RSI could still have something like cards where no release target has been set on their roadmap.
In fact it's likely they do have those kinds of cards. They're just hiding them from us.
Cards...wut?
You are looking at it from end-user perspective.
That single 'card' actually represents several tasks among hundreds of tasks of bigger piece of work that was cut into.
Yeah, they are 'hiding' shit load of changes and fixes from you because there is no point reporting evety detail.
Card is the term used by RSI.
I asked for cards specifically because I understand that there's no point in reporting us every change and fix. Only those large enough that they're made into their own card.
Attm they have the Jira board but the roadmap is manual work from the producers translating that into the card updates.
The other stuff in dev is surely from concept prototypes to implementations, and seeing from issues, prioritization of other things, simply the management of resources causes undertakings to pause to be revisited later, I guess it still requires producers to constantly maintain even if they drop disclosing details for those features.
I am unsure if they'll do it, tho it'd be nice to represent better all that is going on simultaneously be it road mapped yet or not.
I asked for cards specifically because I understand that there's no point in reporting us every change and fix. Only those large enough that they're made into their own card.
I am not familiar with the term, I am not following SC development closely but if what MaxBacon said was true - that it is a manual work of being hand picked from internal tracking system, then it us precisely what I was referring to.
End-user, or even game designer, perception is vastly different from actual engineer/programmer working on the code - they do not work on feature A on Monday, feature B on Thursday.
RSI could still have something like cards where no release target has been set on their roadmap.
In fact it's likely they do have those kinds of cards. They're just hiding them from us.
Cards...wut?
You are looking at it from end-user perspective.
That single 'card' actually represents several tasks among hundreds of tasks of bigger piece of work that was cut into.
Yeah, they are 'hiding' shit load of changes and fixes from you because there is no point reporting evety detail.
Card is the term used by RSI.
I asked for cards specifically because I understand that there's no point in reporting us every change and fix. Only those large enough that they're made into their own card.
Attm they have the Jira board but the roadmap is manual work from the producers translating that into the card updates.
The other stuff in dev is surely from concept prototypes to implementations, and seeing from issues, prioritization of other things, simply the management of resources causes undertakings to pause to be revisited later, I guess it still requires producers to constantly maintain even if they drop disclosing details for those features.
I am unsure if they'll do it, tho it'd be nice to represent better all that is going on simultaneously be it road mapped yet or not.
I think that they do some manual work to add the card, but that it's automated after it's added to roadmap.
According to their roadmap caveats: "Feature progress and release plans will be updated here in an automated fashion, once per week"
That deep crater looks awful imo, the others look good, it's nice to see they've done overlapping ones as well.
The best bits of the tech improvement is more on the shadows for me with the actual mountains casting shadows visible at long-distance was something quite missed, can still notice on the last clip some close-up res issues but beyond that is good
PU – Restricted Areas Following review, we’ve determined Restricted Areas will require more time to work out a few implementation issues and has been moved to Alpha 3.9.
PU – Planetary Weather Effects Planetary Weather Effects has been added to Alpha 3.8 and has been set to polishing. This card introduces the first iteration of snow, dust, and sand storm effects on planets, as well as a variety of accompanying effects, including impacts to atmospheric flight. Some elements of weather seen at CitizenCon, alongside dynamic weather tech, will be added to the Roadmap separately in the future.
PU – Server-side Object Container Streaming (SOCS) Server-side Object Container Streaming has been added to Alpha 3.8 and has been set to polishing. SOCS is core technology which allows us to stream in and out Object Containers and other entities on the server contextually, based on the players connected to said server. By only loading Object Containers when they are required, fewer entities are loaded on the server at any one time, resulting in reduced server load per instance.
PU – microTech Collection Because the stores where you will be able to purchase this collection will be in New Babbage, the microTech Collection has been shifted back to Alpha 3.9 to correspond with the release of the landing zone.
The following cards on the SQ42 Roadmap have been moved into completed:
FPS: Close Combat
Flight Gunships"
So we have the new clothing & restricted area pushback, with the addition of weather effects for different types of storms in alpha 3.8 and the long-awaited first implementation of SSOCS.
Alpha 3.8 PTU is now open to all backers. Constant bug-fixing patches continue to hit so the update can be labeled for a live release on the next days.
Star Citizen PTU is now testing servers with 60 players per game-server.
I though they already did some tests with 60 players last year.
I doesn't necessarily mean they'd be increasing the capacity, though. All multiplayer games do occasional tests with loads that are known to cause problems, it helps to both optimize and to detect problems where something implodes instead of just performing poorly.
Star Citizen PTU is now testing servers with 60 players per game-server.
I though they already did some tests with 60 players last year.
I doesn't necessarily mean they'd be increasing the capacity, though. All multiplayer games do occasional tests with loads that are known to cause problems, it helps to both optimize and to detect problems where something implodes instead of just performing poorly.
