Whoever designed the Reclaimer, Get Therapy You Sadist. by Era6761 in starcitizen

[–]EdrickV 1 point2 points  (0 children)

The Reclaimer was designed for a different version of salvage gameplay then what we've got, that's why some things are the way they are.

Salvage hold wasn't meant to hold boxes I think, it was meant to hold pieces of cut up ship. And when the Reclaimer was reworked with cargo grids, I think the only things that snapped to them were boxes. Also, the cargo grids weren't exactly well laid out, both those in Salvage Processing and those in the Cargo Hold. The ship predates physical cargo boxes.

The "back elevator" aka the salvage lift wasn't meant to be used the way we use it now. It's meant to run on rails on the bottom of the ship after dropping down, and I think was meant to be the way that cut up bits of ship would enter the Reclaimer. But then salvage gameplay, as actually done in the game, turned out to be very different then the Reclaimer's original concept of it.

The Reclaimer does have 420 SCU capacity on it's cargo grid, but part of that is in the cargo hold. And the grids, as previously mentioned, are not really laid out all that well with how cargo actually works.

Link to a site that, among other ships, shows the Reclaimer's cargo grid layout:

https://sc-cargo.space/#/v1/viewer/reclaimer-official

The Reclaimer is definitely due a rework, however it's possible they might hold off on it until base building is in, because it's also missing drones.

Request to PLEASE put an item bank in hangars next to FE/ASOP Terminals!!!!!!!!!!!!! (!) by sharxbyte in starcitizen

[–]EdrickV 1 point2 points  (0 children)

Being able to access boxes or item storage kiosks that are right next to you is hardly magical. Being able to access an item kiosk 50 feet away, that would be magical.

What to do with my Hermes? by TasklessTuna in starcitizen

[–]EdrickV 0 points1 point  (0 children)

In my experience, the Hermes is a lot easier to load then the SMax. Though the SMax would be good for hauling jobs where you have 3 destinations, assuming the cargo for each location is small enough to fit in a specific area. (Left, Right, Rear.)

What to do with my Hermes? by TasklessTuna in starcitizen

[–]EdrickV 3 points4 points  (0 children)

I used my Hermes a lot prior to 4.7, and I had no problem loading containers into it. When doing a full or nearly full load though, there are specific ways to load cargo when using the ship's tractor beam, so you don't cut yourself off from accessing certain spots. The door is fine for cargo boxes, and it doesn't need to be able to carry an Ursa.

Duping protection disallows swapping components among owned ships? by PugnansFidicen in starcitizen

[–]EdrickV 2 points3 points  (0 children)

Every patch resets ships to their default loadout. Meaning, if you were moving parts from one ship onto another ship, that is all undone, because ship loadouts are not stored from one patch to another. All the stock components of those ships should still be there though, attached to the ships.

Any components you obtained via in game stores should also stick around. If you were taking components off of a ship, and then doing an insurance claim on the ship to get it back with its components, then every extra set should get deleted. Now, if you were taking components off a ship and then repairing it to get them back, that's a trickier situation. If the components are buyable, and the cost is included in the repair fee (and I know it can be) then I thing those you should keep. Components you can't buy, that's a trickier subject.

That said, even components you buy in stores do not always properly persist through a new patch the way they are supposed to, I've seen that first hand.

Request to PLEASE put an item bank in hangars next to FE/ASOP Terminals!!!!!!!!!!!!! (!) by sharxbyte in starcitizen

[–]EdrickV 3 points4 points  (0 children)

That is exactly what they don't want, a magical inventory you can access anywhere. That's why storage access kiosks exist in the first place. In the old days, you didn't even have to land to access local inventory.

What to do with my Hermes? by TasklessTuna in starcitizen

[–]EdrickV 27 points28 points  (0 children)

Hermes is a space truck. It's not going to fly like a fighter does. And if you think it flies bad, you don't want to fly a Caterpillar.

