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

I didn't find a lot of information about it but it sound as if they're going to rework quantum travel. Best idea so far for the quantum boost is a slower straight line only speed boost the same as a few other games have.

New missions coming in with the next patch. Illicit Delivery missions and a rework of the combat assistance missions to add a difficulty. I feel all the missions should have some indication of how difficult they are before you accept them. I'm ok with a sentence or two that you need to read though over slapping a lev1-9 on all of them.


The turbo-charged straight-line-only thing could be useful, like a more powerful version of regular boost, but being 'quantum' makes me think it'd be for out of atmosphere anywhere, and half the time its the in-atmosphere stuff i wanna speed up, arriving and leaving.

The quantum jumps is something that kinda bugs me currently, i REALLY wish it was possible to QJ in any direction without restrictions, rather than having to always use specific reference points to lock onto. We've had occasions where we're on the wrong side of a planet, and all i want is to be able to point somewhere around the planet, jump for a second, and then likely be able to see the location and do a controlled jump. The closest we have is finding any distant target almost in the opposite direction, start the jump and aborting shortly after, to have a new angle of approach that should be better. I just dont get why i need a point of reference to aim for, to move away from where i am, and hope that its just a present tech limitation, not a design choice. Having to wipe my route, so i have all destinations available/visible, not just the 1 i need which is unavailable, is annoying.
For a good while i was finding things incredibly annoying - often i'd pin to a planet (rather than city), arrive there, and then start flying towards the surface towards the cities marker, only to realise im on the wrong side of the planet, and by that point im well inside the atmosphere and cant jump anywhere, and the whole thing is damn stupid. I now know where i was going wrong, and how i ended up in that mess, but its incredibly annoying when you dont understand why you cant jump anywhere and its easy to blame it on a terrible, buggy, good-for-nothing game, rather than reflect on how you got there, because you dont fully understand the mechanics of things.

Another issue, which may have been a bug due to free-fly load, but when doing pick-up missions, from Covalex to Grim-Hex/Olisar, we'd path the route in Star Map, and the ship simply wouldnt calibrate a jump (the top one, spooling, would be fine) for ages, and then randomly something would change and it'd become available and start charging up. Kinda like it was a blocked path, but with no explanation (wasnt red) and it was a straight clear path and we'd just keep tapping B and slowly moving towards a location 5m KM away until eventually it'd play ball. Its been fine since, although we havent done any of those missions to know for sure.
 
The quantum jumps is something that kinda bugs me currently, i REALLY wish it was possible to QJ in any direction without restrictions, rather than having to always use specific reference points to lock onto
I believe the lore behind this is the gravity wells causes by lagrange points or planets that you're jumping between rather than a warp drive approach like Star Trek. It was a very early position held by CIG and I think was written in to lore as effectiely quantum jumping is gravity drives. Allowing a jump in any direction would break this fundemental basis of travel in the universe.
 
Yeah, i was kinda hoping there wasnt an explanation in lore that justified the decision :D I was hoping there was a possibility in the future we could move freely. Oh well, fingers crossed the UEE stumble upon undiscovered tech in 2953 ;)
 
@PaulC2K applogies if you have learned this by now, the solid QJ markers on a planet are on the same side as you, the dotted ones are on the other side.

What you probably don't know is with the new Star Map, yes that horrible rage inducing ugly thing is getting a ground up rework, will give you the ability to pin your own custom destinations.
 
@PaulC2K applogies if you have learned this by now, the solid QJ markers on a planet are on the same side as you, the dotted ones are on the other side.

What you probably don't know is with the new Star Map, yes that horrible rage inducing ugly thing is getting a ground up rework, will give you the ability to pin your own custom destinations.
No, i dont think i'd noticed that specifically actually, i've probably only really been focusing on them being white vs red, as to whether i can jump to them. I've picked up on a few things like iirc planets being circular markers, and i think cities are rounded squares, but i suspect theres a lot of information that im being provided and i just dont know what to look for. I've followed the game closely since 2013, but never really spent much time playing the game. Plenty of exploring cities, and going to the Expo events with a mate and we can chat for hours about it, we just dont play it. I got bullied into giving it a try just before the Invictus free fly, and we've spent 3-6hrs playing it every other day for the last 2 weeks and starting to find all the various stumbling blocks and bugs, and its been a lot of fun. I still kinda need to be pushed to play, then once im in i can play for hours.

