Production Schedule Report: https://robertsspaceindustries.com/schedule-report
Some points:
-Planetary Physics Grid to support orbiting and rotating planets
-Vehicles No Longer Use Lua
-Nested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & Rover
-Physics simulation gravity vector now respects planetary gravity
-Subsumption Base Functionality - This is the initial release of the foundation technology that drives all of the AI, mission, dynamic content, and conversational logic
-Numerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.
-Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations.
-Destructible component for items, props and environment assets
-Crusader Converted to Object Container Setup - With the transition to Object Containers, the Crusader map was completely re-designed.
-Persistence ensures that your vehicle state is saved between sessions.
-Will allow lower priority entities (i.e. those further away from players) to be updated less frequently, which should improve the overall framerate and allow us to add more content to the universe.
-Kiosk shopping will allow players to buy and sell various commodities with the gameworld to vendors throughout the universe
-Field of view slider - This will allow players to narrow or widen the field of view to their liking (was problematic because of the helmet HUD etc.)
-Character Costumization - Players will now be able to customize their characters heads, hair, eye color, and skin color
-Personal manager App - This App will allow players to review their inventory and customize various aspects of their suit and weapons
-AI Turrets - We are adding the ability for AI to operate turrets in Crusader, so we are working to make sure that they track and fire upon the correct targets.
-Render to texture - This will have many uses going forwards, but our focus for now is to improve UI rendering and to introduce live rendering of video communications.
-The Solar System Shop Service dictates what retail products, natural resources, and services shops are willing to buy and sell. It also decides their current level of inventory and prices, all of which may vary over time.
-The Solar System Mission Service dictates what missions are being offered at various locations and at what price. It is also responsible for specifying when and where dynamic content should be instantiated and how it should be customized.
-New message queue - Now that all our message are strictly ordered we’ve been able to really streamline the processing, allowing us to send and recieve messages with less overhead. The new message queue also has a few extra features to better handle packet loss and jitter, helping reduce average bandwidth and latency.
-Stamina
Monthly Studio Report - March 2017:
https://robertsspaceindustries.com/comm-link/transmission/15833-Monthly-Studio-Report
You know some people think the flight model in sc is crap
Same goes for Elite Dangerous. There will always be people who don't like it. As a Evocati Star Citizen tester I saw it myself. The one group wants very agile ships. The other very sluggish.It is impossible to satisfy everyone.
And I wouldn't compare Star Citizen to Mass Effect but you did. You said "I do not know games with giant working and fully modeled vehicles (aircraft carriers etc.)" and Space Engineers, which I've been playing a long time, is one game I know does this. You can build ships from scratch as large and complex as you like, modify them in realtime and co-operate or fight with others in realtime.
Let me know when Star Citizen does this.
For me, these do not look like complex models. They are also generated by the players. The scale/quality in Star Citizen is a completely different one. A huge space ship is larger than the complete Alien: Isolation game and has a better asset/texture quality.
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