Welcome to Star Citizen Base

Register now to gain access to all of our features. Once registered and logged in, you will be able to contribute to this site by submitting your own content or replying to existing content. You'll be able to customize your profile, receive reputation points as a reward for submitting content, while also communicating with other members via your own private inbox, plus much more! This message will be removed once you have signed in.

The next Imperium Game Day will be held on February 25th. Please click here for more information on how to join.

Search the Community: Showing results for tags 'Cargo'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Welcome
    • Announcements & News
    • New Arrivals
  • Star Citizen - Roberts Space Industries
    • General Discussion
    • Ship Discussion
    • Professions
    • Multimedia and IT
    • Modding
    • Fleets & Recruitment
    • Role Playing & Fan Fiction
    • Off Topic
    • Imperium Embassy
  • SCB Marketplace
    • Ships & Packages
    • Other Items
  • Imperium Fleet

Calendars

  • Community Calendar

Categories

  • Units

Found 10 results

  1. We know that loading and unloading cargo will take time. It will not be instantaneous like swapping out Weapons / Components / Modules in your hangar (per Ben on Bensday with Batgirl ep. 31). Remember however that Star Citizen is 900+ years into the future so the question (per the Poll) is should loading and unloading require manual skill (like mining or salvaging) or should it be somewhat automated based on the fact that each cargo pod will have thusters and can maneuver itself (thus remote control) but still take time. Is there any real value with playing a Tetris like mini game when loading / unloading cargo. Ideally 900+ years into the future a ship Transfer like the one outlined below should happen automatically in space (but again take some time and cost of containers): 1) An Orion rendezvous with a Hull E in space. 2) The Hull E brings to the meeting extra Mining Saddle Bags and un-docks them from the cargo holding arms (to float in space) 3) The Orion brings to the meeting Saddle Bags full of processed ore and un-docks them from the cargo holding arms (to float in space) 4) The Saddle Bags are given remote commands to transfer ships (the ore filled bags dock onto the Hull E) (The empty bags dock onto the Orion) 5) Orion then moves off to mine more ore while the Hull E moves onto its trade route to bring goods to market See Sister Thread on RSI Forums and Vote there as well for Greater Sampling ===== Below are some comments / clarification from posts there.... VoAVoA Posted: 1:56PMOptions Actually Cargo Crates (special ones) do have thrusters (as seen in Jump Point Magazine - the issue covering cargo) Thrusters and Tractor Beam (obviously you can only use the thrusters on a cargo box if you own it directly - tractor beam works on any box) Yes it depends on the circumstance. CR and Ben (and Jump Point) have explained that you have to manually load (with loaders) cargo planet-side or with the help of NPCs (which is another form of automation - you just have to pay them a fee probably).The Topic at hand though is Transferring Cargo In Space === Thus..... since there are already plans to have mini-thrusters on some of the cargo boxes.... and since this is 900+ years into the future... and moving around crates in a Zero-G environment is easy.... it seams obvious that the transfer can be automated (but take time). If you wanted to specifically store certain crates on a particular location (like the front of a cargo bay)... then obviously that would require manual intervention. As someone else pointed out it would be silly to load a Hull D or Hull E manually every crate one at a time.=======CIG is still working on this - this is why we should give them some player input to help with this development as part of the game Here is a recent DEV quote from Chat:
  2. Our structure is as follows: #1: Leader #2: Co-Leader #3: Profession Leader #4: Profession Member #5: Profession Fill-in #6: Independent With this structure, we allow as many profession leaders as possible to manage their own squadron. Should you want to be focused on mining you can star off as a Mining Member and eventually become a leader of your own crew. This goes for all types of professions. As for capital ship owners, maintaining a capital sized ship will be a profession on its own. An example of a #3 could be a Polaris captain with their own #4's as Polaris Crew Members. Should anyone not want to focus their attention towards a specific profession, they can always do what they like. If someone knows that they wan't to always do their own thing, they can remain as "Independent" and progress on their own liking but still under the umbrella of the org. With that being said, Self Made would like for all of you to consider applying and earning your own way among like minded individuals. Our goal is mutual benefit for all and to retaliate against any that would initiate force upon others. We uphold honor, integrity, and justice among the verse. Should you have any questions, feel free to ask. You can find our history in progress, manifesto, and charter on our RSI Org page here: https://robertsspaceindustries.com/orgs/1905 Should anyone be thinking about getting the game Star Citizen, you can always make an account now and purchase later. There is no need to buy the game when making an account. We are currently more focused on hiring leaders of professions more than anything as of now. We currently do have a Polaris captain but would like to find dedicated mining leaders, cargo run leaders, and exploration leaders as such. Thank you for checking us out, we hope to build a strong community of Self Made Men. Good day to all, and may the Verse be with you.
