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TrustmeImLegit
Jan 14, 2017

by FactsAreUseless

quote:

[UPDATE] Some players are also reporting death upon EVA in/out of a ship. If you encounter this please ensure you can repeat the issue 10-20 times before posting an IC! Be sure to include what ship you were testing and please try and conduct your tests near Port Olisar if at all possible!

WTFosaurus is the only motherfucker masochistic enough to be able to post in IC now lol.

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Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

The weekly newsletter... http://us5.campaign-archive2.com/?u=32d8ef31243db6075c45571bd&id=fb890eead1&e=b8e535579a

I enjoyed this gem:

quote:

One item that we snuck into this patch is an eagerly awaited addition to Drake Interplanetary: the Buccaneer. We kept this bit a surprise up until the Evocati release, since we weren’t sure how well the untested ship would fly. Thankfully, the feedback on the latest addition to the Drake lineup has been promising.

So did they just get rid of their entire QA department?

TrustmeImLegit
Jan 14, 2017

by FactsAreUseless

Colostomy Bag posted:

The weekly newsletter... http://us5.campaign-archive2.com/?u=32d8ef31243db6075c45571bd&id=fb890eead1&e=b8e535579a

I enjoyed this gem:


So did they just get rid of their entire QA department?

Theres only a few QA people for the entire company. They have someone skim IC every so often and backers don't seem to care about basic quality control and won't for years so why pay for it? Its not gonna sell ships.

SelenicMartian
Sep 14, 2013

Sometimes it's not the bomb that's retarded.

Lastly, I’m set to talk at the GamesBeat Summit on May 2. Though we’re still fleshing out all the details, the theme for this year’s summit is “How Games, Sci-fi and Tech Create Real-World Magic.” Rich Hilleman from Amazon Game Studios will be joining me at the event in Berkeley, CA. I’ll keep you posted about as the event draws closer, but in the meantime, you can check out their line up

He's booked just before that thing closes and just after two empty 20-minute slots.

TrustmeImLegit
Jan 14, 2017

by FactsAreUseless
Its actually a talk about Sorcery.

Plural Abysss
Feb 25, 2016

TrustmeImLegit posted:

Its actually a talk about Sorcery.

Title "What it'll Take to Get Star Citizen Finished"

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

Hairy Roberts and the Chamber of Failures

Berious
Nov 13, 2005
I had forgotten about the Mixmaster. Hyped for that in 3.0!

TrustmeImLegit
Jan 14, 2017

by FactsAreUseless
Everyone remember when the ACTUAL DEV said Cargo was gonna be a simple stat that goes up and down for 3.0 (and for the long future) until they "layer in the fidelity"

Well get this guy informing the community of how it really is
https://www.reddit.com/r/starcitizen/comments/61fegn/star_citizen_jobs_cargo/

quote:

submitted an hour ago by TheNOOBIFIER1337- Youtuber





Hello this is the Noobifier and welcome to the next in the jobs series. (If you dont want to read, this is a video as well, I post the wall of text to the community to use as a resource)

Cargo

We recently got some information about how this might play out from 3.0 on. This will be the most common job in the verse so it's important to have a clear understanding.

In real life, without cargo, nothing would ever get done and the economy would implode.

We have Trans Oceanic Container Ships, Trains, Trucks, Vans and Delivery Companies keeping our world running. Chris Roberts has set out a plan for a wide range of transportation tasks, feeding a dynamic economy. This simulation has the bar set very high. Some games use an extremely simplistic means to manage cargo.

This game is proposing to take that to the next level. With a combination of Grabby Hands, item ports, loaders, and containers, Manipulating Cargo will be very well simulated in Star Citizen. Small cargo containers for unique items will have item ports which dictate what objects can be stored within them. Using what is known as Grabby Hands, the player can place and move objects at will. Using the suggestive UI, the player for example will be able to select between picking up a weapon, or equipping it for use. The weapon could be placed in a container and the item would persist there until it is removed. Small box containers, once filled can be moved like any other small object, just by picking it up. Medium containers can be loaded manually but you will need the help of machines such as a loader. This is not as feasible for much larger crates, so in an effort to keep the game play light, very large containers will just have an inventory. Automated loading will result in them simply appearing in place.

