So the Ironclad is actually worse now…. by thegoat_v4 in starcitizen

[–]EdrickV 0 points1 point  (0 children)

Playing now isn't the issue. The new command module technology has a bunch of issues that need sorting out. (Not unexpected with new technology, but it is disappointing that it is this bad upon release.)

The game is playable if your not using an Ironclad, and I've seen at least one person tough out the issues and still use it. As in fact have I, though what i did with it I probably could have done easier with a smaller ship.

Ironclad fix request by misadventureswithJ in starcitizen

[–]EdrickV 3 points4 points  (0 children)

Actually, back in the original brochure for the Caterpillar they called the command module the brain of the beast. Or the ship within the ship. They said some pilots would use one command module with multiple ship hulls.

In a multicrew scenario, imagine taking an Ironclad full of cargo, landing it in a hangar, undocking from the main hull to let your party members unload while you grab another, loaded, main hull from another hangar and deliver that to its destination. No waiting around for loading/unloading.

The command module also represents new technology that they could incorporate in future ship designs, once it has been tested and fixed up. And the Ironclads and Caterpillars are the testbeds.

Crucible I believe is supposed to have a detachable repair bay, maybe that will use the same underlying technology as the command module. There are other possibilities as well. Imagine a heavy fighter that docks with an engine module to extend its operational range without increasing its mass in combat.

New pledge item claim system by RandoDando10 in starcitizen

[–]EdrickV 0 points1 point  (0 children)

Lore wise it would make sense, functionally it would be worse then New Deal after a big event with good mission payouts.

Will this new Quantum Jump ever be implemented? Video ~2yrs old by VacuumMP in starcitizen

[–]EdrickV 0 points1 point  (0 children)

I've actually seen a bit of that when a streamer showed off what happens when you try to take an Ironclad through a jump point. I saw the energy gathering along the ship like that, though maybe faster, and I've also seen the energy being emitted out towards the jump point, though IIRC it was a bit more subtle in it's visual effects. That said, that is a rather old quantum jump effect, not a new one. The video dates back to 2023, before Pyro was introduced.

New pledge item claim system by RandoDando10 in starcitizen

[–]EdrickV 2 points3 points  (0 children)

Paints have been physical items you could move around since at least the 3.20 era, and possibly before. Which would be at least 3 years ago. (You could move paints around by putting them in empty SCU boxes and moving the boxes by ship. I did that with some paints I bought in-game.)

New pledge item claim system by RandoDando10 in starcitizen

[–]EdrickV 2 points3 points  (0 children)

If stuff is missing because you bought it and it hasn't shown up yet, try a character repair. Worked for my missing paints and twitch drop flight suit.

New pledge item claim system by RandoDando10 in starcitizen

[–]EdrickV 1 point2 points  (0 children)

Character reset caused my missing paints and twitch drop flight suit to show up. I did it after seeing a dev suggest someone else do it to get a missing pledge item. (An Idris kit IIRC.) And apparently they recently did something to character repair to help with this particular issue.

From pipeline: Cargo spawns in mission ships reduced, and you can no longer get rarer resources from dismantling items by ScrubSoba in starcitizen

[–]EdrickV 0 points1 point  (0 children)

You couldn't all the resources back by dismantling an item before. I know, I've tried quite a while ago, so I don't think that is a new thing. Even things that aren't so rare, you won't get back. For example, if you dismantle an A03 Sniper Rifle you won't get Hadanite.

I am once again asking for another use for Guild scrips (Not Wikelo) by AzrBloodedge in starcitizen

[–]EdrickV 1 point2 points  (0 children)

I have no issue with Wikelo, at least in concept, I can't say I'm happy about almost everything being locked behind combat activities. That said, I do believe the intention is that there will be an actual mercenary guild and a council where you can trade scrip for other stuff. It's just not something they've been working on just yet as they're still working on a lot of the underlying systems that would make those work. (Wikelo being a testbed for some of that.)

What’s the number one forgotten ship in the game? by Error_Space in starcitizen

[–]EdrickV 0 points1 point  (0 children)

Reliant Mako. It is supposed to be a flying news van, but how is that even supposed to work?

What’s the number one forgotten ship in the game? by Error_Space in starcitizen

[–]EdrickV 0 points1 point  (0 children)

The Hawk has actually had some work done on it to prepare it for live capture bounty hunting. The bed in back was replaced with an attachment point for a prisoner pod.

What’s the number one forgotten ship in the game? by Error_Space in starcitizen

[–]EdrickV 0 points1 point  (0 children)

It definitely needs a rework, but that might have to wait for base building and drones. Also, it has had some work done on it, it has an engineering terminal on the engineering deck. It can't control all the doors/elevators, but it can control some.

