Star Citizen

256 readers
2 users here now

This is your community for everything related to Star Citizen - an up and coming epic space sim MMO being developed by Chris Roberts and Cloud Imperium Games.

Rules

  1. Submitted content must be related to Star Citizen. All c/starcitizen content must be related to Star Citizen. Content with an indirect relationship ust be a text/self post and must attempt to provide meaningful discussion of Star Citizen.

  2. Be respectful. No personal insults/bashing. Don't be a dick. Treat others with respect and refrain from name calling/insults.

  3. Follow all specific posting restrictions:

  1. No AI generated content. AI generated images or chatGPT text content will be removed as "low effort" content. Please do not post AI generated content on this community.

This is an unofficial Star Citizen fansite, not affiliated with the Cloud Imperium group of companies. All content on this site not authored by its host or users are property of their respective owners.

The official Star Citizen website may be found at https://robertsspaceindustries.com

founded 1 year ago
MODERATORS
1
 
 

Moved into the Alpha 3.24 column, targeting a 3.24.X release:

  • Acidic Caves
  • Rock Caves
  • MFD Rework and New Displays

Added to Release View:

  • Argo ATLS
2
 
 

Thanks to Camural for putting together this list with the links:

Vehicle Balance:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-vehicle-balance/436913

Group and Party System:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-group-and-party-system

Commodity Trading:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-commodity-trading

Salvage Career:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-salvage-career

Arena Commander:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-arena-commander

Vehicle Features:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-vehicle-features

Locations:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-locations

New Player Experience:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-new-player-experience

Inventory Management:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-inventory-management

Law and Criminality System:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-law-and-criminality-system

Game Economy:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-game-economy

Environment Art and Audio:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-23-feedback-environment-art-and-audio-1

FPS Combat:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-fps-combat

Mining and Harvesting:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-mining-and-harvesting

Keybinds and Controls:
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-keybinds-and-controls

3
 
 

Guest:

  • Chad McKinney, Senior Lead Gameplay Engineer

TL;DW:

  • Jared's head will be scanned for one of the games.
  • "When I said that (we're really close to releasing personal hangars) that doesn't mean we were close to going live."
  • ATC and transit were the most problematic parts to implementing the new hangar loop due to their age.
  • Transit is already in the process of rewriting, ATC will follow in the future.
  • Hooking personal hangars/cargo to the new mission system also shed light on some previously unknown problems with its implementation.
  • Since the 3.23.1 (later 3.24) patch was already late, they decided to spend more time on it to polish things and include some of the player feedback. They couldn't do more as they didn't want to cause a general delay for the rest of the company.
  • Chad wishes he'd split the functionalities more so they could deliver them faster and in a better state.
  • "In the original proposal of the item bank it works as it does now actually." (no drawer, just opens the old inventory UI)
  • Item kiosk UI will most likely stay as is (no drawer), just with all the improvements from the freight elevator kiosks (search and all the other stuff).
  • Answers from Rick Porter & Ian:
    • "We plan to add 'garage modules' so we don't intend to expand the pavement (of the personal hangars) but there should be more room for vehicles where you can basically add on modules and expand the hangars (...)"
    • "The plan is for personal hangars to be able to be customized and expanded in the future with addition of these modules (there's no finalized list of possible modules yet)."
    • They're planning to split the public and personal hangar decorations (cables and all the other garbage) to allow players to fully make the latter their own while keeping the public ones feel lived in/used.
    • We'll be able to move the freight elevator in our personal hangar when hangar customization modules are released.
    • Cargo decks need a significant rework as cargo gameplay approach has significantly changed since their implementation. They will be used in some way eventually.
  • ATLS tractor beam functionality will be an exclusive feature for now, there's ongoing discussion whether to copy it to other vehicles and handheld devices.
  • No bed logging from beds included in this year's Citizen Con goodie pack for now, overall work on bed logging and logging from hangars will happen in the future.
  • Hangar decorations being unruly is a problem with physics, more info in the last week's chat with Benoit. Will improve as server performance increases.
  • Option to put 1 SCU boxes into 8 SCU ones was removed due to issues on the delivery logic side (problems with delivery of nested objects). Will probably return in the future.
  • We'll be able to call our ships into other people's hangars eventually. There are still some technical and design problems to figure out before that happens.
  • ATC is probably the oldest system in the game.
  • Spawning vehicles from freight elevator is still planned.
  • They're looking into making the process of calling up your ship faster.
  • Chad haven't heard about hangar alarm (the one happening when spawning your ship) being a problem, there are no plans to adjust the volume or add an ability to turn it off at the moment.
  • They want to add support for manual loading for the Hull series and other ships that require docking. Improvements to automatic loading will come later.
  • Hover trolleys had some physics and game loop issues, they'll come back eventually.
  • Auto loading is planned to always be a thing but not for every object (not for mission cargo, some personal items).
  • Inventory search will include more item data/fields in the future.
  • Mining bags not working with freight elevators is a technical issue, they're aware of it.
  • There will be an option to spawn multiple ships at the same time in the future.
  • Option to name cargo boxes is still in design stage but it's planned.

