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Boss

Banned
Oct 25, 2017
951
Man, I feel like I'm having worse performance now than I did in 3.0. Anyway, I still can't play for very long without the game crashing back to the menu screen. I haven't been able to finish one mission no matter how many times I retry due to random crashes. I consistently get a crash when I try to complete any mission that takes me to Daymar once I get on the planet.

Is there a faster way to get to the surface one I quantum jump to a moon/planet? I will quantum jump to Daymar, but then it takes like 20 minutes to actually fly to the surface. I guess that's realistic, but it's kind of boring. Also, is there a way to easily tell if the marker for your mission is on the opposite side of the planet or not?
Yeah, for some reason they have been plagued with crashes for 3.1, I think it has something to do with the persistence they're trying to add in, basically letting you log off anywhere and the game remembering where you were, the loadout of the ship, any items you had on the ship. Something they've done has resulted in really terrible instability.

As for getting down to the planets, are you going into afterburner mode? Fly in a straight line and hold shift, your speeds should go up much higher than the typical max speed. Once your speeds stop climbing you can let go of shift, but flying in any direction other than straight will take you out of afterburner mode and you'll have to do it over. It shouldn't take more than 5 minutes to get down to a planet.

Edit: Like Raticus said, look for OM points around the planet and jump to them. These are short jumps, you won't have to use the mobiglass to find them or target them. As for if you can tell if the thing is on the other side of the planet, use the OM points and see which OM point brings you closet to the location and it most likely won't be on the other side of the planet.
 
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Raticus79

Raticus79

Community Resettler
Member
Oct 25, 2017
1,043
There are also those orbital waypoints that you can use to jump around the planet quickly (O1, O2, etc) in those situations where your waypoint is on the other side of the planet.
 

Boss

Banned
Oct 25, 2017
951
I've given it a try, and as someone who was doubtful of their claims, I have to say I am very impressed. The level of interaction is great, and although obviously still in an early state, you can see the foundations of a solid system being laid here.

As a side note, does the game usually stutter like crazy? I am having quite a few hard stutters, making playing the game a little difficult.
A lot of people think it's a game that's missing the forest for the trees, adding silly features that nobody cares about or aren't important, when really everything they've been doing for the past few years now is systemic. Anything added to the game these days usually is tied to some system that powers other things in the game. Some people might think it's silly that you can use a lot of the buttons in the cockpit, or that you can sit on the toilet in the ship, but that comes from the interaction system and item systems that will let you manage your heat, shields, power in the future, it's what will make game mechanics have a lot more interactivity and depth, since all these different entities can have all these different levels of interaction and elements attached to them. Of course that doesn't mean that their priorities are perfect, there's a lot of things that I think should be in the game now that they've been neglecting, but they've been getting better with adding the things we need for the game to be a game.
 

NuMiQ

Member
Oct 25, 2017
599
The Netherlands
Also, is there a way to easily tell if the marker for your mission is on the opposite side of the planet or not?

Best way to tell is from the distance marker it seems. On average I try to keep a flight down to the surface around 200km's by pressing the B key just before I enter QT to an orbital marker. That cuts off the full jump and can save a few 100km's of travel.
200 is still a bit of a slog, but manageable.
 

SlothmanAllen

Banned
Oct 28, 2017
1,834
Performance in the multiplayer modes struggles in general (although it's improved compared to pre-3.0). Try a solo session in Arena Commander -> Vanduul Swarm for a better frame rate, which makes the combat a lot better. The Broken Moon map has some nice scenery too.

Thanks for the tip. I've only been trying the persistence mode.

Last few patches have been worse than the ones before. They are mainly monitoring servers and clients to see what improvements they can make but the game can get very unstable in recent weeks. It used to be a bit better a couple of weeks before that, although some performance degradations can occur. They are making improvements on client (like seperating what stuff needs to get loaded at the same time), but only schedulded the major stuff for release this fall. They are aware of many of the issues however and work hard to eliminate them, but introducing new stuff at a steady state has them sometimes scratching their heads for what new things did go wrong this time.

Thanks for the history and insight.

A lot of people think it's a game that's missing the forest for the trees, adding silly features that nobody cares about or aren't important, when really everything they've been doing for the past few years now is systemic. Anything added to the game these days usually is tied to some system that powers other things in the game. Some people might think it's silly that you can use a lot of the buttons in the cockpit, or that you can sit on the toilet in the ship, but that comes from the interaction system and item systems that will let you manage your heat, shields, power in the future, it's what will make game mechanics have a lot more interactivity and depth, since all these different entities can have all these different levels of interaction and elements attached to them. Of course that doesn't mean that their priorities are perfect, there's a lot of things that I think should be in the game now that they've been neglecting, but they've been getting better with adding the things we need for the game to be a game.

