I know, DRG is mining space dwarves coop.I mean how mining is the most profitable activity these days![]()
I know, DRG is mining space dwarves coop.I mean how mining is the most profitable activity these days![]()
I'll just quote this one: mav thrusters arent main thrusters. The mavs should be much, much less powerful than the mains, and yes, should not hold a heavy ship against higher gravity. That's why you should point the mains downwards to counter that (using VTOL position for example). Otherwise we are back to the "thruster ball" flight model which makes zero sense given how the thrusters look actually, the mavs are just these very small apertures dotted around the ship.(...)
But this does bring up a different concern of mine with SC. If all these ships can barely fly in 1g of gravity, it is gonna mean there will never be high g bodies in SC. And that blocks of some interesting game play. Is possible that CIG is shortsighted enough to have not thought it all through though.
Heard that was nerfed lately.I mean how mining is the most profitable activity these days![]()
btw does anybody know what happened to the Star Citizen Thread V4? I m currently digging into SCs history for the giggles and am unable to find that one
I'll just quote this one: mav thrusters arent main thrusters. ...
Now dig up v7 and v8 because those are the one I suspect some of the most fun breakdowns of CIG's silliness can be found in...The Star Citizen Thread v 4
Hello all The old thread reached the magical 10,000 posts where it starts to slow down the forums, so it's time for a new shiny place with lots of room for everyone. This is the place to discuss the game Star Citizen, and not its backers nor other posters in the thread. Please don't wind...forums.frontier.co.uk
Now dig up v7 and v8 because those are the one I suspect some of the most fun breakdowns of CIG's silliness can be found in...![]()
It does too, but ED is mostly a solo game actually, and you have no manned turrets, or combined fleets with actual ship carriers participating (i know there are ship carriers, but these are just static assets really, you cannot actively pilot them around). So it's not as jarring, as it doesnt detract from the gameplay. Also ED mavs have a bit more decent accel values, and non-infinite 3rd degree movements. In the case of ED where you cannot rotate main thrusters for VTOL, on high G worlds the game cheats the actual accel value of downwards pointing mavs (downwards relative to the ship, not relative to the ground: tilting is deadly..) so you can actually land on them instead of splatting down.This really bothers me in many games. I expected better from ED, too.
Heard that was nerfed lately.
The Star Citizen Thread v 4
Hello all The old thread reached the magical 10,000 posts where it starts to slow down the forums, so it's time for a new shiny place with lots of room for everyone. This is the place to discuss the game Star Citizen, and not its backers nor other posters in the thread. Please don't wind...forums.frontier.co.uk
thanks a lot matey, I looked yesterday and only got an error return. maybe it was the forum /shrug
Gonna preface this with I fly using a HOMAS set up. So I use a joystick in my left hand and I don't actually have the "throttle" settings set up in SC. I use forward/backward strafe, which are different. I also only fly decoupled.
In SC there are two modes coupled and decoupled. The are somewhat equivalent to elite's flight assist on and flight assist off.
In coupled mode, when you set your throttle, you are not really directly controlling your thrusters. In coupled mode your throttle is setting a desired speed.
So if we use a ship that has top speed of 1000m/s, when you set your throttle at 50% you are saying you want to be going 500m/s. The thrusters on your ship will fire at 100% thrust until you achieve the desired speed.
As a result, in coupled mode your thrusters are sorta binary on/off in many circumstances. This is part of the reason SC's ships look so jumpy, janky etc.
In decoupled mode where you set the throttle is telling the thrusters how much thrust to produce. You set your throttle at 50% and the thrusters are firing off at 50% power.
I almost always fly this way and it results in much smoother "flying".
SC has an acceleration limiter, to allow coupled pilots to fly at something less than 100% thrust when changing speed. Probably primarily for landing. A band aid for a weird design decision.
Ok cheers, I was trying to understand why the ships seemed so jerky as per the infamous "no-clip" type of movement. I was just reading through the design notes for the flight model and it should feel and look ok.
To me it looks like instead of doing everything properly, designing the ships with the thruster placements in mind and properly calculating the forces from the various thrusters they have just come up with some cool looking but impractical ships. So this means everything is calculated from a table and just tweaked until it kind of works, but then you have the planetary flight conditions which means a special case table which doesn't really translate into a consistent flight experience.
Anyway, I'd have to have a try for myself which I'm a little loathed to do.
Just ignore the NPCs on your way to the ship...
I mean how mining is the most profitable activity these days![]()
Heard that was nerfed lately.
Yeah... when an activity is an income stream is game breakingly overpowered, "nerfing" it from nearly a billion an hour to a few hundred million doesn't do much good, especially if you're the type of player who enjoys participating in player-augmented economies in MMOs. One now exists in Elite: Dangerous with the advent of Fleet Carriers, but Frontier's previous missteps regarding their economic sim, starting with the Alpha, means that only one or two commodities are actually "worth" anything to players, and the huge quantity of Fleet Carriers ensures that in the Bubble, there'll never be a thriving player-augmented economy.Still the most profitable activity in the game. People just getting salty they can't earn hundreds of millions per hour with little effort.
Thank you!Star Citizen Discussions v7
Hello all, Our previous SC thread reached the 10,000 post limit. As such, it's time for a new thread for Star Citizen discussions. If you want to discuss Star Citizen, this is the place to do so! [up] As always, the following rules are in effect for this thread (in addition to the per-forum...forums.frontier.co.ukThe Star Citizen Thread v8
Hello all, Our previous SC thread reached the 10,000 post limit. As such, it's time for a new thread for Star Citizen discussions. If you want to discuss Star Citizen, this is the place to do so! [up] As always, the following rules are in effect for this thread (in addition to the per-forum...forums.frontier.co.uk
Ok cheers, I was trying to understand why the ships seemed so jerky as per the infamous "no-clip" type of movement. I was just reading through the design notes for the flight model and it should feel and look ok.
To me it looks like instead of doing everything properly, designing the ships with the thruster placements in mind and properly calculating the forces from the various thrusters they have just come up with some cool looking but impractical ships. So this means everything is calculated from a table and just tweaked until it kind of works, but then you have the planetary flight conditions which means a special case table which doesn't really translate into a consistent flight experience.
Anyway, I'd have to have a try for myself which I'm a little loathed to do.
And/or most of their ship designs are a mess to deal with coherent thruster placement.Then they decided that they wanted to override the thrusters to make the ships perform like they wanted them to anyway.