According to the Forums, a lot of Ships got changes severely from their stat-pages, for example the Freelancer and Constellation seems to have much weaker weapons on their turrets (unmanned ones on Freelancer) than what they’ve been described to have and the Herald doesnt seem to have any relation to the statpage.
This guide was very useful. I downloaded the game and got into the open universe on my own. But had no idea about the controls so i crashed my ship a couple of times, never figured how to get the jump points up or how to jump xD, Also i didnt figure how to control my guns away from center of screen so i could only fire straight forward.
So all I need to purchase this game is $45? Once I saw the $15,000 completionist package (plus just the fact that there even are packages) I flipped out, thinking that if I ever crashed my ship I’d have to get another $45 to buy a new ship. So everything in the $15,000 package can be acquired for free in game?
I have got a question concerning the hud. In other videos, including some of yours, I have seen a helmet interface that displays information like shield status and weapon grouping that moves around with you as you move your head. For some reason I don’t have that in my super hornet and I just could not find where to turn it on. Would you happen to know how I can do that?
You can earn REC now? Someone should tell CIG that. 2.6.1 feature – REC doesn’t transfer from AC. I’m sure it’ll get fixed in 2.6.2 or sooner – meanwhile – can’t re rent for discount and losing all rented items. Maybe you could use your influences to encourage them to throw out some REC while this is happening or freezing REC assets from what they were at release of 2.6.1 or something. I understand bugs happen – but a bug like this – IDK – I’d think they could help compensate/prevent our losses through it. When my M7 goes – I go to Elite Dangerous or maybe try out Hellion until that’s fixed and I can brace myself to grind for the REC again. Glad that situations like this don’t happen often – and i wouldn’t care if the default ship fits were worth a toss.
Star Citizen developer Cloud Imperium Games announced today that the game’s regional servers feature is coming out sooner than anticipated. Creator Chris Roberts said in a note today that the release of regional servers is being moved up to Alpha 2.6.1.
Regional servers will allow players to choose a server based on their geographic location. The options include North America, Europe, and Australia. This should, in theory at least, provide an optimal connection. “Once these are running, we’ll be able to run more tests to assess whether more locations will be needed,” Roberts said.
Speaking generally about Alpha 2.6.1, Roberts said the patch is “progressing nicely.”
“There’s still some UI work to complete and stability issues to iron out, but, as you can see in our updated production schedule report, we’re almost ready to get this latest patch into the players’ hands,” Roberts said.
Star Citizen has brought in more than $142 million from its massively successful crowdfunding effort. Parts of the game have been made available but the full title is without a release date.
I have been following the development probably 2 years before I back, out of all the videos and streams, this stream in particular stands out. The interaction with the stream was on point, the inside look at seeing development in action, the comedy and laid back nature, I could go on and on. The gaming industry needs to see look at this stream and do more of this. This was extremely successful and I look forward to seeing more of this. As far as a name goes I got nothing maybe something along the lines of Ar’thalok. I’m guessing there is more then just one maybe that’s the species name?
We humans have mostly observed them from on high, being that we have not colonized Etos under the Fair Chance Act. The creatures are legendary because the only primary sources on them are from the daring outlaws and poachers that have encountered them on illegal forays to the surface of Etos. The high class, black market purveyors and purchasers of C. etosis chitin call them Etosi Flyers. Most that are familiar with them on a more personal level call them Elephant Skeeters, on account of how they could drain an elephant in one go.
It’s a Gritspitter. Shout out to the Twitch Streamer. But In lore it eats a particular kind of mineral. This mineral when mixed with its stomach acid makes a potent poison which it spits at its prey and enemies.
The Grit is extremely sticky and contains bits of rock. The compound within the rock is a potent numbing agent and once mixed with the stomach acid can be use paralyze/poison its prey from a distance for easy long distance attacks. It’s known to swoop down and grabbing the prey and flying to a high perch to consume its victim.
The stinger also has the unfortunate use of depositing the Gritspitter’s eggs in an unsuspecting victim. The eggs gestation is extremely short once laid and a juvenile gritspitter can emerge from its egg with 1-4 hours after injection in a host body.
