Star Citizen: Chris Robert`s new space sim (the Wing Commander guy)

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Sabrewings

Golden Member
Jun 27, 2015
1,942
35
51
That is a great explanation, and also invites room for future expansion - new tech was discovered to aid in locating additional jump points, etc.

The plan is to have undiscovered jump points out there that will be the holy grails for explorers. They'll either be a faster route somewhere or open up a new system entirely.
 

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
The plan is to have undiscovered jump points out there that will be the holy grails for explorers. They'll either be a faster route somewhere or open up a new system entirely.

And the discoveries are not announced either.

If you find that jump point and don't tell anybody, you might be the only person in the game across all servers in that system and will have it all to yourself.

CIG said eventually they'll add 'Techboyjk discovered XYZ system at #stardate#' to the lore, but that will be long after it actually happened.

So maybe a year after I discover something, it'll get announced and people can start looking for it.

But I also think this sets up an opportunity to 'sell' coordinates for UEC. Especially to explorers or miners.

But you could also potentially discover a hostile area filled with bad aliens that results in them using that same jump point to discover our friendly areas creating a 'rift' event (like in the game rift) where there's an instance/game wide event started where everyone has to put down what they're doing and go defend the front lines. I loved this about Rift because you could be minding your own business questing, and if you don't go help put down the Rift event, the entire map will become hostile and you won't be able to do your quests because of the invasion.
 
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jlee

Lifer
Sep 12, 2001
48,511
219
106
And the discoveries are not announced either.

If you find that jump point and don't tell anybody, you might be the only person in the game across all servers in that system and will have it all to yourself.

CIG said eventually they'll add 'Techboyjk discovered XYZ system at #stardate#' to the lore, but that will be long after it actually happened.

So maybe a year after I discover something, it'll get announced and people can start looking for it.

But I also think this sets up an opportunity to 'sell' coordinates for UEC. Especially to explorers or miners.

But you could also potentially discover a hostile area filled with bad aliens that results in them using that same jump point to discover our friendly areas creating a 'rift' event (like in the game rift) where there's an instance/game wide event started where everyone has to put down what they're doing and go defend the front lines. I loved this about Rift because you could be minding your own business questing, and if you don't go help put down the Rift event, the entire map will become hostile and you won't be able to do your quests because of the invasion.

That could add an interesting dynamic - pirates, opposing factions/etc, suddenly on the same side to avoid the catastrophic defeat of everyone.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
2.4 has been sent to the avocados.

NDA bound - I wonder what's being released this time that they see a reason to warrant that. I mean....we are in alpha, it's all a big test bed. ;)


BTW....anybody who's looking at buying some T16000m sticks, you might wait a little longer. Looks like they have have made some improvements. Reports are saying the new hat works better and button quality has improved. Not really much in the way of changes from that, though...looks to be the exact same form factor.
 

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
NDA bound - I wonder what's being released this time that they see a reason to warrant that. I mean....we are in alpha, it's all a big test bed. ;)


BTW....anybody who's looking at buying some T16000m sticks, you might wait a little longer. Looks like they have have made some improvements. Reports are saying the new hat works better and button quality has improved. Not really much in the way of changes from that, though...looks to be the exact same form factor.

Yep. I think the group is likely smaller than 100.

Some people on the facebook group are posting info though.

The new T16000M does look to be an improvement. It looks basically the same but with subtle, valuable improvements. The biggest thing that jumped out to me is the buttons on the base now have physical identifiers so you can tell which button is which.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
Yep. I think the group is likely smaller than 100.

Some people on the facebook group are posting info though.

The new T16000M does look to be an improvement. It looks basically the same but with subtle, valuable improvements. The biggest thing that jumped out to me is the buttons on the base now have physical identifiers so you can tell which button is which.

The trigger looks to be the same, but I wonder if they replaced the switch. Trigger always felt a bit clunky to me on the T16k. Even though it's my strafe stick I use the trigger as my primary (I find it improves accuracy not to be trigger clicking on my pitch/yaw stick), so I would definitely appreciate an improvement there.
 

