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| Zitat von DJDeath
| Zitat von Expressreiskocher
... ein was?
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Das Rechteck mit dem Knick unten, dass dir deine Flugrichtung anzeigt und sich im Coupledmode immer mit dem Fadenkreuz mitbewegt.
Das bleibt da, wohin das Schiff ausgerichtet war, in dem Moment wo er entkoppelt.
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Das Ding hatte ich bisher völlig ignoriert, danke für den Tipp.
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Damit kann man dann solche Sachen machen:
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Das is ja eher nen avenger bug
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Jo gud eeee, mit der Mustang hätte ich wohl ein paar Sekunden eher up-thrust geben müssen.
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ok, mag mir jemand noch zusätzlich ne Mustang Alpha und ne Avenger in die Übersicht klatschen?
I am not a clever man
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| Zitat von WilhelmTell
ok, mag mir jemand noch zusätzlich ne Mustang Alpha und ne Avenger in die Übersicht klatschen?
I am not a clever man
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Erledigt.
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Und ich hab 315p und Freelancer weggeschmissen und dafür Aurora LX und Caterpiller geholt :>
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Yay, die erste Cat in der Corp. \o/
Aber warum die Aurora für die 315p?
Startpost ist geupdated.
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wo haste denn die cat her - grau-/schwarzmarkt, oder hab ich wieder was verpasst?
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| Zitat von Ruckus
Alle Starfarer sollen um dich rumkreisen und mit den Flügeln wackeln, sobald du trocken im Weltall rumtreibst
---
| ¤: Besser bewaffnet als ich dachte - 2x C4, 1x C5 und 2x C9.
¤²: | |
Find ich gut, ich hatte schon befürchtet, dass das Teil eine absolut wehrlose Beute für Piraten wäre. So scheint es sich durchaus verteidigen zu können.
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Ähm das ist meinem Verständnis nach ein Millitary Drop Ship? das sollte sich bei Landeoperationen schon verteidigen können?
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Starfarer ist ein Tanker.
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Als ich das teil zum ersten mal gesehen hab hab ich auch sofort daran gedacht.
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| Zitat von Expressreiskocher
Cowboy Beebop ist völlig überbewertet, das macht also garnichts.
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DU bist gleich überbewertet.
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| Zitat von Redh3ad
Starfarer ist ein Tanker.
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Aha...und was sind das für komische kapslen hinten dran? Wenn das die Tanks sind...warum haben die Fenster? *verwirrt bin*
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| Zitat von Redh3ad
Starfarer ist ein Traktor.
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ftfy
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| Zitat von Lunovis
| Zitat von Redh3ad
Starfarer ist ein Traktor.
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ftfy
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sandi, i hol di mitm traktor ab.
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| Zitat von NTGhost
| Zitat von Redh3ad
Starfarer ist ein Tanker.
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Aha...und was sind das für komische kapslen hinten dran? Wenn das die Tanks sind...warum haben die Fenster? *verwirrt bin*
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Fenster?
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| Zitat von Glätteisen
| Zitat von NTGhost
| Zitat von Redh3ad
Starfarer ist ein Tanker.
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Aha...und was sind das für komische kapslen hinten dran? Wenn das die Tanks sind...warum haben die Fenster? *verwirrt bin*
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Fenster?
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Da die langen Teile um die Tanks. Fenster damit der Space Marine von Welt sieht ob er im Lava Krater oder Methansee landet.
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Die sind da, damit man sehen kann, wie voll der Tank ist.
Ne, das sind mit Sicherheit keine Fenster.
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Ich seh da auch kein Fenster.
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Maaaan, wie voll Dein Tank ist!
