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Star Citizen - Development Updates

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Comments

  • rodarinrodarin Member EpicPosts: 2,611
    Orinori said:
    rodarin said:
    Babuinix said:
    rodarin said:
    well they updated the funding chart 11-24 was the 60K I said before, 11-25 they give credit of 770,167 so two day total of 830,249. more than a million  less than they raised the first two days of the anniversary sale last year.
    How's that financial maths exercise going?  You think CIG will survive this winter?
    well they made 1.6 million today so maybe, theyre up to around 2.4 million the first 3 days so theyre ahead of last year. But it looks like they have also put every jpeg they have ever drawn on sale.

    the dream lives on I guess
    ah come on now you said they only raised 60k on the first day, so really they raised 2.4 million in only 2 days! wow!

    so.......you have me a little confused now. Does this mean by your logic that you were explaining before that 3.0 is a huge roaring success loved by so many? or is it this new theory "But it looks like they have also put every jpeg they have ever drawn on sale" that the sales figures are based on what they are selling?
    Its the same as its always been...a fool and his money are soon parted. People have more money than brains. Pick one.

    Having people support them has never been a problem. But it was looking like some were smartening up some. Which might still be the case. Could just be the same bunch of whales buying ships to sell if the game releases.

    Those 'limited' time only sales (which are never limited) are great for the gamblers who fit one or both of the reason I stated above who think they can profit from this thing somehow.
    Babuinix
  • OrinoriOrinori Member RarePosts: 751
    edited November 2017
    rodarin said:

    Could just be the same bunch of whales buying ships to sell if the game releases.

    Finally you have said something I can get behind! The grey / black market is a Star Citizen constant. These guys make their money back over time with no need to even wait for release. (meaning that normal folk are still buying a lot, just not exclusively on sale days)

    All though, knowing the things you have written, when I reread your comment it is possible you mean that the same bunch of 20 or so guys are buying ALL of the ships and probably I guess buying all of the ships outside of the sales and have 160 million worth of ships stockpiled and ready to sell on launch day.
  • rodarinrodarin Member EpicPosts: 2,611
  • BabuinixBabuinix Member EpicPosts: 4,265
    rodarin said:
    In style ofc:



    Goon math is the best math lol...

    Desperate much?
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766


    Best bug yet :D
    BabuinixErillionOctagon7711
  • OrinoriOrinori Member RarePosts: 751
    rodarin said:
    There is no need to, Star Citizen has reached that point in development were it starts to talk for itself. 
    Babuinix
  • ErillionErillion Member EpicPosts: 10,297
    edited November 2017
    Q&A Session on how to claim land in Star Citizen

    https://robertsspaceindustries.com/comm-link/engineering/16292-Q-A-UEE-Land-Claim-Licenses


    "Do I need to file a claim to build a base or mine?

    No, you can freely build or mine planets and moons outside UEE controlled space but you’re on your own as far as security goes. It’s worth noting, too, that one of the largest deterrents to others moving in on a valuable section of land you’re working – or taking liberties with an outpost you’ve constructed – is the fact that within UEE space such actions are criminal and will have significant consequences for the infringers. These protections, of course, don’t exist beyond the borders.


    Will I have an advantage over other players if I buy a claim license now?

    No. Licenses can be bought for UEC in game and no one will be able to claim land before the mechanic is available in game for all. People that own claim licenses now, during the anniversary sale to support development, and people that earn the money in-game to buy one will be on equal footing assuming they have enough UEC, especially as there will be millions of locations for people to explore and claim within the Universe over the life time of the game.



    Will players claiming the “best” plots of land on day one be an issue?

    No. Due to the billions of square kilometres of available land over many planets and moons and of course as new Star Systems are introduced and explored, all players will have the ability to find and claim new “hot spots” throughout the lifetime of the game. Also, every player can have their own reason for what could be the ‘best’ piece of land, while some may judge a plot of land based on the type and quantity of natural resources that it contains, others might be looking for proximity to trade routes, and others could simply look for a quiet spot with a beautiful vista. This – combined with the fact that there’s an enormous amount of real estate available – means that prospecting and the purchase of land are two pieces of a supply-and-demand equation governing how rapidly land of a distinct perceived value will come on the market."

    etc.




