Star Citizen: Chris Robert`s new space sim (the Wing Commander guy)

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TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
I've always deleted USER and backed up keybindings. My problem is, they just don't work in the tutorial, even if I go through and manually reset them. It's like the tutorial doesn't recognize the input.

I wish this wasn't the case. I've gone through some of it with M/KB just to see what it's like, but it's too frustrating when you're using to flying sticks.

FWIW, I was able to do most of the tutorial this weekend on Live 2.1.1 using my existing keybindings. I quit during the landing bit because I realized i had dual bound a few buttons and it was screwing up my ability to choose my auto-landing spot.

Did you do your bindings in game or with an editor?
 

TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
I posted this on reddit.. Really glad I figured this out.

I had been having a problem where my focus/free look was getting messed up, and my gimbal nose gun was shooting off at weird angles.

For the life of me, I couldn't figure out why... but I did. I was bumping my mouse just enough to change the free look focus and it wasn't resetting.

I was working on keybindings and discovered that right shift disables mouse look and it recenters your focus. I need to use my mouse for free look and just hit right-shift when I'm done to make sure my focus recenters.

I hadn't seen this mentioned elsewhere, so I figured I'd share my discovery.
 

vshah

Lifer
Sep 20, 2003
19,003
24
81
holy moly. I strapped the s4 ballistic combine and 3x tarantula GT-870s to my super hornet, all fixed no gimbals. I can now one or two shot most ships. took just 4 volleys to destroy a vanguard :D
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
holy moly. I strapped the s4 ballistic combine and 3x tarantula GT-870s to my super hornet, all fixed no gimbals. I can now one or two shot most ships. took just 4 volleys to destroy a vanguard :D

Does the Combine PIP line up with the Tarantulas pretty well?
 

vshah

Lifer
Sep 20, 2003
19,003
24
81
Does the Combine PIP line up with the Tarantulas pretty well?

yep, extremely well. even at full strafe they're very close. Within 4-500 meters I usually land most hits If the pips were on target.
 
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TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
yep, extremely well. even at full strafe they're very close. Within 4-500 meters I usually land most hits If the pips were on target.

This seems like a smart tactic..

If your PIPs are far apart because of the projectile velocity, it's hard to keep an eye on both of them at the same time and shoot both towards same target.

If the projectile velocities are similar, you can fire both at the same target because the PIPs are near each other.

Makes sense.
 

vshah

Lifer
Sep 20, 2003
19,003
24
81
This seems like a smart tactic..

If your PIPs are far apart because of the projectile velocity, it's hard to keep an eye on both of them at the same time and shoot both towards same target.

If the projectile velocities are similar, you can fire both at the same target because the PIPs are near each other.

Makes sense.

Yep, when I first put the s4 cannon on, I kept the repeaters on the nose and the laser cannons on the wingtips, so that I'd still have weapons once I ran out of ammo. But the pips were all over the place. Now with the pure ballistic loadout, I just time my shots when the pips are lined up instead of firing first and then "dragging" the pips across the target like I used to with the energy weapons.
 

TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
Just found this on reddit

eIsPETa.png


Galaxy TUBE map for jump points
 

SithSolo1

Diamond Member
Mar 19, 2001
7,740
11
81
Well here's my current stable:

Khartu-al
Hull-B
Starfarer
Retaliator

I can't guarantee full-time use for the group but I'll help out when I can.
 

Sabrewings

Golden Member
Jun 27, 2015
1,942
35
51
FWIW, I was able to do most of the tutorial this weekend on Live 2.1.1 using my existing keybindings. I quit during the landing bit because I realized i had dual bound a few buttons and it was screwing up my ability to choose my auto-landing spot.

Did you do your bindings in game or with an editor?

It's definitely that something is wrong with the tutorial. I have the same problem. The bindings are fine until I hit strafe up and leave the pad, then all stick input is ignored and it defaults back to m+k/b bindings. Super annoying.
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
Just found this on reddit

eIsPETa.png


Galaxy TUBE map for jump points

The guy that created that was MVP on AtV a few months ago. I know a LOT of people asked him to create the map with inverse colors (white background) so that it would be easier to printout and keep on your desk. Good idea, but not sure if he did it....

Personally, I expect stuff like this to be built into the MobiGlass....
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
Hey Stringjam.....get your popcorn ready:

"Around the Verse on Thursday has both an interview with Mark Skelton and a roundtable with the Flight Team (Pete Mackay, John Pritchett, and Calix Reneau) discussing continuing updates to the flight model, "

Should be interesting......
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
Hey Stringjam.....get your popcorn ready:

"Around the Verse on Thursday has both an interview with Mark Skelton and a roundtable with the Flight Team (Pete Mackay, John Pritchett, and Calix Reneau) discussing continuing updates to the flight model, "

Should be interesting......

