Star Citizen

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Just finished the aesthetic pass for my new modular button box.

Each button module has a 2" yellow OLED display and an STM32F103 (overkill). They are chained together to the top module that runs FreeJOY firmware. The selector is a 6 position rotary switch that can select 1 of 5 shift pages (0 is unconnected) and the displays will say whatever you want and can fit in a 256x64 pixel resolution. Each module attaches to the lower one with 4 diagonal Torx M2 screws.

The module measurements are:

100mm wide, 25mm tall, 37mm deep (excluding the aesthetic corner screws (that can be used to put the modules in a panel, but for now I'm using them as a standalone block)

Top module is same dimensions but 50mm high.

Why am I overpowering each module if I could just daysichain them to a single one? Because someday, in the far future, CIG may gift us an API to pick up data from the ship/game, and then I want the modules to be able to take actions and do much more than now. For the time being, tho, I'll make them act dumb and just let me know what each button does.

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I love the hull c, it's just a romantic design, real space cowboy meets space trucker feelings.

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I feel the lemmy sub could use a bit of an active posts every few days.

Still feels a little empty here, especially in comparison to the subreddit.

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Star Citizen 3.20 VoiceAttack Macros Updated - Resolution independent macros that dovetail perfectly with HCS Voice Packs! Navigate Quantum Jumps with your voice! #StarCitizen #voiceattack #hcsvoicepacks

https://youtu.be/9OYW4fixIBE

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"You can hop in your beautiful yellow tuning fork"

Com'ere you little shit!

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submitted 1 year ago* (last edited 1 year ago) by Nixie@discuss.tchncs.de to c/starcitizen@lemmy.ml
 
 

On the last cargo refactor video from CIG, they added a very special load.

Fucken trolls.

XDDDDDDDDD

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I left like a year ago, but I have lost touch with the Citizens over there. I myself migrated to Mastodon, but where's the rest of the people that left?

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New Features

Gameplay
Added Combat Logging Timer

Along with 3.20, we have added a new Combat Logging mechanic to avoid as much of this issue as possible. With this updated mechanic, while a player is in combat and outside of a green zone, the player and their ship will remain in the PU for a short period after exiting the game fully or to the menu. This also comes with a warning while exiting to menu to make sure you are in a safe area before leaving as it will leave your ship and character vulnerable at the location they left the server.

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Good news everyone,

We managed to squeeze in a giant QoL for the Mole pilots. I do not want to give away the surprise, please pay close attention to our patch watch for more details.

Cheers

PS: Try pressing "m" in the pilot seat PPS: will hopefully be part of the next build

-Savrals-CIG

My guess is that the pilot will at least be able to view the mining HUD to get a better feel for distance from the rock and how close it is to breaking up.

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Changes between previous and current patch notes (Credit goes to Inkwell and DrsPyro)

Known Issues changes, 3.20.0_8680168 (PTU c) -> 3.20.0_8684108 (PTU d):

Added:

  • PU - Inventory - Local inventory infinite loading after loadout change in VLM and relogging into the game
  • Prison Kiosk / Ore Sale - Game Code / Transaction - Transaction failure occurs when attempting to deposit Harvestables

Removed:

  • Multivehicle - PU - Ship / HUD - PING wave does not visually activate for players
  • PU - Stanton - Audio Feature - ASOP / Fleet Manager - Audio - Incorrectly states all hangars are currently in-use
  • PU - Stanton - Grim Hex - Locations - Medical - Medical Imprint fails to transfer to Grim HEX, causing players to respawn at their default location
  • PU - Stanton - Grim Hex - Locations - Ships called via ASOP don't spawn but are assigned a hangar
  • PU - Stanton - GrimHex - Hospital - Locations / Transit - Actor / Elevator - Actor takes damage in the hospital elevator after respawning in the hospital

Fixed:

  • Multivehicle - PU - Ship / HUD - PING wave does not visually activate for players
  • MISC Hull C - Stanton - Vehicle / Actor Tech - There is no oxygen/breathable atmosphere at the engineering end of the spindle corridor when it is extended
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submitted 1 year ago* (last edited 1 year ago) by Fazoo@lemmy.ml to c/starcitizen@lemmy.ml
 
 

Vote daily on your preferred or favorite ships.

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Today I updated my missile racks and put a bunch of cluster missiles (Rattler II) on them because i remember they used to be the beast next then.

Now I notice that they often hit the target without splitting into smaller missiles. Is there something like a "minimum split distance" or just a bug about them?

