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Star Citizen PAX dogfight gameplay footage

So can anyone tell me why the pilot is blacking out from G forces while he is in space? I mean, the whole point of a G force is the amount of gravity being exerted on a pilot during sharp sustained or instantaneous turns. Now I understand the planet should be exerting some gravity on the pilot, but not to the level where your vision begins to degrade. At the very least, I would like it if they removed them from deep space combat where there are no large bodies to exert gravity on the ships.

Though in all likelihood they're gonna keep it. To be fair to the devs, this is a decent way to prevent the endless turning battles we see in other air combat games.
 
So can anyone tell me why the pilot is blacking out from G forces while he is in space? I mean, the whole point of a G force is the amount of gravity being exerted on a pilot during sharp sustained or instantaneous turns. Now I understand the planet should be exerting some gravity on the pilot, but not to the level where your vision begins to degrade. At the very least, I would like it if they removed them from deep space combat where there are no large bodies to exert gravity on the ships.

Though in all likelihood they're gonna keep it. To be fair to the devs, this is a decent way to prevent the endless turning battles we see in other air combat games.

It is not about gravity but acceleration. Accelerate at 10 g's to any direction even from standstill (in space or on a planet) and you will blackout (if the acceleration is kept up of course).
 
G-force is not the amount of gravity being exerted, it is the forces due to acceleration. 1 g is the acceleration of Earth's gravity. However, g-force would be felt in space like anywhere else when accelerating, decelerating.

Edit: Yeah what Woorloog said.
 
Even if this is true from a technical perspective (which is not totally obvious) there are plenty of other barriers. Aside from the concessions Roberts wants to Sony's platform requirements (ex. the ability to patch quickly without the traditional platform approval process), there's the game itself and its many controls. Star Citizen wants to be a glorious old-school space simulator, with all the fiddly controls that implies. Try fitting that stuff onto a Dualshock 4. Even in that pre-alpha gameplay you saw:

multiple guns and turrets (though I don't know if we saw the turrets firing, but presumably you can unlock them from forward-facing if we did)
option for multiple missile/rocket types (HUD shows two missile banks)
decoupling of ship orientation from direction of ship travel and multiple thrust axes

So let's say you put the usual ship orientation stuff on the left stick. Triggers control guns and missiles. Bumpers switch guns and missiles, maybe. Turret unlock controls go on a face button (though that's a pretty minor op to put on a face button but whatever). Let's say Square for funsies. Decouple orientation on a face button (let's say Circle). Then for the various thrust axes, maybe the right stick controls up/down/left/right thrust (impulse controls only, not throttle) and then X and Triangle as throttle controls for forward/backward. You have four controls left over for the d-pad. Let's pretend power management is done there, so up/down controls what module to change power settings and left/right increases/decreases power. That's all the controls you have available to you.

Now where do you put squad communications and orders? Where do you put countermeasures? Does the game have afterburners? If so, where do those go? How do you target ships? Do you have separate controls for target nearest enemy/friendly/capship/etc., as has been standard in most space sims going back a decade and a half? The list goes on.

Chris Roberts has already said he doesn't want to compromise the game to bring it to consoles, but there would be a pretty fundamental control issue in order to do so. You could in theory connect a joystick and keyboard (or similar) to a PS4, sure, but who's actually going to do that? And if they already own a joystick and keyboard, what's the likelihood that they'd rather run the game on PS4 anyways?

No kidding. I got DarkStar One some time back (yes, I was THAT hungry for PC space sims lol) and I had to make concessions mapping the controls using my PS2 DualShock. Had to use the KB for other things.

What most console players don't realize is that a flight sim (space or otherwise) thrived very much on PC back then precisely because of the controls. The first flight sim I played in the PC was Gunship 2000 and back then, my mind was blown away at all the keys I had to press in order to just get the chopper off the ground. As a kid primarily on Mega Drive and NES back then, I never thought I'd need more than 3 buttons and directionals for controls.

This is why SC was a massive success in crowdfunding. A large (and I do mean large) number of backers are old-school PC gamers who are thirsty for old-school PC flight sims. Porting this on a console will definitely gimp the game, just like majority of previously PC-only titles nowadays. This is a true blue PC game, and I think Roberts had that in mind at the very beginning.
 
