The Star Citizen Thread v5

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And Pls note. That in no Part of the Feature list the Word Physics even Pops up *gg*
No, but “flight model” does, and it rather requires that tiny little detail.

Alone this Topic which is v5 apparently.
Proves you wrong over 1000 Times xD

No, it just proves that they've spent a whole lot of time and effort on producing so little that there's not enough to hate.
 
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Intergalactic Aerospace Expo, Day Seven: Exotic Manufacturers
Star Citizen: Galactic Tour Exotic Ships
[video=youtube;4vE6wrgZ3vw]https://www.youtube.com/watch?v=4vE6wrgZ3vw[/video]

A Word from The Exotic Ship Manufacturers Council …
Space is a vast and diverse place, so why fly the same ship as everyone else? The Exotic Ship Manufacturers Council (ESMC) represents a wide range of companies producing everything from the ARGO utility vehicle to AopoA’s Khartu-Al. The Council’s goal is to raise awareness about the diverse array of ships being crafted throughout the universe.

The ESMC was formed after the 2941 Intergalactic Aerospace Expo when Crusader Industries and Consolidated Outlands were unable to get space in the main Expo hall to display their ships. By uniting together and forming a coalition with other more unique manufactures they were able to return in 2942 and rent the entirety of the main hangar to highlight their diverse array of ships and vehicles. The alliance has stayed firm ever since, as the increased exposure has brought intriguing and unusual ships, like the Banu-crafted Merchantman, to a wider audience.

Where are they now?

The Merlin snub fighter, the Khartu-al, both Argos and the entire Mustang lineup are currently flyable in Star Citizen 2.5. The Merchantman, Archimedes and Starliner are awaiting resources for implementation. A third Argo module is in development, as are two further alien ships which will be offered on the human market. There has also been a great deal of discussion about Starliner options, although none of them are scheduled yet.
https://robertsspaceindustries.com/...Aerospace-Expo-Day-Seven-Exotic-Manufacturers

Star Citizen: Around the Verse 3.14 - DE

[video=youtube_share;3rcWkqliP6A]https://youtu.be/3rcWkqliP6A[/video]
TLDR
Intro & Other Information
  • Last week was the Anniversary livestream that revealed the Tevarin Prowler, as well as post stream an image of the Tevarin posted on twitter.
  • Four dogfighting variants called “Masters of Flight” we’re introduced to pay homage to several in lore pilots. They’re available on the RSI site for sale now.
  • There’s a sale on physical merchandise on the RSI website for inventory that needs to go.
  • CIG have also released a internal timeline schedule for 2.6 to give backers a clear insight on where 2.6 is at and what needs to be finished and when it’s predicted to finish.

Studio Update

  • Team has grown by five people. Two Environment Artists, Tech Animator, Regular Animator and Producer.
  • Taken a look at all missiles and polished and optimized them.
    • Added bunch of new missiles for 2.6.
  • Working on FPS weapons for new Kastak Arms manufacturer.
  • Greycat Industrial Multi-tool is a pistol-sized power tool with modules on the front.
    • It has two modules currently. Cutting module to cut thin steel or open containers. Welding module for repairing objects or patching damage.
  • There will be a active display added.
  • Also added grenades. First available grenade is a MK-4 Frag Grenade.
    • Also adding Incendiary, Cluster, EMP and Radar Distortion grenades.
  • Level Design Team continued work on modular surface outputs and space stations for 3.0.
    • Working with the UK art team - Frankfurt does whitebox and greybox then UK dials in the visuals.
  • System Design Team focused on usables and character actions.
  • Also working on take-off and landing system for ships from platforms and other ships (in and out).
  • Environment Team working on expanding existing ecosystems and adding new ones for 3.0. Working closely with Engine Team.
  • AI has been working hard. Advancements in subsumption as well as pushing combat further. Will hear more in next Frankfurt update.
Community Update w/Tyler Witkin

  • Bar Citizens around the globe were hosted last week to view the Anniversary livestream. Send in your pictures to social media and tag them to CIG or via #AerospaceExpo.
  • Anniversary sale is still going with different themed sales each day.
  • This week’s MVP is Xeron for his Star Citizen cinematic, “Vengeance of the Damned”, it involved 83 citizens in total.
  • Reverse the Verse is tomorrow in Frankfurt at 7:00am Pacific Standard Time.
Behind the Scenes: Star Marine

