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

Monstertech ones look like standard materials mostly. I have some although they are desk mounts I think. I got them on e-bay with my Warthog. Guys chucked them in as he had no use :D

Only time I've ever got lucky on ebay.
 
Good news everybody. I'll be around a good chunk this weekend if anyone wants to pair up and get cool paints.



We've been monitoring closely and have identified an imbalance in the ratio between guides and new players, which can make it very difficult to unlock numerous rewards - which doesn't fly! We have made some adjustments to the event rewards, effective immediately!
  1. Previously, the beanie and cap rewards were awarded for completing 1, 3, and 6 successful guide sessions. We are updating this to 1, 2, and 3.
  2. Previously, you had to complete 5 successful guide sessions in a single category to unlock that category's paint. We are updating this so you only need to complete a single (1) guide session per category.
  3. Previously, the paint reward would only be given to the veteran/guide. We are updating this so that the paint reward will now be given to BOTH the guide and the recruit.
  4. The paint rewards are rewarded based on two criteria: the guide session must have lasted at least 30 minutes, and you are rewarded based on the category endorsement you receive at the end of the session. This does mean that if you helped a new player with multiple categories, as long as they endorse you as such, you can earn multiple rewards from a single session.
  5. All of the above is retroactive, so if you completed successful guide sessions already, fear not, they will count using the above criteria already.
Hopefully, these changes will make it easier for folks to grab some well-deserved rewards. Of course, we'll continue to monitor closely and make further adjustments as needed. At the end of the day, this is meant to be a fun opportunity to welcome some new folks to the 'verse and fly away with some freebies.

Separately, we want to be clear that we are aware the challenges are not simply tied to the rewards during this event. We are taking all of the feedback to heart, and much of what's desired from this system is already in our backlog of things we've wanted to do too.

In the future, we're exploring:
  • Permanent rewards (for both guides and new players) that are available year-round with the ability to track/monitor/display progress.
  • Regular rotating rewards to incentivize repeat engagement.
  • Better discoverability in both the launcher and in-game.
  • And more!
 
Good news everybody. I'll be around a good chunk this weekend if anyone wants to pair up and get cool paints.



We've been monitoring closely and have identified an imbalance in the ratio between guides and new players, which can make it very difficult to unlock numerous rewards - which doesn't fly! We have made some adjustments to the event rewards, effective immediately!
  1. Previously, the beanie and cap rewards were awarded for completing 1, 3, and 6 successful guide sessions. We are updating this to 1, 2, and 3.
  2. Previously, you had to complete 5 successful guide sessions in a single category to unlock that category's paint. We are updating this so you only need to complete a single (1) guide session per category.
  3. Previously, the paint reward would only be given to the veteran/guide. We are updating this so that the paint reward will now be given to BOTH the guide and the recruit.
  4. The paint rewards are rewarded based on two criteria: the guide session must have lasted at least 30 minutes, and you are rewarded based on the category endorsement you receive at the end of the session. This does mean that if you helped a new player with multiple categories, as long as they endorse you as such, you can earn multiple rewards from a single session.
  5. All of the above is retroactive, so if you completed successful guide sessions already, fear not, they will count using the above criteria already.
Hopefully, these changes will make it easier for folks to grab some well-deserved rewards. Of course, we'll continue to monitor closely and make further adjustments as needed. At the end of the day, this is meant to be a fun opportunity to welcome some new folks to the 'verse and fly away with some freebies.

Separately, we want to be clear that we are aware the challenges are not simply tied to the rewards during this event. We are taking all of the feedback to heart, and much of what's desired from this system is already in our backlog of things we've wanted to do too.

In the future, we're exploring:
  • Permanent rewards (for both guides and new players) that are available year-round with the ability to track/monitor/display progress.
  • Regular rotating rewards to incentivize repeat engagement.
  • Better discoverability in both the launcher and in-game.
  • And more!
Looks like I should get delivery of my card today. I'm out all day but my wife will be around so all being well I should be able to get on on Sunday. Plenty to try out as I've got a new CPU and headphones/mic +GPU since I last played.
 
Seems the laser variant has been long past due. I've seen the current ballistics version being used and while it looks cool, it doesn't have enough ammo / lock range it seems.

The latest patch notes / road map does say they've been looking at turrets in general although that might be more on ships. I know I was in the Sentinel and the turret was useless against fighters. Slow turn speed and rotation.
 
Ah yeh, the guys working on this vehicle are probably the same guys working on the Server Meshing. Must be why the Server Meshing is taking so long...

Or, instead of using resources/money to employ a person/team to create that asset (which is not needed at this point in time) reallocate it into the server team (which is needed), bonkers idea right?
 
Or, instead of using resources/money to employ a person/team to create that asset (which is not needed at this point in time) reallocate it into the server team (which is needed), bonkers idea right?
How have you determined that the issue with server meshing is down to not having enough people on the team or that they couldn't afford to do so?
 
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Or, instead of using resources/money to employ a person/team to create that asset (which is not needed at this point in time) reallocate it into the server team (which is needed), bonkers idea right?
These two sides always seem to crop up. A balance is needed but adding more people to a team doesn't always speed up or improve the code being created.

This vehicle is a modification of an existing one. Only a new turret and some other bits and the guns themselves already existed as well.
 
These two sides always seem to crop up. A balance is needed but adding more people to a team doesn't always speed up or improve the code being created.

This vehicle is a modification of an existing one. Only a new turret and some other bits and the guns themselves already existed as well.
Plus, I doubt the vehicle team can work on server meshing
 
Plus, I doubt the vehicle team can work on server meshing
I did see an interview where they talked about an API they had created to let programmers with less network experience help out. They had a really shortage of people with the years of experience required. May be relevant?

In other news my GPU arrived so I may log in tonight for a bit of a test.
 
So 2'nd day after i actually wanted it, Youtube.....

This is pretty typical performance for my setup, this is Microtech, not Yela and certainly not space.

Ryzen 5800X +50Mhz
RTX 2070 Super, Stock.
32GB 3200MT/s cheapo RAM overclocked to 3600MT/s
NVMe is an inexpensive WD Blue PCIe 3 jobie...

1440P highest settings, other than volumetric clouds, which i have off, watch to 15:30 to see why.

 
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So 2'nd day after i actually wanted it, Youtube.....

This is pretty typical performance for my setup, this is Microtech, not Yela and certainly not space.

Ryzen 5800X +50Mhz
RTX 2070 Super
32GB 3200MT/s cheapo RAM overclocked to 3600MT/s
NVMe is an inexpensive WD Blue PCIe 3 jobie...

1440P highest settings, other than volumetric clouds, which i have off, watch to 15:30 to see why.


Thats really good performance!
 
I noticed today after checking event viewer that im getting a lot of these Kernel eventtracing error codes. The game runs fine, no crashes now that i've reset everything to stock with XMP1 enabled for my ram. Really weird, its on windows 11 as well.


hOFnPP1.png
 
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