The Star Citizen Thread v5

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My heart fills with fuzzy warm wubblies at the thought of blasting filthy rebel scum to unidentifiable chunks in a TIE Interceptor - in cinema-quality rendering, in VR and HOTAS.

Forget all the nonsense, forget those utterly atrocious Rogue Squadron games, just please, please do TIE fighter the way it was always meant to be done :)

Please, please let it be so :)

Pretty sure you're forgetting how much yaw is/was involved in those space sims. No way you'd like it now.
 
I don't believe you.

I play the GOG version at least once a month....usually while waiting for an ED update to download.

Just now getting around to the Adm. Zaarin missions again.

Also, the lack of motion blur makes the yaw not so terrible, plus you there is roll so it is fairly trivial to play as a pitch and roll pilot.
 
HAHA What?! You can say the EXACT same thing for SC........ :D

Not really, Larry Holland knew how to make fun flight models and satisfying missions - the pathetic excuse for "missions" in Star Citizen thus far pale in comparison to the stuff you'd get in the X-Wing series. Man, revisiting them in GOG makes me wonder how the hell I ever beat some of them in the 90s.

Of course, Roberts knew quality when he saw it -- he nicked Holland's Battlehawks 1942 wholesale to make Wing Commander!
 
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Not really, Larry Holland knew how to make fun flight models and satisfying missions - the pathetic excuse for "missions" in Star Citizen thus far pale in comparison to the stuff you'd get in the X-Wing series. Man, revisiting them in GOG makes me wonder how the hell I ever beat some of them in the 90s.

Youthful hands, I suppose.

I'm actually better at it now, but mostly because I've learned a lot about patterns to use in space dogfights. Also, I much better at power management now...something that was hugely crucial in TIE Fighter.
 

FerinexuS

Banned.
Banned
[video=youtube;dfi84lzCumY]https://www.youtube.com/watch?v=dfi84lzCumY[/video]

After noodle's trading , slave trading is the next big thing.
 
More mocking that's just a flat out lie.

You can either stand yaw or you can't. Make up your mind.




A lie you say? That's rather strong of you. Have you any proof to back up that claim? :)

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https://forums.robertsspaceindustri...6th-2016#latest

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COMMUNITY MANAGERS LOG. WEEK 23. THE ROAD TO #100. AND GAMESCOM. AND CITIZENCON. WE'RE ON A LOT OF ROADS.

The Buccaneer sale has come to a close and it was a blast. The community participated in a very cool Drake Market Research quiz over the 10-day event and in the end, the needs of the many outweighed the needs of the few and the Behring C-788 Ballistic Cannon will be awarded to everyone that owns a Drake Buccaneer. At present, if you bought the Buccaneer outright, you can already see the Behring that replaced the "Item X" sold with each new ship. For those that availed themselves of the CCU system to get their Buccaneer, those cannons will be awarded in the next week after a script runs to attribute them. These will be added to accounts with existing Buccaneers on them, so those who melt them before being awarded will get no weapon. Additionally, those holding onto upgrades will likely get no weapon. If you want the free Behring C-788 Ballistic Cannon, apply your CCU and hold onto your ship. We're looking at doing the attribution next Monday, so everyone will have a week to apply whatever Buccaneer CCUs they're still holding onto.

Last week also saw the May Monthly Report and two Buccaneer Q&A Posts. Tyler and Matt Sherman had a blast answering questions about the Buccaneer last week, and Matt even contributed a wonderful after action" report on the Buccaneer's concept phase that was included at the bottom of that second Q&A. The May Monthly Report was another in-depth look at what each studio has been working on, and even though it's a lot of work to put together each month, I'm eternally grateful to each department in each studio for submitting what they can to help keep the community informed every month.

This week, we push forward to some cool community milestones in the near future.

Around the Verse is fast approaching its 100th episode, and we're putting together what we hope will be some cool segments for you to enjoy. This week marks Episode #97 and contains the first part of an in-depth ATV Interview with Concept Artist and Illustrator Jim Martin. You'll learn how he got his start in the industry with Star Trek Deep Space Nine, follow his work through Star Citizen development starting with the creation of the Vanduul Scythe, and watch me lose my composure and fanboy out because he's just the best. In addition to that, Adam Weiser takes on the Davian System in Loremaker's Guide and be ready: Adam came to play this week.

But before that happens, we have an extra-special edition of 10 for the Developers with Development Director Brian Chambers. When Chris is unavailable to do his 10 for the Chairman shoots, we look to other members of the development team to help carry the load, and last week we asked Brian to "pinch-hit" for us when the holiday week and continued work on 2.4 kept us from filling out the hosts as usual. In awesome Brian Chambers tradition, he came to play and decided to mark his introduction to the 10 For series by doing MORE than 10 Questions. He actually asked me if that was okay to do. It was cute.

"Yes, Brian. You can do more than is asked of you. But only this once. You have more important things to be doing."

In the long term, we're neck deep in preparations for Gamescom in August. That's taking a fair bit of my bandwidth these days as instead of one 3-hour presentation one evening, we'll be broadcasting live from the showfloor booth all five days of the event. We'll still working out the details of what we'll actually be showing: mostly gameplay and live interviews, but we'll have a few surprises mixed in there (these surprises will also be uploaded to YouTube for those who can't spend five days watching us on the showfloor.) This'll be our first REAL gaming convention showfloor booth, so it's a big responsibility and I'm hopeful those able to attend will enjoy seeing it in person (and those watching at home will see it on Twitch!)

After Gamescom, the team is heading to Frankfurt and then Manchester so we can get lots of footage to fill the next 15 episodes of ATV after that, which takes quite a bit of planning as well. Planning, planning, and more planning. And you know what they say about plans and contact with the enemy, right? I can't remember exactly, but it isn't good, and the enemy in this case is literally everything else that's happening in the game's development. As always, we'll do our best, remain flexible, and persevere.

Then lets not to forget about CitizenCon in October. Preparations are still underway for that, which will be an event in our more traditional mold.

Then a Holiday Livestream...

It just never ends, does it?

And I wouldn't have it any other way.



So, what do you think of this folks?
 
More mocking that's just a flat out lie.

You can either stand yaw or you can't. Make up your mind.

It depends on the game. Play the original Elite - it has no yaw - therefore no yaw in Elite Dangerous makes perfect sense. Play TIE fighter - it has yaw, so yaw in any remake would make perfect sense. Play Star Citizen - and mouse wiggle everywhere to your hearts content :D
 
More mocking that's just a flat out lie.

You can either stand yaw or you can't. Make up your mind.

The visual differences are important here. You do not get a sense of depth from TIE Fighter...other than -it is small so far away vs it is big so it is close-

Yaw in that environment is much easier to tolerate, for me, anyway

In SC, there is a whole lot more going on and you do get a nice sense of depth (thanks to CryEngine). However, this does mean that your sense of motion needs to be better respected. For me, the full yaw rate (which is faster than a TIE Fighter on some ships) can cause some discomfort, which can be overcome with practice. That is a personal opinion, of course, I never really had a great problem with the SC FM, happy to be playing a modern Freelancer, really.
 
Meanwhile on the SC forum...........

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Can you be more IRONIC Toast!!!!
 
It depends on the game. Play the original Elite - it has no yaw - therefore no yaw in Elite Dangerous makes perfect sense. Play TIE fighter - it has yaw, so yaw in any remake would make perfect sense. Play Star Citizen - and mouse wiggle everywhere to your hearts content :D

In surprise news just in it transpires that some people have different requirements from different games!
 
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