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AC 0.9/Hangar 13.0 Goodies -- Racing! Hangars! Co-op! https://gladerebooted.net/viewtopic.php?f=37&t=11090 |
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Author: | Kaffis Mark V [ Fri Sep 12, 2014 1:04 pm ] |
Post subject: | AC 0.9/Hangar 13.0 Goodies -- Racing! Hangars! Co-op! |
Okay, first off... the M50 "commercial": This was previewed at Dragon*Con, by the way. That'll teach me to skip a year. The first news of the day is that with the drop of the new racing mode and the flyable status of the M50 and 350r, both ships are now permanently available as pledges, and both ships have received cross-chassis upgrade options. In addition, you can get the two in a bundle along with a racing suit. Details, along with the brochure for the M50 and a side-by-side ship stat comparison (which is the primary culprit for me not copy/pasting), can be found here. Patch announcement wrote: ARENA COMMANDER V0.9
Arena Commander V0.9 is here, and it is a big one! You can now update your copy of Star Citizen via the launcher client. Today’s patch is the most significant iteration of Arena Commander yet, featuring new game modes, game balancing and bug fixes! What can you expect to find? NEW GAME MODES Racing Do you have what it takes to win the Murray Cup? We’ve added a simulation of the famous race to the Arena Commander game. In order to accommodate racing we have added a new map, New Horizon. Compete with your friends to finish the course as quickly as possible… but be warned: racing isn’t just about having the fastest ship, it’s about being the best pilot! Vanduul Swarm Coop Put your new friend codes to good use! Take on the Swarm together with up to three of your wingmen for the toughest Vanduul Swarm experience yet. Friend Codes Star Citizen is all about communities, and it’s time to start enabling that on the game side. We’ve launched our initial friend code system with Arena Commander V0.9, which will allow you to group with other citizens in the module’s co-op modes. Whether you’re racing for the cup, teaming up to capture the core or taking on the Swarm together, AC is more fun with friends. Leaderboards When fighter pilots gather, they invariably want to know: who’s the best? Arena Commander’s leaderboards will show you who are top pilots are… and on the technical side, this kicks off the web-game connection that will be needed for many of Star Citizen’s future features! KNOWN ISSUES PLEASE NOTE: We are aware of an issue when loading into Arena Commander from the cockpit of your ships. This does not affect all ships and will be fixed in Patch 13.1. For the time being we suggest loading into Arena Commander through the pause menu. MODULE IMPROVEMENTS New flyable ships Arena Commander V0.9 adds two of our racing ships: the M50 and the 350R. If you’ve pledged for either of these ships, they’ll be available in your Hangar to fly in all of Arena Commander’s game modes. Grab all the latest info and buying options on these incredibly fast ship : Start Your Engines! New Hangars Your home just got a new coat of paint… and then some. The team at BHVR has rebuilt all three Star Citizen Hangars in the new expandable room system that will eventually open to the Persistent Universe. Did we say three? There are actually four Hangars now, with the addition of the long-awaited asteroid or ‘pirate’ hangar! Additionally, players will now be able to select which Hangar they wish to use via the website. If you have access to the highest tier hangar (Asteroid) you will be able to elect any of the lower tier hangars if you prefer them aesthetically. Self-Land Aeroview Revel & York VFG Industrial Hangar selection You can now also select which hangar you want to load the game in by configuring this selection in your account on the website. For each hangar pass that you have obtained with a ship or purchased in the store, you get access to all hangar types below it and can select it. In the upcoming weeks, you will even be able to pick which ship you want to display in your hangar from the web interface! GAME IMPROVEMENTS Six Degrees of Freedom As we’ve continued iterating