Star Citizen

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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.

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You can check out linked Spectrum thread but here are John Crew's posts about that:

Post 1

Hey,

We'd planned to talk more about this at IAE (as thats generally where we give big updates across manufacturers) but a lot of people are discussing this very topic at the moment so want to add some clarification in advance:

There are no current plans to have a base building module for the Galaxy, that doesnt mean there never will be but there is nothing concepted, planned or in the production schedule. The Starlancer BLD will be the ship you can build Large structures with when base building is available ingame. The only confirmed module in addition to the ones on the pledge store is the Manufacturing module, the general rule of thumb for all things vehicle is unless its on the pledge store or available ingame treat it as speculative. The Perseus is the next RSI capital ship in production (instead of the Galaxy) purely down to the greater percentage of shared assets with Polaris.

Hope that clears up some confusion around the matter and if scheduling/filming format allows we will discuss more around IAE.

Post 2

Just to try and add some extra information as the phrasing for aspects was perhaps not as clear as it could've been, I'm aware that the news is not as hoped but I'd prefer to update now than keep people in the dark until the Galaxy releases.

  1. Emphasis on no current plans, this does not exclude that there were plans in the past (as inferred at CitizenCon 2953) or that there could be again in the future, there is simply nothing right now.
  2. The way base building works with drones now does not lend itself to the Galaxy's module layout due to their size and navigation requirements and if one would exist in the future, it would be significantly divergent than from what shown on that slide regardless
  3. The "confusion" comment was in regards to discussion about why we did not discuss it during CitizenCon 2954 and the ships status, not over past statements existing or not.

On a completely unrelated note, here (32:44) is Todd Pappy talking about Galaxy being able to build small to large structures during last year's CitizenCon and here is the relevant slide from that presentation.

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Message of the day

2 hours ago

πŸŽƒ(Wednesday) We have been testing the server side of the hotfix from yesterday overnight and are planning on sending out a client side portion of the 3.24.2 LIVE hotfix later today

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

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Edit: Updated title, original title incorrectly stated that AI blades won't be in until after 1.0

Tap to read full response here

Richt-CIG

A quick note to our Solo Players

Today [1hr 31min ago]

Hey,

So, firstly sorry for the slow response. I have unsurprisingly been very busy post citcon with 4.0 and Q1 initiatives.

Secondly, I wanted to reassure everyone that AI blades are part of the 1.0 plan - they will not be as effective as other players and they will take additional power to run. We will also be offering a way of upgrading them through tiers but again they will never be as good as a good player.

Also as AI Blades provide most of the functionality, NPC crew will most likely be a post 1.0 plan.

As I said in the presentation, Star Citizen is a universe that caters to all players - and that most definitely includes solo players. As with all games some things will more suitable to solo than group play and vice versa.

With that said, I better get back to work as I have two games to ship for you all.

Cheers,
Rich

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Message of the day

10 minutes ago

πŸŽƒ(Tuesday) We are currently putting together further client/server hotfixes for a potential update later today on LIVE.

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Here's an example of Pedro being awesome to the community:

A fan uploaded a video of himself playing the Star Citizen Main Theme on a guitar: https://x.com/SpeedFragger/status/1846515187253133795

Pedro Camacho (composer that does most of the music for Star Citizen) responded with reposting his video but synced up with an orchestra recording he had in the same key: https://x.com/pedrocamacho/status/1847340394939400413

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MotD Update:

πŸŽƒ(Friday) 2 goals for today

  • First we have multiple hotfixes in the works for 3.24.2 LIVE that we plan on hotfixing onto servers and clients tonight
  • Second, We have an Evocati Only 4.0 build playtest scheduled for early afternoon today with a 4:250 configuration for 4-5 hours. This will be a special one where we are allowing Evocati members to stream and show video and screenshots of the test!

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

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MotD Update:

We plan on publishing a new 3.24.2 build with further stability and bugfixes onto the PTU for all backers
We are working on a playtest 4.0 build are planning on a timed playtest today with Evocati

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

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UI markers have received an update to help with de-cluttering and Baior is looking for feedback:

Baior Of Red@Baior-CIG

Greetings,

A number of updates have been made to both optimize target and radar contacts as well as make them visually cleaner.

