Star Citizen Megathread - Star Marine isn't doomed after all!
5,001 replies, posted
[video=youtube;keV14u8sGaE]https://www.youtube.com/watch?v=keV14u8sGaE[/video]
[video=youtube;0ExyVH-k-Mg]https://www.youtube.com/watch?v=0ExyVH-k-Mg[/video]
[URL="https://robertsspaceindustries.com/comm-link/spectrum-dispatch/15567-Far-From-Home"]This week's lorepost involves tweaking and modified equipment.[/URL]
what's new since january 2016? havent kept much track of it.
how has optimizations been so far?
[QUOTE=TheKingofBees;51237834]what's new since january 2016? havent kept much track of it.
how has optimizations been so far?[/QUOTE]
[video=youtube;pdCFTF8j7yI]https://www.youtube.com/watch?v=pdCFTF8j7yI&ab_channel=StarCitizen[/video]
slightly earlier than that video, though both are supposed to be a3.0 content
[media]https://www.youtube.com/watch?v=GucYhhLwIxg[/media]
[t]https://robertsspaceindustries.com/media/btchrhub8ke1fr/source/Drake_Herald_Transmit.jpg[/t]
at least it's not a stupid shotgun this week :vs:
They found a camera angle where the Herald doesn't look like [I]total[/I] ass. :shock:
Points awarded for not making me dry-heave.
It looks like it might even be able to turn in space.
you need ugly ships to make the others look pretty
It's not ugly it's [I]functional[/I] :v:
[QUOTE=nomad1;51243256]It's not ugly it's [I]functional[/I] :v:[/QUOTE]
it's functionality is to be ugly,
an ugly duckling.
so 300s can look like swans.
I like how hideous the Herald is
honestly it looks a hell of a lot better now, just getting nice clean lines and forms in that make it look more professional compared to the concept model
at any rate it makes me extremely happy that the same guy is working on the cutlass now!
I played in the free alpha and first thing I got intimidated by was the keybindings menu, specifically the flight controls. Are all of those actions regularly needed when flying?
[QUOTE=Kurnuttaja;51253633]I played in the free alpha and first thing I got intimidated by was the keybindings menu, specifically the flight controls. Are all of those actions regularly needed when flying?[/QUOTE]
Many of the keybindings are not needed for dogfighting. It seems overwhelming but it actually breaks down into categories of special-use keys surrounding the core flight control set.
SC's flight model is fully Newtonian (although the ships themselves fudge physics like fucking mad because they're designed to look cool first and be 100% realistic flight vehicles second or really fifth), so you have six degrees of freedom and that means lots of keybinds. However, when you break it down, the only keys you need to fly are, in order of importance:
- your ship's throttle and translation controls (defaulting to WASD QE for throttle/lateral strafe/roll, ctrl and spacebar for vertical translate, shift for boost/afterburner, and x for the Newtonian spacebrake)
- toggle thrust coupling/decoupling (c, used to change the ship into full 6DoF instead of aircraft-like flying -- if you've played Elite Dangerous this is similar to Flight Assist Off but ships are much more agile and maneuverable in SC)
- toggle flight computer modes (aka IFCS) with v, this changes the ship from [PRE]cision flying (max 50m/s) to [SCM] (standard combat maneuver) aka "regular" dogfighting speed, and when in the Crusader map and above 50% top speed, instead of [PRE] it toggles [CRU]ise mode, 3-5x increase in forward velocity at the expense of lateral maneuvers since you're now acting like a drag racer
- targeting controls (defaulting to t for target closest hostile, y/h to cycle hostile targets, u/j to cycle friendly targets, i/k to cycle all targets -- in dogfighting T is usually all you'll need)
- countermeasures (press g to change between flares and chaff, press and hold to launch them)
- get in and out of your seat (f to enter, hold f to get out)
- Quantum travel (b to enter the mode, f to confirm warping to what you're pointing at)
Everything else is messing with your ship's systems (like changing power distribution and shield facing, certainly important but not more important than flying when new) or side functions like chat or changing control scheme modes (like changing mouse between relative mode and joystick emulation).
Speaking of controls, why does the game refuse to let me rebind the countermeasures?
I've set up my controls to be like X3's with the addition of throttle on the Mouse4/Mouse5 buttons but every time I accelerate I start spewing flares. Changing the control just reverts it the instant I save it.
It wouldn't surprise me if that binding is just broken. It wasn't until 2.3 or 2.4 that SC actually saved keybinds for the button to initiate QT; as soon as you exited the game it'd revert back to Mouse3. This was a major pain when I had a mouse with a broken button under the clickwheel.
