• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
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SC website, yesterday: [code] $.each(selectors, function() { var selector = this.toString(); $(selector).each(function() { wr.replace(this, "ships", "fishes"); wr.replace(this, "ship", "fish"); wr.replace(this, "space", "sea"); wr.replace(this, "engine", "sail"); wr.replace(this, "shield", "scale"); wr.replace(this, "wing", "fin"); wr.replace(this, "pilots", "fishermen"); wr.replace(this, "pilot", "fisherman"); wr.replace(this, "katamari", "calamari"); }); });[/code] [URL="https://gfycat.com/DimpledAliveJumpingbean"]Also, from Reddit, the perils of trusting Drake ejection seats. Linked because christ it's huge if embedded.[/URL]
[QUOTE=elixwhitetail;47441940]SC website, yesterday: [code] $.each(selectors, function() { var selector = this.toString(); $(selector).each(function() { wr.replace(this, "ships", "fishes"); wr.replace(this, "ship", "fish"); wr.replace(this, "space", "sea"); wr.replace(this, "engine", "sail"); wr.replace(this, "shield", "scale"); wr.replace(this, "wing", "fin"); wr.replace(this, "pilots", "fishermen"); wr.replace(this, "pilot", "fisherman"); wr.replace(this, "katamari", "calamari"); }); });[/code] [URL="https://gfycat.com/DimpledAliveJumpingbean"]Also, from Reddit, the perils of trusting Drake ejection seats. Linked because christ it's huge if embedded.[/URL][/QUOTE] It's so that when your ship gets knocked out you can take the fight to theirs.
[QUOTE=Dispenser;47442160]It's so that when your ship gets knocked out you can take the fight to theirs.[/QUOTE] Some people call it an ejector seat, I call it Plan B.
[QUOTE=thisguy123;47443566]Some people call it an ejector seat, I call it Plan B.[/QUOTE] Your plan B is to charge at a ship like that and then end up dead because of either gunfire or breaking your neck on impact? :v:
For some reason, Reddit downvoted my video to hell, even though I made it as a self.post instead of a direct link so I could provide extra info and it wouldn't count as link karma. Thanks, dicks. [QUOTE=Dustoff;47443832]Your plan B is to charge at a ship like that and then end up dead because of either gunfire or breaking your neck on impact? :v:[/QUOTE] Guys, Dustoff needs more Cutlass flight training! Or you could learn how to fly a mobile casket--I mean an Aurora.
[QUOTE=Dustoff;47443832]Your plan B is to charge at a ship like that and then end up dead because of either gunfire or breaking your neck on impact? :v:[/QUOTE] He broke my ship, I break his face. Actually, combine a forward ejector seat with the grapple gun from the enders game arena and be the badass the galaxy deserves.
[QUOTE=thisguy123;47444571]combine a forward ejector seat with the grapple gun from the enders game arena and be the badass the galaxy deserves.[/QUOTE] FPCorp boarding plan Alpha, right here. Also, RtV confirmed that a new CCU system is in the works. The current system has severe design limitations, and the new system will be much more flexible about upgrading anything to anything more expensive; so you could upgrade an Aurora to a Vanguard. The must-be-flyable requirement will be able to be dropped. 1.1a is on internal PTU right now for QA to test. Multiplayer's fucking broken right now primarily because the number of people playing Arena Commander at once is about double of what it was before PAX/SXSW's free flights, and this extra load revealed a bunch of flaws that hadn't been previously exposed or noticed. So, in a sense, this is actually good, because more people playing is more testing data, so AC should improve, and the load is helping fix the system. 1.1a will also be adding the Gladiator. Also, Will Lewis has left CIG for reasons undisclosed.
Maybe we can get some more FP sessions going after 1.1a drops on live, maybe they'll have put some more duct tape on the servers by then
I'm really looking forward to the Gladiator because I'm in love with the idea of a missile boat Y-Wing style ship. I just hope that they make missiles feel better and work better because right now they're so unsatisfying to use.
So basically I skipped all the gimbal talk that has been going on earlier in the thread, and I just launched SC back up and I realized that gimbal's now don't have that tracking cube thingy anymore. How the actual fuck are we even suposed to play like this? It's obviously possible to learn how you determine distance and such but I really don't wanna learn that shit at the moment. If it was a nerf for 1.1, it's really fucking shit for people with an Avenger like me.
[URL="https://robertsspaceindustries.com/media/hwb5x45eghhelr/source/AC-Manual-1-1-V7.pdf"]1.1 manual.[/URL]
[QUOTE=Dustoff;47450919]So basically I skipped all the gimbal talk that has been going on earlier in the thread, and I just launched SC back up and I realized that gimbal's now don't have that tracking cube thingy anymore. How the actual fuck are we even suposed to play like this? It's obviously possible to learn how you determine distance and such but I really don't wanna learn that shit at the moment. If it was a nerf for 1.1, it's really fucking shit for people with an Avenger like me.[/QUOTE] What are you talking about? The cube thingy is still there but only shows up if you lock onto a target.
[QUOTE=jonoPorter;47450956]What are you talking about? The cube thingy is still there but only shows up if you lock onto a target.[/QUOTE] I don't have it, even when locking onto someone? That's strange. EDIT: Restart fixed it, pretty sure it was some kinda glitch, since most of my HUD was positioned incorrectly. Guess that had to do with it.
When in doubt, go into Star Citizen\CitizenClient\USER\ and nuke (username)_inventory.xml Sometimes it gets corrupted/not loaded properly and so you spawn without an avionics computer and shit. Or sometimes an M50 spawns without engines, power plants, or a flight computer. [t]http://i.imgur.com/70zcySW.png[/t]
Speaking of flight computers, the Gladius's combat mode and tracking only ever worked once, and got me thinking whether or not the Mustang has one but it's never functioned properly.
