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Cake day: 2023年6月21日

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  • My notes on the first 10 minutes of the video:

    • They were not allowed to run any overlays or ‘r_displayinfo 3’
    • The goal is to allow the game to run well on only 8GB of VRAM
    • The game settings they ran on were maxed with no upscaling
    • Game ran well. Only minor hiccups occurred during cutscenes (Kingship weapon + heavy particle effects
    • Cutscenes for the prologue were deliberately not skippable for their session because they wanted everyone to see the differences.
    • The prologue has had a lot of work from when we last saw it.
    • There were some bugs that halted his progression and required reloading the game several times.
    • They were able to play through Ch 0 (prologue, Ch1, and then they skipped ahead to Ch 5.
    • per Dave Haddock (Lead Writer/Narrative Director) there won’t be any cliffhangers between Sq42 and future episodes. “It’s an entirely contained, perfectly wrapped hero story”.
    • There are 4 difficulty settings:
      • Rookie
      • Wingman
      • Ace
      • Legatus (Locked at first or maybe it just wasn’t ready).
    • Difficulty could be adjusted seperately for FPS and Flight.
    • Usual accessibility options:
      • colorblind modes
      • crosshair, text, size, color controls.
    • Translations were already available - Some others playing there had French and German subtitles enabled.
    • Mixed FOV settings for both FPS and Flight.
    • There is controller support, and 3 different levels of aim assist.
    • Advanced Camera options in Star Citizen are also available in Sq 42.
    • Maelstrom looks fantastic. It really slices bits off in a way that doesn’t feel like pre-selected slice points.
    • One bug possibly related to maelstrom in his play through was that his ship (Blade) was disabled and he was unable to progress until his ship eventually drifted the 5km required to proceed to the next part.
    • Repeated headshots on an enemy would crack open/pop off their helmet. A skill that’s basically required to get through the Ace mode difficulty.
    • Mobiglass is much cleaner than in SC.
      • There are 99 collectibles of various types (ship models, trading cards, plushies).
    • 4 main attributes that can be increased:
      • Fitness (increased by high G maneuvres and running)
      • Reflexes (increased by FPS takedowns and aimed shots)
      • Fortitude (increased by taking hits and takedowns)
      • Strength (increased by running, dumbbell workouts, vaulting, and mantling)
    • Increasing attributes doesn’t provide major bonuses, but it’s still rewarding to increase them.


  • I played a bit yesterday as well. The only issue was that the ASOPs and elevators to hangars around New Babbage weren’t working. I just avoided New Babbage and everything else went well.

    There are a lot of “Event Groups” going around as well. I ended up in a group of ~60 players with everyone running various missions and sharing them just before turn in.

    It was also great that one of the event missions allows anyone to get a free rental on the Constellation Mk 5.








  • The announcement doesn’t affect hardware giveaways for the Sabre Raven. It’s limited to the Intel Optane SSD promotion and AMD R9/R7 GPU promotion where anyone could go out and buy the hardware to get a code (at the time).

    Edit: Although it’s possible DaPoets used a code from the SSD promotion, I find it more likely that this code came from CIG specifically for the giveaway… I’ll try to remember to ask him the next time I run into him at a Bar Citizen/CitizenCon.

    Edit2: Nah, it’s totally possible that the code there did originate from the SSD promotion. That being said, this announcement doesn’t prevent CIG from generating new codes and renewing the promotion with Intel in a different way.






















  • Sounds like it’s delayed until Summer of 2027, mostly blaming GTA 6.

    They will at least open it up so that a small group of players can test it out, and it sounds like we’ll get the official release date locked in soon after that:

    We are allowing a small number of original backers and long-time Star Citizen content creators an opportunity to play Squadron 42 this October 9th and 10th. We’ll be making further announcements about our release plans during this time and a specific release date shortly afterwards.