  3. The M50 seem to fit inside the MAX's hold. Do you think CIG would allow to load small ships in the hold just like any ordinary cargo? I'd take it as far as to enable a small ship to land and takeoff from the hold in space just like the Connie and Merlin. I can already fit my Graycat in there
  4. Greetings Citizens, To date, Star Citizen’s Arena Commander module has put much of the focus on pure action: the thrill of deep space dogfighting. While space battles are a core element of the Star Citizen experience, they are the beginning and not the end of creating a vast, interactive world. And one of the next, most important steps is developing a cargo system that allows players to more fully interact with their environment than any previous space game. On first consideration, making cargo sexy might seem like a difficult challenge. The excitement of combat is self-explanatory, while shipping goods from star to star is a different kind of challenge, potentially more of a slow burn. The average pilot would be forgiven for having more interest in a dogfighting module than a cargo demo… but the reality is, cargo is deeply important to expanding Star Citizen’s gameplay. Whether you’re using it to customize your environment, to build a shipping empire or to run black market goods from Advocacy patrols, a comprehensive cargo system is going to enable Star Citizen to build a real world full of varied gameplay opportunities. How do we do it? In the past, space games have solved this problem by separating the player from what was being transported. Shipping a load of tungsten in Privateer or hydrocarbons in Freelancer meant selecting an icon in a menu and being told your ship had been loaded with that particular good. For Star Citizen, we wanted to do more than just give you a cargo manifest; it stood to reason that in our First Person Universe, you would need to be able to fully interact with whatever you happen to be shipping! With this in mind, we’ve set out to create a system that allows for maximum interaction directly with in-game objects. HOW INTERACTION WORKS The Star Citizen design team has determined that there are five essential ‘use cases’ for cargo objects in the game environment. Each of these cases must be developed in the game to give you full control over your cargo and items. Uses cases are as follows: Player to Item: The player must be able to physically manipulate objects in the game world. Whether it’s a frag grenade, a Chairman Roberts bobblehead or a Xi’an space plant, your character must be able to grab objects with one or two hands and then place them where desired. Player to Massive Item: In development terminology, a massive item is any one that is too large for a player to reasonably interact with themselves. Think a ton of steel, a replacement Hornet wing or a multi-meter torpedo. Massive items differ from standard items because they will require in-game tools for handling: anything from cargo drones to loader suits. Player to Container: Current Star Citizen pilots are likely most familiar with the Stor-All container found on some models of Aurorae. Under the hood, there are two types of containers: crates and tanks. Crates are containers that can hold the loose items used in the previous use cases. You might fill a container (like the Stor-All) with anything: weapons, electronics, artifacts, personal effects… even live animals! Tanks are an alternative form of container that hold anything the player wouldn’t naturally interact with: fuel, ore, scrap, nitrogen and the like. To simplify the loading process, every container in Star Citizen will include a port for a cargo jack allowing it to be manipulated directly using an array of anti-grav pulsers. Players will load their containers (or acquire them pre-loaded) and then position them aboard or attached to their spacecraft. Player to Pallet: Especially important for larger ships (like the Hull C, D and E) which would otherwise take ages to load, the player to pallet use case is how you will be able to stack alike containers. This allows containers to move as a group, as long as the stack is entirely within the locking