The Star Citizen Thread V10

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Jenner

I wish I was English like my hero Tj.

New flight model, eh? Apparently this is still in flux after six years. That's a rather core feature.

Also, why are they reworking ships still? Shouldn't they be putting artists and modelers and animators to work on new assets to flesh out the game?

Guess that doesn't bring in pldege money.
 
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""It involved creating an entirely new 'rig' for female characters to make them physiologically distinct from the male characters, something most games don't try to attempt for player characters."

That..doesn't..mean..anything..

Does Chris Roberts just think the rest of the industry hasn't moved on since the 8-bit Micro days?
 
Star Citizen Announces Alpha 3.5

Here’s a look at Alpha 3.5’s huge new features:

• Playable Female Characters – at long last, Star Citizen adds playable female characters. Implementing playable females meant re-working nearly every interactable object in the game for use with an additional player model, from seating to carrying to shooting and piloting.
• ArcCorp – a sprawling urban planet covered by city space, ArcCorp features the new Area 18 Landing Zone, where players will find a neon lit cityscape teeming with life.
• New Flight Model – an all new in-game flight control system that applies to all ships in Star Citizen, incorporating a total overhaul to the entire flight experience and adds gravity to in-atmosphere planetary bodies. This New Flight Model is also applied to all AI controlled pilots in Star Citizen.
• CIG Character Customization Technology – An updated system for customizing your player character in the Persistent Universe, which includes new customization technology empowering players to select from up to three source heads and blend each of their various facial features into a fully customized character. This replaces Star Citizen’s previous 100-plus character permutations with a near-infinite pool of character customizations that is used for both player and NPC characters. All customizations are available for both male and the all-new female player character selections.
• FoIP + VoIP Improvements – New video streaming technology which allows players to participate in video comms calls no matter how far away they are in the Persistent Universe. Previously, as other players were “streamed out” from server clients, they would no longer be eligible as targets for a comms call. This update enables players to call anyone in the Star Citizen Persistent Universe through tech that evaluates your client and streams to the other party’s client as video data.
• New Environmental AI Bounty Hunting – AI bounty hunters will now attack players with bounties placed on their heads, and AI security forces will attack players with high crime stats.
• The MISC Reliant Series – with three new variants, including the Tana – a combat model, the Sen, designed for scientific research and the Mako, a “news van,” styled ship with multiple mounted cameras
• 300i rework – a newly re-worked and revitalized version of one of Star Citizen’s original ships, the 300i is Origin Jumpworks premiere luxury spacecraft that can hold its own across a multitude of situations like racing, dogfighting or just exploring the universe, in style.
• Anvil Hornet Heartseeker – a new Hornet variant with top of the line military spec components
• RSI Ursa Rover – a four wheeled Rover, this special commemorative edition was in celebration of “Stella Fortuna,” Star Citizen’s in-universe version of St. Patrick’s Day.
• Two new ship weapons including the Banu Singe Tachyon cannon and the Gallenson Tactical Systems’ GT-870 Tarantula series of ballistic cannons
• Two new FPS weapons including the Gemini’s S71 assault rifle and the Kastak Arms’ Coda ballistic pistol
• Projectile Manager – new tech that re-tools how the game handles fired projectiles, dramatically reducing CPU workload and improving performance during Star Citizen’s hectic air and land battles
• Star Marine Improvements – introduction of a new Elimination mode map, Demien Comms, and a re-worked Echo-11 map, with new layout and traversal options. In the Last Stand game mode, a new Control Point Mechanic has been added which adds and improves gameplay and adds readability.
• Arena Commander Improvements – improved UI updates that better communicate kills, deaths and scoring to the player.
 

Way back in May of 2017, we mentioned that we planned on expiring all unused $0 CCUs from our system before Alpha 3.0 hit the live servers. Obviously, we’re far beyond the release of 3.0, which we feel has provided an ample amount of time for the community to utilize these CCUs.

The original messaging is attached as an image for reference.

We’re now ready to move forward and will be rolling this change out in two phases:
One week from today, on April 3rd, we will be removing the ability to obtain any additional $0 CCUs.
Then, on May 1st, we will be removing all unused $0 CCUs from our system.

