The long anticipated update to Quantum, the Universe Simulation, the brain child of Tony Zurovec, Directory of Persistent Universe was released today. We first got an introduction to this system during last year’s CitizenCon. Tony brings us up to date and Tony’s choice of metaphors from Quantum Physics is becoming clear. Enjoy!
With the update to the reputation system CIG has filled out the bounty hunters game play with a new UI and mostly all new missions, including some missions which are on the ground in some of the caves – also new for this patch.
An early issue with the insurance claim system failing to insure critical ship component upgrades and the return of the dancing hornets(spoke too soon) are two confirmed IC issues that seem to have been quickly fixed after a hot patch.
There are some notable improvements with the HUD for Quantum Travel as you no longer need to set a way point to jump to various targets and game locations, just point and click. Setting a way point still lays out intermediate jumps automatically for you to follow, but long gone is the pain in the ass by the seat of your pants navigation when the Skyline star map fails to fully function. The star map is still quirky.
Wait time on bounty missions after arriving at your target’s location is a bit too long in most cases. Stealth is working great. There are reports of torpedoes failing to resupply on the Eclipse, but I could not duplicate the problem, instead, noticed rock bottom prices. That stuck ladder on the Eclipse – WTF.
So far the servers have been stable and I have yet to see a dreaded disconnect or crash. So much improved that finally cargo may be an option.
Had to chuckle at a recent cartoon I saw as it reminded me of the beavis and butthead of the NSAF.
The epitome of Coronavirus-Denier Ted Nugent tested positive for covid-19. After Ted successfully avoided contracting covid-1 thru covid-18 (LOL) he now thought he was dying. I suspect Ted caught the “nothing but the flu” virus during a mask burning party.
Got my first jab yesterday and other than a sore arm, I feel great. If you believe that wearing a mask to protect those around you, or believe that the covid virus is a hoax, or somehow any of this violates your freedom and liberty, you are a fool that cannot be trusted.
For those of you that are not baby-boomers this one takes some splaining. We grew up during the space race with the ruskies and it was not uncommon during the Mercury missions and beyond to have one of your teachers wheel in a boob tube and tune it into one of the three major TV networks of the time to watch the continuous coverage.
One of my teachers noticed, my eyes were glued to the screen, hardly blinking. So yeah, I wanted to be a spaceman. The images in this clip were images that we grew up with. The political race that framed the space race was hidden from public view until much later so many of us had to settle on becoming engineers and computer geeks.
So it is with Star Citizen, at last I can be a spaceman that does more than just go around and around and around…
Gone are the days when you could spend hours trying to escape expert campers at GH. Anyone with a crimestat respawned at GH, the dark pirate base with zero safety protocols. That lawless paradise was also hard to find as it took a couple of blind jumps to navigate close enough to recognize the asteroid formation of GrimHex among the ring of asteroids circling Yela.
Today GrimHex is on all SkyLine maps and has been populated by a bit more friendly blokes as all but hand to hand weapon protocols are now enforced. CIG has promised an upgrade!
It is nice to see some fundamental game play mechanics take shape. During the 3.9 patch I have been altering my loadouts trying to minimize both my IR and ER signatures, primarily for the Arrow, Anvil’s light fighter of the future. JUB has posted a new instructional video, one of many in the Legacy Instructional Series (a source I have relied on for years) explaining exactly how radar works in the latest patch.
Today CIG laid out their strategy to bring back hardcore PVP players in a somewhat lengthy discussion that confirms that they really have heard the message. To do it right turns out to be a rather large project so we expect to see the fruits of CIG’s latest strategy sometime post 3.11, a 3.12 perhaps?
For the 3.10 patch first steps include new tech to model atmospheric flight with changes to the thruster efficiency curves and drag modeling using individually simulated aerodynamic surfaces. Fixed weapons are seeing a buff in their “self gimbaling” capability (convergence) to improve aim. Jerk has been nerfed from infinite to something finite (still fun, we hope) so that thrusters will not respond immediately to changes in acceleration. Hopefully this will result in smoother handling with reduced jitter.
The concept of “capacitance” is expected to provide the next layer of complexity needed to enable the “knife fight” by capping use of critical resources. For example, a ship could circle strafe for a time, but the ability of a ship to continue to excessively strafe would slowly be nerfed, presumably by limiting the amount of power to the thrusters, e.g. the capacitor discharging/recharging.
When flying above SCM speeds weapon accuracy, gimbal assist speed, and missile lock speed will be negatively affected.