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 Thema: Star Citizen & Squadron 42 V ( [Redacted] )
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Ruckus

AUP Ruckus 21.03.2008
Pirate Swarm confirmed


----





Sollte das tatsächlich Starfarer-Inneneinrichtung sein, wird der Detailgrad schön langsam abartig
[Dieser Beitrag wurde 2 mal editiert; zum letzten Mal von Ruckus am 02.04.2015 18:50]
02.04.2015 18:25:12  Zum letzten Beitrag
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Atomsk

Atomsk
Pfeil
ist eigentlich irgendwas bez. neuer relevanter joystick releases bekannt?
02.04.2015 22:37:20  Zum letzten Beitrag
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Karai

AUP Karai 18.01.2015
Mah...ich hasse Feiertage. Da geb ich immer Geld aus.

+Vanguard traurig
02.04.2015 23:49:39  Zum letzten Beitrag
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DJDeath

djdeath
Geht mir genauso.

+Alkohol
03.04.2015 0:14:01  Zum letzten Beitrag
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Kin-Luu

Leet
 
Zitat von DJDeath

Geht mir genauso.

+Alkohol



Kein Capital pledge?

I am safe.
03.04.2015 0:30:19  Zum letzten Beitrag
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Ruckus

AUP Ruckus 21.03.2008
...
Ich weiß nicht, ob ichs bisher nur übersehen hatte, aber sie haben bei den ganzen Schiffsseiten die Mounts auf das neue System upgedated.
03.04.2015 10:19:00  Zum letzten Beitrag
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DJDeath

djdeath
...
 
Zitat von Kin-Luu

 
Zitat von DJDeath

Geht mir genauso.

+Alkohol



Kein Capital pledge?

I am safe.



Gin pledge.
03.04.2015 10:36:22  Zum letzten Beitrag
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Expressreiskocher

AUP Expressreiskocher 07.12.2012
 
Zitat von Ruckus

Ich weiß nicht, ob ichs bisher nur übersehen hatte, aber sie haben bei den ganzen Schiffsseiten die Mounts auf das neue System upgedated.

Joahr, die Tabelle ist aber immernoch völlig chaotisch und mit widersprüchlichen Angaben. Breites Grinsen

---

Seite mit Übersicht aller mäglichen CCUs:
http://kgsherman.github.io/ccg/

---

 
Around the ‘Verse - Notes

– April Fools fish were very fishy.

– The Vanguard concept has been released. It’s very WWII twin-engine fighter, so it’s the first ship on that vein, and they’re very proud.

– 77 million $ – Thank you Vanguard, and thank you backers.

– After SXSW and PAX East, lots of new backers are joining, which is great.

– 1.1a is being worked on. It’s not just a minor addition – Gladiator will be worked on, lots of work on the server backend. Tutorial mode should make it in for 1.1b

– Lots of new backers are meaning petabites of data are being downloaded (according to Dev Ops). People playing AC in droves.

– Changing the Meet the Devs series – wants to be a more intimate conversation with the devs. First with the new design is the Meet the Devs with Gurmukh

3:45
News from the Spectrum

Santa Monica with Darian Vorlick and Lisa …ohainian? (I’m sorry)- new Production coordinator

– Two updates about the Gladiator – it’s being made Flight Ready – test animations being done. Working on the torpedoes for the Gladiator – new class of projectile.

– Something brewing called Pirate Swarm – a new game mode where you get to fly against pirates instead of Vanduul. Pirates are using hornets, mustangs, etc…

Denver with Kedhrin Gonzalez and Travis Day

– New design director from Crytek and God of War, overseeing design of the FPS, coming up with tweaks and such. Building not just FPS and AC modules, but PU and SQ42, so lots of considerations for FPS have to be considered for everything else as well.

– The way gun animations work, spread, rate of fire, things like that. Making everything flow together really well.

– Playing around with the Astro Arena level – a new mode called Sata Ball – an EVA anti-grav soccer. With shooting. 3D soccer with shooting. More info on this new mode soon.

– It’s a fun sporting event, but it helps teach the 0g situations that’ll exist in the PU.

Austin with Jake Ross and Andrew Win – Physics and Gameplay programmer.

– Austin and Behaviour – Behaviour are working on Nyx – Levsky landing zone. They’re in greybox with that. Nailed down the design, fleshing out details now.

