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BeitragBeitrag #16 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 05:55

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Touring in the 350r
Post at: Mi 12. Jun 2019, 05:54
By /u/FXVishera

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BeitragBeitrag #17 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 07:50

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The One That Got Away
Post at: Mi 12. Jun 2019, 07:46
By /u/SirDeadHerring

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BeitragBeitrag #18 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 09:15

Updated at: Mi 12. Jun 2019, 09:15

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Idea: Offer purchasable physical postcards, based on screenshot competition entries
Post at: Mi 12. Jun 2019, 09:12
By /u/MTDRS-Aneut

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BeitragBeitrag #19 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 10:30

Updated at: Mi 12. Jun 2019, 10:30

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How do I unlock ports? I’ve been to about 3 other ports with a buddy of mine earlier today and they’re not popping up here for me :/
Post at: Mi 12. Jun 2019, 10:21
By /u/OMA_

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Do the bounty contract work?
Post at: Mi 12. Jun 2019, 10:26
By /u/stabyourface750

Because being a space bounty Hunter sounds like fun

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BeitragBeitrag #20 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 10:55

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TIL you can retract the turrets on the 600i
Post at: Mi 12. Jun 2019, 10:54
By /u/MixmixMcFatcat

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BeitragBeitrag #21 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 11:10

Updated at: Mi 12. Jun 2019, 11:10

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I want to expose an idea... PACKS
Post at: Mi 12. Jun 2019, 11:06
By /u/VYKTH0R

What do you think about the implementation of manufacturer packs or business packs? (with a reduction of a certain percentage for each ship)

For example, a pack support on the battlefield with a vulcan and a valkyri or à data running pack with a star runner and a herald, or a bounty pack.... There are loads of possibilities !

Would you Guys buy it ?

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Rework Mustang Beta Interior, PLEASE!
Post at: Mi 12. Jun 2019, 11:06
By /u/Leonardo-Tigre

[*]Make the Mustang have three interior rooms: [*]cockpit with its own airlock DIRECTLY BEHIND (can't stress this wasted space enough) the pilot's seat [*][so if you exit/enter from the rear, this airlock door to the cockpit automatically opens/closes, giving extra protection in case of decompression/boarding]
[/list]
[*]meter-wide airlock hallway that has a door on one side as added entry points aside from the cockpit (imitating the 300i series' entrance), while having a storage cabinet to store one's weapons and space suit(s)
[*]living quarters at the back connected to tiny hallway
[/list]
[*]Living Quarters redesigning, akin to the first layout: [*](Toilet/shower) Comfort Room: place beside the entrance to the door.
[*]Bed (opposite the comfort room): allow to fold/flip into the wall/floor, for that much extra added space when not in use. Also add in a wall cabinet to store clothes in.
[*]Kitchenette: Add in the following, [*]Mini-Fridge
[*]Sink w/ storage cabinet underneath
[*]Countertop w/ Induction stove, at least 3 drawers or another storage cabinet
[*]Overhead storage, at least 2 cabinets
[*]Viewscreen, for owner using the Lounge Area to watch and even fiddle with ship systems
[/list]
[*]Lounge area (opposite the Kitchenette): turns into a sofa, or a table and two chairs, and allows folding into the wall/floor/both for that much extra space when not in use.
[*]Back Wall: contains a sizeable storage area for more space to store more things, and also where ship components can be repaired.
[/list]
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BeitragBeitrag #22 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 11:20

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Regarding the party launch bug in 3.5.1
Post at: Mi 12. Jun 2019, 11:18
By /u/jsabater76

Hello everyone!

So with 3.5.1 there is this showstopper of a bug which is the party launch option not working. That is, in short:

[*]All your friends are at the game menu (they already are friends in your contact list).
[*]The party leader starts sending invitations to them through the contacts screen to form a party. Friends accept.
[*]Once it's formed, he launches into the game and the rest gets sent an invitation to accept joining him or her.
[*]And onto your game event you go. But it doesn't because your friends do not get the party launch invitation to accept, as they used to in 3.5.
[/list]

There is at least two issues in the issue council regarding this:

[*]Party launch not pulling members once the leader enters the 'Verse. Status confirmed. 69 contributions.
[*]Joining Party Session" not working when lead enters a new session. Status confirmed. 49 contributions.
[/list]

Maybe there's more. I don't know.

So it's been 6 days since 3.5.1 was deployed (admittedly weekend in between) and we haven't heard from CIG at all. I don't mean a fix, which I would love very much but maybe it's a Kraken of a bug and I don't mean to be a pain in the neck or disrespectful at all. But some official communication on Spectrum or something saying "sorry, this and that went wrong, we are working on this, and this and also this because we know they are serious game breaking bugs but it's proving to be much more difficult than expected - we'll post an update as soon as possible, please give us a couple more days".

Has anyone been able to get a workaround for this?

Has anyone (e.g. Evocati) been in touch with some devs and could provide some insightful information regarding this?

I take it that they are aware of the situation, but are they working on it? I ask because maybe it might have become so difficult to fix that they are taking down the whole system and redoing it from scratch, or something.

I am not asking for good news, just news. Thanks in advance and please don't use this thread to troll.

