• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
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On the 300i, I don't remember if a high resolution version of this image was ever released, but this is what the 300i cockpit is eventually going to look like. This is a picture [url=https://www.youtube.com/watch?v=9KPZ9JPlSDY]from Zane's computer from this video[/url]. [img]http://i.imgur.com/LzvJ9mh.png[/img]
tried playing some online matches first one took 5 minutes to load into the thing, then I sat there waiting 15 more minutes for '1 more player'. Quit and queued up for a match on the other map, 5 minute load, thrown into the middle of lasers. 20 seconds later I manage to fire off a missile, but halfway to the target I get game over with an exterior camera of my ship twitching across the map. 432 REC well earned also elix you weren't kidding when you said hornet pilots dominate and killsteal a ton in vanduul
I fucking swear that I saw the 300i's holographic dash concept as an image somewhere, and now the Internet has utterly failed me. But I have seen a much better-quality version of it somewhere. I spent over an hour trying to track the fucker down. I'm at the point where the only thing I haven't done is a trawl through all the video CIG's released in the last two and a half months, including live events, because I KNOW I've seen a crisp version of that cockpit render but fucked if I can find it. Enjoy Zane's diegetic Aurora concept, though, for good measure. [t]http://fc03.deviantart.net/fs70/f/2014/277/b/d/rsi_aurora_ui_concept___star_citizen_by_z_design-d81n6zw.jpg[/t] [sp]yes that's the Wing Commander radar disc design[/sp] [QUOTE=dai;47487120]also elix you weren't kidding when you said hornet pilots dominate and killsteal a ton in vanduul[/QUOTE] I know, right? I make it a point to try and compete with them in my Aurora just to show them up. Mixed results. [editline]8th April 2015[/editline] [url]http://vocaroo.com/i/s1F8AYG24NC5[/url] My Delta bugging the fuck out while on the landing pad when I was playing with dai and Capgun day before last. I recorded video, but the video didn't capture because I forgot to start OBS as admin. I watched the footage I recorded of the co-op VS we did afterwards (up until my OBS crashed after wave 6, just after dai's computer locked on him and he became adrift), and I could post it to youtube if anyone wants to see it. It's only 8 minutes (I didn't start recording at wave 1, either), and it's not anything incredibly special, just dogfighting footage and dai and Cap talking in TS. Fortunately, the video doesn't capture me talking, and I was easily the chattiest. However, I think I've found the solution to keeping OBS from crashing, just have to downgrade my Intel HD Graphics driver a version.
here you go [t]http://i.imgur.com/aYoJdas.jpg[/t]
I feel like with the 300i concept is too homogenously organized for anything to stand out, much of which is useless information displayed in a gamey, wasteful manner anyway. As easy as it is to pick-up, it is wasted space for anyone who's flown in their own ship for more than a mere few hours; panels like this are much more sensible: [img]http://puu.sh/h76Za.jpg[/img] [I]especially[/I] considering these things are all visible at default FOV straight ahead, in view's way in the Aurora's case, or at least in the way of other potential HUD elements in the 300i's case. [editline]9th April 2015[/editline] the very edges of the cockpit shouldn't be used by the HUD either. [img]http://puu.sh/h776b.jpg[/img]
Hey everyone. I only recently got really interested in this game. I've always been interested but it looked complicated so I thought I'd wait till release. Now I think that if I wait till release I'll be confused as fuck when starting the game. I'd love to start learning bits and bobs about this game, but I have no idea where to start, could someone point me in the right direction? Should I watch random youtube videos? is it worth buying a game package if I don't plan on playing the beta? are the ships overpriced donations to star citizen or are they actually worth it? how hard is it to get the ships if I don't pay for them with real money? There seems to be so much information on this game I just want to start learning about the complicated stuff now, for example I just spent some time learning about the insurance policy. Any help is appreciated. [editline]9th April 2015[/editline] gonna start by reading this entire thread then maybe read as much of the wiki as I can.
