Vive preorders are up if anyone's interested: http://www.neogaf.com/forum/showthread.php?t=1187705
I'm totally down for VR (I even have a DK2) but that's a *lot* of money. Especially with foveated rendering on the horizon.
Vive preorders are up if anyone's interested: http://www.neogaf.com/forum/showthread.php?t=1187705
I'm totally down for VR (I even have a DK2) but that's a *lot* of money. Especially with foveated rendering on the horizon.
Will star citizen release with VR support?
Will star citizen release with VR support?
I'm totally down for VR (I even have a DK2) but that's a *lot* of money. Especially with foveated rendering on the horizon.
It's only 20% of the average amount people have spended on digital ships in SC.
I'm totally down for VR (I even have a DK2) but that's a *lot* of money. Especially with foveated rendering on the horizon.
I'm torn on the tech. On one hand I want to experience it. On the other hand, I wear glasses. Until they give the option of swapping in prescription lenses, I'll have a second rate experience. A second rate experience on first gen tech is decidedly less attractive than just waiting things out and letting it mature.
Will star citizen release with VR support?
The average amount spent on ships is ~90 USD. You mean the average spent on ships is ~10% of the cost of a Vive.
So I got a CH combat stick and while I spent a majority of the weekend getting used to it in ED I spent a couple of hours last night getting it set up in SC.
A couple of thoughts.
Aiming feels really difficult. I feel like I'm gonna have to put yaw on the x axis which just feels wrong to me. Even then the acceleration of your aiming reticle is so fast it's quite difficult.
Need to explore some other settings maybe. With ED my arena skills improved greatly, not so much with SC
Aiming feels really difficult. I feel like I'm gonna have to put yaw on the x axis which just feels wrong to me.
That's how many of the best space sims are designed though (Wing Commander included). Only the simmy games go with roll on X.
So do you only roll for really sharp turns? Just trying get an idea of best manoevre practices with yaw on x .
So do you only roll for really sharp turns? Just trying get an idea of best manoevre practices with yaw on x .
That's how many of the best space sims are designed though (Wing Commander included). Only the simmy games go with roll on X.
Elite: Dangerous is the only space sim I've played that defaults to roll on X.By simmy, you mean airplane games.
The concept of rolling for a turn comes from atmospheric flight where pitch is inherently more potent than yaw due to the way that the control surfaces work. In space, the only reason that would be the case is if the ship has more vertically facing thrusters than horizontally facing ones.
That's not to say it'll never make sense to roll and pitch into a turn. It's just that the action likely wont be for performance reasons, and will instead be performed to keep the enemy in a given firing arc. Not something that would really apply to the small fighters, but for larger ships with many turrets like the Retaliator, it's a viable solution. (Can keep all three top turrets focused on a target that's slightly above the ship.)
Elite: Dangerous is the only space sim I've played that defaults to roll on X.
Re: rolling, I believe that CR confirmed in a 10FTC that CIG is working to implement the effects of the luminiferous aether into their flight model and so by 2.4 or 2.5, course corrections may be best achieved not by thrust vectoring but rather by manipulating the flow of the aether over the control surfaces of your craft.
LH-86 now has proper animations
https://zippy.gfycat.com/PolishedCorruptFlatcoatretriever.webm
Merging 1st and 3rd animations is just awesome.
Why does it start emitting smoke around the middle of the hand? Seems like an injury waiting to happen! =P
Why does it start emitting smoke around the middle of the hand? Seems like an injury waiting to happen! =P
The recoil puts it a few mm away from punching out the glass too, heh
That is actually the smoke being pumped/emitted out of the ejected shell casing if you watch it in slow motion.
Hmm, is there something wrong with the motion blur on that casing? Seems like it's there on some early frames, but not when it's moving fastest at the end. (I might just be seeing depth of field on the earlier ones)
It actually has no motion blur, that is TAA error (that could look like crappy mb).
By simmy, you mean airplane games. Space sims should all have yaw on X (unless they're pretending to be space games when they're actually airplane games /dig)
Does elite fall into that category, and I'm not taking a dig at it but roll on x with elite feels right to me it does not in SC, however.
Does elite fall into that category, and I'm not taking a dig at it but roll on x with elite feels right to me it does not in SC, however.
Ah, what a time to be alive... Debating the worth of $800 VR headsets, and analyzing the smoke trails and motion blur on spent shell casings.
I wonder what our children will debate and drool over
And there's nothing inherently wrong with it - at least so far as gameplay goes. Sure it's not realistic for space maneuvering, but we already make a number of concessions on that front. Without multiple liberties being taken, these space combat fantasies with dogfighting and cap ships wouldn't happen in the first place. It's just a matter of what rules of physics you're going to bend and by how much.E(to be exact) is the only space game to do this.
Screw children, I've still got many decades of life left in me! Just in my short time on this planet I've gone from marveling over the graphics of Wing Commander to seeing all this stuff being implemented in Star Citizen. People older than me have basically seen the entire industry rise from a couple of pixels and lines to the current state of affairs. We bitch and complain about things all the time, but when you take a step back and look at the big picture, it's fucking amazing what we have available to us.I wonder what our children will debate and drool over
And there's nothing inherently wrong with it - at least so far as gameplay goes. Sure it's not realistic for space maneuvering, but we already make a number of concessions on that front. Without multiple liberties being taken, these space combat fantasies with dogfighting and cap ships wouldn't happen in the first place. It's just a matter of what rules of physics you're going to bend and by how much.
Though currently its accuracy is garbage.I finally picked up the ATT-4. The thing is frakking beastly.
The new PTU patch (2.2 h) is upping Ship count to 24!
The new PTU patch (2.2 h) is upping Ship count to 24!
The notes also say they have fixed some of the desync issues.
Can I do the tutorial now?
The new PTU patch (2.2 h) is upping Ship count to 24!
Ship count or player count? As more multicrew ships come online, this is going to be an important distinction.
Meh, frame rate has tanked with all those extra ships. This kind of see-sawing is likely to continue as they keep pushing things.
Meh, frame rate has tanked with all those extra ships. This kind of see-sawing is likely to continue as they keep pushing things.
Very neat.
It will be so awesome when they re-add in lean. Then cover will be very organic on top of the gun lifting.
My experience as well. Game going down to 24 fps and such. When I first logged the server I was hitting like... 90... but sadly.... that was very short lived.