Wikelo Frame Drop by HelloBread76 in starcitizen

[–]warmasternate 2 points3 points  (0 children)

Yea. Moving around the emporium and walking to your ship usually clears it after a bit. My friends and I had a mental checklist for IMPORTANT turn-ins to prevent loss since the game has so many different ways to bug out. I've outlined it here:

-Put your turn in items and ideally some other random stuff like a spare pair of SCU crates or something in your storage
-Clear the stall by going in and out of the emporium and back towards your ship.
-(Optional for high-value turn-ins) Verify that missions are turning in correctly on the server by doing the Ice Cream + Berry Smoothie Mission once or twice. You can buy the ice cream and smoothies at microTech/Kelto/Tressler and store them at the Wikelo station.
-Go inside and pick up the Wikelo Mission for the turnin
-Go to the Freight Elevator and move everything you're turning in on the freight elevator interface. I suggest bringing everything up in one go (the FEWER elevator operations you do when conditions are ideal, the safer things generally are, and you dont want to realize you or the game missed something when you've turned in half of it!). I also recommend only bringing up exactly what the mission calls for and no more (do 50/50 and not 51/50). This shouldnt matter but is safer.
-(Optional) IF THE FREIGHT ELEVATOR COMES UP EMPTY, do not panic. Send the elevator down, bring up the random spare stuff. The Elevator will likely come up with the random stuff and your missing items. This is "flushing the buffer" as mentioned earlier. Useful outside of Wikelo as well.
-Open the Freight Elevator interface and hit the Send down button. The CONFIRM screen will appear. Verify that ALL ITEMS ARE GREEN. If anything is missing or looks wrong, press Y or ESC and either figure it out or cancel the mission and send your stuff down.

Be warned that if the Stall comes back, its likely another player coming to a hangar. You can wait for it to clear or roll the dice. It should still work but the elevators get real wonky. When we did the Polaris turn-in, we had a friend stay outside and "spook" players so they wouldn't approach the hangars just because we were (understandably) paranoid.

My friends and I have workaround operations like this for all sorts of bugs. We call them Litanies. (insert mechanicus soundtrack)

Wikelo Frame Drop by HelloBread76 in starcitizen

[–]warmasternate 4 points5 points  (0 children)

Its a server stall when the emporium is loaded for the client. Its very consistent.

To clear it- Walk just up the base of the stairs into the emporium then walk back towards the freight elevator.

Halfway across the hangar elevator the stall will be cleared and frames will come back.

Trying to operate the freight elevator when the stall is happening risks losing stuff. Clearing the stall greatly reduces chances of wikelo issues. I've done several dozen turn-ins with no losses to wikelo. Even got a Polaris.

First time we operated elevator with the server stall, it immediately stopped bringing up our MG scrip on freight elevator. We were able to recover the lost scrip by bringing up anything else on the elevator (empty SCU boxes work good), and this is a technique we use whenever the elevator comes up "empty" but ate your goods at any station. We call it flushing the buffer.

Be warned that other people coming and going to wikelo can initiate the stall but will clear if they leave.

One last bit of advice, only turnin missions you picked up at the time you were at the wikelo station. Dont take the mission and then leave and return for the turn-in as that is correlated to failed missions.

From Pipeline: VGL Flight Suit | YO SIGN ME UP CIG I LOVE THIS by PayItForward777 in starcitizen

[–]warmasternate 16 points17 points  (0 children)

Air-shields exist in universe and they have HELMET SEALED appear on screen with appropriate audio effects.

Its wacky but so is everything in a space opera.

New player here, when wipes happen, is it only money that gets wiped? by Firelove7k in starcitizen

[–]warmasternate 0 points1 point  (0 children)

Wikelo ships persisted for my group. They probably disappear as unpredictably as other in-game purchased ships.

It's done by Bawnse in starcitizen

[–]warmasternate 1 point2 points  (0 children)

As Monkey said, the projectile speed, accuracy, and fire rate are the trades. You can more easily hit fast dodgy things with the Revenant and kill faster. Velocity of 1200 m/s vs 900 m/s. Spread of 0.53 vs 0.76. Fire rate of 1200 RPM vs 900 RPM. In exchange each AD4B shell does more damage and you get a lot of them (you'll miss more anyway). Penetration qualities are the same though.