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
Not sure how authentic this is... someone posted it on the facebook group page

http://starmon.shin0by.com/structure/html/pathnotes/pts/15320.html

Star Citizen Alpha 2.4.0
Published: 2016-05-05 23:05:09


Star Citizen Patch v2.4.0

Alpha Patch 2.4.0 has been released to the PTU, and is now available for players to test! This patch provides access to our new Shopping experience, full Hangar interactivity from within the game client via new options and the Port Modification App. Many changes to Crusader and Port Olisar including the implementation of new missions, Alpha Currency and Defender reputation. Tying all these new features together and making them truly possible is our first iteration of server-side Persistence – our first persistent server databases! With this we can begin storing information about in-game characters, items, currency and reputation so they can be recalled between game play sessions. We also have our first pass on control unification between flight and fps controls which promises a greater experience then ever to players, new flyable Starfarer and Starfarer Gemini, the hangar-ready Reliant and numerous fixes across the game. During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time as required.

Your launcher should should show “2.4.0-352849” as the client version. It is strongly recommended that players delete their USER folder for the Test client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Cloud Imperium Games\StarCitizen\Test.

Please take full advantage of our PTU Issue Council area of the Community site (https://ptu.cloudimperiumgames.com/community/issue-council) to report any bugs you encounter, as well as contribute to other players submissions.

%{color:lightblue}Important Callouts:
Arena Commander has been disabled for this portion of testing.
The keyboard, mouse and gamepad default keybindings have received a massive update to better unify controls between different peripherals and also between flight and FPS modes.
The major highlights are listed in the UI section below. More detailed information will be coming in the near future, and in the interim, we strongly recommend that players review the keybindings in-game.
We strongly encourage players to use the default keybindings during the PTU phase, so as to provide us with as much constructive feedback as possible regarding the changes.
The Port Modification tool does not currently work in Crusader.
However, modifying your ship in your hangar will allow the loadout to persist into other game modes.
Additionally, the Port Modification tool has only limited access to ship parts at the moment, so modifying ship loadouts should not be a focus of testing in this initial push.
There is a high chance when loading into the Hangar, that you will load into empty space.
Reloading the Hangar will generally fix this.
aUEC is sometimes resetting to a seemingly-random amount.
There is missing geometry at far distances in the SelfLand hangar.
FPS weapons are not dealing damage outside of interior physics grid ships.

Contents:

New Features
Star Systems
Game Systems
Ships
First Person
User Interface
Updates and Fixes
Star Systems
Game Systems
Ships
First Person
User Interface
Technical
New Features

Star Systems:

Crusader

Port Olisar has been renovated. While some areas are still under construction, completed sections include a improved atrium and the opening of several new shops, including Casaba Shopping Outlet, Garrity Defence and Live Wire Weapons.
Crusader Industries has made lockers available in both the Ez Hab rooms and near the Port Olisar airlocks, to allow pilots to change their clothing during long stops.
If a player wishes to change their default civilian clothing, they will need to go to the shops in Port Olisar or ArcCorp and “Equip” items they have purchased.
This is a very temporary implementation until we have a better equipment access system implemented.
Characters now spawn into Port Olisar in their civilian clothing by default.
Characters who exit Port Olisar in civilian clothing rather then a spacesuit will die.
Respawning in Crusader now costs AUEC.
The charges are only for deaths by “natural” causes (ship blown up, shot by FPS weapon, spaced in the airlock, ect).
Characters are not charged for respawning if a user becomes stuck and has to use the respawn command.
If a player does not have enough AUEC, they will still be able to respawn.
New landing pads have been added to all of the Port Olisar struts to allow them to hold larger ships.
The asteroid fields around Crusader have proven to be incredibly dangerous to shipping traffic after the veritable flood of pirates into the area.
As a result, enterprising salvage-hungry pilots may find many more wrecks and valuables in need of recovery in the Yela asteroid fields then previously.
Likewise those who are enlisted by Tessa Bannister out at the local ICC Probe Station to investigate the more remote asteroid pockets may also find the odd keepsake of the poor lost souls who perished.
ArcCorp, Area 18

After months of construction, the Casaba Shopping Outlet has opened up on ArcCorp!
Interested pilots can now purchase the latest fashions from around the frontier at affordable prices.
Cubby Blast has also fixed the main sales computer, and is ready to sell eager pilots weapons and armor sets.
Hangar

