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I've upgraded very rare package to KHARTU-AL. Aeroview Hangar Starting Money: 1,000 UEC Lifetime Insurance Legacy Alpha Squadron 42 Digital Download Star Citizen Digital Download Digital Star Citizen Manual Verified Paypal Only Price 190$USD
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Well, this year's Citizen Con provided a LOT of information to us. And one particular item that stood out to me was the permanent persistence. Chris Roberts talked about not wiping the accounts after one of the upcoming releases. That leads to.... Is it time to come out of hibernation? Time to earn that sweet, sweet UEC? Time to start performing Org tasks? I am excited for the near future!
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I realize that likely nobody knows the exact time it's going live, but I was wondering when everyone thinks we can expect 3.3 to hit the servers? I was under the impression it was supposed to be available yesterday.
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Let's post our ideas for Star Citizen. The galaxy's a huge place, full of curiosities and splendor! Please be polite and have fun, while we discuss in detail the additions we want to see in SC. Constructive criticism is always welcome, keep it friendly... Here are a few ideas I will start us off with: -Planets- Planets should have highly varied biomes and environments. These should include ocean planets, desert worlds, jungle moons, cavernous lands, ice planets, swamps, (and a personal favorite) lava worlds! It would be cool to have various atmospheric conditions, such as excessive heat or cold or toxicity, even radioactivity, which could have specified suits designed for protection from those environments (without which players would perish!). Planets should also definitely have varying levels of gravity, some with no gravity at all, and some with intense gravitational pull and pressure, suit required. Gas giants would be really cool, where traversing the upper atmosphere would be OK. There could be floating outposts, etc. Then moving too close to the core could crush most ships... Also would be cool to see asteroid-based outposts, with subterranean areas. -Weather- Weather should factor in on at least some planets, but not all. Some planets should remain placid, while others could have weather cycles such as: sandstorms, blizzards, high winds, etc. It would also be interesting to have electrical/radiation storms where again, special shielding would be required to survive. Another interesting addition would be meteor showers, perhaps not damaging to the player in most cases... Of course, the most intense weather should be on planets with lesser city-populations. There should also be 'weather' cycles in space the likes of radiation/electrical storms, where ships' shields would be rendered ineffective. Perhaps here or there, a neutronic wave front (Star Trek, Ahem)! Deadly nebula! -Ships- The ships so far are absolutely bad-ass. Can hardly put it into words just how right they look and feel. I do have one minor issue to discuss regarding player immersion: Planetary entry/re-entry seems a bit off... It feels somewhat awkward orienting the ship into a nose-dive and then accelerating toward the planet. While that should still be an option for entry, it seems lacking, if it's the only way. Players should be allowed to let their ships drift slowly downward towards the surface (with a horizontal orientation relative to ground), all the while getting pulled to greater and greater speeds due to gravity. Currently it seems as though there is no gravity, requiring ships to nose-dive and hit the thrusters. The level of gravity should also have effects on how quickly ships take off, and how much fuel is consumed. Also some of the more lightweight craft should be capable of water-landing and flotation, some, not all. -Weaponry- Weapons are also looking pretty nice, and I can't wait to hunt some bounties and pirates with the Scourge Cannon! Turrets on ships are awesome and so are the weapons additions to the ships main systems. Weapons turrets on ships should not be automated. Automation would detract from the challenge of the game, and we never want that! Instead the player should be able to either hire NPCs or other players to man different positions aboard their ship. Also it seems some of the infantry firearms are being slightly 'overdone', so to speak. For example the Devastator shotgun seemingly has way too much level of detail and unnecessary bulk added to it. My suggestion is to lean more on the side of realism. I know it's Sci-Fi. Still I hope devs don't get hung up on making things like fancy-diamond-encrusted-platinum-laser cannons with under-barrel flame throwers..! It would be amazing to see (in rare cases), Orbital Weapons Platforms that could, if accessed, rain supreme firepower down on the planet's surface, destroying small outposts, structures or towns... Of course it would be necessary to make accessing it an extreme challenge. Accessories are nice. But keep away from over-extravagant weapon design. -Exploration- Exploration should be the fundamental, key point of the game. While some may argue that it is space battles, I tend to disagree. With so many space craft, vehicles and weapons, the gameplay will quickly become boring and the equipment redundant if there is not a vast amount of exploration. Here are a few thoughts on aspects of exploration: Artifacts, Flora and Fauna. Scattered throughout the verse there could be a plethora of different types of Artifacts to be found, only through rigorous exploring. There should be ancient ruins with old alien technology, perhaps rare weapons. There should be Obelisks and Pyramids and rare trinkets that could be sold or held as trophies. There could be mysterious devices, like the Orbs in Mass Effect (the first game) with strange properties. There could