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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Or my current favorite.....Missiles are broken! Please stop using them! Stop it, I said. STOP USING MISSILES!!


LOL.

To be fair, my typical BR experience lately has been:

1. Spawn
2. Engage somebody
3. Screen fills up with Rattler locks
4. Game crashes

So I am very grateful when folks keep the missile spam at bay. :)


I wouldn't mind so much if it was just a balance annoyance and wasn't actually a game crasher.
 

TechBoyJK

Lifer
Oct 17, 2002
16,699
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91
LOL.

To be fair, my typical BR experience lately has been:

1. Spawn
2. Engage somebody
3. Screen fills up with Rattler locks
4. Game crashes

So I am very grateful when folks keep the missile spam at bay. :)


I wouldn't mind so much if it was just a balance annoyance and wasn't actually a game crasher.

I've had pretty good luck. As lvl5 criminal I'm constantly being engaged by others, even if I'm minding my own business. I get missile spammed a lot, especially if I've been running away and trying to avoid the fight. No crashes yet though!
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
I've had pretty good luck. As lvl5 criminal I'm constantly being engaged by others, even if I'm minding my own business. I get missile spammed a lot, especially if I've been running away and trying to avoid the fight. No crashes yet though!

Yeah - it seems to be more of an AC crasher than a PU crasher.

BTW....I have a feeling you are going to thrive at GrimHex. ;)
 
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cytg111

Lifer
Mar 17, 2008
24,026
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Excellent I assume you've browsed the thread & understand the risks if so here is my referral code. We both get some extra credits

STAR-FKWY-5CVW

Plus join the AT Org, the AT Ballers

https://robertsspaceindustries.com/orgs/OLDSBAMENT

We currently have 31 members and a pretty diverse fleet. We're casual and don't worry you can belong to multiple organizations in the game.
When you join post your star citizen name in this thread so we can welcome you.

Thx, I will. Having technical issues atm, estimating signup come the weekend.

Trying to sign up right now .. is the site borked? cannot add to basket, cannot sign up.. chrome/firefox.
 
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Stringjam

Golden Member
Jun 30, 2011
1,871
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Thx, I will. Having technical issues atm, estimating signup come the weekend.

Trying to sign up right now .. is the site borked? cannot add to basket, cannot sign up.. chrome/firefox.


Any luck? I talked to a guy yesterday who signed up with no problem.
 

TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
This week's AtV with Special Guest Chris Roberts.

He said they're going to start showing more development content straight from the engineer's desks as it's more fleshed out.. so they are more willing to show stuff in action.

2.5 on PTU in about a week, hopefully live in 2 weeks.

THEY SHOW ATMOSPHERIC FLIGHT!!!!!! And talk all about how it works. yuusssssss As you get closer to the surface the atmosphere becomes more dense which will affect your flight. So the way your ship handles will depend on the ship (starfarer will be nasty to fly in atmosphere) as well as the atmosphere itself.

https://www.youtube.com/watch?v=YlCsuz6kwAk
 
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Sabrewings

Golden Member
Jun 27, 2015
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I've had faith they would get there from the beginning when I signed on, but to see it finally coming together in such a way has me excited. Definitely the excitement I felt when I first learned about the project.

Edit: What's even more exciting is that in a couple weeks I'll be burying my head in the sand for a long NMS binge. When I emerge from the fog, we'll be getting very close.
 
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Stringjam

Golden Member
Jun 30, 2011
1,871
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I've had faith they would get there from the beginning when I signed on, but to see it finally coming together in such a way has me excited. Definitely the excitement I felt when I first learned about the project.

Edit: What's even more exciting is that in a couple weeks I'll be burying my head in the sand for a long NMS binge. When I emerge from the fog, we'll be getting very close.


I backed SC because it was the space sim I would make if I had unlimited resources and access to some of the most highly skilled coders / modelers / animators / texture artists / concept artists / lighting artists / network engineers / audio engineers / etc...in the business.

I've always wanted a space sim where your existence was more than a ship HUD and a spreadsheet.

Will it succeed? Who knows....it may fall flat on its face. Servers may go down next week. Alpha nerds in basements everywhere may rip their shirts in vehement rage.

