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Currently only works on the Retaliator, but hopefully this means other ships will start to see this soon.

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Patch 3.23 is LIVE (robertsspaceindustries.com)
 
 

Lots of people having issues getting into queue for download, but it's finally live! Let's goooooo!

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Hi everyone,

The Overdrive Initiative was the first event of its kind, and it's been incredibly rewarding observing everyone dive into the various Missions with such enthusiasm. Beyond just the increase in engagement, we've gained valuable insights that will guide the development of future narrative events. With a wealth of feedback in hand, our team is already planning how to enhance future experiences and rewards in a way that resonates even more with our community.

To ensure clarity, let's take a moment to recap key aspects of the current Overdrive Initiative's status.

The XenoThreat menace has been repelled for now, and it’s unlikely the planned incursion will happen until after Invictus Launch Week (invading during a military expo is clearly a bad idea). As such, Overdrive Initiative Phases 1 - 5 will still be available for all volunteers right up until the XenoThreat assault begins.

If you’ve completed missions 1 - 5, you’ll receive a mission titled ‘Overdrive Initiative: Reward.’ Once accepted, you’ll be granted your F7A Hornet Mk II upgrade token and a seven-day day ship rental. To use the F7A Mk II rental during XenoThreat, hold off on accepting the ‘Overdrive Initiative: Reward’ mission until the event begins.

XenoThreat armor will be awarded once you’ve completed all Overdrive Initiative missions and the Overdrive-specific XenoThreat missions.

Alpha 3.23 also includes fixes to help those who have been struggling to complete Overdrive Initiative:

► A fix has been implemented to support volunteers who couldn’t complete Phase 5

► A temporary CVAR has been added to allow players to check their mission completion progress:

  • Login and enter Star Citizen
  • Open the console by pressing the ` (grave accent) key (to the left of ‘1’ on your keyboard, though it may show a different character depending on your layout)
  • In the box, type mission_log_all_completed_missions and press enter (make sure you include underscores and don’t capitalize)
  • You will then be able to view your Overdrive Initiative mission completion information. If you’re missing anything, check the Priority tab in the Contract Manager to see any incomplete missions
  • We hope you’re enjoying Overdrive Initiative, and we appreciate your feedback on this first-of-its-kind event in the 'verse!

Once again, we want to thank you all for your participation! See you in-game!

TL;DR:

  • Final phase of The Overdrive Initiative moved until after Invictus.
  • Still possible to finish the missions if you didn't,
  • 3.23 will bring fixes that should make this easier.
  • You can check your progress using mission_log_all_completed_missions command in the console.
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submitted 4 months ago* (last edited 4 months ago) by Essence_of_Meh@lemmy.world to c/starcitizen@lemmy.ml
 
 

Guests:

  • Zac Oreece, Senior System Designer I
  • Adam McEwen, Principal Animator
  • Camil St-Pierre, Lead Character Artist
  • Andrew Davies, Lead Gameplay Programmer/AI Programmer
  • Michael Clarke, Sound Designer III

TL;DW:

  • Marok:
    • Flies around as a flock.
    • Skin differs depending on the biome they spawn in.
    • They couldn't really use feathers due to tech constraints at the moment.
    • They are implemented as boids - a stupider and less resource intensive form of an "actor".
  • Kopion:
    • Is intended as a combination of dog and a cat.
    • Has a few variants to better blend in with the environment, like Marok.
    • They usually run around in a group of 10-14 (number at the time of recording, subject to change).
    • Not a boid, fully fledged "actor".
    • Will not T-Pose on a chair.
    • Faster than a sprinting player.
    • Attack in formation.
  • We should be able to hear the creatures from a distance.
  • Both creatures can be looted when dead ("pearl" from a Maroks, horn from Kopions).
  • They have a decent plan and a pipeline for creatures they'd like to add for 1.0, should be easier to implement future ones.

Limited TL;DW since it's mostly a design episode. Lot's of nice shots of environments and both creatures. There's also a sneak peak at light amplification on a scope, space whale and space cow as well as lots of animal murder.

Bonus reminder: there's no SCL tomorrow.

