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

Will be back home tomorrow so will fire up the launcher and install and take the freebie ship i got out for a spin. Interested in just doing the missions that Humbug was doing, repairing uplinks etc, would like to try out the fps stuff too, running around with guns and whatever :)

Will get it all setup and have a fly around practicing etc first then look you all up for some fun.

Anyone know if the freebie AMD ship is any good?

It's a good racer and rather rare so don't apply an upgrade to another ship, you can get around $50-60 for then now but being a limited offer if you melt it for store credit ( $0 so no point) or upgrade it you'll lose it forever.
 
So, it appears that my hanger is full of larger ships; e.g. Freelancer MIS, Cutlass Blue, Vanguard Warden etc. I'm looking potentially at using my snub fighter to upgrade to a single seat ship like the 325a or the Avenger Stalker. Out of those two ships, which appears better? Since the Avenger has changed from a jouster to more normal combat it seems like a good ship but then I've always had a soft spot for the 300 series (first ever pledge was for the 300i which I then upgraded to the 325a).

Thoughts?
 
How is the avenger like to fly and shoot in comparison to the 325a? I'm still tempted by it but the avenger is slightly cheaper but I do have the blue with its criminal carrying capacity...
 
The avenger is a really fun little ship! and in my eyes is arguably the best sounding ship in the entire game. ( it's engines sound like the solid rocket boosters we use on todays spacecraft that you will be familiar with )

If you have a game package i will happily jump in a server with you so you can have a fly of mine :).
 
Just picked up the Avenger Titan for $28 NZD upgrade to the archimedes. Needed a little one man ship as I've got a Freelancer MIS, Cutlass Blue & Vanguard Warden as my other ships which are much larger!

Edit: So what weapon config would be recommended for this ship?
 
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reading the roadmap there is an awful lot of milestones in may and june. exciting!

Check back here in about a hour. Ive spent the last few hours scouring it all and pulling out the juicy bits & trying to re categorise them as cig have messed some up in my personal view.
 
There's a few typos on the schedule (MISC instead of Drake etc) but I think some of it, especially ships is on it to reduce questions about when they're coming etc and will be changed later anyway !
 
If the Defender looks good it might be the first ship I've bought outright since I rolled everything into the Armada pack.

I CCUd my Gladiator into a Hurricane, but the more I think about it, the less I like the idea of it, so there's always that option of just CCU that I suppose.

My problem comes with what to settle on as my third big ship, I've got the Idris and Carrack, then I've got a Gemini which I don't really like but has some great potential utility for when you need to earn some credits, or change it to a Reclaimer/Cruicible/Endeavor (not that keen on the Endeavor route due to having to get the modules as well), and the warden, which I'm not keeping under any circumstances, but can't decide whether I want to have the Redeemer or Merchantman in its place.

But then I think, there are new career ships due in concept this year and..... well, it just keeps going round and round.

I'm a lot better at this now all my money is tied up in the one big game package, as it was easy to just keep melting and adding a little bit on here and there to change. I actually have to think now.
 
Hey everyone! Given the sheer amount of data given to us within the schedule report for 3.0 i decided to spend a few hours tonight pulling out the most interesting parts be they backend systems or stuff we will physically see in the verse. Hope this can save some of you guys some time and also get the hype train chugging some more. I have highlighted some of the really interesting ones in green :) everything else is still interesting .

Below you will find i have also done the same for patches 3.1&2 these will be clearly separated from 3.0

Graphics/GraphicsFPS/ performance:

FIELD OF VIEW SLIDER - About time.
RenderTarget refactor - This saves over 50% of video memory usage.
Texture memory usage reduced across the project

Massively improved LOD computation and average face sizes for ships
Shared hair assets (instead of bespoke asset per head) for character creation
Automated facial asset LODs, skinning algorithm per lod updated.
Reworked mesh setup of facial assets for optimal performance and reduced drawcalls.
Unified helmet and character mesh into singular render proxy for better performance and visuals.
Cloth and Clothing simulation on various assets old and new
Updated helmet interiors and exterior for updated art, FOV tech and standardization
ATMOSPHERIC ENTRY SUPPORT - Adding VFX and Turbulence to atmospheric entry
VOLUMETRIC FOG
GPU PARTICLES
ENGINE TRAILS & CONTRAILS


Game Mechanics/Features:

INVENTORY SYSTEM - Very closely linked to the cargo manifest App. This will be the place to look for you personal inventory.

