The Star Citizen Thread v 4

Status
Thread Closed: Not open for further replies.
He managed it by using a fan made fix for the broken controls, he talks about it one minute in.

The SC flight model is all well and good when combating dumb AI vanduul who fly in straight lines star wars style. As soon as he goes online he will find circle strafe and dps is the order of the day, its shockingly bad to watch and its easy to see in the numerous youtube videos available online. Don't take my word for it, look up the SC forums Arena commander subforum and you will see barely anybody is happy from the twitch or flight-sim crowd.

The ED FM allows for star wars style combat in Arena with real players because of the deliberate restrictions FDEV made to rotation rates and yaw. SC is a mess and has been ever since overpowered strafe was intoduced in 'coupled' mode in AC 1.0. Every iteration since then has been garbage.
 
Last edited:
Got a link please? Had a mooch I can't see it.

https://forums.robertsspaceindustries.com/discussion/305822/katamari-mega-thread-elite-dangerous/p1

He managed it by using a fan made fix for the broken controls, he talks about it one minute in.

Untrue, that's a tool that includes built-in templates and allows for remapping on the fly. It is not necessary for using the Warthog.


No. People are trying too hard to find fault where there is none here.
 
Last edited:

FerinexuS

Banned.
Banned
He managed it by using a fan made fix for the broken controls, he talks about it one minute in.

Default controls you mean :p Yeah they are a pain to configure but it's well worth it, as the video shows.
Yeah he did have problems configuring them, but instead of hating on it he went to learn more about and eventually found a way, now he is having a good time. What the video shows, more than a flight-sim space nerd having lot's of fun is that you have to invest time configuring the controls so that the ship does what you ask it and then learn how to make it so.

He did talked a bit about controls and some other stuff. Highlighted some cool quotes from him that come into discussion here quite a lot.

- About controls: Getting you're keys right and controls right is absolutely key to have a good experience.

- About Flight-Model:
I've found that it's Hollywood version of dogfights in space, and that's just fantastic.

- How it compares with Elite: Feels a whole lot more exciting, more visceral, more edge of the seat, more tooth and nail, and I absolutely love it.

- About watching others play VS Playing yourself: I've seen videos, like you are watching now, and thinking: "How lame is that? It looks really stupid". When you're in it it, it doesn't! it feels incredible, it feels just right!

- About the SC Community:
The reception that I've received from the Star Citizen community it's been outstanding, realy nice, it's so pleasant, so refreshing to find and online community that it's not full of hate, hanger and talks...

- About Star Citizen:
Thank you gaming gods for giving us Star Citizen.

Direct quotes from someone that is:

A) Extremely experienced/passionate flight-simmer pilot
B) Hardcore Elite player.
C) New Star Citizen Player

I assume no one would call him whiteknight/cultist either.

Refreshing and positive opinion that contradicts most of the hate speech spread around here.

Now my take, I think the flight-model has potential but it's not there yet. I like the intense feeling of dogfighting but would like more focus on flight manoeuvring and positioning. I think this flight model was originated from the initial small cry-engine maps that didn't allowed for expansive manoeuvring while flying because space* restrictions.

Froogle is playing the very low ship (Aurora) nicknamed the flying coffin for something. It's not very manoeuvrable and not as twitchy as most of the other ship's and its very enjoyable to fly, although he did flew other ships in the Free-Flight Week I'm interest in his assessment of the PVP Dogfighting, as it is now it's very gear/load-out dependant and at first look very repetitive. But just like he rightly said, seeing is completely different than playing it for yourself. (Another myth went down the drain there). I would like more limitations in boost/strafing, Would love Decoupled mode ONLY but I think it would be to hard for casuals and might increase the entry barrier too much.

Now there's another catch, I don't want planes in space flight, because, Star Citizen is supposed to also have atmospheric flight, I would assume that some change in flight / ship manoeuvring would occur when you descend into a planet with gravity (most ship's have wings, some even have flaps etc). At least that's what I hope for.

