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Found 12 results

  1. From the current Jump Point where they're discussing whether to add the worm to the Homestead demo if that amounts to selling something that's going to be in the game: Huzzah. There are days when it's great, and deadly to be an explorer.
  2. That didn't take long at all...and it's pretty funny!
  3. CMDR_J_Shepherd commentates and points out some key info that was discussed with CR regarding 3.0 with BadNewsBaron and Captain Richard Here is the recorded stream and time stamps of important info: https://www.twitch.tv/cmdr_j_shepherd/v/84817214 13min: Crysis-style Planets 15min: Orbital Space Stations used as Quantum Jump Points to planets 18min 50s: Many stations will be small "family owned" operations within the verse 19min 20s: Chris Roberts Quotes: 20min 20s: CR confirms again Quantum Travel is .2 the speed of light 21min: Travelling from one side of Stanton to the other takes 40 minutes of Quantum Travel 23min 15s: CR signs an autograph in the middle of the interview 24min 42s: CR signs another awesome autograph 25min: Buy and Sell of cargo will be in 3.0 (Economy, Cargo and Trading confirmed) 27min: Beginnings of Jobwell working, confirmed in 3.0 29min 10s: @Lethality's tweet is featured in the interview 31min 20s: CIG employee's to use face recognition for live, in-game news reports 33min 45s: Item AND Player degredation, maintenance a must 37min 25s: Star Citizen will never be "done" All in all, there is a lot of stuff planned very SOON™
  4. 01:22 - Studio Update 08:32 - MVP with Tyler Witkin 09:18 - Behind the Scenes: NPC 19:13 - Ship Shape: Hornet F7A
  5. TL;DR From INN: [3:42] Q: Drake ships do not have ejection seats, how does this square with the perma-death concepts envisioned in ‘Death of a Spaceman’? A: Drake ships are a little like Russian military hardware: rugged, functional but doesn’t necessarily have all the extras (like ejection seats) in order to offer better value elsewhere (like bigger guns). While an ejection seat might allow you to potentially escape, “Death of a Spaceman” means that even if you are blown up with your ship you are instantly dead: you wake up in a med bay after being patched up. However you can only do this a number of times before you old character passes away and you have to move on to a new one. So Drake ships are more risky but if you are aware of that you should still be able to get out and EVA away. [7:12] Q: Will there be an event planned for Gamescom? A: Due to venue issues we won’t be doing the same “Big presentation” like we’ve done in the past couple years, but instead we’ll have a booth on the show floor showing off new stuff coming up for the game and having a playable build of the current release as well as having pop up events, like the big garden event we’ve done the last couple years where it’s meet and greet for the fans with developers and such. [9:30] Q: Will you receive a notification if you are away from your locked ship and a pirate is trying to disable the lock and loot your ship? A: One of the next stages is to put in security systems which partly come with item 2.0 stuff. With that is other levels of boarding mechanics to hack or blow open a door, all in the stages of getting fleshed out and then get implemented. This would also involve notification to your Mobiglass within a reasonable amount of distance if you were, say EVAing somewhere else. [11:11] Q: Biggest development challenge preventing rudimentary versions of exploration, cargo, mining and economy mechanics from being implemented in PU/PTU builds? Can we get focused updates on this in the future? A: 2.4 added persistence which we will be opening up and expanding on. 2.5 will contain the outlaw base so there will be two factions and two spawning places. Our other “big” focus is the full Stanton system, which will be about a billion kilometres across, with procedurally generated planets. CryEngine was never built to simulate so many object so we’ve been working on full rewrite of everything in CryNetwork to get everything in place for the this and it is scheduled for 2.7. Once we have that and some messaging and organisational stuff which will be rolled out later this year we have the foundations to accelerate cargo, mining, etc. Our goal is to get Stanton fleshed out to the fidelity we want for all of Star Citizen: the “Pupil to Planet” level of detail. [17:48]Q: Anything from the E3 expo that really amazed you? What do you think of how big space games are now? A: Everyone seems to be doing space games now all the way up to mainstream titles like Call of Duty: Infinite Warfare. Cool stuff with Mass Effect and Battlefield One. Star Citizen FPS stuff in the works that we’ll see in the not too distant future. [19:22] Q: Nyx still in the works? When will we see it? A: Yes! The landing area and environment is done, but we’re in the process now of integrating it into the huge star system and how it works with planetary tech. You should see it around 2.7 and ArcCorp won’t be in 2.7, but it won’t be long for that so you won’t see loading screens anymore when visiting Nyx and ArcCorp in the future and we’ll continue to build