VizionEck

Gaming => Game News Discussion => Topic started by: Raven on Jan 23, 2017, 05:40 AM

Title: Star Citizen
Post by: Raven on Jan 23, 2017, 05:40 AM
(https://pbs.twimg.com/profile_images/575335513915154432/rz-UUqQX.jpeg)


Developer: Cloud Imperium Games

Publisher: Cloud Imperium Games

Platforms: PC

Release Date: TBA (Currently in very early alpha)

Website: Roberts Space Industries (https://robertsspaceindustries.com/)


Every week, the videos released for Star Citizen on its official Youtube channel will be posted in this thread.
Title: Re: Star Citizen
Post by: Raven on Jan 23, 2017, 05:44 AM
2017 WEEK 1



Title: Re: Star Citizen
Post by: Raven on Jan 23, 2017, 05:45 AM
2017 WEEK 2






2017 WEEK 3





Title: Re: Star Citizen
Post by: Legend on Jan 23, 2017, 06:13 AM
With news and gameplay ramping up, a dedicated thread makes sense.


I really don't know much about Star Citizen. Heard tidbits about the controversy but the gamescom 2015 demo was my first real introduction. That got me pumped and the imagine trailer got me super hyped. Bought the Aurora package that holiday mostly as a cheap pre-order.



One thing I hope changes is the local physics grid. Everyone else loves it but for me it's near game breaking how physics don't work inside ships. The pilot could be blacking out from g forces yet a player behind them can jump normally.

I want the insides of ships to feel like they are actually moving. If the pilot rams into a wall, things inside should fly forward.

No clue if this is planned ::)
Title: Re: Star Citizen
Post by: Raven on Jan 23, 2017, 07:12 AM
With news and gameplay ramping up, a dedicated thread makes sense.


I really don't know much about Star Citizen. Heard tidbits about the controversy but the gamescom 2015 demo was my first real introduction. That got me pumped and the imagine trailer got me super hyped. Bought the Aurora package that holiday mostly as a cheap pre-order.



One thing I hope changes is the local physics grid. Everyone else loves it but for me it's near game breaking how physics don't work inside ships. The pilot could be blacking out from g forces yet a player behind them can jump normally.

I want the insides of ships to feel like they are actually moving. If the pilot rams into a wall, things inside should fly forward.

No clue if this is planned ::)
They are absolutely working on local physics grids to improve them and make them more realistic. Whether or not they make it to where if you slam into a "wall" the guy standing behind you ends up a clobbered mess in front of you or goes straight through the glass, I have no clue. Would be funny as hell. However, I have seen and heard them talk about catastrophic hull damage creating situations where atmosphere is suddenly vented out of the ship and how that might send a player character or NPC out into space as well.
Title: Re: Star Citizen
Post by: nnodley on Jan 23, 2017, 07:04 PM
I need to get one of the packs before the full release of the single player. Don't want to be stuck paying $60 for each.  
Title: Re: Star Citizen
Post by: Legend on Jan 23, 2017, 09:30 PM
New subreddit for me to subscribe to  ::)

Star Citizen Languages (https://www.reddit.com/r/StarCitizenLanguages/)
Title: Re: Star Citizen
Post by: Kerotan on Jan 24, 2017, 06:11 PM
When did development start on this?  And how many years before it's finished would you guess?
Title: Re: Star Citizen
Post by: the-pi-guy on Jan 24, 2017, 06:17 PM
When did development start on this?  And how many years before it's finished would you guess?
2011
Not sure if this is a good source.

The Status of Star Citizen (http://www.starcitizenstatus.com/)
Quote
This is only just occurring because a lot of new technology had to be developed to execute the game to the scale and fidelity the game aims to offer. The latest released roadmap takes the development to the end of 2017, around which time the game can be expected to enter beta. It may be reasonable to expect initial launch (which will not include every single feature listed in the RSI stretchgoals page and countless other outlets, and will make about 60 of the 110 planned star systems available) by the end of 2018.
Title: Re: Star Citizen
Post by: Legend on Jan 24, 2017, 06:40 PM
When did development start on this?  And how many years before it's finished would you guess?
The single player campaign will hopefully release by the end of this year.

The MMO part will release in updates. 3.0 will be released in the coming months.
(http://cdn.wccftech.com/wp-content/uploads/2016/10/starcitizen_30-840x473.jpg)
(http://cdn.wccftech.com/wp-content/uploads/2016/10/starcitizen_31-840x500.jpg)
(http://cdn.wccftech.com/wp-content/uploads/2016/10/starcitizen_32-840x503.jpg)
(http://cdn.wccftech.com/wp-content/uploads/2016/10/starcitizen_33-840x498.jpg)
(http://cdn.wccftech.com/wp-content/uploads/2016/10/starcitizen_40-840x499.jpg)

4.0 seems about the time it'll feel like a full game and that will be 2018/19 probably.

After 4.0, there are still a lot of features planned.
Title: Re: Star Citizen
Post by: Raven on Jan 24, 2017, 07:07 PM
2011
Not sure if this is a good source.

The Status of Star Citizen (http://www.starcitizenstatus.com/)
No. During CitizenCon last year they did a slideshow and pointed out that development on Star Citizen didn't begin until January 2013. They didn't even start crowdfunding to be able to get started on it until October 2012. The only thing about Star Citizen that existed prior to that was some concept art, a few pieces of literature to describe the universe, and then a CG trailer used to promote the concept for crowdfunding. The game has only been in development, technically speaking, for 4 years now. Practically, considering they needed to greatly expand the team, acquire studio spaces, and get together the development tools to get started, the game didn't really go into production until about 2.5 years ago at most.
Title: Re: Star Citizen
Post by: the-pi-guy on Jan 24, 2017, 07:26 PM
No. During CitizenCon last year they did a slideshow and pointed out that development on Star Citizen didn't begin until January 2013. They didn't even start crowdfunding to be able to get started on it until October 2012. The only thing about Star Citizen that existed prior to that was some concept art, a few pieces of literature to describe the universe, and then a CG trailer used to promote the concept for crowdfunding. The game has only been in development, technically speaking, for 4 years now. Practically, considering they needed to greatly expand the team, acquire studio spaces, and get together the development tools to get started, the game didn't really go into production until about 2.5 years ago at most.
I'm just going off what Chris Roberts said. 
From 2012:
Quote
Chris: Basically I've been working with a small team over the course of the past year to get the early prototyping and production done. The team has varied in scale from just me, essentially, to about 10 people. That's just the actual work though.
pre-development seems to have started around 2011. 
Even though full work didn't start until much later. 

After that point, it's a semantics argument. 
Title: Re: Star Citizen
Post by: Raven on Jan 24, 2017, 07:46 PM
I'm just going off what Chris Roberts said.  
From 2012:
After that point, it's a semantics argument.  
Yeah. Actual production, getting everything in place with the intent AND ability to actually make what they wanted, that didn't begin until early 2013. Saying it happened earlier than that isn't really accurate. As you said, it becomes a semantics game. They didn't have anything they needed to begin the real work until then and it took another year or two before they could really go full steam with it. Basically, they had to go from a handful of people to 4 studios and over 300 people. Like, they had to build the company before they could even really do the game.
Title: Re: Star Citizen
Post by: Kerotan on Jan 25, 2017, 08:26 AM
So they've been working on the game for 6 years and it will likely take another 3 at least.  You're looking at a 10 year dev cycle.  Crazy long time.  Could even be next gen before it releases.  
Title: Re: Star Citizen
Post by: Raven on Jan 25, 2017, 09:30 AM
So they've been working on the game for 6 years and it will likely take another 3 at least.  You're looking at a 10 year dev cycle.  Crazy long time.  Could even be next gen before it releases.  
No. Like I said, they've only been working on it for 4 years and almost half of that time was spent actually building the company so they could make the game. It's also a huge MMO AND a separate single player game they're making. It took Bioware over 6 years to make The Old Republic, and that was an established developer with the financial backing of EA right from the start, creating what largely amounted to a WoW / EQ-clone with cinematic dialogue. It bombed and went free-to-play in less than a year.

The single player game, Squadron 42, will probably release late this year, which they didn't even start really working on until January 2014, a year after they began work on Star Citizen. This also puts the beginning of its development right in the middle of them building up the company. Performance capture for the game didn't even start until April 2015. At most, the single player game has been in development for 3 years now. The same amount of time it takes one of Activision's established studios to crank out yet another Call of Duty.

The MMO, Star Citizen, will probably hit retail release in 2019 or 2020 at the latest. That would put its development timeline around 7 or 8 years. That's not too terribly far outside the norm for a new, big MMO and to be expected considering it's not hyperbole to say that this game may very well be the most ambitious of all time. It's being created by a developer that didn't even have all the studios it needed until 2.5 years after it began and didn't even have roughly the same number of people as Naughty Dog until close to 3 years after. Plus, it's not even the only project they have, though the two do tie into one another.

These guys are building what is either going to be the greatest disappointment in gaming of all time or the most impressive game ever and the best ever made in its genre, which may very well determine the near future fate of the MMO and space-sim genre. With that kind of pressure, all eyes being on you after raking in what is now over 142 million dollars and approaching 2 million backers, you kinda wanna do it right and make sure it's as awesome as you could have made it. That takes time.
Title: Re: Star Citizen
Post by: the-pi-guy on Jan 26, 2017, 04:22 PM
So they've been working on the game for 6 years and it will likely take another 3 at least.  You're looking at a 10 year dev cycle.  Crazy long time.  Could even be next gen before it releases.  
Let's say:
It's been in people's heads for 6 years.  
It's only been actively worked on by a team for about 4.  

My fault for the confusion.  
Title: Re: Star Citizen
Post by: Legend on Jan 27, 2017, 09:39 PM


Really good sounding.
Title: Re: Star Citizen
Post by: Raven on Jan 28, 2017, 12:06 AM
2017 WEEK 4




Title: Re: Star Citizen
Post by: Raven on Feb 04, 2017, 04:32 PM
2017 WEEK 5





Title: Re: Star Citizen
Post by: Legend on Feb 11, 2017, 03:46 AM
(https://robertsspaceindustries.com/media/cwz8vzfbpwac6r/source/HeavyMarineHighPoly-1.jpg)
Title: Re: Star Citizen
Post by: Raven on Feb 11, 2017, 04:19 AM
2017 WEEK 6





Title: Re: Star Citizen
Post by: Raven on Feb 17, 2017, 11:04 PM
2017 WEEK 7






Title: Re: Star Citizen
Post by: Raven on Feb 18, 2017, 03:30 AM
Patch 2.6.1 is live! Only a day later than they originally aimed for.
Title: Re: Star Citizen
Post by: Legend on Feb 18, 2017, 03:53 AM
Patch 2.6.1 is live! Only a day later than they originally aimed for.
Is it a bug patch only or does it include any new content?
Title: Re: Star Citizen
Post by: Raven on Feb 18, 2017, 04:06 AM
Is it a bug patch only or does it include any new content?

Star Citizen Alpha 2.6.1 is LIVE - Roberts Space Industries
 (https://robertsspaceindustries.com/comm-link/transmission/15745-Star-Citizen-Alpha-261-Is-LIVE)
Title: Re: Star Citizen
Post by: BasilZero on Feb 18, 2017, 04:21 AM
Ayyy


The TLG/FFXV of the PC Platform.
Title: Re: Star Citizen
Post by: Raven on Feb 18, 2017, 04:21 AM
Oooooh! Spectrum also went live!


Spectrum Alpha is Live! - Roberts Space Industries
 (https://robertsspaceindustries.com/comm-link/transmission/15741-Spectrum-Alpha-Is-Live)
Title: Re: Star Citizen
Post by: Legend on Feb 18, 2017, 04:31 AM
Ayyy


The TLG/FFXV of the PC Platform.
More like VizionEck of the PC Platform.

Star Citizen has been in continuous development since announcement.
Oooooh! Spectrum also went live!


Spectrum Alpha is Live! - Roberts Space Industries
 (https://robertsspaceindustries.com/comm-link/transmission/15741-Spectrum-Alpha-Is-Live)
That's nice but it's odd imo that it's that high of a priority. Do we have any stats on how many people regularly play the current game?
Title: Re: Star Citizen
Post by: BasilZero on Feb 18, 2017, 04:36 AM
More like VizionEck of the PC Platform.

Star Citizen has been in continuous development since announcement.That's nice but it's odd imo that it's that high of a priority. Do we have any stats on how many people regularly play the current game?
lol

Still crazy how much money they got from all the promotions.

My friend paid like $300+ for a dang ship l0l
Title: Re: Star Citizen
Post by: Raven on Feb 18, 2017, 04:47 AM
More like VizionEck of the PC Platform.