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MotD:

🌊 (Tuesday) Today, we're holding off on releasing 3.23 on LIVE as we finalize a few crucial updates, one of which addresses STARC-52845. Our goal is to roll out a new EPTU, possibly later tonight, as a LIVE Release Candidate. This version will undergo rigorous monitoring to ensure readiness for a full deployment to the live environment in the coming days.

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Guests:

  • Richard Tyrer, Senior Game Director
  • Rick, Design Director
  • JJ, Assistant Design Director

TL;DW:

  • No live release today.
  • Kopion and Marok were chosen to be the first fauna in game because they were faster to implement than previously announced creatures.
  • Next week's Inside Star Citizen will be about development of Kopion and Marok.
  • Economy rebalance (guns, armor, ships, salvage and mission rewards) coming with 3.23.
  • They want to start bringing money sinks into the game.
  • aUEC and rentals wipe incoming with 3.23.
  • New reputation system won't be fully implemented in Stanton as it's more aimed towards 4.0 and Pyro. It will be available in some places (GrimHex, settlements).
  • Sniper glint is something they wanted to try out as a balancing feature. Some other ideas (including getting rid of it) might be tested in the future.
  • Scanning inside your own ship will be handled by FPS scanning tech (it's in the process of porting from Squadron 42).
  • Master Modes were created as a response to jousting. It's suppose to be easy to pick up but with a lot of depth.
  • They're looking into all the desync/lag/interaction issues in 3.23 EPTU. "We think we've got it" but some new issues might always show up.
  • They want to avoid another 3.18 situation but still need to release the patch to evaluate the changes with the help of the larger LIVE audience.
  • Larger audience will help with debugging some of the issues they are aware of but can't find the cause.
  • 3.23 bringing tons of changes was a deliberate decision so they can move to new features not present in S42.
  • Rich wants to make Star Citizen into a "real MMO" as soon as possible.
  • Personal hangars had some issues with cargo elevators - some are already fixed.
  • We won't be able to change our home location if personal hangars make it in with an .X patch. It might be possible if you use the "character repair" functionality on the website but that means losing all your progress. Just wait for another full patch.
  • GrimHex as a home location still needs more work and considerations.
  • State of Arena Commander:
    • It's not a priority (that would be SC proper).
    • Good testing bed for features.
    • Might get FPS AI (in the nearish future?).
  • "Go/No Go" is not a singular moment in time, longer process based on constant evaluation of each feature.
  • Bed logging is still planned. In the future they also want to log you back wherever you log out. Also buffs for sleeping in beds.
  • They want Pyro to be the main place for the "bad guys" to do their thing. Stanton activities might be easier when "working in the shadows".
  • "Piracy and unlawful gameplay don't always have to be against lawful players."
  • They need more than one system be available before they can work on policing.
  • Solo players have their place in the future of SC but some goals might be hard or impossible without other people (for example producing and crewing Idris).
  • Hiring NPC to crew ships is still planed, far into the future.
  • Night vision is already tested on gun scopes, visor/ship implementation needs more time. Should be more of a scheduling than technical problem now.
  • "Not true night vision but light enhancement."
  • No Star Citizen Live next week.
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Buy up what you want while you still can!

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submitted 5 months ago* (last edited 5 months ago) by QuadratureSurfer@lemmy.world to c/starcitizen@lemmy.ml
 
 

Highlights thanks to nerdgasmNotable Information
3.23 included features
➣ New Character customizer
➣ New MobiGlass
  ✦ Revamped layout
  ✦ New Health App
  ✦ New Contract Manager App
  ✦ New Starmap with a new Mini Map
➣ PIE/PIS
  ✦ New Interaction system
  ✦ Default item interaction binding
  ✦ New Shopping interface
  ✦ New looting screen
  ✦ Backpack reloading
  ✦ ADS tuning
  ✦ Dynamic Crosshair
➣ New EVA
➣ Precision Targeting
➣ Master Modes
➣ New Maps and Modes to AC
➣ Distribution Centers
➣ Added new AI Fauna
  ✦ Kopion
  ✦ Marok
➣ Vulcan
➣ DLSS, FSR, TSR Upscaling
➣ Water rendering and simulation
➣ Replication layer Implementation
➣ Mirai Pulse straight to fly

3.23.X included features note: "coming this quarter"
➣ Personal Persistent Hangers
➣ Item Banks
➣ Vehicle platforms
➣ Freight elevators

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Still no update to the progress tracker, "will be updated in the coming weeks".

