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Tactical Advance

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Tactical Advance Member
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ichi last won the day on October 18

ichi had the most liked content!

About ichi

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  1. https://robertsspaceindustries.com/comm-link/engineering/16170-The-Shipyard-Ship-Mass Ship Mass: I’m Not Heavy I’m Just Built That Way A Guide to the New Ship Matrix Greetings Citizens! With the release of 3.0.0 we have completed a ground up pass on mass for all in-game items, from the smallest bit of personal armor up to the largest spaceship. We have always endeavored to use real world items to guide our mass in-game but over time this has slowly caused issues as everyone’s interpretation of how heavy something is has wildly varied, a phenomenon especially noticeable during concept announcements when ship masses are first pitched. One area we identified was the notion of our spaceships being similar in role to modern day aircraft, so we originally endeavored to keep their mass values similar as well. Of course, coming at this from new angles caused a number of serious issues. For instance, the Gladius is a Light Fighter and to many that is similar in role/size to a modern day fighter jet like an F/A-18 Hornet (no relation to the ANVL Hornet) but when we got farther into things, the reality was that the Gladius has around 5x the volume of an F-18. This was problematic given it was originally implemented in-game at around 140% the weight of one. As we looked deeper into more and more ships it became increasingly clear that our original mass values were very inconsistent and often misleading. Given these are the basis for many areas of simulation within the game we decided to completely rework this aspect. Given the huge range of ships and items in-game as well as in-concept we needed to solidify a way of calculating the mass correctly for both our existing assets and ones yet to come. For this, we decided to harness our existing physics meshes and use them to calculate the volume of material in the ships. Generally these are pretty accurate but with the wide range of ship types there were naturally a few different steps involved in generating a correct volume per ship. Grasping the Concept At the concept stage, these ships are at their trickiest to calculate, as they are generally very high poly meshes without the benefits of physics sub-meshes. This requires a small amount of work to simplify and cap hole to allow us to accurately generate a volume for the ship. Capping Holes is the process of fully enclosing our collision proxy meshes and open faces that can cause issues in the engine. In essence we make them “watertight” while marking up specific faces that will allow entities to move through them unimpeded. Whilst this is usually done in the production stage we had to move ahead with this at a simple level for many of our concept ships to achieve standardized mass calculations for all ships. My Density Has Brought Me to You Once we had the volume of the ship as if it was solid block of material, we then subtracted the volume blocked out by the design team for the interior play space, cockpit and internal local grid mesh. This new volume (solid minus interior) was assigned an appropriate density value with a few modifiers: Construction Methodology Origin ships use more advanced lightweight materials that retain strength rather than the traditional stalwarts like Aegis and Anvil with heavier metals. The materials in play are an essential component in accurately accessing the correct mass of a vehicle, ship, or space station. Species Construction Xi’an ships are renowned for their materials and are significantly lighter than human counterparts, with their collaboration with MISC allowing some crossover. Design will work with the Lore Team to determine not only the aesthetics in play for a specific species like Banu or Vanduul, but they types of resources at their disposal and technological advantage of their culture in determining the materials used in construction. Design Role Ships that are naturally heavily armored or require more rigid internal support generate a denser value. It is vitally important not only to consider the source and history inherent in each ship, but it’s intended purpose within both the lore of the Star Citizen universe, and the design of our game. It’s What’s Inside That Counts Once the mass for the external “chassis” of the ship was generated, we used the internal volume again to generate a weight for the interior. This simulated all the interior panelling, doors, wiring etc as the design blockout volumes and local grids are slightly larger than the interior playable space (as they encompass the walls/floor meshes) and we felt this was a better reflection on the overall mass. Only What You Take with You Finally, we looked at the ship’s proposed or current default loadout, and added the specifics for each of these components (which also got a rework pass) to the final mass generated from the above steps. What does this mean? All of our ships and characters now behave much better as the values used throughout the game are much more in sync. One example we uncovered during this rework was that on a variety of ships the physics meshes were uncapped, which during detachment and having the mass assigned to them was causing the engine to incorrectly calculate the mass of the detached part and thus it would behave poorly. With all the parts now capped or in the process of being capped, ship destruction and part detachment is much more reliable and believable, with less instances of huge ship debris parts spinning off at excessive speed. In addition to better behavior it also meant a lot of systemic features can be better accounted for such as carried items and cargo. Previously, with ships being so wildly disparate in weight, the simple act of adding a heavier weapon could significantly alter one ship unintentionally. Frequently Asked Questions or: Questions We Figured You Might Have Q: Will changing the item mass on my ship, intentionally or through damage, actually have an impact on its flight? A: Yes it will, though not immediately in Alpha 3.0. When we do the initial tuning value we base it around the default loadout and structure then give the ship “goal times” to achieve the desired results in zero g and atmospheric flights. Generally the ships are able to achieve these goals, as they are not absolute timings. Outside of any external factors, adding mass will change the flight characteristics and should you make the center of mass uneven may not do so for the better! We anticipate this feature coming online in a future Alpha 3.x release. Q: What other aspects of mass have changed outside of ships? A: Every single piece of armor and every item you carry on your person has an applicable mass and these all directly tie into the Actor Status System. The heavier you are the more exertion there is to perform actions and these consume oxygen quicker or may even limit what actions you can do. This system also extends to items carried on ships. Carrying a small crate of heavy metal will slow you down more than carrying a helmet in your hands and these all get added on to the mass of your ship when inside of it.
  2. got this in my mail today, part of a new concierge newsletter thingy imma go out on a limb here and say 'gamechanger' looks roughly Idris sized, some Aegis style, but Reddit is saying the email says Consolidated Outland Pioneer Reddit is saying base-building, does not look inexpensive
  3. 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#
  4. a DUR and a DF will be a solid combo in 3.0
  5. Ships and ideas

