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  1. 5 points
    Chimaera

    Trak - Aka Steve Snyder

    @Trak was actually a member in Imperium for a good while before he branched out to make an org that was specifically built around the people he knew and worked with who wanted to focus hardcore on Arena Commander. As such he went from member to foreign dignitary, and it was my pleasure for nearly half a decade to talk to him very often. He was a good friend who helped my wife and I get ourselves situated in LA when we visited there for our late Honeymoon, and even took time out of his busy schedule (multiple fires) to take us to the Stinkin Rose. He was awesome, and was one of the first people I shared my daughter's birth with. When I saw his family's post it broke me. My wife and I have been mourning him, and we have been grateful for the communications to us from his children. He was a literal giant of a man, with a great heart, and I hope his family can find solace in the number of people who have been giving support to them after their loss.
  2. 5 points
    WarWulf

    Trak - Aka Steve Snyder

    It's been a pleasure to know Trak, he was an intelligent, witty and strong-minded lad. We're all better for having known him and I wish only the best to the people he's left behind.
  3. 5 points
    Drum

    The end of $0 CCU

    Early yet, but a double handful of unhappy people. Premise is simple. CIG was willing to try something that looked promising for people to play around with. It was vastly overused by some people (or under planned by them) and seemed to cause them unwanted database service and maintenance issues (assuming it is in the hanger DB). After not one, but two, cool off periods, they are finally pulling the plug. Use it or lose it. It is their game and house rules apply. The rules are whatever they say they are. Some people seem to be offended by this which is to be expected in any transaction service change. Offended or not the point still stands, it is their house and house rules are whatever they say they are. Not everyone is making gray market sales or treating fleet ownership as a marketing tool. Nor do most people flip ships around with any regularity (if they are currently playing at all). The amount of people who feel this is hurting them is going to be rather small. I am confident CIG took this into account in making the final decision to move ahead and give an ironclad use by date. The real mystery is how people seem so surprised about this announcement. It has been announced for 2 years. Lot of time to sort things out, or did they think if it was ignored that CIG would forget what they said they were going to do? Also amazing is how so many people see Star Citizen as more than just a game. If some of the comments are to be believed, it is more important than anything else in their lives. Or in fact their reason to exist. I suppose the argument can be made that a Real Gamer does not have a life outside the screen (Ready Player One as an example). If that is the case, then I confess to not being a Real Gamer. No matter. The decision has been made, CIG apparently believes the player base using $0 CCU is not significant enough to bow to. Use the $0 CCU or lose it. - DRUM out
  4. 5 points
    Gallitin

