feature or other blade features when customizing your ship. Point Defense Turrets are simply AI controlled turrets with the computer and blades necessary, and with a specific weapon loadout intended to make them effective at neutralizing incoming fast threats like missiles or torpedoes. Any turret can be equipped with these particular weapons and computer blades. PDTs just come ready to go out of the box. The Future of Turret Gameplay or: How We Want Turret Gameplay to Feel We’d like everyone who straps themselves into a turret to have a satisfying experience when doing so. To this end, we’ve been making improvements on the most important aspect of turret gameplay — aiming at, and hitting, your intended targets. Controlling the orientation of the turrets has become more responsive and intuitive in Alpha 3.0, and the additional staggered fire mode means that you are able to scatter shots along a line of fire for better total accuracy at the cost of per-instance damage. We think being at the controls of such a powerful arsenal of weapons should be a visceral experience. Camera shake, g-force effects, articulated directional controls, and an improved UI in which crew members can identify important targets to each other are all being worked on and should come in future 3.x patches. When this continuing work is completed, having a crew member manning every turret should prove to be a formidable force, with each turret being capable of firing salvo after salvo at enemy targets with pinpoint accuracy. Gather a squad of teammates, fill those once-empty turret seats, and watch ships like the Retaliator become the flying fortress it was always meant to be. Beware, you pesky Aurora pirates! Frequently Asked Questions or: Questions We Figured You Might Have Q: What ships had “twin-link” or two weapons on a single gimbal and are now converted to remote turrets? Mustang Series (Chin Turret) Hornet Series (Canard and Ball Turret) F8 (Rear Turret) 85X (Belly Turret) Ursa Rover (Top Turret) Reliant (Wing Turret) Terrapin (Nose Turret) Redeemer Hull Series (Nose Turret) Caterpillar (Command Module Turret) Source
  2. Greetings Citizens! Todays topic of discussion on the New Ship Matrix is all about thrusters and how we reflect their stats on the web page. Thrusters are obviously a key part of a spaceships and critical for getting you around and also a key area to manage in both fuel consumption and emissions. Thrusters come in a huge range of sizes and types from the smallest fixed maneuvering thruster on a Nox, the huge pivoting VTOL thrusters found on the Idris, and all the way to the humongous fixed main thrusters found on the Bengal. The first and most dramatic thing to notice with thrusters on the new matrix is the removal of TR values or Thrust Rating from the stats page and we’ve done this for a few reasons: With how ships are setup and tuned now we do not currently dictate independant thruster outputs, instead we allow thrust to be shunted around the thrusters as needed from a pool but within a total capped amount per thruster. With this its meant we have no “desired” or minimum thrust output values to generate TR values from or against. The value itself was always very confusing to explain and often did not match the art of the thrusters created by the talented art team which caused further confusion. How could a TR1 thruster on ship X be as powerful as a TR1 thruster on ship Y when its 1/10 the size? It was a un-intuitive and uninformative value to compare ships with given how complicated the flight model is, knowing that a ship had three TR2’s versus another with 2 TR3’s gave no useful information that couldn’t be better presented elsewhere, such as the values on the Technical Information panel we discussed yesterday. The second change to notice is the removal of Size attributes for the thrusters, these have been removed for much the same reason as TR was removed. As thrusters are unique to the ship and swappable in complete sets the size loses all meaning. Instead of the old Thrust Rating and Size values we now display the amount and more information on the type of thruster equipped to your ship between the two categories of thruster: Main Thrusters Main {M} The primary thrusters on the ship that are responsible for making it go forwards, these are the most important ones on traditionally constructed ships and provide the bulk of forward momentum. Retro {R} Having moved from the maneuvering section of the old matrix these are now counted in the Main Thruster category as they are a critical thruster set on the ship. There is little point having the biggest thruster around if you cant stop in time! Generally found in pairs some ships may have more or less depending on their roles and having a damage one can cause serious issues when trying to stop. VTOL {V} These thrusters provide lift in the Z+ axis and can either be fixed in one position to provide continuous upward thrust or can pivot when needed to provide that thrust. Cargo or particularly ships tend to have fixed VTOL thrusters on the underside if they are required to enter/exit planets or moons with gravity to aid them in leaving the atmosphere and to also slow their decent. If a ship does not have any dedicated VTOL thrusters it is not the end of the world, it just requires more forethought under those circumstances mentioned before. Maneuvering Thrusters Fixed {F} Fixed Maneuvering thrusters provide instant thrust output as they do not need to align to the desired vector first, this gives a quicker response leading to more agility. The downside is you need to have more of them, a minimum of 12 on a ship to provide the ability to move in any direction with 6DOF. Gimbal {G} Gimbal Maneuvering thrusters provide thrust on one or more axis as they pivot or rotate to align themselves to the desired vector before providing thrust. This allows less thrusters to be needed but at the cost of a slower response rate and a small amount of power required to move them into position, making them vulnerable to power management problems. The best way to theorycraft ship performance using these stats is to consider the types of thrusters in conjunction with the maneuvering stats on the Technical Information panel that we detailed in the last post. Frequently Asked Questions or: Questions We Figured You Might Have If Thrust Ratings (TR) are not displayed, will they ever