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  1. 106 points
    For an amazing piece of Art! It will go proudly on the wall in the new LA offices! I'm constantly amazed, humbled and thankful for everyone's support. I'm looking forward to building a great universe for us all to adventure in together! - Chris Roberts
  2. 80 points
    Recruitment: In the next 2 years while the game is nearing completion we would like to build one of the largest groups in the game. With a group this large we could accomplish much in the initial stages of release and carve out a place in space just for us. What We Are Looking For: We are looking for inspired players to make up all the professions that Star Citizen will offer. As the game draws closer we will nail down the officer positions if you show motivation and knowledge in your area of choice. If you want to do it we have positions for you! What We Offer: 1. Mutual respect to everyone, member or ally. We will work together with our friends and allies to create an enjoyable experience in the Star Citizen Universe. 2. Community Impact. A chance to make a difference not only with in fan site but also by putting forward suggestions to RSI as leaders in the Star Citizen Community. 3. Space Superiority. Through our established leadership channels and well trained military and mercenary units we will maintain the highest levels of readiness to combat and secure shipping lanes, making Imperium controlled space the safest place to do business. Imperium Mission The Imperium Fleet's overall goal is to have fun in Star Citizen. However this does not mean that we will not strive to be one of the best. At launch Imperium plans to take over an area in fringe(lowsec) space to setup our operations and expand. Economy A benefit of Imperium's location will allow us to be one of the richest in the game. We will have access to some of the rarest materials. This will be a trickle down effect, explorers to find the minerals, miners to extract, transports to move, and military to protect. Military Our military will be second to none. While we will command massive numbers, we won't be superior for that fact only. A training program is in the works and will begin with alpha. Our fleet will be a home for any and all pilots that are like minded and drama free. One important aspect we will encourage is open divisions. While everyone will have a primary division when duty calls we plan on allowing our members to experience any and all of the game mechanics/areas. We will offer & support the following divisions excluding piracy: MerchantMilitaryExplorationDiplomacyIntelligenceApply Here!
  3. 68 points