No SCL next week, this one might be the last one until after Citizen Con.

4
 
 

A few more details here, but definitely read through the known issues if you decide to hop in:

We are intending to leave this build up for up to 24 hours but could come down sooner if blocking issues occur.
This test will have each Stanton shard split into many authoritative zones. We are planning to start the test out at 1 DGS with 100 players as a baseline and increase this to add more DGS with 500 and then as high as 1000 players

Edit: An easy way to download this is to rename your "LIVE" folder to "TECH-PREVIEW".

Edit2: If they make it to 1000 players, this will be handled by 6 dedicated game servers (DGS) being meshed together into a shard.

The 500 player count will be achieved with 3 DGS

Global Chat will work, but will only show players in your DGS and not everyone in the shard: https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230/message/55594666

5
 
 

Guests:

  • John Crewe, Vehicle Director
  • Ben Curtis, Vehicle Art Director
  • Nathan Lange, Senior Vehicle Artist
  • Falko Poiker, Vehicle Designer Principal
  • Kevin Turenne, Vehicle Artist Senior I
  • Alexander Palmer, UI UX Designer III
  • Gabriel Hector, Systems Designer III
  • Joe Dines, UI UX Designer II

TL;DW:

  • RSI Zeus MKII:
    • There's a front entrance (ladder).
    • "Zeus is an evolution on RSI style."
    • "It's a stepping stone ship."
    • ES (exploration) and CL (cargo) variants will release together.
    • It took a year to create.
  • MFDs:
    • Initial release of new ship MFDs will bring 5 styles (AEGIS, ANVIL, DRAKE, ARGO, generic).
    • Self status info will depend on active operator mode, there's a unique version for turrets.
    • Weapon status view is completely new.
    • Scanning and comms are moved to MFDs.
    • New diagnostics view with component health, errors and critical issues.
    • Bunch of settings will be adjustable from MFDs now (stuff like coupled mode toggle, g-safe, lag pips, casting to HUD etc).
    • Some visual changes to in-cockpit radars.

Lots of visuals so watch the episode for a full experience.

6
 
 

Hi all,

As part of the ongoing development of vehicle systems, particularly with Resource Network and Engineering gameplay on the horizon, we've taken the opportunity to look across all our current vehicles ingame and revisit some of them in terms of both default item size and quantity.Reviewing both player feedback as well as analytics on usage and performance it was clear some ships/vehicles were underperforming and needed adjustment. Some vehicles were adjusted to bring them in line with others in their class to ensure competitiveness and some were adjusted because they simply had a abundance of power output that wasnt necessary anymore.

You may have noticed recent vehicle promotions and releases have strayed away from the typical max 1-2 Power Plants/Coolers/Shield Generators to higher numbers such as the Zeus and Retaliator having 4-6 Shield Generators for example and these updates will roll out similar changes across other ships and vehicles.

In addition to the changes below you can also expect handling & health changes to some vehicles to make sure they do not stray too far from their intended design behaviour, the Redeemer for example will get a buff in flight handling to compensate for the reduced shields and weaponry.

The following are the new default sizes/amounts for the specified item types per ship, e.g if something now says "1x S2 Powerplant" that means it now only has a single S2 Power Plant rather than gaining an additional S2 on top of its current Live loadout. Weapon changes are specifically listed for the relevant hardpoints.