plate on the top of the lower container. This holds true for grav pallets, which are giant mobile locking plates, and allows for cargo to be moved in bulk. Player to Cargo Bay: This final state is how players interact with their entire collection of cargo on any given ship. This is where we develop formal mobiGlas and environment tie-ins to give pilots control over their entire cargo manifest. From the manifest view, they can view and track all containers and items on a particular ship. GRABBY HANDS All of the above use cases are built atop one requirement: the ability for the player to manipulate individual component items at will. To enable this biggest technical hurdle, we have created a system called Grabby Hands. We’ve put together four demos to show you exactly how Grabby Hands works and what it lets you do! Looking at an item and then pressing F will pick it up. The appropriate animation will play and the item will be attached to the players’ hand. The item is now held! Looking down at the item again and press F will put it down. A raycast at shoulder height will determine where the item will be put, and the appropriate animation will play to put it there. While holding an item, look down at it and press and hold F will enter precision placement mode. In this mode, an AR indicator allows the player to choose the location where the item will be put. While in precision placement mode, clicking and dragging will allow the player to rotate the object around pitch and yaw. Make no mistake, this is more than just a system for picking up and putting down objects. With this process in place, we don’t need to create a unique animation for every single object in the universe; the game adapts to interact with what you’re doing, the way you want! http://player.vimeo.com/video/125958040 TWO-HANDED OBJECTS Two-handed objects are reoriented automatically when picked up to simplify the attachment points needed for these animations. Beyond this exception, two-handed objects work exactly like one-handed ones do. http://player.vimeo.com/video/125958039 COIN FLIP Here’s where Star Citizen’s physics engine really shines! By interacting with items, you can manipulate them in a realistic manner that takes into account your environment (and its respective gravity and other conditions.) What that means in this case is that you can use Grabby Hands to manually flip a coin! Moving up while releasing the coin will cause it to flip, at which point it can be caught again. Holding still or moving down while releasing will simply drop the coin. Multiple coins can be picked up and flipped simultaneously, causing it to rain coins and make a mess. Groups of coins set down together tend to be much more organized. But this isn’t just about coins: it’s about creating a system that gives players more control over their universe. It will create new ways for players to express themselves through their interactions in the ‘verse! http://player.vimeo.com/video/125955932 USABLE ITEMS When holding a useable item, look down at it and double tap [F] to use the item. While an item is in use, double tap [F] to unused the item and return it to the cargo state. This means that any personal item you might use (such as a gun, or a flashlight) can also be stored as cargo. http://player.vimeo.com/video/125955934 ITEMS AND CONTAINERS Every container has two key statistics: Standard Cargo Units (SCU) and Number of Ports. These define everything the game needs to know about loading a container onto a pallet or attaching it to a ship. SCU defines the exterior dimensions of the container in cubic meter increments, while the number of ports defines how many discrete slots into which items can be placed are available. Ports are 0.25m spaces. In this example, the container is a 2SCU, 63Port container (a 2.5m x 1.25m x 1.25m container with a 2.25m x 1.0m x 1.0m available interior space.) Items are also rated in the number of Ports they occupy when placed into a crate: a pistol is 1p, a rifle is 2p, a missile is 6p and so on. When an item is released inside the containment field of a crate, the item latches onto the nearest port and animates into