    100k Posts & 5k Members

    Just was working on the server some when I refreshed the page and noticed a milestone had been hit. If you would have asked me back on October 10th of 2012 if I would have ever imagined that in just over a years time SCB would have 100k posts, 5k members and be home to the largest fleet in Star Citizen I wouldn't have believed it. I just wanted to say thanks to everyone!
  4. 46 points
    Hi folks, Zhane here. I won’t ramble on too long, but I wanted to post something for those of you who kept up with INN to let you know that I am stepping down as its editor. I very much enjoyed my time as INN’s editor, and there’s no hard feelings or drama to be found here. With a combination of trying to focus on my Twitch channel by becoming a full time broadcaster, and the medical needs of my mother, I no longer have the time needed to contribute to INN in a meaningful way. It’s really as simple as that. I do not know what the future of INN will be, but even though I created the INN “brand” I claim no ownership of it, because I created it for the use and betterment of Imperium. Our fleet command and media division are free to do what they like with the INN name, if anything. Perhaps if circumstances change in the future I will find myself again in a position to contribute, but for now, I leave it fully in their hands. To be clear, I am not leaving the fleet. I will continue to serve as a proud member of the Imperium fleet, and in my role as VP of APEX Logistics and a DJ and host on The Base. It is only INN I am stepping away from, nothing else. To those for whom INN served as a source of Star Citizen news, I can only apologize for my absence - now, and when I did not keep the newsbriefs coming as they should have. I can recommend that you keep an eye on these very forums, where users like VoA never failed to beat me to the punch anyway, and Citizen Star News, where Citizen Ed does an extremely admirable job keeping track of the game. So I’ll say goodbye, but the truth is I’m not actually going anywhere. In fact, you’ll probably see more of me on the forums and TeamSpeak, because I won’t feel the need to keep a low profile due to not having kept up with INN. Thanks, Zhane Former Editor, Imperium News Network This post has been promoted to an article
  5. 43 points
    thebase.sc radio.starcitizenbase.com Listen to an audio-preview here! Official SCB topic for The Base Radio! We present you: The Base Radio! 24/7 Music with a sprinkling of live shows. Live shows will include music, contests, give-away, talk, special guests and general silliness. Impression Video: Connect. How? There's a couple of different ways to connect to our radio station: Head to our main website at thebase.sc and click on the "popup player" on the top left of the page! The player will automatically start playing our live feed.Use the links below the popup player to save it in your own media player, I will also link them here: We are also on twitch 24/7! Head to twitch.tv/thebaseradioSchedule We have a whole bunch of live shows you can listen to every week! Find our schedule at: thebase.sc/schedule To convert it to your own timezone, hit the "+Google Calendar" button to add the calendar entries to your own calendar, which will convert them for you. Support us! If you are interested on being on-air during one of the live shows to promote your Star Citizen project, get in touch with Ricko13 or Rellim or any of the other DJ's and things will happen. We also are happy to let people help out in any way they possibly can. Think of being a DJ, news provider, or any other support you think we can use! We also appreciate song request to be added to our playlists inWait, is this legal? Yes! Our radio station is fully licenced under Tariff 22.F. Additionally, our twitch channel has been approved by the twitch moderators themselves to make sure nobody can flag us for copyright strikes. Clarifications! A lot of questions have came up in the last bit about The Base and Star Citizen Base, are they different? What is different? Who manages them? The answer to that is actually quite complex. The Base Radio is managed and owned by @Ricko13 (url: thebase.sc or radio.starcitizenbase.com) Star Citizen Base is managed and owned by @Gallitin (url: imperium.sc or www.starcitizenbase.com) The Base Radio needs TWO servers to work, the website (thebase.sc) and the ShoutCast server to spread the music. The website is supported and paid by @Gallitin, the shoutcast server is supported and paid by @Ricko13 - this includes Server fees for the Shoutcast server, the licensing to broadcast music and anything in between. What about Imperium in all that? Please refer to this post -> http://forums.starcitizenbase.com/topic/15295-special-announcement-re-the-base-radio/ Old Post:
  6. 42 points
    Between the time when the oceans drank Atlantis, and the rise of the sons of Aryas, there was an age undreamed of... ...oh wait, that was a different saga. Back in the day when Wing Commander came out I was around 15 years old and while playing the game I had this boyhood dream of actually building a 'cockpit' just to play that one game. I really wanted to immerse myself and feel like I was actually flying the ship instead of sitting behind a desk. Ofcourse at that time I still lived at home and had no chance convincing my parents to build me something like that for 'just a silly videogame'. Now, 24 years later, I live on my own and can spend my money how I see fit. So naturally when Star Citizen was announced, that little boy kept calling out to me as I would now be able to do what I could only dream of back then with Wing Commander. So I took it upon myself to do what I was unable to 24 years ago; build my own gaming setup for Star Citizen! But I had help! My dad was invaluable with helping out and I would have never come this far without him. So thanks a lot dad!!! It all started with me collecting random items that I figured would make for a cool 'cockpit'. As such I searched the internet for all manner of components. The first was that I needed a proper chair. Not those flimsy desk chairs that break and wobble with fake leather but a solid seat. That was when I came across the Saab 9-3 Viggen seat; named after the Saab 37 Viggen aircraft. So I just had to have it! Next to that were the computer desk, cable covers, universal car armrests and some table mounts you'd find in your average mobile home. And it only became more as time went on, so I had to relocate the stuff from my living room and into my 'construction room'. Here we had a lot more room to try out the initial setup. Luckily my dad still had a 4cm thick wooden board (no clue why he had it, but I didn't mind) which could perfectly as a solid baseplate. From there I made a base for the chair too as otherwise it would be sitting too low on the ground. Nothing a 7x7cm beam couldn't fix! From there we also cut holes in the baseplate where the table could sink in for added stability. Some sturdy office carpet cut to size and glued in place with some kind of elastic contact glue, and ofcourse some rough measurements as to how high the armrests had to be for me to comfortably rest my elbows on. Cable covers were also cut up to size. These are usually used to hide cables leading to your average lcd screen in the living room. They're plastic, can be folded up to instantly create a 'box' and very easy to modify; which was perfect for my needs. Lastly I also did some very pre-alpha positioning for those round 'flange' things to see where my HOTAS would need to be while still providing just enough room to get in and out of it wihout breaking my neck (or worse, the cockpit!!). With the initial layout in place I figured it was time to move the early construction to the area where I was going to use it. That in and of itself was an epic saga that would have put Hercules to shame (well, maybe not but that baseplate was ridiculously HEAVY!) My dad also managed to scrounge up some padding (no clue what's the proper term for it) that is used in the car industry. He bought it himself at times when he was still building kitcars and It served me in padding the ugly wooden base of both the base of the seat and the recently constructed armrest stands. With the seat in its initial place I could work out the exact positioning for some of the other components. As the Viggen seat was electric and I needed to move it in order to bolt it to the base, we used a regular car battery to move it around until all the corners were bolted down and the seat was in the perfect place and at the right angle. And here is where it became a little tricky. As I needed the HOTAS setup on their own stands, I had to make a guesstimate on how high the metal pole had to be for each side. Fortunately the guessing paid off (for once) and I got them cut to the right size. Cut and sanded, and ready to go! On the right you can already see how I mounted the CH Combatsstick and Pro Throttle to their own respective bases and 'flange'. As CH didn't have holes in them I opted to use some industrial strength Velcro placed in a nice 15x15cm square. That stuff was a lot more expensive than regular Velcro, but the difference is night and day. Here you can see the HOTAS setup mounted on their base. I joined the metal components together with epoxy glue specifically used for bonding metal and let it harden for 12 hours. Now construction turned into an avalanche. What at first seemed to be a daunting task or neverending story suddenly started to come together at a very rapid pace. Here you can see the cable covers surrounding the base. As the black and silver look is a pretty nice combo, it lacked that spaceship feeling and the cables felt very exposed. However!!! Some holes at the right spots with the vast collection of power tools my dad had in his shed with some connectors and flexible tubing people use in a garden pond combined with some sturdy 'warning tape' seems to serve their purpose in giving it a dash of the old 'Wing Commander' carrier. The tubing having a dual purpose. First they would offer added protection to the USB cables and such, and secondly I think they make it look a bit more sci-fi. Naturally that creme-colored desk was a big no-no, but I found some cheap carbon-style carwrapping foil. And while me and my dad are amateurs at best when it comes to these kinds of things, I think that overall the result wasn't too shabby. And here we near the end of my saga... Most of the remainder of things to do is basically a waiting game. Waiting for the consumer Oculus Rift, SQ42/SC and ofcourse my new gaming rig to run it all! I hope you enjoyed reading about my project as much as I enjoyed putting it together and I will SEE YOU IN THE 'VERSE!
  7. 37 points
    Citizen Arena "Can you imagine yourself sitting in a bar on one of the rich planets of Ellis enjoying the local flavor when you look up and see the latest E-sports match?" We at the Citizen Arena Project can, and you better believe we want to see it happen. The Competition is here at Citizen Arena. If you are interested in a competitive scene in Star Citizen, in training to be the best team, the best convoy, the best pilot in the 'verse, get ready. Citizen Arena is bringing it and you can help shape the competition you want to participate in no matter what org or guild you're a part of. Whether team PvP competition, solo dogfighting duels, PvE style missions, FPS boarding, or racing, come join the conversation on the Star Citizen Base's first competitive tournament. With the release of Star Citizen's first combat module the time is now to start learning how to fly. It's time to discover how to work as a team to convoy valuable cargo safely across a dangerous area. It's time to figure out how to defend minerals and important resources from those that would take them. It is time to learn who the best pilots out there are, and what team can always bring the victory. Citizen Arena is a competitive group dedicated to: 1. Creating competitive tournaments with a multitude of prizes including ships, cash, and in game special items and offers to grow the Star Citizen competitive meta while it's young. 2. Offering streaming, commentating on Star Citizen's most talented teams and pilots so that all of us can learn to fly better and generate new and brilliant tactics to be used into the persistent universe. 3. Creating special PvE events for training and preparation of convoys, mining runs, recon, and whatever else the community wants to make a mission for. The Details: Citizen Arena plans to roll out our events in modules relating to Star Citizen's module release schedule. Module 1: Dogfighting module v1. In the first module we will be hosting completely free entry tournaments every 2 months starting in August *(origonally July had been the start month, but until star citizen has a working multiplayer hosting tournaments is not viablele) with single pilot ship and RSI giftcard prizes donated from the Citizen Arena team and the Star Citizen community. Additionally we'll be hosting PvE events on the off months like races, convoy runs scenarios, Vanduul swarm and much more depending on community feedback. Module 2: Dogfighting module v2. When CIG ups to multi-crew ships with more strategy for players to use, we'll also up the ante. We hope to be hosting our first large prize events throwing up multi-crew ships for prize pools. We'll additionally be incorporating the use of larger ships into PvE scenarios like escort the freighter and such as well as looking into hosting FPS matches for the close up fighters out there. Module 3: Persistent Universe. Upon the drop of the persistent universe we can begin entry fee tournaments. For the cost of some UEC a team can enter a Citizen Arena competition and try to walk away with their rival team's entry fees. With only a handful of players a good pilot could make a killing demonstrating his or her skills in combat. Module 4: Endgame. The final module of Citizen Arena thus far involves working with multiple orgs and other tournaments organizers to set up yearly or bi-yearly grand scale tournaments with large UEC entry fees. A team sponsored by their org could enter this tournament and look to take back a hefty win over rival orgs as well as a hefty bounty to their clan. We need your ideas and support: Citizen Arena can have the potential to become a hotspot for competition and a healthy meta in Star Citizen. Better yet, it can be whatever the community wants it to be. We want to make the competition you would want to compete in. Come help us out and sign on to make Star Citizen an E-sport you would want to play. Whether you're a PvE guy, there for the role play or the UEC, or you're a PVP monster set out to be the best pilot in the world, come and join the conversation. Throw down what you want to see in tournament events like these, or if you are extremely interested, come join the Citizen Arena team and build something with us. If our little tournament venture can make it far enough to see a vibrant competitive environment with streamers and youtubers rolling out content, new and exciting tactics being born every day in Star Citizen and players searching to take the most they possibly can out of the game, we at the Citizen Arena Project will consider our work a success. We hope that Star Citizen can have a fantastic, spirited environment and play experience and we'd like your help in making a small step towards that goal. Come join the Citizen Arena Project and make a competition you would want to play. The Citizen Arena Team Citizen Arena Design team - Prospero - VoA - Masak - Aeipox - Felix Jongleur Coding and Technology -Stoff -Aden Florian Graphics and Media -Damashki Admins and Judges - Razorwind - Karnac - Dasbull89 For more information contact Prospero (Prosper0) on RSI or VoA (VoA) on RSI.
  8. 35 points

    StarCitizenBase's New Look!

