Star Citizen Alpha 2.0 | The 'Verse Awakens

Email said:
Greetings Subscribers!

A small number of CitizenCon 2015 event posters will be available for sale to subscribers starting on Wednesday March 2nd! This original artwork envisions the city of Manchester in the year 2945 and features the fearsome Sabre medium fighter. We'll be doing two lots for sale at the following times:

#1. 10 AM PST/6:00 PM UTC
#2. 2 PM PST/10 PM UTC

The posters will be available in the merchandise section of the store at the above times. Limit one poster per customer, price includes worldwide shipping. Please note that these will be shipped directly from our UK offices, so tracking information will not be available for this item.

Thank you for all of your continued support!

Best,
Cloud Imperium Games

Well I'll be, they're actually selling some of the stuff they've had printed out... Pity it's nothing I'm really interested in.
 
There's enough SC high-res art floating around for those wanting a poster / canvas print anyway. Still, it would be nice to have the option to buy it from CIG.

Btw Zalu, did anything print worthy show up in the vault recently? :)
 
Ugh. So good. I love shit like this.
Any news on mag boots being fixed? Every patch has me smashing b. Ready to catch a ride while locked onto the bottom of your ships.
I think they have to figure out how to deal with non flat surfaces and mag boots. That was always its problem before. The IK and physical improvements from the newest EVA would be a great stepping point for that though I imagine.
 
There's enough SC high-res art floating around for those wanting a poster / canvas print anyway. Still, it would be nice to have the option to buy it from CIG.

Btw Zalu, did anything print worthy show up in the vault recently? :)

Artwork is available online, but you have to figure they have the original uncompressed sources to work with. Nobody is in a better position to create high quality prints. You'd think they'd capitalize on that with some official HQ posters from some of their better concept art pieces and renders. It's not like they don't sell lots of other merchandise. Perhaps this is a pilot test to see if there's demand.

As for the vault... Nothing really as of the last time I checked. The best candidates were probably the Khartu, but they have problems that exclude them. (Lots of jaggies, artifacts / banding.)
 
How well does the alpha run on PC's right now? I remember it destroying my FX8320 and my R9 270. How would it fare on an i5 6600K and an R9 390?
 
How well does the alpha run on PC's right now? I remember it destroying my FX8320 and my R9 270. How would it fare on an i5 6600K and an R9 390?

On the PTU/PU it is more on the server that limits the FPS. That CPU and Video Card would be fine. Prob hit 50-80 FPS in the Hanger and EA in 1080p/Very High. If you turned of V-sync. Current PU 24-30 FPS, PTU 24-80 FPS is what I saw last night in the newest PTU build, Avg was around 40 FPS. (running i7 Ivy Bridge @ 4.7Ghz, and R9 290x x2)
 
Jail system in the game -

https://www.reddit.com/r/starcitize...s_roberts_on_badnewsbaron_stream_said_thered/

I can see it now: Caterpillars using their people launchers to spring jail breaks.
I'm not so sure we'll see mass jail breaking. If that became a thing, given the static locations of the jails, they'd be a great place for bounty hunters to sit. And seeing how jails would logically be in policed space, any combat is going to favor people on the side of the law.
 
On the PTU/PU it is more on the server that limits the FPS. That CPU and Video Card would be fine. Prob hit 50-80 FPS in the Hanger and EA in 1080p/Very High. If you turned of V-sync. Current PU 24-30 FPS, PTU 24-80 FPS is what I saw last night in the newest PTU build, Avg was around 40 FPS. (running i7 Ivy Bridge @ 4.7Ghz, and R9 290x x2)

The PU server is locked to 24-30FPS regardless of hardware?
 
Is this going to be a thing for the finished game? Because it sounds terrible. Especially for VR.

Yeah, that's a showstopper for VR implementation. Hopefully they can decouple the client to allow 90 FPS display while the server's running at their intended 30 FPS internally.
 
https://robertsspaceindustries.com/comm-link/transmission/15222-BTS-Multicrew-Physics-Grids

Pretty awesome to read about. They voxelise ship interiors for the physics grid. Brutal.

The times when I click a link expecting to read something new, only to find out that it's a reprint from a past JP that I've already read. =/

(Mind you, I think it's a good thing that they release much of the contents of a given JP issue to non-subscribers via a slow news drip. Just kind of anticlimactic when you find out "new" info isn't really new.)
 
