Star Citizen: Chris Robert`s new space sim (the Wing Commander guy)

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rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
I don't believe you have to give away any important story info to keep backers up to date on SQ42, though. They even stated a goal numerous times in 2016 to show backers a full "polished mission" from SQ42. If they're far enough along in the development that SQ42 only needs "more polish," then there are numerous things / mechanics / art that could be shown that wouldn't spoil any of the main storyline. Perhaps an example of AI subsumption? Combat AI? Both things I would believe to be critical components of a single-player campaign like this, but to date we've seen very, very little info on.

I agree. At this point, I'm convinced that CIG's claim of "we don't want to give away spoilers" is just code for: "we're not nearly as far along as we would like people to believe". Many people on the CIG forums counter that with the big Lando leak a few years ago that contained a ton of SQ42 art assets. But art assets aren't a video game.

I'm hoping we'll get straight talk about SQ42 at either Gamescom or Citizencon (or both). But I won't be shocked if those events pass and we're left with more questions than answers regarding SQ42.
 

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
Really nice breakdown of what we can expect in 3.0 based on the latest burndown charts, etc.

https://www.reddit.com/r/starcitizen/comments/6u3vup/alpha_30_feature_set_based_on_the_latest_info/

When the Alpha 3.0 update was announced for the very first time, it had a completely different feature set than the one we know right now. As time was passing certain features were added or removed from the Alpha 3.0 release and the truth is that the closer we get to this year's Gamescom presentation the better our understanding is about the features that will make it to the update.

Without any doubt the highlight of the Alpha 3.0 update is the introduction of the planetary tech of Star Citizen for the first time and the addition of the four moons in the Persistent Universe. Three moons around Crusader that originally belong to the Stanton system will be added to the PU, Yela, Cellin and Daymar and a fourth one as a guest planetoid from the Nyx system, Delamar, for testing and variety purposes. This may not be the full Stanton system we had heard at first but it is still a huge step forward for Star Citizen that will transform the game and eventually give us the first, complete solar system. Based on the latest info the moons will also have their own rotation and orbits, something that will give us the opportunity to experience a proper day/night cycle and make the Verse a lot more realistic.

These moons will have their own unique atmosphere and looks and specific characteristics like different gravity, ecosystems and conditions. Yela is a frozen moon, while Cellin is the complete opposite, a moon burning with volcanic activity. Daymar on the other hand is a harmonic blend between the two. The different, hostile conditions on each one of these moons also introduce the very first survival gameplay elements to the game. It will be impossible to survive without our suit and we will also have to be careful of other dangers like geysers and cyrovolcanos erupting suddenly under our feet.

Emphasis on the survival gameplay of Star Citizen also give the addition of the oxygen and stamina system. While on our journeys our oxygen will be depleted on a steady basis and we will always need to pay attention to its levels. Although running out of stamina will not kill you like oxygen, it is still going to be an important resource in case of a combat scenario and another aspect we will need to be careful of later, when hostile NPC and other creatures will be added to the surfaces of planets and moons.

The surface of these moons is not going to be empty but full of points of interest like outposts and derelict sites. The same goes for the space around them with asteroid belts and debris fields along the various derelict ships. These derelict sites will have their own unique look and story to tell while the various outposts will have a different functionality and some can even serve as emergency shelters for crashed pilots, while waiting for someone to come and pick them up. Because the surfaces felt underpopulated, the developers are adding now a lot more points of interest, something that can only be good since it will provide us with more interesting locations to discover and explore. To the points of interest we should also add the race tracks that are being added as well so players can have fun with their ground vehicles. These points of interest will be uninhabited at first but this will change in the future with NPC and critters occupying them.

Typically every new Star Citizen update is adding new spaceships to fly around with and have fun. With the 3.0 update we will also get the first ground vehicles of Star Citizen, Nox, Dragonfly and Ursa rover that will help us perform ground exploration successfully and a lot more efficiently.

Delamar is going to come in the PU as a guest planetoid and will bring along its landing zone of Levski. This is important because it will provide us with an extra main hub/landing zone to perform activities like trading or accept missions. Levski will be the only main hub in the Alpha 3.0 from where we can spawn one of our ground vehicles, start driving around and explore the surface, since it will have not only hangars for spaceships but garages for ground vehicles as well.

The first professions of Star Citizen will also make their appearance to the game. Trading, piracy and smuggling. With the implementation of the kiosk system it will be easy to buy and sell commodities but also having them loaded up in our cargo hold with the new cargo grid system as well. Smuggling will be another way of making fast money, as long as we can pass through the various customs points in the three landing zones. We should mention mining here as well.

Although mining at a certain point was announced for the 3.0 update, it has been removed because of its complexity and its importance for the Star Citizen economy and is expected to come to the game with a future update. This is exactly why we are getting the Prospector, the first dedicated mining vessel, in game with Alpha 3.0.