So can anyone tell me why the pilot is blacking out from G forces while he is in space? I mean, the whole point of a G force is the amount of gravity being exerted on a pilot during sharp sustained or instantaneous turns. Now I understand the planet should be exerting some gravity on the pilot, but not to the level where your vision begins to degrade. At the very least, I would like it if they removed them from deep space combat where there are no large bodies to exert gravity on the ships.

Though in all likelihood they're gonna keep it. To be fair to the devs, this is a decent way to prevent the endless turning battles we see in other air combat games.

Expanding on what Woorloog said, it all ties into inertia. Your body wants to keep moving in whatever direction it's already moving in (or not move at all if at a standstill). When your ship starts to move it applies acceleration forces on your body to get it to move. THAT is G-force right there. So long as the ship keeps accelerating, forcing your body to accelerate, you will experience G-force. Once you stop accelerating and are coasting at a linear velocity (in the decoupled control mode) the G-force will fall back to 0. However in atmosphere (or using the normal IFCS mode) you'll then experience negative G-force as your body decelerates in the opposite direction and comes to a stand still instead.
 
Hmm, I don't like the camera view shaking. I hope it will be option, either didn't matter because of mods. Same problem with any racing game. I always disabled it if available to choose.
 
Speaking of blackouts in Star Citizen. The world does apparently have artificial gravity, no? What about "inertial dampeners" artificial gravity would enable (at least logically thinking AG would enable them)? IE, why would blackouts be an issue (unless they can only suppress a rather paltry amount of g's)?
 
Love the UI elements and the pilot animations, although I'm a little underwhelmed by the actual combat. I know they have a ways to go but considering how detailed even putting a helmet on is I'm surprised at how sterile the flight and combat sounds and looks. Reminds me a bit of the old Ace Combat games where it felt more like you were flying a slow camera.

Still super excited for this game.
 
Did you guys notice the surface of the planet at 1:33? that looks pretty amazing

The game has insanely good graphics, the flight model looked very entertaining too
 
Expanding on what Woorloog said, it all ties into inertia. Your body wants to keep moving in whatever direction it's already moving in (or not move at all if at a standstill). When your ship starts to move it applies acceleration forces on your body to get it to move. THAT is G-force right there. So long as the ship keeps accelerating, forcing your body to accelerate, you will experience G-force. Once you stop accelerating and are coasting at a linear velocity (in the decoupled control mode) the G-force will fall back to 0. However in atmosphere (or using the normal IFCS mode) you'll then experience negative G-force as your body decelerates in the opposite direction and comes to a stand still instead.
Ok thanks for the explanation.

Yet it seemed to me from the video that the G force effect only happened when he was turning, and not accelerating. Assuming his speed remained constant during the turn, the pilot should not feel anything correct?
 
Ok thanks for the explanation.

Yet it seemed to me from the video that the G force effect only happened when he was turning, and not accelerating. Assuming his speed remained constant during the turn, the pilot should not feel anything correct?

When your vehicle is turning there is an acceleration force that moves you away from your original heading. This force is directed into the center of the curve. Regardless of whether your velocity is constant, there must be a force to cause the turn, else you would remain moving in a straight line.

The common term is centripetal force. Here is a page about it:
http://hyperphysics.phy-astr.gsu.edu/hbase/cf.html

Note the formula: F= m (v^2 / r).

This implies the force is directly proportional to the square of the velocity. From this we can deduce that the acceleration force required to turn an object of a given speed over a certain radius is likely greater than the force necessary simply to increase an object's speed (A = change in velocity over time), unless that increase in speed is massive and done over a short period of time. Further note that the smaller the radius, meaning the tighter the turn, the greater the centripetal force.
 
So can anyone tell me why the pilot is blacking out from G forces while he is in space? I mean, the whole point of a G force is the amount of gravity being exerted on a pilot during sharp sustained or instantaneous turns. Now I understand the planet should be exerting some gravity on the pilot, but not to the level where your vision begins to degrade. At the very least, I would like it if they removed them from deep space combat where there are no large bodies to exert gravity on the ships.