Star Citizen has been in continuous development since announcement.That's nice but it's odd imo that it's that high of a priority. Do we have any stats on how many people regularly play the current game?
It's not developed by CIG. It's being developed by a partner studio. It's also about improving the communication tools for organizations. What exists right now is an incredibly early version. They want to make sure this thing is ready to go by release.
Title: Re: Star Citizen
Post by: Legend on Feb 18, 2017, 05:14 AM
It's not developed by CIG. It's being developed by a partner studio. It's also about improving the communication tools for organizations. What exists right now is an incredibly early version. They want to make sure this thing is ready to go by release.
I thought Spectrum was essentially their version of steam's community features. It's not?
Title: Re: Star Citizen
Post by: Raven on Feb 18, 2017, 05:39 AM
I thought Spectrum was essentially their version of steam's community features. It's not?
It's an all encompassing communication tool. At least that's what is planned. Regardless of what it is, it's not CIG making it and they want it to be able to do all sorts of things. Including being able to track stuff happening in-game even if you're not logged in.
Title: Re: Star Citizen
Post by: Legend on Feb 18, 2017, 09:12 PM
It's an all encompassing communication tool. At least that's what is planned. Regardless of what it is, it's not CIG making it and they want it to be able to do all sorts of things. Including being able to track stuff happening in-game even if you're not logged in.
No I wasn't worried about CIG making it, just that I don't see the benefits until the game has more going on.
Title: Re: Star Citizen
Post by: Raven on Feb 18, 2017, 11:01 PM
No I wasn't worried about CIG making it, just that I don't see the benefits until the game has more going on.
The initial version right now is just dedicated forums for your organization and the forums that previously existed, a better way to track private messages, chat lobbies and one for your org (which existed before but were very bland), and generally just a faster way to navigate them. The end product will have a lot more to it like voice chat, a way to see the fleet of your org, what is selling where, what your friends are doing in the game, etc. With 3.0 coming out later this year, probably a good idea that they start rolling it out now in small steps. Step one is just an enhancement of existing communication tools.
Title: Re: Star Citizen
Post by: Raven on Feb 22, 2017, 04:58 AM


This Friday, a concept sale for the newest ship will be taking place. It's called the Anvil Hurricane.
Title: Re: Star Citizen
Post by: Legend on Feb 24, 2017, 09:23 PM
2017 WEEK 8








Title: Re: Star Citizen
Post by: Raven on Mar 04, 2017, 04:44 AM
2017 WEEK 9









The schedule report for 2.6.2 is out. Estimated release date is March 23rd. There really isn't much to it. Pretty much just a polish and networking improvement patch. Mega Map for multiplayer is being implemented as well. That will make one of the major tech implementations taken care of since it already works for the single player modes.
Title: Re: Star Citizen
Post by: Legend on Mar 07, 2017, 03:27 PM
Mining in 3.0 Confirmed! : starcitizen (https://www.reddit.com/r/starcitizen/comments/5xvgky/mining_in_30_confirmed/)
Title: Re: Star Citizen
Post by: Raven on Mar 07, 2017, 04:05 PM
Mining in 3.0 Confirmed! : starcitizen (https://www.reddit.com/r/starcitizen/comments/5xvgky/mining_in_30_confirmed/)
I think it's safe to say that their road map from CitizenCon has changed substantially over the last 4 months. It really wouldn't surprise me to see the original 3.0 patch plan be changed to fewer patches with more content.
Title: Re: Star Citizen
Post by: Raven on Mar 11, 2017, 03:32 PM
2017 WEEK 10





Title: Re: Star Citizen
Post by: Legend on Mar 14, 2017, 06:03 PM
It just keeps going!
(http://i.imgur.com/Q2yqIyy.png)
Title: Re: Star Citizen
Post by: nnodley on Mar 14, 2017, 06:39 PM
It just keeps going!
(http://i.imgur.com/Q2yqIyy.png)
They should not be hurting whatsoever making this game.  I keep hoping for an environment art position to open up at their LA studio, but nothing so far.
Title: Re: Star Citizen
Post by: Legend on Mar 17, 2017, 10:27 PM


Oh my the last few minutes are wonderful looking.
Title: Re: Star Citizen
Post by: Raven on Mar 19, 2017, 08:20 PM
Title: Re: Star Citizen
Post by: Raven on Mar 20, 2017, 03:04 AM
2017 WEEK 11






Title: Re: Star Citizen
Post by: Raven on Mar 21, 2017, 03:22 AM
It looks like 2.6.2 is on track to release on time. The 23rd of this month. Hopefully next week or the week after we get a schedule report dealing with the next major patch.
Title: Re: Star Citizen
Post by: Legend on Mar 21, 2017, 04:07 AM
It looks like 2.6.2 is on track to release on time. The 23rd of this month. Hopefully next week or the week after we get a schedule report dealing with the next major patch.
Do you think 3.0 will be next, a 2.6.3, or 3.0 is split into multiple patches?
Title: Re: Star Citizen
Post by: Raven on Mar 21, 2017, 07:23 AM
Do you think 3.0 will be next, a 2.6.3, or 3.0 is split into multiple patches?
Not likely to be a 2.6.3 after this. It will either be the speculated 2.7, since the devs mentioned it in the past but have left it out of roadmaps, or they'll show the schedule for 3.0.
Title: Re: Star Citizen
Post by: Legend on Mar 21, 2017, 01:45 PM
Not likely to be a 2.6.3 after this. It will either be the speculated 2.7, since the devs mentioned it in the past but have left it out of roadmaps, or they'll show the schedule for 3.0.
WHen have they mentioned 2.7? I only remember that from before 2.7 was renamed 3.0
Title: Re: Star Citizen
Post by: Raven on Mar 21, 2017, 02:41 PM
WHen have they mentioned 2.7? I only remember that from before 2.7 was renamed 3.0
2.7 was mentioned by Todd Papy during a Happy Hour. People had thought that 2.7 wasn't happening anymore and that it was rolled into 3.0 but when Papy mentioned big armor changes on the way he asked his partner if that was coming in 2.7, which caused people to question. Keep in mind that 2.6.1 was originally the only minor patch they had planned for 2.6 but then they needed to do a 2.6.2 for some reason. So, this is obviously a constantly changing patch cycle. Thing is, if they know 3.0 is going to take way too long then they have a good reason for rolling out another big patch to put in the things that might be ready now. Something they mentioned aiming to do before if the situation allows for it.
Title: Re: Star Citizen
Post by: Raven on Mar 24, 2017, 01:42 AM
Looks like 2.6.2 is going to be late.
Title: Re: Star Citizen
Post by: Raven on Mar 25, 2017, 12:16 AM
2017 WEEK 12





Title: Re: Star Citizen
Post by: Legend on Mar 25, 2017, 12:21 AM
Looks like 2.6.2 is going to be late.
JUst by a few days or weeks?
Title: Re: Star Citizen
Post by: Raven on Mar 25, 2017, 01:28 AM
JUst by a few days or weeks?
Not sure. It went onto the test universe yesterday which means it was one or two days late doing so. Probably won't be but a couple more days.
Title: Re: Star Citizen
Post by: Legend on Mar 30, 2017, 03:15 PM
2.6.2 is set for today right?
Title: Re: Star Citizen
Post by: Raven on Mar 30, 2017, 03:59 PM
2.6.2 is set for today right?
Not sure. Haven't checked.
Title: Re: Star Citizen
Post by: Raven on Apr 01, 2017, 02:53 AM
2.6.2 is live now and it came with the Drake Buccaneer.
Title: Re: Star Citizen
Post by: Raven on Apr 01, 2017, 03:24 AM
2017 WEEK 13






Title: Re: Star Citizen
Post by: Raven on Apr 05, 2017, 04:38 AM
According to the most recent Citizen of the Stars video, there is an upcoming sale for a new concept ship called the Defender.

Also, on April 6th it appears that they are going to re-reveal the Cutlass. There was a lot of backlash over the ship initially because it deviated a bit from the original concept and even the devs admitted that it was poorly designed in every way. So they've been doing a rework of it. Personally, I'm pretty excited because as of right now it's the most expensive ship I own. When I heard they were doing a rework I picked it up at its current price since rumor is once it is re-revealed, the price is going to go up because it's larger, more detailed, and better equipped than it was originally.
Title: Re: Star Citizen
Post by: Raven on Apr 08, 2017, 12:19 PM
2017 WEEK 14





Title: Re: Star Citizen
Post by: Legend on Apr 08, 2017, 01:22 PM
3.0 is probably the next patch, one of the devs said.

YAy!
Title: Re: Star Citizen
Post by: Raven on Apr 08, 2017, 03:16 PM
3.0 is probably the next patch, one of the devs said.

YAy!
2.6.3 is on the test realm but it's such a tiny patch they're not even talking about it. It might as well exist as just a hotfix.
Title: Re: Star Citizen
Post by: Raven on Apr 08, 2017, 05:43 PM
Gemini R97 Ballistic Shotgun

(https://robertsspaceindustries.com/media/knuagtf70de0jr/slideshow_wide/04.jpg)
(https://robertsspaceindustries.com/media/bjy3vqf89p4hlr/slideshow_wide/03.jpg)
(https://robertsspaceindustries.com/media/usdwul1wy8t49r/slideshow_wide/09.jpg)
(https://robertsspaceindustries.com/media/94s6wue165p4tr/slideshow_wide/05.jpg)
Title: Re: Star Citizen
Post by: Raven on Apr 14, 2017, 12:55 PM
The schedule report for 3.0 will be dropping today.
Title: Re: Star Citizen
Post by: Legend on Apr 14, 2017, 01:38 PM
The schedule report for 3.0 will be dropping today.
ANd atv was delayed to today. Coincidence? I think so!
Title: Re: Star Citizen
Post by: Raven on Apr 14, 2017, 01:53 PM
ANd atv was delayed to today. Coincidence? I think so!
That episode made me moist.
Title: Re: Star Citizen
Post by: Raven on Apr 15, 2017, 12:21 AM
About 10 minutes ago, the head of Star Citizen's marketing tweeted that they're going over the final review of the 3.0 schedule report. Hopefully it drops soon. Was said to be out today.
Title: Re: Star Citizen
Post by: Legend on Apr 15, 2017, 12:22 AM
About 10 minutes ago, the head of Star Citizen's marketing tweeted that they're going over the final review of the 3.0 schedule report. Hopefully it drops soon. Was said to be out today.
I still think it'll be a few hours.
Title: Re: Star Citizen
Post by: Raven on Apr 15, 2017, 12:26 AM
I still think it'll be a few hours.
As long as it's not delayed to some other time, I couldn't care less.



That's a big fudgy schedule report. That's bigger than all of the previous ones combined.
Title: Re: Star Citizen
Post by: Legend on Apr 15, 2017, 02:08 AM
As long as it's not delayed to some other time, I couldn't care less.



That's a big fudgy schedule report. That's bigger than all of the previous ones combined.
I Want it Now!

SEems something else is also coming tonight, non timeline related. Maybe some new details on how 3.0 works.
Title: Re: Star Citizen
Post by: Raven on Apr 15, 2017, 02:13 AM
I Want it Now!

SEems something else is also coming tonight, non timeline related. Maybe some new details on how 3.0 works.
Something else?
Title: Re: Star Citizen
Post by: Legend on Apr 15, 2017, 02:23 AM
Something else?
(http://i.imgur.com/hlJaEne.png)
(http://i.imgur.com/skkPkXf.png)
Title: Re: Star Citizen
Post by: Raven on Apr 15, 2017, 02:27 AM
(http://i.imgur.com/hlJaEne.png)
(http://i.imgur.com/skkPkXf.png)
I would shame my pants if it's something related to Squadron 42 like they've been teasing they'd show us soon enough.
Title: Re: Star Citizen
Post by: Legend on Apr 15, 2017, 04:14 AM

Spring Star Ship Sale - Roberts Space Industries
 (https://robertsspaceindustries.com/comm-link/transmission/15836-Spring-Star-Ship-Sale)

Probably the bonus thing  ::)

https://robertsspaceindustries.com/schedule-report

6/29/17

Nice
Title: Re: Star Citizen
Post by: Raven on Apr 15, 2017, 04:33 AM
2017 WEEK 15






Title: Re: Star Citizen
Post by: Legend on Apr 15, 2017, 04:37 AM
Seems the plan for the 3.0 series has completely changed. Only mention of mining is the MISC PROSPECTOR. 3.1 and 3.2 don't mention it.

Quote
(http://i.imgur.com/mVjzyCq.png)(http://i.imgur.com/b9v2ygR.png)(http://i.imgur.com/0WTaEzu.png)
MISC Prospector moved from 3.1 to 3.0.

3.1 and 3.2 have very little similarities with their original descriptions.
Title: Re: Star Citizen
Post by: Raven on Apr 15, 2017, 04:50 AM
Seems the plan for the 3.0 series has completely changed. Only mention of mining is the MISC PROSPECTOR. 3.1 and 3.2 don't mention it.
MISC Prospector moved from 3.1 to 3.0.

3.1 and 3.2 have very little similarities with their original descriptions.
Not surprising in the least bit. That original roadmap was something they came up with prior to last October. That was 6 months ago. Hell, when they showed that roadmap it had the Caterpillar as a 3.0 ship and the 85X as a 3.1 ship... and then 2.6 released about two months later with both of them.
Title: Re: Star Citizen
Post by: Legend on Apr 15, 2017, 05:02 AM
Not surprising in the least bit. That original roadmap was something they came up with prior to last October. That was 6 months ago. Hell, when they showed that roadmap it had the Caterpillar as a 3.0 ship and the 85X as a 3.1 ship... and then 2.6 released about two months later with both of them.
Eh they teased a lot that mining would be in the initial 3.0. I'm shocked it's not even on the roadmap past 3.0 anymore.