    Cool Setup

    Cool setup I saw on a Facebook ad, minus the light/mic.
  5. 4 points
    VoA

    Quantum Drives - by CR

    https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/quantum-drives/2031195 STAFF Christopher Roberts@croberts68 Quantum Drives Discussion March 30th at 9:28 pm Gameplay I thought it would be useful to clarify a few things as I am seeing a polarization of opinion on the Quantum Drive mechanic that I discussed on this Friday's RTV. First let's start with the Drive itself - It is not a propulsion device in the manner we are familiar with. Comparing it to a car engine, a jet engine or a rocket is not useful as it doesn't operate on the same principals nor is it designed for indefinite continuous operation. So what is a Quantum Drive? It is Star Citizen's "hand wavium" version of a device that creates a warp bubble around your ship and is somewhat inspired by the theory behind an Alcubierre drive ( https://en.wikipedia.org/wiki/Alcubierre_drive ). The idea is that when in operation the drive contracts the space directly in front of your ship, while expanding it directly behind. Since it is contracting and expanding space around you, your frame of reference stays the same, meaning that anything inside the bubble feels no effect of acceleration, which is good as the forces required to accelerate to 0.2c in a second would definitely be fatal. This is also why when you Quantum you travel in a straight line (Orbital Quantum is slightly different as the idea behind that is the the Quantum Drive emits a much much weaker field for a much shorter time so you're traveling much slower and you are also using the gravity of the planet you are orbiting to slingshot you) As this type of drive works by manipulating the energy density around your ship, following on with the various theories of how a wormhole may exist, the drive has the raw tool ( the ability to create negative mass) that is needed to open up jump points / wormholes ( https://en.wikipedia.org/wiki/Wormhole ). Which is why if you look back on the SC lore, the first Jump Point was discovered by Nick Croshaw thanks to his modified Quantum Drive ( https://robertsspaceindustries.com/comm-link/transmission/15371-Portfolio-Tarsus-Electronics ) To create a negative energy density you need exotic matter, which is why Quantum fuel is different / separate than thruster propulsion fuel. We don't have it the game yet but our plan is to allow players to harvest / mine Quantum Matter. This would be different than collecting regular thruster fuel, which is accomplished by scooping up various gasses (dense inert ones would be best) from atmospheres or space clouds / nebula. Quantum Matter would likely be quite hard to find, dangerous to mine and very valuable (think of Coaxium from Solo: A Star Wars Story). Mining Quantum Matter will be part of the Harvestable Entities work we have planned for Q2 and may come online with the Q3 fuel work. Thruster propellant is normally an ionized gas that is emitted by the thruster after being exposed to very strong electromagnetic forces. The model for a SC thruster is the VASMIRhttps://en.wikipedia.org/wiki/Variable_Specific_Impulse_Magnetoplasma_Rocket which is why power and heat management are important beyond having raw propellant. Now we've got the pseudo science out of the way let me address the "heat" issue that some people have an issue with. The idea behind the Quantum Drive (and Jump Drive) is that it requires a huge amount of power and the process that involves converting Quantum Matter into a negative energy field generates significant amount of heat that must be dealt with. The continued operation of the drive creates more heat than almost all ships have the ability to absorb but the larger the ship, the greater capacity for both power generation and cooling, so the heat doesn't build up as quickly as it would on a smaller ship. The larger the ship, the more space for power and cooling units. The Idris is a good example with its huge reactor room and its cooling bath. Because of this it normally takes longer for a big ship to reach the point it must shut down the drive to allow it too cool down which is why larger ships can Quantum travel for a longer duration than a smaller ship that can't dedicate nearly as much space to power units and cooling. This is also the reason really small ships like a Merlin don't have a Quantum Drive at all; they just don't have room for the minimum required power and cooling you need for a Quantum Drive. Now we could have just said size 1 Quantum Drives can jump for X time or distance and a size 2 one can do twice as much. If we had, I doubt I would have read a bunch of posts comparing Quantum Drives to car or aircraft engines, how they don't overheat so its stupid that 900 years in the future Quantum Drives overheat (although if you have a coolant leak or you're driving across the Sahara I think you'll find a car engine can overheat). But as I said at the top of this post it is the wrong comparison to make. In the Universe of Star Citizen no one (that humanity knows of) has made a Quantum Drive that can operate indefinitely. A Quantum Drive allows you to cover great distances in a short period of time but is only capable of operation for a limited amount of time before it needs to shut itself down and cool off. The reason why we made heat as well as Quantum Matter the driver of the Quantum travel time / distance is that it allows players to make choices in how they configure and set up their ship. Explorers would likely favor higher quality and larger cooling and well as a strong power source for long distance Quantum travel and jumps. But this would likely be at the expense of more powerful shields or weapons which it then couldn't operate effectively. The whole idea is to have the player make hard choices in what components to upgrade or equip; What is their priority? Combat? Travel Time / Distance? Protection? All things in the game are meant to have trade offs. We don't want some meta ship or loadout that trumps everything else. You configure your ship for combat but you can't Quantum as far as your weapons and shields are sucking down a bunch of power and cooling. If we didn't tie this to the power and heat but instead used some arbitrary time per drive there wouldn't be as much ability for the player to affect things inside a holistic system where all the components of the ship matter; they simply would have to move up to a bigger item or ship to travel longer while in Quantum. With the system we are implementing you'll have a lot ability to tweak or alter things on the fly, depending on your objective. A pilot could divert a bunch of power and cooling away from other systems, like shields or weapons to Quantum further but the downside is when coming out of Quantum they will be vulnerable until they can shift power back to the systems needed for combat. This is much better gameplay as it gives players the opportunity to tweak and adjust on the fly. We built a systemic pipe and resource management system for for ships, people and locations just so people could make trade offs in the resources dedicated to various components to achieve their current goal (or use this knowledge to cause havoc on an enemy ship or base). When far away from the nearest landing zone you can't just equip a bigger or better Quantum Drive in your ship but you could divert a lot more power and cooling to it to get just that little extra distance. Now this doesn't mean that we've managed to perfectly balance all the components, or that the feedback or control on their state is as clear as it should be, which is where I feel some of the frustration is coming from. Balancing power, heat and fuel use will be an ongoing project, patch to patch but what you are seeing with the power and heat management for thrusters, quantum drives, weapons, shields, scanners and other components is the beginning of holistic systemic gameplay that I believe will make Star Citizen, for those willing to invest the time, one of the deepest and rewarding games out there. Having said that, it doesn't that mean the initial learning curve should be steep. Power , overclocking and heat management should be how invested players squeeze an extra 10-20% from their equipment to give them an edge. You don't have to do it but if you know your ship and components well you can "Scotty" that extra bit you may need in a tight bind. We want the game to be easy to learn, difficult to master; we still have a ways to go to make the beginning experience easy and welcoming but with the systemic approach to ship functions and components we have the beginnings of a system that rewards players that want to move beyond basic flight / ship management and gameplay. EDIT: I have highlighted a section in my original post just to make it clear that the current balance (how many jumps / time duration) is a work in progress and will be adjusted. Secondly the UI / Ship computer should factor in the current power and cooling for its Quantum Travel calculations and when you drop out of Quantum to cool down that is intended behavior and was factored into the Quantum Distance calculations, so you're not exiting with overheating warnings. Unless you are interdicted or a cooling or power unit misfires or criticals (from wear etc.) you shouldn't exit Quantum with warning / overheating messages, just that you need to let your Quantum Drive cool down for X seconds before you can spool up for the next Quantum Jump. -Chris Christopher Roberts@croberts68 March 30th at 10:00 pm The Starfarer will be able to transport and deliver / refuel in flight both regular thruster propellant and Quantum Matter. It will also be able to refine Quantum Matter into Quantum Fuel. The only aspect not decided is the mining aspect as we really don't want to make the Starfafer a heavy duty mining ship but its likely we'll have some smaller equipment; like a hand held mining device to allow you to EVA out to collect Quantum Matter - but we haven't decided this just yet.
  6. 3 points
    Narayan

