[–] [S] 3 points 5 days ago* (2 children)

Yeah, that's a good point, sooner than later would be better.

As far as building up content, @INeedMana@piefed.zip have you heard of any scripts or tools for transferring posts/comments from one community to another?

I know that PieFed has a way of moving posts between communities, but I don't know how well this works with Lemmy communities.

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    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.

    [–] [S] 3 points 3 weeks ago* (last edited 3 weeks ago) (1 child)

    My notes on the first 10 minutes of the video:

    • They were not allowed to run any overlays or 'r_displayinfo 3'
    • The goal is to allow the game to run well on only 8GB of VRAM
    • The game settings they ran on were maxed with no upscaling
    • Game ran well. Only minor hiccups occurred during cutscenes (Kingship weapon + heavy particle effects
    • Cutscenes for the prologue were deliberately not skippable for their session because they wanted everyone to see the differences.
    • The prologue has had a lot of work from when we last saw it.
    • There were some bugs that halted his progression and required reloading the game several times.
    • They were able to play through Ch 0 (prologue, Ch1, and then they skipped ahead to Ch 5.
    • per Dave Haddock (Lead Writer/Narrative Director) there won't be any cliffhangers between Sq42 and future episodes. "It's an entirely contained, perfectly wrapped hero story".
    • There are 4 difficulty settings:
      • Rookie
      • Wingman
      • Ace
      • Legatus (Locked at first or maybe it just wasn't ready).
    • Difficulty could be adjusted seperately for FPS and Flight.
    • Usual accessibility options:
      • colorblind modes
      • crosshair, text, size, color controls.
    • Translations were already available - Some others playing there had French and German subtitles enabled.
    • Mixed FOV settings for both FPS and Flight.
    • There is controller support, and 3 different levels of aim assist.
    • Advanced Camera options in Star Citizen are also available in Sq 42.
    • Maelstrom looks fantastic. It really slices bits off in a way that doesn't feel like pre-selected slice points.
    • One bug possibly related to maelstrom in his play through was that his ship (Blade) was disabled and he was unable to progress until his ship eventually drifted the 5km required to proceed to the next part.
    • Repeated headshots on an enemy would crack open/pop off their helmet. A skill that's basically required to get through the Ace mode difficulty.
    • Mobiglass is much cleaner than in SC.
      • There are 99 collectibles of various types (ship models, trading cards, plushies).
    • 4 main attributes that can be increased:
      • Fitness (increased by high G maneuvres and running)
      • Reflexes (increased by FPS takedowns and aimed shots)
      • Fortitude (increased by taking hits and takedowns)
      • Strength (increased by running, dumbbell workouts, vaulting, and mantling)
    • Increasing attributes doesn't provide major bonuses, but it's still rewarding to increase them.
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    MrKraken shared what he could from his experience with play testing through Squadron 42. It's a 30 min video and packed with info:

    0:00 - Intro
    1:06 - What hardware was being used?
    3:13 - How was the pacing?
    4:29 - Did you get any gamebreaking bugs?
    5:12 - How much content is there?
    5:49 - Accesability and difficulty options
    7:28 - Is there a photo mode?
    7:53 - Is 3rd person camera in?
    8:12 - How was maelstrom
    9:08 - First progression blocking bug
    9:26 - mobiGlass, Collectibles & Accolades
    10:47 - Can you customise your player character?
    11:58 - Clothing Cosmetics
    13:23 - Vehicle customisation options?
    13:48 - FPS Flight and Social aspects
    14:19 - How interactive is the UEES Stanton?
    15:07 - Are there minigames?
    16:44 - How was space flight and combat?
    16:59 - How did quantum travel work?
    17:41 - How does ship to ship combat feel?
    18:26 - How was FPS?
    20:19 - NPC reviving teammates
    20:57 - Is hacking gameplay in?
    21:32 - Charge and drain puzzle solving?
    23:18 - The disappointing moment
    29:51 - What are your final thoughts about the playtest?

    [–] [S] 2 points 3 weeks ago

    I played a bit yesterday as well. The only issue was that the ASOPs and elevators to hangars around New Babbage weren't working. I just avoided New Babbage and everything else went well.