Another way to make money in the Verse will be by accepting and completing missions. Many more new missions will be added that will offer us the opportunity to perform a variety of tasks and introduce us to the reputation system. A system that will make interacting with the two dedicated mission givers, Miles Eckhart and Ruto but the NPC factions of Star Citizen as well meaningful.

Persistence, a very important aspect of the game, is also going to expand and make the world of Star Citizen a lot more realistic. The expansion of persistence will have an impact on the citizens' everyday life, create a distinction between legal and physical ownership for the first time and affect the criminality system. It will be possible to lose our ships and vehicles to other players and this is why the insurance system will also appear for the first time, allowing us to get a replacement for our ships for a fee. In an attempt to stop criminals from stealing our vessels, locks will be added to them making it slightly harder for other to get inside, not without consequences at least. To counter this, criminals will be able to use explosives to destroy ship doors and complete their illicit activities. This is giving to pirates the ability to perform some basic breaching and boarding, making the PU a little more dangerous for law abiding citizens.

The item 2.0 system will make interactions with everything easier and a lot more interesting. It will be possible to interact and control every little aspect of our vessels through this system making gameplay a lot more immersive. Other tools like the improved mobiglas, with its many applications, will help us survive and be successful in the Verse. Thanks to the Render to Texture system, since the mobiglas is a holographic projection, it will be easier to use the mobiglas and applications like the Starmap, Contracts manager and inventory manager to our benefit.

These are the main and more important features that have been announced so far for the Alpha 3.0 update and will definitely change the way we experience life in the Verse.



 

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
Tweets are coming out saying this is a pretty hefty 3.0 build.

Patching gamescom build live using delta patcher in the middle of playtime.

 

D007

Member
Aug 27, 2009
27
7
71
www.heatware.com
I'm expecting to wait another month before it goes to Evocadi. All good.. Gives me more time to practice my aim. B15hop.. You know me.. And if you don't.. You will... Muahahahahaha!!
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
My personal prediction: 2 more week to evocati, six week in evocati hands, 2 weeks in PTU stress testing......so 10 weeks before general release to backers. Just in time for Christmas.
 
Reactions: TechBoyJK

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
It's also important to remember that the evocati are going to get a build that still has a ton of bugs that CIG is still working on internally. The build is just good enough that most evocati should be able to play through the first few hours without many issues. So evocati are working on the initial polish while CIG is still working on more advanced bugs, ships, polish, etc.
 

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
Patch Notes for 3.0

  1. Star Citizen Patch 3.0.0


  2. Alpha Patch 3.0.0 has been released to the PTU, and is now available for Evocati to test! This is our largest content release to date featuring numerous tech and core system updates, and we're excited for you to get your hands on it.


  3. You will have access to planetary surfaces for the first time on three moons (Yela, Daymar, and Cellin) along with an asteroid (Delamar). These new surfaces are expansive, with over three million square kilometers to explore, all dotted with surface outposts and derelict ships. Additionally we have added four new ships, our first dedicated ground vehicle (Ursa Explorer), the foundation of our revamped mission system with new missions, a completely new launcher and patcher system, and so much more!


  4. Since we have much to test with many features still being worked on, we will be doing focus waves of testing so we can nail down particular features and systems before moving on to the next.


  5. Your launcher will show "3.0.0" as the client version. It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE.


  6. Important:

  7. Evocati Focus: New patcher, station traversing, ship spawning, Star Map app, quantum travel, landing, air traffic control (atc) system, quantum fuel usage/balance, hydrogen fuel usage/balance
  8. All the ships are flyable, but the following are the ships that have had the most attention and focus specifically for this wave of Evocati release: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Freelancer, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Aurora series


  9. We would like you to focus on the above for this initial wave of testing and bug reports.


  10. NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.
  11. Key Game-play How Tos:

  12. Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.


  13. 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, you can press the "F5" key for quick start up.


  14. Landing: Landing now takes place through an Air Traffic Control (ATC) system. Request a landing with "N" as before and approach the landing area. You will automatically be assigned a specific landing pad (highlighted green with a vertical landing guide line). Proceed to the landing pad, but avoid flying over other landing pads and take-off pathways.


  15. 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. As before, align with the QT target and press "B" to travel.


  16. New Features


  17. General Content


  18. Breathing, Stamina & Heart Rate

  19. 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.
  20. 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.
  21. 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.

  22. Wound System

  23. Injury is now taken into account for status effects to a small degree including movement penalties for limb damage.


  24. Interaction System


  25. Interaction Mode

  26. Holding down the [F] key will activate Interaction Mode - a contextual cursor will appear in the center of the screen, interaction points will be 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.


  27. Inner Thought Prompt

  28. 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.

  29. 6replies
  30. View mode:
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  32. Baior Of Red@Baior-CIG
  33. September 28th at 06:46 am

  34. Hint System

  35. 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.


