The last big technical initiative is the background universe simulation, what Tony Zurovec has dubbed “Quantum” at last years CitizenCon...
...These three key technologies will round out the major technical pillars that will enable us to deliver a dynamic and seamless universe with incredible detail and scale. All are well into development and the question is no longer “if” but “when”.
What were the steps I followed for my successfull runs:
- Store my ship on the station.
- Go to admin terminal and buy cargo
- Retrieve the ship
- Important - POWER SHIP UP FIRST, BEFORE UNDOCKING, otherwise you get bug and don't get assigned cargo deck.
- Undock, and move away from docking port. DO NOT HAIL CARGO SERVICES YET.
- Wait a few seconds and a cargo deck should be assigned automatically. If not, hail cargo services for cargo deck to be assigned. (Note that if you try and hail cargo services and the communication pannel just remains open, and a deck is not assigned, you need to dock to station, store ship, retrieve it, and try again. Happens rarely, but mainly happens if you try to undock first without powering ship up).
- Move ship to cargo deck, shut off engines so you don't accidently move and wait for loading.
- Once loaded, jump to second station.
- Dock at station
- Power ship OFF
- Store the ship
- Sell cargo
- Retrieve the ship
- Important - POWER SHIP UP FIRST, BEFORE UNDOCKING, otherwise you get bug and don't get assigned cargo deck.
- Undock, and move away from docking port. DO NOT HAIL CARGO SERVICES YET.
- Wait a few seconds and a cargo deck should be assigned automatically. If not, hail cargo services for cargo deck to be assigned. (Note that if you try and hail cargo services and the communication pannel just remains open, and a deck is not assigned, you need to dock to station, store ship, retrieve it, and try again. Happens rarely, but mainly happens if you try to undock first without powering ship up).
- Move ship to cargo deck, shut off engines so you don't move accidently and wait for loading.
- Repeat steps above at each station and for me that guaranteed no game breaking bugs or loss of aUEC.
lol, this is all make believe space nerd stuff. no one cares.
talking about this like it is some sort of well documented military doctrine.
So it seems mini-Chris has been talking down Quantum since its mothballing...
I'm convinced that Rich Tyrer has some sort of Blackmail material over Chris Roberts.
Every bad announcement about the direction of Star Citizen in the last 4 years has been Rich Tyrer grinning while he tells us crap like "Now we're doing cloning..." "Now we have character skills..." "Quanta is a bonus on top..."
I remember when they introduced cloning. It was Rich and Chris sitting in chairs, and I kept expecting Chris to stand up and say "What the crap are you talking about? That's the opposite of what I said Star Citizen was going to be!"
Yeah, zooming in and targeting subsystems is so mind blowing in 2023.Star Citizen New Precision Targeting Mode
Unfortunately, this mechanic makes the game much more simple. I think this will be implemented to make PVP fun for the lower skilled players as well.
Source: https://youtu.be/iYFkVNa5-9w
You know it's a game and fire is fun to play ? You can also replace the pilot by an AI because using a human to pilot a ship in the future is bad design too...
I mean, this is hardly a "glitch", the most important thing - authority tracking, seems to be completely off. There are two servers, a small bunch of entities, pristine, ideal conditions, and yet they managed to desync.Made a public vid clarifying the meshing glitches a touch more:
Source: https://www.youtube.com/watch?v=KLlREqobgj0
I mean, this is hardly a "glitch", the most important thing - authority tracking, seems to be completely off. There are two servers, a small bunch of entities, pristine, ideal conditions, and yet they managed to desync.
Star Citizen New Precision Targeting Mode
Unfortunately, this mechanic makes the game much more simple. I think this will be implemented to make PVP fun for the lower skilled players as well.
Source: https://youtu.be/iYFkVNa5-9w
You know what’s even more fun to play? Well thought out game systems, and space ships designed to take advantage of them. Firefighting gameplay is the kind of thing that CIG should’ve thought about, gamified, designed, prototyped, tested, and refined long before the art team was hired, let alone had finished the first ship asset.
There’s a wealth of ideas out there among harder sci-fi when it comes to firefighting in space than repeating tired old WW2 tropes. Fighting in vacuum is merely one of the more common ones. More than one series I’ve read has the fire suppression system double as an anti-intruder defense system.
It’s a pity that a game that has always claimed it strove for unparalleled fidelity has put in so little thought into one of the most dangerous threats to crewed space travel. But not that all surprising. From the very beginning of this project, Chris Roberts’s approach to has been to show pretty pictures, promise the moon, and deliver a molehill. Why would firefighting “gameplay” be any different?
Do they even have a design document to work from? Even for art assets like ships are there specs that says a small ship has to be under so and so million polygons and textures under a certain size? Without that it'll be a perpetual cycle of refactoring and redesigning things to accomodate new brain fart of the week.You know what’s even more fun to play? Well thought out game systems, and space ships designed to take advantage of them. Firefighting gameplay is the kind of thing that CIG should’ve thought about, gamified, designed, prototyped, tested, and refined long before the art team was hired, let alone had finished the first ship asset.
There’s a wealth of ideas out there among harder sci-fi when it comes to firefighting in space than repeating tired old WW2 tropes. Fighting in vacuum is merely one of the more common ones. More than one series I’ve read has the fire suppression system double as an anti-intruder defense system.
It’s a pity that a game that has always claimed it strove for unparalleled fidelity has put in so little thought into one of the most dangerous threats to crewed space travel. But not that all surprising. From the very beginning of this project, Chris Roberts’s approach to has been to show pretty pictures, promise the moon, and deliver a molehill. Why would firefighting “gameplay” be any different?
At the end of this 12 months, players will have all they were promised, and more!Interesting tool capturing most of, if not all, the promises made for under 12 months in the Con:
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CitizenCon 2023: 12 Months of Future Content Delivery in One List
CitizenCon 2023 was amazing! The Intention was to deliver everything presented (excluding Squadron 42) within the coming 12 months (starting with the Q4 2023 release till Q4 2024).wewclub.net