I let the hype get to me and started thinking 3.0 was held back by only a few elements so they were pulling new features into it. Instead it seems 3.0 was too massive and broken into 3 patches. Arcorp, Hurston, Microtech, and Crusader are all in 3.1 and 3.2 now.
Title: Re: Star Citizen
Post by: Raven on Apr 15, 2017, 05:19 AM
Eh they teased a lot that mining would be in the initial 3.0. I'm shocked it's not even on the roadmap past 3.0 anymore.

I let the hype get to me and started thinking 3.0 was held back by only a few elements so they were pulling new features into it. Instead it seems 3.0 was too massive and broken into 3 patches. Arcorp, Hurston, Microtech, and Crusader are all in 3.1 and 3.2 now.
I don't recall them ever saying that all planets would be ready for 3.0 at all. The only thing they ever said (as far as physical locations) was that they were expanding the Stanton system, that planetary landings would come in 3.0, and that they would add additional locations to the system as the major patches rolled out. I think that's a case of you overestimating/misunderstanding what was coming in 3.0 and not a case of them having to make 3.0 smaller in that regard.

Yeah. Mining was teased but there are any number of reasons why it's not being talked about suddenly. This new roadmap could change 100 times in the next few months and we'll never know how many things were scooted around and how many times. Considering the size and scope of the game, not to mention it still has years of development to go, if the absence of mining shocks you, it's probably a good thing you're not privy to more frequent schedule updates. You'd probably have a heart attack and die young.

I'm seeing a lot of stuff in here that wasn't mentioned originally or no statements of commitment were ever made. Without a doubt, things were shuffled around. I can guarantee you there are things coming in 3.0 according to this report that weren't originally intended for it. Just enjoy what's coming. There's a ton of stuff here. It's definitely going to be a transformative moment when this patch drops when you look at what's available right now.
Title: Re: Star Citizen
Post by: Legend on Apr 15, 2017, 05:29 AM
I don't recall them ever saying that all planets would be ready for 3.0 at all. The only thing they ever said (as far as physical locations) was that they were expanding the Stanton system, that planetary landings would come in 3.0, and that they would add additional locations to the system as the major patches rolled out. I think that's a case of you overestimating/misunderstanding what was coming in 3.0 and not a case of them having to make 3.0 smaller in that regard.

Yeah. Mining was teased but there are any number of reasons why it's not being talked about suddenly. This new roadmap could change 100 times in the next few months and we'll never know how many things were scooted around and how many times. Considering the size and scope of the game, not to mention it still has years of development to go, if the absence of mining shocks you, it's probably a good thing you're not privy to more frequent schedule updates. You'd probably have a heart attack and die young.

I'm seeing a lot of stuff in here that wasn't mentioned originally or no statements of commitment were ever made. Without a doubt, things were shuffled around. I can guarantee you there are things coming in 3.0 according to this report that weren't originally intended for it. Just enjoy what's coming. There's a ton of stuff here. It's definitely going to be a transformative moment when this patch drops when you look at what's available right now.
No I'm going off their gamescom presentation.
(http://i.imgur.com/Q09Ket8.jpg)

The new 3.0 has some small new things but outside of ships I don't see what you're thinking they added.


I think the reason mining is missing is because it has hardly anything to do with anything else. It's not a priority to add since not much on the dev side of things is built above it. Probably also the reason why it's seemingly being moved around a lot.

I am enjoying what's coming ya dork  :P
Title: Re: Star Citizen
Post by: Raven on Apr 15, 2017, 05:29 AM
Just read the newsletter they sent out. The plan was to have most of the planets/moons ready for 3.0 but the external team working on them, Behavior, moved away from Star Citizen and onto another project about 4 months ago. So they had to get their own teams working on it and they say they want to move away from relying on external help. This, obviously, put them behind schedule. So it wasn't a matter of them miscalculating. The people they had literally walked away to go do something else.

No I'm going off their gamescom presentation.
(http://i.imgur.com/Q09Ket8.jpg)

The new 3.0 has some small new things but outside of ships I don't see what you're thinking they added.


I think the reason mining is missing is because it has hardly anything to do with anything else. It's not a priority to add since not much on the dev side of things is built above it. Probably also the reason why it's seemingly being moved around a lot.

I am enjoying what's coming ya dork  :P
dang. How in the world did I miss that?

@Legend
The things I'm talking about are just a bunch of small things they never told us were coming in 3.0, said would be coming soon but gave no timeline on, or were more recent topics they implied would be coming in 3.0 which obviously was not something we knew back at CitizenCon. The Prospector being a part of 3.0 wasn't a part of the plan originally. A couple new weapons and reworks. The rail gun is a significant addition to the game as it represents the first of the heavy weapons they've talked about for on-foot use. The first iteration of outposts was something they started really talking about more recently that will apparently make their appearance on the moons in this patch. If I had more energy I would go down the list of a bunch of individual things that weren't originally said to be on the way as of late last year. The patch is pretty much what I expected. Some things pushed out while others were pushed in. Some aren't what I expected. I'm just happy planetary landings are happening at all on the first go. I fully expected that to be pushed back to 3.1 or later.

(https://robertsspaceindustries.com/media/u0p8jfintcgr8r/source/Gladius_land_combat_test2.jpg)
Title: Re: Star Citizen
Post by: BasilZero on Apr 15, 2017, 02:22 PM
So.......when's the release date? 8)
Title: Re: Star Citizen
Post by: Legend on Apr 15, 2017, 02:38 PM
So.......when's the release date? 8)
6/29/17 for 3.0
Title: Re: Star Citizen
Post by: Raven on Apr 17, 2017, 08:15 PM
The Banu are going to be revealed this Friday. That same day, one of their ships, the Defender, goes on concept sale for $185.
Title: Re: Star Citizen
Post by: Raven on Apr 18, 2017, 02:29 AM
Been reading around the forums and apparently I missed something where CIG said that not everything they're working on for 3.0 is on the schedule report. They are doing R&D on some things but they don't want to make any kind of commitment yet and say that it will be ready. So they're intentionally leaving those things off the report for now. If something changes and some of those things look like they'll happen, they will be added to the report.
Title: Re: Star Citizen
Post by: Raven on Apr 22, 2017, 01:25 AM
2017 WEEK 16






Title: Re: Star Citizen
Post by: Legend on Apr 22, 2017, 01:31 AM
A Lot of people are asking for SC on scorpio.  kinda interesting.
Title: Re: Star Citizen
Post by: BasilZero on Apr 22, 2017, 01:45 AM
A Star Citizen player waiting for the full game to be released

(http://i.imgur.com/DGEoPl3.gif)



Spoiler for Hidden:
l0l jk , dont hurt me plz ;(
Title: Re: Star Citizen
Post by: Raven on Apr 22, 2017, 02:02 AM
A Lot of people are asking for SC on scorpio.  kinda interesting.
Not going to happen. The devs already have their hands full just trying to get this game done for the PC. They're not going to add more workload to develop a Scorpio specific version. Which, according to Microsoft, isn't even allowed. By the time this game is in a release state, the next generation will have started or be releasing soon. Makes no sense to develop this for any current consoles. Plus, after all of the graphical effects are added and the game's visuals are finalized, I doubt the Scorpio could run the game in any decent capacity. Just don't mention that to the crazies. They're convinced Scorpio could run the most demanding games three times over with no issues. Chris Roberts is a pro-PC guy in general, too. Best chance of seeing this game on consoles any time soon is the next generation. I know you know this, I just felt the need to get my thoughts out.

A Star Citizen player waiting for the full game to be released

(http://i.imgur.com/DGEoPl3.gif)



Spoiler for Hidden:
l0l jk , dont hurt me plz ;(

lol

Funny thing is, this game has only been in development for 4 years now and it's being developed alongside a stand-alone single-player game, Squadron 42. Mass Effect Andromeda took 5 years. According to Herman Hulst in his interview with Neil Druckmann, Horizon took 6 years. Star Wars: The Old Republic took almost 7 years. Alan Wake took 7 years. Let's not even talk about the development hell FF15, TLG, and Nioh went through.

It's just bizarre to me how many people think this game is taking an unreasonably long time to release. It's an MMO and it's an incredibly ambitious project. The company making it was actually being built from the ground up for the first couple of years.

You're joking, but there are so many people out there who have incredibly unrealistic ideas about how long games actually take to make and what it takes to make them.
Title: Re: Star Citizen
Post by: nnodley on Apr 22, 2017, 02:12 AM
Not going to happen. The devs already have their hands full just trying to get this game done for the PC. They're not going to add more workload to develop a Scorpio specific version. Which, according to Microsoft, isn't even allowed. By the time this game is in a release state, the next generation will have started or be releasing soon. Makes no sense to develop this for any current consoles. Plus, after all of the graphical effects are added and the game's visuals are finalized, I doubt the Scorpio could run the game in any decent capacity. Just don't mention that to the crazies. They're convinced Scorpio could run the most demanding games three times over with no issues. Chris Roberts is a pro-PC guy in general, too. Best chance of seeing this game on consoles any time soon is the next generation. I know you know this, I just felt the need to get my thoughts out.
lol

Funny thing is, this game has only been in development for 4 years now and it's being developed alongside a stand-alone single-player game, Squadron 42. Mass Effect Andromeda took 5 years. According to Herman Hulst in his interview with Neil Druckmann, Horizon took 6 years. Star Wars: The Old Republic took almost 7 years. Alan Wake took 7 years. Let's not even talk about the development hell FF15, TLG, and Nioh went through.

It's just bizarre to me how many people think this game is taking an unreasonably long time to release. It's an MMO and it's an incredibly ambitious project. The company making it was actually being built from the ground up for the first couple of years.

You're joking, but there are so many people out there who have incredibly unrealistic ideas about how long games actually take to make and what it takes to make them.
Yeah and here I am gonna hopefully have a super small/simple game thats like less than 5% the size of star citizen or less that will likely take me up to a year.  And not to mention vizioneck is gonna be upwards of 10 year development by the time that Mike Armbrust guy gets it finished!
Title: Re: Star Citizen
Post by: Legend on Apr 22, 2017, 02:15 AM
Not going to happen. The devs already have their hands full just trying to get this game done for the PC. They're not going to add more workload to develop a Scorpio specific version. Which, according to Microsoft, isn't even allowed. By the time this game is in a release state, the next generation will have started or be releasing soon. Makes no sense to develop this for any current consoles. Plus, after all of the graphical effects are added and the game's visuals are finalized, I doubt the Scorpio could run the game in any decent capacity. Just don't mention that to the crazies. They're convinced Scorpio could run the most demanding games three times over with no issues. Chris Roberts is a pro-PC guy in general, too. Best chance of seeing this game on consoles any time soon is the next generation. I know you know this, I just felt the need to get my thoughts out.
Plus so much of the initial SC pitch was bashing consoles and how games are watered down for them. Announcing any sort of console support while still in development would be met with such a large backlash.

At most I could see Squadron 42 being a late Scorpio game if exclusives become possible. That could be handed off to another developer for porting/downgrading.
Title: Re: Star Citizen
Post by: Raven on Apr 22, 2017, 02:26 AM
Plus so much of the initial SC pitch was bashing consoles and how games are watered down for them. Announcing any sort of console support while still in development would be met with such a large backlash.

At most I could see Squadron 42 being a late Scorpio game if exclusives become possible. That could be handed off to another developer for porting/downgrading.
Yeah. I just don't see it happening. For a lot of different reasons.
Title: Re: Star Citizen
Post by: nnodley on Apr 22, 2017, 02:30 AM
I need to jump into this game though with one of the bundles for Star Citizen and Squadron 42  and now that I can spend a little of my money I might to it here soon.
Title: Re: Star Citizen
Post by: NeverDies on Apr 23, 2017, 02:50 AM
I literally think Star Citizen will be the best space game ever made.

Unfortunately, it'll probably be years before it's actually released.
Title: Re: Star Citizen
Post by: Raven on Apr 26, 2017, 01:16 AM
Title: Re: Star Citizen
Post by: Legend on Apr 26, 2017, 01:24 AM

Well that's not a good sign for Squadron 42 releasing any time soon  ::)
Title: Re: Star Citizen
Post by: Raven on Apr 26, 2017, 01:26 AM
Well that's not a good sign for Squadron 42 releasing any time soon  ::)
Depends on how much actual screentime the Vanduul have. The motion capture for them was already done awhile ago. If this is just finalization of the models, doesn't mean anything against SQ42's release.
Title: Re: Star Citizen
Post by: Legend on Apr 26, 2017, 02:52 AM
Depends on how much actual screentime the Vanduul have. The motion capture for them was already done awhile ago. If this is just finalization of the models, doesn't mean anything against SQ42's release.
I've seen a fair amount of behind the scenes videos with them for motion capture so I assume they're in it a lot.

She says going "in the game" so that sounds like it wasn't there before.
Title: Re: Star Citizen
Post by: Raven on Apr 26, 2017, 03:15 AM
I've seen a fair amount of behind the scenes videos with them for motion capture so I assume they're in it a lot.