AEGS Reclaimer

  • 1x S4 Cooler and 1x S4 Shield Generator

AEGS Redeemer

  • 6x S2 Shield Generators
  • Manned Turrets now 2x S4 Weapons

AEGS Vanguard

  • 1x Medium Power Plant (Sentinel has an additional Small Power Plant)

ANVL Carrack

  • 2x Large Power Plant

ANVL Gladiator

  • 1x S2 Power Plant, 1x S2 Shield Generator
  • Wing missile hardpoints now all S4
  • Wing weapon hardpoints now both S4

ANVL Hurricane

  • 2x S1 Power Plants

ANVL Valkyrie

  • 4x S2 Shield Generators
  • Remote Wing Turrets now 1x S4 Weapon

ARGO MPUV-1C & 1P 1x S0 Power Plant

ARGO Mole

  • 1x S3 Shield Generator

ARGO RAFT

  • 3x S2 Shield Generators

CNOU Mustang Gamma & Omega

  • 1x S1 Shield Generator

CRUS Starlifter C2 & M2

  • 2x S3 Power Plants

CRUS Starlifter A2

  • 3x S3 Shield Generators

CRUS Star Runner

  • 1x S3 Shield Generator

DRAK Caterpiller

  • 3x S3 Shield Generators

DRAK Buccaneer

  • 1x S1 Shield Generator

DRAK Vulture

  • 3x S1 Shields Generators

ESPR Prowler

  • 4x S2 Shields Generators

MISC Freelancer (All)

  • 2x S2 Power Plants, 3x S2 Shield Generators
  • Manned Turret weapons now 2x S3

MISC Hull A

  • 1x S2 Shield Generator

MISC Hull-C

  • 2x S3 Power Plants, 4x S3 Shield Generators

MISC Prospector

  • 3x S1 Shield Generators

MISC Starfarer (All)

  • 3x S3 Shield Generators

ORIG 350r

  • 1x S1 Power Plant

ORIG 400i

  • 1x S2 Power Plant, 1x S2 Cooler

ORIG 85X

  • Remote turret weapons now 2x S2

ORIG M50

  • 1x S1 Shield Generator

RSI Constellation (All)

  • Manned Turret weapons now 2x S3

Thanks for reading and remember, all stats are subject to change.

7
 
 

Link to Spectrum Thread about Feedback: https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/3-24-live-feedback-vehicle-balance

Direct link to the survey: https://airtable.com/appuNwWnmCOAmbCgo/shrko5r7043boH6g3

Deep dive video by Avenger One about Master Modes/combat: https://youtu.be/SNm8RaKHLHg

Edit: Some awesome suggestions to fix racing (even with mastermodes) https://www.youtube.com/watch?v=oxqarzvkKJ4

I really like his idea of performance components and the benefit/drawback ideas he comes up with.

8
9
 
 

I'm hoping they implement a way to assign crimestat to players that "flick" cargo at other players or ships in armistace zones.

10
11
 
 

From Wakapedia in SC-Testing-Chat:

@Wakapedia-CIG:

We're getting closer. QA team is checking the build. Goal is 2x800 player meshed shards. Will update here shortly as we are hoping for sometime in the next 30 minutes if QA gives the greenlight!

https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230/message/55501617

Update:
Wakapedia-CIG:

  TECH-PREVIEW will be opening up shortly for a RMQ/Meshing Playtest! https://robertsspaceindustries.com/spectrum/community/SC/forum/190049/thread/tech-preview-playtest-meshing-playtest-round-3

update 2: Last second issue found, test delayed until tomorrow (morning at earliest).

12
 
 

And for those that haven't heard of the Titan Suit before: https://starcitizen.tools/Titan_exosuit

13
14
 
 

MOTD

🕹️(Tuesday) Goals for the week: We are currently working on further stability hotfixes for 3.24 LIVE with plans to roll out server hotfixes throughout the week. We are also currently putting together a new build for a Tech-Preview RMQ/Meshing test later this week!

Additional context:

I'll give more details once we have it all locked in for the test but goal is to be all backers tech-preview

-Waka (sc-testing-chat) https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230/message/55453982

15
 
 

The goodie pack for last year's Citizencon was heavily Pyro themed.

The rewards this time around are tied to Citizen Day which (to me) is feeling a lot more Squadron 42 focused.

https://robertsspaceindustries.com/galactapedia/article/bmGYMYp9Xy-citizen-day

If we're lucky we might even get a potential release date, but I could easily see them specifying this as a "goal" rather than a hard release date...

Edit: A fellow org mate pointed out that the P8-AR was originally a SQ-42 campaign exclusive rifle.