    There are a lot of "Event Groups" going around as well. I ended up in a group of ~60 players with everyone running various missions and sharing them just before turn in.

    It was also great that one of the event missions allows anyone to get a free rental on the Constellation Mk 5.

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    A small selection of players and content creators are currently playing through Squadron 42. They have signed an NDA (no recording, no screenshots), but they are allowed to talk about their experiences. Mark Hamill and Chris Roberts are also there with them.

    DigThat32 put up a quick 1 min video of him checking in with BoredGamerUK.

    4.10.2 is Releasing to LIVE now (robertsspaceindustries.com)
     

    RSI Constellation Mk IV

    The constellation Mk IV has been released and there have been updates made to all Constellation ships.

    The linked post goes into a lot more detail.

    Physics Networking Overhaul

    A trust score has been created. More trust has been placed in the client when something is more believable. Corrections from the server are now applied as "velocity nudges" first and "teleportation" is only used as a last resort.

    The linked post goes into a lot more detail here.

    Shield Resistance

    Shield resistance values no longer require the minimum to be lower than the maximum, which means resistances set to a flat value now actually apply rather than being ignored

    Vehicle Cleanup

    Abandoned vehicles left at Everus Harbor, Seraphim Station, Bajini Point and Port Tressler now expire on their own timer

    Experimental VR Updates

    Tap for details from the post

    New: VR now has its own zoom, which works by narrowing the field of view. This is meant to be a temporary solution for scopes until we have fully physicalized Scopes. It's enabled for:

    1. F Interaction Zooming
    2. ADS / Precision Targeting in ships
    3. FPS weapon scopes

    A new Zoom Gameplay Strength option controls how strong the zoom is. Set it lower to reduce the effect, or set it to 0 to turn VR zoom off completely.

    Advanced users can use these cvars for a more customized experience:

    • r_StereoZoomScopeMin (1.0): scopes at or below this magnification don't zoom.
    • r_StereoZoomHeadTrackingRotationScale (1.0): makes the view turn less than your head while zoomed, to reduce discomfort. 0 turns it off.
    • r_StereoZoomDisablePositionalTracking (2): limits head movement while zoomed. 0 = normal tracking, 1 = off, 2 = only forward/back.
    • r_StereoZoomLockAngle (10): how close (in degrees) your head must point to your aim for the zoom to apply.
    • r_StereoZoomLockReleaseScale (1.5): extra margin before the zoom releases, so it doesn't flicker.
    • r_StereoZoomScopeAlignDistance (0.04): how close (in meters) your eye must be to the scope's line of sight.
    • r_StereoZoomSmoothTime (0.2): how many seconds the zoom takes to ease in and out.

    Bug Fixes

    • Fixed some UI icons disappearing after their spawn animation.
    • Fixed mouse smoothing and acceleration resetting when switching to VR.
    • Grounded Look now uses your aim direction for hand mining and similar actions.
    • In Freelook (Z), you can now aim the tractor beam with your head.

    Characters and Items

    • The Heavy Combat Hunter 3 armor set arrives with its full range of tints

    • Three camouflage variants have been added to the RRS armor line

    • Nine new eyebrow options have been added to character customisation

    • Wikelo is now trading recipes for the Gemini LMG and Grey Combat Armour, with a new mission to go with the LMG

    • An RSI Constellation Mk II promotional display and an RSI branded two handed crate have been added as props

    Bug Fixes & Technical Updates

    For a comprehensive up to date list of Known issues and Workarounds, please check out our Knowledge Base here!

    Alpha 4.10.2 closes 71 issues since 4.10.1 went live, including multiple exploits. These focus on long standing ship and item problems, vehicles going unresponsive coming out of quantum, contracts reporting themselves unavailable the moment you accepted them, landing gear and decals rendering badly across several hulls, armor and helmet sets with wrong names, missing parts or no storage, and vehicles coming out of a hangar tilted or with their engines already running. 13 of those came to us directly through the Issue Council, and each one carries a link to the original report.

    They include very specific details on a number of bugs. Too many to list in here. See the original post for details.

