Star Citizen

1261 readers
15 users here now

founded 4 years ago
MODERATORS
1
 
 

So I was asked if my head tracking approach of reading the IMU data from my Viture Pro to OpenTrack and SBS (side-by-side) mode with ReShade would also work with StarCitizen.

Guess it does 🤷

Pick your poison to watch the video: https://www.youtube.com/watch?v=rWUC2Y3TRh4 / https://makertube.net/w/8L7gVN8NnLvjhQCPGNmd6W

I start Star Citizen via Lutris (and not with Steam), which requires slightly different settings once ReShade is installed:

Enable Gamescope: ON Output Resolution: "3840x1080" Game Resolution: "3840x2160" (set this also ingame!) Custom Settings: "--scaler stretch"

Can this get you banned? Who knows 🤷 Jury is still out on this. Do I care? Nope. I won’t miss my puny starter pack.

YMMV.

The proof of concept code to read the IMU data can be found at https://github.com/bekopharm/xr_to_opentrack (pending changes).

It works with the Breezy GNOME xr_driver: https://github.com/wheaney/breezy-desktop (but the Vulkan one works probably too but that’s untested). It should also be compatible with other glasses that have IMU for Breezy available.

There is an unlisted SBS version of this video linked in the description. You will need XR glasses that do FULL SBS though to watch it!

Originally posted at: https://beko.famkos.net/2025/02/01/star-citizen-with-head-tracking-from-xr-glasses-in-sbs-mode-on-linux-pc-yes-it-works/

2
 
 

cross-posted from: https://lemmy.ml/post/25045208

3
 
 
4
1
4.0 Preview - Status Update (robertsspaceindustries.com)
submitted 4 months ago by [email protected] to c/[email protected]
 
 

cross-posted from: https://lemmy.world/post/23488749

Hello everyone!

We wanted to provide a small update before we get too far into the winter break so we’re starting this thread and will be periodically dropping additional information here as it becomes available.

As many of you have noticed, the 4.0 Preview Environment has experienced numerous issues, some of which have been cleared up and some that have not. Since opening the environment, our teams have been keeping an eye on how things are progressing to ensure we tackle emergent issues to the best of our ability.

While we will aim to have a more in-depth breakdown after the Holiday, here is a brief list of some of the significant issues that have had corrective action taken so far:

  • Global Lag – Once players were jumping into the live scaled environment, we discovered that some aspects of typical player behavior were spamming the infrastructure more than expected. A series of hotfixes were deployed to reduce these systems' impact, resulting in improved interactions responsiveness and faster login queue times.
  • Missions – Next up, the mission service encountered degraded performance after players had been engaging in missions post launch. After the source of the issue was identified, another corrective hotfix was applied.
  • Hangar Spawn – It was discovered that the very recent change to allow players to spawn directly in the Hangar has had some unintended reduction in overall performance of the backend infrastructure. Spawning directly in the Hangar has been temporarily disabled so we can monitor the environment without this added load and ensure that this is the only cause of this issue.

In addition to these, we are currently in the middle of rolling out services updates aimed at optimizing Reputation and Mission services, Social system improvements, preventing concurrent unstows of Hangars, and safeguarding against the current leading cause of Hybrid crashes.

The RSI Knowledge Base also has a list of known issues which can be found here: https://support.robertsspaceindustries.com/hc/en-us/articles/28595368580375-Star-Citizen-Alpha-4-0-Known-Issues

If the issue you’re encountering most frequently is not listed in this thread or on the KB, rest assured we are tracking many more issues and are prioritizing and fixing them as swiftly as we can.

As always, while we are monitoring Spectrum, Reddit, and other social media platforms, the most reliable way to help us identify priority fixes will be through engagement on the RSI Issue Council. https://issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN

Thank you all for your continued support and we look forward to improving the 4.0 Preview experience in the days to come!