– Andrew is working on the mining occupation prototype. Some of the core tech for the occupation’s being developed while it’s being designed.

– Right now, the cargo operator job works, there’s a mockup of the exploding asteroid fragments, and you can play as the cargo operator trying to slow down and pull in the fragments. Also the scan operator, manually firing scanning missiles – point of view missile that can be guided by wire.

UK with Pete and Dan – Junior environment artists.

– Shubin Interior – building assets for the interior of Shubin.

– Starts with design doing a broad pass, then they design sets – large room sets, small room sets, halways, etc… So they’re creating modular sets. So, all doors are in the same location, so it’s easier to click things together.

– Right now, they’re working on getting the mesh working, in greybox, no textures etc… once that’s done, they’ll start adding in shaders and such. The areas have the same pipeline as ships – really high resolution details on areas.

– Currently working on a large room and a small room. Large room set is less detailed, but its meant for things like Hangars. Smaller set has more high-frequency details – corridors, small rooms, tight spaces and such. Small rooms can be placed into larger room, to have small rooms in big rooms. Everything snaps together really well.

14:40
Subscribers Corner – new segment

– Segment is intended to give subscribers a special voice on AtV.

– Subscribers were given a whole bunch of REC recently. Intended to cover test badges.

– Imperators have access to the ‘unique’ ships they were promised. Vanduul will be accessible once the ship is flyable.

– Year 3 subscriber rewards will be released later today.

– They’ve started a thread in the subscribers den where questions for the subscribers corner can be asked.

15:50
Interview with Ryan Archer – James Wright – Senior Engine Programmer.

What is it you do here at CIG?

I’m a senior game engine programmer, which is, game engine in its traditional sense.

So you work a lot with the backend of CryEngine?

Yeah, kind of down in the guts of CryEngine, I’ve been involved in heading up our ‘large world’ effort – taking an FPS engine that supports maps that are 16km on an edge, and making it support maps that are millions of km, which has been an ongoing effort for us.

What are some of the challenges of that?

Some of the challenges are…it’s different, taking an established engine and adapting it to solve a new problem. It’s different than if you were starting from scratch. You’re working with trying to decide the best solution based on the technology that’s already there.

Cause you’re working on something that’s already been built, so you have to learn what they’ve done.

It kind of shapes the direction of which decisions you make.

So have you enjoyed working with cryengine? I know it can be strong, because of the details we can get, but i know it’s frustrating because it crashes a lot.

It’s been an interesting experience. Any time you wander into a huge code base that lots of great games have been made with an engine, you can tell that it’s changed over time, there’s different projects and different features. That’s my job, being able to take an existing engine and add features and make it able to do things no-one thought it’d have to do when it was first created.

Absolutely. So we’ve added a lot of guys from Frankfurt, guys who used to work for CryTek, have you had a chance to work with them yet?

Actually we’ve been starting to work together a lot. The Large World effort is now being run out of frankfurt. It was primarily me and another engineer for a lot of the work, and now we have a huge group of guys. We’re getting close to done, but it’s especially good to have the hands-on rendering expertise on the CryEngine rendering, because there’s a lot of changes that have to happen with the renderer, and also physics.

So they kind of have to reprogram CryEngine to help with it or?

Not reprogram, but shift things. Like, lets say you’re shipping on a previous generation of consoles, and you make an optimization decision on how transforms propagate through the rendering platform. For our title, that decision basically won’t work, because of the way we’re doing things, so now you need to change how transforms are handled, when you move to a more relative space for camera rendering, for example. Someone having that intimate knowledge of how the renderer works, who’s been through it and knows some of the pitfalls, it’s huge having those folks with us.

Yeah, it’s amazing the kind of talented people we’ve grabbed from companies as they’ve kind of moved on in their careers. I was talking to Jason Hutchins from Blizzard, and it just seems like we’ve got a lot of talented people who’ve joined because they’re proud of this project.

Yeah, i think it’s, we’ve pulled a lot of really good talent, in that it’s an interesting problem. It’s not another turn-based MMO, or the challenges might exist in scaling on the back-end server, but as far as real-time simulation, it’s just not that hard. We’re doing a high-fidelity, massive online game.

