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  1. A Hull for every job : The MISC Hull Series Design: Cargo Interaction The Hull Series’ promise In short, the MISC Hull series of ships is how cargo gets from place to place. An inter-connected system of ships designed around the same principles and intended to share the same equipment and maintenance processes, MISC has created the Hull A through E to provide countless options for every type of merchant. From the single-person Hull A to the super-massive Hull E bulk freighter, there’s a Hull for every job. Each ship includes a manned cab, a drive unit and a telescoping cargo spindle. When laden, the spindle expands to accept cargo pallets; while unloaded, the spindle unfurls for faster, more maneuverable travel. The Hull A The smallest, most affordable Hull. The Hull A is great for those just striking out in the galaxy on their own. The Hull A is most similar to the Aurora and Mustang, but lacks the ‘jack of all trades’ nature. Where the others trade cargo capacity for firepower or speed, the Hull A is 100% on-mission transport! Additionally, Hull A (and are often used as station-to-orbit ferries. HULL A- SHIP DETAILS The Hull B The Hull B is a more rugged option most often compared to MISC’s own Freelancer. But where the Freelancer is equipped for long range exploration and other roles, the Hull B is a pure cargo transport. Hull B are often used as corporate support ships, and it is not uncommon to spot several in different liveries during a single flight. HULL B - SHIP DETAILS The Hull C Often called the most common ship in the galaxy, the Hull C is the most-produced of the range and is considered by many to be the most versatile. Intended to hit the ‘sweet spot’ between the smaller single-person transports and the massive superfreighters that make up the rest of the range, the Hull C offers the expansive modularity of the larger ships while still retaining a modicum of the maneuverability allowed the low end of the range. HULL C - SHIP DETAILS The Hull D The Hull D kicks off the larger end of the spectrum with a massive ship build around a rugged frame. The Hull D is affordable enough to be operated by mid-sized organizations and companies. Hull D are often used as flagships for mercantile operations, but their bulk means that they should be operated with escort fighters while not in safe space. The UEE military uses modified Hull D as part of their supply chain, arming and refueling the soldiers on the front line. HULL D - SHIP DETAILS The Hull E The largest specialized freighter available on the market today, the Hull E is generally owned by major corporations and operated with a high degree of planning. The lack of maneuverability inherent in such a large ship means that anyone planning to operate them should be careful about equipping turrets and providing escort. Their potential load (and modularity) is unparalleled, however: no other ship allows as much room to store goods or to modify towards another role! WARNING: While the Hull E has a massive cargo capacity on paper, it is also a major target for pirates and raiders. Hull E are typically used in safe sector trade routes and are operated as part of a larger fleet. Additionally, getting ‘geared up’ to operate a Hull E at full capacity will require a significant investment in terms of credits: a single load of cargo typically has more value than the ship itself. In short, Hull E operation is not for the feint of heart! HULL E - SHIP DETAILS Modularity: Options Upon Options The standardized ‘spindle’ found on all five members of the Hull series is capable of securely attaching many types of cargo containers. These range from standard Stor-All “Big Box” containers to specialized freight units equipped for liquids, perishable goods, dispatch parcels, livestock and more. Owing to the ubiquity of the cargo pallet system, many manufacturers have created third party addons capable of taking advantage of the Hull superstructure. These range from additional ship upgrades (shield generators, sensor suites and the like) to ‘stealth’ cargo pods to gimbaled turrets and other weapons which can take the place of some cargo pallets on larger ships (with a corresponding reduction in cargo capacity.) As a result of these “expansion ports,” the Hull series is one of the most modular starships available; many view it as a platform upon which to build as much as the bulk hauler it was designed as. But How Does It Land? Every ship in the Hull series is capable of making a planetary landing while contracted. Additionally, the Hull A and B may land while fully laden. The Hull C, D and E typically deposit their cargo at automated orbital yards before landing to dock (though they are equipped for the water landings favored on low gravity worlds.) PLEASE NOTE: The Hull series measures carrying capacity in Standard Cargo Units, or SCU. The SCU value for previously released ships can be determined by dividing the total capacity by four. The stats page will be updated with proper SCU data shortly. For more information in cargo interaction in Star Citizen, check out today’s design post !