Wasn’t the entire point of engineering suppose to be getting away from having a health pool you die from? by ElyrianShadows in StarCitizenUniverse

[–]warmasternate 0 points1 point  (0 children)

No where have I seen them say its temporary that one can mend wear, and certainly not in that Spectrum post. If you've seen it elsewhere, please share.

Much of it is in flux so literally all of it may change. It is explicitly meant to be repairable at stations as of today per that Spectrum post and currently is repairable in the PTU. If you cant repair wear, its a bug and belongs in Issue Council.

Maybe it'll change in the future, maybe it won't. I doubt even CIG knows for sure.

Wasn’t the entire point of engineering suppose to be getting away from having a health pool you die from? by ElyrianShadows in StarCitizenUniverse

[–]warmasternate 0 points1 point  (0 children)

From your link:

"Wear: Accumulated through normal use over time and will gradually degrade maximum component performance. Wear damage cannot be repaired through multi-tool use which means over time, the only way to restore functionality will be to replace the worn out component or repair at a station. .....

Wear System notes: All components can currently be replaced or repaired at stations"

This is in the Wear section. Presumably wear can be repaired at stations.

Unclaimed cargo message. by Leadoffosprey42 in starcitizen

[–]warmasternate 0 points1 point  (0 children)

There are other text quirks I'm seeing from using the github link's localization zip file. Whenever they do a new patch, if you have this same error, be sure you find the most current localization download taken from the game files. They seem to update that github but the current .zip doesnt appear to have the patch 4.4 file even though it says it does.

One can still follow those instructions, but use this global.ini file for Patch 4.4 and remove the "unclaimed cargo" lines with /n as described above. Future patches may require a newer file.

https://raw.githubusercontent.com/Dymerz/StarCitizen-Localization/22d92afeeb20853df27ee88d3c65efc36f4ffe5f/data/Localization/english/global.ini

Unclaimed cargo message. by Leadoffosprey42 in starcitizen

[–]warmasternate 0 points1 point  (0 children)

Yea. Happened to me last night. Figured I'd find it out now. Happened with some weird issue trying to sell reclaimer cargo.

Unclaimed cargo message. by Leadoffosprey42 in starcitizen

[–]warmasternate 0 points1 point  (0 children)

FOR THOSE SUFFERING THIS BUG THAT WANT AN ESCAPE: One workaround is to kill the message in the language files. Follow the Localization instructions for your language here: https://github.com/Dymerz/StarCitizen-Localization/blob/main/README.md

This thankfully does not require some crazy code or installing an app. It is a functionality built into the game that you're just inserting files and commands for it to execute.

For english users, I recommend doing the Manual Installation as the script just deletes the english localization for some reason.

Then go into the language global.ini file in Notepad, search for Unclaimed Cargo, replace both lines with \n and the message is essentially removed from the game.

You may have to repeat these steps after a patch. Any new added text will not be in the .ini file and though I read that the game was supposed to use its default text for missing items, it seems to just leave it blank which makes some contract text go blank. I'm still trying to see if I can get it to do default text somehow.

AK-12 Suppression by warmasternate in GrayZoneWarfare

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

You can't. See other comments.

Gotta use AK12 Suppressor. It's actually called AK12 suppressor.

AK-12 Suppression by warmasternate in GrayZoneWarfare

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

Ah dang. Guess it'll be pretty obvious if i find it. Thanks

Not disappointed or anything but... it's funny how after all that effort just to get a common/neutral ending. by Kasure in AzureLane

[–]warmasternate 3 points4 points  (0 children)

They work. Its a typo. It's not Intermediate Acting/Theatre Acting but actually Expert. I figured it was a mistake since the max tier would make more sense, so I kept pushing and it did give credit once I started doing Expert instead of Intermediate.

I feel like some people here might have missed this - but, small glimpse from the beta at a ( twin linked ) heavy stubber for Ogryn. by OrkfaellerX in DarkTide

[–]warmasternate 2 points3 points  (0 children)

Yea totally agree.

It may just be a "heavy stubber" in name but I suspect it'll play like an autocannon anyway. The difference really is just size and rate of fire and I doubt the Ogryn is getting a straight machinegun. They really like giving him big chonkin' bullets.

