Texture streaming can sometimes halt, causing surfaces and features to look lower quality than intended.Additionally we have added 4 new ships, our first dedicated ground vehicle ( Ursa Explorer), the foundation of our revamped mission system with new missions, a completely new launcher and patcher system, and so much more! Since we have much to test with many features still being worked on, we will be doing focus waves of testing so we can nail down particular features and systems before moving on to the next. These new surfaces are expansive, with over 3 million square kilometers to explore, and dotted with surface outposts and derelict ships. Players will have access to planetary surfaces for the first time on 3 moons ( Yela, Daymar, and Cellin) along with an asteroid ( Delamar). Star Citizen Alpha Patch 3.0.0 is now available! Alpha 3.0.0 is our largest content release to date featuring numerous tech and core system updates. This system will be covered further in the dedicated articles on turrets.Update:Star Citizen Alpha 3.0.1 Concept Art of Stanton An example of this can be found in the Mustangs current Chin Turret (with 2x S1 hardpoints) that will be swapable with a new Mustang Chin Turret containing a 1xS2 hardpoint. Ships that now have these Remote Turrets will find that in the majority of cases these bespoke items will only be swappable with other custom tailored turrets made for that ship. This change from twin-link to remote turret is designed to give the player as much functionality from the item as possible. Simply put, by the time we had two weapons on a mount this was often significantly larger than the base weapon that could go on that mount and caused visual or physical clipping and often resulted in the firing arc having to be limited to such an extent that it became virtually useless. The primary driving factor in this was physical size. There are a fair amount of ships with these sort of items attached so we encourage you not worry if you see their “weapon” count drop down, as they more than likely now have an extra turret to account for this. For twin-link weapons specifically, these are now as turrets, specifically remote ones, and will be discussed in that article. Most of these had problems at various stages, including the sizing penalty applied to them which soon became very unwieldy to manage. These include things like “tri-link,” “quad-link,” “barrage” and others. Or: What Happened to Twin-Link, Tri-Link, Quad-Link, Barrage and More?Īside from twin-link weapons, many of the items described by various designers over time have not made the transition from drawing board to implementation. In this article’s topic, for the specific itemports we classify as “weapon” hardpoints, they have some restrictions of their own: This system prevents people from putting power plants where turrets should go, fuel tanks where the radar is supposed to be, and other similar examples of undesirable customization. To begin, every item on a ship is attached to a hardpoint, or “itemport” as we sometimes refer to them by their in-engine designation, and each one has restrictions on what type of items can be attached to it. Since the start of the project we’ve gone through many iterations of design on our ship hardpoints and with SC Alpha 3.0 we’ll complete another small iteration to them in our continuing effort to address much of the confusion regarding their sizing, what can be done with them, and more. The next several topics of discussion focused on the new Ship Matrix are possibly some of the most important areas we’ll cover, and relevant to everyone who’s concerned with how their ships perform in combat.
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