  36. Party Launch System

  37. 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.


  38. Universe

  39. New Locations

  40. We have implemented the first fully procedurally generated, explorable planetary bodies. 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.
  41. Levski is a base built into the rock on Delamar, an asteroid hidden deep in an asteroid belt. 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, they try to keep order best they can. Levski has the choice of numerous shops spread across multiple floors, many missions will be available (both illegal and legal). You can gain access to Levski by; foot, ship or ground vehicle.


  42. Planetary Motion

  43. Planetary bodies now have rotational motion complete with dynamic day/night cycles.


  44. Surface Outposts

  45. 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.


  46. Persistence and Insurance


  47. Persistence

  48. Ammo and missile persistence.
  49. Ship damage state persistence.
  50. Spawn location persistence (what location you left your ship at, what location your character was at).
  51. Inventory Persistence – items, commodities and ships.


  52. Air Traffic Control (ATC)

  53. Landing and take off at public facilities is now controled by Air Traffic Ontrol (ATC). The ATC acts as the connection between you and the landing tower using the MFD comm 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. Selecting a target location will happen via the MFD Comm System.


  54. Shops

  55. New items (clothing, armor, weapons, components) added to shop inventory.
  56. Added Dumper's Depot to major locations.


  57. AI Subsumption

  58. 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).


  59. Quantum Travel System

  60. Quantum travel (QT) destinations are now selected via the MobiGlas StarMap app.
  61. 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.
  62. There's now a short range quantum travel for moving around different orbital points of moons and small planetary bodies.
  63. Quantum travel speeds, spooling and cooldown times are variable based on the size and quality of the drive.


  64. Mission System

  65. Delivery Missions (Lawful/Unlawful)
  66. Missing Person Mission
  67. AI Bounty Hunt Mission
  68. Derelict investigation
  69. Escort Mission
  70. Mission Givers

  71. Ruto and Eckhart


  72. Doors and Airlocks

  73. Doors and airlocks have been updated with additional functionality.

  74. Item 2.0


  75. First introduction of item 2.0 system for ships, including the following:

  76. 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.
  77. Heat – Includes the ability to monitor how much heat, EM, and IR the ship is generating, and the ability to temporarily reduce IR.
  78. Shields – Includes the ability to monitor and adjust shield strength and repair behavior, and adjust power usage and performance.
  79. Flight HUD – Includes the cockpit lens elements which provide vital feedback to the player during flight and combat.
  80. Weapons – Includes the ability to monitor and prioritize gun and missile ammo, and adjust power usage and performance.
  81. Thrusters – Includes the ability to monitor and adjust thrusters power usage and performance.
  82. Radar – Includes the implementation of 2D and 3D radar.
  83. Annunciators – Includes the implementation of annunciator screens and their warning behavior.
  84. Screen Switch Behavior – Includes the ability to switch between various screens on the same physical monitor.


  85. Cargo and Commodoties


  86. Introducing the first implementation of cargo!


  87. Salvage

  88. Some items are transported in small, portable boxes.
  89. They can be bought and sold at vendors.
  90. These items are placed in/around the Stanton system’s wreckages and procedurally on planet surfaces.
  91. They will be generated when destroying cargo-carrying ships.
  92. 0.5m boxes can be lifted and moved using the existing hand-lifting system.
  93. 1 SCU cargo cannot be lifted or moved.


  94. Storing Small Items in the Cargo Grid

  95. Ships will have 'Cargo Grids' set up inside that governs how cargo is placed/secured within it.
  96. Placing 0.5m boxes within the Cargo Grid will be considered ‘secured’ in the ship.
  97. 0.5m boxes will align within the Cargo Grid.
  98. Any loose items placed within the grid will not align to this.
  99. Loose Items placed inside the Cargo Grid will be added to the ship’s 'manifest'.
  100. Items placed outside of the grid will therefore not be added to the 'manifest'.
  101. Items can be taken from one ship’s hold, carried to another ship and stored in its hold instead.


  102. Buy/Sell Cargo through Market Vendors

  103. 1 SCU crates full of a single commodity can bought and sold at vendors.
  104. 0.5m boxes the player discovers, or recovers can be sold at vendors.
  105. Commodities can be bought at a vendor in selected spots.
  106. Players will walk up to the kiosk and use it to initiate an interaction.
  107. Only the stock the vendor buys/sells will be listed and the price they want for each.
  108. Transactions takes place entirely in the interface.
  109. Ships must be stored before their inventory can be used to buy/sell.

  110. Baior Of Red@Baior-CIG
  111. September 28th at 06:51 am
  112. Baior Of Red@Baior-CIG
  113. September 28th at 08:55 am

  114. New Ship Multiple Selectable MFD (MFD) featuring Render to Texture (RTT)


  115. Heat - System

  116. Signals

  117. Heat - Total heat generated by items.

  118. Heat Capacity - Total heat capacity available to the ship.

  119. 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.