Yeah, we just did SXSW, and a lot of people I talked to that hadn’t seen the game were really impressed by the amount of detail our graphics get to. It’s, I haven’t seen anything quite like it yet, so.

Yeah, and it’s fun being a part of pushing the limits. And that’s part of our goal, to look good on a 4k monitor. If you rewound yourself 3 years and said that to someone working on a console title that, they’d look at you like you’re crazy. It’s cool to have that kind of spec, and the fun part of being a PC title is the challenge of scaling across a range of hardware. We’re really just starting to scratch the surface on the kind of work we have to scale well, and it’s tech we have to build to be able to do what we said we’d do, to have capital ships fighting with each other while groups board, and you have local physics sim on the capital ships with local gravity, and you have two capital ships duking it out with a bunch of fighters going around and, you can’t do that unless you build tech to support that kind of scaling. As an engine programmer it’s kind of exciting.

So what’s the one thing you feel like you’re most excited about for the future of the PU?

It goes back to what I was just saying. You look at sandbox games, where you have this kind of simple rules that create really interesting immersion experiences, I’m interested in having a true persistent universe that you can go out in, and end up in a fight with pirates or have a new buddy who’s going to help you complete some mission. The idea of the simple ruleset in the economics simulation that’s going to help create this living breathing thing, I’m really excited for that.

Yeah, it sounds really exciting, and as you explain I realize how ever piece of making something like that is important. Is that something you’re proud of so far, the work you’ve put in?

Yeah, and a lot of the ground-work has been laid, and a lot will be run out of Frankfurt now, but I’m excited to help chip in on those efforts. A big part of getting us to where we are now, I’m really proud of where we’ve gotten with the large-world effort. It was a huge problem to solve, taking an engine and getting it to do things it was never intended to do, which is support these gigantic maps, and … we didn’t just do the naive ‘okay, now everything’s 64-bit’, cause then there’s performance consequences. It was a very directed and targeted change. It was very surgical, and I can say we have no performance difference between running the game in 32 bit. And setting our programmers up for success, I feel like we’ve created an API for them, that if they make a mistake, it won’t compile. It’s not bulletproof of course, but it’s a nice, tight, clean solution for them. As an engine programmer, you want to create kind of a grammar than other programmers can express themselves in.

You’re building the canvas for other programmers who are the artists

Or am I mixing paint? Am I building the palette that they paint with? Or maybe I’m making pigment.

Well, it’s nice to see this side of things. It’s nice to see what the engineers are doing, you guys are a big part of what SC is doing. Thanks for sitting down with us.

Yeah, and thank the backers. Without your support, we couldn’t afford specialists like myself. It’s great being able to be a part of something this ambitious.

23:35
Sandi Flight school

Sandi and Disco Lando go to ‘Flight Club’.

Rule number one. Don’t talk about flight club. Rule number two. Don’t talk about flight club. Number three, if this is your first night of flight club, you have to flight.

32:20
Outro

– Tomorrow’s the last day of the Gladius free-fly – let CIG know what you want to fly next in the forums.

– Monthly report due tomorrow.

– Watch the comm-link for updates on 1.1a. It’ll be out when it’s ready – no word on if it’s this week or next week.

– CIG wants you to submit your dogfighting clips. Keep them to 30 seconds, there’s a thread about it on the forums.

– AtV is moving – starting next week, episodes will air 3 hours later, at Noon pacific. This will give production folks a bit more backup time to fix editing errors and such.

33:45
Sneak Peek

– Guy sitting in some MISC stuff. Looks like some Starfarer interior?



---

 
Reverse the ‘Verse
Notes

– Will Lewis is gone. They miss him, he did a great job. They’re adapting, right now.

– FPS module – Travis is there working on polish. The best indication of how it’s going is that they’re putting together a design post about it, and they’re getting screenshots ready for it in seconds.

– Sneak Peek for this week was the Starfarer.

– 1.1a is Very close. QA is looking at a build right now. It’s at the point where it’s on the PTU, but not yet public. More information hopefully later today.

– The increase in people playing has been great. Concurrency has doubled since PAX and SXSW, which is helping reveal lots of flaws. Guys in Austin are doing a great job trying to fix it. The increase in players has been invaluable. More people playing equals more people breaking it, which will equal a better game in the future.

