• Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
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I'm always finding it odd how people treat decoupled mode, between this game and ED. A lot of people will act like it's 'pro mode' and try practicing flying only decoupled (and fumble around awkwardly for 20 minutes doing simple tasks in a youtube video), and when it comes to doing things that'd really benefit from it, it goes pretty ignored. The big example I keep seeing between videos and our own little free flight parties, is that people try landing manually while coupled. What happens is hard jerky moves that are meant to be normal flight maneuvers in large open areas, like the landing at the start below [media]http://www.youtube.com/watch?v=i7Ib5Vd7Kek[/media] (the 300 series on the right does the right thing) I've seen a few people pretty consistently bust a wing off their ship trying to land, or slam into someone else near the pad as they strafe side to side at a hundred miles per hour (looking at mustang owners), so I'll just put these landing tips here: -Press the N key, which will set you to landing mode. Your radar ball will display targets for nearby landing pads, and place a marker on the closest [i]unoccupied[/i] pad to you. -Slowly approach the pad, and use the middle mouse button (previously your missile lock/launch function) and it will target the pad you're looking at and change your radar ball to a big landing guide with your ship and a grid two great options at this point that won't accidentally smush your ship: Automated landing- once you get above the landing pad, you'll notice the pad represented with a brighter square of area. Get above this, and press M to enable the landing sequence, it will draw you in once you're close enough to the pad. It's slow and [i]does not function if someone else occupies the pad[/i]. Decoupled landing- ensure you've come to a complete stop above the pad, or are at least drifting slowly. Decouple (caps lock). Use gentle taps on your thrusters to start drifting towards the pad (the rounded square icon in your HUD indicates your heading, just adjust thrusters til that's aimed where you want to go). Ensure you're level using your radar ball's horizon plane. For added navigation (if you're landing on a crowded area, for instance*), hit the insert key two times, to cycle to your free camera. tap right shift once to change your mouse to look instead of ship aim,and position your view above/to the side/behind your ship, wherever seems most fit for watching your position as you descend. Drift into the pad, use spacebar to slow yourself down if you feel you're approaching too fast. *last night I pulled a tight landing in my cutlass where a 300 series was centered on the pad, and I parked on the edge with one side's winglet and engine were pretty closely hugging the nose of the other ship. Doubt I could have done that without getting a solid overhead view and maneuvered so slowly [editline]e[/editline] another video example of how ridiculously fast you maneuver when still coupled, even with landing mode enabled [url]https://youtu.be/Ci9VQ2T2tHw?t=3m48s[/url]
[URL="https://forums.robertsspaceindustries.com/discussion/253141/stress-test-for-kicked-back-to-lobby-at-9pm-utc-fri-apr-17"]Latest on MP:[/URL] [QUOTE]Today we'll be coordinating a short, one hour concurrency test today to analyze efficiency and impact of our latest round of hotfixes. QA, DevOps, and Game Support will be in General Chat answering questions about the hotfix, so feel free to join hop in there (and we'll also be jumping in the game to test along with you!). If you are free and want to contribute an hour to our testing efforts, come hop in Chat and in-game today: - 2pm PDT (West Coast USA) - 4pm CDT (Texas time... y'all) - 5pm EDT (East Coast USA) - 9pm GMT/UTC - 10pm IST/BST (UK/Ireland time) - 11pm CET/SAST (Germany/South Africa time) - 6am KST (South Korea) - 7am AEST (Eastern Australia) - 9am NZST (New Zealand) In terms of status of the three major items affecting multiplayer Spectrum Matches since 1.1.1 release: - Black Screen in Lobby: Fixed. - Infinite Load Screen: Investigated and repro'd but causes identified. We'll be providing additional updates on this next week. - Kicked Back To Lobby: Hotfix published Wednesday and to be stress tested today. Please know there are still assorted issues we're continuing to work on outside of these three, and we'll likely uncover new issues today... which is why we test. ;) Thanks everyone for your help and happy hunting![/QUOTE] [video=youtube;WgRIBLE7s5U]http://www.youtube.com/watch?v=WgRIBLE7s5U[/video] Also, if you guys didn't know, Dying Star has a hidden asteroid hangar on it. Skip the first half of the video. He starts by flying to Pad 8 in free flight. [video=youtube;9Ok7A-Wv51M]http://www.youtube.com/watch?v=9Ok7A-Wv51M[/video] From the [URL="https://www.reddit.com/r/starcitizen/comments/32ut56/reverse_the_verse_episode_43_notes/"]RtV notes[/URL], interesting bits: - We might be getting another fps map they haven't previously told us about? Possibly the Sataball variant of the Astro Arena map, they were teasingly unclear. - Once atmospheric flight is in the game (instead of only scripted land/space transitions à la CitizenCon PU demo) ships will have an aerodynamic flight model in atmosphere; long way off - FPS is being designed to be played with mouse and keyboard ("play like an adult"), and gamepad is being tested; no effort so far to provide adequate balance for joystick, but they'll make the binds available so if you really want to HOTAS your fps you can - The Hull series is not coming out for concept before the next AC patch (1.1.2, prep for the 1.2.0 fps release); no ETA on that patch. - Clarification that when the Squadron 42 release comes at the end of this year or whenever it happens, it will drop as the complete campaign for the first title in the SQ42 campaign trilogy. Not half of it with more coming 3 months later, all at once. (I asked Ben this last week, wasn't able to make it to yesterday's RtV live, glad someone asked it when Travis was around to give a definitive answer) - The Herald will be in AC before multicrew ships! :dance: - Connie redesign is coming along awesome but they didn't show us anything; Cutlass and Avenger are slated for reworking inside and out (like the Connie's getting right now) for the new damage system/modularity system/etc. [editline]17th April 2015[/editline] And btw, a tip for fully-decoupled manual landing: Your Newtonian brake (spacebar) works at slowing you in decoupled so you can achieve extremely smooth, slow drifts, well below the minimum a thruster kick is going to give you.
[QUOTE=elixwhitetail;47545823] From the [URL="https://www.reddit.com/r/starcitizen/comments/32ut56/reverse_the_verse_episode_43_notes/"]RtV notes[/URL], interesting bits:[/QUOTE] [QUOTE]Sword and crossbow will likely be in someday, but not at launch[/QUOTE] Fuck immersion I want swords. Hold two blades -> turn off EVA stabilisation -> spin my view around until I reach 500 RPM -> clear out enemy ship, beyblade styl[URL="https://www.youtube.com/watch?v=KtFt4ACLWNc"]e[/URL]
I found the hangar the other night but the cutlass doesn't apparently have headlights to turn on, so it was just a black hole full of lightstrips. The observation deck had some atmosphere to it though also we get any word on REC yet because I totally enjoyed spending 40 minutes loading the game and loading matches to only have time for one 20 minute game against a team of hornets last night [img]http://i.imgur.com/GFLasH9.png[/img]
They're open about the fact that they nerfed REC too hard, and there'll be more balancing to come. It was way too easy to earn, and they overcompensated. They're watching the stats and making adjustments. Sataball looks like it'll be fun. FPCorp Grab My Balls invitational, it must happen.
surprise update, for one week your hangar is now outfitted with a mustang gamma, 350R, and M50. (they only show up in the hangar if you don't have any ship assigned to specific docks apparently, letting it auto-assign spots for you) [t]http://i.imgur.com/aVorFXc.jpg[/t] test drive today! also can someone with industrial hangar try climbing into the right-side hatch of the 350R, I got a weird graphical bug when I tried, where these two squares of odd static started sparkling up at the bottom of my screen [t]http://i.imgur.com/TnyiGXh.png[/t][t]http://i.imgur.com/rlfDyuE.png[/t][t]http://i.imgur.com/yP9LW31.png[/t] also trying out the avenger. it's so goddamn 80's spacetech I love it only bugger is landing it, it has PERFECT balance on the rearmost wheels and tends to tip backward into a faux launch position. [t]http://i.imgur.com/9k6ql59.jpg[/t] Because of this, climbing out of the cockpit after landing, the body noses up, and you animate like it didn't, so you kinda fall out the bottom. If you go around to the back you can interact with the ramp and it props itself back up like it totally meant to do that. [t]http://i.imgur.com/vH08rCR.jpg[/t] I guess depending on the server it has a chance that instead of tipping forward, it just kind of does a one-handed power pushup [t]http://i.imgur.com/dHPU06v.jpg[/t] [t]http://i.imgur.com/DueCHXA.jpg[/t]
[QUOTE=Dispenser;47531235]Would be cool if I could mount a CIWS on my Constellation. Wouldn't be all that unrealistic either since this thing had CIWS: [img_thumb]http://upload.wikimedia.org/wikipedia/commons/b/b5/Osa-I_class_Project205_DN-SN-84-01770.jpg[/img_thumb] Would be cool to see more types of countermeasures than just chaff and flares. Stuff like DIRCM.[/QUOTE] I've always been of the opinion that the game would be hella cool if, as your ship got larger, having the strongest shield took more and more a backseat to CIWS systems.
