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

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Stringjam

Golden Member
Jun 30, 2011
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The RightAlt+M toggle still works to switch between two distinct states, no matter the name used for those states (which is considered enabled and which is considered disabled).

Anyway, LAM state (enabled or disabled) is independent of Ctrl+C state and active (has an effect) in both Ctrl+C states (states with "Relative Mouse Mode" ON or OFF). The combined result is obviously different in each of those 4 possible combinations.

Please read my description of the way that ship behaves in modes A, B, C and D and tell me if you found something incorrect (other than the names that I used for each state).


If you're going to consider a Ctrl+C state as enabled by default, it should be Interactive Mode. If you spawn your ship for the first time, press RightAlt + M to disable LAM, you will immediately revert to Interactive Mode. In this way, you could consider IM to be "on" by default. Enabling LAM if IM was previously selected takes precedence and essentially overrules IM. Not the case in RM, where it works on top of it.

From this point, you can press Ctrl+C to switch between Relative and Interactive - - with no LAM enabled. These are the two primary flight modes.

So yes - there are 4 possible combinations:

Interactive Mode
Relative Mode
Relative Mode + LAM (additive)
LAM Mode
 
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Seba

Golden Member
Sep 17, 2000
1,520
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If you're going to consider a Ctrl+C state as enabled by default, it should be Interactive Mode.
The state that I consider "Default Mode" was always the one in which the game currently starts. From here, you can alter it with two independent toggles.

Enabling LAM if IM was previously selected takes precedence and essentially overrules IM. Not the case in RM, where it works on top of it.

I think I know the problem in our discussion: I use for each of those 4 states (A, B, C and D) a name that indicates the state of each of those two toggles (LAM - enabled/disabled and Relative Mouse Mode - ON/OFF).

(In addition to that, what everybody calls as "LAM enabled", I am calling as "LAM disabled" and vice versa, because this seems the correct terminology to me).

You are using separate names for certain states (like just "Interactive Mode" for what I call "state C: Look Ahead Mode enabled + Relative Mouse Mode OFF"), but also combined names for other states (like "Relative Mode with LAM Enabled" for what I call "state B: Look Ahead Mode disabled + Relative Mouse Mode ON").

So then of course you would say that when starting from state B, a press of RightAlt+M overrides "Interactive Mode", because you call "Interactive Mode" only a certain combination of 2 toggles. When one of the two toggles changes, we are no longer in that state.
 
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Sabrewings

Golden Member
Jun 27, 2015
1,942
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51
I decided to change things up and fly one of the Hornet loaners I have that I never use. I threw 3x Tarantula Mk3s on it and hit up VS co-op. Hot damn, what a one shotter. Didn't get much Rec (covered the Tarantulas, at least) since I was using a Hornet, but I can see now why Hornets give me trouble in BR. It's been a while since I flew one, but man are they tankish. Even with several waves in a row at the end with no shields, I didn't die once. The armor on Hornets is pretty ridiculous and a bit OP, IMO. Balance is a risque topic right now, but it puts it into perspective.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
I decided to change things up and fly one of the Hornet loaners I have that I never use. I threw 3x Tarantula Mk3s on it and hit up VS co-op. Hot damn, what a one shotter. Didn't get much Rec (covered the Tarantulas, at least) since I was using a Hornet, but I can see now why Hornets give me trouble in BR. It's been a while since I flew one, but man are they tankish. Even with several waves in a row at the end with no shields, I didn't die once. The armor on Hornets is pretty ridiculous and a bit OP, IMO. Balance is a risque topic right now, but it puts it into perspective.