Thanks for the heads up! I'm definitely interested in seeing this one!
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
Chris Roberts said:
So there you are, we will have Gold Horizon, we will have Star Marine, but that will come online once all the basic FPS features are out in and live in the mini PU.


So it sounds like Star Marine may still be a good bit down the road, as they're using the PU builds as test grounds for FPS mechanics.

Not too happy that they're going with that approach, as it's just way too hard to test FPS in the PU, but at least it's still coming.

Apparently they plan to release a lot more FPS features in 2.3 and 2.4. More weapons, stances, mechanics...etc.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
what's Gold Horizon?

It was the map developed by Illfonic (3rd party studio hired to develop the FPS side) just for Star Marine. It's not available to visit in the PU.

I believe it's actually a space station somewhere around Nyx built by a mining corporation.
 
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TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
It was the map developed by Illfonic (3rd party studio hired to develop the FPS side) just for Star Marine. It's not available to visit in the PU.

I believe it's actually a space station somewhere around Nyx built by a mining corporation.

I think those are the guys who did nexuiz. That's cool. They know how to make multiplayer games.
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
I think those are the guys who did nexuiz. That's cool. They know how to make multiplayer games.

They were contracted by CIG to build the basic FPS game play and Star Marine (the FPS game within SC). Last fall they finished their work and the FPS work reverted back to CIG employees.

Lots of people think CIG "fired" them since Star Marine wasn't released "on time".

But I don't think that's really the case. I think the development took CIG in a different direction (i.e. release the 'baby PU' before a dedicated FPS arena) and they followed that direction.
 

Matthiasa

Diamond Member
May 4, 2009
5,755
23
81
The guy that created that was MVP on AtV a few months ago. I know a LOT of people asked him to create the map with inverse colors (white background) so that it would be easier to printout and keep on your desk. Good idea, but not sure if he did it....

Personally, I expect stuff like this to be built into the MobiGlass....

Good thing its not hard to invert colors of an image. But yeah.
 

Sabrewings

Golden Member
Jun 27, 2015
1,942
35
51
They were contracted by CIG to build the basic FPS game play and Star Marine (the FPS game within SC). Last fall they finished their work and the FPS work reverted back to CIG employees.

Lots of people think CIG "fired" them since Star Marine wasn't released "on time".

But I don't think that's really the case. I think the development took CIG in a different direction (i.e. release the 'baby PU' before a dedicated FPS arena) and they followed that direction.

I think, and CIG has alluded to as much, it had to do with the code merge. Illfonic were working on a branch of the code, and after their work was done CIG went to merge the code again (hence-forth known as the "Great Merge of 2015"). Unfortunately, a lot of the FPS mechanics broke on the new code, so the guys at Frankfurt have been rebuilding and improving on it as they do. They have the guys who did FarCry and Crysis 1/Warhead working on it, so lots of experience at making a Cry-shooter.

It'll come out, it's just going to take time. A lot of people think that all of the stuff seen in the first half of 2015 can just be copy and pasted into 2.1.1, but it's just not that easy. If CIG could flick a switch and shut up the critics, they absolutely would. If CIG had known what they know now, they never would've hired Illfonic (since they were going to hire their own Crytek devs) and they never would've branched the code. Those two decisions have been a huge waste of backer resources, and those are the only parts I'm irritated at.

Chris's comments yesterday could've been put a little better, but in general they're committed to SM. It's just more efficient going forward to piece meal it to us in the baby PU and then slap a wrapper on it and call it Star Marine once the mechanics are actually working.

Edit: It is true that things took a different direction. Due to the long delays with SM, the baby PU was ready to go before SM was. Since the baby PU is a more useful testing ground than a dedicated module, they're focusing on that while they implement things (including all the FPS mechanics) into it. Once everything is working, it's not much effort to spin off the module for it, but the baby PU is where the important work is done.

The original plan was for SM to allow us to test FPS mechanics before we had anywhere else to do it. Now that they can be tested in the large world like they're intended to be used, a dedicated module is less useful from a development standpoint.
 
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Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
Looking through the dev activity today, it seems that they're taking suggestions for a 300X rework.

Good news for 300X fans. The 315p was the first ship I ever bought to back the game. Always loved the 300X aesthetic, but it was definitely built before the improved design approach (I mean, the rear engine accounts for over 1/3 of the ship...tons of potential wasted interior room).

Even if we don't see the update until post SQ42, I'm still glad it's at least on their radar.

To me, the 300X always represented an upscale single-seat fighter / light transport. Should it handle like a Gladius? No. Should it DPS like a Hornet? No. But it should fall somewhere in between, a niche somewhere around the Avenger. Useful for bounty hunting and light cargo running.

I'm personally pretty excited about the rework. With an improved interior design and some better functionality, I always thought of this ship as my "daily driver."

It seems as of late, MISC, Aegis, and RSI have gotten all the love. It's time for Origin to get some attention. ;)

300pr.jpg
 
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