    [–] [S] 2 points 1 month ago* (last edited 1 month ago)

    The announcement doesn't affect hardware giveaways for the Sabre Raven. It's limited to the Intel Optane SSD promotion and AMD R9/R7 GPU promotion where anyone could go out and buy the hardware to get a code (at the time).

    Edit: Although it's possible DaPoets used a code from the SSD promotion, I find it more likely that this code came from CIG specifically for the giveaway... I'll try to remember to ask him the next time I run into him at a Bar Citizen/CitizenCon.

    Edit2: Nah, it's totally possible that the code there did originate from the SSD promotion. That being said, this announcement doesn't prevent CIG from generating new codes and renewing the promotion with Intel in a different way.

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    CIG has announced that unclaimed codes for these two ships have expired and can no longer be claimed.

    A theory posed by one content creator (Camural) is that this is due to the recent breach that CIG had where a list of codes like these could have been obtained by the hacker.

    Edit - link to official Support Article: https://support.robertsspaceindustries.com/hc/en-us/articles/42678242845591-Deprecation-of-Hardware-Promotional-Codes

    Screenshot of notice:

Deprecation of Hardware Promotional Codes
Roberts Space Industries
August 17, 2026 20:09 Updated

In the past, Star Citizen had various cross promotions with certain hardware manufacturers that allowed players the chance to get some unique ships alongside their computer upgrade purchase.  The promotional ships in question are the Aegis Sabre Raven from the purchase of an Intel Optane™ SSD, and the Consolidated Outland Mustang Omega from purchasing an AMD Radeon™ R9 or R7 series graphics card.  

Through an extensive grace period, the RSI Support Team was occasionally able to assist with unclaimed codes to help players claim one of these ships as an exception.  We feel that this grace period to allow these old codes to be redeemed has run its course.  

RSI Support staff will not assist with unclaimed or expired codes from either promotion.
     

    VR Scope issues have been greatly improved in the PTU after Chachi had a discussion with Silvan-CIG. The crosshair now accurately lines up with where a weapon is pointing.

    When zoomed in with a scope, looking anywhere near the scope will automatically zoom your vision in. When looking away from the scope your vision will automatically return to normal.

    [–] [S] 1 point 1 month ago

    He got a lot of criticism for the last video (SCL Gamedev: Siege of Orison). He might be trying to take a break from the spotlight to let things cool down.

    This is also a brand new series, so they might be trying to let someone else take charge of this series and give Jared a bit of a break.

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    Video description:

    In this first episode, join us for updates on Mission System 2.0, Maelstrom, the new flight model, engineering gameplay, AI blades, suit lockers, medical respawning, and more. Find out what’s changing, what’s coming, and how we’re building toward the future of the ’verse.

    [00:00] - Introduction
    [00:38] - New Flight Model
    [03:38] - Missions 2.0
    [09:45] - Engineering
    [14:05] - AI Blades
    [14:55] - Storage for armors in ships
    [18:33] - Maelstrom
    [21:09] - Medical respawn and medical screen rework
    [23:15] - Recurring issues with operations and sandbox activities
    [28:08] - Why is there no storage for players in Siege of Orison
    [32:56] - Logging back at the same location you logged out

    [Wave 1] 4.10.2 PTU Patch Notes (robertsspaceindustries.com)
     

    Post by Wakapedia-CIG. Most comments are against the change where NPC ships now have a modifier making damage more effective against them.

    Tap for full post content

    Alpha Patch 4.10.2 has been released and is now available to test on the PTU environment! Patch should now show: VERSION 4.10.2-PTU.12770507

    • Audience: Wave 1

    • Server Info: PTU Channel - US Only

    • Long Term Persistence: Enabled

    Testing/Feedback Focus

    • Stability, Bugfixes, LTP between PTU releases

    • New Event missions in Stanton

    • TTK TTD Ship Balance (This is a TECH-PREVIEW within the normal PTU build for the weekend. This is not intended for 4.10.2 but will be a good way to test it!)

    Features & Updates

    New In-System Event

    More balance and polish for the event. Event points are now split across mission types, and mission unlock progression has been rebalanced. Voice comms added across the patrol and support mission flows. Heavy armored enemies encountered during the event now have the correct armament and are appropriately tougher to bring down.

