Star Citizen Alpha 2.0 | The 'Verse Awakens

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?

Depends on what you mean by Star Citizen. Or "release". Depends on a lot of things.

CIG wants to support VR, plans to. Will Squadron 42, the first official Star Citizen release, support it? Unless they've confirmed confirmed it recently and I missed it, as of right now we just don't know. My guess is probably, I'm just not sure to what extent. Or they might patch it in later on, since VR support doesn't seem to be a priority.
 
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.

Yeah, I'd say anyone on the fence should at hold off until they're both out (at the earliest) and user reviews are available. This was just a heads up since there wasn't a new thread posted when the preorders became available.

I'm surprised hardware devs have dragged their feet so much when it comes to foveated rendering. I wonder if we'll see it on the next PSVR first... the payoff for the first console to get it would be massive. Mobile too, I guess.

Will star citizen release with VR support?

No clue when VR support will be in, but it's still planned, and they hadn't locked it down to be Rift or Vive exclusive. I'd be surprised if they didn't because it's a bit of a point of pride - the "I am a PC game!" marketing would become a bit embarassing if the game still doesn't support VR at that point.

For the moment, I mainly wanted to try out the Lighthouse controllers as a really high end motion input device (a step up from the Sixense STEM). That might take some custom software to pull off outside VR though. Will see how it goes.
 
The average amount spent on ships is ~90 USD. You mean the average spent on ships is ~10% of the cost of a Vive.

I think it was meant to be a joke exaggerating how much everybody spends on ships by using the outliers such as myself as an "average" backing level.
 
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
 
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

Not sure but if your issue is with gimbaled weapons. If it is try Ctrl-G to turn them off and see if that helps.
 
So do you only roll for really sharp turns? Just trying get an idea of best manoevre practices with yaw on x .

Roll should be used IMO to take advantage of your ships performance profile. If it has a great horizontal profile (makes a 180 in like 2.2 seconds), you should use your roll to orient your ship constantly into horizontal movement.

So roll is not the primary movement you would do, but it could set up your horizontal and vertical movements to be the most efficient.
 
So do you only roll for really sharp turns? Just trying get an idea of best manoevre practices with yaw on x .

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.)
 
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.
 
That's how many of the best space sims are designed though (Wing Commander included). Only the simmy games go with roll on X.

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)
 
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.)

One good way to pull that off while staying internally consistent would be to give ships stronger thrusters on the bottom. Having them relatively weak on the top, front and sides would create an incentive to roll into maneuvers. That's already sort of present with the strong rear thrusters, but people can't take advantage of those while staying on target.
 
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.

I can't say I've watched every 10FTC, so I'm going to have to ask for a direct link to the 10FTC where this craziness is being talked about. Considering a good chunk of the ships don't even have any traditional control surfaces to speak of, this makes little sense... Then again, maybe they all do have these magical aether control surfaces. Not like I'd know what one looks like. =P

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
 
That is actually the smoke being pumped/emitted out of the ejected shell casing if you watch it in slow motion.

Well I'll be damned, so it is. Somebody get another weapon in the path of the casing trajectory so we can see if they can bounce off nearby objects and change the smoke path. Curious on how much of that animation is precanned vs dynamic.
 
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)
 
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).

The only thing that receives motion blur in the video is the pistol model itself and not the hands or anything. Sadly, the third person camera in SC (currently) breaks motion blur on 90% of world objects and skinned character parts :/

Much unlike first person camera which has motion blur on everything, and for the most part, applies it correctly.

Here is an image showing mb on a shell casing (albeit, only from FPS view :( )
fps_pistol00321qk53.png


They need to fix a number of mb bugs though.
 
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.
 
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.

Yup, Elite accomplishes its WW2-style dogfighting by limiting yaw rate relative to what you can get with pitch+roll. Say you arrive at a landing pad facing the wrong way and need to do a 180 - you can yaw around in 10 seconds or so, or roll+pitch to get there in about half the time.
 
E:D (to be exact) is the only space game to do this.
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.

I wonder what our children will debate and drool over
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.
 
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.

Of course. I just don't like it.

I finally picked up the ATT-4. The thing is frakking beastly.
Though currently its accuracy is garbage.
 
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.
Meh, frame rate has tanked with all those extra ships. This kind of see-sawing is likely to continue as they keep pushing things.

My experience as well. Game going down to 24 fps and such. When I first logged the server I was hitting like... 90 :D... but sadly.... that was very short lived.
 
Any news on mag boots being fixed? Every patch has me smashing b. Ready to catch a ride while locked onto the bottom of your ships.
 
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