  2. The MISC Expanse is now available - Concept Sale https://robertsspaceindustries.com/comm-link/transmission/18501-Refine-Your-Prospects-With-The-MISC-Expanse REFINE YOUR PROSPECTS STANDALONE OPTIONS The MISC Expanse is being offered for the first time as a limited vehicle concept pledge. Warbond Standalone pledges come with Lifetime Insurance. WARBOND CONCEPT EXPANSE PLUS STARDUST PAINT Standalone Ship IN STOCK 135 USD.00 $ MORE INFO ADD TO CART WARBOND CONCEPT EXPANSE Standalone Ship IN STOCK 135 USD.00 $ MORE INFO ADD TO CART CONCEPT EXPANSE Standalone Ship IN STOCK 150 USD.00 $ MORE INFO ADD TO CART EXPANSE - STARDUST PAINT Paints IN STOCK 9 USD.00 $ MORE INFO ADD TO CART SHIP PACKS The MISC Expanse is being offered for the first time as a limited vehicle concept pledge. Warbond Ship Pack pledges come with Lifetime Insurance. WARBOND MISC MINERS PACK Packs IN STOCK 260 USD.00 $ MORE INFO ADD TO CART MISC MINERS PACK Packs IN STOCK 290 USD.00 $ MORE INFO ADD TO CART WARBOND ROUGHNECK PACK Packs IN STOCK 505 USD.00 $ MORE INFO ADD TO CART
  3. Stenim

    MISC Odyssey

    Hey guys I was wondering if anyone had an opinion on the odyssey. It looks like it has everything the Carrack has except with mining and refining... possibly better medical facilities also. It doesn't have as much for cargo capacity but might have a larger hanger. It looks like it could be really good.
  4. Read about it here:https://robertsspaceindustries.com/comm-link/transmission/15306-MISC-Prospector-UnearthedMISC Prospector Unearthed The big difference between the Orion and Prospector will be: Orion = Large Mining Ship used for Mining Asteroid fields (mines by breaking up asteroids then tractoring in the rocks to be process and refined). The Orion is not suitable for mining on Planets or Planetoids (moons). Orion will also have mining drones. For reference: Star Citizen Careers: Mining The Orion has a Max Crew of 6 Prospector = Small Mining Ship with a Crew of 1. The MISC Mining Ship will likely be used to Mine on Planets and Moons - in addition to Asteroids = where the Orion is really only designed to Mine Asteroids (mainly due to its size and design). Since "size" also determines its ability to Refine Ore (since this process requires a great deal of equipment) = ONLY the Orion will have a built-in Ore Refining Option. Transcript of the relevant part, courtesy of INN:
  5. LAST EDIT: 9/Oct/2021 Hi everyone / I have images/gifs of ships/vehicles that are either flyable or in concept, development, re-worked or from Star Citizen lore. There are also many other categories, including anything from Star Systems to Characters to Ship/FPS Equipment. I constantly add more to the albums so don't be afraid to come back here anytime for the latest images. Please Note: Because of certain, rather disappointing circumstances that are beyond my control, this page will no longer be updated. As I have a desire to preserve this archive and continue adding the latest images, a new website has been set up. Please click here and remember to bookmark the new site. VEHICLES: SHIPS LAND VEHICLES ------------------------------------------------------------------------------------------------ COMPONENTS: SHIP WEAPONS - GUNS SHIP WEAPONS - MISSILES / TORPEDOES / MINES OTHER SHIP COMPONENTS FIRST PERSON WEAPONS FIRST PERSON WEAPONS - ATTACHMENTS OTHER FIRST PERSON COMPONENTS -------------------------------------------- BONUS -------------------------------------------- CHARACTERS: ------------------------------------------------------------------------------------------------ PLACES: ------------------------------------------------------------------------------------------------ GAMEPLAY: ------------------------------------------------------------------------------------------------ SQUADRON 42: ------------------------------------------------------------------------------------------------ OTHER:
  6. Ben just announced on RTV that the MISC Reliant will be on sale next week It will be $50 and designed by David Hobbins MISC Reliant: With the success of the Freelancer “Built for Life” campaign, MISC has moved to join RSIand Consolidated in the single-seat introductory starship arena. Their silver bullet? A starter ship with more than one seat… and their ace in the hole: Xi’An technology. Where the Aurora is a pure utilitarian platform and the Mustang is a delicate, maneuverable personal transport, the Reliant is MISC’s most Xi’An tech-heavy ship to date. Featuring impossibly sleek lines, two separate crew seats and a vertical fuselage design, the Reliant’s streamlined cockpits glow with some of the finest xenotechnology available! Old concepts http://imgur.com/6JVmbmN New Concept http://imgur.com/a/gwByC Released Concept Sale MISC Reliant Now Available! Concept sale : A new kind of ship! Greetings Citizens, New for model year 2946, it’s the MISC Reliant! Following on the success of the Freelancer “Built for Life” campaign, MISC has begun development of a smaller, introductory-class spacecraft that can be operated by a single pilot. Although roughly designed to compete with the RSI Aurora and the Consolidated Outland Mustang, the Reliant is a very different animal. From the broad, sleek wings to the multiple