and improving on the physics based flight model, we’ve now implemented 6DOF controls and flight mechanics for all of our ships. This will allow players to move along every axis and shows off the flexibility of our flight model as well as what makes space flight so cool! New control schemes You can now select between multiple popular preset control schemes. This represents the first pass at personal customization the full version of which will be coming shortly, planned for patch 13.1 which will allow you to completely customize your control scheme. HUD Improvements v0.9 introduces some significant usability improvements to the Combat Visor Interface. Navigation within each context window has become much more streamlined, in addition to becoming navigable with a mouse cursor. We’ve also introduced new hotkeys for managing your ship’s power and shield allocation quickly in the heat of battle. Lead Target Indicator Your HUD now features a lead target indicator which will extend from your active target. This is your targeting computer’s (ITTS) attempt at telling you where to shoot in order for your weapon groups to hit the target. It accounts for relative velocity, acceleration, and the average projectile speed of your weapon groups. This change to targeting means that you no longer aim at the ship itself and rely on ITTS to auto-fire on the predicted hit location. Instead, pilots need a little more skill: you’ll have to fire at the ITTS lead indicator! We’d originally wanted to have this system in place for V0.8 so we are very excited to introduce it with 0.9. This is a big change to how Dogfighting works in Arena Commander but is more realistic, and fun. Fixed Weapons and Convergence With the introduction of the Lead Target Indicator we’ve also introduced fixed weapons and fixed weapon convergence. Now class one weapon mounts are properly fixed forward and no longer gimbal. They do however now automatically converge based on your range to the target lead indicator to ensure that if you line up your gun cross properly, you won’t miss. Improved Ship Performance We’ve increased the top speed of every ship. With this we’ve also reworked the afterburner mechanic to increase acceleration instead of top speed. We’ve also added the ability to temporarily boost the output of your maneuvering thrusters to more quickly arrest undesirable angular velocity, such as in a tight turn. Improved Sound We’ve added a number of sound effects that help make the ‘Verse feel more immersive. Everything from the ships, weapons, and environment have completely new sound effects. We have also fixed numerous sound bugs and given our legacy sound effects another pass to make sure they meet the quality of our new sound effects. And that’s not all. You can find a complete list of new features, balance changes, bug fixes and known issues in the R13 Patch Notes. Since Arena Commander V0.9 makes so many changes to the game, our crack publications team has updated the previously-released Arena Commander manual. You can download a copy here. And to further celebrate Arena Commander V0.9, we’ve added the two racing-oriented ships as permanent additions to the pledge store! If you’re interested in backing for an M50 or a 350R, you can learn more (and see our most fun ship commercial to date) here. Finally, for those interested in ship stats we have a post from the design team talking about how and why changes have been made to the ships now integrated into Arena Commander. You can find that here. |
Author: | Kaffis Mark V [ Fri Sep 12, 2014 1:09 pm ] |
Post subject: | |
R13 Patch Notes wrote: Features
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Author: | Elmarnieh [ Fri Sep 12, 2014 1:26 pm ] |
Post subject: | |
So these tags we use to identify ourselves for team fights - those are just our handles? |
Author: | Kaffis Mark V [ Fri Sep 12, 2014 2:11 pm ] |
Post subject: | Re: |
Elmarnieh wrote: So these tags we use to identify ourselves for team fights - those are just our handles? I'm working on sussing that out. |
Author: | Khross [ Fri Sep 12, 2014 2:35 pm ] |
Post subject: | Re: AC 0.9/Hangar 13.0 Goodies -- Racing! Hangars! Co-op! |