Yeah, when you are an outsider like I was it makes it hard to appreciate the level of interactivity and the implications the fine grain detail has for the game.

After playing the game, I'm finding myself comparing Star Citizen to an immersive sim like Deus Ex. Not so much the sequels, but the original in how deliberate everything feels.

Touching on the cockpits, the level of interaction reminds me of something like DCS. These really are fully functional multi-function devices like you see latest fourth generation fighter jets. Quite impressive!
 

tuxfool

Member
Oct 25, 2017
5,858
Touching on the cockpits, the level of interaction reminds me of something like DCS. These really are fully functional multi-function devices like you see latest fourth generation fighter jets. Quite impressive!
That was the goal. Have the cockpits be much more than a UI. It's very much DCS-lite, to give the sense of physicality but without the overwhelming complexity of a pure flight simulator.
 

Skyfireblaze

Member
Oct 25, 2017
11,257
So as with the other Free Flight events I jumped in and more than ever before I want to buy it but the performance seems worse than before and I'm crashing every ~20 minutes in persistent mode. 20fps also feels very rough to play as it makes me feel very disoriented :/ I do love the polish the game went through since I last tried it.
 

Zalusithix

Member
Oct 25, 2017
461
At around 6 PM eastern I'm planning on setting aside about 6 hours for anybody taking part in the free fly event to tour some of the larger ships in private free flight Arena Commander matches (Reclaimer, Starfarer, Constellation, etc). While it's possible to see / board any ship in the persistent universe with enough luck or other friendly players willing to spawn them for you, the PU is comparatively unstable and poor in performance. It's a decent preview of where CIG intends to go with the game, but not exactly the best way to see the ships that you'd be spending much of your time in. Free flight mode in AC bypasses the PU's performance issues while still giving basic ship functionality to play with (no quantum drive, missions, or planetary stuff). Also no insurance cost / wait time to respawn the ship if destroyed. Anybody interested just drop me a PM and we can set up a time and exchange SC handles to allow for the AC invite.
 

Boss

Banned
Oct 25, 2017
951
Since these are probably going to be coming online in the next few patches, I've decided to write something up that summarizes what we know about a few mechanics coming soon to Star Citizen.

Before we begin; Star Citizen is not a RPG, you don't have skill-points or classes, you can be a miner one day and scientist the next. "There is no artificial concept of a character having to select a specific profession or character progression based upon gradually incrementing numeric attributes. The only thing that dictates your success or failure at a given endeavor are the actual capabilities of you and your companions and the equipment you bring to bear." This also won't have typical MMO mechanics; "There are no aspects [..] that allow a player to simply press a button and wait without concern for a result, or that require players to perform an action repeatedly without some element of thought and/or dexterity coming into play."

We'll start with what we know about the gameplay and mechanics behind Mining so far.

As a miner, you have two options, freelance or work on a contract. As a freelancer, you'll be able to mine whatever ores you'd like and unload them at whatever port that accepts them. While this has the most potential, it leaves you at risk to the ireggularites of the trading market. Working under a contract, you have less risk, but the fixed price means you'll be working on a discount. Failing to meet the requirements of a contract will result in your reputation being harmed.

There will be well known sites that hold abundant common ores. The most valuable ores will be those that are hard to find, meaning that to find the most profit, you'll either have to look for them yourself or pay for information that was picked up by explorers or information brokers. It's important to act on this information quickly, if a valuable new field is made known to the public, prices of these valuable ores will crash following a large increase in volume.

The most valuable ore will reside in dense fields, meaning the most experienced pilots who can navigate through these fields without damaging their ship will be required. Many asteroids are filled with dangerous materials that, under the right conditions, can blow the asteroid to pieces, increasing the value of a good pilot that can quickly navigate a ship to a safe distance.

Finding out the contents of a specific rock (the ores/minerals/contents inside them) are done by the scanning operator. Telemetry data is sent back to the ship and informs them of the precise material composition. The scan operator must scan for suitable insertion posts for remote material anaylsis packages to inject into. The confidence of the scan operator plays a significant role.

Mining is done from a beam, the beam injects energy into the deposit and agitates particles inside to extract only the materials that you deem worthy of collecting.