Ultimately, this is another step in our ongoing efforts to optimize all aspects of the Star Citizen experience.



Been sitting on the Connie Taurus -> Retaliator Base for a year now. This bit of info from the newsletter looks interesting.

tavern_upload_large.jpeg


In december last year John Crewe said they had no plans for a rework, I'm curious to see what they mean by subtle amends.
 
""It involved creating an entirely new 'rig' for female characters to make them physiologically distinct from the male characters, something most games don't try to attempt for player characters."

That..doesn't..mean..anything..

Does Chris Roberts just think the rest of the industry hasn't moved on since the 8-bit Micro days?

It's classic Roberts, where he mistakes him learning about something that everyone else has been doing for decades for him inventing that thing.

So how does the whole landing zone thing work on ArcCorp? Is there literally only one explorable landing zone for the whole planet? Is the rest of it a Lorville-style no fly zone?
 
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It's classic Roberts, where he mistakes him learning about something that everyone else has been doing for decades for him inventing that thing.

So how does the whole landing zone thing work on ArcCorp? Is there literally only one explorable landing zone for the whole planet? Is the rest of it a Lorville-style no fly zone?

Yep, next thing we know is CR is going to claim (re)inventing flight simulator like landing spaceports and "air traffic" as a first for spacesims.
 
Star Citizen Announces Alpha 3.5

Here’s a look at Alpha 3.5’s huge new features:

• Playable Female Characters – at long last, Star Citizen adds playable female characters. Implementing playable females meant re-working nearly every interactable object in the game for use with an additional player model, from seating to carrying to shooting and piloting.
• ArcCorp – a sprawling urban planet covered by city space, ArcCorp features the new Area 18 Landing Zone, where players will find a neon lit cityscape teeming with life.
• New Flight Model – an all new in-game flight control system that applies to all ships in Star Citizen, incorporating a total overhaul to the entire flight experience and adds gravity to in-atmosphere planetary bodies. This New Flight Model is also applied to all AI controlled pilots in Star Citizen.
• CIG Character Customization Technology – An updated system for customizing your player character in the Persistent Universe, which includes new customization technology empowering players to select from up to three source heads and blend each of their various facial features into a fully customized character. This replaces Star Citizen’s previous 100-plus character permutations with a near-infinite pool of character customizations that is used for both player and NPC characters. All customizations are available for both male and the all-new female player character selections.
• FoIP + VoIP Improvements – New video streaming technology which allows players to participate in video comms calls no matter how far away they are in the Persistent Universe. Previously, as other players were “streamed out” from server clients, they would no longer be eligible as targets for a comms call. This update enables players to call anyone in the Star Citizen Persistent Universe through tech that evaluates your client and streams to the other party’s client as video data.
• New Environmental AI Bounty Hunting – AI bounty hunters will now attack players with bounties placed on their heads, and AI security forces will attack players with high crime stats.
• The MISC Reliant Series – with three new variants, including the Tana – a combat model, the Sen, designed for scientific research and the Mako, a “news van,” styled ship with multiple mounted cameras
• 300i rework – a newly re-worked and revitalized version of one of Star Citizen’s original ships, the 300i is Origin Jumpworks premiere luxury spacecraft that can hold its own across a multitude of situations like racing, dogfighting or just exploring the universe, in style.
• Anvil Hornet Heartseeker – a new Hornet variant with top of the line military spec components
• RSI Ursa Rover – a four wheeled Rover, this special commemorative edition was in celebration of “Stella Fortuna,” Star Citizen’s in-universe version of St. Patrick’s Day.
• Two new ship weapons including the Banu Singe Tachyon cannon and the Gallenson Tactical Systems’ GT-870 Tarantula series of ballistic cannons
• Two new FPS weapons including the Gemini’s S71 assault rifle and the Kastak Arms’ Coda ballistic pistol
• Projectile Manager – new tech that re-tools how the game handles fired projectiles, dramatically reducing CPU workload and improving performance during Star Citizen’s hectic air and land battles
• Star Marine Improvements – introduction of a new Elimination mode map, Demien Comms, and a re-worked Echo-11 map, with new layout and traversal options. In the Last Stand game mode, a new Control Point Mechanic has been added which adds and improves gameplay and adds readability.
• Arena Commander Improvements – improved UI updates that better communicate kills, deaths and scoring to the player.