Maybe this idea might be used sometime down the road after full release, That way if the developers come up with any other weird creatures in the show, they can be used to create this system. Keep the system secrete and add some extra unknown creatures “insectoids” and make it a future adventure or open mission.
This is probably one of the best show ideas you guys have done. Please do more of these artistic creating happy hour shows rather than you guys playing the game and not really answering questions. This was a great format and it was so good, that I can’t wait to show all of my 3D modeling students this video.
When you create a show like this people want to share it, people love to see things being created before their eyes, to others it’s like a magic show making something like that spider appear out of nothing, from start to finish. Why do you think the Bob Ross shows are so popular as well? Why do people like watching PCs getting built and put together (in real time)? They love seeing the process, what they don’t like is when you quickly fast forward through it all and skim over it.
You don’t have to create one creature or object ever time, you could create a creature spread through multiple happy hours, from start to finish… From concept, to 3D modeling, to rigging, to animation, to texturing, and so on… Heck I could watch a character, creature, or even a ship being 3D modeled throughout multiple happy hours. You could start off where you left off from the last happy hour.
The only competition Star Citizen really has is the upcoming Mass Effect Andromeda at this point, and Elite Dangerous perhaps in the long run as it populates its universe with more and more features and game content assets.
But not this game and definitely not NMS. I think this is a nice indie game, but let’s look at game budgets too. Its like saying Kerbals Space Program is a threat to Star Citizen in any way shape or form. Not in the same league.
For every person who complains that all they do is work on new ships, there’s another person who complains that all they do is work on planetary tech. And for all who say that there are many more who complain that all they talk about is guns, or item 2.0, or economies, or whatever. But the fact that everybody always seems to have their own thing “is all they are working on” makes it pretty clear that they are focusing equally heavy on all of the key components.
In case you were not being sarcastic; they are still working on the modules and components, the puzzles are taking shape and some are near completion, but until that puzzle is 90% together, whatever it is we play is a far cry from how the game will look and feel. 3.0 will be like looking a thumbnail of the completed puzzle; it’s a taste of what you’re going to get and until then, judgement is purely skeptical.
What is it with 90% of all these gameplay videos where the players constantly act like 10 year olds and can’t figure out basic things like, “oh I an open hatches to find stuff! Let’s walk past 20 lockers without opening them, constantly ranting that ‘I need to find gear’…” “Oh look, a warp cell, wonder if I by any chance should pick these up and insert them in the holes, shaped like the cells by the warp engine”.
are you talking about SC or hellion? cause i saw planets in SC, not in hellion for now. i am sceptical about hellion cause it seems more like a game trying to jump on the banwagon of SC for some quick easy cash, and i don’t see the actual fun in the game yet. sure it is impressive but impressive dosen’t mean fun. changing each individual components of a ship every minute to keep it flying is not fun IMO.
Absolutely Epic i’m playing star citizen since day one pre alpha and we havent reached that realism yet! im one of the few Idris funders as well so i know what i want from a Space Game like this and this Devs do it the right way ! All this without a multimillion Dollar funding in the back hat off Inspirational! Im not gona miss this Gem for sure! Im wondering what the Glowing planet in the vicinity means maybe our goal to go to and find out what happened there ?
Samnite2142 I understand that completely, and probably should have used a different term than ‘higher level’. By that, I meant they were two games reaching for two very different endings all together.
One game, SC, is reaching for an over arching space sim, with MMO elements such as ‘quests’ (for lack of a better word), as well as an over arching campaign. The other game, Hellion, is reaching solely for, from my understanding, solely a survival and PvP style of gameplay with no over arching campaign, and no other main objective other than expanding a base and killing others.
Star Citizen is one of those gaming titles that have a lot of things going on all at once. It’s a crowdfunded sci-fi title that’ll grant you a massive universe to explore, but also have lots of battle elements, and even several dedicated storylines, including ones featuring legendary actors like Mark Hamill and Gary Oldman via Squardron 42. Because of that, the team like to ensure the fans have a lot of updates talking about what Star Citizen does.