    Greetings Star Citizen Basers, With the new year, upon us we felt that it would be nice to keep things fresh here at Star Citizen Base. As the largest, most active unofficial fan forums for Star Citizen with over 9000 registered members, and over 221,000 posts to date, we know that the Star Citizen community relies on these forums as well as those of RSI to keep fully up to date on game, developer, and community news. That being said, we are happy to show off our new front page! If you were like myself when I first joined SCB, and were impressed by the overall design and structure we had back then, I sure you will be impressed by the hours of hard work put in by our team here to bring you a very sleek, new front page. The front page contains a global registered user map, forum statistics, community links, a news feed, information on Imperium and our Yearly/Monthly reports! We hope you enjoy the new page and are looking forward to all the new tools we hope to bring you in the future. Happy New Year everyone! SEE IT FOR YOURSELF! *We are currently looking for anyone who wishes to piece news articles together for the front page news feed *Some kinks are being worked out of the live product. *Ps. There is an Easter Egg
  9. 34 points

    The Imperium Story V2

    Hey just guy want to get you feed back on a little video I've been working on with the wolfs voice over I Only Use RSI (Star Citizen Video Clips)
  10. 34 points

    The Status of INN

    Hey guys, Zhane here - wanted to drop a quick note to let everyone know what's up with INN. Leadership has been in the loop but I realized there hadn't been much from me straight to you guys since I posted that I needed to take a week off, about a month ago! I won't bore you with all the details, but my mother has been very ill and with no other immediate family in the area it's been up to me to support and care for her. As of right now she's still in the hospital, but we're hoping to transition her to a physical rehab facility soon as she continues to recover. She's doing well and will make a full recovery! Her process back to health is just taking time, and it's important to both me and her that I be there as much as I can to support her and serve as her advocate when it comes to health related choices. So, while the majority of my time and all of my energy is focused on my mother's recovery, INN has been on hiatus. I do apologize, and while things are improving, I still don't have a lot of time to devote to covering the news right now. Have no fear, however, INN will be back just as soon as I'm able to resume a regular schedule. Thanks for your understanding and patience. - Zhane Editor, Imperium News Network
  11. 32 points