I like how overwhelming the number of pips becomes when they work well! 😎

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Star Citizen Monthly Report - July 2023 (robertsspaceindustries.com)
submitted 1 year ago* (last edited 1 year ago) by kittenspronkles@lemmy.ml to c/starcitizen@lemmy.ml
 
 

Summary taken from the Star Citizen Reddit Discord:

AI (Tech) ➣ Finalized work that allows NPCs to transition between EVA and environments with gravity ➣ NPCs can enter/exit ships through airlocks/hatches by vaulting over ledges ➣ Working on 2d boids such as rodents, that will move across terrain in a navmesh

Animation ➣ Focused on improving visual results for reloads and takedowns ➣ For 3.20, worked on basic idles for weapons and knives

Art (Characters/Ships) ➣ RSI Polaris began whitebox pass, interior whitebox completed ➣ unannounced ship on final art ➣ Crusader A1 Spirit progressed through final art ➣ Crusader C1 Spirit in greybox ➣ New 2 ship variants (unannounced) in greybox ➣ Tumbril Storm in end of production ➣ All-new vehicle (unannounced) in dev, whiteboxing all variants select one for greybox ➣ Aopoa San'tok.yāi in progress ➣ Origin X1 in greybox

Engine ➣ StarBuild progression (in-house code-build to replace WAF) ➣ Bugfixes ➣ MemReplay 2.0 added VirtualMemoryAreas concept ➣ 'MapAndWrite' discard calls progress ➣ Hull C implementation & bugfixes ➣ Physics code bugfixes ➣ RaStar and Resource Network progress ➣ Assisted Server Meshing team in improvements and fixes ➣ Bugfixes for 'aync editor loading`

Features (Characters & Weapons) ➣ Experimenting with skill progression; building strength to carry heavier objects, perform takedowns for better/quieter versions. ➣ Began implementing a sliding mechanic for sprint crouching.

Features (Mission) ➣ Ship Trespass feature is in QA testing ➣ Retrieve Consignment missions in final review ➣ Blockade runner global event in progress ➣ Cargo mission planning is completed, relying on rep system ➣ Steal and recover cargo missions were prototyped ➣ Code work began for reputation system ➣ Gives players discounts on purchases such as items, refueling & repairs. ➣ Rep-based hostility for NPC orgs to attack/protect players

Graphics, VFX Programming & Planet Tech ➣ New Global Illumination features ➣ Basic implementation of Temporal Super Resolution ➣ AMD memory allocation API integrated into Vulkan backend ➣ UI refinements and unifications ➣ New unified water shader ➣ New hash-map system for water buffer regions ➣ WorldBuilder system improvements ➣ Damage map fixes ➣ Bugfixes

In-game Branding ➣ Building assets for upcoming event ➣ Navigational signage for New Babbage ➣ Underground facility work ➣ Pyro touch-ups

Interactables ➣ Polish work on Pyro consumables, shop and props ➣ Created content for Sub flair

Lighting ➣ Pyro polish & cleanup ➣ New Orison platform tasks

Locations (EU) ➣ Work on Pyro's rundown stations ➣ Improved signage around New Babbage ➣ New content with Mission Feature team ➣ Pyro Outposts progressed ➣ Improvements to Pyro planets

Locations (Montreal) ➣ Derelict settlements passed greybox ➣ Underground facilities progressed

Narrative ➣ Mission system, providers and content work for Pyro ➣ Hull C ATC impementation ➣ 2 new narrative designers added to the team ➣ Released Loremakers and Galactapedia articles

Online Services (Montreal) ➣ InventoryID refined & bugfixed ➣ Refactor several backend services to gRPC ➣ EAC sactions and enforcement research

Research & Development ➣ Atmos / Cloud rendering improved ➣ New temporal tender mode

UI ➣ Data-heist screen improved ➣ Screen style varients ➣ Building Blocks performance pass ➣ Color picker, pagination, & stepped lines added to BB

VFX ➣ Pyro location interior/exterior work ➣ Finished pass on Size 5 bomb and 3 upcoming vehicles

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submitted 1 year ago* (last edited 1 year ago) by osprior@lemmy.world to c/starcitizen@lemmy.ml
 
 

Howdy, how are you all tracking in game events? I feel like if I want to participate in say Jumptown, they seem to just pop up and I can't find a reliable source that displays ongoing or upcoming events in game.

Of course I'm not talking about major events (read: ship sales), those are well marketed.

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On Patrol (lemmy.world)
submitted 1 year ago* (last edited 1 year ago) by Grimr0c@lemmy.world to c/starcitizen@lemmy.ml
 
 

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Check out my VoiceAttack macros (link to my Github is in the video description). My mouse macros will work with any resolution thanks to my resolution idependant functions. Just tell the "ASMBL Init" macro what your current game window resolution is and you are good to go! It will also work for any widescreen monitor, but you will probably have to figure out some X and Y offsets to get it just right. There are examples in the Readme on my Github. If you need help comment here, on the video, or join my Discord. All the links are in the video description.

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