• Star Citizen Megathread - Star Marine isn't doomed after all!
    5,001 replies, posted
Is there any way to avoid slamming into the landing pad? I can land in elite fine but in SE the thrust is so agressive tapping F puts your speed up about 5x what I would like. Decoupled or not it's still to fast. Even the little 50 m/s cruise mode is too fast. Second question, is the speed measured in m/s? [editline]20th January 2016[/editline] Rip, here comes a new page and nobodies going to see this question
[QUOTE=Wazbat;49569455]Is there any way to avoid slamming into the landing pad? I can land in elite fine but in SE the thrust is so agressive tapping F puts your speed up about 5x what I would like. Decoupled or not it's still to fast. Even the little 50 m/s cruise mode is too fast. Second question, is the speed measured in m/s? [editline]20th January 2016[/editline] Rip, here comes a new page and nobodies going to see this question[/QUOTE] Level yourself out over the pad, go into [B]SCM[/B] (not PRE) decoupled, [U]tap[/U] f once and then hit spacebar once or twice to feather your vertical descent to single-digit speeds. With a little bit of practice, you'll never damage your ship on landing. The precision mode is not as useful as learning how to land decoupled with a gentle touch. The acceleration profile on those bursts is rough, and it also brings you back to a full stop afterwards, making it likely that you'll have to slam your belly on the pad. And yes, speeds are measured in m/s.
[QUOTE=elixwhitetail;49569489]Level yourself out over the pad, go into [B]SCM[/B] (not PRE) decoupled, [U]tap[/U] f once and then hit spacebar once or twice to feather your vertical descent to single-digit speeds. With a little bit of practice, you'll never damage your ship on landing. The precision mode is not as useful as learning how to land decoupled with a gentle touch. The acceleration profile on those bursts is rough, and it also brings you back to a full stop afterwards, making it likely that you'll have to slam your belly on the pad. And yes, speeds are measured in m/s.[/QUOTE] Oh yeah, I forgot about the space brake, I'll give that a go next time. My problem is my tali's auto landing doesn't work, it'l position me above the pad but it wont descend. on it's own. I wish the low speed flying was similar to elite, it made your ship feel heavy and slow, but easier to fine maneuver.
I think accelerations in general should be a lot slower in Star Citizen. Maybe something like exponential acceleration would be good. So that you accelerate slowly when at slow speeds, but accelerate more at higher speeds. The simplest solution would be if changing power output of generators would do this. Set power generator to 10% -> easy to handle landing at slow speeds.
[QUOTE=creec;49569832]I think accelerations in general should be a lot slower in Star Citizen. Maybe something like exponential acceleration would be good. So that you accelerate slowly when at slow speeds, but accelerate more at higher speeds. The simplest solution would be if changing power output of generators would do this. Set power generator to 10% -> easy to handle landing at slow speeds.[/QUOTE] The physics of the magnitude of the velocity achievable in each craft is really confusing right now, to me. Technically, we would have the opposite in reality- acceleration decreases as velocity increases due to the whole e=mc^2 thing but then you're talking about fractions of C not km/s or whatever. I have a feeling using exponential acceleration would actually put a ridiculous strain on the power system due to that whole relation but again star citizen is going for fun, not "oh yay i have to burn retrograde and orbit once to catch up to someone and rendezvous"
I was just thinking of something to make it easier to control crafts at slower speeds. Maybe just improve precision mode so that it has slow accelerations on movement.
[QUOTE=archangel125;49569025]You're the aerospace engineer. I'd love to have you look at various SC ships and tell us which ones look like they'll actually be able to fly in a vacuum. I'm willing to bet few, if any, would be capable of atmospheric flight. [/QUOTE] As long as the center of thrust is inline with the center of mass, any ship would fly perfectly fine in vacuum. It's why I hate the Mustang so much, because the off center CoT causes it to spin around endlessly if the forward ventral thrusters aren't active. I don't think [I]any[/I] SC ship would be flyable in atmosphere without generating massive turbulence. The 300i's center of lift is way behind the center of mass (AKA a lawndart) and it's the same story on the Aurora. The Hornet and Cutlass have all the aerodynamics of a brick and goofy wing placement as well. [editline]20th January 2016[/editline] [QUOTE=creec;49569919]I was just thinking of something to make it easier to control crafts at slower speeds. Maybe just improve precision mode so that it has slow accelerations on movement.[/QUOTE] The strafing thrusters put out absolutely ridiculous amounts of force which make precise strafing movements a crapshoot. Doubly so if the server is lagging, because the game seems to use heavy server-side authentication (eugh) In precision mode, they should start out generating very little force and gradually ramp up their thrust, rather than the current "oh shit the pilot pressed A, better slam him sideways into a spacestation at 200m/s".