Yeah - the Hornet HP is really high right now, IMO a bit too high. If it's going to be that much of a tank, it shouldn't be as fast as it is right now.
 

vshah

Lifer
Sep 20, 2003
19,003
24
81
I decided to change things up and fly one of the Hornet loaners I have that I never use. I threw 3x Tarantula Mk3s on it and hit up VS co-op. Hot damn, what a one shotter. Didn't get much Rec (covered the Tarantulas, at least) since I was using a Hornet, but I can see now why Hornets give me trouble in BR. It's been a while since I flew one, but man are they tankish. Even with several waves in a row at the end with no shields, I didn't die once. The armor on Hornets is pretty ridiculous and a bit OP, IMO. Balance is a risque topic right now, but it puts it into perspective.

try a super hornet with 3x tarantulas and the s4 cannon, even better :D
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
Everyone would have a hornet if they could.

I'm not a big fan of the Hornet, but I'm keeping my Ghost until I see how good the stealth mechanic is.

One thing I do really like about it is how easy it is to aim with a stick. I would say it's probably the easiest ship of them all to keep on target (I only use fixed).

The Ghost doesn't seem to have the HP they gave to the other Hornets though - it does have the weakest armor (Void Armor - supposedly will diffuse scans when they get it working).

The Sabre may end up trumping it though...so we'll see.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,100
467
126
Yeah - the Hornet HP is really high right now, IMO a bit too high. If it's going to be that much of a tank, it shouldn't be as fast as it is right now.

Except that the Hornet is derivied from the military single seat fighter. It SHOULD be tankier and more deadly than something that has dual purpose roles of carrying cargo (all the space on the hornet is dedicated to armor, shields, weapons, and engine; not making room to carry a several tons of goods around like the 300 series, arura, avenger, cutlass, or freelancer).
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
Confirmed on RTV:

2.2 will contain a new flyable ship and a new hangar ready ship.


My guess:
Sabre: Flyable
Reliant: Hangar
 

Seba

Golden Member
Sep 17, 2000
1,520
186
106
I have an old Logitech Wingman Formula Force GP Wheel (steering wheel + 2 pedals: acceleration/gas and brake) and today I tested the pedals in Star Citizen.

In default configuration, the steering wheel controls yaw, acceleration/gas pedal works as a throttle (continuous adjustment from 0 to 100) and brake pedal controls the roll (half pressed is zero position/no roll). I disabled the steering wheel and re-configured the brake pedal as a Newtonian Brake (I assigned to it keystroke "Space" when fully pressed). It worked, but I wanted to assign a more useful control to the pedals: strafe up and strafe down.

I tested in several BR dogfights and for me this combination of KBM + pedals for strafe up/down is better than just KBM.
 

Sabrewings

Golden Member
Jun 27, 2015
1,942
35
51
Except that the Hornet is derivied from the military single seat fighter. It SHOULD be tankier and more deadly than something that has dual purpose roles of carrying cargo (all the space on the hornet is dedicated to armor, shields, weapons, and engine; not making room to carry a several tons of goods around like the 300 series, arura, avenger, cutlass, or freelancer).

The Super Hornet, maybe. But we're talking the regular Hornet which has 13 SCU in cargo capacity (1 more than the Avenger, even). It's a bit too tanky IMO. It should have some armor for the trade off it makes in maneuverability, but as it sits it's quite OP.
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
Last night I got into Port Olisar. I pulled up chat. I asked if anyone had a multi crew ship they would allow me a ride along in. Some guy responds that he has a Tali and would be happy to take me for a spin.

Then the chat lights up with others wanting to join.

Like moths to a light, I stood out on pad A10 waiting for everyone to return to PO. It was awesome. Tali owner shows up and calls up his Tali to A9....we all orderly file in. Every position was manned. I was on the bottom middle turret. I didn't realize that thing has six turrets!

We fly around and wipe up pirates at comm link stations. We then find a friendly Connie who asks if the torpedoes in a Tali work. They do (he asked to be shot at, head on, so he could see the torpedo coming). We give him a full load of torpedoes and go to Cry Astro for more (they don't give us more :-( ).

I sat there, drinking Titos Vodka (String looks like we had something in common last night..was my wife's idea as well).