There are two basic types of transport ships.

Internal Cargo and External Cargo.

Internal cargo ships have mag-loc floors in a sealed hull to secure the goods during transport. External Cargo ships have a lattice of mounting arms on a telescopic boom. There are some with unique containers that rotate and others that specialize in carrying liquid. It was hinted that external cargo ships can augment their security by equipping full size modules with additional power plants, shields, missiles or even turrets. Sounds like a balance nightmare so we need to wait and see if that actually makes it into the game. Cargo missions can start in several ways. At the TDD or a TDD remote terminal, running cargo internally for your org, or an external agreement between members of two organizations. Your reputation will let others know if you can be trusted, how reliable you are which may let you set your price how you see fit.

It's important to remember that Cargo game play works on both sides of the law. Illegal goods such as stolen property, contraband items or drugs also need to be transported. That means Smuggling and trafficking. With 3.0, we will see a basic commodity list of 5 types.

Ore, Gas, Food, Medical and Vice.

Each of these in the future will be expanded into actual unique items within the categories. For example, Vice could be broken down into Drinks or Drugs. These could be Legal like Beer, or Illegal and restricted.

Technically, anywhere there is an object that needs to be moved from A to B, there is a mission. Terms will be negotiated and the contract will be agreed upon.

Let's talk about ships. There are actually 31 Ships so far in star citizen, specifically designed to carry cargo. With the exception of some of the fighters, all ships are actually capable in some capacity. There are so many that I will mention series of ships rather than individual models. Not all of the models of the series are cargo ships so if you have any questions, please contact me and I will guide you. The starters are some of the Aurora, Mustang, Reliant and Avenger Series. They all share low price, moderate protection and basic cargo size. Of them all, the Avenger Titan is known as the best value. At a higher price point you have The Cutlass and Freelancers. These ships offer better protection and more cargo space. The cargo is protected within the hull and a friend can join you manning the turret or simply riding shotgun. The Constellation series is a multipurpose line of ships with a large protected cargo hold. The crew has access to a substantial set of weapons, missiles and some have an included snub fighter. The Hull series of 5 ships share two things in common. For their respective size, they can carry a lot of cargo and that cargo is moved on the exterior of the craft. All ships can land empty with arms retracted. The Hull A and B can land with full cargo. The C D and E need to be unloaded or moored rather than landed. Because the Hull series is purpose built for moving, I suggest an escort when on a run. Next, we have two ships that bring cargo game play to the next level. The "Banu Merchantman" and the "Drake Caterpillar". These large ships not only offer cargo, but can be fitted with a storefront. The BMM is an alien ship which offers the crew a place to live and trade. Its known for being well protected, very well defended with everything the crew would need to live, negotiate and trade. The Drake Caterpillar is a multi module cargo ship. The crew can configure its sections to suit the needs of the mission. One of the modules that was discussed was a workshop and another was a storefront. The storefront was said to offer an experience similar to the "Cubby Blast" (store) with racks and a basic counter to assist customers. That hasn't been confirmed so we need to wait and see.

I want to mention that all of the big and capital ships have large cargo capacity. You could use them however the cost to operate would make them potentially uneconomical.

When running cargo, knowing the best route may be more than calculating the shortest path. There may be issues where the shortest route crosses into dangerous space requiring a more costly armed escort. It may be better to carry the cargo on several smaller ship being able to exploit a smaller size jump point. Having the cargo on several ships may also allow your team to split up and increase your chances that at least some of the cargo makes its. In “enemy contact” (Org), when we are going to run cargo, the secrecy of the plan will be maintained by a select few to allow for the least chance of interception. For example, I may tell org mates that I need an escort of 6 Vanguards for 3 Hours, but not tell them where we are going until we are underway.