  120. System IR Suppression - All groups are suppressed. This overrides any groups below.

  121. System IR Suppression - All groups are suppressed. This overrides any groups below.

  122. IR Levels - Shows the IR levels of each item category.


  123. Heat - Items

  124. On Button - This denotes the On/Off state of the item.
  125. Item Name - Reorder alphabetically by item name (all categories).

  126. Item Name - Item Name.

  127. Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

  128. Item Type - Reorder by cycling item type (all categories). This is a list of available types:

  129. Power Plant (power in this case is power generated)

  130. Cooler (no heat, but for health/wear indication)

  131. Shield Generator

  132. Gun

  133. Main Thruster

  134. Maneuvering Thruster

  135. Quantum Drive

  136. Jump Drive

  137. Radar

  138. Power - The current item power usage.
  139. Heat - The current heat the item is generating.
  140. Health - How much health each item has remaining.
  141. Wear - How much wear each item has remaining.

  142. Power - System

  143. On Button - Turns all power plants On/Off.
  144. Power Throttle

  145. Throttle - This throttles the connected Power Plants' maximum power output.

  146. Throttle Max - This is the 100% value for the Power Plants maximum power output.

  147. 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).

  148. Power Usage - Currently generated power.

  149. Power Required - Required power by all items.

  150. 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.

  151. 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.
  152. 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.


  153. Groups - Each group (Shields, Weapons, Thrust) are represented by icons.


  154. Priority - Percentages for each group. These should total 100%; dead center of the triangle should indicate 33% on each corner of the triangle.


  155. Power Deficiency - If any group isn't receiving its requested power, it is indicated by an icon.

  156. Signals: Heat - As the point of throttling power to items is to control your ship's signals, they are indicated here.

  157. Heat - Total heat generated by items.

  158. Heat Capacity - Total heat capacity available to the ship.

  159. EM - Current total EMsignature.
  160. IR - Current total IR signature.

  161. Power - Items

  162. 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.
  163. Item Name

  164. Item Name

  165. Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

  166. Item Type - Reorder by cycling item type (all categories). This is a list of available types:

  167. Power Plant (power in this case is power generated)

  168. Shield Generator

  169. Gun

  170. Main Thruster

  171. Maneuvering Thruster

  172. Quantum Drive

  173. Jump Drive

  174. Radar

  175. Avionics

  176. Power - For power plants, power generation. For all other items, item power usage.
  177. Heat - The current heat the item is generating.
  178. Health - How much health each item has remaining.
  179. Wear - How much wear each item has remaining.
  180. Item Group

  181. Power

  182. Shields

  183. Weapons

  184. Thrusters
  185. Baior Of Red@Baior-CIG
  186. September 28th at 09:03 am

  187. Shields - System

  188. On Button - Turns all shield emitters and shield generators On/Off.
  189. Shield Generator Throttle - This works exactly like the Power Throttle in all other MFDs and throttles Power for the shield generators.
  190. 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.

  191. Top - Represents the health to front, back, left, and right.

  192. Side - Represents the health to top and bottom.

  193. 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.

  194. Top - Represents the face priority to front, back, left, and right.

  195. Side - Represents to the face priority to top and bottom.

  196. Face Hardening - Selecting a face temporarily gives it extra resistance, allowing you to brace for damage to a particular face.
  197. 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.

  198. Shields - Items

  199. On Button - This turns individual shield generators On/Off.
  200. Item Name - Reorder alphabetically by shield generator name.

  201. Item Name - Shield Generator name.

  202. Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

  203. Type - Item Type Icon
  204. Power - Shield generator power usage.
  205. Heat - The current heat the shield generator is generating.
  206. Health - How much health each shield generator has remaining.
  207. Wear - How much wear each shield generator has remaining.

  208. Weapons - System

  209. On Button - Turns all weapons and missiles On/Off.
  210. Weapon Group On Button- This turns all weapons in the weapon group On/Off.
  211. Weapon Group Number - Weapon Group 1 or 2.
  212. Weapon Group Throttle - This works exactly like the Power Throttle in all other MFDs and throttles Power for that Weapon Group.
  213. Weapons Number - Number of weapons in that Weapon Group.
  214. Missiles On Button - This turns all missiles On/Off.
  215. Missiles Icon
  216. Missiles Number - Number of missiles left.