CARGO - Commodities bought using the kiosk will be transportable in the cargo holds of vehicles, to be sold in another location.


PICK UP & CARRY - As we’re introducing cargo with 3.0.0, players will be able to manually interact with their cargo to load and unload it properly on their ships.

CHARACTER CUSTOMIZATION - Players will now be able to customize their characters heads, hair, eye color, and skin color

CARGO MANIFEST APP - After buying items at a Kiosk, players will be able to head to their ship and check their cargo manifest.


INSURANCE - This will be an alpha version of the insurance system where if your current ship becomes damaged beyond repair, you will be able to request a replacement ship (with basic loadout) from the insurance provider.

STAMINA - We are introducing the concept of stamina in to 3.0.0, this will mean that actions will have consequences. For instance, continuing to sprint will drain the stamina of your character, causing loss of breath and difficulty in aiming a weapon.

PERSONAL MANAGER APP - This App will allow players to review their inventory and customize various aspects of their suit and weapons

MISSION MANAGER APP - This is a redesign of the mission App that is currently available within mobiGlas and is the next step in allowing players more control over their mission tracking


MISSION BOARD APP - The mission board allows players to see the service beacons that have been set up around the universe by other players calling for assistance

STARMAP APP - The Starmap will be introduced to allow players to view the PU at large and select planets to QT to

SOLAR SYSTEM SHOP SERVICE - The Solar System Shop Service dictates what retail products, natural resources, and services shops are willing to buy and sell. It also decides their current level of inventory and prices, all of which may vary over time. It acts as an intermediary between the game and the back end simulation/rule set.

SOLAR SYSTEM MISSION SERVICE - The Solar System Mission Service dictates what missions are being offered at various locations and at what price. It is also responsible for specifying when and where dynamic content should be instantiated and how it should be customized. That way, the reality players see matches what it should in that area, based upon hints provided by the back end simulation/rule set. This service will split into two for 3.1, with the latter functionality becoming the responsibility of a dedicated Dynamic Content Service.



Technical:

Mega Map for Persistent Universe <-- very cool tech, anyone who isn't familiar with it basically cuts the time down for loading different game modes by huge amounts.

Subsumption - This is the initial release of the foundational technology that drives all of the AI, mission, dynamic content, and conversational logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.

ITEM 2.0 SHIP CONVERSION – PART 1 - We are beginning the process of converting our available ships over to the item 2.0 system. This will allow for greater player control of the ship and also allow for expanded gameplay.
ITEM 2.0 Operator Seats/Radar System/Light Control System/Fuel & Refuel/Power Supply & Pipes/Quantum Drive.


COMMODITIES - Implementing items to represent units of tradeable cargo.

Crusader Converted to Object Container Setup - With the transition to Object Containers, the Crusader map was completely re-designed. Each Point of interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission System

MISSION SYSTEM - The overall system that will be used to create mission flows when we start building missions like Patrol, Assassination, Smuggling, etc.


Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0

Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.

DOORS & AIRLOCKS - We are starting to update the doors and airlocks within the game to be more intelligent. In time, this would mean that the door would ‘know’ if a room beyond them is depressurised and would stay shut for safety

PERSISTENT DAMAGE, AMMO AND MISSILES - Persistence ensures that your vehicle state is saved between sessions.

INVENTORY SYSTEM SUPPORT - The inventory will offer a way to manage the cargo and commodities that are being carried by the ships a player owns.

KIOSK UI - Kiosk shopping will allow players to buy and sell various commodities with the gameworld to vendors throughout the universe

ITEM 2.0 MULTI FUNCTION DISPLAYS - MFDs are being converted to work in the new item 2.0 system to give pilots even more control of their ships

UI OWNER COMPONENT - This is an underlying framework that will be used for the player manager App, cargo, and the Kiosk


MOBIGLAS OVERHAUL (STRETCH GOAL) - The UI team are planning an overhaul of the mobiGlas system so that it better reads what the gamecode is doing. This change will make the mobiGlas system as a whole easier to maintain for the UI team

Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
Various Performance improvements
Planetary Physics Grid to support orbiting and rotating planets
MFD implementation for Item 2.0 Components on ships
IFCS improvements to support AI & Takeoff System
Unified Visor for seamless Ship 2.0 / FPS transition
HUD/Visor integration for new Radar Databank
Vehicles No Longer Use Lua - This is a huge step forward on the code side.
Destructible component for items, props and environment assets
Physics simulation gravity vector now respects planetary gravity
KIOSK SUPPORT - Support UI on kiosks for buying and selling of cargo.
The Physics Grid for planets and the modular space stations.
REPAIR - Improvements to our repair system to support our persistence model.
CARGO UI - UI interface for the cargo system

Environmental/Planet environmental/locations:

The planet Delmar to be added with the Levski landing zone I have highlited this because some of us misunderstood the 3.0 schedule and thought all we was getting was the 3 moons. Very happy to find this.

