To all SSC Station occupants
Thank you for the donations over the past year (2024), it is much appreciated. I am still trying to figure out how to migrate the forums to another community software (probably phpbb) but in the meantime I have updated the forum software to the latest version. SSC has been around a while so their is some very long time members here still using the site, thanks for making SSC home and sorry I haven't been as vocal as I should be in the forums I will try to improve my posting frequency.
Thank you again to all of the members that do take the time to donate a little, it helps keep this station functioning on the outer reaches of space.
-D1-
Yes bet that gave the devs a bit of a head ache.
In other news the Misc Reliant concept sale is running. Looks like a cool wee ship
Good job you posted that picture, as just for a second I had a version of this. π
One of the better design from SC as it reminds me of a B Wing or the bubble fighter from the Lost in Space film although I'm not inclined to pay them 50 bucks for it.
Monthly wall of text out for Star Citizen https://robertsspaceindustries.com/comm-link/transmission/14758-Monthly-Report-May
ItÒ⬙s hard to believe June is already upon us! Work on Star Citizen continues at a frenzied pace at our studios and outsource partners around the world. This month, weÒ⬙re excited to introduce our latest studio, Foundry 42 Germany, to the report. YouÒ⬙ll be seeing a lot from Germany in the coming months: theyÒ⬙re charged with tackling many of the programming challenges facing Star Citizen on the road to the persistent universe. Work continues in those areas, and on our many modules and milestones, from Star Marine (now being readied for its PTU debut) to Squadron 42 (cinematics currently being directed by Chris Roberts in London!) Your top-level view of exactly what weÒ⬙ve done this month can be found below.
Thought I'd give this very cool fan made Gladiator flight manual a bump. It was created by an RSI forum member called nimrod_77, is constantly being updated and is well worth a read even if you don't have the ship. Have a look at this thread over on the RSI forums for more details.
EDIT; There has been an update. Nimrod_77 has now completed a Hornet manual to add to the Gladiator one. You can grab both here and any others he might add in the future. :girlsmile:
Not been keeping up withe the shenanigans at Star Citizen but according to the latest chairman letter the FPS module has been delayed https://robertsspaceindustries.com/comm-link/transmission/14803-Letter-From-The-Chairman the accompanying pics looks a bit photo shopped.
The tl;dr is that we feel the current build doesnÒ⬙t feel like it lives up to the standards weÒ⬙ve want to achieve with Star Citizen. There are several issues that will need additional time in order to deliver the first iteration of the gameplay we want you to experience. The challenges facing the FPS launch are a mix of technical blockers and gameplay issues. The most significant technical hurdle faced today is the networking backend. After attempting to work with the legacy code, we decided that we needed to drop some of the legacy technology. That meant developing what weÒ⬙re calling a Generic Instance Manager (GIM) and rewriting both the Matchmaker and (for the larger project) the game Launcher from scratch. Those efforts are all going well, but theyÒ⬙ve all taken additional time for our engineers.
Also a bit about Squadron 42.
Yep, I sorta guessed it was net code delaying things. It's a common headache for dev teams everywhere. Interesting they will not be able to use the standard net code that comes with Cry Engine. If they do have to write their own custom code that will take a while.
Monthly wall of text https://robertsspaceindustries.com/comm-link/transmission/14814-Monthly-Report
Given up with trying to keep up with what is going on in SC but I like this Q&A about the starliners in SC https://robertsspaceindustries.com/comm-link/transmission/14812-Starliner-Q-A Wonder if you can use then to get around the games universe if you lose your ship.
An interesting ship for sure but too expensive for me. ΓΒ£315 is well out of my reach.
Monthly wall of text https://robertsspaceindustries.com/comm-link/transmission/14814-Monthly-Report
Given up with trying to keep up with what is going on in SC but I like this Q&A about the starliners in SC https://robertsspaceindustries.com/comm-link/transmission/14812-Starliner-Q-A Wonder if you can use then to get around the games universe if you lose your ship.
Hey the answer is yes, I do rember Chris Roberts saying this would one of the many ways to traverse the verse without owing your own ship, as in yours is in the shop due to the last battle, I am a backer & the arena commander games are amazing ! Can't wait for the fps & multi crew.
Shadowma
Hey the answer is yes, I do rember Chris Roberts saying this would one of the many ways to traverse the verse without owing your own ship, as in yours is in the shop due to the last battle, I am a backer & the arena commander games are amazing ! Can't wait for the fps & multi crew.
