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

First thing I thought was solo-ships major disadvantage but looks like they've considered that already which is good. Also adds another game loop for multi ship crews, and I guess addresses the 'issue?' with a single person flying a multi-crew ship.
So you could literally have dedicated people running around with a spanner or whatever the tool is/are.
That's the idea. Watch the isc video of it
 
That's the idea. Watch the isc video of it
I've had it on in the background, all sounds good on paper IMO. Be interesting in a real dire situation how you prioritise what to fix as the situation could change real quick
 
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By the way. WHY THE **** WASNT THIS TALKED/MENTIONED in CITCOM....

Summary of Answers from DeclanHolmes(DecH-CIG) on Blueprints, Crafting, and Land Claim Raiding​

On Crafting​

  • The Tech Preview version of the fabricator can input / output from your location inventory if it's within your hangar.,
  • Beyond the tech preview it will use what's on ships' cargo grid / inventory.,

On Blueprints and Resource Persistence​

  • Blueprints will persist through patches but are not permanent like event rewards.,
  • The long term goal is to convert all cosmetics into blueprints so they're no longer physicalized at a location.,
  • Converted cosmetics into blueprints will be permanently account bound / persist through wipes.,
  • A cosmetic blueprint allows the cosmetic to be applied to an item in the crafting UI. So if you get a better version of an armor that shares an event skin you can apply the event skin to it later on.,

On Land Claims, Shards and Raiding​

  • A land claim is region specific (e.g. Europe) but is copied across all shards on that region.,
  • A publicly opened base shows up across all shards, and the inventory / stores / services are copied across all shards for use.,
  • Raiding only happens on a single shard dynamically. If the owner is online and in their base then their shard is the only one that can be raided.,
  • Raiders attacking on the wrong shard will be given an option to transfer to the correct shard.,
  • Arriving party or org members to defend the base will be transferred to the correct shard when they arrive.
 
FSR vs DLSS + Transformer Preset K, Quite a substantial image quality improvement with DLSS using the Transformer model/Preset K.

 
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I've not fannied about with the swapper but I didn't think things looked back using DLSS as was tbh, will do some A/B test. I'd always expect it to look better than FSR however.
 
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I've not fannied about with the swapper but I didn't think things looked back using DLSS as was tbh, will do some A/B test. I'd always expect it to look better than FSR however.

If you use DLSS Swapper it disables DLSS ingame so you have to use "Use Latest" and "Preset K" in the Nvidia app in the Global settings as annoyingly you can't add SC to the games list.
 
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I just posted this in the AMD drivers thread.....
------------

Trouble with Star Citizen.

Game crashes before launching, produces an Easy Anti-Cheat Error. This happens with Drivers 25.10.1 and 25.9.2 and only when running the game in DX11 mode, seems to work fine in Vulkan mode with 25.9.2. But, and this is a separate issue, NOT with 25.10.1, CIG, the developers of the game are aware of Vulkan not working with Driver 25.10.1 and say they are looking in to it.

Both DX11 and Vulkan the game works fine with driver 25.9.1

The Easy Anti-Cheat error.
"Untrusted System File (\\?\GLOABALROOT\Device\HarddiscsVolume3\Windows\System32\atidxx.dll"

A Reddit post has sprung up about it here.



RX 7800XT
Ryzen 5800X
 
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By the way. WHY THE **** WASNT THIS TALKED/MENTIONED in CITCOM....

Summary of Answers from DeclanHolmes(DecH-CIG) on Blueprints, Crafting, and Land Claim Raiding​

On Crafting​

  • The Tech Preview version of the fabricator can input / output from your location inventory if it's within your hangar.,
  • Beyond the tech preview it will use what's on ships' cargo grid / inventory.,

On Blueprints and Resource Persistence​

  • Blueprints will persist through patches but are not permanent like event rewards.,
  • The long term goal is to convert all cosmetics into blueprints so they're no longer physicalized at a location.,
  • Converted cosmetics into blueprints will be permanently account bound / persist through wipes.,
  • A cosmetic blueprint allows the cosmetic to be applied to an item in the crafting UI. So if you get a better version of an armor that shares an event skin you can apply the event skin to it later on.,

On Land Claims, Shards and Raiding​

  • A land claim is region specific (e.g. Europe) but is copied across all shards on that region.,
  • A publicly opened base shows up across all shards, and the inventory / stores / services are copied across all shards for use.,
  • Raiding only happens on a single shard dynamically. If the owner is online and in their base then their shard is the only one that can be raided.,
  • Raiders attacking on the wrong shard will be given an option to transfer to the correct shard.,
  • Arriving party or org members to defend the base will be transferred to the correct shard when they arrive.
The crafting part was covered and made sense. We knew about the blueprints and cosmetic side being skins you can add to the crafted item from a year ago, this is old news being reiterated where people maybe have forgotten or missed said info. The land claims, raiding and shards part is so far away it isn't likely to effect the next 12 months which is what CitCon was about since that was all this year was.

The only part that could have been handy is the tech preview noting fabricator input but then we would have seen all that from the patch notes so probably not critical to note details during the Con on what the tech preview would be exact.
 
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