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Star Citizen Alpha 2.0 | The 'Verse Awakens

Surprised they used this ship as an example, isn't supposed to be reworked? So why show an older model that's probably going to be outdated?

They tend to reuse the old models as scene dressings/npc ships that you cant actually buy/fly/interact with. The in game explanation is that many of these ships have been around for years and they are the older editions of the vehicles so to speak. So it's like seeing a R32 skyline wrecked verses buying a R35 off the lot.
 
Oooh, I really like that. Whoever's in charge of redoing all the Marine armor is doing such a good job. I can't wait to see what the heavy looks like.

Agreed, I think the armors look awesome.

If you're interested, one of the CIG employees created a big feedback summary to send to the devs working on the new Cutlass: https://forums.robertsspaceindustries.com/discussion/comment/6517945/#Comment_6517945

Makes for a good read.

Edit: Oops, double post...

That list is huge. Thanks for the link.
 
Anyone else having an issue where the top left and right HUD windows that normally appears when you fly a ship don't appear? They don't activate when on my avenger or cutlass but I've seen them when piloting other ships
 
M50 and 350R available for backers to fly

Attention Citizens! The battle of the speedsters is on: we’ve unlocked the M50 and the 350R for use by all backers through Friday, September 9. Take them out for a test flight and then cast your vote right here for which deserves the title of Galactic Tour’s Fan Favorite Racer. The winning ship will also return to the pledge store the following week, so choose wisely. See you on the racetrack!

https://robertsspaceindustries.com/comm-link/transmission/15498-Galactic-Tour-s-Fan-Favourite-Flyer
 
Sorry I don't see that image. Wasn't aware they were that far along in the cutlass redesign. I also wasn't aware the CiG admitted the design flaws already.



Makes sense. Now I want to see a pic of this new cutlass. The only thing I could find was a new cargo hold picture.

EDIT: Wait... is this the new shape?

I keep seeing these photos pop up but until I see it in game won't believe it. I've been between upgrading to a freelancer and a cutlass for awhile and I want to see the redesign first.

Well...2.5 is dropping connection a lot. Don't like that.

I've had the worst experience with 2.5 so far because of the net code and reaching limits of what can be added without breaking the performance completely. I'm just ready for 3.0 at this point, and although I can't wait for 2.6, I'm scared to see how the performance will be.
 
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Hnnnnnggggg......
 
Does anybody use an X55? I cannot seem to bind throttle! It's reversed and only goes to 50% at max. I don't get it. If I have it all the way back and click to rebind, it waits for the axis, I move it a little bit, it binds (just like other axis') and then it's just not set right. I have to push it all the way forward to be "stopped".

EDIT: Hrm, do they limit your flight around stations or something? I flew way out and then everything started going quick, was flying around the stations decoupled/coupled ... was really fun. Hopefully get some more bindings up tomorrow for some missions.
 
Man, I never thought I'd want additional VR tracking points when using the controllers for a traditional game's input. Turns out combining natural spacial hand movements and freedom of rotation with the wrist is impossible. Natural movement of the hand follows an arc from the elbow. As such, the outward reach of the controller varies on that arc. Upwards movement is particularly sensitive to this due to the angles involved. So if you have a spacial throttle and use that natural movement around your elbow, you'll get inadvertent forward/backwards thrust changes when adjusting vertical/horizontal thrust.

This can be remedied by triangulating backwards to the elbow and adjusting the reported depth based on the forearm angle and length. Once you do that, however, the wrist must remain locked. Rotation of the wrist alters the calculated angle of the forearm, which messes us the depth calculation. This isn't an issue for throttle control, but limits gestures to being spacial only.

Of course rotation can be used with spacial movement if you eliminate the arc correction, but then then the movement must be fully linear which means a more complex wrist/elbow/shoulder movement. And speaking of movement, there's the issue of spacial control fatigue and whether it might be best to default to a rotational based throttle (or mostly rotational).

So many possibilities, and everything with a strength and weakness. So much for thinking this was going to be mostly straight forward. Going to end up being a stupid number of options in that config file before I even get to button mapping and macros. Never thought I'd potentially be needing to store the user's forearm length lol.
 
Hmm, I think you'd be handicapping yourself a bit here by leaving out the pedals for throttle. Probably wouldn't need the rudder axis any more with the Vive setup, but it sounds like delegating your depth input to toe brakes (or normal racing pedals) would clear up some big challenges.
 
