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ichi

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Everything posted by ichi

  1. ichi

    List of active members?

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

    Livestream postponed 24 hours!

    the original SQ42 demo was called the Morrow Tour, so this version is called the Two Morrow Tour
  4. ichi

    3.0 Pictures & Videos (ptu and live)

    Ruto in GrimHex Falling through Levski Nox inside a Freelancer
  5. all your base medics are ours
  6. Not sure what the current plan is, but we used to call it the 'Science and Exploration' Division, and medical was a big component, including cybernetics and medical research The Military Division plans to develop a 'Specialist' series for medics. We're looking for folks with interest in playing as medics embedded in combat squads, as Cutlass Red teams, and as doctors on Endeavors
  7. a bit obvious, don't you think?
  8. ichi

    Squadron 42 Official UEE Announcement

    see the Orion?
  9. for some odd reason the link is https://robertsspaceindustries.com/comm-link/engineering/16319-Q-A-Aegis-Hammerhead (LOL CIG!) but its another Q&A about land claims Greetings Citizens, Below are answers to the most voted questions in our Land Claim Licenses Q&A thread posted last week on Spectrum. Thank you for taking the time to submit and vote. In case you missed our initial Land Claim Licenses Q&A, you can find it here. Also, special thanks to Tony Zurovec and Erin Roberts for their help in answering your questions. Are there any passive expenses to owning property? (land tax, maintenance, insurance) If so, how costly will they be? The passive expenses associated with the ownership of property are controlled by the goods and services you purchase to protect, operate, and maintain your land and also the equipment and structures you place upon it. If your land is rich in precious metals and you’re concerned about theft, for example, you might procure your own fleet of security drones to keep close watch over your real estate, which will in turn require routine maintenance that you may elect to outsource. Alternatively, you might elect to hire mercenaries or contract with an organization to safeguard your burgeoning empire, either of which will cost you a recurring fee. Automated mining equipment, refineries, power plants, and other modules that you may construct will require ongoing capital investments for new parts and supplies to remain in working order. So passive costs will ultimately be dictated by player choices. Can you move a land claim, e.g. “unclaim” a piece of land you have and claim another piece instead? You can’t unclaim a property and switch it for another, but you can sell your property back to the UEE, a property broker or another player at an agreed or present market value. If you bought a dry patch of desert and struck gold but don’t want to bother with the excavation – or the security hassles of guarding it – you could likely sell it for a profit. If, on the other hand, you’re just looking to dump a worthless plot of land back on the original seller you’re likely going to take a pretty good hit. Can I kill trespassers without becoming an outlaw? No. Trespassing is a minor offense and will not elevate a player’s criminal status. Only players that have committed a serious transgression – such as damaging or stealing private property, including any resources that may reside beneath or upon your land – may be legally assaulted within UEE space without the attacker committing a criminal act themselves. Can you extend a land claim to make it bigger? You may add as many parcels to your estate as you wish, provided that the neighboring lots are available to claim or are for sale from another player. Will it be limited or controlled how much land a person or org can claim? There is no limit to how much land an individual player or organization can claim. However, there are enormous quantities of land available and players wanting to maximize the likelihood of earning a return on their investment will need to be selective. Further, the difficulty and expense of procuring, exploiting, and protecting that land increases with the area, meaning that most organizations will reach a natural limit as to how much property they can effectively control based upon their size. What if a pirate buys a land claim. Will the UEEnow be bound to protect the unlawful player? UEE security will engage any criminals that they encounter, regardless of whether or not they own property. They’ll also, however, act to protect the property of any private citizen, regardless of whether they are a criminal. If a property owner is a felon and in the vicinity when a UEE force arrives to deal with another player committing a crime upon their property, both the owner and the other party would be considered targets. Can a land claim be revoked by UEE? Do land claims ever expire if the owner has not interacted with it in a certain amount of time? At present, once you own a parcel of land it’s yours until you sell it. How far above and below the ground is considered part of our claimed land? A land claim gives you rights to everything on and below the surface of your parcel. The skies are community property. Can you Claim Part of Water ? or Just all Land? The oceans and other major bodies of water are considered a public resource, and as such are not available for sale. However parcels that include ponds or lakes or other liquefied resources – can be harvested for profit and belong to the land owner. What kind of protection against attack is covered by the license? (if any) The natural resources embedded upon or within your property and the objects and structures you place upon it are considered an extension of yourself. Thus, anyone attempting to steal from or attack those assets is committing a criminal act, which UEE security will deal with as they would any other transgression of a similar magnitude. Can we charge other players and organizations (or NPCs) rent for using our land? We do intend to allow players to license access to their property to other players and NPCs for a recurring fee. Can you place landing pads and hangars in the land you have claimed? We are planning to allow for the construction of landing pads – along with a variety of other modules – when building an outpost. Hangars may follow at a later date but it’s not currently on the drawing board. What role does insurance have in land claims? Your property claim is on file with the UEE and cannot be seized by another without your permission. You will be able to insure structures you build on your land. Will I be warned when entering land claimed by others? Yes. Your mobiGlas can patch into the UEE’s property network to inform you when you’re on or near private property. Since some players will want to entice others to visit their outposts, these signals can be set to either generate a warning or extend a customized welcome. Can I alter the terrain within my land claim, such as creating a lake? We don’t have any current plans to allow players to dramatically alter the topography of their land. We may, however, allow the composition of soil on the surface to be subtly altered through various processes so as to allow for more effective farming. Longer term we may support some level of localized atmospheric modification to allow further control and refinement of this endeavor.
  10. disclaimer: I am not a computer guru 500w seems low to me, but try using this https://images10.newegg.com/BizIntell/tool/psucalc/index.html?name=Power-Supply-Wattage-Calculator
  11. ichi