Though in all likelihood they're gonna keep it. To be fair to the devs, this is a decent way to prevent the endless turning battles we see in other air combat games.
It'd be pretty much the same in deep space, G forces are a factor of inertia instead of gravity. Being near Earth adds 1 G of gravitational force in the direction of Earth's core, but all the other inertial forces are the same, and when we're talking about 9+ Gs, planetary gravity doesn't make much of a difference. Especially when the ships would be in orbit around the planet, effectively canceling it out.

Even if this is true from a technical perspective (which is not totally obvious) there are plenty of other barriers. Aside from the concessions Roberts wants to Sony's platform requirements (ex. the ability to patch quickly without the traditional platform approval process), there's the game itself and its many controls. Star Citizen wants to be a glorious old-school space simulator, with all the fiddly controls that implies. Try fitting that stuff onto a Dualshock 4. Even in that pre-alpha gameplay you saw:

multiple guns and turrets (though I don't know if we saw the turrets firing, but presumably you can unlock them from forward-facing if we did)
option for multiple missile/rocket types (HUD shows two missile banks)
decoupling of ship orientation from direction of ship travel and multiple thrust axes

So let's say you put the usual ship orientation stuff on the left stick. Triggers control guns and missiles. Bumpers switch guns and missiles, maybe. Turret unlock controls go on a face button (though that's a pretty minor op to put on a face button but whatever). Let's say Square for funsies. Decouple orientation on a face button (let's say Circle). Then for the various thrust axes, maybe the right stick controls up/down/left/right thrust (impulse controls only, not throttle) and then X and Triangle as throttle controls for forward/backward. You have four controls left over for the d-pad. Let's pretend power management is done there, so up/down controls what module to change power settings and left/right increases/decreases power. That's all the controls you have available to you.

Now where do you put squad communications and orders? Where do you put countermeasures? Does the game have afterburners? If so, where do those go? How do you target ships? Do you have separate controls for target nearest enemy/friendly/capship/etc., as has been standard in most space sims going back a decade and a half? The list goes on.

Chris Roberts has already said he doesn't want to compromise the game to bring it to consoles, but there would be a pretty fundamental control issue in order to do so. You could in theory connect a joystick and keyboard (or similar) to a PS4, sure, but who's actually going to do that? And if they already own a joystick and keyboard, what's the likelihood that they'd rather run the game on PS4 anyways?
Wing Commander 3 and 4 were both on the PS1. Since games then weren't allowed to assume players had a dualshock, the d-pad had to be used to steer. There was a liberal use of shift buttons; engaging auto-pilot to the next nav point meant hitting L1, L2, R1, and R2 at the same time. Yeah, it'll be confusing and people will have to read the manuals. Isn't that kind of the idea on the PC anyway?

Allow the d-pad and touch pad for menus, along with using the DS4's gyros (and lightbar) for camera control so the right stick can also be used for radial menus and yes, I think it's doable. Options that don't need to be accessed quickly or often can be buried further in a menu. And if it's not a good experience that way, they can make it compatible with the full HOTAS setup that the PC version will be supporting. Madcatz published a WWII flying game on the PS3 mainly so they could sell joysticks with it.

I did notice Roberts was playing with an Xbox controller on the PC, did anyone notice how often he had to hit the keyboard while playing?

The whole controls discussion is probably going to be moot, since although the original Star Citizen system requirements would've been fine on the PS4 I get the feeling it's going to feature creep it's way out of being viable on the system.
 
When your vehicle is turning there is an acceleration force that moves you away from your original heading. This force is directed into the center of the curve. Regardless of whether your velocity is constant, there must be a force to cause the turn, else you would remain moving in a straight line.

The common term is centripetal force.

The forward thrust + rotational thrusters can cause a turn,(more of a drift but you're no longer in a straight line) and you'd never feel thrown around the cockpit, just pushed into your seat. It's only the artificial lateral deceleration that causes the gforce effects which wouldn't feature in a ' serious' spaceship sim.
 
The forward thrust + rotational thrusters can cause a turn, and you'd never feel thrown around the cockpit, just pushed into your seat. It's only the artificial lateral deceleration that causes the gforce effects which wouldn't feature in a ' serious' spaceship sim.

You'd have to put that into physics terms, not engineering, for me to understand. From your edit I'm going to assume you mean some sort of thrusters on the sides of the ship. Regardless, F = m (v^2 / r) should hold true, regardless of where the force comes from. And the tighter the turn, the greater the force.

