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BeitragBeitrag #16 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 02:45

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Let there be light! (3.3 ptu)
Post at: Fr 12. Okt 2018, 02:42
By /u/2415xSmarter

So they made it easier to see dark side of planets with or without lights. However, they also bumped up the power of ship lights. Or at least on the cutlass. Those suckers are nuts.

https://imgur.com/a/diHcmgu

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BeitragBeitrag #17 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 02:55

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Valkyrie cargo
Post at: Fr 12. Okt 2018, 02:52
By /u/rostamike

Why can't it hold any SCU? I mean there's plenty of space for that. In the livestream they sad they aren't planning on changing it. I understand that this is purely a dropship, but there's plenty of space for cargo even if there's a vehicle in the bay. Or will there be a cargo variant maybe? Modules? As soon as it became available for pledge, I CCUd my Cutlass expecting cargo capabilities, but now I'm not so sure it was worth it.

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BeitragBeitrag #18 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 03:05

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Star Citizen: Hammerhead Getting Shot By Station Turrets
Post at: Fr 12. Okt 2018, 03:01
By /u/pknake

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First time playing 3.3, 100+ fps! (Specs in desc)
Post at: Fr 12. Okt 2018, 03:01
By /u/G9third

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Transparent Text On Screen?
Post at: Fr 12. Okt 2018, 03:03
By /u/DasKarl

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BeitragBeitrag #19 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 03:10

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Just a little something for the cutlass owners.
Post at: Fr 12. Okt 2018, 03:07
By /u/kekti

For those who haven't noticed, in 3.3 they finally fixed the jump seats in the back of the Cutlass to where they fold up and down again.

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Dread Pirate Robbers org logo
Post at: Fr 12. Okt 2018, 03:09
By /u/Dowlphin

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BeitragBeitrag #20 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 03:20

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Buying ships in 3.3
Post at: Fr 12. Okt 2018, 03:20
By /u/RealPiledrive

Hi All, so a question for people in the PTU, is the ability to buy ships in the 3.3 release? or are we only getting this when Hurston comes in a later 3.3.x patch?

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BeitragBeitrag #21 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 03:25

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Anvil Valkyrie In Game Tour!
Post at: Fr 12. Okt 2018, 03:21
By /u/STLYoungblood

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BeitragBeitrag #22 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 03:45

Updated at: Fr 12. Okt 2018, 03:45

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I threw up some video of my Mustang Omega flying in 3.3
Post at: Fr 12. Okt 2018, 03:41
By /u/th3st0rmtr00p3r

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poor guy
Post at: Fr 12. Okt 2018, 03:41
By /u/sobural

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How the hell do you get into the Hammerhead?
Post at: Fr 12. Okt 2018, 03:43
By /u/Method320

I'm in the PTU, there seems to be an elevator but I'm not sure its placed in the right spot on the ship...?



This is what it looks like when the elevator is called down: https://cdn.discordapp.com/attachments/222400037790023691/500132141905084453/ScreenShot0000.jpg



This is what it looks like when its up: https://cdn.discordapp.com/attachments/222400037790023691/500132411154366468/ScreenShot0002.jpg



...how do I get in?

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BeitragBeitrag #23 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 03:55

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I prematurely ejected
Post at: Fr 12. Okt 2018, 03:51
By /u/th3st0rmtr00p3r

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Just started the game and this is bothering me.
Post at: Fr 12. Okt 2018, 03:53
By /u/Norfma

Hey guys, after looking and customizing the controls for 2 hours I'm left with those problems.



- I can't seem to find any buttons to deselect/clear my current targeted ship. This is highly annoying since whenever I'm pitching/yawing in the target direction, it keeps slowly drifting to aim towards the target.



- I don't think there's a way to set a binding for throttle in decoupled mode, I have to use the strafing.



- How the hell do I send local chat message on the F12 chat ? It'd be easier to ask the guys my questions in game.

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BeitragBeitrag #24 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 04:05

Updated at: Fr 12. Okt 2018, 04:05

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I tried the new flight model coming in 3.4 while I was at CitCon. Here's what I saw.
Post at: Fr 12. Okt 2018, 04:01
By /u/whitesnake8

Hello everyone,

I was fortunate to be able to travel to CitCon and get forty minutes with the new flight mechanics coming in 3.4. I’ve gotten some questions about my experience testing the new model and thought that writing something up could help.

I will try not to offer my opinion much but only directly state what is in the new build and how it differs from 3.2 / 3.3. I will attempt to not just recap what was on the panel (which you can all watch yourselves) but add more detail.

HUD

Not technically flight mechanics but I have to explain it for reference. Here's a picture.

