QuadratureSurfer

joined 2 years ago
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I think the title explains it pretty well. 4min video.

 

If you go to the Official Star Citizen Twitch channel and watch the replay, you can also see this video play out ~9 minutes before CitizenCon begins.

[–] QuadratureSurfer@lemmy.world 4 points 4 days ago (1 children)

Nyx announced, releasing next month!

 

@ZerekMasters:

Dear Zac Preece, I've got some Attachment Questions

A fun additional nuance to weapons would be more mag options, FMJ for additionnal ship damge, Smaller mags for faster reloads, extended mags etc.
I love using pistols and Extended mags for pistols would be AMAZING <- this is what i really want


Other Attachment Questions:

- why no 8x scopes on DMRs like p8-ar or the s71
- why no 4x scopes on the coda?
- P8-AR has a weird delayed recoil am i the only one who thinks this?
- being able to put a sight on the railgun would be a nice QOL too

What are other attachments you guys wanna see, lets start the conversation


@ZacPreece_CIG

- why no 8x scopes on DMRs like p8-ar or the s71

Not wanted in terms of FPS direction, last time I spoke to my boss about it, just wasn't inline with what was wanted for rifles
I asked very politely for it on the LMG and it was approved, maybe something that can be re-visited.

- why no 4x scopes on the coda?

As above, pistols only use size 1 optics

- P8-AR has a weird delayed recoil am i the only one who thinks this?

This is just a feel thing, the time between shots has a short delay so you get a consistent climb, it feels worse if you have it constantly 'recoiling' during the pause and it more inline with more recent recoils having less visual recoil to massage the focus on tracking vs controlling the gun.

- being able to put a sight on the railgun would be a nice QOL too

Not this but some bits further down the line for this

https://robertsspaceindustries.com/spectrum/community/SC/forum/50259/thread/dear-zac-preece-i-ve-got-some-attachment-questions/8322464

Image credit goes to @Rindalthi in spectrum

[–] QuadratureSurfer@lemmy.world 2 points 5 days ago (1 children)

Another option is to earn a ship from Contested Zones or Wikelo.

[–] QuadratureSurfer@lemmy.world 1 points 1 week ago* (last edited 1 week ago) (1 children)

Are there any plans for supporting polls in PieFed or Feeds?

Ex: A PieFed poll posted to a Lemmy.world community: https://piefed.social/post/1051540

Ex: Feed/sub-feed example: https://piefed.social/f/technology

Edit: removed redundant question.

 

A quick 3 minute video by MrKraken with a recap of the Pyro Storyline as we are heading into the next part of the story in 4.3.2.

 

This is Captain Tis' first attempt at machinima.

The camera movement is smooth, the story looks fun, and the scenes are great.

There are some FOIP issues and you can see some background NPCs bugging out in some shots, but overall I thought it was worth watching the 12 minute video/episode.

 

4.3.2 PTU is now open to all backers. Here are some useful notes about this update.

Full text from post:

Hello everyone,

Welcome to another Patch Watch! These posts shine a light on upcoming features, improvements, and or fixes that may not appear on the Public Roadmap—but are updates we believe you'll find valuable.

This time, we will be focusing our thread on the upcoming structural salvage update that is coming to Alpha 4.3.2. Let’s dive into it!

Structural Salvage UpdateStructural Salvage has undergone a major update to prepare for future systems. These changes touch every current and future salvage-capable ship, adding more complexity to the profession. You’ll notice differences in how long it takes to break down ships, how much material you can collect, and how that material is refined at refinery decks, since refining is now an essential step in the salvage gameplay loop.

Each salvage ship has been given a distinct role to better define its place in the profession. For example, the Reclaimer embodies the “quantity over quality” approach, processing structural salvage at the fastest rate and built for large-scale operations. The Vulture represents the balanced middle ground, ideal for independent players looking to salvage quickly and efficiently. The Fortune is somewhat similar to the Vulture, but with more amenities and improved logistics.