She says going "in the game" so that sounds like it wasn't there before.
Which could be as simple as them having had nothing but stick figures in place of Vanduul until now. Get the model done and then put it in. I really don't think this is any kind of damning evidence against SQ42 releasing this year. Especially since no one is expecting it until the holidays and we're not even out of April yet. The capital ships are the biggest hurdle as far as models go and we know that the three human capital ships that will appear in Episode 1 are more or less finished. Now, if they were to tell us that there are 10 different Vanduul warships in Episode 1 and only one of them is near completion right now, then I would be concerned.
Title: Re: Star Citizen
Post by: Raven on Apr 26, 2017, 03:34 PM
@Legend

Would it be possible to get the Star Citizen icon the way you have the Elite icon? Doesn't have to be that big but since this thread will probably be going for awhile I figured "why not".
Title: Re: Star Citizen
Post by: Legend on Apr 26, 2017, 03:36 PM
@Legend

Would it be possible to get the Star Citizen icon the way you have the Elite icon? Doesn't have to be that big but since this thread will probably be going for awhile I figured "why not".
YEah sure. Link me a specific image and I can resize it.
Title: Re: Star Citizen
Post by: Raven on Apr 26, 2017, 03:46 PM
YEah sure. Link me a specific image and I can resize it.
I'll have to look later. I'm at work and it's much easier for me to play off being on a forum than it is to be looking through a bunch of images, trying to find a good one.
Title: Re: Star Citizen
Post by: BananaKing on Apr 26, 2017, 09:16 PM
it just occurred to me that i will most likely get this game on PS5 if its any good. by the time PS5 rolls out it should be powerful enough to run this. and the game should be actually DONE by then. PS5 should be around 10 Tflops.

Yeah and here I am gonna hopefully have a super small/simple game thats like less than 5% the size of star citizen or less that will likely take me up to a year.  And not to mention vizioneck is gonna be upwards of 10 year development by the time that Mike Armbrust guy gets it finished!
rumor has it that Mike armbrust is planning for Vizioneck to be a cross generational game. by cross generational game i dont mean hardware generation, but an actual human generation. what that means is that mike wants to keep working on the game until his son is able to take his place and finish, thus handing down the games development to a new generation.
Title: Re: Star Citizen
Post by: Raven on Apr 27, 2017, 04:07 AM
(https://s-media-cache-ak0.pinimg.com/originals/ba/58/06/ba58067978fb2cba2a4a0135d5390c7f.png)

@Legend

Will this work?
Title: Re: Star Citizen
Post by: Legend on Apr 27, 2017, 05:32 AM
I think it looks good!
Title: Re: Star Citizen
Post by: Raven on Apr 27, 2017, 11:43 AM
Noice
Title: Re: Star Citizen
Post by: Raven on Apr 29, 2017, 04:49 PM
2017 WEEK 17






Title: Re: Star Citizen
Post by: Raven on May 08, 2017, 11:00 PM
2017 WEEK 18





Title: Re: Star Citizen
Post by: Legend on May 09, 2017, 12:33 AM
You almost missed a week!
Title: Re: Star Citizen
Post by: Raven on May 09, 2017, 12:39 AM
You almost missed a week!
I got this.
Title: Re: Star Citizen
Post by: Raven on May 11, 2017, 03:59 AM
Here is a list of things expected to have been completed for 3.0 this week. This list is based on the expected completion dates from the 3.0 schedule report. Some of these things may not end up actually being completed this week and may end up being postponed to a later date. Though until told otherwise, it is assumed these things met their target dates.

May 8th
 - AI Turrets: This will allow NPCs to operate turrets and accurately track and fire at correct targets

May 9th
 - Volumetric Fog: More realistic fog/mist effects

May 10th
 - Kiosk UI: This will allow players to buy and sell commodities with various vendors

May 11th
 - Starmap App: This will be a new Mobiglass app that will allow players to see the entire star system and allow them to plot a quantum travel course beyond the immediate vicinity

May 12th
 - Mission Givers: Actual in-game NPCs with character models that give you particular missions to complete in addition to the more simplistic randomized/dynamic missions
 - Quantum Drive conversion to Item 2.0: This will allow the devs to create gameplay mechanics around quantum travel, such as being interdicted out of it by enemies
 - Insurance: The first iteration of the insurance system which you can use to request a replacement ship should your current one be rendered damaged beyond repair
 - Solar System Shop Service: A backend that determines what items and resources the various shops are willing to buy and sell and for how much based on the current market
 - Solar System Mission Service: A backend that determines what dynamic missions are available in the area and what the rewards are for them
 - Drake Dragonfly: This vehicle will now be ready for use when 3.0 releases
 - RSI Constellation Aquila: This ship will now be ready for use when 3.0 releases
 - MISC Prospector: This ship will now be ready for use when 3.0 releases (mining functionality pending)
Title: Re: Star Citizen
Post by: Raven on May 12, 2017, 07:48 PM
Title: Re: Star Citizen
Post by: Legend on May 12, 2017, 08:07 PM

Walking around ships is so awesome.
Title: Re: Star Citizen
Post by: Raven on May 13, 2017, 12:36 AM
2017 WEEK 19




Title: Re: Star Citizen
Post by: Raven on May 14, 2017, 02:03 AM
Here is an update on the schedule report list.

Here is a list of things expected to have been completed for 3.0 this week. This list is based on the expected completion dates from the 3.0 schedule report. Some of these things may not end up actually being completed this week and may end up being postponed to a later date. Though until told otherwise, it is assumed these things met their target dates.

May 8th
 - AI Turrets: This will allow NPCs to operate turrets and accurately track and fire at correct targets
   (No update)

May 9th
 - Volumetric Fog: More realistic fog/mist effects
   (No update)

May 10th
 - Kiosk UI: This will allow players to buy and sell commodities with various vendors
   (Pushed back to May 25th as the game code is not in a place where work can continue)

May 11th
 - Starmap App: This will be a new Mobiglass app that will allow players to see the entire star system and allow them to plot a quantum travel course beyond the immediate vicinity
   (Pushed back to May 19th as necessary tasks have taken longer than expected)

May 12th
 - Mission Givers: Actual in-game NPCs with character models that give you particular missions to complete in addition to the more simplistic randomized/dynamic missions
   (Pushed back to June 2nd so that the team can add additional behaviors)
 - Quantum Drive conversion to Item 2.0: This will allow the devs to create gameplay mechanics around quantum travel, such as being interdicted out of it by enemies
   (Complete)
 - Insurance: The first iteration of the insurance system which you can use to request a replacement ship should your current one be rendered damaged beyond repair
   (Pushed back to May 26th as additional feedback is needed and persistence tasks are lacking for work to even begin)
 - Solar System Shop Service: A backend that determines what items and resources the various shops are willing to buy and sell and for how much based on the current market
   (Complete)
 - Solar System Mission Service: A backend that determines what dynamic missions are available in the area and what the rewards are for them
   (Pushed back to May 25th as certain issues still being worked through)
 - Drake Dragonfly: This vehicle will now be ready for use when 3.0 releases
   (Complete with minor bugs)
 - RSI Constellation Aquila: This ship will now be ready for use when 3.0 releases
   (Complete with minor bugs)
 - MISC Prospector: This ship will now be ready for use when 3.0 releases (mining functionality pending)
   (Pushed back to May 19th for additional VFX work)
Title: Re: Star Citizen
Post by: Legend on May 14, 2017, 03:54 AM
What's this about $5 and CCUs?

It's the most critical I've seen the subreddit ever.
Title: Re: Star Citizen
Post by: Raven on May 14, 2017, 04:34 AM
What's this about $5 and CCUs?

It's the most critical I've seen the subreddit ever.
Uhhhh, I don't know?

Spaceship Prices! - Spectrum (https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/spaceship-prices)

This is what they're upset about.

Basically, there are millions of ship upgrades that have been purchased but not applied yet. A lot of them are $0 conversions. Meaning that people are buying a ship of a certain value, purchasing an upgrade of equal value so they spend no extra money, and then sitting on it without pulling the trigger. They're doing this because they are giving themselves the option of which ships they want before the game releases without committing yet. So if the original ship ends up being balls, they can switch to the other ship with a button press. Or, if a ship gets changed in a way that they don't like they can switch or just never apply the upgrade and keep the original ship. They do this with concept ships as well whenever they can. Owning a ship of equal value to a concept ship that won't be available for some time. Then if they don't like the concept ship, they just never upgrade.

It is important to note that any time you purchase an upgrade, the extra $5 is applied to your ship value when you pull the trigger on it. So if you buy a $60 ship, then purchase an upgrade to a $90 ship, when you use the upgrade your new ship value is $95. So if you melt it down, it will be a $95 credit, not just $90. They're doing this as a deterrent against people creating a ton of what is essentially useless data for their teams to manage by purchasing a shitload of unused upgrades. As far as I know, as long as you don't apply the upgrade, you can buy multiple upgrade tokens to the same ship. So a single ship can have as many upgrade tokens attached to it as you want. In the case of zero dollar conversions, if you have a $40 ship and there are 5 other ships of the same price, you can "purchase" 5 upgrade tokens and never use them.

It also sounds like some people were using those conversions to bounce back and forth between existing ships and ships that are on sale. This probably wouldn't be a big deal, were it not for the fact that the game is in the middle of development and any such increase in workload for any of their teams that isn't actually helping complete the game isn't wanted.
Title: Re: Star Citizen
Post by: Raven on May 14, 2017, 04:22 PM
Another thing that I just read people were doing is sitting on upgrades in the event that a ship price increases. For example, the Carrack was a $350 ship when it was available for purchase. Which was actually quite a while. I believe late last year they finally removed it. A number of other ships also sold for that price that are no longer available. Well, the Carrack is going through a redesign and its price is expected to increase.

In fact, CIG has already given fair warning that all ship prices will eventually increase as the game nears release and as work is done to improve them dramatically and, in some cases, make them much larger than they originally were. The Caterpillar, for example, nearly doubled in size over its original concept. Meaning anyone who bought it originally or purchased an upgrade to it when they could got it for cheap compared to what its current cost would be should it go on sale again. So, if someone purchased an upgrade token to the Carrack from a ship of equal value and the Carrack ends up being much more expensive when it's reintroduced, they then spent $350 on a ship that is much more expensive than that.

That's a lot of potential cash CIG is losing out on. However, instead of rigging the system to force you to pay the difference for an unused token, they just went with a simple $5 charge. So, you can still game the system by "buying low, upgrading high" and saving yourself potentially hundreds of dollars, but CIG is going to get a little something out of it. Though, it's worth noting that all current upgrade tokens will be honored and not retroactively charged. So, those millions of tokens still sitting in their system are not affected by this.

Honestly, I can't wait for CIG to reach beta with this game so they stop making ships available for real money. It's a great idea to help fund a game, but so many people have looked for every little reason to complain about the system and shame on the game because of it. Even incredibly minor details like this are being blown out of proportion.

According to some posters, a gray market was being built around $0 conversions using the gifting system.
Title: Re: Star Citizen
Post by: Raven on May 17, 2017, 03:45 AM
Here is a list of things expected to have been completed for 3.0 this week. This list is based on the expected completion dates from the 3.0 schedule report. Some of these things may not end up actually being completed this week and may end up being postponed to a later date. Though until told otherwise, it is assumed these things met their target dates.

May 18th
 - Physics Serialization: Fixing some long standing threading issues by improving separation of physics and netcode

May 19th
 - Commodities: Implementing items to represent units of tradeable cargo
 - Starmap App: This will be a new Mobiglass app that will allow players to see the entire star system and allow them to plot a quantum travel course beyond the immediate vicinity
 - MISC Prospector: This ship will now be ready for use when 3.0 releases (mining functionality pending)
Title: Re: Star Citizen
Post by: Raven on May 20, 2017, 09:56 PM
Here is an update on the schedule report list.


Here is a list of things expected to have been completed for 3.0 this week. This list is based on the expected completion dates from the 3.0 schedule report. Some of these things may not end up actually being completed this week and may end up being postponed to a later date. Though until told otherwise, it is assumed these things met their target dates.

May 18th
 - Physics Serialization: Fixing some long standing threading issues by improving separation of physics and netcode
   (Pushed back to May 26th as network bugs were blocking other departments from completing their work)

May 19th
 - Commodities: Implementing items to represent units of tradeable cargo
   (Pushed back to June 2nd as the Network Engineering Team is too busy)
 - Starmap App: This will be a new Mobiglass app that will allow players to see the entire star system and allow them to plot a quantum travel course beyond the immediate vicinity
   (Pushed back to May 24th as a few issues prevent the team from confidently calling this feature complete)
 - MISC Prospector: This ship will now be ready for use when 3.0 releases (mining functionality pending)
   (Complete with minor bugs)
A few other notes.

Volumetric Fog, which was originally anticipated to be complete on May 9th but not updated as that week came and went, is now anticipated to be ready by May 26th after an unannounced delay to May 18th.

IFCS Performance Improvements were added to the list of expected 3.0 features. This will alter the system to work in batch updates to improve its performance. Its currently anticipated completion date is June 2nd.

