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Showing most liked content since 11/17/2017 in all areas

  1. 13 points

    Game Day, November 25th

    Hello @Imperium Members! I would like to make an announcement regarding the next Imperium Game Day’s activities! As you may know already Patch 3.0 is (not so rapidly) approaching and it’s within the realm of possibility that the next scheduled Game Day may fall on a date where PTU is out of Evocati and semi-public. It’s reasonable to expect some sort of layered release as usual and not everyone will have access at the same time. With that said here are the contingencies for the next Game Day. Game Day for November will take place on the 25th. If 3.0 is not in a semi-public PTU or still with Evocati we will treat this month’s Game Day as a last attempt to get some practice in on our EVA, FPS, and Flight skills before 3.0. You can expect the usual, Star Marine, Flight Training, Game modes like, Zombie mode, Drunken Citizen, etc.. If 3.0 is in semi-public PTU we will be indulging the patience of those who have been foaming at the mouth for months and will prioritize playing 3.0 and streaming it for those who might not yet have access. If in some unholy change of events Chris holds an impromptu naked drunken late night stream and releases 3.0 public, we will be holding an Official 3.0 Imperium Game Day Event with lots of giveaways / Prizes. I would expect this not to happen before next month, though I will elaborate on the 3.0 Public Release Event further down. Of course, things get delayed and that is why we have plans for each option. We will learn more this coming Friday with the weekly 3.0 update and have an even better idea after the Anniversary presentation on the 24th. Previous Game Day: Would like to thank everyone who attended last Game Day! We had lots of fun! Special thanks goes out to @XLB and @Space-Moose who make a special effort to be present and provide flight training for anyone who wants to practice. It’s not everyday you get to train with the best! For those of you who don’t know these pilots are already offering something similar outside of Game Day as well, so if you can’t make it for the one on Game Day, or just want to train a little more please check out this link where you can get more information regarding flight training: Also, congratulations go out to @McKaby, @Endamaren, @TheOnly, and @rimmer59 who won gift cards for their participation in the 4 different game-day events. Winner's have until the next scheduled Game Day to accept their gift card otherwise we may send them to future winners. As mentioned in the contingency for this upcoming GameDay, we have special plans for the Public release of patch 3.0 Regardless of the date of the previous or future GameDay’s we are going to hold a special event to celebrate this long awaited patch the weekend of it’s release. Please understand that we may not be able to give much notice ahead of time but if you keep up with the CIG’s weekly updates you should have a good idea when to expect it. Of course, when we have a firm date we will post a much more flashy announcement and ping everyone via Forum/E-mail. Please keep this special event in mind and join us the weekend of the public 3.0 launch. We promise you will not be disappointed. Some of you may even leave with a new ship in your hangar! Details will be posted upon date confirmation from CIG. Standard Game Day Details Joining Game Day For those of you that want to make a return visit, or show up for the first time, you only need to enter the Landing Channel on TeamSpeak (ts.starcitizenbase.com), and one of our Hosts will direct you to the action! If you decide to take part in on the fun, please consider recording any events you take part in. We like to turn collected footage into fun promotional videos for our website or YouTube channel! Raffles and Prizes As every other Game Day, we’ll be offering raffle prizes based on individual participation levels! Raffles will be based on individual activities during Game Day, so here is the list of raffles you can enter: Participation Raffle - by checking in with a host in the Landing Channel, you can be entered Arena Commander Raffle - by attempting any mode within Arena Commander, completing it, and providing a screenshot, you will be entered Host Created event Raffle - by taking part in a Host Created event, completing it, and providing a screenshot, you will be entered Custom Events Raffle - by taking part in an official Custom Event run, you will be entered into this final raffle All the raffle prizes will be $10 RSI gift cards (Additional prizes may be provided, and will be announced at the start of Game Day) Newbie Info If you’re brand new to Star Citizen, we recommend getting in touch with us on Teamspeak or, checking this link out:
  2. 10 points
    Really well done. Bring on 3.0 live!
  3. 10 points

    It’s SNOWING in SCB

    Haha, never a wasted thread and you're welcome! I had done it years back and since the code was removed from the theme, or so I thought. No longer a setting, but still left in the code, just had to manually bring it back. I always liked it anyways, will leave it up until the new year.
  4. 9 points

    Snow...  http://bit.ly/1gWorG0

    Snow... http://bit.ly/1gWorG0
  5. 9 points
  6. 8 points

    It’s SNOWING in SCB

    Sorry for wasting a thread on a Thank You, .......... BUT...... THANK YOU! I absolutely love the site creators for adding the snow effect on SCB. It’s perfect!! Well done folks. Brought some joy to this guy 😊
  7. 7 points

