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

Ship Stats

With over 70 ships currently listed on the site, the “Ship Stats” page needs a redesign with revamped readability and usability. We have gone back to the drawing board, creating a new user interface with additional search filters, allowing you to quickly find and compare the ships that interest you, as well as give better insight into the ship production pipeline. We are currently in the design phase, so we’ll post a screenshot in an upcoming report.

https://robertsspaceindustries.com/comm-link/transmission/15224-Monthly-Studio-Report

At least we'll have an idea of where we sit with various ships, only one I'm attached to is my Glaive and that's only because I didn't think I'd ever manage to complete VS.. which is now a routine thing lol Strange how fixing controllers helps!
 
Latest patch is crashing VS for me now :-/ takes 15 mins, no memory leak etc just completely freezes whilst windows etc is fine. Just the Star Citizen process.
 
Apparently that got a buff too....

cool, had a quick blast last night, It's now slower than a snail, Why they thought a cruise speed of 450 is right for a ship with 4 freekin engines I have no clue. I mean ....

450! Might as well push it :p

Going to have a proper go tonight, if it dont crash that is
 
Latest patch still causing me problems, took a few attempts to get to wave 15 without the client freezing then it froze about 2 mins after Reaper got shot by his own team lol:

 
Game has serious problems right now.

Start game > Infinite loading > Alt+F4
Start game > Window mode> game loads in > Massive server lag > 15 minutes gameplay and Freeze > left it to see what would happen > 10 minutes game crashes with send error option > sent error report.
Start game > black screen > Alt+return - force quit
Start game > black screen > Alt+return - force quit
delete USER folder > start game > infinite loading > Alt+F4
Start game > infinite loading > Alt+F4
Start game > windows mode > infinite loading > Alt+F4
delete USER folder > verify files > start game > infinite loading > Alt+F4
Start game > windows mode > infinite loading > Alt+F4
Waited 15 minutes > start game > loading > disconnection error code 7.
Try again > disconnection error code 4
delete USER.CFG > try again > loads > back to main screen Crusader missing
delete USER folder > try again > black screen.

Gave up!

PTU 2.2H/I; was pretty stable, it looked like that was going to be the one and then they released J which broke it again and then K which made it as bad as the initial one was, that's the one they published to PU.
But not before reducing the speed of every ship below the Sabre price range. no doubt to justify its ridiculous price, any more fighters in the price range or higher and lesser ships really will be ground to a crawl. The game is a wash with them, there must be 20 individual fighter type ships.
$200 for a buff Gladius..... no wonder pre purchases are screaming everything is wrong with it, they don't know what to expect, all they know is it costs 2x a Gladius... and a good 300 series pilot with the right guns can beat them in a dog fight, (got many 'a Public Enemy rewards like that) so they #### and moan.
Connie owners are really ###### as they are now sitting ducks, by the time they turn round i'm behind them again.... its a Turkey shoot, hilarious....
 
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From the sc forums

"Four years, 109 million dollars.

When are you guys going to start waking up? You simply cannot just go "oh it's fine, I didn't expect it to work in any way because it's in alpha". Stop being bloody doormats and demand a bit more.

What excuses will you concoct for them when the 'alpha' lasts another year? What excuses will you concoct for them when it's in beta? What excuses will you concoct for them after that? Things should not be this messed up, they've barely put any functionality into it so far and its so incredibly broken that for a lot of people it is completely unplayable.

QA should be jumping all over these bugs, each build should in theory have fewer bugs and QA should be spotting them long before a patch release rolls out. Alpha's should never get worse to this degree after patching. What the heck are you guys going to say when they start layoring all the other systems and modules onto an already broken core?

These patches are a waste of everyones time, any competent QA department would by now be suggesting a change of coding department or at the very least be expressing concerns over improper choice of engine."
 
No, just that his comments lack understanding of the process.
With many comments made about the development of SC, and other games that show their development, this is peoples first look at a development process at this stage.

They are usually used to 'feature complete' alpha tests, rather than the iterative development of a game/product.

So they're projecting their view of a test->patch->test process onto a build cycle which is not in that stage of development, and complaining that it's not following it.
 
From the sc forums

"Four years, 109 million dollars.

When are you guys going to start waking up? You simply cannot just go "oh it's fine, I didn't expect it to work in any way because it's in alpha". Stop being bloody doormats and demand a bit more.