Here are the noteworthy changes (I will explain after this what some of these mean):

  • Longitudinal speed tape replaced by combined IFCS target speed setting / longitudinal speed indication / SCM limiter carots (left side)
  • Addition of “acceleration limiter gauge” (right side)
  • Return/revamp of g-meter (bottom middle)
  • Replacement of IFCS setting indicators (Coupled, G-safe) with icons (lower right)


IFCS - THROTTLE

One of the most notable changes is to how the throttle works.

Previously the throttle worked sort of like “cruise control” - your throttle position told the IFCS what forward velocity you want, and the IFCS would automatically apply thrust (often close to as much as was possible, depending on ramp up/down) to accelerate to that value. When you turned, it would automatically thrust to reduce your previous vector and get to your new desired vector depending on your new orientation.

The IFCS still does this, but the way the physical throttle delivers your “target velocity” to the IFCS is done more indirectly. Essentially, when your throttle is at zero, whatever speed you currently have becomes your desired speed, and this speed is represented by a yellow dot on the new left side of the HUD. Your throttle, whether it is a physical throttle or just your W / S keys, will now apply acceleration if you take it out of the neutral position or press the keys, respectively.


  • Physical throttle: the amount of thrust applied will be proportional to your throttle position but also dependent on your acceleration limiter (which I will explain shortly). You can press a button to switch to retro thrust.

  • W / S keys: the amount of thrust applied will be dependent on your acceleration limiter (which I will explain shortly).

  • Forward/back analog strafe: this works as before, with your deflection setting a proportional target velocity.

  • Lateral and longitudinal analog strafe work as before as well.

  • Lateral and longitudinal binary strafe: unsure but I expect that they work as before as well. If anyone has any more information, please let me know!


IFCS - ACCELERATION LIMITER

CIG hasn’t settled on a name for this yet, but it’s on the right side of the HUD. It essentially limits the amount of acceleration that can be commanded by the IFCS at any time, in any direction. In the panel, CIG labeled it “acceleration control”, but I do not think that is specific enough because technically your throttle controls acceleration as well. I believe “acceleration limiter” is an appropriate name because the mechanic is consistent with the SCM limiter in functionality, just applied to acceleration instead of velocity.

The acceleration limiter essentially gives omnithrottle control to players, a concept that I’ve discussed before. Essentially, with strafe keys, strafe axes or the new throttle, you will command your desired direction is motion (as well as change your target velocity in the case of the new throttle); with the acceleration limiter, you will be able to control how quickly those velocity changes occur.

So think: direction with strafe or throttle, magnitude with acceleration limiter.

The only caveat to this is the analog strafe in decoupled mode, and the new throttle with a physical throttle like on a HOTAS. In this case, both have a range of input, so along with direction they also command acceleration. According to one of the developers I asked, the two magnitude inputs will work together, with the strafe/throttle trimming the acceleration limiter. For example, if your acceleration limiter is at 50%, and you move the HOTAS throttle 20% of the way forward, your ship will accelerate forward at 10% of the maximum acceleration possible (0.2 x 0.5 = 0.1 = 10%).

I think the most useful attribute of the acceleration limiter might be that it applies in all six degrees of freedom. Remember the issues folks had when trying to land or takeoff with mouse and keyboard? Even with precision mode, remember that binary strafe inputs at either 0% or 100% - this meant that there was no way to ease down or up off a landing pad. What the acceleration limiter gives you is a customizable precision setting. This way you can reduce acceleration gradually as you near a landing pad, even with binary inputs, like you’d have with a keyboard.

DUAL STICK

Currently dual stick is not be affected by the throttle changes. You still command target velocity directly with your inputs. It’s unclear if this is intentional. Opinion: I think it should stay like this. Previously, there was no difference between throttle and forward strafe. Now there is and there’s benefit to using both or deciding which one to use depending on your flight style. Based on some comments David Colson made on The Warships Podcast, it sounds like they want there to be different options available to more experienced players rather than force everyone to use the same control schemes.

AFTERBURNER

Like they said in the panel, the previous AB1 and AB2 are gone, and what was once called boost is now more appropriately called afterburner. There’s no detail to go into here. I tested and it’s exactly as they said.

CRUISE / SCM LIMITER

Cruise mode is almost gone, but the nice thing is that the thing CIG has had the most problems with since early 2.x (transition between SCM and CRUISE/AB2 modes) is gone. Each ship has a high speed limit (somewhere close to their previous AB2 limit), with an optional “SCM limiter” you can flick on to keep you to a more manageable speed.