    Seems like any ship that can carry a vehicle or a open cockpit snub would be useful I've seen video of people putting a Nox in a Cutlass, but I think the minimal setup would be a Freelancer with a Dragonfly. In 2.x it felt like they were building around solo fighter gameplay, and the Hornets and Sabres and Gladius seemed to be the center. For 3.x it feels like the Constellation with a Rover seems will be the balance point. That's good for small group play but its not ideal for solo/pair setup. We'll see what fits in what
  6. 3.0 to Evocati tonight

  7. 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
  8. Origin X1 Q&A

    ha! I have a DF, Nox, and X1. I plan to tether them together ride them roman charioteer style
  9. Origin X1 Q&A

    Yea, I'm happy with mine too. The Q&A was better than most, still a few silly answers but that's Jared
  10. https://robertsspaceindustries.com/comm-link/engineering/16155-Q-A-Origin-X1 How does X1 Base/Force/Velocity compare against the Nox and Dragonfly in speed, durability, and overall performance? The X1 Baseline is the all-rounder of the three. Compared to the Dragonfly, the X1 will provide more speed/agility without the rugged terrain handling and additional passenger seat that serves as 1SCU of cargo holding in the Drake offering. Versus the Nox, it may not be as fast or as well armed (one gun vs two) but is more durable (hull and pilot-wise) while providing better visibility for the occupant. The X1 Velocity is more agile than the X1 Baseline due to reduced weight (hull and equipment loadout choice) and can reach higher top speeds than the stock X1. With the X1 Force variant, Infinity Customs has extended the hull section between the tail fins which houses an additional shield generator slot providing more resistance against incoming weapon fire than any other bike currently on the market, including the Dragonfly and Nox. This allows you to shrug off those extra hits in combat should you be discovered during reconnaissance. A scout’s usefulness in recon often depends greatly on being able to bring that information home. Will the X1 Force have special features such as increased scanning or stealth capability? If so, what kind? The X1 Force differs from the rest of the X1 lineup and the other snubs by having a second shield generator providing increased defensive capability. With Industrial C-Grade components installed standard, items such as the radar and scanner are of a higher grade than the other X1’s but do not offer any new abilities, simply providing better baseline performance for the same tasks. Under the “exploration” category think of it more as an advanced scout, able to sneak close to enemy forces and observe them and should they be discovered, make successful escape more likely due to an additional shield generator. With only the single S1 gun it may not have the offensive capabilities of the Dragonfly or Nox, but the second shield should offset any advantage Origin’s competitors may possess. How does a person get into and out of the X1? The side of the X1 opens up allowing the user to enter/exit and interact with the internal components for repair. Here’s an animation from the early blockout exploring how it works. How do the three X1 differ? Are they physical hull variants, the same hull but with different loadouts, or just skin swaps? The three X1’s are designer-customized variants with different physical hulls, courtesy of Alberto Vara. The Velocity contains a Competition C-Grade loadout and lightweight hull optimized for performance, removing unnecessary drag like the weapon hardpoint while the Force has its slightly wider hull designed to house the extra shield generator hardpoint. Due to these special modifications unique to each X1 variant, they cannot be recreated completely by swapping components on the X1 Baseline. Additionally, we’re looking to address the visibility/readability of what ships are hull variants, paint & loadout swaps, or utilize the module system in the upcoming rework of the ship stats matrix, but it’s worth considering that a space bike, being a very small and tightly constructed vehicle, is a