CyberPunked
Member
1.1.5 is now available on the PTU!
>.< Does anybody else find that "badriiiii" targeting (?) beeping sound to be ridiculously grating?
Chris Roberts said:You’ve seen Star Citizen evolve and start to come together. You’ve watched our atoms form molecules, our modules form a real, playable game (that you can boot up and play today!). There are people out there who are going to tell you that this is all a BAD THING. That it’s ‘feature creep’ and we should make a smaller, less impressive game for the sake of having it out more quickly or in order to meet artificial deadlines. Now I’ll answer those claims in one word: Bullshit!
Star Citizen matters BECAUSE it is big, because it is a bold dream. It is something everyone else is scared to try. You didn’t back Star Citizen because you want what you’ve seen before. You’re here and reading this because we are willing to go big, to do the things that terrify publishers. You’ve trusted us with your money so we can build a game, not line our pockets. And we sure as hell didn’t run this campaign so we could put that money in the bank, guarantee ourselves a profit and turn out some flimsy replica of a game I’ve made before. You went all in supporting us and we’ve gone all in making the game. Is Star Citizen today a bigger goal than I imagined in 2012? Absolutely. Is that a bad thing? Absolutely not: it’s the whole damn point.
Hey thats nice he can talk the talk, me personally will wait till it actually delivers. Certainly putting his reputation out there though. If he doesnt come through he is done in more ways than one. I backed at 40 or whatever it was on KS.
He's not just talking the talk, but actively walking the walk at this point. Whether the walk is worth it in the end, however, remains to be seen.Hey thats nice he can talk the talk, me personally will wait till it actually delivers. Certainly putting his reputation out there though. If he doesnt come through he is done in more ways than one. I backed at 40 or whatever it was on KS.
Hey thats nice he can talk the talk, me personally will wait till it actually delivers. Certainly putting his reputation out there though. If he doesnt come through he is done in more ways than one. I backed at 40 or whatever it was on KS.
UHHHHHHCocky newsletter. Gamescom should be interesting. Both E and SC should have strong showcases.
And he hasn't... Yet. Arena Commander is terrible, and the "pre alpha" excuse is getting old.
And he hasn't... Yet. Arena Commander is terrible, and the "pre alpha" excuse is getting old.
What is terrible about Arena Commander? And Arena Commander is in alpha, not pre-alpha.
What is terrible about Arena Commander? And Arena Commander is in alpha, not pre-alpha.
It doesn't play like E, aka WWII in space, apparently.
How is ED like flying planes?
How is ED like flying planes?
There's no reason why a spaceship's yaw rate should be considerably slower than it's roll rate. Somehow, in the Elite universe, every ship manufacturer has secretly convened that all ships include this... handicap.
I hope thargoids don't introduce 6 degrees of uniform rotation speed in their ships, because otherwise, humanity is doomed..
SC's increased yaw rate, however, makes the "flying turret" mechanic viable in SC where it is impossible in ED.
There's no reason why a spaceship's yaw rate should be considerably slower than it's roll rate. Somehow, in the Elite universe, every ship manufacturer has secretly convened that all ships include this... handicap.
I hope thargoids don't introduce 6 degrees of uniform rotation speed in their ships, because otherwise, humanity is doomed..
Yaw turn rate is extremely restricted in ED, forcing a roll -> pitch flight mechanic for turning that is similar to atmospheric flight. In space there's no real control surfaces aside from where you stick thrusters, so there's no reason for yaw to be less viable than pitch. SC's increased yaw rate, however, makes the "flying turret" mechanic viable in SC where it is impossible in ED.
Well, VTOL/STOVL planes can accomplish vertical movement - albeit at extremely low forward velocities. Actually, all planes are capable of downward vertical movement so long as it doesn't have to be controlled movement.Planes can't really fly backwards,laterally or vertically though.
Turrets in space also comes from the MAV thrusters being equal to the main engines, that and instant acceleration and stopping. 1.1.5 does make steps against the controls feeling like a FPS in space but there is a long way to go.
Watching the 10FTC Roberts is at least clear how the game is going to be governed by which control method you use. Still have zero faith in them getting proper balance when players are playing two different games against each other. Also his notion of mouse being a poor flight control has been proven wrong many many times. A proper V-Joy implemented and not axis stacking the mouse would work fine to fly.
It doesn't play like E, aka WWII in space, apparently.
I didn't know WWII planes had attitude/manoeuvring thrusters and the ability to fly backwards, please tell us more.
It's just a term that has been around for a while, I didn't invent it. It has to do with the fact that the E kinda simulates more like atmospheric flight, which makes the dogfighting more similar to WWII flight sims compared to games like Star Citizen.
It's just a term that has been around for a while, I didn't invent it. It has to do with the fact that the E kinda simulates more like atmospheric flight, which makes the dogfighting more similar to WWII flight sims compared to games like Star Citizen.
So why keep using the term to describe ED when it's not accurate? Actually, don't answer that, even the current PTU build has more emphasis on roll and pitch now.
Yeah, with flight assist enabled. If you don't want that, turn FA off.
Chris Roberts said:We're going to show [multi-crew] at Gamescom: You're going to start in a space station, you're in a room, you get out, the space station is huge you'll see this gas giant outside, you'll go out to the landing pad, get into a cutlass with your friends. They'll all get into the Cutlass which will all be its own zone running in the local grid this is why we have the physics partitioned for each individual ship, so it can fly around and you can be moving around the ship irrelevant of where the ship's going.
...
I'm really excited by where we're at with multi-crew. Hopefully people will be impressed by what they see when we show them at Gamescom. It's a real system that has extensibility and we're going to show you getting into one ship, taking off, flying, EVAing into another ship, powering up... All the stuff you've seen in machinima videos and have thought "if I could do that in a game, that would be awesome."
Update 1.1.5a pushing out. Looking awesome. Select the 1080p 60fps youtube option if you want to see it at full resolution.
Any low-res textures (e.g. the clouds on the planet) are due to a bug.
Video one: https://youtu.be/3-WmnR0iTa8
Video two: https://youtu.be/7HQHr9vOb1g
Is the planet below shooting at the asteroids with those giant lasers?
Is the planet below shooting at the asteroids with those giant lasers?
AFAIK they are terraforming lasers/beams. Probably preparing the atmosphere for sustaining life.
The prospect of travelling through space in multi-crew ships with friends is what got me so insanely hyped for Star Citizen in the first place. Excited to finally see it actually working.
Of course, whether it's going to be fun in the end is still up in the air. It'll depend heavily on which different task there will be on board of such a ship and how enticing they'll be.
That new Connie looks beautiful, can't wait to see what my Phoenix looks like.
Surprised no one posted the new stuff from ATV Episode 54.