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I have 2 Units in my hangar. One of them I want to sell. Price 375$usd verified PayPal only please.
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Rates are lower but I'll try to take sellers who have nowhere else to go to. Verified paypal+invoice, seller pays fees. FAQ Thank you for visiting! and...
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All sold Thank you! and... /r/starcitizen_trade Safe trading information /r/staricitizen_trade Official CIG stance on trading /r/starcitizen_trade Best of PSA Chop'd gallery
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Want to Buy Unwanted hangars, ships. The scrapyard pays cash.
bOcy posted a topic in Ships & Packages
This goes to those who do not want their star citizen hangars or hangar bound credits anymore, and nobody else is willing to take over in short notice. I will pay by verified paypal based on a fair percentage* of the total melt value in your hangar. You do not need to fork out any more money and time to sell the credits yourself! *Rate changes depending on mr.market and what is in your account and includes any paypal fees. To know more, feel free to PM If this is your first account sale, please read this to see FAQ that you should consider answering: http://www.reddit.com/r/Starcitizen_trades/wiki/accounts (1) Account sales are in clear violation of RSI's terms of service, and are at high risk of being terminated at any time (2) The original owner will remain the legal owner of the account except in specific jurisdiction where local laws that supercede RSI's EULA allows for account transfers I (seller) promise to abandon my account, agreeing to never attempt to recover said account via RSI or any other means. As per RSI’s EULA all accounts remain the original account owner and RSI’s sole property and... /r/starcitizen_trade Safe trading information /r/staricitizen_trade Official CIG stance on trading /r/starcitizen_trade Best of PSA- 3 replies
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Hi Guys I found this thread on RSI and thought that you Rift owners may enjoy it. https://forums.robertsspaceindustries.com/discussion/210560/oculus-rift-compatible-ship-scale-viewer#latest You can download an application to view all the 3D ship models in Unity with the Rift. Be sure to check it out and let him know if you enjoyed it.
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The Hornet Tracker Method 1. Purchase an Aurora MR Standalone with cash. 2. Purchase the Aurora MR to Hornet CCU using RSI and apply to the previously purchased Aurora MR. 3. Purchase the Hornet Tracker Ship Upgrade using RSI and apply to the previously upgraded Hornet. 4. Gift the Hornet Tracker to the buyer. Market standard is $120, which is an 85% return on investment! Since the original Aurora MR was purchased with cash, the final Hornet Tracker is still giftable! The Aurora MR can also be upgraded to any ship in between, depending on your need. Hope this helps!
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RSI is looking for backers to flesh out the workings of artificial gravity. Feel free to jump in and become a part of the Verse history! https://robertsspaceindustries.com/comm-link/spectrum-dispatch/14287-LORE-BUILDER-TWENTY-ONE-ARTIFICIAL-GRAVITY I've submitted my ideas (seen below and towards the bottom of the current comments) which have to fall within the established parameters of 1) Using gravitons as fuel, 2) fuel for articicial gravity arrives via pipes where, 3) Gravplates are installed in the floor. The system must be able to be turned off and slowly lose effectiveness. Any feedback/thoughts? The Asimov Kent Quantum Gravity Generator or AKG was conceptualized late in the 21st century by Tephia Tyson-Curie and named for the apple tree that had inspired Newton, and the the writer and theoretician who had inspired her. First demonstrated shortly before her death in 2217, in cooperation with the scientists of the Lunar Equatorial Hadron Collider, Tephia posited that the polar quality of gravitons could be harnessed in much the same way as her forbears had harnessed and directed the ionic potential of electrons. Those present for the event as the LEHC achieved nominal velocity, found they were not so much pulled from their chairs, but that they, their chairs and anything not fixed to the floor were thrown against the lab wall nearest the collider. Anecdotally, this event coincided with another landmark first for the surprised team as the six scientists had to form a human period in an effort to draw down the LEHC, making it the first such demonstration by a group of multiple noble-laureates. Further work in the field of induced gravity led to the creation of the Localized Artificial Gravity Generator (or LAG), the smaller, ship-portable device that has allowed humanity to expand throughout the stars without fear of gravity sickness. The modern system uses the sympathetic linear acceleration of the ship's Star Drive to charge a closed loop of GravFluid. As the fluid is pumped through the LAG it is charged with gravitons before passing through a Newtonian shell, a hollow metallic sphere, which normalizes and aligns the graviton current. In areas where gravity is desired, the charged fluid is pumped throughout capillaries in the paragravitic floor plating, which creates a directed gravitational field. On it's return journey to the LAG, the GravFluid passes through a silicon cage which stretches between the inner and outer skins of the ship, and contains the directed gravitational fields, recapturing some of the expended energy and reducing the energy drain of the total system. On shutdown, the GravFluid loop stops cycling through the LAG, and the paragravitic plates slowly loses their charge. As some of the total gravitic charge is depleted as it passes through each plate, larger capital ships or stations may use a single large generator or multiple generators for zonal gravitational field control. Caution should be exercised when installing or operating the LAG. Noting that the flow direction of the loop must be properly aligned with the generator in order to produce effects sustainable by most known life forms. While a misaligned system may merely result in irregularities from plate to plate, a reversed system will yield a polar opposite effect and attract uninstalled equipment (and those unfortunate enough to be present) towards the ceiling.
