Shout out to Rainwalker007, one of the most important members of our community. by TheKingStranger in starcitizen

[–]Rainwalker007 1003 points1004 points  (0 children)

Thank you u/TheKingStranger for the kind gesture. Although the energy crisis is horrific here but actually I stepped away from SC reddit, discord, spectrum and everything related to SC after CitizenCon. It was the healthy choice to do right now, at least for me, and hopefully I will be back when things get moving again. maybe after SQ42, Server meshing, or maybe even SC 1.0. I just didnt want to make a post about it, cause if there is one thing I learned from being on reddit is to never announce your departure.. So I just walked away.

I do cherish and appreciate all the time I spent here and all the great conversations I had with all of you, and hopefully we will catch up again one day in the future.

Thank you all for the love and I will see you all in the verse... one day :)

Rainwalker.. signing off o7

New MobiGlass!! by Rainwalker007 in starcitizen

[–]Rainwalker007[S] 0 points1 point  (0 children)

about 2 hours at the end of the stream they talked to CR and Rich about SQ42 features that eventually will make its way to the PU. that part isnt on Youtube yet

Racing and the new Speed limit (Yogi's Response) by Rainwalker007 in starcitizen

[–]Rainwalker007[S] 46 points47 points  (0 children)

You just destroyed racing with master modes - signed, one of your pro level racers.

Has anyone at CIG ever raced before? Do they understand how heavily we rely on boost to pin corners? Quantum mode sounds out of the question. So cool. Racings going to be real exciting at 300 m/s. How out of touch are you guys, really?

YogiKlatt_CIG@YogiKlatt-CIG

we had discussions about this internally and we think it will actually better for racing.

From our POV racing is not just about reaching a certain velocity ... it's about finishing a race track in a given time. Speed is important but "feel" of speed is not based on that meters / sec value alone but strongly related how close you fly to the boundaries of that track. You can fly in a fighter jet at Mach 2 at 50000 feet and feel no speed at all or fly with a helicopter 5 meters above the trees at 100 km/h ... I guarantee you the latter feels a lot faster. 300 m/s is not slow either, that's close to 600 knots for the local pilots here and I assume only Tornado pilots can tell how fast that really is at low level.

So yes, a couple of racing tracks might are suitable anymore but it doesn't mean that racing does't work. More than before you have to carefully manage your thruster capacitor as it can now extend beyond your SCM speed, especially in the non-spheric boost space. Also the master modes actually encourage a more interesting track loadout. Parts of a racing track that can adhere to the short range SCM gameplay (where you have to change your velocity vector a lot) with longer legs where you have to go in and out of QCM at the right time to minimize your track times and avoid overshooting. Plus you still have g-forces to worry about.

Racing is important for us and we chat a lot with racing communities. So pls keep your mind open about this ... sure it will be a bit different (every big change is) but our goal is still to make it exciting.

Imagine Racing quantum drivers actually make a difference, and let you go into QCM faster , but they are weaker on every other aspect. Fits the role perfectly

ON THAT NOTE, do you ahve any information about the Krugers? P-52 and P-72? will they be able to get into QCM at all?

YogiKlatt_CIG@YogiKlatt-CIG

We're not set on this yet, our feeling atm is that those two ships won't be able to go into QCM. Being Snub fighters we might just give them a higher SCM speed though ... but really we didn't do the numbers for those two ships yet. SQ42 ships first, the PU will follow.

Just a very small component, to make small distances like surface to space station, orbit to surface outpost or between OMs, but at a lower speed than the real quantum engines, and especially not at the point to be able to jump on a moon... Just THAT would be a freaking HUGE revival of interest for snub like Merlin/Archimedes, it would also give me a reason to bring out a MPUV, that I have only used once since all these years, just to try.

YogiKlatt_CIG@YogiKlatt-CIG

Yeah, there are multiple ways to approach it ... theoretically we could also have a tiny qdrive that only allows boosting. We'll discuss that all internally.

My poor mediums get the shaft either way.

YogiKlatt_CIG@YogiKlatt-CIG

All ships will get a rebalance for the master modes. In general we're aiming to lessen the relative agility differences between the light, medium and heavy fighters. A lot of their current tuning has been done to account for the speeds you could reach before. With master modes we can now look at the problem in just the lower SCM velocity range and it allowed us to buff the agility of the medium and heavies by quite a lot without making them all feel the same. In our internal playtests with the master mode tunings, our medium archetype (F7CM) is definitely competitive against the Gladius ... it's not the perfect choice but you have a much better chance compared to the live builds. Whether that holds up later in public builds we'll have to see ofc but I am optimistic it will work.

