QuadratureSurfer

joined 2 years ago
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Duration: 13:34
Morphologis discusses some of the issues with big ships vs small fighters.

It's too easy for fighters to take out larger ships.

Personally I think that if turret gunners were given some sort of flak weapon, it would be a good way to handle this situation.

 

Duration: 7min 48sec

Camural tests out the Idris Laser on different sized ships.

TL/DW:

Ship Time to Kill (seconds)
Arrow 0.4
Gladius 0.6
Cutlass Black 1.5
Warden 2.0
Freelancer 2.8
Andromeda 4.0
Hercules C2 4.6
Caterpillar 10.3
Hammerhead 7.0
Carrack 7.8
890 Jump 44.0
Polaris 234.2

*Note there was likely a bug with the Caterpillar testing.

 

I rearranged the sections a little:


Features & Gameplay

Gameplay

Farro Data Center - Part 1 of New Activity
This new activity takes place in both Stanton and Pyro at multiple different locations. For tonight's build, we will focus on Farro Data Center on Pyro IV and ends at Step 4 of the list below. This location has multiple locked doors that take different types of credentials to open such as key cards, "computer data security", and uses a new mechanic that requires certain clothing for the door scan to allow you entry. How you get this clothing is up to you. We will keep the details beyond this at a minimum to test the in-game communication and discovery of this activity. In tonight's 

The activity for this first part will be held at Farro Data Center on Pyro IV

  1. The Data Processing Room is locked by doors that require a Technical Access Card to open
  2. Technical Access Cards can be found in various loot rooms at the location
  3. Inside the Data Processing Room, the players find the Credentials Printer that can give them the Doctor’s Credentials
  4. The printing process takes time and causes the alarm to go off, drawing security reinforcements to the Data Processing Room

Items partially in the build (not ready for feedback):

  • Improved Kiosk Interactions
  • Pyro Research Facility (Part of the new Activity)
  • [Redacted]
  • [Redacted]
  • [Redacted]

Tap for Known Issues

Known Issues

  • PU - PYRO / Pyro IV - Farro Data Center - Locations / AI / Design - AI can sometimes damage the player through thick walls and glass
  • Multivehicle - PU - Vehicles / Quantum Travel - Ships streaming in or streaming out locations on a quantum travel jump has performance drops and frame freezing
  • Multivehicle - PU - Vehicles / Target lock - target attacker stops working when a target lock is lost due to locking range or radar dropped
  • PU - mobiGlas - Asset Manager / NikNax - mobiGlas / Inventory / UI - The Assets Manager / NikNax app gets stuck at infinite loading and never loads assets
  • Anvil Valkyrie Series - PU - Vehicles / Components / Weapons - Valkyrie series is missing its mounted door turrets
  • PU - Mining / Saddlebag / Cargo Grid - Argo and MISC Saddlebags do not snap to the Argo RAFT's Cargo Grid
  • PU - Stanton - microTech - New Babbage - Brentworth Care Center - Medical / Locations - The medical kiosks have an infinite load and do not check players into rooms
  • PU - Locations / UI / Shopping Kiosk - Delivery location when purchasing any item is missing if the Player doesn't change the location in the drop down
  • PU - Ship Battles - Ace Pilot/Assault - Proximity Tracker - Action Area - Logic fails to continue when over 20km away from the tracked object or Action Area Origin
  • PU - Jump Points - Room System / Atmosphere / Vehicles - Jump Tunnels - Player will begin asphyxiating inside their vehicle at the end/after exiting the Jump Tunnel when travelling to both Stanton and Pyro
  • Graphics - UI - Shadows not casting in 3d Comms Call RTT window