Technical Updates
The fraction and disintegration field emitted by the ships has been reworked, with the salvaging ranges extended by as much as 60 meters compared to the current 4.3.1 Live build. Each ship now generates fields that match its visual design, and alignment “sweet spots” have been shifted away from the dead center to more appropriate locations depending on the ship.

Fracture times have been fully rebalanced. There is now a five-times performance gap between the fastest and slowest ships. In this ranking, the Reclaimer sits at the top, followed by the Vulture, and then the Fortune.

Conversion rates, measured in SCU per cubic meter, now vary between ships. At present, the Reclaimer offers the best optimization, with the Vulture following behind.

Sweet spot mechanics have also been reworked. Ships like the Reclaimer now benefit from massive multipliers, with up to seven times faster processing when properly aligned, alongside improved yield bonuses. Sweet spots now display percentage values directly on debris pieces, making it clearer to see how close you are to optimal alignment. While ships tractor beams make this easier by carefully moving and rotating wrecks, careful flight positioning can achieve the same results.


Material System Variances
Another major change is the introduction of three distinct raw material types:

  • Powder,
  • Scraps,
  • and Chunks.

Powder has the highest density and the fastest refinery processing times, but it also delivers the lowest yield. Scraps is not something that will come in 4.3.2 as none of the current salvaging ships can produce it, but it will sit in the middle across density, yield, and processing. Finally, chunks provide the highest yield but come with the lowest density and the longest refinery times.

All refinery decks are able to process these raw materials, and no matter what type you salvage, they all refine into the same construction material. The workflow is straightforward and work much like what our miners are used to: salvaged material is stored in the station inventory through freight elevators before being processed in the refinery. The system is designed so that smaller ships enjoy quicker turnaround, while larger ships like the Reclaimer require more time but deliver greater profit margins.


Strategic Gameplay
These changes open up new approaches for different playstyles. Solo players can stick to smaller ships for immediate returns and faster turnaround, while groups can maximize profit with the Reclaimer’s massive throughput, accepting the trade-off of delayed payouts. Mixed operations are also viable, with dedicated transport ships ferrying raw materials to stations while salvage ships remain on-site to continue harvesting.

Economic balance is still in progress for this build, so we're looking forward to reading your feedback as this update goes to different test phases, up to PTU all waves soon. The Reclaimer’s profitability is scaled to support full crew payouts, while smaller ships are tuned for immediate, session-based profits. Ultimately, you will need to weigh the trade-off between efficiency and volume, deciding whether they want quick returns or maximum long-term yield.

FPS Tractor Beams ImprovementsFPS tractor beams have been rebalanced to feel more responsive. You will notice snappier movement when manipulating objects, faster rotation control, and longer break times before connections are lost. These changes make the tool more reliable and intuitive to use, whether in combat or during general item management.

Mission Updates“Sweep and Clear” missions have also been adjusted so that objectives now only appear within your current planetary system. This focuses the contract pool, reduces unnecessary travel, and helps keep mission flow tied more closely to the your immediate location.


This update is the foundation, a stepping stone towards the structural salvage we want to see for crafting. As always, we'll be monitoring your feedback closely once Alpha 4.3.2 drops to the PTU environment.

 

Context:
Someone had asked in Spectrum chat how to fix the Vulkan Crash Issue and OP responded by explaining how to clear shaders.

