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

Soldato
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PU Monthly Report April 2024

AI (Tech):

  • Progress was made on the spaceship combat behavior, which is planned for release in Alpha 3.23
  • The team implemented point defense cannons that will protect capital ships from incoming missiles.

Animation:

  • The Animation team worked on various creatures, including two predators and a prey animal.

Art (Characters):

  • The Character Art team began work on two specialist armors and reworked a utility armor
  • The Character Concept Art team continued developing specialist armors and completed handoff sheets.
  • The Hair team kicked off new hairstyles for Alpha 4.0 and undertook R&D on fur.

Art (Ships):

  • The Ships team progressed with the RSI Zeus, continuing with the beauty and polish stage. The cockpit is now greybox complete
  • The Anvil Legionnaire is now whitebox complete, the devs are currently exploring options for collapsable cover built into the boarding tunnel.
  • Resource Network work was finished for 10 ships

Audio:

  • The Audio Vehicle team completed their first milestone in overhauling the ship audio experience with new thruster sounds, which is rolling out to all new ships.
  • For Vehicle Audio, the devs introduced a very early state of manufacturer-based soundproofing – with this, each brand will have a unique soundproofing profile

Core Gameplay:

  • For jump points, the team enabled new fail states if a jump drive detaches or stops functioning and added tunnel push force from the edges of the map to help players stay on course
  • For the life support and room system, the team implemented filters that degrade over time, with the life-support generator ceasing to work once all are used.
  • Gas propagation now uses accurate positioning within rooms, while atmospheres will equalize differently depending on whether they’re high or low-atmosphere environments.
  • April saw continued work on Maelstrom and the radar and scanning feature.
  • Reputation-based hostility was further worked on too, a new neutral zone was added. This is a special restricted area that all players have permission to be in, with NPCs ignoring reputation relationships and criminality and reacting neutrally to everyone.

Interactables:

  • The Interactables team completed their work on fire extinguisher recharge cabinets, including both high-tech and low-tech versions.
  • Industrial cargo containers had their final art passes, including branding and signage, giving them more credibility as container storage.

Locations:

  • The Sandbox team are currently finalizing the last few outposts going into Pyro for Alpha 4.0

Mission Design:

  • The team used the extra time until the cargo updates to add additional high-quality content and further polish the Cargo Hauling:
    • “The various shipping companies of Stanton often outsource cargo hauling to freelancers through contracts. These job-board missions task the player with picking up the designated cargo shipment at one or more locations and offloading it at one or more destinations. At their core, these missions will test the player’s knowledge of their ship’s specs and their ability to weigh the time spent loading and traveling against the payout.

R&D:

  • The half-resolution render mode was updated to accompany the new cloud rendering improvements and the introduction of ground fog

UI:

  • Updates were also made based on player feedback, such as reducing the hologram effect on the HUD and bringing back differently shaped quantum-travel markers.
 
Caporegime
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Interesting, from the latest ePTU patch notes...

Core Tech
  • GPU Memory Usage, Performance & Upscaling
With today's build we have introduced multiple GPU memory savings, however there is currently a known issue where Star Citizen can over-allocate your GPU video memory (VRAM), which can sometimes lead to performance loss. This is particularly the case if you have a GPU with less VRAM (e.g. 4GB), run at higher resolutions or graphics settings, or are using Vulkan (currently DirectX-11 handles this over-allocation more gracefully).

We are working to remedy this, however for now if players suffer performance loss at high resolutions or on low VRAM GPUs they should check their VRAM usage to see if their card is maxed out (e.g. using Task Manager or your favourite GPU monitoring app) and considering lowering resolution, quality, or the water simulation settings from the graphics menu.

For a 4GB GPU, we recommend 1920x1080, Medium quality, and Very-Low water simulation, while running no other GPU intensive applications. Upscaling can also help reduce memory usage by about 10% at 1080p, or 25% at 2160p. Running at 2160p without upscaling requires an extra 2GB of VRAM, so should be reserved for cards with at least 6GB, ideally 8GB.

