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  1. Imma be a dick to everyone else that has replied to this thread. Until I see them actually fly. OP, please DM me directly if you need help with flight and combat. I ranked 11th in BR 2.6.2 season on leader boards and have several videos showing what I do. Link provided. Space-moose who is also rank 8 in 2.6.2 is my wingman and will back me up anything I say. Now everyone in this form that thinks they know probably does not. There is a lot of bad information out there that I am trying to kill off. I am not here to boost my ego, I am here to help teach people, and put it into practice not theory or what they think they know. I have won fights against the very best pilots in the game, and space-moose and I did a 2v2 tournament over a year ago with the best pilots in the game and placed 3rd out of 19 teams. https://www.twitch.tv/videos/160768048 Sorry to anyone else I might have offended, but OP or anyone else. lets talk privately and meet up for some actual flight training.
    3 points
  2. Ostia

    Game Day, June 30th

    Hello Once More @Imperium Members! This month we’ll be continuing the format from last time! In case you missed it, here is the explanation of the changes and some new information related to how Game Days will operate in the near future: We wanted to improve the experience of Game Day overall and felt that with Star Citizen in its current state just doesn’t warrant the amount of effort that we had once been able to put into it. IE. Custom Scenarios, Hype Trailers, Streaming, Competitions. Eventually that will change again and we can get back to the game that we are so anxiously awaiting. Until that time we would like to keep Game Day’s focus as a team building event that gives us a regular time each month that we can set aside to play games as an org. You’ll notice at the top of this post there is a poll with several games as options. If you plan on taking part in this Game Day, please vote for your favorite choice from this list, and those that play in the chosen game will be added into a raffle! The poll will close on this next Friday, the 25th of May. You’ll still be free to join in with anyone else that would be playing Star Citizen, so don’t worry if you don’t have any of the games in the list. In fact you will probably find lots of us getting into the new mining mechanics by next weekend. It would be a thrill to see some of the trade and industry folks show up and mine some space rocks for the first time. If you would like to suggest game to play together as an org on future Game Day’s please leave us suggestions in this thread and we will add them to the poll for the next event. We’ll also be shortening the duration of Game Day for this month. Instead of 1600 UTC through 0400 UTC, we’ll be starting at 1800 UTC and run to 0400 UTC. Joining Game Day For those of you that want to make a return visit, or show up for the first time, you only need to enter the Landing Channel on Teamspeak (ts.starcitizenbase.com), and one of our Hosts will direct you to the action! Raffles As for most other Game Day’s, we will be providing raffles for participants that play games in Star Citizen. However, this month we will be only conducting a participation raffle, so if you join any Star Citizen games created by other Imperium members, you’ll be entered into the raffle! As mentioned above, we will also be conducting a participation raffle for the winning game from the poll. Said game will have several TS channels created for players to meet up and play together, and doing so will enter you into this second raffle as well! Since we are hosting two games at once, be sure to check in with an officer or specialist that your name was added to the raffle of the game you played in! (As much as we may pretend otherwise, our Game Day hosts are still human, and you wouldn’t want to miss out on your chance to win free stuff) The prizes for both raffles will be $10 Star Citizen gift cards, and the winners of the raffles will be PM’d in the following week to confirm their prizes. New to Star Citizen? Read this post for information on the game and our Game Days:
    2 points
  3. Drum

