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

I've not been following this for a few years now considering i was an OG backer.

We any closer to Squadron 42 yet? As that was getting there years ago then they re-did everything for the 20th time? so where are we now?
What the state of the PU and any milestones coming up?
For Sq42 they are rapping up some of the chapters now and working on the ship damage physics etc.
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For the pu they are about to introduce there persistence core tech and in about a year later, they will introduce the largest core tech milestone which is server meshing.

Another thing coming soon is the gen 12 renderer.

The long awaited salvaging profession is also coming soon with the persistence tech
 
Persistence and Server Meshing is not needed for a single player experience. I mean you can have all the persistence you want on your PC via regular "save game". It would be nice to have everything that the PU has in the SP experience sooner rather than later, but I'm guessing one will not release without the other which is a shame.
 
$500,075,150 USD Raised Wow...


Fair play to them, they got my £40 years ago and Ive barely touched the game since.

As much as I hate the revenue model, the state game and length of development they have clearly been able find their niche for an unfinished product and is just another reason why there's no rush to push a full release or achieve major development goals on time.
 
How much Siege of Orison did everyone play last weekend? I did a few runs and despite various issues had a pretty good time playing with friends. Server performance leading to desync and non existant AI were a fairly constant frustration, but working through various areas as a group of friends, with the medical gameplay and looting various guns and additional ammo was fun. Had some great experiences flying ships around too, flying a fully armed A2 was enjoyable, tearing other ships apart - until we got hit by some heavy missiles at admin that took out the vertical thrusters. Once that had happened if I tried to fly up or down the ship would nose dive into a near impossible to save tumble. Somehow I managed to get back to another platform and land heavily into the golf course with a very grateful crew of ~10 people :D
 
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Fair play to them, they got my £40 years ago and Ive barely touched the game since.

As much as I hate the revenue model, the state game and length of development they have clearly been able find their niche for an unfinished product and is just another reason why there's no rush to push a full release or achieve major development goals on time.
They can keep pushing out concept ships after the game releases out of beta. People are not spending 1000's because its an alpha and incomplete.

Dont kid yourself, the majroity are no giving CIG money for ships to help development, the majority just want that actual cool ship to play on withou grinding for it in game
 
What has actually decreased for 3.18 to what we knew was coming though?
Is it not more of a case of expectation being too high? Features that are coming are not as fleshed out as people hoped I think. Like salvage for example is only the initial part of what will be the whole salvage process.
Gotta say I'm not as enthusiastic about 3.18 as I initially was, probably won't use the new features much until its fleshed out more.
 
Is it not more of a case of expectation being too high? Features that are coming are not as fleshed out as people hoped I think. Like salvage for example is only the initial part of what will be the whole salvage process.
Gotta say I'm not as enthusiastic about 3.18 as I initially was, probably won't use the new features much until its fleshed out more.
Indeed but Salvage for 9 months has stated to be only hull stripping. This was discussed a long time back. People have had that info. The tracker for work even showed that hull munching wasn't starting till September about 3 months ago.

Persistence was also known to not include server meshing in any way and thus without that was never going to get people ability to log into same server. You need the rest of tech to make it work as it will be what shard you are on, not what server. Once meshing is running and the shard is pulling that from the meshed data then it would mean you can log in and as long as you are on the same shard then it would be populated.

We still have all the headline tech I believe though at moment
  • Persistence for single server setup so things don't despawn and there are not the same limits on object numbers but moved to a density system. Thus we have persistent ship wrecks both planet and space side
  • Cargo refactor to allow for physicalised cargo in ships which means both storing of items like the hull scraped materials but also then being able to disable a ship/blow it up and steal the cargo that is physicalised. We don't know how much is physicalised so assume just the Hull stripped material for now rather than all ship cargo but would be good if you put things in ship inventory then the box is in the back but it would mean magic appearing boxes which would be weird too.
  • Salvage, hull stripping as discussed above, both FPS style and ship style with at least 2 ships of varying size to do it
  • Repair, hull repair using said stripped material that is done via FPS.
Those were the headline tech. We also have
  • More rivers
  • New cave architype
  • New crash site
  • Greycat race track
  • Prison overhaul
  • Security Post Kareah overhaul
  • Crime stat re-work so CS1 & CS2 are payable fines and only CS3+ need hacking to clear
  • Some new missions
 
Is it not more of a case of expectation being too high? Features that are coming are not as fleshed out as people hoped I think. Like salvage for example is only the initial part of what will be the whole salvage process.
Gotta say I'm not as enthusiastic about 3.18 as I initially was, probably won't use the new features much until its fleshed out more.
Not fleshed out?

