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Doink9731 posted:Hi. My name is Ben. Sorry for the long post, but I've got a lot to get off my chest. This is not only your story, dear friend, this is all our stories.
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# ? Jan 29, 2014 03:01 |
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# ? Apr 19, 2024 08:40 |
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Binkenstein posted:On the subject of Yaw, back when I was playing a bit of Allegiance I was using a joystick in combination with that old Strategic Commander from Microsoft I had that when I was a kid. Never could get it to work though. Doink9731 posted:Hi. My name is Ben. Sorry for the long post, but I've got a lot to get off my chest. Never change Doink, never change. Mekchu fucked around with this message at 03:11 on Jan 29, 2014 |
# ? Jan 29, 2014 03:08 |
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edit - Crap, double post. Sorry.
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# ? Jan 29, 2014 03:10 |
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Bootcha posted:If you want, I could ship you the stick to see if it's for you. The Fightersitck is honestly not what I need/want. Kind of already bought one... My wife's pregnant so I've been in a bit of a "daddy's last hurrah" when it comes to gaming peripherals. Also, the G13 is amazing.
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# ? Jan 29, 2014 03:11 |
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CLAM DOWN posted:G710+, best keyboard I've ever owned. Paired with a G700s mouse. I'm a massive Logitech fanboy, but I did sell my G13 because I didn't use it. Is it the layout or the MX Browns? I've never owned a mechanical keyboard before the G710+, and the Browns are driving me nuts. They have only a touch more of that mechanical 'break' than a rubber dome and are 'mushier' than I would expect a mechanical keyboard to be. The hunt for the perfect keyboard continues I guess... On-topic, I'm cautiously optimistic that this game will turn out as advertised. Seems like the right minds to do it are coming together, they've got plenty of funding to poach/borrow/hire talent, and Chris Roberts seems pretty damned passionate about it. Can't wait to see the dogfight module; their teaser during the last livestream was pretty damned cool for being an early-alpha (if that).
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# ? Jan 29, 2014 05:54 |
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If you didn't go into this venture expecting setbacks and design delays, then I've got some unfortunate news for you. There will be more. Many, many more. Because they are making a massive game with a new team and they have too much money and Chris Roberts spends a lot of his time pointing at things and making charismatic hand gestures for Wingman's Hangar B-roll.
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# ? Jan 29, 2014 06:03 |
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Yeah, I've got no doubt we'll end up with a game eventually, because Chris really wants to make it happen more than anything. It might even be a pretty good one. But anyone expecting them to meet deadlines has another thing coming.
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# ? Jan 29, 2014 06:40 |
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Well I finally decided to start looking into the state of the game I put some cash monies down on a while back. I'm rather hopeful for the game, Privateer and Freelancer are a couple of my all time favorite games. Now how big does someone's hanger have to be that buying a buggy to drive around it seems like a needed item? Seriously, I want the social module to come out just so I can go to one of them and marvel at how much real money they spent on spaceships they can't fly and the place to store said ships.
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# ? Jan 29, 2014 06:57 |
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Starfleet Dental Presents: A Somber Warning of Addiction A dire warning from Beloved Dear Leader to all blinded followers of The Creator Chris Roberts. https://www.youtube.com/watch?v=YZHElERa0JA
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# ? Jan 29, 2014 07:04 |
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CLAM DOWN posted:Starfleet Dental Presents: A Somber Warning of Addiction I think that this has told us everything we were unwilling to tell each other.
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# ? Jan 29, 2014 07:11 |
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CLAM DOWN posted:Starfleet Dental Presents: A Somber Warning of Addiction Thank you Kirk Cameron (and SwissKnight) for showing me the dangers of pledging money to a game that may never come out
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# ? Jan 29, 2014 07:22 |
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That video actually made more sense than the original.
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# ? Jan 29, 2014 07:32 |
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Bootcha posted:CH products are the best built joysticks these days, by a wide margin. They will survive being dropped, stepped on, moving, drink spills, and abuse. This is because they are simply built, easy to maintain, and surrounded by a thick layer of hard plastic. The drum axis setup is probably the most accurate outside of a Hall sensor, Not even close! Go try out a Warthog. It will survive being dropped out of a window, stepped on by a rhinoceros, moving to the bottom of the ocean, acid spills, and the demented beatings of a madman on PCP. This is because it is ridiculously overbuilt, designed as a modular system of discrete pieces, and cast from solid aluminum and surrounded by machined steel. It also has hall effect sensors. Best and last stick you'll ever need. Broccoli Cat posted:sweet joysticking jesus this thread is depressing. Doesn't Starfleet Dental play EVE? You don't really need to fly your ship in EVE.
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# ? Jan 29, 2014 11:11 |
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Let's talk about in-depth realistic military dogfighting tactics like all the cool Star Citizen guilds do! My dogfighting tactic is going to be to keep turning towards the enemy and hold down the "shoot" button every time they're near the crosshair and kinda hope they explode before I do.