Players can now select which of their available Hangars they wish to use from the Main Menu of the game!
Inside of the “Options” menu, in the Game Options section, there is a drop-down menu that will allow players to select which Hangar they would like to use.
This selection will persist between sessions.
Players who change their default Hangar while still inside the Hangar will need to exit and re-enter the hangar to see it update in the game-client.
The expansion bays for each Hangar are temporarily out of service.
This is temporary while we rework certain aspects of the expansion bays to function alongside the Port Modification App.
The VFG industrial central hangar is being expanded to allow owners of large ships to spawn craft in while the expansion bays are worked on.
Likewise the Revel & York central hangar bay is now Extra-Large to allow owners of the Starfarer to spawn it in while the expansion bays are worked on.
Hangar selections made via the RSI website will no longer work or be registered by the game client.
The character load out selector has been removed from the Hangar.
Characters now all load in with the same RSI space suit by default.
New civilian clothing and armor can be obtained from ArcCorp and Port Olisar.
Clothing can be equipped from the lockers on Port Olisar, or by interacting with previously-purchased items in ArcCorp.
The Holotable has been removed from the Hangar… for now.
Players will be able to modify their ships via the Port Modification App going forward.
Game Systems:

Bounty and Reputation System

Crusader Industries has identified a potential weakness in their criminal monitoring network at the understaffed Security Post Kareah.
As a result, Crusader Industries has constructed a much improved security station, armory and are looking to contract reliable pilots in the area as security guards to help protect it.
“Defenders” who repair enough Comm Array or ICC Probe missions will get offered a contract from Crusader Industries to protect Security Post Kareah from nefarious parties.
Newly recruited security guards will receive a weapon from Crusader Industries armory, and will need to defend the station for 10 minutes without dying or allowing any criminals to breach the main security terminal.
Security guards are authorized and encouraged to eliminate any trespassers that enter the station, with a 100 AUEC bonus instantly awarded per trespasser that is dispatched.
Outlaws in Crusader will now receive a mission from mysterious allies to kill the new security guard at Security Post Kareah.
Outlaws and Defenders in Crusader will receive missions to hunt one another in Crusader, with varying rewards.
Defenders will lose their mission to hunt Outlaws if they are killed by a Outlaw.
Outlaws who have a bounty on them can no longer be tracked via mobiGlas if they are outside monitored space.
Both “Defender” and “Outlaw” missions award AUEC.
Crusader Industries has tightened their monitoring on deactivating Comm Arrays.
Deactivating a Comm Arrays can now take players all the way to Wanted Level 5.
The timer for Outlaw Wanted Levels only counts down while the account is online on Crusader.
Outlaws no longer receive a special loadout when they respawn.
Instead Outlaws names will be in red on Augmented Reality when you approach them on foot, and they will appear as hostiles when targeted in space.
Outlaws at Wanted Level 5 will no longer get kicked from the server when they are killed.
Outlaw Wanted level will instead persist between sessions, until either enough active play time passes between criminal actions to return to a 0 Wanted level, or until the Outlaw takes actions to erase his wanted level via the Kareah security terminal.
Each Outlaw Wanted level now persists for a number of hours (not minutes) equal to the rank of Wanted.
Wanted level 1 persists for 1 hour, Wanted Level 2 persists for 2 hours, ect.
Wanted Level 5 would persist for 5 hours. Going all the way from Wanted Level 5 to Wanted 0 without taking actions to decrease the Wanted level would take a total of 15 hours.
The “Defender” reputation of a character on Crusader will persist between sessions.
The “Defender” reputation of a player in Crusader is not currently displayed on the HUD.
A players “Defender” reputation is permanent assuming no criminal actions are taken. Performing any criminal action will instantly erase any good reputation earned, and place them at Wanted Level 1.
Alpha Currency (aUEC)

We have added a new currency type that can be earned in-game specifically for testing purposes – Alpha UEC.
aUEC is currently awarded from performing both Outlaw and “Defender” missions in Crusader, and can also be earned by salvaging rare valuables in the asteroid fields around crusader.
The Covalex PI Mission rewards more or less aUEC depending on the ending you receive.
aUEC can be used to purchase items in both Port Olisar, Crusader and Area 18, ArcCorp.
Every account will start with 2750 aUEC.
aUEC can be tracked in-game via mobiGlas and will be periodically wiped as needed throughout the Star Citizen Alpha.
Repair, Restock, Refuel