There's nothing complicated to learn, only a moderate amount of lore. All we know about the game itself is what we've learned in Arena Commander and abstract outlines of what Chris Roberts has planned
dai got me this game yesterday, and we had a lot of fun dicking around with it. I learned I'm moderately good at dogfighting, (the AI at least) which makes me hopeful for the game as a whole. Also, dai made a syndicate called the Frat Pirates and we have plans for all sorts of fuckery once the game gets bigger.
Speaking of FOVs, does anyone know what their statement on the ATROCIOUSLY low FOV is? TBH it's been a while since I've been in the hangar actually, has it changed from the 55 degrees that it used to be?
[QUOTE=Mbbird;47488115]Speaking of FOVs, does anyone know what their statement on the ATROCIOUSLY low FOV is? TBH it's been a while since I've been in the hangar actually, has it changed from the 55 degrees that it used to be?[/QUOTE] cl_fov = 70 That's in my user.cfg, and the FOV never changed for me, even before creating one.
does anyone know how hard the pledges will be to get in game? is the 200 dollar ship going to be 200 dollars worth of work in game or is it just over priced because it's a donation?
[QUOTE=Lurklet;47488471]does anyone know how hard the pledges will be to get in game? is the 200 dollar ship going to be 200 dollars worth of work in game or is it just over priced because it's a donation?[/QUOTE] Basically, ships right now is the way that they gain money to fund the project. You can consider it like a kickstarter, except you're guaranteed to get the ship you bought in the final game. Once the game releases, there'll be a base price, and ships will no longer be for sale with real money, and thus they'll be bought using in-game money earned through mining, bounty hunting, ... But for now, it's based on common sense to know how hard it'll be to get a ship. Is the ship big and has good specs? Expect it to be expensive. Is it small and shit? It's going to be cheap.
[QUOTE=Lurklet;47488471]does anyone know how hard the pledges will be to get in game? is the 200 dollar ship going to be 200 dollars worth of work in game or is it just over priced because it's a donation?[/QUOTE] I believe they said the Constellation ($275) would be something like 100 hours of work to get, though that's probably assuming relaxed gameplay without powergaming.
[QUOTE=Lurklet;47488471]does anyone know how hard the pledges will be to get in game? is the 200 dollar ship going to be 200 dollars worth of work in game or is it just over priced because it's a donation?[/QUOTE] it's almost certainly over priced because it's a donation. Like, it's not even feasable that especially the low end ships would ever be worth their real world equivilents. We get close to eve online titan dollar amounts and the amount of resources those take is absurd.
Years ago Chris said 60 hours to get a Constellation but that statement is so old that it's meaningless. I don't think even CIG knows yet how long it'll take to get the ships in game.
I think it's a bit difficult to gauge exactly how many hours to earn a ship for the same reason it's difficult to explain how many hours it'll take to clear SQ42. Some people will power rush to the goal with dedicated grinding fervor, others will take their fucking time, smell the roses, and explore every little side element. CIG has said that they intend ship values to be about triple the UEC value from their current cash value. e.g. an Aurora ES is $20 alone; $20 is 20,000 UEC; the ES's MSRP in the Verse would be ~60,000 UEC. So, they're underpriced to a certain degree IF this happens as stated. There's a series of YouTube videos that I think are titled flight school or academy or something, and they're not the Sandi goes to flight school segments of AtV. They're pretty good. Also fucking around on free flight and offline helps.