Check the Issue Council (and watch for shitty descriptions/titles hiding dupes, it's terrible in there); 2.5's been fairly hammered out so there's probably a report about it in there, and if not then it should be reported.
Also, in my discussion of the keybindings above, there's also the keys for landing mode, but that's fairly self-explanatory; toggle with the keybind (n I think), point at the pad you want and hit f, and then fly over the pad and have it land you. [sp]real men bellyflop onto the pad under manual control[/sp]
I gotta say, i played the free fly thing, had a friend jump in the back of the Hornet and we had a blast, game feels like how we remember freelancer, bouncing between things on the map gave me eve vibes, the community was great, helpful and more than accomodating, the flightmodel completely ruined Elite for me. I also loved that little planet section- it's super gorgeous and immersive. I can't wait to buy into it when they fix the low FPS for the multiplayer bit.
[QUOTE=kenji;51254384]when they fix the low FPS for the multiplayer bit.[/QUOTE]
That [I]should[/I] be happening when 3.0 drops with the replacement netcode (officially named StarNetwork 1.0). When 3.0 drops is another thing altogether. We've been told they're [I]hoping[/I] for end of this year, so expect early 2017, probably February or so, and be surprised if they make it for Christmas.
[QUOTE=elixwhitetail;51254407]That [I]should[/I] be happening when 3.0 drops with the replacement netcode (officially named StarNetwork 1.0). When 3.0 drops is another thing altogether. We've been told they're [I]hoping[/I] for end of this year, so expect early [B]2022[/B], probably February or so, and be surprised if they make it for Christmas.[/QUOTE]
ftfy
This game needs alot of polish before you could say it wasn't alpha anymore.
Gave this a spin today. I'm pretty impressed by the tech, felt good to be able to fuck around in a space station one moment, then order a ship, go through the airlock and into the ship itself. Obviously there isn't that much to see right now but at least it's assuring to know that it plays well already. It's really immersive
[QUOTE=CLungcancer;51258467]Gave this a spin today. I'm pretty impressed by the tech, felt good to be able to fuck around in a space station one moment, then order a ship, go through the airlock and into the ship itself. Obviously there isn't that much to see right now but at least it's assuring to know that it plays well already. It's really immersive[/QUOTE]
There are several small quests you can already do. You should try those if you have not.
I did one of those "restore comm link" or whatever quests. Two other people were there as well, I'm guessing they were new too because they both rammed into the comm link station full force and exploded
[QUOTE=CLungcancer;51258939]I did one of those "restore comm link" or whatever quests. Two other people were there as well, I'm guessing they were new too because they both rammed into the comm link station full force and exploded[/QUOTE]
Welcome to public freefly, when the game floods with newbies temporarily. Sometimes even the landing pads become a bloodbath from takeoff accidents. :v:
Just wondering, why are there sometimes random big ships (like the constellation) sitting at Port O? Are they being spawned by players or?
Cause I like to steal em.
[QUOTE=Smoot;51259587]Just wondering, why are there sometimes random big ships (like the constellation) sitting at Port O? Are they being spawned by players or?
Cause I like to steal em.[/QUOTE]
Spawned by players, yeah.
you initially can't open the doors to a ship until the owner has opened it themselves, so if something spawns in front of you you might want to wait a moment for the owner to come and enter it, then sneak aboard. Some ships have a few places you can glitch your way in (constellation's top turret has a spot you can seat yourself into it as it thinks you're inside the ship), if you can do that you can then dismount inside the ship and hop into the pilot seat
For bonus points, wait until someone spawns a large multicrew ship, sneak aboard, and let them take off. Then sit down at a crew station that gives you access to the power triangle and shield facing and screw with them, like putting all power to engines (and not shields or weapons) when they enter combat.
Note: fps guns work inside flying ships, so you [I]can[/I] be killed while doing this.
[QUOTE=elixwhitetail;51259790]For bonus points, wait until someone spawns a large multicrew ship, sneak aboard, and let them take off. Then sit down at a crew station that gives you access to the power triangle and shield facing and screw with them, like putting all power to engines (and not shields or weapons) when they enter combat.
Note: fps guns work inside flying ships, so you [I]can[/I] be killed while doing this.[/QUOTE]
I love games that allow this kind of sabotage gameplay, really open ended, hilarious shit.
it should be noted that the power triangle only goes into effect when the ship's power draw is greater than its generation
for best effects, slide the power throttle to zero then go to the components page
even though most of the shit there is greyed out, you can still click on them and toggle weapons/shields/thrusters at will
nothing like leaving a connie or SF spinning out after a hard turn after all their thrusters mysteriously deactivate
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