flight modes and the second, fully-articulated crew seat, the Reliant is a small ship with a great deal of potential! The MISC Reliant makes copious use of Xi’An technology, the most ever applied to a human ship design. From a moving cockpit that slots into place depending on the flight mode to omni-directional thrusters licensed under trade agreement with Aopoa, the Reliant is one of the most ‘high tech’ ships on the market today! Advanced Xi’An metal composites make up the armored wingspan, and every control surface has been meticulously updated from those developed for the Freelancer by MISC’s internal xenotech team. A flying wing… or is it? The Reliant changes from horizontal to vertical flight modes at the touch of a button! With a larger cargo hold than the Aurora ES or the Mustang Alpha, the Reliant is a natural choice for anyone engaging in short-haul shipping. And that cargo space also means there’s plenty of internal room to expand, allowing the placement of medical systems, weapons racks and more. Ultimately, though, the Reliant is no transport: it’s a sleek and maneuverable utility ship more than capable of holding its own during combat! The MISC Reliant As the newest ship on the block, the Reliant has a lot to prove… but one glance should tell you it has the right stuff! Whether you’re interested in the distinctive ‘manta ray’ silhouette to the spacious, high tech open cockpit environment, the Reliant will likely be a common sight on the spacelanes when it launches. The design process – A word from David Hobbins Goals The design notes were for a Japanese aesthetic, which I interpreted by studying forms from both classical and modern Japanese art. I wanted the Reliant to evoke aspects of its Japanese design sensibility, and I looked at objects like the curve of a fan, the Ginko leaf, the beveled edge of a samurai sword, and other sources. The design became less fan-like during the course of the concept process, and that’s okay, but I was a necessary step for me to kick off the design process. Another goal for the ship was to incorporate some Xi’An technology which was to be mostly internal but still should inform the ship’s exterior. Challenges The biggest challenge was figuring out how to maximize the cargo payload without compromising the ship’s distinctive profile and without making the overall wing frame too large. The Reliant is a mini-hauler, after all, and I needed a way to fit a respectable cargo volume into a relatively narrow wing frame. Initially I thought I could integrate the cargo into the wing frame itself, but the increased rotational weight would slow spinning maneuvers and also would open the door to other problem such as, balancing issues. For example, what if one side of the craft is loaded and the opposite isn’t? Countering this potential weight disparity would be too much for the maneuvering thrusters. So my final solution was to place the cargo hold at very the center of mass, maintaining the visual integrity of the narrow wings as well as minimizing the rotational weight and mismatch cargo configurations. Fun The most fun was creating an animation of the Reliant – going from a landing configuration to space combat mode. It’s really satisfying to see a design fully come to life. Highlights The highlight for me was that not only does the ship semi-transform, but also the cockpit seats reorient themselves (rotating independent of the rest of the ship) to go from side-by-side when horizontal to a stacked when in vertical flight mode, giving both the pilot and gunner maximum visibility. Should make for a really fun and unique player experience. A new starter ship The Reliant is the first of what we’re calling ‘Tier II’ starter ships. In the future, theMISC Reliant will form the basis of an optional Star Citizen starter package, like the Mustang and the Aurora today. Ship pricing is always based on specifications, and as such the Reliant (and any future packages) will be slightly more expensive (or contain different extras) than base Mustang and Aurora packages. https://www.youtube.com/watch?v=kcz0-woADvQ&feature=youtu.be +++ Some additional images in spoiler below... Reliant Q&A - Part 1
  7. This package includes a Standalone Ship and does NOT grant you access to the game Star Citizen itself. This is a digital item. In order to play the game right now you need to have an RSI account with any Game package. In order to be able to claim your gift you must have a Robertsspaceindustries (RSI) account Instructions: Once payment is complete I will initiate the transfer of the Digital Item to the buyer's PayPal email address. Claiming the item works even if your RSI email is different from your PayPal email. Log into the RSI account you want the item to go to then click on the link in the email from RSI. All ships/items can only be gifted once and will be bound to that account so please be careful on which account you claim it to. Tracking and proof of delivery are provided by the RSI "Hanger Log". Can also be bought on ebay: https://www.ebay.de/itm/333180911506 Price: $542
  8. I have 2 of these for sale at what they cost in the sale plus paypal fee's which is included. $144.97 (Paypal fee included) PM me if interested. Thanks!