Tap for Bug Fixes

Bug Fixes

  • Potential Fix: Multivehicle - PU - Cargo Grid / Autoloading / Commodity - Containers are loaded in the Cargo Grid offset (STARC-165428)
  • Potential Fix: Aegis Idris Series - PU/AC -Vehicles - Idris Torpedo nose health is low and can be destroyed easily (STARC-168246) (Nose Health Greatly Increased)
  • Potential Fix: Multivehicle - PU - Vehicles / UI - UI HUD no distance and velocity data on bounty target (STARC-145814)
  • Potential Fix: PU - Stanton - Mission Refactor / PVP Bounty - Pro Tem Suspect Apprehension mission will appear multiple times and remain after the player has logged out/been arrested (STARC-167424)
  • Potential Fix: PU - Missions - Server Meshing / Subdivision - PVP Bounty - If the target of a PVP Bounty contract performs a dgs-mesh transition it will fail the contract for any player that has accepted it
  • Potential Fix: Anvil Hornet Mk2 All variants - PU / AC - Vehicles / Vehicle Components - Missile racks cannot be removed (STARC-168098)
  • Potential Fix: Aegis Idris Series - PU/AC - Idris k laser does not deal damage unless pixel perfect aim and can sometimes not calculate damage at different angles even when PiP is on target (STARC-168086)
  • Potential Fix: Esperia Prowler Series - ( All Variants ) - PU - Vehicles / UI - HUD / MFD - When vehicle scanning completes the HUD and MFDs are not updated with any information (STARC-161826)
  • Potential Fix: PU - Multi-System - Mission Content / UI - HUD Objectives periodically appear and disappear during gameplay or do not appear at all (STARC-167460)
  • Potential Fix: PU - Transit - Transit Manager is stuck paused, causing hundreds of "DataCarriageReset" and "Carriage Emergency Reset" events (STARC-162464)
  • Potential Fix: PU - UI - Missions Content - Collection - Mission description refers to juvenile Valakkar fangs with their entity string name (STARC-164829)
  • Potential Fix: PU - Multi-System - Mission Content / UI - HUD Objectives periodically appear and disappear during gameplay or do not appear at all (STARC-167460)
  • Potential Fix: PU - Stanton - Social AI / Dialogue / Locations - Shopkeepers do not acknowledge and greet the player
  • Potential Fix: ARGO MPUV Tractor - PU - Vehicles - The ARGO MPUV Tractor is unable to lift a full Cargo
  • Potential Fix: Multilocation - PU - Stanton - Locations / Art - Aphorite ore display has no texture on refinery shop

Technical

  • Fixed 5 Client Crashes
  • Fixed 8 Server Crashes
 

I haven't tested this out yet, but I'm curious what other objects can be used as makeshift fuses.

A user in the thread here pointed out:

You can use bloodbag or beans container from spawn Habs as fuse

https://www.reveddit.com/v/starcitizen/comments/1kpwtna/idris_fuse_blew_after_several_hours_of_combat/mt2cz1d/

I think beans are going to be higher up on my list of foods to bring on trips with me.

 

Source:

As you explore the Bevic Convention Center, keep your instincts sharp by looking for hidden scrips around the hall.

Should you be lucky enough to find them, Wikelo may have something of value to exchange for them.

- @robertsspaceind.bsky.social‬

[–] QuadratureSurfer@lemmy.world 4 points 5 days ago (1 children)

To quote one of my favorite authors:


“I've come up with a set of rules that describe our reactions to technologies:
1. Anything that is in the world when you’re born is normal and ordinary and is just a natural part of the way the world works.
2. Anything that's invented between when you’re fifteen and thirty-five is new and exciting and revolutionary and you can probably get a career in it.
3. Anything invented after you're thirty-five is against the natural order of things.”


― Douglas Adams, The Salmon of Doubt: Hitchhiking the Galaxy One Last Time

[–] QuadratureSurfer@lemmy.world 10 points 5 days ago

Maybe some people just don't like grinding for hours and hours to replace stuff they already acquired in a video game.

Personally, I would rather that we have a variety of different game types and options. There aren't very many MMOs that make death feel meaningful. If it's not your type of game, then don't play it.

[–] QuadratureSurfer@lemmy.world 19 points 5 days ago

Here's another win for Steam:

Subnautica has a multiplayer mod, but it only works with an older version of the game. Steam lets you downgrade the version, Epic games does not.

6
submitted 6 days ago* (last edited 4 days ago) by QuadratureSurfer@lemmy.world to c/starcitizen@lemmy.world
 

How to avoid the worst bugs in Star Citizen (as of v4.1.1)

A decent number of the 4.1.0 issues have been fixed/removed since the last list. The Pyro V quantum issue isn't new, but getting stranded out there is not fun, so I added it in. I also updated the ATLS teleport issue with a new possible workaround.

The first trick you'll need to learn is how to Server/Region Hop. Some of the worst bugs require just leaving the current server and going to a different one.
To force a server change you'll need to exit back to menu and change your region to something else.
Note: If you attempt to start the game in the same region, the game leans toward placing you in the server where you've been most recently.


Elevators

Don't press up against the door when waiting for an elevator to arrive, it might push you out of the station as it physicalizes.