little more limited than larger vehicles in general when it comes to supporting pervasive modularity. Is there an advantage to having the Origin X1 Baseline over a Velocity or Force? Why would anyone want to use the base model? It very much depends on what you want to use your X1 for. For the most part, we expect the Velocity to be preferred largely by specialist or dedicated racers, as the lack of weapon hardpoints limit its options for day to day use compared to its variants. With the X1 Force, you can get extra defensive shielding and improved scanning but at the cost of weight and an increase in price; just as the Velocity sheds mass to become a better racer, the Force trades a bit in that department for taking on extra gear. The X1 Baseline may be the most well-rounded of the three at a more comfortable price. The X1 Force has a S1 Laser Repeater while the Baseline has an S1 Laser Cannon. What’s the difference, and why is one more suitable to fulfill the Force’s role? Laser repeaters put a more continuous stream of fire down and are better suited for target saturation, while cannons (Ballistic and Laser) require a more precise sense of marksmanship due to their lower rate of fire. Your mileage may vary, but many people generally find repeaters easier to get used to. Also worth noting: default loadouts are exactly that. You may swap out for any S1 weapon that suits your personal preferences. What advantage does the second shield generator of the FORCE provide? Will it provide life support (atmospheric shielding keeping oxygen in/non-breathable atmosphere out) to the pilot? The shield generators on the X1 Force are defensive in nature and aren’t a Tevarin-style “air shield” you might find on larger spacecraft. All of the X1 Variants and current spacebikes from Drake and Aopoa are “open-canopy” craft and therefore lack integrated life support. You’re going to want to wear an appropriate suit for the environment you expect to be riding through. How long until we can expect to see the X1 in game? The X1 is not scheduled for Alpha 3.0 and is intended for a future 3.x patch; we hope to have a better idea the cadence for additional ships coming online once work on 3.0 is finished. What are the differences between the variants? Right now all the stats say TBD. Aside from the aforementioned hardpoint changes there will be differences between the default equipped items such as coolers, power plants, shield generators, radars, etc. If you drill down to the default equipment options that are currently visible, you will see the Baseline has Civilian C components, while the Velocity has Competition C and the Force comes standard with Industrial C-Grade fittings. At present, these individual items are currently awaiting names from the Lore Team so are displayed as TBD. Will there be no-fly-zones in space where small vehicles like spacebikes will be necessary? (ex: minefields, dense asteroid and debris fields, derelict space stations) Absolutely, spacebikes like the X1 are perfect for short distance exploration in space from parent ships like the examples listed. Asteroids and Debris Fields limit larger ships entry and the distance of the fields make personal EVA quite lengthy so the bikes fill the gap in space. Many of you have already experienced in Arena Commander how different (and perilous!) it can be to navigate larger ships through asteroid clutter. How does the X1 Velocity compare to the NOX Kue or Dragonfly for racing purposes? It depends on where you decide to race. Out of the three listed the Dragonfly can find itself at significant disadvantage in clear terrain and would rely on the other two to make a error to be competitive against them. In more rugged terrain the Dragonfly can find itself taking “short cuts” over geography that would hamper the performance of its competitors. A contest between the Nox Kue and X1 Velocity could be closer, with the Nox having a possible advantage with its fixed thrusters and the ability to start turning more quickly. If the X1 Force is an exploration variant – will it be able to drop Nav Beacons like the Cyclone Recon? This is not currently planned as