    CIG Being Sued by Crytek

    Edit-sorry Drum, I don't actually have a comment referring to what you posted. His TL/DR is that: "they're interested in getting CIG/RSI to negotiate out of court" and that the complaint is barely enough (content wise e.g. there are no referenced proofs or evidence) to get it into court. Here is the video link:
  8. 7 points
    Hi all Just an update to my fleet As I have much more multi-crew I hopw to be able to lend/participate and have fun with you all Please notice I have 3-4 Capitals/Sub-Capitals now without further ado; ============ Roster as of December 2017 -------------------------------------- Primary Ships/Capitals: 1- Polaris Corvette 2- Hammerhead Gunship 3- 890J Origin Luxury Capital 4- MCS Pioneer: Pioneer, Mobile Construction Yard / Base Building Industry/Commerce Ships 1- Endeavor Platform Science Ship, with 10x Modules (incl. 2x farms) Science, Research, telescope, Super Collider Enhancements, Medical, Agriculture-Illegal 2- Reclaimer, Salvage Platform 3- Orion Mining Platform 3A- Prospector 4- Crucible Repair Platform 5- Banu MM, Trade and Hauling [Transport – Freight Missions] 6- MISC D, Hauling, Escorted [Transport – Freight Missions] 7- Freelancer MAX, Unescorted, Enclosed Cargo Bay [Transport – Freight Missions] 8- Anvil Carrack, Exploration Platform 9- Crusader Genesis, Passenger Transport [Transport –People Missions] 10—Herald, Fast Info Runner/Hacker [Transport –Hacking Missions] 11- Starfarer A- Civilian: Refueling/Fuel Capture B- Gemini (Militarized) Refueling/Fuel Capture Specialized: Origin 600i [Transport – VIP People Missions] Origin 600T -Secondary Exploration Constellation Phoenix [Transport – VIP People Missions] Caterpillar, No current function Ground Vehicles/Fighters Tumbril NOX X1 Rovers + Snubs (as Part of existing ships) Combat Ships (Not primary Focus) 1- Super Hornet, durable combat platform A- Hornet Ghost B- Hornet Tracker 2- Aegis Sabre, Stealth combat 3- Redeemer Gunboat 4- Khartu-Al, Light Fast Fighter 5- Full 300 Series (Origin Pack) 6- Banu Defender – 2 seater, specialized Specialized Combat/LR Support: 1- Esperia Prowler –Stealth Dropship 2- Terrapin –Armored Scout 3- Freelancer MIS, missile militia platform 4- Gladiator Bomber 5- Retaliator Bomber --> Can be converted to Hauler with Modular Capability 6- Stealth Bomber 7- Vanguard Warden, with all 3x BUK's ================ Hope to have fun when we play in 2022 Take care JM
  9. 7 points

    Imperium 3.0 Game Day Details

    @Imperium Member PTU has been opened up to first wave testers, concierge members, and subscribers. This means that a good chunk of us already have access to 3.0 right now! If you don’t yet have access you have two options: Be patient, the devs are doing their best to get it to you as soon as possible. Subscribe for that sweet delicious early access. In either case, access or not, you are invited to join Imperium and the Star Citizen community this Saturday for a very special Game Day event! As mentioned in the most recent Game Day Announcement, in the case that 3.0 is in PTU for the upcoming Game Day (this Saturday the 25th of November 2017) we will be playing 3.0 and featuring it on the Game Day Stream for those of you who can’t yet play or would rather just watch. Along with the 3.0 shenanigans and the stream we will also be doing a bunch of giveaways of RSI gift cards, game packages, and Imperium branded clothing. Be sure not to miss this one!
  10. 7 points

    Hammerhead - Gunboat Anti-fighter

    THIS is the surprise I was hoping for from CIG for the Anniversary Special! A new capital ship that is armed to the teeth and looks ferocious! The Hammerhead anti-fighter "gunboat" is the picket ship that Star Citizen desperately needed. It was apparent in the Alpha PU that ship turrets weren't as effective as they should be, which is why larger ships, like the Constellation and Starfarer, were basically target practice for starfighters and bombers. Sure, those ships were tough and it took fighters and even bombers a long time to breach their shields and hulls, but the ships were virtually defenseless because their gun turrets were woefully inadequate to destroy the attacking strikecraft. CIG promised to improve gun turrets to achieve a fair balance, but it still seems like large ships are too vulnerable and would need escort fighters for protection. The problem is that starfighters, like the Hornet or Sabre, don't have the same range as long haulers, like the Freelancer, Starfarer, or Hull series. The starfighters would have to stop to refuel after long jumps, which would slow down a merchant convoy and make them more susceptible to attack. (A merchant convoy quantum jumping across a star system is harder to detect and interdict, whereas a convoy having to stop at a refueling depot so its escort fighters can refuel would be easy to spot and ambush.) The Vanguard Warden seemed ideal for the role of an escort fighter because it has the range to keep up with a merchant convoy. However, CIG has terribly nerfed the Vanguard since it was released, so it's viability as an escort fighter is questionable -- until CIG fixes it. It's not just merchant convoys. Cap ships also seem too vulnerable to strikecraft. I've long questioned WHY cap ships have so few gun turrets. A Retaliator almost has as many gun turrets as a Polaris Corvette. And why are the turrets only dual mounts instead of quads? And why are the guns relatively small? Usually size 2. All of these problems seem solved by the Hammerhead. It has 6 manned gun turrets with quad Size 4 laser repeaters. Quad gun turrets. FINALLY!!! (I know the Hurricane has a quad gun turret, but it's a glass cannon.) Now that CIG has created quad gun turrets, I hope they upgrade the existing cap ship turrets with quads. It's also great that the Hammerhead is armed with Size 3 missiles. I'm surprised that CIG didn't skimp out and go with Size 2s. Size 3s were definitely the right choice, because a Size 2 won't destroy a Hornet in one shot. A Size 3 will. And Size 3s are effective against medium size ships too. The only criticism I have about the Hammerhead is I wish it had forward-firing weapons for the pilot to operate. For a ship so focused on combat and protection, it seems unfair not to allow the pilot to shoot anything. I'm not suggesting the pilot needs to be able to operate the quad turrets. But it would've been nice if the Hammerhead had a pair of fixed-forward heavy guns or a remote dual turret to shoot at whatever is in front of the Hammerhead. Without a gun for the pilot, I foresee that a Hammerhead crew will squabble over who gets to man the quad turrets, but no one will want to drive. Also, (I guess I do have another criticism), while the gap in the hull kinda looks cool, it serves no practical purpose, so I don't like it. It seems like a wasted space where another gun turret could've been placed there. Another dorsal turret could've been place there, and the existing dorsal turret could've been elevated or extend from the hull, so they both fire forward. Or a ventral turret that extends downward so that it clears the bridge canopy. Or forget extra weapons. The internal space could've been used for numerous possible things: amenities for the crew, a cargo hold or reinforced magazine for munitions, additional shield gens, a secondary or reserve power plant, a mission module, or a hardened life boat. Instead, the gap seems purely aesthetic and that doesn't make sense for a combat ship. Regardless, I have bought a Hammerhead with store credit. I made sure I had plenty of store credit available for the Anniversary Special for a surprise like this, and I'm pleased with my decision, because if I was forced to choose between buying a warbond and passing on the Hammerhead, I probably would've bought it. Because I think the Hammerhead will be the perfect ship to use against Pirates and Vanduul. Imagine using a Starfarer or Hull series as bait to lure in Pirates, then jump in a Hammerhead and tear them to pieces. The Hammerhead is going to make Pirates' lives miserable, and I love it!!!
  11. 6 points

