Diagnosing WEIRD ship problems - Elite CMDR plays Star Citizen - Star Citizen 3.14

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  • Опубликовано: 3 авг 2024
  • Thinking of starting Star Citizen? use referral code STAR-VHQJ-MGVL to get an extra 5000 credits in game :)
    Star Citizen gameplay as an Elite CMDR continues, as we revisit the SKWK Greg Burton and try to get to the bottom of it's faulty targeting system. Engineering Problems abound!. As an Elite CMDR I have been surprised at Star Citizen gameplay in 3.14, for me this is week 7 and the gameplay of Star Citizen 3.14 in 2021is great if you are prepared to look past a few bugs and treat it as the alpha it is.
    Want to offer support for the channel? please take a look at our Patreon page: / willandkate
    0:00 - Intro
    1:11 - Leaving for Microtech
    2:12 - A trip down to Engineering
    3:46 - Testing Begins
    6:29 - The Targeting Problem
    11:10 - Recovering drugs
    15:14 - Legitimate crashsite work
    16:28 - Farewell to Twitch
    Music Courtesy of Epidemic Sound
  • ИгрыИгры

Комментарии • 79

  • @marqushio2752
    @marqushio2752 2 года назад +20

    Oh my, those scenes came out well. After a long day of work RL I sound a little undermotivated. I love the engineering section of the Carrack and can't wait do engineering game mechanics!

  • @ph11p3540
    @ph11p3540 2 года назад +46

    One day, you will actually do real engineering, ship repair and damage control on your own ship. I am really, looking forward to that far off day ,when I can whip out my trusty duct tape, hay bail wire and bubble gum

    • @trinityx3o522
      @trinityx3o522 2 года назад +3

      just get ramen noodles, rice & some water, ez :)

    • @uncannyvalley2350
      @uncannyvalley2350 2 года назад

      MacGyver theme intensifies

    • @netshaman9918
      @netshaman9918 2 года назад

      This is the holy grail of space sims gameplay i'm waiting for since eons !

    • @gian.4388
      @gian.4388 2 года назад

      @DMV 420 What would T1 entail? (assuming what we get in 3.15 is T0)

    • @detritus5151
      @detritus5151 2 года назад

      And we need fire extinguishers. Maybe even a rescue type career/mission for stranded ships - rescue crew, cut power, extinguish fires and either repair or tow?

  • @TheDAWinz
    @TheDAWinz 2 года назад +35

    I will never ceased to be impressed by the physical damage model, and it's only supposed to get better. Great video!

    • @SirAroace
      @SirAroace 2 года назад +1

      and to think this is just the cosmetic version, the real deal is still to come.

    • @gian.4388
      @gian.4388 2 года назад

      Hehe, you'll be happy to know there's a deliverable in the progress tracker called "Capital Ship Destruction" which implies that by Q2 2022 they will have completed the work required to have capital ships break in half (cause of the damage) and the ship's system still being able to function (in some way at least) in the different parts of the ship

  • @baronofclubs
    @baronofclubs 2 года назад +16

    Another note about the power triangle: Co-pilot *may* be able to control the power triangle if the *pilot* switches their MFD to something other than the power triangle. I've heard responses from others that say it works on the MSR.

  • @RoballTV
    @RoballTV 2 года назад +12

    Now you know how Scotty felt trying to get the Enterprise working in Star Trek 5 ^^

    • @uncannyvalley2350
      @uncannyvalley2350 2 года назад

      Didnt help that he couldnt reach the control panel

  • @TjarkoTarnen
    @TjarkoTarnen 2 года назад +12

    Great video as always! Can't wait for engineering gameplay!
    Cycling turret power usually fixes most turret issues. Turrets have their own capacitors so they don't have as big of an impact on the ship's power overall.
    Can't target? Have you tried turning it off and on again?
    Can't shoot? Have you tried turning it off and on again?
    Turret won't move? Have you tried turning it off and on again?
    As a side note, if someone's game crashes and they log back into a turret and they are bugged in a way they can't do anything, get the pilot to quantum jump, it will reset their character position.
    In my MSR I keep all power to shields or engines when I have gunners, the turrets don't use the main capacitor. Even more so for the Carrack, since the pilot has no weapons there is no use having power to weapons, so put all that power to shields. With all power to shields you'll get the added hardening effect for your shields to.
    If the ship powers down when under full load (all weapons firing and shields recharging) you'll need a better powerplant. Or if it's shutting down and giving heat warnings you'll need better coolers.