be alien tech that could be found and then saved for use at a far later date. Regarding Flora and Fauna, there could be a huge variety of harvesting options for certain crafting items. There really ought to be many creatures, perhaps mostly neutral/friendly. However some animals, in rare cases could turn out to be hostile, and highly challenging to face. Perhaps giant worms, or insectoids! Another thing could be infected worlds, or derelict ships (think Dead Space, or The Thing) where your only choice is to fight for survival or run for your life. There should also be intact derelicts. We've seen plenty of demolished ones. Some should be intact, abandoned in space, or even on land. Exploration should not, and I can't stress this enough, should not stem solely or mostly from missions! Let the missions be vast and varying in type by all means, a multitude of missions is always welcome. But please don't conflate missions and side quests, with exploration. -Armor & Apparel- The armor should of course have good variety. Weight should factor in, which I believe it currently does. Also there should definitely be highly specialized suits for specific tasks. Of course there'll be a space suit for EVA in outer space, but adding other specializations for other armor sets/suits would be great too. There should be a set more suited for enduring intense heat, or cold or radiation. There should also mostly be non-EVA capable sets IMO. Body armor should not be conflated with EVA suits, and they should for the most part be separate, with a few exceptions. It would be cool to see a lot of options other than simple armor for combat and space suits for EVA. One thought would be a stealth-suit with either quiet movement or even invisibility. Mostly I'm hoping it will prove an actual challenge to obtain armors, so that everyone isn't immediately buffed just after they begin playing. Let there be lots of varying, quirky outfits to be found. -Miscellaneous- NPCs for hire or available as crew members should use a rating system the likes of the one used in Metal Gear Solid V. They could have a certain class of career like 'linguist' or 'gunner' or 'medic', and within that specialty a certain set of ratings. Players should be able to activate distress beacons (false or genuine). If a player's ship is captured, they should be given the option to fight aboard the enemy ship in order to escape (think Han Solo and co, the capture of Millennium Falcon!). Where are all the AIs? This is the future after all... There should be robots of some kind or another, even perhaps a sentient machine race! There should also be a minimal amount of spawn/respawn actions. I realize this is counter-intuitive, given there's a massive universe to traverse. But it will add to the replay and return-to-game value; if people can easily spawn their ships and/or fast travel around it will make things overly-easy. It's nice that there's a wait-timer for summoning ships (at least destroyed ones). However, if a ship is not at the station at which you are staying, it should take time to arrive near you, and there should be a fuel cost and fee. Having all your ships easily at your fingertips will take away from the immersion and challenge of the game. It should also be more challenging IMO, to acquire cash. Gaining millions of credits should take a very long time. The quicker people progress in the game, the quicker the MMO will die. I don't believe there should be a 'difficulty setting' option. The universe in general should prove pretty damn challenging, with areas of extreme and lesser challenges. Some mini-games would also be cool, so long as they remain within the Persistent Universe. Game modes are a bad idea. It's understandable at this point, given there are players currently in the game who want something working. But later on, when development is (mostly) "complete", having different game-modes will detract from the main MMO. All hoverbikes should remain as hoverbikes, and not be turned into flying-space-hoverbikes! Please remove the flight-function for hoverbikes. Having flight for them is ridiculous and totally misses the point of a hoverbike. While I do agree that they should have some (slight) altitude control and perhaps a jump/boost, they should not be able to simply fly away, especially up into space. A hoverbike is like a speeder from Star Wars, it's not for flight; only for elevated, fast, ground travel! This goes for all ships and vehicles; if they have a specialty let them stick to that specialty, no blurring lines, except perhaps in rare cases.
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All, I've been putting together a short map over the last few days describing an orienteering approach to find the Drug Lab on Yela. Most of the other content and guides I've seen rely on triangulation (which is extremely difficult due to the extreme small size of the target). This guide shows how to use known and distinctive landmarks to quickly and efficiently fly to the Drug Lab. In fact, I know find the Drug Lab much easier to locate than the Javelin. (To be fair, I've made this run more than 10 times now). This location is difficult to find in any condition other than full sunlight. It also only renders at 7km (but you need to zoom to even see it) and does not become visible to a ship in motion until about 2km. The Yela Drug Lab offers for sale two types of banned narcotics that can be sold to Grim Hex or Levski. It also produces alcohol. The profit margins on these substances is very high, however, the quantity that can be had is very low. You will not fill a Freelancer to even 1/3 of capacity. This makes this trade location ideal for those of us running Auroras, Mustangs, Avengers, and Reliants. https://docs.google.com/presentation/d/10cQBy7Z4ZRGzrXaJsPdjSAAAomY62UbasJHTJWjAVFc/edit?usp=sharing I'd like to continue to refine these kinds of guides, so please leave any feedback below.