    CIG Being Sued by Crytek

    Its a livestream right now: For reference, this copyright lawyer represented the Star Mazer folks against Alex Mauer. He's reading the complaint and translating American-Lawyer speak into common English.
  12. 6 points
    So with the release of Intel's Optane drive... i had to grab one! (the raven may have been a large factor ) With full support only on 7th gen+, i had to upgrade my 4790k ... (you will be missed) Build - https://au.pcpartpicker.com/user/xKiLlFrEnZyx/saved/629RGX CPU - 8700k Cooler - TT Floe Riing 360 Mobo - Gigabyte z370 Aorus Gaming 5 RAM - G.Skill Trident Z RGB 16gb 3600mhz GPU - Aorus GTX 1080Ti Xtreme PSU - 1200w Corsiar AXi series Case - Thermaltake View 71 RGB Storage - Intel Optane 280gb SSD Samsung 850 pro's 512 in raid 0 Samsung 250 Evo 500 WD blue 2tb Few pics Gallery here -> https://imgur.com/a/UT9Df RGB is life... dont hate Had to add my own custom flair to it! Carefully peel it! Final result Still need to do some benchmarks and get the overclock setup.... but im proud of the build Will post results soon
  13. 5 points
  14. 5 points
    Wait till the game has released to build a rig for Star Citizen. That is the best way to get the most for your money.
  15. 5 points


    The fact that you were on for 7hrs without crashing is a miracle in itself
  16. 5 points
    J. Coren

    Need some advice

    > 6 Hammerheads Yes, get the Hull-E. Having one less Hammerhead will not make a difference.
  17. 5 points

    3.0 PTU vs. 2.6.3 comparison

    Greetings, citizens! I was made a small video with a visual comparison of the changes in the recently launched 3.0 PTU testing. If someone wants to know, how it was "before" and "after", open this video and find out If something is changed to live release, I'll make a similar video, but with a comparison of "PTU 3.0" and "Live 3.0". Enjoy watching! P.S. If you liked it was interesting, support me in: Citizen spotlight Spectrum Reddit
  18. 5 points
    Did it. Sacrificed my Tali for it. Would do it again.
  19. 5 points

    Hammerhead - Gunboat Anti-fighter

    SON OF A BITCH !! RIP Wallet. RIP BMM. I hate you Pretty concept pics. Romen and crackers for a month
  20. 4 points

