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Star Citizen / SQN 42 / space trading and combat sim by Chris Roberts of WC fame


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The original extended video that was so important & memorable:

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Ship videos / commercials:

Origin 300i Commercial

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Origin 350R showroom commercial

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RSI Aurora 2944 Commercial

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Anvil Hornet Commercial

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Tech videos:

Aegis Avenger PBR

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Vanduul Scythe PBR

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Reclaim the stars in the exciting new Space Epic from legendary game designer Chris Roberts.

 

A rich universe focused on epic space adventure, trading and dogfighting in first person.

Single Player – Offline or Online

(Drop in / Drop out co-op play)

Persistent Universe (hosted by US)

Mod-able multiplayer (hosted by YOU)

No Subscriptions

No Pay to Win

 

Other quick questions:

Can I have a medium-sized ship with a single launchable fighter aboard? Yes.

Can I get out of my ship and shoot people in first- or third-person combat? Yes.

Can I hijack an enemy ship? Yes.

Can other players hijack my ship? Yes.

Will there be location-specific damage on spaceships? Yes.

Will there be customizable weapons on hardpoints? Yes.

Can I play with a mouse? Yes.

A gamepad? Yes.

A joystick? Yes.

Will it support Oculus Rift? Yes.

Will it take user-created content (ships, etc) and sell it, splitting revenue with creators? Yes.

 

What will the gameplay be like? (taken from the FAQ)

Star Citizen will feature gameplay similar to the original Wing Commander and Privateer, with a more realistic physics system. This means that it is NOT a ‘click to kill’ interface like most modern MMOs; your success in combat is going to depend as much on your skill with a space fighter as it will with your ship upgrades and your pocket book.

 

Main site: Roberts Space Industries

 

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https://forums.robertsspaceindustries.com/discussion/101863/star-citizen-new-information-tibits-concept-art-mining-field-plus-a-big-vanndul-ship-etc#latest

 

CIG currently works on a mining mission.

 

The big problem with the Dogfighting module is still the network code to get all players connected. They will do it properly and don't want surprises like sim city or battlefield 4.

 

Currently the dfm is very action based, but they are working on stuff like zero g to give players the ability to fly tighter curves. Due the risk of a blackout.

 

Faces should have minimum the same mimic quality like crytecs ryse son of Rome on the Xbox One.

 

They still discussing if they release sq42 in episodes as well but they are not sure. They won't spoil the story, but Erin said that they will release the intro and some missions probably.

 

In sq42 you will stay 70 percent in your ship and 30 percent will be fps gameplay. In this fps missions you have to land, steal a ship or other stuff. The numbers are not final, but Erin thinks that they are good guesses.

 

Your Wingman will be acting dynamically. If you don't help him, it could be that he ignore your commands in a further mission.

 

Sq42 focus is definitely the single player experience, but you could team up until 6 players and fly difficult missions in coop mode.

 

CR think that an i5 with 8 gigs of ram and a radeon 290 will work good. CPU is not so important but a good gpu. But having 16 gigs of ram and a ssd is better of course.

 

The magazine shows 1 or 2 new concept art as well. One of it shows a gigantic "claw" that is used to "mount" mining bases at asteroids. The other one shows a gigantic vanduul ship that reminds me on a locust. Maybe I'll upload them when I'm at home ;-)

 

 

 

 

 

Aegis_Logo.jpg

https://robertsspaceindustries.com/comm-link/transmission/13547-Galactic-Guide-Aegis-Dynamics

 

Aegis Dynamics began life in a merger between Earth-based Aegis Macrocomputing and Davien-based Dynamic Production Systems. The former constructed computing systems for the burgeoning spacecraft industry and the latter maintained four systems worth of production yards (including the specialized component factories on their home system). The goal from day one was to build naval spacecraft, and the resulting company was tailor-made for military contract bidding in an era when mankind was marshalling its forces. As Messer consolidated power, Aegis was there to supply spacecraft to his legions. Craft like the Retaliator became synonymous with the government?s iron hand.