One of the fun things that took me a while to figure out, i suppose years because of how infrequently we played and it rarely involved much flying, was that for a while i was having an absolute nightmare with landing and the ship just going mental and if we didnt blow up, we'd ping of various walls inside the hangar bay. I finally put 2+2 together and realised my muscle memory was occasionally switching to C for down, presumably because something i've played used C for crouch, space for Jump, so i'd be trying to gently manoeuvre the ship, and at some point i'd go to C and suddenly its like im on a rodeo bull hellbent on killing me. Cruise control is a silent killer though, so easy to forget its on, do a jump, and its still activated on the other side and you've long forgotten about enabling it when setting up your route while leaving atmosphere etc.

Yeah, i saw your comment on the Star Map update looking like it might be completed. Hopefully it'll be much easier to make sense of and less cluttered with other surrounding POIs making it impossible to read. I still think its fantastic the way they implemented it, i just wish the intended functionality was there, but i guess thats what the update will address.
Has there been anything on the roadmap for things like secondary seat functionality? I tend to do 99% of our flying, but my mate typically has little to do and many of the seats have zero functionality, maybe a couple of hologram console panels, and it still feels like besides turrets, theres little else to the multicrew experience, and we're not particularly interested in combat. We're gonna try mining in the mole over the weekend i think, neither of us have done any of that and im swatting up and what i need to know beforehand. I guess a lot of it is just waiting for the relevant professions to be implemented and it'll gradually get rolled into the various ships.


On a side note, does anyone have a ballpark for what FPS the current gen GPUs would get at 5120x1440? Im completely out of the loop with the scale of improvement each gen, and will be looking at the 40-series and potentially 7000's and just hoping it'll be okay with a 4080/7800 for 60-90fps so theres some wiggle room for the next tech like volumetric clouds which tank the frames (didnt make much difference disabling either). I'd assume 2x 1440p res is perhaps 50% more demanding compared to regular 1440p, but im not playing other games lately so dont have much reference for this screen. Currently im playing in windowed at 2560 x 1080 and only get 5-10fps around cities, and 20-30 in space, and to be fair its been manageable, but i wont touch FPS combat till thats a smoother experience for my hardware - i'd be a decoy target at best.
 
The game is far more CPU bound than GPU. I'm currently running 1440p on a 3080 with settings on High apart from volumetric clouds at low. As you saw, having the clouds off doesn't seem to make a notable difference. I often see over 60fps but it varies greatly depending on where you are. While I've not played a lot I don't see fps issues often (Orsion...). Desync is what I notice the most although I have found if I've been playing for a good while then a full game restart isn't a bad idea.

I'm having less issues with the starmap now although still constantly zoom in/out too far. I think I'm just used to double clicking left/right mouse to zoom in/out now. Can't wait for a full UI overhall though and yet from what I understand, this is an update from what there used to be. They are adding more lagrange points around some of the planets to help jump around them. However most of the time I've routed to a ground target, it has taken me straight to it and will do a weird low speed burn around the planet. It always feels very unpredictable though.

One of the problems with allowing people to jump anywhere is there then needs to be a scanning tool to find them. EVE only allows jumps to existing navpoints but they have system scan mechanic (or used to) that allows people to triangulate and find ships. Although it's a skill in it's own right being able to do it quickly and accurately :D You can do the same in SC by interrupting QT (same as EVE) but I don't think there's any way of finding the target without a mission waypoint on the player. The waypoints is how the bounty hunter missions seem to work currently. Gives the hunter a wallhack for exactly where the target is which is rubbish.
 
The game is far more CPU bound than GPU. I'm currently running 1440p on a 3080 with settings on High apart from volumetric clouds at low. As you saw, having the clouds off doesn't seem to make a notable difference. I often see over 60fps but it varies greatly depending on where you are. While I've not played a lot I don't see fps issues often (Orsion...). Desync is what I notice the most although I have found if I've been playing for a good while then a full game restart isn't a bad idea.

I'm having less issues with the starmap now although still constantly zoom in/out too far. I think I'm just used to double clicking left/right mouse to zoom in/out now. Can't wait for a full UI overhall though and yet from what I understand, this is an update from what there used to be. They are adding more lagrange points around some of the planets to help jump around them. However most of the time I've routed to a ground target, it has taken me straight to it and will do a weird low speed burn around the planet. It always feels very unpredictable though.