    Have fun



    Babuinix
  • Octagon7711Octagon7711 Member LegendaryPosts: 9,000
    edited November 2017

    RSI Constellation Phoenix: Is now available

    For sure Limited in Stock 1000, No LTI - SHI 5y, No CCU!!! CCU to Orion and Polaris available!!!

    https://robertsspaceindustries.com/pledge/Standalone-Ships/Rsi-Constellation-Phoenix-Anniversary-2017

    "We all do the best we can based on life experience, point of view, and our ability to believe in ourselves." - Naropa      "We don't see things as they are, we see them as we are."  SR Covey

  • ErillionErillion Member EpicPosts: 10,297
    New Patch Notes:

    "Alpha Patch 3.0.0ad has been released to the PTU, and is now available to test! Patch should now show: PTU-675526


    Important:

    • Focus: (UPDATED) New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • (UPDATED) All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.

    We would like you to focus on the above for this wave of testing and bug reports.


    NOTE: Other content and features are in and listed in the notes, but currently not the focus of this testing phase as they undergo bug fixes and polish. Additionally, there's content that is not listed in the notes that are intended for live release and will be added iteratively during the testing cycle.

    Key Game-play How Tos:

    Afterburner: There is now a single afterburner with the ability to achieve higher top velocity under certain conditions, giving us AB SCM and AB Cruise with the only distinction being two different speeds. You can only enter AB Cruise if your flight path is a straight, forward line. Otherwise you're limited to AB SCM, i.e. while maneuvering/strafing. Once in AB Cruise you can release the afterburner key and go into an AB idle mode to maintain your current speed. Throttle setting and y-axis strafe level allows incremental speeds, but you will decelerate if you change your vector. If you continue to hold AB and maneuver, you drop to AB SCM speed until you return to straight-line flight. AB Idle holds your current velocity as long as you're not maneuvering and decoupled rotation is allowed while in AB idle.


    Show Location: We have added a command that allows you to find your location in coordinates (useful for bug reporting purposes). Enter "/showlocation" in the chat box (make sure you are in a all chat) to get coordinates.


    Ship Start Up: Approach the entry point of your ship, then press and hold "F" to activate the interaction system. Select from the various inner thought prompts using the cursor or mouse wheel to move between them. Once inside your ship, again press and hold "F" and select the "Flight Ready" prompt to run through complete ship start up. Alternatively, you can press the "F5" key for quick start up.


    Landing: Landing now takes place through an Air Traffic Control (ATC) system. When close to a landing location, request a landing by navigating to your "Comms" menu on the MobiGlas (note: this is incorrectly displayed as a ship icon) and pushing the hail button (wifi symbol). Wait a moment, and ATC should assign you a landing location. Note, you may need to request take off to leave Levski (trigger opening of bay doors).


    Quantum Travel: To quantum travel to a destination, open your MobiGlas (F1) and select the StarMap App (diamond shaped symbol). From there, use the mouse to select a destination. Whether or not an object can be selected for QT is determined by gravitational values (The larger the object the further away you can detect it, large objects with small objects in orbit drown out their detection capabilities at long ranges). Meaning you will not be able to travel from point A to B at all times, but instead may need to move into orbit of a larger body to detect destinations also in orbit. For example, to get to a station orbiting a moon that orbits a planet, the route is Planet>Moon>Station. Once you have a destination selected you can "set destination" on your MobiGlas to bring up a quantum travel target. As before, align with the QT target and press "B" to travel.


    Major Known Issues:

    Items and ships placed in hangars are not persisting between sessions.

    Items are missing from shops and cargo from kiosks.