 

With Messer?s fall, Aegis Dynamics seemed destined to fade away. The once-popular hardware supplier of Ivar Messer?s tyrannical regime ? closely associated with the horrors of those years ? Aegis was all but consigned to the dustbin of history. Then, a funny thing happened: the civilian world began to adopt Aegis? military designs for their own purpose. Whether a testament to the increasingly dangerous galaxy or the sheer reliability of Aegis? weapons of war, the company once fueled by dictatorial government contracts now thrived on the population it once helped oppress.

 

The company began a significant makeover after the fall of the Messer era; gone was the hard-edged and militant ?AD? lighting strike logo, replaced with a softer and less distinctive signifier. The damage of the association was done, however: contracts were cut and the company suffered massive layoffs as military spending went to newer and less-politically-dangerous corporations like Anvil Aerospace and MISC. But a funny thing happened: civilians began converting the rusting yards of Aegis warbirds for their own purposes. Retaliator bombers were no longer the feared symbols of government power; instead, they became personal transports, mobile homes, mining spacecraft and even firefighters. The burdens of Aegis? past began to lift and the company began to focus on civilian variants for their current-generation designs.

 

Avenger

 

The Avenger began its life serving dutifully as the premiere front-line carrier plane of the late 28th century. Avengers racked up a number of impressive space-to-space victories in that era, but were ultimately supplanted by more maneuverable designs like the Hornet. With space combat focusing more on skilled maneuvering than pure weapons storage, the Avenger fell out of active duty with the military and was repurposed as the standard ship for Advocacy and local law enforcement. Today, the military will still use Avengers as trainers; the two-seat variant is a forgiving first spacecraft for new pilots.

 

The current civilian model Avenger is marketed towards bounty hunters, with the second seat removed for direct access to the hold. Munitions storage has also been replaced with traditional cargo hooks, and (perhaps most importantly) the standard exterior flight line ladder entry system has been replaced with an internalized solution that allows the pilot to more easily maintain control of access (and egress).

 

Retaliator

 

The Retaliator, once the symbol of Messer?s iron fist, has transitioned along with the company to become an all purpose spacecraft design. With over two centuries of design evolution, modern day Retaliators barely resemble the original model. Built first as a ground-based strategic bomber, the Retaliator is capable of delivering a heavy payload of bombs to a planetary target or an array of shipkiller torpedoes to any size of capital ship. It was exactly this modularity that allowed civilian pilots to adapt the Retaliator for their own purposes: adaptable bomb bays could be swapped for after-market living quarters, cargo racks or other, more exotic options. Added to this was the vast quantity of surplus Retaliators stored in low-humidity conditions around the galaxy, making them a cost-effective option for pilots looking to make a start with a larger crewed spaceship.

 

The resulting ?do it yourself? nature of Retaliator ownership has caused an interesting, ship-specific culture to flourish. Though they come from all walks of life, civilian Retaliator pilots have formed something of a brotherhood around their love of their ?Talis.? So-called ?bomber boys? organize Retaliator conventions and compete to find the most interesting new uses for the spacecraft. BB gatherings may bring thousands of the ships together at once, and provide an interesting sight for anyone caught in the middle.

 

Surveyor

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Today, the Aegis Surveyor is the company?s best-selling remaining military contract ship. Surveyors are heavy-duty space salvage ships designed for a strong support role. The design isn?t pretty to look at, but it features a variety of rugged specialized tools, all designed for operation in a combat theater: long-range jump drives, launch pods for drones, tractor beams, floodlights and more. Civilian surveyors are also a common site on the frontier, where they are adapted as dedicated salvage ships and explorers. A crew traveling deep space in a Surveyor should be capable of taking home some of whatever mysteries they happen across!