16
 
 

Guests:

  • George Rankin, Senior Level Designer
  • Zac Preece, Senior System Designer I
  • Glenn Kneale, Level Designer I
  • Eddie Hilditch, Assistant Environment Art Director
  • Loek Gijsbertse, Lead Environment Artist

TL;DW:

  • Reminder that Pyro is a free-for-all zone (yay for shootouts while shopping).
  • NPC will have improved "classes and archetypes".
  • Some locations will be marked as special zones where NPCs will stay during combat.
  • They hope server meshing will improve server FPS.
  • Incoming NPC classes:
    • "Techie": light armor, SMGs, more aggressive.
    • "CQC": shotgunners, even more aggressive.
    • "Juggernaut": heavy armor, LMGs.
  • NPC traits are coming.
  • One of the factions will have pet Kopions fighting alongside them.
  • Factions will differ in gear, combat skills and available quests.
  • New joinable factions:
    • Headhunters (more "rush" based combat, tier based armor: higher lvl = more tanky)
    • Citizens for Prosperity (accurate during combat, more "civilian" gear)
  • Both of the above fight against Xenothreat.
  • Xenothreat fights more cautiously and defensively.
  • More insight into some of the new settlements in Pyro.
  • 4.0 will add watchtowers for snipers (player and NPCs) to settlements.
  • Pico daleks confirmed?

Another combat focused episode, it's Pyro after all. Also reminder that 3.24 is out, albeit a bit broken for some.

Edit: Fixed the faction name.

17
 
 

From a spectrum thread:


Is there any chance we could get more REC for future EPTUs?

it would make specific ship testing alot easier in AC

Nurseman


Hi, thanks for feedback, totally agree.

The starting REC for PTU has just been increased to 10,000,000 to ease with testing!

See you out there o7

ps. we're still working on reducing REC prices overall (see: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/why-is-rental-so-expensive/7058253), unfortunately the tool used for this is experiencing issues in the 3.24 stream so will most likely not make it for 3.24.0; we'll continue to push to resolve for the next.

TheDJBuntin-CIG


https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/could-we-get-some-more-rec-in-future-eptus/7118085

18
 
 

Progress Tracker finally got an update (only until the end of 2024) and there was a change in how things are tracked.

Release View:

  • Moved target release date of patch 4.0 to Q4.
  • Added "New Missions - Repair, Charge and Drain" to patch 4.0.
19
 
 

Hi everyone!

As part of our ongoing efforts to improve your experience, we’ll be retiring our Legacy Launcher on October 1st, 2024. It’s been an incredible journey with the Legacy Launcher, but now it’s time to bring everyone together on the new and improved RSI Launcher 2.0.

Many of you are already familiar with and actively using Launcher 2.0, which we debuted about five months ago. To ensure you’re benefiting from all the latest features and improvements, if you haven't yet, we encourage you to make the switch to RSI Launcher 2.0 before the Legacy Launcher is phased out.

[Follow the link below to learn more about RSI Launcher 2.0.] https://robertsspaceindustries.com/comm-link/transmission/19818-Introducing-The-RSI-Launcher-20

If you encounter any issues swapping over, don’t fret! Please take advantage of the Issue Council to submit a ticket, and make sure to include your logs (found under Application settings - “GET LOGS”). Our team is committed and ready to resolve any problems you might face. And over the next month, we’ll be closely monitoring your feedback to ensure the transition to the new Launcher goes as smoothly as possible.

As always, thank you for your continued support! We can’t wait for you to experience all the exciting new features coming with the RSI Launcher 2.0. Happy exploring, and we’ll see you in the 'verse!

20
 
 

Guests:

  • Kaan, Lead Level Designer
  • John, Level Designer II
  • Manuel, Senior Level Designer

TL;DW:

