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Star Citizen Alpha 2.0 | The 'Verse Awakens

Selfish reasons...but obviously you're correct. With the care they are putting into the female character model I'd hope there are also plans to offer more variety in the character models even if the plan is to hold off on customization options until release.

:)

Obviously procedural, AI and new locations are more important during the early development stages.
You'll be interested to know they talked about character customization in the latest jump point.
 
So, if the answer to...


"Will a Dragonfly fit into the Freelancer" is "yes", I assume a Freelancer MAX would be able to fit both a Dragonfly and cargo? Make sense?
 
So, if the answer to...


"Will a Dragonfly fit into the Freelancer" is "yes", I assume a Freelancer MAX would be able to fit both a Dragonfly and cargo? Make sense?

I would assume it would. They have not updated the MAX to the new model yet but the old MAX model could hold double the amount of Grey Cats the Updated Base Freelancer can. The MAX has some wide hips ;)
 
I just had an epiphany of sorts. It's not actually impossible to add an amount of centering force to the Vive controllers. Well, rotational centering force at least. No springs/bands/etc needed. Just need some weight extending from the bottom of the controller to throw it off balance. Gravity will enact a force pulling the bottom down perfectly plum. How much something like that will actually be needed when everything is all said and done remains to be seen however. Dead-zones, output curves, and haptic feedback combined with grip relative positioning should be sufficient.

Edit: I've also found that the discomfort from traditional twist sticks is a non-issue with VR controllers. Since the controller isn't pivoting around a single point, you're not forced into odd wrist contortions when doing combinations of pitch and yaw. In fact, you don't have to even move your wrist at for pitch and yaw. Since the controller isn't rooted, you can actually lock your wrist and move your entire hand from the elbow. Moving your ship then becomes a matter of pointing in space to where you want to go.

It feels a bit strange at first, since it's rather different from the way we've used flight sticks for ages, but it's arguably more natural, and it stops a certain amount of cross axis contamination. Normally when you rely on complete wrist control, a natural yaw + pitch movement can inadvertently induce a certain amount of roll. It can be corrected if you're paying attention to what you're doing, but it isn't what your wrist wants to do naturally. By moving pitch and yaw to the elbow movements where the hand naturally maintains its rotation along the axis of the arm, roll and pitch/yaw are inherently decoupled. Pitch and yaw can still influence each other, but nothing can be done about that without centering force

By the way, this arrived today:
X6Pu4mA.jpg

Forgot it was even coming lol. Got the package and was like... What the hell am I getting from overseas via DHL? Some Kickstarter I reach shipping and I not notice? =P
 
Reminds me of a friend that frequently ordered things from Ebay when he was drunk, and I was always amazed by the useless junk he managed to find. It's at least better than that other friend who woke up in €500 euro/night hotel with a one-night stand.
 
Reminds me of a friend that frequently ordered things from Ebay when he was drunk, and I was always amazed by the useless junk he managed to find. It's at least better than that other friend who woke up in €500 euro/night hotel with a one-night stand.

It must suck to get drunk enough not to enjoy the expensive hotel.

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BTW here is this month's Town Hall with the (UK) audio Team:

https://youtu.be/XhZSXPPBHKU
 
Zyloh-CIG made a big post on the forums about the future of HUD/MFD.

Hey everyone!

We have seen a lot of feedback about some of the HUD/MFD changes made in 2.5 and wanted to address this.

Our goal is to ensure that any UI/functionality required in the default view/during flight/combat is conveyed via one or more of the following displays:

1.Helmet Visor
2.Ship HUD
3.Annunciator Panels
4.Radar
5.Support Screens (these are customisable and can be toggled to display various different readouts)

There is another type of display that doesn’t have to be visible during flight/in the default view:

6.MFD - Multi-function display

MFDs contain information and functionality that is not pertinent to immediate flight control or the heat of battle, so these can be toggled to (via screen focus mode) and used during times of less urgency. If we discover that some of the functionality housed within the MFDs is required during flight/combat, we will look to accommodate it in one or more of the displays that are visible in the default view.

The information and functionality on all of these screens will be tweaked and added to over time, but the immediate plans for the next iteration on this system is as follows:

Visor
•Two new ‘Support Screen-style’ slots will be added to the visor. These will default to whatever suits the ship the player is currently in (so, most of the time this will probably be Ship Status (with shield info) and Target Status), but the player is free to enter Visor Mode and toggle these slots to display whatever Support Screen element they wish (or even disable them entirely).

•The pinned target list will be returned to the visor, but will only show when one or more targets have been pinned. So basically, if it’s not something you use, you won’t see it.

Ship HUD
•A new missile readout will also be added to the HUD.