It's okay with me. This is what PC gaming is all about. Some dev with enough guts to risk everything to push hardware / tech / preconceived notions about what is possible to the limit - - succeed or fail.

If SC was just going to be another atmo-FM / ship HUD / spreadsheet sim, I never would have backed in the first place.
 
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rivethead

Platinum Member
Jan 16, 2005
2,635
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Just keep in mind that this is a game. It's not a sim. Atmospheric flight won't be perfect. In fact, supposedly people have already taken SC ships and modeled them in a wind tunnel.....and found that some designs simply never would be able to produce enough lift to fly. So CIG is going to have to apply handwavium magic.

It was also nice to see the Reliant flying in-game. It's definitely cool looking. I just don't know if it's going to be a practical mini-hauler. Or anything. Having to slow down to precision speed and go back to horizontal flight mode to access the rear compartment of the ship could really put a damper on things.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
Just keep in mind that this is a game. It's not a sim. Atmospheric flight won't be perfect. In fact, supposedly people have already taken SC ships and modeled them in a wind tunnel.....and found that some designs simply never would be able to produce enough lift to fly. So CIG is going to have to apply handwavium magic.

It was also nice to see the Reliant flying in-game. It's definitely cool looking. I just don't know if it's going to be a practical mini-hauler. Or anything. Having to slow down to precision speed and go back to horizontal flight mode to access the rear compartment of the ship could really put a damper on things.


Yeah - I think "game" is a better fit than sim (in the DCS / flight sim sense of the word).

The thing I like most about the Reliant is the cockpit. The thing I don't like is the massive wingspan and body rotation, and I don't really see the reason for either.
 
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Sabrewings

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Jun 27, 2015
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Just keep in mind that this is a game. It's not a sim. Atmospheric flight won't be perfect. In fact, supposedly people have already taken SC ships and modeled them in a wind tunnel.....and found that some designs simply never would be able to produce enough lift to fly. So CIG is going to have to apply handwavium magic.

No lift nor handwavium required. If they required aerodynamic lift, they would not be able to land on planets without atmosphere. The bottom thrusters are already capable of blacking out a pilot in most craft, so they produce more than enough thrust (several G's worth) to maintain level flight around a planetary body. People black out at 8-9 G's, so they can land on planets with surface gravity up to 7-8 G's without the need for aerodynamic assist.

Ships that do have aerodynamic surfaces (Hornet, 300 series, Avenger, Gladius, Sabre, etc) will have the advantage over ships that don't as it will provide an assist to the thrusters and they can work in conjunction, but you do lose some 6DOF if you expect aerodynamics to work for you.

Having to slow down to precision speed and go back to horizontal flight mode to access the rear compartment of the ship could really put a damper on things.

That's temporary anyway. The flight position will be independently controllable once things are up and running. They're just pairing it this way until the method of control for it (and the Khartu-al) is online. Though, it's not a huge deal right now. It can't hold much cargo, and when it does you wouldn't really be able to do much back there anyway. Jumping out for EVA? You'll want to slow down as it is.
 

TechBoyJK

Lifer
Oct 17, 2002
16,699
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91
I bought the reliant and I'm stoked for it. It's cool looking.

That said, I bought it for a cheap 2 seater, nothing more.
 

Sabrewings

Golden Member
Jun 27, 2015
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I bought the reliant and I'm stoked for it. It's cool looking.

That said, I bought it for a cheap 2 seater, nothing more.

I bought it to be a bit more of a hauler than my Avenger. Small, operated pretty lightly, but fairly useful. Also, the rotation reminds me of the B-Wing, and I was sold. :wub:
 

rivethead

Platinum Member
Jan 16, 2005
2,635
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No lift nor handwavium required. If they required aerodynamic lift, they would not be able to land on planets without atmosphere. The bottom thrusters are already capable of blacking out a pilot in most craft, so they produce more than enough thrust (several G's worth) to maintain level flight around a planetary body. People black out at 8-9 G's, so they can land on planets with surface gravity up to 7-8 G's without the need for aerodynamic assist.

Ships that do have aerodynamic surfaces (Hornet, 300 series, Avenger, Gladius, Sabre, etc) will have the advantage over ships that don't as it will provide an assist to the thrusters and they can work in conjunction, but you do lose some 6DOF if you expect aerodynamics to work for you.



