Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
5,006 replies, posted
[QUOTE=Wazbat;48376127]Speaking of joysticks, what do you guys think of the mad catz F.L.Y. 5? If its crap, what should I get instead?[/QUOTE]
the quality control is terrible, you could have a thumb button break off or a sensor die in a week or it could last for a year with no problems
they cut corners literally wherever possible.
also the screen on the x-52 is emotionally depressing
supposedly the thrustmaster t16000 is really good for a similar price, fancy hall effect sensors so it should be as accurate as any $500 hotas
[QUOTE=krail9;48376171]the quality control is terrible, you could have a thumb button break off or a sensor die in a week or it could last for a year with no problems[/QUOTE]
Knowing Amazon I should be able to get a refund if it breaks too soon.
I was considering an x52/55 but the price is a bit too high
The Fly 5 is just a rebranded Saitek Cyborg stick, and carries the same problems - awful software and quality control issues.
If you want a cheapish, good stick, go with Logitech or Thrustmaster ([url=http://www.amazon.com/Thrustmaster-T-Flight-Hotas-Flight-Playstation-3/dp/B001CXYMFS]example[/url]).
But don't buy a stick just for SC, at least not yet.
I'll take a look at that.
I'd use it for other games, mostly for war thunder and Elite:Dangerous
Don't buy a stick for SC.
[QUOTE=Mbbird;48376360]Don't buy a stick for SC.[/QUOTE]
Hell, I don't even need a stick for Elite Dangerous, and that's a more slow methodical game comparatively.
Star Citizen feels a lot more responsive and whippy, so a stick really shouldn't be necessary.
watch as the SC hot-ass is just a rebranded x52 and doesn't have anything that would actually help with SC such as analogue sticks for 6DoF strafe and gimbal aiming
If they go the lazy route, the X-52 is the better option over the X-55 because of its index finger throttle hat. With that little hat, Saitek accidentally created one of the best HOTAS out there to use for a space sim.
While the CH and Warthog have analog thumbsticks, the problem is that a thumbstick means you can't use the thumbstick and press the majority of the buttons on the throttle at the same time. It basically makes anything on whole front of the throttle useless if you're strafing, and you should always be strafing if you're in a dogfight.
In my ideal world, I would have a comfortable throttle with a small and comfortable analog stick that goes where your index finger sits on a throttle.
An X52 with a slightly more ergonomic stick (its a bit chunky and the top hat and fire buttons are too far to comfortably reach with my thumb), a few more buttons on the throttle, smaller deadzones, CH durability, and Logitech / Microsoft reliability would be my dream joystick. Force feedback would be pretty noice but I don't know of many games that use it, offhand.
[editline]4th August 2015[/editline]
Also Fanatec materials, for kicks. Alacantra wrapped stick and throttle. :lick:
[video]http://youtube.com/watch?v=bnsIjoRHH50?[/video]
some highlights from this evening
you people STILL need to learn to [i]land your ship in decoupled mode so you don't strafe 200m/s down toward the pad[/i]
[QUOTE=dai;48377958]you people STILL need to learn to [i]land your ship in decoupled mode so you don't strafe 200m/s down toward the pad[/i][/QUOTE]
no
[QUOTE=capgun;48377933][video]http://youtube.com/watch?v=bnsIjoRHH50?[/video]
some highlights from this evening[/QUOTE]
oh god bleep out the "shit" at 4:20 in a semi-subtle way (instead of just BEEP) and send from 4:15 on to the end of that clip in to RtV. :v: They want 30-second clips, it's 20 seconds, and it's two funny bugs in the span of a few seconds.
[t]https://i.imgur.com/qSiHMvM.jpg[/t]
Did Dying Star always look this amazing on Very High?
Dying Star got a big visual revamp for the tutorial.
Hey, so a few people missed out for various RL reasons, so let's try it again, since it was so successful! 11pm GMT/4pm PST/7pm EST today, Wednesday, meet up in the Space Punchers room in prfn.se in TS3. Callouts to Ociani, lordcrypto, and Jono, but everyone's welcome.
If you won't be available immediately at that time but will be in 30-60 minutes after, hop into TS3 anyways and see if we're still going. If we're in a game mode other than free-flight, there'll be some interval of time before the match ends and we can pull you in, so be prepared to wait a bit if we're not just crashing into each other in ff.
[B]Rate this post zing if you intend on showing up[/B] as a way of doing roll call. If desired, bring recording software along to capture the bugs, explosion, hilarity, and kinetic friendship hugs. I have some good moments from today's session but I haven't gotten around to editing them and will probably do a highlight reel of several sessions together and just throw an entire afternoon into editing (I'm not very good at it yet).
As always, if a better time slot or day would work out better for you, feel free to throw it in so we can look at planning something to include you! It's still got its problems, but Arena Commander's starting to come together, and multicrew and fps are not very far out, so I want to start getting us organized now because we'll need practice for the additional traffic.
