QuadratureSurfer

joined 2 years ago
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[–] QuadratureSurfer@lemmy.world 1 points 12 minutes ago

For a text summary with some additional details, see the comment on the other post here: https://lemmy.world/post/39405022/20740795

 

While waiting on a text summary from @Essence_of_Meh@lemmy.world, here's a video summary from TheNoobifier.

 

Looks like a very useful ground vehicle. Can't wait until we can buy them in-game. (Currently only the laser/missile turrets are purchasable).

[–] QuadratureSurfer@lemmy.world 14 points 3 days ago (2 children)

Thank you for this. I haven't figured out what to do with my Surface yet, but this sounds promising.

 

Looks like physicalized armor.

The "medgun" looking thing on the armor reminds me of the respawn MedGel because of the blue color.

I'm speculating that this would allow us to completely heal tier 3 injuries, and maybe do something like bump tier 1 up to tier 2.

Or maybe they'll eventually nerf the medgun so that only these newer ones can actually revive people.

What do you think? Any idea what the lower box is?

 

Looks like it's a continuation of the fight scenes from the other videos:
(Idris video)
https://www.youtube.com/watch?v=X2OFObiypT4

(Polaris video)
https://www.youtube.com/watch?v=wfCvtmiD9uA

[–] QuadratureSurfer@lemmy.world 2 points 1 week ago (1 children)

It would be awesome if you could listen in to radio shows like this, or if they played at certain locations in the verse.

That star kitten crunchies commercial though...

Just a few things I haven't seen mentioned yet. They've been focusing on bug fixes this year, it's not bug free, but compared to years ago hauling is in a far better state.

  • Server Meshing - I can't remember the last time I saw a 30k (server crash). They've been replaced by a "Server Error" message that appears for a brief moment. The game will appear to be in a "paused" state for everyone for about a minute, but then it will start working again. Even then, I haven't seen a server error in a while because we now have server meshing (to the point where you won't even tell that you're being passed from one server to another). You can actually stand on one edge of the border between servers, see players on the other side (even shoot them). Basically, every time you load into the game, you're entering a "shard" with up to 600 players where each main area around different planetary systems is run by at least one server.
  • Crash Recovery - Even if your game crashes while you're in the middle of hauling. Just load the game back up within a few minutes and the game will put you right back on your ship with all of your cargo intact. Well, hopefully intact. Your character stays in-game, and if you were under attack or your ship had cruise control while you were heading in the direction of the ground, you might be dead in those cases.
  • Cargo Missions (and reputation) you can now take on cargo hauling missions. No need to risk your own aUEC (unless you want to, as it's still an option).
  • Skipping the grind - Fly out to any outpost and find a big abandoned ship (that's not Soft/Hard deathed). Shoot open the ramp, go to the pilot seat, unlock the ship and fly away with it. Just be sure to store it at your home hangar location at the end of the day and you can keep on using it from one game session to the next (note: I haven't tested this out in a while, but it should still work).
  • Inventory is localized and only accessible at inventory kiosks, or at your freight elevator in your hangar. For cargo hauling you'll be using those freight elevators a lot.
 

Cpt FoxyLoxy gives a run through of repairing with Engineering Gameplay.

Capital ships will likely need a team of engineers (multiple people repairing the same module/section simultaneously will increase the repair speed).

 

Skill drills to get better at ship to ship combat from 5-6 months ago that should still be relevant today.

  1. Defensive Corkscrew
  2. Rate Drill (Poll Drill) - 4min 30sec
  3. Merge (Battle Merge) - 6min 35sec
  4. Gun Funneling - 10min 20sec
  5. Max Turn Angle - 18min 08sec
 

Tap for full post text from Wakapedia-CIG:

[Wave 1 Playtest] Engineering Tech-Preview

Star Citizen Alpha TECH-PREVIEW

A Wave 1 playtest is now available on the TECH-PREVIEW channel! Build CL: 10685865

Hello Wave 1 testers!
This playtest will focus mostly on Engineering in the persistent universe and currently functions on about 70 Ships.