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Developer Posted: 9:59PM Hey guys! I know there’s been a lot of discussion over the decision to make the M50 and the 350R “permanent” sale ships instead of keeping them as limited time offerings. I posted earlier to talk about our thought process, and now I have an update with you. After talking with the team and a number of backers, we’ve decided to change this plan and keep the M50 and 350R as limited pledge ships. The current sale will run through Monday, September 22nd, after which these racers will not be available. If you’re looking for a permanently available race ship for the Murray Cup mode, though, never fear! At least one more ship will be available in the near future, a racing variant of the Consolidated Outland Mustang (which you’ve already seen in AMD livery.) Our goal in changing the status of the Origin ships was to keep racing-oriented ships available for new backers for the cool new Murray Cup mode, and the Mustang should fulfill this need! I’m sorry for the confusion, and for any upset over the intended status change. And before the debate continues: the intent is not to treat particular backers as above anyone else, it is to keep our promises as best we possibly can. We won’t always get that right on the first try, but we will try as hard as we can in the long run. So, if you want a M50 or a 350R in the near term, they’ll be available for the next ten days! After that… we have some cool surprises for dedicated racers going forward! https://forums.robertsspaceindustries.com/discussion/176479/mustang-sale-change-now-time-limited
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...that we are past the point of having input in the direction that RSI / Star Citizen is going. There I've said it, it's out in the open. Let's just concentrate on giving them feedback on what we like/dislike or how things could be improved but let's move away from thinking we have an impact on the direction the game is going in. All of those votes that they have us do, for the letters from the chairman, mean NOTHING people.....absolutely nothing. Do not get bent out of shape when they release something that they want before something that the 'community' voted on. They should not put them up tbh and the whole stretch goal fiasco needs to be abolished. All the previous crowd funded stuff that we used to live by needs to go and we need to transition into a new mode of operation that will see us through to the PU. That is all. Wu
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Arena Commander V.9 Status Update Greeting Citizens, We have been working around the clock to have Arena Commander V0.9 ready for our backers. As of tonight, there are several remaining bugs that we feel would not provide the best possible Arena Commander experience and which would ultimately be detrimental to our process of community testing/feedback. We had hoped to have these ironed out and ready to go today (and in time for PAX Prime and Dragon*Con!) but have made the tough decision not to release until it meets the standards you’ve come to expect. With version 0.9 we’ve added the Murray Cup Racing map and game mode, the Vanduul Swarm Coop game mode, and the now-flyable M50 and 350R. The patch also includes our first implementation of private matches and the option to select multiple control schemes (more control customization will arrive in another patch shortly after this one.) These features in particular have required that we concurrently add a number of new features to our nascent backend infrastructure to support their introduction. By introducing features we have not rolled out before, we are seeing new bugs with our backend for the first time as well. These issues include problems like being unable to join a private match, frequent issues connecting to servers with the new game modes and map, and some new gameplay crashes. These are all major issues we want (and expect) to resolve shortly. The most major “blocker” bug, as discussed in the Gamescom presentation, is the introduction of the new Leaderboard system to this build. The leaderboards are going to be for all modes in Arena Commander, including the recently added Vanduul Swarm Co-Op and Murray Cup Racing (racing without placement scores isn’t much fun!) From a technical standpoint, Leaderboards are a big deal. They’re the first time the game will be consistently passing significant amounts of data between the client (what you download and play) and the platform (the web side of things.) Even if you aren’t looking forward to comparing scores with friends, getting the back end of Star Citizen to talk to the backend of the Star Citizen website is a huge deal. What we’re hooking up today is also going to allow features like the Galactapedia, Interactive Star Map and the Star Citizen mobile app to communicate with the game. Our goal with Star Citizen is to build a universe with a highly connected community at its core and Leaderboards, along with the stat tracking and backend infrastructure that allow for leaderboards, are a significant step in building that experience. Allowing backers to get the first taste of a larger persistence in the ‘Verse is something we feel is very important. We know that it is disappointing that we’re not quite ready to share our progress with the community, but today’s build is just not yet to a state where it achieves our vision. We will be working around the globe through the holiday weekend to deliver on the promise of V0.9. And for those interested in the process, we will be providing continued updates in the coming week on the status of the release. The entire Star Citizen team will be working as hard as possible to make sure you’re racing ships and taking on the Vanduul together soon! //End Transmission
