Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
5,006 replies, posted
[QUOTE=Toyokunari;47557809]Yeah I get what you mean, but then what's the point of variants if it will be very similar to the base ship? Only it comes with equipment and maybe it looks slightly different. That is why I feel it is a "waste" if you get what I mean, not that each variant is very modular. Just needs one more step to go.[/QUOTE]
I think you have to look at it in the context of the state of the game. for the longest time, there was no game, just looking at ships in the hangar and a few guns on VD
even now, it could be a long time before variations on shields, powerplants, engines, coolers etc are made available on VD, since it's probably more work than it seems to itemise everything while maintaining the game balance
so the variants serve to pad-out the available ships you can get, and give you more $ options to choose from when you pledge
eg. I only want to start with a basic all-rounder 300i and earn bigger ships in-game, but I want to pledge a little more money, so I'll get the 325a and maybe a skin
so even if the long-term goal is complete modularity, for now the variants just give you a taste of what can be done, and add a little more variety to AC matches
[editline]20th April 2015[/editline]
[QUOTE=nightlord;47558008]Maybe i'm wrong but as far as i know that's not quite the case. The currently released variant ships are not pre-arranged modular packs, if you wanted a ship to do that role well beyond just taking the base ship and making smaller modifications like the engines, shields, sensors etc you'd have needed to get a variant ship. They weren't just a combination of different parts you'd have been able to get, there were going to be the only way to get those parts up until the ship modularity stretch goal was added a few months ago. They said you weren't going to be able to actually take things like the medical equipment and replace them with the cells and things like that (at least before the modular system was added):[/QUOTE]
not every variant is in the same boat. for example, most of the aurora variants are just equipment swaps, but the LN is a unique chassis. likewise with the 300i variants, and then the 350r
the two posts you quoted are somewhat at odds with each other, which I think indicates they still aren't actually sure how far they want to take modularity in the larger ships
racing is definitely the fastest way to earn rec, earn enough rec this week with the race ships and get yourself a racer to keep farming that til they boost other stuff
been dinking around with weapons, [url=https://robertsspaceindustries.com/electronic-access/Weapon-Roms/Tarantula-GT-870-Mk3]this[/url] is beastly but I was only using one for a match and need to try setting two up proper. seems the [url=https://robertsspaceindustries.com/electronic-access/Weapon-Roms/SW16BR2-Sawbuck]default turret guns[/url] on the cutlass were far more efficient at landing shots and dealing out most of the damage, but it's pretty hefty when you get the opportunity to let it off. I could try mounting two of these to my turret and see how well they act when gimballed
[t]http://i.imgur.com/kuq28sg.jpg[/t]
as for the avenger, can't mount that thing to the nose but I've found the [url=https://robertsspaceindustries.com/electronic-access/Weapon-Roms/NN-13-Neutron-Gun]size 1 neutron gun[/url] does a good job at delivering the heavy punch I was looking for. Short range (like 6-700m tops) and overheats after 3 consecutive shots, but they'll tear up a ship if they connect. Cools off pretty fast too
[t]http://i.imgur.com/4K2mZoX.jpg[/t]
Think the servers are stable enough for some organized racepunch this week? I need more practice flying my Omega, and it's not suitable for fighting except m50-style harassment.
I've been enjoying racing the cutlass
decouple and fly flat-ways to be an obstacle whenever possible
Awwww yeee
Buying an Asus R9 290 and a new PSU so I can upgrade my computer today.
Finally, I will be able to run Star Citizen.
almost forgot to post this from last night's races
[t]http://i.imgur.com/BuXm51T.jpg[/t]
[editline]e[/editline]
also I'm not exactly a fan of the fact the site treats REC transactions like credit card payments, especially when I buy a bunch of weapons and junk one at a time. it sends [I]three[/I] emails per transaction
[t]http://i.imgur.com/j43G33I.png[/t]
[media]http://www.youtube.com/watch?v=YJeaYs_U-Mg[/media]
[url=https://youtu.be/YJeaYs_U-Mg?t=24m15s]Skip to 24:15 to get to the good stuff.[/url]
So these 10 for the Producers segments are always extremely good and way better than Chris fumbling around with terrible questions and really vague promises. Of special note is the final question where Travis talks about a proposal that Pritchett (IFCS and flight modeling programmer) submitted to change the way ships fly in a pretty great sounding way.
Keep in mind the numbers Travis is throwing out are pretty arbitrary. The point here is the system and concepts, not the actual numbers.
- Every ship limited to 500m/s top speed (more or less)
- Each ship is designed to perform somewhere within that envelope
- Everything within these envelopes is measured by acceleration in any given vector
- For example 300i is designed to fly around 300m/s and it flies very well within those speeds
- Everything in the 300m/s to 500m/s envelope there is a "stark falloff" in your ability to acceleration
- Trying to change your vector (note vector, not rotation) when "overspeed" is very difficult due to a loss in acceleration and just plain physical difficulty in changing vector at those speeds
The point according to Travis is that everything is based around acceleration and optimal performance characteristics and also avoids the annoying situation where a ship is just flatly faster than you.