Silvan-CIG:

Sorry about that guys, it was me causing this. I will explain how as it was quite technical. ~~Clearing the shaders folder will not fix this issue~~. It is a corruption and doesn't necessarily lead to a crash, just the CPU reading some random memory.
I am working on massively improving the "Optimizing Shaders" step at the moment in the tech preview stream. It will be much faster and reduces the memory usage by a huge amount. So as i was implementing this, i made a custom build with my change to send it to QA for testing.
To further understand this issue you need to know that all combinations of shaders are collected on a global server. So as our QA was testing the build he encountered a new shader which i've added and it was added to the shader list. The next live build picked up this shader which the code couldn't deal with at the time resulting in this corruption. The issue already has long been fixed but since the live code uses very outdated code this was happening.
Anyway, it is fixed already and hotfix should be coming in soon!
Cheers
Silvan-CIG

Edit: OP was right that it fixed the issue since clearing the shaders folder reverts back to DX11 and this is a Vulkan only issue!

https://www.reveddit.com/v/starcitizen/comments/1nx5xrz/cig_crushed_vulkan_with_hotfix_this_is_how_you/nhlukof/?rdt=50057

Edit: fixed title typo

My guess is it will be below average. So worse than the Vulture.

 

The 4.3.2 Patch notes are now visible to the public.

Evo has begun testing on the next update.

Tap any section below for those particular patch notes.

Star Citizen Alpha Patch 4.3.2Alpha Patch 4.3.2 has been released to Evocati to test!   Patch should now show: VERSION 4.3.2-PTU.10380323.

  • Audience: Evocati Only (Standard Evocati NDA)
  • Server Info: PTU Channel
  • Long Term Persistence: Enabled 
  • Mesh Configuration: 7:3:600
  • Starting aUEC: 15,000,000

spoiler Testing Focus

  • Stability & Bugfixes
  • Structural Salvage Update (no feedback thread until Econ Balance is done) :::

Known IssuesThe issues below are meant to help give a better indication on things that may happen during gameplay and do not always occur 100% of the time.

  • PU - Stanton - ASD - Location / Respawn Screen - Player will be rescued and respawn back at the facility after being incapacitated
  • Multi-Location - PU - Pyro - AI / Locations - Turrets at Farro Data Centers are not firing
  • ARGO ATLS  - PU - Mounts / Cargo / Tractorbeam - The ATLS is unable to pull cargo off a ship's cargo grid after it is moved from place of origin to new location
  • PU - Stanton / Pyro - Armor / Loot Box / Inventory / Actor - Equipment and armor dropped on the ground will be suspended in mid-air making them unable to be interacted with

Features & Gameplay

Gameplay

Structural Salvage Update
Structural salvage has undergone major changes to prep for future systems. This will affect all salvage mechanics for all ships and will increase complexity, adjust salvaging times and materials collected, and add refining as part of the flow for materials.

Ship Identity & Role Definitions
Each salvage ship now has a distinct identity and specialized role:

  • Reclaimer: "Quantity over quality" - Fastest structural salvage processing, designed for large-scale operations
  • Vulture: "The Lone Wolf" - Balanced middle-ground ship, serves as reference point for all other ships

► Technical Changes
Field Generation System

  • Increased Range: Fields have been increased by up to 60 meters from where they were before
  • Ship-Specific Fields: Each ship now generates differently sized fields matching their visual design
  • Repositioned Sweet Spots: Alignment sweet spots moved from dead center to ship-appropriate positions

Fracture Time Rebalancing

  • 5x Speed Differential: Massive performance gap between fastest and slowest ships
  • Speed Rankings (fastest to slowest): Reclaimer (fastest), Vulture (reference baseline)

Conversion Rate System

  • SCU per Cubic Meter optimization varies by ship
  • Current Live Rankings: Reclaimer (best available)

► Field Alignment Sweet Spot Overhaul
Massive Multiplier Buffs

  • Reclaimer: 7x speed multiplier when properly aligned
  • Additional: Yield multipliers also improved for aligned positioning

Visibility & Mechanics

  • Sweet spots display +/- percentages on debris pieces
  • Easier with tractor beam ships, but possible through flight positioning

► New Three-Tier Material System
Raw Material Types
All structural salvage now produces raw materials requiring refinery processing:

Powder: Highest density, Lowest yield after refining, Fastest refinery processing time.
Scraps: Medium density, Medium yield and processing time.
Chunks: Lowest density, Highest yield after refining, Longest refinery processing time.