– GamesCom – Expect news by the end of next week hopefully.

– Citizen Con news – In about a month. Working on cool stuff for this.

– They did a post-mortem on their last events, but they think, especially PAX East, there wasn’t enough to do. Weren’t enough staff or giveaways or anything. So they’re putting together more interesting stuff for Gamescom and Citizen Con.

– Expect to see more from Frankfurt soon – Ben just got a cut of the ‘inside Frankfurt’ video today, that has to be approved first, but we should be getting it…if not this week then next week.

– Was the Vanguard being fast tracked for SQ42? – Ben’s not sure if it’s set to appear in SQ42. It wasn’t really fast tracked, it came in at the same time as the Hull series, it’s the first of the Wave 4, Hull is last of Wave 3, and hull’s just taking longer cause they’re turning it into a whole series of ships. Vanguard just happened to nudge ahead.

– Apart from the Hull, what are the next two concepts? Ben can’t say yet, because he doesn’t know offhand, and it’s going to be a bit of a race. Concept going on Reliant, Endeavour, Crucible, etc… Four or five out for concept right now.

– The Community team gets frustrated with the community sometimes, but it’s still the best job in the world. They really believe in what they’re doing, and they believe that the work they do matters. They’re usually not very stressed.

– Corvette concept sale this year? – TBD

– Santa Monica and Turbulent don’t have their monthly updates in yet.

– Illfonic are a bit busy, that’s why their monthly update isn’t in yet.

– Update on the Merlin – soon-ish. It’s needed, so it’ll be coming soon.

– No updates on Carrack – Still waiting on technical designer.

– No known Herald variants.

– Endeavour is in the process of being concepted.

– No deliberate separation of module releases per se. Many things to take into consideration.

– Vanguard getting some changes based on feedback – something very minor though.

– Endeavour – wave 4 concept ship. It’s the hospital sized science platform. It’s a bigger ship – very modular, so it can take multiple roles. Science is a broad term. It can do research, help with mining, scan things, very modular so it can have a lot of different roles.

– The Trout concept sale has been pushed back indefinitely.

– There will be a “real” vault update today.

– We will learn more about Wave 4 ships as they come online.

– No idea of water hangars will happen or not.

– 1.1a is adding the Gladiator

– The Herald is looking good – it’s being put in engine now.

– No news on if the Idris will be locked so it can’t be gifted – something about federal gifting laws.

– Cutlass is being reworked in Foundry 42 – variants will be adapted after the Black is done.

– More Empire Reports are going to be filmed at the YouTube stage soon.

– James broke the aspect ration on this week’s RtV. [Will used to set up the stream.]

– Vanguard does not come with torpedoes ‘Torps’ by default.

– News on the Phoenix in the near future – Constellation’s being worked on right now.

– They’re talking about how Star Citizen is a cake.

– Now it’s a burrito. AC is beef, FPS is cheese. Something something.

– The 100gb thing went ‘viral’. If you go back to the initial post, he’s saying it COULD be bigger than 30 gigs. There is NO guarantee that the game will be a 100 gig game. There’ll be many variables when it’s finished – how much is stored locally, how much is streamed, etc…

– 3 year sub perks going out today.

– Jenny is here! (in Santa Monica)

– The inside of the Cutlass is changing, they posted previews of that a few weeks back.

– SXSW skins will be put up in the store…as soon as Turbulent can put them up.

– Minimum age for Gamescom is probably 18, but they’ll check and let us know.

– Next Friday – details on GamesCom event.

– Sandi and Ben will dogfight in two weeks.

– The Caterpillar probably won’t be able to grow and shrink by adding/removing modules. Ben forgot the Caterpillar existed (this does not mean everyone did… just him briefly. He is going to check up on its progress.)

– Star Marine hoodie will available in the next month or two.

– Baseball hats will be available in the next few weeks.

– Star Map ETA – Chris is making it a priority.

– Jenny is in charge of social media. ‘Synergistic Synergy! Paradigm! Metrics!’

– No update on the Merchantman.

– Boarding – The FPS module… BUT IN YOUR SHIP! Latch on and get on board.

– No current plans for an event in Asia. Notoriously hard sell in Asia, so…yeah. Agitate for it, if you’re in the region. People have to tell CIG they want them there, for them to go somewhere.