adventures of admiral wiggles [t]http://i.imgur.com/EmbvmAq.png[/t][t]http://i.imgur.com/OfwS6gJ.png[/t][t]http://i.imgur.com/ar21otu.png[/t] [t]http://i.imgur.com/F1XAE5W.png[/t][t]http://i.imgur.com/pEg3z0a.png[/t] [t]http://i.imgur.com/0UcFd8C.png[/t][t]http://i.imgur.com/2eSataY.png[/t][t]http://i.imgur.com/Iz9WQMQ.png[/t] [t]http://i.imgur.com/YEOrvqh.png[/t][t]http://i.imgur.com/mj8coPk.png[/t][t]http://i.imgur.com/P3WliOD.png[/t]
[QUOTE=ScottyWired;47545912]Fuck immersion I want swords. Hold two blades -> turn off EVA stabilisation -> spin my view around until I reach 500 RPM -> clear out enemy ship, beyblade styl[URL="https://www.youtube.com/watch?v=KtFt4ACLWNc"]e[/URL][/QUOTE] welp now i know how my drunkin adventures are going to be in SC
[QUOTE=Intoxicated Spy;47549824]welp now i know how my drunkin adventures are going to be in SC[/QUOTE] As much fun it would be while drunk, I legitimately believe it could be a real tactic for SpacePunch boarding parties. 1. Projectile damage is determined by velocity and mass, so melee weapons will probably follow the same model. 2. The player ragdolls under explosion forces, so it could potentially start ragdolling when you spin around fast enough. So if the character can start spinning fast enough, the physics engine (hopefully) models g-forces acting on limbs, thereby extending the blades outwards and giving them some SERIOUS impact velocity. And if not, we could just detonate a grenade under a pile of swords and kill everyone gmod prop style.
I just want to complain some more that lowering REC to what it is now fucking sucks and ruins the whole system.
oh i was thinking, since crossbows and swords, cant wait for a gaming news outlet to go "its skyrim with space ships"
What's happening around here?
[QUOTE=ScottyWired;47549912]As much fun it would be while drunk, I legitimately believe it could be a real tactic for SpacePunch boarding parties. 1. Projectile damage is determined by velocity and mass, so melee weapons will probably follow the same model. 2. The player ragdolls under explosion forces, so it could potentially start ragdolling when you spin around fast enough. So if the character can start spinning fast enough, the physics engine (hopefully) models g-forces acting on limbs, thereby extending the blades outwards and giving them some SERIOUS impact velocity. And if not, we could just detonate a grenade under a pile of swords and kill everyone gmod prop style.[/QUOTE] Now of course the REAL trick is to get a guy in the fastest ship available, grapple on to the back of his ship and get your holo blade ready, jump into wormhole to go hyperspace. Exit and at the last moment the ship does a tight turn to slingshot the grappler who lets go and is now moving at near relativistic speeds. Holoblade out, direct business end at enemy's airlock, do not apply lube.
[QUOTE=Bradyns;47551156]What's happening around here?[/QUOTE] FPS module soon
[QUOTE=thisguy123;47551163]Now of course the REAL trick is to get a guy in the fastest ship available, grapple on to the back of his ship and get your holo blade ready, jump into wormhole to go hyperspace. Exit and at the last moment the ship does a tight turn to slingshot the grappler who lets go and is now moving at near relativistic speeds. Holoblade out, direct business end at enemy's airlock, do not apply lube.[/QUOTE] Heck we don't even need the blade. Travel at C, aim at the front end of a capital ship, stick your fists out, and get ready to [sp]space punch[/sp] [editline]18th April 2015[/editline] I mean an 80kg slug of flesh travelling at 299'792'457 m/s could easily annihilate a Bengal if you went straight down the middle
Sounds like we're going back to our root ideas of using prisoners as ammo. Don't forget meat shield for the hull.