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looking on reddit for bits like this (these are links that can be easily read if you click them): I hope others post details like this, because everything helps. Issues, non-issues, it all is information that can help manage expectations and minimize some of the rage. and this reminder also needs to be reinforced as often as possible:
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We're a bit closer to reaching 3.0, fingers crossed it is released in good time. https://robertsspaceindustries.com/comm-link/transmission/15807-Star-Citizen-Alpha-262-Is-LIVE Also, the entire Drake lineup is also on sale: https://robertsspaceindustries.com/comm-link/transmission/15805-Drake-Sale-The-2947-Lineup
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The 2.6.1 patch notes have been posted to Reddit. This means its safe to say the Avacados are beating on it right now. https://www.reddit.com/r/starcitizen/comments/5ssabq/ptu_261_patch_notes/ Some notable points: "The Super Hornet has received a full visual update, encompassing art, animation, damage states, and VFX." "Pilot facial idle animations have been added for all ship variants!" "In this initial release it (Mega Map) will only be enabled for single player maps (Hangars and single-player Arena Commander), but we will be expanding this to include multiplayer maps in a future release." Good news, all those classy VIP's don't have to use the bucket anymore. "Constellation Phoenix - The toilet can now be accessed."
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Star Citizen Alpha 2.6 Emails have been sent out to 'public' first wave ptu participators. You are as of now able to copy your account and start patching. Video by me: Video by Hasgaha: Also, if you're on the PTU and want to try out spectrum org functions, join our 'fake' ptu org (or just create your own): https://ptu.cloudimperiumgames.com/orgs/IMPERIUM/ Visit spectrum here: https://ptu.cloudimperiumgames.com/spectrum Patch notes Full 2.6.0 patch notes 2.6.0i (current build) 2.6.0i - 488815 is now open to Wave 1 Testers & RSI Subscribers! Patch Notes PTU Site https://ptu.cloudimperiumgames.com/comm-link//15644-Star-Citizen-Alpha-260i Spectrum https://ptu.cloudimperiumgames.com/spectrum/community/SC/forum/1/thread/star-citizen-alpha-2-6-0i Feedback We will be collecting feedback from dedicated feedback posts on the PTU Website. Please be sure to use the correct section of the PTU Issue-Council. Star Citizen https://ptu.cloudimperiumgames.com/community/issue-council/star-citizen Star Marine https://ptu.cloudimperiumgames.com/community/issue-council/star-marine For the duration of this PTU we will be using Spectrum and not Discord for our communications https://ptu.cloudimperiumgames.com/spectrum/ Screenshot album from me:
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Want to Sell [WTS] SELL STAR CITIZEN ORIGINAL BACKER ALPHA ACCOUNT
killnod posted a topic in Ships & Packages
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https://ptu.cloudimperiumgames.com/comm-link//15320-Star-Citizen-Alpha-240 https://ptu.cloudimperiumgames.com/comm-link//15334-Star-Citizen-Alpha-240g THE NDA IS NO LONGER IN EFFECT FOR THIS BUILD. LIVESTREAMING AND SHARING OF SCREENSHOTS ARE NOW ALLOWED. Testing Goals: Persistence is now in the game!! We'll now save your character between game sessions with data on Alpha UEC, Item Purchases, Hangar Configurations, Ship Loadouts, Character Loadouts, Crusader Reputation, and Ship Ammo and Missiles (Crusader only). New outlaw and bounty hunter missions! New control schemes! Try out Alpha UEC and Shopping! Port Modifications. This is still under development. Reliant Base is hangar ready... and the Starfarer Gemini is flight ready! Much, much more... we encourage everyone to jump into Discord for more information. Star Citizen Patch v2.4.0 Star Citizen Alpha 2.4.0g Below some pictures from this and earlier patches Updated keyboard shortcuts:
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Complete Account -Advanced Hunter sabre LTI, Retaliator bomber LTI, rewards-
Sir3N posted a topic in Completed Sales
Selling my SC Account complete with - Retaliator Bomber LTI - Advanced Hunter LTI upgraded with Sabre LTI (Alpha access, Squadron42, and more) - tons of rewards (100M Reward - 2943 War Bond, 56M Reward - J-Span Cryo-Star Cooler, 55M Reward - Preacher Armament Inquisition XXII Gatling, 52M Reward - BB-12 Manned Maneuvering Unit, 49M Reward - Xi’An Space Plant, 47M Reward - Engine Tuning Kit, 45M Reward - Hadesian Artifact, 42M Reward - Explorer-Class MobiGlas Rig, 23 Million Reward, Space Globes, Christmas 2014 reward!, December 2014 Backer Reward, Omni Role Combat Armor (ORC) mk9, UEE Towel, 17 Million reward Contains: Mystery engine modifier, 20 Million reward Fishtank Mark 1, 19 Million Reward Jane’s Fighting Ships style manual) - 240$ Store credit!! - Buy back Options!! -> (Standalone Ship - Kruger P-72 Archimedes - LTI, Standalone Ship - Anvil Carrack - Anniversary, Standalone Ship - Hull B - Anniversary 2015, Standalone Ship - Endeavor Hope-Class - LTI, Standalone Ship - Endeavor Discovery-Class - LTI, Add-Ons - Biodome Pod - LTI, Add-Ons - Landing Bay - LTI, Standalone Ship - Origin 890 JUMP - LTI, Standalone Ship - Aegis Reclaimer - LTI, F7C-M Super Hornet - LTI, F7C-S Hornet Ghost - LTI, Specter - LTI, Pathfinder - LTI, Aegis Dynamics Avenger - LTI, RSI Aurora LN - LTI, RSI Aurora LN Upgrade, RSI Aurora MR) Account was created in August 30, 2013 Total worth of account 675$ Selling it for a total Price of 600$ (with trowaway E-Mail) I Accept verified Paypal! Please send me a PM and let me know! Cheers Sir3N.- 1 reply