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Wen's interessiert, RtV started gerade
- Bisher wissen sie (immer noch) noch nicht, ob die Hull C oder die Orion der nächste Concept Sale wird
- Auch noch kein Datum für die fliegbare Gladius
- FPS Module: "On track"
- CCU from same value ships: "Probably not possible" (aber: "schreibt eure Meinung")
- Monthly report kommt heute
- AC 1.0.1: "on track", "not too many days from now"
- AC Bucks: in 1.1.0
- Mining: Bald wird mehr darüber gesagt
- Herald: Not asigned to a technical designer yet
- AC: Bald Gladius, maybe Gladiator, remodeled Avenger & remodeled Cutlass (mit den Varianten)
- Tali: Close to hangar ready
- FPS module James: "Sooner than I expected to be"
- German office: "Coming together", speziell erwähnt: Crytek
- Super Hornet flyable for 2: Maybe before 2.0
- Ship range (short/long) for fighters: Short = inside one star system, long = with jumps
- Reclaimer updates: "Not next priority", als nächste "original multicrew ships"
- Star map news: "Soonish", wegen "changes to the persistence universe map"
- Avenger variants: Namen stehen, "in active development", "Chris is happy, team is happy"
- Namechange on the Bulldog: "No plan"
- HOTAS: "No update"
- Artwork for Orion: "Put together now", "Guess: 1-2 month"
- How big is the orion: "Similiar in size and scope to the Reclaimer"
- Update to 890 Jump: Nothing new until we need it
- Auction house: "Maybe no auction house, butr probably a way to sell stuff"
- Finished SQ42, can you stay in the Navy? "Maybe as reserve or as contractor"
- How many chapters in SQ42: "Don't know? 5? 6? 10?"
- Carrack Hangar ready: "Probably late in the year"
- TNGS S2: "Nothing yet"
- E:D - Hat noch keiner gespielt
und zuende
Umfangreichere notes
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[Dieser Beitrag wurde 34 mal editiert; zum letzten Mal von Ruckus am 09.01.2015 20:27]
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FPS arena
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Ähm...dürfen die das einfach aus Enders Game klauen? Wäre aber mal geil.
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| Retaliator close to hangar-ready.
Avenger variants coming after Retaliator.
Remodeled Avenger and Cutlass roughly coming sometime in Q1. | |
[soon]
---
¤²: Und da ist der Dezember-Report.
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[Dieser Beitrag wurde 2 mal editiert; zum letzten Mal von Expressreiskocher am 10.01.2015 1:10]
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tl;dr...
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Wenn die tl;dr Version schon fast ne Zusammenfassung benötigt...
CIG Santa Monica
The team is happy with being able to roll out Arena Commander v1 before the end of the year and looking forward to more stuff in 2015.
With v1, CIG added a lot of new systems to the game and improving existing systems. The missiles and sig system will get a lot of focus and attention going forward.
John Pritchett worked with Design, Art, Animation teams to update the IFCS system for new ships like the Cutlass.
Worked with Art and Illfonic to update the HUD.
Added some new weapons to the game for example, the Joker Distortion Cannons. Please note the items are not balanced well right now and this is something that will be worked on.
Finished and published the Mustang commercial and Imagine Trailer (re-imagining of a fan trailer).
CIG Austin
Art has been working on two primary projects: Characters and Props. *Wrapping up work on NPCs for ArcCorp and a NPC Medic.
Animation has been working on fixing bugs for Arena Commander v1 along with working on other character animations.
Work is moving nicely on standardizing environment construction across the project.
Doing some R&D on new modular fountain VFX for environments.
Ship team worked hard on getting the Hornet, Aurora, and Mustang variants ready for v1.
Designers have been working on high level designs for new landing zones.
The Odyssa and Mariana landing zones are now in Whitebox phase.
Special thanks to server engineers Tom Sawyer and Brian Mazza for their outstanding dedication and burning the midnight oil to support Arena Commander v1 launch, as well as the strong support from our DevOps, IT and QA departments.
The PU programming team has added Jason Ely (Elderlands, Crusader, Ultima) and is working on the Chat system.
QA team was mainly focused on Arena Commander v1 launch.
The first phase of the Public Test Universe was rolled out and looking forward to using the PUT for future releases.
IT team has been doing a lot of behind the scene work to support the backend networks and the Holiday Livestream.
Foundry 42
Helped a lot with squashing bugs for Arena Commander v1.
For SQ42, landing mechanics and AI for this has been in continued development.
Enhancements to the looting system and work on the PAW (Personal Arc Welder).
More progress on the switch to Wwise sound engine.
Rolled out v1 of the DataForge tool. DataForge allows devs to live edit data in script files, more data validation, and also contains StoryForge, a tool which will be used to add dialog to the game.
