The Star Citizen Thread V2.0

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The maps being so small should not matter.

I've had this discussion on the forums about reducing the rates on how fast you can pitch/roll/yaw as well as introduce a smooth curve or something for all the little thrusters response depending on where your joystick/controller is, because right now the thrusters give either small or full thrust with nothing in between.

Do you know how that went? Not well at all, people think its totally ok to have such fast abilities to pitch/roll/yaw. I got one guy to sort of agree on increasing the duration but that is about it, its like people do not get it, that the current rates seriously diminish the need for any type of skill. Not to mention the current rates, the thruster response is the reason why CIG can't use fixed guns and have moved all to gimball.

Well, I've just had an idea for me to try out.
On my X52 settings I can set the outer limit for the axes range - just for gits & shiggles, I'm gonna try reining these in to about 66% of maximum, so that I will never actually get more that 66% on pitch/roll/yaw - and I'll see what happens...
My hypothesis is that I should get smoother control with lower max rates for pitch/roll/yaw at the expense of a smaller effective range of movement of the stick - we'll see, and I'll report back . . .
 
Well, I've just had an idea for me to try out.
On my X52 settings I can set the outer limit for the axes range - just for gits & shiggles, I'm gonna try reining these in to about 66% of maximum, so that I will never actually get more that 66% on pitch/roll/yaw - and I'll see what happens...
My hypothesis is that I should get smoother control with lower max rates for pitch/roll/yaw at the expense of a smaller effective range of movement of the stick - we'll see, and I'll report back . . .

I was thinking of this also. However, this has a downside that while you will be able to perform more precise maneuvers you will be at significant disadvantage vs opponents who do not set such limits and are provided with better in-game controller settings.
 
Has there been any info regarding when we will see v0.9 and 1.0 of the DFM or indeed any other modules of SC?

I expect theres nothing concrete yet, but the info on this page:

http://starcitizen.wikia.com/wiki/Anticipated_release_schedule

is completely useless. It even shows the release date for the planetside module as being in the past! There's pretty much no way they are going to hit these deadlines.

Haven't seen any information regarding this matter. Although I do not expect v1.0 for at least 1 month. There are too many things to improve until 1.0 would be ready for release.
 
I think we should wait for full 6DOF implementation within one flight mode, significant improvement to the controls, ability to bind our controls in the best case scenario and only this would allow us to see where the whole development is heading.

exactly, also we shouldn't forget about one detail: current AC ships are really small even compared to side or eagle, thus connie/freelancer must have much much slower turning rates and retaliators and alike even slower.

if those ships will turn around at insane speed then it will be very weird experience, especially for players inside the ship as they will always be smashed against the wall, that's if they deliver correctly simulated physics and even their magnetic boot's will not help at all.

imagine bengal carrier turning around like crazy, nobody will be able to even enter their hornets and i am not even talking about trying to fly them out - players have trouble with slowly rotating space stations in ED :) will be very interesting to see that ;)
 
exactly, also we shouldn't forget about one detail: current AC ships are really small even compared to side or eagle, thus connie/freelancer must have much much slower turning rates and retaliators and alike even slower.

if those ships will turn around at insane speed then it will be very weird experience, especially for players inside the ship as they will always be smashed against the wall, that's if they deliver correctly simulated physics and even their magnetic boot's will not help at all.

imagine bengal carrier turning around like crazy, nobody will be able to even enter their hornets and i am not even talking about trying to fly them out - players have trouble with slowly rotating space stations in ED :) will be very interesting to see that ;)

What really bothers me most is that SC may easily become P2W, this seems like a new trend.

This removes all fun for me in winning the combat if I know that I was able to win simply because I have spent more money on the game and this game me significant advantage.
 
Has there been any info regarding when we will see v0.9 and 1.0 of the DFM or indeed any other modules of SC?

I expect theres nothing concrete yet, but the info on this page:

http://starcitizen.wikia.com/wiki/Anticipated_release_schedule

is completely useless. It even shows the release date for the planetside module as being in the past! There's pretty much no way they are going to hit these deadlines.

I don't think it's going to be any time soon. I'm pretty sure we were supposed to be in the Social module by now, shown by that wikia. They should probably update it, as that was last years information :p
 
Has there been any info regarding when we will see v0.9 and 1.0 of the DFM or indeed any other modules of SC?

I expect theres nothing concrete yet, but the info on this page:

http://starcitizen.wikia.com/wiki/Anticipated_release_schedule

is completely useless. It even shows the release date for the planetside module as being in the past! There's pretty much no way they are going to hit these deadlines.
Also after AC 1.0 there will be version2 (bigger ships) and version3 (boarding etc).

I think i have read some speculation (i think german Gamestar magazine?) that version2 might be around Gamescon (August), but this might only be speculation.

I think CIG is smart here and not releasing any schedules. It´s ready when ready. At the moment we have to wait day by day and see if any updates on RSI.
 
There's something I don't understand.
In 2012 on GDC, CR played his prototype to show off the Hornet.
The flight model there looks to be the same as it is today in AC.
The difference is, CR didn't have physics guy back then (who, allegedly, did a huge job on current revision).

You can see what I mean here: http://youtu.be/7vhRQPhL1YU?t=26m39s

The same jerky, precise movement as it is today.

P.S.
There seems to be sane people on internet after all:

C5XHrYB.jpg
 
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Really? Good news then. I couldn't force myself into watching it to the end :(

yeah, but the flight model wont change, the jumping is there for a reason, it is like we made flight system too easy, how to complicate it? let's just start movement not same moment pilot moves his stick and stop movement only after some time when pilot released his stick ;)

we will get used to that but i hardly find this fun and skill based, it reminds me drifting in a car which i always hated in all games, you are never really in control.

also different ships will handle very differently so changing ships will take some time to get used. i just hope they bring 6DoF and give us to set up our stick sensitivity, that's the least they can do ;/
 
Yeah...he does. Looks like after all I suck. Or don't have enough will to fiddle with configuration files in order to make it playable :eek:

Even modifying XML files I cannot make decoupled mode playable. The main problem is throttle as in decoupled mode I do not have negative thrust, it seems to me that throttle settings for HOTAS are forward only. The second problem is that in decoupled mode throttle becomes inverted and invert="0/1" does not change a thing. And you need full control over thrusters to perform such maneuvers.
 
Yeah...he does. Looks like after all I suck. Or don't have enough will to fiddle with configuration files in order to make it playable :eek:

neither do i, so let's just wait next build :)
the game is 2 years away anyway, so we can't miss anything now.
 
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