  • "Asteroid bases are like bunkers 2.0" - more content space, more sandbox type of missions, more gameplay types.
  • Asteroid bases can also be worth visiting if you don't have a mission (there are puzzles and treasures).
  • Contested zones will have multiple entries from both interior and exterior of a station to limit bottlenecks.
  • At specific "depth" of a contested zone players can find exfiltration routes that will bring them back to a safe-zone. They are one way.
  • Reminder that contested zones are intended as a PvP space.
  • Jared: "Our job in those situations (griefing) is to find alternatives for the players who are suffering at the hands of PvP - provide ways they can counter it, provide alternatives that provide the same experience (...) When the player runs out of options and gets killed over and over again, that's when there's a problem."
  • There are 5 contested zones in Pyro at the moment, more or less evenly spread.
  • Some contested zones require specific items to access them.
  • Contested zones have short, mid and long term "branches" - the last one might requires items to access as well. Some of those items have to be gained from other places. Longer branches = better rewards.
  • Current plan for asteroid bases is to have both combat and "safer spaces" - not safe safe, as in PvP will be possible, but without enemy NPCs.
  • There will be functioning asteroid bases in the future, not in 4.0.
  • They'd like to implement less obvious traps in the future (like booby trapped chests etc), will have to be scanable or recognizable in some other way. (Jared wants a mimick)
  • Contested zones are created with 4-5 person groups in mind, up to 40 people per "dungeon".
  • Early sections of contested zones are soloable, deeper parts will require help.
  • Asteroid bases are always visible on the map (no need to find them/pick a mission to travel there). This might change later down the line.
  • "There's new stuff coming to Stanton in 4.0."
  • Pet Kopion variant coming in 4.0 (NPC owned only for now).
  • Contested zone difficulty will vary depending on depth and on which station you're in.
  • SC didn't have the tech to distribute player rewards for doing in-game things until recently (Operation Overdrive).
  • Ghost Arena was inspired by the "Running Man".
  • Current (deserted) asteroid bases have no official landing places (pads, hangars) available. Future ones will act as gas stations with place for small-medium ships, might have docking tubes for bigger ones.
  • Asteroid bases are done partially by hand instead of fully procedurally (they use hand made room sets instead of randomizing each room individually).
  • No gravity or power manipulation for contested zones initially, there are key cards and fuses though.
  • Contested zones will offer rewards unavailable in any other way. Provided example was ship components (military, stealth, competition ones, only certain variants not all).
  • 4.0 will finally bring back ship components making a difference to ship performance.
  • You'll have to use freight elevators to extract larger loot from contested zones.
  • Asteroid bases aren't planned as a step towards player owned locations ones at the moment.
  • Contested zones will be regularly updated as new items and systems come online.
  • Some locations in contested zones will have time pressure elements (timed gates, respawning and patrolling AI etc).
  • There are 3 variants of asteroid bases (combat, puzzle mixed) at the moment.
21
 
 

Guests:

  • George Rankin, Senior Level Designer
  • James Kay, Lead Content Designer
  • Loek Gijsbertse, Lead Environment Artist
  • Eddie Hilditch, Assistant Environment Art Director

TL;DW:

  • Settlements on each planet of the Pyro system will differ based on the amount of radiation and heat they have to deal with.
  • Pyro landing zones are more spread out and less secure.
  • Each settlement is aligned with specific faction which may affect where you'll be able to enter depending on your reputation.
  • Farmsteads:
    • Small communities that suppose to "feel like home".
    • They're more spread out and have greenhouses and farms (with harvestables) as well as missions.
  • Scrapyards
    • They are the rare alternative to space stations when it comes to servicing your ship.
    • They can be recognized by sunken "landing pits" for ships.
    • You can do the usual space station things (repair, refuel, rearm).
    • No ATC, it's all self-service.
  • New mission types:
    • Repairing or jump starting machinery.
    • Gathering crops.
    • FPS salvaging.
  • Trade posts:
    • Focused on trade, as the name suggest. Have everything from weapons, through ship components to food.
    • Products will differ based on location.
    • Offer primarily hauling focused missions.
  • There's a showcase of various settlements with info on what and where they are as well as what to expect there.
22
 
 

In case you missed it there will be a Free Fly starting today, August 15th, until August 22nd. Here's the latest "This Week In Star Citizen" with the announcement.

Good luck to anyone trying to play the game during this time, I hope you'll have fun!

