******Official Star Citizen / Squadron 42 Thread******

Well, with the dragonfly on sale, it gave me a chance to juggle a few things around, and pick up an extra LTI token, so my hangar would now contain...

Dragonfly
Buccaneer
'Lancer Max
Carrack

Got rid of my super hornet, kinda prefer the look of the buccaneer
 
Took advantage of this sale too. Melted my Caterpillar LTI and got the Caterpillar + dragonfly x2 bundle. That's me now at:

Aurora LN (6month Insurance)
Dragonfly (Black) (LTI)
Dragonfly (Yellowjacket) (LTI)
Reliant Kore (LTI)
Prospector (LTI)
Sabre (LTI)
Caterpillar (LTI)
Carrack (LTI)

Picked up a few Constellation Andromeda to Caterpillar CCU's too, in hope of taking advantage of the price increase.

Still can't believe how much I have backed this game.
 
Buccaneer (LTI, C-788 Ballistic Cannon, Buccaneer Poster, Takuetsu Buccaneer Model)
Mustang Omega (2 Months, Squadron 42)

$10 Change :D
 
Sorry for newbie questions in advance but I've been looking forward to this game for ages just like everyone else. I was just wondering if anyone could give me a recent update on the current progress of the game?

Is there an estimated release date yet for Star Citizen and also is there a release date for Squadron 44 because I heard they were releasing Squadron 44 before Star Citizen?

And how is the game coming along? The ships on the website look amazing!

Thanks in advance.
 
Current status, and most likely the case for another year or so, is that its still essentially a playable tech demo. If you're looking for a new game to buy, SC isnt it, not yet.

What we have:
A 'small' (comfortably millions of kilometers) map with about 10 points of interest, small missions which IMO arent indicative of what the final game will have, they're just basic places to draw people to, create conflicts and give people and idea of whats possible.
We have seamless movement from the moment we spawn on a space station to requesting our ship, going outside to the open landing area, taking off, 'warping' 300-400k to a location, flying up to that location, EVA'ing (getting out of the ship and flying with suit thrusters) down to the location and so on, all without a loading screen or similar. The 'warping' is legit too, its not common but you can actually see people thousands of KM away travelling, they're like shooting stars going between 2 locations. So its actually happening, rather than removing you from the area, loading the destination, then dumping you in.
We have multi-crew ships in now, many of their mechanics are missing (ie cargo stuff, refuelling etc), but you can pilot while your mates sit in turrets, or they can mess about running around the ship.

Theres also a dogfighting mode (PvP), Vanduul Swarm (vs AI) and free fly for practising things.

Noticeable things missing:
Efficient network code is the big one currently, every single object is being calculated and then decided if its worth rendering it on your end, so a ship blows up 1m KM away, you suffer, a ship moves, you suffer. Its the CryEngine, its designed for deathmatches on small maps, and the ships are infinitely more complicated than player characters (and those ships have ppl in them too). They've been working on the long term solution, but its not really something you can iterate on bit by bit and improve in small steps, not without an initial big change.

After that its obvious things like more of everything. More ships, more landing zones, more planets & systems, 'wormholes' between them, game mechanics like mining etc (which arent going to be a matter of holding 'E' and having items appear in your inventory).

Squadron 42
Thats '2016' as of their statement almost 9mo ago, personally it felt too soon to be likely, but they've always been secretive with SQ42. However if the persistent universe (online) is any assessment of some elements of the game, theres quite a few things which dont feel ready. The way it'll likely unfold is around Nov they'll likely say its not ready, and we'll see it next summer.
The problem they have is this will be the first proper release of something, they delay it to make sure its solid, they suffer. They push it out too soon, they suffer.


Hows it coming along?
Thats a more positive topic, theres plenty coming along, it just isnt going to be at the pace that most people will accept, largely because its complicated and they're changing the cryengine to allow this stuff to happen, because there isnt an engine that comes remotely close to what they need.

Take a look at this:
Mainly the first 2 minutes, and if you dont want to watch it in full, jump to 9m00 and see them fly a ship from a space station down to the planets surface.

We have a sample landing zone, we have open space. At the moment those 2 arent connected, you have to leave one and then load the other. Eventually we'll be able to link the 2 using the above process. Developed planets will have their air traffic control and flight paths in, but lesser inhabited planets you'll be able to land anywhere, get out and walk or rover around. All seamless.

Whether the game will be fun in the end, who knows, but the technical stuff is coming together and the 'fun' is going to come down to balancing how things are implemented.