Repairs, Restock, and Refuel in Crusader now cost aEUC.
When a ship lands on a Cry-Astro pad, the mobiGlas of the pilot will open automatically to the Cry-Astro app and show the character which service they need and how much each one costs.
The pilot can then select which ones they wish to purchase and then “Confirm” the service purchase.
Shopping Experience

We have introduced the first iteration of the Shopping Experience to both Port Olisar and Area 18!
Shopping is accessible through Augmented Reality.
Mousing over any item you are interested in while in AR will give you the name, description and price of an item
It will also present you with two options – “Try on” or “Buy Now”, which users can toggle between via the mouse wheel or dpad down on Gamepad.
Either option can then be selected via the standard “Interact” keybinding, which by default is via “F” on the keyboard or “Y” on the gamepad.
“Try On” will bring up a dressing room preview of how the item looks.
“Buy Now” will take you to the checkout screen, where you can confirm your purchase before it is delivered to your locker on Port Olisar.
There is also a option called “Deliver To” that is greyed-out, pending implementation in a future iteration.
If you already own an item, the UI will show “Equip” instead of “Buy Now”.
Cubby Blast (ArcCorp), Live Wire Weapons and Garrity Defense (Port Olisar) offers all of our currently available weapons and 6 armor sets.
Casaba Outlets offer civilian clothing in the form of hats, footwear, pants, shirts and jackets.
The main Casaba Outlet store on ArcCorp has a much larger selection of attire.
Items purchased via the shopping experience will also persist from session to session.
Please note that throughout the alpha and beta of Star Citizen we will periodically wipe items back to a clean state status for further testing.
Persistence

One of the biggest features we’ve implemented in Alpha 2.4.0 is our first iteration of true server-side Persistence. Persistent databases are what allow us to store information on items, ships, questions, locations, and actions that a player has taken, such that they can return to exactly where they left off session-to-session. This is a huge step forward into the “Persistent” part of making the “Persistent Universe” the vast universe we all look forward to.

During this first iteration, the following items will now “Persist” on the database and be saved from session to session.
aUEC
Item Purchases
Hangar Configurations
Ship Loadouts
Character Loadouts
Crusader Reputation (Criminal and Defender)
Ship Ammo and Missiles (Crusader only)
Port Modification App

What is this? What does it do? What doesn’t it do! This handy application allows pilots from all over the ‘verse to directly modify the loadouts of their ships – just by looking at their ships and activating the appropriate nodes!
This fun-filled new option is housed in mobiGlas and currently can be accessed by pressing the “home” key on your keyboard.
Once the Port Modification App is activated, your AR vision will show you interaction points in both the Hangar and Ship where you can place flair items, ships and modify components.
The Port Modification app works in both the Hangar and Crusader. Changes made in the Hangar will carry over to your Arena Commander simulation sessions, and changes made in Crusader will carry on in the ‘verse from session to session.
It also allows you to select what ships you wish to have in your Hangar without use of the RSI website, and allows you to select where and which Flair items you want to place!
Social Module

mobiGlas now shows both AUEC (Alpha UEC) and UEC in the top right corner of the main mobiGlas page.
Augmented Reality is now on by default.
It can still be toggled on and off with the F2 key.
Ships:

The MISC Reliant (Base) has been added as a Hangar-Ready ship.
The Starfarer (Base) and the Starfarer Gemini are now flight-ready, and available for pilots to summon in Crusader.
Ship health has received a balance pass across the board.
Ships that will have seen an increase in health include the Mustang (All), 300i and Freelancer.
Ships that will have seen a decrease in health include the Aurora (All), 325a, 315p, Hornet (all), Gladiator, Vanguard and Constellation Andromeda.
Ship armor and shields are currently going through a review for rebalancing, and may experience adjustments during the 2.4.0 PTU process.
First Person:

A whole slew of animation changes have been made to support the new shopping experience.
We have added a slew of new items from armor to civilian clothing that players can obtain and use through the Shopping experience.
Our initial selection of civilian clothing includes five styles of jackets, three different shirt styles (in a wide variety of colors), six styles of pants (also in a wide range of colors), shoes and hats!
We also have familiar Marine and Outlaw armors, flightsuits and the full assortment of FPS weapons.
User Interface:

The keyboard, mouse and gamepad default keybindings have received a massive update to better unify controls between different peripherals and also between flight and FPS modes. Major changes include:
mobiGlas is now on F1 on the Keyboard.
Spacebrake is now on “Left ALt+ X” (Keyboard) and “LeftShoulder+B” (Gamepad).
Exit ship/Exit seats is now on “Left Alt+F” (Keyboard) and “LeftShoulder+Y” (Gamepad).
Cycle Countermeasure is now “G” (Keyboard), and “Dpad Down” (Gamepad).
Launch Countermeasures is now Hold-“G” (Keyboard), Mouse Button 4, “RightShoulder” (Gamepad).
Throttle Min/Thottle Max is now “Backspace” (Keyboard) as a toggle.
Self-Destruct and Force Respawn are now “Right Alt” + Doubletap “Backspace” (Keyboard), and “LeftShoulder + RightShoulder” + doubletap “B” (GamePad).
The keybinding changes are very extensive. More detailed information will be coming in the near future, and in the interim, we strongly recommend that players review the keybindings in-game.
We strongly encourage players to use the default keybindings during the PTU phase, so as to provide us with as much constructive feedback as possible regarding the changes.
Updates and Fixes

Star Systems:

ArcCorp, Area 18

Fixed an issue where a lighting effect on the elevator doors would pop as the doors opened and closed.
Fixed an issue where a bright light was flickering on and off in the center of AstroArmada.
Toned down some of the lighting in the Customs area of ArcCorp.
Fixed an issue where the visual effects for the Sphere outside of TDD Jobwell were missing.
Fixed an issue where the Cubby Blast sign had some texture clipping and conflicts.
Crusader

Fixed an issue where the Yela asteroid were missing a number of graphical detail levels.
Fixed an issue where Quantum Traveling to an object would sometimes cause the player’s ship to be moved about 3000m in a random direction.
Fixed an issue wherein ramming another player’s ship and destroying your own ship in the process, would give the other user a Criminal Wanted level.
Fixed an issue where the Audio for Comms Array activation and deactivation was playing globally across the server.
Hangar

Fixed an issue where the door frames in the VFG Industrial hangar were missing detail levels.
Game Systems:

Arena Commander

Added the ability for characters to suicide in Arena Commander.
Fixed an issue in the Tutorial (Chapter 6), where the eject hint would be for the keyboard even when using the gamepad.
IFCS

Precision mode velocity damping now only applies to strafe.
Strafe is no longer affected by the space-brake.
Ships:

Fixed an issue where pilots who entered certain landed ships would sometimes see the artificial horizon holo-disc grow huge on their screens.
Fixed an issue where several ships would take a very long time to destroy unless their cockpit took damage.
Individual Ships

300 Series
Fixed an issue where the 300i and 350r landing gear would hover a few inches above the landing pad.


Aurora
Fixed an issue where maneuvering thruster audio on the Aurora LN was repeating excessively at moderate-to-high volume levels.


Avenger
Fixed an issue where the zoom-camera for the Avenger HUD would pull the camera too far toward the left or right when zooming in on screens.
Fixed an issue where the Avenger (all) would drain fuel very quickly when using boost or afterburner.
Fixed an issue where the Avenger Warlock was missing its Visor HUD information.


Cutlass Black
Fixed an issue where the zoom camera for the Cutlass Black HUD would pull the camera too far downward when zooming in on screens.
Fixed an issue where the entrance audio for the Cutlass Black did not attenuate over distance or direction.
Fixed an issue where the ramp suspension had no collision for all Cutlass variants.
Fixed an issue where the turret seat of the Cutlass Black was hovering inside of the cargo bay until it had been interacted with.


Gladiator
Fixed an issue where the left wing landing gear of the Gladiator would sometimes spawn in deployed for Arena Commander matches.
Fixed an issue where the Gladiator exterior lights were not aligned to the body of the ship.


Gladius
Fixed an issue where the zoom-camera for the Gladius HUD would pull the camera too far toward the left or right when zooming in on screens.
Fixed an issue where the Gladius pilot had no strafe animations.


Hornet
Made some minor art and visual effect tweaks to the Hornet series of ships.