One of the problems with allowing people to jump anywhere is there then needs to be a scanning tool to find them. EVE only allows jumps to existing navpoints but they have system scan mechanic (or used to) that allows people to triangulate and find ships. Although it's a skill in it's own right being able to do it quickly and accurately :D You can do the same in SC by interrupting QT (same as EVE) but I don't think there's any way of finding the target without a mission waypoint on the player. The waypoints is how the bounty hunter missions seem to work currently. Gives the hunter a wallhack for exactly where the target is which is rubbish.
It would be better if there was a ship where you can deploy a drone or some item where you can use that as a jump point marker for another player/ship
 
It would be better if there was a ship where you can deploy a drone or some item where you can use that as a jump point marker for another player/ship
An actual drone ship would be cool and I'm not aware of SC having one.

I think it would make more sense though if you could jump to other players ships. If you were in a party with each other you should be in contact with each other as part of a IFF system, see them on the star map etc.
 
An actual drone ship would be cool and I'm not aware of SC having one.

I think it would make more sense though if you could jump to other players ships. If you were in a party with each other you should be in contact with each other as part of a IFF system, see them on the star map etc.

There is this drone ship and drones are going to be added to other ships etc. The thought and idea of sending out a drone to probe deep space and be able to QT to it has been discussed for half a decade on Spectrum and with good merit because honestly being able to QT just blind anywhere for me has zero reasonable argument as a mechanic because unless something is there that you wish to visit etc.

There are some minor reasons to QT anywhere and the drone system would still resolve this assuming you could program it some parameters in the game to what to search for or similar. For instance you are actually looking for some dead space to meet up with another player. Setting a drone to go to explore and remain at least 2 million km or similar aware from any known or scanned object as example and set that as a way point.

Generally though you want to be scanning for something, a reason to go somewhere. Wrecks are generally not a reason either because otherwise they would be out there with nothing. The only time you might find something like that is ships fleeing combat (cause Vanduul turned up and such like) or a random meet setup which got interrupted by pirates scanning for valuable ships etc.
 
An actual drone ship would be cool and I'm not aware of SC having one.

I think it would make more sense though if you could jump to other players ships. If you were in a party with each other you should be in contact with each other as part of a IFF system, see them on the star map etc.
Yes that could work and also have special hacking ability scanner so you can scan people who are not in your party on say a certain distance estimation where you think someone may be or a specific signature etc.
 
Yes that could work and also have special hacking ability scanner so you can scan people who are not in your party on say a certain distance estimation where you think someone may be or a specific signature etc.
The hacking is an interesting thing. Makes plenty of sense if you've managed to board a capital ship to get into doors etc. While I don't think that'll happen very often, fight to the death, self destruct etc. But I'm less sure of it between ships without it simply becoming a jamming system. Weapons, engines, shields for reduced power. Takes a while to activate while within a set range or something. Less sure how you're meant to defend against it. We don't have player skills to 'resist'. Do you just need to kill them or flee?


I do agree with QT to destinations only. Planets should have enough points around them that it's not an issue and the routing system should automatically adjust. In space they only need to be key points of interest. But this is where I do like the idea of having a QBoost. That seems to answer a lot of the other general issues around QT.
 
The hacking is an interesting thing. Makes plenty of sense if you've managed to board a capital ship to get into doors etc. While I don't think that'll happen very often, fight to the death, self destruct etc. But I'm less sure of it between ships without it simply becoming a jamming system. Weapons, engines, shields for reduced power. Takes a while to activate while within a set range or something. Less sure how you're meant to defend against it. We don't have player skills to 'resist'. Do you just need to kill them or flee?



I do agree with QT to destinations only. Planets should have enough points around them that it's not an issue and the routing system should automatically adjust. In space they only need to be key points of interest. But this is where I do like the idea of having a QBoost. That seems to answer a lot of the other general issues around QT.
Yes they actually pulled out the hacking t1 ticket off the roadmap as they wanted to fully flesh it out properly and i do believe they are doing it so that you can hack multiple things in the game using multiple gadgets and skills to do so.

This is actually needed for SQ42.
 