So... just wanted to be clear on something. Already have a Mustang Beta package with SQ42, etc. I can just get an ARGO MPUV stand-alone for $35 with LTI and at some point, upgrade it to a different ship and retain the LTI, right?
 
So... just wanted to be clear on something. Already have a Mustang Beta package with SQ42, etc. I can just get an ARGO MPUV stand-alone for $35 with LTI and at some point, upgrade it to a different ship and retain the LTI, right?

Right.
 
Hmm, I think you'd be handicapping yourself a bit here by leaving out the pedals for throttle. Probably wouldn't need the rudder axis any more with the Vive setup, but it sounds like delegating your depth input to toe brakes (or normal racing pedals) would clear up some big challenges.

Sure, you could use the VR controllers in tandem with something else. A major part of the project though is experimentation on what will work with the controllers as the only input devices. It's not a straight forward process, I'll admit. Cross contamination of axes is problematic, and the kinematics of the human body are a minor nightmare. I'm still not happy with my ability to get the intent of an action accurately mapped to the desired output.

Still, with all the options present, it presents an interesting test bed for ideas that otherwise would require completely custom rigs. The more I test it, the more ideas pop in my head on how I could combine different axes and modes of those axes (spacial corrected depth behaves different from rotation corrected depth for instance, and thus has different potential combinations with other axes). Thinking about relegating a function to other hardware, while undeniably practical, is more of a mental crutch at this stage in the game. Instead I've spent plenty of time forgetting about all traditional control methods while zoning out watching 6+ axes dance to my movements from a single controller on the vJoy monitor. I mean, I screwed around with having a motorcycle twist grip throttle with spacial strafing. (Not the most practical thing mind you - the Vive controller balance isn't suited for extended periods of being held sideways. A dial type throttle is more practical for rotation based forward thrust, if without a real world analogue.)
 
Talks about a ton of stuff, like
  1. The Hull series
  2. The Hull Series again (he has a real interest in the Hull Series)
The Hull series is probably the most interesting ship series in that it's the opposite of every other ship line. Every other ship series is a small tweak or two to a base design with the intent of modifying their intended roll, but overall remain the same "class" of ship. The Hulls on the other hand are all singular in purpose (hauling), yet radically different from a structure and capability standpoint. The differences from the A to the E variant are staggering.

The ships themselves are pretty damn neat too with the modular collapsing/extending design.
 
Talking about SQ42 : "think of us being Naughty Dog, it's going to be great and it's going to be polished"

I wasn't actually waiting SQ42, I thought it was only a solo campaign cause they needed one. Looks like it's going to be pretty awesome
 
I don't see how it's possible, their game is a way larger scope than anything Naughty Dog has done. Can't polish it as easily.

The quote was in reference to SQ42 which is much more in line with the typical ND game. While I wouldn't be optimistic about it actually happening, there is a chance they could pull it off. A small one, but a chance nonetheless. Meanwhile, there's a snowball's chance in hell of it being true for SC.
 
Indeed, it was only for Squadron 42. He also mentionned that there was less tech involved than Universe. He knows there's lots of work, but the main mechanics are already done. They still have motion capture and stuff to do though.
 
Bugsmashers Ep. 32

Looks like they fixed that weapon sight bug. How awesome is it that they chose a prominent bug from the current build to fix for this episode? I hope that's a reoccurring trend.

The FPS movement looks greatly improved as well. Can't wait for 2.6.
 
Talking about SQ42 : "think of us being Naughty Dog, it's going to be great and it's going to be polished"

I wasn't actually waiting SQ42, I thought it was only a solo campaign cause they needed one. Looks like it's going to be pretty awesome

I think he was also referring to Uncharted 4 being delayed, he used the reaction from that as an example. I'm guessing SQ42 will be delayed and the reaction from fans/critics won't matter in the end because when the game eventually comes out no one will even care about the delay, just like Uncharted 4 because the game was great.

Hopefully the polish is there also. I think they can do it because every time they add new things to the alpha, be it new features or more polish, it always makes me smile. It's been fun watching this thing develop.
 
I got my hands on another 980 TI and decided to SLI them for fun. Was getting 130-140 FPS in AC, it was glorious. Then I tried Crusader and right back to 30-40 FPS, exactly what I get with a single card (I know SLI was working too, because I turned on the visual SLI checker from the Nvidia control panel).

In case anyone had any doubts, the network lag is still there and as nasty as ever. But I can't wait until 3.0 when we get the first iteration of the new network improvements.
 