Release View changes:

  • Arena Commander: Grav Royale removed from Release View until critical issues are resolved
  • Changed to committed:
    • Distribution Centers (will only contain surface areas initially, underground parts will be added later)
    • Vulkan Graphics API Support (new graphics option in 3.23)
    • Water Simulation & Rendering Improvements
    • Volumetric Clouds Update
    • Image Upscaling (DLSS, FSR, in-house TSR)
    • Replication Layer Update
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Guests:

  • Gabriel Hector, Systems Designer
  • David "BONE" Gill, Technical Director for UI
  • Zane, UI everything man
  • Emily, UI Programmer

TL;DW:

  • If you're sitting in a ship map will zoom out to a system level, if you're standing around it'll zoom in to local one.
  • Map will start zoomed out a bit more than it currently is while on foot.
  • Separate keybind for local map is coming.
  • There will be map filters for easier POI selection in the future.
  • Map will feature more info about POIs in the future (icons, type of location).
  • All the PU map improvements will be ported back to Squadron 42.
  • Persistent map pins will come in the future, not ready yet due to server meshing.
  • Map pins will be sharable with your party.
  • We should be able to plop pins anywhere on the star map.
  • Plans for landing UI:
    • Hangar door brackets.
    • Ladder/track to help guide to the hangar.
    • Ship and ground display when landing.
  • They got a little too excited when trying to make the UI cool and holographic and dialed it back after the feedback. There were (and are) some bugs that caused additional issues with readability as well. Trying to find a balance between super plain and movie UI.
  • Sometimes work gets released before it's ready - in regards to UI readability and polish.
  • "Readability isn't as straightforward to solve as we thought it would be."
  • Trying to figure out the best way to deal with exposure compensation.
  • They want to implement settings for color blindness and font sizes.
  • Building Blocks still requires a lot of optimization.
  • Main cause of readability issues is UI being diagetic instead of drawn on top of everything.
  • Planned mobiGlas updates:
    • Org app (comms and other "grand plans" for that).
    • New inventory app.
  • Looking into how to solve the issue of UI clutter.
  • Chat is slightly improved but more work to be done in the future.
  • Compass and altimeter will be improved.
  • Ship HUD will be cleaner and will get more options to toggle info.
  • In the future planets in the star map will be renders of actual locations rather than just generic models.
  • Animation for activating the mobiGlas will be sped up but won't be instant.
  • Routing between zones is fixed with a temp solution for now, proper fix will come after transit refactor.
  • Ability to keep track of your ship over longer distances will come in the future.
  • Widescreen support will be based no an aspect ratio slider, can be changed by user.
  • They want to make the lens UI the best they can before they start looking into customizability (like moving widgets around).
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Guests:

  • Duncan Bunting, Lead Gameplay Programmer
  • Thornsten Leimann, Lead Systems Designer

TL;DW

  • 5 new race tracks coming to Arena Commander (some already existing in PU)
  • Experimental modes focused on engineering:
    • Duel (A2 vs A2)
    • 1v6 (A2 vs Gladius x5)
    • Free Flight
    • Not a full engineering loop, focus on time to kill of ships and components, player actions
  • Custom Lobbies (previously Private Lobbies) are coming back
  • VOIP (with mute option) coming to AC
  • Can use your customized character
  • Multiple weapons lists for Gun Rush
  • Pirate Swarm will have Idris x2 instead of Javelin
  • Achievement updates:
    • "Vanduul Agressor" - reach wave 25 in Vanduul Swarm
    • "99th Test Squadron" - play every experimental mode throughout the patch
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Guest: Chad McKinney, Senior Lead Gameplay Engineer