– Avenger variants are not forgotten or lost.

– There is a little bit of space in the Vanguard for cargo… not much and not dedicated to cargo.

– October 10th is CitizenCon in Manchester, UK.

– They’re going to do something up in Montreal later this summer.

– Xi’An Volper bomber in concept.

– FPS will launch with Zero-G arena combat.

– They’re working on Esports modes for Arena Commander.

– Alexis is doing an interview with Behaviour next week.

– Next Deep Dive Design post is either tomorrow or next week -> FPS-related. Stance and Breathing stuff

– Systems will be in place to prevent insurance fraud.

– Any ship will be CCUable in the future. The system is in development with Behaviour. Direct paths from every ship to every other ship. (still needs to be flyable)

– Year 3 subscriber rewards will be going up today.

– Org 2.0 is still in development. Chris wants to make it more of a priority to get done. Org Logs and such. Some things might come earlier than other.

– More weapons in VD soon.

– Research and development on Planetary procedural generation underway.

– CIG have no plans for Pax Prime so far.

– More T-shirts coming but not soon.

– Chris Roberts leaving this Saturday for Manchester. He will be gone for a few months to direct the performance capture shoot for Squadron 42.

– Space Plant, GamesCom 2014 trophy, and much more are in the works.

– Cities will be fairly large on Planetside.

– In the early days at Santa Monica, Travis Day did everything… PC setup, payroll, everything.

– Is Star Citizen going to be awesome? It will be awesome.

[Dieser Beitrag wurde 2 mal editiert; zum letzten Mal von Expressreiskocher am 03.04.2015 14:18]
03.04.2015 14:13:15  Zum letzten Beitrag
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Ruckus

AUP Ruckus 21.03.2008
 
Zitat von Expressreiskocher

 
Zitat von Ruckus

Ich weiß nicht, ob ichs bisher nur übersehen hatte, aber sie haben bei den ganzen Schiffsseiten die Mounts auf das neue System upgedated.

Joahr, die Tabelle ist aber immernoch völlig chaotisch und mit widersprüchlichen Angaben. Breites Grinsen



Als ob du was anderes erwartet hättest... Breites Grinsen
[Dieser Beitrag wurde 1 mal editiert; zum letzten Mal von Ruckus am 03.04.2015 14:21]
03.04.2015 14:20:48  Zum letzten Beitrag
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Expressreiskocher

AUP Expressreiskocher 07.12.2012
03.04.2015 14:23:23  Zum letzten Beitrag
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Ruckus

AUP Ruckus 21.03.2008
Monthly Report

 
At the same time our internal modeling team has been working diligently on building out ships like the Herald, P-52 Merlin, Xi’an Scout, and even starting in on the Vanguard.

<3


 
CCU’s!

Don’t worry! We know how convoluted upgrading pledges is now that AC has that many flyable ships! We spent many hours in March to devise how the new CCU system will function. We are hoping to be tackling the development of this feature soon to replace the current very complicated flow.

Our current thinking is to allow you to upgrade by either starting with a ship you own or by choosing the ship you want to ugprade to. Both ways should be possible. In the case of the former you could see all potential upgrades and their pricing very easily from your hangar. For the latter, the store pages would allow you to see from which of your ships you can reach the designated destination ship.

Obviously, we want to get rid of the multi-step upgrade and allow you to go straight from an Aurora to a Freelancer if you so choose.



Dass das aktuelle CCU-System nicht dauerhaft tragbar ist steht außer Frage. Ich hoffe aber, dass das System insofern gleich bleibt als dass man einen Upgrade-Token erwirbt, den man bunkern kann und das Upgrade nicht sofort durchgeführt wird. So kann man sich die Limited-Upgrades weiterhin holen, und nur dann anwenden, wenn man sicher ist, dass man sie auch verwenden will.
[Dieser Beitrag wurde 2 mal editiert; zum letzten Mal von Ruckus am 04.04.2015 9:29]
04.04.2015 9:10:00  Zum letzten Beitrag
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Ruckus

AUP Ruckus 21.03.2008
@Hetzi: Size 1- Missile- Guide

04.04.2015 15:11:09  Zum letzten Beitrag
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Expressreiskocher

AUP Expressreiskocher 07.12.2012
...
Subscriber bekommen jetzt REC, nett.
04.04.2015 17:53:42  Zum letzten Beitrag
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[2XS]Nighthawk

AUP [2XS]Nighthawk 04.05.2015
verschmitzt lachen
#p2w,#riddickinc
04.04.2015 17:57:30  Zum letzten Beitrag
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Ruckus

AUP Ruckus 21.03.2008
 
Zitat von Expressreiskocher

Subscriber bekommen jetzt REC, nett.