    Equipping a weapon already equipped in another slot on the PMA results in a client crash.

    Focus Feature Updates


    UI

    • When in interaction mode, mousewheel zoom now scales step size based on scroll wheel velocity.
    • Switched interaction prompt to "grab" for cargo boxes and "chat" for mission givers.

    Ships and Vehicles

    • Aurora series: Updated external geometry to include store-all system for cargo and adjusted SCU carrying capability.
    • Mustang series: Lighting update and polish.

    Bug Fixes

    • Moved dashboard interaction for "open ladder" on the Avenger series to make it easier to interact with.
    • The Dragonfly, when hovering in landing mode, should now be able to properly make left turns.
    • The automated defense turrets at the comm arrays should now function properly (be careful wanted criminals, level four or higher).
    • The 300 series should now properly have a "Flight Ready" interaction prompt.
    • Realigned wing hardpoints to fix weapons clipping into the mounts.
    • Fixed an area inside the 300 series that had no internal atmosphere.
    • The Hornet should no longer be able to carry cargo if the module is not attached.
    • You should no longer lose ambient audio when in the driver's seat of the Greycat.
    • Players should no longer be able to walk around while trying on clothing.
    • Players should no longer be able to fall through elevator physics grid at Levski.
    • Fixed an issue where derelict missions wouldn't work after abandoned by a player.
    • Fixed an issue where the ship being escorted wouldn't quantum travel away at the end of the mission.

    Technical

    • Various crash fixes.
    • Minor performance tweaks.

    Non-Focus Feature Updates


    N/A


    Content missing key elements:

    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System

    Bugs, issues, and work arounds (W/A):

    • Items and ships placed in hangars are not persisting between sessions.
    • Ballistics leave "replace me" textures in Star Marine.
    • You can make claims on ships that are not lost, destroyed, or damaged.
    • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
    • Repaired wings don't always restore weapons."




    Have fun

    Babuinix
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766


    The Hull C lives, the smaller ones are already huge, the type of ship I want cause trading
    Erillion
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    Persistent Locations were enabled in the last PTU build, this shows how it works:


    Pretty much what saves your location in space is logging out from a bed in your ship, this will work with your crewmates if the ship still persists in space and they log out, they'll also spawn inside your ship.
  • kikoodutroa8kikoodutroa8 Member RarePosts: 565
    Gotta love these imaginary features!!! <3
    ScotchUp
  • BabuinixBabuinix Member EpicPosts: 4,265
  • lancerxxlancerxx Member UncommonPosts: 63
    Babuinix said:
    The legs for the suit seem to have been influenced by the satyr mythical creature
    Erillion
  • ErillionErillion Member EpicPosts: 10,297

    "Star Citizen Patch 3.0.0af

    Full patch notes can be found here: https://ptu.cloudimperiumgames.com/spectrum/community/SC/forum/1/thread/star-citizen-patch-3-0-0-ptu-2

    Alpha Patch 3.0.0af has been released to the PTU, and is now available to test! Patch should now show: PTU-677618

    Important:

    • Focus: New patcher, station traversing, ship spawning, StarMap app, quantum travel, landing, air traffic control (ATC) system, quantum fuel usage/balance, hydrogen fuel usage/balance, afterburner, shopping, ship MFDs, missions, core combat (mission related).
    • All the ships are flyable, but the following are the ships that have had the most attention and focus: Gladius, Hornet Series, Sabre, Vanguard, Constellation Series, Cutlass Black, Caterpillar, Nox, Dragonfly, Prospector, Freelancer, Aurora series, Argo series, Buccaneer, Greycat, Starfarer series, Khartu-AL, Avenger series, Gladiator, Mustang series, Herald, Merlin, 300 series, Ursa.

    We would like you to focus on the above for this wave of testing and bug reports.