 

Idris

 

Idris corvettes are one of Aegis? larger present-day designs (in prior years, the company?s shipyards turned out everything up to battlecruisers.) The original Idris-M is a warship that serves alongside ships-of-the-line in the UEE Navy. Fast, armored predators, Idris-Ms are used for everything from long duration patrols to scouting dangerous jump points to inderdiction. A properly-outfitted Idris with an effective crew can serve as a torpedo boat; in rare instances, the Idris has even used its speed and maneuverability advantages to scuttle opposing cruisers.

 

Militia units have also adopted the Idris, in its lighter Idris-P variety. The Idris-P removes the spinal mount weapons platform found on the M, in exchange for additional cargo storage and a higher effective top speed. Idris-Ps frequently carry several light fighters and are used for antismuggling operations. It is not uncommon to come across an Idris-P laden with multiple prizes. The most brazen pirate clans are even known to target non-military Idrises for this reason!

 

The Idris-P patrol design is available in limited quantities on the civilian market, and it continues to rehabilitate Aegis? reputation, having become something of a luxury item. Idris captaincy is considered a prestigious position and Citizens frequently compete to purchase the limited number of civilian craft the company can produce. An Idris isn?t just a luxury item: these crewed ships can effectively transport cargo, explore distant worlds or take on any other role, all while involving a larger crew than a Freelancer or a Constellation.

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Fan made wallpapers:

 

A Hornet (popular amongst the pew pew crowd)

 

A Freelancer (A staple in most trader's hangar)

 

A Cutlass (For those 'Search & Rescue' missions)

 

A Vanduul Scythe (one of it's special attacks is ramming)

 

A Constellation (most of us will be flying this)

 

 

3Lateral is supporting CIG in the facial mo-cap for Star Citizen & Squadron 42.

 

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https://robertsspaceindustries.com/comm-link/transmission/13383-Drake-Caterpillar-Now-Available

 

The Drake Cutlass goes on sale today! One of the more interesting SC ships :)

 

Drake maintains that the Caterpillar, a sprawling, modular spacecraft which appears at least somewhat like its namesake, is for legitimate commerce and extended search and rescue missions? but at the end of the day, the Caterpillar is truly the evil twin of the Freelancer.

Designed for supporting pirate operations, the Caterpillar features a large cargo hold for carrying loot, heavier armor than other freighters in its class and room for five crew able to serve in boarding operations. Despite its heavier armor, the Caterpillar isn?t a bulldog? a succesful operation will require a fighter escort.

Caterpillar-Crew-Module01.jpg

 

 

 

 

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NEW FEATURES

NEW FEATURE: Moving targets added to Firing Range

NEW FEATURE: Freelancer cockpit updated

NEW FEATURE: Firing Range sound improvements

NEW FEATURE: Blue activate buttons added to Cutlass

NEW FEATURE: Additional Cutlass functionality added

NEW FEATURE: Ammo items now display in Holotable

KNOWN ISSUES

KNOWN ISSUE: You can get stuck in the Deluxe Hangar door

KNOWN ISSUE: Cutlass does not display in Holotable

KNOWN ISSUE: Behring M4A Laser can flicker while mounted on weapon mount

KNOWN ISSUE: Hands offset when grabbing controls in Avenger

KNOWN ISSUE: Character must jump to access Constellation elevator platform

KNOWN ISSUE: Incorrect gun geometry on starboard side of Freelancer

KNOWN ISSUE: Engine missing from Aurora LX

KNOWN ISSUE: Freelancer cockpit glass can flicker

BUG FIXES

BUG FIX: Various geometry collision improvements

BUG FIX: Fixed first person mouse look in some cockpits

BUG FIX: Ship third person mouse look movement now matches player third person mouse look movement

BUG FIX: Resolved issue where ship third person camera view would zoom all the way in or all the way out

