The Star Citizen Thread V10

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I was showing people that the missions exist, the PVP type missions like that. I died, I’m not the best at FPS. But, it was an awesome experience.just like when I got mowed down by a door gunner. I laughed my butt off. I forget the ship they were flying.
 
My goal for 3.5 is to try and stay with my ship the Whole update. Aka. Never have to do an insurance claim for it.

Most likely will not succeed, as the servers are crap today.
 
There is an invert setting in the Controls (i think) section.
Nope...invert settings (as convoluted and obtuse as they are) are only for a setting which doesn't exist in the control settings any longer...namely strafe forwards and backwards. There's simply no setting to reverse the throttle input as a throttle as opposed to a M/KB input..but why is it inverted from normal throttle operation in the first place anyway?

It's like the automatic roll/yaw inversion anyone with a HOTAS has to turn off to preserve sanity...which might make some sense if I wanted to play with FPS M/KB controls, but using a HOTAS where normal flight operation suggests if I move the stick sideways it should roll the ship, not yaw it (since that's a rudder operation quite nicely adapted to a twist yaw on some sticks like my X56).

It comes from Ci¬G not understanding that their FPS shooter with turrets in space ship v ship gameplay might be played by some PC players who've never played Fortnite or War Thunder and are looking for a bit of pseudo-simulation from a supposedly improved flight model.

The annoying part is...it all worked very nicely until they forked about with the flight model adding completely pointless and irritating cruise controls and speed limiters...fine again if you fly like a newbie War Thunder player using M/KB but a completely unnecessary input if you use a HOTAS... cruise control on a HOTAS?...Stick your throttle handle half way up and go look at some MFD's.

This whole palaver with the forked control settings by a development team who simply don't understand basic flight modelling just indicates that SC for me is going nowhere I like...I'll try it again when and if they fix the damned control menu ...or at least ask someone who plays flight sims and other space games with a HOTAS if it's working right.

Kiddie FPS games, I have more than enough of.
 
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Well, they basically say that they keep adding stuff because the community keep coming up with cool ideas.

So, its all the fault of the community for coming up with stuff that CR can't say no to. Certainly not CIGs fault that they can't lock the scope.

Except the "adding stuff" part also seems to mean adding it to an open-ended to-do list, rather than adding it to the game. It's easy to come up with a ridiculously large scope, but it doesn't explain why they've realised so little of it in the last 7 years. Two planets with a handful of small exporable POIs, and FPS missions that would have looked amateurish 20 years ago? Or are they blaming that on the community too?
 
Nope...invert settings (as convoluted and obtuse as they are) are only for a setting which doesn't exist in the control settings any longer...namely strafe forwards and backwards. There's simply no setting to reverse the throttle input as a throttle as opposed to a M/KB input..but why is it inverted from normal throttle operation in the first place anyway?

It's like the automatic roll/yaw inversion anyone with a HOTAS has to turn off to preserve sanity...which might make some sense if I wanted to play with FPS M/KB controls, but using a HOTAS where normal flight operation suggests if I move the stick sideways it should roll the ship, not yaw it (since that's a rudder operation quite nicely adapted to a twist yaw on some sticks like my X56).


I'm gonna jump on in a little bit, so I'll see if I can find it.

But with roll vs yaw on the joystick. Even when I was playing Elite with an x56 hotas set up, I had roll on twist and yaw on x-axis. Prefer the accuracy of the x-axis for yaw vs roll which doesn't need to be that accurate. We're flying space ships not airplanes :)

Dual stick now, so I like all the changes they made. Well, sorta. Some of the side effects really suck.
 
This doesnt work?

k3FyPFg.png
 
This doesnt work?

k3FyPFg.png
Nope...just reverses the direction of the thrust and not the orientation of the throttle. It works a bit like the 'reverse' button in ED, the problem is that somehow, Ci¬G have managed to set the default throttle inputs reversed and as yet, I'm still struggling to find a workaround. It worked fine pre 3.5 and the new flight model which leads to the suggestion that the new stuff has been tacked on without testing inputs except for M/KB. Like I said...if that's the intention, SC can do without me flying all Eve in cockpits stylee, it's amateur hour development.

What's happening now is that I have to pull back on the throttle lever to apply thrust and push forward to stop...it's bollox and poor QA considering the constant bleating about SC supposedly being a space 'sim'...to me that means flying with a control set reputedly supported....Oh dear!...Unless I actually want to try flying a spaceship with a HOTAS that is. :rolleyes:

I tried having the throttle input as forward only...but found that for some unknown reason every time I either press 'F' to activate an MFD option like landing clearance or press F11 to do it that way my ship boosts forward at a great rate of knots no matter what I've set either the cruise control or speed limiter at.

Same goes for take off...select flight ready...press F to click on docking control and the ship shoots forward or backward on the pad and crashes. It's like everything is set up to bollox anyone using a HOTAS. As you can imagine, spending several hours just trying to set a very basic control system up gets tiresome really quickly...
 
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…also, why is that a poorly named “game setting” rather than a check box next to the axis assign in a binds menu? You know, where it belongs?
 
…also, why is that a poorly named “game setting” rather than a check box next to the axis assign in a binds menu? You know, where it belongs?
For HOTAS settings there 3 completely superfluous sections...game settings, controls and finally keybinds (which always default to M/KB) and not to forget the advanced control settings...all of them are bolloxed for HOTAS settings including the non working X56 profile importer which wipes any keybinds you might have setup for the FPS side...doubles up on control bindings so conflicting inputs are all happening at once (like selecting chaff/flares which doubles up as an Eject button if you import any joystick profiles) Kinda embarrassing floating past somebody's cockpit after trying to select chaff...many others...like the speed limiter being set on the mouse wheel which also is used for dynamic zoom to look at your MFD's. Adjust your speed limiter...faceplant the windscreen...try to zoom the view out...lose the speed setting.

I fly (or did fly) with the HOTAS and use M/KB for the FPS bits...which worked before they messed with it.... once you worked out of course what apparently comprehensive yet completely incomprehensible settings and input nonsense were just for show and did nowt at all.

It's bollox.
 
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Had a great night out and now settling down to watch an hour of CI-G explaining their modular rest stop system :D

This ought to be good!

Not even 10 minutes in - "the base blocks for our procedurally generated systems limit us" amid a whole heap of other mince. When will these muppets understand procedural generation? It never involves blocks - that is the entire point of it being procedural.

Their tech experts even explain the importance of having CTR monitors in the 'Verse! around 23:40

It's just a whole load of mince. Why am I left with the impression of sundress designers arguing over the perfect angle of a hat rather than game developers collaborating into taking a project and turning that into a game design, fruition through the entire design and development process and actual release?

Disco Landrover had an amusing interjection "You've been talking about this for six years now" which seemed to prompt Fashionista* into taking notes.

* I don't think he understands game development.

Non-devs arguing over in-game brands and their predominance in a tech-demo that is in pre-alpha and isn't even a game is one of the funniest things I've ever watched - my lulzbucket exploded!

Again - there is a celebrated dependancy around 55:30 on their procedural generation that they already said doesn't work.

But never fear! CI-G will deliver:

Sun Rooms and Plants
Art Gallery
Sculptures
Player Piano
Ponds

BDSSE right there!
 
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