    Major Known Issues: .
    • Ships currently only have one functioning MFD.
    • There are frequent and pervasive CPU spikes associated with ships using a physics grid.
    • First implementation of persistence bed spawning will have numerous bugs and issues.
    • Items and ships placed in hangars are not persisting between sessions.
    • Both Constellations and the Cutlass currently can't be made flight ready.

    Focus Feature Updates

    Universe

    • Removed trash from in front of Levski market and swapped out Dumper's clerk for one with stable hair.

    UI

    • Updated cursors for interactions on various ships
    • Added audio for inner thought prompts.

    Ships and Vehicles

    • Pressing "F6" now completely powers down your ship.
    • Balance pass on item 2.0 components, notably shields.

    Bug Fixes

    • Fixed permanently open doors at Garrity Defense.
    • Fixed atmosphere issues in the command module of the Caterpillar.
    • The automated turrets should now properly function.
    • Entering the pilot seat of the Mustang Gamma/Omega should no longer teleport the player underneath the ship.
    • Fixed an atmosphere gap in the Cutlass where the cargo hold met the cockpit area.
    • Fixed an issue in the Starfarer where when a second player sits in a seat all MFDs turn off until power is cycled.
    • Quantum travel entry sounds should now play for the Gladius.
    • Updated texture streaming to fix some issues with moon surfaces.
    • Refactored how impact damage is calculated to fix high damage for low speed player impacts.
    • Set escort missions to spawn Constellation Aquilas and changed navpoint markers.
    • Fixed objective update spam and re-ordered missing crew list to be more logical.
    • Fixed missing audio from journals during the PI wanted mission.

    Technical

    • Minor crash fixes.
    • Fixed the Arena Commander multiplayer mode entry crash.

    Non-Focus Feature Updates

    Cargo

    • Carryable commodity crates dropped from a destroyed vehicle will now appear in persistent data when placed inside of another vehicle.

    Bug Fixes

    • Exiting the pilot seat of the 85x while landed should no longer trap the player inside the ship geometry.
    • Players should now be properly receiving score for damage in Arena Commander swarm modes.
    • Fixed various VFX and trigger issues with exploding objects in Star Marine.

    Known Issues:

    Content missing key elements:

    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System

    Bugs, issues, and work arounds (W/A):

    • Items and ships placed in hangars are not persisting between sessions.
    • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
    • Repaired wings don't always restore weapons."


    Have fun


  • ErillionErillion Member EpicPosts: 10,297
    " Star Citizen Alpha 3.0.0ag PTU.678451 Patch

    Focus Feature Updates


    Universe

    • Increased the engagement range of automated turrets.
    • Fuel balancing pass on all ships to fix slow recharge and high fuel usage when mobile.

    Missions

    • Added in sub-objectives when collecting vital pieces of evidence for the "P.I. Wanted" mission.

    UI

    • MobiGlas: Removed size number from port/item list, replaced "X" with "Unequip", added "grade" field, adjusted currently equipped item to a clearer highlight, and added headings above item list.

    Bug Fixes

    • Fixed formatting issues for journal text.
    • The Gladius should no longer spawn nose up.
    • Fix for T-pose upon login when logging out of the Starfarer bed.
    • Fixed removed items not persisting as removed when opening and closing the MobiGlas.
    • Interaction points should now correctly highlight inside the M50.
    • The shopkeeper should now be back in Dumper's Depot at Levski.
    • Fixed Avenger engine glow not turning off when spawned.
    • Updated MFD screens to fit properly into the mounts of the Prospector.
    • Fixed mission item despawning with ship and corrected mission objectives.
    • Fixed a pause in movement when entering EVA for the first time.
    • Fixed for boxes being stock in a carried state when failing a pickup animation (box-hand).
    • The interior bomb bay doors on the Retaliator should now open properly.
    • Updated Sabre series thrusters so engines don't glow when ship is powered off.
    • Updated Retalaitor thrusters so engines don't glow when ship is powered off.
    • Fixed abandoned outpost delivery objective causing failed mission when picking up mission item.
    • Logging out in the captain's bed of the Retaliator should no longer return the player T-posed.
    • Door audio should no longer be missing when the door is used for the first time.
    • Players should no longer be able to disable seat function by opening MobiGlas while exiting the seat.

