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Everything posted by Astrus
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Sigh. Ya this could've been done better. Blades give you minimal adjustment to your overall points to P/Y/R , speed etc. Regardless of how insignificant, IMO, ATM, they are; I'd like to see blades and future buffs to ships like this in game from here on out. I 80% agree with you, but this isn't enough to make me give up on CIG. And I'm not saying that out of sunken cost fallacy, etc. (I'm Legatus Navium 😬) CIG is still our best bet to get a game like this made, I think the Idris release and the current state of the game is miles better than it was even 3 years ago and they though they could try it, they did, it didn't hit like they though it would lol. I think they will make a community conscious correction soon, and whoever made the decision to monetize blades, I'm hope got a wake up call/demotion.
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"Explore the devastating potential of the highly anticipated Idris-P and its additional K and T kits that let you customize and optimize your loadout. "
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I LOVE THIS SHIP Its going to be sooooooooooooooo good when blades/AI crew come out
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A lot of people joining us recently! Glad youre with us.
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I expect to see higher, but if you took your profits now I understand. Hopefully some of you were able to cash in on my call.
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Stuff is way too low; at bargain prices. S&P 100 ETFs, S&P 500 ETFs, and the like. Things will get better. I'm buying all the way down. I hope things get cheaper, but RIGHT NOW is a good time to buy buy buy, IMO. If you got questions ask them here, otherwise catch me in mumble for the why's and when's.
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You guys.....make me.....wanna JUMP AROUND!!!
Astrus replied to I_SMO_I's topic in WANDERHOME Lounge
We're closing in on 3k members in our Star Citizen org. https://robertsspaceindustries.com/en/orgs/WANDERHOME/ Looking forward to chatting with man! Being an EMS was your dream, so glad you were able to achieve it bro. 🙂 Ill Private message you info on your old account. -
"Did Chris Roberts make the right choice when he chose the CryEngine for Star Citizen, all the way back in 2010? Well, time has proven that he made the right decision! Despite major refactors to the engine, a switch to the lumberyard fork and Crytek deciding to sue CIG, the Star Engine is starting to look like very impressive! "
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Chris Roberts on PVP vs PVE in Star Citizen. (circa 2018)
Astrus posted a topic in WANDERHOME Lounge
If you know me, you know what I'm looking forward to. -
Welcome to the org we're glad you are with us !!
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"Take a peek at Argo’s new ATLS GEO practical augmentations including lasers, storage, and a very fun way to travel."
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The 4.1 PTU (Public Test Universe) patch introduces significant updates to Star Citizen, focusing on weapon balance, ship control improvements, new mission structures, and mining opportunities. 1. Weapon Balance and Pilot Control Updates One of the most impactful changes in the 4.1 PTU patch involves pilot weapons. Previously, several ships like the Valkyrie and Raft had restricted pilot weapon access, making them vulnerable in combat. The patch now allows pilots to control these turrets, enhancing offensive capabilities significantly. Valkyrie Update – The Valkyrie’s chin turret and wing-mounted size 4 guns are now directly controllable by the pilot. Although the weapon configuration is not yet reflected in the HUD, all four guns function correctly. Raft Update – The Argo Raft, which previously had no pilot-controlled weapons, now features a remote turret accessible to the pilot, providing some defensive capability. Implication – These updates empower pilots to engage more effectively in combat without relying solely on gunners, creating a more balanced combat dynamic. 2. New Mission Giver and Strategic Locations A new mission giver named Mission Giver Wo has been introduced, offering fresh exploration and combat opportunities. Location: Wo operates from a specially designed hub called the Mission Giver Location Wos Imporium, which serves as a central point for new contracts and sandbox missions. Missions: The patch introduces a blend of foot-based exploration and aerial support, providing dynamic gameplay scenarios where players must adapt to varying combat and exploration conditions. Haor Ground Alignment Facilities: These new facilities serve as strategic outposts where players can engage in mining, combat, and other mission objectives. 