  9. I'm looking to sell all my Endeavor modules from the 2018 sale. Are are in my hangar and are ready to be gifted. What is included is in the image attached. These are being sold individually for only 5$ more per module than base price. My prices listed below. -Array $130 USD -Supercollider $130 USD -Bio Pod $105 USD/each -Landing Bay $80 USD -Medical Ward $80 USD -General Research $50 USD -General Science $50 USD -Fuel Pod $40 USD -Service Equip/Crew Pod $30 USD Transactions through PayPal (Verified PayPal only). All prices are final (includes PayPal fees). If you are interested - leave a comment or/and send me private message. Payment via PayPal. If you are unsure about the ship or have any questions, feel free to ask. You must own a copy of Star Citizen, and are required to have an account in order to accept item (ship/upgrade). Item will be delivered to the buyer's PayPal email address. You can claim the item by clicking on the link provided in the email about "gift" and sign in your RSI account. Be careful to be logged into the correct RSI account when you redeem your email about "gift" containing the transmitted ship.
  10. So, since i have been flying a lot in 3.3 and now 3.4 i seem to be going all over the system. Sometimes i find it that my ships are at different ports and i dont want to file a claim and then pay to have it "brought" back to the port iam currently in. My question is this, when playing the game when it goes "live" are we going to have a home port we are going to play out of? (carriers? what size can we store in them?) Are we gonna get lazy and leave ships everywhere and just recall them? Would we purposely leave certain ships at certain stations just because of what ships they are? IE hammerhead with the main fleet and guild base? What are our plans as a whole for this? My plan i think would be keep my solo ship and a few others based out of one location and base the bigger ships with the guild? But i honestly hate having my ships everywhere even now with what little ports we can fly outta lolool or if the bigger carriers allow for port storage just home base outta the carrier?
  11. GRIZZ

    MISC RAZOR

    MISC makes a bid for the next Murray Cup with the all-new Razor. This advanced racer features an advanced composite space frame that puts pure speed ahead of everything else… it’s the ship for pilots who want to leave the competition in the dust. Introductory Sale price $135 ($120 WarBond Edition if you pay full cash now, or $135 if you use credits) Regular Ship Sale Page Introduction Page
  12. 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.