This sounds [I]amazing[/I] and I am super interested in trying this kind of system. I really, really hope they give him the go ahead for this because Travis' whole spiel about this was music to my ears.
One more thing that may mean something or not depending on how literally you want to take these numbers. Travis says, "Getting up to 500m/s you may see a distinct falloff in your ships acceleration. So you're able to quickly get up to 300 in your normal time, let's say 5 to 10 seconds, whatever that is."
Again, it's entirely possible that Travis could be making up these numbers for the sake of an example, but if they increase the time at which it takes to accelerate to top speed from half a second to something on the order of 5 seconds, that's a dramatic shift in the way ships fly. They'll feel much heavier and much less like the arena shooter spectator cameras that most ships currently fly like.
I've not put a lot of energy thinking about it, but how will this system work without feeling like pseudo space aerodynamics? I guess that's just what it is, eh?
[QUOTE=Mbbird;47566013]I've not put a lot of energy thinking about it, but how will this system work without feeling like pseudo space aerodynamics? I guess that's just what it is, eh?[/QUOTE]
it sounds like it could be pretty well grounded in reality, an object with mass requires more force to change direction *against its current velocity, and your thrusters only have so much force to provide. Pushing speed limits is entirely on your main booster, while turning is a chorus of your maneuvering thrusters. The only way to really come to a fast stop or curve into a hard turn after pushing so hard in one direciton would be to decouple and rotate all the way around, using your main boosters to try accelerating in the opposite direction
Yeah, but they're talking about efficiency envelopes now. A thruster in a vacuum is still a thruster in a vacuum, regardless of the speed.
[editline]20th April 2015[/editline]
I'm not opposed to the idea; I guess that's just how it's going to be.
Looks like with the transfer to 64 bit, the 500 M/s cryengine speed hardcap can be raised. I'm hoping CIG goes the Unified "arbitary" speed limit route rather than each ship having its own different speed limit. As well as lowering manuvering thruster output because it makes no sense to have a huge thruster at the rear, when tiny manuvering thrusters output similar thrust.
The acceleration curve that CIG is thinking is neat, it is a viable way to make reaching the top speed slower and also gives an artificial sense that you are in space with no speed limits. But still would prefer without acceleration curves. But who knows, I might like it.
Also hopefully they tell us how much the cryengine speed limit is raised, 1000 M/s? Would be interesting at least.
what's the obsession with speed? the ships already move too fast and it causes a lot of gameplay problems
Because it's not the raw speed that's the problem, it's the acceleration and insane thrust to weight ratios. When you can accelerate from 0 to 300 in half a second, speed is completely meaningless.
[QUOTE=Why485;47566443]Because it's not the raw speed that's the problem, it's the acceleration and insane thrust to weight ratios. When you can accelerate from 0 to 300 in half a second, speed is completely meaningless.[/QUOTE]
Being fully loaded with cargo should have a significant impact in most smaller ships that're pulling that kind of acceleration off, too. Right now, all ships are flying about as light as they'll ever be (excluding future stat adjustments).
I don't mind a high global speed cap, i'd actually prefer it, reminds me of the ICP. but i do really mind the idea of turning and acceleration being slowed at high speeds, elite does that already and im not a fan, we only need one game with that nearly atmospheric flight model thank you.
im curious how they plan to balance the racing ships if top speed is no longer a factor, you kill a corner of the maneuvering/top speed/boost amount balancing triangle.
edit: if i were putting the top speed to something like 1000m/s i'd probably half the gains from boosting just to make sure people didnt hit that cap too fast. one of the issues in the current model is that everyone is always at top speed way too quickly, i like fast acceleration but with a high top speed it needs to be reigned in just a tad, and only through boost, current non boost acceleration would fit well in a high speed cap game i think.
[QUOTE=elixwhitetail;47566524]Being fully loaded with cargo should have a significant impact in most smaller ships that're pulling that kind of acceleration off, too. Right now, all ships are flying about as light as they'll ever be (excluding future stat adjustments).[/QUOTE]
How often are you expecting someone in a fighter craft to be fully laden with cargo?
[QUOTE=Saber15;47566575]How often are you expecting someone in a fighter craft to be fully laden with cargo?[/QUOTE]
i'd expect people in auroras, avengers, cutlases and hornets with the carryall would be making use of their holds pretty regularly.
