[Star Citizen] - Spaceships in space est. 2012.

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Calloutman
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by Calloutman »

What is this crap!!!!!
viewtopic.php?f=343&t=19341&start=15#p210711
This is when I signed up... on the 11th of Oct. But the RSI website claims I actually signed up on the 24th with #45925 :roll:
Really I'm just jealous though.

Regarding the feature creep, I think that it certainly had an impact, but I think the main thing was the quality creep. The fidelity of everything is lightyears ahead of the original trailers.
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by zorplex »

Calloutman wrote: This is when I signed up... on the 11th of Oct. But the RSI website claims I actually signed up on the 24th with #45925
Hmmmm... My profile says I enlisted on Septemter 12, 2012. It must be tied to when you made an RSI account (and got a "golden ticket") which was open before the Kickstarter actually started.
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by matsif »

new TFTC:

-15 minute flight model explanation at the beginning. I skipped over it, if you're interested don't skip it
-you'll have the ability to change the power to individual/groups of thrusters, which will control thruster output as far as power
-discussion of what the devs are hearing from player feedback about Arena Commander v0.8
-some thoughts on how co-op will work in SQ42 and how to meet players for wingmen and such in the PU
-thoughts on Oculus Rift support vs trackIR support and how trackIR is getting integrated
-discussion of how the Galactapedia is being made up
-they are revamping the pledge store to have 3D models to view and such
-there will be PvE style stuff on planets, but not unauthorized PvP. so you might get mugged in an alley or an NPC might pull a gun on you in a bar, but you personally can't do this to other players and they can't do it to you.
-discussion of some of the control methods and how they are attempting to balance KBM vs joysticks and such in the future
-some worlds will have "space monsters" like the Rancor for some PvE FPS stuff. probably won't be day 1.
-they are deciding on whether or not repairs/item replacement will be instant or take time.
-they have the ability for changing ship AI voicepacks and customize the HUD (and CR will be in the PU and/or SQ42 as an actor/voice).
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by matsif »

Chris Roberts and Physics programmer John Pritchett blinding you with science about the flight model.
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by Tea-Assault »

It's actually really cool how they illustrate to us how they model the moments around the COM involved in the flight model, I think the diagrams are really awesome and shows a shitload of thought went into designing it
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by Calloutman »

Video is Chris Roberts explaining the current release plan for the next two years.
https://www.youtube.com/watch?v=B3lhXDaHcvo#t=39

Not sure if I can bear waiting another two years for the *full* release. I think I may have to take a break from following the game development for the next year or so or I may go crazy.
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by Tea-Assault »

I just found this part of the website, it looks pretty handy for people who are new to this and want to know what's going on https://robertsspaceindustries.com/project-status
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by Jokerle »

Calloutman wrote: Not sure if I can bare waiting another two years for the *full* release.
I waited for Duke Nukem Forever, I can wait for anything :mrgreen:
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by haruky »

Jokerle wrote:
Calloutman wrote: Not sure if I can bare waiting another two years for the *full* release.
I waited for Duke Nukem Forever, I can wait for anything :mrgreen:
Oh, no... please don't make comparisons to DNF... It might be bad luck..
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by matsif »

new arena commander patch out:
New Features/Fixes

Arena Commander
-Arena commander menu now accessible through options menu
-Proper score awarded when an enemy is destroyed in Vanduul Swarm
-All ballistic weapons now use ammo boxes
-Frozen effect no longer appears for everyone after ejecting
-Command pp_rebindKeys layout_joystick_spacesim now properly works
-HOTAS X55 Joystick is diplayed under controller options menu
-Run no longer toggled off when user interacts with something
-Cockpit and ship should now despawn after ejecting
-All ship controls now have smoother animations
-X-box right joystick can now be inverted
-Countermeasures should now be more effective
-Hornet chaingun audio should no longer cut out
-No longer stuck unable to respawn if chat open while killed
-Spawn warping audio no longer heard by everyone in the match
-Broadsword when equipped now has ammo and properly overheats
-Ship debris can no longer pass through cockpit
-Improvments to zero-g movement
-Various performance improvements
-Various server and client crash fixes
-Switched spawn points so that players respawn next to their own bases in CTC
-Match end after reaching over 100 points.
-Helmet Animations
-Various matchmaking tweaks (public matches were requesting private ones)
-Reduced texture sizes on the 300i
-Implement new win mechanic into Team Deathmatch. Fixed up next kill wins mode, audio and HUD alerts.

Item Balancing
-Shield energy reallocation does not lose energy but realloc existing energy
-Loading screen remains on screen after the level has loaded
-Pausing the game as DFM loads from hangar sticks on a black screen
-Added directional indication for shield impacts not in view (similar to an older verison of the shield) for gameplay feedback.
-ReExported LandingGear_deploy animation
-Player is able to enter ship while he is also able to ‘press X to respawn’. Ship now correctly rez’s out when landed after ejection.
-Improved lighting but for real this time
-If a Vanduul becomes sufficiently damaged they disappear from the map and their name in-game becomes “undefined”. Need to be destroyed to progress. Added missing return to fix.
-Allow custom user CFGs to be specified in cmd line.
-When one player ejects from their ship, the frozen visor FX may appear on all player’s screens.
-After destroying another player their body will float in space in a t-pose.
-MP Fix – Player is now hidden following a vehicle destruction death as in SP.

Hangar
-Buggy can now drive properly in the Business Hangar
-Turrets no longer mountable on missile racks hardpoints
-Third person camera no longer rotates using Q and E
-Replace me ball no longer present under Hornet Trainer
-Improvements to Trainer Hornet rear landing gear geometry
-No longer able to place 325a engine on other ships
-Hornet Ghost engine no longer able to be equipped on other ships
-Resolved issue of no ammo when chaingun removed and added back to ship
-Fix for third person camera rotating when pressing Q or E when not in zero-g
-Created basic mapping for Logitech G940. Fixed up a number of asserts it caused in the Joystick device handler.
-The Logitech G940 completely changes if you install the correct drivers. Updated the mappings to work with those drivers rather than the default windows ones.
-AC menu can be navigated using a gamepad

Known Issues:
-HUD target indicator arrows can be missing
-Graphical issues can occur while using SLI/Crossfire
-It can be possible to sometimes load into a black screen when choosing an Arena Commander match
-Hornet gatling guns take heat damage when not being fired
-Hornet gatling gun ammo temporarily shown as missile racks in the Holo-Table
also, the first 20000 accounts should have multiplayer access right now.
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by zorplex »

matsif wrote:also, the first 20000 accounts should have multiplayer access right now.
14k, got mine 3 hours ago. So excited! Just started the client and got a 7GB patch. And now I play the waiting game...

It seems they are doubling the amount of players every business day. So it shouldn't take long to get everybody in.
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by SeraphiM0352 »

i dont know if i should upgrade my freelancer to one of the variants (and which one) or not... I think it would be easier if i knew what kind of variants will come out for the connie.

Also...new ship sale tomorrow?
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by Wi1D_K4rD »

https://robertsspaceindustries.com/comm ... -Available

New ship you can pledge for available until June 27.

I personally really really like the design and am incredibly curious how it will actually feel flying it. So much so that I am now currently 150 dollars more broke than I was before officially joining the ranks of people who have spent more money on this game than any game I've ever played before and its not even close to being "out" yet.
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by matsif »

new TFTC

can't summarize this, will edit the post when I can (probably not until tomorrow or wednesday).
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Re: [Star Citizen] - Arena Commander and Hangar Patch Releas

Post by CekiHappy »

Space Plant
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