What excuses will you concoct for them when the 'alpha' lasts another year? What excuses will you concoct for them when it's in beta? What excuses will you concoct for them after that? Things should not be this messed up, they've barely put any functionality into it so far and its so incredibly broken that for a lot of people it is completely unplayable.

QA should be jumping all over these bugs, each build should in theory have fewer bugs and QA should be spotting them long before a patch release rolls out. Alpha's should never get worse to this degree after patching. What the heck are you guys going to say when they start layoring all the other systems and modules onto an already broken core?

These patches are a waste of everyones time, any competent QA department would by now be suggesting a change of coding department or at the very least be expressing concerns over improper choice of engine."

I can see why such comments would be made given the huge 'unbelievable' complexity of the game and given the fact that right now yes it is virtually unplayable and has a lot of broken components in it < the two are separate.

The unplayable nature of it is almost entirely server related, there are so many live objects 'even in the mini PU' the server can't keep up processing the constant on going changes, it soon starts to develop a latency queue, the longer this server is active the longer this queue becomes, to the point where you press F to open a door and it doesn't open until about 45 seconds later.

Thats a simplification yes, its a way that can by understood by laymen, thats what is going on.
Its why the game feels twitchy, rubber banding, lag.... its the reason for the eternal load screen, its the reason for crashing, freezing.

They need bigger servers, or less instances running per server.

The broken components are a result of older components being plugged into a newer core, just as the author said, those components (Cite 300 series ecte....) just need to be re-done to bring them upto date and compatible.

As for engine choice, there is no engine that is perfectly suited for this, but i would argue their choice in Cryengine is the best of a bunch where none are right.
Cryengine is the most flexible for modification, it already has some of the very sophisticated back-end they need, Cryengine is vastly underused by all developers who use it including CryTek themselves.

It is also the only engine with the right look, Cryengine has been engineered to look as close to reality as is possible, its the only engine where the lighting and texture ecte... look photo-realistic, at least to a degree of what is possible to render in a game engine today.
I have seen a lot of people say they should have used Unreal Engine, to me that makes no sense, Unreal looks nice and its a good engine but it looks nice in a completely different way to Cryengine, nothing in Unreal Engine looks real, it all looks very synthetic, almost cartoon like.
Thats great for Unreal Tournament but its not the look for Star Citizen, i think most would agree.
 
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No, just that his comments lack understanding of the process.
With many comments made about the development of SC, and other games that show their development, this is peoples first look at a development process at this stage.

They are usually used to 'feature complete' alpha tests, rather than the iterative development of a game/product.

So they're projecting their view of a test->patch->test process onto a build cycle which is not in that stage of development, and complaining that it's not following it.

Im guessing your from the camp that has spent a load of money on SC and won't hear a bad word said about it , of which there are many on here.

Your fellow oc'ers deserve an honest opinion on sc.

More like here as to how the games really going

https://forums.robertsspaceindustries.com/discussion/320967/is-it-just-me-or-is-everything-broken
 
Im guessing your from the camp that has spent a load of money on SC and won't hear a bad word said about it , of which there are many on here.

Your fellow oc'ers deserve an honest opinion on sc.

More like here as to how the games really going

https://forums.robertsspaceindustries.com/discussion/320967/is-it-just-me-or-is-everything-broken

nope, I'm a base package aurora owner.

I got into it way back at kickstarter though, and follow the progress and hardly play the alpha.

But I've worked as a test engineer for years, watched the iterative cycle of software grind on, watched entire features crumble around a new update.

I know all too well the test-cycle of both traditional software and computer games.
 
Would it be fair to say that because of the nature of how this is funded what we are experiencing is the development process as its unfolding.

Its right that the things will break as it grows and then they need to go back and fix it, this is normal.
whats not normal here is the fact that its funded by backers whom have access to every stage of its development, including those which don't work very well.
Normally this is all behind closed doors, every developer has these issues, normally we just never get to see them.
 
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SH's not got magic beans in it's hull that accounts for the additional strength, baring in mind it's a weapons platform, the additional survivability should come from guns, gear and optional second crew member. This is partly what's annoyed some players about the magic buff it has. SH is the F7C-M, the standard is the F7C... they share most of the same components and most of the same hull with the exception of the cockpit, the turret can be fitted later to an F7C which would make it a single seater "super hornet" in my ways, identical? no, but pretty damn close. The only gear advantage outside weapons the SH has is power plant size, but again neither of them are at their maximum on this.

