i am thinking a rendered CGI from the game engine considering what Stringjam has said.
I hope CIG consider re-doing the Freelancer and Hull cockpit designs to be something more similar to this "bubble" design. I'm a big fan of it.
Check in "NVIDIA Control Panel - Display - Adjust desktop size and position" what type of scaling mode you have there (set it to "Aspect Ratio" if it is something else) and who performs the scaling (your display/monitor or your GPU/graphics card). It does no quite explain why the scaled image is not centered on the screen, but maybe you have scaling done by display and your display does that placement in the top left corner.I need to get the full screen problem sorted out..playing in windowed is weird and I don't have enough GPU to run it at 4k/native res.
And they didn't put a lot of weapons on it (one S1 hardpoint but I think that's for the mining laser).....I was worried CIG would combatify the mining ship like they seem to do with everything else (like the 890 Jump....still amazed a luxury cruiser with a hot tub has weapons.....).
I won't buy it, but it's now sitting at the top of my "earn it in-game" list right next to the Herald and Cutlass
I agree with you on the Prospector not being combatified, as long as it has the appropriate defense measures in place, because, let's face it...this ship will be pirate bait.
I think giving up weapons, it should have a Q-drive with a very quick spool and some serious shielding, otherwise any pirate in any ship could come along and make short work of it fairly quickly.
Even something like an EMP shielding would be a good idea.
The 890J on the other hand I think warrants both offense and defense. It is a premier executive people hauler, and people are the most valuable cargo of all. Pirates should be made to think twice about attacking an 890J - - if I was Origin manufacturing such a vessel, I would certainly arm it as well as possible - especially since this is a no-expense spared type of vessel.
One thing we won't know until a big ship gets in game (the Starfarer will likely be first) is how in the world these enormous, slow, sitting ducks are going to defend themselves. I think CIG is going to have to be creative with defensive mechanics and auto-turrets or these ships are going to have a very rough go of it. It's just not feasible to hire a dozen Vanguards to escort everywhere you go.
Just wondering what the Andandtech consensus is on a Squadron 42 release date ?
I bought back in November,played for a day and uninstalled. Liked what I seen but just not interested in the PU til its close to release.
Is mid 2017 to early 2018 a realistic release window to expect for squadron 42 ?
I don't know that we have a consensus, but my prediction is 1Q17. I know the trailer for Squadron 42 says "2016" on it, but it also says nothing else. That could very well mean....we'll start selling Squadron 42 in 2016 (and they did....it's now a separate product effective 2/15/16).
I think we'll see Star Citizen's beta release a year after that.
I don't know that we have a consensus, but my prediction is 1Q17. I know the trailer for Squadron 42 says "2016" on it, but it also says nothing else. That could very well mean....we'll start selling Squadron 42 in 2016 (and they did....it's now a separate product effective 2/15/16).
I think we'll see Star Citizen's beta release a year after that.
By that time it will be more expensive and without LTI.Yeah, I'm not buying it now either.
I'll probably pick it up when they get procedural done and get the mining mechanic working in the PU...I won't be able to resist at that point.
Whats the game design ideas behind rock pewpew?
A bit deeper look:Planetary mining? What about asteroids and other small space objects?
The Prospector can also land on asteroids and small objects if they are big enough to accommodate it, but the purpose of landing is to allow for mining deeper under the surface, so if the asteroid is only twice the size of the Prospector, it’s likely not worth doing.
Planetside mining will be broken down into the following phases:
- Scanning – The first step should be to identify where the mineral pockets are under the surface. This way the miner can search around until they’ve found a spot that’s rich in minerals, or contains the resource they’re specifically searching for.
- Landing & Prepping – The next step would be to find a safe, flat place to land that is above the selected mineral pocket. Once touched down, the pilot can then activate the ship’s deep core mining mode, in which the mining laser arm will extend further out and point downwards. In this state more power is able to be pushed to the mining laser as other ship systems are now turned off, so the laser will be visibly more powerful and can mine deeper under the surface.
- Mining & Extracting – This would be a slightly more drawn out process than surface mining, as the mining laser has to bore a hole down to where the mineral pocket is. Once a path to the resource is cleared, the tractor beam begins extraction and begins to fill the storage crates.
- Selling or Dropping – The Prospector is quite unique in that it can either take a full load of resources back to a station or refinery for selling, or it can drop the cargo on the spot and begin to fill one of the collapsed storage crates it has in reserve. This makes it very good for working in unison with other Prospectors and cargo haulers.
Whats the game design ideas behind rock pewpew?
Check in "NVIDIA Control Panel - Display - Adjust desktop size and position" what type of scaling mode you have there (set it to "Aspect Ratio" if it is something else) and who performs the scaling (your display/monitor or your GPU/graphics card). It does no quite explain why the scaled image is not centered on the screen, but maybe you have scaling done by display and your display does that placement in the top left corner.
Other games are running correctly in full screen when set at 1920x1080?
So....I couldn't resist.
I'm now an owner of the amazing, wonderful rock pewpew.![]()