That's temporary anyway. The flight position will be independently controllable once things are up and running. They're just pairing it this way until the method of control for it (and the Khartu-al) is online. Though, it's not a huge deal right now. It can't hold much cargo, and when it does you wouldn't really be able to do much back there anyway. Jumping out for EVA? You'll want to slow down as it is.

I was wondering about the thrusters and their impact. And every ship has VTOL (supposedly) with these thrusters....

But I still don't think atmospheric flight will be perfect (sim level). But if they get it close....and then also have atmospheres with different gravities and densities....it'll really change gameplay.
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
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I bought it to be a bit more of a hauler than my Avenger. Small, operated pretty lightly, but fairly useful. Also, the rotation reminds me of the B-Wing, and I was sold. :wub:

Supposedly the Kore is going to have less cargo capacity than the Avenger Titan and the Aurora CL.

I know that's not what the ship matrix says (or even the Reliant marketing materials). But people have measured the cargo area of the Reliant Kore in its current state and mathematically proven it cannot hold the cargo CIG say it can. The only way to accomplish this is to stretch the rear of the ship thru a redesign.

Morales on the CIG Forums had a really long thread about this (which evolved into a general bitch about CIG not being truthful/accurate when selling ships). He makes a very solid case (with math) that the Kore will not be able to hold a lot of cargo compared to other starters.

Really what you get with a Kore is a cool looking two-seater ship. Does that make a functional/practical mini hauler? We'll have to wait and see.

I'm just glad that CIG give me flexibility...a free CCU back to a Titan in case I don't like my Reliant.
 

TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
First wave of 2.5 PTU invites are out

https://www.reddit.com/r/starcitizen/comments/4v6y6j/ask_and_ye_shall_receive/

Alpha Patch 2.5.0 has been released to the PTU, and is now available for players to test!

This patch provides access to our GrimHEX outlaw base, new clothing options, new automated landing technology and three new flyable ships – the Reliant KORE, Argo MPUV (Cargo Variant), and Argo MPUV (Passenger Variant). This is all in addition to bug fixes for the rest of our game and content. During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time as required.

Your launcher should show “2.5.0-380707” as the client version. It is strongly recommended that players delete their USER folder for the PTU client after patching, particularly if you start encountering any odd character graphical issues or crash on loading. The USER folder can be found (in default installations) at C:\Program Files\Cloud Imperium Games\StarCitizen\Test.

Please review our current list of Patch 2.5.0 Known Issues (coming soon!), and take full advantage of our Issue Council area of the Community site to report any bugs you encounter, as well as contribute to other players submissions.

Important Issues:

Do Not Spawn A Constellation and Retaliator. We are aware that GrimHEX has a few residual issues with gravity pockets, missing textures and a broken elevator. We are also aware of an issue with server-client desync taking place on both Crusader and Arena Commander.

Welcome Evocati!

Contents:

New Features

Star Systems:

Crusader

Crusader Industries would like to alert all pilots to avoid the Yela asteroid field. Pirates have become increasingly aggressive, and may attempt to lure pilots off course with fake requests for assistance. Crusader Industries believes they are based out of the decommissioned Green Imperial mining asteroid station, however attempts to locate the station have been difficult of late.

Please report any suspicious activity, and consider any unidentified craft leaving the asteroid field extremely dangerous. GrimHEX asteroid station would like to cordially invite the Crusader Industries to QT into the nearest star. We’re open for business to everyone this goram economy left in the dust from here to Terra. You’re very welcome to visit and enjoy our fine goods, services and lodgings without the prying eyes of Big Crusader peeking under every door. Our bar, bounty office and race track are temporarily closed while we make some repairs from the last group of over-eager “heroes” that came through. GrimHEX can be located by navigating through the Yela asteroid field.


Port Olisar

The LiveWire Weapons franchise in Port Olisar is currently suffering a shortage of energy weapons due to several recent attacks on cargo transports. While they apologize for the inconvenience, only ballistic weapons can be purchased at this location for the time being. Outlaw armor sets are available on GrimHEX exclusively, and can no longer be purchased at Garrity Defense.