•A new weapon readout is being added to the HUD so that when a weapon is being fired, live info for that weapon will be displayed (see image). More detailed but less pertinent weapon information will still be available on the MFD.

HcDjQDZ.jpg



MFD
•Screen focus controls will be improved to allow players quick and easy access to MFDs and better usage of the functions.


Cockpit UI Visibility

•The various helmets will be re-assessed and (where necessary) tweaked to remove intrusive elements and improve cockpit visibility, but some of the heavier helmets will be less suitable for piloting than others.

•Some of the Support Screens in some of the ships appear too small to read properly. These will be reassessed and tweaked for improved legibility.

We’re constantly striving to create a more immersive experience for our players. We aim to provide visibility on/access to UI elements and functionality, wherever it’s needed. Ultimately we plan to provide tools to allow the player to customize their ship and related UI however they see fit. Game development is an iterative process, and we will continue working to refine all aspects of Star Citizen as we continue development.
 
Depending on the zoom level that weapon mock up having the weapons in a block with names spelled out doesn't make much sense. Would prefer if they abbreviated them and it seperates between fire groups. It needs to tell me heat level but at the same time show that the weapon is functioning properly so I can identify a spike related to damage or etc.

I also don't think they are getting the relationship between HUD and MFD right as well. Like in DCS for say the F-15, the HUD abbreviates what is going on in the guages. If I need detailed airspeed or airspeed vs ground speed I can check the MFD but basic knts gets shown right next to the climb rate on the HUD. The HUD's job needs to be to filter what is immediately necessary to me while flying. I would prefer if they targeted having it with customizable modes that can be switched like a combat mode, landing mode, traversal mode, and a scanner/stealth mode.

When I get home I'll crudely mock up some MS paint displays.
 
As promised, extreme crudeness:


I think the jist of it there is communicated. Lines are supposed to be the weapons' heat. So the more it heats up the longer the bar and turns red when heating. Sperated the fire groups based on sector so you can keep track and know which is which with only the periphery. On the MFD below the lines are supposed to be the detailed weapon lists if you need it. I also want them to ditch the globe and go with an Elite style flat, but 3D radar display using only blips instead of the ship model. Conversely Qfuel would be removed, I'd remove the assists to the MFDs exclusively with coupled being a light panel on the dashboard, flare and chaff would only show the one selected not both.
 
I also want them to ditch the globe and go with an Elite style flat, but 3D radar display using only blips instead of the ship model. Conversely Qfuel would be removed,
1. There are different radar types in the game afaik. Have you seen the radar in the glaudius?
DIfferent ships with different UIs seems interesting to me IMO.

2. Are you saying remove Quantum Fuel? Just make it free?
 
1. There are different radar types in the game afaik. Have you seen the radar in the glaudius?
DIfferent ships with different UIs seems interesting to me IMO.

2. Are you saying remove Quantum Fuel? Just make it free?

I want different UIs at the same time their default globe is pretty bad, largely because of the globe itself and the model in the middle. Galdius is full 2D so it is more useful than the globe but no that great at tracking targets in 3D space. Also want them to completely remove the "idiot arrow" that always points to the target. For reference I meant the Elite radar that is flat but also displays location in 3D:

Extremely simple to read and understand while not taking up so much space from the horizon and not distracting.

We don't need to see millions of units all the time on the hud. I would place it in the MFD or simply keep it out of sight until you bring up the QD markers.
 
So, I keep seeing dual stick for 6dof but wouldn't a stick with twist work for that or pedals if no twist?

Think I'll finally try and get my HOTAS working with it this weekend. Been playing with a controller so far.
 
So, I keep seeing dual stick for 6dof but wouldn't a stick with twist work for that or pedals if no twist?

Think I'll finally try and get my HOTAS working with it this weekend. Been playing with a controller so far.

You'd need twist sticks with a dual stick setup to reach fully independent analog 6DoF control. Either that or pedals. Two sticks alone only have four axes to work with . That's two short. A twist stick with throttle is also only four axes. Standard stick + throttle + pedals gets up to 5. Of course this is barring any additional analog axes such as a thumbstick that might be present.

However, even with the requisite number of analog axes, getting intuitive control that feels right is another matter all together. Short of VR controllers, none of the input devices we have commercially available are designed for 6DoF movement (and vr controllers have their own drawbacks). You'll end up having to map an axis of input to an output that doesn't correspond to the input action, and/or have inputs with disproportionate ratios of input:output for the same axis type. For instance, I had horizontal and vertical strafe set to my throttle's analog nub, but because the throw of the nub was far less than normal throttle range, it never quite felt right.