The more energy you put into the deposit, the more of a risk that it blows up, or cause a chain reaction where it can damage your ship. If you do not put enough energy, you cannot collect anything from it, or only non-valuable minerals. It's important to have a skilled beam operator to keep your beam's energy output optimal to increase efficiency, without risking damaging the ship. Based on the elements inside the rock, you may have to keep adjusting your energy output. Every minable material has its own unique set of parameters dictating how much energy a given quantity can absorb, how quickly it can dissipate energy, how easily it can transfer excess energy to surrounding materials, its probability of fragmentation as energy levels reach critical levels, and numerous other things.

The mining beam is equipped with a high-energy scanning probe called the Analytical Materials Processor that provides constant feedback as to what type of materials lie beneath the surface – within range of the probe – in the specified direction. Each material identified is presented on a horizontal bar graph replete with information regarding the depth at which it can be found and the approximate quantity.

The cargo operator utilizes a console on the bridge of the ship that allows them to monitor a camera mounted within the forward-facing input port. The input port contains a powerful crusher that quickly reduces any incoming asteroid fragments to rubble and stores them in attached cargo modules for transport or, on ships with an integrated refinery, subsequent processing into their purified elemental forms. With an integrated Fragment Scanner – providing immediate feedback in regard to the fragment's precise composition. The operator is able to get a sense as to the value of the fragment, and whether it is worth attempting to guide it into the input port, or whether it contains so little of value that it's best avoided so as to preserve precious cargo space or time-consuming refining effort.

The position of refinery operator only exists on mining ships that contain an integrated refinery. Refineries allow raw ore to be gradually converted into their purified component forms, with the undesirable elements being ejected back out into space in the form of dust. Purified materials consume a small fraction of the storage space of their unrefined counterparts, which is of particular concern when dealing with low quality asteroid fields that possess valuable elements only in a highly diffused form, or when attempting to minimize the number of return trips back to a trading or storage facility. The refinery operator controls the routing of ore to a variety of specialized processing units, each of which has a different role to play in the separation of one material from another. Operator errors in the refinement process can cause sensitive equipment to fail, stalling the conversion process and costing valuable time until the affected item is replaced, typically with a surplus part stored in the ship's inventory.

Any job can be done by a NPC or player.

It's important to note that this information is gathered from different sources, I probably missed some stuff, both new and old, but nothing has been contradicted as of yet. It's also important to add that we are getting Mining on Planetary Bodies only, no space, in 3.2 which releases at the end of June.

UI_mining.gif


AnalyticalMaterialsProc.jpg


MISC-Mining-Vehicle-PIECE-2-V19.jpg
 

Boss

Banned
Oct 25, 2017
951
That's some nice stuff KKRT

Was excited to see 3.5 pop up on the schedule, an early version of it but hopefully they keep up adding new milestones once others are completed.
 

KKRT

Member
Oct 27, 2017
1,544
Some more from today:

https://giant.gfycat.com/DelectableBetterIceblueredtopzebra.webm
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Was excited to see 3.5 pop up on the schedule, an early version of it but hopefully they keep up adding new milestones once others are completed.
Thats actually awesome that they are doing planning ahead, that means that they nailed process and we wont be waiting anymore almost full month for proper task scheduling due to their planning meetings for a full year.
Of course a quite a few of things on those schedules will move, switch or change through the year, but thats normal, its great that most of stuff is planned and probably at least reasonably estimated.
 

khamakazee

Banned
Oct 27, 2017
3,937
Some more from today:

https://giant.gfycat.com/DelectableBetterIceblueredtopzebra.webm
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Thats actually awesome that they are doing planning ahead, that means that they nailed process and we wont be waiting anymore almost full month for proper task scheduling due to their planning meetings for a full year.
Of course a quite a few of things on those schedules will move, switch or change through the year, but thats normal, its great that most of stuff is planned and probably at least reasonably estimated.

This actually looks awesome. Love the animations and just the sheer size of it. I take it this game will continue to be in development and added onto for years?
 

Boss

Banned
Oct 25, 2017
951
Levski is an important person to the history of a certain country, i wonder what the idea was behind naming the asteroid.

"Levski is a so called free-town located in the former QV Planet Services mining facility on Delamar in the Nyx System. It is occupied by political radicals with anti-UEE affiliations.

