Is there any information out there about when I can rent the better ships (M50, Superhornet, etc)? My pile of REC is looking useless otherwise, unless I'm missing something.
I think they've said 'limited' ships like the M50 and Superhornet will only be available some of the time for rental, but that they will be available for rental more frequently than they will be available to pledge for.
Wow, this is amazing. Video of what it looks like inside a Cutlass during a Firefight and it's subsequent death.
Never been more excited to frantically run around a multi-crew ship while it's falling apart around me.
That is fucking incredible
I've never seen anything like this in any game ever
This, this is exactly what cinuhmatic shooters like cod try to emulate with their cutscenes, only here it's all interactive and player driven.
I haven't been following SC that closely, only really booted up Arena Commander this week playing single player swarm and races to try to get a feel for it. Anyway, I have the same package, Arbiter 325a. Why might I ask do you want to upgrade? Let me see if I understand LTI correctly, I guess it means you can smash up your ships as many times as you want and never have to pay to get it replaced when the persistent universe is up. So I it makes sense to upgrade to the 'best' ship that I can with LTI? Is the 325a not a good enough ship for LTI? It seems like the most expensive upgrade path available for me is the Hornet, which implies that it's the 'best', why would you get the 10 dollar cheaper Cutlass?Edit: Also, I am feeling foolish but I can't find confirmation that using a CCU on my game package means I keep all the items and lti of that package. Can anyone confirm? Looking to go from a 325a in an Arbiter package to a Cutlass.
I haven't been following SC that closely, only really booted up Arena Commander this week playing single player swarm and races to try to get a feel for it. Anyway, I have the same package, Arbiter 325a. Why might I ask do you want to upgrade? Let me see if I understand LTI correctly, I guess it means you can smash up your ships as many times as you want and never have to pay to get it replaced when the persistent universe is up. So I it makes sense to upgrade to the 'best' ship that I can with LTI? Is the 325a not a good enough ship for LTI? It seems like the most expensive upgrade path available for me is the Hornet, which implies that it's the 'best', why would you get the 10 dollar cheaper Cutlass?
I haven't been following SC that closely, only really booted up Arena Commander this week playing single player swarm and races to try to get a feel for it. Anyway, I have the same package, Arbiter 325a. Why might I ask do you want to upgrade? Let me see if I understand LTI correctly, I guess it means you can smash up your ships as many times as you want and never have to pay to get it replaced when the persistent universe is up. So I it makes sense to upgrade to the 'best' ship that I can with LTI? Is the 325a not a good enough ship for LTI? It seems like the most expensive upgrade path available for me is the Hornet, which implies that it's the 'best', why would you get the 10 dollar cheaper Cutlass?
LTI came with each ship that early backers pledged for in the first year. So what Dead Man is asking about is whether he can transfer his LTI from his older ship to a newer one. (As for the answer to his question ... I think it'll work? I've never tried it myself. I'd file a support ticket to ask and make sure, even though those poor people are swamped.)
Density? So not only are we going to get a force measurement via F=MA, but also do a pressure calculation based on the size of the round? Might as well go all the way and calculate the angle of impact while we're at it and figure out deflection. =PWhat this means is that rather than each projectile (energy or ballistic) having a prescribed damage value against shields, hull plating, or components we are actually going to base the damage off the mass, velocity, and density of the projectile. Likewise on the ships we will be expanding the materials and the properties of their hull plating and shields to react in a proper way to the physical characteristics of the rounds impacting them.
Fuck yes. Can't wait for the Khartu-Al. Also interested in seeing how the Constellation rework pans out. Particularly in respect to the Phoenix.At the same time our internal modeling team has been working diligently on building out ships like the Herald, P-52 Merlin, Xi’an Scout, and even starting in on the Vanguard. We’ve also been making great progress on the reworks to the Constellation and Freelancer as they get updated to using our latest modeling techniques and the modularity system. These ships will be ready to show off their new looks with the release of multi-crew ship functionality in Arena Commander.
5PB/mo internally. For reference's sake, that's 208,879 copies of the current SC install.We have now surpassed 5 PB /mo in internal data for build delivery.
This seriously can't come soon enough. That holotable is possibly the worst part of SC.We’ve been busy refining the redesign of the holotable as well as the menu flow, working to establish an efficient and user friendly layout. We’ve also continued to improve the mobiGlas shopping app, which now has a different look for each shop you go in for a customized shopping experience.
Density? So not only are we going to get a force measurement via F=MA, but also do a pressure calculation based on the size of the round? Might as well go all the way and calculate the angle of impact while we're at it and figure out deflection. =P
Update is that nVidia's Optimus graphics switching technology sucks the big one, and unless an application has an profile included, your laptop will be assigning it the integrated graphics chip on your Intel CPU rather than the dedicated GPU. nVidia does not, of course, bother to inform you that this has happened. Said integrated graphics collapses completely when confronted with something more taxing than Minesweeper, leading everyone to wonder what the hell is going on when their laptop displays the gaming prowess of a fart in a wet paper bag.
Go to the nVidia control panel > Manage 3D Settings > Program Settings, and click 'Add'. Find StarCitizen.exe, which will be located in StarCitizen\CitizenClient\Bin64 - note that it's StarCitizen.exe, NOT the launcher (StarCitizenLauncher.exe), which is located two folders up and will not help you. Then set StarCitizen.exe to use the dedicated nVidia GPU.