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Letter from the Chairman Greetings Citizens, The crowd funding tally may have moved, but we’re still celebrating our stretch goals! We reached another over the weekend with a seemingly-impossible $52 million in crowd funding. Thank you for your support in recent days; I know the Constellation sale was a big deal… but the Constellation only matters because backers understand the vision for Star Citizen! Over the weekend, executive producer Alex Mayberry announced that we’re partnering with AMD to include a starter ship with particular graphics cards. Please check out the Mustang Omega racer variant, with and “AMD” racing skin (or “Accelerated Mass Design,” to better keep the immersion.) Expect to see more on the Mustang and variants in the near future. But today, the team is hustling to finish Arena Commander v0.9 and we’re really feeding on all the energy that came out of Gamescom! This next release will include a number of new features including friend codes and the new Murray Cup racing mode (aka the New Horizons mode!) As I mentioned at Gamescom, it looks like the significant blocker will be the leaderboards (as well as several other smaller issues, such as making friend codes work correctly.) We’ll update you later in the week on the status! In the meantime, everyone who pledged before $52 million gets a jetpack! The BB-12 is a brand new Manned Maneuvering Unit from Azure Sky Aero. Whether you are engaging in precision mining operations or delicate salvage retrieval, the BB-12 is capable of EVA operation for six uninterrupted hours. This new model features twenty-four precision nozzle thrusters and two redesigned heavy-duty tanks of gaseous nitrogen propellant, capable of being hot-swapped while on the drift or refueled back on the ship. With the BB-12, Azure Sky has once again cemented their place as the premier EVA tech provider. I can’t wait for a Moonraker-style battle to reach and board a space station! Our physics engine should make it a lot of fun… but that’s further in the future. Next up is the $54 million stretch goal. For this one, I turned to our Persistent Universe Director, Tony Zurovec. I asked Tony what he’d love to see in Star Citizen that isn’t in the Game Design Documents just yet. And here’s the first of his suggestions: More Detailed AI Activities – we’ll add ten distinct types of AI character roles on planetside environments! At $53 million, this includes Bartender, Doctor, Entertainer, Nurse, Sanitation Worker, Security Guard, Shopper, Tourist, Vagrant and Vandal. Future AI roles will be added with future stretch goals! Each additional ‘class’ of character will be fully expressive and have a role to play in Star Citizen’s planetside interaction AND the game’s greater economy. Like all stretch goals, that’s just an indication of the kind of feature we can add with ongoing funding. Expect to hear more from Tony as we really kick the Persistent Universe portion of the project into high gear! As always, thank you for your support. I’m very excited about sharing Arena Commander v0.9 and beyond with the community; it truly is seeing your feedback that keeps us going. We can’t do this without you! — Chris Roberts //End Transmission
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Letter from the Chairman Greetings Citizens, It looks like the Origin M50 is rocketing off the showroom floor and we’ve reached the $49 million crowd funding level! The $49 million reward is the last of our set of user-voted ‘flair goals.’ Congrats to all current backers of Star Citizen – you have earned a Xi’An Space Plant! That’s all thanks to you, Star Citizen’s backers. We’ve had a lot of questions about why we still need to continue crowd funding. The answer is that that money is letting Star Citizen tackle longer term features and content sooner than we normally would. To sustain this level of development, we need to keep bringing in additional funds. Star Citizen is still much less than the other published backed AAA games that have similar levels of ambition (some would even say a little less :-) ) like GTA V, Watch Dogs or Destiny. We know that Star Citizen is an incredibly ambitious project, after all its basically several high fidelity AAA games all rolled into one; a MMO Space Sim, a First Person Shooter, a rich Single Player story and a fully-fledged Trading and Economy game. I’m pretty sure this level of ambition is why the majority of you backed. If I had pitched Star Citizen to a typical publisher, told them I wanted all these features and wanted to make it just for a PC I would have been laughed out of the room. (Of course, you all showed publishers that a AAA space sim for the PC is no laughing matter!) Our plan is to scale the team based on the crowd funding, with the goal to be able to double down on development wherever it’s possible to do so. If we need more artists to produce additional ships, we’d like to be able to hire them. Or if we need more engineers to get a head start on some longer term