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Re: News

Unread postby shubn » 20 Jun 2023 19:49

Alpha 3.19.1 was released a few days ago. You can read the patch notes here: https://robertsspaceindustries.com/spec ... atch-notes

According to the latest TWISC (This Week in Star Citizen), a new round of Jumptown 2.1 is starting this Thursday: https://robertsspaceindustries.com/comm ... ar-Citizen
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Re: News

Unread postby icycalm » 24 Jun 2023 19:54

https://www.reddit.com/r/starcitizen/co ... n_etf_319x

jonneymendoza wrote:200 player tests next week in ETF (3.19.X*)

Saw this popped up in one of the SC discords!!

What! 200 players!!!


WHAAAAAAAAT

Can it have something to do with this comment I posted on Inside Star Citizen just a couple days ago? https://www.youtube.com/watch?v=CeXEHVU ... JnV4AaABAg

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Moreover:

TheHud85 wrote:I was one of the first 3 people in a fresh shard yesterday. When I first logged in, for about 10 seconds, the server fps was 56. I have always seen it capped at 30, so now with hearing this, I’m excited to see what’s coming in the next couple weeks.


It sounds like they've upgraded their servers. 200 players would be a game-changer in so many ways. Above all, all these new missions and mission sites coming in would be simultaneously heavily populated, the world would feel even more alive, Dynamic Events would feel crazy, and you could have a real-feeling war with some new combined arms event, if they make one.

Note that I have seen the occasional server with 140 and even 170 players before, so it wouldn't be a huge stretch to reach 200 with some hardware upgrades. It sounds like this is for real and not just a baseless rumor.

Let's see what comes out of this one.
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Re: News

Unread postby icycalm » 23 Aug 2023 02:16

Evocati 3.20 - PTU.8663969 Patch Notes (Hull C!)
https://www.reddit.com/r/starcitizen/co ... tes_hull_c

CIG wrote:With the changes for the Hull C comes a complete rewrite of how the cargo system places cargo into ships (any ships, not just the Hull C). Previous versions of the system only dealt with 1 SCU containers, and could use fairly simple logic for placement or removal. We are now supporting various sized boxes to be placed in the cargo holds (1, 2, 4, 8, 16, 24, and 32) as well as supporting various orientations of placement in the grid to work around grid obstructions. This also includes temporary tractor beam strength changes to support the attachment/detachment of those various sized boxes using the tractor beam. Cargo grids have also been extended to support non-cargo box attachments and also the smaller mission hand held boxes.


BlatterSlatter wrote:Holy shit this is a huge change! Cargo snapping with 1/8th boxes up to 32!


CIG wrote:Vaulting & Mantling - Air Ledge Grab Improvements
Implementing updated Vaulting & Mantling improvements that make the process much more smooth and intuitive for players. This update allows players to now be able to grab ledges while running and jumping, low/high vault while running and/or in mid-air, and allows low/high mantle while running and/or in mid-air.


BlatterSlatter wrote:WHATTTTT


CIG wrote:Automated Cargo Transfer and New Cargo Packing System
Alpha 3.20 includes the addition of the new automated cargo transferal experience to the PU for the Hull C. The existing cargo transaction system, which other ships will still use for this release, will instantly pop all of the purchased cargo into a ship or instantly remove all sold cargo off the ship after the transaction has completed. The Hull C however requires a new experience where the player after buying or selling the cargo at the commodity kiosk will be prompted to pick it up/drop it off at a loading area. To do so the player retrieves their vehicle then hails the location's Cargo Services to get assigned a loading area (similar to getting assigned a landing area from ATC). After flying their ship to the loading area they will be prompted to stop moving, and then extend the spindles on their ship. Once the ship is ready cargo will be added onto the cargo grids of the ship over a period of approximately 5 or so minutes, depending on the size of the load. Currently these boxes will just pop into place. If the player moves or someone enters the area the transfer will be interrupted until the disruption is addressed or the loading area is eventually revoked. After transfer is completed successfully the player will be prompted to leave the area, eventually getting a warning for impounding if they do not.


Hull C gets T0 of new loading mechanics.