Do not enter an elevator immediately, always wait for the doors to open and verify that the elevator is actually there.
There was only ever one exception to this at a particular Lagrange point station where an elevator would always open up to a black void, but crossing the wall of black would reveal that the elevator was actually there. 99% of the time this is not the case. If you're truly curious, just try to put half of your body over the line, if your body dips down a foot or two, there is no elevator.

Don't sprint into an elevator full of other players.
Particularly in some of the executive hangar locations, at worst you risk glitching your buddy into the station interior. At best, nothing happens or you only slightly injure someone else in the elevator.


To avoid falling out of your ship during quantum:

  • Don't stand up immediately from your seat the second you enter quantum.
  • Don't jump around like the floor is lava.
  • Don't use the stairs on the Idris while it is in Quantum.
  • Don't change armor/undersuit while in quantum (might be fixed in 4.1.1?).

If you're encountering frequent game crashes...Check the information in this post here: https://robertsspaceindustries.com/spectrum/community/SC/forum/51473/thread/crash-due-to-old-string-data

The game.log file can be found at the default install location:
C:\Program Files\Roberts Space Industries\Star Citizen\LIVE\Game.log

Open it up, then scroll all the way to the bottom, then scan through from bottom to top looking for any crash info.

If you're seeing out of memory errors and you only have 16GB of RAM, you'll want to increase your page file or upgrade your hardware so you have more RAM: https://support.robertsspaceindustries.com/hc/en-us/articles/360000083387-Out-of-memory-errors-set-your-pagefile

Only use the ASOP terminals inside of your hangar to spawn your ship.Sometimes the external ASOP terminals work, but there's a decent chance for the spawn order to be off/out of sync between your hangar, the elevator and your ship. This will cause you ship to be clipped partially into the hangar elevator floor and has a chance of destroying the ship as the hangar elevator moves into position.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-167618

If you collect a refinery job send the cargo to the station instead of to a ship.

Alternative workaround: store and then re-retrieve the ship to get the cargo to appear. I have had to do this a few times in a row to get the cargo to finally appear (well I haven't had to do it more than 2 times in a row... Yet).
If you happen to be using a Hull-A for this, I would recommend extending the spindle first before storing the ship.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-112825

Workaround in 4.1.1 - Just collect the order to the station inventory instead.

Whenever warping around a planet ALWAYS be ready to cancel the warp by switching from NAV to SCM.There is a rare bug where the warp path will take you through the planet. You will (almost always) die a fiery death from this.

Switching nav modes will immediately cancel the warp. You can also power off your ship with "U".
Note: While turning off your engines with "i" works when warping between planets... It does not work when warping to a ground location on a planet.

Don't jump between Orbital Markers (OMs) at Pyro V Green Gas Giant (or be extremely careful)

When choosing a Quantum Travel point around Pyro V, the orbital markers above the planet are all appearing as option, regardless of whether or not the planet itself is between you and said marker. Selecting one of these points will cause the quantum travel to go through the planet, which will destroy most ship components and stranding the ship and its passengers.

If you come across an invincible player, use a takedown move, then again while they're on the ground.
Some players may accidentally get bugged, other players have figured out how to consistently recreate the invincibility bug.

It's common to encounter them at executive hangars. The best way to handle them is to use take-down moves on them and then finish them off with another takedown move while they're unconscious.

if you come across invincible/desynced NPCs, use a takedown move or...use a weapons with a wide area of effect (grenades, grenade launcher, etc.), or use a vehicle to ram them.

Knocking them down usually re-syncs their location with the server allowing them to be killed normally.

If using a vehicle with an interior, they can glitch inside, so hit them with your wheels.

These NPCs often can be identified by how much they glitch and teleport compared to other NPCs in the area. Their hit box is typically offset from their location onscreen so hits on the body appear to do nothing.

Always turn off engines when landing anywhere with gravity.
Ships have a bad habit of becoming airborne, if it does become air-borne, try to climb a nearby structure and jump to your ship... If it's barely off the ground you can remove certain armor components and stack them as boxes to try to get a little higher.

Note: The only exception to this is if you're bed logging while landed on a planet. In that case, the next time you load in, there's a chance that your ship spawns in before the ground does, and you will fall under the planet's surface. So leave your engines on if you plan to bed log while landed (or in atmosphere in general).

