1
 
 

There are a number of features that PieFed has which I would love to implement into this community. I've been hoping that Lemmy would start to support some of these features, but a lot of these don't seem to be a priority.

I'm looking at PieFed.zip since they try to avoid blocking other instances and seem to be the least controversial option.

We can either:

  • Not migrate.
  • Slowly migrate: just start posting in the new community.
  • Completely migrate: transfer current posts/comments and close this community while redirecting users to the new community.

Pros:

  • Custom CSS (we could implement something similar to the old reddit feel with a custom background and custom upvote/downvote icons).
  • Wiki pages
  • Posts can be set for auto tagging with #StarCitizen so that they have more visibility among Mastodon users (Lemmy users wouldn't see the hashtag but it should still be applied for them).
  • Post flair for filters by content types. This also allows for Question/Solved/Answered type of posts.
  • Support for multi image posts (Voyager users will be able to see them, but vanillaLemmy users will only see the first image).
  • Spoiler tags for images
  • Native support for polls
  • Ability to block downvotes from users that aren't community members.
  • Additional moderation tools, bot detection, LLM detection, etc.

Cons:

  • We've already got a decent group on Lemmy.World, switching instances will drop those numbers.
  • Why change what's already working?
  • Some of these features won't be visible for Lemmy users (polls, custom CSS, Flairs).

Let me know what you think. This isn't a decision that needs to be made urgently.

Edit: Correction for Voyager users, only Voyager PieFed users can see all images in a gallery post.

2
IAE 2956 - Save the Date (robertsspaceindustries.com)
3
 
 

A 10min video showing off the lightning storms on Nyx, the guild halls, and one of the local quests/contracts.

4
 
 

Looks like we can finally get some pictures/videos out of the 5.0 update.

Screenshot of Wakapedia-CIG stating that wave 1 is not open.
5
 
 

Hopefully we get a Wave 1 release soon... But if it's having issues we might have to wait a little bit longer.

Screenshot of message of the day announcement:  
Message of the day
2 hours ago

☁️ (Thor's Day) A new 5.0 PTU update is now available for Evocati! (NDA) if build validates after a couple hours we may open to wave 1 VERSION 5.0-PTU.13119881
6
 
 

Sorry for the low quality night shot. It looked much better at sunset, but I didn't grab a screenshot at the time.

On the bright side, here's a wide screen shot of one of the towns on Nyx I.
The town was bustling with activity from players coming and going for their various guild hall contracts. A few players were driving around in ground vehicles. You can enter inside of just about every building. There's a freight elevator, but nowhere to spawn vehicles from what I could find.

widescreen shot of a small grassy town at night with a large mountain peak behind the town.
7
 
 

I love how they mix a few things from real life into these loading screens. Looks like this time around they're referencing the deadly pickles that would cause instant death for some players a few updates back.

8
 
 
  • Build: 13119881 - PTU Channel
  • Evocati only tech-preview under standard ETF NDA (If build validates after a couple hours we are intending to open up to Wave 1 testers)
  • Timeframe for test: Overnight until 2pm Central 20:00 UTC Friday

Welcome to the first 5.0 PTU! Across our recent Tech Previews we brought new location archetypes to Nyx I, introduced Intraplanetary Server Meshing, and added the Procedural Generation Tracker so that mineables, harvestables and fauna could run across the mesh. With this build we move into PTU proper. The focus this time is the planet itself: Nyx I has had a substantial environment pass covering biomes, flora placement, weather and lighting, alongside new guild halls with mission boards and another round of contract work.

Nyx I Environment Pass

The surface of Nyx I has had a broad polish pass this cycle, concentrating on how the biomes read at both close range and distance. Flora placement rules have been tightened so species no longer appear on ground types they have no business growing in, and the color work has been reconciled between near and far viewing distances so a forest looks the same whether you are standing in it or flying over it. We have also reworked how rock surfaces and medium terrain layers render, which should give geology considerably more depth than it had previously.