5
6
7
 
 

cross-posted from: https://lemmy.world/post/23065354

As the title suggest it's a rundown of what's coming with patch 4.0.

Things mentioned:

  • Server meshing
  • Jump points
  • Pyro (6 planets, 5 moons)
  • Gangs
  • Contested zones
  • New settlement types (independent, outlaw, derelict)
  • Junkyards
  • New mission types
  • Mew fauna (various types of space cow, domesticated Kopions, space mice)
  • New caves (rock, sand and acidic types)
  • Mission and economy updates
  • FOIP improvements
  • Anvil Carrack update (operable cargo pods, working blast shields)
  • Quantum travel changes (acceleration rates, fuel consumption and max speed based on quantum drive)
  • Mirai Guardian (fat Fury)
8
1
Luminalia 2954 Is A Go (robertsspaceindustries.com)
submitted 4 months ago by [email protected] to c/[email protected]
9
 
 

cross-posted from: https://lemmy.world/post/22523189

Committed for Alpha 4.0:

  • Server Meshing V1
  • Jump Points
  • Pyro I
  • Pyro II - Monox
  • Pyro III - Bloom
  • Pyro IV
  • Pyro V
  • Pyro VI - Terminus
  • Ignis
  • Vatra
  • Adir
  • Fairo
  • Fuego
  • Vuur
  • Pyro Space Stations
  • Fauna - Quasi Grazer
  • Outposts - Colonialism
10
11
 
 
12
 
 

Guests:

  • Ivan Corbett, Producer II
  • Benoit Beausjour, Chief Technology Officer
  • Jordan Wood, Network Programmer III

TL;DW:

  • Server meshing is tested with players because they break stuff.
  • High player limits (500+) help figure out bottlenecks.
  • Replication Message Queue is one of the results of those high capacity tests.
  • RMQ fixed initial problems but revealed a bunch of new ones with high latency and packet losses.
  • Lack of paralliziation was another problem not found until RMQ made it in.
  • Entity synchronization (binding) also had to be optimized (example provided talks about 3 million entities per shard after a week of running a server).
  • Current hope is to improve the network performance 10x or more and find the next set of bottlenecks.
13
 
 

Its been a rough week, the whales under Orison need sacrifice.

14
 
 

cross-posted from: https://lemmy.world/post/21464555

Added to Alpha 3.24 column:

  • MISC Starlancer MAX
  • Argo CSV-SM
  • RSI Polaris
  • Anvil Hornet F7C-R Tracker MkII
  • Anvil Hornet F7C-S Ghost MkII
  • Acidic Caves
  • Rock Caves
  • Additional Player Customization
  • Multi-Tool Updates

Removed from Alpha 4.0 column:

  • Life Support
  • Engineering
  • Fire Hazard
  • Fire Extinguisher
  • Solar Burst
  • Charge/Drain
  • Transit System Refactor
15
 
 

cross-posted from: https://lemmy.world/post/21251985

You can check out linked Spectrum thread but here are John Crew's posts about that:

Post 1

Hey,

We'd planned to talk more about this at IAE (as thats generally where we give big updates across manufacturers) but a lot of people are discussing this very topic at the moment so want to add some clarification in advance:

There are no current plans to have a base building module for the Galaxy, that doesnt mean there never will be but there is nothing concepted, planned or in the production schedule. The Starlancer BLD will be the ship you can build Large structures with when base building is available ingame. The only confirmed module in addition to the ones on the pledge store is the Manufacturing module, the general rule of thumb for all things vehicle is unless its on the pledge store or available ingame treat it as speculative. The Perseus is the next RSI capital ship in production (instead of the Galaxy) purely down to the greater percentage of shared assets with Polaris.

Hope that clears up some confusion around the matter and if scheduling/filming format allows we will discuss more around IAE.

Post 2

Just to try and add some extra information as the phrasing for aspects was perhaps not as clear as it could've been, I'm aware that the news is not as hoped but I'd prefer to update now than keep people in the dark until the Galaxy releases.