  217. Weapons - Items

  218. On Button - This turns individual weapons On/Off.
  219. Item Name.

  220. Item Name - Weapon Name.

  221. Distortion Damage - Appears when distortion damage is received, and disappears when there is none.

  222. 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).
  223. Ammo Type
  224. Ammo

  225. Remaining Ammo - Ammo remaining in current reload.

  226. Reloads - Ammo reloads remaining.

  227. Power - Gun power usage. This will be useful for showing you how much power each gun requires to use.
  228. Heat - The current heat the item is generating.
  229. Health - How much health each gun has remaining.
  230. Wear - How much wear each gun has remain


  231. Technical


  232. Menu

  233. Added FOV Scale to menu

  234. Audio

  235. New Low Ammo Audio
  236. New Ship Weapon Audio
  237. New Ship Engine Audio

  238. Graphical

  239. New "Fog" VFX
  240. New Quantum Travel VFX
  241. New Ship Destruction VFX
  242. New Ship "trails" VFX
  243. New layered ship weapon impacts

  244. Optimizations

  245. Added additional serialization
  246. Improved emitter update performance

  247. Baior Of Red@Baior-CIG
  248. September 28th at 09:21 am
  249. Feature Updates

  250. Universe


  251. ASOP Terminals

  252. Added ship selector with more ship specific information

  253. Shops

  254. Adding Magazines and Grenades to Cubby Blast
  255. Added new clothing to various stores


  256. Crime Stat

  257. Reworked, but still basic implementation of crimes and criminality
  258. Split "wanted" and "criminality" reputations
  259. Only players at wanted level 3 should appear hostile

  260. Missions

  261. Many new job contracts available via the Contract Manager App

  262. Grim Hex

  263. Additional Props
  264. Updated art assets
  265. Moved ASOP terminals to main railing

  266. Ships & Vehicles


  267. General

  268. Updated with new hit reactions
  269. Updated ship entry and interaction animations

  270. Drake Cutlass Black: Complete Rework

  271. RSI Aurora Series: Complete Rework


  272. Aegis Avenger

  273. Updated dashboard

  274. Aegis Vanguard

  275. Cockpit rework

  276. Aegis Sabre

  277. Cockpit display rework

  278. Aegis Gladius

  279. Cockpit display rework
  280. HUD update

  281. Anvil Gladiator

  282. Separated art for pilot/copilot geometry

  283. Drake Herald

  284. Rescaled self-destruct timer

  285. Vanduul series

  286. Updated lighting

  287. Merlin

  288. Updated lighting

  289. MISC Reliant

  290. Updated lighting

  291. Drake Caterpillar

  292. Added airlock hole for EVA hatch

  293. Ship Weapons

  294. Updated animations
  295. Knightbridge Arms series: Complete Rework
  296. Klaus and Werner Repeater Series: Complete Rework

  297. Star Marine

  298. Armors

  299. Armor and equipment weight now alters run speed and stamina drain
  300. Light/Medium/Heavy armor piece damage reduction balancing

  301. Weapons

  302. New P8-SC SMG available
  303. Tweaks and balance changes across all weapons

  304. Arena Commander

  305. Scoring Rework

  306. First Person

  307. Animations

  308. Updated jumping
  309. Updated pistol animations

  310. Gear

  311. Equipment Weight

  312. Equipment weight now influences actor state and run speed

  313. Weapons

  314. Complete art rework: Devastator 12 Shotgun
  315. Complete art rework: Arrowhead Sniper Rifle
  316. Complete art rework: Arclight Pistol
  317. Complete art rework: P4-AR Assault Rifle
  318. Complete art rework: Gallant Rifle
  319. Complete art rework: Gemini L86

  320. Baior Of Red@Baior-CIG
  321. September 28th at 09:26 am

  322. Technical

  323. Menu

  324. Reskinned "Contacts" page

  325. Keybindings and Controls

  326. Tweaked controls for turrets for an improved experience
  327. Added joystick mappings for EVA and FPS
  328. Added joystick mappings for interaction mode
  329. Added gamepad mappings for interaction mode
  330. Added ADS zoom in and out for gamepad

  331. Audio

  332. Updated internal ship audio
  333. Updated quantum travel audio
  334. Updated shopping UI audio
  335. Updated collision audio

  336. Graphical

  337. Exposure Improvements
  338. Specular Improvements

  339. Fixes


  340. Bug Fixes


  341. Universe

  342. Fixed LOD issues on Olisar
  343. Fixed delayed/missing music in Crusader
  344. Fixed missing purchasable items form ArcCorp
  345. Added proper collision to GrimHex shop window
  346. Fixed an issue where hangar spawning a Freelancer in front of a Scythe would cause them to collide
  347. Fixed missing collision in Aeroview hangar