  13. Hello, I'm selling my Endeavor Base (cause, life project with my wife), ccu'd from a Nox LTI, Paypal, in EURO please, for 260€ (315$) Discord live, possible. You can contact me on Discord @ "[APF] Freddy#0551" or on steam, via Reddit or MP here. Screen #1 : https://cdn.discordapp.com/attachments/337327771795849218/416284781131726872/Capture.PNG CCu applied : https://i.imgur.com/6e7HqmO.png ---- I have one trade successful : https://www.reddit.com/r/Starcitize...etaliator_lti_or_2yr/?st=jdyvyiuf&sh=26662ada Original thread: https://www.reddit.com/r/Starcitize...ti_ccud_from_nox_lti/?st=je3fu7tz&sh=3b602c3c
  14. Hey everyone, i'm not sure, wether i am doing this right (still rather new to starcitizenbase), but i'd like to buy a Mustang Gamma and/or a MISC Freelancer (any kind) preferably with LTI payment via paypal please pm me if you have any offers
  15. ++++ See Sister Thread and Vote on the RSI Forums for greater sampling First Section Below describes first POLL Question.... We know that only Carrier ships like the Bengal, Pegasus, Javelin, Idris and Connies can launch and land ships in combat ...... but CR has mentioned we can haul ships within other ships cargo holds (if they fit). Now the question is will CIG allow us to attach other ships to the cargo spindles on the Hull Ships to haul them from system to system? ^^^^ This for Hull A-E + other Transports..... = only "Ferrying" other ships ...... and not....... ^^^^ This is like Bengal, Pegasus, Idris, etc... a Carrier that can launch and land ships in combat to refuel / re-arm / etc.... This is different than simply hauling via a "Ferry"... EDIT - Adding this below to OP to help illustrate concept... Second Section Below describes second POLL Question.... We know that both the Hull D and Hull E are designed for a MAX 5 Crew. If you look at how big the Hull D and E are you will notice that 5 crew don't need the all the space of the front forward sections for these ships. Should CIG design the Hull D and Hull E to have an internal cargo bay in addition the the living quarters for the crew in the front forward section (since it is obviously big enough)? If you look at the image below you can see that many of the smaller ships (to the left of the 890 Jump image) can easily fit within just the forward section of the Hull D and Hull E and these forward sections have more than enough extra space to provide an internal cargo hold in addition to crew living quarters.
  16. I currently have the package for the 325a and I am comtimplating switching it out for the freelancer. I really like the Star Citizen project (digital freelancer is a more expensive package so I would back it more) and I am tempted to get the freelancer due to its advanced hauling and exploration capabilities v 325a all-round role. I want to play a mixed role in the game, but in the begining I want to enjoy exploring the universe, but want the necessary defenses to protect myself against an attack. I also have been unable to get many of my console playing friends on board so I would have no friends to join me in the freelancer, which to me would be half of the fun. So given my perdicament, which direct do you believe I should take? should I stick with my 325a and discount hanger or move up to the bigger freelancer and business class hanger? Additionally, for the hangers we currently have, do we keep the "class of hanger" we have for the life of the game of after a predetermined period will we have a "rent" due? I appreciate your help!
  17. See RSI Forums Sister thread and vote there as well --- >> MISC - Mining Ship - Concept Sale Price [POLL] Ben keeps teasing us with info on the latest Wave 5 Concepts Ships and his latest reveal was about the MISC Small Mining Ship. Note that the word "Small" in its description really just means that it is "smaller" than the Orion. The MISC mining ship would likely be "Bigger" than the Aegis Terrapin (a possible Starter Ship that didn't get the community votes). The MISC Mining ship would likely be a "Medium Size Industrial Ship" since Ben has mentioned they would have an intermediate set of ships that allow people to transition into the larger Industrial Ships. If you look at this image below you can see we are missing ships of the "medium" size and have plenty of "small" and "large" ones. It could also mean though that CIG could eventually make various sizes of "Mining Ships" beyond the MISC and the Orion === this could be "Tiny" = Argo (with Mining Module)... "Small" = Aegis Terrapin...... "Medium" = MISC Mining Ship...... "Large" Orion...... but all we can say for certain is the MISC and Orion mining ships.For More details on this "Evolution" and various CIG interviews see --->> WAVE 5 - Confirmed Concept Ships (new from BEN) + New Ideas + Idea Ship List [POLL] [1,242+VOTES]=========Ben Hinting about the MISC Mining Ship as the next concept sale on Twitter...Below are the new videos with Ben talking about the new MISC Mining Ship.... ++++++++++ &&&&&&&The MISC Mining Ship will likely be used to Mine on Planets and Moons - in addition to Asteroids = where the Orion is really only designed to Mine Asteroids (mainly due to its size and design). Since "size" also determines its ability to Refine Ore (since this process requires a great deal of equipment) = ONLY the Orion will have a built-in Ore Refining Option.For reference: Star Citizen Careers: MiningThe Orion has a Max Crew of 6 so it is likely that the MISC Mining Ship will likely not have One to Three of these positions (1-3):MINING SPECIALISTS (from above link)1) Pilot = Both MISC Mining Ship and Orion will very likely have this position2) Scan operator = Both MISC Mining Ship and Orion will likely have this position3) Beam operator = Both MISC Mining Ship and Orion will likely have this position with #4 below rolled into position 3 for the MISC mining ship.4) Exothermic Reaction Detector/ Laser Seismometer /Analytical Materials Processor = operator = ONLY the Orion will likely have this position5) Cargo operator = ONLY the Orion will likely have this position - since this has to do with storing refined ore.6) Refinery operator = ONLY the Orion will likely have this position - since ONLY the Orion can refine ore.==============NOTE The Concept Sale Price Poll (ever since the Herald Concept) - is intended to to communicate to CIG what the community expects of the new Concept Ship based on what we currently know. CIG welcomes and encourages community input and besides..... Polls are FUN = The price will likely be above a Starter Ship price and Below the Orion price of $325. +++++++++++++++++++++ Post your ideas of how you think the MISC Mining Ship might look like or function + post how many crew do you think it will have (Max Crew for ship efficiency)
  18. MISC Prospector Q&A - Part 1 Greetings Citizens, Another Concept Sale, another Question & Answer session. Since Friday, we’ve been collecting questions from the dedicated Q&A post here and today our designers and artists working on the ship will answer 13 questions for the community. Tune back in on this Friday to see the answers to 14 more questions. The Prospector and its precision mining capabilities make it an ideal candidate for covert jaunts into dangerous space for the extraction of small quantities of highly dispersed and valuable commodities. We are very excited to discuss this unique ship in more detail, so let’s jump right in! Special thanks to John Crewe, Phil Meller, Paul Jones, Luke Davis, Todd Papy, and Jonathan Jacevicius for taking the time to answer these questions for us. Question & Answer Will the Prospector use the same RMAPs technology that the Orion uses? The RMAP system on the Orion is manned by the scan operator, who is able to use it to provide precise information. As the Prospector is only manned by one miner, we wanted to put more focus on searching with the ships scanning system. So instead the Prospector will be using the scanners to provide general information in a local space to pinpoint nearby mineral pockets, like a larger, more advanced metal detector. Will the prospector be better at tracking/recovering smaller amounts of valuable and rare mineral deposits, compared to the Orion operating on mass scale collection? The Prospector will be much better at pinpointing specific resources and extracting just that type of mineral, targeting pockets directly rather than multiple at once. Can only specialized ships (Orion/Prospector) mine or can you retrofit mining equipment on to other ships? Mining equipment will only be able to be equipped on specific hardpoints, as they require other ship equipment to be present for them to operate (pipes, processing equipment and storage tanks), so they will only be on specialized ships. Can you describe container transfer during planetary and space operations? We can’t go into too much detail yet, only to say that containers can be dropped in space and on planets and then be picked up and stored by other ships. Does the Prospector have a Quantum/Jump Drive and if so does it travel through small jump points? The Prospector will come equipped with a light jump drive and light quantum drive and as it’s a small ship, it will be able to travel through small jump points too. Are the containers compatible with the container docking system on the Hull series? Yes they are, the aim is to have all containers compatible with this system. The Prospector and Hull series ships make a very good team! The Prospector is able to keep mining and dumping cargo pods for some time before heading back to a station, allowing the Hull series to do the transporting. While performing planet-side/asteroid mining, how deep can the mining laser/tractor beam cut/extract? Unfortunately we don’t have any exact numbers to give you yet. But expect more information on this as we progress mining further! What size shields will the Prospector have? It will have one light shield generator, enough to protect it out in hazardous mining areas but not from sustained fire. Will the Prospector be modular, allowing for mining slots to be swapped out for general cargo? The Prospector has quite a specialised setup with the processing equipment and collapsible storage crates. These crates adhere to standard cargo measurements, but it isn’t currently planned to be a cargo transport. It is mentioned that the ship holds 128 cargo units, but is that all container space(32 units a container) or does that include space in the hull? That’s all container space including reserve collapsed containers. Is the mining laser upgrade-able and are there different types of lasers depending on the type of mineral you are mining? As we have several industrial manufacturers, expect to see a few options