In a future release we plan to reduce memory usage, but to also change the graphics menu to limit the available settings based on your GPU’s available memory.

As an additional note, we have removed the prior builds restrictions on upscaling at lower resolutions now that the UI has been fixed to render at full resolution.
 
Soldato
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That's what I started doing a few weeks ago, need to use it in master modes though as I never tried it on the new patch. Takes a bit of getting use to though!
 
Soldato
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It all does. The thing is because of the dip in and out nature I have with the game every single time I fire it up. Chances are I forgotten a lot of the controls on both my joysticks.
 
Soldato
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Damn Noxia just seen your virpil stuff in the MM mate, if it was in a few months time I'd probably bite your hand off but I've house improvements to do that take priority :)
 
Soldato
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Damn Noxia just seen your virpil stuff in the MM mate, if it was in a few months time I'd probably bite your hand off but I've house improvements to do that take priority :)

It was always gonna happen. Needed to get it out my system :) This is what I do.
Might still be there in a few months tbf, I'm not desperate to sell them so won't be advertising elsewhere etc.
 
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Soldato
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There is something "it just works" with keyboard and mouse tbh, when I sold my warthog and pedals life just seemed to get a lot simpler when jumping between versions PU/PTU/EPTU regularly. Prior to that I could easily end up spending half an hour every week just reconfiguring whatever version I was playing!

Part of the problem is the dire in-game menus, needing to remap usb device order etc. CIG have never addressed this as well as games like Elite Dangerous did from day one.
 
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Soldato
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Also I keep twatting my leg on the desk mounts.
Also also, just like in elite I get annoyed when I have to switch to the on foot stuff and then physically manoeuvre to get closer to my mouse and keyboard.
 
Soldato
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I think if I was to do it all again I'd make a floor mounting system and put the sticks on extensions. I built my desk so could potentially just make a lever to slide them under the desk and when I want to play cantilever them out again.

I work from home these days so my desk needs to be comfy, that's why I ditched the warthog. Like you it just got in the way!
 
Soldato
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Yeah I can WFH but generally choose not to but they did often get in the way, though granted it was like literally 2 seconds to release the desk mount lol. I was never really that comfortable using the sticks, not sure if it was the height or size. I'd then end up at full arms reach to use the M+kb when needed because my arm wrests on the chair were centred with the sticks. I'm not sure how I'd ever have made it comfortable tbh.
 
Soldato
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Yeah I can WFH but generally choose not to but they did often get in the way, though granted it was like literally 2 seconds to release the desk mount lol. I was never really that comfortable using the sticks, not sure if it was the height or size. I'd then end up at full arms reach to use the M+kb when needed because my arm wrests on the chair were centred with the sticks. I'm not sure how I'd ever have made it comfortable tbh.
Mines never got in the way when it was desk mounted.

I now have a separate 8020 rig though so it's our of the way...

I just can't get along with mouse and keyboard when dog fighting. It's crap on sc compared to dual joysticks for me
 
Soldato
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That's why I'm hoping.. really hoping to get along with HOSAM, then when I do I could maybe treat myself to a decent stick (using my 10+ year old T16000M I got for Elite Dangerous!)
 
Soldato
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That's why I'm hoping.. really hoping to get along with HOSAM, then when I do I could maybe treat myself to a decent stick (using my 10+ year old T16000M I got for Elite Dangerous!)
How wide is your desk? Mines pretty wide and when i diddnt have my 8020 rig I would just have my sticks mounted at either ends of my desk when working. It never got in the way!

The way i see it is that i rather spend 800-1000 on sticks then a jpg ship!!
 
Soldato
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2.5M wide or so, it's basically a kitchen worktop I got from Ikea and mounted to the wall the full width of the room. They were on sale for £26 discounted lol
 
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