BUG FIX: Resolved crash issue involving Cutlass

BUG FIX: Various ship animation improvements

BUG FIX: Item/ship graphic no longer remains after deactivating Holotable

BUG FIX: Bullet impact and particle graphic polish

BUG FIX: Buggy no longer moves on its own

BUG FIX: No longer able to exit buggy if there isn’t a clear spot for player

BUG FIX: Can no longer exit buggy while it’s moving

BUG FIX: Weapon mount targets health adjusted

BUG FIX: Ball Turret re-added to the Super Hornet

BUG FIX: Resolved various crash and crash on exit issues

BUG FIX: File structure cleanup

BUG FIX: Holotable bug fixes & graphic updates

BUG FIX: Prevent weapon mount collision from becoming offset when fired

BUG FIX: Player no longer moves forward when sidestepping

BUG FIX: Resolved collision issue with Hornet tracker Rotodome

BUG FIX: No longer able to clip through Foot locker

 

from: https://robertsspaceindustries.com/comm-link/engineering/13582-Star-Citizen-Patch-11

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Squadron 42 Concept Art

https://robertsspaceindustries.com/comm-lin...-42-Concept-Art

 

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Subscriber Year 2 Plans:

https://robertsspaceindustries.com/comm-lin...-Year-Two-Plans

 

CENTURION (BASE)

Access to Jump Point, the monthly digital magazine of Star Citizen. A lengthy monthly newsletter including updates from the team, exclusive in-universe fiction and behind-the-screens information about Star Citizen?s development. Subscribers can access the entire collection of Jump Point back issues at any time.

A new surprise decorative item for your Hangar added to your account every two months!

Access to ?The Vault,? a collection of Star Citizen artwork that would otherwise never be seen, including ?paths not taken? discarded concept art for the true collector. The Vault also includes full resolution versions of all imagery used to create each issue of Jump Point.

A catalog of Star Citizen subscriber merchandise, available at times throughout the year. (Including the prototype ship patches and Vanduul size comparison poster seen in this post!)

The ability to provide questions for Chris Roberts? weekly ?10 for the Chairman? sessions.

Access to a Subscriber-only forum and chat room!

 

CENTURION (AFTER 12 MONTHS)

Your name in the game! We can?t tell you where you?ll find it, but if you subscribe for at least twelve months your name will be located somewhere in the Star Citizen world.

Get VIP admission to all future RSI Fan events. You will receive priority reservation for CItizenCons and other conventions!

Website Beta Access ? join the elite team called upon to test new web content, like the Organization System and Galactapedia (forthcoming.)

Website Beta Access ? join the elite team called upon to test new web content, like the Organization System!

Get a single-use 15%-Off coupon for the store. (Applicable on digital goods only.)

? TEST PILOT? access badge ? a single-use token allowing you one day of access to test fly any of the five base spacecraft each month during a future dogfighting alpha test.

Centurion: Year Two decals for your ship.

 

IMPERATOR (BASE)

Year One Imperator names will be part of this installation in the Los Angeles office!

Year One Imperator names will be part of this installation in the Los Angeles office!

All of the perks of Centurion Package PLUS:

 

Get VIP admission to all future RSI Fan events. You will receive priority reservation for CItizenCons and other conventions!

Two copies of each digital Hangar item. Share with your friends!

?VANDUUL TEST PILOT? badge allowing access to fly the Vanduul Scythe during the upcoming Dogfighting Module test phase. Each month gives an additional 24 hours of access to the Scythe!

 

IMPERATOR (AFTER 12 MONTHS)

Create a pirate! We?re populating Spider with NPCs and you will have the right to name one and create their backstory for the official Galactapedia! (CIG reserves the right to edit any content created as part of this perk.)

?ADVANCED TEST PILOT? access badge ? a single-use token allowing you one day of access to test fly any available spacecraft each month during a future dogfighting alpha test. Includes rare ships and variants! The DFM will launch with a selection of single-seat fighters and add other ships with ongoing patches.

Imperator: Year Two Decals for your ships.