In 2655, a small group of activists sought to escape the totalitarianism of the Messers and found refuge in Delamar's vacated mining facility. The remote location seemed an ideal stronghold in which to start again. They named the facility Levski in honor of an ancient Earth revolutionary who shared their dream of an egalitarian society.

As word of this 'free town' spread, many anti-Messer activists, intellectuals and pacifists found their way to Levski. They aspired to create an idyllic, leaderless society built around mutual responsibility. Unfortunately, the newly dubbed People's Alliance engaged in an endless debate over how to achieve their goals."

https://starcitizen.tools/Levski
 

Boss

Banned
Oct 25, 2017
951
Development has been branched into 3.2, so PTU/EVOCATI soon!

Can't wait for mining and the strutless (I won zalu) 600i

Here's a clip from the latest ATV showing some work they're doing on visuals for outer space:

 

Aztechnology

Community Resettler
Avenger
Oct 25, 2017
14,147
I won't lie, I jumped on to try the current PTU. Loaded in three separate times in a room on a station with other people and either got stuck from people blocking the doorway. Or simply glitched into geometry. I finally managed to get out, only to realize I had completely forgotten all controls. Barely managed to take my ship off, landing gear wouldn't turn off. So I just logged off lol. I think I'll continue to avoid the PTU for now.

Btw I'm not saying this to confirm people's biases. I've played the PTU many times previous without these issues. Just a little disappointed that it hasn't really seen much improvement. Mainly in terms of server load/performance. Do we have any idea when they're predicting even reasonable framerate in the PTU. Part of the reason it feels so glitchy is due to having a rougher time controlling due to low FPS I'd imagine.
 

Boss

Banned
Oct 25, 2017
951
I won't lie, I jumped on to try the current PTU. Loaded in three separate times in a room on a station with other people and either got stuck from people blocking the doorway. Or simply glitched into geometry. I finally managed to get out, only to realize I had completely forgotten all controls. Barely managed to take my ship off, landing gear wouldn't turn off. So I just logged off lol. I think I'll continue to avoid the PTU for now.

Btw I'm not saying this to confirm people's biases. I've played the PTU many times previous without these issues. Just a little disappointed that it hasn't really seen much improvement. Mainly in terms of server load/performance. Do we have any idea when they're predicting even reasonable framerate in the PTU. Part of the reason it feels so glitchy is due to having a rougher time controlling due to low FPS I'd imagine.

The game can be really hit and miss in terms of your experience. If you're getting a shitty server, it's best just to leave and reconnect. It's not worth trying to deal with any of the issues that come with a bad server. I recommend joining AUS servers because there's less people on them.

The people getting spawned in the same room is known and should be fixed for 3.2. It's N to raise and lower landing gear, haven't had a bug with them.

In terms of framerate, it's better than 3.0 although marginally, 3.2 should also be better to a degree, but major improvements should come with 3.3 in September with Object Container Streamer, ASync Spawning and Bind Culling, all which are on schedule.

The poor FPS is a huge factor in terms of the game feeling glitchy. During 3.0, running the "offline" glitch gave me so much hope for the future. It felt like a totally different game running at 60 fps with smooth animations and tight controls.

During 3.1 I've had pretty stable 15-25 FPS sessions (garbage but better than 3.0), with good times in terms of stability. I had a decent time today, flew to Daymar, found some random guy with a dragonfly and he drove me around before I completed a quick cargo run.

screenshot0119mzu21.jpg


screenshot01281rumd.jpg


screenshot0130kqu9b.jpg
 

Aztechnology

Community Resettler
Avenger
Oct 25, 2017
14,147
The game can be really hit and miss in terms of your experience. If you're getting a shitty server, it's best just to leave and reconnect. It's not worth trying to deal with any of the issues that come with a bad server. I recommend joining AUS servers because there's less people on them.

The people getting spawned in the same room is known and should be fixed for 3.2. It's N to raise and lower landing gear.

In terms of framerate, it's better than 3.0 although marginally, 3.2 should also be better to a degree, but major improvements should come with 3.3 in September with Object Container Streamer, ASync Spawning and Bind Culling, all which are on schedule.

The poor FPS is a huge factor in terms of the game feeling glitchy. During 3.0, running the "offline" glitch gave me so much hope for the future. It felt like a totally different game running at 60 fps with smooth animations and tight controls.