  • CIG broke down Star Marine's fundamental features to use a building blocks going forward and with the PU
  • Star Marine was meant to be a precursor to the PU but 2.0-2.5 provide basic combat and navigation
    • 2.6 will add vault, mantle, cover, grenades and melee
    • Gadgets and a breathing/stamina system will be added will be added later
  • A lot of animations are required: body animations, facial animations, procedural animations and partial body animations
    • A state machine is created for each behaviour which controls how different animations connect
    • For larger actions they'll shoot MoCap, work on it in MotionBuilder or Maya, test them in game and adjust
    • For other actions where the first person view is important they can't use motion capture and animate by hand
  • Star Marine has been a big advantage, allowing the team to focus on FPS without the PU backdrop
    • They always think about how a feature will be in the PU because they want all the pieces to fit in the final game
  • There are two throw modes for grenades: overhand and underhand
    • Which mode you use is determined by the view angle but may be exposed as a preference or separate modes in the future
    • Throwing isn't just for grenades: it will be for gadgets and all throwable objects
  • You can cook or prime grenades by holding down the key: just remember to let go before the timer runs out
    • Different rotational values mean underhand throws will roll and overhand throws will bounce when they hit
  • Star Marine and Arena Commander are directly applicable to the PU: it's not an easy mode
    • Arena Commander was an amazing tool for balancing ships
    • FPS in Crusader is great for initial feedback but doesn't have that competitive edge
    • Star Marine will be beneficial because the players will be those interested in the FPS side of the game.
    • Will provide more information on building levels and game modes for Star Marine.
    • Chris Roberts doesn’t want it to be a traditional open FPS world.
  • Started off using a large 3D space, need to build stuff in that.
  • Multiplayer level design is iterative, often starts with an idea, concept art or top-down sketch.
  • Sean Noonan prefers to work with rough 3D shapes that are fleshed out into the basics of a white box.
    • When tested, requires lots of iteration - perfecting sight lines, timing the choke points, maintaining metrics.
    • White box aims to minimize later rework while getting balance and fun right.
    • Art and narrative also start working on their treatment of the locations and spaces.
    • This is based on the white box but also their own ideas.
    • Lots of back and forth with art on metrics - want things to look appealing but they need to fit in the game world.
  • Focusing on two maps for initial release of Star Marine.
    • They create a mood board to show Chris a high-level overview of the visuals.
    • Also create feedback sheets - with annotated screenshots commenting on base reads, level flow, mood and character of the scene.
    • They demonstrate concept art for some maps.
    • Once they have perfected a area, they use it to carry that style throughout the level.
    • Later, they provide visual feedback sheets when the level is 80-90% complete with directions for the last 10% of polish.
    • Polish usually involves materials, lighting and VFX.
  • FPS maps are traditionally stripped down campaign levels. These are the opposite.
    • Star Marine will have two marines and two slavers.
    • That is a medium and light for both marines and slavers.
    • These are the same marines as in SQ42. This is the first time they’ll be out.
    • Marines are designed to feel heavy and industrial while streamlined.
  • They want feedback on things - recoil speed, melee, cover system, etc.
Source: https://www.reddit.com/r/starcitizen/comments/5epp09/around_the_verse_episode_314_transcript/
 
Actually the dont.
No Offense but they Labeled it as an Alpha.

""
Disclaimer

Please note that the game presently available is in an Alpha stage and is currently in development. Parts of the game are made available for your testing and feedback. Naturally, alpha releases are a work in progress and will have bugs and other deficiencies. We encourage community feedback but the final game design decisions rest solely with us as developer.
""

And Pls note. That in no Part of the Feature list the Word Physics even Pops up *gg*


You dont Pay for this either.
You Pay for something you Receive later when the Game is Released.
And anyone who buys something like this is Invited to the Testing.






Alone this Topic which is v5 apparently.
Proves you wrong over 1000 Times xD

You still think its "hate" that fuels the debate? Let me remind you that nearly all posters here have pledged money into SC. Just because we dont share your optimisim donts make us hate it. After following it for several years now, after seeing it getting so much money and how little they achieved with it in the last 4?5? years. Together with the state they are in at this point...i see it as a healthy dosis of sceptiscim at this point.

There is alot of shifty stuff going on with SC. First it was CIG that "made" the game now its Roberts Space Industries quietly taking the "blame" if a game developer starts making more progress in pushing out shellcompanys rather then builds. I am atleast alarmed.
You say everything is fine and awesome progress being made. I see otherwise, and the ridicule that SC receives from many of us is something they have to blame themself. People should at this point realise how CR "respects" his backers the same as he "respected" publishers and he kept to his word so far...in the end all backers are treated like mushrooms, let them stay in the dark and feed them with crap.