Now that large worlds is not [I]too[/I] far off, I want to revive Hunt the Ghost, which is where one person in a Hornet Ghost is given an advance period to hide, and then all other players in stock Auroras give chase. The Ghost's advantage is its superior armament and its stealth capabilities, but it's intended to be vastly outnumbered (1v7 is a reasonable challenge). Large Worlds is the big game-changer in making this a viable game by giving the Ghost enough room to hide and to fight without the whole pack finding it at once -- but no Q-Drive use, until the long-range-scanning mechanics are in enough to support a Q-Drive variation of the game.
However, we should probably start thinking about defining an initial set of rules for the game. I think it'd be kind of cool if we developed this into a rewarding metagame that people outside of fpcorp would play. Depends on signature tech being developed enough, though, but we can at least get the ball rolling with whatever comes with multicrew. Two and a half days.
Based on the conditions in 1.1.5, here's a suggested starting point off the top of my head, comments and participation encouraged.
- 1 Hornet Ghost pilot - pilot may swap out guns for other guns, but cannot change the hardpoints (no fitting the ball turret or making everything gimbal) and cannot change the missiles from stock; will need balancing
- Aurora MRs for rest of team - Auroras can fit pilot's choice of guns on the front hardpoints but cannot fit a missile rack; again will need balancing, but a hornet with 20+ missile locks is going to be unreasonably threatened.
- Alternatively, two Hornets (who must stick together until the end of their headstart and the unleashing of the swarm) versus [I]stock[/I] Aurora LNs with the specific option to equip K&W laser repeaters instead of the Omniskys.
- Alternatively once again, if Auroras makes the pace too slow, or the Hornets' slight speed advantage (25m/s) over the Auroras becomes a balance problem, Merlin swarm and the Hornet pilot has free reign over equipment.
- The Ghosts have a fixed length of time that they must survive in an asteroid field or other debris field (once larger maps with more variety open up), and they depart from a meeting point with the Auroras, hide-and-go-seek-style, with a countdown. The Aurora pilots' ships are powered down and their sensors disabled during the Hornets' headstart, and then they're enabled to be powered up and must Hunt the Ghost! The Ghost(s) must keep from appearing on their hunters' radars, while the swarm must team up to find and bring down a better-armed foe before the time runs out.
- Aurora pilots MAY use third-person view at the start during the Ghost's headstart, since it'll be impossible to police, but Auroras can't move so the Ghost will eventually be out of sight. A clever Ghost won't just hide behind the first asteroid they go past.
- Chaff [I]is[/I] allowed
- I have no idea what kind of time limit is right. Obviously not so long that everyone gets bored or one person is the Ghost for an hour.
Finally got my client updated, I'm down for some 1am spacepunching. However I've only got one ship and I haven't played for months - should be interesting
three hours later edit: oh ho ho university schedule you cunning bastard, for a second there I thought you said I had to be awake at 7am :suicide:
I'll see if I can come too, but no promises, a friend of mine has birthday today.
Christ 11 pm gmt is a bit late for me, probably wont be able to join, even 2 hours erlier.
Any chance of a fuck around free flight thing 8 pm gmt ish? If not I'll get on some other day.
[QUOTE=Wazbat;48380386]Christ 11 pm gmt is a bit late for me, probably wont be able to join, even 2 hours erlier.
Any chance of a fuck around free flight thing 8 pm gmt ish? If not I'll get on some other day.[/QUOTE]
I'm thinking that Saturday would be a good day of running one earlier than 11pm GMT. Unless Gamescom is a bust, we'll be super hyped. Friday and Saturday events would be fun to organize.
However, let's see if Thursday would be able to fill [B]an event at 8pm GMT/1pm PST/4pm EST tomorrow[/B]. Rate this post tool if you'll be available and interested to show tomorrow. If tomorrow's not good but Saturday's a better day for that slot, rate zing instead.
This means you, too, ScottyWired.
[t]https://i.imgur.com/wc8wJjR.jpg[/t]
Setting up the booth at Gamescom, from Sandi's FB
reminded me of that for some reason
[t]http://3kv.in/~techbot/ShareX/2015/08/05/1426467217270.jpg[/t]
[QUOTE=elixwhitetail;48379481]- I have no idea what kind of time limit is right. Obviously not so long that everyone gets bored or one person is the Ghost for an hour.[/QUOTE]
I love the overall idea of the game, and this part is definitely something that'll make or break the tension. Knowing you need to survive for a long time is tense for the ghost, and knowing you have a very limited timeframe is tense for the hunters, so we need a finite balance.
Only problem I have here is that this time frame can be messed with because if the ghost just boosts for his whole "run and hide" timeframe, it's going to buy him a lot of extra time to keep looking for a hiding place while the others putter slowly around, checking stuff along the way.
If you want quick games, I'd suggest sticking to the current maps, having everybody park and get out of their ships (so they don't have radar tracking) while the ghost hides. The dense debris of the maps would be fine for quick hide/seek missions I'd think
I hope I'll make the slot anyway, I'm having to re-download SC for the second time.
First time it was this stuff.