  • Forest density updated, with Heart of Woods now spawning in different locations
  • Gutierrezia and green Heart of Woods no longer spawn on beach soil, matching the other land plants
  • Mature Populus now receives random yaw and tilt instead of a fixed orientation
  • Summer foliage darkened, with far-distance color tuning to match close-up color
  • Lemna seasonal offset corrected so near and far colors agree
  • Snow biome accumulation now uses the same surface grouping as the other biomes
  • Clay and granite colors corrected, having previously been derived from the wrong color space
  • Rock shading classes now support parallax occlusion mapping, with height reworked to suit
  • Medium terrain layers now scaled for maximum precision against texture range
  • Bush shading class tweaks, and new shading classes for Nyx II
  • The environment team updated rock and environmental assets with explicit wheeled collision behavior setup per sub-asset following a drivability review
  • Several Nyx I rock variants now ignore wheeled vehicles entirely
  • Dalbergia physical collision restored after being lost in an earlier change
  • Potential Fix: Ground cover floating above the terrain, which now takes the lower of bedrock displacement and soil (STARC-221075)

Weather and Atmosphere

Atmospheric lighting has been reworked so that sky illumination responds to actual cloud cover rather than cloud type. Overcast skies now carry the light that genuinely scatters through a thick layer, which means brighter conditions beneath heavy cloud and a noticeably brighter night sky when it is overcast. Rain, lightning and the day-night temperature range now all follow real coverage too, and the snow effects have been retuned for the elevations Nyx I actually has.

  • Ground storm snow effects reworked, with the elevation ruleset changed so the main effects appear at the higher altitudes needed for Nyx I
  • Rain no longer accumulates below the snow line
  • Lightning strength calculation reworked, separating event location weighting from event strength
  • Lightning strikes are now more likely in lower density cloud clusters
  • Potential Fix: Lightning strikes culling too quickly on planets, with spawn shapes now sized to the targeting mode and strike frequency recalculated on each attempt
  • Planet audio queries now batch surface data lookups
  • Nyx I color grades and far-distance lookup tables updated

Guild Halls and Mission Boards

Guild halls have arrived on Nyx I, giving each guild a physical presence on the planet where contracts can be picked up from mission boards. Alongside these, the wider location kit has had an art and lighting pass, and loot distribution across settlements has been rebalanced following director feedback.

  • Guild hall walls, colors and room tinting reworked, with mesh pieces swapped to give logos breathing room and gloss reduced
  • Guild hall screen materials and cover window geometry added
  • Mission board and notice board backdrops added
  • Command and bridge buildings reworked, including floor heights, ceiling heights and visarea cleanup
  • New depot, campsite and bunker tiles, with loot added throughout
  • Loot quantity and quality increased in locked command building rooms
  • Sniper weapon racks and ammunition loot boxes added to watchtowers, with more ammunition caches across compound tiles
  • Logistics exterior cladding, wall kits and window frames refined
  • Watchtower and storage exterior fixes, plus a new vent prefab
  • Climbable ledges added across depot tiles, agriculture tiles and extractor sites
  • Placeholder ladders replaced with finished prefabs
  • Irrigator and extractor visual effects added
  • Lighting passes across habitation, storage, depot, agriculture, extraction, maintenance and watchtower tiles
  • Defensive turret health increased by 50% at sizes 1 through 3
  • Mining extractor kill volumes set up
  • Level 3 keycard NPCs removed from all combatant class pools except First Legion
  • Potential Fix: Shelf top item ports taking 1 SCU containers where they should take two-handed items
  • Potential Fix: Missing ceiling in an exterior alcove, inner railings around AA turrets, a replace-me decal, and a misaligned door interaction point

Contracts

Contract work continues across the guilds, with the Covalex sets coming online this cycle alongside campsite and missing person work. A number of generation and spawning problems that blocked contracts in the last preview have also been addressed.