Shadowma
That's interesting that you can do that, the only other game I can think of which let you book passage on a starliner is Mega Traveller 2.
Yes this game will be like a GTA in space with all the cool trimmings, I think it will change the way games are made & play. To me it contains all the things & game play that STO should have had. But time will tell, I myself can't wait. π
Shadowma
My goodness another 25 GIG patch is out, 1.15. This is gonna take me 2 full days to download. :girlimpossible:
Agreed, I find their endless enormous patches (basically, re-download the whole game client!) slightly tedious. They seem unfamiliar with the UK concept of capped/throttled internet downloads!
auryx
You look good through a crosshair.
Heh, 25 gb patch...That's 5 more gb than my cap allows per month.
Seems SC is starting to move again, maybe something to do with Smarts blogs over the last month, anyhow a Star Marine update. https://robertsspaceindustries.com/comm-link/transmission/14925-Star-Marine-Status-Update
The staging merge to Game-Dev (from main-1.2.0 staging) began earlier this week, and a concerted effort is being made to resolve conflicts that the automated integration system finds as soon as they come up. Conflicts rarely go more than an hour before someone in ATX addresses the conflict themselves, or hits up a developer to do it. We are resolving conflicts nearly 24/7 with folks in Austin covering the weekends, and devs in the UK studio covering manual conflict resolution while the ATX team is asleep, and so on. That said, as of the time of writing we are at 5860 unmerged CLs, out of the 7718 we started with on Wednesday. Progress is being made, but if we keep the same rate we wonÒ⬙t be done for another 6 or 7 days. Once the merge is done, and then there will be time spent on doing a code review and getting Game-dev stable. Which would be about 3 weeks total! WeÒ⬙re going to have one of our engineers here do a manual merge review over the weekend, and allow for a code review during the week, with a cut off of next Friday 9/4. That means next Friday we can begin the work of making FPS work in Game-dev starting on Monday 9/7.
Nyx Landing Zone preview.
https://www.youtube.com/watch?v=R4-loB94HIg
Just noticed this video of baldy demonstrating a hack which will let you fly around the planet environment.
Monthly wall of text is out. https://robertsspaceindustries.com/comm-link/transmission/14937-Monthly-Studio-Report
Been a while since they mentioned the funding target has it finally slowed down?.
Well if some negativity squad is venting on daily basis about no progress. Doesn't mean there isn't any till the next public drop. They are producing allong. And are busy with merging modules. Which means no release because that merge main code branch will be the basis for there next public release. And then we can leave the "Arena" name out of AC. And call it SC Alfa. And then the multicrew feature we can test somewhere in the future.
SC is a large production where they want to take it big and that mean travel where no dev had gone before with this feature set. So planning is difficult, a requerment is flexible large and growing funding. As if there was a publisher who back you up without harsh deadline but compensate delay for better polished end result.
Wat draws me in is multicrew and big spacecraft. And squadron42 especialy that.
It big bold and risky thing making this game. So yes it can fail. But I am not into Hype or promises. The main big feature if they are playable it would be great. But full polished bug free feature complete result is what we all want. But difficult to get.
Often such games use a full publisher backing with flexible fund and a "it done when it done " deadline.
Like IDsoft had have that for some early games.
Read some where they are not far off the 90 million mark now and they have started selling $900 ships.
Lots of SC videos have poped up check their YouTube channel.
https://www.youtube.com/watch?v=_5sRUYwgWGI&spfreload=10
https://www.youtube.com/watch?v=y_zTVVG-WF4
Nice video of the Starmap π but is just me or does the guy or computer generated voice on this clip have an lisp with the letter "S".
Yes and new cross chassis options have prompted much melting and nashing of ships! :girlcrazy:
And SC hit's one million backers of the game. https://robertsspaceindustries.com/comm-link/transmission/15007-Letter-From-The-Chairman
Impressive number of backers.
Now, if the development quality and pace was half as impressive...
Monthly wall of text about what's been going on in SC. https://robertsspaceindustries.com/comm-link/transmission/15043-Monthly-Studio-Report
Also a weekly update which has a short video of the new ship UI https://robertsspaceindustries.com/comm-link/transmission/15045-Weekly-Development-Update lot button pushing and things to fiddle with.
Monthly wall of text is out https://robertsspaceindustries.com/comm-link/transmission/15105-Monthly-Studio-Report
Also see something about version 2 which has been updated/patched or something and I read that they are close to the 100 million mark now, which is pretty impressive for a crowd funded game.
Edit is over the 100 Mil mark https://robertsspaceindustries.com/funding-goals