The Glade 4.0

"Turn the lights down, the party just got wilder."
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PostPosted: Wed Dec 10, 2014 9:34 pm 
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Gladiator made it into the hangar today. Will get a brochure and week-long sale starting Friday.

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PostPosted: Wed Dec 10, 2014 10:48 pm 
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Okay... the lighting on the Gladiator looks funky, because apparently not all the hangars' (was viewing it in the Aeroview) lighting is fully to-spec with PBR internal standards yet, but it looks great.

The wingtip landing gear are very eye-catching and unique, but what really made me melt into a giddy puddle of excitement was the way you enter the cockpit -- the pilot's and gunner's seats drop down through the bottom of the cockpit, back-to-back, and lift you into the cockpit itself after you've strapped in. The gunner's chair rises higher than the pilot's, to put you into the turret, and then swings around. It's really damn cool and completely unique. And the way the two seats sit back-to-back as you get in really reminds me of T-47 Snowspeeders, which is only reinforced by the general size and proportions of the Gladiator itself -- compact, flat, and wide-bodied.

This may be my favorite ship yet, aesthetically.

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PostPosted: Wed Dec 10, 2014 10:49 pm 
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I got to see grouses already. He let me check it out while he was patching. Very nice I like how the seats drop out the bottom in tandem. I couldn't see where the bomb bay was. It was too dark. It was funny though he was on Skype with me while I was poking around. He's like yeah I can't hear you over the seats going up and down.

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PostPosted: Wed Dec 10, 2014 10:52 pm 
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Does make me wonder how your supposed to get out of it if you ever crash landed it on its belly, which I imagine might be a thing on occasion with a carrier based bomber

Dang kaffis beat me to it. Also android wants to autocorrect your name to Jarvis

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PostPosted: Tue Dec 23, 2014 8:05 am 
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Still getting odd text for the buttons and some commands. Deleted user folder, restarted and re launched -issue persists.

I locked multiple missiles on to someone and fired. Can't seem to figure out how to lock one and fire anymore.

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PostPosted: Tue Dec 23, 2014 10:01 am 
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Every click of the missile key/button will lock an additional missile. Click-and-holding the key/button will fire all locked missiles.

Have you checked the language setting in your launcher, Elmo? It's been defaulting to no language set, which causes the readable names to not display.

There are also some UI objects (mostly guns, that I've noticed) that don't seem to have proper readable names set. All my Klaus & Werner laser repeaters (the 007 Bulldogs, 117 Badgers, etc) show up as KLWE_gobbledygook in my HUD and holotable.

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PostPosted: Tue Dec 23, 2014 10:31 am 
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Click and hold. Gotcha.

Language settings? I'll try that - odd bug for a language setting.

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PostPosted: Tue Dec 23, 2014 10:38 am 
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As for guns and stuff, have you upgraded anything? I want power plants to come out soon.

And a way to reload my 325a's ballistic stuff. Maybe 3 sets of reloads would be nice. Add a little mass and take up some cargo space.

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PostPosted: Sun Dec 28, 2014 5:44 pm 
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Got to Take the LN out for the first real time. Maybe it was just grouses graphics, but it looks like they've struck a good medium on the coloring of the wings. If the wing guns were hooked up I it would have been a resounding success. I put the OMVIs on the wings (apparently they don't fit on the skids anymore). The on target circle for them is HUGE, I didn't get to really put it to task of course with them not recharging (hopefully the fix will be in soon next year). I could feel it was a bit more sluggish than the trainer, but I think it's something I can live with, especially if the trade off is the fact that my shields don't go down every time someone shoots at me.

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PostPosted: Thu Jan 01, 2015 4:24 pm 
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New pcgamer article about Star Citizen.

http://www.pcgamer.com/the-future-of-star-citizen/


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PostPosted: Thu Jan 01, 2015 9:01 pm 
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That was remarkably fair.

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PostPosted: Tue Jan 13, 2015 8:01 am 
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Made it to wave 13 on the hornet without missiles. Apparently need to delete my user folder again. I gotta say I do like the RP aspect of going into my Freelancer and signing off in the bunk.

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PostPosted: Tue Jan 27, 2015 7:51 am 
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They need to fix my dang ship not make it worse. I don't want a 300i. If I wanted a 300i I'd have pledged for one. Fortunately I have a lot of other gaming to do. Also did they fix private matches yet

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PostPosted: Tue Jan 27, 2015 6:34 pm 
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As far as I can tell, private matches ought to be running a lot smoother.

What'd they do to the Aurora? I saw that the cooling allegedly got fixed...


In other news (mostly to avoid double-posting), Through the end of the month a bunch of the limited variants and ships are on sale. M50, Super Hornet, etc. It's the "last chance before you Europeans have to pay VAT" sale.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Tue Jan 27, 2015 6:43 pm 
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Maybe it did. Last I hears wing guns still not charging. I
L have to check later

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PostPosted: Tue Jan 27, 2015 8:32 pm 
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I can only get front gimbled weapons on the hornet to fire.

Do I have to buy separate weapons and affix them to the turret - it doesn't come with stock ones?