There is one additional caveat: at some speed, in coupled mode, the IFCS will start limiting your rotation rate for safety (to avoid massive slide). You can easily override this by decoupling. I asked Andy Nicholson if this transition speed started at the SCM limit and he said that he believed so. He did say that the transition felt abrupt currently to many people and that they would be looking into more gradual transition curves to smooth it out a bit.

I also asked him if there was a chance that we would be able to customize the SCM limiter setting (sort of like we can with the acceleration limiter), and he said that many had brought that up and that they didn’t see why that could not become a feature given how SCM works now.

SHIP ACCELERATION REBALANCING

This is going to be a debated issue, but I’ll just give you what my experience is. I only got to test the Gladius. Yes, acceleration is reduced massively. Yes, the acceleration ration of main thrusters to maneuvering thrusters is very noticeable. And, yes, it heavily impacted what combat looked like during the floor demo. Generally, ships were having trouble avoiding massive overshoots, joust, or ending up in giant, long-distance circling battles. Part of this could have been players not being familiar with their control setups (as opposed to being on their home computer; for example, I couldn’t find the afterburner button), and part of it could have been less practice with the new mechanics.

I will say this: to me, the acceleration felt the lowest it has ever been, on par or possibly lower than 2.0/2.1. The difference between this patch and those, though, is that a large part of the “driftiness” of 2.0/2.1 was due to very low jerk values. I’m no t certain, but this felt more responsive. I suspect that acceleration is what has been reduced, rather than jerk.

ENHANCED STICK PRECISION (ESP)

I did not notice ESP but I did not feel like aiming was difficult - it felt natural, though I was flailing about a bit, mostly I think because I was on a control setup I was not used to. This either means that ESP was working so well that I didn’t notice it, or that I was too focused on overcoming the control issues and my own lack of recent practice to notice it.

David Colson in his interview on The Warships Podcast, 27:01 said that not many changes were made to ESP for this build, but that the changes of the flight mechanics have made it work better. Given my experience playing the build, I buy that. I suspect this is mostly due to the massive reduction in acceleration for the ships.

THRUSTER HEAT/POWER AND ATMO

I don’t have much to add beyond what’s on the panel, as I didn’t get to test the thruster heat/power mechanics or atmo flight in the floor demo. Watch the demo - many backers have been waiting a long time for a lot of the thruster mechanics they showed off and I don’t think I know of anyone who wouldn’t be excited by this.

CONCLUSION

Well, that’s it. Now it’s time to give your opinion. What do you think of the changes? Let me know in the comments!

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BeitragBeitrag #25 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 04:10

Updated at: Fr 12. Okt 2018, 04:10

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"this is my last broadcast... if you are receiving this it means I did not make it..."
Post at: Fr 12. Okt 2018, 04:06
By /u/th3st0rmtr00p3r

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3.3 PTU and CPU core utilization
Post at: Fr 12. Okt 2018, 04:07
By /u/Redshirt02

This is 3.3 PTU's cpu utilization. And they say games only use 4 cores max...

The FPS ain't half bad either.

Screencap of task manager

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BeitragBeitrag #26 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 04:15

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Get her done.
Post at: Fr 12. Okt 2018, 04:14
By /u/KazumaKat

Mostly lurker, sometimes poster. Backer since the early days (just missed the kickstarter by a week).

It deserves to be said. Some of us have patience of saints. Others dont have that luxury. I'm approaching that point in my life.

Get her done.

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BeitragBeitrag #27 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 04:22

Updated at: Fr 12. Okt 2018, 04:22

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FYI A $36 logitech C260 works with FOIP
Post at: Fr 12. Okt 2018, 04:17
By /u/Qeldroma311

It's pretty buggy in PTU right now, but it works well enough. I don't know how accurate it's supposed to be though.

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BeitragBeitrag #28 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 04:35

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Seems the particle effects actually hit your body and fall off as you move. Also i've been infected by the Protomolecule, RIP
Post at: Fr 12. Okt 2018, 04:35
By /u/Zwade101

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BeitragBeitrag #29 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 04:45

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How exactly are people getting into the Hammerhead?
Post at: Fr 12. Okt 2018, 04:43
By /u/Hello_Hurricane

The only door I know of is bugged to hell. How do you get inside?

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Did anyone record Tony Z's talk?
Post at: Fr 12. Okt 2018, 04:44
By /u/Server16Ark

I have found plenty of videos from the main stage, but none from the second stage. I missed out on Tony's talk and CIG didn't save the footage to their second Twitch channel. I am wondering if someone here managed to record it and would be willing to (or has) put it on YouTube.

Thanks.

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BeitragBeitrag #30 von Reddit SC [RSS Bot] » Fr 12. Okt 2018, 04:55

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IGN comments on SQ42 trailer
Post at: Fr 12. Okt 2018, 04:51
By /u/Svide

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