Ultimately though armor/shields etc aren't in and working yet, it being alpha it's perhaps far too early to shout about balance and we should really be looking more at bugs I guess.

The SH has armour fitted in its armour slot.
The FC7 doesn't.

Although there is no armour component in the game yet. all ships that have armour have a % damage reduction and higher HP in place to simulate the effects against other variants of the ship.

I dont why you are arguing this when its right there in the Xml.
 
The SH has armour fitted in its armour slot.
The FC7 doesn't.

Although there is no armour component in the game yet. all ships that have armour have a % damage reduction and higher HP in place to simulate the effects against other variants of the ship.

I dont why you are arguing this when its right there in the Xml.

As the armour is to exist upon the ship, and have strong and weak points due to how it's mounted, There's more to it than a simple %reduction in damage and higher HP.

Just because there's some things in an xml, doesn't mean that there's anything behind that correctly using the values.
 
The SH has armour fitted in its armour slot.
The FC7 doesn't.

Although there is no armour component in the game yet. all ships that have armour have a % damage reduction and higher HP in place to simulate the effects against other variants of the ship.

I don't why you are arguing this when its right there in the Xml.

The one component the 300i, 315P and 350R don't have, its why the 325A was my choice in this range.

On paper it makes a difference in durability, tho i don't think its working yet.



 
Im guessing your from the camp that has spent a load of money on SC and won't hear a bad word said about it , of which there are many on here.

Your fellow oc'ers deserve an honest opinion on sc.

More like here as to how the games really going

https://forums.robertsspaceindustries.com/discussion/320967/is-it-just-me-or-is-everything-broken

Theres bad things to be said about it, but most of that thread is a mix of buyers remorse, no understanding of the project, miss representation of several key facts, (mostly by Le Sabre), so most of it can pretty much be discounted as load of old ********.
 
As the armour is to exist upon the ship, and have strong and weak points due to how it's mounted, There's more to it than a simple %reduction in damage and higher HP.

Just because there's some things in an xml, doesn't mean that there's anything behind that correctly using the values.

There is nothing to argue, this isn't "my opinion" this is a fact.

This is why the SH is harder to kill than an FC7.

Its not because for some reason it randomly has more health, its currently very much supposed to have more health, and a damage reduction.
 
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There is nothing to argue, this isn't "my opinion" this is a fact.

This is why the SH is harder to kill than an FC7.

I thought we were talking about the fact that armour isn't properly implemented yet,
And I was meaning that it'll take more than just the stats differences.

I wasn't trying to argue, more make a point that it's still got changes down the line to come.

from the point of view of discussing how hard something is to kill, once armour has more of a presence in the universe/on the ship, there'll be an added skill component to the fight
 
Im guessing your from the camp that has spent a load of money on SC and won't hear a bad word said about it , of which there are many on here.

Your fellow oc'ers deserve an honest opinion on sc.

More like here as to how the games really going

https://forums.robertsspaceindustries.com/discussion/320967/is-it-just-me-or-is-everything-broken

You probably get a more hostile response in here as you tend to pop up with negative comments during people discussing something they're keen on, then accuse them of being mindless fan boys when they don't agree with you ;)

I've been saying for a while that the patches we've been getting are highly polished and tested in-house, this one seems to have been pushed out without that sanity-check they ordinarily do and the backlash has been pretty spectacular.

The problem is that these polished updates now have the community expecting continuity of access to what they had before, suddenly having ships inaccessible that have been there for use for 1 year + is a big deal and to be honest CIG only have themselves to blame for setting the bar far too high on alpha phase patches.

Thing is, encountering the problems they have at this phase is better than running into them later but arguably we should already be past this point in the development life cycle, they should be able to add in ships without a ton of tweaking, they should be able to ensure existing ships don't have to be temporarily removed/disabled and that's probably the more worrying part for me personally - with the introduction of some new elements, old ones have gone to hell. The first sight was a couple of patches ago when the flight training module became pretty useless shortly after it had been added.

Still it's all something that can be fixed in another patch, part of me hopes they stay focused on getting the more important engine based stuff sorted first THEN come back to the ships though, however much that annoys the community.
 
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