Personal hangars:

  • Main reasons for the delay were:
    • Incorrect estimation of the finish date due to the size of changes.
    • Additional work required for some of the features.
    • Various stability issues making the game unplayable.
    • Some things happening outside the features (team restructuring, changes to direction)
  • Tasks planned for 3.23 are "really close to completion".
  • They don't know whether cargo changes will be released before or after Invictus.
  • Previous episode (two weeks ago) didn't happen because Jared got a concussion.
  • At the moment people not in your party will be treated with the "impound" mechanic when accessing your personal hangar. This will be changed in the future for a "less gamey" solution.
  • Personal hangars will be inside armistice zone so no shooting.
  • Unwanted guests can steal your stuff if they manage it before the trespassing timer runs out.
  • Party members have access to your personal hangar even if you're not there. They can use all the available features there (cargo elevator, item kiosk etc) but only to access their own inventory.
  • You'll only see your personal hangar and ones belonging to your party members when using space port elevators. No more access to all of the hangars at your location.
  • Kicking people from your party will remove their access.
  • If you buy a bigger ship after getting your personal hangar you won't be able to spawn it there, you'll be assigned a public hangar when you do it. This will change in the future.
  • Don't leave any of your stuff in the public hangar as it will be deleted after leaving the location.
  • They want to add an option to pay for "temporary storage" to retrieve the stuff you left in public hangars.
  • There will be a warning about the stuff you're about to lose.
  • Plan for the future includes the ability to upgrade your hangar size as well as renting hangars at other locations.
  • Team started working on party member access to your local inventory however this will require more security/permissions systems.
  • Only one personal hangar at the starting location for the initial release. No changing.
  • Criminals will have to live with their personal hangar being on one of the main planets for 3.23.
  • Long term plan is to allow players to acquire personal hangars in any location that has hangars.
  • There might be different hangar prices depending on the location in the future.
  • No player limit for personal hangars, feel free to invite the whole server.
  • Bed logging in hangar initially, they do want to look into this option in the future.
  • You'll be able to use your tractor beam in your hangar, not weapons.
  • Many classic hangar decorations won't be a thing on initial release as they need to be reworked. We'll be able to buy and set up furniture.
  • "If you can pull it out and manipulate in the game today, you'll be able to use it to decorate on initial release."

Cargo changes:

  • "If there's no hangar you won't have the auto loading as an option. That's a feature, not a bug."
  • Small locations (without hangars) not intended for large scale trading.
  • Freight elevators will be attached to the landing pads, no need to move cargo at long distances.
  • Auto loading times will be adjusted.
  • "We want people to engage with manual loading."
  • Auto load time and cost will take cargo volume and number of boxes into account (transfer values of the same amount of cargo will differ based on container size for example).
  • Cargo weight is still planned to affect flight characteristics. Not implemented yet as cargo not attached to the cargo grid isn't currently counted towards mass of the ship.
  • Ability to attach objects other than boxes to the cargo grid is coming but not yet ready.
  • They aren't sure what they'll do with cargo decks since they were designed before current cargo implementation was decided upon. They do want them serve a bigger role beyond being a store for boxes and tractor beams.
  • Stolen loot brought to the personal hangar can be stored, can't be sold. You won't be arrested.
  • Trying to sell mission cargo net you a fine. Doing it in places like Grim Hex means selling for much lower price since the cargo is treated as high-risk.
  • There are plans for customizing (naming/labeling/tinting) boxes/containers for easier organization. No specific solution as of yet.
  • Cargo elevators come in 4 sizes (small, medium, large, extra large) with different max SCU values they can hold. All should be able to fit stuff like vehicles.
  • No option to spawn multiple vehicles at the same time using the ship elevator on initial release.
  • Fauna brought to personal hangars should persist, needs testing.

Next week's stream will be on UI (inventory, Star Map, etc.).