[video=youtube;bFOClK-lixU]http://www.youtube.com/watch?v=bFOClK-lixU[/video] [URL="http://imperialnews.network/2015/04/reverse-the-verse-ep42/"]Tidbits from RtV[/URL]: - Idris-P being worked on at Foundry 42, they have some awesome shots but they won't release them because they're SQ42 spoilers - SQ42 timeline still squishy, CIG will have a better idea when they wrap up the mocap work. Ben [B]thinks[/B] all 21 chapters of SQ42 (I) will be released at once, but he's not sure and says CR would be the one to have the answer. - The new ship upgrade system to replace CCU should be in place once larger ships (MM, Starfarer, etc.) are in play. This does [B]not[/B] automatically mean day 1 of AC2.0, though. - Turbulent are back to work on Org 2.0 and the starmap after REC and other shit sidetracked them - Female models are in various states of completion but may not be ready for FPS launch patch - April's subscriber flair is the Takuetsu model for the Xi'An Scout, coming out tomorrow - There'll be an interview with BHVR people next week and will include the first look at the Xi'An space plant (stretch goal reward from a while back) - The SXSW 2015 event skin is supposed to be on the store but they forgot to add it - Nobody (at least not Ben and the community team) knows why the Connie Andromeda is "flyable" in the PTU - The next combat ready ship could be the Merlin or the Herald, but not confirmed - Connie and Freelancer are getting the new damage system implemented right now - I asked if we could have an auto-renew option for REC items; Ben says he is going to look into that - Hull series concept sale is scheduled for later this month, and the Caterpillar vs Hull x role differences should be somewhat cleared up when the Hull concepts go up. - The official name for the next patch is "Alpha 1.1.1" to avoid the confusion "Star Citizen 1.1" created - Some creep keeps sending in tickets to CS asking about buying ladies' shoes. - Sandi was not on RtV because she was in a meeting for the Tali commercial script Been waiting for the Hull series concept sales. If I'm lucky, I'll have birthday money that'll let me afford a Hull B, but I'm probably going to only be able to afford a Hull A. I'm expecting the B to be about Connie-sized, only dedicated entirely to cargo (it fits the gap between the Freelancer and the Starfarer), and if it is, almost guaranteed it's out of my price range unless I melted ships that I want more than a Hull B. My list of ships to obtain in the PU is getting long; good thing I'm probably going to be playing this game for a long time. Also, Gladiator and SH are going back up on the pledge store tomorrow (for a limited window, likely).
[QUOTE=Dustoff;47488292]cl_fov = 70 That's in my user.cfg, and the FOV never changed for me, even before creating one.[/QUOTE] No I'm aware, but the FOV they're designing the game around hasn't changed...yet (?)? It's as concerning as it is amusing that the "saviour of PC gaming" and the most funded PC exclusive ever has a default FOV lower than peasantry.
the goddamn skype bloops at 9:55
[IMG]http://i.imgur.com/9EjgwSt.png[/IMG] Also, according to people in the SC chat, the nerfs to Sledges in the PTU didn't help anything; a six-Sledge SH can one-shot basically any ship even on the PTU. RoF and heat nerfs don't matter when you can first-strike things dead at 2km. Expect more balancing. REC gain is [I]really[/I] nerfed on the PTU; too hard. As usual, balance is often a case of overcompensating and then swinging the pendulum back the other way too far again.