    3.2 PTU released

    Ayup but no need. I get at least a 30 minute playtime before it stops updating things and shuts everybody down. So the reclaimed ship is always there waiting and if not yeah - pay the remaining time uec. Agree to smoothness, but it is binary. Either awesome sauce or relog. I am seeing it as time related. In non-peak hours (USA related) it seems to hold together better, so maybe just the servers being pushed, which is a good thing since they can see this and react to it before LIVE.
    2 points
  4. dual joystick, you can see my overlay on my command on the twitch highlight. I would say most top 50 pilots also use dual stick, there are some amazing KB/M users for sure that are in the top numbers as well, but it took them even longer to master KB/M. You never really see high level players use hotas ever. It just does not have the analog control needed for what is required for top level. They only person I have seen something truely unique is my buddy Lamarro from 11th hour. He took a hotas and a xbox 1 controller, cut the controller in half, and model pasted it to the back of the hotas, and wired it all up to work. https://clips.twitch.tv/ImpartialTacitBatSSSsss
    2 points
  5. @HardStyleFist I think the biggest thing you need to understand is that 6DOF was THE major selling point of this game during its original KS inception. Very few people will look at what you've posted and agree with you because virtually everyone who backed the game was aware of this dynamic. There are a huge number of titles out there, including Elite Dangerous, that follow the flight modeling you seem to want for SC....but that isn't what people wanted when they backed SC. They wanted a truly immersive, massive universe, with as close to realistic flight modeling as was possible. Originally the idea of coupled flight mode wasn't even a thing. Everything was going to be all 6DoF, but that turned out to not be very practical so it was abandoned very early on. As for cinematic experiences that approximate 6DoF, check out the BSG reboot from the early 2000s.
    2 points
  6. Hey all, Ok, so I finally took the dive! Its taken me years to give in but I finally did it. I've never built a pic from scratch but I plan to do some serious gaming and streaming via YouTube and Twitch. I also want to play/stream in 4k. So excited!
    1 point
  7. Hey everyone, thought I'd post it here as we are so international and many UK peoples. Have a little trip planned from Frankfurt, Germany by car to Aberdeen north of Edinburgh in Scotland. Inspiration was my work contract says I can only drive my company car inside EU borders so I thought why not drive around UK. This is my currently planned route: google maps route Frankfurt, Germany Aachen, Germany Antwerp, Belgium Bruges, Belgium Dunkirk, France Calais, France Dover, UK (by ferry) Canterbury, UK Cambridge, UK York, UK Whitby, UK Durham, UK Newcastle upon Tyne, UK Alnwick, UK Edinburgh, UK Aberdeen, UK Have 14-17 days available first two weeks of August and will have lots of camping and hiking equipment with me. Will try to use mostly cheap lodging so I can spend the money on other stuff will not book stuff in advance so I am flexible where I can go each day. When in Scotland I want to do lots of half day hiking in different places. As theres many UK peoples here and I will also travel through parts of Belgium and a little bit of France I thought I'd ask if anyone has any MUST see places they know along the way or other important advice. Have already used other sites more suitable for planning this so the route is not that random but has many nice places along the way and I also know most of the basics that said go for it if you can think of anything.
    1 point
  8. LowZone