The Graphics Programming team was split between supporting AC v1 launch and continuing feature development.
Starting to refine ship damage so that damage will look different based on weapons. For example a ballistic weapon will dent the metalwork and often puncture holes, lasers will scorch the surface and leave a burning edge that will continue to eat through some of the metal work over the following seconds, and explosions will create a visible ripple that travels across the hull as the metalwork is bent and scorched.
Close to completing a new star shader that’ll allow artists to quickly populate the galaxy with various types of stars. The system can handle 1 million+ individually visible stars without losing detail while zoomed in (important for SQ42 cinematics).
Spent a lot of time researching and planning new engine features for the coming month.
Major project in the coming months will be on optimizing and reducing the number of draw calls to improve frame rate.
Design is working on an Arena Commander tutorial which should be ready soon.
A strike team has been working on the Retaliator to get it Hangar ready.
Additional work completed on the Vanduul Kingship bridge and Vanduul boarding ship along with the Starfarer.
Also working on the Cutlass and Avenger.
Began working with 3Lateral to add facial animation.
Continued to graybox Shubin station. All major components have been fleshed out and now starting on the finer details.
VFX team has done some major updates for all ship damage effects, fire, smoke, sparks, explosions, missiles, jet trails, etc. VFX has started plans for major pipeline overhaul.
Audio was entirely dedicated AC v1 release and continue to work on the transition to Wwise.
Behavior
Lots of time and effort spent on Arena Commander v1 lobby system and controller customization systems.
Design has been working on building planet side locations.
Some planet side locations are partly functional and you’ll be able to use your mobiGlas to interact with the shop’s inventory.
Working on the Elevators and how they will interact mechanics and gameplay wise.
Concept has been working on Nyx.
Art has finished up two new shops, Astro Armada and Medical Unit along with continuing work on Terra.
Programming has done a lot of work with Controller Customization. They’ve also built tools for the designers so they can define AI “archetypes”. The archetypes will be for activity scheduling for the NPCs.
Illfonic
Engineering has been busy implementing new features and squashing bugs for AC v1.
The HUD code for ships and FPS have been unified.
Work continues on the zero g push/pull system.
Implemented game rules for FPS elimination matches.
The burst cannon weapon has been hooked up ingame.
System for going prone and entering vents has been finished.
Animation had a big mocap shoot that took place mid December that captured new animation data for everything FPS.
Design has been working on blocking out the first few levels for the FPS module release. Two levels will be done by early January.
Turbulent
Launched new RSI homepage and layout.
Added the “Contact List”.
Major things planned for 2015 with the Community Hub, Starmap, Game Pillars and Career pages. Contact List will evelve to a full blown Friendship system.
Moon Collider
There weren’t as many AI issues as expected for Arena Commander v1 so a lot more work for SQ42 and PU were able to be done during this time.
Working on adding the ability to define groups. This would allow the AI so they can share data and coordinate their actions as a group.
Worked with the SQ42 team on assigning tasks for AI so the AI will switch between tasks smoothly.
Lots of work done for SQ42 AI. Improvements were made for use of cover and defending areas better.
Improved the AI Recorder tool to allow designers/devs to record AI behavior which will help with debugging.
Quelle
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| Zitat von Atomsk
wo haste denn die cat her - grau-/schwarzmarkt, oder hab ich wieder was verpasst?
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Normal im Store gekauft während dem Anniversary sale.
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| Hello Guys
The 300 series ships come default with Class 1 hard points but the player is allowed to replace those with class 2 gimballed hard points of an equivalent size.
Everyone likes a little more manoeuvrability on those wing turrets or at least I do
Hope this rectifies things and happy flying
Delanty | |
Wat.
Die Bewaffnungsklassen kann man aktuell echt völlig verdrängen.
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das war doch schon länger bekannt. afaik geht das so, dass du dann an einen s3 gimbal nur noch eine s2 flinte anhängen kannst, um das ein bisschen auszugleichen.
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War mir bisher nur bei den C3 bekannt - da kann man je nach Größe der Rakete dann halt mehr oder weniger pro Hardpoint aufnehmen.
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Thema: Star Citizen & Squadron 42 V ( [Redacted] ) |