technical issue before it blocks other parts of development, we want that option! It’s the new players hearing about Star Citizen and Arena Commander for the first time and jumping in as well as sales like the M50 that enable us to continue to chase our shared dream of the BDSSE to the highest fidelity. So thank you for your support. Here’s the $49 million goal: Xi’An Space Plant – Similar to a bonsai tree, the Centennial Bloom is a very famous Xi’An plant indigenous to EealusIII that blossoms for one night every one hundred years. They sell the plants in sealed terrariums to traders. Ever since their introduction to the UEE, Humanity has been fascinated by these beautiful plants and the wait for them to bloom. Please remember that the stretch goals are rewards for reaching levels and don’t indicate a specific million dollars spent. Star Citizen is a massive game, and every dollar goes to making it possible. Stretch goals are intended to reward and include the community that is making the game possible, not to indicate to the world that we are “feature creeping” too much into the game. For the $51 million stretch goal, I’d like to try something a little different in the hopes that it might be another way to involve you, our backers, in Star Citizen’s development process. For the first time, we’re going to try giving you a say in Star Citizen’s production schedule! As you may have seen, Star Citizen’s platform team launched our new online store today! We sat down to develop the new store with an eye towards making it more friendly to new backers; people who didn’t know the difference between a game package and an addon ship. In the process, we also revamped how we display ship information to everyone. That meant adding hundreds of images and other resources like the holo-viewers for existing backers! Next, we will sit down with Turbulent to decide the next big push. We have plenty of things on the to-do list, including the Galactapedia, web scoreboards for Arena Commander, the interactive galaxy map and Organizations Drop 2. These are all things that are going to happen… what we’re going to ask you to do is to determine the priority. Which of these major projects should our web designers and artists focus their resources on next? Orgs Drop 2 – Divisions, jobs and the 3D Organizations browser. Orgs Drop 3 – Private forums for each Star Citizen Organization. Galactapedia – Your guide to the Star Citizen universe which ties directly into Star Citizen’s persistent universe. Web Scoreboards – Want to see your Arena Commander history on the website, or find out how you stack up against other Citizens? Known Universe Map – An interactive map of Star Citizen’s known universe which will expand along with the game. The work the platform team does is the most community-facing; from rebuilding the pledge store to creating the XMPP chat, their work impacts you before anything else! That’s why this is the first time Star Citizen’s backers will get to directly influence our production schedule and resource allocation. We’d also like to hear your thoughts below: what do you think would improve the web side of the game? You never know: you may just have an idea worth including the next time around! — Chris Roberts //End Transmission
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Hangar Ready: Origin M50 Greetings Citizens, The Origin M50 is HERE! The galaxy’s premiere dedicated racer, the M50 packs a lot of thrust into a small package. It’s the ship dedicating racing fans are betting can take home the next Murray Cup… and it’s compact frame and powerful engines also make it a great courier or interceptor! If you need to be somewhere in a hurry (or get out of a jam quickly) then the M50 is the ship for you. M50 in the Asteroid Hangar Featuring supercharged engines (Hammer Propulsion) that counter a tiny weapons loadout, and a new flashy automotive paint job, the M50 is a ship for going FAST. The core spaceframe is used by both racing teams and for military courier missions, but the 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. The M50 is officially ‘hangar ready’ in Star Citizen and will now appear alongside any other ships you own. If you purchased an M50 during Star Citizen’s initial campaign, it will now be visible in your hangar. If you’d like to add one to your fleet, they’re available again in the pledge store for the next seven days (ending Friday, August 8, 2014.) Hammer Propulsion engines Whiteroom of the M50 racer In the Asteroid Hangar. Here is a recap of the M50 statistics as we know them today: Length/Beam/Height: 11/10/3 meters Crew (max): 1 Mass (empty): 4,875 Kg Role: Racing Cargo Capacity: 4 cargo units Factory Power Plant: ACOM StarHeart III (S2) Factory Engine: 2x Hammer Propulsion HM 4 .3 (TR3; max TR4) Factory Maneuvering: Thrusters 6x Origin Scalpel Precision B, 2x Origin Omni Precision B (8x TR2) Factory Shield: Gorgon Defender AllStop HARDPOINTS: 2 x Class 2 (size 2) 2x Behring M4A Laser Cannon 2 x Class 3 (size 1) 4x Talon ASIM-20/c Stalker I M50 Hangar Sale M50 Racerby Origin Jumpworks $90.00 USD Buy yours now Pick yours up fast; the sale ends Friday, August 8, 2014. //End Transmission Developer CIG Ben Lesnick wcloaf Posted: August 1 To be clear: Chris was selecting the 'factory' skin from the options Chris Smith gave him. You will be able to go on and skin your M50 differently as desired once we have that system in place.
