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submitted 10 months ago by Essence_of_Meh@kayb.ee to c/starcitizen@lemmy.ml

Had one yesterday, time to talk about the sequel.

Not gonna lie, today left a much stronger impression than day 1. I'm one of the weirdos who's fully onboard with all the sim and on foot stuff so I got a lot of interesting updates. Enough to get my hopes a little. Just a little.

Few notes from the stream:

  • really like the frontier fashion as I prefer more modern looking clothing compared to (some of the) futuristic designs we have now
  • clothes modularity is an amazing addition, another feature from my childhood dream game will be a thing
  • love the hair improvements, one of the things I really waited for
  • new character editor looks great, we'll finally be able to make really distinct characters
  • FPS updates seem good, all but ping anyway - not a fan of such mechanic. I'd rather have it tied to a usable device if it has to be in the game rather than just a helmet.
  • not fully sold on the slide but I don't hate it either
  • space combat improvements look good, that's about all of my feelings on that as I'm not particularly interested in this part of the game
  • still not sold on master modes, should probably try AC implementation
  • I'm really curious how my ~~brick~~ Aurora handles atmo flight in the future
  • new settlements look pretty impressive, I especially like the homey feeling of independent type tileset
  • Pyro presentation made me change my mind about trying out Pyro when it's out
  • mhmmm, yummy slugs
  • personal hangars look great
  • same with base building even though I'll most likely stick to a rentable apartment mentioned earlier this year
  • I'm not really invested in S42 but I'd be lying if the cinematic didn't change that a bit

Despite my overall careful curiosity towards the project I'd say it was a pretty good Citzen Con. We got a lot of good updates, some features that seem to be pretty advance development wise which might mean they'll indeed come to PU within next year and brought back some hope in the progress.

That said I do have one major gripe - for a project that's suppose to be run as "open development" limiting news through the year and hiding all of this behind S42 anti spoiler policy sucks.
They should either act truthfully and share more meaningful info with us on regular basis or stop pretending this is the "most open development ever" and stick to hoarding all the important stuff for big events. Don't treat us like the idiots we are.

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submitted 11 months ago by Essence_of_Meh@kayb.ee to c/starcitizen@lemmy.ml

How many of you watched Citizen Con? Any first impressions you wanna share?

Personally while I think all the tech presentations were nice I'm pretty much stuck in "I'll believe it when I can play it on live servers" mode.
Most of this stuff will take months (if not years again) to release so it's kind of hard to actually get hyped about it.

Some random notes about the stream:

  • engine trailer was nice, not much to write about it since tech showcases were always good
  • graphical updates were cool though the only thing I'm looking for are parts that will improve performance (I'm playing with an ancient CPU)
  • really like the realistic audio mode, that's exactly what I was hoping for
  • server meshing looks promising, let's hope live implementation goes well (as well as it can anyway)
  • destruction system will make combat way more dynamic and frantic. I'm curious how well this will work in actual gameplay.
  • resource management looks fun, probably won't see much of it since I prefer smaller ships but it should be a good addition that'll make multicrew ships less of a "best choice" (especially for solo players)
  • ship part was whatever. I mean, presentation itself was good, I just don't particularly care about ships.
  • I'm a bit mixed on the UI. Usability upgrades are good but I still hate the hologram style used for everything. Star map looked a little clunky but that might've been due to Bone stressing behind controls.

Pretty good start overall. All the demos were neat and showed a lot of long awaited improvements so kudos for that. I'm curious about what awaits us tomorrow.

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3.21 Live patch notes (robertsspaceindustries.com)
submitted 11 months ago* (last edited 11 months ago) by Essence_of_Meh@kayb.ee to c/starcitizen@lemmy.ml

Shortened version:
Alpha Patch 3.21.0 has now been released and is now available on the LIVE environment! Patch should now show: VERSION 3.21.0-LIVE.8779972.

It is strongly recommended that players delete their USER and Shader folders for the Public 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\Roberts Space Industries\StarCitizen\LIVE. The Shader folders can be found here: %localappdata%\Star Citizen

Update Warning: 3.21 has a nearly 34gb patch diff from 3.20 LIVE
Short Term Database Reset: Yes (Loss of items not stored in LTP)
Long Term Persistence (LTP): Enabled
Starting aUEC: 20,000