there is nowhere to store the Nav Beacons on the X1. Is uh… this apartment in the background going to be for sale sometime, too? Because that is a REALLY nice place. Love that ultra-minimalist furniture scheme. No announcement on this just yet! We’re pleased you like it, though! How well will the X1 fare in Pizza Delivery? Ah Citizen, my old friend. Do you know the Vanduul proverb that tells us pizza is a dish that is best served cold? It is very cold in space. Can it hold any cargo? There is no space for any cargo to be carried on any X1 variant and no plans at present to do an X1 cargo variant. We figured someone would ask, but all vehicles engage in a little give-and-take in design order to do the things that they do. The X1 is a sleek little speedster designed with pilot preservation in mind, while the Dragonfly with its limited 1SCU cargo ability has a more utility focus. Why is the X1 twice as heavy, as the other similarly sized bikes (1000 vs 2000 kg). Does it have larger components, like a bigger powerplant or bigger main thruster? With the updated ship stats matrix coming soon all ships will be getting revised mass values and it looks like these values started to sneak out a little early! The website was incorrect to list all three variants with the same weight; they do all weigh different amounts. The Velocity is much closer to the Nox’s weight, the base slightly more and then the Force at the upper end of the scale near to the Dragonfly. Can the base X1 be upgraded through components to any of the other two superior models? As mentioned above: not completely due to them being actual variants with fundamental structural differences. You could remove the weapon and swap the internal components out to configure a base X1 similarly to a Velocity but it won’t be as light or nimble as the dedicated variant. Additionally, you could swap the Laser Cannon for the Laser Repeater (or other weapon of choice) and upgrade the internal components to Industrial components like the Force variant, but there still wouldn’t be a structural hardpoint for the second shield generator, so you’d end up with a heavier X1 Baseline. Often, variants represent a design tradeoff where we push a given design to perform even better at certain edges of the envelope, and that makes them special – but we expect overall customization to be part of the fun also, and look forward to the type of X1 you can make for yourself.
  11. this is an open cockpit/snub; it should be flyable in space or on the ground, but cannot go from space to ground or ground to space you should be able to CCU this to your dream spaceship its like a Dragonfly or Nox
  12. Open cockpit ships (AKA hoverbikes) can work in space or slightly above a planetary body, but they cannot go from space to planet (burn up) or planet to space (lack the power). So this Origin X1 should work in space or in hover. No word on if the Coreolis Effect will affect the direction the water rotates. It could be one of those eco-friendly waterless toilet designs. Ground vehicles can't hover (at least up until now) and won't be able to navigate in space. So far this only includes the Greycat, Cyclones, and Rovers, but I look forrward to a hovertank being released. They may or may not have a toilet. I don't like the term space bike. Bike derives from bicycle which is literally bi - cycle (two wheels) and these don't have wheels. They're scooters, or speeders (copyright issues?), open cockpit racers (lawls), or boomyzoomyzippyzipsters. I propose we call them Spagthorpes (google it).
  13. Variant speculation? racer, pewpew, expensive luxury model that has less functionality but costs more?
  14. I liked this episode, for me it delivered on the promise of open development, I felt like I was watching them at work moreso than some episodes much happy
  15. down to 7, I'm betting it goes to Evocati in September, but I expect they will have it for a long time - much longer than the usual 2 weeks

    1. Galaxy_Express
    2. SleeppingWolf


      5 now apparently 

    3. Galaxy_Express


      yes 5 confirmed by bored gamer


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