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BeitragBeitrag #1 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 00:15

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Squadron 42: Wall of Fame — "All the actors we scanned back in 2015 for SQ42. Sadly most are censored until release."
Post at: Mi 15. Nov 2017, 00:14
By /u/SweRaider

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BeitragBeitrag #2 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 00:50

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My take on the rescue system [a bit long]
Post at: Mi 15. Nov 2017, 00:47
By /u/FlickyFlack

I know I know, more speculations about things only Roberts could (or might himself not even be able to) answer. +This could be a little outdated, and I apologize if this has been mentioned before, but I just can't help but think about these mechanics.

As in this Article, it is stated that, if you can sucessfully eject out of a doomed ship, you wouldn't die (granted your escape pod isn't shot down, which is highly unlikely in UEE Space, because of the harsh penalties issued by the UEE). And if you actually live to see another day,

you can activate your rescue beacon at any time, and when there are no hostiles within a certain distance the game will fade out, then fade up with “… a little time later” and have an in-engine cinematic of your pilot / pod being tractored in to a rescue and recovery vehicle.

As for the S&R-Profession some Citizens might enjoy, I think as soon as your charakter spawns on the planet you last saved on, your "old" character gets unconsious and is taken over by an NPC, so you don't actually have to wait the entire time hoping a Cutlass Red would arrive in time before your Pizza gets burned in the oven. Now the cutlass is getting you to the nearest hospital, and the "rescue" fee is deducted from your UEC balance. I personally even think that we will be given the option to choose to either wait for a rescue ship, or to respawn via "instant rescue" on the last planet you saved on, even if it might be 2 Solar Systems away. So the rescue team will have to stableize your NPC-Model and admister some first aid if necessary. If they fail to do so, a life is "deducted" from your "Life-Counter". This could be achieved by getting a heart attack or by getting messed up by some randomly generated Xi'An Apex Predetors, who knows :).

After all this text I realized that trolls would render all of my thoughts obsolete. R.I.P me. And by the way, the link posted above answered most of my questions regarding permadeath, injuries and more (if it is still valid info)

Anyways, any suggestions?

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BeitragBeitrag #3 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 01:00

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[Crosspost from /r/Hotas] [T16000m] Mod - Extra Inputs
Post at: Mi 15. Nov 2017, 00:57
By /u/FFLink

So I thought I'd share a mod I've done for my T16000m. It replaces the Hat on top with an analogue stick and adds four extra buttons - two on the top and two on the grip. I only use this as a left-hand stick for SC, so the analogue stick was more beneficial than a hat. My right stick is a Cobra M5 until I get a Virpil stick.

Image 1

Image 2

The T16000m is a lot smaller inside than it looks, so I was limited in button size and placement. I need to add an arm on the lower button as it's currently out of reach. I will probably stick something on to the analogue stick as well, as it's a bit short.

The external cable isn't intrusive at all and doesn't limit movement on the stick. This cable only contains wires for the buttons, as I managed to get the analogue stick's cables through the joystick shaft after many long and frustrating attempts.

I used an Arduino Pro Micro controller with MMjoy2 firmware on to get all the inputs in and working.

Parts list (all from eBay):

  • Arduino Pro Micro Controller (£6)
  • Ribbon Cable (£2.50)
  • Switches (£2.50)
  • Analogue stick (£3.50)
  • Various Connectors and Housings sets (£6)
  • Diodes (£1.50)
  • PCB Boards (£5)


I had a fair amount of stuff already from an old Arduino "starter kit" I had, and now I've got even more thanks to the spares from above, so overall it was quite a cheap project. I also used my dremel a lot to carve out various parts of the stick to make things fit and also a drill every now and then.

Here are some internal shots:

The four buttons and their cables and paths

The first analogue stick I tried connecting through the shaft, before being glued on to the old Hat Switch housing

I ended up buying a second analogue stick as I thought the first was broke, but it turns out I was just remembering pin positioning incorrectly...

This was all kind of my first step in to this sort of thing, so a lot of it was time consuming, things took many attempts to do right and I screwed up a lot. I got there in the end and learnt a lot at the same time, though.

My next step is to add a hat switch on to the thumb rest and then I might tidy it up a bit better - maybe paint it, too.

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I know it's a little to early, but do you think Star Citizen and/or Squadron 42 will come out for macOS?
Post at: Mi 15. Nov 2017, 00:58
By /u/Malacho_21

I don't say at the same time for Windows, but in the mid-term after there release. For everybody is obvious that the Macs are not as powerful as a gamer PC, however with the release of macOS High Sierra, now you can use external GPU. What do you think guys?