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https://forums.robertsspaceindustries.com/discussion/20364/star-citizen-an-unofficial-soundtrack-22-tracks-pro-quality-download-now-now-with-more-music

 

latest hangar patch ver11.1 brings Rift support

https://robertsspaceindustries.com/comm-link//13592-Star-Citizen-Patch-111

BUG FIXES

BUG FIX – Disabled Cutlass tractor beam until the hatch clipping issue can be solved

LAUNCHER UPDATES

UPDATE – Internal updates for development

UPDATE – Icon added for peer to peer support but currently disabled

KNOWN OCULUS RIFT ISSUES:

KNOWN ISSUE – To enable Oculus Rift mode create a file named ‘user.cfg’ in your ‘StarCitizen/CitizenClient’ folder and add the lines ‘sys_currentHMDtype=1’ and ‘r_stereostrength = -8’

KNOWN ISSUE – You may be able to get a better picture by setting the resolution to the native Oculus Rift resolution (1200×800)

KNOWN ISSUE – When in game, your look direction is independent from your travel direction. The player’s body can be turned using the mouse to adjust the player’s movement direction.

KNOWN ISSUE – There are some camera pops and camera direction changes when entering vehicles and during other animation-driven movements.

KNOWN ISSUE – During some player animations the camera may stop being updated by the Rift.

KNOWN ISSUE – There is some stereo separation when looking at objects close to the player, eg. ship controls when in cockpits.

KNOWN ISSUE – There can be some render skewing/warping when viewing the game at extreme angles.

KNOWN ISSUE – Rift head tracking only functions in 1st person mode.

KNOWN ISSUE – Some animations can cause the Rift view to become offset from the player’s body.

KNOWN ISSUE – UI elements such at the “Use” icon are doubled.

 

Wingman's Hangar ep058 . February 26, 2014

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details of the new starter ship - the Mustang Alpha is finally out!

 

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Model: Mustang Alpha

Manufacturer: Consolidated Outland

Role: Pursuit

Description: The new Mustang spacecraft line is preparing to go into mass production is priced to compete with Roberts Space Industries’ Aurora. Using newly-developed construction techniques and ultralight material alloys sometimes considered unsafe, the Mustang pushes power ratios to the limit. The result is a sleek, stylish spacecraft that weighs less than the Aurora and has more options for engines and thrusters… at the expense of some stability, weapons hardpoints and cargo capacity.

 

Structural

Cargo Capacity: 5 tonnes (optional)

Max Crew: 1 person

Upgrade Space: 3 slots

Max Power Plant Size: 3

Max Engine (Primary Thruster): 2xTR2

Maneuvering Thrusters: 6xTR1

Max Shield: 2

 

Hardpoints

Class-1: 2x Size 2 (wing mount)

Class-4: 1x Size 1 (nose turret)

https://robertsspaceindustries.com/comm-link/transmission/13604-Mustang-Gunship-Stats-Update

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Wingman's Hangar ep059 . March 5, 2014

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- David Ladyman shares the Jump Point print edition

- Dog Fighting & Damage States

 

while it doesn't have much on the DFM, it does hint at some of the progress gearing towards DFM release.

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Well the great maker has replied

 

https://forums.robertsspaceindustries.com/discussion/comment/2071853/#Comment_2071853

 

You just saw a PART of the damage system in the video. There are other layers like laser marks / burns, bullet / armor hits (achieved with decals + height maps) .

 

Something that people may not have picked up is that while we have discrete states of damage for every part each state has multiple pieces (panels etc) that can break off. At the beginning of the state all those pieces are attached to the base damage geometry and then are broken off if there is a laser / projectile hit in their vicinity. So between the projectile hit decals, bits of the geometry breaking off near the impact point it will definitely look like the ship is responding to exactly where you are hitting.

 

Transitions between states - which is flexible in number of states per part as it really depends on the size of the part and how much fidelity you need so the progression looks right (and available artist time) - is more absolute (i.e. when you go from damage 25% to damage 50% the same thing happens although the impulses of the detached geometry is random), so the wing will break in two or sheer off when you hit 50% damage (although if enough damage is done it will skip a state, which will have the effect of feeling / looking different).

 

We're also accurately tracing all projectile hits so if a bullet breaks through the shield and armor it's path will be traced inside and if that projectile collides with an internal component it will inflict damage.