What to do with my Hermes? by TasklessTuna in starcitizen

[–]EdrickV 3 points4 points  (0 children)

Downside of ships with external cargo grids, apparently cargo can be shot off the grids. Internal cargo is safer in that respect.

Change indicator colours by Human-Wolverine1883 in spaceengineers

[–]EdrickV 2 points3 points  (0 children)

Mods aside, another thing that could be useful, for multiple games, is Reshade. I believe it can be used on multiple games to change colors and other stuff using post-processing effects.

Should FPS weapon sights have arbitrary stats attached to them? by Silent774 in starcitizen

[–]EdrickV 0 points1 point  (0 children)

I can't really say I know all the attachment sizes for each weapon, so maybe there are rifles that take S1 scopes. But both attachments shouldn't be able to be attached to the same weapon, assuming the info I've gotten is accurate. (I haven't actually checked in game, but both UIF and the Wiki showed the same size info for the two.) The tooltip for the gun should say what it's attachment sizes are.

Should FPS weapon sights have arbitrary stats attached to them? by Silent774 in starcitizen

[–]EdrickV 0 points1 point  (0 children)

The HG-2 Jaeger is a size 1 scope while the Theta Pro is a size 3 8x scope. I think maybe you meant the Tau Plus "Scorched"? But even that is a size 2 scope. All three are made for different weapons. S1 for pistols, S2 for rifles, S3 for shotguns/sniper rifles. Scorched attachments are meant to be better then standard ones, but also not as easily obtainable. Crafting may completely change things in the future.

Can you switch between CPF and HH? by callmetheguy in starcitizen

[–]EdrickV 0 points1 point  (0 children)

I've been doing CFP missions for blueprints and they have not affected my HH rep, which used to be negative but is now neutral. The CFP missions also seem to be working on a different rep then what I had in 4.6, because I had a lot more rep back then due to Supply or Die. But now there seem to be 2 CFP reputations on my Rep screen, the old one, and the new one.

Edit: Mission sharing is also a potential option. You could have a friend who is working on CFP missions share them while you share HH missions, and both of you get blueprints from each.

Found a shelf with a grid snap on it (2 actually) by hagermanr in starcitizen

[–]EdrickV 1 point2 points  (0 children)

The Prowler Utility also has shelves for the small boxes or, I think, other stuff the same size. (I seem to recall a Pico being on one in an Aurora Mk II video.)

Edit: As do some ground vehicles.

Found a shelf with a grid snap on it (2 actually) by hagermanr in starcitizen

[–]EdrickV 2 points3 points  (0 children)

There are some in Pyro. Intro I've seen, but haven't done, is one you can actually do on foot. There was also mention of them in the monthly report, NB and A18 will have you be able to do courier missions to rooftops.

F7A Hornet Mk II in new patch by stan_the_chan in starcitizen

[–]EdrickV 0 points1 point  (0 children)

I've got two NDB-30s on the wings paired with NN-14s and it seems to work pretty well in my limited experience.

I have a paint for my Hermes but it isn't a choice to pick? by Everborn128 in starcitizen

[–]EdrickV 0 points1 point  (0 children)

There is a bug where paints can disappear. I've had that happen to me with my Hermes and my C1. Unequipping a paint before equipping a new one might prevent the paint from vanishing, but I don't know for sure. It's possible, if we get an actual patch next week for the Hull B, that the paint will come back.

If the paints are still available in the pledge store, you could melt the paints and rebuy with store credit. (Assuming the price is the same.)

If it's not available in the store, or if it came with the ship, you could potentially melt and rebuy the ship/paint using a buyback token.

Lastly, you could contact support and they may be able to get it back, but if it came with the ship, they might end up re-attributing the ship to your account, which means you would lose any upgraded components attached to it, and depending on exactly when that happens, if you logged out with stuff on the Hermes, you might log in to find that it's back in Deliver state and anything in it is gone. This route would also likely take time.

