The Star Citizen Thread V2.0

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I give you another reason: ED has the same logic behind controls than any other space game before. what you input as control is what you get. SC goes another approach. theres a middle man now - the IFCS.

And its totally new. and horrible at first to accept it. I can understand many people that wont bother with it, but they dont do themselve a favor for not trying. Its not so hard. 2-3 days with positive attitude and you are pretty much as quick as with mouse..

ED has also the middle man and it is called flight assist, which purpose is exactly the same as the purpose of IFCS. And you do not have any modes similar to FA OFF in AC.

And I am quite good in AC but it is completely uninteresting to me. Everything is exactly the same again and again, there is nothing new and each attempt is absolutely the same without any differences.
 
it was horrible at first. horrible is not strong enough, it felt stupid and bad. I was 10 seconds before just selling all my SC ships - really I am not lying. Than I spent 3 days on the SC forums being angry that its unplayable.
And I lost faith in the community cause some guys really were praising the ship control and flying style. I thought they are 100% crazy and pretend its nice cause they probably spent 1000$ on it..

but I tried again a few days later first with mouse (I thought to myself: ok then SC will be a mouse game whatever at least I can "play" it that way... ) and then somehow I accepted the flight model and switched back to Joystick, and now I treat the Ships like cars or motorcycles. I brake in turns etc I dont go full max turns or full max speeds - and I get better every day. Its not easy without proper response (sound wise) but the FM fits now like a glove. and all 3 ships behave differently. I now think Mouse is still a bit faster than JS, but personally do only play JS cause flying itself is just better.

configuration of axis and buttons is done via xml..

Thanks for the response, it's nice to see someone having a positive experience with the joystick controls.
Personally, I don't really have too much in the way of issues with the flight model - I have played with the mouse, a gamepad and HOTAS - and the HOTAS response (for me) is borked - this is down to techy stuff like response curves and the like, and I would like to see the kind of customization for my controller axes like you'd get on a flight sim - so I can set my own non-linearity and responsiveness to suit my X52. If the ships in SC are going to be a bit more 'twitchy' than in E : D, then I do need to be able to set up my controller to help me find the sweet spot, and get the best out of the game - which is all I want, to enjoy playing it.
 
I should add, I did sth. I normally never do, but I changed my Joystick settings.

I play space etc sims since 1997 or so with yaw on twist and pitch roll on axis..

but I changed it now to pitch yaw on axis and roll on twist..

another horrible thing, but in the end its better for SC cause yaw is so important, its only natural that it gets the bigger and more defined axis..

I hated switching my axis cause all my reflexes were gone.. but the brain is a cool thing..
 
A good fan spotlight got released detailing various international SC communities. Pretty nice. I like the Fan spotlights they are always great.

Fan Spotlight: International Edition

Star Citizen is an international endeavor. CIG has studios all over the world helping create our dream game. More amazing then our widespread development family is the international nature of our backers and fans. We wanted to take the time to highlight just a fraction of the work our backers are doing internationally. Whether it be communities all their own, podcasts or videos Star Citizen extends far beyond language and geography.

STAR CITIZEN IN

RUSSIAN

SPANISH

GERMAN

FRENCH

IN THE UK

These are not all the international communities within Star Citizen we know. These are just a few and we are always looking for ways to involve our international backers. Let us know in the comments the ones we have missed and I am sure they will have their time in the future. To the Stars.

Source : https://robertsspaceindustries.com/comm-link/transmission/13958-Fan-Spotlight-International-Edition
 
Star Citizen: Arena Commander and a noob pilot

Good video that explains the situation very well. Watch it.

https://www.youtube.com/watch?v=LqLTQw5Ovik

but he is flying with the mouse :)

actual situation is: IF you use HOTAS you're fuc*ed, because you can not set up anything the way you want without spending unnecessary time that after 3-4 weeks will be wasted with 1.0 version and even if you waste your time now there is no 6dof (did they officially confirm 6dof at all?).

i can speak for myself but i am NOT gonna learn how to fly things (silly one seaters) that i am NOT flying in final game by the controls i am NOT gonna use in PU :)

i mean all thruster tweaks for different ships and other stuff that 'should' radically change the overall feeling, if they would make setting up hotas the way we want and adjust sensitivity and give us normal coupled/decoupled modes i would give a try, otherse i will spend hours on setting up something i will play minutes.

i have no problem with flight model i have problem with their brains - imagine driving a car with gamepad, that's what CIG actually did for me - made something fun and easy unbelievable hard and frustrating and that will be fixed to some degree for sure, but somehow it is not their priority right now ;)
 
As I have already stated numerous times I have no problems with flight controls, IFCS etc. The main problem is lack of proper joystick controls.

Same here, just want to be able to have an enjoyable experience with my HOTAS. If they fix that, I think I'll be more than happy, and not too worried about other aspects of the game.
 
dont understand, does he want to show how well you can fly in this video? cause it looks awfull?

I think that the main idea of the video as that he has finally was able to understand how IFCS is working. I.e. that IFCS is applying certain thrust when you are performing maneuvers and in order to stop this maneuver IFCS should apply thrust in order to stop this maneuver, however you need to stop performing the maneuver first and the counter-thrust is applied only then, which might lead to overshoots. So the main idea is too anticipate the moment you should stop turning in advance. But that's not a big deal.
 

Tiggo

Banned
Same here, just want to be able to have an enjoyable experience with my HOTAS. If they fix that, I think I'll be more than happy, and not too worried about other aspects of the game.

exactly.

just played some ED and chased a fellow green commander around, and it was just fun to follow him and have ABSOLUTE controll over my ship.

in AC right now, all i have the feeling i fight MY OWN ship rather then the enemy.
 