So, the team did a monthly report on their site to show off all the advancements that have happened recently. Starting off the noting of the launch of Alpha Patch 2.6.0, which was a big release for them. They then broke down what happened in January by section of game design.
For example, on the “Engineering” side, the team worked a lot on the character customization screen and mechanics. They also worked on how the map of the game would work, and allow for players to go just about anywhere and have stuff to do. A lot of tinkering was had on this section. On the “Tech Design” side, there was the inclusion of new ships, Item 2.0 support, and prototyping.
There was much work done on the “Art” side, include many concept art pieces in regards to both armor and ships, as well as key ships getting made in full. More and more clothing and armor will soon be available in game to try out. In “Narrative”, the team is working hard to flesh out missions, as well as continue to work on Squadron 42 and its many aspects. Also, the Xi’an language continues to advance, adding more depth to the culture in the process.
There’s a lot more that went down in Star Citizen recently, for the full briefing from the team, be sure to check out their site. Once you do, let us know what you think of the games advancements, and what you’d like to see from them next.
When a new, online triple-A title is announced, the first question on the lips of Aussie gamers is: Will there be local servers? Previously, the answer was often “no”, but these days many studios and publishers have picked up their hosting game. Now Star Citizen will appease Australasian players, once it finishes its move to Amazon’s backbone.
In a newsletter to players, Chris Roberts talks about the developer’s “goals” for Star Citizen’s 2.6.1 update:
The features in this patch will not only improve the game’s performance and deliver some of the features that were originally planned for 2.6 like the in-game leader boards, message ordering and our new serialized variable system, but also address some of the balance issues now that 2.6 has been in your hands for almost a month.
OK, that’s cool. But its what Robert Space Industries is cooking up for 2.6.2 that will really appeal to local players:
We are also planning on one more small incremental patch, 2.6.2 that will include the MegaMap feature, which allows Players to seamlessly connect to different multiplayer matches or jump into a single player game mode without having to load a level every time. As well as introduce multi region game servers. This was one of our stretch goals and with the move to Amazon’s AWS we are now able to move forward with it which I know will make people in Europe and Australasia happy as 200ms+ pings aren’t fun!
No date is mentioned for 2.6.2, however, going by the schedule for 2.6.1, which is slated for a mid-February release, you may be waiting until March or even April for this change.
Still, it’s nice to know the transition is happening!
The team behind Star Citizen are arguably among the busiest of all video game developers. Mainly because Star Citizen aims to be one of the biggest, and most complete video games of all time. Add that to the massive success of their ongoing crowdfunding campaign, and they now have a lot of people to satisfy. On that note, they gave an update yesterday about how the game was progressing, mainly on the alpha and server front.
First and foremost, they noted that all teams are working on the upcoming Alpha 2.6.1 patch, which they also say is going well. They’re honest in saying there are some issues that still need fixing, mainly stability problems and UI issues. However, they still feel confident that they’ll be on schedule, and will have this patch in the hands of players soon.
Which brings us to the announcement that they’re ahead of schedule in regards to the Regional Servers. They’re so far ahead that they’ll be bringing them to the 2.6.1 patch. Through this, players will be able to choose a server that’s closest to them, and thus give them a better connection and service. And for the Star Citizen team, it’ll allow them the time to test and see if another regional server is needed.
The Star Citizen team thanks you the fans for their continued support, as well as coming to see them at shows like PAX South. In fact, they’re so touched, they made a new video series called Citizens of the Stars, which focuses on you the fans and why you’re a huge part of what has made the game a success. It’s available on the site for viewing.
Star Citizen Team Gives Update On Regional Servers was last modified: February 4th, 2017 by GlyphMasterson.
In this episode of Bugsmashers, host Mark Abent shares a problem with the cargo bay doors on the Caterpillar and how it he fixed it.
This post is a transcript of Around the Verse Special Edition: Alien Languages, material that is the intellectual property of Cloud Imperium Games (CIG) and it’s subsidiaries. INN is a Star Citizen fansite and is not officially affiliated with CIG but we reprint their materials with permission as a service to the community. Enjoy!