3. Vault AR Parallax Rifle – A Game-Changing Weapon The Vault AR Parallax rifle is one of the most exciting additions in the patch. Acquisition: It can be found in security rooms behind locked doors at the Haor facilities. Performance: While the rifle features a powerful sound design and accurate aiming, its damage-per-second (DPS) output seems to be under-tuned, requiring more balancing in future patches. Tactical Advantage: The rifle’s high accuracy and rapid fire rate make it ideal for mid-range combat scenarios. 4. Mining and New Materials Mining has been expanded with the introduction of new ores and enhanced mining environments. New Ores: Materials like Cinium and Jalum have been added, which are necessary for completing certain missions. Mining Challenges: Some ores are only accessible with advanced mining equipment, creating a multi-tiered mining progression system. Strategic Importance: Collecting these ores ties directly into mission progression and resource management, adding complexity to the mining gameplay. 5. Flight Model Enhancements and QoL Updates The flight model in Star Citizen has received significant improvements, particularly in atmospheric handling. Control Surface Updates: Ships like the Nomad and Glaive have enhanced flight behavior with more responsive control surfaces, allowing for better maneuvering in atmospheric conditions. Quantum Travel Renaming: The term "Quantum Boost" has been rebranded to "Quantum Travel" to better reflect the broader scope of the feature. Realistic Audio Mode: A new audio mode simulates sound propagation in depressurized environments, adding immersion and realism. 6. Loot Container and Enemy Adjustments Loot Balance: Containers now hold fewer weapons and more diverse items, including medical supplies and consumables. Enemy AI: Although the patch notes mention a "full replacement of enemies," the enemies encountered during testing appeared unchanged, suggesting that this change might be implemented in a future update. 7. Wildlife and Pest Control Missions New wildlife-related missions add variety to the game’s mission pool: Pest Control: Players must track and eliminate wildlife threats in caves and other environments. Resource Harvesting: Some missions require gathering specific materials from these encounters. 8. Bug Fixes and Quality of Life Updates Mission UI issues have been addressed. Landing gear behavior for certain ships has been smoothed out. Increased weapon consistency and better ship HUD displays have been implemented.
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https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/alpha-4-1-first-look-at-item-recovery/ "Hello everyone, As we prepare for the Evocati Test Phase of our upcoming Alpha 4.1 patch, we'd like to introduce the iterative release plan for Item Recovery—a long-awaited system that gives players more control over reclaiming their valuable gear after death. At CitizenCon 2954, we shared our long-term design for crafting, insurance, and item/ship recovery. If you need a refresher, both presentations are available on YouTube and will be a helpful watch before diving into this post: CitizenCon 2954: Crafting Your Home CitizenCon 2954: The Stars My Destination: Star Citizen 1.0 Today, we want to provide a more detailed breakdown of some of the iterative releases that will start to bring these plans to life. The initial T0 rollout will be fairly basic compared to the full system, but it marks a crucial first step. As we shared at CitizenCon, the complete Item Recovery system will be far more robust and nuanced, making gear management a core gameplay element. You'll be able to secure the items that matter most while still allowing room for piracy and emergent gameplay. First Step: T0 Implementation With the initial rollout of Item Recovery in Alpha 4.1 (internally referred to as T0), you will respawn with the exact gear you had equipped at the time of death. Emphasis on the term "equipped", as this is different than what you may have had in your inventory. This includes equipped weapons, armor, magazines, and medpens, ensuring that your core loadout is retained. However, items stored in your inventory, such as your backpack or other containers, will remain on your corpse, making them available for looting or retrieval. While equipped items will also remain on your corpse too, they will not be interactable, preventing item duplication while still preserving the visual state of your character at the time of death. This approach helps mitigate item duplication issues in the initial implementation while laying the groundwork for future expansions of the system in T1 and T2, which you can read more about below. Important Notes: Items stored in your inventory (example: items in your backpack) will not be protected and will remain on your corpse upon death, available