Known Issues

  • Misc Reliant - All Variants - The Reliant's wingstate does not change from its horizontal configuration with appropriate inputs after ASOP spawn
  • UI / Menus - Controls - Keybindings - The Default Preset Images for the keyboard and gamepad control schemes do not match what is bound by default
  • PU - Locations / Vehicles - When spawning a ship at a Docking Port, the ship will spawn clipped into the docking port geometry
  • MISC Hull C - PU - Vehicles - Can't undock the Hull-C
  • PU - Crusader / Orison - Locations / Transit - It's possible for turn gates to not open preventing players from entering shuttles
  • PU - Art - Items / Character / Textures - Multiple clothes / armor / undersuit variants lost color / using the default base color
  • PU - Multivehicle - Vehicles / Ships / Ship Components / Weapons - Laser Repeater occasionally stops firing but still consumes ammo
  • Hull C - Spawn / Cargo / LEO - Hull C with cargo can spawn extended in a large Hangar instead of Docking Port
  • Stanton - Multivehicle - RSI Constellation Series - Ship Feature - Snub Ship clips through Constellation variants in vertical position when retrieved from ASOP
  • PU - Stanton - Area18/GrimHex - Locations / Inventory / Respawn - Player loses loadout after dying in the armistice zone
  • Stanton - Actor - Personal Inventory - Right click item interaction menu cannot be closed once opened
  • PU - Stanton - AI / Locations - Combat AI will teleport / pop in combat
  • Multivehicle - PU - Vehicles / Actor Feature - Medical / Respawn - Cannot respawn on a ship that has streamed out
  • Room System / Actor / Locations - Room System does not protect player actor from extreme weather conditions in Lorville Interiors
  • Vehicles - Players and items can fall through the bottom deck of the Redeemer
  • Reclaimer - Vehicles - Stanton - Reclaimer bridge elevator interaction missing
  • Vehicles / GFX - Client FPS will drop as long as players are inside of the cockpit of the Drake Cutlass series
  • The Carrack's main elevator will get locked in place and begin to spin indefinitely after spamming the floors for a few minutes
  • Landing Pads - Multivehicle / Shopping - Refuel, repair, and rearm services unavailable when landed
  • Stanton - AI - Mission Giver - Wallace Klim is not visible at his location in Grim Hex

New Features

Locations:

  • New Jump Point Rest Stop Stations and Lagrange Points
    Gameplay:
  • New Legal/Illegal Mission: Retrieve Consignment
  • New Illegal Mission: Kareah - Steal Evidence

Ships & Vehicles:

  • Added New Flyable Ship: Crusader Industries A1 Spirit

Feature Updates

Gameplay:

  • Repel Raid on Orison with New Crusader Platforms
  • Added Support for Players to Sell Things Owned by Members of Their Party Without it Being Considered Stolen

Ships and Vehicles:

  • Ground Vehicle Physics Updates
  • Driver Remote Turret QoL Improvements

Bug Fixes

  • Fixed and issue causing players to become unstowed and not have an option to enter the Star Citizen Universe
  • High winds on planets should no longer blow ships away
  • Cargo ATC should no longer fail to detect vehicles within the loading zone or fail to initiate cargo transfers
  • Fixed an issue causing character's view to get stuck wiggling when colliding in EVA
  • Fixed an issue that could cause server performance to create rapid Spikes in Charge Level when Mining
  • Fixed Medical Bay Bed and Screen Obstruction in Hangars
  • Carrack's bridge should no longer cause extreme performance drops
  • Fixed an issue causing low client FPS around Hammerheads
  • Fixed the ARGO RAFT being unable to collect refinery orders
  • Fixed an issue causing an incorrect model to appear while using the DNA Character Customizer
  • Fixed SDR Brightness/Contrast/Gamma settings causing degradation in HDR quality
  • AI NPCs should no longer face the wrong directions when performing a leaning animation
  • AI NPCs should no longer begin to float while standing within a useable
  • Fixed an issue causing AI to not exit reinforcement vehicles at derelict outpost locations
  • Fixed an issue causing unconscious AI preventing spawn closet doors from closing when inside them, which caused no more AI to spawn
  • Players in the Anvil Pisces should no longer get pushed out the top of the ship or get stuck when using the bed
  • Camera should no longer be forced into third person after the player stands up from any vehicle seat twice
  • Toggling power on/off and Changing Weapon Groupings should no longer cause mouse clicks to not respond
  • Fixed Ship weapons not being able to charge or show no ammo after being retrieved
  • Bartenders should no longer be missing in multiple bars in major cities
  • Green Imperial Medical Regeneration Kiosks should now correctly display their UI
  • Fixed Excessive ATC Cargo communication while loading or unloading Hull-C
  • Fixed auto-docking the Hull C causing it dock wrong into the port and damage the ship
  • Fixed an issue causing players who accepted a shared salvage mission to not have permission to salvage the mission ship
  • Camera should no longer be stuck on players feet while trying on backpacks in shops
  • AI NPCs can begin to float while standing within a useable
  • Fixed spawn closets sometimes placing enemy AI out of bounds of their intended spawn points
  • Fixed an issue causing player legs and arms to become contorted in many ship cockpits
  • The Caterpillar should no longer be missing flare and chaff countermeasures
  • ATC should no longer repeat "you are clear for launch" and provide no other function after undocking from a location
  • Players should now fully be able to equip looted items after restarting game session
  • Salvaged weapons and components should no longer disappear from ship cargo bay after storing
  • The Ballista should now be able to hit locked targets with missiles instead of hitting itself with the missiles

Technical

  • Fixed 7 Client Crashes
  • Fixed 5 Server Crashes
  • Fixed a Server Deadlock
  • Made Further Server Entity Optimizations
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CitCon and Pyro (midwest.social)

So if they don't release Pyro at CitizenCon, how far out can they say it will be released without being yet another 2018 announcement?

If they say sometime next year, count on at least 5 years. They really need to be CLOSE with the way they've hyped Pyro.