    Q&A Land Claims Part II

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

    Q&A: Anvil Hawk

    I think TDs analysis of the Terp and DUR is solid, the DUR is the better exploration vessel and can also perform other roles like blockade runner and light haul. The Terp also seems to me to have a role as an escort for the Hammerhead and industrial vessels, watching for Eclipse and other bombers. The Terrapin may also be useful for battlefield S&R/recovery, may have some other roles to play; my question is how fast it will be.
  14. I'm using M&K for running around and EVA, and most tasks that require a mouse to select an item. The demo vid is (hopefully) just the first in a series, I hoped to show that I can control my character, open doors, use chat, a wide variety of types of activities - including controlling stuff outside of game - TrackIR and video capture/screenshot for example. The next video will focus more on flight/combat, which is where the "hands on" concept is important; I'm trying to make it so that I don't have to take my hands off the stick or throttle while flying, and also to move some functions off the HOTAS to voice, simply to reduce the amount of info I'm sending through my hands, my bandwidth is limited more and more as I get older.
  15. ichi

    Q&A: Aegis Hammerhead

    This all goes back to the question I asked - what are the factors in determining staffing, loadout, and tactics? We have three options for gunners - humans, NPCs, and AI modules. We expect some issues with getting humans to man turrets, but obviously having one or two at least is desirable. We do not fully understand the issues surrounding NPCs - cost, skill, availability, nor do we have sufficient info to make decisions about AI. While we know that a stock HH can manage 4 AI modules, we don't know what we must sacrifice to do that, nor do we know if the AI can hit anything. Where would you use your two humans? Will agent Smith be an option? Then we get to the loadout issues - ballistic ammo adds to the cost and is limited to that which is onboard, and there may be other options than the S4 Revenants. If one were to swap out the energy weapons for ballistics, which turrets would be optimal to change, and who would you want to man those turrets? Lots to learn, much to get figured out
  16. From the RSI Q&A https://robertsspaceindustries.com/comm-link/engineering/16317-Q-A-Aegis-Hammerhead Q&A: Aegis Hammerhead Greetings Citizens, Below are answers to the most voted for questions in our Hammerhead Q&A thread that we posted last week on Spectrum. Thank you for taking the time to submit your questions and voting for the ones you care about most. Also, special thanks to John Crewe, Adam Parker, and Steven Kam for their help in answering your questions. Are the ship computers powerful enough to run all turrets by AI Blades? It depends what other Computer Blades you want to equip and whether you upgrade the Computer items, but as it stands, the plan is that you won’t be able to completely convert all turrets to be controlled via AI using the default loadout. We presently estimate that 4 of the 6 can be converted to AI as standard without any extra item tweaks but this system is still to be implemented. Are the large Power Plants sufficient to run 24x S4 Laser Cannons or is the Hammerhead designed to use ballistic cannons? Yes, the default power plants are able to handle the energy requirements of the default weapons. It comes equipped with very efficient military grade power plants for this purpose, however, running ballistic weapons does provide another avenue of pursuit in terms of maintaining fire output. What’s with the big hole in the middle? Could it not have been filled with something like cargo or living quarters or was it just a design choice? It’s a design choice and there are practical reasons for it as well. In our Shipyard post on Ship Mass, we indicate how we derive ship masses from their geometry. The Hammerhead is pretty fast for its size, since one of its duties is to help screen and protect larger ships from fighter attack. An increased internal volume – even from “filling in” the negative space, would add mass. In-lore, the UEE has ordered a lot of Hammerheads – thousands of them – for a combat-dedicated role. Adding mass for off-mission amenities wasn’t deemed an effective design choice by the UEE Military. How will the Hammerhead’s speed and maneuvering compare to similar ships like the Polaris? The Hammerhead is aimed to be more nimble than the Polaris but with ships of this type, it’s all relative. Ships of this size aren’t dogfighters, they’re mobile weapons systems. The Hammerhead excels at being a mobile defense ship and keeping steady or at least providing smooth movement to help the turrets stay trained on their targets. Does modularity mean we will be able to install a scanner station/extra fuel tank/computers/medbay? Is there something we can install into the gap in the middle? Please see the above answer. The negative space is not a hardpoint, and plumbing or piping it to serve as one would impose an added cost in mass that doesn’t serve the Hammerhead’s military mission profile. The Hammerhead, though, provides an excellent defense for ships that you’d want to carry scanners, fuel, or medbays, and most would want the Hammerhead’s existing computer and scanning resources devoted to enhancing the performance of its weapons first and foremost. There seems to be some inconsistencies in the ship stats we have been given (mass, length, manned/unmanned turrets). Can you clarify these for us please? The Hammerhead has 6 turrets, all manned. The confusion on the turrets came from a fairly last minute change to convert two of them from unmanned to all of them being manned hence how there were combinations of 6 and 6+2 kicking around. Development is a very real-time process, and here you get to see it – warts and all. We talk amongst ourselves and tweak the designs a lot even during the design process – as you’ve seen from our other features, a great deal of iteration occurs even in the concept phase and continues beyond! The mass value given was from the original design brief for the ship and wasn’t updated in time for the release with the new calculations as detailed in the recent Shipyard posts. We will be updating the dimensions and mass values on the ship stats page soon, but as the ship is in active production it may change in the future. The turrets on the Hammerhead look quite fragile. Will this be true in game making its greatest strength also its greatest weakness? To an extent, this is true – the Hammerhead’s turrets are somewhat exposed. Of course, as you can see from the turret emplacement design, this exposure is also what gives the Hammerhead’s weapons their excellent coverage and arcs of fire. It’s a tradeoff you’ll see in many weapon designs, in history and in the real world, in everything from tanks to warships – protected, hull-down, heavily armored weapon batteries tend to have limited arcs of fire, slower traverse, and other aspects that make them more cumbersome or unwieldy than lighter, more exposed designs. The Hammerhead is a patrol and escort ship, tasked with screening larger ships from fighters and small attack craft, as well as providing patrol in force primarily against non-capital ships. When arrayed against its intended targets, being able to bring multiple turrets to bear and overwhelm small targets with direct fire is the Hammerhead’s preference, especially when those smaller ships are not attacking the Hammerhead, but the charge the Hammerhead’s been tasked with protecting. The Hammerhead is a defender, but a very aggressive one that believes that the best defense against small ships is a good offense. What does this mean for the attacker? You know that the Hammerhead’s turrets are a relative structural weak point and might provide an entry point for boarding if attacked specifically. It might be a weakness, but we’ll leave it to you to decide whether it’s actually one that’s easy to exploit. In the concept images with all turrets firing forward, the rear turrets are nearly hitting the front turrets. Is the Hammerhead not intended to fire all turrets forward? What are the intended