here for choosing a laser that’s fit for purpose. Some might be better and quicker at boring a hole to the target mineral pocket, or be better at mining lighter/denser minerals. Can the mining laser be used as a weapon? Technically yes, though it is not designed to cut through shields and ship armour. The high power draw, low damage and the short range of the laser in comparison to other ship weapons means it’s not an effective combat weapon. Is the Prospector strictly a one person ship, or will it be a viable experience for two players? The Prospector has been designed to be handled by one person from the pilot seat and has facilities/quarters for that one person only. MISC Prospector Q&A Part - 2 https://robertsspaceindustries.com/comm-link//15319-MISC-Prospector-Q-A-Part-2 Greetings Citizens, Another Concept Sale, another Question & Answer session. Since last Friday, we’ve been collecting questions from the dedicated Q&A post here and today our designers and artists working on the ship will answer 14 more questions! We are very excited to discuss this unique ship in more detail, so let’s jump right in to part 2! Special thanks to John Crewe, Phil Meller, Paul Jones, Luke Davis, Todd Papy, and Jonathan Jacevicius for taking the time to answer these questions for us. Question & Answer Can you set the Prospector to mine while you go out and explore the asteroid, or does it require an active pilot in his seat? When in the landed mining state you will be able to leave your laser going while you take care of other business, but your productivity will suffer for it. You will have to effectively manage your heat and power on the laser, otherwise your mining rate will slow or you could risk damaging your laser. Is there an emergency exit/escape hatch on the Prospector? The interior is relatively compact, so the door to enter/exit is easy to reach in the case of an emergency. Since there are 4 containers, does that mean the ship can sort and harvest 4 different types of ore at the same time? We haven’t drilled down into too much detail on organising between the containers at the moment. Ideally you will be able to mine as many different types of ore as you want, and organise them as you see fit. Will you be able to eject your containers for a speed boost in case of emergency? The containers will have a mass value depending on what is stored in them and how full they are. So if you jettisoned some full containers in space, you might notice a slight improvement in ship responsiveness. What will the maneuverability be like for the Prospector? It will be on the poorer side of average. The Prospector only needs to maneuver among asteroids to get to specific mineral pockets and so will be in precision mode most of the time. Is the ore filtering the same refining technique that the Orion has, or just a first reduction step to do a coarse removal of useless rock? The Prospector will only be removing things like useless rock, the processing equipment on the Orion is much more advanced. Do Prospector pilots risk the chance for gas pockets in asteroids to combust, or is this an Orion-only risk? If the surface is big enough to land on and you start mining, you will encounter different hazards depending on the location and which minerals you’re mining. Will the Prospector have any interaction with the Orion, like docking or easy ore drop-off? There is no special interaction planned between the two. The Orion should be capable of taking crates from the Prospector though, so it should be able to give a full mineral load to the Orion and use its reserve crates to go and fill up again. It does synergise well with the Hull series ships though, being able to drop loads of cargo off for the Hull to take for selling while the Prospector can continue to mine a while longer. In the concept art, what is the large disc beneath the ship used for? The large disc is acting as a conduit for the ship’s scanners. A large part of mining will be in scanning and finding the resources you want to mine in space, but especially planetside. Can you tell us a bit about self-defense/weaponry that the ship has if the Prospector were to find itself in a sticky situation? Unfortunately the Prospector doesn’t come well equipped for combat, but has just enough to potentially warn off attackers and withstand some light fire. If you plan on mining in dangerous areas it might be worth paying for a fighter escort to save risking going alone and being found. It will come with two size one laser repeaters, a light shield generator and some basic countermeasures. Will there be variants for salvage/repair? i.e. swapping out the arm for a repair arm. There is nothing planned currently. Is landing on a surface required in order to begin mining? You will be able to mine both when flying in space and when landed. In space, you will be mining from pockets on the outer surface of asteroids. When landed, it allows you to reach deeper pockets under the surface that are potentially larger or more valuable. Does the bed function as an escape pod? No, it will have a bed similar to the one found in the Starfarer. Will there be some type of cage/cover available to outfit the cockpit glass to allow it more protection? It originally had a cage around the cockpit, but we wanted to keep high visibility and the exterior bars didn’t match the MISC ship style.