The current test is meant as a discussed short term increase of the player pops, as the only real scaling of MP density will come with the server mesh that should not be coming this year.
It's to be seen with the 3.8.1 patch or so, there was recent Q&A that hits the whole initial SOCS needing more work to fix major issues and gain more of its desired performance.
Medical beds can now be used for healing and respawn after death. Initial game login is still set by the menu selection, if it's the first login, or by the last ATC landing at a major station. After initial login, players can manually set their respawn to a medical bed by entering the bed and selecting the "Set as preferred ICU" interaction. Medical bed spawning can also be cleared in the same way by selecting "Clear as preferred ICU". Upon death, the player will respawn at the desired medical bed. Currently this functionality is only available on ships with medical beds (just the 890 for this build) and will only work if the ship is available (not despawned or destroyed). If the ship is not available, players will instead respawn at their default location until they have manually set another medical bed. Additionally, if the player is injured they can use a medical bed to heal by selecting the "Treat Injuries" interaction, which is only visible when the player has treatable wounds.
Comments
The other stuff in dev is surely from concept prototypes to implementations, and seeing from issues, prioritization of other things, simply the management of resources causes undertakings to pause to be revisited later, I guess it still requires producers to constantly maintain even if they drop disclosing details for those features.
I am unsure if they'll do it, tho it'd be nice to represent better all that is going on simultaneously be it road mapped yet or not.
Flying through: https://streamable.com/ik7e1
On foot: https://streamable.com/ml4bf
And 1 clip of the new craters on the v4 tech: https://streamable.com/79f2v
End-user, or even game designer, perception is vastly different from actual engineer/programmer working on the code - they do not work on feature A on Monday, feature B on Thursday.
According to their roadmap caveats:
"Feature progress and release plans will be updated here in an automated fashion, once per week"
Roadmap does not track all changes, just specific milestones.
It is now possible to pick where do you want to spawn in (first time you play):
The new Argo ship
https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen
"Moved into polish:
PU – Restricted Areas
Following review, we’ve determined Restricted Areas will require more time to work out a few implementation issues and has been moved to Alpha 3.9.
PU – Planetary Weather Effects
Planetary Weather Effects has been added to Alpha 3.8 and has been set to polishing. This card introduces the first iteration of snow, dust, and sand storm effects on planets, as well as a variety of accompanying effects, including impacts to atmospheric flight. Some elements of weather seen at CitizenCon, alongside dynamic weather tech, will be added to the Roadmap separately in the future.
PU – Server-side Object Container Streaming (SOCS)
Server-side Object Container Streaming has been added to Alpha 3.8 and has been set to polishing. SOCS is core technology which allows us to stream in and out Object Containers and other entities on the server contextually, based on the players connected to said server. By only loading Object Containers when they are required, fewer entities are loaded on the server at any one time, resulting in reduced server load per instance.
PU – microTech Collection
Because the stores where you will be able to purchase this collection will be in New Babbage, the microTech Collection has been shifted back to Alpha 3.9 to correspond with the release of the landing zone.
The following cards on the SQ42 Roadmap have been moved into completed:
So we have the new clothing & restricted area pushback, with the addition of weather effects for different types of storms in alpha 3.8 and the long-awaited first implementation of SSOCS.
I would like my Great Grandchildren to play this when they are 18yrs old.
New players can get a welcome package and old/returning players can also get a welcome back package and 7 days free subscription time! Just click here to use my referral invitation
Current on J: https://pastebin.com/ssMRLPu3
As for more microtech
https://robertsspaceindustries.com/spectrum/community/SC/forum/1/thread/3-8-ptu-wave-1-help-us-test-socs
The PTU build is different, a test focused on primarily stress testing server-side OCS and breaking it as much as possible before the rest.
No changes on chapters.
Q3 2019 dragged due to the 2 major capital ships not yet complete.
Q4 2019 closing soon also swamped with SQ42's ships needing completion. But has a backlog of tasks that should push back to Q1 2020.
Fixing waves continue with the last addictions, open PTU is intended within a week if a wanted to release before Christmas break.
Star Citizen PTU is now testing servers with 60 players per game-server.
I doesn't necessarily mean they'd be increasing the capacity, though. All multiplayer games do occasional tests with loads that are known to cause problems, it helps to both optimize and to detect problems where something implodes instead of just performing poorly.
It's to be seen with the 3.8.1 patch or so, there was recent Q&A that hits the whole initial SOCS needing more work to fix major issues and gain more of its desired performance.
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-8-1-ptu-4089962-patch-notes
Some feature updates, with a ton of bug & crash fixes.
https://robertsspaceindustries.com/spectrum/community/SC/forum/4/thread/star-citizen-alpha-3-8-1b-ptu-4125354-patch-notes
The Cutlass Red rework also set to release with 3.8.1 is already appearing on the PTU servers: https://clips.twitch.tv/SuperLivelyWhaleWTRuck