The Glade 4.0

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PostPosted: Mon Jun 09, 2014 12:17 pm 
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Kaffis Mark V wrote:
I'm pretty sure the 300i is supposed to be unaccented grey, which mine is, at least. It's the other variants that have the trim paint. I just double-checked the brochure and it looks like a dead ringer for the loaner in my hangar.


Maybe so. On the ships specs page it looks like a white/black mix, and that's what I was expecting. I have a blackbeard skin I can (eventually) put on it, too. The grey isn't bad, just not what I was expecting

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Deluxe hangars are huge. There's a reason I broke down and bought a buggy. (which I can't even use right now because of known bugs in the latest patch, lol) And it's currently exacerbated by the addition of 3 entire sections of hangar added temporarily -- two for the gunships and 1 for the loaners.


I'm not even sure I have the deluxe hanger, but they really could stand to bump the walk speed up a bit. I have to say though, if that's the worst thing I can think of to say about the game, it bodes well.

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PostPosted: Mon Jun 09, 2014 12:32 pm 
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They had to bump everybody up temporarily to the deluxe hangar because that's all the TNGS gunships would fit in.

I looked at the specs page, and it looks like the white/black mix thing you're talking about might just be light hitting different panels differently.

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PostPosted: Mon Jun 09, 2014 2:23 pm 
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Hmm.. that might be the case on the front half and the wings/stabilizers, but that rear section that houses the power plant looks WAY darker than the front.

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PostPosted: Tue Jun 10, 2014 10:20 pm 
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I am getting better. Hit wave seven today in the Hornet. Somehow seemed to be able to get my guns on target a little better and didn't missile everything.

The 300i is more responsive but doesn't pack nearly the punch of the hornet. Those Gatling guns are indeed Satisfy.


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PostPosted: Tue Jun 10, 2014 10:31 pm 
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The 300i almost seems TOO responsive for me. Like, if it were a mouse, I'd be reaching to dial back my DPI settings just to cope.

I do so much overcorrecting when trying to aim that thing, it's not even funny.

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PostPosted: Wed Jun 11, 2014 1:24 am 
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Got my Hornet through wave 13, then the game crashed. In all truth, there was very little hornet left at that point. On my flight stick, one of the switches is toggle up to change view and toggle down to pop a flare. Got to see some great exterior shots of missiles hitting my ship!


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PostPosted: Mon Jun 16, 2014 9:53 am 
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Somebody posted a .gif of two missiles colliding in multiplayer.

Image

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PostPosted: Mon Jun 16, 2014 11:05 am 
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That's pretty cool.


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PostPosted: Mon Jun 16, 2014 8:52 pm 
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Wall of Text incoming. I'm pretty sure it death touches and enrages, just to warn you.

It's a massive treatise on flight model, input modes, and IFCS modes.

My inner former physics major is geeking out right now. Especially when I got to the last part about the emergency gyros, which made the final portion of the thruster damage system click for me.

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PostPosted: Mon Jun 16, 2014 9:13 pm 
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I'm pleased with the premise of the document, which is essentially: I know a there's a lot of division and loud opinion over what's been released so far, but once again, let me explain to you all why you should stfu and trust me.

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PostPosted: Mon Jun 16, 2014 9:24 pm 
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Yeah, some of the tone of his 10ftC intro was also quite ameliorating. I was pleased to see the "currently, maneuvering thrusters are about half to a third as strong as the main engine, which is fairly overpowered" bit in the wall o' text.

As that's essentially the feedback I've been giving for the past few days. I want to try the model with weaker maneuvering thrusters. I won't mind the increase in "slide" in the turns (as I currently enjoy the feel of Command Stability off) but will be much happier if I can't track flight paths perpendicular to my line of sight as readily.

I'm also heartened by the notion that Chris seems fairly set on his "when you decouple, you're stuck going essentially straight" schtick. I feel like that's probably a pretty essential balancing factor to limit the utility of sit-and-spin to a point where it doesn't supplant chasing flight dogfighting.

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PostPosted: Tue Jun 17, 2014 7:26 am 
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Shouldn't you be able to tap the thrusters manually when you de-couple so you can change your course? Since that gives you an advantage over those that can't I'm pretty sure it would be done. Also I think the basic design is goofy. You'd always want to bring your guns to bear on a target and move in planes at 90 degrees to them. You should be able to lock your alignment towards the enemy and let the computer auto adjust your facing to keep the enemy in your firing arc while some thrusters maneuver you around to do this while other move the body of your ship to try to avoid firing solutions from your enemy.

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PostPosted: Tue Jun 17, 2014 9:28 am 
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That's probably cruising some lines between realistically sensible automation and manual control for gameplay's sake that they're not looking to cross, there.

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PostPosted: Tue Jun 17, 2014 12:29 pm 
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I guess there wouldn't be much need for a pilot or gunner if your ship and the enemy just tried to line up and evade firing solutions.

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PostPosted: Tue Jun 17, 2014 12:30 pm 
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Still an old turn and burn would be nice without having to reingage coupling.

As I still can't load the game on my system - the 3001 is responsive but how maneuverable is it? Can it out turn the hornet or are both capable of turning at the edge of pilot stamina?

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PostPosted: Tue Jun 17, 2014 2:28 pm 
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You can black out in both right now if you turn GSafe off. The 300i's max speed without afterburners is 120 m/s, while the Hornet's is 100. So the 300i's noticeably faster, and responds with less perceived lag and more sensitively.