firing arcs and convergence? The Hammerhead is intended to hold a position with full 360 turret coverage on all angles, rather than be able to point them all in one direction. There are systems in place to prevent the turrets from hitting the ship so whilst they can fire all forwards, it isn’t an optimal solution. Recall that one of the Hammerhead’s chief duties is protecting other ships from attack by fighters and small bombers; the Hammerhead is not a dogfighter, it’s too large and too heavily armed for that. It’s designed to provide, not firepower in one direction, but flexible, massed firepower in any direction while adapting to the flow of combat threats around the ships it’s escorting. And when it’s not escorting anything, the Hammerhead is designed not to be safe to approach from almost any angle. It seems like there are a lot of quality-of-life features missing, like a kitchen/meeting area/mess hall/etc. Are there plans to introduce any of these? It is not particularly clearly shown on the cutaway images and fully built out for the concept images but we have left space for a small living quarters area built around the bunk room exterior and in between the upper/lower turret entrance rooms. It’s not the most luxurious ship, but then, warships often aren’t. The combat-focused mission of the Hammerhead, along with size and performance considerations, also lead to a focus on combat features over comfort. That said, I’m sure there are Hammerhead crews that look rather jealously upon the Polaris’ pool table. The Ships Stats page lists the missile launchers as being “Marsden 683” racks. Does this mean you can also replace these with “Marsden 616” or “Marsden 625” racks in order to equip a small number of torpedoes instead? We aim to make them interchangeable. The blockout for them currently meets the metrics for allowing interchangeability but things may change as the ship moves through the pipeline. For more information on Torpedoes vs Missiles please check out this Shipyard post which goes into detail on how the two types can be mixed together. Does the Hammerhead come with military spec components or civilian ones since it is a military ship being sold to civilians? It comes with Military Grade C items stock, although once these are worn out people may find it more efficient to replace with other types for durability given the expense/rarity of replacing these. What is the ideal counter for a Hammerhead in terms of rock/paper/scissors and vice versa to what threat is the Hammerhead an ideal counter? A dedicated anti-capital ship such as a Retaliator would be able to fight the Hammerhead effectively by tackling it from outside the effective range of its guns. The Hammerhead is intended to defend other ships from attack fighters with its many turrets, so massed waves of small ships stand little chance against it. Will the Hammerhead be a practical option for everyday gameplay? Can I hop in with a friend or two and an NPC crew and e.g. go hunting pirates to make a profit? Like all our ships, it can be manned with a minimal human crew, but the difficulty in doing this may outweigh the returns, depending highly on what missions you undertake. With the given example it would be perfectly possible to achieve that scenario but having a few more friends to help out would yield a more enjoyable experience. Can we expect any ramming ability? We don’t condone this sort of behavior, but for some reason Aegis did provide extra internal reinforcement in the head of the ship. It seems to have a short range due to its M-size quantum fuel tank in relation to its L-size quantum drive. Can it be refueled in space by a Starfarer? Of course it can be refueled in space by a Starfarer! Interplay between ships is one of the key gameplay loops of Star Citizen and whilst the L Quantum Drive can get you places the slightly smaller tank will require you to do a little more forward planning. Since we’re talking specifically about the quantum fuel tank, in UEE Navy fleet operations it’s contemplated that the Hammerhead usually sticks pretty close to the big ships it’s protecting.
  17. ichi