Lets see regarding salvaging:

  • Able to strip out any ships hull using a greycat fps tool
  • Able to strip out any ships hull using a drake vulture and the reclaimer
  • Able to create hand cannisters from the hull you had stripped using teh fps tool
  • Able to create box containters in the vulture and reclaimer that allows you to manually place them in cargo holds etc(physcialied cargo boxes)
  • Able to use those cannister along with the greycat fps tool to repair ships.
Yes barebones salvaging right?

Compared that to when mining first came into the verse, you only had the fps handheld mining tool... no ship mining and refining at all....

I would say that almost half of salvaging is in(ie half of the fully complete version of it)
 
Indeed but Salvage for 9 months has stated to be only hull stripping. This was discussed a long time back. People have had that info. The tracker for work even showed that hull munching wasn't starting till September about 3 months ago.

Persistence was also known to not include server meshing in any way and thus without that was never going to get people ability to log into same server. You need the rest of tech to make it work as it will be what shard you are on, not what server. Once meshing is running and the shard is pulling that from the meshed data then it would mean you can log in and as long as you are on the same shard then it would be populated.

We still have all the headline tech I believe though at moment
  • Persistence for single server setup so things don't despawn and there are not the same limits on object numbers but moved to a density system. Thus we have persistent ship wrecks both planet and space side
  • Cargo refactor to allow for physicalised cargo in ships which means both storing of items like the hull scraped materials but also then being able to disable a ship/blow it up and steal the cargo that is physicalised. We don't know how much is physicalised so assume just the Hull stripped material for now rather than all ship cargo but would be good if you put things in ship inventory then the box is in the back but it would mean magic appearing boxes which would be weird too.
  • Salvage, hull stripping as discussed above, both FPS style and ship style with at least 2 ships of varying size to do it
  • Repair, hull repair using said stripped material that is done via FPS.
Those were the headline tech. We also have
  • More rivers
  • New cave architype
  • New crash site
  • Greycat race track
  • Prison overhaul
  • Security Post Kareah overhaul
  • Crime stat re-work so CS1 & CS2 are payable fines and only CS3+ need hacking to clear
  • Some new missions
Im wondering if part of cargo refactor will allow us to stow vehicles inside our ships ? like basically grab an msr and also a ursa rover vehicle and spawn it directly inside it?
 
Im wondering if part of cargo refactor will allow us to stow vehicles inside our ships ? like basically grab an msr and also a ursa rover vehicle and spawn it directly inside it?
I don't believe so because the UI wont be updated in time for that, however if you put a vehicle in there and store at hanger location it should remain and then be there when you retrieve it at same location which makes exploration with a ground vehicle more interesting and persist.
Compared that to when mining first came into the verse, you only had the fps handheld mining tool... no ship mining and refining at all....
SALVAGE (what is not fleshed out)
To note, the problem I do have with salvage as shown at moment is the new salvage system does look very point and shoot. There isn't different hull materials with different melting points to be able to strip it and thus different heads for the tools like mining. There aren't issues where burning the material from using too much power stripping makes the material dead/unusable or similar. At least from what shown.

When we had mining it was only FPS, however it did have things like power consideration, consequence and such on first pass so although only one element was more than point and shoot.

However, mining so far and now salvage lack true depth and skill to the parts that are there tbh. They lack scanning, understanding the material build up and structure to make them more interesting than mostly point and shoot which is about as deep as NMS or Starfield has shown which is a shame.

If that is really half of salvage it is super shallow. We need a lot more even for just Hull stripping side to make it interesting and fun in my view. Mining is still meh which why I don't bother after giving it a go for a few hours. Where are the ability to scan a planet, find an ore deposit, setup a mining camp, have multiple people working there, cutting veins out of the planet etc.