BUGSMAHERS: CATERPILLAR DOORS
Hey, everyone. We’re here inside the Caterpillar and we have a bug where these fun cargo doors sometimes don’t open or they open incorrectly. These doors are special because there’s an interior part and exterior part. So you can think of the interior here and the exterior here, and when you open it, they’re supposed to coincide. When you close it, they’re supposed to go together, however when you look away from the door the exterior opens, but the interior remains where it was until you look at it and then it may start animating or just get stuck.
So, if we open it up, we can see everything looks fine. If I close it and look away, it’ll take a bit. Bam! We can see the exterior door close, but the interior which it should show this metal stuff with Drake on it and all that panels is not closed.
So, the interior, we can actually fly out. The exterior closed, the interior has not. So if I run over here and hit close, you can see it snapped to the close position and now it works correctly.
So, what’s going on? Well, there’s a bit of code that says, “Hey if this thing is visible, we can fire off the animations”.
The idea is it’s some kind of optimization so if there’s a ship way out there, I don’t have to animate it because why take up all those CPU cycles, but unfortunately when we’re inside the ship, the exterior knows that we’re potentially visible so it animates, but the interior when we switch this way, that CGA in the back is not owned by any entity it’s just there, and because of that it doesn’t animate correctly.
Even though it’s attached to the animation of the ship, it’s just called out because it’s like, “well it’s not visible so I shouldn’t have to worry about it”.
So, I have this bit of code in Mannequin, if I enable it, what this will do is it checks to see if this entity has a parent which is going to be the ship and if this door, the interior is enslaved to the exterior and the exterior is visible, then we allow it to animate even though you can’t see it. The idea is if you can see the exterior, then you should potentially see the interior when the door opens and closes.
So what we do is if the owner entity which is going to be the vehicle which is going to be the exterior door is active, but the interior door is not, we’re going to force it to be active. Same thing down here, so we’re forcing the entity to be active and we’re forcing the skeleton to be active. What that will do is, this will allow the entity to do an update call to tell the animation system, “Hey I’m active, so go process my animations,” and this will allow the skeleton to actually function.
So, two updates we have to do. Entity system wanted to say, “Hey, animation, I’m ready”, and the animation system will go, “Yep, I’m ready too”. So, in theory, this should allow if the outer door is ready, the inner door will be forced to be ready so they can open and close together.
So, let’s hit the re-code button and take a look at what happens. OK, re-code is done, let’s start back up the game, alright!
So, we’re back in the level and let’s close the door. Magic door close. We won’t look at it. Wham! It’s closed, as you would expect. Alright, let’s open it again. Let’s not look at it, not look at it, and it’s open!
So, now we’re getting the interior update when the exterior is updating. So if I close this, going into another room, open that door, go to the other room it’s closed correctly and this room should be open correctly.
So, if the interior is not updating, but the exterior is, we say, “Hey! You should be, because we’re updating both” and then they both play the animation, everything works well and you could open and close your doors just by not looking at it. Well, hope you guys enjoyed, till next time! Wew!
So, as you guys saw we had the Caterpillar and it’s just a gigantic long ship and it has all these bay doors in it and you’re supposed to be able to hit one or open one up and brings down the bay door and it’s a little bit of complicated geometry in this setup because we have an exterior mesh for the door and an interior mesh. So there are two doors at the same time that open and close and what was happening is when you’re looking at one of the doors it opened correctly, however, if you looked that way when the doors open, one of the doors would open, but the other would stay intact. It would usually be the exterior door that opened and the interior door when you’re inside, wouldn’t open until you looked at it and then it would start animating, but by then it would be too late, it would be stuck open or stuck closed. You could go around and hitting all the buttons and it wouldn’t move until you looked at it.
It was a simple fix, we just made sure that if the exterior animates, then we force the interior to animate at the same time. So the doors would open close even if you looked the opposite way. Hope you guys enjoyed, until next time.
Star Citizen is a controversial and ambitious space exploration epic, and more details about the project’s persistent universe were shared in a Subscriber’s Town Hall clip on Tuesday. In the 30-minute chat, director Chris Roberts made comparisons to Star Wars while implicitly downplaying the locales of No Man’s Sky.