6DoF control right now is just a matter of finding something that's "good enough" and rolling with it. Short of making your own input rig, nothing is going to be perfect.
 
It feels a bit strange at first, since it's rather different from the way we've used flight sticks for ages, but it's arguably more natural, and it stops a certain amount of cross axis contamination.
Sounds interesting. If you need more testers i also have a vive;)
 
Sounds interesting. If you need more testers i also have a vive;)

It'll be a couple of weeks at the earliest I'd imagine before I have something publicly presentable. The initial code was a complete hack together mess with no thought for future feature additions. It was just a test to see whether the idea was worth exploring further. All that code is trashed now, and the current scope of the project is much larger with some things still in the planning stages (such as macro capabilities). Hopefully I can make some decent progress over the long weekend.
 
I wonder when they're finally gonna make entering the mustang not a glitch-filled mess. I mean, I don't own one, but everytime I try to get on a friend's I have to try to get in like 2-5 times before not glitching my way into space.
 
I wonder when they're finally gonna make entering the mustang not a glitch-filled mess. I mean, I don't own one, but everytime I try to get on a friend's I have to try to get in like 2-5 times before not glitching my way into space.

They need to do with with a bunch of ships. Happens to my Avenger half the time too.
 
You'd need twist sticks with a dual stick setup to reach fully independent analog 6DoF control. Either that or pedals. Two sticks alone only have four axes to work with . That's two short. A twist stick with throttle is also only four axes. Standard stick + throttle + pedals gets up to 5. Of course this is barring any additional analog axes such as a thumbstick that might be present.

However, even with the requisite number of analog axes, getting intuitive control that feels right is another matter all together. Short of VR controllers, none of the input devices we have commercially available are designed for 6DoF movement (and vr controllers have their own drawbacks). You'll end up having to map an axis of input to an output that doesn't correspond to the input action, and/or have inputs with disproportionate ratios of input:output for the same axis type. For instance, I had horizontal and vertical strafe set to my throttle's analog nub, but because the throw of the nub was far less than normal throttle range, it never quite felt right.

6DoF control right now is just a matter of finding something that's "good enough" and rolling with it. Short of making your own input rig, nothing is going to be perfect.

Ah, OK. In ED I used stick for yaw, pitch, and rotation (twist) and a d-pad thing for left/right up/down and throttle for fwd/rev.

Will have to just set everything up and get things situated it seems.

On another note, what are the ATV videos I see popping up? (On mobile, will check them out when I get home)
 
This really is going to be the game that makes me plunk out for some high-end PC gear rather than my usual "mid-range bang for buck" picks. Just need a Vive 2 to go with it.
 
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?

The ship is literally in pieces. How do you know what model it is? Even the new hornet has a similar shape to the old one, so seeing it with catastrophic damage like that might not let us know more.
 
The ship is literally in pieces. How do you know what model it is? Even the new hornet has a similar shape to the old one, so seeing it with catastrophic damage like that might not let us know more.

Because of this:

kXEOQys.webp


(Cutlass remodel cargo concept art)

Already, its larger than the previous cargo and the ceiling doesn't have a small arch in the middle

The turret is also supposed to be brought further forward to not be in the way of the cargo hold, but the gif shows it in the same place. Unless I'm wrong
 
Because of this:

kXEOQys.webp


(Cutlass remodel cargo concept art)

Already, its larger than the previous cargo and the ceiling doesn't have a small arch in the middle

The turret is also supposed to be brought further forward to not be in the way of the cargo hold, but the gig shows it in the same place. Unless I'm wrong

It's as simple as the older model has damage built in already so they used the old model for this....the new one it's ready yet.
 
It's as simple as the older model has damage built in already so they used the old model for this....the new one it's ready yet.

Apart from ripping off the wings and big thrusters on the cutlass, that's about as much as you can physically do damage wise to it. Don't think i've ever seen mine ripped in two like that
 
Because of this:

kXEOQys.webp


(Cutlass remodel cargo concept art)

Already, its larger than the previous cargo and the ceiling doesn't have a small arch in the middle

The turret is also supposed to be brought further forward to not be in the way of the cargo hold, but the gig shows it in the same place. Unless I'm wrong


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.

It's as simple as the older model has a damage built already so they used the old model....the new one it's ready yet.

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?

 
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.

Other images from interior including cockpit and rear https://robertsspaceindustries.com/comm-link/transmission/15056-The-Shipyard-Sharpening-The-Cutlass

I just really want a cargo ready cutlass for 3.0

The pic you linked is the cutlass blue the "police" variant of the cutlass. Its older because the cutlass rework is supposed to move the docking ring from the bottom to the top rear of the ship since the bottom will have a lift for cargo or other modular components
 
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