3.20 is shaping up to be quite epic after all. The Hull C will give us an entire new play loop: mandatory escort missions. Cargo hauling will become far more voluminous and granular at the same time. I also look forward to building a fort with the 32 SCU containers, not to mention crushing people under them and smashing ships with them. They've said that for now we'll be able to use the small multi-tool all the way up to 32 SCU, but this is temporary because they're preparing a rifle version of it, at which point our loadouts will have to change to accommodate it. Some players won't be able to take two big guns anymore, they'll have to take one gun and the rifle tractor beam (probably the "heavy" rank I am making). It will be tactically essential, because it'll be strong enough to pull small ships and ground vehicles. Check link for video demonstration:

FPS Tractor Beam gun, powerful enough to even lift small ships/vehicles
https://www.reddit.com/r/starcitizen/co ... _even_lift

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MaxLift Tractor Beam
https://starcitizen.tools/MaxLift_Tractor_Beam

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In a few hours the roadmap will be updated and we'll see if anything else will make it on. I am still holding hope for the new derelict settlements. They teased one of them a few days ago in the weekly tease screenshot. And when they introduced them a couple months ago, they made reference to one of them that was on a hill being suitable for a king-of-the-hill mission. I am hoping it wasn't an idle comment but an actual mission. They've also recently teased new turrets, so maybe these will be used to keep out ships for a more ground-and-vehicle combat experience.

The A-1 is already confirmed, plus new Orison platforms, and hopefully the reactivation of the FPS missions on Orison.

It looks like a reasonably hefty update all things told. It should be just right to hold me over until CitizenCon. And there's still time to surprise us with more additions. The vaulting mechanics came out of nowhere today, for example.
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Re: News

Unread postby icycalm » 26 Aug 2023 12:31

The new SCU container system is pretty dope. Cargo grids seem improved as well.
https://www.reddit.com/r/starcitizen/co ... dope_cargo

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SaltyLittleLich wrote:It doesn't seem like much of a change, but the different size boxes are somehow just so much more immersive. Going back to a ship with nothing but 1 scu boxes feels wrong now.


Rezticlez wrote:I think it impacts piracy a bit too cus if they decide to blow someone up and he only has these large ass scu's. It'll be a pain in the ass to move them onto another ship.


GuillotineComeBacks wrote:Oh no!

Sorry, haulers don't design their cargo for pirates.


youre_a_pretty_panda wrote:It's actually 100% the exact opposite.

When pirates hit a trader (regardless of whether they hard or soft death them) the larger boxes dramatically reduce transferring time.

I've moved 696 x 1SCU boxes from 1 C2 to another with a team of 3-4 and it took just under an hour. Using these larger boxes, it will take substantially less.

This is a dream come true QoL improvement for pirates without a doubt.


vortis23 wrote:Cargo haulers are going to have to play some serious Tetris to make it all work if they're taking on multiple loads from different outposts.


rogue6800 wrote:It's going to make it more fun and less tedious for sure.


Afraid-Ad4718 wrote:I have a feeling of "tarkov inventory" is on a whole new level.



PSA: 3.20 PTU added support for HDR
https://www.reddit.com/r/starcitizen/co ... rt_for_hdr

Xjoschi85x wrote:It is under Graphic Options but only shown when you have HDR enabled systemwide


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Re: News

Unread postby icycalm » 31 Aug 2023 12:20

https://www.reddit.com/r/starcitizen/co ... _vote_400i

ArcticFlava wrote:Reasons to vote 400i?

In the 3.20 PTU, all of the bugs are fixed! The floating ramp button, the missing cargo lighting, the invisible see thru doors, etc. all fixed!


Spliffty wrote:I agree, vote for 400i, but just because it seems all fixed now, doesn't mean it will be in Live. There has been something different wrong with it every patch since it released.
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Re: News

Unread postby icycalm » 15 Sep 2023 01:18

Nerfed movement speed in PTU. CIG has readjusted speeds for running up stairs, backwards, left, or right. Basically you can only sprint going forward and not upstairs. Any other direction has been greatly decreased. Thoughts?
https://www.reddit.com/r/starcitizen/co ... readjusted

cyress8 wrote:They said they would make changes to how steps are handled quite a while ago. Does not make sense running up/down steps at full sprint like a track star.

What's in right now is not the final form and most likely just lingering code from a dev that they have not disabled yet. Just like the FPS radar.


