Star Citizen Thread v6

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I think I see the current spin going on. As Star Citizen is about "life in space" ships will start to become a side project as other things become more and more important. Soon project focus will switch to base building and FPS elements as well as space ships will go on the backburner. This will lift off some serious pressure off CiG, they were unable to deliver all those sold ship types anyway so lets do something completely different and pile up some more content debt on while we r at it. The broken flight controls will soon become unimportant and people will be happy with CiG innovating "colors" because nobody else ever put color in their games. The very definition in the end probably core piece of the MVP will eventually be the player cabin (!!!!!). Yes thats right the single most immersive and fidelious piece of code ever created and backers will cry themselves to sleep, happy and overwhelmed with the shining light of CRoberts creation :)
 
Not a lot of ground clearance on that 'Cyclone'. Liable to be troublesome, I'd have thought. And what happens if (when?) you manage to roll it? ED has thrusters on the SRV, to get you right side up again, but I can't see any on the Cyclone. I suppose on a low-G world you could climb out and roll it over by hand, but in high-G conditions you'd probably have to take it apart, and then reassemble it the right way up. :rolleyes:
 

Jenner

I wish I was English like my hero Tj.
I'm missing something here, but even with the current no-show of 3.0, people are putting down $48 for what is effectively an SRV, which doesn't currently exist, and nobody knows which immersion chariots it can be fitted into?

I mean, $48, for a buggy???

Shoot me now.

Not knowing which ship(s) can fit it would be helpful info to have before putting money down on it, I agree.
 
Not knowing which ship(s) can fit it would be helpful info to have before putting money down on it, I agree.

If I were a cynic, I'd suggest that this new buggy is "incompatible" with all existing (or announced) ships but that there's nothing to worry about as CIG will undoubtedly - and generously - stage more concept sales in the near future, giving people the opportunity of purchasing a ship capable of transporting the buggy in style. If I were a cynic...
 
Not a lot of ground clearance on that 'Cyclone'. Liable to be troublesome, I'd have thought. And what happens if (when?) you manage to roll it? ED has thrusters on the SRV, to get you right side up again, but I can't see any on the Cyclone. I suppose on a low-G world you could climb out and roll it over by hand, but in high-G conditions you'd probably have to take it apart, and then reassemble it the right way up. :rolleyes:

Same as with SC ships design beats realism
 
If I were a cynic, I'd suggest that this new buggy is "incompatible" with all existing (or announced) ships but that there's nothing to worry about as CIG will undoubtedly - and generously - stage more concept sales in the near future, giving people the opportunity of purchasing a ship capable of transporting the buggy in style. If I were a cynic...

I disagree. These completely-not HMMWV originals are obviously designed to introduce high-fidelity, immersive, compelling content by combining the richness of the mix-master drinks perfection gameplay, with the stunning environments of the brand new, and lovingly handcrafted procedural penal colony economy systems.

Mix enough drinks, go for a ride in one of these babies, and watch out for the fantastic new render-to-texture flashing blue lights and the stunning takedown maneuvers as mocapped by Famous Actors - and call upon your Org partners to cough up enough real cash to bail you out.

Anyway - my steak has cooked, I've got a nice bottle of red, the lulzbucket is snuggled on the sofa, and it's time to watch ATV :D

Meh, just wholly meh.
 
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Star Citizen: Around the Verse - Kiosks and Commodities
[video=youtube;Nwiielzbuws]https://www.youtube.com/watch?v=Nwiielzbuws[/video]
TLDR
Studio Update Frankfurt
VFX

  • working on improving existing systems for 3.0: ensuring existing vehicles and systems still work as intended and doing a polish pass
  • remade the old airlock effects for both the “high tech” and “low tech” airlocks
  • started shifting more focus towards Squadron 42 cinematic scenes
FPS Weapons

  • completed passes on the last two legacy weapons: Geminii L86 ballistic pistol & Behring P4AR ballistic rifle
  • finished Klaus and Werner laser laser repeater (S1-3) & Apocalypse Arms ballistic scattergun (S1-3)
  • started on Klaus and Werner laser laser repeater (S4-6)
  • Worked on general tasks for 3.0 including polishing, optimising, and bug fixing
Tech Art Team

  • finished multiple animation implementation tasks for the useables sprint & cinematics
  • continued to debug weapon animation issues
  • adjustments a few weapon rigs to make them more realistic and believable
  • work on a VFX Exporter primarily to support exporting simulated objects from Maya
  • continued to support the animation code with ground alignment R&D
Game Programming