 

Every ship system has a physical location and collision geometry even if it doesn't have render geometry (which is the case with an internal system). If that system is damages or destroyed it affects the ship on a fully systematic way. The obvious answer is the power plant - that gets damages (and doesn't blow up) its power output will decrease or stop. Every system has a power input and if its no longer receiving power will cease to function or in the case of reduced power either function at less power or not at all (depending on the device). Of course if you have some batteries / capacitors then the systems hooked up to the batteries will have some reserve power before running into trouble. A less obvious illustration is the ships main computer which provides CPU cycles for the ship's avionics (you can think of this computational power instead of energy power). If ship's computer is destroyed or damaged the targeting computer wont be able to resolve targets / function (as a targeting computer needs power, CPU cycles and a working radar). All ship systems either produce / supply some form of consumable (power, CPU cycles, heat, fuel) or use it. Heat is the negative consumable (you want to dispose of it not store it) - most weapons and some systems generate heat and if you don't efficiently deal with it (or your cooling vents get damaged) you'll risk damaging your ship & systems and at the very least increase your heat signature which makes you a much easier target for another ship's radar / targeting computer.

 

This is all built in ships with a plug and play system so we just create item "ports" on a ship and plug weapons, radar, power plants, engines, thrusters, fuel tanks, batteries, CPU (more cores means more cycles), targeting system, navigation computer, jump drive, cooling vents / radiators etc in and they hook up the various "pipes" that carry power, CPU cycles, fuel or heat.

 

Each of these items have their OWN damage states (for the ones that you can see)

 

So you can see there's a level of fidelity in what we are doing that I haven't seen before in a game and the video today just showed a window into part of the things we are doing to graphically show damage...

 

On Snowdrop - its a really pretty looking engine and I showed it to the team the moment it was demoed at E3 as I was very impressed. Having said that its not really do much more or different than CryEngine already does - the "procedural" damage that is demonstrated in the video has been something you have been able to do in CryEngine for years (bullet hit decals, breaking a plane of glass, puncturing tires and the car drops onto the rims). Its very well done (beautiful art & lighting) but I didn't see anything that we don't have the tech for in SC and that we are not planning to do (well I guess you cant shoot tires out on a ship but you could on a buggy!) Its been my experience that the very high end engines - CryEngine, Unreal 4, Frostbite all are pretty much equivalent on feature sets and capabilities - its more about how good you artists are and your programmers are in finding cool ways to show of the features of the engine.

 

Last note (in my wall of text) -

 

I've known about the BeamNG folks for a long time and talked to them as early as Dec 2012 about working on Star Citizen. I even have a prototype test they did with a Hornet flying in space using their system, crashing into asteroids! The problem with their approach (and soft body physics in general) is that it is really computationally / simulation heavy - its great for demo videos or something like a car game (there's a reason why Forza or Gran Turismo cars always look so good its because they're usually simulating less stuff than you would in a FPS like Crysis 3). Between the network bandwidth issues and client rendering / simulation issues (simulating softbody physics on 50 ships and having a frame rate that is above the single digits) a full softbody system isn't practical for SC just yet even on the high end PCs we're hoping everyone will have!

 

That doesn't mean that I am against trying to do a streamlined version for damage modeling - I was hoping to get the BeamNG guys to do some R&D on a stripped down system that just focused on the damage modeling / deformation (not so much the full physical simulation of every hinge etc) for SC but at the time we talked they had other commitments (like finishing university) and wanting to work on their car game so we never ended up working out a deal - which doesn't mean that I wouldn't revisit this as they are super talented but right now it looks like they are doing well and living their dream of building their own game (and who am I to stop them?)

 

This doesn't mean that we don't have procedural damage modeling via deformation in our R&D task list for the SC Graphics Engineering team (which is 4 programmers internally at the moment). We need this solution for capital ships as you want to see large hulls indent or buckle from hits / collisions and if we do something that we're happy with (and meets our performance criteria) we'll probably also apply back to the smaller ships adding just another level of detail!