    PTU Patch 3.0 notes

    Star Citizen Patch 3.0.0ac PTU.674844 Alpha Patch 3.0.0ac has been released to the PTU, and is now available to test! Patch should now show: PTU-674844 It is strongly recommended that players delete their USER folder for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission focus). %{color:lightblue}We would like you to focus on the above for this initial wave of testing and bug reports. NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase. Additionally, there’s content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.% All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, and the Ursa. We would like you to focus on the above for this wave of testing and bug reports. NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there’s content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle. Key Game-play How Tos: Afterburner: There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you’re limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you’re not maneuvering and decoupled rotation is allowed while in AB idle. Ship Start Up: Approach the entry point of your ship, then press and hold “F” to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold “F” and select the “Flight Ready” prompt to run through complete ship start up. Alternatively, you can press the “F5” key for quick start up. Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your “Comms” menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors). Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can “set destination” on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press “B” to travel. Major KNown Issues: Eckhart’s first mission currently breaks the player character. Items and ships placed in hangars are not persisting between sessions. Focus Feature Updates Non-Focus Feature Updates Known Issues Focus Feature Updates General FOV min/max is now defined by screen aspect ratio. Universe Changed the time for hacking down wanted levels to vary more. Altered Comm Arrays so they don’t overlap with other monitored zones. Created a “Crusader Wanted” tutorial journal entry for when players attain their first wanted level. Increased the abandonment range and the cut off timers for some missions. Visual clean-up and polish at Levski. Added additional lighting to outposts and outpost landing pads for better nighttime illumination. Missions Tweaked the lights on the black box to be seen from a greater distance. Enemy AI should now attack civilian ships and cargo manifests have been added to their ships when appropriate. Ships and Vehicles MFD Screen focus polish (middle mouse button) and added hotkey focus screen switching (cycle with WASD). Starfarer: Updated with new glass shader. Bug Fixes Fixed replaceme textures appearing on ship damage. Accepting the first mission from Eckhart should no longer break the character. Floating debris and props should now properly have physics. Engine trails should no longer be created while the engines are turned off. Kudre Ore should now be properly marked and labeled on both the HUD and the StarMap. Added a check to make sure combat area for patrol missions only triggers once. The “Steal” missions should now have properly text strings. Mission markers should now correctly appear on the StarMap when accessed from the pilot’s seat. The Star Kitten Dragonfly should now properly appear in game. The mining machines at moon outposts should now have animations. Fixed various outpost assets that appeared black. AI enemies should no longer spawn inside of asteroids. Added missing MFD options from MFD menu of ARGOs. Fixed various turbulence and atmospheric flight bugs for the Khartu-Al, Glaive, and Scythe. Fixed some floating props around GrimHex. On ship destruction, Sabre pilots should die properly rather than get stuck. Vaulting directly into EVA should no longer cause the player to ragdoll. Fixed an issue that allowed any gun to use any other magazine if swapped via the PMA. The KRIG Quarreler should now properly have overheat. Fixes for mission objectives becoming broken for the “Recover Stolen Goods” mission. Removed the usable interaction from airlocks so players don’t drop boxes anymore. Equipping items using the PMA while the character model is facing away should no longer cause the model to become invisible. The copilot of the Dragonifly should no longer lose character control when exiting in EVA. The Hoplite should now properly have door control from the pilot seat. The pilot’s hands and feet in the Retaliator should no longer appear twisted and broken. Fixed some atmosphere issues inside of the Vanguard. The Avenger should no longer have a “communications” interaction prompt inside the cockpit. The mission list should now properly update after you accept a new mission. The lifts/elevators should no longer get stuck in the doors closing state at Levski. Weapon fire to the starboard wing of the Caterpillar should now correctly cause damage. The starboard door should now be visible on the Cutlass. Various LOD fixes for all 300 series ships. Improved Gladiator tail damage to be more recognizable. Missiles should no longer bounce off shields without exploding. Plugged in hole in wall assets at Levski. Altered pass-by ship sounds so it no longer cuts off abruptly. Ship landing dust should no longer appear offset from the ship nor cull/disappear at a short distance. Black box missions should now fail if the asset is destroyed. Corrected seat and dashboard interaction highlight for the Retaliator. Chaff should no longer appear to explode inside of or clip through geometry. The planet collect missions that are associated with derelict ships should now have a proper location beacon on the derelict. Fix for boxes being placed into world space but then vanishing. Fixed overlapping MFDs on Greycat. The nose of the derelict Caterpillar should no longer have a missing LOD effect on approach. Fixed LOD issues with the Gladius and updated landing gear bay interior. Fixed buggy behavior of StarMap if accessed during quantum travel. The ARGOs should now properly have HUDs. The lift/elevator should now properly have an interaction highlight on the Retaliator. EVA thrusters should no longer be on while a player isn’t moving. Player hands should no longer clip into the dashboard when exiting the copilot seat of the Starfarer. Turning engines on should no longer trigger the “engines offline” audio. Technical Numerous crash fixes. Various performance tweaks. Non-Focus Feature Updates Cargo Added logos to the 1 scu cargo commodities. Star Marine Added dirt and wear to Star Marine loadouts. Bug Fixes Updated “metal box” art so it isn’t the same as “mineral box”. Players should now be able to sell medical supplies at Port Olisar. Commodities should now correctly detach from the Constellation when its destroyed. Ships should now correctly consume hydrogen fuel. The Cutlass should now drop cargo when destroyed. Adjusted EVA access points on the 85x to make them easier to locate. The 85x cockpit should now properly have atmosphere. Known Issues: Content missing key elements: User Interface Insurance and Persistence Internal Ship Docking Comm System Bugs, issues, and work arounds (W/A): Items and ships placed in hangars are not persisting between sessions. Ballistics leave “replace me” textures in Star Marine. You can make claims on ships that are not lost, destroyed, or damaged. Vehicle customizer app on wrong MobiGlas button and not yet functioning. Repaired wings don’t always restore weapons.
  21. 4 points
    Danakar Endeel