I mentioned mining earlier being more than a button press, but to give a duller example we know of, commercial passenger ships, rather than simply flying 50ppl from A to B safely, theres more to it if you want to be popular and charge more per seat for your services as a result. There are 'mini games' which a player or NPC can see to, and while mixing and serving people drinks might seem incredibly dull, they're taking the act of flying people from location to location (which needs to exist as part of the game, and we can do it if we wish to, as with pretty much everything) and making it about more than just flying, they're making it involve something more. When you apply the same attention they've given to a 'dull' job, and apply it to exploration, mining, bounty hunting etc then IMO the idea of being a miner in SC becomes more than going next to a bit of rock, pressing a button, and getting materials. It'll require thought, and reward people doing things carefully and correctly.

I think that's enough waffle to give you an idea though. If you have questions about any of it, or other stuff, ask away.
 
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Current status, and most likely the case for another year or so, is that its still essentially a playable tech demo. If you're looking for a new game to buy, SC isnt it, not yet.

What we have:
A 'small' (comfortably millions of kilometers) map with about 10 points of interest, small missions which IMO arent indicative of what the final game will have, they're just basic places to draw people to, create conflicts and give people and idea of whats possible.
We have seamless movement from the moment we spawn on a space station to requesting our ship, going outside to the open landing area, taking off, 'warping' 300-400k to a location, flying up to that location, EVA'ing (getting out of the ship and flying with suit thrusters) down to the location and so on, all without a loading screen or similar. The 'warping' is legit too, its not common but you can actually see people thousands of KM away travelling, they're like shooting stars going between 2 locations. So its actually happening, rather than removing you from the area, loading the destination, then dumping you in.
We have multi-crew ships in now, many of their mechanics are missing (ie cargo stuff, refuelling etc), but you can pilot while your mates sit in turrets, or they can mess about running around the ship.

Theres also a dogfighting mode (PvP), Vanduul Swarm (vs AI) and free fly for practising things.

Noticeable things missing:
Efficient network code is the big one currently, every single object is being calculated and then decided if its worth rendering it on your end, so a ship blows up 1m KM away, you suffer, a ship moves, you suffer. Its the CryEngine, its designed for deathmatches on small maps, and the ships are infinitely more complicated than player characters (and those ships have ppl in them too). They've been working on the long term solution, but its not really something you can iterate on bit by bit and improve in small steps, not without an initial big change.

After that its obvious things like more of everything. More ships, more landing zones, more planets & systems, 'wormholes' between them, game mechanics like mining etc (which arent going to be a matter of holding 'E' and having items appear in your inventory).

Squadron 42
Thats '2016' as of their statement almost 9mo ago, personally it felt too soon to be likely, but they've always been secretive with SQ42. However if the persistent universe (online) is any assessment of some elements of the game, theres quite a few things which dont feel ready. The way it'll likely unfold is around Nov they'll likely say its not ready, and we'll see it next summer.
The problem they have is this will be the first proper release of something, they delay it to make sure its solid, they suffer. They push it out too soon, they suffer.


Hows it coming along?
Thats a more positive topic, theres plenty coming along, it just isnt going to be at the pace that most people will accept, largely because its complicated and they're changing the cryengine to allow this stuff to happen, because there isnt an engine that comes remotely close to what they need.

Take a look at this:
Mainly the first 2 minutes, and if you dont want to watch it in full, jump to 9m00 and see them fly a ship from a space station down to the planets surface.

We have a sample landing zone, we have open space. At the moment those 2 arent connected, you have to leave one and then load the other. Eventually we'll be able to link the 2 using the above process. Developed planets will have their air traffic control and flight paths in, but lesser inhabited planets you'll be able to land anywhere, get out and walk or rover around. All seamless.

Whether the game will be fun in the end, who knows, but the technical stuff is coming together and the 'fun' is going to come down to balancing how things are implemented.

I mentioned mining earlier being more than a button press, but to give a duller example we know of, commercial passenger ships, rather than simply flying 50ppl from A to B safely, theres more to it if you want to be popular and charge more per seat for your services as a result. There are 'mini games' which a player or NPC can see to, and while mixing and serving people drinks might seem incredibly dull, they're taking the act of flying people from location to location (which needs to exist as part of the game, and we can do it if we wish to, as with pretty much everything) and making it about more than just flying, they're making it involve something more. When you apply the same attention they've given to a 'dull' job, and apply it to exploration, mining, bounty hunting etc then IMO the idea of being a miner in SC becomes more than going next to a bit of rock, pressing a button, and getting materials. It'll require thought, and reward people doing things carefully and correctly.

I think that's enough waffle to give you an idea though. If you have questions about any of it, or other stuff, ask away.

