Star Citizen Megathread - Star Marine isn't doomed after all!
5,001 replies, posted
Yeah, apparently this free trial week unlocked everything (except perhaps multiplayer Arena Commander, unable to tell). Makes sense considering it'd be a bit of a blue-balls move to be like, 2.0 IS FINALLY OUT AND WE ADVERTISED IT ON THAT GAME AWARD SHOW, COME TRY OUR FREE TRIAL! EXCEPT IF YOU WANT TO TRY THE NEW HOTNESS WE'RE PROMOTING, GIVE US $45. PSYCH!
CIG is smarter than me, because here I was assuming it'd be like the others and be offline Arena Commander only.
Did some multicrew stuff with a Retaliator.
Movement in it seemed fine until you dared to touch a wall or went in an area with a low ceiling, which would typically send you flying out of the craft.
Turrets couldn't seem to target anything
It was a massive pain in the ass to get back in the craft from the ventral doors; you'd fly through the bottom hatch, gravity would immediately be re-applied and you'd go flying back out. Have to enter through the elevators or the top hatch.
Kept climbing into turrets and all sorts of other shit when trying to open doors. The Use button [I]seriously[/I] needs an indicator as to [I]what[/I] you're doing; this is really bad in the Mustang and 300i.
Was pretty fun anyways though.
Also, how do I apply my loadouts for the universe? It keeps giving me the awful stock 300i.
Wasn't there a post someplace about how the use button indicator was actually hard-coded into CryEngine and CIG hasn't gotten around to unfucking that yet?
well then there was a post from Frankfurt saying the exact opposite. v:v:v
The Use indicator is embedded into Cryengine and isn't even localizable. CIG wants to rip out the entire stock functionality, because first of all, it doesn't display any context. They want it to indicate what you're about to activate and also have it display different verbs for different actions (and be localization-friendly), like Use, or Open, or Power On, etc.
Replacing the "Use" bitmap is trivial, but it's not a priority, and rewriting the interaction functionality is not quite so trivial even with all of the ex-Crytek guys in Frankfurt.
I have to imagine that it'll be at least somewhat linked to Grabby Hands, but Grabby Hands can still work with the default interaction mechanisms, if awkwardly.
[QUOTE=Saber15;49306246]Did some multicrew stuff with a Retaliator.
Movement in it seemed fine until you dared to touch a wall or went in an area with a low ceiling, which would typically send you flying out of the craft.
Turrets couldn't seem to target anything
It was a massive pain in the ass to get back in the craft from the ventral doors; you'd fly through the bottom hatch, gravity would immediately be re-applied and you'd go flying back out. Have to enter through the elevators or the top hatch.[/QUOTE]
first note- turrets see everything as friendly but the display will still show enemies as red. Use Y to cycle all targets instead of enemy only
second, if you're in a pinch, it's easier to smack yourself up against one of the turrets of the tali and bug your way into entering them. Their use button has too much reach and you can get into those (and the connie's, and cutlass) from outside at the right angles. Otherwise yeah, top hatch is the way to go
I was experimenting with a connie just a bit ago, started it rotating, killed the engines, and started ditzing around with stuff. The window sides near the pilot seats lose your gravity for a second and you whip around. I did find though, if the ship's moving and you enter through the cargo bay, it throws you from the bay onto one of the catwalks around it very reliably. Not intended but dang that'd be great for a fast pickup, haha
cutlass RIO seat is amazing
[img]http://puu.sh/lTJpg.jpg[/img]
great field of view normally, but you can toggle to the screen up close and control it with mouse. the screen works amazingly, so fluid and easy to control. I hope the rework makes the turret remote-control just to spend more time in this seat
2.0 is so fun to just fly around visiting all the locations. I'm glad they started optimizing.
[QUOTE=Ott;49306691]2.0 is so fun to just fly around visiting all the locations. I'm glad they started optimizing.[/QUOTE]
They've a long way to go. I've got a decent computer, about a couple years old, but still very respectable hardware-wise. I get under 10FPS in Olisar and the Security Station, no matter what my graphics settings. Anywhere else, between 20 and 30, tops.