come back? In some form yes, whilst we’ve removed them from the Ship Matrix for now due to the above reasons we have plans to bring back a more useful form of them with ongoing thruster and flight model updates in future patches, in part to deal with the somewhat overpowered maneuvering thrusters that have become commonplace with the changes to the flight model in 2.6. Can we swap out thrusters for ones with increased performance/other abilities? That is the goal but not possible in SC Alpha 3.0 and will be included in a future update. We plan to allow players to swap out their thrusters in sets, main and maneuvering together, for ones of alternate type such as Racing or Stealth styled ones. These would come with a visual difference to differentiate them from the stock loadout alongside adjusted stats in various systems to provide a different flight experience from normal. For example swapping out a Hornets default thruster set for a Stealth thruster set would seriously reduce its IR emissions over standard at the expense of performance and wear rate. Source
  3. Sandi Gardiner and Forrest Stephan host an episode focused on improvements coming to legacy armor. Plus, watch what bugs were dealt with in this week’s “Burndown.” Highlights Soon™
  4. Engineering - Shipyard Post

    Connstelation being large and freelancer being medium confirmed :O This is by far the most useful they've shown us all year xD
  5. Lead Writer Dave Haddock delves into the Stanton System and provides an overview of its major planets. He even shares the system's initial concept and description from the game’s early days.
  6. Chris Roberts and Sandi Gardiner host an episode that dives into the enhancements coming to cockpits. Plus, catch the first “Burndown” since the Evocati got there hands on 3.0. Highlights Burndown Delta patcher has been getting positive feedback from community Another advantage of patcher is they can downgrade builds as quickly as they can upgrade them in case they missed problem in testing, roll back to an older version until they figure out what went wrong Main focus being performance pushes Hoping to get new builds out everyday if they can to Evocati because of the new Delta patcher Next steps is focusing on shopping/commodities feature to present to Evocati 23 must fix issues Cockpit Experience The Cockpit Experience Sprint was born from Chris' desire to make it more visceral and feel special Jake and John broke Chris' goals into sprints and partnered with Animation, Audio, Visual Effects and Engineering Included G-forces, hit reactions, visual effects and lighting states Started with one cockpit type "HOTAS CL" which is used by 7/8 ships including the Gladius Adjusted the position of the joystick, throttle, seat, main gun Added VFX (sparks, smoke, fire, debris) to indicate incoming damage and damage states (slight, medium, heavy) Hooked the Actor Status System into the G-force system: players consume more oxygen and use different breathing techniques Ensured the UI screens were very consistent and of sufficient size to be easily read without zoom Bringing back the combat visor interface support screens: by default will show player's and target's status Improved and reapplied the control templates to the HOTAS CL ships (with scope for future actions too) One goal is that a player should be able to work out everything a ship does through Interaction Mode Animators are tuning G-force experience so it feels correct, adding idles and fidgets Hit reactions are based on the direction you are getting hit, from all six axes, blended together When the player performs an action there should be physical reaction in the cockpit (and ultimately the character performing it to) Changed the enslavement process between seats and players which massively simplifies setup Cockpits are now being designed with redundancy for future functions that could be added. It was a global effort to make the cockpit redesign happen as it affects the core of the game’s code and without proper coordination, the game would cease to work. Courtesy of Relay
  7. Moved to general questions and chat, the news section is only for offical star citizen news (directly from CIG's mouth)
  8. Chris Roberts and Sandi Gardiner host an episode focused on the improvements made to manned turrets and featuring another installment of “Burndown.” Highlights EVOCATI TIME! Turrets Hitting targets with turrets was quite unsatisfactory in the past and improvement of that was their goal They imported the old system in for set designer freedom of control, to hook it into the new pipe system properly, and adapt it to a new aiming system Aiming improved by increasing turret rotation dependent upon distance to target and faster response to player movement as well as decreasing of freelook area Though they plan to eliminate the dash-pip, there are several that enable better aiming that also include the circle-pip and crosshair-pip. They also included IK to allow the player to see their body and G-forces along with gimbal ship compensation to increase fun along with accuracy Simultaneous turret seat movement and rotation was accomplished in animation and involved bones and timing in states One problem encountered made the player dizzy from the snapping of rotations and animations Another problem entailed the player starting out by facing the wrong direction once loaded into the turret solve by allowing rotations to be defined in DATAForge This also allowed for the player entering at odd angles The most challenging aspects dealt with converting what the player wanted to do as far as their aiming input Another fun feature added is alternate fire mode allowing for all guns blazing or sequential fire for better targeting Another issue was setting limits so that a player didn't shoot their own ship when an enemy target dove below them Though they lost some things in the Item 2.0 conversion for turrets they are working to retrieve them and add even more to the UI for better enemy awareness Some possible improvements include the sharing of target and radar information between multiple crewmembers Much of the most important improvements were made simply through trial and error Courtesy of Relay
  9. Cherie Heiberg visits the Pallas System, the location of first contact between Humanity and the Xi’an. Hear about its astronomy, history and even learn the Xi’an name for the system.
