A few questions from newbie

1st- what gun sight system is better? I barely can see the difference. I mean, both are seem fine to me, but what is your system?

2nd- is there any point to put max energy on weapons untill my enemy started to fire? Like, once he did, im putting balance back. Or you prefer to always shoot with balance? (at youtube vids ppl are always shooting with balance, duno why)

3rd- what does "sensor scale type" @ ship system options mean? Logarithmic and Linear.

4th- is there any speed loss between +100% throttle and -100% throttle? Are they equal in wise of speed? Or backward direction slightly slower than forward one?

5th, and very noobish- how to quickly turn on 150-180* from 50% speed? Any tips?


Thanks in advance!
 
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1st- what gun sight system is better? I barely can see the difference. I mean, both are seem fine to me, but what is your system?
Not been able to make out much in the way of difference myself.
I'm happy to be corrected.

2nd- is there any point to put max energy on weapons untill my enemy started to fire? Like, once he did, im putting balance back. Or you prefer to always shoot with balance? (at youtube vids ppl are always shooting with balance, duno why)
Power to weapons is not power to weapons. It's power to the weapon cooling system.
If the weapon doesn't need to be cooled then it makes no difference.
Multicannons do not need to be cooled as the projectile/bullet carries all the heat away with it. Lasers do need to be cooled as do rail guns.
Having more pips in weapons means that the laser system takes longer to overheat so you can fire more shots before it does overheat.
Learning to make the right choices with your power distribution is a critical part of the game.
For the other selections it does mean more power to that system.
As in, more power to engines so you can go faster and be more manoeuvrable. Or more power to systems means your shields take longer to go down.
A balance is well, a balance.

Personally in laser combat I put all pips to weps and if i lose the target and i can't or am not firing on them I push power to systems or engines depending upon the situation.

3rd- what does "sensor scale type" @ ship system options mean? Logarithmic and Linear.
It's changing the way targets on the scanner are displayed.
Personally I don't think it's of much use at the moment. In the final game i expect this to be more relevant.
But what it's doing is this:
Lets say you have targets in a line at 1km away, 10km away and 100km away.
In linear mode there will be 9 divisions between the first and second targets, and 90 divisions/lines between the second and third targets.
This means that you need a big scanner to see stuff far away. Too big to fit on the screen comfortably and still be able to see stuff that is close to you properly.
In logarithmic mode with the targets at the same actual distances you'd have the first target at 1 division away, the second at 2 divisions away and the third at 3 divisions away.
The distance is getting 10 times larger with every division on the scanner.
This means you can still see targets close in easily and yet also see targets far away easily.

4th, and very noobish- how to quickly turn on 150-180* from 50% speed? Any tips?

Thanks in advance!

Keep your speed in the blue area for maximum manoeuvrability and pull back on your stick or move the mouse backwards (depending upon your particular controls).
The flight model is set up for pitch and roll not for pitch and yaw.
It's more like flying a Spitfire fighter aircraft in an atmosphere.
One of the reasons it's like this is to get away from the "turrets in space" thing that is in my view so amazingly boring in other space combat games.
The current flight model makes for great fun when dog fighting with an adversary.
 
Thx for big answer!

Could you please say something on my additional question which i added afterwards(about speed)?

Also,
The flight model is set up for pitch and roll not for pitch and yaw.
its very sad, cuz for mouse is only viable pitch/yaw model. Pitch/roll has too much acceleration, its barely playable, at least for me.
 
Mouse works for me, play with the dead zone setting. You have to learn to anticipate the roll and micro correct with yaw. After a while it become intuitive. Its particularly noticeable when docking how practice makes perfect. Now I can literally roll on to the flight path and only need a touch of yaw or lateral thruster to align.
 
4th- is there any speed loss between +100% throttle and -100% throttle? Are they equal in wise of speed? Or backward direction slightly slower than forward one?

At the moment, other than the additional forward-only speed from boosting, you can go as fast backwards as you can forwards.
It's a bit weird and is something that will be sorted out in future builds.
There are still issues to overcome and things highlighted by the Alpha and Beta testers so if you spot something that's not on the known issues list raise a ticket for it here:
https://support.orerve.net/
 
Thx for big answer!

Could you please say something on my additional question which i added afterwards(about speed)?

Also,

its very sad, cuz for mouse is only viable pitch/yaw model. Pitch/roll has too much acceleration, its barely playable, at least for me.

keep pitch yaw on mouse and bind keys to roll. and preferably spacebar or some such with pitch up for tight turns and not having to drag the mouse :)
 
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