  • Not really, the whole article is worth a read. Here’s the next section (and there’s a lot more after that):

    Putting It Into Practice with Alpha 4.10

    Our focus has been on the following core areas:

    • AI
    • Docking & Refuelling
    • Economy & General Exploits
    • First Hour Quality of Life
    • Freight Elevators
    • Hangars & ASOP
    • Inventory
    • Login & Connection Errors
    • Quantum Travel & Starmap
    • Ship Loss

    Twice a week, QA, Production, Player Experience, and Community teams come together to look at the issues having the biggest impact on players. We weigh what we’re seeing internally against your Issue Council reports, looking at how often an issue is reported, how many players it affects, how long it’s been around, and how severely it impacts gameplay. We pull those factors together into what we call an “Impact Score,” which helps us decide what needs our attention most.

    Your Issue Council reports play a significant role in that. In several cases, detailed reproduction steps, supporting information, and video evidence have helped us get from knowing something is broken to understanding why it’s broken - and that makes a huge difference for getting a fix.

    With Alpha 4.10, we can start to see the results of that approach.

    At the time of writing, Alpha 4.10 has reached 1,239 bug fixes submitted over its release cycle, compared with 295 in Alpha 4.9. Those numbers naturally vary depending on the size and scope of each patch, and 4.10 is a significantly larger release with more content, which means more issues to identify and resolve.

    What matters more is the context here though. Of those fixes, 479 addressed bugs that were already present in Alpha 4.9 or earlier. That’s a more useful measure of the progress we’re making toward improving the existing Live experience, rather than simply counting issues discovered and fixed while developing new content.

    We’ve also seen a significant improvement in client performance. Over the last few months, new content without corresponding performance improvements had contributed to a steady decline, with Instancing and Siege of Orison making that gap particularly apparent. That led to a coordinated effort across Engine, Physics, AI, Gameplay, Rendering, and Content to address some of the worst performance offenders.

    Across all hardware configurations, measured in equally populated Landing Zones between Alpha 4.9 and Alpha 4.10, average client FPS has improved by 15.5%. Your next Lorville run should show a noticeable improvement!


  • I jumped in already. It was actually running far better than I was expecting. I went straight to Siege of Orison (a quick solo run). Enemies were very reactive and deadly if I wasn’t cautious.

    Performance-wise the FPS seemed better.

    Inventory worked better than 4.9 as well, I could drag attachments to weapons from the main inventory view without issues. The only issue here was, at one point, with putting some tea into my hand to drink. Either right clicking and “carry” worked or just dragging it to my hand worked, so it was only a momentary hiccup for a few seconds.

    Ships spawned fine for me, I didn’t notice anyone in chat complaining about any major issues (but I wasn’t paying too much attention once I jumped into Siege).




  • The single player game (Squadron 42) is supposed to release this year. Monthly newsletters still state this, but they haven’t locked in a release date for it yet. I wouldn’t be surprised if they pushed it back to next year.

    They showed off over an hour’s worth of gameplay footage for the first mission recently: https://www.youtube.com/watch?v=1H-0x4xk2Xk

    The Star Citizen 1.0 release date won’t be for at least a few more years (I would guess 5 years if they stick with their currently projected release items).

    On the plus side, the game is in a much better state than where it was 2 years ago. Server crashes (30k’s) are practically non-existant. We have fauna in game now. There are some “boss fights” and raid-like gameplay. NPCs don’t T-pose all over the place. NPCs can be very reactive (if you find a good server). There can be ~700+ players flying around across the 3 solar systems at the moment. VR support has been added. However, the learning curve is still heavily geared towards learning the workarounds to common bugs.

    There’s always controversy for one reason or another. My biggest recommendation is to avoid grinding for anything in this game. Just play to have fun.





  • I noticed that they didn’t make any mention of a reputation system. In my opinion integrating a reputation system (similar to what EVE Online has) would be useful for all things party/communication related.

    For instance, in EVE Online reputation can be assigned at different levels:

    • NPC Factions
    • NPC Corporations
    • Player Corporations
    • alliances between corporations
    • Your personally assigned reputation to others

    So, I can see how my organization/alliance has rated individuals and make informed decisions based on that. This makes it relatively easy to identify which players would be hostile, friendly, or neutral in certain lawless areas.

    Although, it could be argued that an org level reputation system would splinter players into territorial groups and make it harder to find random groups to join up with. Maybe that’s a part of what can make EVE Online so toxic compared to other games.