    • @tierceonthewing5030
      @tierceonthewing5030 2 года назад

      This matches my experience too. I've noticed other turrets are prone to being stuck at zero shots when they first power on, but powering the weapons themselves on and off (not the whole turret) fixes the issue. This has most often been a problem with Aegis vehicles like the Hammerhead. Dunno how a full turret on-off would work, will have to try that.

  • @43zq8sonoma
    @43zq8sonoma 2 года назад +9

    Pilot can assist with prioritizing targets by tagging them with ALT+1, 2 or 3. Turrets can then easily focus the same target by just pressing 1, 2 or 3. This may assist with targeting when the target nearest or target under reticle doesn’t work possibly.

    • @Wind_Lord
      @Wind_Lord 2 года назад +1

      Unfortunately it doesn’t. I had the same issue in my carrack. It is a power issue which completely takes targeting offline. May be the power plant as I have the same one as them, shields only seem to recharge at 25% too on balanced shields.

    • @ArchangelUltra
      @ArchangelUltra 2 года назад

      @@Wind_Lord Targeting has absolutely nothing to do with power. That's just a bug of the game, as of right now there's no clear workaround. As for the 25%, that's the standard for Size III shields. They're now the only shields with multiple faces, so each face shows 25% of the full shield HP. If you push shield power around, they will always add up to 100%.
      Bonus facts: Turrets have a power capacitor independent from the ship's. Putting any power to the weapons system as the pilot is a waste, as there are no pilot weapons that can draw from the ship's capacitor. When turrets fail to recharge, that is a desync issue on the client-side. It's unclear whether the weapons are actually powered up according to the server, but randomly firing a few times to trick the server into thinking your weapons need to recharge is generally a fix.

  • @andyandreson3989
    @andyandreson3989 2 года назад +6

    Hopefully we see actual on board ship repairs. It looked great how it was edited.

    • @vorpalrobot
      @vorpalrobot 2 года назад +1

      Something like a carrack would have a 3d printer for replacements. They've shown off a 'pipe' system not unlike Minecraft redstone, with various relays that can get damaged/overloaded. They've also shown their investigation on how something like a quantum drive might be opened up with sub components to inspect and replace.

  • @gyratingwolpertiger6851
    @gyratingwolpertiger6851 2 года назад +11

    Nice video. Can't say I've had insufficient power issues myself but the biggest I've got are a mole and msr. A Carrack under fire, shield s recharging, guns firing and moving would draw a heck of a lot I'd imagine.

    • @phoenixsui
      @phoenixsui 2 года назад +3

      Try a Stealth Ship and swop out to FR Shields and the ship will shut down mid flight just from shields draining your powerplant empty ;D. Not very handy in a fight or in final approach for a landing i can say from experience haha.

  • @StephenBlane
    @StephenBlane 2 года назад +1

    Engineering and repair gameplay are my most wanted professions in Star Citizen. If you haven't already seen it, the Halloween episode of ISC: "Inside Star Citizen: Interface Showcase | Fall 2020" showed off their work on relays in ships, where you can assign what relays are powered on or powered off to optimize power distribution throughout your ship. As your ship gets damaged in combat, it can damage a relay, and you will have to have someone repair it or divert power to a different relay to bring back power. Relays connect your power plant to your batteries, and your batteries to your ship systems, turrets, etc.
    It's one of my favourite episodes of ISC.
    That system tied into fire gameplay, and we are looking for very exciting combat in multi-crew ships or even sabotage gameplay.

    • @barnyhitman
      @barnyhitman 2 года назад +1

      you're an assassin on a luxury cruise on a 890j, you manage to find a spot on the crew, you sabotage the electrical systems to cut power, kill your target, steal one of the escape ships, or even the ship in the hangar, fly away, call a friend to come pick you up and get paid.

    • @momakkjj9502
      @momakkjj9502 2 года назад

      @@barnyhitman nice depiction of what could happen once death of a spaceman is fully implemented

  • @bar10dr
    @bar10dr 2 года назад +2

    Hi Kate, you probably already know this by now. But with a box in hand, you can just hold left mouse button to get the place marker, without having to press place first (Might just be bugged when you played for all I know, but just in case you didn't know :)). Awesome video as always.

  • @xtremetuberVII
    @xtremetuberVII 2 года назад +1

    Constantine Hurston is the weirdest Hurston of the Hurstons. He actually is a down to Hurston, Hurston, I think. I'm not sure what happned in the family recently, but something changed to make him the way that he is. I like that mission givers have a seemingly complete chain that gives a reputation progression sense. "I appreciate your enthusiasm but....I don't have anything for you right now."
    Twitch also can be VERY VERY angry and it's been so long I forgot.
    One thing I'm hilariously looking forward to is physically, chararacter ragdoll wise, being escorted out by security XD. We could fade to black....or....they could arrest ragdoll us and drag us into places. Body Dragging is already a feature, after all...

