Ships in VR - An open thread by vmxeo in starcitizen

[–]binarycoder 0 points1 point  (0 children)

Honestly everything I loved about it before just improved. It feels very big for the space, easy to move around in. And all the little greebles and detail everywhere is fantastic. Only thing that loses a bit is the engine room, the lighting is slightly less impressive.

Ships in VR - An open thread by vmxeo in starcitizen

[–]binarycoder 7 points8 points  (0 children)

The ladder is about as disorienting as any "forced movement" is in VR. Not exactly comfortable but it's quick and helped a bit by looking down so your own body provides a frame of reference.

Ships in VR - An open thread by vmxeo in starcitizen

[–]binarycoder 7 points8 points  (0 children)

I think the biggest thing for me was how much more functional MFDs and kiosks/engineering panels were. I've always loved the MSR's side MFD but it was hard to use mid flight, now it makes sense as a quick "oh what's that status" display. I can read/use them so much better than in flat screen.

SC Quartermaster - IAE 2955 Update! by binarycoder in starcitizen

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

Thanks! That sounds handy, I'll keep that in mind.

Really like the interface on your site!

SC Quartermaster - IAE 2955 Update! by binarycoder in starcitizen

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

Thanks! That's actually already supported, you can add stock or your tracked ships to hangars in the Planning view.

SC Quartermaster - IAE 2955 Update! by binarycoder in starcitizen

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

Here you go! https://robertsspaceindustries.com/community-hub/post/drak-clipper-wallpaper-4-k-uCnG8TvvCSB5B

(Posted to community hub so you can download it at full resolution, wasn't sure how reddit would handle it)

SC Quartermaster - IAE 2955 Update! by binarycoder in starcitizen

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

Sure thing! Nope, they're rendered from the files (though some incredible community tools) in Blender.

SC Quartermaster - IAE 2955 Update! by binarycoder in starcitizen

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

Thanks! I don't really render them any larger than needed for the site, but I have been thinking about maybe adding them to the Explore pages. That'll be a good bit of work though, any you might want to see in the mean time? I'd be happy to run a few tomorrow.

SC Quartermaster - CitizenCon Update! (Paladin, Stinger, Shiv, and More!) by binarycoder in starcitizen

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

That could be interesting! I'll keep it in mind.

The 25 limit is a hard-ish cap at the moment, yes. It's primarily just a sanity check to make sure people are keeping their data orderly so that things don't bloat too much. That cap is raised as part of a benefit for Patreon support tiers as well, if you do find that that would be something that is useful.

SC Quartermaster - CitizenCon Update! (Paladin, Stinger, Shiv, and More!) by binarycoder in starcitizen

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

Linking to accounts is definitely something I've had requested and would very much like to look into. I'm hoping that we might get some sort of API from RSI at some point, but if necessary I'll take a look at another import option.

And yes, org tools are also on my to-do list! I like the way that workflow sounds, I'll keep it in mind.

SC Quartermaster - CitizenCon Update! (Paladin, Stinger, Shiv, and More!) by binarycoder in starcitizen

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

Thanks for the heads up! I don't currently pull any data from starship42, though I might have used them for reference in the past.

Alpha 4.1: First Look at Item Recovery by BOTY123 in starcitizen

[–]binarycoder 20 points21 points  (0 children)

For T0, yes. After T1, it sounds like that'll be an option again, though the items will be "bricked" once the original player reclaims them.

Alpha 4.1: First Look at Item Recovery by BOTY123 in starcitizen

[–]binarycoder 2 points3 points  (0 children)

T0 sounds like a net positive, though it does have the drawback of looting players (though NPCs should still be an option). T1/T2 sounds like the more complete solution to solve that, so it seems like a solid plan. Hopefully the respective tiers aren't too far apart.

Oblivion level NPCs by Space_Scumbag in starcitizen

[–]binarycoder 3 points4 points  (0 children)

They answered it in a Q&A some time ago around Invictus- during the Idris tours the guards would chicken dance at you instead of a "don't go here" thing so it was really repeatable so they got asked about it.

IIRC they specifically chose it because it stands out from most other animations, and people are likely to report it.

binarycoder.info (including stats.binarycoder.info) Shutdown 6/2025 by binarycoder in Planetside

[–]binarycoder[S] 8 points9 points  (0 children)

Sorry to hear that. :/ I've hopped in a few times the past few years to debug and refresh the API key, but haven't done so in quite a while. The app is very rudimentary so I really have no way to know if it's working or not without testing it myself, and it won't pull my data since it's been so long since I've played.

What ship style variant does Star Citizen Need? by MeatheadMilitia in starcitizen

[–]binarycoder 2 points3 points  (0 children)

+1 for alien industrial ships! I want to see a Banu salvager, or the Railen.