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WarWulf

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WarWulf last won the day on April 9

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About WarWulf

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    Lighting the Darkness

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  1. So far there's no indication that there are any being developed for PC, that I've found. And I haven't heard anyone talk about incorporating them into any games. Subjectively, I'd love for this to be a thing. But objectively I know that the people developing the high end controllers, companies like Virpil, VPC, etc. have no experience with these systems. I'm looking forward to seeing where this goes.
  2. Hi Ridcully, I'd be happy to help with this project. You can message me initially using the PM system within these forums.
  3. Is immersion, and are haptics, still relevant? Sony has recently revealed their new controller... and it looks like they've replaced the usual rumble pad with actual haptics and force feedback. In their blog post, Sony detailed the "variety of powerful sensations" haptic feedback can bring to gameplay, like "the slow grittiness of driving a car through mud." Haptic feedback is the same technology behind the Nintendo Switch's HD rumble and we know the Xbox Series X controller will make use of it as well. Probably the most famous haptic controller in this community will be the Microsoft Sidewinder Force Feedback 2, which hasn't been available commercially since 2003. This controller is now much sought after by a relatively small group of people, and although haptic feedback is not widely supported, it is still incorporated into some of the more detailed flight sims even after 20 years. So what were some of the features that this provided? It's been a long time since I let mine go, but I do remember the demos which were part of the joysticks toolkit. This allowed you to feel simulated experiences such as a something similar to dragging a pencil over corrugated cardboard (intermittent resistance), feeling a difficult spot within the joysticks range of motion, resistance in one direction, etc. It might be nostalgia, but I definitely recall being impressed by these demonstrations. I was even more impressed when I fired it up in my first flight simulation haptic experience. I had never had the experience of fighting the winds before and it was obviously something that Microsoft had spend time refining. So why, if this controller was as legendary as its fans would tell you, did it die off? Patents. The company Immersion Technology had developed the technology and owned the patents to it, and Microsoft and Sony were not paying to license the patents. It would be easy to see this is a patent troll manoeuvre, however the truth is that without these licenses, innovations would probably be fewer and far between. There were a number of court cases, Microsoft settled early paying a dividend and purchasing a portion of the company. Sony were more resistant. The court cases went on for a number of years, during which they were appealing a court decision that would have ceased production of the PlayStation line until the patented technology was removed. Eventually it all closed down and while it never really made any big headlines, even those outlets following the situation lost interest. No console had haptic feedback, favouring the rumble technology instead, and immersion continued to produce technology aimed towards industrial production and military products. Now we're caught up in the timeline, what is the latest development? The patents for a number of applications for haptic technology, including those used in the Sidewinder FF, have finally expired after being extended by the holding company. Those die hard fans have been theorising about a resurgence of this niche technology. However there has largely been radio silence on the subject. Theory-crafting was simply that. Until the consoles announced that they were going to be providing their own haptics. This changes the lay of the land. As any good PC gamer knows (even if they may not like it) a large portion of the industry is motivated by console technologies above those on PC. There are always areas which are PC-centric, and the PC is always at the forefront of the technology curve, but frankly consoles and mobiles are where the big money is these days. And you can't argue with profits. So with this possibly becoming something that will be developed for and supported again, the big question is; Is it still relevant? And how would we want it to be implemented? This isn't an attempt at an opinion piece, although my opinion will bleed into it. I'm genuinely interested in whether or not this has piqued enough curiosity for people to vote with their wallets. How will people want it to apply to Star Citizen, if it is implemented? Feeling the buffeting of atmosphere and the kiss of the tarmac when flying on atmosphere and landing? Simulating faults in the system making controls sluggish and less responsive? Or perhaps something more in-depth? Is this even relevant enough for people to notice? I look forward to your comments, if any.
  4. Long time planetside player here. Used to lead one of the biggest factions on Cobalt (regularly fielding multiple platoons) and have always loved the MMOFPS aspect of the game which I've yet to see any other game come close to. If I'm honest, it's what intrigues me as a concept for Star Citizen: Large groups of people playing together in an engaging way (Not just right-click, set orbit, press f1, watch netflix till something happens). I re-entered the world of Auraxis (the fictional planet that PS2 is set on) late last year, and if I'm honest not much has changed except slightly lower numbers although still surprisingly healthy after an absence of about 5 years. I joined another Outfit (the org/guild/clan name in ps2) and have been having a grand time in their nightly "Operations". I was surprised and overjoyed when SOE announced that they were giving the support of PS2 to another development team, and what they've done since coming online has been a step in the right direction. The Bastion Carriers came alongside some other polish and fixing, along with some new game modes, but they were by far the most noticeable part of the update. It added a new dimension to the gameplay where a new factor had been introduced. The Bastion carrier allowed rapid deployment of ESF (fighter aircraft) to the front line from a mobile base. The loadout for these fighters is a preset setup, and honestly not how I would have set them up, that can be drawn for free. This created some swarm clouds that I haven't seen in PS2 for a long time. The Bastion is brought down by targeting some glowing orange areas which make assault from the air essential, fighting through its defensive craft, along with manned AA turrets. The Bastion also has the ability to automatically "shell" an area, providing a devastating (to both allies and enemies) barrage of constant explosive hell to anyone unlucky enough to be in the wrong place. And yes, I've had a few words to say to some allies who used this facility in a way that was less than helpful lol. And finally Outfit mates can spawn into the craft. Allowing them to man Ground fire turrets, AA turrets or spawn the ESF I mentioned previously. The person who spawns the carrier is now the captain of the ship, and his experience is very different to everyone elses; he controls the craft in a fashion more like an RTS than an FPS. If you haven't played PS2 before, or in a long time then this is an excellent time to pick it up as a free to play game. But I don't really need to tell you that. It looks like most of you have already come back.
  5. By the time the game comes out I doubt I'll have time to play any other game. Also why the hell are you still a recruit @SPCFS ?
  6. It's been a pleasure to know Trak, he was an intelligent, witty and strong-minded lad. We're all better for having known him and I wish only the best to the people he's left behind.
  7. Obviously one for TeamSpeak, One for Spotify, one for gaming, one for Netflix and one for browsing more monitors on Amazon.
  8. Most important thing I'm taking away from this is the location of Gamescom. Pack your leiderhosen and prepare yourself for Swinefleisch! @Academy Assemble! We're going to Germany!
  9. Interesting to see if this ends up being a thing and who actually is in it. Director is announced, but no other details that I can find online. Looking forward to it anyway.
  10. WarWulf

    Sabre Raven

    Can confirm that popping off the EMP is immensely satisfy when used in combat. The guns lack power, but against a disabled ship, you have time to play.
  11. Press F1, go to the comms tab on the mobiglass, find the landing services (usually near the bottom) in your contacts and click to request landing permission. Follow the indicator (circle with a wrench inside) to your designated landing bay. Exit the ship, head to the elevator, realise you're a week too late for the Expo, cry quietly.
  12. Fifth rule no smoking. Sixth rule No pants on board. Ensures that no weapon is concealed and the Captain knows who to feel threatened by.
  13. So this is my first bit of theorycrafting in a while.... You're out in an unfamiliar part of space, and you discover the first located derelict Bengal Carrier.... What do you do?!?!
  14. Welcome aboard Barabonc o7 Feel free to jump onto teamspeak for a chat, connect to discord or just chill on the forums. Definitely looking forward to seeing you in-game
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