Cheers for all the info mate, I appreciate it! I watched the video and the game looks amazing, the way the ship warped in close to that space station and the way that the planets look up close and far away is totally mind blowing. The detail is incredible in everything they do!

I guess if its not released for another couple of years it will be worth it in the end. Maybe it will be so good that we end up playing it for 6-12 years with expansions and updates etc.:D

I've been thinking recently I wonder if I can play this game solo or maybe I'll end up having to join a guild. I feel apprehensive about it because I don't have as much time as when I was younger now that I'm married and have a baby but hopefully someone will take pity on me and let me be a casual member of their guild. I probably can only play some evenings and weekends but I really don't want to miss out on enjoying the team work and flying big ships with loads of friends on team speak/ventrillo. Brings back memories of the old days with WoW and Eve. I've not played an mmo in years and really miss the whole community aspect.

EDIT: I can't help think of eve when I think of this game and wonder if some things will be the same, do you reckon there will be police patrolling systems & stations and protecting you from pirates so you don't get killed at every turn?

And will there be low sec and high sec systems? Not sure if these type of game mechanics have been disclosed or spoken about yet?


Thanks in advance.
 
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There is a police ship and bounty hunter ship, both with built in jails, so you will have players doing that. At the moment there is are security ships that will shoot you if you're a bandit.

Yes there will be areas with high security and others that are completely lawless, so there will be a risk vs reward factor in is.
 
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No problem, i love a good waffle about SC :D

I definitely think that if they get it right, it'll be a 6-12yr game that stands up well against time and competition. I never tried Eve, never had any interest in space before understanding what SC was doing, it appeals to me in ways that the genre isnt important, its the scope and importance i love. Eve still holds up because the people that love it are never going to be drawn away by what commercial developers get funded to make. Studios wont want to replicate SC.

IMO, being in a group is certainly going to be advantageous, but because there are plenty of people in small groups or solo, and many tasks really need groups, the job board will help people come together, and if you really dont want to play with randoms (it should be a rated service, like Yelp or w/e, so decent players will be apparent and want better money etc) then you can hire NPCs or even get a job working on an NPC ship is the plan.
In some cases it may be better to be in a faceless org with thousands of others, work together that way. Im in an org of 7-8 of us, and the intention is to be our own little squadron under another larger org (100+ at the moment, Bit-Techs org) to do stuff with them when numbers are required, but still have our identity and independence to do our own thing. Theres a couple of orgs within OCUK members, and i dont get the impression they're particularly demanding its just about playing with familiar faces/voices.

Theres definitely police patrols. The UEE (United Earth Empire) have military and law enforcement patrols scattered around, based on high, low, nul sec space etc.

In a very limited way, we have NPC patrols around the comm-array stations, they're more spawn-in than being natural patrol routes though.
Im sure i've read that in Eve you can sometimes fly from system to system faster than data is transmitted in-game, and therefore its possible to empty your bank account in 1 location, fly to the next and do it again, and again, and again? Effectively robbing the bank before they've had chance to be notified of any previous transaction.
Im not sure if its the same in Eve with comm stations, but in SC you'll be able to take down a link or 2 between systems, and conduct illegal actions without any distress signals or similar being heard. Security would need to turn up, repair the station and figure out what caused it. With those stations online, they're relaying data around the universe, and i believe the plan is for distress calls to be recorded through these and they'd hold data about the individuals involved, to be able to issue arrest warrants/bounties and send rescue. So even in safe space you can never be too sure, you wander into an ambush and outlaws take out the comm stations, you're helpless and it could be a while till someone turns up to fix the comm array (those will likely be submitted as jobs, for players or NPCs in the area to accept).

Thats the plan, at least.
 
Yeah, i do like that, im not a big fan of it taking up more than a single page height though, at least on a 1080p resolution, 1595px height means its only going to fit on a 4K resolution.
ah, scrap that, i just realised with it also being 2543px wide its scaling to the page width, which is still fairly problematic because at 16:9 it doesnt fit either, with my 21:9 its worse, but what i was going to say was that chances are if systems are so huge that you're unlikely to pass through multiple in a days sitting, it doesnt matter so much.

On that subject though, i brought this up on the Bit-Tech forum the other week, and it's been a discussion on Reddit too - it was mentioned on a recent 10FTC ep that Stanton was 1 Billion KM in size, and its been repeatedly stated that the fastest we'd travel is going to be 0.2c, 1/5 the speed of light, and depending on exactly how we should interpret Stanton being 1B KM, it means it'd take 4 hours to 'fast travel' from end to end.