    CIG Being Sued by Crytek

    So Crytek claims their license was only for a game called 'Star Citizen' and not 'Squadron 42'. Then they go on to say that they have made significant expenses on the Kickstarter presentation (which afaik Chris and Ortwin paid for with 1 million dollars out of their own pocket). What I now find funny is that this Kickstarter presentation Crytek allegedly spent so much time and money on is about Squadron 42. You'd think something like this would have come up at the game license bargaining table...
  22. 4 points
    If you like many are in the process of building a machine powerful enought to play Star Citizen, and require build guidance. This page may help you choosing the right hardware to give you a decent and enjoyable experience in the PU going forward. As time goes forward i'll update this post with current and new specs as time pass's. CPU 8 Core+ With the latest open dev interview at Citizencon, we have word from the horse's mouth (CIG graphics engineering dev), that this game will indeed favour Threads > IPC. Meaning a CPU with more cores will in general give you better performance. "Multicore is the key though, going wide (more threads) is the direction we're going, it's where everyone is going like high end I7's and I9's there's plenty of bandwidth there". Currently people on 3.0 are reporting that 4C/4T CPUs are struggling with the 3.0 PTU, so suggesting an I5 is foolheartedly at this point in time. It's hard to even recommend a 6 core with Hyperthreading from both vendors, simply because the industry standard in 2018 will be 8 cores and 16 threads. Mainly thanks to Intel releasing there Z390 boards 1st half of 2018 with support for 8 core CPU's. As Well as Ryzen and which there new refresh that's scheduled to release around Feb 2018. Be careful if you are considering a Z370 motherboard! As this is more than likely a dead end platform much like the Kabylake Z270's just after 6 months. As they are not supported on Coffee lake hardware (considering they technically should be by an ASUS dev interview), as Z390 is designed for 8 cores, so you can realistically bet that your Z370 motherboard won't support the 8 core later on, if history is anything to go by. Ram 16gigs+ (32gigs if possible) 3.0 is capable of chewing a heavy 12.5 - 15.5 gigs of volatile ram; (partly due to optimization needed on the higher side of the memory limits shown, aka memory leakage). This will only go up as we get closer to launch of the Beta, and 16gigs is soon becoming the limiting factor not too far off. As we'll start seeing more assets and features being introduced into the game, which will reduce memory bandwidth. Don't forget alot of back ground process's use up ram aswell, so having to close down web browser tabs and other programs might be a common annoyance for people opperating with 16gigs. This could change with optimization but by how much is unknown so deside at your own discretion! Motherboard When it comes to motherboards (in general) and CPU overclocking, the rule of thumb is not to cheap out. A good power delivery equates to a better and more stable overclock. A Lot of board manufactures cheap out on PCB components, resulting in poor quality boards. My personal advice would be to research your boards in your given price range, to get your best bang for buck. But considering this is going to be a build for Star Citizen, you'll want to have something decent that will last you awhile, as Overclocking these days is so incredibly simple and very safe from the times of the past, so there's no reason you shouldn't have even a small overclock. A good Example of what boards may suit people in a given price range; (look up relative board types depending on our build or vendor "Intel / AMD", / Enthusiast / Workstation, (Z390-AM4 / X299-Thread-Ripper) . GPU While graphics is one of the most expensive parts of the build, it’s generally deemed not as high on the priority list over CPU and Motherboard. This is generally because GPU’s 'had' a shorter life span over the rest of the system. This is changing mainly due to the price gouging both vendors are doing mainly for two reasons. (1) lack of competition on the high end. Nvidia can price whatever they like, because they know the majority customers will buy their products. $3000 Titan V over last gens Titan Xp $1200 for over double the price? You'd expect double the performance in both applications and gaming. But realistically it will be only a 15% increase. (2) Cryptocurrency mining. AMD’s cards are very good workstation cards that are excellent at mining, as Vega GPU are basically cut down deep learning cards and rebranded gaming GPU's; (Which is why their gaming performance is pants over Nvidia). This is why theres both a shortage of GPU's and a price hike aswell. Much Like Motherboards some vendors cheap out on components. I would avoid powercolor for example as they are repeat offenders when it comes to this practise. Youtube break down videos from tech outlets like Buildzoid are the places to go to, apon looking for a decent built GPU. 4k Max -1080TI / Titan (pascal)+ 4k - 1080 / Vega 64 Ultrawide 3440x1440 - 1080 / 1070TI / Vega 64 / 56 2k / 1440p Max or high refresh rate - 1070 / Vega 56 Ultrawide 2560x1080 - Rx580 / 1070 1440p 60-100 FPS - RX580 1080p - RX580 / 1060 (6gig) 8 gig Vram minimum on the GPU would be a wise and safer bet. PSU is the beating heart of a PC system. Buying a high grade “gold plus” is sensible as a poor grade PSU’s can and will destroy any if all of your components if they fail. Good top quality brands are Superflower and Corsair and EVGA. Superflower are one of the best OEM's for power supplies on the market. They make the highest quality power supplies. The EVGA G2 and G3 are based on Super Flower's Leadex Gold platform. Base Level: Between 80% and 82%. Bronze: Between 83% and 85%. Silver: Between 85% and 88%. Gold: Between 88% and 92%. Platinum: Between 92% and 94%. Titanium: The highest 80 PLUS rating; any power supply that operates at 95% or above efficiency. Case the golden rule is air flow. While some may look amazing like the Phanteks Enthoo Evolv ATX Tempered Glass it suffers with very poor air flow. Whereas something like the Anidees AI-Crystal has both looks and great airflow. Make sure your case supports the motherboard size of your choosing also! Storage, it goes without saying that Flash memory is far superior to HDD’s in terms of read writes and load times. So having your OS on 250GB SSD Drive, and having SC on another 250GB SSD would be ideal for headroom later on, depending on expansions and additional content. Having a big HDD (2TB) for random files and photos is a good idea as well.
  23. 4 points
    I'm sure you've all seen this, but in case you haven't:
  24. 4 points