    Star Citizen 3.5 vs. 3.4 comparison

    “Hmm, well, this patch is not too big, the video should not be very long” - Me Greetings, citizens! Every time, when I start to do a comparison video of old and new Star Citizen patches, I look at the Roadmap - and I say this phrase to myself. And every time, when I say this phrase to myself, the comparison video is longer and more complex than the previous ones. The new video was no exception - the duration increased to 19 minutes. But I tried to make sure that you - those who will watch this - did not have time to get bored during those 19 minutes. Also, I reworked the design and methods of presenting the comparisons - now there are no more boring white words or numbers. And I tried to dilute the usual comparisons (slice from left to right) with other techniques (and in the future I will try to do it even more often). By the way, about the new flight model - I show this not entirely, but only that, which catches my eye immediately. I tried to reflect this not only with the video and sounds, but also with a demonstration of controls. The rest of the details (such as strafe, or dogfight, or any other) I left for you - check it in the game. I hope you enjoy this video, as well as the change of design and presentation. Enjoy watching! P.S If you liked this video, support me in: Citizen Spotlight Spectrum Reddit
  7. 3 points
    Switch

    Trak - Aka Steve Snyder

    Sorry to hear. ❤️
  8. 3 points
    Fizzlefuse

    Whos Quiting every other game??

    For years I told myself and others that, once Star Citizen is a fully fleshed out released game, I'd leave all other games behind. Over the years however I realized that, even when we finally get a feature complete star citizen that's mostly if not completely bug free (which is likely still quite a few years away), i will still play other games on occasion. Even if your favourite food is pizza, you might want to eat something else on occasion;) That said, I don't think I will sink a lot of time into other online MMO's or the like. World of Warcraft is dying as it is, my guild is pretty non-existent so if CIG would just hurry up.. I NEED MY FIX DANGIT!
  9. 3 points
    VoA

    Trak - Aka Steve Snyder

    I also knew Trak and he actually connected me with Ben Lensick (way back in the early years of SC) to help me with an account issue I had. I know he had a chance to visit CIG a few times and knew a number of them well. He was in Blood Moon (unit) for awhile until he split off to form his own Org. Very sad to hear of his passing
  10. 3 points
    Looks like CryTek is finally realizing that they are on the losing end and are now aware of the risks involved with CIG's motion for the Judge to order a $2.2M bond from CryTek as they suddenly appear open to more realistic settlement talks now that CIG has a good chance at being deemed the prevailing party. CryTek has already agreed to put their demands for Discovery on hold with this Motion for Bond now looming over them. As such I expect that CryTek is finally coming to the table in earnest and will be forced to agree to a reasonable (and likely much smaller) settlement or risk losing $2.2M if they persist in continuing this farce. Lior Leser already made a guess that it will likely be settled for $100k-$150k and then it's over. Ofcourse this might still be the final nail in the coffin for CryTek as a company once their expensive lawyers present their bill to them as each party would have to pay for their own legal fees. But that was the risk CryTek was willing to take when filing this joke of a lawsuit so them potentially going bankrupt over it is entirely their own fault. Ofcourse such a settlement would also cost CIG around $200k-$250k in settlement and legal fees but that's a drop in the bucket for CIG and I would be more than happy to buy another concept ship just to mitigate CIG's losses while CryTek will finally go away. Main Document Attachment 1 The Judge has already given her Order on the 8th of April regarding this matter but I wasn't able to get a copy of that document yet (as I don't want to pay for it). I assume she merely accepted the Proposed Order (Attachment 1) to postpone the hearing.
  11. 3 points
    Just learned today that former member and good friend of Imperium @Trak IRL Steve Snyder passed away on Saturday, April 6th. He was a great guy, and good friend to all Imperium members he came across. He was a fixture with Imperium members at each US Citizencon, and was a recently-retired Fire Captain with Orange County. He will be missed by all who knew him.
  12. 3 points
    We know from last year's Citizencon that Server Meshing was the last huge technological milestone before PU Beta launch......... and this is no April Fools joke (though I did post what CIG posted today for the "fools")
  13. 3 points
    There hasn't been much happening for a while apart from some minor stuff that wasn't really worth mentioning but yesterday CIG has filed a motion with the Judge for CryTek to provide money for a bond in the amount of $2,193,298.45 to secure the award of attorneys’ fees and costs that Defendants will be entitled to receive as the prevailing party in this action. This sounds like CIG wants to make sure that CryTek will be forced to transfer funds into a holding account now so that CIG can lay claim to those funds later for their legal fees should they be deemed the prevailing party in the lawsuit (which is very likely now). Especially since CryTek was proven to have many financial issues in the past already and CIG doesn't want to be stuck holding the bill if CryTek has no intention to pay up should they lose (which is very likely as well). CryTek has already refused to agree to this bond voluntarily hence why CIG is now filing a motion through the court for an Order by the Judge. From what I understand this bond would make sure that CIG's legal team gets paid as per California Civil Code § 1717(a) should CIG be deemed the prevailing party instead of continuing with what's going on with CryTek attempting to play a game of high-stakes bluff poker without ever putting (or having) any money in the pot themselves. This bond money would prevent CryTek (a foreign company) from simply jumping ship, flat-out refuse to pay, or filing for bankruptcy or something after losing in court just so they can stiff CIG on the estimated $2 Million+ in legal fees that CryTek is now forcing upon CIG for their defense while the 3 Yerli brothers could then simply run away back to Turkey with all the money they already funneled away from their dying company. They already performed a stunt where 1 brother stepped down as CEO and then the other 2 brothers became the new CEOs (with the former CEO naturally getting a lucrative severance package in the process). To me this entire lawsuit was done out of spite and I suspect that the Yerli brothers have no intention of paying CIG's legal costs after CryTek loses in court and ordered by the Judge to pay CIG's legal fees. Also, the Director of Product Development at Faceware chimed in (Attachment 15) basically stating that CryTek are lying as Faceware was never provided with any CryEngine sourcecode as CryTek was claiming. https://www.courtlistener.com/docket/6256484/crytek-gmbh-v-cloud-imperium-games-corp/?order_by=desc Main Document Attachment 1 Attachment 2 Attachment 15 Attachment 16 Attachment 51
  14. 3 points
    Chimaera

