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

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This is why I've said all along that people who are all into theorycrafting the game based on flavor text on the website are really freaking silly.
 
Hull Series Lineup on sale until May 4th

https://robertsspaceindustries.com/...661-A-Hull-For-Every-Job-The-MISC-Hull-Series

Hull_A_Blueprint.jpg


Cargo design post

https://robertsspaceindustries.com/comm-link/engineering/14677-Design-Cargo-Interaction
 
For someone who has not followed the game at all, what's it about now, and what will it be about exactly? quest? spreadsheets online? resource gathering? item gathering?
 
For someone who has not followed the game at all, what's it about now, and what will it be about exactly? quest? spreadsheets online? resource gathering? item gathering?

A little of all from the current information on the persistent universe. There will be a quest/mission system (hauling, mining, bounty/pirate hunting), resource gathering/manufacturing/trading/marketing (internet space spreadsheets), exploration/discovery artifact hunting. Plans are also for some GM style directed events (think massive wars/invasions/battles etc) as well.

Then there are all the player created content and leaderboards for different activities like racing, dogfighting arena, FPS arena matches, etc. And then of course all the player vs player/organization vs organization content that will occur (pirates vs militia, etc).
 
So what do y'all think of the Hull series and cargo design?

I'm having a hard time visualizing it. It didn't blow me away or wow me at first glance. I guess I was hoping/imagining cargo would mostly be contained within a hold (inside a ship), not strapped to the outside like some space pack mule.

It'll be interesting to see how it gets polished and implemented.

But man that Hull E is one massive ship.......
 
So what do y'all think of the Hull series and cargo design?

I'm having a hard time visualizing it. It didn't blow me away or wow me at first glance. I guess I was hoping/imagining cargo would mostly be contained within a hold (inside a ship), not strapped to the outside like some space pack mule.

It'll be interesting to see how it gets polished and implemented.

But man that Hull E is one massive ship.......


I think, realistically speaking, it's a great way to haul cargo (like train cars or those military cargo helicopters). As I understand it, the spine retracts when not in use, so it becomes much more compact to fly around without cargo.

I think the design makes a lot of sense.
 
I think, realistically speaking, it's a great way to haul cargo (like train cars or those military cargo helicopters). As I understand it, the spine retracts when not in use, so it becomes much more compact to fly around without cargo.

I think the design makes a lot of sense.
Yep. I actually really kinda like it.
 
Yep. I actually really kinda like it.

I like the idea as well. It also opens up the possibility to blow off part of the support structure dumping part of the cargo for you to scoop up/salvage. Or lefts you latch onto it and rip it off the ship...

Lots of interesting game mechanics can be opened up with this design.
 
Hull-A Q&A

They are doing a small Q&A for the different Hull models each day this week. Seems like they answered questions for a couple of the models though.

They also did the first "10 For The Artists" video yesterday. I thought it was pretty good and so far is my favorite "10 For The *blank*" type episode yet.
 
Hull-A Q&A

They are doing a small Q&A for the different Hull models each day this week. Seems like they answered questions for a couple of the models though.

They also did the first "10 For The Artists" video yesterday. I thought it was pretty good and so far is my favorite "10 For The *blank*" type episode yet.

I agree. I enjoyed the "10 for the Artist" far more than the usual "10 for the Chairman" or "10 for the Producers".
 
So the PTU 1.1.2 is live and includes the new "tutorial". I made a decision awhile ago not to mess with the PTU, so I haven't played this myself yet. But this is exciting....the tutorial pulls together some FPS, social, and (of course) flight aspects of the game....it's really starting to look like a game.

I enjoyed this video (not only for the content....which is just a sneak peak of the tutorial...but for the author's genuine excitement):

https://www.youtube.com/watch?v=cnS1k7N6Ak4
 
Have to say, I'm really enjoying the tutorial.

Flying definitely has a learning curve, but that's what I really like about it. Also makes me glad I downloaded VoiceAttack. 😉 I definitely think it's going to be a great way to control ship systems, especially when you're in the middle of focusing on flying and not button combos.


Also wondering - - how many here are using TrackIR?
 
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Don't know about TrackIR here, probably very few. Its a very niche product market, Combat Flight Sims, which has had fewer and fewer releases over the last decade. I also seem to feel that it is at the end of its life as well, with all the VR systems that are hitting the market in the next 6-12 months.
 
Don't know about TrackIR here, probably very few. Its a very niche product market, Combat Flight Sims, which has had fewer and fewer releases over the last decade. I also seem to feel that it is at the end of its life as well, with all the VR systems that are hitting the market in the next 6-12 months.


I'm really considering it, because I feel like I find myself wanting to free-look a lot, but having to hold down a key to do so (and lose control of the ship, which is a bit tedious when taking off / taxiing in-hangar / landing). Same issue I had when I was flying choppers in ArmA, where constant eye-balling was necessary in close-quarters areas during a landing or takeoff - - not to mention dogfighting. In the middle of a dogfight, it would be nice not to be so stuck on a "straight-ahead" view, especially when you're in a big glass cockpit with lots of visibility.

I think this video of an Aurora LN pilot is a really good example - - notice how he can maintain his view of close ships that evade the straight-ahead view of his ship - - his very first kill is a ship that slips off the side then up-and-over, and he never drops from his view.

https://www.youtube.com/watch?v=opMGRIpUbO8

The Occulus is something I may try for brief periods, but I can't see myself wearing that big thing on my face for extended hours.

(Also, with the upcoming release of ProjectCars, I think it would be awesome for situational awareness there as well. 😉 )
 
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I use TrackIR in Elite Dangerous. I was skeptical at first, but now I feel sorry for anyone without the ability to freely look around.

Being able to look around and target objects without your ship directly facing them or going through some menu. Accessing your ship menus just by looking in their direction. And of course tracking ships with ease in dogfights.
 
I definitely plan on testing (and hopefully getting) the OR before the game goes into true beta. From everything i've seen of it with SC it's just mind blowing.
 
Is SC worth the buy yet? I'm enjoying E😀 but wouldn't mind mixing it up if there's enough content to justify buying in.

It depends.

Right now all you can do is:

-walk around your hangar and look at your ship....limited interaction with hangar items and your ship.
-fly your ship in two different maps in free flight
-battle AI in your ship
-battle other players in your ship
-race in your ship
-earn rentals of other ships doing the above three things

Sometime in the next three months (my guess) we'll see an FPS module added to the game called Star Marine.

It's very much an alpha - networking issues everywhere, ships/controls/weapons out of whack (purposefully and not purposefully).

Paying $ right now means you're paying $ to be a tester.
 
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