  1. Emphasis on no current plans, this does not exclude that there were plans in the past (as inferred at CitizenCon 2953) or that there could be again in the future, there is simply nothing right now.
  2. The way base building works with drones now does not lend itself to the Galaxy's module layout due to their size and navigation requirements and if one would exist in the future, it would be significantly divergent than from what shown on that slide regardless
  3. The "confusion" comment was in regards to discussion about why we did not discuss it during CitizenCon 2954 and the ships status, not over past statements existing or not.

On a completely unrelated note, here (32:44) is Todd Pappy talking about Galaxy being able to build small to large structures during last year's CitizenCon and here is the relevant slide from that presentation.

16
1
submitted 6 months ago* (last edited 6 months ago) by [email protected] to c/[email protected]
 
 

A supercut of all Player Space Station cutscenes shown during CitizenCon 2954. Provided by RedJay

17
18
 
 
19
 
 

cross-posted from: https://lemmy.ml/post/21293794

The much awaited LUG Helper 3 has arrived!

  • RSI Launcher 2.0 support
  • Non-Lutris Wine installs
  • Proton support for Lutris installs
  • Support for multiple game installs
  • Lots of other improvements
20
 
 

I am bad at the game, and I often fly my ships too fast towards a space station and can't stop in time. I've never heard that warning and NOT blown up seconds afterwards.

21
 
 

cross-posted from: https://lemmy.world/post/20448735

Cloud Imperium Games, the developer of Star Citizen, has mandated its developers to work seven days a week to meet deadlines for Citizencon on October 19th.

22
 
 

cross-posted from: https://lemmy.world/post/20435715

Committed for Alpha 3.24.2:

  • RSI Zeus MkII CL
  • RSI Zeus MkII ES
  • MFD Rework and New Displays
23
24
 
 

cross-posted from: https://lemmy.world/post/19953911

Guests:

  • Bastien Cruette, Systems Designer II
  • Thorsten Leimann, Lead Systems Designer
  • Guilleremo Bilbao, Gameplay Programmer III

TL;DW:

  • Resource Network will be used everywhere its possible (ships, land vehicles, outposts and space stations).
  • Resource Network is a replacement for the old Pipe System.
  • New system will allow for things like new types of Hydrogen fuel which affect thrusters in different ways.
  • New components coming with engineering:
    • Fuses
    • Life Support Generator
  • Engineering will be a start of moving away from ship HP pool and towards physicalized component HP.
  • Life Support system consists of:
    • Temperature
    • Atmosphere composition
    • Pressure inside a room
  • Components misfires might cause additional damage, make them stop working (temporarily of permanently), starting a fire or blowing up the whole ship (generators).
  • Initial release will have a limited number of misfires.
  • Damage penetration will be a temporary, simplified version of what will come with the physicalized damage. Certain types of weapons will penetrate the hull of a ship and damage components inside.
  • Damage penetration depends on weapon and ship armor.
  • We'll be able to repair fully destroyed components but not to 100% HP - that will require repairing the ship at LZ.
  • Only size 1-2 components can be replaced with a tractor beam.
  • Engineering screen shows:
    • Location of each component.
    • Connection between them.
    • Component status (HP).
    • Life support and Cooling status.
    • Component temperature.
    • Notifications about issues.
  • Fuel displayed on the engineering screen "will be relevant in the future".
  • You can lock the engineering UI to prevent changes from any other MFDs besides the engineering station.
  • Power Management presets will be a thing. They are locally stored and can be loaded on someone else's ship (the same type).
  • Doctor Benny (TARDIS) montage at the end.

This is the last ISC until Citizen Con.

25
 
 

cross-posted from: https://lemmy.world/post/19923948

Moved into the Alpha 3.24 column, targeting a 3.24.X release:

  • Acidic Caves
  • Rock Caves
  • MFD Rework and New Displays

Added to Release View:

  • Argo ATLS
view more: next ›