  348. Vehicles

  349. Suspension should now work properly

  350. Ships

  351. EMP Charges no longer have a chance to kill players
  352. Fixed some audio feedback issues
  353. Khartu-Al

  354. Corrected several backward or missing decals

  355. Gladiator

  356. Fixed exterior lighting

  357. Mustang Series

  358. Corrected several backward or missing decals

  359. Fixed cracked glass appearance on cockpit from a distance

  360. Caterpillar

  361. Fixed an issue with shadow flicker in cockpit

  362. 300 Series

  363. Corrected several backward or missing decals

  364. Fixed some clipping geometry

  365. Fixed texture normals

  366. Vanguard series

  367. Fixed a bug with Hoplite destruction VFX

  368. Vanduul

  369. Fixed collision issues with Scythe and Glaive landing gear

  370. Starfarer

  371. Player no longer t-poses when entering/exiting turret

  372. Constellation series

  373. Reduced the interaction point size of ladders

  374. Resolved missing or quiet audio for fly by


  375. FPS

  376. Fixed some issues with grenade markers
  377. Fixed players momentarily in aim pose during jump
  378. Projectiles should now spawn in correct zone
  379. Fixed issue where players could use MediPen without reducing supply or without HUD updating

  380. Arena Commander

  381. Fixed LOD issue on Dying Star central spire
  382. Fixed LOD issues for landing pads

  383. Star Marine

  384. Visual clean-ups for Star Marine: Demien
  385. Cleaned up issues with player lighting
  386. Fixed issue where all players were marked hostile for spectator
  387. Players no longer slide into hacking animation when interacting with terminals from side or back
  388. Removed grenade damage through barrier into spawn room

  389. General

  390. Fixed issue where players were unable to join on friends if different regions are selected
  391. Fixed issue where if both players add each other to contacts they both appear as permanently offline
  392. Fixed an issue where only the first PTU account copy would get added to friends system
  393. Fixed an issue where loading into the universe would present no destinations after finishing a match of Arena Commander
  394. Fixed an issue where input recognition would fail when overlapping inputs

  395. Balance

  396. Ships

  397. Boost and afterburner are additive rather than multiplicative
  398. Quantum fuel tanks and consumption have been updated for new planetary distances
  399. Hydrogen fuel tanks and consumption have been rebalanced and tweaked

  400. FPS

  401. Increased hip fire recoil
  402. Damage and spread balancing across all weapons
  403. Reduced procedural breathing sway effects in ADS
  404. Added damage reduction component to armor items
  405. Increased damage reduction of medium and heavy armors
  406. Increased movement speed difference between light and medium
 
Feb 4, 2009
34,703
15,951
136
So are you guys actually pleased with what you see?

In a way yes, I am simply tired of the long drawn out discussions about this game so I'll keep it brief and bullet points
I generally like early access (EA)
I am completely comfortable with the risk of EA
I am not upset if EA's don't work out
Generally speaking I either lose interest or am not satisfied with 50% of my gaming purchases
I wanted a game that was made for the PC and greatly pushed the bounds of what was possible, like the old days when I saved up for a new graphics card to play BF2 this game is turning out to be like that
There is some amount of fun to log in periodically to see what has changed, my machine is barely capable of running it but it does better and better as time goes on
 

Seba

Golden Member
Sep 17, 2000
1,497
144
106
There is some amount of fun to log in periodically to see what has changed, my machine is barely capable of running it but it does better and better as time goes on
What CPU, how much RAM and what graphics card do you have?
 
Feb 4, 2009
34,703
15,951
136
What CPU, how much RAM and what graphics card do you have?

Q9650
8 GB
280x

But that's my point when I backed this game I liked the idea that it would require modern hardware when it's released. I like that it runs poorly on my 8 year old machine.
 
Last edited:

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
In a way yes, I am simply tired of the long drawn out discussions about this game so I'll keep it brief and bullet points
I generally like early access (EA)
I am completely comfortable with the risk of EA
I am not upset if EA's don't work out
Generally speaking I either lose interest or am not satisfied with 50% of my gaming purchases
I wanted a game that was made for the PC and greatly pushed the bounds of what was possible, like the old days when I saved up for a new graphics card to play BF2 this game is turning out to be like that
There is some amount of fun to log in periodically to see what has changed, my machine is barely capable of running it but it does better and better as time goes on
I meant specifically pleased with what you see in 3.0. Thought there would be some people here in the alpha test. I’ve read that it’s a major disappointment but I’m not convinced that any of those people have actually played it. So I figured that maybe someone here had, or at least seen extensive demo footage.

The bits I’ve seen didn’t interest me, but seemed good enough quality.
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
I meant specifically pleased with what you see in 3.0. Thought there would be some people here in the alpha test. I’ve read that it’s a major disappointment but I’m not convinced that any of those people have actually played it. So I figured that maybe someone here had, or at least seen extensive demo footage.

The bits I’ve seen didn’t interest me, but seemed good enough quality.

The fact is, anyone currently testing Alpha 3.0 is part of the "Evocati" testing group. And that group is under and NDA. So no one really knows what they're experiencing. So whatever you read is either bullshit OR a test member violating an NDA which I imagine is a pretty rare occurrence.