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Star Citizen Alpha Patch v2.0.0 Alpha Patch 2.0.0 has been released to the PTU, and is now available for player testing. During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time. This patch provides access to our first sampling of the Persistent Universe in the form of the gas giant Crusader and surrounding environs. These locations include Port Olisar transit station, Covalex Shipping Hub, Security Post Kareah and many scenic asteroid fields, comms arrays and research satellites that our team has been hard at work on. This also includes our first iteration on FPS, Multicrew technology, interior physics grid, quantum travel, IFCS, EVA, missions, and so much more. At this stage of testing, please refer to the PTU Issue Council for submitting bugs and feedback for optimal turn-around time. Please note that this is only for this phase of PTU testing and that the normal Issue Council is for the submission of bugs only. 2.0.0 PTU Known Issues are also available for reading, however here are a few important call-outs from that page. Returning to the Hangar from Crusader crashes the client. Firing at the pirate encounter at Comm Array 306 causes a client crash. The pirate encounter at Comm Array 849 causes a Code 0 disconnection. Contents: Hangar Additions Balance/Tweaks Fixes Arena Commander Additions Balance/Tweaks Fixes Social Module Additions Balance/Tweaks Fixes Hangar Module Additions: Gameplay After launching the game, users now load into the Main Menu rather then going directly to Hangar. You have the option from the menu to “Go to Hangar” and “Electronic Access”. For Selfland, Revel & York, and Aeroview Hangars, you can find the elevator through the double-doors directly behind your character when spawning into the central bay. Once inside, the elevator to ArcCorp is located on your right. For VFG Industrial Hangar, you can find the double-doors underneath the platform where your character spawns, across from any ship you currently have in the central bay. Once you’ve passed through the double doors, the elevator to ArcCorp is located on your right. Crusader and Area 18, ArcCorp are still accessible through the elevator in the Hangar. Our first iteration on a Party grouping system is here! You can right-click on players in your contact list, invite them to party, leave party and see all members of your party through the Contact interface (default hotkey “F11” on keyboard). Ships The new Constellation model is now live for the Constellation Andromeda, in both the Hangar, Arena Commander and Crusader. User Interface The crouch hotkey now acts as both a “hold” by holding down the crouch button, or can be toggled on and off. Fixes: Ships Fixed an issue where the Retaliator would sometimes have graphical errors when viewed from outside the ship. Fixed an issue where characters would sink through the normal seat collision when sitting in the pilot and co-pilot seat in the Cutlass Blue and Red. Fixed an issue where characters would sometimes blackout after climbing into the pilot’s chair for the Vanduul Glaive, Scythe and Aegis Retaliator. Fixed an issue where the Retaliator maneuvering thrusters were not in the landing mode when in the Hangar. Environment Fixed an issue where the back wall of the Industrial Hangar would sometimes look damaged. Fixed an issue where the first-person camera would shake violently if it was tilted upward while a character was looking forward. Arena Commander Module: Additions: Gameplay EVA and zero-g animations are now available for all flight-ready ships, in both Arena Commander and Crusader. Landing zone icons now only appear on the HUD when the character is in radar range and landing mode is enabled. Detection range for Landing Zones is now set to 1500m. Our new IFCS flight module has gone live! Three flight modes are available. Precision, SCM and Cruise. You can switch between them via the “V” key on the keyboard, “A” on the gamepad and Button 6 on the joystick by default. Precision can only be accessed from SCM, while the ship is decelerating or stopped. Cruise can only be accessed from SCM, while the ship is accelerating or at top speed. SCM can always be accessed from either mode. This is the closest to our original flight mode, but with some changes in handling and performance for some ships. Cruise mode is not available in Arena Commander modes or Tutorial, as the high speeds make it very easy for ships to hit the simulation boundaries. Interior Physics Grids have been implemented for all flyable ships, in both Crusader and Arena Commander. The first iteration of playable EMP attacks and mechanics are now available for testing. It is now possible for ship components and HUD to be knocked