    Technical

    • Fix for CPU spikes.

    Non-Focus Feature Updates


    Bug Fixes

    • AI should no longer have placeholder names on the top right when spawned into Arena Commander.

    Known Issues:

    Content missing key elements:

    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System

    Bugs, issues, and work arounds (W/A):

    • Items and ships placed in hangars are not persisting between sessions.
    • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
    • Repaired wings don't always restore weapons."

    Have fun

    Babuinix
  • BabuinixBabuinix Member EpicPosts: 4,265
    All recent ATV updates into one video:



  • BabuinixBabuinix Member EpicPosts: 4,265
    New ATV


  • laxielaxie Member RarePosts: 1,118
    The best new feature is they gave me a refund last week. I've been trying for 3 years and it finally worked - their internal policies must have changed.
    Babuinix
  • rodarinrodarin Member EpicPosts: 2,611
    laxie said:
    The best new feature is they gave me a refund last week. I've been trying for 3 years and it finally worked - their internal policies must have changed.
    nah they finally got enough money from this anniversary sale to process the requests. Its so coincidental when people claim they finally got refunds it was right around a big influx of cash coming in from some sale. But they have tens of millions in the bank.....
    Babuinixbeebop500SlyLoK
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    In the latest update by the way,

    The SQ42 holiday stream is to happen on the 21st.
    Octagon7711
  • OrinoriOrinori Member RarePosts: 751
    edited December 2017
    MaxBacon said:
    In the latest update by the way,

    The SQ42 holiday stream is to happen on the 21st.

    Holiday Livestream 2017 Time and Date


    "Thursday, December 21st at 12 PM PST for our Holiday ATV Special focused on Squadron 42 


    A little reminder of last years livestream, lets hope it's not like that one!

    https://www.youtube.com/watch?time_continue=243&v=l6UpYsOwlGY
    Octagon7711
  • rodarinrodarin Member EpicPosts: 2,611
    http://www.gamesindustry.biz/articles/2013-04-22-chris-roberts-how-incredible-community-transforms-development

    Great perspective re-read.

    I love the first line: and fans continue to jump in even though the game is more than a year away.  LMAO did they ever get that one right,

    That article was posted April 22, 2013.
  • BabuinixBabuinix Member EpicPosts: 4,265
    Chris Lewin Software Engineer, EA4 years ago
    I think the biggest downside to Kickstarter has yet to reveal itself, which is dealing with the fallout when the finished product doesn't meet the backers' expectations. This will happen in two ways - any real project will shed commitments as it gets closer to finaling, leading to the end result being significantly different to what was promised. Second, every backer will have an idea of the game constructed mostly from their own imagination, which will probably be very different to what the devs actually build. Both of these disconnects will be viewed as 'promises being broken', leading to wailing and gnashing of teeth once things are actually released. The traditional model doesn't have this problem because buyers only see the finished product (of course, disconnect between the marketing and reality of the game can still have a similar effect, as recent events have shown).

    In short, the Kickstarter projects that have succeeded have done so partially due to hivemind behaviour on Reddit and elsewhere, and the same hivemind that gets your game funded can be incredibly vengeful and single-minded in their devotion to your downfall (I think they call this 'circlejerking').

    Nailed it lol!

    Whinny gamers are the worst nightmare of gaming dev's. No wonder most of them keep their projects secret until release ready. Pity really...

    As for updates...

    Star Citizen: Citizens of the Stars - Benoit Beausejour & Starmedic


    New Patch deployed for Evocati&Co:

    Star Citizen Alpha 3.0.0aj PTU.684185 Patch Notes

    Major Known Issues:

    • Control changes are incomplete and may have bugs and issues. Known: Alt modifier activates free look as well. Suicide does not function.
    • Some ships may be spawning without items or without the ability to "flight ready". W/A: If this happens please file an insurance claim to replace the ship.
    • First implementation of persistence bed spawning will have numerous bugs and issues.
    • Items and ships placed in hangars are not persisting between sessions.