In the end i dont lose anything, i still wait for SC to prove me wrong after 2 years of AC. If they DO prove me wrong i can play a game i paid for, if they dont prove me wrong i am glad i didnt put more into it and can praise myself to see it coming.
 
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*gg* is an simple chat message and pretty much means that I am Grinning.
I am not Signing my Posts with that by the way. Its just something done at the end of an Sentence or Statement. Thus its also prone to end at the end of an Post.

The Grinning itself is simply to show that I am somewhat enjoying this.
Its Funny to see just how much Hate there is in this Forum against anything Related to Star Citizen.
Its Obvious that most People here are incredible biased and would likely find fault with anything in this Game anyways.
Some of these attempts are so incredible obvious and so insanely Laughable that I just cant help but Grin *gg*

*gg* means good game, sometimes it's used politely after a match but more often than not it is used mockingly, ie "my response has trashed your argument gg"

Perhaps just using the provided forum smilies would avoid any ambiguities, just a suggestion.
 
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Its Funny to see just how much Hate there is in this Forum against anything Related to Star Citizen.
Its Obvious that most People here are incredible biased

Um....no hate...in fact weariness is more accurate. But the more CIG hype and try to market the game, the more like NMS it feels. And for that the ridicule is worth it.
Oh and as Zetta correctly stated, *gg* means "good game".



Looks nice! I still don't like the way the models move though. But the rocks are nice.
 
Intergalactic Aerospace Expo, Day Seven: Exotic Manufacturers
Star Citizen: Galactic Tour Exotic Ships


https://robertsspaceindustries.com/...Aerospace-Expo-Day-Seven-Exotic-Manufacturers

Star Citizen: Around the Verse 3.14 - DE

TLDR
Intro & Other Information
  • Last week was the Anniversary livestream that revealed the Tevarin Prowler, as well as post stream an image of the Tevarin posted on twitter.
  • Four dogfighting variants called “Masters of Flight” we’re introduced to pay homage to several in lore pilots. They’re available on the RSI site for sale now.
  • There’s a sale on physical merchandise on the RSI website for inventory that needs to go.
  • CIG have also released a internal timeline schedule for 2.6 to give backers a clear insight on where 2.6 is at and what needs to be finished and when it’s predicted to finish.

Studio Update

  • Team has grown by five people. Two Environment Artists, Tech Animator, Regular Animator and Producer.
  • Taken a look at all missiles and polished and optimized them.
    • Added bunch of new missiles for 2.6.
  • Working on FPS weapons for new Kastak Arms manufacturer.
  • Greycat Industrial Multi-tool is a pistol-sized power tool with modules on the front.
    • It has two modules currently. Cutting module to cut thin steel or open containers. Welding module for repairing objects or patching damage.
  • There will be a active display added.
  • Also added grenades. First available grenade is a MK-4 Frag Grenade.
    • Also adding Incendiary, Cluster, EMP and Radar Distortion grenades.
  • Level Design Team continued work on modular surface outputs and space stations for 3.0.
    • Working with the UK art team - Frankfurt does whitebox and greybox then UK dials in the visuals.
  • System Design Team focused on usables and character actions.
  • Also working on take-off and landing system for ships from platforms and other ships (in and out).
  • Environment Team working on expanding existing ecosystems and adding new ones for 3.0. Working closely with Engine Team.
  • AI has been working hard. Advancements in subsumption as well as pushing combat further. Will hear more in next Frankfurt update.
Community Update w/Tyler Witkin

  • Bar Citizens around the globe were hosted last week to view the Anniversary livestream. Send in your pictures to social media and tag them to CIG or via #AerospaceExpo.
  • Anniversary sale is still going with different themed sales each day.
  • This week’s MVP is Xeron for his Star Citizen cinematic, “Vengeance of the Damned”, it involved 83 citizens in total.
  • Reverse the Verse is tomorrow in Frankfurt at 7:00am Pacific Standard Time.
Behind the Scenes: Star Marine