place. http://player.vimeo.com/video/125955836 CONTAINERS AND PALLETS As noted above, pallets are used to move more cargo in fewer trips. Loading fifty individual containers of ore would be no fun (and ultimately wouldn’t be realistic) and so a system must be put into place to allow bulk loading of same cargo. The player will interact with very large containers and pallets, often so large that they will obscure visibility. To counter this issue, the cargo jack includes a UI interface depicting the local area to the player, much like the landing assist UI recently premiered in Arena Commander. This ultimately allows for precise and intentional manipulation of cargo. http://player.vimeo.com/video/125960650 http://player.vimeo.com/video/125955933 CARGO BAY The SCU value introduced earlier defines the exterior dimensions of containers, which is important to note because it allows the number of SCU a ship is rated for to actually correlate with the SCU value of all containers which can be placed inside that particular cargo bay. Containers are placed in a locking grid of sorts, which marks out (floor to ceiling) where cargo can be stored onboard a ship. The technology that drives these locking plates only require power to change state, and will secure even unboxed cargo as long as it is fully within the locking area. This means that only cargo containers can stack while disallowing infinite bridges, and that turning off the power plant won’t shred the ship with instant cargo shrapnel. Active locking plates are lit gold, although the light will change to red if there is something wrong: the cargo bay is too damaged to maintain lock, any of the items atop the plate cannot be secured and so on. The plates on the floor are 0.5m x 1.0m and are echoed on the tops of containers, allowing the containers to stack and still lock. Cargo Stasis Off Cargo Stasis On SHIP/CARGO INTERACTION Finally, as included in the final use case players must be able to interact with their cargo from the ship’s onboard manifest. Using the manifest, you can activate and deactivate locking plates (to jettison cargo), set orders for arranging cargo and see the effect that all of your items are having on your center of mass (unlike previous games, your ships’ performance will be tied to the mass and volume of what you decide to load aboard her!) We are in the process of developing the UI for this system today, and are proud to present a mockup of the current version. Cargo Manifest: Cargo Jack: Container Content&Status Cargo Concept Gallery (This gallery of images were created internally to pitch the cargo concept to the team.) // END TRANSMISSION The detail they've put into this is (again) amazing. We'll need to see if this doesn't turn out tedious after a while, but it is very promising. A possibility could be that with more personnel you can load your ship faster for example. After all the 5 people on board a Hull C/D/E need something to do. It's also in line with creating immersion. Stuff just doesn't magically appear in your ship or is hidden in inaccessible parts of your ship. It's really there
  5. The point of this post it to theory craft the hull series in a combat role. The team at CIG says, basically the modularity of the Hull E far outshines any other craft being offered at this point in time. So I'm curious what you have to say in reference to the Hull series could be in a combat role, direct or otherwise. My example theory craft would be, if the Hull series can carry ship parts, why not full ships? And could those ships be magnetically clamped to an appropriate landing surface mod that attaches to those spindles? Therefore allowing a super cheap, yet super vulnerable craft transport be utilized to conserve resources in the long run. Ooo! Or maybe the Hull C you own is chalk full of mines in its cargo hold, which could easily be jettisoned mid flight to stitch some form of "No-Man's-Land" like lines threw space! Possibly blocking the entrance/ exit of a thick asteroid cluster to prevent capital ships from breaching your mining operation. If that theory doesn't tickle your fancy, feel free to reply with your own!