From Speccy:
[b]Operating System
Windows 7 Professional 64-bit SP1
CPU
Intel Core i7 4820K @ 3.70GHz
Ivy Bridge-E 22nm Technology
RAM
16.0GB Dual-Channel DDR3 @ 799MHz (11-11-11-28)
Motherboard
ASUSTeK COMPUTER INC. P9X79 LE (LGA2011)
Graphics
DELL ST2310 (1920x1080@60Hz)
3071MB NVIDIA GeForce GTX 780 SC (EVGA)[/b]
as i started settlin into the star citizen community, i realize how cool the devs are
example:
[url]https://www.reddit.com/r/starcitizen/comments/3wjjlx/concern_no_fingerguns_emote/[/url]
we gave these people 100 mil
[QUOTE=Wii60;49307040]as i started settlin into the star citizen community, i realize how cool the devs are
example:
[url]https://www.reddit.com/r/starcitizen/comments/3wjjlx/concern_no_fingerguns_emote/[/url]
we gave these people 100 mil[/QUOTE]
Crim and Kazi of MWLL fame are on the team last i heard, grade A cool devs right there.
Oh god, it's about time. CIG finally threw a bone to people unfamiliar with the project.
[URL="https://robertsspaceindustries.com/feature-list"]Alpha 2.0 Features - aka TELL ME WHAT THE FUCK I CAN DO RIGHT NOW[/URL]
It also lists [I]tentative[/I] features coming in 2.1. There is one that does not satisfy me, for one reason.
[QUOTE]Holotable improvement[/QUOTE]
Improvements are nice, but unless those improvements are "total replacement" it's not the improvement we're waiting for.
Otherwise, :ok:
I tried to play some earlier and ended up sneaking onto someone's Constellation without them noticing. He then started to fly away so i tried to escape by taking the Merlin, i ended up getting trapped and unable to even get back out of it again.
Yeah, Merlin docking/undocking is so not ready yet. Chris said 2.1 or 2.2 (maybe) a little while back.
from reddit
[vid]https://fat.gfycat.com/HandsomeFarDiscus.webm[/vid]
[QUOTE=Mattk50;49307084]Crim and Kazi of MWLL fame are on the team last i heard, grade A cool devs right there.[/QUOTE]
Defender (the last project lead) works there now too, he fixes all the broken optimizations and such.
Kami is one of the big guys at CGI, Sean Tracy.
Crim is still working at Crytek last I heard from Defender.
[QUOTE=Techbot;49307666]from reddit
[vid]https://fat.gfycat.com/HandsomeFarDiscus.webm[/vid][/QUOTE]
friendly reminder, "/rude3" for the FP salute
Good god the Cutlass's turret is [I]terrible[/I]. Half your field of view is taken up by the turret's sides, you can only see about 30 degrees upwards and the glass is reflective.
Turrets are absolute garbage and wastes of space at the moment.
If they were automated they would actually be worth a damn and it would be cool to see ships like Retaliators be flying around with guns blazing, but unless CIG works miracles I don't see anybody manning turrets outside of the novelty.
[QUOTE=Oicani Gonzales;49308666]holy shit i think i get why they nerfed the superhornet now
security station aka fun station: some dudes are crowding chat talking about their elite ops in the area. they seem to be a group and are rolling together somehow (i thought parties werent implemented yet?)
[/QUOTE]
They are, sort of, but it is very buggy and frustrating to use; you have no control over what instance you get put in, so it might place you in a 15/16 server when there's 3 other people in your party.
You can also only access the party system in a game, so you have to load into your hangar to start a party.
[editline]13th December 2015[/editline]
[QUOTE=Why485;49308714]Turrets are absolute garbage and wastes of space at the moment.
If they were automated they would actually be worth a damn and it would be cool to see ships like Retaliators be flying around with guns blazing, but unless CIG works miracles I don't see anybody manning turrets outside of the novelty.[/QUOTE]
Yep. Tried gunning for a Retaliator, Connie, and Cutlass.