Aha, seitenlange Logs posten ohne diese zu lesen...
[Dieser Beitrag wurde 1 mal editiert; zum letzten Mal von Ruckus am 04.04.2015 18:02]
04.04.2015 18:01:36  Zum letzten Beitrag
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Expressreiskocher

AUP Expressreiskocher 07.12.2012
Hem?

 
“TEST PILOT” access – a monthly allotment of Rental Equipment Credits (REC) to cover the seven-day rental of up to an Anvil Hornet in Arena Commander each month. Test Pilot REC may be used for ships or weapons, or even saved for the future! (11,000 REC, awarded monthly.) REC can be used in Arena Commander AND Star Marine.


 
“ADVANCED TEST PILOT” access – a monthly allotment of Rental Equipment Credits (REC) to cover the seven-day rental of up to an Anvil Super Hornet in Arena Commander each month. Test Pilot REC may be used for ships or weapons, or even saved for the future! (16,500 REC, awarded monthly.) REC can be used in Arena Commander AND Star Marine.

04.04.2015 18:03:23  Zum letzten Beitrag
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Ruckus

AUP Ruckus 21.03.2008
 
Zitat von Expressreiskocher

Hem?



Weil sie das in AtV/RtV angekündigt hatten Augenzwinkern, z.B.

 
– Subscribers were given a whole bunch of REC recently. Intended to cover test badges.



---

Ich hab mir zum Testen mal die Marksman- Missiles geholt, mit denen werde ich gar nicht warm traurig
[Dieser Beitrag wurde 1 mal editiert; zum letzten Mal von Ruckus am 04.04.2015 18:07]
04.04.2015 18:06:02  Zum letzten Beitrag
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Expressreiskocher

AUP Expressreiskocher 07.12.2012
Ah, okay - hatte ich tatsächlich überlesen und jetzt grade in dem Year 3 Subscriber Perks-Artikel gesehen.

---

[Dieser Beitrag wurde 1 mal editiert; zum letzten Mal von Expressreiskocher am 04.04.2015 18:18]
04.04.2015 18:07:47  Zum letzten Beitrag
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Fersoltil

AUP Fersoltil 07.04.2015
Was ist denn das für ein hässliches Ding vor der Carrack?
04.04.2015 18:34:53  Zum letzten Beitrag
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[UFP]Sobrek

[UFP]Sobrek
 
Zitat von Fersoltil

Was ist denn das für ein hässliches Ding vor der Carrack?



Herald
Effektiv 2 Riesentriebwerke an die man ne Kanzel gespaxt hat.
[Dieser Beitrag wurde 1 mal editiert; zum letzten Mal von [UFP]Sobrek am 04.04.2015 18:36]
04.04.2015 18:35:38  Zum letzten Beitrag
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Ruckus

AUP Ruckus 21.03.2008
Jetzt hätte ich mal Tracking mit dem Handy ausprobiert. Mein Billig-Android kriegt keine Connection, das Alt-Apfelteil ist sowieso immun gegen alles nützliche, das Android-Tablet würde es können, aber so ein Teil an den Kopf zu tackern.. nee. Schade.
04.04.2015 18:40:45  Zum letzten Beitrag
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Hetzenauer

Hetzenauer
 
Zitat von Ruckus

... das Android-Tablet würde es können, aber so ein Teil an den Kopf zu tackern.. nee. Schade.