Three moons Yela, Cellin, and Daymar along with surface outposts, mission givers & derelict ships


Cluster of Outposts ( no reference as to where so will be assuming planetside
Derelict ships in space including debris fields
Crash site mission - I believe this to be refering to the GamesCom javelin crash site mission.


New items/Ships

Armour:
Heavy Marine Armor
Explorer Suit Armor

Weapons:
BEHRING P8-SC
APOCALYPSE ARMS SCOURGE RAIL GUN - Highlited because who doesnt want a shoulder mounted rail gun?
KLAUS AND WERNER GALLANT RIFLE
ARROWHEAD SNIPER RIFLE
KSAR DEVASTATOR-12 SHOTGUN

Ships:
DRAKE DRAGONFLY
DRAKE CUTLASS BLACK REWORK
RSI CONSTELLATION AQUILLA
RSI URSA ROVER
MISC PROSPECTOR



Okay now i am moving on 3.1:

Environmental/Planet environmental/locations:


Modular Space Station – Truckstop
Arc Corp / Area 18


Game Mechanics/Features:

Female character - Space boobs
Criminality System
Service Beacon v1
Repair and Restock System
Item Degradation/Failure/Luck


Technical:

Object Container Streaming Core Engine Support
Spectrum Integration in game - I know a lot of people don't like spectrum but it will be a great improvement over what we have in game now.
Game persistence

Room System v2 (Physical Depressurization)
Fuel (Item 2.0)


ships:

MISC Razor
RSI Aurora (Update)
ANVIL Terrapin
MISC Hull C
DRAKE Cutlass Red
DRAKE Cutlass Blue
AEGIS Vanguard Harbinger (Variant)

Okay now i am moving on 3.2:

Environmental/Planet environmental/locations:

Hurston - Why u no 3.0
MicroTech (Stretch Goal)


Game Mechanics/Features&Technical:

Ship to Ship Refuel System
Breaching
Object Container Streaming

Gadgets (drones / shields)
NPC Generation (Archetype)
Interaction System – Useables
Radar System (Item 2.0)
Cargo v2
Service Beacon v2
StarMap v2
Gas Giant Tech
Security / Access Control

ships:

RSI Constellation Pheonix
RSI Constellation Taurus
MISC Freelancer MAX
AEGIS Vanguard Sentinel (Variant)
MISC Freelancer DUR
 
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Played with the Avenger, nice little ship! Seemed quite nimble.

Gimble on the front gun is good, any way to gimble the wing mounts or will they remain fixed?
 
Played with the Avenger, nice little ship! Seemed quite nimble.

Gimble on the front gun is good, any way to gimble the wing mounts or will they remain fixed?

IIRC the Avengers wings are size1 if so then i don't think there are any gimbals for S1 :( as a general rule take 1 away from your fixed weapon size and you can add a gimbal of that size IE if you can fit a S4 weapon you can probably put a S3 gimbal in it's place.
 
Hmmm thats an option, might switch out the S3 gimbal for an S4 and just have a single lead pip for all the weapons, might make it easier... Looking forward to the cutlass rework; just sat in the blue in my hanger.. Will look so much meaner from what I've seen and more appropriate in size!
 
Hmmm thats an option, might switch out the S3 gimbal for an S4 and just have a single lead pip for all the weapons, might make it easier... Looking forward to the cutlass rework; just sat in the blue in my hanger.. Will look so much meaner from what I've seen and more appropriate in size!

You wont get a single pip just for being fixed all across :) you also need to factor in weapon "projectile" velocity. IE if one round travels at 1000m/s and another 2500m/s they will have drastically different pips.

http://starcitizendb.com/components/weapon <-- great spreadsheet for finding the weapons projectile speed. The closer you match them the closer the pips.
 
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