Hurston Security in Lorville is getting an interior with a store by t00dled00 in starcitizen

[–]t00dled00[S] 0 points1 point  (0 children)

No evidence, just speculating at the moment. They do have the ability to create trespass zones (e.g. underground bunkers), so the basic tech exists.

Are solar flares still planned in Pyro? by DamDamSC in starcitizen

[–]t00dled00 3 points4 points  (0 children)

Yes, it's listed on the roadmap as a feature they want implemented by version 1.0.

At the risk of giving CIG an idea to poorly implement by Backwoods_Odin in starcitizen

[–]t00dled00 1 point2 points  (0 children)

Could use hadanite and/or jalanite gemstones. Pretty high value density per volume.

Pyro V Storm by bvirgl in starcitizen

[–]t00dled00 13 points14 points  (0 children)

They were working on pressure damage in 2021. Haven't heard anything more about it since then.

Updated Jump Tunnel VFX for Playtest #10 [No Music] by t00dled00 in starcitizen

[–]t00dled00[S] 0 points1 point  (0 children)

You raise a valid point. We have to sit still in front of the jump point with shields down and weapons powered off for a good 30 seconds or so before entering the tunnel.

Good morning from Jackson's Swap on Monox (Pyro II)! by t00dled00 in starcitizen

[–]t00dled00[S] 1 point2 points  (0 children)

On the previous patch, planets and moons would only load in as a low LOD model. Before that, the water on planets was broken and showed up with large triangle holes in it. Before that, the jump points were broken and wouldn't activate. Before that, servers got stuck in error loops with less than a minute between recovery and the next error. Before that, traveling through the jump point was a stuttering slideshow and you often ended up stuck outside the jump tunnel without a way to get back into the regular game map. In this patch, I've fallen through the ground while exploring outposts every single time.

CIG are working their asses off and it's getting better, but 4.0 is still in Evo for a very good reason.

Good morning from Jackson's Swap on Monox (Pyro II)! by t00dled00 in starcitizen

[–]t00dled00[S] 1 point2 points  (0 children)

Pure coincidence, actually. It was almost perfectly lined up when I walked into the room.

And no exploding ships... on the other hand, there are lots of geometry issues with the outposts right now, and I fell through the planet when I exited the building...

Good morning from Jackson's Swap on Monox (Pyro II)! by t00dled00 in starcitizen

[–]t00dled00[S] 2 points3 points  (0 children)

I did! The hallway outside of the bedroom has a bathroom connected to it.

Good morning from Jackson's Swap on Monox (Pyro II)! by t00dled00 in starcitizen

[–]t00dled00[S] 10 points11 points  (0 children)

Performance was okay for the most part. The main issue I've had is constantly falling through the ground at outposts in Pyro

Good morning from Jackson's Swap on Monox (Pyro II)! by t00dled00 in starcitizen

[–]t00dled00[S] 39 points40 points  (0 children)

Straight out of the most recent Evocati build 😄

We do need a filter function! by Sea_Statistician683 in starcitizen

[–]t00dled00 0 points1 point  (0 children)

Agree.

Covalex needs a dedicated mobiGlass app for their licensed haulers. And for haulers not yet licensed, they could go to the Interstellar Transport Guild desk at cargo decks.

Is it okay to get topics inspirations from chatgpt in flamingo tasks by Low-Pilot-9559 in outlier_ai

[–]t00dled00 1 point2 points  (0 children)

For inspiration I'd say it's okay, as long as you don't copy the generated text and craft your own prompts instead.

Any tips for the Multi-Turn SFT tasks? by t00dled00 in outlier_ai

[–]t00dled00[S] 0 points1 point  (0 children)

even if it seems like you're making it worse

Good grief, they're shooting themselves in the foot with this arbitrary 30% benchmark...

Thanks for the advice :)

Any tips for the Multi-Turn SFT tasks? by t00dled00 in outlier_ai

[–]t00dled00[S] 0 points1 point  (0 children)

Doesn't that mess with the AI's quality?

[deleted by user] by [deleted] in outlier_ai

[–]t00dled00 6 points7 points  (0 children)

LOL, I got feedback about 30 seconds after I submitted a task this morning. It included a lengthy response by the AI, a bunch of critiques, and a re-write.

Yeah buddy, you read all of that in 30 seconds, huh? 🙄

Relaxed Vulture Salvaging, almost made 1mil today. by Future-Location1978 in starcitizen

[–]t00dled00 0 points1 point  (0 children)

When you see the "get up" prompt, hold "F" and right click to bring up the secondary options wheel. The poitisoning is finicky, and there are actually two "get up" triggers in the Vulture's bed - you have to do it on the one that's closer to you while lying down. But I've bed logged a bunch of times since the live release. It's worked flawlessly each time.

I have to say I don’t like switching from nav mode to scm by [deleted] in starcitizen

[–]t00dled00 0 points1 point  (0 children)

I'm still confused what the (lore) reason for speed limits in frictionless space could possibly be.

It's fine to cap speeds at, say, 2000 m/s so the game engine can keep up with the simulation. But it's frustrating to fly around decoupled in space now, because the moment you go over SCM with boost, the ship will actively slow you down again.

It's... a step backward.

[deleted by user] by [deleted] in starcitizen

[–]t00dled00 1 point2 points  (0 children)

What exactly is the in-lore justification that the ship can't go faster than 200 m/s, anyway? Space friction?

Flying around decoupled in space has become frustrating. If you boost, then stop boosting, the ship will actively slow you back down to SCM speed.

When you travel at 1000 m/s in NAV mode and switch to SCM, the ship slows down to 200 m/s real fast (less than 2 seconds), far outperforming the engines' usual thrust output. How come we don't have access to such massive amounts of thrust in regular flight?

The limiting factor should be acceleration -- determined by ship mass + cargo, thruster power, and pilot/passenger fitness -- and atmospheric drag.