  10. WOW! Snow pic.

    Fixed it for ya, so it actually shows the picture
  11. When we sat down to begin work on the X1, we began with an exercise taught to me by the legendary ship designer I am pleased to call my mentor, Akira Yedomos. He believed that “only by attempting to reach beyond, could one build for the real world," so the entire team was encouraged to unshackle their imagination and build a vehicle that adhered to as many or as few 'established' rules as they wished. The result was a fast, maneuverable open-canopy racer that's as much of a work of art while at rest as it is in motion. With thrusters seemlessly integrated into the sleek hull, the X1 organically fuses function with form and continues Origin's proud legacy of luxury perfection If you’d like to add one to your fleet, they’re available in the pledge store until 20:00 UTC October 6, 2017. You can also view a detailed schematic of the X1 in the Holo Viewer in the Tech Overview of the ship page, and be sure to enjoy Origin Jumpworks' X1 brochure. As with every Concept Sale, we will also be doing a Q&A post. There will be a forum thread on Spectrum to take your questions. Make sure to vote for the questions you most want to see answered and we will be posting the dev’s responses next week. Look for the Comm-Link Schedule next week to find out when that post will go up. For the full post go here X1 BASELINE EDITION Built in collaboration with famed astroengineer Alberto Vara, Origin’s new X1 is a high-performance open-canopy ship designed for anyone who’s ever asked “can I go faster?” Normal <-> Warbond X1 VELOCITY EDITION Origin Jumpworks’ X1 VELOCITY takes speed to a whole new level. Constructed under the direction of Alberto Vara, the Velocity offers a lighter chassis to decrease overall ship weight, making the Velocity a dangerous new addition to the open-canopy racer lineup. Normal <-> Warbond X1 FORCE EDITION Travel in confidence with the X1 FORCE. Featuring additional defensive capabilities, this new open canopy ship from Origin Jumpworks is equally suited for ground-based exploration or even reconaissance and security operations. Normal <-> Warbond
  12. Chris Roberts and Sandi Gardiner host this week’s episode. It features a deep dive into the usables system and another episode of “Burndown.” Highlights Usables system started life in the run up to CitizenCon 2016 They needed lightweight interactible seats but only had the (very complex) pilot seats Quickly grew to include other things: first case wasn't a seat at all but the hacking laptop The AI doesn't know how to sit in a chair so the chair has to tell them, step-by-step what to do Involved different disciplines to improve workflow e.g. replacing alignments with dynamic enters/exits Created a process for requesting usables and categorizing them between "can do" and "need tech" First test case for AI was the mess hall table: 8 actors can potentially use it at the same time Stacking behaviours: using a useable (e.g. glass) which is on a useable being used (e.g. table) Making usables feel real and natural comes down to having variation in the animations They approach the problem from what it takes to make it look good and feel alive, but that requires thousands of usables, and so must be balanced with production demands and cost Instead they use a group of animations and then extract the movement from those animations to prevent conflicted use of usables or their use outside of the navigation mesh Variation is the key to making it look natural as well as constant movement such as fidgeting or glancing around As with all things this is an iterative process and they seem to learn the most from their failures One of the biggest breaks was in getting rid of the alignment slot allowing for more flexibility and natural use of usables with the aid of IKs Averaging out the correction and extending the time over which it occurs also helps to prevent snapping and make the animation appear more natural Two types of IK used are the animation driven IK which is more in the direct control of the animator and the design driven IK which is done as more of a layer on top of the animations The usable system has been a definite international example of the lending a hand Bryan Brewer is feeling quite flush from all the pickup shooting and toilet metrics he's done as well as creating transitions that do just that between animations culminating in hopefully an even more natural experience Usables can become quite complex, but finding the balance shouldn't be a problem as long as you can describe it in data for the code Courtesy of Relay
  13. Join Jared Huckaby as he sits down with the Directors and Engineers of our LA Studio to answer questions live from our development subscribers.
  14. The Origin X1 will go on sale Friday, September 29, 2017. There will be three variants with prices ranging from $40 to $50. Source
  15. Chris Roberts and Sandi Gardiner take a look at the upcoming Air Traffic Controller system and bring you another installment of “Burndown.”

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