[QUOTE=Saber15;49570157]As long as the center of thrust is inline with the center of mass, any ship would fly perfectly fine in vacuum. It's why I hate the Mustang so much, because the off center CoT causes it to spin around endlessly if the forward ventral thrusters aren't active. I don't think [I]any[/I] SC ship would be flyable in atmosphere without generating massive turbulence. The 300i's center of lift is way behind the center of mass (AKA a lawndart) and it's the same story on the Aurora. The Hornet and Cutlass have all the aerodynamics of a brick and goofy wing placement as well. [editline]20th January 2016[/editline] The strafing thrusters put out absolutely ridiculous amounts of force which make precise strafing movements a crapshoot. Doubly so if the server is lagging, because the game seems to use heavy server-side authentication (eugh) In precision mode, they should start out generating very little force and gradually ramp up their thrust, rather than the current "oh shit the pilot pressed A, better slam him sideways into a spacestation at 200m/s".[/QUOTE] Given the way ships can fly now, they don't have to enter the atmosphere like shuttles do now at orbital speeds, thus they don't have the ridiculous burn phase. As for flight, ships could [handwavium] use their shields to project a more aerodynamic bubble to help them slip through atmosphere, which might be important because plane-like aerodynamics might work on earth, but could be complete trash in different density atmospheres with different gravity levels. A mix of the normal thrusters with [handwavium²] aiming the gravity generator's pulsors down, could make the ship technically light and easy to keep in the air, provided it remains upright in relation to the ground. It'd basically handle like a ridiculous high power helicopter with rotor physics removed from the equasion, replaced by grav generator's lift and thruster adjustment as for strafing thrusters, still not sure why they're so bad right now. in 1.3 and down, I could go into decoupled mode and maneuver inch-for-inch with light key taps as I drifted toward a landing pad, now the only way to get fine adjustments is to go to precision mode and actually fly coupled with the throttle to aim where I want to land and get the speed right, before decoupling and only being allowed to align my feet with the pad. There was so much talk over making thrusters have 'jerk' control, where they'd ramp up in power on activation so they're not just immediately 100% power, but the addition of that seems to have made them too powerful for finite motion. Like mentioned before, thrusters should have an artificial power scaling depending on your relative speed or flight mode
Even though I think nobody would get behind such an idea, the ludicrous speeds of everything involved in Star Citizen makes me wonder what would happen if the speeds of [I]everything[/I] got cut in half. Ships [I]and[/I] weapons. I wish the game were still moddable because it's something I'd love to try, just to see how it ends up. The reason I'm curious about it is for a couple reasons. One is that for ships to fly comfortably at the speeds they currently fly at, they need to have insanely powerful thrusters in all directions. While I'm okay with the currently faked sense of inertia/momentum, it's still obviously faked. The other is that you don't ever see anything you're shooting at because the relative velocities involved, and the speeds at which the ships can maneuver, are so high that like 80% of the time you're just shooting at a target box hoping you hit the little speck of a ship in the center of it. They spend all this time on the ships, but you never see them outside of the target window and getting into them. What really got me thinking along this line though is playing some older games like Freespace, and then seeing videos of even some newer ones like Eve Valkyrie. I can see the things I'm shooting at, and being shot at by. They fly in smooth motions that look and feel good. It's such a huge contrast to what we have now. Also engine trails. I think Star Citizen would really benefit from engine trails. Interestingly, way back when Arena Commander first came out, everything flew at half the speed it does now. The game has changed [I]dramatically[/I] since then, so saying "but thats how it used to be and it sucked" is a silly thing to say. For example, back then, all weapons would auto-aim onto the target just by putting the cursor on them. It was a very different game back then. Even then, I don't think the speed itself was ever a problem back in release Arena Commander. Anyway, Like I said, this is not something that CIG will ever try, and even if they did, the community knows that bigger numbers are always better. There would be tremendous backlash even if all the ratios between numbers were kept the same. It's just something I've been thinking about lately and since we're on the topic again of super powerful thrusters I figured I'd mention it.