The Cutlass seemed to be the only one with meaningful turret firepower, but the visibility is so terrible on it that it is borderline unusuable. Had seriously leading and situational awareness issues on every turret because of weird rotation inheritance and poor HUD design - you can only see the radar and other indicators when you're aiming level with the ship.
All the turrets have issues where enemies are not color coded, so you have to aim your blue crosshair against a blue targeting box surrounded by a blue lead indicator and blue aiming indicator and hit so you get the blue/yellow hit markers. Really unreadable.
You're definitely better off just having your buddies escort you with fighters rather than having them man the turrets.
[img]http://i.imgur.com/TD9kRlP.png[/img]
tbh most of the people who play this game
Btw, we have a chat channel on the RSI webpage due to the FPCorp Org, though I think you need to be in it to enter:
[url]https://robertsspaceindustries.com/orgs/FPCORP/chat[/url]
Not sure if it'll be used, just figured people didn't know about it.
Unless organization chat gets tied into the PTU, it's useless.
[QUOTE=the_killer24;49308877][img]http://i.imgur.com/TD9kRlP.png[/img]
tbh most of the people who play this game[/QUOTE]
It is sort of hard to get good at dogfighting when you get 20fps average.
Speaking of which, has there been any kind of optimization lately? I'm redownloading now but the last time I played I was only getting 20 fps max, and that was on low settings.
i7/16GB RAM/GTX 765 if anyone was wondering.
[QUOTE=Alsojames;49309365]Speaking of which, has there been any kind of optimization lately? I'm redownloading now but the last time I played I was only getting 20 fps max, and that was on low settings.
i7/16GB RAM/GTX 765 if anyone was wondering.[/QUOTE]
Everything other than the new content has been optimized quite a lot.
[QUOTE=cyanidem;49309671]Everything other than the new content has been optimized quite a lot.[/QUOTE]
Arena Commander runs pretty good now; before I was lucky to get 40 fps, but now I'm getting 40fps in combat and 50+ when nothing is going on.
FPS still tanks like crazy when my shields are hit, however.
[editline]13th December 2015[/editline]
Why is it that in AC, my crosshair can't seem to decide what shape it wants to be? On my 300i with the two default Omnisky guns and a C117 on the nose, it alternates between a square + circle lead indicator for each gun, and one crosshair. It switches mid-firing, and it's annoying because the crosshair is very faint in comparison to the square + circle
[editline]13th December 2015[/editline]
[vid]https://my.mixtape.moe/ghppzv.webm[/vid]
pew pew. You can see my crosshair changing shapes at random here.
I hope 2.1 also fixes all the FPS issues. And makes it so the fucking Connie actually works. 9/10 times, if you get out of your pilot's seat, there's no way to get back in. And if you draw or holster a weapon while on board, or take a step to the left or right of the area in the center, you get flung off the ship and teleported hundreds of kilometers away. I'm not going near that thing until they fix it.
I'm pretty sure if the two indicators get close enough to one another they merge into that second sight.
[QUOTE=Saber15;49309838]Why is it that in AC, my crosshair can't seem to decide what shape it wants to be? On my 300i with the two default Omnisky guns and a C117 on the nose, it alternates between a square + circle lead indicator for each gun, and one crosshair. It switches mid-firing, and it's annoying because the crosshair is very faint in comparison to the square + circle
[editline]13th December 2015[/editline]
[vid]https://my.mixtape.moe/ghppzv.webm[/vid]
pew pew. You can see my crosshair changing shapes at random here.[/QUOTE]
It changes according to the distance. A square or circle lead is when you're in firing range but at the upper half (give or take?) of the weapon's range. Your box/circle reticle will likely cover the entire targeting reticle and ship - it's impossible to make called shots.
As you get closer, the reticle changes to a crosshairs as you are now close enough to make called shots - I tend to aim for a Scythe's engines in VS, for example, when I'm close enough for crosshair reticles.
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