upon that from that. We’re working on having all that come together by the end of this year. [21:15] Q: Will AI opponents have any aspect of self preservation? A: Big AI technical session in Frankfurt recently and they’re in the implementation stage of the grand design. Going to unify AI and mission stuff into one system that has different levels and scopes and knows how to talk amongst itself, which will in turn allow things like self preservation and a more seemingly intelligent AI. [23:30] Q: Will you eventually pass along the knowledge you gained where CryEngine is concerned from SC’s development? A: Absolutely. I believe it’s important to share the knowledge that we’ve learned in order to help the industry evolve and advance like it has in the past from other people sharing what they’ve learned. [25:30] Q: Will Hangar Module and Universe Module be combined for better immersion? Ex: Walking from your hangar into a space port and requisitioning a ship. A: Yes, 100%. For him the goal is to get the game to a point where you’re not going to the Hangar Module or ArcCorp as separate modules, it’ll all be one. Setup may be slightly different than right now. [26:58] Q: Planned role for Vanduul harvesters now that planetary landings are in game possibility. A: We’ll definitely have them planned to appear when the systems that Vanduul occupy or threaten come into the bigger Star Citizen universe (he mentions Chapter 2) and the potential that the procedural tech gives us is unparalleled compared to what we had originally planned a couple years back. It’ll be very exciting the various scenarios you’ll encounter down the road.
  6. Org presents CR with a VKB Black Mamba and rudder pedals. Where is our gift for CIG? WTH guys. 1: One of the funding goals is that SCs aliens will be speaking their own language. Is there any progress on this? Yes. Vanduul we needed for S42 and last August when we shot MoCap for S42 the actors were speaking Vanduul. One of the people working on Vanduul worked on a few films and is one of the foremost experts on Navi and Klingon. He coached people to be Klingon in the last few Star Trek movies. We're moving forward on that and other languages. 2: What will we do while transiting between systems on long flights? It depends on how long the transit is? He can stand behind you and ask if we're there yet. I don't know if there will be things like the chess game on the Millennium Falcon. On a long flight the point of flying with a buddy is that you can keep each other company. We will try to make it feel worthwhile. Navigating a jump point will take less time than quantum drive across a whole system. However we haven't determined what our ratio of scale will be, for instance three hours of gameplay is one day/night cycle. We can't cheat the jump point because it has to be in real-time since it's a multi-player game. But we can't then make quantum drive take forever and would be really boring. Even at quantum drive it would take hours to reach Pluto, but we're playing with that so that you're not bored but it takes a bit of time. There should be a greater reward for being a long-distance hauler vs a short-hop hauler. What about Arena Commander? E-Sports, etc? 3: Given the level of fidelity shown at Gamescom, what does the road map look like for developing 100 complete star systems? Could you provide feedback on how systems will be rolled out to the community in the long term? Even though you've only seen ArcCorp we've got quite a few other locations being worked on, but more importantly we've been working on base five or six fundamental architecture sets which we use to build locations. Each of these styles have tier sets. ArcCorp is based on Structuralism The Revel and York (made to fit Terra) is based on Super-Modernism Monumentalism will be the big imposing building you might see in Rome Colonialism is represented in the frontier outposts. Hennuism (sp?) is based on bunker style architecture. The Stanton system which is the first syatem that we'll show in the Large World map (which is just a mockup of the real Stanton system which will coming online in the PU) has four main planets and each of them has a distinct feel. Each planet was sold off to various corporations, those being ArcCorp, MicroTeck (home of the MobiGlas), Hurston Dynamics, and Crusader Industries (makers of the Starliner). Each one is quite distinct, where Crusader is floating buildings over a gas giant; Hurston is an industrial wasteland with smog and foundries; ArcCorp is a world entirely covered by a city; MicroTek is on a perpetually cold, snowy planet. While each location will have bespoke features, they're build with common building blocks by architecture and then by tier within that. The Large World map will be a demo of the full game. It will be missing a lot of functionality like being able to buy and sell things, proper persistence, etc. but these will come soon. When we are ready we will release Stanton in full and we will be able to roll out more and more systems based on procedural mechanics. 100 complete systems are not all on day one. A lot of them are based on stretch goals. And of course some of them are for you to discover. Some of the key systems will be present on the star map which we'll be releasing shortly. 