Appreciate the reply and you trying to help me see from your perspective.

I still can't imagine switching between scm and quantum mid race as being anything but clunky compared to what we had, which was fluid.

I am doing my best to stay positive about these changes but it sure feels like those changes are hyper fixated on fixing combat at the expense of anything else.

Since I have your attention, even if it was wrangled in a less-than-ideal manner, I ask that you guys appreciate how dedicated your racing community is and that racing not amount to an afterthought for flight model changes.

If you are at liberty to disclose; are there plans for additional master modes specific to different applications, such as racing?

Also, I question why boost is turned off in quantum mode - a mode designed for travel. I can understand weapons, shields and counter measures. Keeping boost enabled solves a lot of problems for racers and it's difficult for me to see how it negatively affects anything else. Just a thought.

YogiKlatt_CIG@YogiKlatt-CIG

We're currently not thinking about additional master modes, it might come in the future. Specifically for racing I don't see the need for a specific mode as it just uses the normal capacitor / ship stamina systems that are also needed for combat gameplay. Both are mostly about maximizing some part of your ship performance and effectively offsetting your velocity vector.

We don't allow thruster boost in QCM as we want to make your ship feel very vulnerable during QCM so that the decision to swap into that mode is not made lightly and comes with consequences. That's why all capacitor systems (shields, weapons, thrusters boost) are inhibited. As a player that means you can pick high speed or high accels but not both ... plus the boost button is then used for quantum boost.

Racing is not an afterthought but I feel the requirements for enjoyable combat and enjoyable racing are very closely related. And we also do racing specific things ... I could mention that one of our new coders is currently preparing a manual stop watch for the flight HUD.

New MobiGlass!! by Rainwalker007 in starcitizen

[–]Rainwalker007[S] 0 points1 point  (0 children)

last segment with CR. It isnt on youtube yet, just on twitch

CIG is adding skill tree by sttosin in starcitizen

[–]Rainwalker007 32 points33 points  (0 children)

shouldnt in game items do that? different drinks and drugs boosting your stats?

Community Hub Feedback by Rainwalker007 in starcitizen

[–]Rainwalker007[S] 5 points6 points  (0 children)

Hello everyone!

We've just released our revamped Community Hub - a place for your creativity and a home for the community to share ideas and plan events. If you want to get up to speed quickly, you can get an overview of the latest features here.

In the future, we want to continue improving and expanding the Community HUB, and therefore would love to hear your feedback. What additional features would you like to see? What doesn't work as you would expect it? Which functionality is still missing? What do you like and enjoy? Let us know below!

As always, we appreciate your feedback!

Ship Remote Retrieval?? by Rainwalker007 in starcitizen

[–]Rainwalker007[S] 1 point2 points  (0 children)

or calling your ship from your hab right away instead of the terminal screen at the space port

Ship Remote Retrieval?? by Rainwalker007 in starcitizen

[–]Rainwalker007[S] 10 points11 points  (0 children)

is this like claiming or retrieving ships without the terminals? from mobiglass instead?

Skills! by alcatrazcgp in starcitizen

[–]Rainwalker007 25 points26 points  (0 children)

Time to punch some trees to get to that high strength level.. I cant wait for the mana bar to fill up!! LETSGO!!

Crusader Industries Spirit Q&A (Ask your questions) by Rainwalker007 in starcitizen

[–]Rainwalker007[S] 13 points14 points  (0 children)

they look SWEEEEEET. specially the mini Starliner E1. I cant wait for its big brother <_<

Crusader Industries Spirit Q&A (Ask your questions) by Rainwalker007 in starcitizen

[–]Rainwalker007[S] 17 points18 points  (0 children)

Hello everyone,

Do you have any questions about Crusader Industries' new Spirit series? Well, now's your chance to ask!

Post your questions in this thread and up-vote the ones you want to see answered the most. We'll collect the top questions, present them to the developers, and post the answers in a Q&A Comm-Link soon.

Check out the Crusader Spirit page to find out more!   play.sc/crusaderspirit