  • Markers have been designated as essential and non-essential
  • Non-essential markers do not have passive markers, but do have radar contacts
  • Essential markers have both passive markers and radar contacts
  • A ping scan will reveal non-essential target markers
  • Hostile targets (targeting you), pinned targets, are treated as essential

We would love to get some feedback on this system, both what is and isn't working for a particular context. Specifically:

  • What type of gameplay did you try?
  • Did the marker update have an impact on the experience of the above?
  • Did you find a circumstance where you struggled to find the marker you were looking for?
  • If yes to the above, what marker, what situation were you in, and what was the reason you struggled to find it?
  • When using the ship ping, did you experience dips in performance?
  • Are there any marker types that should be on the essential list that are not?
  • Are there any marker types that should be removed from the essential list?
  • Do you have any thoughts or suggestions on ways the system could be improve?

Thanks for your input!

-Baior
Player Experience Team

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MotD Update:

πŸŽƒ(Laugardagr) We are currently focusing on 2 builds today
First, We have an Evocati playtest this afternoon on a full 4.0 build for 2-3 hours. This will have Stanton/Pyro, Jumpgates, 4:100 server mesh for testing.
We also have a new 3.24.2 build for release to PTU later today that will include part of a new global mission playtest!\

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

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cross-posted from: https://lemmy.ml/post/21293794

The much awaited LUG Helper 3 has arrived!

  • RSI Launcher 2.0 support
  • Non-Lutris Wine installs
  • Proton support for Lutris installs
  • Support for multiple game installs
  • Lots of other improvements
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Baior recently posted a thread asking for feedback on changes to ship components where everyone basically responded with a "How would we know unless someone datamined the info?"

Tap for full text from Savrals-CIG's response to the feedback

Hi

Thank you all for your feedback so far. We are aware that we are not doing the best job yet in presenting the stats of each item.
This is something that we are actively looking into improving moving forward since we do not want our players to be required to use external tools (we are very thankful that they exist though).

You have been heard and we have better stat visibility on our list we are actively looking into.
But we wont have a solution for 3.24.2.

As additional side note to Baiors message:

Since this patch has the biggest change we ever did for the ship components yet, we are still iterating over the values.

Here I personally ask for all the feedback that you can provide

What are you expecting to see when we talk about our classes like competition, military, industrial and stealth?
What are the component loadouts you have for your mining or salvage endevours versus your PvP setup?
What is your favorite item and why shouldnt we nerf itΒ πŸ˜›?


To be super clear here, everything helps us right now, but what helps us the most is a description of what you are expecting in wordsΒ πŸ™‚.
Additionally it helps describing what you already like and what you think still needs improving.

Cheers,

- Savrals-CIG

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Committed for Alpha 3.24.2:

  • RSI Zeus MkII CL
  • RSI Zeus MkII ES
  • MFD Rework and New Displays
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Guests:

  • Bastien Cruette, Systems Designer II
  • Thorsten Leimann, Lead Systems Designer
  • Guilleremo Bilbao, Gameplay Programmer III

TL;DW:

  • Resource Network will be used everywhere its possible (ships, land vehicles, outposts and space stations).
  • Resource Network is a replacement for the old Pipe System.
  • New system will allow for things like new types of Hydrogen fuel which affect thrusters in different ways.
  • New components coming with engineering:
    • Fuses
    • Life Support Generator
  • Engineering will be a start of moving away from ship HP pool and towards physicalized component HP.
  • Life Support system consists of:
    • Temperature
    • Atmosphere composition
    • Pressure inside a room
  • Components misfires might cause additional damage, make them stop working (temporarily of permanently), starting a fire or blowing up the whole ship (generators).
  • Initial release will have a limited number of misfires.
  • Damage penetration will be a temporary, simplified version of what will come with the physicalized damage. Certain types of weapons will penetrate the hull of a ship and damage components inside.
  • Damage penetration depends on weapon and ship armor.
  • We'll be able to repair fully destroyed components but not to 100% HP - that will require repairing the ship at LZ.
  • Only size 1-2 components can be replaced with a tractor beam.
  • Engineering screen shows:
    • Location of each component.
    • Connection between them.
    • Component status (HP).
    • Life support and Cooling status.
    • Component temperature.
    • Notifications about issues.
  • Fuel displayed on the engineering screen "will be relevant in the future".
  • You can lock the engineering UI to prevent changes from any other MFDs besides the engineering station.
  • Power Management presets will be a thing. They are locally stored and can be loaded on someone else's ship (the same type).
  • Doctor Benny (TARDIS) montage at the end.

This is the last ISC until Citizen Con.

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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
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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

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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.

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