Game Discussions Star Citizen Discussion Thread v12

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CIG outsourcing more work again. Let's hope there isn't another Ilfonic style debacle.
CIG spent several years to make custom tools to build in an easier way their universe (planetary tech, building block, etc).
If the tools are powerful enough, this partnership might be just giving to Turbulent an access to their internal tools. For me it's just a step forward the industrialization of system's creation.
 
CIG spent several years to make custom tools to build in an easier way their universe (planetary tech, building block, etc).
If the tools are powerful enough, this partnership might be just giving to Turbulent an access to their internal tools. For me it's just a step forward the industrialization of system's creation.
As usual, there's very little to suggest that anything of the kind has or will happen. “The pipelines” mantra has been going on for half a decade. At no point has it actually yielded anyhting.
 
PTU patch

 
As for Squadrons...not playing it. It doesn't recognise my HOTAS throttle. I can either play with an Xbox controller or half a HOTAS, not doing either so it's heading for an uninstall :)
Played 2 Missions from the campaign In VR. All I have to say Wow. It feels like sitting in an Tie or X Wing. The Video reviews are right it will be hard to Master. Even it is nearly the old Tie fighter FM it feels right from the beginning. But for me it’s worth the 40€.
 
RIP

Play using using the Xbox controller and a dancemat. Pro skillz. And stream it for our entertainment :D
That put an image in my head I now can't get rid of :D

However...the control system is complete bollox. For some unknown reason it's detecting my X56 stick and 2 VJoy devices...perhaps one is my Tobii 4C...no idea what the other one is so I can unplug it. It's certainly not my X56 throttle...it's dead in game.

Ah well, back to FIFA 21 until I can be bothered sussing it all out.
 
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Played 2 Missions from the campaign In VR. All I have to say Wow. It feels like sitting in an Tie or X Wing. The Video reviews are right it will be hard to Master. Even it is nearly the old Tie fighter FM it feels right from the beginning. But for me it’s worth the 40€.

wait....40 bucks for a FULL game? That cant be right. Does the tie fighter cost extra? Or is it just a loaner? What about when somebody kills you? Do you have to wait till the game retrieves the ship for you or do you have to cough up some extra cash to speed things up? How is it that this company can produce a full game including a single player campaign...in VR and charge less then other companies want for a tech demo? How does that work?

Confused.

You see. It never has been about jealousy or "hatin" on poor poor Star Citizen. Its just that other companies and development teams constantly show CIG up and demonstrate how "its done" and what to do and more importingly...whats possible. And then you look back at CIG and Star Citizen and you start to wonder why these guys dont manage the same even tho they had more time, a bigger team (how many guys was it? 630?) and way way more money.

Star Citizen is constantly claiming to be bigger, better, more then oither games and thats why those other games dont count but is that really important anymore when backers just want a game to stretch their legs in? Maybe with friends and add in some small games to keep everybody busy? Its no secret that SCs scope is also its downfall cuz its paired with the ego of a control freak who has no clue about the industry. Maybe Turbine will make a less-then-terrible couch-party-game out of SC in a couple years?
 
As for Squadrons...not playing it. It doesn't recognise my HOTAS throttle. I can either play with an Xbox controller or half a HOTAS, not doing either so it's heading for an uninstall :)


I thought I was totally winning when I figured out what 'button 11' was on my Saitek. (It's T3 thank you very much).

That finally let me get out of the hanger. Then I found out they'd mapped roll to yaw on the stick, and yaw to roll.

That was interesting in VR...

No in-game rebinding from what I can tell. Gave up on that and played controller for a bit, and honestly, I think I might be fine with it. It's hedged towards an arcade-y flight model ultimately. (And hell, the Rebel's throttle is placed off under his armpit on some perpendicular plane. Wouldn't match up with real life. No fidelity ;))
 
I thought I was totally winning when I figured out what 'button 11' was on my Saitek. (It's T3 thank you very much).