  • Covalex contracts enabled, with a first pass on reward balance
  • Campsite contracts enabled, including the Hockrow missing person campsite
  • Eckhart Global contract fixes
  • Missing person mission hooks restored
  • Ship graveyard mission locations added around Nyx I
  • Contract titles and descriptions updated across the Nyx I set
  • Eliminate and Destroy contracts now share a resource slot with interior Eliminate Specifics
  • Espionage and diagnostics data disks are no longer stackable
  • Potential Fix: Red Wind lost shipment recovery contracts not appearing in game
  • Potential Fix: Eckhart Security target AI not spawning
  • Potential Fix: Missing person corpse not spawning
  • Potential Fix: Harvestable mission items being rejected by freight elevators
  • Potential Fix: Contracts requiring too many resource slots across multiple phases
  • Potential Fix: Eliminate All objectives at multi-location contracts
  • Potential Fix: Server rack entity tags for destroy server contracts
  • Potential Fix: “Opening” text wrapping incorrectly

Intraplanetary Server Meshing

Following the introduction of Intraplanetary Server Meshing and the Procedural Generation Tracker in the Tech Previews, this build focuses on the spatial systems underneath it. The entity tracking structures that decide what gets streamed, replicated and simulated have been substantially reworked for planetary scale, and the declaration ceiling for location entities has been raised to cope with the density of procedural surface content.

  • Spatial partitioning rework across entity streaming, the aggregate manager and network replication
  • Maximum location entity declarations raised to 256
  • Fleet service can now mark an unhealthy instance, and provisioned mesh instances can be queried directly
  • AI can once again use cover on planetary surfaces
  • Potential Fix: Party member connection notifications firing whenever a party member changed server authority after a crash recovery
  • Potential Fix: Navigation mesh generation between terrain patches
  • Potential Fix: External navigation link issues
  • Potential Fix: Dynamic objects failing to stream in their surroundings due to instance culling

Bug Fixes & Technical

Fixed 9 client crashes and 1 server crash

  • Potential Fix: Players losing collision with their own ship after leaving a seat, leaving ramps and elevators non-solid (STARC-201214)
  • Potential Fix: Items being lost after being carried (STARC-221212)
  • Potential Fix: Ground vehicles and powersuits not being recoverable through insurance claims
  • Potential Fix: Delivery item ports deleting mission items placed on the wrong port
  • Potential Fix: Only one PvP law enforcement contract being offered at a time
  • Potential Fix: Control terminals in Arena Commander Control not being interactable
  • Potential Fix: Female Levski guards displaying placeholder textures
  • Potential Fix: ASOP terminal sound effects
  • High Risk bounty contracts now award 4,000 reputation rather than 2,000 (STARC-
9
 
 

SC Alpha 5.0 will be available for Evocati soon. They've got a goal to get it out tonight, however, it's not uncommon that these Playtests get pushed back by a day or two. A full 24 hour Playtest should give the players time to really explore the newer features.

Screenshot of the message of the day post: Message of the day 5 hours ago  ☁️ (Thor's Day) We are currently intending on taking down the current 4.10.3 PTU build in a few hours at 2pm Central 20:00 UTC with the goal of starting up Evocati testing tonight in SC Alpha 5.0 with a 24 hour playtest ☁️ (Waka's Day) A new 4.10.3 PTU update is now available to all backers! VERSION 4.10.3-PTU.13107423
10
 
 

A 13min video with some excellent shots of Nyx I by JGun.

11
Roadmap Roundup - November 4, 2026 (robertsspaceindustries.com)
12
 
 

Image posted by Sandi on X and reposted by Alan Murray (Senior Graphics Programmer II at CIG) on bluesky. https://bsky.app/profile/alanmurta.bsky.social/post/3mydhexohgk2d

Camera shot from above looking down a at an event where 5 rows of computers have been set up, back to back. There's a large life size model spaceship in the background.
13
 
 

Just in time to dedicate his time for GTA6 streaming.

Guess the life on that side of game industry isn't for everybody.