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PostPosted: Tue Jan 27, 2015 10:18 pm 
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Yes its fixed. The OMVIs work. I think I need to switch triggers and/or set up an alpha strike

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PostPosted: Wed Jan 28, 2015 12:48 am 
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Elmarnieh wrote:
I can only get front gimbled weapons on the hornet to fire.

Do I have to buy separate weapons and affix them to the turret - it doesn't come with stock ones?

The F7C-M Super Hornet (currently) comes with both the ball turret and the canard turret, and all 6 of the hard points that enables are equipped stock.

Other Hornets don't (currently) have either turret (and so only feature the wing-mounted guns), but I heard the canard (and ball?) turrets are in the Voyager Direct store now. If you pick one up that way, you'll need to equip them with guns of your choice, yes.

I suspect that might change somewhere down the line? 2 vs. 6 seems like a pretty steep difference, and the non-Super Hornet variants were originally sold as 4-weapon platforms because of the nose guns that got removed because they were silly and couldn't actually fit the weapons (and equipping a gimbal/turret platform like the Hornet with fixed mounts was a lousy idea in the first place).

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Wed Jan 28, 2015 3:40 pm 
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So wait, my Tracker only has 2 guns now instead of 4? (I haven't loaded in in a while because the performance on my computer is dreadful. I needs to upgrade badly.)

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PostPosted: Wed Jan 28, 2015 3:54 pm 
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Yeah. To be fair, the nose guns never worked right and mixing fixed with gimbals is pretty pointless anyways.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Thu Jan 29, 2015 1:16 am 
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That sucks.

Wish they could have just fixed the nose guns. I hate the gimbals on the wing ones and wish there was a way to fire fixed forward. :(

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PostPosted: Thu Jan 29, 2015 1:32 am 
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Müs wrote:
That sucks.

Wish they could have just fixed the nose guns. I hate the gimbals on the wing ones and wish there was a way to fire fixed forward. :(

You can lock them forward, actually. That's the default control mechanism unless you're using a mouse or head tracking.

When I say mixing gimbals with fixed is pointless, that's speaking from a design perspective. You either make everything track and pitch it to pilots with input schemes that can handle that, or you make everything fixed and... probably increase the size of the hardpoints in exchange, or something. The point is, having two crosshairs that aren't in the same place is never an efficient way to load out your ship; you'll only ever fire at one crosshair per operator.

Ironically, the Super Hornet could actually make use of a mix effectively. Give the turret and gimbals to a RIO/gunner in the second seat, and the pilot points the ship at his own target and fires with the fixed guns' crosshairs.

There's a lot of balancing between here and release, though. I know the "class" system for weapons is getting a huge overhaul, or maybe just going away entirely, in the near future, along with a lot of size rebalancing that sounds like it's in the works.

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"... Mirrorshades prevent the forces of normalcy from realizing that one is crazed and possibly dangerous. They are the symbol of the sun-staring visionary, the biker, the rocker, the policeman, and similar outlaws." - Bruce Sterling, preface to Mirrorshades


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PostPosted: Thu Jan 29, 2015 7:53 am 
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Grouse and I were gonna light up some swarm about 8:30 est or so. If someone wants the third slot hollar

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PostPosted: Thu Jan 29, 2015 2:44 pm 
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Kaffis Mark V wrote:
Müs wrote:
That sucks.

Wish they could have just fixed the nose guns. I hate the gimbals on the wing ones and wish there was a way to fire fixed forward. :(

You can lock them forward, actually. That's the default control mechanism unless you're using a mouse or head tracking.

When I say mixing gimbals with fixed is pointless, that's speaking from a design perspective. You either make everything track and pitch it to pilots with input schemes that can handle that, or you make everything fixed and... probably increase the size of the hardpoints in exchange, or something. The point is, having two crosshairs that aren't in the same place is never an efficient way to load out your ship; you'll only ever fire at one crosshair per operator.

Ironically, the Super Hornet could actually make use of a mix effectively. Give the turret and gimbals to a RIO/gunner in the second seat, and the pilot points the ship at his own target and fires with the fixed guns' crosshairs.

There's a lot of balancing between here and release, though. I know the "class" system for weapons is getting a huge overhaul, or maybe just going away entirely, in the near future, along with a lot of size rebalancing that sounds like it's in the works.


It'd be nice if the gimbals were removable, like turrets. Like you can put smaller weapons or whatever on there, or remove the whole assembly and mount big assed plasma cannons or something for cap ship assaults.

I suppose, I'm a Tracker, I shouldn't be getting into furballs anyway. ;)

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PostPosted: Sat Jan 31, 2015 11:17 pm 
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https://robertsspaceindustries.com/comm ... n-MobiGlas

Massive text article about all Things MobiGlas, the in-game smart device of the future, able to replace smart phones and in game menus simultaneously.

I was shocked to think they were this far along on the thinking of the device. It's good to know they are thinking about more than spaceships. Also It's truely mind blowing to think about how CGI is totally redeveloping every aspect of how the MMO player interacts with their environment and folding into a in-fiction sensical device. No clunky invasive UI, no floating exclamation points above people's heads (objects, etc).

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