[QUOTE=Sgt. Khorn;47551352]Sounds like we're going back to our root ideas of using prisoners as ammo. Don't forget meat shield for the hull.[/QUOTE] If video games have taught me anything it's that one lone operative on a pirate ship/secret base/cult temple can kill everyone and everything including god.
I rebound my joystick because I was curious to try it again after the last patch wiped all my bindings. Dear God it is hopeless. At least with the Gladiator, which is definitely a gimbal focused ship, there's literally no reason to use a joystick. If you try to go fixed, which is the only thing the joystick is good at, then you won't accomplish anything because the Gladiator is too slow and its nose can't keep up with the ultra fast no inertia tiny ships. If you go gimballed, then why even using a joystick? Using all the joystick gimbal tricks, at the absolute Batman level of proficiency best, you [I]might[/I] be as accurate as a mouse. The joystick works better for ships designed with fixed weapons in mind, but honestly even there I'm not sure it's the best option. Those ships (Gladius for example) are so quick to rotate and have so little inertia that even there I feel better (and am more effective) flying with a mouse and just playing it like I was playing Descent or some kind of arena FPS. The one situation where I think a joystick would excel is in a ship that is both heavy and focused on fixed weapons. Something like the Vanguard, which has the majority of its guns in permanently fixed positions and won't be dogfighting like a Gladius. Maybe I just suck but I really don't seeing a good reason to use my stick.
[QUOTE=Why485;47552129]I rebound my joystick because I was curious to try it again after the last patch wiped all my bindings. Dear God it is hopeless. At least with the Gladiator, which is definitely a gimbal focused ship, there's literally no reason to use a joystick. If you try to go fixed, which is the only thing the joystick is good at, then you won't accomplish anything because the Gladiator is too slow and its nose can't keep up with the ultra fast no inertia tiny ships. If you go gimballed, then why even using a joystick? Using all the joystick gimbal tricks, at the absolute Batman level of proficiency best, you [I]might[/I] be as accurate as a mouse. The joystick works better for ships designed with fixed weapons in mind, but honestly even there I'm not sure it's the best option. Those ships (Gladius for example) are so quick to rotate and have so little inertia that even there I feel better (and am more effective) flying with a mouse and just playing it like I was playing Descent or some kind of arena FPS. The one situation where I think a joystick would excel is in a ship that is both heavy and focused on fixed weapons. Something like the Vanguard, which has the majority of its guns in permanently fixed positions and won't be dogfighting like a Gladius. [B]Maybe I just suck but I really don't seeing a good reason to use my stick[/B].[/QUOTE] Unless they revamp ship handling and change fixed/gimbaled weapon characteristics to be more like Elite's, I think only people insisting on "immersion" will be using sticks when the game comes out. Add to that having to put the stick up and use your mouse when in the FPS module or just walking around on planets or spacestations and it'll be more effort than its worth. Then again, there are still people that insist on playing MechWarrior with sticks even though it's hopelessly non-competitive.
Gimbals definitely give advantages to joystick users, it greatly increases speed of acquisition and you can compensate for fast dodging much better. As you said, the nose of the gladiator cant keep up with ultra fast ships, thats what the gimbals are for. You also get the improved handling of the joystick though thats more applicable with something like the gladius. I've been playing a lot more lately and there are plenty of people who swear by look ahead mode, goliath, erik, both high ranked joystick users who prefer gimbals on their ships. Honestly, i think the joystick is better with gimbals than the mouse on the gladius right now because of the limits and deadzone of the gimbals and inability to change the ranges on either. The extents of look ahead mode fit perfectly within all 3 weapon's gimbal ranges on the gladius, wheras using a mouse you cannot turn at full speed while aiming at the same time. I think that to get the most out of a joystick setup you should also get a throttle or a second joystick and pedals. Full analogue control on strafing does wonders, as can head tracking.