14
 
 

cross-posted from @ToolsWiki@mastodon.social: https://mastodon.social/users/ToolsWiki/statuses/117541543561326872

Some of you #StarCitizen nerds contributing to the wiki are more nerdy than others...🤓

Tools.wiki - Some of you StarCitizen nerds contributing to the wiki are more nerdy than others...
15
 
 

Pulled from reddit last week and wanted to share. Seems like AI is helping the community bring out more tools that help us deal with the lack of info.

https://style-citizen.com/

And

https://loot-verse.com/

16
 
 

This will appear the next time that you attempt to launch the game.

At a glance it's mostly dealing with the changes to how purchased items can be gifted.
I ran a quick diff on the 2023 ToS and compared them with the ToS updated today. I highlighted all of the differences below:

Tap to expand differences


The warning about a buggy experience has been updated slightly:
Old:

Open Alpha isn’t for everyone. That’s why we have a 30-day test and refund policy (see below).

New:

Open Alpha isn’t for everyone. That’s why we offer the voluntary 30-day test and refund policy described in Section VI. Separate gifting and voluntary refund arrangements apply under Section VII.B. Your statutory rights are unaffected.


Old:

Virtual goods are game elements such as in-game currency (such as UEC), ships and vehicles, weapons, equipment, characters, can include attributes (such as “reputation” or “citizenship”), or entitlement items such as “ship insurance,” points, and credits (collectively, “Virtual Goods”). Virtual goods of a consumable, degradable, limited-use, or single-use nature (e.g. food, batteries, ammunition, wear and tear, etc.) are intended to disappear or be expended upon use. All Virtual Goods remain the property of RSI at all times and are subject to its reasonable rules and regulations as amended from time to time. You agree that regardless of the use of terms such as “buy”, ”sell”, “purchase”, “own”, you only acquire a limited license right (which is governed by the RSI Terms) to access and use Virtual Goods, and that Virtual Goods are not redeemable for any sum of money or monetary value from RSI at any time, (except as provided for in the RSI Terms). The foregoing applies also with respect to RSI’s permission to transfer such limited license in Virtual Goods to other users via “gifting.” In compliance with applicable FinCEN regulation, gifting is limited to a daily maximum of Virtual Goods up to a value of $1000 or less.

New:

[...] to other users via “gifting.” Gifting is subject to an aggregate daily limit of US$1,000, or the equivalent in another currency, and to the applicable gifting rules in Section VII.B.


Note, this is the Section VII B. that's referred to in the other changes.

Old:

B. Gifting
RSI permits certain Virtual Goods as specified in the RSI Terms to be transferred via gift to another RSI Account. The transfer is complete once the receiving RSI Account has accepted the gift. The gifting RSI Account is deemed not to have received anything in return for the gift. To prevent fraud and abuse, each eligible Virtual Good may be gifted only once. Newly created RSI Accounts are not permitted to gift away Virtual Goods for a period of thirty (30) calendar days. Pledge Items associated with over $1,000 USD are subject to financial regulations and may not be gifted. The gifting functionality is not provided to enable or facilitate third-party trades and you are not entitled to any refunds or support by RSI in the event of any transaction in violation of this policy.

The gifting of a Virtual Good is only valid if the Virtual Good has been validly acquired. If the validity in the gifted Virtual Good has fallen away (e.g. because the payment for such Virtual Good is recharged or refunded), the gifted Virtual Good will be removed from the receiving account. You should therefore not purchase or otherwise obtain any Virtual Goods on a secondary or “grey” market as frauds are frequent and RSI is not responsible for the effectiveness or integrity of such third-party transfers.

New:

For Pledge Items subject to the gifting rules introduced on the Gifting Change Date defined in Section VII.B, exchanging an item for Store Credits, upgrading it or reacquiring it through a buyback does not, by itself, make an otherwise ineligible item eligible for gifting. A Pledge Item received as a gift cannot be gifted again through any such process. These provisions do not alter the gifting rules applicable to Legacy Pledges.