thought I posted this earlier but it's not here, can someone run me down on 'melting down' ships to pay for other ships I vaguely remember being warned not to do something if I only have one ship
Basically, when you melt ("Exchange for Store credits") a package, everything included in that package go byebye. If your package has alpha or LTI, that includes that (and no package has LTI or alpha anymore, so you can't replace those). If your only package isn't anything special and you bought it recently, no big fucking deal about melting it as long as you buy another package with the money, because you're not missing LTI or whatever. As long as you have one package, no worries. Where you run into problems is where you melt your package and buy a standalone ship. Now you don't have a package and can't play AC. When you melt, you get store credit equal to exactly what you spent on it, including upgrades and module passes. Anything you buy with store credit is account-locked and cannot be gifted to anyone. The one weird loophole about this is, ship upgrade tokens (e.g. Aurora MR->LN $10 upgrade) bought with store credit do not infect the upgraded ship with account-locking, so you can have a not-locked Aurora MR and buy that LN upgrade with store credit and apply it, and the newly-upgraded LN is still giftable. You also have a 24-hour cooldown on any purchases before you can melt them. I think that's everything. Unrelated, Years1Hundred (creator of the Imagine trailer etc.) [URL="http://imperialnews.network/2015/04/human-element-star-citizen-will-succeed/"]posted a writeup about his SXSW experience at the SC booth[/URL] a little while back and I finally got around to reading it. QA deserves blowjobs from all backers: [QUOTE](...) Quality Assurance (QA) for Star Citizen is an exhaustive process. Not only must they crawl over every square millimeter of space in every hangar and every ship every day (Andrew-CIG groaned at the very thought of QA testing the monstrously huge Idris and Bengal capital ships), but they must also test the animations for every single ship on a daily basis (which got even more groans from Andrew). Of course, this inevitably leads to goofy interactions in the CIG Office, as the QA team apparently “draws straws” for testing out particular ships – especially the Cutlass Red (an ambulance ship with TONNES of medical beds, each requiring individual testing).[/QUOTE] [editline]9th April 2015[/editline] Basically, you melt when you don't have an upgrade path to the ship you want, either because it's not flyable yet (and not in the CCU system), or it's less expensive than your current package and you want to split the spent money into multiple ships or something. All of this will be irrelevant or at least fundamentally different when the new upgrade system comes out and it's ship X to Y where X and Y are any ship eligible to upgrade. The last time I mentioned this, I said the "must be flyable" requirement [I]could[/I] be dropped, but it doesn't mean they [I]will[/I] drop it.
[QUOTE=Mbbird;47491976]No I'm aware, but the FOV they're designing the game around hasn't changed...yet (?)? It's as concerning as it is amusing that the "saviour of PC gaming" and the most funded PC exclusive ever has a default FOV lower than peasantry.[/QUOTE] they're not 'designing the game around' anything, they will fully support adjustable FOV eventually
The helmet and its glass-projected HUD are a special hell waiting for Zane and the coders when it comes to implementing user-facing FOV options, if the design doesn't get overhauled. I'm interested to see what the other labels on the display case for the Xi'An Scout model are going to say. Can't wait for tomorrow. I'm going to mention it now; I'm willing to be the middleman for anyone who wants the Takuetsu Xi'An Scout model from the subscriber store once it gets added on Monday (they never add them over the weekend; after the weekend's over, they run the script again for anyone who subscribed during the weekend to get the flair, and then they add the flair to the subscriber store for $5). I don't take any profit: $5 in, $5 out and you get a model gifted to you. That's how banned user and others got their drinks bars, and I think I've bought at least one jukebox for someone. BTW, Lurklet, feel free to bug me with SC questions via PM. I try and keep on top of as much SC news as I can and I've got a generally good memory about things, usually at least enough to know how to efficiently google a source down. Except for that 300i holographic HUD picture. krail I still want to know where/how the fuck you got that because I smashed my face against google, reddit, and the official site and forums and came up empty for over an hour
[QUOTE=krail9;47493482]they're not 'designing the game around' anything, they will fully support adjustable FOV eventually[/QUOTE] obviously it will support multiple FOVs but I'm going to need a source please that it won't affect anything or, alternatively, acknowledgement that they expect 95% of their playerbase to play above 55°, because they're in the process of designing in-game/HUD UI elements as well as the tweaking entire gamefeel under this FOV tyranny and that matters [editline]Edited:[/editline] it's easy to say "we will fully support adjustable FOV eventually" and it's what people want to hear, but it's not the whole story. seriously this community needs to be more skeptical [editline]9th April 2015[/editline] the only community harder to listen to than the SC community is no man's sky's [editline]9th April 2015[/editline] actually that's not really true, reddit is smartening up anyway, but yeah NMS lmao.
[QUOTE=Saber15;47488733]I believe they said the Constellation ($275) would be something like 100 hours of work to get, though that's probably assuming relaxed gameplay without powergaming.[/QUOTE] Queue a lazy genius who's got a maxed character on Aion, Tera, Rift and Lineage to crunch some numbers and get an Idris three days after release.