  • spent time fixing outstanding issues and polishing up existing code.
  • identified and began fixing game code vs. engine code issues with the new airlocks and elevators
  • added the ability to hide a weapon from first person view in ADS mode
  • completed the technology to easily apply weapons skins
  • working on the Weapons System 2.0 and additional elevator and airlock feature polish for 3.0
AI

  • working on more mission broker and mission system features for PU 3.0 and S42
  • adapted mission broker to support multiple players accepting the same mission & asymmetrical missions for multiple player
  • added support for takeoff and landing of AI ships: landing pads, ship hangars, other ships and celestial surfaces
  • adding quantum travel functionality for the new non-Kythera AI
  • focusing on adding more Subsumption AI support: using nav splines and entering/exiting AI behaviour
  • finished the second Buddy AI sprint: a step towards having companion AI that will intelligently follow and assist the player in combat
Engine

  • refined the handling of GPU crashes and proper reporting via the Public Crash Handler
  • worked on performance analysis and engine optimisations for 3.0
  • started to work on was a new Roads System and toolset to work in conjunction with the planetary terrain
Level Design

  • making a pass on the Room System for Levski to ensure the player won't suffocate in random places
  • performed general polish and bug fixes for 3.0.
  • started taking a look at the Lorville: the next flagship landing zone
QA

  • handled multiple test requests from the Engine team including a change to the Entity Component Update Scheduler
  • handled test request for area optimisations: improvements to door and elevator code
  • continued to support Subsumption and Subsumption tools testing
  • performance testing is underway for the PU
  • testing various gravity conditions on the new moons
System Design

  • experimenting with Levski having a full AI population and tweaking behaviours to avoid overcrowding areas
  • stress testing servers to determine the AI populations that can be supported without degrading performance
Cinematics

  • continued to work on scenes across all chapters of Squadron 42
  • continued work on the two dimensional render-to-texture display screen and holographic volume rendering
Lighting

  • focused solely on applying some of the final touches for 3.0: colour grading for moons, integrating outposts and moon lighting, Levski bug fixes and polish
Environment

  • polishing and bug fixing existing content for the PU
  • added new areas and locations to Levski, a new shop and an admin office, and performed a final pass on garages
  • Started post-3.0 R&D: ArcCorp, procedural cities, and the planet Huston
Behind the Scenes: Kiosks and Commodities

  • The kiosk is an important step in allowing players to buy and sell goods and commodities in game.
  • Not only does the kiosk support buying and selling, but placement of cargo within ships and is the foundation for interaction with future panels such as elevators, doors, etc.
  • With the kiosks you'll be able to sort, filter, and compare within the interface and choose where you want the items to go. It could be either to your character, your ships cargo, or a designated area.
  • The kiosk is what most players will see, but underneath the kiosk is an array of systems unified together in order to bring the first stages of the economy to life by having price, quantity, location all have an effect on the global economy that can be manipulated by players in real time.
  • Factories, shops, and more all have needs that players can meet or affect depending on their goal. A trader can bring supplies desperately needed by a factory producing a certain weapon or players could pillage the supply chain in order to drive prices even further up.
  • The kiosk also expands player persistence to not only what's on them, but their ships as well. Players will be able to store items on their ship and have them remain there the next time they log in.
  • The kiosks won't all look the same as they've designed the UI and console to be modular to allow the many shops and manufacturers in the game to have their own look and feel with some UI's being either basic or advanced.
  • With 3.0 players will start to get a good feel at how Star Citizen as it's been talked about in the past, is now becoming playable in front of their eyes.
Source: https://relay.sc/transcript/around-the-verse-kiosks-and-commodities
 
This new SRV is so affordable you can just buy one for each of the 5 systems, then for a minimal price (cash) they will ferry them to which ever planet... ahh I mean moon you want to land on and the SRV will be waiting for you after it arrives an hour later. Of course for just a few dollars more you can 'rush' the transfer and be good to go when you arrive. After all your not paying to play, your donating to make the game better.
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The battle cry of remember and buy an IDRIS.
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So say we all.
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Calebe
 

Slopey

Volunteer Moderator
From the AtV video - multiple players have to go after the same item for a mission. How is that going to work if someone already has nabbed it?????

Plus the first half of that video is people reading from a script - it doesn't sound natural or that they're enthusiastic in any way. That's obvious for Sandi who has likely never played a space game in her life before, but it's too jilted and staid - comes across as really insincere imho. And "true that!!!" - ?

I see loading/unloading has been reduced to a menu click now - what happened to having to manually offload cargo from your ship?? Oh, yeah - it probably wasn't fun in any way after you'd done it once - who knew!!!

Hopefully some of this stuff will actually *make it* into 3.0 thou - it certainly needs it!
 
