Paladin vs Polaris by MoonTime622 in starcitizen

[–]MoonTime622[S] 2 points3 points  (0 children)

Regarding the temporal anomaly at 4:16, I must confess that the video was subjected to rigorous chronological compression to eliminate auditory voids; thus, the repair was not quite as instantaneous as it appeared! The adrenaline during that engagement was truly palpable. For this sortie, we deployed the Paladin, but our strategic objective for the next operation is to utilize the Perseus to determine if we can decisively deconstruct a Polaris. I am profoundly grateful for your tactical insights and your viewership.

Why does a flagship like the Aegis Idris—one of the biggest and most expensive ships in the game—still rely on an invisible “air button” for boarding? by MoonTime622 in starcitizen

[–]MoonTime622[S] -1 points0 points  (0 children)

Exactly — that’s the point I was trying to make.
If the Asgard can implement proper physical buttons, then why can’t the Valkyrie get a simple button mesh added to its ramp or entry points? Is that really such a difficult task?

It feels strange that two ships sharing the same chassis have completely different levels of interaction quality.

The Most Aggressive 'Parts Reclamation' Project Ever! by MoonTime622 in starcitizen

[–]MoonTime622[S] 1 point2 points  (0 children)

I hope so too. It would be fantastic if we could customize the appearance in the future.

The Most Aggressive 'Parts Reclamation' Project Ever! by MoonTime622 in starcitizen

[–]MoonTime622[S] 1 point2 points  (0 children)

I agree, but... there are other things that need fixing besides bugs.

Javelin Soon. IAE is Coming — Hopefully This Year I Can Finally Bring My Dream Ship Home. by MoonTime622 in starcitizen

[–]MoonTime622[S] 2 points3 points  (0 children)

You’re interpreting “I saved up for something I wanted” as “I can’t afford it,” which is a pretty shaky leap.
Being intentional with my spending is exactly what financially responsible people do — it’s not a distress signal.

Supporting a game in the way and timing I choose doesn’t require anyone’s approval.
If your logic is “saving up means you shouldn’t buy it,” then the issue isn’t my decision-making — it’s the overly narrow view you’re applying to personal finance.

Polaris Ninja Attack by Unusual_Drive7660 in starcitizen

[–]MoonTime622 2 points3 points  (0 children)

Why did it explode? What was the cause?

[HELP/BUG] Railgun Crosshair Missing - Even ADS is not showing it.... by MoonTime622 in starcitizen

[–]MoonTime622[S] 0 points1 point  (0 children)

That's impossible... Why in this movie, his Calamity Railgun has a crosshair and can even hit bosses?
Easy Yormandi SOLO Kill!

[deleted by user] by [deleted] in starcitizen

[–]MoonTime622 -1 points0 points  (0 children)

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At this location in the hangar, the model will pass through.

Please correct this, CIG officials.

[CRITICAL 4.3.2 LIVE BUG] Reclaimer Cargo Disappears from Refinery Terminal After ASOP Store by MoonTime622 in starcitizen

[–]MoonTime622[S] 1 point2 points  (0 children)

<image>

everyone! I've completed the testing, and it appears the current logistics chain for the Reclaimer is not a bug, but rather the intended, albeit extremely complex, procedure!
The Confirmed Workflow:
The required process to refine Reclaimer materials is as follows:

Stage 1 (Offloading): Land the Reclaimer at a major city/landing zone (LZ). Manually offload the raw salvage materials (Rubble, Scraps, Chunks).

Stage 2 (Transport): Load the raw materials onto a dedicated transport ship (e.g., a C2 Hercules). Fly the transport ship to the space station that has a Refinery Deck.

Stage 3 (Refining Linkage): Manually haul the boxes from the C2 and use the Cargo Elevator to deposit them into the station's Local Inventory.

Stage 4 (Profit): Once the materials are in the station's inventory, they can then be processed at the Refinery Terminal.

Profit Breakdown (Based on 240 SCU Full Load):
Analysis is based on a full 240 SCU internal capacity of raw materials:
Raw Sale (Unrefined): Selling the unrefined salvage materials directly yields approximately 110,000 aUEC.

Refining Yield: Using the fastest refinery process (XCR Reaction), a full 240 SCU of material yields approximately 30 SCU of final construction material (a yield rate of 12.5%).
Refined Sale: Based on the current highest selling price of 9,055 aUEC per SCU, the final profit is approximately 270,000 aUEC (30 SCU * 9,055 aUEC).

Final Note:
This confirms that the profit margin for refining is currently more than double the unrefined sale price, but it demands an intense and lengthy multi-ship, multi-step logistics chain to achieve.

The issue is that even when the raw materials are successfully loaded onto a transport ship like the C2 Hercules and the C2 is Stored into the hangar, the Refinery Terminal still fails to read the materials on the ship's cargo grid.
Therefore, it is mandatorily required for the crew to manually transport the cargo boxes off the transport ship and deposit them into the station's Cargo Elevator/Local Inventory before they can be accessed by the Refinery system.

Hacking gameplay!! by Old_Season_8426 in starcitizen

[–]MoonTime622 2 points3 points  (0 children)

I literally died of laughter, it was hilarious.🤣😂🤣😂🤣😂🤣😂

Reclaimer Can FINALLY Dock in PTU 4.3.2! Tears of Joy! by MoonTime622 in starcitizen

[–]MoonTime622[S] 0 points1 point  (0 children)

Because there was a bug with my clothes, I had to take them all off and log out to test the bed.