offline by an EMP attack. “Disabled” modes have been added to all components. Components The Aegis Avenger Warlock EMP Module is now available for testing. By default it is tied to Weapon Group 2. Activating Weapon Group 2 will begin charging the weapon. There is a 10 second charge up with significant power use and 1.5s later it will fire, with an effective EMP range of 300m. Ships Characters that are inside of a ship belonging to another player will die when the ship-owner logs out of the game. This is not how the functionality will work long term, but it is to prevent players from becoming stuck in space or trapped in an abandoned ship. Multicrew functionality is now available on the Anvil Gladiator, Cutlass. Pilots are encouraged to look for gunners on Crusader to take it for a spin. The Constellation and Retaliator are now flyable in Arena Commander and Crusader. Both ships have a longer self-destruct timer than previous ships to allow crew adequate time to escape. All crew stations on both ships can be used, though some have limited functionality while the underlying systems they are intended to control are being iterated on. Only the Constellation Andromeda variant is combat-ready at this point. The new Avenger Titan, Stalker and Warlock variants are now Hangar and Flight-ready! These can be accessed on both Crusader and Arena Commander. The Avenger Warlock is equpped with the first iteration of its EMPweapon. Crew stations and screens for adjusting power and shields are now functional on Multicrew ships. Environment VFX work has been done on many ships, for both combat and destruction. Balance/Tweaks: Gameplay The following changes to ships flight-handling have been made for the SCM mode. The P-52 Merlin stop time is now 4.6s. Cutlass now has 4s acceleration, 5.5s vertical strafe, break time is 9.6s, top speed in SCM is 210. Aurora has a slightly higher jerkiness to its handling, to make it feel a little more like a cargo vessel. Both fuel capacity and recharge rate for boost has been rebalanced for all ships as part of the IFCS flight model. Components The Behring C-788 Combine Cannon is now a single-shot weapon. The Tarantula GT-870 has had its dps reduced. The Behring M3A Laser and M4A Laser heat cycle has been reduced. The Mantis GT-220 heat cycle has been lengthened. With the addition of EMP mechanics, distortion damage will be closely watched for potential tuning. Ships The health of the Cutlass has been rebalanced to equal roughly half of the mass of the ship. The M50 has received a slight decrease in speed, shields and hull health. User Interface Afterburner is now activated by holding down the “Right Shift” key on the Keyboard, the “B” key on the Gamepad, and “Button 7” on the Joystick by default. Boost is now activated by double tapping and then holding down the “Right Shift” key on the Keyboard, the “B” key on the Gamepad, and “Button 7” on the Joystick by default. Countermeasure cycling default hotkey is now “LeftCtrl+Z” on the Keyboard. Headlook has been moved to “Left-Alt” by holding down the key, or double-tap to toggle. Look Behind mode has been moved to “LeftCtrl+LeftAlt” on the Keyboard by default. Target nearest hostile is now on the “C” key on the Keyboard, Left DPad on the GamePad, and Left-Hat on the Joystick by default. Relative mouse mode has been moved to “LeftCtrl+X” key on the Keyboard by default. Landing mode toggle has been moved to “Left Tumbler+Right DPad” by default on the GamePad, and “Button 10” on the Joystick by default. “RightDPad” now cycles forward through hostiles by default on the GamePad. “Fire weapon group 3” and “Fire weapon group 4” are no longer bound by default on the GamePad and Joystick. Request Landing/Take Off is now bound to Button 4 on the Joystick by default, when in landing mode. “Decouple Mode” is now bound to Button 3 on the Joystick by default. Fixes: Gameplay Allied players should no longer appear as enemies on Vanduul Swarm Coop. When respawn penalties are active, the timer will now show up correctly. Components Fixed an issue where the 11-Series Broadsword was not subject to recoil. Ships Fixed an issue where the Vanduul Scythe was perpetually stuck in landing mode. Fixed an issue where players could not reattach the Cutlass engines if they were removed on the holotable. Fixed an issue where the Vanduul Scythe was perpetually stuck in landing mode. Fixed an issue where the “Use” button for the Cutlass turret would not appear or be inaccessible due to conflicting prompts. Fixed an issue where the HUB of the Hornet (all Variants) and Gladius would become detached from the player when accelerating, causing it to be left behind in space. Environment Fixed a clipping issue when a character would enter the rear turret of the Gladiator. The Hornet now has left and right roll animations for the pilot. User Interface Fixed an issue where the “lag pip” for aiming weapons would sometimes disappear or drop out when the aiming ship was moving at very high speed or high distance. Fixed an issue where joystick deadzone settings had disappeared from the control options. Fixed an issue where joystick saturation settings had disappeared from the control options. Technical Fixed an issue where going