Game Systems:

Shopping

Skutters is a small weapon and armor shop on GrimHEX, that just so happens to be specializing in energy weapons for the discerning shopper… who does not ask where they were obtained from. KC Trending is a new location on GrimHEX station that offers a whole new selection of clothing for the discreet independent pilot. From shoes to hats, they’ve got the latest in underground fashion.

New Landing System

The first phase of our new landing system has been implemented into the game. This is the first part of a much larger series of changes we will be working on over the next few releases to provide a simpler, more intuitive landing experience. The landing pad targeting has been temporarily removed while other moving parts are being developed and integrated. Instead of selecting a pad and requesting permission, players in automatic landing will proceed to the nearest available landing pad. When they are within 20m, and speed is under 35m/s, the landing gear will automatically extend while the thrusters dampen your speed. When a ship approaches within 5m of a landing pad, in either automatic or manual landing mode, the local Landing Control System will take control of the ship and ease it into a smooth landing. Landing gears can now also be manually deployed by tapping the “N” key on the keyboard. Holding “N” will now activate automatic landing should you be within range of an acceptable landing pad and have the proper gears deployed. Please note, this system will change over time as further improvements and features are brought online.


Item System 2.0

We have begun converting player and ship items to our new item system. As with the prior, similar updates to ship components, this is largely at the back-end level. Implementing new component class systems, naming conventions and other needed functionality, as well as retrofitting all existing armors and weapons to be compatible. These changes will allow us to implement greater modularity to first-person items. Additionally, this will allow items to interact with one another in a more direct and less “handwavium” simulation, setting the foundation for greater player interaction and future game play mechanics. This should not affect the function of any in-game items, and changes to player item stats should be minimal.


Player Health System 2.0

We have implemented the first phase of our new player health system! This includes the implementation of better individual limb damage and health, more granular damage states, and many back end improvements to support a better FPS combat experience and future features like permanent health. Player health dolls should now show Normal (Green) health when between 100%-60%, a Hurt (Yellow) state from 59%-40% health, a Damaged (Red) state from 39%-10%, and the Ruined (Dark Red) state at 9%-0%. With this, we have also implemented some early versions of injury penalties. This includes a speed reduction for wounded legs, as well as a limping animation. Overall health damage (particularly head wounds) can also cause blurred vision around the edge of the screen, which will increase in intensity as more damage is taken.


Wanted Level System Update

Players with outlaw wanted level who enter Crusader will spawn in GrimHEX. This also applies to outlaw players who die and respawn in Crusader. Players with outlaw wanted levels will no longer have Port Olisar as a QT option, and instead will see GrimHEX.
Ships: The Reliant KORE, Argo MPUV (Cargo Variant), and Argo MPUV (Passenger Variant) are all now flight ready! Reliant KORE is available in both Arena Commander and Crusader. The Argo MPUV is only available in Crusader at this time, as it does not have weapons to defend itself in the Arena Commander simulation. A new size 5 laser cannon, the M7A, has been introduced!


Updates and Fixes

Star Systems:


Crusader

Fixed an issue where shadows around Port Olisar would flicker at certain angles and perspectives.

Updated and simplified the Quantum Travel marker names for better readability.

Made some minor visual effects updates to the interior of Port Olisar.

Made some balance changes to the pirate ships in Crusader so they use updated components.


Area 18, ArcCorp

Finished a massive lighting and visual effects update to Area 18, ArcCorp.

Fixed an issue where a large green arrow could be seen in reflection of the Jobwell glass.

Fixed an issue where the user camera could clip through the wall of the incinerator on Area 18.


VFG Industrial Hangar

Adjusted the lighting in the VFG hangar to be less dark.


Game Systems:

Arena Commander

Fixed an issue where the decals would disappear off of the landing pads in Free Flight game mode.

EVA Fixed a bug that allowed player characters to slide uncontrollably across landing pads when transitioning out of EVA at speed.

Fixed an issue where EVA animations would stutter when approaching a landing pad.


shopping

Fixed an issue where inspecting weapons would cause the users outfit to switch into the standard flight suit regardless of what they were currently wearing.
Fixed an issue where the weapon shops were not correctly recognizing the maximum number of equipped weapons, resulting in a number of problems, including causing some size 3 FPS weapons to disappear.