The quantum jumps is something that kinda bugs me currently, i REALLY wish it was possible to QJ in any direction without restrictions, rather than having to always use specific reference points to lock onto. We've had occasions where we're on the wrong side of a planet, and all i want is to be able to point somewhere around the planet, jump for a second, and then likely be able to see the location and do a controlled jump. The closest we have is finding any distant target almost in the opposite direction, start the jump and aborting shortly after, to have a new angle of approach that should be better. I just dont get why i need a point of reference to aim for, to move away from where i am, and hope that its just a present tech limitation, not a design choice. Having to wipe my route, so i have all destinations available/visible, not just the 1 i need which is unavailable, is annoying.
For a good while i was finding things incredibly annoying - often i'd pin to a planet (rather than city), arrive there, and then start flying towards the surface towards the cities marker, only to realise im on the wrong side of the planet, and by that point im well inside the atmosphere and cant jump anywhere, and the whole thing is damn stupid. I now know where i was going wrong, and how i ended up in that mess, but its incredibly annoying when you dont understand why you cant jump anywhere and its easy to blame it on a terrible, buggy, good-for-nothing game, rather than reflect on how you got there, because you dont fully understand the mechanics of things.
Lore or not, I agree with you - the current QJ gameplay is frustrating. I'd much rather see an Elite style Supercruise instead. Imagine the gameplay it could include - taking longer routes to avoid interdiction and other traffic, routes that are more fuel efficient (gravity assists etc) or just a straight out quick as possible route.
 
Interdiction style attacks shouldn't really be possible IMHO. I think it's a daft mechanic shoe horned into space sims style games as they feel they have to have it. By all means have malfunctions etc - but interdiction gameplay is rarely a benefit in the way it's implemented.

They can always have interdiction to prevent you getting into quantum, but dropping you out of it? Really doesn't make sense if you consider the speed you are going, it would never drop you out where the person doing the interdiction was.
 
I'd not fight for it being ingame to be honest, it's very much take it or leave it in my mind. Balancing it out in a way that is fun and not just trolling is likely a tricky one. Preventing you going into quantum to start with, I'm fine with that.
 
It's there for pirates really isn't it. Without it you would only be able to intercept someone at the start and end of a jump. I think it would only work if you came out of QT further away from targets perhaps.
 
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Unlikely to be players doing it though, mostly be NPCs as there won't be that many players around you even if they get server meshing working at some point.
 
The game is far more CPU bound than GPU. I'm currently running 1440p on a 3080 with settings on High apart from volumetric clouds at low. As you saw, having the clouds off doesn't seem to make a notable difference. I often see over 60fps but it varies greatly depending on where you are. While I've not played a lot I don't see fps issues often (Orsion...). Desync is what I notice the most although I have found if I've been playing for a good while then a full game restart isn't a bad idea.

I'm having less issues with the starmap now although still constantly zoom in/out too far. I think I'm just used to double clicking left/right mouse to zoom in/out now. Can't wait for a full UI overhall though and yet from what I understand, this is an update from what there used to be. They are adding more lagrange points around some of the planets to help jump around them. However most of the time I've routed to a ground target, it has taken me straight to it and will do a weird low speed burn around the planet. It always feels very unpredictable though.

One of the problems with allowing people to jump anywhere is there then needs to be a scanning tool to find them. EVE only allows jumps to existing navpoints but they have system scan mechanic (or used to) that allows people to triangulate and find ships. Although it's a skill in it's own right being able to do it quickly and accurately :D You can do the same in SC by interrupting QT (same as EVE) but I don't think there's any way of finding the target without a mission waypoint on the player. The waypoints is how the bounty hunter missions seem to work currently. Gives the hunter a wallhack for exactly where the target is which is rubbish.

Thanks, that sounds promising then.
Im actually planning on upgrading to something in the AM5/Zen4 family when that releases. Hopefully i'll have a new GPU by that point and have a couple of months to understand what the situation is and where i'd benefit from upgrading.
I just went in for 10min which ended up being ~2h, and the CPU usage got as high as 85-90% (20-50% at times, too), but im not sure if that implies im actually fine with the 3600X, or if its currently being bottlenecked by the GPU and just happens to be close to the limit on CPU. RAM is often an issue (24GB - already stole 8GB from my server for SC), but i wont buy more when i know im moving to DDR5, and wont need that much in the server.
 
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