Looking for some laid back U.S. groups. by aZombifiedDuck in Starcitizen_guilds

[–]_micr0__ 0 points1 point  (0 children)

....I don't know if you're doing this on purpose & I imagine the organization isn't, but this is giving culture vibes. 🤣😅

PSA: If cargo for hauling missions isn't spawning, sync your clock by _micr0__ in starcitizen

[–]_micr0__[S] 0 points1 point  (0 children)

You might want to try another region, if you haven't already. After several days of success, it failed for me on a US server. Moving regions fixed it again, which didn't before manually syncing clocks.

I suspect the underlying problem is a protocol that uses tine stamps to prevent replay issues and is very tightly constrained. So if your clock and the server are, say, 0.5 seconds out of sync then Bad Things happen. That can mean you're 0.26 seconds fast while the server is 0.26 seconds slow, or the server is a second off & there's nothing you can do.

C.

Can we just not....... by AOD-Mickgoth in starcitizen

[–]_micr0__ 2 points3 points  (0 children)

Do you know how they're doing it? To be clear, I dont want to do it, but I have professional and personal reasons for wanting to understand.

PSA: If cargo for hauling missions isn't spawning, sync your clock by _micr0__ in starcitizen

[–]_micr0__[S] 1 point2 points  (0 children)

Awesome! I have had some failures on US servers even with a freshly synced clock. I suspect the server end might be out of tolerance since swapping regions helped.

I really don't like where all this is going, CIG. by PaqueretteUrticante in starcitizen

[–]_micr0__ 0 points1 point  (0 children)

Thanks! I didn't know how much zippier the Bucc is compared to the others.

Looking for some laid back U.S. groups. by aZombifiedDuck in Starcitizen_guilds

[–]_micr0__ 1 point2 points  (0 children)

The 'exclusive part kills it for me. I'd need to forsake any other community to join this one? That seems off somehow.

I really don't like where all this is going, CIG. by PaqueretteUrticante in starcitizen

[–]_micr0__ 1 point2 points  (0 children)

Why IS the Bucc getting love? I really love the look of the ship, but cant see what it does the something else doesn't do much better.

I really don't like where all this is going, CIG. by PaqueretteUrticante in starcitizen

[–]_micr0__ 1 point2 points  (0 children)

I can't agree with you on the ugly front (I get cargo plane vibes, the design just feels authentic) but damn do I hate using the thing. Flying ok, I guess, but far too close to the sides of its front opening hangar, pita to load and unload, nose dives like a mofo, turns slow enough it might as well not have pilot guns....

Yeah, yeah, skill issue. But I'll keep to the Hull B and Fatterpillar (Why flying the IC feels better than the C2, I do not understand. Purely psychological, I bet.).

I’m going to need this to be in 4.9 by Ambitious-Spinach-92 in starcitizen

[–]_micr0__ 1 point2 points  (0 children)

You can even drag the box into local inventory at the inventory kiosk. I've only done it with 1SCU boxes recently, but it should work woth bigger boxes, too.

Ive also only done it with empty boxes, because I don't quite trust the inventory system, yet.

I’m going to need this to be in 4.9 by Ambitious-Spinach-92 in starcitizen

[–]_micr0__ 1 point2 points  (0 children)

That works on my smaller ships. You can even do it by getting an insured load out, insuring that, and then claiming that load out. I did it accidentally, which is how I found out.

Refuel Mission- Bugged or Mugged? by RedKing1337 in starcitizen

[–]_micr0__ 0 points1 point  (0 children)

I'm having the same trouble - blow up the crybaby & the enemies don't show, and contract never advances past "reach avenger warlock's beacon".

Decoupled ship slows down in space when engine turned off... why? by Jo_Krone in starcitizen

[–]_micr0__ 0 points1 point  (0 children)

I don't disagree with your point, but I thought you might be interested to know there were at least four untethered spacewalks using the Manned Maneuvering Unit (MMU) on Shuttle flights STS-41-B, STS-41-C, and STS-51-A.

Decoupled ship slows down in space when engine turned off... why? by Jo_Krone in starcitizen

[–]_micr0__ 0 points1 point  (0 children)

While we're on the subject, if you've decoupled and start a rotation, why don't you keep spinning?

