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Found 6 results

  1. Hello Friends: Two questions: 1. Do you think the next flight model will make the scout significantly more agile than other ships? It doesn’t have thrusters. It uses its main thrusters for all movement. 2. Do you think CIG will make any minor or major changes to the scout before persistent universe is released?
  2. Hey everyone, some peoples know that I have been very critical on current SC combat and flight. That said I was extremely happy with the flight model panel at CitCon and CIG now giving this a bigger priority. In recent RTV they also mentioned that gunnery and flight are kind of connected so in order for combat to work and be fun they might also have to touch that. MHE on spectrum has made a pretty brilliant post about some problems with gunnery and how they can be fixed and provide a more satisfactory combat in future versions. This is the post: https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/a-different-angle-the-geometry-of-gunnery and this is the document: https://www.dropbox.com/s/neniy4qbddenazy/A Different Angle.pdf?dl=0 Jarus/CitizenGamer also had him at his last show discussing this: If you are interested in these topics I suggest you take a look at the document or at lest the video it is very enlightening.
  3. Like next Monday - we will circle back to Citizencon for this topic ((for the 29th))
  4. 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.
  5. https://forums.robertsspaceindustries.com/discussion/290668/rcs-issue-with-the-current-flight-model#latest Here is a nice post from me regarding this game braking issue. kind regards Brigonius
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