into EVA on landing in Arena Commander would crash the game client to desktop. Fixed an issue where players would get placed in a different map and rules from the ones listed in the Lobby. Social Module: Additions: Gameplay Crusader is now available for players to access! You can access the main transit hub for Crusader (Port Olisar) from the same main elevator inside of your Hangar that also leads to ArcCorp. After a short journey your character will awaken in one of the many cozy bedrooms on Port Olisar. Terminals on Port Olisar are available courtesy of Crusader Industries, to allow pilots to request flight-ready ships for delivery at one of Port Olisars convenient landing pads. The ships provided at the terminals will have a default loadout for the ship, and any changes made at the Hangar holotable will not be reflected. Ships requested via the terminal are locked to the person who summoned the ship, for approximately eight minutes, after which they are considered abandoned and can be piloted by anyone. Abandoned ships will eventually despawn. This is not how the functionality will work long term, and is temporary for the purposes of testing. There are many locations in the surrounding Crusader space to be discovered and explored, including Covelex Shipping Hub, Cry-Astro Service Station and others. However not all locations available for exploration are immediately shown in your Quantum Travel navigation points. Try repairing Comm Arrays or roaming the map via Quantum Travel to see what you may find! Port Olisar is a Armistice Zone. All weapons are disabled while in the zone, and pilots will need to leave the area to settle disputes or seek adventure. The first iteration on Quantum Travel is now available for testing in Crusader. It has been activated for all currently flyable ships except the P-52 Merlin, which is a fighter and is not intended to be capable of independent Quantum Travel. Quantum Travel can be enabled with the “B” key on the keyboard by default. The default keybindings are “Left Tumbler+Left DPad” on the Gamepad, and “Button 12” on the Joystick. Once enabled, you can rotate your ship until you have a local Navigation Point highlighted. The highlighted navigation point will have a large circle around it in the HUD. Once you have the Point of Interest highlighted, press the middle mouse button, to enter Quantum Travel to that destination. The default keybinding is “Y” on the Gamepad and “Button 4” on the Joystick. If an object exists in the path between the ship and the selected destination, the Nav point will warn that the target is “Obstructed”. You cannot eject or self-destruct while in Quantum Travel. This is intended. Fuel mechanics are also in place. When you activate Quantum Travel mode, the Nav points will indicate how much fuel it will take to reach that destination, as a % of your remaining fuel. Quantum Travel will let you transit even if you insufficient fuel to reach the destination, however it will only take you as far as your fuel allows. Keep that and the location of the nearest refuel point in mind when planning to Quantum Travel. Quantum Fuel available is listed in the bottom-right of the center HUD for most ships. Cry-Astro Service Station 042 provides repair, refuel and restock to ships in Crusader space. This includes reloading missiles, ballistic ammo and fuel for Quantum drives. Weapons, Ammo and MediPens for healing needs are also available to be found on some stations, including the Behring P4-AR. Pirates have been known to roam and harass honest citizens exploring Crusader space. Wise pilots should be on their guard. Approaching the atmosphere of a planet too closely will result in your ship receiving a warning, and if you continue flying toward it for too long, your ship will begin to rattle apart and be destroyed. This is not how the functionality will work long term, and is temporary for the purposes of testing. MobiGlas is now active, and can be accessed via “F9” hotkey. The only applications currently usable are the Scheduler and Journal, which allow you to read and view the status of Missions as you receive them during gameplay. This can be accessed all around the planetary zone, in EVA, and while in a space craft. Viewing the MobiGlas UI while on-ship dims both the ship UI and visor to allow the MobiGlas UI to be visible. The “Back” button for MobiGlas applications is located at the bottom-center of the screen. Our first set of missions are now available around Crusader for players to test! The first one is to repair the Comms Arrays in orbit around Crusader, which will allow other missions to be discovered. You can track missions via the MobiGlas Journal application, by clicking on the yellow hexagon icon next to the entry for that mission. Missions are generated and offered at-random, and some are much rarer then others. Balance/Tweaks: Gameplay The number of private channels a user can have or be a part of is now limited to 15. Greycat Buggies now only spawn in the under-construction Galleria area of ArcCorp. Character Crouch-walk animation for characters has received some quality of life improvements to allow it to flow better. Fixes: Environment Fixed an issue with the Dumper’s Depot marquee