  • Audience: Wave 1 Testers
  • TECH-PREVIEW Channel
  • We plan to leave this build up through Friday

Known Issues

  • UI – Item icons on MFD & Engineering Screen are missing
  • PU - PYRO - Vehicle Purchase Kiosk / Locations - After interacting in Vehicle Purchase Kiosk an UI "Your Transaction Has Failed" will appear
  • PU - Pyro - Stanton Gateway - Locations/Medical Screens/UI - Players cannot imprint at Stanton Gateway
  • PU - Fire Extinguisher - Interactions / FPS / UI / Actor - The Fire Extinguisher can become unusable / unable to be equipped by the player

Engineering Updates

Feature Updates

  • Pips should not auto assign other pips from other ship items (only powerplant if available)
  • Add modifier to reduce/restrict damage penetration – Expand existing damage modifier on Vehicle Component
  • Implemented New Fuse / Relay Gameplay
  • Allow MFDs to work with no power available
  • Doors on Ships need to support a 'Low Power Mode' for when Ships & items are disabled
  • Ship Explosion Malfunction - Review audio/lights during timer - Room Power & Emergency states
  • Venting Rooms button updates
  • Fixes for Door Overrides are done
  • Balancing update for weapons and penetration
  • Ammunition count increased by x3
  • Fix for random ship damage
  • Fixes for random fire misfires and high damage

UI Updates

  • Adjusted Filters position (bottom left of 3d view)
  • Removed Exclusive mode button
  • Fixed frame visual to match new layout (had been stomped)
  • Added Hull health bar
  • Bindings Support - Health bar for the health of ship
  • Diagnostic Screen MFD - Repair All button with hotkey support
  • Added icon, warning indicator and updated header style of Contextual Boxout
  • Updated layout of Contextual Boxout statuses, stats, diagnostic mode, disconnected mode and action buttons.
  • Added color code on statuses (reused stats color coding)
  • Adjusted relays Contextual Boxout to better explain fuses. Icon, Label, Color code when at 0.
  • Added an opened/closed door icon for doors Contextual Boxout.
  • Fixed Contextual Boxout visible over config and presets

Bug Fixes

  • Engineering Station - Count of notifications does not match amount of notifications
  • Vehicles / Engineering / Resource Network - Power assignment is inconsistent on multiple vehicles
  • Engineering Screen - UI - Icons for Components on MFD are Blank and Arrows on the Engineering Screen
  • Multivehicle - PU - All ships are missing Diagnostics MFDs
  • Multivehicle - PU - Vehicles / Engineering / Resource Network - Coolers on multiple vehicles are not adequately cooling the vehicle
  • Right click drops extinguisher
  • Fixed graphics settings changing to unexpected values when adjusting other graphics options
  • Fixed various client stability issues and crashes
  • PU - Stanton - Engineering Screen - UI - Icons for Components on MFD are Blank and Arrows on the Engineering Screen

Here's a longer list of ships that are fully or partially implemented for Engineering in this playtest

Carrack, Mercury Star Runner, Gladius, Sabre, Scorpius, Ares Inferno/ion, Corsair, Cutter, Fortune, fury/mx/lx, Golem, Guardian QI/MX, Hull-A, Mantis, Meteor , Intrepid, Polaris, Prowler, Pulse/LX, Retaliator, San'tok.yai, Spirit C1/A1, Starlancer MAX/TAC, Syulen, Talon/Shrike, Terrapin, Asgard, Storm/AA, Vanguard Warden/Harbinger/Sentinel, Vulture, Nomad, Nova, Zeus, STV, X1, Ursa Medivac, Apollo Triage/Medivac, Paladin.

 

Tune in for 4 hours on twitch between Nov 20th and Dec 3rd to receive the armor.

You'll need to link a twitch account on the RSI Website (any account, doesn't need to be a Twitch Prime account).

[–] QuadratureSurfer@lemmy.world 2 points 2 weeks ago

There's a lot to like about engineering.