From what I've seen of the 3.0 footage CIG has shown, I like the progress being made, but I think it's not nearly as in depth as people are being lead to believe. For example, we're being told that cargo is in 3.0. Well it is, but supposedly all that means is that you walk to a kiosk, press some buttons, walk to your ship, fly from point A to point B, walk to a kiosk, press some buttons and profit. That's kind of shallow gameplay. But it IS progress. But the CIG hype machine has made this out to be so much more.......
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
I agree. At this point, I'm convinced that CIG's claim of "we don't want to give away spoilers" is just code for: "we're not nearly as far along as we would like people to believe". Many people on the CIG forums counter that with the big Lando leak a few years ago that contained a ton of SQ42 art assets. But art assets aren't a video game.

I'm hoping we'll get straight talk about SQ42 at either Gamescom or Citizencon (or both). But I won't be shocked if those events pass and we're left with more questions than answers regarding SQ42.

So we're not getting straight talk about SQ42 at Citizencon (and we didn't get anything at Gamescom). That sucks.

SQ42 = CIG's bastard child project.
 

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
I don't know the authenticity of this run down, but it seems detailed enough to be legit.

https://www.reddit.com/r/starcitizen/comments/76lqca/30_spoilers_from_my_evocati_friend/

Q: How's the network performance?

A: It differs between builds. We're at patch 3.0.0d and I've been getting an average of ~40 FPS in the US server, 20 FPS in the EU server and 15 FPS in the AUS server. I'm testing with a GTX980, Intel i7 and 32GB RAM. As always, the FPS drops down 10-15 FPS when the server is full.

Q: How's the delta patcher?

A: It's excellent and working as intended. 3.0.0a was less than 300 MB, 3.0.0b was about 8GB, and 3.0.0C and 3.0.0D were less than 2GB. We've been getting a patch almost daily and thanks to the delta patcher, testing isn't interrupted very long.

Q: How's traversal in 3.0?

A: We're able to QT to Cellin, Daymar, Yela, and Delamar/Levski. ArcCorp, Hurston, and MicroTech are in the star map app but is currently unreachable due to QT fuel limitations. There's a new QT VFX, and QT fuel varies depending on the size of the ship, ie. the Aurora has less fuel than the Starfarer.

Q: How's cargo?

A: We can interact with cargo strewn about in derelicts and mission sites, but shopping/selling cargo isn't fleshed out yet.

Q: How's the Nox and other bikes?

A: The Nox is very uncontrollable and tends to flip to its side. The DF can spawn upside down and is jerky at best. Both bikes can be placed inside the Cutlass and other multicrew ships, but getting them inside in one piece without dying is very challenging. The URSA I have not tested because there's a known issue with the ASOP terminals where some ships don't show up even though they're available in the patch.

Q: How's the interaction system?

A: It's very tactile and immersive. Yes, there are keybinds for them, but it's satisfying opening doors/airlocks/ramps/cockpits/ladders and turning on power and engines to fly. Pressing F5 turns everything on in the ship when the "flight ready" option is broken in the patch. Everything you do now revolves around holding F and moving you mouse around you to grab/power on/open&close/enter&exit seats.

Q: How's the moons?

A: Tricky to get to atm. When first QTing to a moon, the ship stops about 500km away, so you have to go back to the star map app and select 1 of 6 bouys or "OMs" to get closer to them. Then you have to max out your ship's speed with AB to travel about 100km to reach an outpost or station. For example, from Port Olisar to Levski, you select Delamar as your destination on the star map app, then after arriving you select OM3 to get close to Levski, then after that you point your ship towards where Levski should be and you wait about 5 minutes in max speed to get to the vicinity of Levski where you can ping the ATC guy to give you a hangar to land on. The moons themselves only have 5-7 outposts marked on the star map, but there are roads, derelicts and un-marked buildings that you can explore just by flying around. Other than that, the moons are very sparse between marked outposts and bikes are too buggy to effectively roam around moons.

Q: You mentioned there are NPCs in the build?

A: Yes, patch 3.0.0a had them roaming around doing their own business in Port Olisar and Levski, but they were buggy and get stuck in doors. In later patches, CIG decided to freeze them in a line in Port Olisar, so we'd make memes about them in ETF Spectrum. You can't interact with them yet, and Miles spits out the same greeting line at Levski.

Q: Any new weapons?

A: Yes, there's a new SMG and shoulder-fired Railgun. All weapons are working, but you have to manually add them and their ammo through your inventory.

Q: How's the inventory work?

A: It has its own app. When you bring it up, there's a dropdown of all available body regions you can add/change/subtract items to. Every armor, clothing, weapon, ammo, device is available to us but we can only carry 2 weapons at a time. Armor you can mix and match with any body part, but the heavier armors will deplete your stamina and o2 meter faster. If I put on the heavy marine armor, I can only sprint for 5 seconds until my heart rate goes to 170 beats, my vision blurs to near blackout, and my o2 meter depletes to 80%. For testing purposes, it's best not to use armor because there's a lot of running to get to places.

