The Star Citizen Thread v 3.0

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Now showing a hanging sculpture in a 2.0 bar...

Speechless.

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Cynic in me is thinking the primary focus for Star Citizen is now to create an amazing tech demo for their product, that product being digitizing Hollywood actors for use in stuff.
 
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Cynic in me is thinking the primary focus for Star Citizen is now to create an amazing tech demo for their product, that product being digitizing Hollywood actors for use in film.

That wouldn't surprise me. I'm beginning to think Star Citizen is going to be 25 minutes of movie, 5 minutes of Arena Commander combat, 25 minutes of movie, 5 minutes of Arena Commander combat with a different backdrop, 5 minutes of FPS in the Hangar module, and another 25 minutes of movie. When you get to the end of that, it's game over and you get Bond-esque credits with a dancing Sandi.
 
If they had anything to show off, they'd be showing it off.

The quality and stability must be questionable.

Possibly...I think at least a few of those first 1k aren't so protective of SC that they can highlight everything that still needs work (along with all the good stuff too, of course).
 
Possibly...I think at least a few of those first 1k aren't so protective of SC that they can highlight everything that still needs work (along with all the good stuff too, of course).

Somebody out of the 1000 will post gameplay on youtube soon. We'll see then.
 
Latest design post on ship repair. Very detailed information included. I will only share half of it here you can check the full post at the website. Link is provided at the bottom.

Ship Repair and Maintenance

Space is a hostile place and even the most skilled pilots will need to have their craft patched up from time to time. Fortunately, there are a number of options available to Citizens to get themselves back up and running. Star Citizen’s repair system works in conjunction with the engine’s detailed damage model to create intuitive and engaging gameplay for players wishing to pursue a career in ship repair or for pilots to execute quick field repairs. The basis for repair technology in Star Citizen are tools equipped with multipurpose lasers that can trim away damaged material or sinter construction material injected onto a component’s frame, rebuilding its structure

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Repair Roles

Any ship with repair capabilities has two roles that must be filled to ensure a successful repair job: the Repair Arm Operator and the Repair Task Manager. The Repair Arm Operator is responsible for the control of the robotic repair arm. Mounted with a multi-purpose laser and material injector system, the repair arm is capable of carrying out all manner of repair tasks. The repair arm is the only player controlled method of fully restoring a ship to 100% health but requires skill, knowledge and coordination with the Repair Task Manager to do so effectively. The Repair Task Manager relays detailed damage information to the Repair Arm Operator, designates repair tasks to be undertaken and is responsible for the allocation of materials to satisfy part reconstruction requirements.

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REPAIR TASK MANAGER

To initiate workshop repairs, the Repair Task Manager must first use their damage assessment interface to gather damage information and prepare for the repair tasks required.

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Damage Assessment

Whilst using their terminal, the Repair Task Manager can access the target ship’s damage diagnostics. This displays the status of ship parts, the hull, systems, weapons and their various connections. The player can toggle and filter between various layers, isolating and displaying their respective elements.

Damage that has been dealt to a ship’s hull is represented on an AR overlay as a heatmap: no damage displays as green, full damage and holes as red, and partial damage on a gradient in-between. The edges of hull breaches are also highlighted for clarity. Highlighting the various parts will display its current health as well as the materials required to repair it. When ready to start a repair job, the Repair Task Manager selects the desired part, opening the Material Panel.

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Material Panel

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Repairs taking place in a workshop require the consumption of the raw construction materials gathered through Mining, Scavenging and Trade. The Repair Task Manager can assign different materials according to the repair task at hand via their console’s Material Panel. Depending on the repair job, certain types and quantities of material are required. When a component is selected, these requirements are displayed in the Repair Compound section of the Material Panel as slots that need to be filled from the repair ship’s Material Stock.

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Each material is graded to reflect how effective it is when assigned to a slot and how it will affect the repair procedure (discussed later in the Repair Arm Operator’s section). To get optimum results the Task Manager must balance the Arm Operators requirements, versus the value of the materials used. Once all materials have been assigned, the Repair Arm Operator can then initiate the reconstruction process.

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Reconstruction

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In the event that a ship part or component has been entirely detached or destroyed, it must be reconstructed. To do this the Task Manager selects the missing part from their Damage Assessment panel and assigns the materials as normal. Once the composition is confirmed, the missing part’s frame is automatically constructed by the Repair Arm; the process is entirely automatic, using patterns from the repair terminal’s database for reconstruction. After the framework has been constructed, the player can then use patching to build the surface up as normal.

AROverlay_Clean.png


Before a reconstruction can be started, the attachment point must be cleared of any obstructing debris by the Repair Arm Operator. Whilst an obstruction is present, the part appears as a red hologram on the damage assessment screen with the extraneous material highlighted for removal.

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Source: https://robertsspaceindustries.com/comm-link/engineering/15062-Ship-Repair-And-Maintenance
 
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