    Time to wake up?

    (moved to General questions and chat - the General Games forum is for non-SC stuff) Not sure what exactly you are suggesting about finding out who is active - we have the TA Org signups on the PTU that give us a good indication of who has access to the PTU and is willing to take a minute to go join; I'm just keeping track of TS, forum, and Spectrum activity it's fairly informative. We hope to have some functionality from RSI in the future to automatically update the ship roster. The current database is flawed in some ways, people don't keep their part updated. There is a security issue that we need to work through, I'm convinced that some of our ship data should be kept close. Maybe not an issue for Avengers and Freelancers, but certainly for mil ships. I'm also not sure what the need for this info is at this time, seems like the gameplay is still very basic. As for goals, we have some for 3.0 - the moon project and the nav project, cargo hauling when its implemented properly. But we do need to have more discussion and keep setting goals. not wanting to be a wet blanket here, I'll try to catch up with you in TS maybe we can talk more develop some ideas
  18. ichi

    Q&A: Anvil Hawk

    The Hawk is still up on sale - those stats will drop soon™
  19. ichi

    Q&A: Aegis Hammerhead

    operational scaling dependent upon mission and expected action; when escorting other mil ships we can expect to have detection and logistics covered, but when operating as the largest ship on-scene the HH may indeed need an escort - maybe a Terp or Tracker, perhaps a Sentinel, perhaps a fast light scout
  20. ichi

    Q&A: Aegis Hammerhead

    Are the ship computers powerful enough to run all turrets by AI Blades? their answer is "almost", which is a fair deal. The issue, of course, is finding people to man turrets, but they are enforcing group gameplay. So the questions about turret start to flow - how should the turrets be organized? which turrets get AI blades, which get NPCs, where would you assign your two human gunners? Are the large Power Plants sufficient to run 24x S4 Laser Cannons or is the Hammerhead designed to use ballistic cannons? how would you best arrange energy/ballistic weapons? What’s with the big hole in the middle? Could it not have been filled with something like cargo or living quarters or was it just a design choice? meh, didn't expect them to give on this, leaves long corridors on either side and would add a lot of value, but ... oh well How will the Hammerhead’s speed and maneuvering compare to similar ships like the Polaris? we need people specifically to pilot these, we got a few in the last sale and putting pro pilots in the seat will be crucial. There seems to be some inconsistencies in the ship stats we have been given (mass, length, manned/unmanned turrets). Can you clarify these for us please? What does Chris say "no s**t, we already knew that?" In the concept images with all turrets firing forward, the rear turrets are nearly hitting the front turrets. Is the Hammerhead not intended to fire all turrets forward? What are the intended firing arcs and convergence? Might be more than one way to fly these, perhaps situational - the difference between a small group anti-fighter action and as an escort, but it will not be fighter style - appropriately more like a shark cruising through It seems like there are a lot of quality-of-life features missing, like a kitchen/meeting area/mess hall/etc. Are there plans to introduce any of these? I like this, RL ships are sometimes minimal, and if it helps performance that's good Does the Hammerhead come with military spec components or civilian ones since it is a military ship being sold to civilians? It comes with Military Grade C items stock, although once these are worn out people may find it more efficient to replace with other types for durability given the expense/rarity of replacing these. that answer should get a lot of people thinking, this game will be very complicated What is the ideal counter for a Hammerhead in terms of rock/paper/scissors and vice versa to what threat is the Hammerhead an ideal counter? ... and the Eclipse too; what is the ideal escort for a Hammerhead? It seems to have a short range due to its M-size quantum fuel tank in relation to its L-size quantum drive. Can it be refueled in space by a Starfarer? for small group ops in one system this is no issue, but for inter-system ops this is an issue
  21. In 3.0 PTU Daymar has eight marked locations on the surface and six Orbital Markers. The orbital markers are in geosynchronous orbit and are equidistant from each other. When you jump from Port Olisar you arrive at 515 km above the surface, which is rotating beneath you, so on each arrival the surface locations will be in a different direction and distance from your jump arrival location. The table below shows the distances from each OM to each location on the surface. The shortest distance to Bountiful Harvest, for example, is from OM-6. It may be quicker and easier to simply fly from your arrival location to the surface location, or you may be able to make a short jump to a OM and then descend. Distances are in KM and rounded to nearest 5. Daymar from Yela OM-1 OM-2 OM-3 OM-4 OM-5 OM-6 dist 44415 arrival above 515 ArcCorp Mining Area 141 575 390 745 560 705 310 Bountiful Harvest Hydroponics 515 645 770 620 480 240 Eager Flats Emergency 365 655 370 720 470 715 Shubin Mining Fac SCD-1 350 675 405 725 440 695 Wolf Point Emergency 560 770 475 580 235 650 Kudre Ore 430 705 710 680 390 380 Dunlow Ridge Emergency 615 225 550 525 775 630 Tamdon Plains Emergency 680 590 760 435 550 270 OM-1 0 690 690 975 690 690 OM-2 690 0 690 690 975 690 OM-3 690 690 0 690 690 975 OM-4 975 690 690 0 690 690 OM-5 690 975 690 690 0 690 OM-6 690 690 975 690 690 0
  22. I truly hope for a better view when the DUR is finally ready
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