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Arena Commander Patch Update Greeting Citizens, Last week, we posted about our process for solving the lag and rubber banding issues currently impacting Arena Commander’s multiplayer mode. As you know, we increased the player base by eight fold when we released patch 12.4. Doing so exposed variety of emergent issues within the game client, game servers, and backend infrastructure that only became apparent under the increased player load. We’ve made a lot of progress in addressing these issues and have seen great improvement on all three fronts, but the patch is not ready for release today. This is the kind of testing is exactly the reason why we chose to pursue the open development model. The discovery of these kinds of issues this early in the process are going to greatly improve the player experience in the long run and increase our efficiency by getting it right from the beginning. Patch 12.5 is responsible for adding the jukebox, pictured here, to the Hangars’ of current subscribers so they can liven up their hangars with their favorite music. Your jukeboxes have been attributed to your accounts, but will not appear in your Hangars until the patch goes live. Additionally, on this week’s Around the Verse, we talked about a mysterious new Vanduul threat destroying UEE ships. This threat will be added with 12.5, at which point Citizens are encouraged to go hunting for it! While there will not be a patch today, we would like to share what we’ve been working on so far and how we’ve been approaching the problem. The QA Team has been hard at work investigating the lag that is being experienced on the public servers. We know that this has been a huge frustration, and QA has thrown its full weight against isolating and reproducing this problem so that engineers can solve these issues. In Arena Commander multiplayer your client is receiving updates from remote clients via the server and, in the case of movement, your local client’s IFCS is actually simulating the physics of each remote client that you see based on these updates. Your client is then reporting back to the server all the positional and orientation data for each of the remote clients that you are simulating. The server is authoritatively checking this against its own calculations and those being reported by the remote clients themselves. If there is divergence in the reported numbers the server will provide your client with how far its remote client simulations are off and inject that into the IFCS physics calculations to nudge the remote clients you see back to their proper positions as they fly. If the divergence becomes too large for IFCS to gently nudge the remote clients then they are warped to their proper position and the simulation commences again. As we have been investigating this issue it has all revolved around discovering what is causing the simulations of remote clients to sometimes for some people become so divergent from the server and the remote clients themselves that the server is forcing a warp. We first investigated potential issues with the game servers by performing some optimizations to load balancing and by reducing the number of servers on a physical machine from 8 to 2, which dramatically decreased network traffic from each machine and reduced CPU pegging but did not reduce the lag players were seeing. It did however result in increased stability and minimizes server CPU frame spikes which will generally improve performance for players across the board. We then approached the situation from the client side, creating a controlled environment in which no one shot any weapons or used any boost, and then began increasing the number of players over time. Noticing that this yielded no lag, we then started to introduce more variables into the match. Shooting weapons without hitting any players caused no issue, but once ships began to fire on each other, lag began to crop up with players skipping around. We were able to reproduce that lag, but we needed a more specific cause, so we attempted to narrow it down. Speaking with the engineering team, they speculated that the power drain caused by firing weapons and absorbing shield impacts could in turn be reducing the available power to thrusters. It was possible that due to lag or CPU spikes the amount of power available for thrusters wasn’t being properly propagated from the remote client to the server to your machine for your physics simulation to account for. This would cause synchronization of thrusters across players to have been off, causing positional jumping when performing erratic maneuvers. Engineering then armed QA with a version of the game that allowed us to have greater control over the thrusters so that we could pinpoint the problem. Once we disabled all energy fluctuations to the thrusters and enabled maximum power to each, we were still able to get the problem to occur, although less frequently. This testing exposed an issue in the way that the shields consume power in giant spikes and resulted in some balance improvements and code hardening.. Our networking team investigated packet size and bandwidth issues. Their efforts also seemed to have improved the player experience and drastically reduced packet size and thusly network traffic however it did not entirely resolve the issue. Concurrently, we introduced some additional changes to the way that servers are logging and storing information. We first discovered that certain non-critical errors were spamming the server logging and causing performance drops which can lead simulation discrepancies. We’ve adjusted setting to the logging system to eliminate spam and we are going to be moving the logging function off the main thread entirely as well so that its impact is lessened. Again, this has seemed to have improved the issues but not eliminate them entirely. It has had the knock on effect of improving server stability and performance. We are generating a build tonight that introduces changes to the way that we synchronize physics calculations. These changes to help better keep all clients and the server in better synch on physics time steps should greatly reduce the incidence of divergence between client, server, and remote client physics simulations and give us better tools to catch and correct for it without warping. Now, as I am writing this we have just uncovered a new potential issue that could contribute to the incidence of poor multiplayer synchronization having to do with improperly handled client disconnections. We’ll have to investigate this over the weekend. The great news is that even when we’ve pursued an avenue that hasn’t directly fixed the rubberbanding, we’ve still ended up improving the game. The work that’s going into 12.5 isn’t just going to fix this specific issue, it’s going to enhance the Arena Commander