Upcoming Events! Community Event Calendar

Relay Replay: 11-15th June Written Monday 18th of June 2018 at 10:50am by Shiver_Bathory

Erris and Shiver summarise the highlights in the week of Star Citizen development

Calling All Devs

  • Escape pods when ejected will find a safe distance from the explosion but the current plans for them means they will not be effectively a ‘mini-ship’ that the player can use. Item System 2.0 is helping with the development of escape pods. The engine can recognise the player in an escape pod or seat in the escape pod, but they are working on the implementation of detaching the player from the object and having all the systems involved work together

  • The Reliant and variants will have some tweaks and polishing work done to improve cargo capacity and weapons capability to be on par with equivalent ships if and where appropriate, but a full rework is unlikely at the current moment in time. The ability for the player to manually switch between vertical and horizontal flight modes will be implemented at some point in the future when ships can trigger different state modes independently of triggering other state modes, this technology will then be used across a vast array of ships and items in the game.  

  • Due to the way a few certain ships are setup it is currently impossible for a player to physically carry cargo on to them even if there is enough space in the ship for whatever the player may be carrying. The team will fix these issues in the future. For instance with the Aurora the team will remove the need to use an animation on the stairs to enter the ship. The player will then be able to store their cargo where it may fit. 300i will take a few cues from the 100 series and have a folding down entryway into the ship as opposed to the long ladder it currently utilises. As is always the case these are just the current ideas to solve these issues and may change in the future as new tech or solutions come online. Other ships affected will also be given appropriate solutions

  • Weather will not be active in the first iteration of its release in 3.3, it will be coming out with its associated biomes. Their goal with weather will be to make it something more procedural this will help easing transitions between states and look visually more pleasing to the player, as well as for the player to be able to see what the weather is like while in orbit.

  • Current thoughts are to not allow the player to instantly teleport across the ‘verse in order to play with friends i.e. Agent Smithing. The player will be able to login and find the location of a friend in the ‘verse and go to them but it will not be an instant fast-travel like system. -Note Disco Lando clarified on RtV that there is no instant teleport for your character however CIG still want to pursue allowing a player to take control of an NPC on another person’s ship but it would remain an NPC and none of the benefits that your player character may have would not transfer over. Although it is worth mentioning that this is all subject to change as and when technology comes online.

AtV

  • Three characters have progressed in their concepts and animations

  • RSI flight suit colors are being chosen to fit lore

  • Further testing on scanning and radar related to mining and its representation as well as how minable assets spawn continues

  • The Audio Team continues to fine tune both the mining laser and tractor beam cues and effects

  • Kiosk UI and branding are close to completion

  • Quantum linking is progressing

  • A new mission type that requires you to ‘blow stuff up’ is progressing using the first prop from the new ship pipeline

  • A progressive color pallet along with materials and lighting have been tweaked for the Aegis Hammerhead

  • The Anvil Hurricane as well as Consolidated Outland's Mustang is now in Final Art Phase

  • General thruster animation and behavior are getting some attention

  • The Environment Art Team have improved the tundra biome as well as botanical shading and lighting not to mention Loreville on Hurston

Weapons Part 2.

  • Kastak, the pirate's choice, has lot of exposed mechanisms as a design style

  • Being made by a few guys in the basement, it doubles as a great war club

  • Like ship repeaters, the Scalpel features two very large barrels

  • Being the second sniper rifle in game so far, the Scalpel is different by being ballistic based rather than energy based as well as an ‘archaic’ design style

  • The Scalpel can fire each barrel independently or in burst mode increasing its stopping power as well as its ammo burn with an offset cycle and recoil

  • The Scalpel's design also includes a recoil dampener comprised of two pistons and a side-latched ‘doorway’ for reloading with a magazine that pops out at a 45 degree angle

  • This reload design made it a challenge to prevent clipping and to keep the shooter box clear during its animations

  • Though it had to be scaled down from the original size lots of care was taken to have just the right look and feel so as the Scalpel makes no apology for anything

  • The animated recoil and kickback with the topside hydraulic system gives it just the right weight and effect by using a base stock animation that is then augmented by procedure

  • Disadvantages of the Scalpel include being a bit less reliable with a heavier recoil, longer round cycle times, and a high ammo burn rate in double-shot mode

  • Possibly the choice of griefers

  • Associated Science and Development’s DR Model XJ distortion repeaters (S1-3) will be available in 3.2

  • Associated Science and Development is a new high-tech manufacturer with a very clean and minimalistic style

  • Fits in the standard upgrade path: upgrade barrel, cooling, firing mechanism and power pack

Drake Vulture

  • The Drake Vulture is a single person ship

  • Inspired by the Dragonfly it shares the ‘two arms’ design but these arms are for salvaging

  • It has a little bit of cargo space to store processed salvage or cargo

  • To salvage weapons and ordinance the player will have to EVA to the wreck

  • The scraper beam strips off the hull surface and salvage charges break apart the hull

  • The second processing stage produces cubes of processed salvage

  • Designed for maximum visibility so only two struts

  • Extensive set of animations: front jaw door, grinders, two distinct modes (flattened and salvage modes), and boot sequence (moving chair and unfolding panels)

  • You climb onto the arm to access the cabin (also accessible through the cargo bay)

Vulture Non Warbond - £134.40, €152.88, $168

Vulture Warbond - £115.20, €131.04, $144.00

Carrion Pack Non Warbond - £528, €600.60, $660

Carrion Pack Warbond -  £475.20, €540.54, $594

Carrion pack includes: Drake Vulture, Caterpillar, Dragonfly Black and Cutlass Black

Please note prices may vary slightly in your area due to taxes.


Shiver_Bathory

Director of EU Operations

The consummate English gentleman, Shiver Bathory can be found posting news to The Relay, when not making puns that is.When not typing furiously at his keyboard he enjoys hanging in chat with The Relay community and every once in awhile can be found playing some game or another. Every Wednesday on The Base he hosts Dead Air - An alternative and extreme metal music show