    Introductions Please Read

    Pretty simple, start a topic and introduce yourself. One topic per member. If you pledged, let us know what tier and what you are most excited for!
  12. 31 points
    I have gone through several changes on my HOTAS over the past day. Finally, I just printed a dozen blanks to make it easier to keep track of things until I stop moving things around and am happy with the setup. I had previously made PRINTABLE defaults from the manual, but they are already obsolete, so no hope there. I imagine that as the modules are released we will be expanding on what we can do with these controls. This may assist you in keeping track of any changes you or CIG make in the future. So here are some Printable Blanks that you can fill in and use for reference as you set up your XML control files. - DRUM out EDIT Sept 9,2016: Cheat Sheets added at: https://forums.starcitizenbase.com/topic/9923-printable-blanks-for-hotas-and-other-controllers/?do=findComment&comment=338668 Here are the Default FPS Keys in a printer friendly format. (May 11,2015) - Dec 12,2015 near end of PAGE 2 Blank Keypad Controller Blank Joystick Blank Warthog Hotas NEW Detailed WARTHOG (thanks @typicalmale) 4-18-2015 Blank X52 Hotas Blank X55 Hotas Blank X55 Thruster ONLY ADDED G940 7/3/2014: Blank G940 NEW SCU 2.0 Flight Keyboard (Dec 12,2015) ROLL YOUR OWN KEYBOARD - Total Blank for those heavy modified key binds...
  13. 31 points
    This is a compilation of all known stats for Star Citizen ships. (I'll update it with more pictures and more stats as they come.) Index Drake Cutlass Drake Caterpillar Origin 300i Origin 315p Origin 325a Origin 350r Origin M50 Anvil Hornet Anvil Gladiator Aegis Avenger Aegis Retailiator Aegis Idris Class Corvette MISC Freelancer MISC Starfarer RSI Aurora Essential (ES) RSI Aurora Marque (MR) RSI Aurora Clipper (CL) RSI Aurora Legionnaire RSI Aurora LX RSI Constellation RSI Bengal Class Carrier Kruger P52 (Other vessels) Vanduul Scythe Starfighter Frigate (unstated) Destroyer (unstated) Escort Carrier (unstated) Battlecruiser (unstated) Drake Interplanetary Models Cutlass Builder: Drake Interplanetary Crew (max): 2 Mass (empty): 35,000 Kg Focus: “System Defense” (Piracy) Drake Interplanetary claims that the Cutlass is a low-cost, easy-to-maintain solution for local in-system militia units. The larger-than-average cargo hold, RIO seat and dedicated tractor mount are, the company literature insists, for facilitating search and rescue operations. While it’s true that Cutlasses are used throughout known space for such missions, their prime task and immediate association is with high space piracy. Cutlasses, often operating in groups, menace distant transit lanes to prey on hapless merchants. A single Cutlass can ravage a mid-sized transport and a pack operating as a clan can easily take down larger prey. STOL adaptations allow these interceptors to operate off of modified transports or pocket destroyers; the most common warships that make up pirate caravans. Designer note: the idea is that Drake Interplanetary builds ships which are ostensibly for legal purposes (local militias, etc.) but are ‘obviously’ for pirates: so it has the appearance of a military fighter, but mated to an awkwardly larger hull for collecting loot; it should have visible forward-facing tractor beams and a seat for a second crewman even though there’s no turret (as you’ll need a second man to board an enemy ship.) It also has a cheaper build quality: if Anvil is building Jeeps and Origin is building BMWs, this is a Honda. Upgrade Capacity: 5 Cargo Capacity: 10 tonnes Engine-Modifiers: 2 Max. Class: Fusion Thrusters: 1 x TR4, 16 x TR2 Hardpoints- 2 x Class 1: Equipped 2 x MaxOx NN-13 Neutron Gun 1 x Class 2: Equipped 2 x A&R Mark IVc Tractor Beam 2 x Class 3: Equipped 4x Python Tracer (HS) missiles 2 x Class 4: None Equipped Caterpillar Builder: Drake Intergalactic Crew (max): 5 Mass (empty): 68,000 Kg (heavier due to armor) Focus: Heavy Mercantile (Pirate) Drake maintains that the Caterpillar, a sprawling, modular spacecraft which appears at least somewhat like its namesake, is for legitimate commerce and extended search and rescue missions… but at the end of the day, the Caterpillar is truly the evil twin of the Freelancer. Designed for supporting pirate operations, the Caterpillar features a large cargo hold for carrying loot, heavier armor than other freighters in its class and room for five crew able to serve in boarding operations. Despite its heavier armor, the Caterpillar isn’t a bulldog… a successful operation will require a fighter escort. Upgrade Capacity: 8 Cargo Capacity: 20 tonnes Engine-Modifiers: 2 Max. Class: Anti-Matter Thrusters: 2x TR5, 8 x TR2 Hardpoints- 4 x Class 2: Equipped 2 x Behring M2A Laser Cannon 2 x Class 3: Non Equipped 2 x Class 4: Equipped 2x Behring M5A Laser Cannon (turret), 1x L-Sys Mark III Tractor Beam Origin Jumpworks GmbH Models 300i Builder: ORIGIN JUMPWORKS GmbH Crew (max): 1 Mass (empty): 20,000 KG Focus: Touring If you’re going to travel the stars… why not do it in style? The 300i is Origin Jumpworks’ premiere luxury spacecraft is a sleek, silver killer that sends as much of a message with its silhouette as it does with its particle cannons. Some have accused Origin of putting style over substance and inflating the sticker price to match… but at heart the 300i is still an elegant dogfighter’s tool. The 300i touring model is the premiere spacecraft hull on the market today. A true jack-of-all-trades, the 300i is capable of making any role its own and doing so with the class and sophistication expected of an ORIGIN design. All models feature Gorgon Defender shields and A&R Omnisky VI cannon standard. Upgrade Capacity: 6 Cargo Capacity: 8 tonnes Engine-Modifiers: 2 Max. Class: Fusion Thrusters: 1x TR3 (Hammer Propulsion HE 5.3), 12x TR1 Sheilds: Gorgon Defender AllStop Hardpoints- 2 x Class 1: Equipped 2 x A&R “Omnisky VI” Laser Cannon 1 x Class 2: None Equipped 2 x Class 3: None Equipped Similar to… Centurion, Icarus, Falcon, J-327 315p Builder: ORIGIN JUMPWORKS GmbH Crew (max): 1 Mass (empty): 20,000 KG Focus: Exporation Exploration is man’s highest calling. Prepare to chart distant horizons with man’s most sophisticated piece of technology, the ORIGIN 315p. Featuring a more robust power plant and a custom scanning package, exclusively designed by Chimera Communications, the 315p is designed for the pilot who wants to go further, to see things that few have seen. Upgrade Capacity: 6 Cargo Capacity: 8 tonnes Engine-Modifiers: 2? Max. Class: Fusion Thrusters: 1x TR4 (Dragon Stellar STC Silver), 12x TR1 Sheilds: Gorgon Defender AllStop Hardpoints- 2 x Class 1: Equipped 2 x A&R “Omnisky VI” Laser Cannon 1 x Class 2: Tractor Beam 2 x Class 3: None Equipped 325a Builder: ORIGIN JUMPWORKS GmbH Crew (max): 1 Mass (empty): 20,000 KG Focus: Interdiction It’s a dangerous universe out there. Be the arbiter of your fate with the combat-enhanced ORIGIN 325a. Just because it’s a rough galaxy doesn’t mean you need to sacrifice your comfort: the 325a can come out on top in any dogfight. The 325a features an advanced weapon payload as well as a custom targeting system designed especially for the 325a by WillsOp. Upgrade Capacity: 6 Cargo Capacity: 8 tonnes Engine-Modifiers: 2? Max. Class: Fusion Thrusters: 1x TR3 (Hammer Propulsion HE 5.3), 12x TR1 Sheilds: Gorgon Defender FullStop Hardpoints- 2 x Class 1: Equipped 2 x A&R “Omnisky VI” Laser Cannon 1 x Class 2: Equipped 1 x Klaus & Werner Mass Driver Cannon 2 x Class 3: Equipped 2 x 1 X 4 Talon Stalker IR Twin 350r Builder: ORIGIN JUMPWORKS GmbH Crew (max): 1 Mass (empty): 17,000 KG Focus: Racing Since the dawn of civilization, Humans have striven to build faster machines. Now, ORIGIN presents the culmination of that effort: the ORIGIN 350r. The combination of a Gangleri BP 707 Standard powerplant with a 300i fuselate re-engineered to accommodate twin Hammer Propulsion HM 4.3 thrusters makes the 350r the fastest personal craft you’ll ever call your own. Upgrade Capacity: 6 Cargo Capacity: 5 tonnes Engine-Modifiers: 2? Max. Class: Fusion Thrusters: 2x TR3 (Hammer Propulsion HM 4.3), 12x TR1 Sheilds: Gorgon Defender AllStop Hardpoints- 2 x Class 1: Equipped 2 x A&R Omnisky III Laser Cannon 1 x Class 2: None Equipped 2 x Class 3: None Equipped M50 Builder: ORIGIN JUMPWORKS GmbH Crew (max): 1 Mass (empty): 14,000 Kg Focus: Interceptor / Racer If you want to get from point A to point B as quickly as possible and with as much style as possible then ORIGIN’s M50 is for you. Featuring supercharged engines that counter a tiny weapons loadout, the M50 is a ship for going FAST. The core spaceframe is used by both racing teams and for military courier missions, but the civilian M50 is a luxury spacecraft like no other. Perfect for the mercenary who prefers speed over armor in a dogfight… or the weekend warrior looking to impress the ladies. Upgrade Capacity: 5 Cargo Capacity: 3 tonnes Engine-Modifiers: 3 Max. Class: Fusion Thrusters: 2 x TR4, 8 x TR2 Hardpoints- 2 x Class 2: Equipped 2 x Kroneg AS-44 Needle Repeater Laser 2 x Class 3: Equipped 2 x Talon Devastator (HS) missiles Anvil Aerospace Models Hornet Builder: Anvil Aerospace Crew (max): 1 Mass (empty): 22,000 Kg Focus: Dogfighting / Interception The Hornet is the civilian version of the F7A Hornet flown off of the elite Bengal carrier vanguard of the UEE Navy. While not outfitted for long range runs, the Hornet can take her share of hits… and dish out a consistent, powerful response. The Hornet may be uglier than anything from Origin’s lineup, but pilots love them for their rugged reliability. Upgrade Capacity: 6 Cargo Capacity: 4 tonnes Engine-Modifiers: 2 Max. Class: Fusion Thrusters: 1 x TR4, 8 x TR2 Hardpoints- 2 x Class 1: Equipped 2 x MaxOx NN-13 Neutron Gun 2 x Class 2: Equipped 2 x Klaus & Werner CF-117 Laser Gatling 2 x Class 3: Equipped 4x Talon Devastator (HS) missiles 2 x Class 4: None Equipped NOTE: On the military version of the Hornet the two Class 4 hardpoints are utilized by a Ball Turret with twin Laser Gatlings and a Canard Turret with twin Neuton Guns. The Ball Turret takes 4 Upgrade Slots (Its a ball turret or the decnet size cargo cargo hold) Similar to… F-71 Stiletto, ML3B Freij, Liberty Defender, X-Wing Gladiator Builder: Anvil Aerospace Crew (max): 2 Mass (empty): 38,000 kg Length: 18.6 meters Focus: Torpedo Bomber (The T3A Gladiator is the UEE Navy’s primary carrier-based bomber. Gladiator squadrons are typically divided by specialty: a carrier may have both a Gladiator torpedo squadron and a Gladiator dive bomber squadron. A back seat is occupied by a tail gunner who also acts as radio operator. Though a heavy-hitting bomber, the Gladiator has proven easy to modify and thus has become commonplace in the civilian market. The bomb bay can easily be converted for light transport. Many pilots choose to replace the rear turret’s laser cannon with a tractor beam, making it an ideal craft for light salvage missions.) The T8A Gladiator is the UEE Navy’s premiere carrier-based torpedo-plane and space-to-ground dive bomber. Operating with Hornet escort fighters, Gladiators have seen service with great success in battles across known space. Rugged to a fault, the Gladiator is the most capable bomber chassis ever designed. Extremely modular even in the military version, a Gladiator can be outfitted with a variety of bomb loads or as a support craft (trainer, targeting ship, SWACS.) It is also the latest Anvil Aerospace design to be civilianized, with the private model being advertised for frontier-dwelling outdoorsmen… and the increasing number of private organizations in need of a mid-range bomber spacecraft. Gladiators support a crew of two: a pilot facing forward and a radar officer/turret gunner to his back. In the civilian version, the bomb bay is replaced by a cargo bay; a very simple aftermarket upgrade will reactivate it. Upgrade Capacity: 8 Cargo Capacity: 10 tonnes Engine-Modifiers: 2 Max. Class: Fusion Thrusters: 1 x TR4, 6 x TR2 Hardpoints- 2 x Class 1: Equipped 2 x MaxOx NN-13 Neutron Gun 6 x Class 3: Equipped 2x Proton Torpedo 2 x Class 4: None Equipped Aegis Dynamics Models Avenger Builder: Aegis Dynamics Crew Max: 1 (2 in trainer variant) Mass (empty): 32000 KG Focus: Interdiction / Trainer The Aegis Avenger has had a long and storied life as the standard patrol craft of the UEE Advocacy. Although aging, the Avenger features a sturdy, reliable hull and the capacity for larger-than-expected engine mounts. It avoids more specialized weapons in favor of a single, center-line gun mount which makes it something of a marksman’s ship. Police Avengers support enhanced scanner suites in the service of their patrol duties and the civilianized models retain a higher amount of computer memory than similarly sized spacecraft. The UEE Navy’s air arm continues to use Avengers (designated N6G) as their standard trainer spacecraft. Any pilot serving today likely spent at least 300 hours qualifying In an Avenger before moving on to their combat assignment. (We will use the Avenger for the training missions in Squadron 42; think T-6 Texan.) As more coreward Advocacy offices begin the transition to the police variant of the M50 interceptor and used Avengers have flooded the market. Criminal elements have begun to adopt these Avengers for their own needs, finding that their larger-than-average cargo hold and engines make an ideal bootlegging spacecraft. Upgrade Capacity: 4 Cargo Capacity: 10 tonnes Engine-Modifiers: 2 Max. Class: Fusion Thrusters: 1x TR5, 8x TR1 Hardpoints- 3 x Class 1: Equipped 2 x Behring Mk. I “Pin” Lasers (you have two wing mount low-grade lasers and then a single slot for a center-line heavy weapon; something much more powerful than other ships this size… but you use this option at the risk of overloading your engine.) 2 x Class 3: None equipped (limited to smaller missiles or drop tanks.) Retaliator Builder: Aegis Dynamics Crew (max): 6 Mass (empty): 89,000 Kg Focus: Strategic Bombing The Retaliator is the United Earth Empire’s premiere, if aging, jump-capable heavy bomber. Massive formations of these spacecraft running long-range strike missions is not an uncommon site around the fringes of the empire. With a distinctive elongated silhouette that is dotted with turrets and carrying a massive bomb load, the Retaliator is an effective symbol of Imperial might. As such, they are the frequent centerpiece of Space Force recruiting posters. Retaliators are ground-based, with all but the largest carriers unable to operate them effectively. Heavily modified Retaliators are becoming commonplace on the civilian market as the design ages and earlier production runs are sold off en-mass. Outfitted to carry cargo instead of antimatter bombs and with the waste turret positions typically swapped for makeshift living quarters, they make a good medium freighter or a basic explorer. Some have even been converted into long-hop passenger spacecraft! Upgrade Capacity: 8 Cargo Capacity: 30 tonnes (bomb-load) Engine-Modifiers: 3 Max. Class: Antimatter Thrusters: 5 x TR5, 8 x TR2 Hardpoints- 0 x Class 1: n/a 0 x Class 2: n/a 12 x Class 3: Equipped 8x A&R Stryker (FoF) missiles (maybe a note that the Retaliator can carry anti capital chip torpedoes?) 5 x Class 4: 8x Behring M5A Laser Cannon (turret) – Ventral (underneath), dorsal (top), tail, left and right beam / waist (side)] Idris Class Corvette Builder: Aegis Dynamics Crew (max): 10 Mass (empty): 138,000 kg Length: 140 meters Focus: Corvette The Idris-class corvette is the premiere entry-level capital ship for both the civilian market and the UEE military. Idris’ are used by long-range explorers who plan to be as many as two dozen jumps from a refueling station and as armored merchantmen by concerns needing to move goods through pirate territory. The high pricetag keeps the Idris out of range of anyone usually operating Freelancers or Starfarers, and actually makes them something of a target for higher caliber pirates, who presume that anyone who owns one has something worth protecting. Anything but the stock Idris is ultimately a tough nut to crack for attackers, though: extremely customizable and dotted with turrets, they also ship with numerous empty missile hardpoints and room for an expansive fixed-forward armament. Make sure you can afford to properly outfit an Idris once you’ve purchased it … if you can, you will wind up with one of the best-equipped ships available on the open market. The UEE operates Idris-class ships extensively, in two variants. Because of the ship’s command systems, the crews are drawn from the ranks of the elite UEE fighter pilot core. Though it may not be as glamourous as a Hornet or a Gladiator, the Idris is a powerhouse of a ship. A mark two “peacekeeper” variant was developed for the UEE patrol services. The Idris-P strips the standard ship’s ship-to-ship gun and spinal mount in favor of additional cargo capacity and superior speed. Aftermarket kits, initially produced for the UEE government seeking an improved patrol/protection plan, are available to militarize the Peacekeeper versions. The Idris has room to dock two single-seat fighters: Aurora, 300i or Hornet-level. Upgrade Capacity: 20 Cargo Capacity: 100 tonnes (Idris-P, 120 ton) Engine- Thrusters: 8 x TR4, 8 x TR3 Hardpoints (Idris)- 6 x Class 5: Behring M3C ASA Turrets 1 x Class 6: Behring M5C STS Turret 1 x Class 6: A&R Plowshare Anti-Ship Missile Launcher (ASML) 1 x Class 8: Klaus & Werner Zestroyer Spinal Mount Rail Gun Hardpoints (Idris Peacekeeper)- 7 x Class 5: Behring M3C ASA Turrets 1 x Class 6: Behring M5C STS Turret Musashi Industrial & Starflight Concern Models Freelancer Builder: MISC (Musashi Industrial & Starflight Concern) Crew (max): 2 Mass (empty): 55,000 KG Focus: Long-Range Exploration / Heavy Mercantile MISC is known for producing efficient, modular, middle-of-the-road ships, primarily transports of different sizes. Freelancers are used as long