    Weapon Audio

    Continued mix pass across FPS weapon audio as part of the ongoing weapons audio refactor

    Bug Fixes & Technical

    Added new login stability updates. Players should no longer be incorrectly kicked with a "Duplicate Login" error when their client silently reconnects after a dropped connection. Previously a reconnect within a fraction of a second could be mistaken for a second machine and boot the player out of an active game session. This would make it look like you were kicked back to the main menu without explanation.

    • Potential Fix: Heavy Combat Hunter 3 helmet variants not applying the snoopy cap or necksock when equipped

    • Potential Fix: MISC Prospector tilting when retrieved from a hangar

    • Potential Fix: Crafting fabricator filtering the TH-01 Propulsor mission item under "Container" rather than "Missions"

    • Potential Fix: Event contracts not being available at certain locations around Stanton

    • Potential Fix: No voice comms playing throughout the event patrol and support mission flows

    • Potential Fix: Event patrol contracts completing prematurely before all objectives were reached

    • Potential Fix: Event shelf tag points facing the wrong direction, causing items to be placed incorrectly

    • Potential Fix: Event NPCs at pickup and dropoff locations standing static instead of moving around the platform

    • Potential Fix: Event delivery boxes offsetting in the player's hands when picked up from the rear

    • Potential Fix: Event progress tracker appearing in the mobiGlas Journal before the event was active

    • Potential Fix: Mirai Pulse and Pulse LX radar UI displaying inverted, with holographic dashboard UI positions adjusted

    • Potential Fix: Power Config MFD showing no tooltip when hovering over component icons; the tooltip now displays the component name and temperature

    • Potential Fix: Physicalized storage decals transitioning to a lower LOD too early across multiple vehicles

    • Potential Fix: RSI Constellation Phoenix piano not playing audio

    • Potential Fix: Arena Commander Kill Collector FPS players missing the holographic skull head during the Day of the Vara event

    • Potential Fix: Event salvage contract title containing a typo, and contract titles and descriptions requesting the wrong commodity

    TTK Balancing Update Tech-Preivew

    For this weekend's PTU build we are folding in the TTK balancing updates! This is just a test for the weekend and is not intended to arrive with 4.10.2 but this will be a great testbed for this!

    It’s time for TP4, we hope this time it will go well and also dearest apologies to everyone who participated in TP3, it was cursed. TP3 had multiple serious issues

    • Due to in issue in implementation, all shields had double their intended health values. This lead to an increased TTK - absolutely opposite to our goal. Props go out to the one player who noticed and commented under our post. There was also a slight issue in communication, we stated that in TP3 our goal is to “Increase TTK for PVP”, thereby we meant to increase it compared to TP2, NOT compared to live.

    • An error in data entry caused multiple shields to have crazy amounts of power pips causing them to not function in game.

    • We encountered a new bug that causes ships skip their over damage health pool. This means that instead of being disabled first, ships explode right away - 10 times earlier than they are supposed to. This made ships explode right after their shield is gone.

    These issues were addressed mostly in the feedback we received for TP3. Other takeaways were however

    • Ballistics are still too strong

    • Even though ships have double the intended shield health, the TTK for large ships decreased.

    • Power pip assignment cannot be a mean of balancing ballistics at the moment as with current engineering functionality, players tend to max out their shields anyways

    • The AI Modifier is largely disliked - we have noted this, we are already discussing it

    So for TP4 our main objective is to deliver a fixed and refined version of TP3

    • Shields have been adjusted to intended values, this should bring the TTK down again

    • Ballistic DMG has been decreased by 20% compared to TP3

    • AD4B, AD5B, Deadbold IV and Deadbolds V Aplha DMG has been provisionally nerfed by an additional 20% as their they have been called out as OP and impacted feedback

    • We looked closer into shield and health values of large and capital ships and adjusting their values generally they increased to match them closer to the 2/3 shield, 1/3 Armor and critical parts goal.

    • Energy and Ballistic Deflection has been adjusted.

    • AI Modifier has been decreased.

    Unfortunately we were not able to fix the over damage bug yet. We currently have a 25-50% reproduction rate. However we still think that intel will be useful. Please keep that in mind during testing.