[QUOTE=dai;49570851]Given the way ships can fly now, they don't have to enter the atmosphere like shuttles do now at orbital speeds, thus they don't have the ridiculous burn phase. As for flight, ships could [handwavium] use their shields to project a more aerodynamic bubble to help them slip through atmosphere, which might be important because plane-like aerodynamics might work on earth, but could be complete trash in different density atmospheres with different gravity levels. A mix of the normal thrusters with [handwavium²] aiming the gravity generator's pulsors down, could make the ship technically light and easy to keep in the air, provided it remains upright in relation to the ground. It'd basically handle like a ridiculous high power helicopter with rotor physics removed from the equasion, replaced by grav generator's lift and thruster adjustment as for strafing thrusters, still not sure why they're so bad right now. in 1.3 and down, I could go into decoupled mode and maneuver inch-for-inch with light key taps as I drifted toward a landing pad, now the only way to get fine adjustments is to go to precision mode and actually fly coupled with the throttle to aim where I want to land and get the speed right, before decoupling and only being allowed to align my feet with the pad. There was so much talk over making thrusters have 'jerk' control, where they'd ramp up in power on activation so they're not just immediately 100% power, but the addition of that seems to have made them too powerful for finite motion. Like mentioned before, thrusters should have an artificial power scaling depending on your relative speed or flight mode[/QUOTE] The shields thing is actually used in one of my favorite sci series as a way to also make wings for maneuvering out of the shields too. Going with that seems like a good idea!
[video=youtube;7dPgiG8Riw4]https://www.youtube.com/watch?v=7dPgiG8Riw4[/video] fpcorp-approved boarding procedure. Not responsible for loss of life during hull breach procedures.
[QUOTE=elixwhitetail;49572225][video=youtube;7dPgiG8Riw4]https://www.youtube.com/watch?v=7dPgiG8Riw4[/video] fpcorp-approved boarding procedure. Not responsible for loss of life during hull breach procedures.[/QUOTE] :wideeye:
[video=youtube;XpTf-tTouy4]https://www.youtube.com/watch?v=XpTf-tTouy4[/video] This week's smashed bug involves guns not working after being repaired. And Lando dancing at 9:05. [editline]20th January 2016[/editline] [URL="https://forums.robertsspaceindustries.com/discussion/314337/2-1-1-published-to-ptu"]PTU 2.1.1 is now live.[/URL] "This patch is primarily performance and crash fixes for Crusader and Arena Commander, as well as some ship balance changes." 27.8GB download. Patch note highlights: [QUOTE]- A jet-pack looking item is appearing on the back of characters in Crusader. This will be removed shortly. - Improved the overheat rate of the Revenant Gatling gun, so that it will go longer before overheating. - Slightly reduced the overall maneuverability of the Vanguard Warden. - Glaive and Scythe max cruise speed adjustments, "significant" Glaive health buff - "We are temporarily changing the Vanguard to use one shield at 6x current strength, to closer mimic its final function. This is temporary as the tech for the six-shield set up the Vanguard will have in its final iteration is not yet implemented in 2.1." - Fixed an issue with the Cutlass Black and Retaliator turrets, where the weapons were misaligned and not correctly attached to the turret mounts. - [B]Increased the maximum player count in Crusader from 16 to 24.[/B] The maximum player ship count in the instance is still locked to 16 while we gather data. - Fixed a number of server and client crashes.[/QUOTE] [URL="https://robertsspaceindustries.com/comm-link/transmission/15165-WIP-The-Crucible"]This week's Jump Point repost is the Crucible WIP.[/URL] It's pretty nifty.
The Aurora LN is OK. [media]https://www.youtube.com/watch?v=xSNiKjPqXB8[/media]
So I've been having this really nasty issue where trying to do anything multiplayer ends up with me being dumped back to the main menu, no error message or anything. Surely something must be going wrong here, where would I go to find out what exactly is happening?
[QUOTE=Killdozer;49573365]So I've been having this really nasty issue where trying to do anything multiplayer ends up with me being dumped back to the main menu, no error message or anything. Surely something must be going wrong here, where would I go to find out what exactly is happening?[/QUOTE] Step 1: Verify files in the launcher Step 2: Delete \Public\USER (note, this will nuke your keybinds and your stick binds if you have custom settings - export your stick binds and move the export to a safe place if using any kind of stick setup) Then try again.
[QUOTE=Killdozer;49573365]So I've been having this really nasty issue where trying to do anything multiplayer ends up with me being dumped back to the main menu, no error message or anything. Surely something must be going wrong here, where would I go to find out what exactly is happening?[/QUOTE] If the deleting the player folder doesn't work, run services.msc and restart the base filtering engine
[QUOTE=dai;49570851] as for strafing thrusters, still not sure why they're so bad right now. in 1.3 and down, I could go into decoupled mode and maneuver inch-for-inch with light key taps as I drifted toward a landing pad, now the only way to get fine adjustments is to go to precision mode and actually fly coupled with the throttle to aim where I want to land and get the speed right, before decoupling and only being allowed to align my feet with the pad. There was so much talk over making thrusters have 'jerk' control, where they'd ramp up in power on activation so they're not just immediately 100% power, but the addition of that seems to have made them too powerful for finite motion. Like mentioned before, thrusters should have an artificial power scaling depending on your relative speed or flight mode[/QUOTE] its the "jerk" system. I think its a failed experiment at this point.