    Ruto in GrimHex

    I'd heard Ruto had made it into the PTU in a limited form at least. He should be fully implemented soon I think (perhaps they're waiting to put him and Miles Eckhart in with the full public release) And today, accidentally, I found him. He's apparently a 2D hologram hidden away in a closet, surrounded by defaced images of Imperator Costigan. You have to activate a console to get him to appear. There was also a short text message the first time I activated him, but that doesn't appear anymore. The closet is in what looks like an old electronics store or arcade, there are handheld tablets (with SLVRS-T scratched into the screens) and a couple of arcade cabinets for a game called Moon Assault Nexus (the non-interactable, but functional one plays 8-bit/16-bit/bitpop segments of music from the ATV credits and Hyper Vanguard Force). I wonder what his deal is going to be? Miles Eckhart is a neutral/unsavory/untrustworthy sort in unaligned Levski, but Ruto looks like a UEE Official of some sort. Its weird that he'd be squirreled away on GrimHex like this. He even looks similar to Costigan if you squint hard enough. Any ideas? Anyone heard anything? Edit: To find him, the easiest way is to enter the bar in the habitation sector. The bar is on the lower level in between the two elevators. There is a passage out the back of the bar that leads to the little shop where Ruto is.
  25. 4 points

    It’s SNOWING in SCB

    Two kids and seen this probably 200+ times now. Unfortunately I can sing every word memory and probably do the dance choreography too....
  26. 4 points
    Nice fleet there! We offer a great tool on our Portal page that lets you put your ships in a hanger. You can make it public so you can show it off or make it private so only fleet operations can view it. https://portal.starcitizenbase.com/user/view/1373/hangar Visit the portal and add your ships! ^
  27. 4 points

    It’s SNOWING in SCB

    If, after implementing the piling up, the snow on the bottom of the page does not vanish when you go to another page, I could sell you some digital snowplows, double price though if you want LTI on them. Just sayin'...
  28. 4 points

    It’s SNOWING in SCB

    Background image credit goes to @Core though, he found it.
  29. 4 points

    Hammerhead - Gunboat Anti-fighter

    Guys, guys. CIG likely doesn't have a lore-approved definition of a "capital ship" in their universe. Being a cap ship or not means literally nothing.
  30. 4 points
    J. Coren

    Skyrim Reboot

  31. 4 points
    Keep things Civil and constructive here. Again this is all theory crafting so try not to get too attached and don't reduce this topic into petty insults.
  32. 4 points

    Hammerhead - Gunboat Anti-fighter

    This is exactly what's needed to defend the Endeavour, the Pioneer, mining operations and an org's Base.
  33. 3 points
    Devil Khan

    Hammerhead - Gunboat Anti-fighter

    6x Turrets; 2x Dual weapon per turret. 4x 8 S3 Missiles I like the hole in the center.
  34. 3 points
    CIG released the inaugural SQ42 newsletter this afternoon. Don't race out and get all excited, it essentially is a primer letting you know that more content is coming and to tune into the live stream. IGN will receive an exclusive next Wednesday as well dealing with Mark Hamill. Also there is this beautiful picture: Heres the rest of the text: December 14th, 2017 Attention! The UEE Navy needs you. Whether you’re already a top gun or have never flown a ship before, there’s a place for you in the Navy. Only by banding together can we hope to move forward and protect the freedom of the UEE. On Wed. Dec. 20th, enlist on the RSI website by signing up for the next Squadron 42 newsletter with exclusive information and updates on the game’s progress. You must enlist to continue receiving these official communications — be the first to know. Heads up. Check out IGN on Wed. Dec. 20th for an exclusive teaser featuring Mark Hamill. Report for duty on Thurs, Dec. 21st for our Around the Verse holiday special. Watch it on Twitch from 12-2 PM PST to hear the latest Squadron 42 updates directly from the developers. Over and Out, UEE Naval High Command
  35. 3 points

    CIG Being Sued by Crytek

    Keep in mind. We don't have all the information yet. CIG broke from Crytek at around the same time that it was known that Crytek was failing to pay employees. https://www.polygon.com/2016/12/10/13908156/crytek-employees-not-paid https://www.extremetech.com/extreme/241674-star-citizen-developer-chris-roberts-clarifies-engine-change-promises-move-amazons-lumberyard-wont-delay-game This is reason enough for breaking an outsourcing contract. I personally lived this experience (not good at all). I was working at a client and my employer seized to pay us (and eventually went bankrupt). My client requested me to wait 2 months because they could only cancel the contract with my employer after that amount of time. And from that point on they could hire me without legal consequences. And that was what happened. After two months my client canceled the contract with my company. I resigned and the next day was hired by the client. I bet this is exactly what happened at CIG and the reason why so many people from Crytek are working there. Keep in mind. CIG is the client. Not Crytek. If Crytek broke their part of the bargain and did not provide the support that was expected and CIG has the legal right to cancel the agreement and move on to another partner. This is a desperate move from Crytek. It is not good for business when you sue your clients. They must be desperately in need of funds.
  36. 3 points
    Went crazy on the anniversary sale and bought: Javelin Redeemer Orion Ursa rover X1 Force Tumbril TR Dragonfly Hope the ships will help Imperium! o7
  37. 3 points