[QUOTE=Mbbird;47493658]obviously it will support multiple FOVs but I'm going to need a source please that it won't affect anything or, alternatively, acknowledgement that they expect 95% of their playerbase to play above 55°, because they're in the process of designing in-game/HUD UI elements as well as the tweaking entire gamefeel under this FOV tyranny and that matters [editline]Edited:[/editline] it's easy to say "we will fully support adjustable FOV eventually" and it's what people want to hear, but it's not the whole story. seriously this community needs to be more skeptical[/QUOTE] but my point was how are they designing things for it? hell zane's concepts for the hud show a higher fov why is it so low? I don't know, it's probably a cryengine default. it doesn't matter though, FOV has very little impact on the rest of the game, what makes you think the entire gamefeel is affected at all? what should they do about it? it's a lot of extra work at this stage to make all the hud elements modular and properly adaptable to FOV changes, considering pretty much the entire hud system is a prototype furthermore, low FOV is no where near as important in ships as it is in human-scale fps, so the only people it affects seriously right now are the 0.5% who use trackir or something
[QUOTE=krail9;47493775] it doesn't matter though, FOV has very little impact on the rest of the game [/QUOTE] A low FOV screws with depth perception, it's really off-putting to play games where your a door can fill your entire screen from three metres away. It's like being zoomed in full time. [QUOTE=krail9;47493775] furthermore, low FOV is no where near as important in ships as it is in human-scale fps[/QUOTE] Actually I think it'd get pretty fucking annoying to lose sight of a Vanduul fighter the second he goes past my A pillar.
[QUOTE=krail9;47493775]but my point was how are they designing things for it? hell zane's concepts for the hud show a higher fov why is it so low? I don't know, it's probably a cryengine default. it doesn't matter though, FOV has very little impact on the rest of the game, what makes you think the entire gamefeel is affected at all? what should they do about it? it's a lot of extra work at this stage to make all the hud elements modular and properly adaptable to FOV changes, considering pretty much the entire hud system is a prototype furthermore, low FOV is no where near as important in ships as it is in human-scale fps, so the only people it affects seriously right now are the 0.5% who use trackir or something[/QUOTE] A. depends on who's designing the HUD. B. development ignorance or crutch for low optimization/high visual goals? who knows, all i know is there can't be enough reasons to justify the tunnel vision and motion sickness. reasons aside, it has an effect on the entire game, from corridor hunting to high-deflection shots to dogfight maneuvers. C. change it before they keep developing the game????? "considering pretty much the entire hud system is a prototype" and we're pre-alpha testing, yes, now would be the time to make changes. D. 1. really just not true, especially considering how insanely close quarters SC's combat is, which makes size less important, movement more erratic, etc. humans don't need to perform complex off-angle maneuvers either. it's weird for me to remind you also that the game isn't only about ships and 2. i don't think i get what you're saying, because the only people it [I]doesn't[/I] affect are the people using trackir, who are more numerous than 0.5%
[QUOTE=ScottyWired;47493839]A low FOV screws with depth perception, it's really off-putting to play games where your a door can fill your entire screen from three metres away. It's like being zoomed in full time. [/QUOTE] like I said, it's not human scale. when was the last time you saw *anything* from 3 metres away in this game? [QUOTE=ScottyWired;47493839]Actually I think it'd get pretty fucking annoying to lose sight of a Vanduul fighter the second he goes past my A pillar.[/QUOTE] weird tense here, is this hypothetical or does this actually happen? because with radar + the off-screen target arrow I have no issues with the field of view in fact, a higher FOV would be detrimental to a lot of players, since everything on the screen is so much smaller. it's hard enough to see enemies with low FOV, remember typical engagements are 200-1000m away I doubt anyone here has actually had issues with it, I mean do any of you actually use the cl_fov command? I haven't bothered since the 1.1 reinstall but I used to have it at just 60-65 since higher fov wasn't much of an improvement
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