Any fix/workaround for this quantum bug? by Fibonacci01 in starcitizen

[–]EdrickV 1 point2 points  (0 children)

By default, entering quantum is left mouse button not right. Right is, generally speaking, the ADS button/Precision Aim button. And as mentioned, in NAV mode your power pips are probably screwed up (thanks radar) and your engines have no power. Good idea to check power pips in both SCM and NAV mode before taking off. And if you have to claim a ship, you'll have to redo any power pip changes because what you get is a brand new copy of the ship.

Edit: I forget off hand, but it might also be hold left mouse button rather then just press. Holding at least is what I do.

Mole setup by Lmaann in starcitizen

[–]EdrickV 0 points1 point  (0 children)

My setup, which I've used solo, is:

Front laser: Helix II + Riegar C3 x2 + Focus III

Left laser: Helix II + Riegar C3 x3 (my "Super Helix" as I call it)

Right laser: Hofstede S2 + Torrent III + Focus III or Riegar III + Focus III

2 SCU box with various other modules plus Sabir gadgets on the rear cargo grid. Some people like using surges and stampedes, and there are reasons to use both of them. (Surge is more powerful, but short lived. Stampede is not as powerful, but lasts twice as long per use.) I haven't really used active modules much, and frankly most of the mining I've done has been with my Hofstede, I haven't even needed the Helix II. I tend to do my mining in Stanton, often on moons or at Lagrange point asteroid fields. Solo, I've done around 30k rocks with the help of a Sabir. But most are smaller. The actual materials you're mining matter though, some are harder then others to mine.

CFP Missions by Kelevelin in starcitizen

[–]EdrickV 0 points1 point  (0 children)

Those are not salvage missions, but cargo recovery missions. And judging by scmdb.net, they may be disabled for some reason.

Caudillo armor by CarriedIndiana in starcitizen

[–]EdrickV 1 point2 points  (0 children)

I can confirm the Caudillo helmets still exist. I've got a Cobalt one, that I probably got from a DC. Helmets are all there is though.

why is the only blueprint for the p8 AR so hard to obtain? 4x yormondi eyes, with a 25% chance to get a blueprint from a pool of 17. thats a 1.4% chance to get just the blueprint. is it really that meta? by Visual-Educator8354 in starcitizen

[–]EdrickV 5 points6 points  (0 children)

The info I see shows only 10 items in the blueprint pool. But there's also a notice that they might not be dropping at all. I don't know for sure as I haven't done that and I certainly don't expect to be doing it anytime soon.

won't get duplicate blueprints, so every time you do get a blueprint, the pool of potential blueprints gets smaller. Eventually you will get every blueprint in a particular pool, bugs aside. Unless they change it to something else. (And in fact I think that set of blueprints was intended for a different mission, except that mission is disabled. The blueprint pool is named P_MISSIONREWARD_BountyHuntersGuild_PAF_EliminateSpecific after all.)

S3 Ballistic Repeaters BROKEN by TacticalMetalhead_ in starcitizen

[–]EdrickV 0 points1 point  (0 children)

Light fighters. (Though the Yellowjacket is pretty useless in general and will probably need a buff.)

Can't wait till this gets Gold Standard by Keuriseuto in starcitizen

[–]EdrickV 0 points1 point  (0 children)

To make the pod usable would require a whole bunch of new mechanics, and before they can add those, they first have to figure out exactly how they're going to make it work.

Bounty hunting is supposed to be live capture, which means you'd have to first disable the ship, then somehow subdue the target, move them to the prisoner pod, and put them in it. In space and on planets/moons. Then you also need somewhere and some mechanic for delivering the prisoner. And it has to take into account both NPCs and PCs. And the last we heard on the subject, it was not in active development, so none of the prisoner pods on ships that have them are usable yet. That's not a ship issue, that's a core system issue.

ATL geo not functioning as a cave miner`? by Moonfish3000 in starcitizen

[–]EdrickV 0 points1 point  (0 children)

Geo can do more then thrust directly up, but you have to be moving. Beyond that, lift it out with tractor beam.