When doing a down and back, we will likely choose an alternate route for the return trip so we are less vulnerable to ambush. Our plan will include a scout party like a pair of Hornet Trackers. They would jump before the cargo ship, scan for threats; make a judgment call, before the main body jumps in. Hopefully, you are getting the idea that although running cargo may sound boring, there are all sorts of factors to consider and ways to improve your chances of success.

Mitigating risk is about neutralizing others attempts to disrupt or exploit your plan.

Scenario One

Your Org is mining very deep into a very bad part of space. It's a fairly big operation with a lot of moving parts. There are several outposts who buy ore near the job site. The ore needs to be moved soon because the Orion is reaching capacity and will have to stop if it isn't emptied. Because of the risk, you decide to take two Hull Cs instead of one hull D. Each Hull C will have their own compact detail of 2 Vanguards and One Terrapin. The plan includes switching routes and drop-off locations on call of the convoy commanders who are in each Terrapin. Operating like this, we are harder to ambush, difficult to anticipate and we won't disturb the local economy reducing the payout. Once full, the Hull Cs link up with their designated escorts. The vanguards fly close escort for the Hull C and the Terrapin will jump ahead scanning the sector. The course is plotted by the terrapin who inform their crew and Jump first. Terrapins scan the sector, report all clear, the rest jump in behind and link up. If the terrapins detected a threat they could decide to change course or decide that the vanguards are a sufficient deterrent. Arriving at the TDD outpost, the ore is offloaded for credit and the detail heads back. The shell game style cargo operation offers a level of protection that would be difficult to achieve with a single large cargo ship.

Scenario Two

Your org has a Hull E but you can't afford to purchase enough cargo to justify taking it out on a cargo run. You could half collapse the midsection talking a half load but it's a waste of the ship's capability. You notice a job being offered at the TDD to carry cargo 86 Au from the Sol system to the Baker System. There is a planet being Terra-formed and the contract offers a very fair price, plus an advance to cover some of the overhead. You accept the contract. The cargo has an estimated value of 5.3 Million UEC so you assemble a substantial force to escort the trip. The escort includes a Polaris, Two Retaliators, 4 Sabers, a Star G and a Hornet Tracker. The process of loading the cargo is carried out before the escort marries up. When everyone is set, the group does a linkup, and the convoy is briefed on action on contact. This type of plan is standard operating procedure that allows the team to react with minimal planning depending on the situation. These are known as SOPs and TTP that is refined mission after mission. The tracker is sent out first as in the other scenario to scan the path. These tactics part of basic convoy drills. These precautions won't always be necessary if the path is within safe space.

It was my intention today to highlight that very high value cargo, Should be protected and that game play can add another level of enjoyment to planning cargo missions.

I hope you enjoyed my rundown of the cargo mechanics planned for Star Citizen

Thanks for sharing your time with me, please subscribe to stay up to date.

I will see you in the verse.

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

They have problems keeping a pilot strapped into their chariot.

I wonder how well hauling 100 containers around will work.

Dooguk
Oct 11, 2016

Pillbug

quote:

Yup. Alpha 3.0. Too many people on these forums miss the "Alpha" part. You know what Alpha 3.0 is going to be like? A glorious 12 FPS crash/lag fest. And you know why? Because it's supposed to be.

Too many people on these forums expect 3.0 to be some end game that they can play. We're a long (years) long, long way away from playing.

The waiting does suck and for older guys (I'm oldish too) you do have to wonder if you'll ever see the end. But hey....the journey has been......interesting at least.

https://forums.robertsspaceindustries.com/discussion/comment/7590750/#Comment_7590750

Star Citizen: Don't worry about the finished game, you'll be dead.

TrustmeImLegit
Jan 14, 2017

by FactsAreUseless
Remember when were laughing at when Chris said we'd have up to 1000 people per instance and everyone believed him?