    The end of $0 CCU

    Yeah....No. CIG allowing you to get an in-game ship as a reward for backing the game, then changing things around in-game for balance/flight/mechanics is not acting like Electronic Arts and their predatory lootbox and microtransaction practices. CIG allowing people to melt pledges for credit and use that to get other rewards/ships also is not like EA. Basically, CIG is nothing like EA, and the only people who claim that they are tend to be people who have zero idea what the words "parallel" or "comparatively" actually mean. CIG is getting rid of the $0 CCUs, most likely, because tons of grey marketers are out there with hundreds or thousands of these CCUs sitting in their accounts. This is how they've been able to sell prime ships "cheaper than CIG" and still make profits. When you add to that the fact that CIG's system for upgrades doesn't account for the money, but the retail value of the ship in-hangar, then you see how easily this system is abused by people who want to give themselves a "discount" simply by having a $0 CCU. CIG said this would be gone a long time ago. They're finally getting rid of it. Good. I have some $0 CCUs in my hangar that I may apply, or may not apply. I haven't decided yet. If I do apply them, I'll probably "get a discount", cool. If I wait too long and have to pay for a CCU later that I used to have as a $0, oh well. CIG is, by far, the most pro-consumer/backer company out there. Don't conflate them with vultures like EA. All that does is show the weaknesses of your arguments and the insanity of your snowflakedness.
  15. 3 points
    Reavern

    Drake Corsair

    In addition to the co-pilot/gunner seat's obstructed forward visibility because of the ceiling and MFD, this pic shows that it has no side visibility! That tiny window at the bottom is useless -- I think it's cosmetic more than anything -- because the co-pilot/gunner sits too far back and eye-level would be looking at solid hull. That could be the most restricted view of any ship in SC. That gunner's seat must rely on the MFDs to track targets because the holographic HUD wouldn't work -- or, it would sorta work. You'd just be aiming at the target reticule and trying the align the lead indicator to hit it, but you wouldn't be able to see the ship unless it's directly ahead. In a dogfight versus starfighters, the Corsair will get owned. But I suppose as a pirate raider, the Corsair could keep slower cargo haulers and utility ships in its front sights and pound away with its gimballed S4s. It seems strange that CIG is marketing the Corsair as an "aggressive exploration" ship instead of a legitimate alternative to the Freelancer DUR or Constellation Aquila. The brochure mentions that the Corsair has "state-of-the-art sensor suites" but they aren't overtly indicated in the pics or schematics. The DUR and Aquila's sensors are easy to find, and the Aquila even swaps out one of its gun turrets for a manned sensor array. The 315p has (or had) a tractor beam projector on the nose gimbal. The Terrapin is basically a sensor suite attached to an armored shell. Whereas the Corsair is simply loaded for bear. There's no mention of what type of "exploration" it's intended for: scanning for jump points, navigating jump routes, system surveying, planetary surveying? Who knows!? 🤨 I suppose that CIG's intention is to show the Corsair is a medium-size Raider, not an exploration ship at all. However, usually they do it in a more subtle, darkly humorous, tongue-in-cheek kinda way, which strongly implies what's really going on with Drake ships without actually saying it. But it's like CIG isn't even trying with the Corsair. They're just dropping the Corsair and saying "it is what it is." I'm not biting on this one. I just doesn't seem to be up to CIG's standards. The asymmetrical design doesn't bother me -- I've often said I disliked CIG's pension for symmetrical ships -- but the folding tri-wings just don't make sense to me. If a ship has a third wing, logically it should be perpendicular to the other two so that its maneuvering thrusters provide extra turning power for a different axis. For example, the horizontal wings should have maneuvering thrusters for yaw and roll, but if the third wing swung out vertically, it could provide pitch and roll. But having two diagonal wings on the port side doesn't seem like it'll provide superior agility or stability. The Corsair seems to follow the sci-fi trope that "good guy" ships are stylish and symmetrical, whereas "bad guy" ships are menacingly ugly and asymmetrical. And since the Corsair is (not) a "pirate ship" it needs to look kinda slapped together, like it lost its port wing in combat, and the pirates grafted a pair of mismatched wings onto it. I don't like it. This is an easy pass for me.
  16. 3 points
    Reavern