  6. This fan has identified how large a standard freight unit is in SC and uses these sized crates to do cargo studies - Enjoy
  7. What does everyone think? And are there missing ships? Exploration Trade & Industry Combat Ops Ilegal Multiple Other Exploration Light: Aurora ES, Aurora LX, 315p Exploration Mid-Long: Freelancer, Constellation, Retaliator (mod needed), Zeus, Carrack, 890 Jump Light Fighting: Aurora MR, Aurora LN, 300i, 315p, 325a, F7a Hornet, Avenger, Mustang, Gladius Medium Fighting: F7c, Link(bomber), Voids(bomber), Cutlass Heavy Fighting: F7c-M Super, Gladiator, Retaliator(bomer) Stealth: F7c-s Ghost Tracking: F7c-r Tracker Training: Avenger Trainer Light Cargo: Aurora CL, Aurora LX, 315p, Gladiator, F7c Hornet Medium Cargo: Cutlass, Freelancer, Retaliator (30 t), T-XIII Heavy Cargo: Constellation, Starfarer, Banu Merchantman, Mover Transport, Tomahawks, Caterpillar Short Range Cargo: Aurora CL, 315p, Gladiator, F7c Hornet Mid Range Cargo: Cutlass, T-XIII, Aurora LX, Long Range Cargo: Freelancer, Constellation, Starfarer, Retaliator, Banu Merchantman, Mover Transport, Tomahawks Scouting: Avenger, 325a, 350r, M50, Cutlass, Xi-An Scout, Khartu Pirates: Cutlass, Freelancer, Constellation, Caterpillar Bounty Hunter: Avenger, Freelancer, Constellation, Cutlass Racing: 350r, M50 Information Runner: 315p, Aurora LX, Avenger, Herald Search & Rescue: Starfarer, Cutlass Diplomacy: Freelancer, Caterpillar, Constellation, Starfarer, Banu Boarding: Crawler, Caterpillar Salvage: 315p, Cutlass, Gladiator(10t), Retaliator, Starfarer(72t), Surveyor Smuggling: Caterpillar, Freelancer, Constellation, Cutlass, Hull C Passanger/Taxi: Freelancer, Cutlass, Constellation, Retaliator (mod needed), 890 Jump Resources: Starfarer(gas), Harvester Carrier(all), Surveyor(salvage), Orion(mining), Harvester(mining), Spider-shaped industrial- -mining tool Colinization: Artemis Living Quarters: Cutlass, Freelancer, Constellation, Retaliator (mod needed) Support Fleet: Cutlass, Constellation, Retaliator, Starfarer, Vanduul Scythe, P-52 Merlin, Panther Escort Carrier, Escort carrier Fleet Ships: Idris, Idris-p, Javelin Destroyer, Bengal Class Carrier, Escort Carrier, Kingship, Hunter Destroyer, Xi’An Oracle Class Carrier, Destroyer(Biggest purchasable ship in the game), Mauler Cruiser MultiFunction: Constellation, No idea: Buccaneer, Torch, X-7, Fiera, Cestus, Cruiser, Raider, Dropship, Utility Ship *updated *List below donated by Valenquo, only ships used from ship stats page on RSI website. 10 to 25 meters: The fighters. (one or two pilots, versatile, often adaptable) Fighter Class Includes all variants: Aurora Series, 300 Series, m50, Hornet Series, Avenger, Vanduul Scythe, Gladiator, p-52 Merlin, Herald, : Mustang, Qhire Khartu-al 29 to 50 meters: The small ships (Freelancer and Cutlass - Small enough to 1-2 crew but large enough for advanced operations) Small Ship Class : Cutlass, Freelancer, 55 to 80 meters: The multi-role ships (great for small crews and general mission platforms - the flag ship of most group) Medium Ship Class :Caterpillar, Retaliator, Constellation, 890 Jump, Carrack, Orion, Surveyor 90 to 225 meters: The Haulers ( small crew, lots of value transported) Large Ship Class :starfarer, Hull C, Merchantman, 240 meters and up: The Capital ships (large crew, lots of offence and defense, heavy in logistics) Capital Ship Class :Idris,
  8. Should I post this in RSI Subscribers Den? As a long time space Sim fan, there is a long list of things I and many of us have wanted in our space games. Lets go through a checklist of what we can see in SC: The simple things you want is of course space fighting, trading and mining. *check* More advance wants you begin to see more archetypes of activities; bounty hunters, personnel transporting ect. *check* Finally the coveted: "I want to walk around on everything not just see a space HUD": Ships *check* Space Stations *check* Planet walk *check* but how much? cities only? Planet Flight ? how big will the planets be explorable via flying? While there are some questions up above my craving for more is this: Wouldn't it be great if cargo was a Physical Object instead of numbers on a screen? Picture this: You log in to your hanger to do some trading, fly out to a space station and purchase 1tonne of rations for 10uec ea., a forklift comes along with a box, and drives right into your Freelancer cargo bay and sets down the box. Now when you walk into your freelancer there is something taking up physical space on your ship!! You can inspect it and if they get really fancy with this game, even mess with it as you wish ie. eat some rations, but none the less when your cargo hold is full, YOU REALLY can see it is full. You then of course seal your cargo doors and fly to and outlying world, a dusty place that buys