Star Citizen

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Lots of people think it has been disabled. I'm here to tell it you still works! There is a secret hard to find location on the cockpit that allows you to turn it on, and activate/deactivate it. Check it out!

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Hello Citizens! Has anyone tried Virpil and VKB flight sticks in Linux? Will the software run in Wine to configure the sticks? Looks like SC itself will run in Proton, so the next step is peripherals.

How about head tracking with TrackIR or Tobii?

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Third render in my series so far. Let me know if you want to request any specific ships!

Official game models and textures extracted using StarFab and rendered in Blender.

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-1
submitted 10 months ago* (last edited 10 months ago) by QuadratureSurfer@lemmy.world to c/starcitizen@lemmy.ml
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Here's another one! Official game models and textures extracted using StarFab and rendered in Blender.

Feel free to ask if you have any questions about how to do this!

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submitted 10 months ago* (last edited 10 months ago) by Essence_of_Meh@kayb.ee to c/starcitizen@lemmy.ml
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I am having a blast extracting game models and textures using StarFab and rendering them in Blender.

Feel free to ask if you have any questions about how to do this!

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Such a good recap.

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I've updated my ASMBL VoiceAttack Macros. Automatically control VTOL and Wing deployments! Automatically set default power based on pilot weapons being available! Don't forget all the resolution independent macros for navigation and Mobiglass buttons! Github link is in the video description!

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3.22 Live patch notes (robertsspaceindustries.com)
submitted 11 months ago* (last edited 11 months ago) by Essence_of_Meh@kayb.ee to c/starcitizen@lemmy.ml
 
 

Shortened version:
Alpha Patch 3.22.0 has been released and is now available to test on the LIVE Environment! Patch should now show: VERSION 3.22.0-LIVE.9003376.

It is strongly recommended that players delete their USER and Shader folders for the Public client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Roberts Space Industries\StarCitizen\LIVE. The Shader folders can be found here %localappdata%\Star Citizen.

Short Term Database Reset: Yes
Long Term Persistence Data Base Reset: No
Starting aUEC: 20,000

Known Issues

  • The San’tok.yai and Xl flight tuning is not fully complete and will require tuning in a later release
  • AC – Player can get stuck in “Exiting to Menu” message when attempting to exit any offline mode in AC (Workaround: Open the console with ~ and type ‘quit’ and hit enter)
  • The Final Boss NPC won’t spawn during the Illegal Retrieve Consignment Mission (Legal version still spawns correctly)
  • PU – Actor / UI – Character spawned headless with EVA crosshair always on screen
  • Multivehicle – PU – Ships / Vehicles / Weapons – Missiles, Bombs, and Torpedo’s disappear immediately after traveling a short distance from the player
  • PU – Stanton – Underground Facility / UGF – AI – AI enemies get stuck in a walking animation
  • Stanton – Tractor Beam / Physics / Cargo – Sometimes when utilizing the tractor beam to move cargo within a ship, the cargo will snap outside of the ship
  • Stanton – Spawn Closet – Mission Content / AI – Enemy AI can spawn out of bounds of their intended spawn points
  • Stanton – Mission Feature – UGF missions – Remaining hostiles AI not spawning in UGF bunker mission
  • PU – Vehicles – Repair services – Unable to repair vehicles that have been soft deathed
  • Multivehicle – PU – Vehicles – When docking at a station the docking arm will not extend
  • PU – Stanton – ASOP / Fleet Manager – ATC – When retrieving a ship it may spawn outside the hangar it is assigned to
  • PU – Stanton – Area18/GrimHex – Locations / Inventory / Respawn – Player loses loadout and equipped items after dying in the armistice zone
  • Multivehicle – PU – Vehicles / UI – Vehicle HUD – When the missiles charge the UI does not update to reflect when they are ready to be fired
  • PU – Stanton – Actor – Player Spawning – Multiple Locations – When multiple players attempt to log in to the same location at the same time they may be assigned the same bed; those that spawn in after the initial player will be stuck
  • Origin 890 Jump – PU – Vehicles – Fleet Manager – When a vehicle is landed in the hangar of the 890J, the 890J can no longer stow correctly via ASOP/Fleet Manager or on logout
  • PU – Tractor Beam / Physics – When multiple players interact with the same cargo container using a Tractor Beam, those players’ tractor beams may no longer work correctly on that container
  • Multivehicle – PU/AC – Vehicles / Weapons / Ship Components – All energy-based weapons state “0/0” in Ammo count on naturally spawned ships and cannot fire
  • Multivehicle – Vehicles / UI – Inner Thought – Player cannot exit the ship by using the “Exit Seat” option in PIT

New Features

Locations:

  • Additional Derelict Settlements

Gameplay:

  • Salvage: Structural
  • Inventory: Openable Cargo Containers

Ships and Vehicles:

  • Added New Ship: Aopoa San’tok.yāi
  • Added New Vehicles: Origin X1, X1 Velocity, and X1 Force

Feature Updates

Characters:

  • Player Hair Update

Locations:

  • Updated MicroTech Locations With Denser Forests
  • Increased Crusader Planet Comm Array Range to Encompass All of the Planet

Gameplay:

  • Procedural Weapon Recoil and FPS Combat Balance
  • Tractor/Towing UI Updates
  • Ship Mining Balance Pass
  • Added New Vehicles to PU Shops: MIRAI Furys, and MISC Hull C
  • Armor Shop Prices Have All Been Increased Across the Board. (Excluding Flight Suits and Undersuits)

Ships and Vehicles:

  • Shield Components Have Been Removed from Most Bikes
  • Gravlev Vehicles are Now Considered Ground Vehicles When Spawning at ASOP Terminals
  • Adjusted Spring Stiffness for Hover Bikes