Always leave engines on when exiting your ship anywhere without gravity.
As long as your engines are on in space (and you're in the default coupled mode) your ship will slow to a stop even if something crashes into it.

The exception to this would be gravlev vehicles, if you'll be out for a while, since they burn through fuel quickly.

Do not land on asteroids (particularly the ones outside of the Pyro asteroid bases).
This has a decent chance of causing a "purple glow" to highlight your ship just as the server decides that something is wrong and it needs to clean up your ship. After this, your ship will be considered lost or destroyed.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-145631

How to not die when using the ATLS.
Touch the ATLS by walking into it, if it teleports around, repeat until it stops glitching out, and then get in.

The ATLS currently has an occasional bad habit of glitch teleporting into walls/vehicles/containers as you're entering it.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-133112

If you're unable to jump through a wormhole...
There's a bug where the jump drive gets removed from the quantum drive if you ever swap it out. You can buy another jump drive at the station on either end of the wormhole.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-143761

If you get stuck in a wall/rock...Take off your arm armor first and place it at your feet. Sometimes this is enough to push you out. If that's not enough, attempt to use a multi-tool tractor beam to pick up the armor box and then pull it in close to your character's body. If you have a friend nearby they can also attempt to throw boxes at you (if some portion of you is sticking out) or they can incapacitate you, then drag your body out with a tractor beam, then revive you.

Don't send/receive party invites while the sender/recipient are in an instanced location (any elevator or hangar) or else you will not see their marker.
Something about how you are in a different dimension messes around with the party markers and then you'll need to kick/reinvite the player to have their marker show up again.

https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-124715

If you can't put a fuse into a fuse door...Try using a tractor beam instead and manually pushing it into the fuse slot.

Refueling/repairing "landing" screen issuesSometimes repair/refuel options appear for a second before dissappearing and being replaced with the generic window for when you're not landed at a pad with vehicle services. Workaround: Go to a different tab (like "Wallet") then return to the "Landing" tab and quickly click on the services you need.

Sometimes landing services don't appear at all. You can try to take off and land again (not likely to fix it anymore) but most likely you will need to try a different landing pad or store/retrieve if you are in your hangar. Sometimes you just need to wait an extra minute before landing services will appear if the servers are overloaded.

If you're at an outpost in Pyro that claims to have vehicle services, make sure you're landed at the pad that's completely surrounded by a structure and dips into the ground a bit.

If you use Nvidia DLSS, hold off on updating to Nvidia app version 11.3.01.218 since this will break DLSS in Star Citizen, stick with version 11.2.01.337 for now.
Issue that one of my org mates pointed out. This will most likely be fixed in a later version.

~~If you're always respawning at the wrong hospital, have a friend incapacitate you and then quickly revive you.~~
https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-112051

Update: issue is marked fixed as of LIVE 9768350

For other known issues, check the information here:
https://support.robertsspaceindustries.com/hc/en-us/articles/360056254754-Star-Citizen-Alpha-4-1-Known-Issues

Or search through the issue council and look for workarounds on the ticket or in the comments.

The image from this post is from an old bug we had years ago.


Tap for EditsEdit 1: Marked respawn issue as fixed. Edit 2: Updated Issue Council link for the ASOP issue.

 

Full quote from Zyloh (I bolded the most important part IMO):

Zyloh-CIG

Flight Blade Feedback Update

Throughout Star Citizen's evolution, one fundamental principle has remained paramount: everything you pledge for to support our development will eventually be attainable through gameplay. Your contribution helps push things forward, but your time in the 'verse should be equally rewarded.

We're pushing 11 patches this year instead of 4. We’re crushing more bugs than ever, building more exciting content, moving faster than ever to make the Persistent Universe a better experience for everyone, and in moving that fast, we missed a step.

To be clear, the new Flight Blades will be obtainable for aUEC in our next patch this June. We followed our usual approach by offering early access on the pledge store to help support development. But after some reflection, we’ve decided that for smaller components like Flight Blades or bomb racks, they should be available in-game at the same time they appear on the store.

The choice has and should always be yours. If you want to support the project early, you can, but it’s not required. If you own a game package, you’ll be able to pick these up with in-game currency in our next monthly patch. And for future gameplay kit introductions, we’ll ensure these items are obtainable in-game on day one.

Thanks to everyone who’s weighed in, especially those who brought the heat constructively. This game has always been shaped by the community. Star Citizen wouldn’t exist without your passion and support, or your scrutiny and feedback. We hear you, and we take it all to heart.