 

So I guess the TL;DNR version is be patient grasshoppers!

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https://robertsspaceindustries.com/comm-link/transmission/13626-Letter-From-The-Chairman-40-Million

 

At $40 million, you unlocked the last of the backer-voted star systems. Since the results of the last poll were so close, we decided to include both of the top two options:

 

Kabal System – The discovery of a new system is always an exciting time. Even the most jaded NavJumpers can’t help entertaining the possibilities for scientific understanding or new species or even a new home that could await them on the other side of a new jump point. The discovery of Kabal was certainly something new. By all outward appearances, the system seemed empty. It was only during when a UEE Surveying team began to assess Kabal III, did they find something disturbing; old uninhabited Tevarin cities. How could an entire Tevarin system escape detection all these years? Did the Tevarin that were assimilated into the UEE know about it? How was it kept a secret? The questions multiplied when a detachment of Marines, sent to secure the planet ended up discovering a cache of old Tevarin war machines. Among the rows and rows of weapons, they made an even more disturbing discovery; some of the technology was made in the last ten years…

Oretani System – Oretani was just one of many systems that were being discovered during the rapid Expansion era of the 25th century. The surveyors noticed nothing in the system’s six worlds of immediate importance. Only one planet seemed to be a viable candidate for terraforming. The terraforming Corp that won the bid sent a mid-level team (and their families) into the system to start processing when the only jump point into the system collapsed. Scientists scrambled to figure out a solution, but it was the first time an incident like this had occurred. As years stretched into decades, people studied the area around the former jump point, hoping for a sign that it had reopened, but after time they gave up. After all this time, Oretani is only ever debated among select number of historians. Most believe that without support, the initial terraformers probably died out, but no one really knows what to expect on the other side if that jump point ever reopens.

 

$42 million stretch goal:

Updated Observist Guide – Additional funding from the $42 million level will go to expanding the website area of the Galactapedia: expect to see holographic ships, items and navigation interface in 3D! Imagine admiring your ships or planning your loadouts right here at the RSI website.

 

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Explorer-class mobiGlas Rig – Every player who backs before we hit $42 million will start the game with their own, visually distinctive mobiGlas “ExoGlas” rig which can be used to access the Observist at any time. I’ve charged the mobiGlas team with a very difficult task: creating a realistic interface that will help keep your affairs in order in an expansive galaxy that we hope players will expand in unknown directions. It’s almost like building our own in fiction operating system for an imagined future, and it’s very different task than building spaceships. This backer-exclusive mobiGlas kit will come pre-loaded with additional galactic information that new players would ordinarily need to explore or barter to fill out; it’s our way of honoring the information you’ve collected about the Star Citizen universe through the RSI site and community over the past year!

 

Gladius – The Squadron 42 team will develop an additional fighter for the game, the Aegis Dynamics Gladius-class light fighter. The Gladius will be the first fighter built entirely from concept to CryEngine in the UK! Here’s the official description: The Aegis Gladius is the UEE’s reigning light short-range patrol fighter. A single-seat ship with no room for expansion, the Gladius is fast, maneuverable and capable of punching far above its weight. The main advantage to the design is simplicity: cheap to produce, easy to repair and outfit and quick to train new pilots on. The Gladius is an aging design nearing the end of its life-cycle, although iterative updates have kept it the most nimble fighter in the active fleet.

 

Towel – And of course, everyone who backs before we hit $42 million will also receive a towel for their hangar. Don’t explore the galaxy without it!

 

For the next set of stretch goals, we’re going to give you in-game rewards… and we’re letting you pick what you want. Please vote in the poll below to pick the $43 million unlock reward. The winner will be described in the next Chairman post and the option with the lowest votes will be eliminated from contention!

 

10 for the Chairman - Episode 11 . March 10th, 2014

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The Next Great Starship Episode 1.7

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TNGS Poll: Vote for the Save!