    CIG Being Sued by Crytek

    CIG's answer “We are aware of the Crytek complaint having been filed in the US District Court. CIG hasn’t used the CryEngine for quite some time since we switched to Amazon’s Lumberyard. This is a meritless lawsuit that we will defend vigorously against, including recovering from Crytek any costs incurred in this matter.” source: http://massivelyop.com/2017/12/13/crytek-sues-star-citizen-developer-cloud-imperium-alleging-copyright-infringement/
  38. 3 points
    Boris Souvorov

    SIBYLLA - Diplomacy

    Hello Citizens, On behalf of myself and my fellow Sibylla's diplomats, I'd like to introduce our organization, Sibylla. To this day, we're the biggest french speaking Star Citizen's org. We're not focusing on any task in particular, players are free to do the "job" they want and we are helping by providing them ressources a player alone would struggle to acquire. Our RSI org link : https://robertsspaceindustries.com/orgs/SIBYLLA See you in the verse ! Boris Souvorov Sibylla's diplomacy
  39. 3 points


  40. 3 points

    Hammerhead - Gunboat Anti-fighter

    That's an obvious trick. 1 Hammerhead crew vs. 1 Fighter, the fighter has the "advantage" because 1 HH crew can only operate one turret at a time (I'm assuming that AI blades aren't permitted), and the fighter will just attack from an angle that the manned turret can't reach. Although, 1 fighter won't be able to inflict significant damage to the HH very quickly. It would be a long, tedious battle. A single mistake from the fighter pilot would be fatal. The fighter could blunder into the one manned turret's sights, or could be taken out by a Size3 missile. 1-on-1, the HH would either win, or get annoyed and jump away. The fighter pilot might call the latter a "win", but it didn't defeat the HH in battle, so it's a draw. The Hammerhead will require a minimum of 7 crew members to fly the ship and operate its 6 manned turrets, 2 remote turrets, and 4 missile launchers. That would mean 7 fighters. As a Hammerhead owner, I like those odds. It might be handy for the HH to have a couple of extra crew to make repairs, but in this scenario, it would probably be smarter for the HH captain to only have 7 crew members. 7 fighters isn't enough for my Fighter Fist idea to work, because it requires some fighters to distract the HH with withering fire, while the Fighter Fist executes attack runs targeting one turret at a time. Even if 2 fighters tried to distract the HH's gunners, I don't believe 5 fighters have enough fire power to punch through the HH's shields in a single pass. And without sufficient fighters for distraction, the gunners will see the Fighter Fist coming, concentrate fire, and shred it at close range. So that won't work. The Fighter Fist tactic needs 15+ fighters to work. I know that self-professed "fighter aces" think they'll be able to fly decoupled, dance around at max gun range, and rain down fire on the Hammerhead with impunity as they effortlessly dodge the gunship's turret-fire. Sure, that's as plausible as the Hammerhead just sitting still while the fighters sap its shields. And it's based on turrets being as ineffective against fighters as they are now. CIG has said they're working to improve manned gun turrets -- but we don't know how they'll do that yet. So I can't be certain that turrets will be better than they are now. Regardless... A smart HH captain will Afterburn-Cruise (ABC) away from the fighters, to either buy time for the shields to recharge, or force the fighters to pursue at ABC, wherein they have to travel in a straight line. Anyone who has flown in the PU and used the old Cruise Mode knows that ships flying at high speed have poor maneuverability. Even if the fighters keep their afterburners engaged (depleting their limited boost fuel), strafing will be ineffective at high speed because the ship's inertia resists rapid changes in direction. The HH's lead PiPs won't be moving much when the fighters are flying at ABC -- which is the only way they can keep up with the HH. The HH's dorsal, ventral, and aft-side turrets should all be able to fire backwards and concentrate their fire, and shred one fighter at a time. When the HH reaches its max ABC velocity, it should be able to decouple and maintain speed, then swing around and bring 5 of its 6 turrets to bear, and allow its aft shields to recharge. I know that the fighters have greater acceleration and ABC top speed, so they can overtake the HH. But that won't be a significant advantage, because they'll still have limited maneuverability at ABC. Even if they fly ahead or parallel to the HH, then decouple and bring their forward weapons to bear on the HH, if they try to strafe to avoid the HH's fire, they'll decelerate from ABC and fall behind. And if they don't strafe, they'll get shredded. The fighters won't be able to sap the HH's shields while dodging its fire at ABC. The fighters will either be "sitting ducks" for the turrets or they won't be able to maintain pressure and the HH's shields will replenish. It'll be a battle of attrition that the fighters will inevitably lose.
  41. 3 points
    I doubt that a single Connie is able to do a 1 on 1 vs. a Hammerhead. There's prolly no ship in this size class or lower that could do that. However, the range of a size 5 weapon should be greater than the Hammerhead's size 4 weapons. Plus the Connies are very common and one can solo it. It'll be more maneuverable and prolly faster than the Hammerhead.
  42. 3 points