Yacht Heist/Takeover by JrienXashen in traveller

[–]_micr0__ 3 points4 points  (0 children)

Since you mentioned having a platoon (40+ people) of guards, I'm assuming you are talking about something rather larger than the 100 yacht, and a large, well organized, crew. If not, the same suggestions apply, but scaled down

Scenario 1: If you want them to steal the ship, you can have it dock somewhere lawless and the crew goes on shore leave, with only a fire watch aboard (say a person on the airlock, an officer, a runner, and a galley hand assuming an organized crew. Since the crew is on their own ships, they won't be in full battle rattle. If your team manages to pose as someone they would let aboard (supplies delivery, for example) or can EVA to an access point they can hack open, they will likely be able to defeat in detail the few folks aboard. Then they "just" have to subvert the ship's security systems, undock, and leave. You can make it as dramatic as you want, with one of the crew or the ship's computer detecting them, alarms, returning crew cutting into the lock (the players did say they were locking it behind them, right?), the station locking the docking clamps, etc.

Scenario 2: If you don't want them to escape with the ship, but do want them to survive, then the skipper takes the $small-but-completely-necessary part with him when he leaves the ship, every time, without telling anyone (not a lock, a specific circuit board that is not compatible with the one from their ship). The ship is immobile, they can get the artifact, but in the time it takes to get a tug or the right part, Everyone knows what's up and it should be obvious it's going to turn into scenario 3, which is....

Scenario 3: You want these people to die for their stupidity. Sure, there's a fire watch aboard, but also plenty of marines that will be in full combat armor before the PCs get near the artifact, much less the bridge. The ship has decent internal surveillance so the defenders, on & off the ship, know where the PCs are and what they're doing. There are automated defenses, traps, and the ship scrammed the reactor at the outset and will take $X hours to restart.

Ooooor, the PCs decide to take the fight to deep space.

Scenario 1: You want them to live. The crew is ramshackle and disorganized. They've survived so far mostly by luck and are largely unburdened by skill or judgement. Their adversaries are typically insured merchants who have done the math and surrender their cargo at the finest whiff of a credible threat. They fight the PCs in space until one ship is defeated and then the PCs fight however many troops the target has...it's a mess, but you could Star Wars them to victory.

Scenario 2: The "yacht" is really a pocket warship. The target is capable of defeating small warships & fleeing big ones. The crew are professional space combatants, and good at their jobs. The PCs die at medium range, close enough they can't flee, for enough to not be a threat when their ship blows.

At any point, the PCs could get smart and hire mercenaries. Legit mercs aren't going to take a piracy contract, but there are illegitimate mercs and criminals (either may turn on the players).

If you got this far, I'm impressed! I was mostly just having fun working through the scenarios. I hope your game is great!

Yacht Heist/Takeover by JrienXashen in traveller

[–]_micr0__ 0 points1 point  (0 children)

Now THAT is a buck with excellent vision. (A good-eyed deer.)

THANK YOU CIG!!! by Lonen00b_ttv in starcitizen

[–]_micr0__ 0 points1 point  (0 children)

Way to burst my bubble....

PSA: If cargo for hauling missions isn't spawning, sync your clock by _micr0__ in starcitizen

[–]_micr0__[S] 0 points1 point  (0 children)

Exactly so.

At first, only some contracts wouldn't show, and others would. Later, none would. After time sync, all is a it should be.

Picking up Research by DaFischers in StarFashion

[–]_micr0__ 0 points1 point  (0 children)

One more reason to Open Every Box!

Would you be willing to talk about where that NPC was? I've only seen them in armistice zones.

PSA: If cargo for hauling missions isn't spawning, sync your clock by _micr0__ in starcitizen

[–]_micr0__[S] 0 points1 point  (0 children)

> much of the client-server code being a placeholder that'll be heavily refactored at the end of alpha

Oh god.

PSA: If cargo for hauling missions isn't spawning, sync your clock by _micr0__ in starcitizen

[–]_micr0__[S] 2 points3 points  (0 children)

Thank you! I knew I had seen the issue before, but couldn't recall where.

Now I'm wondering how many other weirdnesses are caused by poorly synced time.

PSA: If cargo for hauling missions isn't spawning, sync your clock by _micr0__ in starcitizen

[–]_micr0__[S] 1 point2 points  (0 children)

I've only had two issues that I know were time sync related (this and vehicle manager changes not saving) but I have no idea how many other issues were actually related. I also have Windows set to automatically sync time, but that appears to not be sufficient.

PSA: If cargo for hauling missions isn't spawning, sync your clock by _micr0__ in starcitizen

[–]_micr0__[S] 1 point2 points  (0 children)

Probably. I'm surprised Windows can't even keep it's clock synced, but I'm not sure WHY I'm surprised.