[t]http://images.akamai.steamusercontent.com/ugc/351646386162466927/FD68B5FA0C210EB6A6C9A68F1524D62D414DB668/[/t] [QUOTE=elixwhitetail]Aurora Man, the hero no one asked for or invited[/QUOTE]
[QUOTE=Mattk50;49573873]its the "jerk" system. I think its a failed experiment at this point.[/QUOTE] I don't think so. The jerk system is the reason flight feels so smooth now compared to the zippy massless gnats from before. It's not perfect, but it's still a hell of an improvement in the huge majority of the flight regime.
For some reason, they felt it was necessary in PTU patch 2.1.1 to fuck the Vanguard's maneuverability. Its maneuvering thrusters are even weaker, and in addition to a reduced pitch and yaw rates oversteers massively. I really hope they reconsider that. I'd rather have a slower pitch and yaw rate than oversteer, the ship's weapons are closely grouped and fixed, and it's virtually impossible to hit anything with it any more. Especially if you're fighting other players.
When is the next FP game, and how do I join in shenanigans?
Easiest way to arrange a match would be to join the Discord channel, it's linked in the OP. They're fairly irregular at the moment, but once CIG gets matchmaking with Port Olisar instances worked out and private instances are a thing, expect that to change a lot since we'll be able to control the playground a lot better.
[QUOTE=elixwhitetail;49573420]Step 1: Verify files in the launcher Step 2: Delete \Public\USER (note, this will nuke your keybinds and your stick binds if you have custom settings - export your stick binds and move the export to a safe place if using any kind of stick setup) Then try again.[/QUOTE] [QUOTE=paindoc;49573595]If the deleting the player folder doesn't work, run services.msc and restart the base filtering engine[/QUOTE] Alright, I verified the game files, it took an hour to download some stuff which is weird because I just reinstalled it today. Also deleted the USER folder, but it didn't help. To restart the base filtering engine I had to disable Windows Defender and Firewall, but it ended up not helping either :ohno:
[QUOTE=Killdozer;49574609]Alright, I verified the game files, it took an hour to download some stuff which is weird because I just reinstalled it today. Also deleted the USER folder, but it didn't help. To restart the base filtering engine I had to disable Windows Defender and Firewall, but it ended up not helping either :ohno:[/QUOTE] Okay, yeah that was fun I had in Windows 10. Be sure to bring those back online. Any external hardware plugged? Any type of external controller will cause the game to lock up like that.
[QUOTE=paindoc;49575731]Okay, yeah that was fun I had in Windows 10. Be sure to bring those back online. Any external hardware plugged? Any type of external controller will cause the game to lock up like that.[/QUOTE] Shit, well the only things I have plugging in are my M+KB, a mic, speakers, monitor, and a dongle for xbox controllers. I'll try unplugging the dongle and see if it changes anything. Does this mean that plugging in a joystick would potentially lock the game up?
Ehh, unplugging the dongle didn't change anything
[video=youtube;96EV43rvI5Q]https://www.youtube.com/watch?v=96EV43rvI5Q[/video] [QUOTE]00:29 – Intro 03:00 – News From Around the Verse 12:25 – [URL="http://www.richardontwitch.com/flappy-vanguard.mp4"]Gameplay Video[/URL] 08:14 – ATV Interview with Clive Johnson 13:19 – ATV Behind the Scenes: Sound Design 20:41 – [URL="https://www.youtube.com/watch?v=NOz44N2xvIQ"]Gameplay Video[/URL] 34:13 – MVP 35:27 – Art Sneak Peek: MISC Starfarer greybox in the expanded R&Y hangar[/QUOTE]
So what's new in the ptu? a 24 player limit but 16 ship limit? Would make playing with friends easier as people would just ragequit at not being able to spawn a ship but I dont think that's too good of a solution, if theres not much to do at port olisar
[QUOTE=Wazbat;49578729]So what's new in the ptu? a 24 player limit but 16 ship limit? Would make playing with friends easier as people would just ragequit at not being able to spawn a ship but I dont think that's too good of a solution, if theres not much to do at port olisar[/QUOTE] I wonder if there's a soft cap, where anything above 16 players has to be party members or something in the meantime, there's some wonky lack of rotational jerk control on vanguard, which makes steering it feel like you're trying to drive an inflatable raft, and it's super glassy for no reason. I touched a wall while slowly parking at a relay and everybody onboard died, and there's a billion "lol I'm a pro I took on several vanguards without getting a scratch" frag videos floating around (LOOKING AT SOMEBODY HERE). It's like the release of the retaliator again, thing's a formidable ship but is artificially gimped by its situation
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