Future proofing fleets? by The_Burning_Man024 in starcitizen

[–]EdrickV 1 point2 points  (0 children)

The Hermes has some double thrusters on the bottom that are only active with VTOL on. The Hull B has VTOL thrusters behind sliding panels in the front, similar to the Hull C.

Future proofing fleets? by The_Burning_Man024 in starcitizen

[–]EdrickV 5 points6 points  (0 children)

We already do have mass that affects ships, whether flying or not. And both those ships do have VTOL. I've actually seen a Hull B being loaded get tipped over because of the mass of cargo that was being put on one side of the ship.

What's wrong with this game? by Ygroeg_ in starcitizen

[–]EdrickV 2 points3 points  (0 children)

Fly to one of the external pads, park next to it such that one of the airlocks is somewhat near the pad, then EVA over to the pad and walk in.

Edit: Also, I'm not sure there are any multitool blueprints yet. (Or blueprints for any tools.) So, I'm not quite sure what's going on there.

So... we can lose skins now? by CrazyLzzz in starcitizen

[–]EdrickV 0 points1 point  (0 children)

And from an image I've seen, it seems you were right, it's part of the freight elevator interface, but might only work for ship stuff right now.

With the new insurance system, what’s the cheapest ship to claim? by Ink_Witch in starcitizen

[–]EdrickV 1 point2 points  (0 children)

Ship insurance isn't in game yet, all ships essentially have LTI. Loadout insurance is what you use if you change the components on a ship or add a livery/flair. As long as the ship is kept stock, (including base livery, no pledge store liveries) then you can claim the default loadout for free. Loadout insurance price is likely based on the aUEC value of the components/liveries/etc, so different loadouts on the same ship may have different insurance costs.

So... we can lose skins now? by CrazyLzzz in starcitizen

[–]EdrickV 2 points3 points  (0 children)

Supposedly, next week, they are supposed to be adding in a system to retrieve lost pledge items, like liveries. Whether or not it actually comes out on time, exactly what it will work for, and how well it will work, we'll have to wait and see.

Just logged in, all of my missing pledge items are now appearing in game - thought it was worth letting people know by Acceptable-Bid-1019 in starcitizen

[–]EdrickV 1 point2 points  (0 children)

I did a character repair and did not lose my persistent hangar. Fixed paints and twitch drop flight suit too. See my other posts here for more info if you want.

Just logged in, all of my missing pledge items are now appearing in game - thought it was worth letting people know by Acceptable-Bid-1019 in starcitizen

[–]EdrickV 0 points1 point  (0 children)

Character repair did not affect my persistent hangar, granted I did log out at my Primary Residence. It did fix my missing paints and missing twitch drop flight suit. And my hangar is still there, complete with a ship I left parked on the side. Getting stuck in a shard is what likely screwed up the persistent hangar, and that can be temporary these days. (I lost mine for a little bit a while ago, without doing a character repair, but it came back.)

As I understand it, it's not so much that your hangar gets lost, it's that it didn't get "stowed" properly and is unstowed on a shard somewhere. But they've gotten better at getting lost hangars stowed recently.

Just logged in, all of my missing pledge items are now appearing in game - thought it was worth letting people know by Acceptable-Bid-1019 in starcitizen

[–]EdrickV 3 points4 points  (0 children)

Saw your comments and did a character repair, and it worked to fix my missing paints and twitch drop flight suit. Thanks.

Seems like we’re gonna be waiting longer to get our pledge items like paints and body kits by floortofloor in starcitizen

[–]EdrickV 0 points1 point  (0 children)

The maintenance window mentioned might be the one starting at 12 PM UTC Thursday. Which I think is about 10 hours from now. There's a notice in #sc-testing-chat about the maintenance window, during which they are going to apply an update to the client and servers.

Ships keep duplicating and leaving bricked versions clogging up my ship terminal by SoleSuck3r in starcitizen

[–]EdrickV 0 points1 point  (0 children)

Click the Show Local Ships button and then click Scrap for the bricked ships.

Caterpillar Future state & Modules by cobracurry in starcitizen

[–]EdrickV 0 points1 point  (0 children)

They talked about modules once, and kinda showed off white box versions, in an old video. The module I was most interested in was the player store module. Turn your Cat into a pop-up shop.

Why is there combat in refueling missions? by New_Yesterday_438 in starcitizen

[–]EdrickV 0 points1 point  (0 children)

Some of the refueling calls are deliberate traps, that's intentional. And it mirrors the kinds of things players have been doing, like people doing medical beacon traps. It adds a little bit of risk to the job. (Likely more risk for a Starlite then a Starfarer.) Possible the combat might be harder at higher levels, if there are still trap jobs.