The anticipated release timeframe of 3.0 in general has been pushed back by one week. Previously, 3.0 was anticipated to be ready between June 30th at the earliest and July 13th at the latest. Those dates are now July 6th and July 20th.
Title: Re: Star Citizen
Post by: Legend on May 20, 2017, 10:02 PM
3.0 might end up being their gamescom demo at this rate.

Also they hit $150 million
Title: Re: Star Citizen
Post by: Raven on May 20, 2017, 10:04 PM
2017 WEEK 20








3.0 might end up being their gamescom demo at this rate.

Also they hit $150 million
Nah. Their Gamescom demo will most likely be Squadron 42. They've teased a number of times now that they'll have something to show in "the coming months". They are actually making great progress on 3.0. There are a lot of things about that patch that are already completed and were even before the schedule report first started being listed. It has taken them about a month to push the anticipated release back by a week. Even if they do so again another month from now, the patch is still going to be out before the end of July. They'll release it before Gamescom even if they have to move other things out of 3.0. Most of the more important elements of 3.0 that people are wanting, like landing on a celestial surface, are ready to go.
Title: Re: Star Citizen
Post by: Legend on May 20, 2017, 11:01 PM
Nah. Their Gamescom demo will most likely be Squadron 42. They've teased a number of times now that they'll have something to show in "the coming months". They are actually making great progress on 3.0. There are a lot of things about that patch that are already completed and were even before the schedule report first started being listed. It has taken them about a month to push the anticipated release back by a week. Even if they do so again another month from now, the patch is still going to be out before the end of July. They'll release it before Gamescom even if they have to move other things out of 3.0. Most of the more important elements of 3.0 that people are wanting, like landing on a celestial surface, are ready to go.
Final release has been pushed back three weeks exactly, so that's 5 weeks of work to 3 weeks of delay.

Release is currently set for 62 days from now so with a little math, extrapolated release is 155 days from now or the middle of October.

Gamescom is only 94 days from now. That'd mean they'd have to average under 1.36 weeks of delay for one month of work to get it released before gamescom.


I expect it to be out in some form by Gamescom too, but I think the full public release could go either way.

Title: Re: Star Citizen
Post by: Raven on May 20, 2017, 11:21 PM
Final release has been pushed back three weeks exactly, so that's 5 weeks of work to 3 weeks of delay.

Release is currently set for 62 days from now so with a little math, extrapolated release is 155 days from now or the middle of October.

Gamescom is only 94 days from now. That'd mean they'd have to average under 1.36 weeks of delay for one month of work to get it released before gamescom.


I expect it to be out in some form by Gamescom too, but I think the full public release could go either way.


Final release was a timeframe shortly after the schedule report went live. June 30th was the earliest from the start and that has only changed by one week. This patch is not being pushed back to October. That's absurd. As I said, a lot of progress has already been made. Worst case scenario is that a few features will be pushed to a smaller patch or 3.1 but they're not going to push the live release of 3.0 back beyond Gamescom when all of the major highlights of this patch are either done or close to it. Special testing and general testing are both still on track for their original start dates and the bulk of the patch is still currently expected to be done before special testing even begins in the first week of June.
Title: Re: Star Citizen
Post by: Legend on May 20, 2017, 11:55 PM
Final release was a timeframe shortly after the schedule report went live. June 30th was the earliest from the start and that has only changed by one week. This patch is not being pushed back to October. That's absurd. As I said, a lot of progress has already been made. Worst case scenario is that a few features will be pushed to a smaller patch or 3.1 but they're not going to push the live release of 3.0 back beyond Gamescom when all of the major highlights of this patch are either done or close to it. Special testing and general testing are both still on track for their original start dates and the bulk of the patch is still currently expected to be done before special testing even begins in the first week of June.
I know the patch isn't being pushed back to october  :P

That's just purely an extrapolation of the numbers ignoring any real world common sense. Middle of August is what I'd actually predict, kinda right around gamescom.

I don't know what you mean by "Final release was a timeframe shortly after the schedule report went live." Special testing and general testing are both delayed a week.

Original:
(https://web.archive.org/web/20170422061229im_/https://robertsspaceindustries.com/media/mk21i2sgvc9dsr/source/30-High-Level-4-jpg.png)

Current:
(https://robertsspaceindustries.com/media/0fo1v3r139g2br/source/300-High-Level-7.png)
Title: Re: Star Citizen
Post by: Raven on May 21, 2017, 12:02 AM
I know the patch isn't being pushed back to october  :P

That's just purely an extrapolation of the numbers ignoring any real world common sense. Middle of August is what I'd actually predict, kinda right around gamescom.

I don't know what you mean by "Final release was a timeframe shortly after the schedule report went live." Special testing and general testing are both delayed a week.

Original:
(https://web.archive.org/web/20170422061229im_/https://robertsspaceindustries.com/media/mk21i2sgvc9dsr/source/30-High-Level-4-jpg.png)

Current:
(https://robertsspaceindustries.com/media/0fo1v3r139g2br/source/300-High-Level-7.png)
Image is broken but I think I know why I'm not remembering the dates correctly. European dating throws me off. Which kinda rustles my jimmies because he starts this company in the US, the US is where he has lived for a long time now, and the guy that compiles the schedule lives in LA.... but they still do the dates the European way.

Regardless, I'm not concerned. June 30th was the original estimate and they're saying it could be as early as just one week after that. It really won't make any sense for them to make 3.0 their Gamescom demonstration because they did that at both Gamescom and CitizenCon last year. Showing off the kind of stuff that 3.0 will allow. This patch needs to get out before then and they need to be talking about Squadron 42. I'm pretty confident that they'll drop this patch in July and use August to focus on their Gamescom plans while everyone else keeps working to make sure 3.1 and 3.2 still get out this year. The longer 3.0 takes, the more they risk pushing those patches into next year. Which, at this point, would not be good for their image. This is the year they need to start showing results. Because January will be 5 years under development and the excuses will mean less and less without a number of substantial additions and feature completions.
Title: Re: Star Citizen
Post by: Legend on May 21, 2017, 12:29 AM
Image is broken but I think I know why I'm not remembering the dates correctly. European dating throws me off. Which kinda rustles my jimmies because he starts this company in the US, the US is where he has lived for a long time now, and the guy that compiles the schedule lives in LA.... but they still do the dates the European way.

Regardless, I'm not concerned. June 30th was the original estimate and they're saying it could be as early as just one week after that. It really won't make any sense for them to make 3.0 their Gamescom demonstration because they did that at both Gamescom and CitizenCon last year. Showing off the kind of stuff that 3.0 will allow. This patch needs to get out before then and they need to be talking about Squadron 42. I'm pretty confident that they'll drop this patch in July and use August to focus on their Gamescom plans while everyone else keeps working to make sure 3.1 and 3.2 still get out this year. The longer 3.0 takes, the more they risk pushing those patches into next year. Which, at this point, would not be good for their image. This is the year they need to start showing results. Because January will be 5 years under development and the excuses will mean less and less without a number of substantial additions and feature completions.
It was to a webarchive of their scheduale. Guess hotlinks are a no go.

No way would 3.0 be THE gamescom demo. I was more thinking along the lines of how they showed Star Marine footage videos right around its release.

I think releasing S42 and having it be good would be the best for proving RSI's worth. Having a track record as studios would give way more confidence the end product will live up to expectations.
Title: Re: Star Citizen
Post by: Raven on May 21, 2017, 12:40 AM
It was to a webarchive of their scheduale. Guess hotlinks are a no go.

No way would 3.0 be THE gamescom demo. I was more thinking along the lines of how they showed Star Marine footage videos right around its release.

I think releasing S42 and having it be good would be the best for proving RSI's worth. Having a track record as studios would give way more confidence the end product will live up to expectations.
I get what you're saying, I just don't think people will be happy about getting another demo or video of something 3.0 related when that's a lot of what we've been getting since Summer of last year. People want to see new stuff. They want to see real progress. I can just hear the barking right now if Gamescom comes and they go, "Hey guys! Check out this video of landing on a surface and walking around in an outpost!". People want to see battles now. They want to see real action. They want to see things we haven't been shown yet. Even if they make SQ42 THE big demo, you'll have a lot of questions as to why they spent any amount of time showing us largely the same thing they have been showing for 12 months now when there is obviously much more that needs to be seen. People are going to want something even more substantial than the CitizenCon demo last year. Which, itself, was fairly beefy. I just get the feeling we're at that very real tipping point where even adamant supporters of this game will start to turn if they don't see big progress.
Title: Re: Star Citizen
Post by: Legend on May 21, 2017, 02:45 AM
I get what you're saying, I just don't think people will be happy about getting another demo or video of something 3.0 related when that's a lot of what we've been getting since Summer of last year. People want to see new stuff. They want to see real progress. I can just hear the barking right now if Gamescom comes and they go, "Hey guys! Check out this video of landing on a surface and walking around in an outpost!". People want to see battles now. They want to see real action. They want to see things we haven't been shown yet. Even if they make SQ42 THE big demo, you'll have a lot of questions as to why they spent any amount of time showing us largely the same thing they have been showing for 12 months now when there is obviously much more that needs to be seen. People are going to want something even more substantial than the CitizenCon demo last year. Which, itself, was fairly beefy. I just get the feeling we're at that very real tipping point where even adamant supporters of this game will start to turn if they don't see big progress.
I do agree that we're at a tipping point, but that doesn't mean Roberts can just throw together a super show that pleases everyone. Last year's Citizencon was when I had the mindshift and started thinking about how long the road ahead was, and that was even when I expected the 3.X series to happen somewhat on time.

Anything they show will be awesome, but nothing they show can change the fact that basic game features are still very far out. The tipping point imo is that people are starting to judge the game as it is today verse judging the promise of what it'll be down the line.

Title: Re: Star Citizen
Post by: Raven on May 21, 2017, 03:21 AM
I do agree that we're at a tipping point, but that doesn't mean Roberts can just throw together a super show that pleases everyone. Last year's Citizencon was when I had the mindshift and started thinking about how long the road ahead was, and that was even when I expected the 3.X series to happen somewhat on time.

Anything they show will be awesome, but nothing they show can change the fact that basic game features are still very far out. The tipping point imo is that people are starting to judge the game as it is today verse judging the promise of what it'll be down the line.


I'm not expecting a super show, I'm just expecting them to avoid showing us more of the same. I know a lot of people would rather see 30 minutes of SQ42 and some footage of upcoming features we haven't seen yet than anything else about 3.0 that they've been showing for a while now. There just seems to be this growing feeling of "we've waited long enough to see the real good stuff, time to deliver". They're not going to win anymore favor by showing yet another planetary landing when people want to see examples of the universe coming alive.

Between Gamescom and CitizenCon this year, they have to do what they did last year. Silence critics by showing something awesome that people didn't think they would pull off. Only in this case, it needs to be something people never doubted but have waited ages to see in real time. I think they're doing a good job so far of showing the progression of the game but I think they need to step it up in the second half of this year. Give us something REALLY chewy that is going to take a while to get through, because the steak they threw us last year is practically gone at this point.

What are YOU hoping to see?
Title: Re: Star Citizen
Post by: Legend on May 21, 2017, 06:14 AM
What are YOU hoping to see?
I'm hoping to see a big Squadron 42 demo that rivals the AAA cinematic games already out there. I want to see something that doesn't look amazing because of what it represents, but looks amazing in isolation like you'd see at an E3 game announcement. Then end with a firm release date that's before December. Essentially this:


I also hope to see a Star Citizen demo that shows off their subsumption AI and large procedural cities. Fixed physics grids would be icing on the cake.


Not too unrealistic but I don't expect to get any of that. Instead I think S42 will skip gamescom and be the big thing for Citizencon. No clue what they could show off in the SC demo. Maybe it'll be focused around some of the super large ships or aliens. I'd enjoy both.
Title: Re: Star Citizen
Post by: Raven on May 21, 2017, 06:39 PM
I'm hoping to see a big Squadron 42 demo that rivals the AAA cinematic games already out there. I want to see something that doesn't look amazing because of what it represents, but looks amazing in isolation like you'd see at an E3 game announcement. Then end with a firm release date that's before December. Essentially this:


I also hope to see a Star Citizen demo that shows off their subsumption AI and large procedural cities. Fixed physics grids would be icing on the cake.


Not too unrealistic but I don't expect to get any of that. Instead I think S42 will skip gamescom and be the big thing for Citizencon. No clue what they could show off in the SC demo. Maybe it'll be focused around some of the super large ships or aliens. I'd enjoy both.
So in other words you don't want a Squadron 42 trailer that makes you go, "Oh man, imagine how cool that will all look when..." , you want a trailer that looks like the representation of an awesome finished product.

Yeah, I'd like for them to show us even just a mock-up of their AI at work. Show us what it will be like to be interacting with a bunch of NPCs and how in-depth the system is aiming to be. I'd also like to see how they handle planetary landings and exploration with planets that have large cities. Thus far, the answers they've given about how planets like AcrCorp will be handled could be taken different ways. They've not been 100% clear on that from the times I've heard them talk about it. If you're going to show us something else 3.0, that would be the one thing I think people would be fine with because it's still a question that comes up.