Bin ich der einzige, der das gerne sehen würde? Breites Grinsen

----------------------------------------
If you can´t shoot it up - blow it up !
HETZENAUER
----------------------------------------
05.04.2015 14:13:16  Zum letzten Beitrag
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Atomsk

Atomsk
Pfeil
hab mir jetzt auch mal testweise diese schreibtischhalterungen für die joysticks gebastelt.
aber ich muss sagen, dass ich nicht wirklich zufriden damit bin. entweder kolidiert man ständig mit den armlehnen des stuhls oder die teile sind zu weit auseinanter.
bei nem warthog kann ichs mir ja noch vorstellen. der hat ne winzige basis. aber ansonsten sind joysticks untenrum zu fett.
wenn man die irgendwo anschraubt, dann an den stuhl selbst.
05.04.2015 14:43:17  Zum letzten Beitrag
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weissbrot

weissbrot
Winzig... oO
05.04.2015 15:06:42  Zum letzten Beitrag
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Noch_ein_Kamel

Guerilla
Ohne der Metallplatte ;-)
05.04.2015 15:11:56  Zum letzten Beitrag
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Hetzenauer

Hetzenauer
 
Zitat von Atomsk

hab mir jetzt auch mal testweise diese schreibtischhalterungen für die joysticks gebastelt.
aber ich muss sagen, dass ich nicht wirklich zufriden damit bin. entweder kolidiert man ständig mit den armlehnen des stuhls oder die teile sind zu weit auseinanter.
bei nem warthog kann ichs mir ja noch vorstellen. der hat ne winzige basis. aber ansonsten sind joysticks untenrum zu fett.
wenn man die irgendwo anschraubt, dann an den stuhl selbst.



Ich werde da bei Gelegenheit auch mal dran gehen.
Kam zum selben Ergebnis wie Du.
Ich werde unten an der Sitzfläche an die Befestigungsschrauben der Armlehne gehen. Das sollte haltbar sein und mit nichts kollidieren.
Einfach 2 Bretter und längere Schrauben für den Anfang.
Damit kann man dann mit Unterlagbrettern die Höhe einstellen und dazu noch die Arme auf den Lehnen ablegen.

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If you can´t shoot it up - blow it up !
HETZENAUER
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05.04.2015 19:23:35  Zum letzten Beitrag
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Atomsk

Atomsk
Pfeil
 
Zitat von Hetzenauer

die Befestigungsschrauben der Armlehne



das wird bei mir nix - ich hatte die damals mit rotem loctite gesichert. die kommen nicht mehr raus Breites Grinsen


abgesehn von der ganzen halterungsgeschichte - so witzig es auch ist, ich weiß nicht, ob ich mit nem dual stick setup klar komme. ich muss noch ein bischen testen. dann kann ich vielleicht sagen, ob es das setup oder die hardware ist, was mir nicht liegt.
[Dieser Beitrag wurde 1 mal editiert; zum letzten Mal von Atomsk am 05.04.2015 19:42]
05.04.2015 19:40:36  Zum letzten Beitrag
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Expressreiskocher

AUP Expressreiskocher 07.12.2012
 
Good morning all,

We’ve pushed a test build of 1.1.1 to the Public Test Universe this morning.

We'll have further patch notes later this week, but headliners are:

Gladiator is Flight Ready!
Gunner Seat Functionality for both the Gladiator and the Super Hornet
Sledge II game balancing
REC adjustments
Various bug fixes, including for the first of many client optimizations, assorted fixes for client crashes, and updates to improve multiplayer stability (though we still have some outstanding items to work on)

As soon as we feel 1.1.1 on PTU is stable, we’ll be pushing it out 1.1.1 to the Live Service (as early as tomorrow, but we’ll notify you here with further updates).

Instructions for Public Test Universe:

Log on to https://robertsspaceindustries.com with your normal credentials.
Click My RSI on the top right, then My Account, then Public Test Universe (in yellow) or go to https://robertsspaceindustries.com/account/ptu.
Click “Copy account to PTU” to start the account copy process over from the Live Service to the PTU Service. This process may take several minutes to complete.
Once done, you’ll receive an email with your PTU password and additional instructions for how to access the service

06.04.2015 16:54:28  Zum letzten Beitrag
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Glätteisen

AUP Glätteisen 15.02.2012
Gladiator Fly Free Week inc?
Würd die gern mal ausprobieren.
06.04.2015 16:59:09  Zum letzten Beitrag
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Expressreiskocher

AUP Expressreiskocher 07.12.2012
Verkauft, bereue nichts.

#vanguardmasterrace
06.04.2015 16:59:54  Zum letzten Beitrag
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