4: I have packages and ships that total up to 3 VFG hangars and 4 SelfLand hangars. Will I be able to assign them to different landing zones and systems in the PU? I would guess so. The mechanics with people having various packages is that each package should come with a character and a hangar. So the intention is that you should be able to split up your hangars to various locations in the PU. Maybe we'll give you a chit based on the number of packages you have and you can say, 'I'd like a hangar here,' and we'd accommodate that and it would be connected to the environment. You may have to travel to the zones and systems to place those other than your starting location. 5: Are there plans to have any supported add-ons in the game in regards to UI customization or data collection? Will those of us building simpits be able to configure additional screens for MFDs? We're talking about having an API from the game for people to be able to scrub economy data or system and environment data to display on different screens. This is something we've said we want to do longer term, but it is secondary to the game that you've been waiting for. We want user-generated content and we want you to be able to take advantage of this kind of functionality. We'll probably do secondary screen functionality for the high-end Saitek HOTAS we're collaborating on. 6: Will we ever be able to install a radar that gives our HUD object detection? Specifically, one that can outline or highlight chunks of ships or asteroids? Yes, there's nothing that prevents us from doing that now other than we made a conscious decision to not do that at the moment so as to not clutter the radar. I'm not sure you want to fly in an asteroid field with 10,000 asteroids and have that show on your radar. Everything in space is already an entity, so it's a matter of filtering these. We could put one in a mode looking for downed pilots or debris and ship chunks, and that might appear by way of scanner modules and then you could select the appropriate filter. 7: Will AC 2.0 come with additional maps to play in, or will the existing two be expanded? It's not really arena commander that will be dropping, but what we're calling it is SC Alpha. SC Alpha will have Arena Commander, Star Marine, the planetary module, inside it and it will have the large world map which is hundreds of thousands or millions of kilometers in diameter versus 8 kilometers in diameter. It is based on a map called Crusader and is set up to be a small universe. You will spawn on a station like the one you saw in the Gamescom demo, and you can go to a panel to queue up a ship from your account on a pad and there will be a safe zone around that pad then reserved for you and which you can invite your friends to. There will be other places on the station to explore, other stations, other moons, asteroid fields, communication satellites you can hack into. There will be areas that you can go and salvage or reclaim stuff. There are a couple of stations where you can have fights on foot as well as on ships, and you'll be able to salvage or scavenge things from them. There will be random AI encounters and also encounters with other players. You'll be able to land on and mine asteroids, and run missions from A to B. As we can instead of rolling out new maps, we'll be rolling out new places of interest that add functions like refueling, and buying and selling. This should drop after CitizenCon so hopefully around the end of October. Don't shoot me if I can't release then if something goes wrong. 8: Will voice communications be openly audible in open, public spaces like bars (so I can listen in for intel) and will it be possible to overhear voice comms when carrying out EW activities in my Sentinel or Herald? Yes, when we have our diagetic (in-universe) VOIP if I'm talking to Thomas you'll be able to hear me speak with him. You'll also be able to hear voice comms though EWar suites. There will be open comms but you should also be able to select a direct communication to someone so that everyone else doesn't have to listen, and of course everyone will be able to say that they don't want to hear open comms. 9: Post-release, will there be more opportunities for the modding community to develop ships similar to TNGS and have them become an official part of the game? Could other acclaimed mods which add apparel, weapons, or environments be added to the official game? Absolutely. It will have to be curated to make sure it fits and makes sense inside the world. We're not going to let you build a ship with 500 Death Guns on the nose because that would imbalance the game. We will probably set spec / scope limits and allow people to either design ships or even to guide the development of it and then share in the revenue from that. We probably won't be able to keep up as well by ourselves as we could if the community was helping us out so that's our goal. 10: At DragonCon Ben mentioned that the Endeavour takes some inspiration from the Valley Forge in the movie Silent Running. I love that movie and wonder if there are other movies that we'll see an homage to? You've seen some, the Constellation commercial was an absolute homage to 2001, but I think you'll definitely see more with Serenity, Aliens, Bladerunner, Star Trek, Star Wars. Today I was looking at something and playing with ship ideas and I said , hey look at the Eagle in Space 1999. There will be lots of stuff out there and there are plenty of great SciFi movies out there. Sunshine had some great ship designs in it. The Eagle - Space 1999 Sunshine