  • @william_santiago
    @william_santiago 2 года назад +1

    Yes, the plan is eventually to be able to allow other MFDs to use the various control screens. The captain will be able to restrict, or allow each MFD access to screens individually.

  • @rhysvizsla9096
    @rhysvizsla9096 2 года назад +3

    Great vid! loving this series!

  • @billyhyde1415
    @billyhyde1415 2 года назад +10

    TLDR: Your turret issue probably has more to do with the large crew you had than the power systems. With some practice and discipline, you may be able to minimuze these problems by:
    (1) ALWAYS maintaining consistent battle stations - don't just have crew "go to a turret", assign them a turret that is always their responsibility.
    (2) ALWAYS powering down a turret when you leave it.
    With regard to the turrets: the trouble is almost definitely PEBKAC - an old acronym that IT used to denote for 'Problem Exists Between Keyboard And Chair', i.e., that it originated with the user rather than the system. In the old days it was an insult, but with Star Citizen, it's likely a bug that exists when tracking who is on what station and what they should do. With your large earlier crew, you likely had a lot of people getting into and out of seats without powering up/down the systems attached, and the game didn't know what information to send to what user. Problems could mostly likely be caused when a person leaves a system or turret without powering it off - the game probably thinks that person still should be receiving the information, and thus doesn't send it to someone else that gets in. This could cascade and begin affecting other systems, if people are switching around from turret to turret.
    Consider this scenario: You're person A, and you're at turret X (the top remote turret). Person B is in turret Y (the port manned turret), and person C is in turret Z (the starboard manned turret).
    You all enter your turrets, power up, and everything works fine. We'll simulate this with the following strings: A=X, B=Y, C=Z. Then:
    Person C leaves turret Z without powering down. "C=Z" is still true: The turret still thinks it should be sending information to Z, but he's not there to receive it.
    Person D, who hadn't been in a turret to this point, enters turret Z. The turret is powered up and he doesn't restart it. The players are in different spots, but the condition "C=Z" is still true, and thus "D=Z" is also true but overwritten by the already-in-place "C=Z". D is moving the controls, but the turret is trying to send its information to person C. Person C isn't in a turret interface so he sees nothing, but person D doesn't see it either, because the turret doesn't know to send it to him without him powering down and back up, which is the way the turret knows to send its information to someone else.
    Person B then leaves turret Y without powering down, and person C takes her place. Now "C=Z" and "B=Y" are still true, but neither turret is sending its information to the right place, and neither is interacting or sending information to the right turret. At this point, person C might think to power down turret Y and then turn it back on, but this may not solve the problem - because it's possible that "C=Y" and "C=Z" are both true, and either person C is receiving no information or two sets.
    Likewise, if he shuts down and powers back up, then person B may not be able to fix their problem, because in that case now "C=Y" and "B=Y" are true. As people switch from position to position in one fight after another, as conditions get more and more mixed up, eventually all the stations are failing, because even one transition out of a station without powering it down can continue to ruin the rest. It's a symptom of dicey coding as much as poor coordination.
    The problem, then, can be avoided by sticking to some rules. Rule one, of course, is to turn off your toys when you're not using them. If you always power down a turret or other functioning non-pilot station when you leave it, then your information will always be cleared out - both for your use on other stations, and for that station's use by other players. Everyone has to follow this discipline, though, because one person slipping up can start the glitch parade.
    To lower the chances of one person's slips messing up the controls for others, though, consider practicing station discipline - the crews of military ships don't race willy-nilly to any available position in a combat emergency, everyone knows where they have to be and what they have to do. In the sense of a Star Citizen ship, this can work just the same. If you assign each person a turret they are responsible for during "battle stations", then when they return to the same turret, they're more likely to receive the same correct information, even if they didn't properly power down the turret beforehand.
    And, obviously, my theory is that if you combine these two personal discipline rules on your ship, your player behavior will compensate for the coding that may or may not be the problem with the turrets.

    • @MrBintage
      @MrBintage 2 года назад +2

      In the current state of the game, many ships have the problem where, if you power down a turret, it also powers down the entire ship. Which as you can imagine, is a problem in the middle of a big fleet battle.

    • @billyhyde1415
      @billyhyde1415 2 года назад

      @@MrBintage LOL I am not surprised at this bug in the slightest.

  • @johnjeffers4362
    @johnjeffers4362 2 года назад

    I love the RP style for your videos - I am sure there are a lot of players that would want to join your steam-team, like me! Thanks for making these showcase adventures!

