Game Discussions Star Citizen Discussion Thread v12

Are you all saying they have somehow made the SRV 'easier' to drive?

Can I still J turn and 'handbrake' turn, does it still skid on gravel and ice, does G still have major influence?

In order: Yes, no, no, no, no, and probably no.

LOL. The SRV people are going to be like the VR people and post everywhere on the internet, including in inappropriate threads.
I'll try to damper my instincts...

ahem...

WHY? WHY RUIN THE SRV??? THIS BETTER BE ON ACCIDENT FRONTIER!!1!

:D
 
What GPU?
2070 super. I have 2 of them on an sli bridge but the spare one isn't used by Elite...the only modern-ish game that does utilise the sli is Shadow of the Tomb Raider :rolleyes:

Outside of the station interiors in Odyssey, GPU usage is down in the 30-50% range everywhere else, including planetary bases. CPU usage in the same 35-50% range consistently throughout. Graphics options are all at maximum/Ultra with Vsync on @1080p... except bloom, set to medium...only because I don't particularly like it as a visual effect. FPS is fairly consistent at 45+ overall. I've never been too fussed about high FPS numbers preferring visual quality over stupidly high frame rates...if it's above the speed of drawing on the monitor with crayons, I'm generally happy :)
 
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Looks like they derived walking physics from SRV code and didn't anticipate anyone doing the training scenarios in 1st phase of alpha, so the original SRV code isn't in and SRV uses the walking code.

That was the explanation someone came up with and to me it feels most plausible.

I guess its possssible. But I kind of doubt it. It would have to be some weird hybrid of SRV norms and walking metrics or something. Seems to me like it's just a new driving model.


One which leans more noob-friendly, and works better within the confines of settlements while under fire. (With more traction, and less bum-heavy spin outs). I understand the fears of reduced nuance, but I had a play with it, and it was still fun for me personally. (The enjoyable bit of SRVs for me is primarily being able to skim yourself over rugged landscapes at speed, making shapes in the air to catch the next landing right, and it still has that in spades. And being able to launch yourself up buildings and drive along walls is all pure bonus ;))

But to stay on topic:

At least it has a self righting mechanism at all eh ;)

LOL. The SRV people are going to be like the VR people and post everywhere on the internet, including in inappropriate threads.

How dare you sir!

Have this boring taxi journey in VR as your punishment ;)
 
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I guess its possssible. But I kind of doubt it. It would have to be some weird hybrid of SRV norms and walking metrics or something. Seems to me like it's just a new driving model.


One which leans more noob-friendly, and works better within the confines of settlements while under fire. (With more traction, and less bum-heavy spin outs). I understand the fears of reduced nuance, but I had a play with it, and it was still fun for me personally. (The enjoyable bit of SRVs for me is primarily being able to skim yourself over rugged landscapes at speed, making shapes in the air to catch the next landing right, and it still has that in spades. And being able to launch yourself up buildings and drive along walls is all pure bonus ;))

But to stay on topic:

At least it has a self righting mechanism at all eh ;)



How dare you sir!

Have this boring taxi journey in VR as your punishment ;)
I'm just glad my Tobii eye/headtracker works on those taxi journeys, full 6 dof in the cockpit which is new in ED thanks to the new Tobii gamehub...it also works on foot which is nice, I got used to it in Star Citizen :)

Strangely, I keep trying to use the mouse scroll wheel to adjust my walking and running speed like in Star Citizen...which is quite intuitive. I'm kinda disappointed I can't walk anywhere unless I use an analogue gamepad for the spacelegs bit of EDO... :(
 
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I'm just glad my Tobii eye/headtracker works on those taxi journeys, full 6 dof in the cockpit which is new in ED thanks to the new Tobii gamehub...it also works on foot which is nice, I got used to it in Star Citizen

Yeah I'm really glad to hear headtracking works on foot in EDO. I'm hoping to copy this SC guy and use it for VR support ;)

First Person: Headlook Solutions

(Only ideally using ED's native VR support. Just have to wrangle a back door into that ;))

---

The embedded citizen need not fear though. VR work is always afoot:

Source: https://www.reddit.com/r/starcitizen/comments/mflri3/just_look_what_you_made_me_do_chris_this_is_you/gsorpcn/


Oh...

Source: https://www.reddit.com/r/starcitizen/comments/mflri3/just_look_what_you_made_me_do_chris_this_is_you/gsoujms/
 
Looks like they derived walking physics from SRV code and didn't anticipate anyone doing the training scenarios in 1st phase of alpha, so the original SRV code isn't in and SRV uses the walking code.

That was the explanation someone came up with and to me it feels most plausible.

EDIT: found it:
FWIW, sidey combat training is also borked. Sounds is miles off, selecting targets doesnt quite work. I'll just ignore content not specifically part of the alpha.
 
We can all agree the only thing that matters is whether I am personally having fun in the alpha. ;)
Or me...once I had learned how to make lots of credits fairly easily :)

NM988Ei.png
 
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