They would have a lot to gain by having a distinct flight model in space, and another in gravity, another layer to the gameplay so to speak.

Fly Safe
 
Last edited:
You have to have a package to see it! This was done 12 months ago, I think sometime after that they stopped people posting anywhere who hadn't got packages.

I was under the impression that all you need is an RSI forum account, not a game package. I backed way before the revised forum so if I'm mistaken please let me know.
 
You have to have a package to see it! This was done 12 months ago, I think sometime after that they stopped people posting anywhere who hadn't got packages.

I think they should introduce something similar here:) At least it would ensure posters here are genuinely backers of both games. You want to talk about ED on the CIG forums you gotta pay your taxes!
 
https://forums.robertsspaceindustries.com/discussion/305822/katamari-mega-thread-elite-dangerous/p1

Untrue, that's a tool that includes built-in templates and allows for remapping on the fly. It is not necessary for using the Warthog.

So the hacked version of the flight model we saw was made possible by a fix for the broken control configuration UI.

Two problems there, fan hacks to make the game playable are not a good sign, hacked versions of the game are not a reliable way to judge it's quality.
 
Default controls you mean :p Yeah they are a pain to configure but it's well worth it, as the video shows.
Yeah he did have problems configuring them, but instead of hating on it he went to learn more about and eventually found a way, now he is having a good time. What the video shows, more than a flight-sim space nerd having lot's of fun is that you have to invest time configuring the controls so that the ship does what you ask it and then learn how to make it so.

He did talked a bit about controls and some other stuff. Highlighted some cool quotes from him that come into discussion here quite a lot.

- About controls: Getting you're keys right and controls right is absolutely key to have a good experience.

- About Flight-Model:
I've found that it's Hollywood version of dogfights in space, and that's just fantastic.

- How it compares with Elite: Feels a whole lot more exciting, more visceral, more edge of the seat, more tooth and nail, and I absolutely love it.

- About watching others play VS Playing yourself: I've seen videos, like you are watching now, and thinking: "How lame is that? It looks really stupid". When you're in it it, it doesn't! it feels incredible, it feels just right!

- About the SC Community:
The reception that I've received from the Star Citizen community it's been outstanding, realy nice, it's so pleasant, so refreshing to find and online community that it's not full of hate, hanger and talks...

- About Star Citizen:
Thank you gaming gods for giving us Star Citizen.

Direct quotes from someone that is:

A) Extremely experienced/passionate flight-simmer pilot
B) Hardcore Elite player.
C) New Star Citizen Player

I assume no one would call him whiteknight/cultist either.

Refreshing and positive opinion that contradicts most of the hate speech spread around here.

Now my take, I think the flight-model has potential but it's not there yet. I like the intense feeling of dogfighting but would like more focus on flight manoeuvring and positioning. I think this flight model was originated from the initial small cry-engine maps that didn't allowed for expansive manoeuvring while flying because space* restrictions.

Froogle is playing the very low ship (Aurora) nicknamed the flying coffin for something. It's not very manoeuvrable and not as twitchy as most of the other ship's and its very enjoyable to fly, although he did flew other ships in the Free-Flight Week I'm interest in his assessment of the PVP Dogfighting, as it is now it's very gear/load-out dependant and at first look very repetitive. But just like he rightly said, seeing is completely different than playing it for yourself. (Another myth went down the drain there). I would like more limitations in boost/strafing, Would love Decoupled mode ONLY but I think it would be to hard for casuals and might increase the entry barrier too much.

Now there's another catch, I don't want planes in space flight, because, Star Citizen is supposed to also have atmospheric flight, I would assume that some change in flight / ship manoeuvring would occur when you descend into a planet with gravity (most ship's have wings, some even have flaps etc). At least that's what I hope for.

They would have a lot to gain by having a distinct flight model in space, and another in gravity, another layer to the gameplay so to speak.