    Drake Corsair

    That pic makes a good point about the Corsair's visibility. It seems ridiculous that CIG isn't aware of these design flaws -- or they are, but they don't seem to care. Perhaps CIG believes that restricted visibility is a realistic problem for many aircraft in the present day and especially historically, and they use it for ship balance. For example, Drake ships are unofficial Pirate/Criminal ships and primarily used in combat, but they all seem to suffer from cockpit visibility problems. Perhaps it's intentional to give the cargo haulers they prey on a fighting chance. Whereas "good guy" starfighters, like the Hornet, Sabre, and Gladius, have excellent visibility and therefore have an advantage over Drake combat ships. Also, the moveable co-pilot chair on Drake ships is ridiculously over-engineered. Considering how inexpensive Drake ships are, it's unbelievable they have such an elaborate and presumably expensive hydraulic articulating/telescoping lifting mechanism for the co-pilot seat, just so the pilot and co-pilot can get in and out of their seats without interfering with each other. Considering the size of the Corsair, I don't understand why it doesn't have side-by-side pilot/co-pilot seats, like the Freelancer. A medium-size ship should have a roomy cockpit, not narrow cockpit, like the Cutlass. I would rather the Corsair have a chin-mounted manned gun turret in place of the underslung co-pilot seat, similar to the Ghost from Star Wars Rebels. A gunner's station doesn't need all of the MFDs that a co-pilot has, so the gunner's view would be less obstructed. It would be even better if it was a bubble canopy that extended from the nose for improved visibility. Instead, the Corsair has gun turrets on the sides of its neck, which don't seem like ideal positions. Perhaps those gun turrets can fire forward, but if a frontal target strays slightly to the right or left, one of the turrets won't be able to shoot at it. Whereas a chin turret would have a wide frontal arc and would only require a single gunner -- and might even be controllable by the pilot. It really seems like CIG gave the Corsair deliberate design flaws so it wouldn't be over-powered for its price point. EDIT: So I feel kinda dumb... 😣 I originally wrote my post on my phone so I didn't have all the pics of the Corsair readily available. I was replying to VoA's pic of the Corsair's limited cockpit visibility, and relying on my memory of where the Corsair's weapons were positioned. I remembered the side turrets but forgot about the gimballed weapons around the ship's nose. Regardless, I'd prefer a manned bubble turret on the ship's "chin" over the gimballed weapons and the two side gun turrets. I really don't think those side turrets will be very useful, and they're crew intensive. Even if there ended up being fewer guns overall, I think a bubble turret's unmatched visibility and forward firing arcs would be preferable.
  17. 2 points
    lunadea irae alinume

    Lia

    Hello, My name is Lunadea Irae Alinume... Commonly known as Lia. I am a newbe and I just have the starting pack with an Aurora MR. But I just saw some ships on sale that interest me (got a long list in which : The Avenger Warlock, The Hawk, the 600i explo, the freelancer DUR, the prospector, the reclaimer and finaly the Orion (it's my child's name <3) I am French and I play with some friends in an onrganization. Then nice to meet you and hope this game will be publish one day !
  18. 2 points
    LowZone

    First Image of a Black Hole!

    Finally found an image in focus...
  19. 2 points
    VoA

    Gamescom 2019 - CIG + Aegis Special

    Looks like a Aegis Ship (probably a big one - though we need more "medium size ships")...... will be on concept sale at this upcoming Gamescom 2019 http://www.gamescom.global/ March 22, 2949 Esteemed Chairman's Club Allies, Throughout our storied history, Aegis Dynamics has crafted countless vessels that went on to be piloted or commanded by you, the venerable members of the Chairman's Club. In martial ventures, as well as industrial and commercial endeavors, we have enjoyed a long and prosperous relationship. We want to thank you for your unyielding brand loyalty with a VIP gala event to be held on Saturday, August 24th, 2949 in Frankfurt Germany, located on Earth, within the Sol system. Join us as we celebrate a legacy of fruitful cooperation with food, drinks, stimulating conversation, and a first look at an exciting new project from the masterly minds here at Aegis. Tickets to this ultra-exclusive event will be available on April 12th on a first-come-first-serve basis. Stay tuned to the usual channels for further details. We look forward to seeing you soon. Desmond Kilson Outreach Associate "The future is closer than you think."
  20. 2 points
  21. 2 points
    GAMESTAR https://www.gamestar.de/artikel/star-citizen-ki-in-alpha-35-36,3342449.html Star Citizen: AI from Alpha 3.5 - "We're taking the next big step in artificial intelligence" "We can learn from Red Dead Redemption 2," say the AI developers behind the mammoth project Star Citizen. But Chris Roberts' space game breaks down all dimensions - and this presents the programmers with regard to Alpha 3.6 before new challenges. by Peter Bathge , 05.04.2019 09:00 64500 The insane proportions of Star Citizen make special challenges to programmers of Artificial Intelligence. We talked for the GameStar preview exclusively with the developers about AI in Alpha 3.5 and 3.6 as well as new features like female avatars and the urban planet ArcCorp. The development of Star Citizen , so the appearance, progresses in small triple steps. A release is a long way off , both for the Persistent Universe (PU) online version and for the single-player offshoot Squadron 42. Depending on the method of counting, designer Chris Roberts and his team at Cloud Imperium Games (CIG) are already working seven or eight Years on the vision of Star Citizen. For this they spent over 200 million dollars . It takes no artificial intelligence to realize that the developers' reserves are melting away for completion - that's what common sense is all about. But if we were to leave the coverage of Star Citizen to an AI rather than a notoriously reworked GameStar editor, then programming such a computer brain would be in good hands with Todd Papy and Tony Zurovec. GameStar spoke exclusively with the two Star Citizen developers . Theme: AI in Alpha 3.5 and beyond. What are the most important innovations? How does the law system with police, bounties and smuggling feature work in version 3.6? And: Can virtual bartenders finally mix drinks properly? You can find all this on GameStar PlusReply. Because: Our conversation partners are familiar . Tony Zurovec is the aptly named Director of Persistent Universe at CIG and is responsible for many of the background AI engine processes, the so-called backend. Zuvorec used to be the project manager for Loose Cannon, Microsoft's supposed GTA killer . Together with Todd Papy, the slightly more practical design director of Star Citizen, he is currently trying to give the rest of the developers the tools they need to quickly and easily determine the behavior of computer-controlled characters. Using such templates and standard routines, each designer can then create easier-to-work content such as missions, NPC-populated locations, and dialogues. In short, Papy and Zurovec are helping to bring Star Citizen's permanent construction site to life . In Star Citizen not only several thousand players are supposed to run around, but many more NPCs populate the cities, spaceships and planets. And all these non-player characters have to be controlled by an Artificial Intelligence. KI in Star Citizen: "We do not want to cheat" "There's a reason why we did not just use the AI of the CryEngine," explains Tony Zurovec in the Skype interview. "It was simply unsuitable for our purposes." For what a rather limited first-person shooter like Crysis is enough pushes the biggest project in game history to its limits. Eventually, Star Citizen is supposed to simulate a complete universe, populated by hundreds of thousands of players - and roughly nine times as many non-player characters.
  22. 2 points
    SPCFS