[QUOTE=Daemon White;47451432]Speaking of flight computers, the Gladius's combat mode and tracking only ever worked once, and got me thinking whether or not the Mustang has one but it's never functioned properly.[/QUOTE] Huh. What do you mean by tracking?
[QUOTE=archangel125;47451608]Huh. What do you mean by tracking?[/QUOTE] I was once able to press M to match the speed of a nearby / targeted player and it also gave me stats on the ship in the HUD. I only had it happen once.
[url]https://robertsspaceindustries.com/c...y-Report-March[/url] [QUOTE]Our engineering team is currently in the process of updating the actual system by which we apply damage and moving to a physically based system for the application of damage. What this means is that rather than each projectile (energy or ballistic) having a prescribed damage value against shields, hull plating, or components we are actually going to base the damage off the mass, velocity, and density of the projectile. Likewise on the ships we will be expanding the materials and the properties of their hull plating and shields to react in a proper way to the physical characteristics of the rounds impacting them. It is a very exciting change and one that we hope to be releasing in the near future, soon™.[/QUOTE] hot E: It took me like an hour to process that whole thing like holy shit that monthly report was almost 9000 words + half a dozen videos
So does that mean I can go full slav and have a Lego ship i.e. ERA tiles everywhere?
[QUOTE=ScottyWired;47453577][url]https://robertsspaceindustries.com/c...y-Report-March[/url] hot E: It took me like an hour to process that whole thing like holy shit that monthly report was almost 9000 words + half a dozen videos[/QUOTE] [noparse]https://robertsspaceindustries.com/c...y-Report-March[/noparse] nice link mate. [editline]4th April 2015[/editline] Heres fixed one if needed: [url]https://robertsspaceindustries.com/comm-link/transmission/14640-Monthly-Report-March[/url]
[url]https://robertsspaceindustries.com/comm-link/transmission/14640-Monthly-Report-March[/url] RSI uses the fancy text that breaks FP edit boxes.
Meanwhile on the RSI forums: people discuss the merits of balancing toasters as an input scheme. [video=youtube;vI7tWd7B3iI]http://www.youtube.com/watch?v=vI7tWd7B3iI[/video]
[QUOTE=Mattk50;47454242]Meanwhile on the RSI forums: people discuss the merits of balancing toasters as an input scheme. [video=youtube;vI7tWd7B3iI]http://www.youtube.com/watch?v=vI7tWd7B3iI[/video][/QUOTE] I just hope they can balance them so microwaves are still competitive.
[QUOTE=Dispenser;47454397]I just hope they can balance them so microwaves are still competitive.[/QUOTE] [Concern] Toaster control scheme does not provide enough inputs to control trout effectively in Fishing Commander
[QUOTE=ScottyWired;47453577][url]https://robertsspaceindustries.com/c...y-Report-March[/url] hot E: It took me like an hour to process that whole thing like holy shit that monthly report was almost 9000 words + half a dozen videos[/QUOTE] Maybe it's the fact that its 3am and I'm drunk, but there's way too many big words in that sentence for me to comprehend
[quote=Monthly Report] As some of you may already be aware, our Design team is also working on a new game mode, Pirate Swarm. This mode will allow players to engage against waves of enemy ships similar to Vanduul Swarm except that the opposing ships will be comprised of every flyable ship that we currently have in dogfighting. [/quote] Even though this seems nothing special I'm still excited about that one, will surely bring up some balancing issues.
[QUOTE=Techbot;47455724]Even though this seems nothing special I'm still excited about that one, will surely bring up some balancing issues.[/QUOTE] Particularly exciting: [QUOTE]The goal for Pirate Swarm is not to just have a preset number and type of ships per wave but instead to have the types of ships, AI skill, and number of ships scale dynamically based off the number of players, their equipment, and their skill/success.[/QUOTE] [t]https://robertsspaceindustries.com/media/dcncu7sx7fzffr/source/Illfonic-4.jpg[/t] unf I'm also glad to hear this: [QUOTE]Speaking of different spheres of influence, Mark Skelton has been defining the aesthetic of various architectural styles within the Persistent Universe. The styles we are developing are all deeply entrenched in the lore of Star Citizen and reflect the era in which they were built. We just recently wrapped up defining the "Colonialism" style, which represents a style you might find on a world very recently colonized. We are also actively working on the "Monumentalism" style, the "Hennowism" style, and the "Streamline" style. We look forward to showing these off to you as they come online.[/QUOTE] We've been hearing them talk about the big three decoration sets (Terra's ultramodern, ArcCorp's modern, and then run-down-as-fuck pirate set) for so long I was kind of scared the PU would launch with only three landing zone designs. I'm glad to see that they're adding more diversity to the prop sets beyond Terra, ArcCorp, and Spider.
Am I the only one that think gimballed weapons with the mouse feel way too... elasticy? I have a AVENGER (not Vanguard, as was previously written.. durr), and it's really hard to keep my nose cannon on target it seems.. Because I move my reticle over it, and it ends up moving my entire ship. It just feels so... strange. I've taken to locking my gimbals with a little bit more success, but it still feels odd...
[QUOTE=Suitcase;47457387]I have a Vanguard, and it's really hard to keep my nose cannon on target it seems.. Because I move my reticle over it, and it ends up moving my entire ship. It just feels so... strange. [/QUOTE] tell me your secrets (unless, of course, you mean the avenger or any other actually flyable ship with nose gimbals)
How are you flying a concept ship? And, yes, gimbals are kinda fucked up in the current Arena Commander, partially because of the huge dead zone in the middle and then wild course corrections outside of it. We went through this in detail on pages 31-32.
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