There are systems in the Ark Map which have jump-points on their external areas, and they're A-to-B not A-to-B, C or D. So the nearest jump-point might not be the one you want. Depending on how far apart 2 jump points are, if you're simply passing through a system, at quantum speeds that *could* take a matter of hours.

- Its plausible systems have got much bigger, and quantum speeds will be increased, balance wont happen till we have things to balance, so 0.2c is only todays figure.
- Its also likely that 1 system will have a LOT to do in there, and you'd be leaving systems because you want to, whether thats to meet up with others or because you really want the best price on goods you'll haul... but those prices will have to be epic compared to closer prices.

Im torn between loving the idea that i could spend 12 months playing this game religiously, and still not have visited some planets, simply because the other 99% of the safe universe has given me enough, and when i do visit them it'll feel more like a world cruise than a pub crawl. At the same time, i dont imagine it being easy to make even a 10min quantum-speed trip from one planet to the nearest planet, particularly fun and keep peoples interest.
You dont want to be doing the equivalent of driving from London to Birmingham, with all its excitement to get to a location, in a game.

Hopefully those measurements are simply the very ends of the universe, and the activity happens in the middle (star, planets, jump-points, mining fields etc), and very little goes beyond that, even if it could go for 1/4 billion km, its empty uneventful and rarely used, but it still exists, rather than hitting a wall just beyond where things stop being interesting. There needs to be a balance. I like huge, i like the idea of things feeling like they've been worth it, but it needs to be interesting, not something to do as you watch Netflix on another screen etc.


Also, AtV has been delayed... and in letting the community know, for the 2nd time they've referred to it as being like 'herding bengal cats'. Its the UK office being covered too, and im certain F42 are building the Bengal Carrier (didnt see it on the tour in march, but then genuinely saw near enough sod all of SQ42 content then either) so it wouldnt surprise me if they're dropping blatant hints. Could be interesting if it is though.
 
Is this all the current systems in the game so far?

http://usukracing.com/sc/starmap.html

And are these actual names of star systems in real life or just made up names mostly?

EDIT: Oh and I've been dying to know something for ages, do you know if they will make the top 5 hotas/joysticks in the world auto -pre-porgrammed for this game so you can litterally just plug and play?

When I got Eve online I bought a Saitek x55 pro and it just worked. All the buttons were pre-programmed and the joystick it's self. I really hope they do this with Star Citizen and Squadron 42. Some games that don't do this make it an absolute nightmare for you to be able to get your joystick to work.

The last time I installed Arena Commander for Star Citizen I couldn't get my x55 pro to work, so in the end I just gave up and uninstalled the game. And the game was jerking like mad too, even on low settings it would stutter like it was really badly optimized but I can run all other games on my PC in high/ultra settings. I put that down to the fact that the game isn't official or optimized yet but did suck that I couldn't enjoy it at the moment like others I see playing on youtube.
 
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Is this all the current systems in the game so far?

http://usukracing.com/sc/starmap.html

And are these actual names of star systems in real life or just made up names mostly?

EDIT: Oh and I've been dying to know something for ages, do you know if they will make the top 5 hotas/joysticks in the world auto -pre-porgrammed for this game so you can litterally just plug and play?

When I got Eve online I bought a Saitek x55 pro and it just worked. All the buttons were pre-programmed and the joystick it's self. I really hope they do this with Star Citizen and Squadron 42. Some games that don't do this make it an absolute nightmare for you to be able to get your joystick to work.

The last time I installed Arena Commander for Star Citizen I couldn't get my x55 pro to work, so in the end I just gave up and uninstalled the game. And the game was jerking like mad too, even on low settings it would stutter like it was really badly optimized but I can run all other games on my PC in high/ultra settings. I put that down to the fact that the game isn't official or optimized yet but did suck that I couldn't enjoy it at the moment like others I see playing on youtube.

Hehe... no, unfortunately not yet, all we have so far is the Stanton System https://robertsspaceindustries.com/starmap?location=STANTON&camera=60,0,0.002,0,0
Not even that, just Crusader and its surrounding bodies.

There will be a lot of star systems in the full game, but right now its in pre-alpha of the Alpha Alpha, there isn't a lot.

But there is a lot in development, probably quit far into development, gradually the game gets added to, it grows over time, one day perhaps not too long from now a game patch will arrive that will explode in the amount of content.

A lot of it has never been done before, some of it thought to be impossible.

I get the sense they are pushing for procedural planets now, trying to get that out, we may see it in 2.6, 2.7 or 2.8, usually patches like that come around about once a month, currently on 2.4 with 2.5 being finalised in QA and will probably be pushed to Evocati testing (larger group of unpaid external QA) and then PTU testing (Mass QA testing) soon after that live.
 
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