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submitted 11 months ago by rurudotorg@feddit.de to c/starcitizen@lemmy.ml
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submitted 11 months ago by MrAegis@lemmy.ml to c/starcitizen@lemmy.ml
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I thought this was a nice 10 minute recap of what the replication layer stuff is, the plans we know about from way back and where we're at now.

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Just finished the aesthetic pass for my new modular button box.

Each button module has a 2" yellow OLED display and an STM32F103 (overkill). They are chained together to the top module that runs FreeJOY firmware. The selector is a 6 position rotary switch that can select 1 of 5 shift pages (0 is unconnected) and the displays will say whatever you want and can fit in a 256x64 pixel resolution. Each module attaches to the lower one with 4 diagonal Torx M2 screws.

The module measurements are:

100mm wide, 25mm tall, 37mm deep (excluding the aesthetic corner screws (that can be used to put the modules in a panel, but for now I'm using them as a standalone block)

Top module is same dimensions but 50mm high.

Why am I overpowering each module if I could just daysichain them to a single one? Because someday, in the far future, CIG may gift us an API to pick up data from the ship/game, and then I want the modules to be able to take actions and do much more than now. For the time being, tho, I'll make them act dumb and just let me know what each button does.

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submitted 11 months ago by jet@hackertalks.com to c/starcitizen@lemmy.ml

I love the hull c, it's just a romantic design, real space cowboy meets space trucker feelings.

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submitted 11 months ago by lwe@feddit.de to c/starcitizen@lemmy.ml

I feel the lemmy sub could use a bit of an active posts every few days.

Still feels a little empty here, especially in comparison to the subreddit.

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Star Citizen 3.20 VoiceAttack Macros Updated - Resolution independent macros that dovetail perfectly with HCS Voice Packs! Navigate Quantum Jumps with your voice! #StarCitizen #voiceattack #hcsvoicepacks

https://youtu.be/9OYW4fixIBE

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"You can hop in your beautiful yellow tuning fork"

Com'ere you little shit!

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submitted 1 year ago* (last edited 1 year ago) by Nixie@discuss.tchncs.de to c/starcitizen@lemmy.ml

On the last cargo refactor video from CIG, they added a very special load.

Fucken trolls.

XDDDDDDDDD

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I left like a year ago, but I have lost touch with the Citizens over there. I myself migrated to Mastodon, but where's the rest of the people that left?

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Combat Logging Timers Have Been Added (robertsspaceindustries.com)
submitted 1 year ago by MrAegis@lemmy.ml to c/starcitizen@lemmy.ml

New Features

Gameplay
Added Combat Logging Timer

Along with 3.20, we have added a new Combat Logging mechanic to avoid as much of this issue as possible. With this updated mechanic, while a player is in combat and outside of a green zone, the player and their ship will remain in the PU for a short period after exiting the game fully or to the menu. This also comes with a warning while exiting to menu to make sure you are in a safe area before leaving as it will leave your ship and character vulnerable at the location they left the server.

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QoL Improvements coming for Mole in 3.20 (robertsspaceindustries.com)
submitted 1 year ago by MrAegis@lemmy.ml to c/starcitizen@lemmy.ml

Good news everyone,

We managed to squeeze in a giant QoL for the Mole pilots. I do not want to give away the surprise, please pay close attention to our patch watch for more details.

Cheers

PS: Try pressing "m" in the pilot seat PPS: will hopefully be part of the next build

-Savrals-CIG

My guess is that the pilot will at least be able to view the mining HUD to get a better feel for distance from the rock and how close it is to breaking up.

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submitted 1 year ago by MrAegis@lemmy.ml to c/starcitizen@lemmy.ml

Changes between previous and current patch notes (Credit goes to Inkwell and DrsPyro)

Known Issues changes, 3.20.0_8680168 (PTU c) -> 3.20.0_8684108 (PTU d):

Added:

  • PU - Inventory - Local inventory infinite loading after loadout change in VLM and relogging into the game
  • Prison Kiosk / Ore Sale - Game Code / Transaction - Transaction failure occurs when attempting to deposit Harvestables

Removed:

  • Multivehicle - PU - Ship / HUD - PING wave does not visually activate for players
  • PU - Stanton - Audio Feature - ASOP / Fleet Manager - Audio - Incorrectly states all hangars are currently in-use
  • PU - Stanton - Grim Hex - Locations - Medical - Medical Imprint fails to transfer to Grim HEX, causing players to respawn at their default location
  • PU - Stanton - Grim Hex - Locations - Ships called via ASOP don't spawn but are assigned a hangar
  • PU - Stanton - GrimHex - Hospital - Locations / Transit - Actor / Elevator - Actor takes damage in the hospital elevator after respawning in the hospital

Fixed:

  • Multivehicle - PU - Ship / HUD - PING wave does not visually activate for players
  • MISC Hull C - Stanton - Vehicle / Actor Tech - There is no oxygen/breathable atmosphere at the engineering end of the spindle corridor when it is extended
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Scorpius vs Idris (lemmy.sdf.org)
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Love A2 bombs (lemmy.sdf.org)
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