How this shakes out in deep space, I don't know. Never done that math. Mass doesn't change in space, though, the fictional velocity is quite great, and the turns being made quite tight (i.e. the "v" in the equation would be very large and the "r" in the equation would be very small; and so the force would be very large), at least the turns on display in this video and being spoken of in this topic.
 
You're right, I'm just saying high g turns rely on air resistance and rudders, or grippy tyres for cars, there's nothing to slow you down in space so high g turns have to be artificially induced using lateral thrust, which seems a bit counterproductive. But useful for flying through the death star and things like that.
 
I hear you. Yes, those kinds of turns would have to come from thrusters on the sides of the vehicle. IIRC, Battlestar Galactica depicted that nicely.
 
http://www.polygon.com/features/2014/1/27/5338438/kerbal-space-program

Hope that helps a bit! If you don't understand it, don't worry. It's an under the hood thing.

Thanks that helped a lot, the rsi forums were talking about it being a gpu thing and that only titan cards handled it well, guess I shouldn't worry anymore.

Anyways, I wonder if the super hornet is going to be in v1 since its technically a multi crew ship, maybe we'll just have to fly minus a goose in the rear seat
 
Is this single player like Wing Commander or only online? And does it have an epic storyline like Wing Commander?

Single player storyline (as well as a wing-man online co-op system), a persistent story driven MMO universe (singleplayer is a sort of prequel to the MP aspect), and private servers (with modding support)
 
Disappointed.

Looks pretty, but also boring and lackluster.

Too much focus on world building immersion (i.e. all the pilot climbing into ship and putting helmet on wankery) before flight feel.

Anyone wanna buy a Constellation with lifetime insurance?

On the flip side, what Elite Dangerous has shown me so far leaves me pretty impressed. Better balance of immersion and feel; faster combat, better ship designs.
 
Disappointed.

Looks pretty, but also boring and lackluster.

Too much focus on world building immersion (i.e. all the pilot climbing into ship and putting helmet on wankery) before flight feel.

Anyone wanna buy a Constellation with lifetime insurance?

On the flip side, what Elite Dangerous has shown me so far leaves me pretty impressed. Better balance of immersion and feel; faster combat, better ship designs.

Sent you a pm for old stella, sry to hear it's not your thing
 
Disappointed.

Looks pretty, but also boring and lackluster.

Too much focus on world building immersion (i.e. all the pilot climbing into ship and putting helmet on wankery) before flight feel.

Anyone wanna buy a Constellation with lifetime insurance?

On the flip side, what Elite Dangerous has shown me so far leaves me pretty impressed. Better balance of immersion and feel; faster combat, better ship designs.

Not sure if serious
 
Is this single player like Wing Commander or only online? And does it have an epic storyline like Wing Commander?

It's like Wing Commander Privateer with a multi-layered storyline. You can fly around trading commodities and taking on bounties while you explore the story or even enroll in the military and carry out a very Wing Commander 1/2 campaign.

Then there's a co-op / limited multiplayer mode. Later on they will implement more MMO style elements, big open universe, lots of players.

At least that's the way I undersatnd it. Haven't been following it that closely, other than checking in now and then to see the progress made on the game engine.
 
Is this single player like Wing Commander or only online? And does it have an epic storyline like Wing Commander?

Both. The core of the game, Star Citizen itself, is an MMO though not an MMORPG. Some people get all up in arms at this comparison but... Imagine EVE Online, but with less spreadsheets and more dogfighting. So you'll be running around fighting both NPCs and other plays, trading goods between different locations, exploring to find stuff out in the black, all on a single shared server with other players. There will be measures taken to restrict PVP encounters for those who don't like PVP, but we need to wait a bit to see their full plans for that (the last information there is there'll be a slider that determines the likelihood of being paired up with NPCs or other players when dynamic instances are generated)

At the same time though, there's Squadron 42. This is essentially Wing Commander, a single player (with drop in co-op) campaign that follows a full storyline. Squadron 42 will be released episodically (I think they plan to do it in batches of 10 missions) before the release of the Star Citizen persistent universe itself, but once both are completed and the game is actually fully finished you'll be able to both take your persistent universe character and move them to Squadron 42 to start the campaign, and once you finish the campaign take the character back out into the PU. No leaving once your character's in Squadron 42 though.