OVERALL
But yeah 3.18 doesn't appear to be all that stripped back from what we knew, just it 6 months late relative to when we would normally get 3.18 and 3 months later than CIG suggested when it would get pushed back due to testing requirements. Their dates given for first release to Evocati (end this week) and then 2-3months testing whilst also being by IAE or mid November isn't possible either as that only 6 weeks. So it either goes PTU by then and IAE is delayed or we get a rushed testing time.

It would be end November to end of December for 3.18 to achieve 2-3 months testing and this also means that 4.0 and server meshing first pass and Pyro at earliest will be end Q1 2023 and more likely Q2 2023 then!
 
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I don't believe so because the UI wont be updated in time for that, however if you put a vehicle in there and store at hanger location it should remain and then be there when you retrieve it at same location which makes exploration with a ground vehicle more interesting and persist.

To note, the problem I do have with salvage as shown at moment is the new salvage system does look very point and shoot. There isn't different hull materials with different melting points to be able to strip it and thus different heads for the tools like mining. There aren't issues where burning the material from using too much power stripping makes the material dead/unusable or similar. At least from what shown.

Mining so far and now salvage lack true depth and skill to the parts that are there tbh. They lack scanning, understanding the material build up and structure to make them more interesting than mostly point and shoot which is about as deep as NMS or Starfield has shown which is a shame.

But yeah 3.18 doesn't appear to be all that stripped back from what we knew, just it 6 months late relative to when we would normally get 3.18 and 3 months later than CIG suggested when it would get pushed back due to testing requirements. Their dates given for first release to Evocati (end this week) and then 2-3months testing whilst also being by IAE or mid November isn't possible either as that only 6 weeks. So it either goes PTU by then and IAE is delayed or we get a rushed testing time.

It would be end November to end of December for 3.18 to achieve 2-3 months testing and this also means that 4.0 and server meshing first pass and Pyro at earliest will be end Q1 2023 and more likely Q2 2023 then!
Yea i dont think they have revealed everything from salvaging yet.

For example, you can see that inb the ui hud, there are different kinds of salvage heads. So they must have different characterists on it.

CIG do like to reveal some more info during the PTU/Evocadi phase.

For example, the medical gameplay and new inventory system had lots not mentioned in the original ISC and were later added throughout the evocadi/ptu testing..

For mining, the scanning part is being done on a seperate feature/item. They are revamping that along with the starmap. They are trying to link the starmap with scanning somehow as thats needed not just for scanning rocks, but scanning new locations, saving that data and opening up data running gameplay.

MSR will be able to scan a large part of a planet, give us some data on where teh good quantanium sports are and store that date and sell it to the highest bidder(a miner for instance) and away they go.

It all sort of links up together.

Honeslty, i was not expectin 3.18 to be out in LIVE by the end of the year and said early jan it will be. But now it seems they will just throw it in november regardless LOL.

Maybe there testing tools in house are better and are able to do large chunks of testing from there side and release a sort of wave 1 ish kind of PTU build as a first evocadi build(i mean a build that can be tested and played extensively, thats what wave 1 ptu builds are normally like but filled with lots of bugs still) So i am wondering if the evocadi builds will be of higher quality?

Thats the only way they are gunna push out a 3.18 that is as stable as 3.17.2 for a november release........
 
For the vulture they showed physical boxes being created from hull striping, they are dispensed like the boxes in the drug labs, they then need to be handled for storage.

If those boxes remain persistent, along with all the other cargo boxes also being physicalized i'm happy, i like the idea that wrecked ships spill their cargo for me to transfer to my ship and they become mine.

What has been removed from 3.18 is Persistent Hangers, again...
 
There is one thing i noticed about the Mule, hand carry size boxes stored in its side racks de-physicalize when you place them, so they don't jiggle about and fall out when you're driving around. they re-physicalize when you go to pick them up. Its like an on / off switch on the physics.

I think that's important because if you're storing the larger 1m^2 boxes in cargo bays and they are physicalized.... well we all know what happens to the smaller carry boxes, they move about, they react to the movement of the ship, you don't want that...
 
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