  • @Jakub816
    @Jakub816 2 года назад +1

    That weapon randomly falling off the door mechanism was one of the most shocking things I ever saw in videogame. Also, imagine if it was an alien lifeform :D

  • @benbowman6995
    @benbowman6995 2 года назад +4

    Actually Military Grade A Power Plants aren't the most powerful, for the Carrack the Durango Industrial Grade A Power Plant is the most powerful. Another thing you can try, I believe you can still Overclock Power Plants which on a Military Grade A will take you from 42k up to 60k and on the Durango from 55k to 70k. Great Video as always!

    • @Citizen_Kate
      @Citizen_Kate  2 года назад +1

      oooh thanks for the tip Ben, I had no idea that Industrial grade were more powerful - we'll have to go outfitting again i reckon ;)

    • @stevenouellette1248
      @stevenouellette1248 2 года назад +2

      @@Citizen_Kate More powerful but longer response time. Military gets the power where you need it fast, industrial has more power but it has a longer time to fulfill a power request.

  • @Integraholic
    @Integraholic 2 года назад

    Just an fyi if you don't know. Toggling the gyro mode in turrets will allow you to aim without ship movement throwing you off. Love the vids. Keep it up!

  • @neonspark707
    @neonspark707 2 года назад +1

    LMAO. Using the mining tools to "fix" the ship. I really hope that one day this will be similar to what is required to fix them. Reminds me of the "blown relays" of star trek which apparently always fail no matter what even as they figured out warp travel.

  • @iljajekimov4997
    @iljajekimov4997 2 года назад

    Very interesting series. Please continue.

  • @davidhonnay1540
    @davidhonnay1540 2 года назад +1

    Don't know if you have watch this, there is a pretty interesting ISC about what engineering interaction might become in the future. This episode is called "Inside Star Citizen: Interface Showcase".

    • @momakkjj9502
      @momakkjj9502 2 года назад

      Thx I’m also interested in engineering

  • @sketchtherapy1218
    @sketchtherapy1218 2 года назад

    Just dropping by in the comments to let you and the algorithm know I'm enjoying your work, have a great day guys, and Godspeed o7.

  • @talon2000uk
    @talon2000uk 2 года назад +2

    Kate you said you have a grade A military power plant fitted. I think that is may be the problem. The carrack comes by default with Industrial power plant called the reliance by default that does 52500 pwr/s If you have put a grade A military power plant in your ship something like a JS-500 you are only getting 42500 pwr/s. I think when your shields are under fire and everyone is firing and you set the power to mostly shields you are starving the guns of power.
    Try upgrading to something like a Durango that has 55000 pwr/s That may have enough to supply everything even under heavy fire.

  • @phoenixsui
    @phoenixsui 2 года назад +1

    I dont know if you have seen previews of fire and black smoke spreading in the ships. Its going to be even more epic ;D.
    Having upgraded shields but no upgrades on powerplant and coolers can lead to a ship even shut down completely if the powerdrain is to much.
    Thats especially true in stealth ships if you change to max power shields.

  • @morinc75
    @morinc75 2 года назад

    reclaimer is a low-key gunship. plenty of remote big boom sticks, 3x S3 shields will shrug off anything but it handles like a shopping cart made of concrete.

  • @secondcut3138
    @secondcut3138 2 года назад

    IT Crowd "have you tried turning it off and on again" XD

  • @DeathByEpicFail
    @DeathByEpicFail 2 года назад +1

    Hi! I may be able to shed light on the turret gunner issues in the carrack. Recently i did an sc operation with an org in a carrack, when we noticed the port/starboard turrets couldnt target the enemies we were fighting. So i got curious, and fiddled around for a solution. Turns out, the turrets work (turn and shoot)(possibly inheriting the pilot's power state, bug bugged)even when they are in a powered off state. You need to manually hold F and look top-left and select "Power on". After doing this the turrets worked normally for me. (Worth noting i only entered a turret after our captain hit "flight ready" on the carrack) . I hope to save you the trouble from having to experience this in the future. TL; DR; Port/Starboard carrack turrets cant target enemies, select "power on" after getting in to be able to target

  • @Podokodo23
    @Podokodo23 2 года назад +1

    lolol " A railgun just fell off the ship"

    • @Citizen_Kate
      @Citizen_Kate  2 года назад +1

      haha yeah Stick was up on top of the hangar door in the last fight firing his railgun at enemy ships, guess he dropped it up there and forgot about it :D

  • @benreimer3315
    @benreimer3315 2 года назад +6

    Free railgun lol

  • @tierceonthewing5030
    @tierceonthewing5030 2 года назад

    Great content as always! I guarantee that Covalex employee is not paid nearly enough to worry about 3/4 SCU of uncut SLAM.