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BeitragBeitrag #4 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 01:05

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Poll: Would you pay $5,000 for a Pegasus Escort Carrier?
Post at: Mi 15. Nov 2017, 01:05
By /u/Waid87

Had this debate with a friend. What do you think, /StarCitizen? If CIG chose to sell this monster, would you shell out 5k for it?

http://vote.pollcode.com/12194432

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BeitragBeitrag #5 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 01:15

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How does SC cutting edge planetery and city proc gen tech differ from this 2006 (FSX) tech?
Post at: Mi 15. Nov 2017, 01:14
By /u/Signill

Genuine question, not just trying to rag on SC or anything, but how does the whole 'entire planet covered in a procedurally generated city' differ from what was available in 2006 with Microsoft FSX (Flight Simulator)?

You can circumnavigate the Earth in FSX, the terrain is highly detailed and accurate to real life (especially after mods are installed), and the cities in FSX are a combination of artist work and "autogen" (autogeneration, which as far as I can tell is just the name they use for procedural city generation). It seems like there is no reason the autogen couldn't be tweaked to cover the entire planet in city-scape; substitute the factories and residences models that FSX uses for buildings resembling those on Arc-corp, and a 2006 released game could create the same thing that CIG tried impressing us with at the last Citcon, except on a 1:1 planet scale rather than SC's reduced scale.

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BeitragBeitrag #6 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 02:40

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Who else is excited for Racing?
Post at: Mi 15. Nov 2017, 02:38
By /u/warmachine823

Looking back at videos of Star Citizen at Gamescom, and watching the nox bike zip around Daymar got me really excited to explore the planet and find racing tracks for my mates to race and to do private races.

I hope in the next few patches they set up mechanics to allow racing paths in game. I was really excited when they announced a Racing Track around grimhex but alas it never happened.

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BeitragBeitrag #7 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 02:50

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Need some help
Post at: Mi 15. Nov 2017, 02:48
By /u/BrownsCavsIndians7

Recently just bought Star Citizen... downloaded the launcher and it says the header and cookie id is messed up. How do I️ fix this? Looked it up and the solution doesn’t work. Also, won’t let me sign into my account on the site(yes I️ verified the account) says my user name or password is wrong.

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BeitragBeitrag #8 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 03:00

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3.0 HORNET - Balance Pass? or Errors on the Matrix? #nobullshit
Post at: Mi 15. Nov 2017, 03:00
By /u/TheNOOBIFIER1337

Link To Video
Link to Google Sheet https://docs.google.com/spreadsheets/d/1AyxahK6EE1_tBTDubj0cpiPOjXzSeey5qvSfjCeMIKA/edit?usp=sharing

Hello this is the Noobifier and welcome to a very short post which came about when I was going through the newly updated ship stats pages. I recently broke down the Gladius updates for 3.0 and I promised at that time to make sense of some odd things I noticed about the Hornet variants. Unlike the Gladius, when it came to the Hornet variants, There were some things that didn't make sense.

I'm actually hoping the stats on the page are in error, like the vanguard.

This is my way of showcasing the issues I noticed and to explore suggestions that make more sense.

Lets Begin.

The Anvil Hornet is the most used ship in Arena Commander. It's a tank in the truest sense of the word. Some of the best protection available compared to practically all other ships in the UEE fighter compliment. I have prepared a Spreadsheet on Google, that I used for the video, the link is in the description if you would like to follow along.

https://docs.google.com/spreadsheets/d/1AyxahK6EE1_tBTDubj0cpiPOjXzSeey5qvSfjCeMIKA/edit?usp=sharing

Specific issues are highlighted and my notes are added in the cells. Starting From Top To Bottom, here is the breakdown.

Length, Width and Height make sense. The Super Hornet is physically larger due to the longer tandem cockpit.

Mass mostly makes sense. The super Hornet should be more massive as its larger and includes the Chin Canard. The wildfire incorporates a Ball Turret and the Tracker has the sensor suit making them also both heavy. The Mass Stats for the base hornet are fine and The Ghost comes in as the lightest which makes sense according to the lore and its Void Armour Technology.

For SCM and Afterburner Speeds, there are some big changes. First of all, the SuperHornet Used to have a larger Power Plant and Shield Option. According to the stats, now that has either been changed or is an error on the matrix.

The super hornet has the lowest SCM Speed at 180, only 5 below other variants. The Tracker has the Highest SCM speed and the Slowest After Burner Speed and I feel this is an error. If it was intentional, It makes no sense that all things being similar, the tracker should just fly the same. My justification is, 50Kg on a 73,500 Kg Craft is a variation of 0.0007%. Unless there is some other reason I am missing, there is no need for the hull to behave differently. The Super Hornet is 2 M/S slower than the others. Why not just make them all the same?

The Thruster configuration is the same and the Pitch Yaw and Roll rates are exactly the same regardless of the mass and size variations. I like simple, and I feel there is no need to complicate stuff here for nothing. The X-Y-Z acceleration rates are probably meant to reflect the mass of the variants. The tracker took a hit and the Super Hornet took a bigger hit. If the acceleration numbers are based on mass, The Hornet Base and the Hornet Wildfire are both heavier than the Tracker, according to the stats. Either they should be brought down to match, or what would be easier and less confusing, make the Tracker accelerate the same. So Far, these are the things that came to light, most seem more like errors in the table than a deliberate attempt at balance.