Refinery Integration

  • All refinery decks can process these materials
  • Same end product: All materials refine into construction material
  • Workflow: Raw materials → Station inventory via freight elevator → Refinery processing
  • Time Design: Small ships get quick turnaround, large ships have extended processing but higher profits

► Strategic Implications
Operational Models

  • Solo Players: Use small ships for immediate gratification and quick profits
  • Group Operations: Use Reclaimer for high-volume operations with delayed but substantial payouts
  • Mixed Operations: On-site salvage production with dedicated transport ships for raw materials

Economic Balance (incomplete for this Evocati build)

  • Crew Compensation: Reclaimer profits designed to support full crew payments
  • Session-Based vs. Delayed: Small ship profits available immediately, large ship profits require waiting periods
  • Volume vs. Efficiency: Trade-offs between processing speed and total yield

► Future Integration (Crafting System)
Stepping Stone Design

  • Current system is not a placeholder but foundation for post-crafting implementation
  • When crafting arrives, ships will produce the actual material they are built off of
  • Refinery processing times and quality retention mechanics will remain consistent
  • Quality System: Chunks will retain material quality better than powder, affecting refining times

Additional Gameplay Updates

  • Balance update for FPS tractor beams for snappier movement, faster rotations, and longer break times
  • Updated “Sweep and Clear” missions to only display mission locations in the player's local planetary system

Bug Fixes

  • Potential Fix: Multivehicle - PU - Vehicles - Cargo - Freight/Cargo onboard vehicles disappears upon storage + retrieval. (STARC-179612)
  • Potential Fix: PU - ASD Delving - Phase2_M3 - Missions / mobiGlas / UI - "Retrieve Seismic Data" mission not completing despite all objectives being completed (STARC-177383)
  • Potential Fix: PU - Inventory / Locations / Network / Backend Services - Inventory experiences excessively long delays and can appear unavailable when pending moves queue gets stuck (STARC-153286)
  • Potential Fix: ORC-mkX Core Series - PU - Armor - UI / Inventory - Narrative - ORC-mkX Core Armor series mislabeled as Light Armor in the Item Description on the Inventory UI (STARC-171919)
  • Potential Fix: Anvil Asgard - PU / AC - Vehicles / Turrets - Top missile turret can be easily destroyed (STARC-169523)
  • Potential Fix: PU - Ship Battles V1 - Missions - Patrol - Search and Destroy - The "Ping" marker for empty locations during the Search and Destroy module does not update after being pinged  (STARC-168798)
  • Potential Fix: PU - Medbed - Respawn Screen / Vehicles / Medical Screens - Tier 1 medical bed maximum distance respawn is incorrect (STARC-179887)
  • Potential Fix: PU - Missions / AI / Locations - Mercenary - UGF - Lots of Guard AI spawning at lawful UGFs (STARC-175680)
  • Potential Fix: PU - Stanton / Pyro - Personal Inventory / Local Inventory / Inventory - While attempting to drop, transfer and/or equip items, there's a chance for it to return to the inventory where it’s from (STARC-173295)
  • Potential Fix: RSI Apollo ( All Variants ) - PU - Vehicles - Apollo engine exhaust trail vfx asymmetric (STARC-179781)
  • Potential Fix: Aegis Retaliator - PU – Stanton – Vehicles / UI – Unable to open Front and Rear Module doors inside the vehicle (STARC-168327)
  • Potential Fix: PU - Location - Art - Executive hangar crates are see through and art is incomplete textures (STARC-173191)
  • Potential Fix: PU - Missions / AI - DC - Remaining AI missing during Distribution Center FPS mission
  • Potential Fix: PU - Missions - Eliminate All - Eliminate All missions are not completing after all AI have been eliminated
  • Potential Fix: PU - Locations / Audio - Transit / SFX - Elevator doors do not have any SFX (STARC-180139)
  • Potential Fix: ANVL Hawk - PU - Vehicles - Hawk Prisoner Bay Pod Missing (STARC-179007)

Technical

  • Fixed 3 Client Crashes
  • Fixed 3 Server Crashes
[–] QuadratureSurfer@lemmy.world 1 points 2 weeks ago

While the FPS event for the helmets says you need to be in the top 3, I just played through 3 rounds and got the rewards whether I was in the bottom, middle and top of the rankings.