RigorMortisSquad wrote:If this is intentional it’s very interesting. They’ve spoken before about a slower more tactical approach to the FPS gameplay before but if you’ve ever played Star Marine you’ll know that what we have today is far from slow paced and tactical. It plays closer to Unreal Tournament. This will definitely upset some of the tweak shooters, but I’m interested to see how this will play out in events like SoO, and XT, not to mention SPK and ship boardings. Speed has been so critical, especially with the horrid latency. If things slow down a bit, we may get actual firefights instead of 1-2 second TTK focused engagements.


Brepp wrote:I just went in my backyard and tried to sprint sideways and backwards. CIG nerfed MY sprint speed too! I can only go full speed forward!


Acadea_Kat wrote:Ngl running down stairs should add an rng element if you fall or not.

Don't run on stairs...... you'll get hurt


I love how they never stop making small improvements all the over the place. In other games, this would be an entire month's worth of updates. In SC, CIG doesn't even bother to mention it and players have to find it out on their own.
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Re: News

Unread postby shubn » 16 Sep 2023 03:42

https://robertsspaceindustries.com/spec ... istence-up

Wakapedia-CIG wrote:Star Citizen Alpha 3.20: Long Term Persistence Update

Hi everyone,

With the upcoming release of Alpha 3.20 to the LIVE environment, we'd like to give you more information and updates on the state of Long Term Persistence (LTP), provide details on how it works, and what to expect.

First, we want to reiterate that we don't plan to wipe for patch 3.20 and we will hold onto the LTP data from 3.19.1.

Ships and Vehicles bought through the pledge store will be returned to players in their home location through the patch update to 3.20. Any customized weapons and components will be stripped off the ship and sent to the home location inventory too.

As a reminder, LTP includes:

  • Ships purchased with aUEC
  • aUEC
  • Reputation
  • Non-consumable items such as looted armor and weapons

LTP does not include:

  • Ships rented with aUEC
  • Stackable, consumable, items such as food, utility pens, ammo, etc.
  • Refinery Jobs in progress
  • All of the above will not persist between updates

There are also a few scenarios which will still cause items not to be stored in the LTP database for the 3.20 update, resulting in them being lost – however there are some steps you can take to help prevent this from happening.

This Includes:

Looted items will NOT persist if they have never been put into local or ship inventory:

  • Items looted from corpses and loot crates may not get saved into LTP and could be lost on the patch update unless stored in a location inventory such as stations and landing zones
  • If you take your looted items and store them into a local inventory at a station or landing zone, this will update the LTP ledger going into 3.20

In game purchased Ships and Vehicles left in a destroyed state, as well as attached components and weapons, do not persist:

  • Storing ships and vehicles into a location for the update will give the highest likelyhood of the ship and it’s components persisting into 3.20

We continue to make improvements to how data is stored and written to the database since the previous LIVE release. Find a few of the recent fixes below.

3.20 LTP Updates

  • Fixed - Ships bought with aUEC not persisting after patch. Ships purchased from in game shops for aUEC are now saved in LTP
  • Fixed - Ship weapons salvaged from other ships do not persist after a patch. Using a multitool to remove and equip or salvage weapons from other ships will now persist Please note: Ship customizations will revert to default after the update and put all the weapons and components used in the customization in your home city inventory.
  • Fixed – Certain corrupted items had rendered accounts inaccessible

Maintaining persistence between updates is fundamental to Star Citizen, and while these temporary steps may be tedious, our plan is to put these types of post to rest as the LTP is further improved with the many updates to how objects are written, stored, and retrieved.

In the meantime, we hope that this information will help you maintain your inventories as we transition to Alpha 3.20!

Thanks, and we'll see you in-game!
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Re: News

Unread postby icycalm » 18 Sep 2023 21:20

https://www.reddit.com/r/starcitizen/co ... &context=3

DMurBOOBS-I-Dare-You wrote:It's even more impressive than you realize.

We have a PTU running simultaneous to live. Historically, since they both use the same backend services, the PU suffers while PTU is running.

They've made some significant improvements (actually, they make improvements every single patch cycle, this is just a continuation of that) to the network performance and stability, and it really shows right now.

3.20 is the smoothest, the best performing PTU - notably after a series of patches that came quick and heavy to address bugs both in-game and with performance impacted the network and servers - I've ever encountered, and it is DOUBLY impressive that PU is also not suffering.

We've had a free fly recently and it was the smoothest, least problematic free fly to day, as well as a bevy of events including Pirate Week that's going on now - there are a lot of people playing and services are holding up.