Social Module

Name-tags for players in Augmented Reality now appear at 25 meters.

Fixed an issue where using the MobiGlas hotkey while in a turret would cause a chain reaction of problems.


Ships:

Ship Weapons

Fixed an issue where the CF-007 Bulldog Repeater, CF-117 Badger Repeater, and CF-227 Panther Repeater didn’t slow their rate of fire when running low on energy.

The M3A, M4A, and MVSA laser cannons have had their time-to-overheat lowered, so that heat now has a more meaningful gameplay impact on the weapon now.

Fixed issues where the missile smoke trail effects could not be seen unless the missile is very close to the viewer.

Individual Ships

Aurora
Fixed an issue where the engine thruster exhaust effects was displaying circular blurs instead of proper visuals.

Avenger
Made a number of exit and enter animation improvements for the Avenger Warlock.

Constellation Andromeda
The missile racks for the Constellation Andromeda can no longer be edited by Port Mod.
The side missile racks on the Constellation Andromeda should now target and fire properly.

Cutlass Black
Made a number of exit and entrance animation improvements for the Cutlass Black.
The missile racks for the Cutlass Black can no longer be edited by Port Mod.

Freelancer
Added strafing control animations for the Freelancer pilot.
Updated the audio for the Freelancer cockpit doors so it is properly synced.
Added boosting visual effects to the Freelancer’s thrusters.
Toned down the brightness of the Freelancer maneuvering thruster.

Gladiator
The missile and torpedo racks on the Gladiator can no longer be edited Port Mod.

Gladius
Fixed an issue where the shell casings on the Scorpion gun would fly in front of the pilot before disappearing.

Hornet
Made some improvements to the Hornet series audio, for all variants except the F7C-M.
Fixed an issue with the F7C-M Hornet, where the ship would not transition into damage states correctly on being damaged.
Fixed some of the control issues with the F7C-M Hornet turret.

M50
The missile racks for the M50 can no longer be edited by Port Mod.

Mustang
Fixed an issue with the Mustang Beta, Gamma, Delta, and Omega wherein the ships had no explosion audio or visual when destroyed.
Fixed an issue where the Mustang series could not be repaired if wings were damaged.
Fixed an issue where users could not exit the Mustang Gamma if it was partially damaged and landed.
Fixed an issue where there were no lights present in the back of the Mustang Beta.
Fixed an issue where the exterior lights on the Mustang Alpha did not function.
Fixed an issue where the locker onboard the Mustang Beta could not be interacted with.
Fixed an issue where the armor plates on the Mustang Delta wings would continue to float alongside after the wings were destroyed.

Reliant KORE
Fixed an issue where excessive fog was leaking out of the Reliant in the Hangar.

Sabre
Fixed an issue with the AEGIS Sabre where the throttle floats in mid-air during entry animations.
Made some alterations to the Sabre handling to make it more nimble, and have less jerkiness when rolling.

Starfarer
Added strafing control animations for the Starfarer pilot.

Vanguard Warden
The missile racks on the Vanguard Warden can no longer be edited by Port Mod.


First Person:

First-person camera views have received significant attention to provide a much more stable and smooth viewing experience for players. There is now a UI sound triggered when an enemy is shot by the player. Updated the “Examine Pistol” animation for shopping. Made a number of improvements to character prone animations. Fixed an issue where the death animation would play twice when a character was shot. Fixed an issue where the burp emote contained no audio. Fixed an issue where the user would desync after aiming down the sights of the Arrowhead Sniper Rifle. Assault rifles will now properly re-center after the user sprints.


User Interface:

Fixed an issue where the aiming reticle on a Gamepad or a HOTAS would become very erratic when targeting enemies. Fixed an issue where the Port Modification Hangar modes would still show the name of a ship after it had been removed. Fixed an issue where users in free cursor mode would still fire their Weapon Group 1 when clicking. Fixed an issue with Hostility UI, where the orange wanted icon for Wanted Level 1 would not appear. Fixed an issue where the 3rd person Free Cam could not zoom in or out. Ship target HUD now dynamically changes colors based on the allegiance of the target.

Keybindings

Fixed an issue where changes to the Graphics Quality in the options menu did not actually change the quality of graphics. Added a keybind mapping for X52 Pro HOTAS.