  • CIG broke down Star Marine's fundamental features to use a building blocks going forward and with the PU
  • Star Marine was meant to be a precursor to the PU but 2.0-2.5 provide basic combat and navigation
    • 2.6 will add vault, mantle, cover, grenades and melee
    • Gadgets and a breathing/stamina system will be added will be added later
  • A lot of animations are required: body animations, facial animations, procedural animations and partial body animations
    • A state machine is created for each behaviour which controls how different animations connect
    • For larger actions they'll shoot MoCap, work on it in MotionBuilder or Maya, test them in game and adjust
    • For other actions where the first person view is important they can't use motion capture and animate by hand
  • Star Marine has been a big advantage, allowing the team to focus on FPS without the PU backdrop
    • They always think about how a feature will be in the PU because they want all the pieces to fit in the final game
  • There are two throw modes for grenades: overhand and underhand
    • Which mode you use is determined by the view angle but may be exposed as a preference or separate modes in the future
    • Throwing isn't just for grenades: it will be for gadgets and all throwable objects
  • You can cook or prime grenades by holding down the key: just remember to let go before the timer runs out
    • Different rotational values mean underhand throws will roll and overhand throws will bounce when they hit
  • Star Marine and Arena Commander are directly applicable to the PU: it's not an easy mode
    • Arena Commander was an amazing tool for balancing ships
    • FPS in Crusader is great for initial feedback but doesn't have that competitive edge
    • Star Marine will be beneficial because the players will be those interested in the FPS side of the game.
    • Will provide more information on building levels and game modes for Star Marine.
    • Chris Roberts doesn’t want it to be a traditional open FPS world.
  • Started off using a large 3D space, need to build stuff in that.
  • Multiplayer level design is iterative, often starts with an idea, concept art or top-down sketch.
  • Sean Noonan prefers to work with rough 3D shapes that are fleshed out into the basics of a white box.
    • When tested, requires lots of iteration - perfecting sight lines, timing the choke points, maintaining metrics.
    • White box aims to minimize later rework while getting balance and fun right.
    • Art and narrative also start working on their treatment of the locations and spaces.
    • This is based on the white box but also their own ideas.
    • Lots of back and forth with art on metrics - want things to look appealing but they need to fit in the game world.
  • Focusing on two maps for initial release of Star Marine.
    • They create a mood board to show Chris a high-level overview of the visuals.
    • Also create feedback sheets - with annotated screenshots commenting on base reads, level flow, mood and character of the scene.
    • They demonstrate concept art for some maps.
    • Once they have perfected a area, they use it to carry that style throughout the level.
    • Later, they provide visual feedback sheets when the level is 80-90% complete with directions for the last 10% of polish.
    • Polish usually involves materials, lighting and VFX.
  • FPS maps are traditionally stripped down campaign levels. These are the opposite.
    • Star Marine will have two marines and two slavers.
    • That is a medium and light for both marines and slavers.
    • These are the same marines as in SQ42. This is the first time they’ll be out.
    • Marines are designed to feel heavy and industrial while streamlined.
  • They want feedback on things - recoil speed, melee, cover system, etc.
Source: https://www.reddit.com/r/starcitizen/comments/5epp09/around_the_verse_episode_314_transcript/

These reports remind me of the dark days of real existing socialism where very state owned company reported to overfulfill production goals constantly. We all know how it ended. The other remarkable thing is how work done, work planned and work imagined (or its imagined results) are stated at the same time which i think is confusing.
 
Intergalactic Aerospace Expo, Day Seven: Exotic Manufacturers
Star Citizen: Galactic Tour Exotic Ships

First time I had a look at these ship expo thingies and wow that presenter looks pretty awful! :-o Source engine had more convincing facial expression in 2004. I suspected that, considering CR's priorities (cinematic experience, mocap), at least this aspect of the game would show amazing 'fidelity'. Guess not.
 

Viajero

Volunteer Moderator
*Mod hat off

A couple other aspects that I am still not sure I understand is, if the 64b mapping and positioning has been really implemented, why does quantum drive limit itself to straight line, point to point, navigation? Why not allow for full steer like Elite´s supercruise? Also, why limit itself to smaller celestial body scales and a max speed of 0.2c? Surely if 64b is there then all you need to get full fidelity while avoiding long travel over 1:1 scales is to allow for higher acceleration and speeds and full steer control, no? And why the miniPU map seems to have smaller Z height than width and length?
 
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*Mod hat off

A couple other aspects that I am still not sure I understand is, if the 64b mapping and positioning has been really implemented, why does quantum drive limit itself to straight line, point to point, navigation? Why not allow for full steer like Elite´s supercruise? Also, why limit itself to smaller celestial body scales and a max speed of 0.2c? Surely if 64b is there then all you need to get full fidelity while avoiding long travel over 1:1 scales is to allow for higher acceleration and speeds and full steer control, no? And why the miniPU map seems to have smaller Z height than width and length?