Hopefully these improvements make the transition from PTU to PU and we see more continued improvement - but to be fair, each patch gets a bit better in this space and has been for a while now, so it's reasonable to assume we will!
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Re: News

Unread postby icycalm » 19 Sep 2023 22:59

Ils ont refait Microtech ! Cargo, Fury LX et 3.20, les infos à connaître ! • L'actu Star Citizen #42
https://www.youtube.com/watch?v=imBGdW7ETJI

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I recommend watching the first couple of minutes of the video to see the changes even though it's in French. lolled at the SCAM sign in his room.

The new Microtech looks beautiful! 3.19 vs 3.20 from Terada
https://www.reddit.com/r/starcitizen/co ... s_320_from

k_Atreus wrote:I was exploring Microtech today, and the improvements are night and day. You can see the same type of asset distribution as shown in videos of Pyro. The density is at least five times greater, and the texture quality is significantly higher. Additionally, the green texture that you see when assets don't render at a distance is on par with other games and doesn't look low-res :)


sodiufas wrote:They actually updated everything, it's so much better, no horrible tiling, smooth transitions, very neat Edit: by everything I mean each planet and moon.


k_Atreus wrote:Sadly not everything yet. The tiling is still very present on the moons of Microtech and Crusader (you can't see much on Daymar because of the sand texture). I didn't check the others but i cannot wait for the full updated Stanton and the death of textures tiling!


sodiufas wrote:Ok, there is 2 scales of tiling, I mean when u are on foot and u can clearly see tha grid of repeated texture, not anymore. I was on cellin, daymar, ita.


nox_n wrote:this makes even more excited for 3.20. this is fucking beautiful


sodiufas wrote:Also new audio features, such as proper reverberation from clif sides and objects even, some of the shown resonance features. And Hurston has polluted air, u feel dizzy without helmet. Oh forgot one more huge thing, much better antialiasing.


Lethality_ wrote:Looks like they got it back to where it was when microTech first released.

Looks good, but I still feel doesn't match the bar set by other environmental design, such as the architecture assets etc.


k_Atreus wrote:It looks way better that when it was first released. Like the trees have at least 3 times the polygons and the numbers of assets on the ground match the Pyro videos from last year :) It's very impressive ingame. This one: https://youtu.be/FrJCleBD9zE?t=779


BlatterSlatter wrote:they def have people doing polish every patch but it’s not said in the patch notes. cause i swear new babbage and lorville get new skyscrapers every update
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Re: News

Unread postby icycalm » 21 Sep 2023 18:40

Argo SRV is planned to be released in patch 3.20.x!
https://www.reddit.com/r/starcitizen/co ... patch_320x

BlatterSlatter wrote:With Vehicle Tractor beams as well. Hopefully this means a FULL refactor and it's not just the SRV that can use them.


K2-P2 wrote:They've already talked about this. The SRV has essentially been completely done for a few months now. They finished all the art. It has been held up because they were working on releasing Tractor tech for ships. And the Argo SRV's tractors have essentially been done too, it was really the UI tech for how to get remote tractors on ships like the Caterpillar and Cutlass Black and such to work. And manually moving all of the tractor beams into locations that will actually be able to grab something and maneuver it into the cargo hold.

They were always going to release it all together at once.


573717 wrote:If they are adding tractor beam functionality, I hope they also update the raft's cargo boxes to work properly.


Masterjts wrote:That is the plan and why they are working on tractor beams. Both the raft and hull series will be loaded by tractor beam which is why they are working on ship mounted tractor beams.

Cutty black, hull C+, raft, srv, mpuv (will get a tractor variant) and probably some portable and hand rifle sized tractor beams are all in the works.


Dig-a-tall-Monster wrote:So we know they're definitely making a heavy tractor beam gun for player characters to use, we've seen it in promos over the last two years, and it appears to require two hands like rifles/shotguns. It hasn't been clearly stated if it's going to be JUST a tractor beam though, or if it will be like a Multi-Tool XL that has modules for things like the cutter, tractor beam, health, and mining. I'm hopeful they make it a jumbo multi-tool because I think it would emphasize the importance of planning for different missions correctly, so you may sacrifice a handheld multi-tool in favor of the XL one because you know you're going to be salvaging a larger ship or supporting a Prospector/ROC in mining smaller rocks, or you might leave the XL tool behind as you enter a bunker because there's no need for the XL in a bunker mission.