    It’s SNOWING in SCB

    Haha some people notice everything!
  43. 3 points
    J. Coren

    Weekly Sneak peak & Subscribers

    If you're dropping a rescue flare with enemies in close proximity, there is a good chance you failed at SERE. With signal flares being a thing, I'd really like for there to be packaged survival kit in the future. Something that can fit on a wall aboard a larger ship, or in the ejection seat of a fighter and has a couple of things which will help people survive for a decent amount of time alone. Things like a medkit, a Dawnfire with an extra round, a tiny distress beacon, an emergency oxygen tank and a maybe a single-person airtight shelter. That, or sell a torso rig which will have all these things.
  44. 3 points
    J. Coren

    Titan Suit sneak peek

    Having backward-bending legs is going to be beneficial to its mobility, and probably be a little easier to animate with procedural terrain than forward-bending legs. You can see in this image that a person perfectly fits into everything above the knee, meaning there isn't a need to have its legs bend forward. Meaning you'll probably end up with something like the Prawn mech from District 9 where the anatomy of the user didn't matter due to its size and construction.
  45. 3 points

    Need some advice

    How anyone can get by on just 6 Hammerheads is beyond me, Anyone who is prepared will have at least 7.
  46. 3 points
    It does look like it may have been filled in (with a module?) but still hard to see at this angle. Personally I wouldn't mind if that spot is a modular area that we can fill up with something similar like we got with the Retaliator. Like slotting in a medbay, cargo or dropship module or something.
  47. 3 points

    Banu Merchantman

    I like where they are taking the BMM. I'll be interested to see how this ship fits in to the 'verse. It seems like they're really playing up the ability of this ship to be more of a traveling trader as opposed to the simple point-to-point transport (like a Hull C). Much of the ship's interior is dedicated trading space which limits its max cargo capacity. I'd like to see "human retrofitted" room modules to be available in the verse. These would strip a lot of the smooth and organic Banu features for efficient storage rooms for those players who want this to be a secure cargo ship (with big guns and engines) instead of one with shops and barter spaces.
  48. 3 points

    Hammerhead - Gunboat Anti-fighter

    Of course that's a potential problem. However, I believe that Pirates and criminal Orgs will always have greater difficulty operating and maintaining cap ships than lawful players and Orgs, for numerous reasons. Firstly, insurance. CIG has explained that Pirates can't obtain insurance like lawful players. There will be a different form of insurance available for criminals, which will probably be more expensive and take longer to replace ships, especially cap ships. Second, it won't be as easy to elude law enforcement in a cap ship. CIG has said that the quantum jump mechanics will be revised so that the larger the ship, the longer it will take to spool a quantum drive, and the cool-down time will be longer before it can make another jump. Also, cap ships require large jump points, which limit the Pirates' possible escape routes. Pirates probably won't risk using a cap ship, like the Hammerhead, in UEE star systems, because the risk of losing it will be too great. As for lawless star systems, it probably won't be difficult to track down a Pirate-owned Hammerhead, and the bounty on it will be so high that countless bounty hunters will be gunning for it. (It'll be like the Hunt for the Bismark.) Third, cap ships are expensive to operate and maintain, and Pirates' only source of income is successfully looting ships. Piracy will be a high-risk, variable-reward enterprise. Pirates risk imprisonment or death every time they raid, and they could only come away with a few cargo boxes of worthless crap. If a Pirate suffers a string of bad luck, they could easily bankrupt themself. If and when that happens, they don't have the same options as lawful players, because their Crime Stat will prevent them from accepting easy missions for easy money. A Pirate Org will need a high success rate to afford to operate and maintain a cap ship, like the Hammerhead. As I've mentioned before, my prediction is that Pirate Orgs will use stolen ships until they break and then won't bother repairing them; they'll just steal another ship instead. Pirates will have a hangar full of broken ships that they can't even sell because they're stolen. So if a Pirate-owned Hammerhead is mauled by a lawful Org's fleet, it probably won't be repaired and out raiding again anytime soon. That's why if and when lawful players encounter a Pirate-owned cap ship, they should do everything they can to spoil it. Meaning that they shouldn't just give up and dump their cargo to pay the "pirate tax". They should always resist. Fight, run, hide, and stall as long as possible, until NPC law enforcement and/or lawful players intervene. Any damage inflicted on the Pirate cap ship will be exponentially greater than the losses the Pirates can inflict, because insurance is on our side. It might even be worthwhile for lawful players to kamikaze Pirate cap ships. Another option is to self-destruct your ship and eject, rather than allow Pirates to capture or loot it. My point is that the best way to deal with Pirates is to make their "job" as difficult and expensive as possible. Make it so that Pirates can't afford to use cap ships, like the Hammerhead.
  49. 3 points

    3.0 is on PTU for First Wave!!

    Holding off as well. Just not that interested in the pew pew any more and will wait on the mining edition. - DRUM out
  50. 3 points

    Star Citizen Anniversary Special

    And we can pray that people do not conflate this with an ACTUAL SC product release when it's really just the 3.0 Alpha of SC.