B. Gifting
The following rules apply to Pledge Items originally acquired from RSI on or after 30 October 2026 (the “Gifting Change Date”). Pledge Items originally acquired before that date (“Legacy Pledges”) remain subject to the gifting rules applicable when they were acquired. These changes do not impose a new claim deadline on gifts initiated before the Gifting Change Date.

Certain eligible Pledge Items may be acquired as gifts for another person. You must have an RSI Account and select gifting at checkout, entering the intended recipient’s email address before completing the transaction. You are responsible for checking that address. RSI will send you a receipt and a single-use redemption code, and send the intended recipient a separate gift email displaying your RSI handle and any message you include. Completing the gift transaction does not add the Pledge Item to your RSI Account. You cannot subsequently designate a Pledge Item acquired for your own account as a gift.

Anyone holding the code may redeem it while signed into an eligible RSI Account with a confirmed email address. Redemption is not restricted to an account using the email address entered at checkout. Keep the code confidential and share it only with your intended recipient. In these rules, a gift is “claimed” when its code is successfully redeemed, and the “recipient” is the holder of the account that redeems it.

The code must be redeemed within thirty (30) calendar days after completion of the gift transaction. The claim deadline will be stated in the gift notification. Claiming the gift assigns the relevant entitlement and associated benefits to the recipient’s RSI Account; it does not change any applicable release date or delivery arrangements.

You may cancel an unclaimed gift using the cancellation option provided by RSI or by emailing support@cloudimperiumgames.com and identifying the gift. Under these voluntary cancellation arrangements, cancellation takes effect when RSI receives your cancellation request, provided the gift has not already been claimed, even if the request is processed later. If the gift remains unclaimed when the claim period expires, RSI will automatically cancel it and initiate a refund without requiring a request from you. A cancelled or expired gift can no longer be claimed.

RSI will refund the full amount paid for the cancelled or expired gift, including applicable taxes. The refund will be made to you using the original payment method, unless otherwise required by applicable law or expressly agreed with you, without undue delay and within any applicable statutory deadline. Cancelling one gift under these voluntary arrangements does not cancel other items in the same order or limit any statutory right to cancel the whole contract.

Once the recipient claims the gift, neither you nor the recipient is entitled to a refund under RSI’s voluntary change-of-mind refund policy. The Withdrawal Period in Section VI does not apply to gifts covered by these rules, and claiming a gift does not start a new Withdrawal Period. Subject to applicable statutory rights, the claimed Pledge Item cannot be gifted again or transferred to another RSI Account. Any exchange for Store Credits remains subject to Section VII.A; an exchange, upgrade or subsequent buyback does not restore eligibility to gift the item.

Gifting is not available for:

(a.) Pledge Items with a value exceeding US$1,000, or the equivalent in another currency;

(b.) Pledge Items paid for wholly or partly using Store Credits; or

(c.) other Pledge Items identified as ineligible for gifting before the transaction is completed.

The daily gifting limit in Section V also applies. Any additional eligibility restrictions apply prospectively and do not affect a gift transaction already completed.

A gift is valid only if the underlying transaction was validly made and paid for. If that transaction is cancelled or its payment is reversed or charged back, RSI may cancel the affected gift and remove the corresponding Pledge Item or directly attributable replacement entitlement or Store Credits, to the extent justified by that cancellation or payment reversal and permitted by applicable law.

You must not request or receive payment, goods, services or anything else of value in return for a gift. The gifting functionality must not be used to facilitate sales, exchanges or other trades through secondary markets or unauthorised websites. Such transactions breach the RSI Terms and may involve fraud. RSI does not facilitate or resolve dealings between parties to those transactions and will not reimburse payments made to third parties, except where required by applicable law.


Old:

You acknowledge that pursuant to applicable finance, banking, and currency control regulations (including FinCEN) any refunds, e.g. for reversals during the Withdrawal Period, may only be made to the same payment method (credit card, Paypal, bank account, or other), from which the payment was received. In no event can any such refund exceed the amount of actual payments received from you on your RSI Account. No refunds can be made for the value of any Pledge Item(s) or Merchandise already delivered, the value of expired subscription periods or the value associated with any Pledges Items gifted or transferred by you to other RSI Account(s) or received on your RSI Account from other RSI Account(s). Any taxes paid, such as VAT, are not refundable beyond thirty (30) days after the purchase.