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# ? Jan 29, 2014 11:19 |
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CLAM DOWN posted:Starfleet Dental Presents: A Somber Warning of Addiction Excellent video, but what do we do if we don't have a CRT monitor to smash?
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# ? Jan 29, 2014 11:33 |
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lauresh posted:Excellent video, but what do we do if we don't have a CRT monitor to smash? Get smashed yourself instead? Also, well done on the video. What we have here is a failure to stop producing incredible content.
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# ? Jan 29, 2014 13:02 |
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CLAM DOWN posted:Starfleet Dental Presents: A Somber Warning of Addiction Looks like this video got blocked.
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# ? Jan 29, 2014 15:21 |
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Bait and Swatch posted:Looks like this video got blocked. Doesn't look like that at all.
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# ? Jan 29, 2014 15:45 |
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Bait and Swatch posted:Looks like this video got blocked. It's still there, you just fail at the Internet.
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# ? Jan 29, 2014 16:01 |
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CLAM DOWN posted:Starfleet Dental Presents: A Somber Warning of Addiction Hilarious. I wonder if the powers that be at CIG have the capacity for self-deprecation.
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# ? Jan 29, 2014 16:38 |
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Apparently the new issue of PCGamer.DE includes some more information on Star Citizen. Someone in SC Base purchased the magazine and relayed all the info, so I'm going to consider this to be "developer commentary" and okay with the rules. If a mod thinks this is skirting the line I'll delete the post, but the goal is to get content into this thread and we're still figuring out the norms.quote:Just bought the new pcgames.de magazine with 10 pages of Star citizen content. Here are some facts:
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# ? Jan 29, 2014 16:51 |
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Beer4TheBeerGod posted:Apparently the new issue of PCGamer.DE includes some more information on Star Citizen. Someone in SC Base purchased the magazine and relayed all the info, so I'm going to consider this to be "developer commentary" and okay with the rules. If a mod thinks this is skirting the line I'll delete the post, but the goal is to get content into this thread and we're still figuring out the norms. Thanks for the info. I find the comment about zero-g interesting, it seems to imply that the flight model in the DFM will be very much an early version subject to much change, with such basic things as zero-g modelling still being worked on. Also the FPS element of SQ42 sounds exciting, especially considering an earlier comment where CIG said they are working on modeling both G and zero-G FPS gameplay.
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# ? Jan 29, 2014 17:33 |
I'm still a bit wary of them hyping up the FPS component so early into development; I'm interested in it as an optional side gimmick for the MMO portion or for MY IMMERSION, but talking it up as an integral part of SQ42's gameplay as well doesn't really fill me with confidence.
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# ? Jan 29, 2014 17:51 |
Diran posted:Thanks for the info. I find the comment about zero-g interesting, it seems to imply that the flight model in the DFM will be very much an early version subject to much change, with such basic things as zero-g modelling still being worked on. A week or two ago, the main programmer working on the flight model was answering questions on the forums. Right now, they have a lot of the more advanced stuff like g-force modeling working, albeit in a basic state, but it's too data-heavy in the current implementation to be used with the standard netcode, so they've got it turned off for DFM testing until the real netcode is in or the system is more optimized.
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# ? Jan 29, 2014 17:58 |
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I love the idea of FPS components into the SQ42 campaign; especially considering how we know its a branching campaign. Depending on if you Pass/Fail a particular mission, you might have to do some FPS work. Or perhaps the player is given the choice between being part of the boarding party, or flying escort to it.
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# ? Jan 29, 2014 18:00 |
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One thing I wonder if one can switch controllers depending on FPS vs. flight. I'm not sure I'd want to FPS w/ a joystick.
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# ? Jan 29, 2014 18:04 |
MoraleHazard posted:One thing I wonder if one can switch controllers depending on FPS vs. flight. I'm not sure I'd want to FPS w/ a joystick. Considering you can do this, right now, in the Hangar module with basically no actual input programming done whatsoever--I think it's a safe bet it will be possible.
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# ? Jan 29, 2014 18:11 |
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MoraleHazard posted:One thing I wonder if one can switch controllers depending on FPS vs. flight. I'm not sure I'd want to FPS w/ a joystick. I'm planning on using the same setup for Star Citizen: Razor Nostromo and mouse, with an inexpensive joystick sitting in between. I've dubbed it HOKAMAS: Hands On Keyboard And Mouse And Stick
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# ? Jan 29, 2014 18:18 |
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CLAM DOWN posted:Starfleet Dental Presents: A Somber Warning of Addiction Dear Leader is the only Creator, and Arus is his prophet. (and they can only be found exclusively at Starfleet Dental, current champions of Star Citizen)
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# ? Jan 29, 2014 18:44 |
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3 posted:I'm still a bit wary of them hyping up the FPS component so early into development; I'm interested in it as an optional side gimmick for the MMO portion or for MY IMMERSION, but talking it up as an integral part of SQ42's gameplay as well doesn't really fill me with confidence. I wouldn't worry about it too much. They have a separate studio working on the FPS element, plus since its running on cryengine, incorporating FPS should not prove too difficult as that is what it was designed for.