haul merchant ships by major corporations, but they are just as frequently repurposed as dedicated exploration vessels by independent captains who want to operate on the fringes of the galaxy. Don’t let some of the alien technology in the cockpit surprise you: the Freelancer’s design owes several of its internal systems to a lend-lease deal with the Xi’An. Upgrade Capacity: 10 Cargo Capacity: 20 tonnes Engine-Modifiers: 3 Max. Class: Anti-Matter Thrusters: 2x TR5, 8 x TR2 Hardpoints- 4 x Class 2: Equipped 2 x Behring M3A Laser Cannon 2 x Class 3: Equipped 2 x Talon Stalker Image Recognition missiles 1 x Class 4: Equipped 1x Behring M5A Laser Cannon (turret) Similar to… Galaxy, Gea Transit, Humpback, Imperial Shuttle Starfarer Builder: MISC (Musashi Industrial & Starflight Concern) Crew (max): 2 Mass (empty): 125,000 KG Focus: Tanker / Refueler The MISC Starfarer is the galaxy’s standard fuel transporter. Starfarers are ubiquitous on both sides of the fueling process: their massive tanks allow for both the collection of space borne fuel from gas giants and extrasolar sources as well as the transport of active fuel from refinery stations to the primary market. Though the stock model lacks refinery equipment, the Starfarer does have docking mechanisms allowing it to conduct in-flight refueling operations with most spacecraft classes. The most common Starfarer modification ships liquid foodstuffs in the same tanking system. A visually distinct long-haul bulk goods version mated to an alternate cargo chassis also exists, although it has proven far less popular than the more rugged Freelancer lineup. An armored tactical variant, the Starfarer Gemini (“Star-G”) is produced under contract by Aegis for use by the UEE military. Upgrade Capacity: 8 Cargo Capacity: 75 tonnes Engine-Modifiers: 4 Max. Class: Anti-Matter Thrusters: 2x TR4, 8 x TR2 Hardpoints- 2 x Class 2: Equipped 2 x Behring M3A Laser Cannon 1 x Class 3: Equipped 1 x Talon Stalker Image Recognition missiles 1 x Class 4: Equipped 1x KP M2A Laser Cannon (turret) Similar to… Diligent, Clydesdale Robert Space Industries Aurora Essentials (ES) Builder: Roberts Space Industries Crew (max): 1 Mass (empty): 15,000 KG Focus: Exploration The Aurora is the modern day descendant of the Roberts Space Industries X-7 spacecraft which tested the very first jump engines. Utilitarian to a T, the Aurora is the perfect beginner’s ship: what it lacks in style it makes up for in ample room for upgrade modules. Most pilots move up from an Aurora as quickly as their credit accounts allow… but a select few regard flying this venerable spacecraft as a badge of honor! Everyone needs to start somewhere. The 2943 Aurora Essential is a hell of a place to start. A basic ship that isn’t built like a basic ship, the Aurora ES is everything you need, with no excess. Upgrade Capacity: 4 Cargo Capacity: 5 tonnes Engine-Modifiers: 1 Max. Class: Fission Thrusters: 1x TR2(Dragon STC Blue), 8x TR1 Shields: Seal INK-1 (size 1) Hardpoints- 2 x Class 1: EMPTY 1 x Class 3: EMPTY Similar to… Tarsus, Straith, Startracker, Y-Wing Aurora Marque (MR) Perhaps you’re looking for something that offers carrying capacity but has combat capabilities too? The Aurora Marque comes with a pair of Behring-quality lasers and a high quality gun cooler system. Builder: Roberts Space Industries Crew (max): 1 Mass (empty): 15,750 KG Focus: Interdiction Upgrade Capacity: 3 Cargo Capacity: 5 tonnes Engine-Modifiers: 1 Max. Class: Fission Thrusters: 1x TR3 (Dragon STC Red), 8x TR1 Shields: Seal INK-1 (size 1) Options: J-Span OmniCool Reduction Bar Pre-Installed Hardpoints- 2 x Class 1: 2 X Behring Fixed M3A Laser Cannon 1 x Class 3: EMPTY Aurora Clipper (CL) Customized for mercantile and trading excursions, the Aurora Clipper is the perfect vessel for aspiring entrepreneurs and seasoned traders alike. Swapping a smaller power plant and armor capabilities for an expanded cargo capacity, the Clipper ups the ante for personal merchant craft. Builder: Roberts Space Industries Crew (max): 1 Mass (empty): 17,000 KG Focus: Mercantile Upgrade Capacity: 2 Cargo Capacity: 10 tonnes Engine-Modifiers: 1 Max. Class: Fission Thrusters: 1x TR3 (X-Forge P/S2-80), 8x TR1 Shields: Gorgon Defender AllStop (Size 1) Options: Tarsus AT Jump Scanner (OptiGlass 3.0 Compatible) Hardpoints- 2 x Class 1: EMPTY 1 x Class 3: EMPTY Aurora Legionnaire Builder: Roberts Space Industries Crew (max): 1 Mass (empty): 18,500 KG Focus: Militia / Patrol Upgrade Capacity: 2 Cargo Capacity: 5 tonnes Engine-Modifiers: 1 Max. Class: Fission Thrusters: 1x TR3 (A&R LR-5 Max OverDrive Fission Mount L2),8x TR1 (OKB Voshkod Energia IV) Shields: Gorgon Defender AllStop (Size 1) Hardpoints- 2 x Class 1: 2 X Klaus & Werner Bulldog Repeater 1 x Class 3: 1 X 4 Talon IR 4 Stalker Missile Aurora LX Most pilots discard their first ship the moment they can afford something sleeker, pricier. Be proud of your roots with the brand-new Aurora Deluxe, built for the discerning pilot who never forgets where he or she came from. The LX features patent leather interior to guarantee comfort for those long stretches in the deep black. Builder: Roberts Space Industries Crew (max): 1 Mass (empty): 16,500 KG Focus: Exploration / Light Mercantile Upgrade Capacity: 4 Cargo Capacity: 5 tonnes Engine-Modifiers: 1 Max. Class: Fission Thrusters: 1x TR3 (A&R LR-5 OverDrive Fission Mount L1),8x TR1 (OKB Voshkod Energia IV) Shields: Gorgon Defender AllStop (Size 1) Hardpoints- 2 x Class 1: 2 X Behring Fixed M3A Laser Cannon 1 x Class 3: 1 X 4 Talon IR 4 Stalker Missile Constellation Builder: Roberts Space Industries Crew (max): 4 Mass (empty): 75,000 kg Focus: Long-Range Mercantile / Space Superiority When you think handsome bounty hunter making his own way in a galaxy of enemies, you think the Constellation. The Constellation, a multi-person freighter, is the most popular ship in RSI’s current production array. Constellations are beloved by smugglers and merchants alike because they are modular, high powered… and just downright iconic-looking. The Constellation includes a manned turret, a large cargo area and a small flight deck capable of launching a snub fighter in its own defense. Upgrade Capacity: 14 Cargo Capacity: 35 tonnes Engine-Modifiers: 4 Max. Class: Anti-Matter Thruster Class: 4 x TR6, 8 x TR3 Hardpoints- 2 x Class 1: Equipped 2 x Behring M3A Laser Cannon 4 x Class 2: Equipped 2 x A&R Pike IV Neutron Gun 6 x Class 3: Equipped 2 x Behring Judge missiles (Friend or Foe) 2 x Class 4: Equipped 1x Behring M5A Laser Cannon (turret) Tender - Short Range P52 Space Fighter Similar to… Paradigm, Salvia, Armored Transport, Millennium Falcon Bengal Class Carrier Builder: Robert Space Industries Length: 1000 meters Crew (max): 755 Mass (empty): 113,000 tonnes Focus: Battle group fighter and bomber support platform Range: Unlimited 20+ years Cargo Capacity: 15,000 tonnes Engines: Classified Engine-Modifiers: 10 Max. Class: Antimatter Main Thrusters: 6 x TR10, 4 x TR8, 4 x TR7 Manoeuvring Thrusters: 16 x TR6 Shields: 14 x Pheonix-class Shield Generators, 6 HT-2000 Burst Shield Generators (backup non sustainable shields) (2 fore, 2 mid, 2 aft) Armour: 36.4" Icarus Armour Plating Armaments: 1 x Turret with 4 x 130m "Ship Buster" Railguns 18 x Ship to Ship Turrets with dual Ion cannons 40 x AA Turrets with dual Heavy Duty Laser Cannons 14 x Phalanx point defense Laser Gatling 16 x Rolling Space Frame (with 21 missiles each) 4 x Talon "Sweeper" Mine Dispensers (aft) (Ammunitions types: HE, EMP, Nuclear Warhead, Antimatter) Kruger Intergalactic Models P52 Merlin Builder: Kruger Intergalactic (Under license) Crew (max): 1 Mass (empty): 5,500 kg Focus: Point Defense Upgrade Capacity:1 Cargo Capacity: none Engine-Modifiers: 1 Max. Class: Chemical Thruster Class: 3 x TR2, 8 x TR1 Hardpoints- 2 x Class 1: Equipped 2 x VOLT Stinger Repeating Laser, 1 x Klaus & Werner Mk. 40F Gatling Laser 1 x Class 3: None equipped Other Vessels Vanduul Scythe Fighter Builder: Unknown Crew (max): 1 Mass (empty): 19,000 Kg Focus: Raid / Interception (I don't have fulls facts, but apprently RSI Reps from Live stream suggested the Vanduul fighter will be more maneuverable than the Hornet (12 thrusters was comfirmed by Chris Roberts) with less weapon slots and no turrets/movable weapons. It's fixed weapons will have a bigger punch. She will also have less missle (7 versues the 8 missiles the Hornet has), but her wing is fortified and extends forward, so it can be used for ramming or slicing opponents. The rest of these stats come from SC wiki) Upgrade Capacity: 4 Cargo Capacity: 3 tonnes Engine-Modifiers: 3 Max. Class: Classified Thrusters: 2 x TR4, 12 x TR2 Hardpoints- 2 x Class 1: Equipped 1 x Type IIG Vanduul Heavy Maser, 1 x Type IM Vanduul Neutron 0 x Class 2: None 2 x Class 3: Equipped 4x chemical Reactive IR Missiles 1 x Class 4: (Special) Vanduul Scythe Frigate (Unknown Stats) Destroyer (Unknown Stats) Escort Carrier (Unknown Stats) Battlecruiser (Unknown Stats)
  14. 28 points