The Google Doc has a Tab at the Bottom called “Suggested Fix”. It's a new set of values that are in keeping with the lore and the mass.

Let's look at the Updated Hardpoint pages for the Hornet Variants. Its a bit confusing because if it's accurate, the hornet got a massive nerf. Starting with the Blue and Grey Hexagon. When you look at the base hornet, the Chin Mount is Dark which means its an available but empty hardpoint. When you click on it, it is a Turret Mount with a size of 1, that has two size one hardpoints. This is exactly what I expect when I think of the Canard Turret. It's the same for the Ghost, Same for the Tracker, Same for the Wildfire, But Included with the Super Hornet. Exactly as Expected. The Issue is that the released document specifically mentioned that there was a difference between a Turret Mount and a Hardpoint. That taken literally, would mean that you can no longer directly mount a size 3 weapon to this location on any variant. believe this is not the case, but it highlights an issue with the technical document and the ship matrix.

My goal today was to highlight and discuss some confusing values in the matrix and hopefully either get some confirmation or corrections in the near future.

Thanks very much for spending your time with me today.

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BeitragBeitrag #9 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 03:15

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[Lore]Congress Now: total Aggregate Testimony
Post at: Mi 15. Nov 2017, 03:12
By /u/SideOfBeef

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BeitragBeitrag #10 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 03:20

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Those EVA effects!!
Post at: Mi 15. Nov 2017, 03:18
By /u/brokewar

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BeitragBeitrag #11 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 03:25

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Soon™ Yela...
Post at: Mi 15. Nov 2017, 03:23
By /u/Altered_Perceptions

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BeitragBeitrag #12 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 04:40

Updated at: Mi 15. Nov 2017, 04:40

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What is the next best SSD?
Post at: Mi 15. Nov 2017, 04:36
By /u/magnanimous99

I want the Optane SSD 900P but I am unwilling to pay that price, what is the second best SSD on the market?

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BeitragBeitrag #13 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 05:00

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any way to split payments onto two cards?
Post at: Mi 15. Nov 2017, 04:57
By /u/fight_for_anything

I have a couple gift cards with odd amounts on them, but they total to just over $40. Id like to buy something like a $40 mustang, using the two cards, then just melt it and have store credit. is there any way to have the store take $x from 1 card, and $z from another card?

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BeitragBeitrag #14 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 05:55

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Xi'an keyboard layout (Windows) and font map.
Post at: Mi 15. Nov 2017, 05:52
By /u/Tumbler41

First let me say that this post is about typing in the Xi'an script. If all you want to do is type in SRX (Standard Romanized Xi’an), then simply set your keyboard layout as Maori and you can type all the long vowels easily (āēōū etc).

What's this all about you ask? Well if you didn't know, CIG made a Xi'an font. I've slightly edited it to contain a value for "a space" and a question mark. But everything else is from Britton/CIG. , but there are two problems.

The first is that you can't possibly just guess what letters are mapped to what Xi'an glyphs. The base forms aren't hard, but once it goes into the Diphthongs it starts using all manner of accent marks and the like.

The second is that, as I've said, it uses a TON of various accent marks that, to my knowledge, no one keyboard layout has them all.

To solve the first problem I have created a simple table that lists all the glyphs and what symbol to use to achieve them. I have created both an image version of the table and a spreadsheet. (Note: The spreadsheet won't work until you download it AND install the font, which why I also made the image version)

To solve the second problem I decided to make my own keyboard layout. It basically allows you to add all the different accent marks that you need for Xi'an typing. In the aforementioned table, I have also included the keyboard shortcuts that this layout uses for easy reference. I have tried to make the layout as intuitive as possible, but there's a LOT of special symbols.

To install the keyboard layout (Windows only), download this whole folder to your computer and run the setup exe.

Let me know what you guys think! I welcome any feedback.

.athl'ē'kol

TL;DR

and I made some stuff to make it easier.

Xi'an Font

Image

Spreadsheet

Windows Keyboard Layout

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BeitragBeitrag #15 von Reddit SC [RSS Bot] » Mi 15. Nov 2017, 06:15

Updated at: Mi 15. Nov 2017, 06:15

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Squadron 42 campaign length, what would seem right to you?
Post at: Mi 15. Nov 2017, 06:11
By /u/SirSnapChap

This evening I watched one of my favourite streamers
, he completed it in about 4.5 hours.

Some people are criticising the length of the campaign, which led me to wonder what length I would personally be happy with (hoping) for Squadron 42.

I remember back when I played Freelancer and it took me an entire weekend of being glued to my computer (probably about 14 hours). Freespace 2 I remember took me about 2 weeks of playing every day after school :p

I'm curious to see what length campaign various members of this community are hoping for when it comes to Squadron 42?

This is an unrelated lama.

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