Lastly there'll also be private servers, comparable to Freelancer's multiplayer. This is where modding will be allowed, however private servers probably won't have a full copy of the actual universe so as to prevent cheating when it comes to exploration (finding stuff in a private server then using that knowledge in the PU)
 
Super pretty. Vid suffers from "Dev who can't play the game he is helping build for shit" syndrome but... hawt damn. That right there is a space game.

I really.. REALLY wanna see what a boarding/raiding party against a big capitol class ship looks like.
 
The only reason that the demo looked boring was due to the use of a horrible 360 controller and AI that did not do anything in response to getting shot at (it is a bit like having sex by yourself).
 
The guy playing the game sucks so much lol. Game looks really nice, although very early. Was not really impressed with this
early
gameplay.
Getting this and Elite Dangerous day one. Great times for space combat games!
 
Jesus, that was a bit of a train wreck of a demo video wasn't it??. Had the guy even played the game before or was the controls of the craft that bad that he couldn't aim up and track his targets very well??

One other thing, would you even get geforce effects in space?

Dunno to me at this current time Elite Dangerous looks the much better space sim and that's been made on the fraction of the budget this game has, feel sorry for those people who have pumped large sums of cash into this game as at the moment it doesn't look anything special apart from nice eye candy
 
My 12yr old self is jumping up and down with excitement and my current 26yr old self is doing the same. I think I might finally become a PC gamer with this game.
 
Even if this is true from a technical perspective (which is not totally obvious) there are plenty of other barriers. Aside from the concessions Roberts wants to Sony's platform requirements (ex. the ability to patch quickly without the traditional platform approval process), there's the game itself and its many controls. Star Citizen wants to be a glorious old-school space simulator, with all the fiddly controls that implies. Try fitting that stuff onto a Dualshock 4. Even in that pre-alpha gameplay you saw:

multiple guns and turrets (though I don't know if we saw the turrets firing, but presumably you can unlock them from forward-facing if we did)
option for multiple missile/rocket types (HUD shows two missile banks)
decoupling of ship orientation from direction of ship travel and multiple thrust axes

So let's say you put the usual ship orientation stuff on the left stick. Triggers control guns and missiles. Bumpers switch guns and missiles, maybe. Turret unlock controls go on a face button (though that's a pretty minor op to put on a face button but whatever). Let's say Square for funsies. Decouple orientation on a face button (let's say Circle). Then for the various thrust axes, maybe the right stick controls up/down/left/right thrust (impulse controls only, not throttle) and then X and Triangle as throttle controls for forward/backward. You have four controls left over for the d-pad. Let's pretend power management is done there, so up/down controls what module to change power settings and left/right increases/decreases power. That's all the controls you have available to you.

Now where do you put squad communications and orders? Where do you put countermeasures? Does the game have afterburners? If so, where do those go? How do you target ships? Do you have separate controls for target nearest enemy/friendly/capship/etc., as has been standard in most space sims going back a decade and a half? The list goes on.

Chris Roberts has already said he doesn't want to compromise the game to bring it to consoles, but there would be a pretty fundamental control issue in order to do so. You could in theory connect a joystick and keyboard (or similar) to a PS4, sure, but who's actually going to do that? And if they already own a joystick and keyboard, what's the likelihood that they'd rather run the game on PS4 anyways?

Aside from technical porting difficulties which I agree with, I totally disagree with most of your post... Wing commander was by far the best and most realistic when playing with a flightstick... Just as the pilot in game.. You could use the kb next to you for sure but I had thousands of kills with a 5 button joystick and nothing else... Sure to warp or communicate you need more but...
1. Let's say some miracle occurs and ps4 gets it. First I have a bt kb/m which worked beautifully on ps3, ps4 would be a snap... Plus the ds4 would be fine it has touchpad, you can use radial menus etc
2. Even if I played it on pc, I don't want 20 buttons to piss around with. I expect communication to be done with a headset, a flightstick for flying, and a few menus

Controls are the least of concerns
Bumpers - speed
Triggers - weapons
Dpad - communications menus
O, X, etc - flares, mines, etc
R3, L3 - boost, rearview
Touchpad - targeting or another menu or both I believe it clicks too
Analogs - what you expect
Option button - main menu

Plus any menu can be radial
 
Fairly serious.