Weapons and Items:

  • Updated Behring FS-9 Ballistic LMG to an ammo count of 75
  • Updated the R97 Shotgun to an ammo count of 18
  • Reduced Damage and Speed of the Ksar Ballistic Sniper Rifle Projectile
  • Reduced LH86 Pistol Damage

Core Tech:

  • Front-End Style Update

Bug Fixes

  • Fixed an issue causing many AI in UGF locations to fall through the floor and stairs
  • Fixed an issue causing AI enemies to be slow to respond to player location and actions
  • Fixed an issue causing entities such as cargo boxes to slide on all ship lifts during animation
  • Fixed an issue causing a larger than intended increase of entity count when loading into Orison
  • Fixed an issue causing enemy ships to not spawn in unless the player is within 12 km of them (Should be more than 20+ KM now)
  • Fixed an issue causing vehicles to stream out at much shorter distances than intended
  • Player ships should no longer disappear and strand players in space randomly when Quantum Travelling
  • Fixed visarea and lighting issues on freelancer cockpit and rear ramp
  • Undersuits should no longer have a chance to be permanently lost when you equip a helmet
  • Put in further fixes to help resolve wheeled ground vehicles continuously vibrating when stationary in atmo
  • Fixed an issue that was causing player health damage to not correctly apply to the actor status UI on client-side
  • Fixed many locations having “Replace Me Balls” around forest biomes on MicroTech
  • Fixed Structural Salvage AR progression animation in client not playing correctly
  • Fixed an issue causing players to occasionally phase out of their streaming radius, causing the area to unstream and stream back in with collision issues
  • Tumbril Storm AA missile loadout can now be changed in VMA for the Storm
  • Fixed Structural Salvage AR progression animation in client
  • Both NPCs of New Deal Ship Shop should no longer share identical voiceset dialogue
  • The gurneys in the elevator shaft of the medical drop off locations should no longer be missing
  • The Greycat STV passenger seat should now have correct interaction
  • Players should now be able to press [W] to leave the seats inside a transit shuttles
  • Lorville tram tunnels should no longer appear solid black after the tram leaves
  • Fixed an issue causing the Argo SRV to sometimes nobe be able to re-engage the tow beam on a ground vehicle
  • The Vulture’s cockpit glass should no longer be obscured with lights when any non-default tint is applied
  • The entire “asphalt” surface at ground level in Area18 should no longer be missing collision

Technical

  • Fixed 6 Client crashes
  • Fixed 5 Server crashes
  • Fixed a Service Crash
  • Fixed a Client Deadlock
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Luminalia 2953 (robertsspaceindustries.com)
submitted 11 months ago* (last edited 11 months ago) by Essence_of_Meh@kayb.ee to c/starcitizen@lemmy.ml
 
 

Day 1 gifts: Drake Cutter "Icebreak" and "Deck the Hulls" Paints

How to claim the gift:

  1. Log in on the RSI website.
  2. Visit the Celebrate Luminalia 2953 page.
  3. Click on the Calendar link near the top of the screen or scroll down to the Luminalia 2953 Calendar section.
  4. Click on any day that you've missed and that day's gift will be added to your hangar.

All of the gifts can be claimed at any time before January 8th 2024.

There's also a special Luminalia referral bonus - more info on RSI website.

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I think my favorite reward here has to be the ballista for the ones who were bombed by an A2 the most at Ghost Hollow.

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So with the introduction of Vehicle Mounted Tractor Beams, I have come back to the Origin 315P.

It has all the amenities of the 300i and 325A, but also the maximum of Cargo Capacity (12 SCU). But the question is, is the 315P with its Sure Grip Tractor Beam instead of the S4 nose hardpoint worth it?

Sure you can pull Cargo with it, but you simply can't pull cargo onto your lift since it isn't a remote turret, and even then the fore cargo lift has its barrier in between the turret and the lift making it impossible to just pull and push the crates in.

Will the Exploration/Pathfinder variant of the 300 series get some additional aces up its sleeve, or was that it? And where are actually its ship components?

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SRV (lemmy.world)
submitted 11 months ago* (last edited 11 months ago) by theluckyone@lemmy.world to c/starcitizen@lemmy.ml
 
 

Took the SRV out last night for some bounty fun with the org mates. Never thought I'd have so much fun in an unarmed ship.

A couple of us were in combat ships, taking out the ERT bounties. Another ran a cargo ship. I piloted the SRV. Combat ships would knock down the bounties, preferably soft deathed. Any ships with decent cargo, I'd tow up to orbit and drop the ramp/lift. We'd transfer the cargo over, then make a run over to a salvage outpost and sell it.

Being unarmed put me in a position where I could concentrate on the big picture of the fight, while keeping an eye out for new hostiles. If we ever get the chance, upgrading the sensors on it would be my first component upgrade on it as a result (don't believe that's gonna happen). Towing the ships themselves wasn't complicated, but the mechanics involved mean I couldn't just tractor up to a Connie and horse on it without breaking the connection.

Update: apparently folk don't realize ERT bounty missions aren't players, but instead criminal NPCs. No players were harmed during the evening's events.

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At the very least, it's a beautiful video.

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With the luckily rapidly developed hotfix for salvaging and the Aegis Day during IAE, 3 friends and me rented a Reclaimer to test out the hotfix.

I was super happy to notice that the main elevator works flawlessly now. You can reach any floor and don't get stuck on one. The salvaging fills up as it used to be, but sadly here as well CIG decided to throw away the Abrade for a Sure Grip Tractor Beam, which as we know is now illegal to use on a ship.... good job breaking it.

One last thing though that bothers me is that the headlights don't work.

In the end we salavged a Starlifter and got 50 scu worth of RMC. Was quite the pleasant experience.

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