    Ship Refitting

    sooooo on a scale of yes it needs to happen to not gonna happen, do you think we can eventually refit ships to different roles? lets say take the terrapin and make it a cozy little mobile apartment? i would like to see a hull-e as a floating space port honestly
  23. 2 points
    GRIZZ

    Crusader Mercury Starrunner

    I skinned the Merc' with a Millennium Falcon skin, not bad.... https://starship42.com/paintmymercury/
  24. 2 points
    Arcanus

    Ship Refitting

    There actually IS a valid reason for some (maybe not all, but some) of this discussion. The practice of arming a cargo ship, and turning it into a military vessel (usually one that still looks like a cargo ship on the outside) is a time-honored military tradition, meant to lure in enemy vessels, commerce raiders, and pirates into attacking a ship that ostensibly still looks like a cargo ship ripe for the taking, but secretly has enough teeth to hold off an enemy ship until help arrives (or better yet, defeat the enemy all by itself). One of the best known examples of this concept were the Q-Ships of WW I & WW II fame (although actually the concept existed long before then).
  25. 2 points
    VoA

    CIG - April Fools - 2019

    I love this time of year with CIG - April Fools - 2019 😜 https://robertsspaceindustries.com/comm-link/transmission/17015-New-Merchandise TRANSMISSION General ID: 17015 COMMENTS: 299 DATE: APRIL 1ST 2019 New Merchandise! NEW MERCHANDISE! We Asked, You Answered… In an effort to revamp our selection of physical merchandise, we recently put a call out on Spectrum to see what kind of items you wanted to see in the store. After tirelessly collating your responses, it has become very clear what you’ve been clamoring for, and we are super excited to announce our first new merchandise offerings of 2019. THE SCENT OF STAR CITIZEN We asked what you wanted, and the resounding answer returned: themed unisex fragrances. Thus, we present to you the inaugural offering in the Scents of Star Citizen collection. Quantum by Christiano Roberto The classic fragrances of the past meet the mysterious essences of the future. An innovative cultivation of scents that transcend space and time. Always relevant. And look for these other intoxicating aromas from all around the ‘verse, coming soon to the pledge store! Bishop No. 42Rich rose and hints of tobacco interface with peated scotch and herbal highlights to create a fragrance reminiscent of victory. For if there is one thing the Vanduul have taught us, it’s that without the smell of victory there can be no survival. Oppressionby Hurston You work hard every day for the betterment of your community. Shouldn’t you smell like it? With top notes of smog and spice, complemented by the compelling bouquet of a job well done, Oppression epitomizes the hard-worn smell of success. Kayfa Kissby Inmersión Capture the “exotic essence” of the Xi’an with the heady aroma of centennial bloom mingling with sharp counter-notes of rotting meat and intrigue. SCENTS OF THE STARS COLLECTION Pre-order the entire collection now in an ultra-deluxe limited-edition collector’s gift set and be the first one in your org to smell like the stars. This purchase includes attendance to the launch of the new fragrance line on Christiano Roberto’s super-luxe, limited-edition, gold-trimmed 890 Jump, where he’ll personally hand you a signed bottle. (Warbond only) A PERFUMED PARTNERSHIP Inspired by the odorous innovations dreamed up for these fragrances, our devs have initiated an exciting collaboration with FACEWARE, working on revolutionary “Smell Over IP” or SOIP. Imagine the total immersion as you introduce your olfactory system to the curiously sterile, vaguely chemical scent of Port Olisar, the sweaty smoggy bouquet of Lorville, or that disconcerting mystery smell emanating from GrimHEX. Keep an eye on our public roadmap for this aromatic new feature, coming soon!
  26. 2 points
    Buckaroo