I think it was just designed that way, as a point-to-point travel system - like hyperspace in ED. Also, it prevents you travelling outside of the bounds of the map.
My honest opinion of it is that it's OK, it works, it does the job and the effects are not awful.

- - - Updated - - -



As with everything I've seen this year from CIG - this tech demo stuff is looking pretty good. However, more important to me is compelling gameplay - it's great to be on a wonderfully rendered planet with all the bells and whistles of visual loveliness - but what am I doing there? What are my goals, where is the interaction, can I shoot stuff, are there explosions (gotta have explosions) - and so on and so forth. That's the stuff I'm really looking for.
 
Probably yes. Most game mechanics still have to be created from scratch, although there are rumours they are playing a more fully fleshed out version behind the curtains and it is the TBFGE. (Very) Likely the next patches will increase the scope of the game significantly, probably within the next weeks. So buy a ship now, they will raise the prices.

Raise the prices? Seriously? I have a measly 325a, brought back in the original LTI days, and in effect I have put a triple-A title's cost into my "pre order". The ship costs in SC have always been high. Surely they can't attempt to hike them up even further.
 
Raise the prices? Seriously? I have a measly 325a, brought back in the original LTI days, and in effect I have put a triple-A title's cost into my "pre order". The ship costs in SC have always been high. Surely they can't attempt to hike them up even further.

I do not see any reason to buy anything except some package that lets you in the game, except if you really want to support development/CR dream...

I am 100 % sure, than there will be exploits in game (of course if there will be game at all ;) ) that will allow you to buy any ship reasonably quickly...

or just simple grind with cargo ships...
 
I do not see any reason to buy anything except some package that lets you in the game, except if you really want to support development/CR dream...

I am 100 % sure, than there will be exploits in game (of course if there will be game at all ;) ) that will allow you to buy any ship reasonably quickly...

or just simple grind with cargo ships...

You can be pretty sure once the game launches there will be threads immediately along the lines of "Quickest way to grind credits? I want an Idris ASAP!"
 
*Mod hat off

A couple other aspects that I am still not sure I understand is, if the 64b mapping and positioning has been really implemented, why does quantum drive limit itself to straight line, point to point, navigation? Why not allow for full steer like Elite´s supercruise? Also, why limit itself to smaller celestial body scales and a max speed of 0.2c? Surely if 64b is there then all you need to get full fidelity while avoiding long travel over 1:1 scales is to allow for higher acceleration and speeds and full steer control, no? And why the miniPU map seems to have smaller Z height than width and length?

Elite uses 128 bit precision, which is why it can have true system scale stuff. That's what I remember at least, it's been a while since I looked into the nuts and bolts side of it.
 

It's weird - but the character's feet are often a few inches above the ground (there's a gap between his feet and his shadow). It could be another part of the 'no gravity' bug seen in SM, or it might be that the ground mesh isn't the same resolution as the world that's being rendered. (or they've got a 'fall through world' bug, so they've set the ground to a fixed plane).

I'm sure it'll get sorted out at some point - just looks weird when you notice it.
 
You can be pretty sure once the game launches there will be threads immediately along the lines of "Quickest way to grind credits? I want an Idris ASAP!"

Yes, basically you can now look at Elite forums and predict SC forums after game launch:

also:
1) endless posts about griefers
2) meta ships/loadouts - nerf them
3) I need Solo mode
4) We need private servers (btw promised in 2012 or 2013) asp...
5) endless bugs...
6) fix X and Y exploits
7) SC is NMS = bad game, I spend X thousands and get this sh...
8) hackers in game like with god mode shields, in fps aimbot, wallhack etc. = usual MP game issue..

and so on...
 
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It's weird - but the character's feet are often a few inches above the ground (there's a gap between his feet and his shadow). It could be another part of the 'no gravity' bug seen in SM, or it might be that the ground mesh isn't the same resolution as the world that's being rendered. (or they've got a 'fall through world' bug, so they've set the ground to a fixed plane).

I'm sure it'll get sorted out at some point - just looks weird when you notice it.

If you watch it in the context of the full video, you'll see that part of it is probably due to their being in fly mode for a large portion of the demo. And since it's all mainly just a pretty flat mesh with some shading effects applied, there's very little need for them to constantly push the model down to compensate for any actual unevenness in the terrain. So there's a fair to good chance that the feet aren't actually touching the ground at this particular moment.
 
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