People are swallowing the "few hundred thousand per instance maybe" from Erin last month.
http://cc.bingj.com/cache.aspx?q=ER...BhHAO13l5ZUawQe

Like how could CIG possibly have any respect for its players if they'll just swallow that poo poo without even remotely questioning it?

peter gabriel
Nov 8, 2011

Hello Commandos

TrustmeImLegit posted:

Remember when were laughing at when Chris said we'd have up to 1000 people per instance and everyone believed him?

People are swallowing the "few hundred thousand per instance maybe" from Erin last month.
http://cc.bingj.com/cache.aspx?q=ER...BhHAO13l5ZUawQe

Like how could CIG possibly have any respect for its players if they'll just swallow that poo poo without even remotely questioning it?

This is a non issue anyway, I think realistically there are about 1000 people left who give a poo poo about the actual game

HycoCam
Jul 14, 2016

You should have backed Transverse!
Is it just for me or everyone? Seems new posts in /r/starcitizen all show [score hidden]?

Dooguk
Oct 11, 2016

Pillbug

HycoCam posted:

Is it just for me or everyone? Seems new posts in /r/starcitizen all show [score hidden]?

I'm seeing that too.

TrustmeImLegit
Jan 14, 2017

by FactsAreUseless
The changed it so for the first hour or so you can't see the scores of posts.

peter gabriel
Nov 8, 2011

Hello Commandos

TrustmeImLegit posted:

Everyone remember when the ACTUAL DEV said Cargo was gonna be a simple stat that goes up and down for 3.0 (and for the long future) until they "layer in the fidelity"

Well get this guy informing the community of how it really is
https://www.reddit.com/r/starcitizen/comments/61fegn/star_citizen_jobs_cargo/

Have you got a link to that dev post?

TrustmeImLegit
Jan 14, 2017

by FactsAreUseless

peter gabriel posted:

Have you got a link to that dev post?



It was part of a spectrum interview so its lost in the aether.

Virtual Captain
Feb 20, 2017

Archive Priest of the Stimperial Order

Star Citizen Good, in all things forevermore. Amen.
:pray:
it was on spectrum:

Daztek posted:

Hmm, I wonder how far along they are with cargo!

https://www.reddit.com/r/starcitizen/comments/5zz795/will_maiden_on_spectrum_unplanned_qa_about_cargo/




"could be" "want to" "we're looking at"

:allears:

"i'm writing the smuggling design next"

:allears:

plus this:

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

"Our tiered approach." Makes it sound like have an actual design philosophy. There are 300 people working like a bunch of chickens with their heads cut off.

peter gabriel
Nov 8, 2011

Hello Commandos
Thanks :lol:

Tokyo Sexwale
Jul 30, 2003

"Layer in the fidelity over time"

TrustmeImLegit
Jan 14, 2017

by FactsAreUseless
If you want a translation its

"All this grabby hands poo poo with unloading etc is dreamy unworkable garbage that's almost impossible to implement. We are going to implement a barebones system and if the playerbase whines too much we will tell them 'alpha' and we'll make the retarded tedious grabby hands in a few years. God willing I'll be gone by then."

starkebn
May 18, 2004

"Oooh, got a little too serious. You okay there, little buddy?"

Jason Sextro posted:

"Layer in the fidelity over time"

that's after they've layered the code on top of the ideas

Star Citizen: its got layers

TrustmeImLegit
Jan 14, 2017

by FactsAreUseless

Jason Sextro posted:

"Layer in the fidelity over time"

Its the greatest unironic phrase ever uttered in videogames.

peter gabriel
Nov 8, 2011

Hello Commandos
Star Citizen is an onion

TrustmeImLegit
Jan 14, 2017

by FactsAreUseless

starkebn posted:

that's after they've layered the code on top of the ideas

Star Citizen: its got layers

Some marketing person saw that "layer in the code" that stuid citizen said and told the dev to say that in spectrum. At least I hope that's what happened and that wasn't Will's actual opinion.