Heavy:
http://a.pomf.se/quixny.webm
Light:
http://a.pomf.se/hwkcjy.webm
lol my heavy webm captured a bit of CR's face from 104TC. hah
So detailed.
Also notice the boots have geometric print detail on their sole
lol my heavy webm captured a bit of CR's face from 104TC. hah
Also notice the boots have geometric print detail on their sole
Let's face it guys. Sure, SQ42 is going to be amazeballs, but we all know what must follow. A terrestrial single player / co-op campaign in which you get to use all these amazing flying machines in the atmosphere of a chosen planet. Clouds and orbital space above you, futuristic landscapes, cities and tagets to bomb the shit out of on the ground below.
Either that or Strike Commander 2.
Either that or Strike Commander 2.
Let's face it guys. Sure, SQ42 is going to be amazeballs, but we all know what must follow. A terrestrial single player / co-op campaign in which you get to use all these amazing flying machines in the atmosphere of a chosen planet. Clouds and orbital space above you, futuristic landscapes, cities and tagets to bomb the shit out of on the ground below.
Either that or Strike Commander 2.
Welp, for those that are actually playing, start farming your REC now because they nerfed the shit out of it in the test server.
Welp, for those that are actually playing, start farming your REC now because they nerfed the shit out of it in the test server.
Welp, for those that are actually playing, start farming your REC now because they nerfed the shit out of it in the test server.
I recently melted my Mustang package for the Gladius package, and now I seem to have a 300i as well. It doesn't show up in my hangar on the RSI website, but I can fly it.
Did I miss something? Is the 300i free to fly right now?
How long will it take until someone builds a fully working cockpit for a Star Citizen ship?
Inside CIG: Foundry 42 Germany is up.
This gave me so much faith in CIG, seriously, that is a massive amount of talent there.
LOL, guy from 2:52 looks exactly like one of the enemies in Ryse:Inside CIG: Foundry 42 Germany is up.
This gave me so much faith in CIG, seriously, that is a massive amount of talent there.
Well Descent: Underground just reached its kickstarter goal!
Many 6 DOF capable games coming soon, so pleased.
STANCES
What are stances, and why do they matter? Aim stances affect how fast a fighter can bring the weapon up to look down the sight, as well as accuracy while shooting without aiming. Most traditional FPS games have two aim stances: firing while you’re moving (hips) or carefully closing in on your weapon (sights). The standard tradeoff is field of view versus weapon accuracy: firing while moving is less accurate, but you have a wider view of the battlefield. Firing while focusing on your weapon’s sights lets you target very specifically, but you lose your peripheral vision.
Star Marine — and Star Citizen proper — will feature three stances. Having three possible stances instead of two means that the game will have a more realistic system of weapon handling, which will immediately impact gameplay. Star Citizen’s three stances are Lowered, Ready and Aim Down Sights (ADS). The Lowered stance trades the ability to fire for maneuverability. The Ready stance slows a soldier’s movement while making reactionary fire and aiming a lot faster and more accurate. The ADS stance is the most accurate, but has the slowest movement and most restricted visibility of the three stances.
LOWERED STANCE
The Lowered weapon stance allows you to move fast (sprint, jump, etc.) and use all the contextual navigation available. The tradeoff is that firing requires you to switch to at least the Ready stance, which takes time. Bringing the weapon up for aiming takes longer since your weapon isn’t near the aim pose. (Attempting to fire from this stance would be ‘shooting from the hip,’ which would result in a large amount of spread, sway and recoil, since the weapon doesn’t have a stable platform absorbing the energy of firing. You would have little ability to adjust where the rounds are impacting in this stance.)
READY STANCE
The Ready stance brings the weapon up to the shoulder but without the camera looking down the sight. This will feel similar to traditional FPS weapons when you are not looking down the sights (most like the ‘hips’ stance in the two-stance system). To use the Lowered stance, character movement must first slow to a walk. Contextual navigation will also be limited. In this stance, the character can much more quickly raise his weapon for the ADS stance (as the weapon is close to that position already). Spread, sway and recoil are more limited in this stance, and the position of the weapon absorbs the energy of firing in the shoulder and be fairly accurate — but not as accurate as using sights!
ADS STANCE
The Aim Down Sights stance reduces you to a slow walk. The camera will be looking directly down the sights of the weapon, making it the most accurate it can be. The spread, sway and recoil will be quite low (depending on the weapon and firing mode). Unlike the other stances, which are activated contextually based on player movement, the ADS stance must be explicitly activated. The process of ‘getting to’ ADS differs depending on which of the other two stances the character is in: the transition from Lowered stance is quicker, while it will take takes longer for someone in moving from Lowered stance.
You will be unable to use any contextual actions while aiming, making maneuverability severely diminished. Attempting to sprint does not take you out of this state like it would from Ready. From a gameplay perspective, players will be forced to think about their natural movements during a combat scenario. Sprinting from place to place now carries the additional balance layer, making it take additional time to aim your weapon accurately once you have stopped sprinting. The intention is that players will make smart, tactical decisions based on their overall abilities rather than attempting to blindly run around and gun down everything that moves!