to be looted/stolen by other players, or retrieved by you. Items such as magazines and medpens that you have equipped can still be looted from your corpse. However, you will also respawn with these items, as duplication concerns for these types of consumable are less concerning at this stage. T0 Item Recovery applies to all forms of respawning, whether in a medbed on a ship or at your assigned landing zone. To ensure that your weapon in active use is secured as an "equipped" item, it will automatically be stowed to your holster upon death. If you die within a Landing Zone, you will respawn with both your equipped gear and your inventory (Example: belongings in your backpack). This is to help avoid you losing items of any kind, should a death outside of your control happen. With T0, you will respawn with your previously equipped gear already attached to your character. Scenario Example: While exploring, you loot a rifle and store it in your backpack. If you die, that rifle will remain on your corpse, available for others to loot or for you to re-visit your corpse and retrieve. However, the original rifle you had equipped to your character (in-hand or holstered) at the time of death will be secured and respawn with you. Looking Ahead: T1 & T2 While T0 lays the groundwork and provides some assurance that your equipped items are not lost, we are already actively developing T1 and T2 implementations. These future updates will add more depth to the system, including a viable path for piracy. T1: Loadout & Ship Registration T1 will introduce the ability to register your gear and ships at kiosks or ASOP terminals. Important Notes: Personal Loadout: Players can register their equipped items which can be reclaimed for a fee at specific kiosks or freight elevators. Ships & Interiors: Ships, along with their loadouts, decorations, and locker contents, can also be registered. They can then be reclaimed in the state they were previously registered at ASOP terminals for a price. Looting & “Bricked” Items: Once an item is looted, it remains usable until the original owner reclaims it or marks it as stolen. At that point, a Dead Man Switch is activated, meaning it will cease to function after a period of time. While a looted and/or stolen “bricked” item is no longer usable, you can still sell the item for credits. Pledge items are auto-registered and will never lose their registration status. They can always be claimed back, even if they were not manually registered. With T1, you will no longer respawn with your preserved gear already equipped. You will need to visit a location, such as your freight elevator, to reclaim your registered items. We are developing a quality-of-life feature to allow you to re-equip your previous full loadout with one “auto equip” button at this location. Additionally, with the implementation of T1, our current plan is to remove the ability to "backspace" out of dangerous scenarios as a way to retain gear. T2: Restoring "Bricked" Items & Crafting Integration T2 will introduce a way to restore previously "bricked" items for a price. Important Notes: Looting & “Bricked” Items: Once an item is looted, you will have the option to sell it, dismantle it for crafting materials, or restore it (with the potential cost of crafting materials and credits) to make it your own. This system creates a viable path for piracy, allowing you to claim another player’s belongings if you take the necessary steps to legitimize ownership. If an item had a cosmetic applied, restoring it will remove the cosmetic in the process. The introduction of Item Recovery is a significant step toward making gear persistence more meaningful while maintaining the risk-reward balance of looting. T0 in Alpha 4.1 is just the beginning, and as we further integrate into the broader crafting and insurance systems, we’ll be actively refining and updating with the help of your feedback throughout the PTU process and beyond. We'll see you in the 'verse!"
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"How will you take part in the pivotal moments shaping the 'verse’s future? Tune in for a first look at the next chapter of Pyro’s ongoing conflict, coming in Alpha 4.0.2."
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Welcome Good to have you See: https://www.sanctuaryofwanderhome.com/forums/index.php?/events/
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"How will the new content-driven initiative enable you to participate in the evolving storytelling of the 'verse? Join us for this year's first episode of Inside Star Citizen as we chart the course for the narrative journey of Fight for Pyro and beyond."
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"Fortune favors the bold, and in this new short-form series, learn about MISC's first salvage vehicle from the folks who made it ahead of its release in the upcoming Alpha 4.0.1."