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Added to 3.23.0:

  • Vulkan API support
  • Water Simulation & Rendering Improvements

Changed to Commited for 3.23.0:

  • mobiGlas Rework
  • FPS:
    • Loot Screen
    • Map System
  • Visor & Lens HUD Rework
  • Player Interaction Experience
  • EVA T2
  • Starmap Rework
  • Master Modes
  • New Missions - Creature Hunting
  • Fauna:
    • Kopion
    • Marok
  • Arena Commander:
    • Grav Royale
    • Custom Lobbies
    • New Flight Map - Miner's Lament

Moved to 3.23.x:

  • Item Banks
  • Personal and Instanced Hangars
  • New Missions - Cargo Hauling
  • Freight Elevators
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[3.23 EPTU Feedback] Master Modes (robertsspaceindustries.com)
submitted 5 months ago* (last edited 5 months ago) by Essence_of_Meh@lemmy.world to c/starcitizen@lemmy.ml
 
 

This seems to be a pretty controversial topic so if you have any thoughts on Master Modes make sure to pop on Spectrum and let the devs know. As long as you had a chance to test the changes that is.

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submitted 5 months ago* (last edited 5 months ago) by QuadratureSurfer@lemmy.world to c/starcitizen@lemmy.ml
 
 

Notable Information:
➣ The Overdrive Initiative was known as Hex Penetrator internally before its release to hide the real details from dataminers
➣ Overdrive Initiative was an attempt for CIG to dip their toes in new questlines and stories
➣ The goal was to experiment with ways to increase player engagement
➣ 5 phase mission meant to prepare the player for the primary Xenothreat incursion event
➣ It is meant to be a very narrative driven mission
➣ Players support the CDF through different tasks to work against Xenothreat
➣ These tasks range from fighting Xenothreat in bunkers to stop tasks, to engaging in space combat with them to retrieve keys and restore comm-links
➣ This event has allowed the team to examine numerous bugs across the mission playlist as well as let players experience new features like improved AI behaviors
➣ The ability to do phase 3 while not having done the previous phases is due to it being a public event, its meant to be something happening "right now"
➣ The comm-array phase is meant to be more difficult in a space-combat sense compared to the others, to give players a unique challenge
➣ Phase 5 is a more direct lead-in to the primary Xenothreat event which tasks you with starting to collect the gear needed to take on Xenothreat alongside the UEE
➣ The primary Xenothreat event features changes that the team implemented as a result of the recent Capture Idris event
➣ This chain of events is meant to be repeatable, adaptable, and engagement-building as the game grows

Summary thanks to Hencaric - /r/StarCitizen Discord

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Here's a "short" version, read the post for complete info.

AI (Features):

  • continued to fix bugs and make improvements to Human combat and other AI behaviors

AI (Tech):

  • focused on finalizing and polishing features for Alpha 3.23 alongside optimizations for existing systems
  • work on planetary navigation was completed allowing the team to generate navigation mesh over entire planets
  • continued to implement new rules and finalized synchronization between the server and clients for boids
  • iterated on new ship behaviors with Design, improvements to the aiming-control system for ships and turrets
  • load reduction to AI navigation system
  • improvements to Apollo tool

Animation:

  • team has been working on the “Space Cow”, a medium-sized bird, a predator wolf-like creature, as well as several new vehicles entrance animations

Art (Characters):

  • completed a range of branded racing flightsuits
  • continued working on outfits for the Headhunters gang
  • began exploring specialist armors and worked on handoff sheets

Art (Ships):

  • progress on the RSI Zeus (greybox was completed and all functionality has been validated)
  • Anvil Legionnaire is whitebox complete
  • work on the Resource Network began, 10 ships nearing completion
  • update work on a legacy ship continued

Community:

  • Community team support for the Overdrive Initiative and Stella Fortuna
  • banner design contest for the latter
  • spent time helping prepare the RSI Launcher 2.0 for live release
  • supported various community events

Core Gameplay:

  • Gameplay Features team successfully passed the go/no-go gates for procedural recoil, new scopes, dynamic crosshairs, and reload improvements
  • progress on ammo repooling
  • preproduction for base building
  • added different colored loot screens depending on whether the player is looting an enemy, friendly, or neutral entity
  • added a button to go from the inventory to the loot screen and a pop-up window when an item swap can’t be performed
  • allowed for separate loot-screen styles between the visor and lens
  • conversion of on-screen chat to Building Blocks was completed
  • converted more markers to the new system
  • unblocked animation content to support weapon customization and two-handed carry to work with the new EVA system
  • improvements to how shop items are highlighted when players look at them
  • completed buy and rent interactions for physical shopping
  • improvements to prone locomotion
  • improvements to aiming and targeting for the gunnery system for Master Modes
  • temporary solution for ship-hull penetration was added until Maelstrom is ready to support physical ship armor
  • optimized the dynamic room atmosphere system and made it network compatible
  • more work on cargo elevators and instanced hangars
  • updated radar zone queries to use new zone query time splice tech
  • work began on ‘signature categories’ (different signature detections based on emitters)
  • Arena Commander:
    • improve to multi-crew experience by adding access selection
    • refactored the team-balancing system
    • improved loadout definitions
    • support for the Engineering Experimental Modes and a selection of new maps and modes
    • support for a new system for Gun Rush
  • progress on reputation-based hostility
  • changes to the trespass behavior
  • UI:
    • work continued on the redesigned Contract Manager
    • completed payment validation for beacons
    • made Journal compatible with the new mobiGlas and updated the Home screen
    • support for the legacy Comm-Link and VMS Flash apps
    • visual updates to the Wallet and Assets apps
  • provided new data structure to Mission Design so they could start setting up hauling missions
  • progress on hangars, including the Instanced Interior Manager
  • improvements to the freight elevator and commodity kiosks

Economy:

  • continued rebalancing commodities
  • mission rewards are being rebalanced according to the difficulty and time required to complete them
  • team is involved in the design of reputation and org progression
  • starting to balance the time and cost of autoloading freight elevators

Graphics, VFX Programming & Planet Tech:

  • bug fixing the various deliverables for Alpha 3.23
  • added performance-scaling options to the water simulation
  • Vulkan team worked through several performance issues as they moved closer to matching D3D performance
  • reworking shaders to reduce the total number of PSOs (shaders) that need compiling when the game starts
  • work on Global Illumination continues
  • Planet Tech team started work on Planet Tech v5
  • VFX team continued with networking support for the fire simulation

In-Game Branding:

  • preparations for Invictus Launch Week
  • work for cargo containers and additional signage for various locations

Interactables:

Lighting:

  • worked on instanced hangars, freight elevators, distribution centers and Invictus Launch Week
  • supported the upcoming Character Customizer

Locations:

  • polishing content for Alpha 4.0
  • closed out the upcoming distribution centers
  • kicked off preproduction for new mandates officially beginning in Q2
  • Landing Zone team finalized art for instanced hangars

Mission Design:

  • Mission Feature team was restructured, becoming the Mission Design team
  • following feedback on the Overdrive Initiative event, the team is revisiting the standard data heist missions
  • progress on the upcoming cargo hauling missions (lawful stores across Stanton will not buy your cargo, got to use a fence if you want to sell them)
  • began working on wildlife related missions (Kill ‘X’ Amount, Clear Location, Kill and Collect)
  • some older mission modules were refactored
  • further testing of Blockade Runner

Narrative:

  • revising existing missions like the New Player Experience
  • outlining new missions
  • discussions with gameplay teams on ‘lorification’ of upcoming systems
  • various posts on the website and Galactapedia updates

Online Technology:

  • refactoring of social services backend
  • work to reduce EAC Anti-Cheat false positives in preparation of enabling sanction enforcement
  • finished off long-term persistence work for the Character Customizer

R&D:

  • work continued on the temporal render mode
  • supported the Gen12/Vulkan work

Tech Design:

  • support of preparations for Alpha 3.23 and beyond
  • support for hangars and ship flight
  • polish work on Master Modes

UI:

  • development of the new freight elevator kiosk, commodity kiosk, and item bank
  • preparing mandates coming later this year, including the Resource Network and jump points
  • added new player-facing UI, new mobiGlas
  • new visor and lens improvements
  • polished the new shopping UI and Character Customizer

VFX:

  • finished work on distribution centers and freight elevators
  • completed tasks for several upcoming vehicles
  • progress on jump point effect
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For those fans of Dune and Star Citizen out there.