I don't have all the time in the world, so if I'm going to invest time into one space MMO type thing, it might as well be in the one I like the look of better right?

I don't know what is more stupid, the fact you bought a ship you can't use for over $200 despite never having seen the gameplay, or the fact that you are basing the final game off a buggy, limited, pre-alpha demonstration flying against two dumb AI ships?
 
From that video they still have a lot of work to do. Considering that this is space combat game you would have though the core game mechanic - you know space combat - would have looked more fleshed out by now. I suppose the team is to busy filming stupid youtube design competitions...

And blackouts in space... Oh dear, perhaps we can give them another £100 to switch it off for our pilot ;)
 
I suppose the team is to busy filming stupid youtube design competitions...

And blackouts in space... Oh dear, perhaps we can give them another £100 to switch it off for our pilot ;)

Wow my eyes hurt from reading that acid..

The DF module looks like this because it's a crowdfunded game (meaning it would not be shown at this stage otherwise) and because it's a long time from completion. It's fine to think it looks raw, we all share that thought, it does indeed look awkward isolated speaking. But it's meaningless to read something more into it other than that at this stage. I for one is happy that CR is sharing more from the development than any other developer out there.
 
I have high hopes and it's early days but that footage bored me.

Loved the beginning though, also what the fuck is with that crowd.

Were they all 15?
 
And blackouts in space... Oh dear, perhaps we can give them another £100 to switch it off for our pilot ;)

Why wouldn't you black out in space?

Wow my eyes hurt from reading that acid..

The DF module looks like this because it's a crowdfunded game (meaning it would not be shown at this stage otherwise) and because it's a long time from completion. It's fine to think it looks raw, we all share that thought, it does indeed look awkward isolated speaking. But it's meaningless to read something more into it other than that at this stage. I for one is happy that CR is sharing more from the development than any other developer out there.

People seem to forget that games can be in development for years and years. An average AAA game could take 1 to 2 years and you normally don't get to see them until near completion let alone play them. The kind of game Star Citizen is could take 4-5 years.

Getting bored of the entitled attitude people take towards crowd funded games, they want instant gratification for their money.
 
So they show a small portion of the game in it's very unfinished pre-alpha state (with a ton of features missing or WIP) and people start criticising it for being not super polished, boring looking, whatever...

After that I can comprehend why publishers spoon-feed us with bullshots and videos that are not representative of the final game.
 
So they show a small portion of the game in it's very unfinished pre-alpha state (with a ton of features missing or WIP) and people start criticising it for being not super polished, boring looking, whatever...

After that I can comprehend why publishers spoon-feed us with bullshots and videos that are not representative of the final game.

Yep, this is the reason we cant have good things and inside view into development.

--------

Some post in this thread were so bad that my eyes started to bleed.
If You have no knowledge about development and physics, leave this game alone for now and wait for a final product in 1.5 year. You will do Yourself, CIG and us a favor, thanks.

And about Chris Roberts gameplay. He normally does not play on gamepad, its just easier to use it for the demo.
This is how he will be playing Star Citizen:

iztJAY9E4oEd6.jpg
 
Visually, it looks stunning. But it seems it's being designed visually first with gameplay still not present? With no AI, the dog fighting looked boring and slow-paced.

The G-force system seemed really cool, though. If that was shown off with faster paced, PvP dogfighting, it would have been great to see how it effects your vision and performance when you're looping around trying to dodge fire or keep up with a fleeing target.

Ultimately, it made me want to play Starhawk again.
 
I don't know what is more stupid, the fact you bought a ship you can't use for over $200 despite never having seen the gameplay, or the fact that you are basing the final game off a buggy, limited, pre-alpha demonstration flying against two dumb AI ships?

Probably the former.

What can I say man, Star Citizen campaign came at the right time and place, and it engaged me on an emotional level overriding my rationality.

But this new video... not feeling it. *shrug*

I can always just buy the game itself proper without needing to start in a connie if it tickles my fancy.
 
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