loading in slower then other objects. Fixed a collision issue that allowed players to trap other characters against the G~Loc bar counter. Fixed a number of collision issues in and around G~Loc. Fixed a number of art and texture conflicts around ArcCorp. Fixed an issue where the wall-mounted fans in the back of G~Loc were not properly aligned to the wall. Fixed an issue where a bright, flickering light was present outside of AstroArmada and casting strange shadows. Fixed an issue where a player could see through their characters body when looking down. User Interface Fixed an issue where the “Pending Private Chat” invitation would show an “Accept” and “Accept” button, rather than “Accept” and “Decline”. Technical Fixed several server side crashes. Fixed a number of issues with decals around ArcCorp. Fixed an issue where players with SLI enabled would crash to desktop when attempting to join ArcCorp.Back to top
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Hi everyone, I'm selling a non LTI (6 month insurance) Physical Colonel package for $180 Paypal fees included: - Anvil Aerospace Hornet F7C - Starting Hangar: Aeroview Hangar - Starting Money 5000 UEC - 6 Month Insurance - *Spaceship-shaped USB Drive* - *CD of Game Soundtrack* - *Glossy Fold-up Star Map* - *Hardback Squadron 42 Manual* - Beta access - *Alpha access* - Squadron 42 Digital Download - Star Citizen Digital Download - *Deluxe Green Collector's Box* - Digital Star Citizen Manual http://i.imgur.com/p4AzmZz.jpg The package is currently sitting on a regular backer account with rewards from 42M onwards (the almighty UEE Towel, ORC armour, etc.) which can be included for $20 more, so you retain the package giftability. If that is the case, the usual blackmarket disclaimer will apply. http://i.imgur.com/48geiI6.jpg http://i.imgur.com/sUCwM6v.jpg I have a bit of trader history in Reddit and ebay: http://www.ebay.es/usr/davidsdelgado). My timezone is GMT+1, so expect delays during the night time. Buyer goes first and pays middleman fees.
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Complete Account For Sale $110; DIGITAL MERCENARY - LTI; With ALPHA and BETA Access
Nord posted a topic in Completed Sales
It just came to my mind that I posess another account which I would like to sell. The original email I registered the account with is my personal one, so I can't give out that one. I've changed the email to the account to a new one which can follow the sale if that helps in any way. The Account contains: - Digital Mercenary; LTI (Aurora MX) - Alpha and Beta Access - Stretch Goal Perks: BB-12 EVA suit, the Preacher Armament Ballistic Gatling and the J-Span Cryo Star engine cooler Other than that, I bet there is a few guys here who can vouch for me, also check my feedback under my profile for previous sales. PM for more questions/details. Prefered payment through PayPal. Asking price is: $110 including PayPal Fees Imperium member gets a $10 discount price is negotiable -
Complete Physical Colonel package - Hornet F7C - 6 month insurance - $250 (PP fees included)
makute posted a topic in Completed Sales
Hi everyone, I'm selling a non LTI (6 month insurance) **Physical Colonel** package for $250 Paypal fees included: - Anvil Aerospace Hornet F7C - Starting Hangar: Aeroview Hangar - Starting Money 5000 UEC - 6 Month Insurance - **Spaceship-shaped USB Drive** - **CD of Game Soundtrack** - **Glossy Fold-up Star Map** - **Hardback Squadron 42 Manual** - Beta access - **Alpha access** - Squadron 42 Digital Download - Star Citizen Digital Download - **Deluxe Green Collector's Box** - Digital Star Citizen Manual http://i.imgur.com/p4AzmZz.jpg The package is currently sitting on a regular backer account with rewards from 42M onwards (the almighty UEE Towel, ORC armour, etc.) which can be included for $30 more, so you retain the package giftability. http://i.imgur.com/48geiI6.jpg I have a bit of trader history in Reddit and eBay. My timezone is GMT+1, so expect delays during the night time. Buyer goes first and pays middleman fees Edit: images links are messed up, I'll try to fix it later. -
Selling off some of my LTI fleet. Prices include fees. Sales are cash only. Buyer must be paypal verified. All packages have alpha + beta. PM me for pictures. All ships/packages have LTI. Hornet Ghost package: $220 Hornet tracker package: $235 Cutlass Blue package (digital pirate): $250 Freelancer MIS ship only: $old Aurora LX ship only: $110 350r package (Lightspeed): $190 Orion ship only: $375
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Want to Sell [WTS] Alpha Access Constellation Andromeda Physical Package
Bluefalcon1 posted a topic in Ships & Packages
So I'm trying to sell my Alpha Access Constellation Andromeda Physical Game Package along with the ship skins that I bought for it. I'm only interested in selling this to verified PayPal users. The prices are as follows: Constellation Andromeda Package - $275 USD Skins: $15 for all three or $5 each PM is preferred. Thanks for looking!- 5 replies
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- alpha access
- constellation
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Complete Alpha Super Hornet Package (CCU'd) at cost. Includes Fees.