    Overall compared to live we have the following changes - most of them could already be found in TP3

    • Shield Health +17%- +70%

    • Armor Health -20% - +100%

    • Alpha Damage +145% for Energy, +116% for Ballistics

    • Armor Deflection for Energy increased by +80%, for Ballistics +64%

    Adjustment of Shield Resistance

    • 40-50% For Ballistic Damage depending on shield health and power pip assignment

    • 35-45% For Energy Damage depending on shield health and power pip assignment

    Adjustment of Shield Absorption

    • 0-80% For Ballistic Damage depending on shield health

    Slap Down Time increased by

    • +100% for when the shield is damaged - same as TP2

    • +70% for when the shield is broken

    Other Updates

    • Shield Regeneration adjusted according to Health increase. Resulting in slower recharge than Live.

    • AI modifier added for PVE. AI ships take +20% Damage.

    Thanks again for bearing with us on this journey, and we wish you a good time during testing.

    Let us know what you think!

    [–] 2 points 2 months ago

    Yeah, we definitely should have been told sooner. Especially once Rockstar re-confirmed the release date in June 2026.

    It is worth pointing out that the GTA VI release date was delayed twice. Originally it was set to release sometime in 2025 (announced in Dec 2023). In May 2025 they announced a delay with a release date of May 26, 2026. Then in November of 2025 they delayed again with a release date of Nov 19, 2026. I'm sure CIG was hoping for GTA VI to be delayed again.

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  • [–] 1 point 2 months ago (2 children)

    Sounds like it's delayed until Summer of 2027, mostly blaming GTA 6.

    They will at least open it up so that a small group of players can test it out, and it sounds like we'll get the official release date locked in soon after that:

    We are allowing a small number of original backers and long-time Star Citizen content creators an opportunity to play Squadron 42 this October 9th and 10th. We’ll be making further announcements about our release plans during this time and a specific release date shortly afterwards.

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  • [–] [S] 2 points 2 months ago

    Not really, the whole article is worth a read. Here's the next section (and there's a lot more after that):

    Putting It Into Practice with Alpha 4.10 

    Our focus has been on the following core areas: 

    • AI  
    • Docking & Refuelling  
    • Economy & General Exploits  
    • First Hour Quality of Life  
    • Freight Elevators  
    • Hangars & ASOP  
    • Inventory  
    • Login & Connection Errors  
    • Quantum Travel & Starmap  
    • Ship Loss 

    Twice a week, QA, Production, Player Experience, and Community teams come together to look at the issues having the biggest impact on players. We weigh what we’re seeing internally against your Issue Council reports, looking at how often an issue is reported, how many players it affects, how long it’s been around, and how severely it impacts gameplay. We pull those factors together into what we call an “Impact Score,” which helps us decide what needs our attention most. 

    Your Issue Council reports play a significant role in that. In several cases, detailed reproduction steps, supporting information, and video evidence have helped us get from knowing something is broken to understanding why it’s broken - and that makes a huge difference for getting a fix.

    With Alpha 4.10, we can start to see the results of that approach. 

    At the time of writing, Alpha 4.10 has reached 1,239 bug fixes submitted over its release cycle, compared with 295 in Alpha 4.9. Those numbers naturally vary depending on the size and scope of each patch, and 4.10 is a significantly larger release with more content, which means more issues to identify and resolve. 

    What matters more is the context here though. Of those fixes, 479 addressed bugs that were already present in Alpha 4.9 or earlier. That's a more useful measure of the progress we're making toward improving the existing Live experience, rather than simply counting issues discovered and fixed while developing new content. 

    We’ve also seen a significant improvement in client performance. Over the last few months, new content without corresponding performance improvements had contributed to a steady decline, with Instancing and Siege of Orison making that gap particularly apparent. That led to a coordinated effort across Engine, Physics, AI, Gameplay, Rendering, and Content to address some of the worst performance offenders. 

    Across all hardware configurations, measured in equally populated Landing Zones between Alpha 4.9 and Alpha 4.10, average client FPS has improved by 15.5%. Your next Lorville run should show a noticeable improvement!

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