The times when I click a link expecting to read something new, only to find out that it's a reprint from a past JP that I've already read. =/

(Mind you, I think it's a good thing that they release much of the contents of a given JP issue to non-subscribers via a slow news drip. Just kind of anticlimactic when you find out "new" info isn't really new.)

hah - well, I am grateful for your having a subscription. It gives me this wonderful content, even if it is a bit late :D
 
hah - well, I am grateful for your having a subscription. It gives me this wonderful content, even if it is a bit late :D

Speaking of content... Some pulls from the recent vault update focusing on ship components:

First the shield generators which aren't exactly new.
uL28LLQ.jpg

Then there's the power generator.
On the drive side of things we have the quantum drive that everybody has been using in the PU.

And the jump drive that'll facilitate our means of moving around the 'verse at large.

Which apparently get strapped together like so. Kind of exemplifies that any ship with a quantum drive should support a jump drive.

I'm loving the component/subcomponent setup that the game is headed towards. Between the larger modules, weapons, components and their respective subcomponents, we'll have a lot of versatility on how we deck out our ships. Two ships of the same type might end up having radically different capabilities.

Then there's the aspect where you have component/subcomponent failure and need to run around fixing/replacing them. Perhaps even flipping out subcomponents mid mission as needs change. Lots of interesting gameplay potential.
 
Then there's the aspect where you have component/subcomponent failure and need to run around fixing/replacing them. Perhaps even flipping out subcomponents mid mission as needs change. Lots of interesting gameplay potential.

Beyond the obviously cool technical detail of it, the picking up into gameplay systems is what makes me especially happy. As well sice it means that TTK will invariably keep rising and rising as more of the pipes and sub systems come online. Armour included.

I really want the game to have a pretty high TTK in ship (presuming a couple of things of course) and a decidedly low TTK on foot (once again, presuming a few things). Death of a spacemen and consuquences to death excite me.
 
Beyond the obviously cool technical detail of it, the picking up into gameplay systems is what makes me especially happy. As well sice it means that TTK will invariably keep rising and rising as more of the pipes and sub systems come online. Armour included.

I really want the game to have a pretty high TTK in ship (presuming a couple of things of course) and a decidedly low TTK on foot (once again, presuming a few things). Death of a spacemen and consuquences to death excite me.

Yeah, ships - especially larger multicrew ships - shouldn't go boom quickly unless obviously outgunned (Meet the Zestroyer!) or overwhelmed (We shall blot out the sun with our Super Hornets!). It should be a battle of not just piloting and weapon loadout, but what defenses the opponent is packing along with the efficiency of the crew on board. A crew that can repair/replace physical components quickly and properly manage their use during a fight should hopefully be able to keep a ship in one piece and online in a battle that would otherwise have left it as space debris.

This not only makes battles more interesting, but makes it so people are rewarded for flying together on the same ship instead of just everybody flying solo and tasking everything else to AI. No matter how good an AI might be at any one thing, it's simply not going to be capable of adapting quickly to changing situations or being a jack of all trades. So while it should be possible to fly a ship solo with AI, a fully human manned ship should be far, far more capable. Heck, it has to be to counterbalance the fact that you have more "lives" at stake. Since death has consequence in the game, you cant just have people blowing up by the shipload as quickly as they would if flying solo.

That said, it'll be no small nightmare to balance the single seater vs multicrew vs cap ship TTK with a human vs ai conflict on top of that. Still, it's a necessary burden if they plan on people actually using the larger ships and working together on them.
 
And then quickly to J. They are flying through these fixes.

Makes sense that they're still keeping it to the initial testers if updates are so frequent - while dealing with common bugs affecting most players, having more players to reproduce the same problem is just adds unnecessary bandwidth costs. You only really need more players once you have the common ones solved and need to dig up the weirder, less common issues.
 
Makes sense that they're still keeping it to the initial testers if updates are so frequent - while dealing with common bugs affecting most players, having more players to reproduce the same problem is just adds unnecessary bandwidth costs. You only really need more players once you have the common ones solved and need to dig up the weirder, less common issues.

I was on i for over 2 hours solid last night before going to bed. Not one bug, crash, rag doll. Hopefully j is the one to go to live.
 
So am I right to assume that the initial roadmap of the full game being released before the end of 2016 wont even be close to happening?
 
So am I right to assume that the initial roadmap of the full game being released before the end of 2016 wont even be close to happening?

They haven't even finished building one planet environment, let alone the hundreds they have planned.

Star Citizen is a 2030 game
 
More importantly the CIG artists once again show that they can't spell.

It is kind of charming.

Unless they really are talking about taking Pleats out of that power generator.

Tradition at this point I'm sure. ;) I'm more curious on how a generator becomes charged or depleted, err "depleated" in the first place. That's how a battery or capacitor works, not a generator.
 