rations for 80uec ea., a rather nice profit even after paying for gas. Of course were not dealing with numbers here so you take out that buggy you have inside your Freelancer and cart that box of rations to the vendor, finger on the mouse ready to use your fps mode and whip out a laser rifle Call of Duty Style should things go south, since your goods are physical and thus steal-able, selling them just gives you that much more feeling of accomplishment, and makes use of all this actual cargo space we see when we walk on our ships in the Hanger Module. A game that had a lot of space, flying around in worlds as much as in space was: *There was a game which was notable because it tried to implement many of these "wants" called Battlecruiser 3000AD(or Millennium), but it was simply ahead of it's time and thus without the proper tech/funding/people on project etc. it never became that big as far as I know, however, for those of us who did play it, we have always "wanted" more. And now demand more from our space Sims saying, "here we are in 2014, lets do what this 80s-2001 game had but better," it's been over a decade so why not?* ^is my reasoning behind having a more physical universe; flying/walking around on planets, ships, stations etc. and feeling like you have a stake in what's going on because it's not just spread sheets, it's actual real-estate and rendered objects. A couple other things that would be fun is: Will there be air issues? If systems are hit and cabin pressure drops, will my crew have to worry about life sapport and thus have purchased expensive space suites just in case? Will my ships level? Will I level? Will leveling simply be how much UEC I have and so more upgrades and ships? Will there be crafting? -------------------------------------------------------------------------------------------------------------------------- A simple way to answer these questions for all you dyslexics out there is recapped here: 1 How big are the planets and how much will players be able to fly in them, walk on them? 2 What do you think about making trade-able goods an actual physical sprite or art asset? 3 Is there going to be an oxygen system? 4 Any type of leveling? 5 Crafting? -------------------------------------------------------------------------------------------------------------------------- If anyone has any insight on this please comment
  9. So, I was musing over the different ways cargo is handled in most trading games, and I realized that I had no idea how the cargo will be handled in SC. I tried a brief search of the forums (both here and RSI), but I didn't see anything that immediate answered my question, so I figured I'd put it to you guys. Given that all the ships seem to hold cargo in discrete increments of tonnes, and that tonnage does not fluctuate too broadly (The Starfarer goes to 75 tonnes, but the Constellation only has 35, only 7 times the Aurora's 5), I'm curious if cargo will be in similar discrete tonne increments. That is, will a ship with a 5 tonne capacity basically be limited to 5 cargo "slots" or not. In a lot of games, goods seem to be slotted by price rather than mass or volume, so they'll have 10000 credits worth of electronics or weapons taking up the same cargo space as 1000 credits worth of rocks. I hope this won't happen in SC, since it is kind of annoying for low-capacity ships to be limited not only by what amount they can carry, but also to be regulated to a few types of cargo at any given time. A tonne is a lot for many types of goods, and I would hope that smaller ships would be able to transport small but expensive items for a higher turnover than large cargo vessels, which would create a more varied market dynamic for different ship types. For example, if construction materials can only be efficiently transported by 10 guys in the galaxy with huge ships while everyone else wants to carry expensive diamonds or electronics to make the trip worthwhile, the markup for transport will be much higher than if everyone is regulated to cargo goods limited in comparable price points. tl;dr version: Will cargo always be in integer multiples of tonnes as are the ship capacities? Has anyone seen this answered? Elsewhere?
  10. So this is ship I am starting with. I am not going to buy a whole fleet of ships. I was gonna just go with the Constellation and I read it can hold other ships inside her. So I thought it'd be cool to buy 1-2 ships I can load inside her and use when i want or maybe have buddies use while we are out in the Cons. I wanted to purchase them all now to take advantage of my LTI on all ships. Is this possible? and what ships should i get that will fit inside? ================================================== ================= If this has been asked I am very sorry, plz move to right location :/