  7. Chris Roberts says Star Citzen is about to start coming together Chris Roberts says Star Citizen is about to start coming together Andy Chalk 4 hours ago Star Citizen is now creeping up on $74 million in crowdfunding, which is a thoroughly ridiculous number and might lead people to question, quite reasonably, when that mountain range of money are going to add up to a game that resembles the one that Chris Roberts detailed when this ride began. The answer, according to the latest "Letter From the Chairman" update, is actually quite soon. "Building our universe is already the most creatively satisfying thing I’ve ever done. But the coming months are going to be something else," Roberts wrote. "Without sharing internal target dates, I will tell you that we are entering into the tightest schedule we’ve ever had for public releases. In short order, you will see Arena Commander 1.1 (now with REC!), the FPS module and the so-called ‘social module,’ our first foray into the persistent universe." Arena Commander hit version 1.0 in December 2014, but Roberts said at the time that it was "a beginning, not an ending," and that development of the module would continue. The FPS module had been revealed prior to that at PAX Australia, where developers said it, the social module, Arena Commander 2.0, the first chapter of single-player mode Squadron 42, and the persistent universe would all see the light of day in 2015, "in that order." "We’ve talked a lot about how Star Citizen will come together from disparate pieces over the past year, and we are now entering into when that happens. I can’t express how excited I am," Roberts continued. "Will there be unforeseen issues, bugs to squash and things to balance? Yes! …but I know that I have an amazing development team AND the best community ever assembled behind me. Stay tuned: it’s going to be big!" Roberts also revealed that the Star Citizen FPS module will be publicly playable for the first at PAX East, which begins on 6 March.
  8. You've seen the slides, now watch the show! Make some popcorn because this one is long! I'll replace this with a better one if/when it becomes available. Q/AQ/A linked @ 1h34m Thanks to @Mister_Spud for the notes. If anyone in HR can make this embed I'd be grateful. Thank you!!
  9. "...we have a big team we're actually quite understaffed for enormity of the whole project that is Star Citizen" - from Chris Roberts - Guess they are still hiring . This statement - while to some may be an OMG.... I find comfort in it since the goal is to "make the best damn space game ever." As an Architect / Aerospace Engineer - I know that if you are working on a Masterpiece Project - you can never have enough people on the team (or enough time to complete the project). I am please this lofty goal remains intact and am pleased with the releases and progress to date. This will set up continuing work on the game after launch... making the game a "true masterpiece" If the 300i got worse from v0.9.0.1 to v0.9.1 then it wasn't intentional. There was no balancing on ships or items in v0.9.1 - it was pretty much for control customization and SLI (and a lot of little fixes). Likely someone changed something that had a ripple effect on the 300i and QA didn't catch it. I've asked QA to look at it in the am and also want to institute a balance review before releases to help catch issues like this (its hard as although we have a big team we're actually quite understaffed for enormity of the whole project that is Star Citizen) But the basic rule is if the patch notes didn't say balance tweaks on the 300i (or on weapons its using) any degradation of performance was not intentional. v0.9.2 (our internal R13.2) has some significant aiming / targeting / fine flight control changes that I hope people will appreciate - it definitely is a much better set up for fixed weapons but also doesn't go back to auto aim. I think this will also help with some of the complaints from Aurora and 300i pilots versus Hornet pilots. There is also a limited look / aim assist mode for gimbaled weapons for josytick users so they get some of the benefit of a gimabled weapon even though they don't have a good way of controlling their look / aim (you can also set up the joystick for flight and the mouse for look BTW)
  10. 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.
  11. I thought some of you who do not like looking through the official forums might find this an interesting read. https://forums.robertsspaceindustries.com/discussion/34785/christopher-roberts-on-community-feedback/p1 I believe it is the first forum post Mr. Roberts has made to the community since the new website was launched.
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