Q: How's oxygen and stamina?

A: Like I said, there's an o2 meter showing a blue bar that depletes over time and how fast your pace is. There's also an oxygen timer on the front page of the mobiglass showing how much oxygen you have like 1H:50M:26S. Stamina is dependent on your o2 levels and is influenced by how fast you walk/jog. You use the scroll wheel to change your pace from casual walk to power walking to lazy jog to normal jog. The sprint button is still the left shift key and it drains your stamina & oxygen the fastest among the paces. There's a heart rate graph on your helmet HUD that quickens depending on how fast and how long you sprint and what pieces of armor you wear. If you don't heed the heart rate graph and keep sprinting, your character slows to the casual walk, your vision goes blurry, and you have to wait for your heart rate to go down before you resume. This will be great for Star Marine.

Q: How's the interaction with the devs?

A: CIG devs are more available to Evocati through our private ETF Spectrum chat. There's always 3 or 4 devs willing to talk to us everyday and discuss anything from testing 3.0 to what they're going to do on the weekends if they're not working. Sometimes, we get big name devs like Sean Tracy, Brian Chambers and Eric Davis to chat with us and we can ask them questions about the 3.0 builds or how epic their hair or beards are. If you aren't in ETF, you're really missing out on this close connection.

Q: How's Evocati and are more being added?

A: CIG added about 80 new members in the last 30 days, so we're up to 950 members last I remember. Some Evocati members are very patient and hardworking, and some are complete noobs who haven't tested anything in their life. Some don't read/follow directions from CIG and try to "play" the build, some are ultra dedicated testing 12 hours straight and helping with IC reports.

Q: When do you think 3.0 will go to PTU?

A: Honestly, don't expect it in November. We're still only focusing tests on traversal features. Shopping and the mission system still needs a lot of work, NPCs are broken af, ships are buggy af, crashes and 30001 errors happen every day, and even traversal is buggy with some ships not having QT fuel nor not enough to get anywhere interesting.

Just FYI, I can't verify if any of his responses are true because I'm not an Avocado myself so I don't have access to 3.0. I hope we get 3.0 PTU next month.
 

Seba

Golden Member
Sep 17, 2000
1,497
144
106
It's bad that Squadron 42 is delayed over and over, but I would not like if the Flight Model (and also the ships, HUD, weapons, places, etc.) would be very different that in Star Citizen.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
The fact is, anyone currently testing Alpha 3.0 is part of the "Evocati" testing group. And that group is under and NDA. So no one really knows what they're experiencing. So whatever you read is either bullshit OR a test member violating an NDA which I imagine is a pretty rare occurrence.

From what I've seen of the 3.0 footage CIG has shown, I like the progress being made, but I think it's not nearly as in depth as people are being lead to believe. For example, we're being told that cargo is in 3.0. Well it is, but supposedly all that means is that you walk to a kiosk, press some buttons, walk to your ship, fly from point A to point B, walk to a kiosk, press some buttons and profit. That's kind of shallow gameplay. But it IS progress. But the CIG hype machine has made this out to be so much more.......
Thanks for the info. This game is unique in many ways, but the magnitude and scope of its hype machine and the corresponding FUD machine (presumably without a deep pockets backer) is surely one of the biggest.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
It's bad that Squadron 42 is delayed over and over, but I would not like if the Flight Model (and also the ships, HUD, weapons, places, etc.) would be very different that in Star Citizen.
Good point. Also, Roberts' backer mostly seem fine with the delays, but probably wouldn't be nearly as copacetic with a crap release. Although I wouldn't be at all surprised to see an Early Access release on Steam, since that's a way to pry out some more dollars with a product that's expected to be buggy and craptastic.
 

SLU Aequitas

Golden Member
Jul 13, 2007
1,252
26
91
Good point. Also, Roberts' backer mostly seem fine with the delays, but probably wouldn't be nearly as copacetic with a crap release. Although I wouldn't be at all surprised to see an Early Access release on Steam, since that's a way to pry out some more dollars with a product that's expected to be buggy and craptastic.

This pretty much sums it up for me. Put simply, the space sim genre was dead prior to Roberts (and then Braben) jumping back in. I backed both immediately (both around $250 each) as I have the income and want both projects to succeed.

There are plenty of other games (not to mention life with kids, work, etc) so while I would obviously prefer the game sooner than later, I’m not suffering or anything without it (dead genre...). What would hurt is releasing crap in the name of some imaginary deadline (see publishers) and the blowback putting this genre back on ice.

Also, to be clear, I (and that goes for most backers) do not think everyone should back. If you’re uncertain or financially pledging would be difficult, PLEASE don’t. If you really are interested or want to support the genre, go with the minimum pledge.
 
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