    3.2 PTU released

    3.2 PTU is now open to concierge and subscribers:
    1 point
  9. Hello there, so I'm having this major issue with the game only few people seem to be bothered by and that is (to me) that dogfighting isn't fun. It's propably the most core mechanic of the game since it's the initial idea behind it and I beleive 6dof simply ruins it. My problem is that (as illustrated in the first picture) if you see an enemy you have two unappealing options. 1. (purple line) you aim directly at him. What will happen is that you will dramatically overshoot his trajectory and even worse, your distance to the enemy will increase a lot. So you don't get the feeling of getting at the enemy's tail. Despite chanigng your own flight direction and orientation, you will still feel like a turret since the distance to the other ship first shirnks rapidly only to increase at the same speed afterwards - exactly what would happen if you were stationary. 2. (red line) you "plan ahead" as CR states is necesseary to master the flight model. This means that you adjust the ships direction in order to follow the flight path your enemy went. Problem here is that in order to do so, a big part of your thrust is needed to first work counter your initial movement and erase the speed vectors perpendicular to the enemy's vectors. That makes you go really slow at one point and thus also results in increasing distance between you and your target. So as both options - and I know that there are in-betweens - ultimately don't result in getting you and your opponent closer to each other, we get what we have in AC: A feeling of "hopping" and jousting. So my question is why doesn't CIG see these problems and change it? The second picture I posted illustrates what would happen in athmosheric flight. Here you can aim at the enemy and at the same time get on his tail. This is the simple reason why we see this in every Sci-fi-flick ever from Star Wars to Star Trek. It is not only more cinematic but also way more fun. Now many will say that this would go against the idea of a space sim and I aggree. BUT the flight model as it is already has nothing to do with being a space sim: - In space there wouldn't be speed limits as long as your thrusters still have fuel (except relativistic mass increase). - There actually is a lot of gravitational pull when hovering above planets even outside their athmosphere. You would need to first get into orbit in order to "hover" without thrusters. - To make coupled mode work, your tiny tiny maneuvering thrusters would need power comparable to your main ones. I don't know what CIG's explanation for this is, but to me, little air exhaustion is hardy comparable to a 3 meter diameter rocket at the back of your ship. My solution to this would be to simply make up some randomn sci-fi-techno-bs to justify an athmospheric flight model in space. For example there could be some form of "turbo-ether" or stuff that was discovered and all the ships glide through it. Lore wise this could even be expanded like the "mass effect" in the game of the same name where the discovery enabled space flight in the first place. CIG wouldn't even have to redesign their ships since they all allready have air intakes (for whatever reason, propably to make them look more like fighter jets). We could then still have 6dof for docking maneuvers but only at slow speeds. Also, gettin a joystick woulld make way more sense then. Because as it stands, mouse control is superior. Now I know that there is close to zero percent chance that they will change it but is's been bothering me for some time and I would like to know what other people in the community think about this. When I google this, all I can find is discussions about minor tweaks but hardy anyone questions the design in general.
    1 point
  10. Looks pretty awesome and I hope you'll have a great time with it! Not overly familiar with the 8086K though and it seems a little light on RAM but that's just me. Personally I went with the 8700k and 32GB (2x16) RAM when I built my rig. Mine doesn't have as fancy looking a case as yours though.
    1 point
  11. Probable the best TV series ( save the last season and the spin off). I had to stay up until 2:30 AM (Channel 4) every week to watch it (seriously, why fudging 2:30 AM). Oh yeah week days and I had school back then
    1 point
  12. @XLB, I'd like to commend you on not actually following up with your threat to be a dick. Your skill and that of @Space-Moose is indisputable, and you go on to support the model and offer assistance. If that's being a dick, I'm going to have to question my sexuality because I'm apparently a huge fan. 😂
    1 point
  13. Buckaroo

    The Epic Story of Babylon 5

    Great series (although I'm still more partial to Star Trek, sorry)! I remember watching it as it was being aired for the first time. I now own the complete series, except for some of the movies (they weren't all that great).
    1 point
  14. VoA

    Aegis Eclispe

    Cool wallpaper image from in-game... + this cockpit image is cool...
    1 point
  15. Because the ships also fly in atmosphere...Which they can do right now in the PU.
    1 point
  16. First let me say thanks for all the nice replys. And please dont get me wrong, I do see that the 6dof model will be way more immersive and also requires a lot of skill to master. SC is not supposed to be too casual and I like that about it. But my point is that it actually is less FUN to dogfight. For example in the twitch video XLB posted: At around 0:35 you can see that both ships, while rotating, are practically standing still. I see this a lot and it makes the flight model feel broken to me. My examples didn't factor in the other ship changing trajectory because I wanted to show the effect the flight model has on distances between ships in dogfights. Of course both ships can circle around each other and shoot at the same time but that doesn't sound very appealing to me. Sure, but any game developer should allways question his design choices and be able to adjust if necessary. Besides, that's not the point of this post. All I wanted to dicuss is what is more fun, not what will actually be made. That is exactly what I don't like about it. Being able to fire at the target the entire time is what makes you feel like a turret. Also, if you are at top speed, the only way to change direction wthout losing speed is to turn you ship perpendicular to your flight path and accalerate. Your turn radius is then predetermined by the acceleration of your engine. The planning ahead is also hardly doable if your opponent isn't going in a straight line. Finally take a look at https://www.youtube.com/watch?v=QOQ1qdDpNWc . In one on one, the fighting decays to circle stafing and jousting. I really worry that a huge chunk of the player base, including me, will get bored with this rather quickly.
    1 point
  17. Drum