    CIG - April Fools - 2019

  27. 2 points
    Chimaera

    The end of $0 CCU

    That is incorrect. The point of the $0 CCUs was for people to be able to switch to a different ship of a different type independent of ship stats. There's no way to be able to know what the ship's stats can or would be. It was designed so if you had a $110 Freelancer, but decided you didn't think you'd want to haul, you'd be able to get a $110 combat ship without needing to pay more money. They REMOVED the $0 CCU option almost two years ago from the store, and the ONLY $0 CCUs left are from people who grabbed a ton of them before CIG removed them from being able to be gotten. As to thinking that the "Grey Market" argument is thin, consider that people literally grabbed hundreds of these $0 CCUs. What other purpose would they have if not to use that to game the "discount" system for some form of purpose? If you check grey market posts that list the values of different ships in their melt value, you'll probably find that a ton of them are ships that have a melt value far below the "retail value" of the ship. Hell there have been reddit posts I've seen where people advertise "Get your $350 Banu CCU for only $275!" ($0 CCU from Vanguard to Banu, + $25 for profit) Regardless of their reasoning, though, they are well within their rights to change the store, just like people are well within their rights to complain, but the number of people who are trying to complain for "innocent" reasons makes me laugh. I guarantee you most of them are bitching because they don't want to lose their "discounts".
  28. 2 points
  29. 2 points
    VoA

    Origin 600 Thread

  30. 2 points
  31. 2 points
    VoA

    Origin 600 Thread

  32. 1 point
    VoA

    Freelancer MAX

    We have a thread for the base Freelancer.... one for the MIS and one of the DUR.... but not for the MAX - and since the revamped version is now out - thought I'd create a thread. ++++++++++++ Wanted to address an important point many not be aware of......... many look at the Constellation Taurus with its Smuggling Hold......... greater upgrade (to other Connie components)...... more cargo capacity ........ (+ I still think it is under-priced)....... and wonder why you would ever pick a Freelancer MAX over a Taurus. My personal take is I would still choose the Taurus......... however....... there are some important things that people may not realize about Freelancers. Ben Lesnick (CIG) awhile ago on an RTV mentioned that Freelancers not only have Xi'An tech for their thrusters but also this Xi'An Tech does shield the entire ship (not just the cargo hold) from some casual scans (doesn't block scans but lessens their accuracy). &&&&&&&& The Freelancer is the largest Ship (though CR goes back and forth on this - but so far this is still current info) --------- to be able to go through a Small Jump point (whereas a Taurus is too big to go through Small Jump Points) Fit 2x Cyclones in a MAX, but need more headroom for Ursa
  33. 1 point
    MurderForHire

    Drake Corsair

    Carrack needs some S5 turret and even 1x S6 (yeah i went there), and a missile launcher. For it's size 125m and being ex/current military (exploration/support) it seems woefully armed. sure it might put a fight up against a couple fighters but that's about it. You wouldn't dream of tangling with anything much bigger with its current load out. Sure you might win if your aggressive enough but at what cost. Must have bigger guns to handle mid sized ships at least defensively while retreating. These additions would not be unbalanced. A Corsair with 4x size 5 guns + 2x size 4 guns (all the forward facing) or a connie with it's missiles compliment will destroy a Carrack atm in less time than it takes to say "shields up" and that shouldn't be the case.
  34. 1 point
    Mihaly

    Mihaly's Introduction

    Hey I'm a existing player from 2015 been playing through to mid 2018 then recently got a pc powerful enough to run the game again. Ship: Constellation Andromeda Country: Australia
  35. 1 point
    GRIZZ

    Whos Quiting every other game??

    The promise of SC is my dream MMO, but the reality can become something entirely different. There will always be other great games that come out, but I don't have room for more than one MMO at a time.
  36. 1 point
    Danakar Endeel

    Crusader Mercury Starrunner

    Same here!
  37. 1 point
    MericSever

    Crusader Mercury Starrunner

    I still always see the Hawk when i see the Merc' ................ it even has a mouth XD
  38. 1 point
    Gallitin

    team speak issue

    @CaptainSomar yes TS is still our primary for voice, I don't see that changing anytime soon.
  39. 1 point
    Nikopol

    XIIIth Expeditionary Corps

    We are the XIIIth Expeditionary Corps https://robertsspaceindustries.com/orgs/XIIIC The XIIIth is a Private Military Company of 120 members. Belgians, French and Swiss ... so far. We are opening a new Branch to welcome English-speaking members from all countries. The goal is to make a step in the international community, raise our membership, and have 24/24 presence on the game. We need you to become future members and leaders of the XIIIth Expeditionary Corps. Please visit our website for full information about the XIIIth: https://13eme.fr/ What can the XIIIth offer you? A strong structure: If you have not done it yet, simply visit our website to find out. Teamplay - We try to create an Esprit de corps between our members by different means, to be more efficients in combat and have a more enjoyable experience in the multiplayer part of the game. Daily activities - which range from Instructions to training through scripted missions on the PU. Instructions - We will train you to quickly reach the XIII standards. Trainings - We practice what the instructions teach us. Competition - We are present in the leaderboards, just check it. Efficiency - We are looking to reach maximum efficiency, our job requires it. Ships - We have all the ships we need already. Social interactions - We are a Belgian, French, Swiss organisation but we aim to be international. You will meet members from different countries, it will be a personal enrichment for you and for us. We will welcome you on a EN Discord. From there, you will be the pioneers of the opening of the new English branch. You will help us to create and evolve the space dedicated to our new English-speaking members and may be the opportunity to take a leadership position according to your abilities. We want to build it WITH you. Feel free to contact us or react in this thread, or our DISCORD server
  40. 1 point
    Reliant variant prices just changed on the Ship Upgrades page Reliant Tana - $75.00 Reliant Sen - $85.00 Reliant Mako - $95.00 Personally I think those prices are way too high for what they offer in return. In my opinion the Tana was already pushing it at $65 compared to more viable and cheaper alternatives. Then again the 'tier 2 starter' Kore going from $50 to $65 back in 2016 was already bonkers imo; especially with the cheaper yet more viable Avenger Titan and 300i.
  41. 1 point
    VoA