The same way gasoline in a portable generator runs out, I guess.

The term "depleted" is relatively interchangeable, but in the case of gas or other fuels, the term used for the opposite condition is "full" - not "charged". That and I wouldn't imagine a ship component would have an independent fuel tank.

Charged would imply that the conversion to usable energy has already taken place. Mind you, assuming this isn't a totally mislabeled thing, it is still possible if the generators serve as both generators and capacitors/batteries. Such a thing would potentially provide limited power while offline, or perhaps even allowing a period of power delivery above what is normally sustainable.
 
Beyond the obviously cool technical detail of it, the picking up into gameplay systems is what makes me especially happy. As well sice it means that TTK will invariably keep rising and rising as more of the pipes and sub systems come online. Armour included.

I really want the game to have a pretty high TTK in ship (presuming a couple of things of course) and a decidedly low TTK on foot (once again, presuming a few things). Death of a spacemen and consuquences to death excite me.

Problem is with their implementation of gimballs and IM, long TTK results in prolonged DPS battles. Again it isn't about dogfighting, it's about aiming and keeping the cursor over the target (hence the current meta is circle strafing).

They also still haven't found the balance to what wounding a ship is and proper evasion and escaping a conflict. Even more complicated is that they have been forced (again aesthetically designed ships shoehorned into their physics simulation) to use things like phantom thrusters to get ships to fly. That keeps the visual representation of damage not indicative of actual damage so there is no tangible feedback on what you have done to another ship.


Problem is that balance of combat isn't about TTK as a variable, it's the gameplay behind them and feedback to pilots that will determine how "fun" it is.
 
PTU 2.2.0k just hit. Not many updates this time. We could be looking at a release candidate here by tomorrow!
I definitely see that as a possiblity. I have played an hour long session with no crashes this evening. I wonder if the live 2.2 drop will have any other additional content, like the Reliant as Hangar Ready for example.

Now only if server performance were always above at least 40 fps...
 
PTU 2.2.0k just hit. Not many updates this time. We could be looking at a release candidate here by tomorrow!

Either that or opening up PTU to everyone for a big test:
https://www.reddit.com/r/starcitizen/comments/48ty0e/ahmed_on_discord_might_need_all_ptu_testing/
Ahmed - 21:12 I might need all your testing powers soon. I will let you know once I have something soild .. but in genera we would need as many players in Crusader as we can if we proceed with the test I'm working on now.

Ahmed - 21:14 We wanna get some telemetry caps in different situations .. I will give you all the details when I'm done and good to go if possible today.

WLeverett-CIG - Heute um 21:49 Uhr As @Ahmed said a bit ago, we will need as many as possible to test Crusader instances with our next PTU build. We'll be restricting access to Crusader only, no AC or ArcCorp for this round coming up.

Edit: nope, they're just lowering the instance count with the same number of users for this test.
 
I'm a Kickstarter backer but I haven't jumped into Star Citizen in well over a year.

It was neat to see all the little things they've added to my hangar in that time. I dig the fish tank, the model case, the chest with gear in it, the bond certificate, and such. Such a nice little touch.

I'm going to have to buy a flight stick, aren't I.

Yup.
 
I definitely see that as a possiblity. I have played an hour long session with no crashes this evening. I wonder if the live 2.2 drop will have any other additional content, like the Reliant as Hangar Ready for example.

Now only if server performance were always above at least 40 fps...

Ahmed asking about you in Discord. He wanted to know what framerates people were getting. Whilst they were testing the instances.

Anyway, testing is finished they have opened up the instances to everybody (in the PTU).
 
Ahmed asking about you in Discord. He wanted to know what framerates people were getting. Whilst they were testing the instances.

Anyway, testing is finished they have opened up the instances to everybody (in the PTU).

I was not on Discord but a few people I was in with during the test were. I gave them my info to give to him. 1440p - 26-33fps The instance I was in was 24 people but we only had 16 ship limit.
 
I was not on Discord but a few people I was in with during the test were. I gave them my info to give to him. 1440p - 26-33fps The instance I was in was 24 people but we only had 16 ship limit.

You must have been in the same instance as me then (unless they had multiple 24/16 instances).
 
Oh wow, I wasn't expecting them to go right to live.

Time to try out that cooler!
"Please note that all backers who signed up before the $56 million stretch goal will already have a J-Span Cryo-Star on their account! These coolers can currently be mounted on the Avenger, Aurora, Mustang, 300 Series, HOrnet, Gladiator, Gladius, M50 and P-52 Merlin."
 
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