Khartu-Al
Fixed an issue where using automated landing on the Khartu-al would sometimes cause the ship to strafe….forever.
Fixed an issue with the Khartu-Al where flying close to objects would cause the ship to rapidly switch between landing and flight mode.


P-52 Merlin
Fixed an issue where the Merlin maneuvering thrusters were missing graphical detail levels.


Retaliator
Fixed an issue where the zoom camera for the Retaliator HUD would pull the camera too far toward the center when zooming in on screens.


Sabre
Fixed an issue with the Aegis Sabre where the color and damage shaders were visible on the interior of the landing gear doors.
Fixed an issue where the zoom-camera for the Sabre HUD would pull the camera too far toward the left or right when zooming in on screens.


Starfarer
Fixed an issue where character who walked past a ladder in the Starfarer would automatically climb the ladder.
Fixed an issue where there was a flickering white light around the external gangway of the Starfarer.
Fixed an issue where the captain’s seat on the Starfarer had no “Use” prompt.
Fixed an issue where panels in the Starfarer Docking Collar were reversed.


Vanguard Warden
Fixed an issue where the Vanguard Warden’s missile racks could be attached to any ship.

Components

Fixed an issue where the Max Ox Neutron Cannon (S1 and S2) were both unaffected by overheating.
First Person:

Fixed an issue where characters would not lift their leg when EVA’ing around the Port Olisar rings.
Fixed an issue where the helm flashlight had a blur effect inside of ships.
Fixed an issue where the wheels and glass on the Greycat Buggy had graphical detail problems that would cause it to pop in and out at close range.
Fixed an issue where the Greycat Buggy was spawning with its wheels partially in the floor of the Hangar and ArcCorp.
Fixed an issue where the FPS Radar was oriented to the helmet and would rotate with it, instead of moving with the player.
FPS Weapons

Fixed an issue where the small arms fire from FPS weapons would not manifest inside of a ships physics grid.
Gun battles inside of ships are now fully possible!
Fixed an issue where the Devestator-12 Energy Shotgun damage abruptly dropped off at a certain distance.
Fixed an issue where swapping an Arrowhead Sniper rifle for another weapon would leave the Arrowhead rifle floating in mid air.
Fixed an issue where players could not pick up dropped Arrowhead Sniper rifle.
Fixed an issue where headshots taken with the Arrowhead Sniper rifle wouldn’t register past a certain distance.
Fixed some visual effect issues with the Arrowhead Sniper Rifle.
Fixed an issue where characters would drop their gun both when unholstering and when switching weapons.
User Interface:

Fixed an issue where the HUD Interaction cursor was not properly aligned with multi-function displays, making it difficult to cycle screens.
Fixed an issue where users could not rotate a turret with a HOTAS or Joystick peripheral.
Fixed an issue where certain keybindings were saved to the incorrect peripheral and were not saved on restart.
Fixed an issue where the “double tap” binding for player keybindings was not saving correctly.
Fixed an issue where the HUD Icons on the helmet holoradar were affected by motion blur, causing them to stretch when turning or looking around.
Technical:

Fixed a number of client crashes.
Fixed a number of server crashes.
Optimizations
Made some graphical performance tweaks to the Constellation Andromeda.
Made some continued performance improvements to the game servers.
Fixed some significant lag tied to the chaff visual effects.
 

JSt0rm

Lifer
Sep 5, 2000
27,399
3,947
126
And the discoveries are not announced either.

If you find that jump point and don't tell anybody, you might be the only person in the game across all servers in that system and will have it all to yourself.

CIG said eventually they'll add 'Techboyjk discovered XYZ system at #stardate#' to the lore, but that will be long after it actually happened.

So maybe a year after I discover something, it'll get announced and people can start looking for it.

But I also think this sets up an opportunity to 'sell' coordinates for UEC. Especially to explorers or miners.

But you could also potentially discover a hostile area filled with bad aliens that results in them using that same jump point to discover our friendly areas creating a 'rift' event (like in the game rift) where there's an instance/game wide event started where everyone has to put down what they're doing and go defend the front lines. I loved this about Rift because you could be minding your own business questing, and if you don't go help put down the Rift event, the entire map will become hostile and you won't be able to do your quests because of the invasion.


These are good dreams.