But what would really get me hard is showing a big battle. Show us what it looks like when these warships you're so proud of start unleashing themselves. What does it look like when the Vanduul and Imperial Navy run into each other? Though I'd imagine that's probably something we'd catch a glimpse of in the SQ42 trailer. And yeah, I'm with you. A release date is needed at this point though I'd be fine if they just said "around this time". I'm honestly not expecting it until early next year.
Title: Re: Star Citizen
Post by: Raven on May 21, 2017, 08:32 PM


(https://media.giphy.com/media/i2j51OF1D2t0c/200.gif)
Title: Re: Star Citizen
Post by: Raven on May 24, 2017, 04:53 AM
Here is a list of things expected to have been completed for 3.0 this week. This list is based on the expected completion dates from the 3.0 schedule report. Some of these things may not end up actually being completed this week and may end up being postponed to a later date. Though until told otherwise, it is assumed these things met their target dates.

May 22nd
 - New Message Queue: Streamlining messages with less overhead along with features that will help with packet loss and jitters to help reduce bandwidth and latency

May 24th
- Operator Seats conversion to Item 2.0: This will allow the devs to create gameplay mechanics around the various seated stations on ships
- Field of View Slider: This will allow players to narrow or widen the field of view
- Starmap App: This will be a new Mobiglass app that will allow players to see the entire star system and allow them to plot a quantum travel course beyond the immediate vicinity

May 25th
- Pick Up & Carry: This will allow players to manually move items, including interacting with cargo to load and unload from their ship
- Kiosk UI: This will allow players to buy and sell commodities with various vendors
- Solar System Mission Service: A backend that determines what dynamic missions are available in the area and what the rewards are for them

May 26th
- Derelict Ships: Added for exploration and potential points of interest
- Debris Fields: Added to both enhance the feeling surrounding derelict ships and offer their own kind of exploration as well
- Persistent Damage, Ammo, and Missiles: This will save the state of your vehicle instead of refreshing it every new play session
- Volumetric Fog: More realistic fog/mist effects
- Engine Trails & Contrails: A graphical effect to add streams that come from the back of the ship's wingtips and/or engines
- Physics Serialization: Fixing some long standing threading issues by improving separation of physics and netcode
- Drake Cutlass Black: This rework will now be ready for use when 3.0 releases
- RSI Ursa Rover: This vehicle will now be ready for use when 3.0 releases
Title: Re: Star Citizen
Post by: Raven on May 27, 2017, 02:17 AM
Here is an update on the schedule report list.

Here is a list of things expected to have been completed for 3.0 this week. This list is based on the expected completion dates from the 3.0 schedule report. Some of these things may not end up actually being completed this week and may end up being postponed to a later date. Though until told otherwise, it is assumed these things met their target dates.

May 22nd
 - New Message Queue: Streamlining messages with less overhead along with features that will help with packet loss and jitters to help reduce bandwidth and latency
   (Pushed back to May 31st as unexpected bugs have delayed completion)

May 24th
- Operator Seats conversion to Item 2.0: This will allow the devs to create gameplay mechanics around the various seated stations on ships
   (Complete)
- Field of View Slider: This will allow players to narrow or widen the field of view
   (Complete)
- Starmap App: This will be a new Mobiglass app that will allow players to see the entire star system and allow them to plot a quantum travel course beyond the immediate vicinity
  (Technically complete and functional but the team wants additional time to make it more visually appealing; update coming next week)

May 25th
- Pick Up & Carry: This will allow players to manually move items, including interacting with cargo to load and unload from their ship
   (Pushed back to June 12th to make gameplay improvements such as interacting with cargo in zeroG)
- Kiosk UI: This will allow players to buy and sell commodities with various vendors
  (Pushed back to June 7th after an unannounced delay to May 30th as certain tasks are taking longer than expected)
- Solar System Mission Service: A backend that determines what dynamic missions are available in the area and what the rewards are for them
  (The team wants to make further adjustments to improve mission flow; update coming next week)

May 26th
- Derelict Ships: Added for exploration and potential points of interest
   (Pushed back to June 9th to finish audio work)
- Debris Fields: Added to both enhance the feeling surrounding derelict ships and offer their own kind of exploration as well
   (No update)
- Persistent Damage, Ammo, and Missiles: This will save the state of your vehicle instead of refreshing it every new play session
   (Pushed back to June 2nd as a task is awaiting the Network Engineering Team)
- Volumetric Fog: More realistic fog/mist effects
  (No update)
- Engine Trails & Contrails: A graphical effect to add streams that come from the back of the ship's wingtips and/or engines
  (Pushed back to June 23rd as build issues and developer illness have severely impacted work)
- Physics Serialization: Fixing some long standing threading issues by improving separation of physics and netcode
  (Pushed back to June 2nd as the team is needed to fix bugs elsewhere)
- Drake Cutlass Black: This rework will now be ready for use when 3.0 releases
  (Pushed back to June 16th as additional artwork was needed and a software update caused additional downtime)
- RSI Ursa Rover: This vehicle will now be ready for use when 3.0 releases
  (Pushed back to June 2nd as code support is needed)

Title: Re: Star Citizen
Post by: Legend on May 27, 2017, 02:23 AM
Did you hear about them confirming no ship to ship docking at release?

On one hand it sucks cause that's a pretty integral feature, but on the other hand it's a good sign that they have the end in sight and are really trying to finish it as a whole.
Title: Re: Star Citizen
Post by: Raven on May 27, 2017, 02:30 AM
Did you hear about them confirming no ship to ship docking at release?

On one hand it sucks cause that's a pretty integral feature, but on the other hand it's a good sign that they have the end in site and are really trying to finish it as a whole.
Yeah. Ship-to-ship docking has been a topic for awhile now and they made it clear a while back that it's not easy. I'm guessing it's because they have all of these other systems they need to implement that ship-to-ship would require them to have and perfected before they even attempt it. Nothing would suck more than trying to dock like that and having both ships suddenly blow up because the underlying systems messed up the two combining local physics grids. Though it would make for some awesome comedy.

But yeah, it's good that they're becoming realistic about what they can get in within a reasonable time. Like you said, it shows us that they are really looking at getting this thing done.
Title: Re: Star Citizen
Post by: Raven on May 27, 2017, 03:41 AM
2017 WEEK 21




Title: Re: Star Citizen
Post by: Raven on Jun 01, 2017, 02:22 AM
Here is a list of things expected to have been completed for 3.0 this week. This list is based on the expected completion dates from the 3.0 schedule report. Some of these things may not end up actually being completed this week and may end up being postponed to a later date. Though until told otherwise, it is assumed these things met their target dates.

May 31st
- New Message Queue: Streamlining messages with less overhead along with features that will help with packet loss and jitters to help reduce bandwidth and latency
- Stamina: This mechanic will bring temporary consequences to some of the actions you perform such as sprinting for too long which will cause fatigue and make aiming difficult
- Doors & Airlocks: An update to how doors and airlocks work so that they operate intelligently depending on if the room beyond is pressurized or not
- Planetary Tech: Implementation of the physics grids for planets and modular space stations
- Solar System Tool: No information
- Entity Update Component Scheduler: Lower priority entities will be updated less frequently to improve framerate and allow for more content to be added
- Missions System: The overall system used to create mission flows

June 1st
- Item 2.0 Ship Conversion Part 1: The first part of a process to completely convert all currently available ships to the Item 2.0 system
- Kiosk Support: A support UI for kiosks used to buy and sell cargo
- Inventory System Support: This will offer a way for the player to manage the cargo stored in the ships they own
- Mission Board App: An app that will allow players to see service beacons set up around the universe by other players
- Klaus and Werner Gallant Rifle: This rework will now be ready for use when 3.0 releases

June 2nd
- Surface Outposts: The moons will have outposts on their surface to explore
- Mission Givers: Actual in-game NPCs with character models that give you particular missions to complete in addition to the more simplistic randomized/dynamic missions
- Insurance: The first iteration of the insurance system which you can use to request a replacement ship should your current one be rendered damaged beyond repair
- Cargo: Commodities purchased at a kiosk will become physical objects to be transported in your cargo hold
- Commodities: Implementing items to represent units of tradeable cargo
- Persistent Damage, Ammo, and Missiles: This will save the state of your vehicle instead of refreshing it every new play session
- Rover and Dragonfly in Ships: The Ursa Rover and the Dragonfly will be able to be transported in ships large enough to hold them
- IFCS Performance Improvements: The IFCS system will now work in batch updates to improve performance
- Mission Manager App: A redesign of the current Mission App that will allow for more control over mission tracking
- MobiGlas Overhaul: This will allow the mobiGlas system to better read what the gamecode is doing and make it easier for the UI team to maintain
- Environment Probe: This will allow for bounced lighting and reflections to be updated dynamically
- Physics Serialization: Fixing some long standing threading issues by improving separation of physics and netcode
- RSI Ursa Rover: This vehicle will now be ready for use when 3.0 releases


Title: Re: Star Citizen
Post by: Raven on Jun 01, 2017, 03:47 AM
Just to note, the list of items aiming to be completed this week is larger than the remaining items for the following weeks. Without a doubt, a lot of these will be pushed back. But I think if even 10 of these get completed this week, that will be good progress.

Also, Citizens of the Stars was interesting this week. Todd Papy was the guest for Quantum Questions this week and he had a couple answers that caught my attention. For starters, there will be no parachutes in 3.0 if you eject in the atmosphere. Might as well die with your ship for now. He was then asked when the snub fighter that attaches to the rear of the Constellation, the Merlin, will be able to detach and re-attach. He said they're aiming for 3.0 but there are some technical issues at the moment. I found this very interesting because we just talked about ship-to-ship docking not being in the game at release and this is pretty close to that. Escape pods will not function for 3.0. If you exit your ship in atmospheric flight, you will fall and die. Mess halls in ships will have uses like affecting your stamina but he doesn't see that being a thing in 3.0.
Title: Re: Star Citizen
Post by: Legend on Jun 01, 2017, 04:26 AM
WHat are the plans for how stamina works?

DOcking a ship within one is a different problem than docking side by side. The fighter can essentially despawn once attatched and be replaced with a static model from the parent ship. Also the fighter has a single seat so there aren't physics grids to mess with in this patch.

PArachutes are dumb. Emergency jet packs make more sense since they could work in any atmosphere. Also are cooler and an automated suicide burn right at landing would be awesome!
Title: Re: Star Citizen
Post by: Raven on Jun 01, 2017, 04:52 AM
WHat are the plans for how stamina works?

DOcking a ship within one is a different problem than docking side by side. The fighter can essentially despawn once attatched and be replaced with a static model from the parent ship. Also the fighter has a single seat so there aren't physics grids to mess with in this patch.

PArachutes are dumb. Emergency jet packs make more sense since they could work in any atmosphere. Also are cooler and an automated suicide burn right at landing would be awesome!
The only thing I know about stamina for sure is that if you exhaust it, it will slow you down, cause you to drain oxygen faster, and make your aiming difficult. Beyond that, I have no clue.

The Rover certainly isn't a single seat vehicle so you would indeed have a physics grid within a physics grid. Even if it became a static model once you left it, the moment you interact with it it becomes its own model again within the ship. I never said it was all the same. I said it's pretty close. We will have a working example of ships docking, even if it is a small one-seater with a larger ship, and a vehicle that is much more than a single seater being loaded, transported, and then unloaded within other ships. We already know that we're going to be landing on things like frigates, destroyers, and carriers with an assortment of various ships in the not so distant future. I'm just wondering how much more complex it is than what they're already aiming to accomplish with 3.0. I wonder how exactly the larger ships will work when docking with stations. Will that be easy simply because the stations themselves are largely static? Last I heard, the larger ships won't use landing pads but docking points instead.

Yeah, parachutes don't make any sense to me in a science fiction setting where I have suit thrusters. Can I really not use them to at least slow my descent to a non-lethal speed?
Title: Re: Star Citizen
Post by: Legend on Jun 01, 2017, 05:19 AM
The only thing I know about stamina for sure is that if you exhaust it, it will slow you down, cause you to drain oxygen faster, and make your aiming difficult. Beyond that, I have no clue.

The Rover certainly isn't a single seat vehicle so you would indeed have a physics grid within a physics grid. Even if it became a static model once you left it, the moment you interact with it it becomes its own model again within the ship. I never said it was all the same. I said it's pretty close. We will have a working example of ships docking, even if it is a small one-seater with a larger ship, and a vehicle that is much more than a single seater being loaded, transported, and then unloaded within other ships. We already know that we're going to be landing on things like frigates, destroyers, and carriers with an assortment of various ships in the not so distant future. I'm just wondering how much more complex it is than what they're already aiming to accomplish with 3.0. I wonder how exactly the larger ships will work when docking with stations. Will that be easy simply because the stations themselves are largely static? Last I heard, the larger ships won't use landing pads but docking points instead.

Yeah, parachutes don't make any sense to me in a science fiction setting where I have suit thrusters. Can I really not use them to at least slow my descent to a non-lethal speed?
Are the rover and dragonfly still on for 3.0? They rest inside the ships instead of attaching so it'd be a different physics problem.

It's hard though without knowing the intricacies of their engine. From the outside it honestly looks trivial. Their system might not be able to support nested physics grids, but it definitely should be possible to transfer all players over to the larger ship's grid and let local physics handle the minor movements. If they can have you ride an elevator in a ship, the same setup should work for walking on a larger moving object AKA a docked ship.