They should have just hired Jeremy Clarkson for the M50 spot. |
Author: | Elmarnieh [ Fri Sep 12, 2014 3:16 pm ] |
Post subject: | |
Oh yeah that would have been cool. |
Author: | Rorinthas [ Fri Sep 12, 2014 3:30 pm ] |
Post subject: | Re: AC 0.9/Hangar 13.0 Goodies -- Racing! Hangars! Co-op! |
So how quickly are we going to be able to expand our hangar |
Author: | Rorinthas [ Fri Sep 12, 2014 10:26 pm ] |
Post subject: | Re: AC 0.9/Hangar 13.0 Goodies -- Racing! Hangars! Co-op! |
Patch Dang you... Patch! |
Author: | Kaffis Mark V [ Fri Sep 12, 2014 10:29 pm ] |
Post subject: | |
Yeah, my patching is going slowly, and I only started around 10:30 when I got home (early) from gaming night with my friends. And then my entire day tomorrow is booked. Maybe I just call it a night early and try to wake up in time to walk around the asteroid hangar tomorrow before work. |
Author: | Lonedar [ Sat Sep 13, 2014 1:13 am ] |
Post subject: | |
An hour and a half to go on the patch. Gonna have to wait until tomorrow to check things out. |
Author: | Ranelagh [ Sat Sep 13, 2014 1:38 am ] |
Post subject: | |
The asteroid hanger is very cool. All beaten up, a worn couch, cables hanging all over, rusting platforms and stairs. Excellent detail. |
Author: | Elmarnieh [ Sat Sep 13, 2014 11:10 am ] |
Post subject: | Re: AC 0.9/Hangar 13.0 Goodies -- Racing! Hangars! Co-op! |
Patching finished overnight but I'm working outside till it rains - got some stuff I gotta get done before winter. |
Author: | Kaffis Mark V [ Sun Sep 14, 2014 9:01 am ] |
Post subject: | |
So our plans to play together have probably been derailed by patch bugs. Yesterday, they removed the private match bits because private matches were not properly releasing their server resources to be used in public (or other private, I assume) matches once they completed, causing the servers to essentially reduce in capacity constantly until hard reset. Engineering is working on a fix, but I don't suspect they'll get it done on a Sunday. |
Author: | Kaffis Mark V [ Sun Sep 14, 2014 9:45 am ] |
Post subject: | |
Wow. So, uh. The new patch also broke keybind .xmls by moving to a new(ish) format that is... way more detailed, I suppose you could say. It's gonna take me a while to sift through this massive new default keybind .xml file and re-modify it, along with puzzling out the new commands. Looks like there might be native support for configurable input response curves, though, which is handy. |
Author: | Elmarnieh [ Sun Sep 14, 2014 4:39 pm ] |
Post subject: | Re: AC 0.9/Hangar 13.0 Goodies -- Racing! Hangars! Co-op! |
So do we know yet (once it is fixed) exactly what a friend code is and how to use them? |
Author: | Kaffis Mark V [ Sun Sep 14, 2014 7:34 pm ] |
Post subject: | |
Nope. I didn't look into it on the forums since the first time I was able to not up the hangar was after private matches had been taken down... |
Author: | Rorinthas [ Sun Sep 14, 2014 9:39 pm ] |
Post subject: | AC 0.9/Hangar 13.0 Goodies -- Racing! Hangars! Co-op! |
I love my self land. It's just "lived in" enough to feel gritty without the total dilapidation of the vfg. The elevator/deathtrap is especially comical. (I don't think that railing meets OSHA standards, let alone that clunking noise it makes. Halfway up you really start to wonder if you're gonna make it. I love the master control station on the catwalk as well. Again it's a mess but isn't the fire hazard the vfg one is. My only real complaint is that one "room" worth of hangar space is huge when you only have one tiny LN. She looks so lonely sitting there. Grouse's aero view looks good, definitely the step up, save the fact someone needs to change some lighbulbs. The master control office is sharp too especially with all his goodies in there. If the amount of loving care that's gone into both spaces keeps up, we're going to be in for real treat here. |
Author: | Ranelagh [ Tue Sep 16, 2014 7:53 am ] |
Post subject: | |
That new targeting lead indicator seems a lot harder to hit now. First flight fighting last night but golly I need practice again! |
Author: | Rorinthas [ Thu Sep 18, 2014 10:38 am ] |
Post subject: | |