Another question will be where the upper limits of power are on each level of tractor beam, and whether things like ship tractor beams will allow for multiple concurrent beams to be in use. I'm not sure how that will end up working if the two (or more) beams are pulling it in opposite directions, like if you have a soft-death Reclaimer and you need several SRV's working together to move it, where do they position themselves? How do you determine the power level to use for each one, or are there power levels at all? Will the initial tractor beam serve as the "master" beam with other beams from other SRV's deferring to that one for determining where the target ship will move?


DontEatTheCelery wrote:Are you going to be able to quantum jump if you're towing something?




shiroboi wrote:I could have used one of these the other night. Had a newer player run out of QT fuel about 3M km away from Hurston. I was able to rescue him and his cargo using my cutlass but ship was lost.


ZbigniewCzachor wrote:That's why we have the Starfarer.


shiroboi wrote:We does not include me. I would have used a Starfarer if I had one.


VegetableTwist7027 wrote:Call for a gas drop off in chat - refueling is a fun game loop whenever you can actually do it to help someone.


shiroboi wrote:The guy did ask for help in chat and I was the only one to respond. I was very close to him.


K2-P2 wrote:One day we will have the option to manually refuel and reload and rearm ships by hand! Carry some fuel jugs. Useful for ships like the 315p to add a little more range.
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Re: News

Unread postby icycalm » 16 Oct 2023 09:55

Cutlet got access to the Cutter Scout (from disabling and boarding an NPC ship)
https://www.reddit.com/r/starcitizen/co ... scout_from

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Emergency_Rhubarb_87 wrote:So... they've said (and have pretty much gone back on afaik) that they don't wanna add ships without their corresponding gameplay.

Any hope that ship scanning stations are gonna have actual gameplay in 4.0?


vortis23 wrote:Yeah, scanning, radar, the new MobiGlas and the starmap rework are all tied together.

So it seems like CIG will be bringing a lot of those features online with 4.0, since Bounty Hunting V2 and the new investigation missions rely on the new scanning functionality, and it would make sense that the ships get these new tools along with the on-foot tools.


TheStaticOne wrote:CIG is usually talking about ships that have a particular loop as its main role. They were talking about ships like Reclaimer (salvage) and Starfarer (fuel). They have largely stuck to that with release of Vulture (salvage), Hull-C (industrial cargo) and soon to be SRV (ship towing). Work on some of these ships was completed earlier and was basically held until associated loops could come online.

For ships that have multiple roles but a particular focus they will still allow. Hence starter ships wouldn't be included because most starter ships aren't limited to only one loop.

If there are any ships you can point to that are released without particular attention to loops that would be touring/exploration and scanning/data ships. It seems as if CIG thinks the ability to get from point A to point B is good enough to include these ships.
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Re: News

Unread postby icycalm » 31 Jan 2024 17:12

https://www.reddit.com/r/starcitizen/co ... &context=3

MichaCazar wrote:This is not what this leak says. All it does is prove that they work on things as they said they would, this is in no way any indicator of things coming in 3.23, after all: resource management stuff as parts of engineering have been in such leaks almost a year or something.

Now for u/Kahunjoder a simple list of things in this leak:

  • Reputation-based discounts

  • Prison Escape Race (idfk)

  • Bunch of names for Pyro outposts and stations

  • New Mobiglas apps like Galactapedia or "ship status"

  • Gravlev race maps

  • Bunch of labels for locations in ships, likely for the new local map as shown at CitizenCon

  • Missions for distribution centers (part of the new new UGFs)

  • New status effects on players like fuel for EVA T2, which is currently the only feature confirmed for 3.23 and pressure or radiation

  • A new hacking device called "Hex Penetrator"

  • Something about a quadruped creature
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Re: News

Unread postby icycalm » 03 Feb 2024 01:50

https://www.reddit.com/r/starcitizen/co ... d_features

Evenlease44 wrote:Star Citizen 3.23 Confirmed features

This is per Star Citizen live, which is going on right now.