    Updated Ship Size Comparison Chart

    SPOILER [Big one] - From May 2015 Leaks - shows some Vanduul Ships we will see in S42 (don't look if you don't want to be spoiled) Found this thread on the RSI Forums that was updated 3/28/15 - SHIP SIZE COMPARISON / SHIP SCALE (3.0) + Best of Community Ship Comparisons (Continuously Updated) + StarCitizen Artwork & Assets Collection Video From - Zulu@Zulu_Sauer 10/29/17 - Added - Pioneer - Sabre Raven - Cyclone Buggy - Reworked entire chart based on updated stats page (excluding the new Cutlass - as it still has old size stats) ++ From CIG (vid below) Ship Status Page: Updated now with perma-link to a Imgur Album (will update there from here one) SPOILER [Leak] Note these are leaked images - On the Net - but not at the consent of CIG Spoiler Star Citizen Leakening - Comparisons High-resolution comparisons of most UEE and Vanduul ships present in the leak. Ships smaller than a certain size stop rendering once you get to far away from them, so the Hornet, Lightning and Blade do not show up despite being present in the line up.. Top-Down Comparison - UEE vs Vanduul Profile Comparison - UEE vs Vanduul Imitation Orthographic Comparison - UEE vs Vanduul This is my attempt to simulate an orthographic render by angling the tops of each ship more closely towards the camera. It's a poor imitation, but is slightly better for comparisons IMO. It has been said that the Pegasus can piggyback two Retaliators on the belly of the port-side hangar. SPOILER [Leak] Teller's awesome vid of Vanduul and UEE ships Spoiler
  15. 28 points
    Wow if Exploring will be anything like this i probably need to reevaluate on it. This video gave me some serious chills of joy! //edit new link
  16. 28 points
    My new Star Guide goes over the staggered release and how it applies to all of you. Please listen to the end; I love this community and I feel like it was something needing to be said.
  17. 27 points
    Tuesday 18th February 2014 Imperium has appointed a new Combat Ops Officer!INN is privileged to be the first to congratulate Nazerath on his new appointment. This reporter has known Nazerath for a while and seen his many contributions on the forums as well as hearing many favourable things about him. I’m sure that he’ll do the position proud. This isn’t the last new Officer that will be appointed to Combat Ops! As the largest section of Imperium there is consideration for further Officers. Applicants will be appointed in the next one to three months, anyone who feels interested and capable of filling these roles will be able to send a message to current Combat Ops officers. These applicants will then be reviewed and discussed before a final selection is made. So get those applications in, stay active in chat and the forums and show your worth to the division! A Welcome Addition It’s no secret that Imperium has been rapidly expanding! There are those of us who have been around before Imperium had more than a few hundred members, and have seen the community that was built here attract more and more members. The most recent addition to the Imperium family is a group of gamers that many EVE Online players may recognise. Disavowed has made a decision to add their skill and numbers to Imperiums own. They have been a renowned mercenary alliance in the popular EVE Online game for some time now, and information on them has spread far and wide. So I invite all Imperium members to salute this powerful addition to their ranks and welcome their new brothers in arms! DFM at PAX East Many people have speculated about the release date of the much anticipated “Dog Fighting Module”. Almost everyone who had backed RSI and the Star Citizen project had an opinion ranging from not caring about polish and tweaking of an alpha game before release, to satisfaction that RSI was showing the care and attention-to-detail for which Chris Roberts has a widely regarded reputation. Love or hate the idea of the delay, it was a decision that was made after much consideration. Amazingly for a computer game reporting a delay, the fans and backers seemed largely positive about this decision, showing a level of patience and understanding that internet communities are not normally associated with. That tolerance, acceptance and approval looks to be rewarded shortly. It was confirmed in Wingman’s Hangar what many had already speculated: RSI would like to release the ‘DFM’ at PAX East. Information from the Chairman himself has suggested that the initial plan to have ‘only hornets’ in game at release may well have changed as parallel development continued. Players may be able to expect the Aurora and the 300i to be included as well as the Hornet, however all of this is subject to change based on how well development goes. The decision to host this release in a large, public manner is in keeping with the GamesCom ‘Hangar Module’ release which was a surprise reward which was met with much approval. Will history repeat itself? Will the DFM achieve a standard that RSI would be happy to approve a release to the eager masses? Only time will tell, and at the time of the writing of this article, April 10th seems both disturbingly far away and temptingly close. This has been your INN Newsbrief for Tuesday 18th February 2014. INN: Bringing you all the latest news just as soon as we've finished saving the world. WarWulf INN Community Reporter Is there something you’d like to see happen on INN? We’re here for you - be heard in the comments, or shoot us an email at imperiumnews@gmail.com. Click here to view the article
  18. 26 points

    Luetin's Star Citizen Compendium

    My first video on SC enjoy https://www.youtube.com/watch?v=LAzVEOUaWNI
  19. 26 points
    Ok huys, so after a long day in the hot sun drinking beers and talking to CIG, I have finally made it to my hotel to write this up. Now unfortunately like all good plans something went wrong and I had no internet access out and about, so I was unable to find out the questions some of you wanted answering, but I did get to spend a good half hour or so in a group of about 6 of us talking to Erin Roberts. Here is a summary of what I learned. First off, the [Redacted] Hangar sale x2 tomorrow, only 1 ship is from Foundry 42. That is the Gladius, and Erin stated that it is one of his personal favourites as it looks awesome (his words). I wasn't able to get confirmation of the other, but with the hints in the past it is lily the Mustang & variants. Erin stated that the Retaliator and Gladiator are looking good and very very close, but just not yet (Maybe something for the end of this month). I also had a bit of a discussion about the Idris and Sq 42. First off, the Idris can fit 4 Gladius fighters. Whether or not that means 4 hornets too, I'm unsure but 4 Gladius for sure. Erin said that ATM they are going through the greybox process on the Idris, and that they expect it to be hangar ready some time early next year (Around Q1 2015). For squadron 42, we were told we won't get to fly off/on a Bengal until some time around Chapter 3 in the Campaign (Hence why the Idris is being fastracked). The Idris will be our primary ship until that time. Each chapter of the Sq42 campaign is being planned to be similar to the length of a normal AAA game (8-10hrs), and in total they are planning somewhere around 150 missions for the campaign as a whole. Sq42 will also feature FPS based missions on planetside environments and (possibly) within ships - I didn't hear well at that part as it was noisy. Finally patch 9.2.2 is planned for tomorrow, and will among other things (Such as the Gladius etc.) bring some joystick/controller optimisations as well as BIGGER MAPS!!! Talking to both Chris and Erin, they both feel that while the forums can be whiney, it's one of the best projects they've ever worked on and the LOVE the inbstant feedback they can get (Erin was saying they watch twitch streams the moment they drop a patch so they can see what everyone's initial reactions to the patch were). I also got a quick word to Travis Day, and they have not ruled for or against when it comes to having Kangaroos and space Kangaroos in the PU. I will update this thread with more info tomorrow as I find out (will have net access this time hopefully). I'm planning on trying to get a few more FPS sort of questions too tomorrow! Dan Now for some pics
  20. 26 points
    NightFall’s Beginner Guide to Trading, Markets, and Economics Chapter 1: You're reading it! Chapter 2: Chapter 3: Chapter 4: A little about me: Disclaimer: Due to Star Citizen being still in development, I can only write guides that apply to the most basic of trading strategy. However, what we do know is that SC will be based on real life models of markets, and this guide will help you understand basic economics. Disclaimer 2: This guide might not be fun to read. But it will be very educational. Anyone that wants to make tons of money in Star Citizen should start with this guide. As time progresses and we get more information on SC’s economy, I will write more and more advanced and specific guides. Again, these guides are only for Serious Traders Only. As in, people who are looking for ways to make some Serious Money. Chapter 1: Basic Vocabulary of Demand The market in Star citizen will definitely be a competitive market. A competitive market is a market that has so many buyers and so many sellers that no single buyer or seller can influence the price. However, a group of very rich people, or a group of people with a monopoly on that item can and will influence the market substantially. Developers can also influence the market with illegal insider trading, but that’s another topic for another day. Thus, it is in your favor to be friends with those people and get better deals with them. The Law of Demand: The law states while Other things remaining the same, if the price of a good rises, the quantity demanded of that good decreases; and if the price of a good falls, the quantity demanded of that good increases. Change in demand: Demand can either increase or decrease. The main influences on buying plans that change demand are • Prices of related goods • Expected future prices • Income • Expected future income and credit • Number of buyers • Preferences Substitutes and Complements A substitute for a good is another good that can be consumed in its place. - If the type-A missile has run out in the store, you can also buy the similar type-B missile A complement of a good is another good that is consumed with it. - If you buy a radar upgrade kit, you must also buy the original radar. The demand for a good and the price of one of its substitutes move in the same direction. The demand for a good increases if the price of one of its substitutes rises. The demand for a good decreases if the price of one of its substitutes falls. - If the type-A missile has a massive cost increase, people will want to buy the type-B missile - If the type-B missile has a massive cost decrease, people will want to buy the type-B missile Expected Future Prices A rise in the expected future price of a good increases the current demand for that good and a fall in the expected future price decreases current demand. - If the devs told us that the price of the aurora will be a million times more expensive next week, we’d all stock up on auroras, driving the price of the current market up. Expected Future Income and Credit When income is expected to increase in the future, or when credit is easy to get and the cost of borrowing is low, the demand for some goods increases. And when income is expected to decrease in the future, or when credit is hard to get and the cost of borrowing is high, the demand for some goods decreases. - When we know that our hoard of united earth credits will be multiplied by 1000 when the game launches (and the cost of everything else stay the same), our demand for goods increase, as in we’ll probably splurge on starships, upgrades, etc. - Changes in expected future income and the availability and cost of credit has the greatest effect on the demand for big ticket items such as huge starships/frigates. Modest changes in expected future income or credit availability bring large swings in the demand for these items. Preferences Tastes or preferences influence demand. When preferences change, the demand for one item increases and the demand for another item decreases. - For example, preferences have changed when the devs nerfed the constellation from an overpowered space superiority starship to an all-rounder starship. Preferences also changed when the freelancer commercial showed a stock lancer one shot kill a glass cannon cutlass. Change in demand vs Change in quantity demanded Massive difference between the two. The distinction between a change in demand and a change in the quantity demanded is crucial for figuring out how a market responds to the forces that hit it. Uploading picture that explains this below: http://imgur.com/it5RSfc It's my first time writing these type of guides, If you don't like it, please explain why below. I'll try to do better next time! ALL CRITICISM WELCOME Credits to my old textbooks, Foundations of Microeconomics 6th ed, Foundations of Macroeconomics 6th ed. Note to Moderators: please don't move this thread. If it's in general discussion than many more people will see it and we will all benefit from this.
  21. 26 points

    Twas The Night Before Dogfighting...