  • @addermoth
    @addermoth 2 года назад

    local power on/ local power off/ exit seat/re-ener seat/ check local damage/ check shiip damage/ check patch notes re modules if fails etc

  • @carl-pygian
    @carl-pygian 2 года назад +1

    eye protection! ppe is important.

  • @devynstone7158
    @devynstone7158 2 года назад +2

    watching the vid now exciting.

  • @BerraLJ
    @BerraLJ 2 года назад

    I plan to get the reclaimer in a a few hours

  • @mattiber2558
    @mattiber2558 2 года назад

    Also with the bigger ships, one could have extra components stored in case of damages.
    MCCyber

  • @Paradigmfusion
    @Paradigmfusion 2 года назад +2

    slap a A rated Industrial in there

  • @robertkennion9020
    @robertkennion9020 2 года назад

    Far in the future, with humanity amongst the stars.................turning it on and off again is still the go to fix for everything

  • @xtremetuberVII
    @xtremetuberVII 2 года назад +1

    Hey, maybe a patient had a medical Slam license. People shouldn't be assuming why a Cutlass Red has drugs!

  • @realmwatters2977
    @realmwatters2977 2 года назад

    That's interesting, my freelancer kept spinning out of control every-time i applied shields, had to fly without them turned on.

  • @Riddlla
    @Riddlla 2 года назад +1

    Please review the Reclaimer

  • @benreimer3315
    @benreimer3315 2 года назад +3

    also Kate how did you get the skin for the carrack i looked at area 18 and couldn't find any skins for it?

    • @Citizen_Kate
      @Citizen_Kate  2 года назад +6

      the skin only comes with the Carrack Expedition unfortunately, one of the pledge ships. Hopefully we'll see more skins in future though that would be awesome :)

    • @Wind_Lord
      @Wind_Lord 2 года назад +2

      There was also a similar white one for the ship of the year last year with white and gold accents.

    • @Naqaj
      @Naqaj 2 года назад +1

      @@Citizen_Kate that reminds me, have you checked if the turret problems persist when you change back to the default skin? Having ships malfunction when equiping skins is unfortunately a thing in SC.

    • @VolondM
      @VolondM 2 года назад

      New Carrack skins will be the subscriber flair for October 😉

    • @prinzals7926
      @prinzals7926 2 года назад +2

      @@Naqaj Unfortunately, the Expedition carrack is not a skin but a "Variant" they made it before the skin system was in game and working. As it stands you can't swap out the skin on the Expedition carrack as that is it's default appearance.

  • @RobinHartJones
    @RobinHartJones 2 года назад

    I did that mission to collect drugs from a wreck but unlike you I did not go looking for people to kill. I only killed about 4 to get the drugs as I was solo and terrible at FPS :-D I assume that final comment about dodgy missions from so called legitimate people refers to a certain businessman on Hurston ;-)

  • @SternLX
    @SternLX 2 года назад

    I hope you're not using one of the JS series Power Plants. Those are bugged in 3.14 and don't provide the power advertised. Switch to a QuadraCell MX Power Plant, those aren't bugged.

  • @jeffdbaker71
    @jeffdbaker71 2 года назад +1

    Where did you get the name Greg Burton from?

    • @marqushio2752
      @marqushio2752 2 года назад +1

      Here it is, more info in the comment section also...
      ruclips.net/video/wN58cOKVXqk/видео.html

  • @xtremetuberVII
    @xtremetuberVII 2 года назад +1

    At least you're not committing Messer crimes, by shooting people from the ambulance like my totally up and up racing team (that isn't XGR) is doing on the side (when hired to, of course, but you can't prove it ;) ). The rumours about Drake Interplanetary are unsubstanciated!

  • @mihaelkeehl498
    @mihaelkeehl498 2 года назад +5

    1st commenter!! 😆😆😆

  • @Kronic_Offender
    @Kronic_Offender 2 года назад +1

    Have you guys given up on Elite Dangerous?

    • @Citizen_Kate
      @Citizen_Kate  2 года назад +5

      yes, my time in ED has come to an end - 5000 hours is enough for anyone i ithnk. Got my monies worth and then some but it's time to move on

  • @Helligvrede
    @Helligvrede 2 года назад

    Hello, I was just curious, are you and your friends finished with Elite Dangerous?

    • @Citizen_Kate
      @Citizen_Kate  2 года назад +1

      aww you and the sauce dude :D nobody made you eat all that last night :P feel better my dude