From the AtV video - multiple players have to go after the same item for a mission. How is that going to work if someone already has nabbed it?????

Plus the first half of that video is people reading from a script - it doesn't sound natural or that they're enthusiastic in any way. That's obvious for Sandi who has likely never played a space game in her life before, but it's too jilted and staid - comes across as really insincere imho. And "true that!!!" - ?

I see loading/unloading has been reduced to a menu click now - what happened to having to manually offload cargo from your ship?? Oh, yeah - it probably wasn't fun in any way after you'd done it once - who knew!!!

Hopefully some of this stuff will actually *make it* into 3.0 thou - it certainly needs it!

i think this project is finally showing signs of going downhill from now on... That guy with a teleprompter is really frightening indeed! Also now they sell gun skins? lol man this is becoming a tyfest... i'm so tired of waiting for something palpable! omg... this is rly bad imo!
 
nobody knows which immersion chariots it can be fitted into?.

My money is on the buggy not being deployed from your ship at all, and instead being summoned in a separate planet-side garage. At least in 3.0. They've mentioned garages recently haven't they?
 
From the AtV video - multiple players have to go after the same item for a mission. How is that going to work if someone already has nabbed it?????

Plus the first half of that video is people reading from a script - it doesn't sound natural or that they're enthusiastic in any way. That's obvious for Sandi who has likely never played a space game in her life before, but it's too jilted and staid - comes across as really insincere imho. And "true that!!!" - ?

I see loading/unloading has been reduced to a menu click now - what happened to having to manually offload cargo from your ship?? Oh, yeah - it probably wasn't fun in any way after you'd done it once - who knew!!!

Hopefully some of this stuff will actually *make it* into 3.0 thou - it certainly needs it!

Of course they are reading from a script. These guys are devs not Community Managers. Have you me an SE? They are super shy and not good under cameras.

No feature has been deduced to anything. This is just how development works. You cant furnish the house until its finished. Large cargo boxes are currently ony bought through the kiosk. However smaller items can be carried and stored on ship yourself, or bought through the kiost either way. They have to start somewhere, and no, you dont wait until a feature is completed to test it. Thats now how anything in life works. Things are tested as they are made, otherwise you will have to start again from scratch if any of the foundation isnt up to par.

Everything they say will be in 3.0 will be in 3.0. They are 100% transparent.

Please educate yourself on basic development proccesses.
 
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Of course they are reading from a script. These guys are devs not Community Managers. Have you me an SE? They are super shy and not good under cameras.

No feature has been deduced to anything. This is just how development works. You cant furnish the house until its finished. Large cargo boxes are currently ony bought through the kiosk. However smaller items can be carried and stored on ship yourself, or bought through the kiost either way. They have to start somewhere, and no, you dont wait until a feature is completed to test it. Thats now how anything in life works. Things are tested as they are made, otherwise you will have to start again from scratch if any of the foundation isnt up to par.

Everything they say will be in 3.0 will be in 3.0. They are 100% transparent.

Please educate yourself on basic development proccesses.

So they were 100% transparent with their Gamescom "live presentation" of 3.0 in 2016? Not throwing something together claiming "THIS IS 3.0 and it will come end of december" while having a huge presentation of coming features for 3.0 while having a huge ship sale running. While being the rest of 2016 being nearly silent about the status of 3.0. Thats what you call transparent? Then ONE YEAR later cutting more then 50% of everything "shown" in 2016 for 2017.

Please educate yourself on basic marketing processes, hyping and how to make money with that.
 
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It's cool seeing some of this come together but at the same time it seems so far from what they need to deliver. Something that caught my attention was this quote, 12:30 in

They also put a lot of effort this month into R&D, looking at new features going into the game after 3.0, this includes works on ArcCorp, procedural cities as well as the planet Hurston.
An important element of the research phase is that we find smart and scalable solutions that allow us to create more content as efficiently as possible moving forward.

I find it strange that they are only now "researching smart and scalable solutions", haven't they been iterating pipelines to speed everything up for ages already?

This screenshot makes me laugh, so much for transparency :)
F8pN45n.png
 
You cant furnish the house until its finished.
Though, that's exactly what we're blaming CIG of, since ages: putting the cart before the horse.

otherwise you will have to start again from scratch if any of the foundation isnt up to par.
That's exactly what CIG are doing since the beginning.

Everything they say will be in 3.0 will be in 3.0. They are 100% transparent.
I mark your word, and we'll see that when it comes out.

Please educate yourself on basic development proccesses.
Please give this excellent advice to CIG too.
 
Ok, let's call it unoriginal, copy-paste from google image search:

vEiOKcx.jpg


Mulford Sound, New Zealand. Very popular tourist attraction.
 
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