New:

Refunds for Pledge Items, including gifts, are governed by Sections VI and VII. Refunds for subscriptions and Merchandise are governed by Sections VIII and IX respectively. These provisions do not limit any applicable statutory rights or remedies. Any refund will be made to the person who made the relevant payment, using the same payment method, unless otherwise required by applicable law or expressly agreed with that person. Subject to applicable law, a refund will not exceed the amount actually paid for the affected transaction or item, including any refundable taxes. The cancellation and refund arrangements for gifts, including refunds of applicable taxes, are set out in Section VII.B.

17
 
 

A 13 min video from ItsJoJo where he discusses some rumors about the BMM showing up as a hologram in the upcoming IAE (in 2 weeks).

Some players have mentioned that there are files in the latest Evocati builds which reference the BMM as a hologram. ItsJoJo also plays some clips from 2023 and 2025.

In 2023 the devs discussed the BMM and explained how the team of employees working on the BMM were no longer working with them.

In 2025 the devs mentioned that they were focusing efforts on other capital ships first before turning efforts to the BMM by the second half of 2026.

18
 
 

A 5 min video explaining about the upcoming game package changes and how to handle it.

TL/DW: After Nov 1st, game packages that are ship/game access combos will be locked down (unmeltable). Until then, you can move the game package around to a smaller starter ship that you won't ever melt. If you're concierge, you will always have a Star Citizen game access package tied to your concierge rewards (unmeltable).

After October 30th, the gifting system is changing. Purchases after this date can only be gifted at the time of purchase. Ships that have already been bought before this date can still be gifted in the traditional way.

19
 
 

New 3D view for mineable ores available on citadelsc.com/en/minerais?vue= for #StarCitizen @starcitizen@lemmy.world @StarCitizenNews @starcitizen@lemmy.ml

citadelsc.com ore 3D
20
 
 

IAE 2956 : Prepare your CCU upgrade and follow location on citadelsc.com/en/commerce/prom and more features ! @starcitizen@lemmy.world @StarCitizenNews @starcitizen@lemmy.ml #StarCitizen #IAE #CCU #Warbond

citadelsc promotion page
21
 
 

@starcitizen@lemmy.world @StarCitizenNews @starcitizen@lemmy.ml I just launched La Citadelle, a free, unofficial fan companion site for SC: ship configurator with shop parts, trade routes, a customizable dashboard, mining and salvage gear, and fleet tracking. Five languages, no ads, no account required.citadelsc.comLooking for first feedback: what’s missing or annoying? There’s a “Bug or feedback?” button on every page. Thanks 🙏 #StarCitizen

community - star citizen companion site for sc
22
 
 

r/StarCitizen's Discord news bot published a decent summary:

Q: What is being done to prevent feature/fx regressions?
A: It is being tackled in 3 main ways. Root cause analysis, test plan expansion, and increasing validation tools and methods. Route cause analysis finds the core issue causing problems so it doesn’t come back. Expanding the test plan improves the list of QA tasks so that a better product goes out. Finally, increasing validation tools and methods makes sure that potential issues can be found and stress tested easier.

Q: What’s the holdup with ripping out the rest of scaleform [flash] and finally converting entirely to building blocks?
A: Star Citizen is a majority building blocks now but the comm link app, and vehicle manager are the two big remaining scaleform assets. Both have their replacements currently being worked on.

Q: Why don't we have an option to hold out an object for another player to take directly from our hands?
A: It is technically possible but poses issues with how two players would interact smoothly together, and potential unfair security/theft. It is a design question for down the line.

Q: Is the development of social tools progressing?
A: Social tools are progressing but slower than the team would like. Backend systems are progressing on schedule. However, the big work is implementing player facing things like the new social app, and the massive amount of new ui required. VOIP and FOIP improvements are being worked on each patch incrementally. The new chat widget will also allow you to chat while downed and respawning. Overall social tools are progressing well.