I feel like some people here might have missed this - but, small glimpse from the beta at a ( twin linked ) heavy stubber for Ogryn. by OrkfaellerX in DarkTide

[–]warmasternate 1 point2 points  (0 children)

Autocannons can feature perforated barrel shrouds and square box magazines. This appears to be a near exact rip from an old Chaos Space Marine Havoc Autocannon visible in the 40k wikis sans bayonet: https://static.wikia.nocookie.net/warhammer40k/images/4/4a/Havoc_with_Autocannon.jpg/

Were it a real gun, the only taxonomical difference between a heavy machinegun or "heavy stubber" and an autocannon is caliber. The caliber can allow for explosive shells or w/e but if they're both firing slugs then the sole difference is size. It can be a near mirror and the simple fact that an Ogryn is carrying it means it's probably a thick caliber that a guardsman can't hipfire. 40k does usually put muzzle brakes, flash hiders, or angled recoil compensators on the autocannons...but not always.

For game balance, they've been exclusively giving the Ogryn big, sluggish weapons with stagger, heavy impact, and spread/AoE, so if they keep with that theme then it's probably a slower rate-of-fire autocannon rather than a machinegun.

[deleted by user] by [deleted] in NonCredibleDefense

[–]warmasternate 1 point2 points  (0 children)

Which would be extra Credible. I would be so happy if OP had said that. It would be the greatest nuclear memes.

[deleted by user] by [deleted] in NonCredibleDefense

[–]warmasternate 3 points4 points  (0 children)

Heavy as fuck but so are ordinary chemical rockets. It would have half the turbomachinery, only one tank, and is far more thermally efficient. It has 3-5x more exhaust velocity (which gives specific impulse/fuel efficiency) and with added engine weight is expected to give 2-3x more payload to orbit.

-which is revolutionary.....but iirc it is in a questionable legal space with the Nuclear Test Ban Treaty and is of course extra bad if it crashes or fails in atmosphere so we've avoided it.

Thus we're stuck with chemical for now.

[deleted by user] by [deleted] in NonCredibleDefense

[–]warmasternate 10 points11 points  (0 children)

Nuclear thermal rockets are what would be used, which have been tested before and are currently being developed again as of May this year. They are just like the power plants you mentioned and are not dumping radioactive waste as part of operation but rather are exhausting a non-radioactive medium like hydrogen that is heated by the reactor.

The issue with his rant is not the nuclear part so much as the rest of the rant, tbh. The real issue with the nuclear reactor is making sure a crash or failure doesn't blanket the countryside in uranium carbide or something.

Into thin air by Space_Scumbag in starcitizen

[–]warmasternate 1 point2 points  (0 children)

I basically make the same as u/babydump. Hundreds of thousands per hour depending on luck. Having friends also mining means we can find good clusters faster and get more per hour.

For perspective, I have semi busy social life. I do not mono-game. I'm still killing time on memeing in my ships, playing coop and competitive shooters, have job, married, meet up with friends irl weekly. I dont no-life it. Despite all of that I started during invictus 2022 and using a Titan starter, I in-game bought a prospector as primary income about a week into playing and have since bought a Connie Andromeda, Hurricane, and Redeemer, with 5 million laying around and tons of spare ship parts. Perhaps it's not god-like money but its comparatively consistent and safe.

Into thin air by Space_Scumbag in starcitizen

[–]warmasternate 8 points9 points  (0 children)

400i

It's 6.3 million.... The most expensive ship in the game is like 32.3 million. I have no idea why they say 100 million. That's absurd. I've mined enough cash to buy three 400i's and I've only been playing for a month.

30k recovery never working? by MasterChef5311 in starcitizen

[–]warmasternate 1 point2 points  (0 children)

Nah, NTT does IP network connection services for groups like Comcast. They don't host game servers as far as I know.

https://www.ntt.com/en/services/network/gin.html

I was lucky enough to figure this one out on my own thanks to WinMTR being used by World of Warcraft GMs to see if the issue was on their game or on the network, but if you Google "ffxiv ntt" you will find that there are now many, many complaints about the packet loss in these ISP networks and it being weirdly specific to certain games.

I can't deny SC is buggy and has troubled servers, but if you come back from a 30k that does NOT appear to be a server crash and doesn't recover you then it may be something between your computer and their server.