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# ? Jan 29, 2014 19:02 |
On the subject of control schemes, looks like holoKitten has been making some posts on the official forums this morning. Most interesting is their apparent take on the mouse+keyboard setup, which sounds sort of awkward and clunky for flight controls, to me: http://partedveil.com/index.php?p=1"e=1850618 quote:Currently the mouse control mode is neither of the methods you described. Pitch yaw and roll is all keyboard driven, while the mouse simulates your head/eyes. Since your class 2 and 4 mounts are tied to your eyes you get orientation control with the keys and weapon aim control with the mouse. This lets you easily track targets as they move around in relation to your fixed forward cockpit view. and on HOTAS setups: http://partedveil.com/index.php?p=1"e=1850727 quote:I'm happy to report that we are fully supporting HOTAS setups (I know, I did the X-65F default keybindings myself!) and that full newtonian control is at least as detailed as what you described, although I cant promise full analog control over every pitch and slide axis due to the limitations of the controller. Input mappings will be fully customize-able though so if you don't like the way I set up the default you'll be free to remap in any way you like
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# ? Jan 29, 2014 19:19 |
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Octopode posted:On the subject of control schemes, looks like holoKitten has been making some posts on the official forums this morning. Most interesting is their apparent take on the mouse+keyboard setup, which sounds sort of awkward and clunky for flight controls, to me: I wonder how that mouse-following targeting thing is gonna work with TrackIR and such. AFAIK it's actually a pretty realistic way to target stuff (see e.g. http://en.wikipedia.org/wiki/Helmet-mounted_display#Requirement)
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# ? Jan 29, 2014 19:32 |
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Diran posted:Thanks for the info. I find the comment about zero-g interesting, it seems to imply that the flight model in the DFM will be very much an early version subject to much change, with such basic things as zero-g modelling still being worked on. If the zero-g stuff is anything like Shattered Horizon I will be very happy. https://www.youtube.com/watch?v=NpD6pkA83k8
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# ? Jan 29, 2014 19:44 |
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Timespy posted:I wonder how that mouse-following targeting thing is gonna work with TrackIR and such. AFAIK it's actually a pretty realistic way to target stuff (see e.g. http://en.wikipedia.org/wiki/Helmet-mounted_display#Requirement) Pretty sure it's going to work precisely as you describe. Guess I'm getting one of those as well.
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# ? Jan 29, 2014 20:17 |
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That style of M&K control will be fine for bigger ships with lots of turrets/gimbals/large weapon arcs but it's going to suck hard for small/agile ships with primarily forward facing guns.
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# ? Jan 29, 2014 20:22 |
Octopode posted:On the subject of control schemes, looks like holoKitten has been making some posts on the official forums this morning. Most interesting is their apparent take on the mouse+keyboard setup, which sounds sort of awkward and clunky for flight controls, to me: So your keyboard controls the orientation and vector of your ship while your mouse controls the orientation and vector of your weapons/face. Well, that's certainly a unique way of doing it, dunno if it'll be brilliant or a recipe for motion sickness.
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# ? Jan 29, 2014 20:46 |
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It won't work properly - you can't use enough of the keyboard keys at the same time. You'll be at least one axis short. It'd already be tough in a contemporary sim, but space means you've got another two planes of movement that need keys.
DatonKallandor fucked around with this message at 20:55 on Jan 29, 2014 |
# ? Jan 29, 2014 20:51 |
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It hasn't been done before because it's a terrible idea. The keyboard doesn't give you the precision needed to fly a craft, let alone the lack of enough DOF. And how will HOTAS players look around?
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# ? Jan 29, 2014 21:01 |
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Yep, if you're in the kind of ship that needs to turn a lot to hit things and stay alive it's going to be extremely limiting. Hopefully you'll be able to toggle between the proposed M&K controls and some kind of mouse-pointer-following-flight mode where you can control pitch and yaw.
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# ? Jan 29, 2014 21:02 |
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# ? Apr 19, 2024 08:40 |
Beer4TheBeerGod posted:It hasn't been done before because it's a terrible idea. The keyboard doesn't give you the precision needed to fly a craft, let alone the lack of enough DOF. And how will HOTAS players look around? I'm not sure if using a POV hat to move a targeting reticule would be doable or not. It doesn't seem like it would have the sort of precision necessary. Clearly, anyone without a full HOTAS + headtracking solution will be at a disadvantage. Pay to win, indeed.
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# ? Jan 29, 2014 21:04 |