Speaking to variety, Roberts said Star Citizen will make differentiation “one of [its] big focuses.” “You watch Star Wars and you go ‘Okay, yeah, it’s Hoth. It’s the ice-snow planet. And Endor’s the forest moon or whatever.’ And we’re definitely going to have different planets, moons even, that would have those sort of different feels. And in some ways maybe have more of a variety of ecosystems,” he mused.
But these varying environments aren’t just meant to give players something fresh to look at. As stated by persistent universe director Tony Zurovec, new surroundings “directly benefit the types of gameplay that we’ll be able to have the players engage in. Everything from reduced visibility from snowstorms, sleet, fog [and] impaired navigational capability from sources of radiation.” “All of these different types of mechanics come together and allow us to present new and different challenges,” he said.
What this essentially means is that, on particularly hostile planets, the inhabitants of Star Citizen may have to spend some time surviving before they can be rescued by a distress beacon. While unfinished, the loop might involve hunting and gathering until safety arrives. Each circumstance therein is dictated by the variety in planets. Roberts also feels that multi-crew ship concepts will take those experiences even further.
That being said, the director also tried to distance himself from games like No Man’s Sky, which hinged heavily on its universe of 18 quintillion planet-sized planets. “Even though we may not have a billion procedurally generated moons or planets, we’ll have a huge… we’ll have a very large amount of actual planets and moons that have a really well-constructed set of environments and ecosystems that should be challenging and interesting to explore,” he said.
In other words, the goal of Star Citizen isn’t just to offer players lots of places to explore but to also make sure those places are detailed and carefully designed. The apparent lack in environmental beauty remains one of No Man’s Sky’s most critical issues, despite its massive scope. There was no specific name drop in the chat, but it’s clear Roberts wants to let fans know similar mistakes won’t be made.
Ironically, however, it should be noted that some of No Man’s Sky’s staff is currently working on Star Citizen.
The full discussion goes into much greater detail on subjects like server disconnects, quest generation and more. It can be watched at the embedded YouTube link above. Star Citizen remains one of the most funded game projects ever made and has been in development for several years. Its most anticipated module, Squadron 42, is planned for initial release later this year.
The rollout of the Star Marine FPS module has opened the door to a new wave of unscrupulous behavior.
I have no doubt that you will be shocked—shocked—to learn that the rollout of the Star Citizen 2.6 alpha, which includes the Star Marine FPS module, has led to reports of cheating. Some people just can’t help themselves, I guess. Fortunately, developer Cloud Imperium Games has a “zero tolerance policy” for such shenanigans, as it said in response to one player complaint, and that people caught cheating will be given the perma-boot, with no refund. But complicating the situation somewhat is that for now, the studio requires that reports of cheating be accompanied by video evidence.
As PCGamesN points out, the problem is that not everyone has access to video capture setups, and those who do won’t necessarily have them running when they fall victim to cheaters. It’s not like you can ask them to smile and hold a pose while you capture your evidence, right? But CIG developer TylerN posted a follow-up message explaining that it’s still early days for the anti-cheating effort, and the request for video evidence was made not only to back up claims, but also to help it come up with better anti-cheating tools.
“Cheat prevention in Star Citizen and Squadron 42 is a priority for us, and we have gathered lots of feedback from internal and external sources since the initial release of Star Marine. Rest assured, we have already begun banning violators as well as working on short-term, and long-term solutions for preventing the use of 3rd party programs,” he wrote. “Requesting video evidence helps us achieve a few things—It substantiates claims made by players, which we compare with our internal data, and it helps us improve the functionality of our tools to better combat cheaters proactively.”
It’s a high burden of proof, then, but also a severe punishment for those caught behaving badly. I think that’s a reasonable approach: As an alpha, Star Citizen is surely still too rough around the edges to rely too heavily on automated system, but alpha “testers” who are more interested in dicking around with the system to score a win aren’t doing anyone any good.
TylerN added that feedback from the thread will be forwarded “to the appropriate party so that our messaging is more clear going forward.”