 

A quick 1 min official video for Invictus Launch Week. The animations in this one look great.

Jared's disclaimer midway through was great. I definitely got a laugh out of that one.

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

Since they're focusing on bug fixes and stability this year, I would expect that they don't have as much to show off especially considering everything they've already revealed in the past and all the work they still have ahead of them.

 

More details from the spectrum post:
https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/citizencon-direct-watch-party-submissions

They'll focus on sending out employees to Bar Citizen Watch Parties throughout the ~~US~~ NA and EU.

They will confirm which Bar Citizens they will attend by July.

If you happen to go to one, chances are high that they will be handing out some free ships either through trivia games or randomly drawing names from a hat.

Edit: Zyloh clarified North America instead of just the US and EU when someone asked, "What about Canada?"

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

Well, apperently I've been misusing the term "Deckbuilder" for a while. TIL. Thanks!

 

I'm not sure who created this, I stumbled across it in a discord channel and felt like sharing.

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

When did "deckbuilder" stop applying to TCGs? Isn't that the original definition of a deckbuilder game?

I can't think of any off the top of my head, but a quick search leads to some titles like:

Shapebreaker - Tower Defense Deckbuilder https://steamcommunity.com/app/1924010

[–] QuadratureSurfer@lemmy.world 3 points 1 week ago (5 children)

Actual card battle games like Magic the Gathering.

Or deckbuilding like those castle/turret defense games.

I'd have to agree with @iAmTheTot@sh.itjust.works, I've never been a fan of roguelike games where your next move/ability is left up to what you draw from your deck next.

 

If you own an Idris, the ability to name your ship will be opened up to groups of players depending on when you first pledged for the game:

Aegis Idris Naming Waves

  • Wave 1: May 27th-29th 4 PM UTC / 9 AM Pacific (2012 pledges + Golden Ticket holders)
  • Wave 2: May 30th-June 1st 4 PM UTC / 9 AM Pacific (2013 pledges)
  • Wave 3: June 2nd-June 4th 4 PM UTC / 9 AM Pacific (2014, 2015, 2016 pledges)
  • Wave 4: June 5th-June 7th 4 PM UTC / 9 AM Pacific (2017, 2018, 2019, 2020 pledges)
  • Wave 5: June 8th-June 10th 4 PM UTC / 9 AM Pacific (2021, 2022, 2023, 2024 pledges)
  • Wave 6: June 11th-June 13th 4 PM UTC / 9 AM Pacific (2025 pledges and Invictus Launch Week 2955 pledges)
[–] QuadratureSurfer@lemmy.world 2 points 1 week ago (1 children)

Complete Idris with actual gameplay for a full set of players.

You can currently tour one in-game at ArcCorp (top of one of the buildings in the Plaza).

Previously, we have only been able to hijack them from NPCs, but we were unable to customize them. You couldn't get in any turrets, the medical bay wasn't working, and the torpedo room was missing.

With this, there are no missing rooms, there's a medical bay, we can customize the ship (choose between a massive railgun or a beam laser, a few different paint options, and a few different torpedo options that are larger than any others that were previously in-game). I'm assuming we'll be able to swap out components as well, I don't think we've seen all the variations yet for a ship of this size.

We'll know more tomorrow.

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

Yeah, it definitely works. Most people don't realize that you need to have the attachment and also equip the ammo for the multi tool.

The only attachment broken right now is the oxytorch cutter attachment (well, if you get one that was equipped to an NPC then it will work).

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

Yeah, the best way to handle it right now is to use the medical attachment for your multitool and have a medgun in your backpack (in case you need to treat any major injuries).

I really wish they had made the choice between the multi-tool and the medgun instead of the pistol and the medgun.

[–] QuadratureSurfer@lemmy.world 0 points 1 week ago* (last edited 1 week ago)

Thanks for commenting!

I apologize for jumping to any conclusions and thank you for the clarification.

No worries, I had only heard of StarLTI once before, but I hadn't looked into it too much. Initially there were a few suspicious things about the site which caused me concern. However, after finding out that Sck had undergone some sort of "rebranding" it makes a lot more sense now.

We do have a rule against grey market trading, but it's more to prevent direct trades within the community and to avoid any scams that can occur because of that. I don't want to stifle discussions about grey market sites since that can definitely be an important topic, so linking to grey market sites is okay. Edit: But just don't link to them in every post.

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