    Focus Feature Updates

    General
    Universe
    • Updated music around major stations.
    • Changed all security Avengers for Gladius security variants.
    • Added additional hab units to Port Olisar.
    Missions
    • Added asteroid fields as possible locations for steal and recovery missions.
    Ships and Vehicles
    • Vehicle Manager App (VMA) has been updated. Note: This is still accessed incorrectly through the comms symbol on the mG.
    • Updated shield health values, four-face charge times, one-face charge times, down delay times, and reallocation values. Face hardening should now work and have a noticeable effect.
    • Tweaks to lower the strength and effect of turbulence on all ships.
    • Revised hydrogen fuel consumption for all ships: Larger tanks, smaller cost for linear and angular motions, and ship intakes now pull in 20% of allotted fuel when idle.
    • Freelancer: Changed support screens to MFDs.
    • Retaliator: Changed support screens to MFDs.
    Bug Fixes
    • Missions with delivery objectives on Daymar should now work properly.
    • Accepting the intro waste disposal mission from Ruto should no longer lock out other players from Ruto missions.
    • Bed logout prompt should now function in the Avenger series.
    • Fixed an issue where Ruto mission markers were sometimes appearing far from their attached location.
    • The Starfarer copilot MFD should work with all features.
    • Fixed an issue where Eckhart would no longer invite the player for further missions after completing the first.
    • Updated glow on GrimHex signs to make the text readable.
    • Re-enabled item display on PMA.
    • Ship components should now update when replaced via the port mod app.
    • The character's hand should no longer contort when operating the throttle in the Hornet series ships.
    • Made the screen textures transparent to fix standout on the Merlin.
    • External particle effects should no longer be retained after quantum travel when viewed by another player.
    • Enter/exit animations for the Merlin should no longer break after the first usage.
    • Fix for zero-g enter/exit animations for the M50, which tended to hurt or kill the player.
    • The Freelancer should no longer respawn when someone who is not the owner reconnects after logging out from the bed.
    • Logging in post-bed logout after the Vanguard is destroyed will no longer spawn the player in bed debris.
    • The 3D ship radar should now show ships properly.
    • Players should no longer be able to open the Starmap with the 'Home' key while in 'try on' mode.
    • Audio should now correctly play for all ATC and video should work for Levski ATC.
    • Fixed pickup point for illegal drugs to correctly spawn.
    • Ground vehicles should now have an external light keybinding.
    • Fixed various interior asset issues with the Avenger Warlock.
    • The Sabre should no longer spawn in leaning back on the rear landing gear.
    • Fixed criminal delivery mission so that GrimHex is the destination rather than Port Olisar.
    • Moved books overlapping delivery part of admin table at Port Olisar.
    • Players should no longer lose Ruto mission after accepting for reputation changes gained along the way.
    • Outpost on surface locations should no longer interact like Quantum Travel points on the Starmap.
    Technical
    • Minor performance tweak.
    • Minor crash fixes.
    • Arena Commander swarm mode crash fix.

    Non-Focus Feature Updates

    Ships:

    • 85x: Changed support screens to MFDs.
    Known Issues:
    Content missing key elements:
    • User Interface
    • Insurance and Persistence
    • Internal Ship Docking
    • Comm System
    Bugs, issues, and work arounds (W/A):
    • Items and ships placed in hangars are not persisting between sessions.
    • Vehicle customizer app on wrong MobiGlas button and not yet functioning.
    • Repaired wings don't always restore weapons.
  • MaxBaconMaxBacon Member LegendaryPosts: 7,766
    edited December 2017
    The new radar map first implementation felt on the PTU in the last patch, this is the starmap directly in the ship UI, 



    Babuinix
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