    New Flight Model - Alpha 3.5

    STAR CITIZEN Forum categories 3.5.0 PTU Discussion and Feedback STAFF Baior Of Red@Baior-CIG [PTU Feedback] Updated Thruster Heat: What ships work poorly? Pinned Discussion Today at 6:39 am Greetings, We have updated thruster heat with the goal of significantly increasing the time it takes to overheat during normal use, with the goal of having it happen only rarely. Ships should still overheat relatively quickly when using afterburner. However, we have a lot of flight ready ships with a myriad of configurations. If you discover a ship that isn't operating as well as others, let us know below! -Baior RSI Player Experience Analyst March 27, 2019 Greetings Citizens! Star Citizen Alpha 3.5.0 is now available for you to play on PTU! This round of testing includes all Concierge, Subscribers, and Evocati, and introduces the new flight model along with ArcCorp, playable female characters, character customization, and the redesigned 300i. Feel free to check out all of the details in the 3.5.0 Patch Notes, and don't forget to head over to PTU Test Chat on Spectrum to join your fellow Citizens. If you're having trouble copying your account to the PTU or installing the RSI PTU Launcher, please refer to the PTU Installation Guide for assistance. Last but certainly not least, don't forget to post all your bugs to the Issue Council! Happy hunting and see you in the 'Verse! RSI Player Relations
  42. 1 point
    J. Coren

    The end of $0 CCU

    Because in the increasingly neo-feudal late capitalist hellscape we're living in people have little else to look forward to other than death and the partaking of distractions to entertain themselves until the seas consume us. Anything which burdens or causes stress to us is now also pressing on that part of our brain aware of our hastening doom, and the desire for preservation kicks in. And like you mentioned, CIG wouldn't be doing this if they didn't have lots of data pointing to the $0 CCU market not being too large.
  43. 1 point
    I made a thing: https://www.youtube.com/watch?v=QlYJV0pSaQA&list=PLUBsnCtOyIliosJ63lSijyHB6izQrQuPB Its an entire playlist of every song in the base game of Battlestar Galactica: Deadlock.
  44. 1 point
    WarWulf

    Gamescom 2019 - CIG + Aegis Special

    Most important thing I'm taking away from this is the location of Gamescom. Pack your leiderhosen and prepare yourself for Swinefleisch! @Academy Assemble! We're going to Germany!
  45. 1 point
    lunadea irae alinume

    Lia

    Thanks a lot Gallitin ^^ For now I just read some threads and buy some ships.
  46. 1 point
    VoA

    F7C-M Heartseeker Variant

    Heatrseeker in 3.5
  47. 1 point
    Sky Captain

    Drake Corsair

    Glad to see another Drake. Glad to see another mid-sized ship. But not a huge fan of the Corsair's asymmetry. Its hard to describe why: Whereas the BT-7 from SWToR feels like it has asymmetry as ship function, the Corsair seems to have been given a hint of asymmetry just for a little asymmetry's sake. Which makes one ask the question why bother with that. I like the looks of the Corsair with the wings folder vertically more though. And I'm intrigued by the side turrets which to me is the design choice that makes this ship stand out as something different. It makes the ship a 'broadsides' brawler! Not sure that is practical, but its a bit different.
  48. 1 point
    Chimaera

    Drake Corsair

    More a question of Corsair vs DUR vs Aquila.
  49. 1 point
    Nikopol

    XIIIth Expeditionary Corps

    Efficiency - Flexibility - Esprit de corps Military Contractors - We protect your activity Ex-UEE Military unit, the XIIIth is a PMC working under contract for the UEE and private corporations by offering a wide range of security services. Esprit de corps At the XIIIth, we want to Highlight teamplay. We want to be able to count on our brothers in arms when the shit hits the fan. We aim to create a bond that unites each member of the Corps. We train hard - We strike Harder We want to achieve efficiency. To reach this goal, We are recruiting gamers dedicated to the game and who want to maintain their skills - we also implement training in the specialties of our various branches - Fleet | Marines | Logistics Real Life comes First Whether you are a student, a father with responsibilities, We understand that you can not always be present. We only ask you to warn us for a long absence and push your skill to the max when you're in team. https://13eme.fr/ XIIIth's DISCORD XIIIth Expeditionary Corps - Close protection services Trainings
  50. 1 point
    VoA

    Crusader Mercury Starrunner

    See this post - for our next Unit Team Speak Meeting - and as per usual everyone in Imperium is welcome to join us. We'll be going over STL's and Law's theory crafting versions of the Q&A and do some theory crafting ourselves
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