What I would give for the controls of ED in the SC DFM. Fudgy as anything. hope they are going to address that over time otherwise its going to be a problem 
You're missing my point. I play arcade games from time to time. I'm just pointing out this is one of them. However I understand some gamers like to consider they are playing a sim when they are not for some kind of kudos value. I'm just not one of them.
The point is this is no more a space sim requiring skill then naughts and crosses is a grand strategy game.
Love the judgement without playing it or without knowing what it contains. Keep at it. Also forgetting that the balancing work is on going so a few easy vanduul kills shouldn't make you think that it is an arcade shooter.
Check this guy out : http://www.youtube.com/user/chrisut
He is a very hardcore simulation fan and reviewed some of the elements in Star Citizen to real world planes and simulation games and checked in with most of them.
You guys think this is an Arcade game well keep thinking that way.
Love the judgement without playing it or without knowing what it contains. Keep at it. Also forgetting that the balancing work is on going so a few easy vanduul kills shouldn't make you think that it is an arcade shooter.
Check this guy out : http://www.youtube.com/user/chrisut
He is a very hardcore simulation fan and reviewed some of the elements in Star Citizen to real world planes and simulation games and checked in with most of them.
You guys think this is an Arcade game well keep thinking that way.
Kind of defencive there Mr.Nowak.
If SC has gone the way of Freelancer and War Thunder then the criticism is very appropriate. That was always the danger in a Chris Roberts product. All the talk about support for HOTAS controllers and complicated physics models can easily turn out to be just so much hot air, and what we are really getting is a casual game tailored for the mouse and an x-box controller.
Kind of defencive there Mr.Nowak.
If SC has gone the way of Freelancer and War Thunder then the criticism is very appropriate. That was always the danger in a Chris Roberts product. All the talk about support for HOTAS controllers and complicated physics models can easily turn out to be just so much hot air, and what we are really getting is a casual game tailored for the mouse and an x-box controller.
Sorry, but I could not find any review of AC following the link you have provided. There is only hangar module there and HUD design review. And both of these are only tiny parts of the gameplay - no flying. Everything might look nice and shiny on paper.
Kind of defencive there Mr.Nowak.
If SC has gone the way of Freelancer and War Thunder then the criticism is very appropriate. That was always the danger in a Chris Roberts product. All the talk about support for HOTAS controllers and complicated physics models can easily turn out to be just so much hot air, and what we are really getting is a casual game tailored for the mouse and an x-box controller.
Exactly, even if you look at the manual you will see that KB/M have much more key-bindings than any other controller. HOTAS have several times less bindings!
Possible... then again, maybe actual damage and physics systems simply aren't in yet? We saw g-forces in the presentation a month ago, those aren't in either...
Possible... then again, maybe actual damage and physics systems simply aren't in yet? We saw g-forces in the presentation a month ago, those aren't in either...
It's an arcade game now and that will go away too.
Sorry if it looks that way. Well anyway i'll let people think what they think and stop arguing. This game was a scam for a year now and that went away. It's an arcade game now and that will go away too.
Anybody managed to get an X55 working in AC? My stick does nothing and the throttle seems to control pitch!?!
OR is supported, TrackIR not. Why is that so?
As we move forward to Version 0.9, we will focus on adding the following improvements:
Improved client and multiplayer server stability
General performance optimizations and fixes for hardware specific issues discovered during community testing
Audio improvements with additional SFX, music, mix, and improvements to the dynamic music system
Improvements to the HUD to better differentiate the manufacturers, improve ITTS, and add mouse control functionality
Additional character animations to add immersion to the cockpit and resolve outstanding animation issues
Further flight model upgrades to better handle unique thruster power combinations and refine the control of each ship
Additional ship, weapon, item, and thruster tuning to improve the balance of Arena Commander based on community testing
New multiplayer game mode for public testing along with AI improvements and updates to Vanduul Swarm.
Hangar bug fixing along with enhanced visuals and animations.
Cockpit polish with improved damage effects and more dynamic lighting that responds to gameplay events and ship status.
Some additional weapons and items for use with Arena Commander.
Update player breathing sound effects and responses to incoming impulses and g-forces