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As we continue to push the boundaries of combat, and commerce in the Star Citizen universe, it’s crucial to ensure our hardware is up to the challenge. With Star Citizen 1.0 and the highly anticipated release of Squadron 42 in 2026, our gaming systems must be prepared to handle the evolving demands of the game’s technology. Why an Upgrade is Essential (Technical Breakdown) Star Citizen is not just another game; it’s a highly complex simulation that leverages advanced technologies such as: High Fidelity Asset Streaming: The game relies heavily on a continuous asset streaming model, meaning objects, environments, and NPCs are loaded dynamically. This puts significant pressure on memory bandwidth, storage speed, and CPU processing power. Technical Requirement: High-speed NVMe SSDs and fast RAM are critical to reduce asset loading lag and improve in-game responsiveness. 32 GB of Ram is LEAST AMOUNT OF RAM you should have in your system! Sure you can get away with 16GB of RAM if your system is only running Star Citizen but I have moments where Star Citizen will literally use 20+ GB of ram on my system (which has 192GB of RAM). Server Meshing & Object Container Streaming (OCS): As the game expands with more planets, NPCs, and dynamic player interactions, the efficiency of real-time data processing becomes vital. Technical Requirement: A high-performance CPU with large L3 cache (e.g., AMD Ryzen 7800X3D) helps maintain consistent frame rates during high-traffic gameplay. DirectX 12 and Vulkan Transition: Star Citizen is expected to fully leverage modern rendering APIs, allowing for better multi-threading and GPU utilization. However, this also means older hardware may struggle with optimization and performance. Technical Requirement: A modern GPU like the RTX 4080 Super and the upcoming RTX 5090 (which will MSRP's for 2/3 the cost of the systems this post will suggest/cover) ensures compatibility with future graphics engine updates and real-time ray tracing features. Multiplayer PvP Performance: PvP engagements require fast frame rendering and minimal input delay. Higher frame rates offer significant advantages in combat situations, improving tracking, aiming, and reaction times. Technical Requirement: A combination of high refresh rate monitors (144Hz+), powerful GPUs, and fast processors will ensure a competitive edge. Recommended PC Builds for Competitive Performance To stay ahead of the curve, I recommend the following builds, which balance performance and cost-effectiveness within a $3,000 budget: 1. High-Performance Build (~$2,800 - $3,000 USD): Ideal for players who want max settings and future-proofing. CPU: AMD Ryzen 7 7800X3D (Best for gaming, thanks to its large L3 cache) GPU: NVIDIA RTX 4080 Super 16GB (Excellent for 1440p/4K gameplay) RAM: 32GB DDR5-6000 (Essential for seamless gameplay and multitasking) Storage: 2TB NVMe PCIe 4.0 SSD (Crucial for asset streaming and loading speeds) Motherboard: ASUS Prime X870-P WiFi (Reliable and future-proof) PSU: 850W Gold Certified (To handle power spikes from GPU/CPU) Cooling: Corsair H150i Elite LCD (Maintains optimal thermal efficiency) Case: Lian Li O11 Dynamic (Great airflow and space for upgrades) [Purchase Links:] Thermaltake LCGS Reactor i80S Gaming Desktop CyberPowerPC Gamer Supreme Thermaltake Vista i480S B-Spec 2. Budget-Friendly Build (~$1,800 - $2,000 USD): For those looking to upgrade while keeping costs reasonable. CPU: Intel Core i7-13700KF (Solid gaming performance at a lower price point) GPU: NVIDIA RTX 4070 Ti Super (Great performance at 1440p) RAM: 32GB DDR5-5600 Storage: 1TB NVMe SSD + 2TB HDD (Balance between speed and storage) Motherboard: MSI B760 Tomahawk WiFi PSU: 750W Gold Certified Cooling: Noctua NH-D15 (Air cooling solution) Case: NZXT H7 Flow (Good airflow with minimalist design) [Purchase Links:] CyberPowerPC Gamer Supreme Liquid Cool Skytech Blaze 3.0 Gaming PC Where to Buy & Customization Options For those who prefer to build their own PCs or tweak the pre-built options, here are some reputable sites to purchase components and systems: Amazon: Wide selection and frequent deals on gaming PCs and components. www.amazon.com Newegg: A great choice for DIY builders, offering bundle deals and rebates. www.newegg.com Micro Center: If you prefer an in-person experience, Micro Center offers excellent in-store deals and knowledgeable staff. www.microcenter.com Build Your Own: Websites like PCPartPicker allow you to mix and match components to ensure compatibility and budget management Upgrading your system now will ensure that you're ready for Star Citizen 1.0 and Squadron 42 without struggling with performance issues that may arise from outdated hardware. As the game evolves with improved graphics, larger servers, and more intricate gameplay mechanics, having a high-performing PC will not only enhance your experience but also give you the edge in combat, exploration, and fleet operations.
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That's a huge deal! I upvoted! Good talking to you about the book too. Its a very niche and different read. I've read 100's and 100's of books and yours was very unique. 👍
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