experience all around. We’ve also worked directly to on some other fixes for 12.5 that should bring more stability to the multiplayer experience and correct issues backers have been seeing. As follows: Joining a Game: Currently when joining a server, a large spike of data is transmitted, which can cause lag and some teleporting. Our network engineers have been working on ways to compress this data which will reduce the size of these connection packets by 40%. You can see the current bandwidth usage in the included data graph. Attempts to join full servers: Servers currently have a bit of a delay marking that a max player count has been hit. This means that a server can be almost full, and any number of players can try and join, with only one of them getting in, and the rest getting kicked back to hangar. With players leaving, making the server almost full again, this issue can consistently occur throughout the match, and coupled with the high bandwidth of a player connection cause some serious lag. Our server engineers are working on a fix for this right now. Kicked back to hangar: Our as of yet implemented VOIP system was connecting to all players, but not disconnecting when a player dropped unexpectedly, causing the majority of kick back to hangar issues on public. A fix for this has been created. Thank you for engaging in the development and testing process with us, your efforts exposing and cataloging these types of issues has been immensely helpful and we wouldn’t be able to find them all without your participation! We fixing these multiplayer issues as quickly as possible and look forward to further expanding the testing of Arena Commander to all Citizens as soon as we can. As you can see there has been an awful lot of work going into improving the multiplayer across the board from the client to the server to the backend infrastructure and we feel that the 12.5 patch will greatly improve the player experience once it is ready. We’ll let you know how we’re doing next week, and will issue patch 12.5 as soon as we’re confident that it offers a broad improvement to the Arena Commander Multiplayer experience. //End Transmission
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Aegis Gladius Declassified. Greetings Citizens, The Gladius is the United Empire of Earth’s current front-line light fighter, serving against the Vanduul onboard Bengal carriers and elsewhere. Classified UEE Blueprint: Gladius Rear Built by Aegis Dynamics, the Gladius is an older design which has been updated over the years to keep up with modern technology. In military circles, the Gladius is beloved for its performance and its simplicity. A fast, light fighter with a laser-focus on dogfighting, the Gladius is an ideal interceptor or escort ship. Fewer moving parts than the Hornet means new pilots can adapt to the ship more quickly and ground crews can keep them flying more easily. Now, the Gladius is available for civilians! With some Gladius squadrons converting to the wider deployment of the F7C Hornet and the introduction of the F8 Lightning to elite units, the Navy has begun to auction older Gladii to planetary governments and qualified mercenaries. Classified UEE Blueprint: Gladius Cockpit Classified UEE Blueprint: Gladius Cockpit The spacecraft available to civilians are retired military models, with the same specifications and upgrade potential. Classified weapons technologies have been removed from the spaceframes, but they can be outfitted with a variety of civilian-grade weapons. The decommissioning process has also made room for civilian standard upgrades such as jump drives. Known specifications: Here are the currently known specifications from the classified blueprint: LENGTH 20m BEAM 16m HEIGHT 4m NULL-CARGO MASS 9700 Kg CARGO CAPACITY 0 freight units MAX CREW 1 person MAX POWER PLANT SIZE 4 FACTORY POWER PLANT Aegis K-5b Starwalk MAX ENGINE (PRIMARY THRUSTER) 2x TR2 FACTORY ENGINE TBA MANEUVERING THRUSTERS 8xTR1 FACTORY MANEUVERING THRUSTERS Hydra Propulsion M1-16 MAX SHIELD 3 SHIELD Ascension Astro Soloshield CLASS-1 2x S1 (wings) – 2x Behring – M3A Laser Cannon CLASS-2 1x S1 (nose) – 1x Gallenson Tactical Systems Scorpion GT-215 Gatling CLASS-3 2× 4x S1 (Pylon) – Thermyte Lightfire Apollo 1 Dumbfire Initial intelligence on the statistics of the Gladius we’re incorrect and an update has been applied to the above table! Gladius Concept Sale!! Aegis Gladius available Built by Aegis Dynamics, the Gladius is an older design which has been updated over the years to keep up with modern technology. In military circles, the Gladius is beloved for its performance and its simplicity. A fast, light fighter with a laser-focus on dogfighting, the Gladius is an ideal interceptor or escort ship. Fewer moving parts than the Hornet means new pilots can adapt to the ship more quickly and ground crews can keep them flying more easily. Now, the Gladius is available for civilians! With some Gladius squadrons converting to the wider deployment of the F7C Hornet and the introduction of the F8 Lightning to elite units, the Navy has begun to auction older Gladii to planetary governments and qualified mercenaries. Note: This is a concept ship and is currently not flyable in Arena Commander. $80.00 USD Pick yours up fast; the sale ends Friday, July 18th! Please note: this is a concept sale, the Gladius is not yet available in your Hangar. As soon as the in-game model is finished, it will be added to the Hangar and then Arena Commander! Your purchase goes to support Star Citizen’s development and it does not promise a special advantage in the finished game; any ship available through the RSI website will also be earnable in the finished game. What is the Gladius? The Gladius was built by the team at Foundry 42, designed to take part in Squadron 42’s epic single-player campaign. In Star Citizen’s persistent universe, the Gladius will be a fast, light fighter capable of dogfighting with the best of them. The Gladius exists solely thanks to our backers: funding to add the Gladius to the game was made available to the team with the $42 million stretch goal! Why sell the Gladius? The short answer is that it’s because we want to dogfight with it! We showed the Gladius on an episode of Around the Verse and the reaction seemed to be very positive. With our current focus on dogfighting and the Gladius being fast-tracked for development to meet Squadron 42’s needs, it seemed like a win-win situation to offer it to backers who would prefer a more military experience as Arena Commander expands! The broader answer is that sales like this help keep Star Citizen’s development going strong! The team currently employs over 260 people around the world building the Best Damn Space Sim Ever; continuing to expand the game means offering ships like the Gladius to those who are interested in further supporting the project.