Q:LAMP! What keeps you from implementing LAMP to all ships?
A: LAMP is easy to implement on ships like fighters because their moving canopies are part of the ship’s exterior. That makes applying the submaterial on the inside that makes LAMP work much easier. Ships with static glass, it is very hard to find just the glass in the code to apply LAMP, but a better method is needed that won’t require reworking tons of ships. There are plans for this work, but it needs time in the schedule to get done. They want LAMP on every ship including ground vehicles

Q: Are we still going to be able to bring up ground vehicles in the freight elevator at some point?”
A: Absolutely. First, ground vehicles need their insurance backend working on freight terminals, and to be decoupled from the ASOP so you can just do everything in the one terminal. Freight elevators also need to be fixed up so it’s not just adding another feature onto an unreliable system.

The Anvil Auxilia also made a cameo during this question

RDkIOQdv4XmNwKk.png

Q: Desync issues?
A: The recent physics netcode improvements are a big step towards fixing this. The big desync writeup post, which Jared remarks as being 45 pages long, is nearly done and will explain a lot of issues and their causes. More tech previews for improvements and synchronization like we had for physics are coming. Hopefully more of these improvements will be rolled out.

Q: Why can’t we delete or sell in-game earned ships?
It’s a design question primarily, but is possible tech wise now. 4.8 added a new entitlement system that tracks in-game purchases and things like insurance. The prior system only tracked pledges and other items you had on the RSI website.The tech is ready for future buying and selling systems when they come along.

Q: NPC AI… why are they still behaving like before server meshing?
A: Server performance and issues often still drag down NPC performance. AI behaviors are being improved, but the amount of “budget” given to each AI can be unbalanced, especially in areas like Siege of Orison. AI pathing and planning has been worked on a lot to improve behaviors.Star Citizen only has 3 NPC “roles” at the moment that dictate how they fight, but many more roles are now available to be implemented and change how NPCs fight. A greater variety of AI behavior and archetypes will mean less AI are needed for the same job.

Q: Is there any intention to rework ground vehicles and give them more TLC?
A: Currently ground vehicles use one of three physics rigs. All ground vehicles are going to be updated to the best and most modern rig. Driving is also going to be more gamified and have improved collisions. Planettech V5 enhances terrain physics and surface smoothness which will make even the outdated physics rigs feel better to drive until they’re updated. Ground vehicles will all be brought under one setup and then that setup continuously improved.

23
 
 

Cpt_Foxyloxy up to his usual shenanigans. He loads up the Cyclone AA into his ship since it has an EMP device on it and then successfully uses it on other ships. You have to be a bit closer than 400m, and the damage is minimal. With light fighters (Gladius) it will only do about 25% distortion damage.

Not exactly a viable solution, but definitely interesting to see it used this way.

He then finishes off the video by loading a Sabre Raven into the Ironclad and uses it in the same way. The only issue here is that it shuts down the command module, so you would have to use the other piloting terminal that has no weapon control.

EMP damage stats:

  • Cyclone AA:

    • Range: 400m
    • Damage: 1000 distortion
  • Sabre Raven:

    • Range: 600m
    • Damage: 5500 distortion
  • Scorpius Antares:

    • Range: 1100m
    • Damage: 3300 distortion
24
 
 

Ship commercial for the Mk V... But it's also showing off a lot of the upcoming planet tech v5. Sounds like a new score from Pedro Camacho as well.

25
 
 

cross-posted from @toolswiki@mastodon.social: https://mastodon.social/users/ToolsWiki/statuses/117445523243508742

As photos of the cloud imperium games studio in Manchester are being shared showing among others the #Squadron42 mannequins, it's worth mentioning that they were done by Mangostone, who also worked on #StarWars
starcitizen.tools/Mangostone

Star Citizen Wiki - Photos from Manchester Studio
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