Obviously it isn't this easy with their setup but I have no idea why it wouldn't be this easy. They must have some hard limit with a component that isn't feasible to expand at the moment. A single seater sticking into it's slot avoids a lot of components: no physics grids, no non scripted movement, only a defined ship fits, game already supports the docked version, and the fighter doesn't necessarily need to be parented to the main ship. Including that doesn't necessarily solve any problems that exist with docking full ships.
Title: Re: Star Citizen
Post by: Raven on Jun 01, 2017, 09:37 PM
Are the rover and dragonfly still on for 3.0? They rest inside the ships instead of attaching so it'd be a different physics problem.

It's hard though without knowing the intricacies of their engine. From the outside it honestly looks trivial. Their system might not be able to support nested physics grids, but it definitely should be possible to transfer all players over to the larger ship's grid and let local physics handle the minor movements. If they can have you ride an elevator in a ship, the same setup should work for walking on a larger moving object AKA a docked ship.

Obviously it isn't this easy with their setup but I have no idea why it wouldn't be this easy. They must have some hard limit with a component that isn't feasible to expand at the moment. A single seater sticking into it's slot avoids a lot of components: no physics grids, no non scripted movement, only a defined ship fits, game already supports the docked version, and the fighter doesn't necessarily need to be parented to the main ship. Including that doesn't necessarily solve any problems that exist with docking full ships.
Both the Rover and Dragonfly are in 3.0. The Dragonfly was completed weeks ago and the Rover is expected to be finished this week along with the tech for transporting vehicles inside of ships.

What makes me curious is how the Anvil Crucible will work. That's a repair ship that smaller ships land on. Many smaller ships still have their own physics grids and basically have to land right on the Crucible, which obviously has its own grid. That ship is supposed to be coming during the 3.0 patch cycle. How much different would that be than just having a specific point where two ships attach to each other? If that is largely the same problem, then the Crucible can't even perform its function.

I'm just having a hard time imagining that all of these other ways are possible but somehow two ships connecting at a specific point is just too much of a technical hurdle to have on Day 1.
Title: Re: Star Citizen
Post by: Raven on Jun 03, 2017, 01:14 AM
Here is an update on the schedule report list.

Here is a list of things expected to have been completed for 3.0 this week. This list is based on the expected completion dates from the 3.0 schedule report. Some of these things may not end up actually being completed this week and may end up being postponed to a later date. Though until told otherwise, it is assumed these things met their target dates.

May 31st
- New Message Queue: Streamlining messages with less overhead along with features that will help with packet loss and jitters to help reduce bandwidth and latency
  (Pushed back to June 9th as bugs have arisen)
- Stamina: This mechanic will bring temporary consequences to some of the actions you perform such as sprinting for too long which will cause fatigue and make aiming difficult
   (Complete though it will be iterated on further in future releases)
- Doors & Airlocks: An update to how doors and airlocks work so that they operate intelligently depending on if the room beyond is pressurized or not
   (Pushed back to June 22nd due to tech side delays)
- Planetary Tech: Implementation of the physics grids for planets and modular space stations
   (Complete)
- Solar System Tool: No information
   (Complete)
- Entity Update Component Scheduler: Lower priority entities will be updated less frequently to improve framerate and allow for more content to be added
   (No update)
- Missions System: The overall system used to create mission flows
   (No update)

June 1st
- Item 2.0 Ship Conversion Part 1: The first part of a process to completely convert all currently available ships to the Item 2.0 system
   (Complete)
- Kiosk Support: A support UI for kiosks used to buy and sell cargo
   (Pushed back to June 9th)
- Inventory System Support: This will offer a way for the player to manage the cargo stored in the ships they own
   (Pushed back to June 16th as the Network Engineering Team is occupied)
- Mission Board App: An app that will allow players to see service beacons set up around the universe by other players
  (TBD)
- Klaus and Werner Gallant Rifle: This rework will now be ready for use when 3.0 releases
   (Complete)

June 2nd
- Surface Outposts: The moons will have outposts on their surface to explore
   (Complete)
- Mission Givers: Actual in-game NPCs with character models that give you particular missions to complete in addition to the more simplistic randomized/dynamic missions
   (Pushed back to June 9th for additional work on new requirements)
- Insurance: The first iteration of the insurance system which you can use to request a replacement ship should your current one be rendered damaged beyond repair
   (Pushed back to June 9th though the network and persistence work has progressed to a point where they can now move to complete this item)
- Cargo: Commodities purchased at a kiosk will become physical objects to be transported in your cargo hold
   (Pushed back to June 16th as the Network Engineering Team is occupied)
- Commodities: Implementing items to represent units of tradeable cargo
   (Pushed back to June 9th as the Network Engineering Team is occupied)
- Persistent Damage, Ammo, and Missiles: This will save the state of your vehicle instead of refreshing it every new play session
   (Pushed back to June 7th as the Network Engineering Team is occupied)
- Rover and Dragonfly in Ships: The Ursa Rover and the Dragonfly will be able to be transported in ships large enough to hold them
   (Pushed back to June 16th as ship physics needs to be altered)
- IFCS Performance Improvements: The IFCS system will now work in batch updates to improve performance
   (Complete)
- Mission Manager App: A redesign of the current Mission App that will allow for more control over mission tracking
   (TBD as work will not begin until Kiosk UI is complete)
- MobiGlas Overhaul: This will allow the mobiGlas system to better read what the gamecode is doing and make it easier for the UI team to maintain
   (TBD)
- Environment Probe: This will allow for bounced lighting and reflections to be updated dynamically
   (Pushed back to June 9th as previously unknown issues have caused delays)
- Physics Serialization: Fixing some long standing threading issues by improving separation of physics and netcode
  (Pushed back to June 9th as bugs have blocked needed departments)
- RSI Ursa Rover: This vehicle will now be ready for use when 3.0 releases
  (Pushed back to June 9th as this item is still waiting for code support)



Debris Fields, which were previously intended to be complete on May 26th but had no update, are now complete. The Behring P8-SC gun was also completed this week. So overall, 9 items were completed this week.
Title: Re: Star Citizen
Post by: Raven on Jun 03, 2017, 03:35 AM
2017 WEEK 22





Title: Re: Star Citizen
Post by: Raven on Jun 03, 2017, 06:01 PM
(https://robertsspaceindustries.com/media/5n4hzdzl1632hr/source/CIGTX_Header_January_2017.png)

(https://robertsspaceindustries.com/media/ljn8u04ew05efr/source/DE_Cinematics.png)

(https://robertsspaceindustries.com/media/jl0w6elj49j08r/source/Outpost.jpg)

(https://robertsspaceindustries.com/media/vrwweump01e6jr/source/Designer_prototype_1.jpg)

(https://robertsspaceindustries.com/media/4lh8e60ashnv3r/source/Global_lighting_team.jpg)

(https://robertsspaceindustries.com/media/5t61bjs3h1148r/source/Yela.jpg)
Title: Re: Star Citizen
Post by: Legend on Jun 03, 2017, 07:07 PM
What's that first photo? A Store? Looks kinda fan made and low quality compared to everything else.

I love the chinese writing in that white environment.
Title: Re: Star Citizen
Post by: Raven on Jun 03, 2017, 08:59 PM
What's that first photo? A Store? Looks kinda fan made and low quality compared to everything else.

I love the chinese writing in that white environment.
LOL That is a picture of an initial design idea for how the Dumper's Depot kiosk would look. It was on their January Studio update. Definitely NOT fan made.
Title: Re: Star Citizen
Post by: Raven on Jun 07, 2017, 06:01 AM
Here is a list of things expected to have been completed for 3.0 this week. This list is based on the expected completion dates from the 3.0 schedule report. Some of these things may not end up actually being completed this week and may end up being postponed to a later date. Though until told otherwise, it is assumed these things met their target dates.

June 5th
- Item 2.0 Multi-function Displays: All MFDs are being converted to the new system to allow players greater control of their ships

June 6th
- Cargo Manifest App: This app will allow players to check their ship's cargo
- Inventory System: Personal inventory that is closely linked to the cargo manifest app

June 7th
- Persistent Damage, Ammo, and Missiles: This will save the state of your vehicle instead of refreshing it every new play session
- Kiosk UI: This will allow players to buy and sell commodities with various vendors

June 8th
- Player Manned Turrets: No Information
- Personal Manager App: This app will allow players to look at their inventory and customize their suits and weapons

June 9th
- Mission Givers: Actual in-game NPCs with character models that give you particular missions to complete in addition to the more simplistic randomized/dynamic missions
- Derelict Ships: Added for exploration and potential points of interest
- Insurance: The first iteration of the insurance system which you can use to request a replacement ship should your current one be rendered damaged beyond repair
- Commodities: Implementing items to represent units of tradeable cargo
- Kiosk Support: A support UI for kiosks used to buy and sell cargo
- Heavy Armor for Star Marine: Heavy armor will now be available for selection in Star Marine
- AI Turrets: This will allow NPCs to operate turrets and accurately track and fire at correct targets
- Environment Probe: This will allow for bounced lighting and reflections to be updated dynamically
- Volumetric Fog: More realistic fog/mist effects
- New Message Queue: Streamlining messages with less overhead along with features that will help with packet loss and jitters to help reduce bandwidth and latency
- Physics Serialization: Fixing some long standing threading issues by improving separation of physics and netcode
- RSI Ursa Rover: This vehicle will now be ready for use when 3.0 releases
- Apocalypse Arms Scourge Railgun: This weapon will now be ready for use when 3.0 releases
- Arrowhead Sniper Rifle: This rework will now be ready for use when 3.0 releases
- Ksar Devastator-12 Shotgun: This rework will now be ready for use when 3.0 releases




Title: Re: Star Citizen
Post by: Raven on Jun 08, 2017, 04:14 AM
Evocati testing begins in 4 days, barring last minute delays.
Title: Re: Star Citizen
Post by: Raven on Jun 10, 2017, 07:38 AM
Here is an update on the schedule report list.

Here is a list of things expected to have been completed for 3.0 this week. This list is based on the expected completion dates from the 3.0 schedule report. Some of these things may not end up actually being completed this week and may end up being postponed to a later date. Though until told otherwise, it is assumed these things met their target dates.

June 5th
- Item 2.0 Multi-function Displays: All MFDs are being converted to the new system to allow players greater control of their ships
   (Pushed back to June 27th after reviews showed players need additional control of their ships)

June 6th
- Cargo Manifest App: This app will allow players to check their ship's cargo
   (Pushed back to June 19th to add portable filtering selections across multiple features)
- Inventory System: Personal inventory that is closely linked to the cargo manifest app
   (Pushed back to June 19th to add portable filtering selections across multiple features)

June 7th
- Persistent Damage, Ammo, and Missiles: This will save the state of your vehicle instead of refreshing it every new play session
  (Complete)
- Kiosk UI: This will allow players to buy and sell commodities with various vendors
  (Pushed back to June 23rd to offer players additional kiosk functionality)

June 8th
- Player Manned Turrets: No Information
   (Complete)
- Personal Manager App: This app will allow players to look at their inventory and customize their suits and weapons
   (Pushed back to June 21st due to additional engineering work needed for Starmap)

June 9th
- Mission Givers: Actual in-game NPCs with character models that give you particular missions to complete in addition to the more simplistic randomized/dynamic missions
   (Pushed back to June 30th in order to ensure high quality)
- Derelict Ships: Added for exploration and potential points of interest
   (Pushed back to June 16th as additional art tasks were highlighted during review)
- Insurance: The first iteration of the insurance system which you can use to request a replacement ship should your current one be rendered damaged beyond repair
   (Pushed back to June 23rd due to changes in netcode and persistence)
- Commodities: Implementing items to represent units of tradeable cargo
   (Pushed back to June 23rd as integrating with shop services has created additional tasks)
- Kiosk Support: A support UI for kiosks used to buy and sell cargo
  (Pushed back to June 23rd to offer players additional kiosk functionality)
- Heavy Armor for Star Marine: Heavy armor will now be available for selection in Star Marine
   (Complete)
- AI Turrets: This will allow NPCs to operate turrets and accurately track and fire at correct targets
   (Pushed back to June 23rd as new issues with AI have arisen)
- Environment Probe: This will allow for bounced lighting and reflections to be updated dynamically
   (Complete)
- Volumetric Fog: More realistic fog/mist effects
   (No update)
- New Message Queue: Streamlining messages with less overhead along with features that will help with packet loss and jitters to help reduce bandwidth and latency
  (Pushed back to June 14th as certain bugs were deemed critical enough to not label this feature complete)
- Physics Serialization: Fixing some long standing threading issues by improving separation of physics and netcode
  (Pushed back to June 20th due to complexity of integration)
- RSI Ursa Rover: This vehicle will now be ready for use when 3.0 releases
  (Pushed back to June 16th as additional art and code needed for smooth interaction with Constellation Aquila)
- Apocalypse Arms Scourge Railgun: This weapon will now be ready for use when 3.0 releases
  (No update)
- Arrowhead Sniper Rifle: This rework will now be ready for use when 3.0 releases
  (Pushed back to June 16th as new issues need solved)
- Ksar Devastator-12 Shotgun: This rework will now be ready for use when 3.0 releases
   (No update)





Release window has once again been moved back. The early date is now July 21st and the latest date is now July 27th. All testing has been moved back as well. Additional tasks were added this week to squeeze into 3.0 for its launch.