[QUOTE=Techbot;48381744]
[t]http://3kv.in/~techbot/ShareX/2015/08/05/1426467217270.jpg[/t][/QUOTE]
And now half of the models aren't loading, I'm missing chunks of ships and I cant move when in arena commander.
1.1 mb/s download rip
Boosting doesn't let you go over your maximum hull speed in live AC. The Ghost has a 200m/s speed limit and the Auroras have 175 (Merlins have 240 which lessens the issue), and if the Hornet's using boost anytime that the Auroras are hunting, it's going to be kicking up a big IR signature.
It's all about how long the Ghost has to hide before everyone else gets into their ship and gives chase. The Ghost should not have enough time to [I]leave maximum radar contact range[/I]. How long this is will require testing. I have zero idea of what any of the timing numbers should be and I'm very open to collaboration on this idea.
Remember, as soon as the Ghost enters line of sight with one Aurora, they show up on radar, no matter what direction, and that Aurora pilot'll hear the audio cue of a new radar contact (which could [I]also[/I] be another Aurora! and so the mind games begin) and be able to immediately target them and work out their approximate location.
It'd be really neat if we could hijack a PVP gamemode and have it be 7v1, because then if the Ghost is spotted by [I]one[/I] hunter, [I]everyone in that hunter's range can see the Ghost[/I] and it really cranks up the pressure on the Ghost and hastens the chances of a fight as the swarm of angry bees converges on the Ghost's last known location. (I don't know if radar sharing works this way in freeflight, maybe it does, we should test today!)
We have to find some way of preventing a Ghost player from just picking one asteroid and camping in a protected little pocket somewhere where you have to be flying within 300m to even see in, somehow. Maybe just call that unsporting and make it a code of honour thing?
[QUOTE]-people with corrupted downloads-[/QUOTE]
Shit, I hope the CDNs didn't get corrupted. Right before Gamescom, too. Classic CIG. :v:
However, that seems like something that would get fixed during CIG USA's business day, which just started (CIG LA local time: 9:30am).
Computer update, guys. My beloved gaming rig might be back in operation in a week or two. I got an EVGA RMA approved, and I'll be sending my GTX 780 back to them to be replaced today. If I'm lucky (And I may be, since the 780 is no longer in production) they'll send me a GTX 970 or 980 as a replacement. After which I very much look forward to playing with y'all again.
These are the people I'm hoping and expecting to see in the TS3 in one hour, 11pm GMT+0/4pm PST/7pm EST:
icefox
Oicani Gonzales
Useful Dave
jonoPorter
FlyingDog
LordCrypto
Feral
The TS3 info, again, is the Space Punchers room in prfn.se. If you come in an hour late, hop into TS3 anyway and see how we're doing. Last night we finally stopped after ~3.5 hours, albeit with the usual dragass start and technical delays leading to an hour of bleh. Side note: We developed a strategy to bypass the multiplayer issues we were having and today should be smoother. If we're in free flight, we can bail and start a new lobby to bring you in. [B]Dropins welcome[/B], but after 8 our choices of gamemode narrow sharply.
If you end up in Replace Me hell, all is forgiven and let's hope CIG fixes this shit soon if it's a CDN or launcher issue.
[QUOTE=elixwhitetail;48384735]These are the people I'm hoping and expecting to see in the TS3 in one hour, 11pm GMT+0/4pm PST/7pm EST:
icefox
Oicani Gonzales
Useful Dave
jonoPorter
FlyingDog
LordCrypto
Feral
The TS3 info, again, is the Space Punchers room in prfn.se. If you come in an hour late, hop into TS3 anyway and see how we're doing. Last night we finally stopped after ~3.5 hours, albeit with the usual dragass start and technical delays leading to an hour of bleh. Side note: We developed a strategy to bypass the multiplayer issues we were having and today should be smoother. If we're in free flight, we can bail and start a new lobby to bring you in. [B]Dropins welcome[/B], but after 8 our choices of gamemode narrow sharply.
If you end up in Replace Me hell, all is forgiven and let's hope CIG fixes this shit soon if it's a CDN or launcher issue.[/QUOTE]
Updaters hanging at 1.9GB bytes left unfortunately, it seems.
[QUOTE=elixwhitetail;48382034]Remember, as soon as the Ghost enters line of sight with one Aurora, they show up on radar, no matter what direction[/QUOTE]
I don't think it works that way; I guess it seems that way since cross section sig is much larger when you're not behind something, but if your overall sig is low enough you can float right in front of people untargettable
[QUOTE=elixwhitetail;48381400]
However, let's see if Thursday would be able to fill [B]an event at 8pm GMT/1pm PST/4pm EST tomorrow[/B]. Rate this post tool if you'll be available and interested to show tomorrow. If tomorrow's not good but Saturday's a better day for that slot, rate zing instead.
This means you, too, ScottyWired.[/QUOTE]
My uni schedule has ended up with me at uni for 12-18 hours every Thursday (AEST 10+) which is only a little bit fucked.
Every other day I'm 99% available.
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