    Twas’ the night before dogfighting, when all thro’ the house, Not a H.O.T.A.S was stirring, not Keyboard, nor Mouse; My desk was all clean, arranged neatly with care, I polished my monitor and adjusted my chair; Gamers were all nestled, snug in their beds, While visions of Auroras, danced in their heads; While Mama in her CIG t-shirt, and I in matching cap, Had just settled down, for a long restless nap; When over at my desk, there rose such a clatter, I sprung from my bed, to see what was the matter; Away to the desk, I flew like a flash, I powered on the monitor, hoping it wouldn’t crash; The light from my screensaver of new fallen snow, Gave the luster of midday to the keyboard below; When what to my wondering eyes should appear? But a blink on my taskbar, that nearly brought me to tears; Excited and nervous I had to be quick, I scrolled over the icon, and opened it with a click; More rapid that eagles, the file downloads they came, They were moving so quick, I could barely see their names; One kilobyte, two megabytes three Gigabytes, more, As the download kept going, I sat on the floor; I could barely contain myself as I stood up against the wall, I turned off my cellphone, don’t want any calls; As dry leaves before the wild hurricane fly, The download was finished, and I let out a sigh; I raced to my chair, and clicked the launch button too, The load screen popped up, and I couldn’t wait to see what was new; Then in the hanger, I saw my character race to the cock-pit, He threw on his helmet and grabbed on to his flight stick; Away my Hornet rose, as it lifted off into the night, My HUD indicated the first victim, now it’s time to dogfight!
  22. 25 points
    I dig this hand made and painted Star Citizen Clock. Shes never even seen me play the game. And made me this for Christmas.
  23. 25 points

    10,000 Subscribers!

    I started making videos in June of 2013. After a year and a half, I've finally hit the big 10,000 mark! I wanted to thank the SCB community personally because Star Citizen has been a huge part of my channel. It's a wonderful feeling to hop into Teamspeak and have people asking when my next video will be out -- it really is. Anyways, here's my 10k sub video! It's an AMA and a $20 Steam giftcard give-a-way, so good luck and I look forward to your questions
  24. 25 points
    My new Flight Stick and Throttle arrived today: the Saitek Pro Flight X-55 Rhino H.O.T.A.S. Needless to say that I'm very pleased and am eager to try it out. Here are pics I took of my X-55 Rhino: Unboxing Flight Stick Throttle Dual Throttle Flight Stick & Throttle First Impressions: I am very impressed by the X-55 Rhino's looks, feel, function, and build quality. Both the flight stick and throttle feel very comfortable and fit naturally in my hands. The placement of the buttons is good. They're exactly where they should be on the flight stick, and they're crisp and give good feedback. The trigger feels really good to pull, with just the right firmness and a satisfying click. On the throttle, all the buttons and HATs and switches feel great, but I'm concerned that the placement of the 2 buttons and HAT on the front of the throttle grip might cause me to press them accidentally when pulling back. I expect I'll learn how grip it properly so that doesn't happen. The flight stick's movement feels good and very precise. I plan on experimenting with the 4 springs and see which one I prefer. The throttle's movement is best described as accurate and deliberate -- meaning slow and tight. I immediately reduced the throttle tension using the adjustment knob, but I didn't notice a significant difference. However, the slow-ish throttle movement isn't a bad thing; it actually feels good and more realistic than most of the throttles I've used in the past. Sure, I can't go from idle to afterburner to idle again in a split second, but I shouldn't need to. I'm confident that the feel of the throttle movement will grow on me after I get used to it. That's all for now. It's time to plug in my Rhino and have some FUN!
  25. 23 points
    INN’s Spotlight series returns, this time with the big man himself, the Fleet Commander, Gallitin! If you missed the previous Spotlight Interviews with the rest of our Fleet Command officers, you can check them out here: Without further ado, here’s our interview with Gallitin! INN: A few basics to start with. Imperium is an impressively multinational group, so (even though I could answer this myself as we're only a couple of hours apart!) tell us a bit about where you're from, and what it's like there? Gallitin: I'm from Kansas City, the Missouri side. It's located in the central part of the USA. It's a location where we have all four seasons in excess, from -1 degrees out right now to 100+ degrees in the summer. I've lived here most of my life, with the exception of Utah/California for a few years. INN: What do you do for a living, when you're not running Imperium? Gallitin: I run Product Development for a company. I get to work from home, so it's nice and allows me time to run the site and Imperium. INN: Why Star Citizen? Give us some insight into your gaming habits, and what attracted you to this game. Gallitin: I haven't played a space sim since X-Wing and Tie Fighter back in the day. A friend told me about registering on the website before the actual announcement of the game. I registered and forgot about it until I watched the live reveal. I'm a big Star Wars buff so a space game with spaceships and unlimited possibilities sounds like something I'd be very interested in. INN: This may be obvious, but tell us your role in the Imperium fleet. Gallitin: I'm the leader of Imperium. My roles, at this point, include: server, database, backup maintenance, Jabber and TS maintenance, keeping Imperium headed in the direction of our goals. INN: You're definitely going to have a full plate with your duties as the Fleet Commander, but what do you see yourself doing in Star Citizen? Will you focus on combat, or trading, exploration... what appeals to you the most, personally? Gallitin: Hard to say. I would think combat, but depending on how long alpha and beta last I may be ready for a change once we get the full release. If that's the case I'll definitely be figuring out ways to produce products or buy cheap in a location and sell for more in another to manipulate the markets for large income. INN: Imperium has become a huge organization - one of the biggest in the Star Citizen community. Our member count is steadily rising, we have entire teams devoted to things that one or two individuals would handle in smaller groups, we have divisions and even squadrons that are larger than many entire fleets, and we recently launched our own streaming radio station... did you always see Imperium becoming as large and powerful a community as it has, or was the growth unexpected? In other words, how closely does the current state of Imperium match up to your original vision? Gallitin: Well it's completely unexpected. I originally threw up SCB the same day Chris revealed Star Citizen as just a fan site. I had purchased robertspaceindustries.com (notice the one missing "S") and pointed it to SCB. Turns out most people that were typing the domain misspelled it and found SCB. It pretty much exploded overnight. Since then RSI asked me to remove it and I have. After that we had a good amount of people and culture here so Imperium was founded. It continues to grow larger and larger, much more than I expected. My hope is that with the right help we can continue to grow it while keeping our goals in sight and making it fun for almost everyone. INN: Let's talk about the future of the Imperium fleet. Let's say three years from now - Star Citizen has presumably been in full release for a while and Imperium has established its place in the universe - where do you see Imperium then? Gallitin: At that point I see us making a ton of credits. We will have a massive pipeline of resources coming in, production to make items and then markets to sell them on. For those not interested in that there will be the military to protect them, going out on missions fighting whoever we are at war with, bounty hunters etc... I would bet we will always be at war, either b/c of our big number of enemies or to help the alliance. INN: Sounds good to me! Thanks for your time, Gallitin. INN’s Fleet Spotlight series will continue, with opportunities to get to know the division officers, squad leaders, and members of the Imperium fleet! This post has been promoted to an article