Non-contributory threadcrapping. Future failure to stay out of this thread could lead to loss of access to this forum entirely.

Perknose
Forum Director
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
That's quite a patch - I hope all of that clears to the PU.

Nice to see the Hornets get a health reduction. It had gotten to the point where I wouldn't even engage them because they were almost indestructible short of well-placed cockpit shots.

And MobiGlass based ship rigging? Please be good! No more holotable!!!!!

I think persistence is a bit of a landmark here, as it's really going to change the way people are playing in the PU. I look forward to buying weapons in the store - and keeping them, instead of having to spending a bunch of time running around to find them.

I think the first thing I want to do is get a ride on a Starfarer - and yes, I definitely predict FPS action is going to break out on these things now that weapons work aboard ships.
 

Seba

Golden Member
Sep 17, 2000
1,482
136
106
Not sure how authentic this is... someone posted it on the facebook group page

It sounds right. Too much work to be a hoax. Can't wait for the 2.4 release on live PU.

Of course, another Aurora nerf had to be included :) .

And MobiGlass based ship rigging? Please be good! No more holotable!!!!!
They announced this in the latest Around the Verse.
 
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rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
How does this: "FPS weapons are not dealing damage outside of interior physics grid ships"

Mesh with this: "Newly recruited security guards will receive a weapon from Crusader Industries armory, and will need to defend the station for 10 minutes without dying or allowing any criminals to breach the main security terminal."?

In other words, if you can't FPS outside of ship physics grid, how can you be a security guard at Port Kareah?

Also noted they're now saying wipes will occur in both Alpha and Beta....previously we were told they didn't plan on doing Beta wipes.
 

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
How does this: "FPS weapons are not dealing damage outside of interior physics grid ships"

Mesh with this: "Newly recruited security guards will receive a weapon from Crusader Industries armory, and will need to defend the station for 10 minutes without dying or allowing any criminals to breach the main security terminal."?

In other words, if you can't FPS outside of ship physics grid, how can you be a security guard at Port Kareah?

Also noted they're now saying wipes will occur in both Alpha and Beta....previously we were told they didn't plan on doing Beta wipes.

Perhaps KSP is treated similarly as a ship as it has it's own physics grid.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
We could go back and forth all day. There is one thing I know: 1 side will be eating crow when this whole thing is over. The only difference is if I eat crow I didn't lose $200 to $15k real dollars in the process.


Let's see....I've spent about 50 hours in BR alone, and no telling how much in the PU....probably about 80 hours total. Having a blast the whole time.

So, if SC folds tomorrow, I've gotten a pretty good return on investment. You, on the other hand, have spent how many hours creeping up details on the producer and his wife (which is a little weird), their media dude (even more weird), and various other people in the company; posting laughable gossip in threads like this.

What's your return on investment JS0rm? Think it's as good as mine? :)
 
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Worthington

Golden Member
Apr 29, 2005
1,433
17
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Why do you even bother to engage him? The very few legitimate posts he has in this thread (and he has had some decent posts, even if they of course are negative) are completely overwhelmed by his rumor mongering and thread crapping. The game could be an overwhelming success and go down as the most ground breaking game in the history of gaming (not saying it will) and he'd still find something to complain about. Just let him be.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
A short battle with a good Sabre pilot in my 350R.

I was 3..(or 4) sheets to the wind, but it was still a lot of fun. Neither of us won...he blacked out and slid into the boundary. And geez....the Rattlers are going crazy - constantly getting locked with these things.

https://www.youtube.com/watch?v=yrUssRl7cUg
 
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Seba

Golden Member
Sep 17, 2000
1,482
136
106
With this latest Shubin miner $5 coupon (together with $5 April Fools coupon and $5 discount from the Origin special offer), I now have all CCUs to upgrade my Aurora LN ($35 ship) to an Origin 300i ($55 ship), for the total cost of $5 (+VAT). I won't apply the upgrades yet.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
With this latest Shubin miner $5 coupon (together with $5 April Fools coupon and $5 discount from the Origin special offer), I now have all CCUs to upgrade my Aurora LN ($35 ship) to an Origin 300i ($55 ship), for the total cost of $5 (+VAT). I won't apply the upgrades yet.


I love the 300 series - can't wait for the rework. Go for it!