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BeitragBeitrag #23 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 12:00

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I'm taking over this planet
Post at: Mi 12. Jun 2019, 11:57
By /u/CritaCorn

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Or so it would seem :)

https://i.redd.it/vdd1zg77pw331.png

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BeitragBeitrag #24 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 13:55

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Time to look for some trouble
Post at: Mi 12. Jun 2019, 13:51
By /u/mchief75

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How Hover mode illustrates the difference between realism and immersion.
Post at: Mi 12. Jun 2019, 13:52
By /u/TheMangalo

TLDR: Realism and authenticity don't always go hand in hand, and Hover Mode is a compromised to realism to service immersion and gameplay.



With the new flight model coming into focus, and hover mode peaking around the corner, i think it's worth while to have a discussion about vision, realism, immersion, fidelity and "authenticity" when it comes to Star Citizen.

Hover mode is something that quite a few of us are excited about, myself included. It signified an assertion by the developers as to the vision of what i imagine Chris Roberts and the dev team want Star Citizen to be; an immersive experience authentic to the idea of a science fiction setting, and not a realistic interpretation of what a space faring future might really be like.

What do i mean by this? Well, when we watch shows like BSG and Star Trek, movies like Star Wars, or play games like Wing Commander or Elite, we are immersed in these grand universes and accept the rules they establish as believable because they fall in line with our current understanding of reality. We accept that star wars ships fly like aircraft because they look like aircraft and usually operate on a 2 dimensional plane. Anything that doesn't line up with a real world counterpart is explained with a bit of "Handwavium", repulsor generators, hyperspace lanes, gravity wells, whatever.

When we first saw the Connie landing sequence on ArcCorp all those years back in 2014, with the ship gracefully floating down, balancing in the air, and touching down, it evoked memories of the sci-fi of yore. It looked cool, it looked cinematic, and it looked "authentic". We play Star Citizen, and we see ships hovering at a 45 degree angle upside down, we think it looks wrong and artificial because we are used to our earthly definition of "VTOLs" where these aircraft are planes first, helicopters second, and space ships never.

Truth is, what we had was realistic. If RSI tells us that ships can output 1g+ from any one of their maneuvering thrusters, then they should, by all accounts, be able to hover at any angle comfortably. If they exist in the future, they should be able to computationally correct for gravity and adjust automatically. They should look fake because the rules say they should.

But this isn't an argument for realism, this is an argument for authenticity to the inspirational material. We want to feel like we're in a sci-fi universe, and sci-fi universes take liberties with their rules to put the rule of cool first, and although rule of cool shouldn't supersede gameplay, it should supersede realism for realism's sake.

This is why when we see a ship hovering at an odd angle, realism is actually having the opposite intended effect in "unimmersing" us from the game world. You can sit someone down and explain the physics of a space ship's RCS thrusters completely, but that won't matter if it looks dumb, and that's why i think Hover mode is overall a positive change to make the universe feel more believable, if only by adhering to perceived reality, rather than reality.



TLDR: Realism and authenticity don't always go hand in hand, and Hover Mode is a compromised to realism to service immersion and gameplay.



As an aside, i do believe that they should have some sort of explanation as to why hover-mode and manual balancing is required, perhaps it's a calculation issue in the onboard computers, or maybe all ships have atmospheric thrusts on their bellies, like the connies VTOL fans. Regardless, the gameplay should inform the lore, not vise versa.

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BeitragBeitrag #25 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 14:00

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Me and my Anvil Arrow at Hurston - i tried to make it look more realistic, don't know if worked but i liked it.
Post at: Mi 12. Jun 2019, 13:57
By /u/HonorableFoe

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BeitragBeitrag #26 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 14:15

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Removing Leg Damage
Post at: Mi 12. Jun 2019, 14:11
By /u/InspectHerGadgetz

I've recently got Star Citizen and I have noticed the amount of times I've died from broken legs. From walking up stairs to just getting out my ship. I think that they should remove leg damage until they have it sorted out.

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Managed to park a 600i at Area 18
Post at: Mi 12. Jun 2019, 14:14
By /u/Selcotset

I even managed to get out without falling to my death and before they stored it.

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BeitragBeitrag #27 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 14:20

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Parked a 600i at Area 18
Post at: Mi 12. Jun 2019, 14:15
By /u/Selcotset

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BeitragBeitrag #28 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 14:25

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Ship feature matrix?
Post at: Mi 12. Jun 2019, 14:23
By /u/Jensraven

I could have sworn I saw it somewhere but I can't find it: A ship matrix that shows the features (and intended for future ships) for what ships have VTOL, on board fuel refining, and a couple other features. Has anyone seen this?

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BeitragBeitrag #29 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 15:05

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Hurston Fever
Post at: Mi 12. Jun 2019, 15:02
By /u/Equinoxo

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BeitragBeitrag #30 von Reddit SC [RSS Bot] » Mi 12. Jun 2019, 16:05

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Ai in 2.4 and combat was great!
Post at: Mi 12. Jun 2019, 16:00
By /u/ticklemybumy

How come ai are having fits in 3.5.1? And combat is like some old Atari space game!

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