Speaking of cargo, guys, on Friday:
- Cargo design post is scheduled to go up
- Hull series concept sale starts. [URL="https://forums.robertsspaceindustries.com/discussion/253293/misc-hull-series-sale-friday-april-24"]Pricing is[/URL]:
[QUOTE]Hull A - $60 USD
Hull B - $90 USD
Hull C - $200 USD
Hull D - $350 USD
Hull E - $550 USD[/QUOTE]
James also confirms the Hull E is [I]not[/I] a hull-limited ship.
As the founder of a hauling org, you bet I'm getting one. Managed to find enough melt for a B. However, I'm waiting for the concepts to come out to make a firm decision. I'm wondering what the differences between A and B are to have such a close price gap while the others are almost exponential.
I intend on refitting it to be a travelling disco in at least one cargo bay component, because if there's any justice in the world the modularity system will include this capability. After all, you can do any club drugs you want inside a jump point, because you're not within UEE jurisdiction if you're not in linear space!
You should host a fight club in one of the other cargo bays.
[editline]21st April 2015[/editline]
Really you shouldn't even carry cargo. You should just use the bays for various activities. One could be a drug lab to keep the party going forever.
found a nice spreadsheet on various ships' progress
[url]https://docs.google.com/spreadsheets/d/tnx5w5EwJw23lPYhHdlHs5g/htmlview[/url]
[QUOTE=elixwhitetail;47571918]Speaking of cargo, guys, on Friday:
- Cargo design post is scheduled to go up
- Hull series concept sale starts. [URL="https://forums.robertsspaceindustries.com/discussion/253293/misc-hull-series-sale-friday-april-24"]Pricing is[/URL]:
James also confirms the Hull E is [I]not[/I] a hull-limited ship.
As the founder of a hauling org, you bet I'm getting one. Managed to find enough melt for a B. However, I'm waiting for the concepts to come out to make a firm decision. I'm wondering what the differences between A and B are to have such a close price gap while the others are almost exponential.
I intend on refitting it to be a travelling disco in at least one cargo bay component, because if there's any justice in the world the modularity system will include this capability. After all, you can do any club drugs you want inside a jump point, because you're not within UEE jurisdiction if you're not in linear space![/QUOTE]
hull z 4 free please
it will be cool to see a couple of new ships under $100, it's been a while
Just sold my 300i LTI (Digital Bounty Hunter) for ~$165 (£108).
I bought it for $65 (£44).
found a stowaway inside my ship hull
[t]http://i.imgur.com/n7MVIhf.jpg[/t]
[t]http://i.imgur.com/eiT9DvL.jpg[/t]
feels like the good ol days of making ships in gmod
You guys remember infinity? It seems its not dead.
[url]https://inovaestudios.com/Battlescape[/url]
Oh man Infinity was ages ago. I still remember the combat prototype which was actually a lot of fun. It's probably the best version of Newtonian physics used in multiplayer combat I ever played.
I'm getting my new PSU and R9 290 today once I get home from work. I can't wait to [I]finally[/I] be able to play tonight.
for those of you looking to become space truckers, a quick reminder that the Hull series will be going on concept sale tomorrow. Prices range from $60 to $550 or something ridiculous. The only real description available til they open the sale is this snippet:
[quote]a breif discription from the reverse the verse, were they said:
Hull A- Station wagon,
Hull B- bread truck
Hull C- Space semi ( ship specs (9000 freight Units) 220 ish meters long, almost the size of the idirs on paper.
Hull D some were between hull c and e ( i know right so, helpful.)
Hull E- super tanker.
Im guessing the hull E will be the size of the javelin, around 350 meters, as they said anything larger would be persistent. [/quote]
also in regards to my previous post with the hitchhiker, my friend managed to float around the ship and the character was actively grabbing at specific points of the interior as he floated through. I recall seeing this before in the video of someone getting into a constellation in arena commander, where the character would reach and passively grab hand rails and stabilize himself against walls or the ceiling. I don't think there was any actual gameplay affecting interaction beyond the arm rig just visually touching things, but I can't wait to see the system more refined, especially if being close enough to grab surfaces will allow you to drag yourself around much faster and more controlled than drifting aimlessly
Sweet jesus. Almost the size of an Idris? Count me fucking in on that. Load that thing with explosives and we go blow up a fucking moon.
[video=youtube;n7sFalTCajY]http://www.youtube.com/watch?v=n7sFalTCajY[/video]
Bugsmashers at 22:40
Ben says to forget "everything we know" about cargo hauling ships, because the Hull series is "something else". And apparently we're going to go "wtf, how does that even work" when we see the Hull series, and the answer will be the cargo design post that explains how SC is going to do it. Said right before the sneak preview (of probably a Hull ship) at 36:15.
More info about this sneak peek is supposedly being discussed on RtV, starting [del]now[/del] [del]"SOON-ish.[tm]"[/del] [del][url=http://www.twitch.tv/cigcommunity]now[/del] and they broke it again when trying to show the sneak peek[/url]. Classic CIG.
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