The Hint System, recently featured in the latest AtV video, was originally not intended for 3.0 but as work has progressed very well it is now being added as a 3.0 feature with an estimated completion date of June 30th.

The Comms System UI is another feature being added for 3.0 with an estimated completion date of June 30th. This new system will allow players to hail various space stations to request clearance, instead of just landing wherever and whenever they choose.

Asteroid Physics is yet another feature being added into 3.0 which will allow the server and clients to simulate any portion of an asteroid field, not just the asteroids nearby. This feature has an estimated completion date of June 19th.

Exposure Improvements have also been added. This will allow peripheral vision to be taken into account. The estimated completion date is June 26th.

Several features such as Solar System Shop Service and Repair, which were once considered complete, are no longer so. Additional work is being done to the Solar System Shop Service as additional work was identified that could be achieved for 3.0. For Repair, a critical fault was found that needs to be fixed. Both are expected to be complete once again by June 16th.
Title: Re: Star Citizen
Post by: Legend on Jun 10, 2017, 02:52 PM
Crazy amount of delays. I can't help but wonder what central component pushed everything out.
Title: Re: Star Citizen
Post by: Raven on Jun 10, 2017, 03:00 PM
Crazy amount of delays. I can't help but wonder what central component pushed everything out.
I'm going to guess this is normal for them. I think the issue is that they're trying to not push anything out of 3.0 if they can help it. They probably have a hard internal date where whatever isn't ready by then gets pushed to either an incremental patch or 3.1 so they can get 3.0 out the door. I'm willing to bet that if they delay into August, something will get postponed out of 3.0. Can almost guarantee that 3.0 has a hard release of at least a week before Gamescom. If they don't get that patch out the door before then, even in a downgraded state, people are going to be pissed.
Title: Re: Star Citizen
Post by: Raven on Jun 10, 2017, 03:56 PM
2017 WEEK 23





Title: Re: Star Citizen
Post by: Raven on Jun 10, 2017, 09:52 PM
(https://robertsspaceindustries.com/media/jvtxdcdm4kkx2r/source/New_armors_04.jpg)

(https://robertsspaceindustries.com/media/dxkrk00jvxoqxr/source/New_armors_01.jpg)

(https://robertsspaceindustries.com/media/ofkeb2fobsgs3r/source/Moon_collision_testing.jpg)

(https://robertsspaceindustries.com/media/mlypb50ii958or/source/New_weapon_testing.jpg)

(https://robertsspaceindustries.com/media/y6bpy4a9pu5g4r/source/Mission_manager_01.jpg)

(https://robertsspaceindustries.com/media/ugpbhwnjd2qq4r/source/Neck_problems.jpg)

(https://robertsspaceindustries.com/media/8qsabkh1iv2lmr/source/Levski_vfx_02.png)

(https://robertsspaceindustries.com/media/ihqkdctyxr1lzr/source/Reclaimer_engineroom.jpg)

(https://robertsspaceindustries.com/media/sgs5khpadm5srr/source/Derelict_03.jpg)

(https://robertsspaceindustries.com/media/khxo45xltgb4ir/source/Hull_c_02.jpg)

(https://robertsspaceindustries.com/media/5x0jphavpuci9r/source/Truckstop_02.jpg)

(https://robertsspaceindustries.com/media/36zw0166r8ni0r/source/Mobiglas_02.jpg)

(https://robertsspaceindustries.com/media/d37ivz8wgggqhr/source/Kiosk_02.jpg)

(https://robertsspaceindustries.com/media/xamzz2xtxwjfjr/source/Warning.jpg)

(https://robertsspaceindustries.com/media/ode0uuznenlawr/source/Delamar_05.jpg)
Title: Re: Star Citizen
Post by: Raven on Jun 17, 2017, 03:28 PM
2017 WEEK 24





Title: Re: Star Citizen
Post by: Legend on Jun 17, 2017, 04:08 PM
I Love that their video was about variable serialization since that's exactly what I've worked on for the past week.
Title: Re: Star Citizen
Post by: Raven on Jun 19, 2017, 04:06 AM
I missed updating the schedule report list this week due to E3 and real life. But it looks like all vehicles/ships are now ready for 3.0. The RSI Ursa Rover and the rework of the Drake Cutlass Black are both complete. The reworks of the Arrowhead Sniper Rifle and Ksar Devastator-12 Shotgun were both completed as well. The Scourge Railgun is the only item left from the ships and weapons category that has yet to be declared complete. The MobiGlas Overhaul was also completed, as was the UI Owner Component.

Derelict Ships have now been divided into two different items. Basic and Inhabited. Basic derelict ships will look completely empty. Inhabited derelict ships will look like someone setup shop in them for a time. However, derelict ships that are currently inhabited, not simply looking like they had been at one point, will not be a part of this patch.

Cargo was pushed back from June 16th to June 19th. The major issue with Repair that moved it out of complete status has now been taken care of and just needs minor bugfixing. Inventory System Support received no update. The Rover and Dragonfly being carried in ships has been pushed from June 16th to June 27th. The conversion to Item 2.0 created unforeseen issues.

The Entity Update Component Scheduler is no longer being prioritized for 3.0's release. Instead, the item will be continuously worked on through the release of 3.0 until it is finished. The item may still see some form of release for 3.0 but it won't be technically complete and will be actively improved afterwards.

The Mission System has been pushed from June 12th to June 30th due to bugfixes. Render to Texture was pushed from June 15th to June 29th as additional needs were identified in order for this item to fit the goals of the upcoming patch. Asteroid Physics has been pushed from June 19th to June 23rd. The implementation of new debugging software delayed the team from getting started on this item, which consequently pushed back the completion date. This has also caused a delay to Exposure Improvements, though this item wasn't anticipated to be completed until June 26th anyways. The new date is June 30th.

The Solar System Shop Service, which was once complete and then brought back up for additional work, has been pushed back from June 16th to June 23rd. The New Message Queue was aiming for a June 14th completion. The item is not being declared as complete but it seems that it mostly is. They are now working through some bugs thanks to the old system but it sounds like this item is effectively good to go.

As this week did not see any additional delays in testing or expected 3.0 release, Evocati testing should begin this Wednesday. Two weeks later, general testing should begin. At that point, expect a flood of information and videos about 3.0.
Title: Re: Star Citizen
Post by: Raven on Jun 23, 2017, 04:16 AM
Posting the items that were estimated to be done this week. Will update tomorrow with the schedule report. I'm changing up the way I do this a bit to make it easier for me to create the initial post and then modify it over the weekend.

Item 2.0 Ship Conversion Part 2 - June 23rd
   Multi-crew ships will not be complete until June 30th. Single-seat craft are all complete.
Insurance - June 23rd
   Pushed back to June 26th as integration with the shopping service is taking longer than expected.
Doors & Airlocks - June 22nd
   Pushed back to June 30th as the airlocks require more polish. The new doors are mostly complete.
Cargo - June 19th
   Pushed back to June 26th as final integration with the shopping and inventory systems needs just a little more time.
Commodities - June 23rd
   Complete
Kiosk Support - June 23rd
   Pushed back to June 26th as new bugs in the backend have caused a slight delay.
Kiosk UI - June 23rd
   Complete
Personal Manager App - June 21st
   No update
Mission Manager App - June 21st
   Complete
Cargo Manifest App - June 19th
   Pushed back to July 3rd due to bugs delaying additional scripting tasks.
Inventory System - June 19th
   Pushed back to July 3rd as the team is focused on polishing the Starmap.
Mission Board App - June 21st
   Complete
AI Turrets - June 23rd
   Complete
Engine Trails & Contrails - June 23rd
   Pushed back to June 27th as some bug fixes and polish have been requested before declaring the item complete.
Asteroid Physics - June 23rd
   Pushed back to June 28th as bugs and dependencies for AI and physics systems have caused a small delay.
Solar System Shop Service - June 23rd
   Complete
Physics Serialization - June 20th
   Pushed back to June 30th due to bugs affecting landing and walking around on planets but the team is confident in the new completion date.
Persistent Data Refactor - June 19th
   Complete for what it is intended to be for 3.0 but additional work will be done on this item post release.

Inventory System Support previously had not been updated but now has been to show that it was intended for June 19th. It has now been pushed back to July 3rd. The Entity Owner Manager had also not been updated but now has been to show that it was intended for June 23rd. It has now been pushed back to June 28th to allow more time for final integration with comms system and persistence spawning.

Item 2.0 Multi-function Displays were not intended to be completed this week, they were intended for June 27th, but have been updated to a new date of June 29th. Character Customization previously had not been updated but now has been to show that it was intended for June 21st. A shortage of resources has pushed this date back to July 17th.

The Vehicle Customizer App was not intended to be completed this week, it was intended for July 6th, but has been updated to a new date of July 13th due to a shortage in resources. Ship Selector App & Insurance Claim were also not intended to be completed this week, they were intended for July 3rd, but have been updated to a new date of July 5th due to a shift in resources to address other tasks.

The Starmap App was not intended to be completed this week, it was intended for June 26th, but has been updated to a new date of June 29th. The task has been prioritized to achieve complete status and thus members from other teams have been pulled to see this happen. The Comms System UI was also not intended to be completed this week, it was intended for June 30th, but has been updated to a new date of July 10th. This is due to problems with Character Customization and 3D item display work being behind.

Exposure Improvements were anticipated to not be complete until June 30th, which was a delay from June 26th. However, the improvements were found to be straight forward after other tasks gave the team incite into the item. It is now complete. New Message Queue was largely complete last week but some additional work needed to be done with no clear idea on how long it would take. This item is now officially complete.

All testing and release windows have been pushed back once more to accommodate certain items that have yet to be completed. The new window for Evocati testing is July 6th to July 20th. The new window for general testing is July 24th to August 3rd. The new release window is August 4th to August 10th. A much smaller release window than has been seen for most of the schedule reports, hopefully signaling an increased confidence. A note was made that testing and release windows are simply windows and do not reflect hard start and stop dates.

This week was very productive as 9 items were completed and one big one is partially complete. Several items are nearing completion with their teams confident that they will be done soon and certain items being given priority to the point of pulling people from other teams to make sure they're done. Some items were delayed by only a few days. The new release window has also given all teams ample time to complete their items and get them ready for testing instead of having to pile more onto the testers as they go.

Concept sale for a new vehicle starts today. It's a hover bike called the Nox. It's a Xi'an vehicle so it's technically the first alien vehicle (non-ship) introduced for the game. At least planetside, it is a competitor to the Dragonfly. Though I'm not sure if it doubles as a small spacecraft like the Dragonfly can. It will cost $40.
Title: Re: Star Citizen
Post by: Raven on Jun 24, 2017, 02:23 AM
2017 WEEK 25




Title: Re: Star Citizen
Post by: Raven on Jun 30, 2017, 02:21 AM
Posting the items that were estimated to be done this week.

Surface Outposts Lighting - June 26th
   No update but the font color was changed to green, which is typically reserved for complete status. This may be a mistake and the item is complete.
Mission Givers - June 30th
   Eckhart, the first mission giver, is in the game and just needs to have some kinks ironed out. Work will now pick up on Ruto, the second mission giver. Expected to be complete by July 14th.
Inhabited Derelict Ship Sites - June 30th
   Complete
Delamar/Levski - June 30th
   Pushed back to July 7th to ensure correct implementation of elevators.
Pick Up & Carry - June 26th
   Complete
Item 2.0 Ship Conversion Part 2 (Multi-Crew) - June 30th
   Pushed back to July 3rd to ensure solid implementation of last remaining ships.
Insurance - June 26th
   Complete
Doors & Airlocks - June 30th
   Pushed back to July 5th after review found additional needed work.
Cargo - June 26th
   Complete
Kiosk Support - June 26th
   Complete
Rover And Dragonfly In Ships - June 27th
   Pushed back to July 12th as this continues to be a more complicated problem than initially believed.
Hint System - June 30th
   Pushed back to July 12th as other items were given priority.
Entity Update Component Scheduler - June 30th
   Pushed back to July 7th as while a lot of progress has been made, the teams involved were busy with other items.
Entity Owner Manager - June 28th
   Pushed back to July 7th as work on this item was paused for various reasons.
Item 2.0 Multi Function Displays - June 29th
   Pushed back to July 7th as work was delayed due to reviews.
StarMap App - June 29th
   Pushed back to July 7th as the team awaits issues found during review.
Mission System - June 30th
   Pushed back to July 19th as the teams needed are busy with other items.
Render To Texture - June 29th
   Postponed until the item can be scoped out for needed work as it has proven more complicated than anticipated.
Engine Trails & Contrails - June 27th
   Complete
Asteroid Physics - June 28th
   Complete
Solar System Mission Service V1 "Mission Broker" - June 28th
   Complete
Physics Serialization - June 30th
   Pushed back to July 3rd as even though the review is looking good, the item is very complex and the review must be highly thorough before declared complete.
Title: Re: Star Citizen
Post by: Raven on Jul 01, 2017, 06:28 AM
2017 WEEK 26