This video is from the same guy who made the Star Gear teaser a few months back.

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Hey all, just to provide a heads-up on a few things we're doing to address the legibility issues with the Starmap. This list is not extensive, and there's quite a few more things being worked on to improve the UX.

particularly on microtech, the text disappears behind the planet sometimes while rotating the planet model.

That is exactly what is happening unfortunately due to a render bug. The marker and text will render behind the planet, making it very faint. We have a fix in the works.

there is a weird curved jittering rainbow lcd screen effect on planet surfaces

The color banding is probably due to a shader effect on the planet. We're investigating what the cause of it is.

the location markers are too hard to see on the sunny side of microtech.

We have a fix in the works that will adjust the brightness of the lighting in the Starmap and are also working to make the surface of planets have more contrast.

sometimes the text becomes blurry for a couple of frames.

We have a tentative fix for this in the works.

the auto brightness adjustment when leaving mobiglas after looking at microtech sunny side view for a while takes a long time for the brightness to adjust

The eye adaptation kicks in due to the relative brightness of microTech compared to the rest of the screen when you zoom in. Adjusting the brightness of the lighting, the shader of the planet and tweaking the camera settings when the mobiGlas / Starmap are open are currently in the works to improve on this behavior.

Rest assured, we're aware of those issues and are actively working to fix them. Please, keep the feedback and IC reports coming if you find other issues that affect the functionality / UX of the Starmap.

Thanks!

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Hi all,

Unfortunately, due to unforeseen circumstances, we will have to cancel this week's episode of Star Citizen Live with Team Chad. We know many were looking forward to it, so we are already working on rescheduling for a later date.

Today's episode was supposed to be about cargo changes.

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submitted 5 months ago* (last edited 5 months ago) by Essence_of_Meh@lemmy.world to c/starcitizen@lemmy.ml
 
 

TL;DW:

  • Complete overhaul of mobiGlas, moved to "Building Blocks" & "Cards" system
  • New home panel displays:
    • Tracked missions
    • Notifications
    • Reputation & crime stat
    • Status of connected ship (ammo, fuel)
    • Environment data (gravity, atmo, pressure, temperature, radiation)
    • Health data (overall %, temperature, heart rate, suit fuel & oxygen)
  • Some app updates won't make it to 3.23 (chat, vehicle customization)
  • Health app displays everything home screen does as well as:
    • Conditions effects (injury status)
    • Active drugs
    • Hunger & thirst
    • Blood drug level
  • Contract manager changes:
    • Toggle between legal/illegal missions instead of separate tabs
    • "Mark all as read" button
  • Star map changes:
    • Now responsible for everything (space and locations)
    • Local map has a clickable list of available points of interest (shops, transit, hospitals etc)
    • GPS routing
    • Custom markers
    • Mission markers
    • Will be able to navigate between zones (ex. needing to travel via trams) but there are some issues that require fixing first
    • Space part contains all the info available until now, plus
    • Clicking on a space location (like space station) displays info about available POIs (stores, landing options etc)
    • Improved feedback when routing between space locations
    • Search bar
    • Marker list
  • HUD shows level of injuries to each body part

CIG asked for feedback on HUD readability, drop by on Spectrum if you have something to add.

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Added to 3.23.0 release:

  • Fauna - Kopion
  • Fauna - Marok
  • New Missions - Creature Hunting

Added to 3.23.X release:

  • Vehicle Modularity (torpedo and cargo room modules for the Aegis Retaliator)
  • Aegis Retaliator - Gold Standard
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12
New MISC R.A.P.T.O.R. !!! (www.youtube.com)
submitted 6 months ago* (last edited 6 months ago) by MrAegis@lemmy.ml to c/starcitizen@lemmy.ml
 
 

Can be bought here: https://robertsspaceindustries.com/comm-link/transmission/19819-MISC-Raptor

(Don't forget to at least add it to your cart for a new Display Title).

Happy Triggerfish Day!

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