I've been busy and the loss of private rooms has kinda stolen my desire. |
Author: | Kaffis Mark V [ Thu Sep 18, 2014 11:17 am ] |
Post subject: | Re: |
Rorinthas wrote: I've been busy and the loss of private rooms has kinda stolen my desire. Similar. Been busy, and without private rooms or Oculus Rift DK2 support pushing Star Citizen to the front burner, I've let it wait a bit besides hopping into my M50 long enough to say "Yep, that's good, at least -- racing in an M50 is harder than the live stream made it look." In the meantime, instead of playing Star Citizen, I've actually managed to keep up with a couple of my FPSing friends on Destiny, for a change. |
Author: | Kaffis Mark V [ Wed Oct 01, 2014 10:49 am ] |
Post subject: | |
[url]Patch 0.91 notes![/url] wrote: FEATURES
BALANCE/TWEAKS
FIXES
KNOWN ISSUES
Bold and italics mine. Bold are points of particular interest to me, italics are epic trolling. |
Author: | Rorinthas [ Wed Oct 01, 2014 9:38 pm ] |
Post subject: | Re: AC 0.9/Hangar 13.0 Goodies -- Racing! Hangars! Co-op! |
My stick is still in Lima... |
Author: | Kaffis Mark V [ Wed Oct 01, 2014 11:48 pm ] |
Post subject: | |
SLI support looks pretty good. I'm getting a bit less than 40 fps in the Aeroview hangar (the VFD Hangar is a hog, lol) on high at native screen resolution of 2560x1200, which is up about 80% over before running on a single card. It's not buttery smooth at 35-40, but it's not microstuttering so it's pretty tolerable. If I back down to 1200p, I'm getting nearly rock solid 60 fps... which is good news for the eventual DK2 support. Bound my stick, took the new bindings for a test flight. Looks pretty good. Sometime next week, I'll be good to queue up some private matches if anybody's interested. |
Author: | Kaffis Mark V [ Fri Oct 31, 2014 5:52 pm ] |
Post subject: | |
First impressions of v.9.2: This is the best the game has felt in terms of fun and excitement. ESP isn't intrusive, yet I felt measurably more able to track a target with my stick. Vanduul are still elusive, it's hard to stick a bead on them for long, which leads to the cat-and-mouse dogfighting feel a bit. The lag pips are a nice change; I'd still like to see some benefit to stick users for the Class 2 nature -- being able to condense differing ballistics onto the same lag pip instead of simply fixing forward and living with the divergent projectile speeds would be nice. The improvements in aiming has meant that this is really the first time I've bothered to play for more than a few minutes with the new speeds and handling. Defaulting to ComStab off (new this patch) is a nice touch, and the doubled map size (also new this patch) really gave the doubled-speeds-with-boosting-affecting-acceleration-and-maneuverability room to stretch its legs. And that's a good thing. I was chasing Vanduul all over the map, distances were meaningful instead of just a quick tap of afterburner away, simple throttle manipulation was enough to keep to pretty tight engagement distances (I was essentially constantly within 750m without practice, and routinely closed to nice visual ranges like 2-300m, which is where I feel subcomponent targeting starts to become practical). Scythes still have that weird characteristic where they get much harder to kill once you shoot their wings off, but it wasn't outrageous, particularly because they seem fairly neutered offensively by then, too, so you can switch your attention elsewhere and make sure you're not getting pounded by wingmen while you're pinging away at it here and there. The AI seems to have made a few improvements, too. All in all, while v.9 has slowed my kill rate down quite a bit (I cleared 6 waves in 27 minutes with no deaths, the first 5 were done at the 20 minute mark -- the named Glaive pilot in wave 6 was a ***** that came close to killing me), I definitely feel like there's a game, here. I'd like to try to wrangle some multiplayer this weekend, if anybody's up for it. |
Author: | Rorinthas [ Fri Oct 31, 2014 11:28 pm ] |
Post subject: | Re: AC 0.9/Hangar 13.0 Goodies -- Racing! Hangars! Co-op! |
That's good to hear. |
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