I don't have everything yet and will edit as we go;

New EVA
New PIS/PIE
Dynamic Crosshair
MasterModes (all weapons gimbled)
Distribution Centers
New FPS Scopes
New Shopping App
New Star Map is in!
New Missions
Freight Elevators, Instanced Hangars are in
New Character Creator is in
New weapon reloading/packing is in
New UI including Mini-Maps and Compass is in
New ship prices coming IN-GAME (based on manufacturer, size, etc.)
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Re: News

Unread postby icycalm » 04 Mar 2024 21:41

Evocati tests planned: 3.23, and Server Meshing with Jump Gates (MOTD: goals for this week)
https://www.reddit.com/r/starcitizen/co ... shing_with

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The Jump Gates are coming, the Jump Gates are coming.

Schindlers420 wrote:Who will be the first to jump out of their ship mid gate transit?


Accipiter1138 wrote:I think I'm going to go through the gate as slowly as possible, thank you very much.


Siirmeme wrote:lovely reference


I didn't get the reference.

ScrubSoba wrote:Jump gates enabled already?

Oh my god.


logicalChimp wrote:They were in the previous build, just badly bugged (so testers were told not to use them)... but good news they've already resolved that issue and are actually testing cross-server transitions, etc.


Also the distribution centers are coming. Can't wait to do some distributin' in them... of BULLETS.
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Re: News

Unread postby icycalm » 06 Mar 2024 23:14

https://robertsspaceindustries.com/comm ... ruary-2024

Cloud Imperium Games wrote:They also have been working on a variety of initiatives to support the upcoming release of Alpha 3.23, 4.0, and beyond.


I had been speculating that there won't be 3.24 and 4.0 will come after 3.23, and this is all but confirmation that, right now, that's the plan. I speculated thus because 3.23 was supposed to come in March but is now coming in April, so there's really not much time to pump out 3.24 before the summer. Not many features to add in between either. Thus they're going straight to 4.0.
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Re: News

Unread postby icycalm » 18 Mar 2024 16:22

Animal extermination missions that people are likening to Helldivers 2 have been datamined for possible inclusion in 3.23: https://www.reddit.com/r/starcitizen/co ... many_leaks

Video of new EVA mechanics, looks incredible and will set the stage for next-level space action: https://www.reddit.com/r/starcitizen/co ... 4/eva_test

Not sure what this is, but maybe the security office of a distribution center? https://www.reddit.com/r/starcitizen/co ... ll_secured

Character creator test with many more possibilities than previously: https://www.reddit.com/r/starcitizen/co ... eator_test

Initial 3.23 feature list (there will be more features): https://www.reddit.com/r/starcitizen/co ... ngfeedback
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Inside Star Citizen: The H2O Show

Unread postby icycalm » 25 Apr 2024 15:10

Inside Star Citizen: The H2O Show
https://www.youtube.com/watch?v=TqMkt1JIvRs

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Star Citizen 3.23 EPTU | Character Water VFX and Physics
https://www.youtube.com/watch?v=AEZRUHyoCec

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I can't think of any game with comparable water simulation. And it's only the beginning. Don't miss these videos. You haven't seen anything like them.
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Re: News

Unread postby icycalm » 25 Apr 2024 15:45

https://www.reddit.com/r/starcitizen/co ... o_for_real

VagrantPaladin wrote:NPCs now have limited ammo? For real?

I heard a YouTube content creator claim that since a recent 3.23 build NPCs now no longer have unlimited ammo. I did not see it in any patch notes, but may have missed it.

If true, that is simply amazing! I know they can pick up weapons and they can heal their buddies. Do they run out of med pens too?


Tactical_Ferrets wrote:There's a lot of things added to patches that aren't in the patch notes. If CIG added everything to the notes, they'd be a few pages long.


Alex_Mason1212 wrote:The patch note section was referring to NPC ships not FPS ammo, NPC ships in 3.23 no longer have unlimited capacitors/ballistics. I'm assuming we're going to see the ground NPCs with limited ammo soon considering the distribution centers have non-interactable ammo boxes around and it was mentioned at CitizenCon and supposedly everything shown there is coming before October o7.

Edit: In the Pyro Playground the hangar 13 mission had ammo containers and the NPCs would loot corpses for ammo and actually equip it on their armor.


CptKor wrote:Heard the same thing and I think it will be a welcome change. It does make you wonder if the AI will be smart enough to conserve their ammo though. Can't say I know a lot of games that limit AI ammo.
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icycalm
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Joined: 28 Mar 2006 00:08
Location: Tenerife, Canary Islands

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