  19. For those of you who own an Endeavour, what pods will you add onto your ship in order to make it tailor to you?
  20. https://www.reddit.com/r/Starcitizen_trades/comments/41fdcj/wtsmisc_endeavor_lti_cost_350/ WTS MISC Endeavor LTI @Cost $350 - Buyer pays fee's Upgraded from Sabre LTI MISC Endeavor Ship LTI Lifetime Insurance VFG Industrial Hangar Aegis Sabre Poster Takuetsu Aegis Sabre Model, decoration for hangar $350 - Buyer pays fee's PP Verified only Paypal email must match RSI account email Previous trade history / reputation gives priority All trades are 100% safe as I have dealt with hundreds of trades and sales as well as my free LTI service back in 2013 and onwards. Trusted with proof of dealing with thousands of dollars worth of ships in the past! STAR-ZJHZ-HB2Y feel free to use my recruitment code
  21. All things MISC are to be loved. The sleek, elegant designs are incorporated in every model making them some of the most iconic ships in the 'verse! The Hull Series especially is a favourite of mine. Their design include both elegance and functionality, a rarity to come together with such flawlessness, but they are truly a remarkable feat. Hull E's will dwarf everything else in the 'verse with the exception of capital ships. Starfarers, even with Aegis intervention stand true to their reputation with undisputable value as fuel tankers as well their modularity proving essential to their role. Their bulky build shows off their strength, and even with the uneven shapes, curves and silhouette, you still know from first glance it is a creation of Musashi Industrial & Starflight Concern! Whats your favourite ship? Give your reasons for loving MISC, everybody has one, I know it!
  22. Item Link Price($) Price (RSI credits) STANDALONE SHIP - VANDUUL GLAIVE (LTI) http://i.imgur.com/0n0Xo9W.png 450 600 I prefer RSI credits payment, but paypal is also fine @(•_•)@ Terms: I am Paypal verified, so must be you. Thanks for understanding. For money deals: add pp fees. To speed up selling process, if you want item - send me a PM with item you want, and your paypal e-mail, I will send invoice here, and RSI link with item to your email after payment. Had many successful trades here. STANDALONE SHIP - HULL A - LTI http://i.imgur.com/VbDByFQ.png 90 120 Freelancer MIS LTI ccu from hull 215 280 STANDALONE SHIP - HULL B - LTI http://i.imgur.com/aZGAyuC.png 110 150 STANDALONE SHIP - HULL A - LTI Freelancer MIS LTI STANDALONE SHIP - HULL B - LTI MISC Hull-E LTI | http://i.imgur.com/JdcKYGF.png | 550 | 740 ANVIL CARRACK - LTI | http://i.imgur.com/qscti4W.png | 480 | 650 STARFARER GEMINI - LTI | http://i.imgur.com/Zpw4LYP.png | 290 | 355
  23. We all know that MISC is the best ship in the verse, and it comes in different versions! Will you get the lame base version? Will you get the Hope class to be your new pocket carrier (I'm sure this will be its only use according to the nuts on the RSI forum...), or will you be unique and do something special?
  24. More about the MISC Endeavor was just revealed by Ben today in Batgirl's interview (see 19:30m into vid): ^^^ So this Video reveal now changes Chris Robert's Official Description when it was revealed (see quote below) MISC Endeavor-class Research Platform: The MISC Endeavor is the company’s most prestigious ship: a dedicated research platform capable of carrying a dozen different space science packages, running the gamut from advanced long-range scanners for jump point identification to additional shielding for near-stellar corona research. Externally, the Endeavor is dotted with sensor hardpoints; internally, the main compartment is centered on a large research laboratory which can be configured for use by a wide range of scientific disciplines. The Endeavor’s main compartment is modular, allowing an alternate configuration as a Hope-class floating hospital. This variant is employed by the UEE and other organizations as battlefield support, capable of getting marines and pilots back to the battle as quickly as possible! When outfitted as a hospital, the Endeavor’s docking bay is capable of maintaining a single Cutlass Red ambulance. The Endeavor has also found its way into the service of less reputable organizations, where it can has been modified for everything from narcotics production to black market surgery. ============ Based on the fact that we do know that the MISC Endeavor will only now be a Science Ship (with the Hospital Ship being a completely different ship) and the fact that the concept art for the MISC Endeavor will be will be inspired by the Discovery in the movie 2001: A Space Odyssey (also revealed by Ben in a RTV) = Please vote for what you expect the price will be for its upcoming concept sale. Also cast your vote on the Sister Thread in the RSI Forums (for greater sampling) plus also post your ideas for the upcoming sale (should be Soon TM but no definitive date) +++++++ See 1.40m into this video below.....
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