Make sure you catch tonight’s episode of The Next Great Starship! Over the last three weeks, the Next Great Starship judges have eliminated four teams. But all is not lost: Star Citizen’s backers can vote this weekend to save them. The two most popular teams will be allowed to stay in the race! The teams in jeopardy are Eris Heavy Manufacturing, Tallon Corp, Visioncut and 3Dingo. You can review their submissions here and then pick your favorite below. Who do you think should make the cut?

 

Hurry, the polls close Sunday at midnight, EST!

 

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more @ https://robertsspaceindustries.com/comm-link/transmission/13632-WIP-Avenger

 

Cara Hoshji is a smart person. She scored so well on her Equivalency that she received a hefty scholarship from Terra University. Graduating with a degree in AstroEngineering, Cara transformed a summer apprenticeship with the Support & Supply Agency, a lesser-known department of the UEE responsible for procuring and transporting resources and supplies to sate the Empire’s massive infrastructure needs, into a full-time position shortly after graduation.

 

“You’ve probably seen those long snake-like hauling ships pulling trails of massive cargo containers. Those were my life,” Cara said, sitting in her small apartment in Odyssa. From the stacks of packing crates, it would seem that she just moved in, but she’s already been here for three months.

 

Cara looks over the cramped space wearily. She claims she keeps planning to finally unpack, but she’s either working or too exhausted to try and tackle it.

 

Her first full-time job with the SSA was in their maintenance department, working with the pit crews to keep the ships flying. Cara had other aspirations though.

more @ https://robertsspaceindustries.com/comm-link/spectrum-dispatch/13627-Terra-Gazette-An-Uncertain-Future

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https://forums.robertsspaceindustries.com/discussion/comment/2145055/#Comment_2145055

What are the current planned specs for running the DFM v1? If I wanted to plan on making sure I could run it on "high" (but not ultra) settings with no less than 40fps, what sort of rig would be recommended?

 

New Haswell i7 arround the 4770k

16GB RAM @1600MHZ

GTX 680 or better

SSD hard drive

thanks to eminus for the above

 

Wingman's Hangar ep061 . March 19, 2014

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Eric "Wingman" Peterson bounds through another Hangar.

 

• A first look at Full Performance Capture

• Forum Feedback -- with your questions

• An interview with lead animator, Bryan Brewer

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Patch set - The first 5 (Subscribers only - for now)

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Exclusive for our subscribers, get this set of 5 fabric patches of the first ships to have made it into the Star Citizen universe. Wear them with pride and support the cause!

 

Patches will be ready to ship by mid-April 2014.

 

Patch set - Back to basics

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Get this set of 3 fabric patches displaying the Star Citizen, RSI and Squadron 42 official logos. Wear them with pride and support the cause!

 

Patches will be ready to ship by mid-April 2014.

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Last year, we promised that every Citizen who backed Richard Garriott’s Shroud of the Avatar crowd funded project would receive a SotA-inspired crossbow weapon for use in Star Citizen’s FPS mode. The Shroud of the Avatar team similarly promised a unique Star Citizen artifact would appear for early backers in their game. The SotA team recently revealed their Vanduul Polearm, based on our Vanduul warrior concept art.

 

That’s not all: we would like to confirm that the Star Citizen Crossbow is still in the works, and it will make its appearance when an appropriate Star Citizen module launches. For now, you can enjoy your very first look at our current WIP model of the weapon, plus the bolt and ammo box!

 

Anyone interested in getting a crossbow in Star Citizen can still do so, as long as they back both Star Citizen and Shroud of the Avatar (at the ‘Immortal Adventurer’ pledge level or above.) Be sure to hurry if you would like the Vanduul Polearm in SotA; new backers only have until April 7th to get their late backer status (Benefactor) upgraded to early backer status (Founder), giving them access to all the early backer rewards.

 

Note that your crossbow will not appear on your account at this time. We will link up with the SotA team before it’s time to launch the weapon.

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https://robertsspaceindustries.com/comm-link/transmission/13571-Shroud-Of-The-Avatar-Crossbow-Update

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