During 3.1 I've had pretty stable 15-25 FPS sessions (garbage but better than 3.0), with good times in terms of stability. I had a decent time today, flew to Daymar, found some random guy with a dragonfly and he drove me around before I completed a quick cargo run.

screenshot0119mzu21.jpg


screenshot01281rumd.jpg


screenshot0130kqu9b.jpg
No I mean I looked at the keyboard control chart. It just wasn't working lol. I couldn't move into standard speed movement because my LG wouldn't go up. And I couldn't jump. I really am just not sure I care to play around, at least solo. Too much until the performance improves. I would probably get on for a Meetup or something. But that's about it right now.
 

Boss

Banned
Oct 25, 2017
951
No I mean I looked at the keyboard control chart. It just wasn't working lol. I couldn't move into standard speed movement because my LG wouldn't go up. And I couldn't jump.

Yeah, 100% a bad server then, since LG shouldn't matter when you're trying to jump, it raises automatically.

I really am just not sure I care to play around, at least solo. Too much until the performance improves. I would probably get on for a Meetup or something. But that's about it right now.

Don't think anyone would blame you. Performance issues just make the game too much of a headache and while I've gotten reasonably lucky during my play sessions and have had fun, I know how frustrating it can be. You're in our discord right? We usually talk about meetups in there, with 3.2 around the corner we'll probably all be hopping on to check it out.
 

Aztechnology

Community Resettler
Avenger
Oct 25, 2017
14,147
Yeah, 100% a bad server then, since LG shouldn't matter when you're trying to jump, it raises automatically.



Don't think anyone would blame you. Performance issues just make the game too much of a headache and while I've gotten reasonably lucky during my play sessions and have had fun, I know how frustrating it can be. You're in our discord right? We usually talk about meetups in there, with 3.2 around the corner we'll probably all be hopping on to check it out.
Yea, I am. Just haven't been around in a while. Busy busy, I'll check in shortly.
 

Boss

Banned
Oct 25, 2017
951
screenshot0137izuut.jpg


Surface of Daymar from space


Edit: each of those "scratches" are large enough to fly your space ship through.
 
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Boss

Banned
Oct 25, 2017
951
Been messing with the built in camera tools, not nearly as good as Captain Raoul! The built in screenshot tool also compresses into jpeg, not good!

123kkplh.jpg


screenshot015176onu.jpg


screenshot0155bmo9q.jpg
 
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Boss

Banned
Oct 25, 2017
951
Very good Boss! I love those prospector at night shots.
Thanks! I always love when you cross from the day side of the planet into the night side and you catch the sunset.

With 3.2 it'll be a much more popular ship I imagine (prospector), so I've been getting used to it. Mining here we come!
 

Geist

Prophet of Truth
Avenger
Oct 25, 2017
4,580
Leakers already putting in some work:

https://old.reddit.com/r/Starcitizen_Leaks/comments/8pe65t/star_citizen_leaks_mining_gameplay/
Prospecting for Deposits: To scan for deposits, use the "ping" mechanic. Enter the ship's scanning mode (TAB) then hold and release RMB to scan. Any minable deposits will appear highlighted with a UI targeting bracket around them. Note: A ping will also temporarily increase passive radar detection range.

Scanning Deposits: Enter mining mode (RCTRL + TAB) and aim the mining reticle at the rock you wish to scan/mine. Your ship will automatically begin the scanning process and revea/ the contents of the rock.

Fracturing: Use LMB to activate the ship's mining laser. Keep the 'Rock Energy Level" inside the optimal window (green) by adjusting the 'Laser Throttle" using the mouse wheel. Once the 'Rock Energy Level" is inside the optimal window the 'Fracturing Sensor" bar will begin to increase and once at 100% the rock will break apart into smaller chunks. Chunks that can be further shattered/mined will highlight orange when targeted whereas chunks that are now extractable will highlight purple.

When the "Rock Energy Leve/" bar exceeds the optimal window and goes into the red, the "Overcharge Sensor" bar will begin to increase. If the "Overcharge Sensor" bar goes to 100%, the rock will explode violently damaging the player's ship and destroying all extractable material.

Extracting Ore: To extract ore from the purple highlighted bits of rock, switch from 'Fracture Mode" to 'Extraction Mode" using RMB, then using LMB to activate the extraction tractor beam. The "Cargo Capacity" bar will begin to increase as the ore is extracted to the ship's cargo.

Selling Ore: Ore can be sold at GrimHex, Levski, and Port Olisar at specific kiosks located near the Admire Clerk desks. Interact with these kiosks (F), select the Prospector from the top left ship drop down menu then select "Sell to Refinery"
 
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