I just rode along. Just watching. And chatting to random strangers crewing a beautiful ship.

+42 for the good times.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
Last night I got into Port Olisar. I pulled up chat. I asked if anyone had a multi crew ship they would allow me a ride along in. Some guy responds that he has a Tali and would be happy to take me for a spin.

Then the chat lights up with others wanting to join.

Like moths to a light, I stood out on pad A10 waiting for everyone to return to PO. It was awesome. Tali owner shows up and calls up his Tali to A9....we all orderly file in. Every position was manned. I was on the bottom middle turret. I didn't realize that thing has six turrets!

We fly around and wipe up pirates at comm link stations. We then find a friendly Connie who asks if the torpedoes in a Tali work. They do (he asked to be shot at, head on, so he could see the torpedo coming). We give him a full load of torpedoes and go to Cry Astro for more (they don't give us more :-( ).

I sat there, drinking Titos Vodka (String looks like we had something in common last night..was my wife's idea as well).

I just rode along. Just watching. And chatting to random strangers crewing a beautiful ship.

+42 for the good times.


Awesome. That's what this game is all about! I'm looking forward to when they actually get the party system going so it's easier to get into a game with your contacts.

BTW...Titos is my favorite vodka. ;)
 

Seba

Golden Member
Sep 17, 2000
1,520
186
106
Yesterday I recorded one of the first Battle Royale matches played with the combination of KBM and pedals (from the Logitech steering wheel).

I was in a Mustang Delta, which for some reason has 2 fixed guns and 2 gimbaled guns on Weapon Group 1 (fired with Mouse Button 1). I left them in the same Weapon Group, but in some sections of the dog-fight the gimbaled weapons were locked (using Ctrl+G toggle).

https://youtu.be/sUo4YPeJwjw
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
Yesterday I recorded one of the first Battle Royale matches played with the combination of KBM and pedals (from the Logitech steering wheel).


https://youtu.be/sUo4YPeJwjw


You can really tell a few times how we're dealing with some server lag right now in AC. The section at 8:26, your PIP is dead on and tracking the other ship, but I don't see any hits landed. Frustrating.
 

Seba

Golden Member
Sep 17, 2000
1,520
186
106
In standard configuration (which I used in that video) Mustang Delta only has energy weapons (M3A Laser Canon x 2 and CF-117 Badger Repeater x 2). It also has rockets, but those are difficult to use in Battle Royale (you have to be very close to the enemy ship to have a chance to hit it with those un-guided rockets and even then it is easy to miss; but if you hit, the damage is big).

I read that energy weapons only damage the ship after the shields are (temporarily) taken down. Ballistic weapons are supposed to damage the ship even if shields are still up (but with reduced damage in this situation).

PS
I also read that the state of Look Ahead Mode in the Default Mode is the one considered "enabled", like you (and others) said. Although this definition still seems illogical to me, your version is the "official" one (unless the Default Mode from then is different than the current Default Mode).

Publishing 1.3.0 to PTU - Posted: October 2015

[...]

ARENA COMMANDER

Additions/Balance/Tweaks/Fixes:

[...]

- Energy weapon velocities have been buffed across the board to be faster then ballistics. Our philosophy here is that as energy weapons do no damage until shields are down, it takes more hits by energy weapons to do real damage and accuracy is thus more important.

[...]

- "Look Ahead" mode is now turned on by default. It can be toggled on and off by "Right-ALT+M".
 
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TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
You can really tell a few times how we're dealing with some server lag right now in AC. The section at 8:26, your PIP is dead on and tracking the other ship, but I don't see any hits landed. Frustrating.

I was always just under the impression that pip's were not accurate and were only for guidance. Maybe I've been too forgiving though and haven't recognized when it's actually from lag.
 

Seba

Golden Member
Sep 17, 2000
1,520
186
106
When you are far away from the targeted ship, the PIP can be comparable in size with the apparent size of the ship, or even bigger (and still in weapons range).