I'm late to the party so please forgive me going over old posts. But this one I had to speak on as there is such complete truth to it that it is disturbing. From what has been predicted, and seen, the whole focus has gone against what the original backers even wanted. It went from being a space simulator with many different modes beneath the surface, to being an arcade game. Control focus was expected to be flightsticks and HOTAS, but instead it is Mouse (Dominant and easy) and Gamepads. Challenging has been swapped out for Fun and Cool because small brains don't realize that there is more fun than aware of in challenging games, and the needs of the masses have now replaced the needs of the true believers who gave true faith to the cause.

And don't dare ask for the focus to be placed back on skill based mechanics because when the easy button buccaneers come with their drama, they do so with the full support of the moderators. If you ask for a feature to be added that will offer something for flight combat types, the training wheel kids go out of their way to make it seem like you are trying to rewrite the whole universe. I used to think that the E:D types here were just being negative without justification, or just jealous, but there truly is something to your claims. More and more the data shows that they are moving away from the simulation side over to the casual modern gaming side. Picture me creating a hardcore NASCAR simulation, but instead of coding it to use wheel controllers I configure it to work with a mouse first and foremost. Support for wheel controllers may come into play later.

As for the mouse fiasco, I along with others called that one. The 3PV issues, we called that one as well, and we proved it. Resistance left and right, and CIG didn't even bother to respond to what information we provided. For the flight combat sim side this is turning into a clear case of bait and switch. They got what they needed from the OGs to get things started with Kickstarter, now they flipped the script and are catering to the group that is bringing in the most money. All you hear is pre-alpha this and pre-alpha that as an excuse for crap that shouldn't be in the sim for the first run in the first place. What we see is the model they were always going to put out in the first place.

I proposed a pure dogfighter ship that would have more maneuverability, and Class 1 fixed mounts for weapons, something that would cater to skill based pilots who have been dying to get back into dogfighting. All I got was claims on why it supposedly wouldn't work, yet they didn't even bother to give us a chance to find out for ourselves. They can put in 3PV combat, and mouse control (That we proved grants an advantage) that syncs turreted weapons with the ship's flight path, and increases the weapons firing arcs, but they can't give us the chance to test and prove the need for fixed mount weapons.

This is the crap that keeps slowly popping up. The I told you so list is getting longer.

Welcome to the daaaaaark side, Nick, where heads are removed from ****! Now we await Cabbagehead, Logicsol, and Ravenhurst >:D
 
Ok. My little friendly rant time. What i don´t understand is how it did CIG so long to get fully stuffed. Kickstarter finished Nov.19 2012. I understand that they relocated to new offices (and hiring new stuff takes some time) etc, but that doesn´t have to take so much time? But right now it seems to be better, and reading Monthly Updates has given me much hope - it looks like all up to 300 people are working hard. :)

Second thing - has CR explained why he chose CryEngine? Why not any other engine (i understand that building their own engine would take much more time)? Are CryEngine tools simply "most ready" for this kind of space sim from available engines?

They probably needed the time to find the cheapest intern ;)

I joke, I joke

CR explained that he chose CryEngine because it's more photo-realistic. The answer = Graphics.
 
That is exactly what I am talking about - the SC is being hijacked mouse-clickers - point and click.

And we can see those people coming to ED. However, their immediate reaction is that ED is too difficult.

Which is a good reason why the Alpha was $300 and PB $150. It keeps out the riff raff ;)
 
They probably needed the time to find the cheapest intern ;)

I joke, I joke

CR explained that he chose CryEngine because it's more photo-realistic. The answer = Graphics.

And because it is DNA of PC gaming and as Tiggo has mentioned earlier this is why CR is using gamepad to demo AC.
 
You missed so badly on this one. Already proven through play and caught on video that not only can an new player fight effectively in 3PV combat, but also that as predicted, sensors w/missile lock, guns, and missiles are still active as well as their being targeting markers on screen even without the use of a HUD.

There is nothing Heroic about that.

What I would like to hear is your thoughts on these two videos below. The first one shows the unbelievable weapons arc that gimbaled weapons have when a mouse is used. Also notice that the mouse player can not only guide where his weapons are pointing but he is also controlling his ship at the same time. Time mark 4:47 is a good start.

https://www.youtube.com/watch?feature=player_detailpage&v=wlN0l5DsIZo

The next video is even more damning as there are targeting circles seen. I believe the targeting circles have been removes as of update 12.3, but you can still lock, track, and fire guns and missiles on target. More so if you practice.

https://youtube.com/watch?v=HAtxVLya0oQ

So still think it is heroic? Clearly you been playing a completely different version than everyone else.

Nick, what I am trying to say is that under no circumstances does External view give you an advantage in dogfighting right now. I think you agreed on that.

Sure, a player that has been playing in 3pv for 10 years can and will (try to) get around the limitations to make it workable. That is not saying much though. If two players with the same quantifiable skill meet in the game, the one in 1pv will prevail. No buts or ifs, its pretty obvious imo. ;)
 
New "meet" video from CIG.

Meet Tony Zurovec

Greetings Citizens,

We’d like to welcome Tony Zurovec to the Star Citizen team! Tony will be overseeing development of Star Citizen’s persistent universe from Austin. Tony created the ‘Crusader’ series for Origin and worked with Chris Roberts at Digital Anvil in the late 1990s; we’re excited that he’s coming back to game development to help make Star Citizen a reality! As a welcome to the community, we sat down with Tony and Chris for an in-depth discussion of their history and their plan for Star Citizen’s living, breathing universe.

Check it out!

https://www.youtube.com/watch?v=8dL3nrrj2ZA
 
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