TrustmeImLegit
Jan 14, 2017

by FactsAreUseless

quote:

I don't really know either Erin didn't go into detail.

They must have top secret network RnD at CIG that we haven't heard about yet. I mean it would be first of its kind revolutionary so they could probably license their netcode.

Erin and Chris wouldn't just make stuff up like that.

This citizen is really going 'balls out'

peter gabriel
Nov 8, 2011

Hello Commandos
Erin and Chris wouldn't just make stuff up like that.

Runa
Feb 13, 2011

peter gabriel posted:

Erin and Chris wouldn't just make stuff up like that.

well HECK Phil
Feb 25, 2010
Toilet Rascal

TheAgent posted:

... but smoke weed and sex up aliens

At the same time? I'm impressed if that's the case because after lighting up a bowl I just want to chill and watch Impractical Jokers. I don't know how people can smoke and do poo poo at the same time.

beep_boop
Feb 2, 2016
Oh poo poo, fidelity over fidelity.

What happens to the fidelity at the top layer? Does it dry out and become all flaky?

peter gabriel
Nov 8, 2011

Hello Commandos

beep_boop posted:

Oh poo poo, fidelity over fidelity.

What happens to the fidelity at the top layer? Does it dry out and become all flaky?

The more layers you peel away the more you cry

Plural Abysss
Feb 25, 2016

peter gabriel posted:

The more layers you peel away the more you cry

:boom:

Dooguk
Oct 11, 2016

Pillbug

peter gabriel posted:

The more layers you peel away the more you cry

And at the very centre is a broken promise. (see Peter Molyneux)

Colostomy Bag
Jan 11, 2016

:lesnick: C-Bangin' it :lesnick:

Lesnick Challenge has plenty of layers on the pizza.

Decrepus
May 21, 2008

In the end, his dominion did not touch a single poster.


beep_boop posted:

Oh poo poo, fidelity over fidelity.

What happens to the fidelity at the top layer? Does it dry out and become all flaky?

Your roommate leaves a fidelity lasagna in the bathtub.

AP
Jul 12, 2004

One Ring to fool them all
One Ring to find them
One Ring to milk them all
and pockets fully line them
Grimey Drawer
CHARACTER ISSUES IN FREE FLIGHT

ACTUAL RESULT
lots of issues with character animations when in free flight. pics included.
(1) when firing weapon, character is animated like he had never use a gun before.(the character reacts before firing weapon. which makes the character look like a rookie. that is the nicest way I can put it)
(2) The face animation is tied to left click.
(3) When in eva and you aim down sight, character is ""super flexible"".
(4) When in eva and you pause the game(by hitting ESC) the character flips upside down.

EXPECTED RESULT
the "expect result" is to have (0) issues with character animations.

TrustmeImLegit
Jan 14, 2017

by FactsAreUseless

AP posted:

CHARACTER ISSUES IN FREE FLIGHT

ACTUAL RESULT
lots of issues with character animations when in free flight. pics included.
(1) when firing weapon, character is animated like he had never use a gun before.(the character reacts before firing weapon. which makes the character look like a rookie. that is the nicest way I can put it)
(2) The face animation is tied to left click.
(3) When in eva and you aim down sight, character is ""super flexible"".
(4) When in eva and you pause the game(by hitting ESC) the character flips upside down.

EXPECTED RESULT
the "expect result" is to have (0) issues with character animations.



See I hate this sort of bullshit. Its an ALPHA. You can't expect to have 0 issues with animation. Get this kid in a concentration camp so he can learn some game dev.

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Chin
Dec 12, 2005

GET LOST 2013
-RALPH
With MEGAMAP™ data streaming technology CIG is hot on the heels of Rockstar's 2001 Playstation 2 release, Grand Theft Auto III.

As TheAgent's trustworthy source said, CIG's technology is a decade ahead of Chris Robert's 1990 magnum opus, Wing Commander.

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