 

Additional details on Spectrum: https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/day-of-the-vara-2955/8293632

The Dark Bear, Hill Horror, and Vanduul helmets are back, but they're only earnable through Arena Commander's FPS Mode (Kill Collector) if you place in the top 3 of a match (you'll need to do this 3x to get all reward sets).

Tap for Arena Commander Rewards

Reward Set 1:

  • Fieldsbury Dark Bear Helmet – Blueberry
  • Fieldsbury Dark Bear Helmet – Guava
  • Fieldsbury Dark Bear Helmet – Grape

Reward Set 2:

  • Fieldsbury Dark Bear Helmet – Orange
  • Fieldsbury Dark Bear Helmet – Lime
  • Fieldsbury Dark Bear Helmet

Reward Set 3:

  • The Hill Horror Reborn Helmet
  • The Hill Horror Helmet
  • Snarling Vanduul Helmet

Tap for Pumpkin Decorating Contest Rewards

Prizes

  1st Place: Mirai Guardian with LTI (in-game lifetime insurance) + Black Magic paint
  2nd Place: Aegis Sabre Firebird with LTI (in-game lifetime insurance) + Black Magic paint
  3rd Place: GATAC Syulen in-game ship (in-game lifetime insurance) + Purple Haze paint

  Substi-ghoul of the Season Award: Mirai Guardian with LTI (in-game lifetime insurance) + Black Magic paint


Also, every participant who submits an entry will be awarded a one-of-a-kind Spectrum badge, crafted with flair by Wykstrom, as a special treat for unleashing their creativity this season!

Tap for Horror Story Contest Rewards

Rewards

  •   1st Place: Aegis Sabre Firebird in-game ship with LTI and "Black Magic" Livery (in-game lifetime insurance), Greycat ROC in-game vehicle with LTI and "Harvester" Paint, and Greycat "Harvester" Armor Set, and a Star Citizen Game Package.
  •   2nd Place: Mirai Guardian in-game ship with LTI and "Black Magic" Livery (in-game lifetime insurance)
  •   3rd Place: Aegis Sabre in-game ship with LTI and "Black Magic" Livery (in-game lifetime insurance)
[–] QuadratureSurfer@lemmy.world 3 points 2 weeks ago (1 children)

Yeah, it's definitely grown in scope from the initial goals.

Wing Commander III was a lot of fun for me, and the main reason why I backed SQ42/SC. So I expect the game to have a lot of cutscenes and storyline happening between missions as we return to our main ship.

I am very satisfied with what we saw at the most recent CitizenCon.

The game won't be for everyone, but I'm expecting it to have a good storyline and some fun action between the long cutscenes. Plus it should have a lot of the features that we're currently missing in SC due to performance issues (like Maelstrom, fire physics, working atmospheric changes, etc.).

 
  • Server Maintenance planned for Tuesday.
  • Day of the Vara starts on Wednesday.
  • Monthly Report on Wednesday.
  • RSI Weekly Newsletter on Friday.
[–] QuadratureSurfer@lemmy.world 2 points 3 weeks ago

Something else I just thought of. This could be a smaller group where they'll try to eliminate any leakers first, and then move on to testing Squadron 42.

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

They do, that's the Evocati test group.

They recently expanded that group and relaxed some parts of the NDA.

I'm trying to understand the move as well. From what others in the playerbase are saying:

  • There are too many leaks in Evocati (anytime bug reports or information is displayed in the private Evocati forums/chats it gets leaked).
  • Inviting streamers to Evocati was a bad idea
  • The Evocati group isn't as active as it should be
  • A smaller focus group that only communicates directly with CIG will make it easier to find the leakers.