One of my favorite things so far, is that you can actually revive soft-deathed ships.

 

From the SC-Testing-Chat:

Message of the day

🍂(Waka's Day) We currently have 2 goals for the rest of this week
- We are currently preparing a new 4.4 PTU build for a release today
- We are on track for a new Engineering Tech-Preview later this week with the goal of opening to Wave 1 testers
🍂(Tysdagr) A new 4.4 PTU update is now open to all waves! VERSION 4.4.0-PTU.10679008 | Bugfix and Issue Discussion
🎃 SC Alpha 4.3.2 has been released to the LIVE environment! 4.3.2 Release Notes | 4.3.2 Hotfix Central

https://robertsspaceindustries.com/spectrum/community/SC/lobby/38230

[–] QuadratureSurfer@lemmy.world 2 points 2 weeks ago (1 children)

True. Luckily, using the engineering terminal, you're able to leave interior doors open permanently to make getting around a lot quicker.

[–] QuadratureSurfer@lemmy.world 2 points 2 weeks ago

Yeah, as far as alternatives go, they do have an official BlueSky account. However, they only sometimes mirror their posting across Twitter and BlueSky. The last post on there is from ~2 months ago when 4.3 dropped.

 

Short video about wildlife that CIG posted on Twitter.

 

DigThat32 discusses engineering and the importance of coolers once this update is out.

 

A machinama news report covering recent developments from within the Star Citizen verse.

[–] QuadratureSurfer@lemmy.world 2 points 3 weeks ago (1 children)

Yeah, I'm fine with stowing stuff once we get working suit lockers. Even though, once they do that, they'll likely implement the restrictions so you can't pilot in heavy armor.

[–] QuadratureSurfer@lemmy.world 2 points 3 weeks ago (3 children)

I'm pretty sure that CIG restoring our ability to have a 3rd weapon (in our hands) has to do with the recent Engineering Tech-Preview.

It was super frustrating to have a fire on your ship, look at the fire hydrant and be told that you had to swap it with one of the weapons on your back.

Then you would be scrambling to find a nearby storage compartment to stash your weapon (because who wants to take a chance when dropping it means it might fall through the floor).

There were a lot of players frustrated with having to do that.

[–] QuadratureSurfer@lemmy.world 1 points 3 weeks ago

Yes, they do want to allow us to run our own private servers eventually.

Their plan is to finish Squadron 42, then release Star Citizen, and then they'll work on a private server option.

Note: Private servers might end up being a simpler version of the universe that we know.

https://youtube.com/watch?v=yLjk2UvfFRA&t=1003s

[–] QuadratureSurfer@lemmy.world 2 points 3 weeks ago* (last edited 3 weeks ago)

It depends on how big of a jump from one version to the next.

Edit: TL/DR shader folders are based on the Star Citizen game version, not the Nvidia driver versions as far as I've seen.

You can find the shader folders under "%localappdata%\Star Citizen"

Alternatively the full path:
"C:\Users<username>\AppData\Local\Star Citizen"

On any major version changes, there is a completely different folder for shaders (ex: 4.3.2 -> 4.4.0)

On minor version changes/updates the shaders folder is rarely shared with the previous version (ex: 4.3.1 -> 4.3.2). Although I haven't noticed this happen in a long time.

I've noticed that usually very minor version changes/hotfixes that come out within a few days of a previous update will share the same shader folder with a previous version (ex: 4.3.2-live.10452200 -> 4.3.2-live.10591185).

The worst issue I've seen happen because of this was when they first introduced caves. I was standing inside of a cave, and a friend could not see the cave even when he tripped and fell right inside of it. He needed to exit and clear his shader folder before he was able to see the caves.

[–] QuadratureSurfer@lemmy.world 2 points 4 weeks ago (2 children)

Interesting. I'm wondering if there's going to be some sort of mechanic where it takes a minimum of "x" amount of time to disable the shields, where the owner/org members have enough time to respond.

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