    3.2 PTU released

    Don't be too upset if not on ptu yet. Seems like 1 our of 6 attempts actually lasts long enough to do something and come home. Still a lot of fun (when it works) but it tests your spirit a bit. Has a rhythm to it. Crash out and relog - do a 30 minute reclaim on lost ship - crash on ship 2 and the reclaimed prospector is back and ready to go. Lather, rinse, repeat heh heh.. - DRUM out
    1 point
  18. I agree with you, OP, an atmospheric flight model is far more interesting than a 6dof flight model. But I also willingly concede that the game isn't being made to my ideal specifications, and chose to back it anyways. Because there's a lot more things I'm going to like about this game than dislike. @XLB What's your controller setup? What would you say most of the top 100 players use?
    1 point
  19. Nah its a bummer they did not let ze Germanz vote on Brexit for some reason. As for 23 hours I will be driving zigzag on smaller roads and deviate to many nice locations it will probably be many more miles. @Dragon-Knight done deal
    1 point
  20. So, one of the benefits that 6dof brings is that you can be pointing at the target the whole time. Set decoupled mode on, and point at the target. You won't be able to maneuver directly at the target without redirecting a lot of inertia, but you can be pointing at it and moving closer simultaneously without losing speed. To do that you need to plan ahead and actually allow an arc to the intercept for where the ship will be. It does work, but it's a challenge. And that's where the skill comes in.
    1 point
  21. Where to start... 3). Side boost parallel to your opponent and hit them in the side 4). Side boost around them in a circle, as they will likely be doing with you There are 3 major points about 6dof combat once it's once a furball has started. 1- Always be aiming at your enemy 2 - Always be moving 3- Vary up your direction of travel, because travelling in a predictable path is just as bad as standing still. The jury has been in on this with games going all the way back to games like Descent. Star Trek animates it that way because how ships move in a fight is not as important to each episode as the conflict presented to the characters aboard the ships getting thrown around in chairs with sparking instrument panels. Star Wars is like that because George Lucas wanted to make a WWII movie that paid homage to Flash Gordon, and filming models moving in 6dof would have been too difficult in the mid 1970s. In both universes, the physics of space combat does not matter because there is the intention to tell a story with action rather than have the action color how the story is told. There are universes which incorporate realistic physics in combat such as The Expanse, but the difference there is they they establish up front that the manipulation of energy is primary to space combat rather than being just a storytelling device. This is an arbitrary limitation designed to keep players from breaking the game. Almost every space game has this with a few notable physics-based titles like Kerbal Space Program. Someone could potentially move too quickly for the server to handle and cause a bunch of problems, especially in multicrew ships. As people have confirmed and demonstrated, yes. You would need to power down your thrusters to see your ship get pulled around by gravity. There is even a gif floating around on this site of that exactly. They are comparable. They just don't have the same acceleration rate the main engines have. Thrusters have to move the entire ship in any direction, and given time they will move the ship in any direction at its full speed. To justify a completely different flight model from what was advertised by explaining that there is suddenly enough mass within the vacuum of SPACE to make an atmospheric flight model viable means they'd have to tack something on that would sound utterly and completely nonsensical. Space is space is goddamn SPACE! It is vast, empty, and characterized by the lack of matter which objects can move through, thus why our species has come to call this vast expanse of nothing "space". It's just easier to convince people that thrusters have become so powerful nearly a millennium from now that gravity from even the largest of planets is counteracted, allowing for 6dof movement. More importantly though, Chris Roberts wants this to be a 6dof game, so that means it will be. It's his game, and that's how he likes it, and that's how it will be. If he wanted a model more like Wing Commander or the Elite games he would have made it that way, but he didn't. And if that irks you, I suggest you reconcile with your predicament, because CR and the majority of players do not see any of this as a "core problem".
    1 point
  22. LowZone

    3.2 PTU released

    I've been mining for a couple of weeks now and never had this bug. Might be something new that's worth mentioning to the issue council. Edit: Just experienced this in the latest build. Must be a new bug with the latest release.
    1 point
  23. danredda

    3.2 PTU released

    Mining is pretty cool. The seat bug ATM makes things somewhat less enjoyable as it is impossible to sell the stuff you mined (which fills quickly after 1-2 big rocks) because you can't get out of your ship. Only solution I found so far to do it was to go back to olisar and sit on a pad "afk" until it hides your ship. Thing I like most about mining is it isn't just sit there and collect mats. You actually have to actively participate.
    1 point
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