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So, I went to bed last night at $41,978,980. Woke up, went to Work, came back, $42,000,000 Millionish. I'm not surprised that Extra money came from People who didn't hear of this Game before it went live at Pax. I'm happy to See That People are more and more noticing this and seeing why Chris Roberts is straying away from your Typical MMOS/RPGS. I'd like to Explain some of my feelings through this Achievement with some personal Gifs that I enjoy looking at when Happy moments in my life happen. Everyone that has Backed/Subscribed/Just even put down money for one Pledge, Mate, you are a Smart cookie. Enjoy! (PS IMO im not hating on consoles, just too dam funny to pass up on) When We Hit 42 Mill. People Asking for a Console Version. When Chris Mentioned That Star Citizen would be fully Optimized for x64 Windows. When that guy yelled out "Cry engine sucks" -.- PC Gamers in Blue, Consoles in Grey.....hehehehe. When someone needs Directions. Console Peasants Arguments Against Star Citizen only Being a PC title.
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Just saw this post by Ben Lesnick: That was posted today (12-05-13, USA), so we can anticipate an announcement pertaining to official RSI Organization support (in WH or possibly even a rollout of the RSI 'Organizations' web functions) tomorrow! Get excited! Note: this thread will be updated with relevant details once available. ------------------------------------------------------------------------------------------------------------------------------------------------------------------------ Finally, its up! New ComLink on the Organization system: https://robertsspaceindustries.com/comm-link/transmission/13418-All-About-Organizations For Imperium Fleet members, there is an active Imperium-specific discussion ongoing, here: http://forums.starcitizenbase.com/topic/5033-organizations-on-rsi/ Let's keep this thread open for general discussion of the RSI organizations system. If you are considering starting your own organization on RSI, you will need to have the following items prepared:
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http://www.twitch.tv/roberts_space_ind_ch_1 4 hours of stream about SC
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Hello folks, thanks to our friend and info guru Pnuts, we have found a new little exploit for the game, but it still brings a few questions and doubts. I think it´s important for you to know and thought it could be interesting to discuss this. Quoting Pnuts exactly: So that basically means that if you have more then one ship package (not only addon, package with game access), you could make another account and get all of the rewards for it too (OB and VB rewards, RSI suit and Hangar Fee reward). But one important thing, gifting your other account with package is not enough to get the rewards, you need to have successful order logged within that account. So when you had your new account gifted with package, just purchase a small thing like skin, or if you don´t want to spend more money, you could gift a skin from your old account, melt it and repurchase it again in new account. Rewards should pop-up immediately. I guess having another free hangar on another location, 2nd repair bot and more credits is worth the effort. I tried that exploit myself and I can confirm that it works. I moved my Bounty Hunter package to the new account also with 325a upgrade package, melted and repurchased the upgrade for credits and now I have double reward
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RSI Topic: http://www.robertssp...-Death-comments http-~~-//youtu.be/YJOOSK2Mz9U PermaDeath Comments ca. at 22:00 Could get developed as the new "tears"-thread on RSI how that mechanic would make them quit right now and so on.... Discuss!