So I finally tried this for the first time since the Hangar was available. To begin, when selecting your destination, what's the keypad for? I went to Area18, walked around for 5 minutes, wasn't sure of what to do and couldn't access a launchpad, so I went to Crusade. I have no idea how to switch chat modes to Party. I don't know if there's voice-chat. So my dad invited me to his party, and we took his Freelancer. Now comes to displays in the co-pilot's seat. I'm not exactly sure how zooming in on displays works. Sometimes holding Z works, sometimes it doesn't. I can select a Power Distribution display, but I can't change the distribution unless I'm in the back 2 seats that specifically deal with that. The upper-left display also resets to shield distribution despite the other displays staying where I wanted them.

So we went around to an asteroid field, another station, and came back.The game has been hiccuping for me, but it became nearly impossible to get off the ship. Then as we both ran back to the concourse, the game locked up for both of us.
 
I think he was also referring to Uncharted 4 being delayed, he used the reaction from that as an example. I'm guessing SQ42 will be delayed and the reaction from fans/critics won't matter in the end because when the game eventually comes out no one will even care about the delay, just like Uncharted 4 because the game was great.

Hopefully the polish is there also. I think they can do it because every time they add new things to the alpha, be it new features or more polish, it always makes me smile. It's been fun watching this thing develop.

When he talked about Uncharted being delayed, he was more talking about the time needed. That Uncharted, God of War, they all had years of developement before being revealed. Star Citizen and most crowdfunding games actually, are revealed at the beginning of the project. And for Star Citizen, they always said what they were doing, what was going well, or wrong. So everyone's getting excited, even though they know all of that coming together is going to take a hell of a time. And it's been the same for Uncharted or any other game, except we never saw the first years of developement. That's why Chris understands that some people are getting annoyed that the game isn't there yet.

Well now, with the 3.0 demo, I guess people realise that they're working hard, and it's really coming along nicely. We're still in alpha phase after all.
 
Those armors make sense, but i dont like them. They look like halo to me ;p

Eh, the helmets are more full visors whereas the classic Halo helmet is more like a glorified paintball mask where the visor part cuts off higher up. The rest... just looks like sci-fi armor made to look cool. Segmented plate armor with a flexible underpinnings is downright ancient. There's only so much you can do with the concept and still retain the cool look.

I say designed to look cool because the plates leave vulnerable points between them instead of overlapping. In a world where every attack is a piercing one, this is kind of a major oversight. But a bunch of overlapping plates wouldn't exactly look sexy, and some flexible composite material wouldn't give that "strong" look.
 
Eh, the helmets are more full visors whereas the classic Halo helmet is more like a glorified paintball mask where the visor part cuts off higher up. The rest... just looks like sci-fi armor made to look cool. Segmented plate armor with a flexible underpinnings is downright ancient. There's only so much you can do with the concept and still retain the cool look.

I say designed to look cool because the plates leave vulnerable points between them instead of overlapping. In a world where every attack is a piercing one, this is kind of a major oversight. But a bunch of overlapping plates wouldn't exactly look sexy, and some flexible composite material wouldn't give that "strong" look.

I think that is partzially due to the blocky untextured areas on those renders.
With texturing breaking up the flat areas, it looks less halo-like.

Yeah, i think texturing has a lot of do with it. Also that there are no normal weapons and attachments. But i would also prefer Dead Space like visor or something similar, like in previous concepts:

al2cHRG.jpg


I think helmet from heavy will help a lot:
giphy.gif
 
But i would also prefer Dead Space like visor or something similar, like in previous concepts:

al2cHRG.jpg

I think that is still there on both the light and medium actually if you look at the top of the helmet. The visor is attached to two lobes that look like the allow for rotation downward.
 
I think that is still there on both the light and medium actually if you look at the top of the helmet. The visor is attached to two lobes that look like the allow for rotation downward.

Oh, i think you are right.
Damn, now i cant wait to see it fully in action animated.
 
Yeah, i think texturing has a lot of do with it. Also that there are no normal weapons and attachments. But i would also prefer Dead Space like visor or something similar, like in previous concepts:

https://i.imgur.com/al2cHRG.jpg[img]

I think helmet from heavy will help a lot:
[img]https://media.giphy.com/media/KUxpUvZyBHtBu/giphy.gif[img][/QUOTE]
It looks like they kept the visors to me, they just haven't made the animations work yet.

I'm actually planning to ask about that tomorrow during the RtV.
 
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