1) So, finally CIG manage to do what other developers have been doing for years.

2) They've made Coruscant, but with lower fidelity than their marketing showed off (no surprises) and nothing really to do there anyway. Anyway, its another planet! Bringing us up to a grand total of.... 2 whole planets! Out of 4, for the first system.

3) Ah, the new new new flight model. Maybe this one is here to stay? Its only taken them 6 years.

4) Character customization... probably backers think its never been done before. Shame dozens of games have done this previously.

5) Ah, so after separating out space into instances, they realized that it meant people couldn't use their comms between instances. So now they have put that back in. Of course, this then brings back the old problem of additional networking between people having comms... so if lots of people start doing comms across the galaxy... oh dear.

6) NPCs will actually bounty hunt.... amazing!

7) Ship skins, they presumably they are selling like full price ships? Possibly even more expensive than the original?

8) Rework of a ship... i guess that's ripe for a ship sale then.

9) Another ship variant! Time for a victory lap backers!

10) Oh, totally unexpected... a SRV reskin, that i presume they will sell for $$$$$

11) Two new ship weapons.... well, isn't that something?

12) More FPS weapons! Quake III must be feeling the heat!

13) Star marine? ... oh, that. Erm, some tweaks to maps and stuff.

14) Arena? More tweaks.

Well, that's really awesome stuff all around. Really worth the millions backers have pumped into CIG over the last few months. Every penny well worth it all.

Probably time to buy an Idris or two.

PS: Gameplay, when?
 
Well the new flight model is the star of the show here, i'll maybe take the time to download this patch and try it out.. Curious to see if ships now behave properly without strafing around like rocket jump quake3 characters.
 
Well the new flight model is the star of the show here, i'll maybe take the time to download this patch and try it out.. Curious to see if ships now behave properly without strafing around like rocket jump quake3 characters.

Don't expect too much, parts of it will not make it in the 3.5 release.

"Lift was most definitely not pushed back. It provides more force to hold ships up only when at speed. Lift doesn't apply when hovering. The issue of hovering while pointing down will be addressed by vtol/hover mode in a future patch."

 
"Lift was most definitely not pushed back. It provides more force to hold ships up only when at speed. Lift doesn't apply when hovering. The issue of hovering while pointing down will be addressed by vtol/hover mode in a future patch."

What, just what the actual what, fidelity is this?
 
"Lift was most definitely not pushed back. It provides more force to hold ships up only when at speed. Lift doesn't apply when hovering. The issue of hovering while pointing down will be addressed by vtol/hover mode in a future patch."

What, just what the actual what, fidelity is this?

Is this the bit were the wavy hands gif gets posted?
 
From what i gather, you can still stop a ship in mid air while pointing in any direction (nose down, flipped over, whatever) and it will stay put, which means manoeuver thrusters are still overpowered..
 
From what i gather, you can still stop a ship in mid air while pointing in any direction (nose down, flipped over, whatever) and it will stay put, which means manoeuver thrusters are still overpowered..
Now, im all for sci-fi tech and all that but unless a character model is strapped down into a chair they should damn well fall straight into the windshield of the cockpit if a ship stands on it's nose as whatever gravity plate tech they have should not be able to handle that.

I mean, just look at star trek and their fancy tech and they fall all over the bridge whenever someone pushes the brakes a bit too much.
 
""It involved creating an entirely new 'rig' for female characters to make them physiologically distinct from the male characters, something most games don't try to attempt for player characters."

I would say most games do that these days, They still seem to think they are doing groundbreaking stuff when it's been standard for years
 
I would say most games do that these days, They still seem to think they are doing groundbreaking stuff when it's been standard for years
You always have to temper CI±G🇵🇦's statements with “…the last time Chris was in the game business” because that's around the time when all the never-been-done-before statements stop being true. I'm not entirely sure that UT'99 didn't have different rigs since they had so many different bodies that needed rigging to begin with, but Unreal and UT were obviously high-production exceptions that give that vague “most” qualifier an air of truth… :D

It could also be an attempt to be technically correct (the best kind) in that most games don't have have a character model to begin with, so of course they don't bother with male and female rigging.
 
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