23
 
 

Guests:

  • Rick Porter, Design Director
  • Edward Fuller, Senior Principal Systems Designer

TL;DW:

  • You won't be able to jump through the permanent jump point to-from Pyro with CS3+
  • Pyro will have different crime stat jurisdictions (doing crime near the jump point will affect your UEE CS, doing it elsewhere won't).
  • There will be different options to clear your CS in Pyro (one is going to jail, they aren't sure about others yet).
  • Using permanent jump points will use quantum fuel.
  • Trying to exit the jump point early (bashing against the walls) will damage your ship (distortion damage, wear and tear on components), don't use it as a shortcut.
  • Jump tunnel difficulty will differ by jump point type (permanent will be easier), turbulence (more for smaller ships but also more space to maneuver).
  • Jump tunnel showed during recent ISC didn't have the obstacles that will be present on live release.
  • Reminder that what's shown during ISC and other showcases is tuned up for ease of presentation. (this if for people who started freaking out about how fast and easy the fire starting/spreading was in yesterday's ISC).
  • Jump drives will affect ship handling when flying between jump points. All jump drives will have the same "disruption HP" on initial release, in the future they'd like to play with various stats (including handling during jumps).
  • No combat in jump tunnels (need to switch out of nav mode and that fails the jump).
  • No, they did not test dudes shooting personal weapons through the open door (theoretically everything that leaves your ship's "bubble" should be yoinked out of the tunnel).
  • They decided to group everyone in one place instead of allowing to jump from any direction due to how the tunnels work (it has one entrance going in specific direction).
  • You don't have to sit in front of the JP after getting into the jump queue, you can fly around far away from other people. Don't have to wait in nav mode either.
  • There will also be turrets, AI and all that defensive stuff but they're willing to other systems if necessary.
  • ATC is part of permanent jump point experience because UEE wants to control who's allowed to attune to the jump point.
  • How permanent jump points work in non UEE systems is still to be decided.
  • Turrets are totally deadly, just look for a good server.
  • They have "some systems" they hope will come online for 4.0 that will hopefully combat griefieng.
  • There are people in CIG that want total chaos and death (no shit) as well as "carebear advocates" (well, at least Jared is).
  • "If you wanna be a griefer I want to give you this experience but people who don't want to be griefed need a safe space."
  • "Shotgun approach" to exiting jump points means ships will end up a kilometer or so away from each other rather than thousands kms. It's mostly a way to avoid ships rear ending each other.
  • There are multiple exit points from jump points in addition to the "shotgun approach".
  • There are things in Stanton that aren't available in Pyro.
  • People who died during a jump will respawn wherever they set their spawn point.
  • Can't tow ships through jump points.
  • No plans to reintroduce jump gate (big ring structures around jump points).
  • "We deserved over the years some amount of criticism for prioritizing looks over functionality. This is the first time this is reversed." (in regards to the removal of jump point rings)
  • There has been a change in SC development: more focus on gameplay, performance and systemic mechanics instead of eye-candy.
  • No plans for different sized permanent jump points for now.
  • Transient jump points can be found using their radar signatures.
  • Transient jump points won't be in 4.0, only the permanent Pyro-Stanton one.
  • Transient jump points will persist at least for hours.
  • They have plans to use transient jump points for access to events.
  • Yesterday's ISC didn't have smoke in most of the b-roll footage but smoke will be present on live.
24
 
 

Guests:

  • Leo Vansteenkiste, Principal VFX Programmer
  • Edward Fuller, Senior Principal Systems Designer
  • Guillaume Gardella, Senior VFX Artist I
  • Francesco Litrico, VFX Programmer III

TL;DW:

  • 4.0 will only have fire inside ships.
  • Fires start based on:
    • Damage (when ship item HP reaches 0).
    • When items with high level of wear misfire (random chance).
    • Weapon impact.
    • Warming the ship room to high enough temperature by opening the door on a warm planet for example (technically possible, there's no planet hot enough for that to happen).
    • Bringing already burning items into a ship.
  • Fire propagation is based on fuel (surface), oxygen and temperature.
  • Every surface material has different properties that affect how quickly it burns.
  • Other objects like cargo or ship components can also catch on fire. Player can't (but will take damage).
  • Fire will burn the oxygen to a point of asphyxiation.
  • Plenty of footage of using fire extinguisher.
  • Fire can restart if you don't put it out properly.
  • Fire extinguishers have limited amount of "ammo", you need to put them back to their storage stations to refill them. Recharge will not work if life support system is down.
  • Fires can be put out by removing oxygen from a burning room (turning of life support, opening doors in space).
  • Visual damage caused by fires has to be fixed at a proper repair location (station), manual repairs can only fix the functionality of destroyed items.
25
 
 

Message of the day

🕹️ (Tysdagr) We are currently putting together a new 3.24 build for a Wave 1 PTU release later today.
Current goal is to run Blockade Runner on PTU over the weekend.

https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230

view more: next ›