Technical:

Fixed a number of client crashes. Fixed a number of server crashes. Fixed a client disconnection (Code 1) that would sometimes occur when loading into Arena Commander. Added a new error (10002) for players who are disconnected due to duplicate login. This can be due to the account already being logged in on another computer or client. This can also happen after a crash or force-close of the game, when the prior connection has not timed out yet.

Optimizations
Fixed an issue with Area 18, ArcCorp, where there were severe FPS drops when looking at the center of the level.
Fixed an issue where switching between 1st and 3rd camera view would briefly drop the client frames per second down to 5.

message ends
 
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Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
When a ship approaches within 5m of a landing pad, in either automatic or manual landing mode, the local Landing Control System will take control of the ship and ease it into a smooth landing.


Not a fan, and I hope they don't take this kind of stuff too far. Being able to perform a smooth precise manual landing is a skill a good pilot can be proud of. I wish they would just leave manual alone and keep this option open for people who want to auto-land.

This is especially relevant because you are at high risk when performing landings, and may need to bail at a moment's notice. If some landing system has taken over my ship, I'm going to be at the mercy of the attacker until it finishes its process.
 

Seba

Golden Member
Sep 17, 2000
1,520
186
106
The landing pad targeting has been temporarily removed while other moving parts are being developed and integrated. Instead of selecting a pad and requesting permission, players in automatic landing will proceed to the nearest available landing pad. When they are within 20m, and speed is under 35m/s, the landing gear will automatically extend while the thrusters dampen your speed. When a ship approaches within 5m of a landing pad, in either automatic or manual landing mode, the local Landing Control System will take control of the ship and ease it into a smooth landing. Landing gears can now also be manually deployed by tapping the “N” key on the keyboard. Holding “N” will now activate automatic landing should you be within range of an acceptable landing pad and have the proper gears deployed.

Does this mean that the landing gear will no longer automatically deploy when not in landing mode? I hope so.
 

TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
Not a fan, and I hope they don't take this kind of stuff too far. Being able to perform a smooth precise manual landing is a skill a good pilot can be proud of. I wish they would just leave manual alone and keep this option open for people who want to auto-land.

This is especially relevant because you are at high risk when performing landings, and may need to bail at a moment's notice. If some landing system has taken over my ship, I'm going to be at the mercy of the attacker until it finishes its process.

iirc this is the first implentation of the landing system replacement, and it's incomplete. I'm of mind that in 2900 automated landings should be easy...
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
iirc this is the first implentation of the landing system replacement, and it's incomplete. I'm of mind that in 2900 automated landings should be easy...


Auto-landings are the answer to making it easy (and I agree, in 2900 they should be push-button easy).

My qualm is forcing auto-landings at a certain point for both people who want auto-landings and those who don't.

I don't see any reason to force automate a landing for people who have not selected auto-landing.


Does this mean that the landing gear will no longer automatically deploy when not in landing mode? I hope so.

It sounds like they will automatically deploy if you get within 5m of a pad, granted, if you're that close to a pad you're probably landing. Although, I've gotten that close in my ship so I can look in the windows at Kareah and had no intention of landing (not that there's any real reason to do so besides messing around).
 
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Seba

Golden Member
Sep 17, 2000
1,520
186
106
It sounds like they will automatically deploy if you get within 5m of a pad.
Yes, but they say:
When a ship approaches within 5m of a landing pad, in either automatic or manual landing mode
So maybe when you are not in automatic landing mode, nor in manual landing mode, the landing gear will not auto-deploy.
 

TechBoyJK

Lifer
Oct 17, 2002
16,699
60
91
Yes, but they say:

So maybe when you are not in automatic landing mode, nor in manual landing mode, the landing gear will not auto-deploy.

doesn't it toggle between the two? I'm not sure you can use 'neither'. Either you're in manual or auto landing mode.
 

Stringjam

Golden Member
Jun 30, 2011
1,871
33
91
Yes, but they say:

So maybe when you are not in automatic landing mode, nor in manual landing mode, the landing gear will not auto-deploy.


Sounds like tapping N now will give you manual gear deployment.

Of course, tapping N places you in manual landing mode as well.