That finally let me get out of the hanger. Then I found out they'd mapped roll to yaw on the stick, and yaw to roll.

That was interesting in VR...

No in-game rebinding from what I can tell. Gave up on that and played controller for a bit, and honestly, I think I might be fine with it. It's hedged towards an arcade-y flight model ultimately. (And hell, the Rebel's throttle is placed off under his armpit on some perpendicular plane. Wouldn't match up with real life. No fidelity ;))
I kinda fixed the throttle not being detected thing and got playing...but for some reason only apparent to the witless children who designed the control setup, the game keeps reassigning buttons to whatever it wants during the tutorial...I had button 5 set to fire secondary (once I had got rid of the arcade roll/yaw swapping and reverse pitch nonsense)...the game auto reassigned button 5..right in the middle of a dogfight... to somehow magically repair my ship leaving me to hotswap some button assignments around in game...

Like I said, the control system is bollox. I played through the tutorial missions...and suffered the silly pauses every 2 minutes so you can read with despair that the game has now reassigned some other binding you set in the controls menu to do something totally irrelevant...all that and having no lateral thruster control is doing my head in...I know it's WW2 dogfighting in space but they didn't mention I'd be flying a WW1 Sopwith Camel with only one wing and no rudder...

I can't remember XvT being this childish...it's almost like a Fortnite players first real spaceship kinda game :cautious:
 
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CIG spent several years to make custom tools to build in an easier way their universe (planetary tech, building block, etc).
If the tools are powerful enough, this partnership might be just giving to Turbulent an access to their internal tools. For me it's just a step forward the industrialization of system's creation.

I don't think you understand contractor development.

CIG have been using contractors since before kickstarter. Tools or no tools, the contractors will be given access to their dev environment and integrated fully into it.

There's two ways they can be working with Turbulent. Either they are using them as a body shop, so those employed via Turbulent are effecitively under CIG's control/management or they are outsourcing parts of the work to Tubulent and they have their own project managers and stuff.

The latter case is the most interesting, because what should happen is CIG say "Ok, we need you to develop X, these are our requirements" and Turbulent will say "Ok, we estimate this long to deliver and we put these people on the task, so the estimated price for delivery is this". Now, we presume they will use Agile, so it will be on a time and materials basis, and every sprint they will show CIG progress and ask for feedback. At this point CR will likely jump in, tell them he doesn't like the colour of some pixels, and half of the work will have to be redone, at this point Turbulent let CIG know what has happened to their estimates, project plans are revised, and work continues.

The hope here is that the project management on Turbulent's side will push back against CR and highlight for him what he is doing every time he says something needs to be reworked or every time he expands the scope of what is being asked for. They will highlight risks for him. Something that probably doesn't happen within CIG since CR gets rid of people who tell him no.

However, since Turbulent have been working with CIG for a long time, i suspect they are in the habit of simply saying "Yes Chris, 3 bags full Chris" and just doing whatever he asks. From a contractor perspective, and if you don't care about delivery, just getting money from the client, the more the client messes around, the better. The work goes on for longer. They can even ramp up the number of employees, bringing in even more money.

The supposed tools you mention are of benfit either way, in house or for contractors, so have nothing to do with the situation.
 
What worres me most about SC is not whether or not the game gets done and whether its good or not. Its what its doing to the minds of potentially good young developers and project managers that swallow CIGs guff hook, line, and sinker.

Those who grew up believing that the best way to motivate devs is to give them impossible deadlines for example. Or that its better to take your time and get it right (which CIG don't anyway) than actually meet deadlines. CIG can only get away with this because backers don't hold them accountable for anything. That's not how it happens in the real world.

These poor people will enter the industry with a very broken view of software development and will result in either them having to relearn what they learned from CIG or else they will come into conflict with reality and be kicked out while they are screaming at their bosses that they don't understand software development.
 
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