From my own perspective: Usually with these early builds there are major issues with certain parts of the game. For instance, they will tell everyone in the Evocati group to avoid spawning at certain locations (or avoid doing certain actions) which might cause issues like the entire server system to lock up and crash. CIG then needs to have their Sys Admins fix up the servers so that everyone can test again.

With how large the group has grown, many times players aren't reading the patch notes and they will trigger major issues that were supposed to be avoided.

With a smaller, more focused test group, they can push out builds that are quickly thrown together and even more unstable than what Evocati sees, all so that they can test very specific systems.

 

Tap for full text from postWakapedia-CIG:

Greetings Citizens,

We're excited to announce the launch of our new program for select group gameplay testing! These tests are designed to gather rapid, focused feedback on critical game systems through highly focused, short-burst sessions.

How it Works

The select group gameplay testing will operate on an invitation-only basis, bringing together small, carefully selected groups of players based on player activity for targeted testing under NDA (Non-Disclosure Agreements). Unlike our standard PTU waves, these tests will focus on specific systems or mechanics that require immediate, concentrated feedback during active development.

Tests will launch at irregular intervals based on development needs with short notice periods. Test duration will vary depending on the scope and requirements of each system being evaluated. All participants must sign and acknowledge NDA terms before gaining build access.

FEEDBACK PROCESS

All feedback for these tests will be submitted directly to us via email only (email will be provided as part of the test invitations). For these tests we will not allow forum posts, spectrum discussions, Issue Council reports, or external discussions about the test content. Participants will receive a comprehensive survey following each test session to capture their experience and observations.
Selected citizens will receive invitations via email as an NDA agreement to sign. Keep an eye on your communications!


Thank you for testing along with us!
-Player Experience Team

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

I'm not as tech savvy with Vulkan. What will the GI updates provide?

[–] QuadratureSurfer@lemmy.world 42 points 3 weeks ago (2 children)

Seriously, an open source version would be awesome. You could connect it to your own server running whatever local models you want without needing to worry about that audio/video being processed by some large corporation willing to sell you out along with your data.

 

Tap for text from the image

Message of the day

2 hours ago

🍂 (Mánadagr) Current goals today
- We are opening the TECH-PREVIEW later today to all backers for further Vulkan update testing. This will run overnight.
- We are currently working on further 4.3.1 Client/DGS hotfixes for stability, Proximity assist multiplier miscalculation (10m/s), freight disappearing when storing a ship, and more.
(Friday) Servers have now been hotfixed for RMC prices
🍂 SC Alpha 4.3.1 has been released to the LIVE environment! 4.3.1 Release Notes 4.3.1 Hotfix Central

I'm excited for this one. I'm hoping they've fixed a bunch of the terrain issues on the various planets/moons. I'll probably head back to Lazarus to see if it's looking much better.

I'm also looking forward to performance improvements. Maybe I'll actually see a decent increase in performance on my SteamDeck over the 15fps that it currently has while running SC.

If you're looking for more information about Vulkan improvements in SC, ABrown.CIG answered a bunch of questions in the thread here 2 months ago: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/any-update-about-vulkan

Edit: ~~Vulcan~~ Vulkan

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

Ok, just got done with an Onyx facility, while I felt overrun at Lazarus, Onyx was challenging solo, but it wasn't like the enemies we're respawning every minute. I didn't time it well, but it felt like a 5 minute respawn timer. It was doable, and the parallax rifle is definitely my new favorite mid-range weapon.

I would recommend at least taking a nursa with you if you can carry one.

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

This is the only code for this event.

Otherwise, you can earn a pirate spectrum badge by playing through Pirate swarm in Arena Commander.

There's also an art competition for designing a pirate flag, the top 3 submissions for each category (2 categories) will win a ship/vehicle.

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