NewzyOne posted a topic in Completed Sales
Hi folks! I have an *Alpha* Super Hornet Package (CCU'd from Omega) for sale below RSI cost. Alpha means you get automatic access to all modules (Dogfight, FPS, Social/PU) - no extra payments required! It's *all* included.. even Squadron 42 (unlike the latest Omegas). That's an extra $15 you'll never have to spend. This package includes everything you need to be combat ready for the PU with plenty of practice beforehand in the UUE's premier fighter! │ Ship │ Type │ Equiv CIG │ Paypal (USD) │ PayPal (AUD)│ │ Alpha Super Hornet │ Package CCU │ $180 │ $170 │ $215 │ Enough chart shenanigans. I'm open to reasonable offers. Price includes fees. Verified Paypal only. Only looking for USD or AUD; I have way too much RSI credit. Keep in mind that I'm in Australia (GMT+10), so our intersecting hours may vary. Ask any questions at all, happy to answer Note: Active Imperium fleet members receive $5 discount. Furthermore, AUD to AUD sales will receive an extra $5 off, a big thanks and a cooey. -
Complete [WTS] Alpha Beta Omega CCU'd into .. you tell me! Near or under cost. PP fees included.
NewzyOne posted a topic in Completed Sales
Hi folks! Update: Imperium members will receive $5 off all prices except the Cutlass Black So I was staring at the Omega in my hangar, wondering what to do with it - it's an Alpha package so I don't want to waste it – and it hits me. You tell me what you want, and I'll make it happen. I’ve got a bunch of RSI Cred I need to use up and an AMD Omega Package. It's one of the early ones with Squadron 42. And Arena Commander. And Beta. And Alpha transferred onto it. It's like a marriage made in Hadrian II. It’s an Alpha Beta Omega! (heck that's just fun to say. You should say it. Then have a quick look for yourself) So here’s the offer – I will only CCU the Alpha Omega (sic!) to a mid-tier ship ($130+), as I need to make use up some RSI Credit to help pay for my dream ship. You tell me which one you want, I’ll CCU this puppy over to it, send you a photo to confirm, exchange happy glances, and Sha-Bang! You're the proud new owner of a (possibly Limited) Alpha package. Dogfighting module, FPS module, Social module, all included with the Alpha - you won't have to pay for them upon release! Prices include Paypal Fees Here’s a not-very-fancy grid, pick one and it's yours: Ship Package | CIG Pack | Paypal (USD) Alpha Super Hornet package | $180 | $172 Alpha Hornet Tracker package | $155 | $148 Alpha Hornet Ghost package | $140 | $138 Alpha Cutlass Red package | $135 | $135 Alpha Cutlass Black package | $115 | $132 Also, as a perk of buying it as a Cutlass, this package also updates your account with the VFG Industrial Asteroid hangar - normally $50 extra! Keep in mind that I'm in Australia so my hours are probably wacky in comparison to yours. I'll respond as soon as I'm awake or near a computer. This is my third round of sales, I'm Paypal and RSI verified, and fairly active here and on reddit, especially for purchases... lotttsss of purchases. Happy to provide any extra info. I'll be sending a PayPal Invoice to the interested buyer to keep everything above board. Again, listed price INCLUDES fees! That means everything but the Black is under cost! -
Hey dudes and ladies, Looking to get my hands on a Aurora package (any Aurora), with LTI and alpha access, as the title says. Lettuce know, payment at your discretion. Cheers, Bryce.
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Hey brothers. I got one of the $20 Aurora packages, wooh! I was going to buy the $5 upgrade to the LN but I see now that it doesn't work that way, perhaps the $10 upgrade was on sale last time? Anyways, I found that there is a cross-chassis upgrade from an Aurora MR -> Mustang Alpha for $0.00 in the store. Is it worth the upgrade?? I have it in my account at the very least, what does everyone think? The way I see it the Aurora MR is normally $25 (no package) and the Alpha is $45 (with package). Seems worth it, right? Thanks all!