When my Gladiator expires, I'm going to see if I can get a Gladius to experiment with stick again. Although, it's going to take a patch to REC because I'm basically just staying afloat with the current REC gains and not really gaining much. I have an X-55, and honestly, with Star Citizen's physics, I feel like I have more control with the mouse/keyboard. In combat with these physics, fine control isn't really a thing that matters, which is where joysticks would excel. The X-55 also has no good way to strafe, but that's a problem with the hardware. The X-52 had a much better hat that you could assign for strafing. It's one of my biggest problems with the X-55. I can see why some people prefer to use a second stick, but if I had the choice I would rather have a great analog thumbstick like the CH throttle has. I think that deadzone with mouse control should be absolutely removed though. It's idiotic and serves no practical purpose. [editline]18th April 2015[/editline] Actually, there's something else that's been really bothering me lately too. Why does it happen so often that I'll be fighting and then all of a sudden just die instantly even though by all accounts I still had full shield? It's not just me either. I'll be shooting some guy and then all of a sudden he'll just die even though he still had shields and an undamaged ship. Feels super RNG. Like sometimes I'll just one hit kill somebody with full HP and shields, and othertimes I'll be trading shots with a guy for 5 minutes, scoring hits and picking apart his ship, but nobody kills anybody. I've heard that this is because you get headshots on the pilot, but if you can do that through shields then what's the point of shields in the first place? It feels really bad to die in one hit or just randomly kill somebody in one hit. When you do it, it doesn't feel like you really did anything to deserve that kill, and when it happens to you it just feels like the guy got lucky and tough shit. The ships are too small and fast to really say that people can deliberately aim for headshots so it ends up just feeling like good/back luck when you kill somebody.
from what I understand, shields either are just half-effective against physical projectiles, or they just flat out ignore 50% of projectiles. They still absorb lasers til fully depleted, and I don't even know if lasers penetrate windshields the same way, but yeah I've felt that it's bullshit luck to land those shots. I'd say it's probably best that you can't insta-kill like that in dog fights, but maybe have the ability to do that if you're intentionally trying to snipe a pilot, like an assassination. Maybe require armor piercing rounds or something ridiculous. like, I'd love for this to be just one giant anti-ship gun with maybe only a couple shots you can load, or a very long charge sequence [t]http://i58.tinypic.com/2s6q8h2.jpg[/t]
an ammo load of 20 or 30 or so like a WWII P-39 or Me 410 would probably work. You have to count your rounds, but you aren't just a disposable glass cannon gimmick. I still haven't been arsed enough to figure out what that image is official or fan-made. it's such a fucking great idea...
It's a really good fan edit made by somebody who was probably butthurt about the loss of what CIG initially called a very big gun in the nose.
I don't think I saw any official release on it but it looks like they've updated the gun a bit. Lots of screenshots show that weird nested gimbal ball thing with the dinky gun, plus two suckerpunches. [t]http://i.ytimg.com/vi/y7LYRZ3h47k/maxresdefault.jpg[/t] (also it looks like it used to be a two-seater?) At the moment it seems to default with a much beefier mounted gun (not sure how it gimbals sideways though) and two bulldog repeaters. [t]http://i.imgur.com/3SxMiYJ.jpg[/t] [t]http://i.imgur.com/Z7gjgbz.jpg[/t] [T]http://i.imgur.com/qELdCo0.png[/T] I understand they'll be unveiling variants eventually (people have been saying "soon" since february) so we'll see where they go with it.
Stats-wise the Avenger's special gun is actually extremely good. It's basically the equivalent of one of those giant gatling guns that the Hornet used to carry.
[QUOTE=dai;47554698]I don't think I saw any official release on it but it looks like they've updated the gun a bit. Lots of screenshots show that weird nested gimbal ball thing with the dinky gun, plus two suckerpunches. (also it looks like it used to be a two-seater?) At the moment it seems to default with a much beefier mounted gun (not sure how it gimbals sideways though) and two bulldog repeaters. I understand they'll be unveiling variants eventually (people have been saying "soon" since february) so we'll see where they go with it.[/QUOTE] the first one was from like summer 2013, and is the old version of the SQ42 trainer variant (without the bed and interior corridor) the current design dropped in either winter '13 or early '14 and they "temporarily" switched to the bulldogs a few AC patches ago because supposedly the suckerpunches weren't working (cig pls keep the bulldogs i hate the suckerpunches)
today I got bored and started reconstructing the SXSW montage song in midi I can't find the song anywhere though, anyone know anything more about it? [media]http://soundcloud.com/logan-mcdaniel/wipss1[/media]
I think this is where it's from. The guy who made the original trailer listed something in Russian, but this seems to be the original. [url]https://soundcloud.com/fauxtales/atlas?in=fauxtales/sets/dystopia-ep[/url]
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