Fly Safe

I enjoy his real SIM videos, however here he is just making fun of himself, the SC FM is boring not challenging and plain arcade mode. Even a 12 year old kid can do this with their eyes closed.

edit, and I honestly guess he would be owned in 5 sec in ED if he plays outside solo agains another player.
 
Last edited:
I enjoy his real SIM videos, however here he is just making fun of himself, the SC FM is boring not challenging and plain arcade mode. Even a 12 year old kid can do this with their eyes closed.

That's certainly one opinion.

- - - - - Additional Content Posted / Auto Merge - - - - -

So the hacked version of the flight model we saw was made possible by a fix for the broken control configuration UI.

Two problems there, fan hacks to make the game playable are not a good sign, hacked versions of the game are not a reliable way to judge it's quality.

I will reiterate, it's not hacked. He used a tool to change his keybindings using a template for SC rather than doing it all through the game menu key mappings, that is all. It has nothing to do with the flight model, and it's very possible to do in game, though it is a little more time-consuming.
 
Last edited:

FerinexuS

Banned.
Banned
I admit that it's a pain to customize the key-binds (they are a LOT), but I would not except anything else from a Sim game or an alpha, UI-Menus etc are all placeholders and not very user-friendly yet. That is far from saying that they are impossible to use, it just time and patience, something that PC gamers are known to have.

Anyone that play's a lot usually uses it's own set of key-binds completely different from the Default one anyway, I know I use.
 
That's certainly one opinion.

- - - - - Additional Content Posted / Auto Merge - - - - -



I will reiterate, it's not hacked. He used a tool to change his keybindings rather than doing it all through the game key mappings, that is all. It has nothing to do with the flight model.

I'm sorry if that's not the answer that's convenient for your viewpoint.

Ofc its an opinion, the skill level in SC are equal to zero, that is why there is a whole mega thread on the RSI forum about it.
https://forums.robertsspaceindustries.com/discussion/comment/6709001/#Comment_6709001
 
That's certainly one opinion.

It's not that I care that much but I still own 315p so maybe you know did they change or are they going to change 300 series cargo solution....I mean they did talk about some cargo modules or sort of...Do you know by a chance anything about it ?
 
Last edited:
Last edited:
Here is some recent PVP skip ahead to around 6 minutes. There is hardly any flying involved its just pixel picking. Previous iterations(1.2 and 1.3) had ships zipping around like hummingbirds to counter the accuracy of pixel picking gimbals. All iterations have the same problem of far to much time on target due to high rotation rates, strafe boost get out of jail card for bad maneuvers and high ROF weapons. It all stems from having an FM built from the ground up around zero-order Freelancer mouse controls which were never supposed to be in the game in the first place. One of many broken promises made to early backers.

[video=youtube;Ye1oGYEkO0Y]https://www.youtube.com/watch?v=Ye1oGYEkO0Y[/video]
 
It's not that I care that much but I still own 315p so maybe you know did they change or are they going to change 300 series cargo solution....I mean they did talk about some cargo modules or sort of...Do you know by a chance anything about it ?

I have only a 325a myself, no other ships (and will be playing with it at launch).

The 300 series are from the first wave of ships before the ship quality, pipeline, and manufacturer design guidelines were all fleshed out. They're widely recognized as needing a significant rework both in assets and overall design. Yeah, another development requirement that will further delay the title, but one that 300-series owners are owed.

CIG has stated that they will do a redesign on the 300 series later this year to address those problems including the cargo one. CIG committed to physical representation of cargo that you have to actually store in your ship and the 300s have far too little room. On the other hand, the engine is disproportionately large, so I expect much of the rework will mostly relate to moving around the internals and allowing cargo to be lifted into the ship via elevator as the 300s do not have a ramp like most other ships with cargo capacity.

There was a pretty massive feedback thread posted by CIG earlier this year that ran for a month or two before they posted some come-away "okay we're hearing that this is what you want, we'll take it back to design to review" statements.
 
Last edited:
Status
Thread Closed: Not open for further replies.
Back
Top Bottom