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Congratulations again to everyone for reaching the $9 million stretch goal! In addition to the Lifetime Insurance discussed yesterday, every user of the “old” site will start the game with a limited edition Roberts Space Industries space suit themed to match our new RSI website. These suits are the same model as those produced by RSI, but only pledgers who used the original website will get the exclusive RSI test pilot colors. It’s your reward for “testing” the site! If you’re still interested in purchasing an Aurora LX, the sale goes for four more days; the space suits will be included in the game for anyone who pledges before the new site goes live in 4-6 weeks. Here’s the space suit’s background: RSI Class II Space Suit Roberts Space Industries has a proud history of developing their own pressure suits. The holograph of the X-7 test team posing in front of their quantum jump engine in their silver-and-orange custom built space suits is among the most iconic images in the history of astronautics. These custom-fitted suits quickly became the standard for extrasolar space travel and the basis for all suits mass produced today. RSI suits retain a high degree of prestige for pilots today, as they are only available for purchase alongside a genuine RSI spacecraft and their manufacture continues to exhibit a high degree of care and comfort. Roberts Space Industries produces a range of suits, from a basic Class I pressure enclosure to a Class IX mechanized heavy lifting suit. The Class II prototype suit, used by RSI’s elite core of in-house pilots, is the ideal cross between an easily maneuverable pressure suit and a bulkier high-protection environment suit. Class II suits allow for hours of survival in the case of a hull breach and up to 45 minutes of extravehicular activity. The RSI suit comes standard with a pair of belt holsters capable of carrying a range of standard scanning equipment and a chest mount for a personal sidearm. An optional back-rack allows for the mounting of heavier mining equipment, assault weapons or the attachment of an RSI Manned Maneuvering Unit. The internal environment systems keep a pilot at Earth-normal temperature and pressure ranges with a less than 5 percent variance. Statistics Maneuverability:.95 unencumbered HUD Software:OptiGlass 3.0 Compatible Survivability, Vacuum:4 hours Survivability, Radiation:45 minutes UEE Restriction:Green Space Suit System We would also like to share one of our design documents, explaining how the classification system for space suits works. Please note that this is what we’re working towards; you won’t find all of these in the game on day one (and some are for Squadron 42!) This also does not mean there are nine different space suits; there are nine types. Like ship upgrades, each suit will have a variety of different manufacturers, quality levels, upgrade options, etc. Suits will also have customizable colors, decals, etc. to increase variation. There will also be an array of player clothing separate from space suits. [*]Class I – basic protection; essentially a plastic bag. Think a Tyvek suit. Class 1 suits protect against vacuum during a hull breach but they can’t be worn for EVAs. [*]Class II – This is the “standard” suit for non-military pilots. Keeps you safe in the cockpit and is maneuverable enough in combat. Has limited EVA capabilities, although to do anything effective in zero G you need attachments that will slow it down. [*]Class III – Heavier civilian suit. A little slower and less maneuverable than the class II, but has increased armor. You’ll have a harder time moving around in boarding, but you can take more hits. [*]Class IV – Military suit, as seen in the Squadron 42 trailer. This suit is armored to protect against cockpit damage, has various self-repair features, advanced tactical display, etc. Roughly as effective in EVA as the Class II is in a boarding operation. [*]Class V – Advanced Military Suit. This is a much more expensive and rarer class of suit. Think the difference between a standard fighter pilot suit and the ones worn by an SR-71 crew. [*]Class VI – Marine armor. Too bulky to wear in a cockpit, but much more effective in boarding operations. A pilot wearing a Class III suit might fly a cargo load of his friends in Class VI suits to attack a freighter. [*]Class VII – Heavy Marine Armor. This is a heavy weapons suit with mech upgrade for carrying heavy weapons. [*]Class VIII –Full blown EVA suit, similar to a modern space suit with an MMU. [*]Class IX – Full blown mech suit. Somewhere between a space suit and the power loader from Alien. These repair the outsides of large ships, move heavy objects in hangars, etc.
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Hello, everyone! Nice site you have here, I have been lurking but haven't yet introduced myself. I am SomniumMortus with the Black Widow Company! Looking forward to playing Star Citizen! It's a great thing you have going on here, and I know personally I have found some information on the game and images of ships I've yet to see elsewhere. Thanks for having me ____________________________________________________________________________________________________
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- BWCBlack Widow Company
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I wanted to invite you to check us out at Star Citizen Air Force. Star Citizen Air Force is welcoming new pilots, if you are interested in finding out more then please visit; Temp website: http://scairforce.corplaunch.com/ Website(under construction): www.scairforce.com Logo Creator software Logo Designer Pro software 50 Slot Ventrilo Game Play: PVE - PVP - small bit of RP is always welcome in the S.C.A.F Pilot Types: Fighter Pilot, Merchant Pilot, Exploration Pilot, Marine Corps, Web Ops, & Command SORRY WE DO NOT ACCEPT PIRATES, MERCENARIES, or SMUGLERS in S.C.A.F Cheers! Deadmanshotyou
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Taken from the SUN Forum FPS -Boarding will be 1st person and very tactical, you get shot there's not respawning in that fight so it will be slow, deliberate and dangerous -When discussing this CR also made comments that flying the ships in combat can only be done in 1st person too, but this may be merely chris' preference and may not mean anything. Constellation vs Freelancer -why would one choose a freelancer over a constellation -'more efficient' on fuel, taking the larger ship will cost you more -Freelancer being smaller will be more maneuverable (debunks some peoples thoughts that connies will be nimble) -without having enough people to pilot a connie at full efficiency you might be better off in a smaller ship -all of this was of course subject to change based on upgrades and game balancing Class 1 vs Class 2 Guns -you will be able to mount harder hitting weapons on your class 1s vs your class 2s -reiterates desire for class 2s to work on head movement (track ir in my future) Racing will be in Game -possibly in some kind of 'arena' instance -gladiatorial arenas also discussed by wingman but not confirmed. Engine is the Powerplant -Your engine is the thing that puts out all your power, some people wondered if 'powerplant' would be a separate thing. -engine powers weapons, life support, shields and the burned fuel is pushed from the engine, or directed to the thruster. Bars -instanced based on capacity, just like flying instances are -uses same system for determining who is in instance as the flying section