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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 Jun 18, 2014 3:27 pm 
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Patch Notes for 12.3 are out.

Star Citizen Patch Notes 12.3 wrote:
Star Citizen Patch 12.3

New Features/Fixes

Arena Commander
Arena commander menu now accessible through options menu
Proper score awarded when an enemy is destroyed in Vanduul Swarm
All ballistic weapons now use ammo boxes
Frozen effect no longer appears for everyone after ejecting
Command pp_rebindKeys layout_joystick_spacesim now properly works
HOTAS X55 Joystick is diplayed under controller options menu
Run no longer toggled off when user interacts with something
Cockpit and ship should now despawn after ejecting
All ship controls now have smoother animations
X-box right joystick can now be inverted
Countermeasures should now be more effective
No longer stuck unable to respawn if chat open while killed
Spawn warping audio no longer heard by everyone in the match
Broadsword when equipped now has ammo and properly overheats
Ship debris can no longer pass through cockpit
Improvments to zero-g movement
Various performance improvements
Various server and client crash fixes
Switched spawn points so that players respawn next to their own bases in CTC
Match end after reaching over 100 points.
Helmet Animations
Various matchmaking tweaks (public matches were requesting private ones)
Reduced texture sizes on the 300i
Implement new win mechanic into Team Deathmatch. Fixed up next kill wins mode, audio and HUD alerts.
Item Balancing
Shield energy reallocation does not loose energy but realloc existing energy
Loading screen remains on screen after the level has loaded
Pausing the game as DFM loads from hangar sticks on a black screen
Added directional indication for shield impacts not in view (similar to an older verison of the shield) for gameplay feedback.
ReExported LandingGear_deploy animation
Player is able to enter ship while he is also able to ‘press X to respawn’. Ship now correctly rez’s out when landed after ejection.
Improved lighting but for real this time
If a Vanduul becomes sufficiently damaged they disappear from the map and their name in-game becomes “undefined”. Need to be destroyed to progress. Added missing return to fix.
Allow custom user CFGs to be specified in cmd line.
When one player ejects from their ship, the frozen visor FX may appear on all player’s screens.
After destroying another player their body will float in space in a t-pose.
MP Fix – Player is now hidden following a vehicle destruction death as in SP.

Hangar
Buggy can now drive properly in the Business Hangar
Turrets no longer mountable on missile racks hardpoints
Third person camera no longer rotates using Q and E
Replace me ball no longer present under Hornet Trainer
Improvements to Trainer Hornet rear landing gear geometry
No longer able to place 325a engine on other ships
Hornet Ghost engine no longer able to be equipped on other ships
Resolved issue of no ammo when chaingun removed and added back to ship
Fix for third person camera rotating when pressing Q or E when not in zero-g
Created basic mapping for Logitech G940. Fixed up a number of asserts it caused in the Joystick device handler.
The Logitech G940 completely changes if you install the correct drivers. Updated the mappings to work with those drivers rather than the default windows ones.
AC menu can be navigated using a gamepad

Known Issues:

HUD target indicator arrows can be missing
Graphical issues can occur while using SLI/Crossfire
It can be possible to sometimes load into a black screen when choosing an Arena Commander match
Hornet gatling guns take heat damage when not being fired
Hornet gatling gun ammo temporarily shown as missile racks in the

Hmm. The last line cuts out. No SLI fixes make me sad. Gonna have to start my multiplayer streaming career on lower graphics (not that I think my connection's upload can probably handle better than a 720p stream in the first place). Speaking of which...

Multiplayer Roll Out update: up to 20k, that should mean I'm in!

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"Aaaah! Emotions are weird!" - Amdee
"... 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 Jun 18, 2014 3:53 pm 
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Kaffis Mark V wrote:
update: up to 20k, that should mean I'm in!


I got my "You're in!" email today. Probably won't be able to play until tomorrow afternoon.


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PostPosted: Wed Jun 18, 2014 4:03 pm 
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Ooh. Running through the Org list, it looks like Hitman's in, too. Who's Hitman? Aha... necro-viewing the old recruiting post, I see it's Foamy. Oh, and Lonedar, and Müs!

Let's see:
KitBash (me): 19242
Arafys (Müs): 19737
Onyx (Lonedar): 19741
Hitman (Foamy): 19851
Ranelagh: 23115
Domino (Elmo): 24201
Ulfynn: 55307
D-D: 57904
DocRandal: 58273
Spanner (also me): 64125
MacGregor: 113121
InvaderZoidberg (darkroland, right?): 203679
Rorinthas: 209172
Thunderbow (DE): 233535
grouse: 237330
Midgen: 242755
Khross: 286451
Stay Classy: 332724
Strow007: 354420

So we've got 4 in today, 2 more ready to come in on the next doubling (or even much less, if they decide they need to slow down for an issue), and if they do two more doublings, we get another 4 on top of that! By that time, we'll totally be ready for private matches to go live, lol.

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"Aaaah! Emotions are weird!" - Amdee
"... 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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 Post subject: Re: Re:
PostPosted: Wed Jun 18, 2014 4:05 pm 
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Lonedar wrote:
Kaffis Mark V wrote:
update: up to 20k, that should mean I'm in!


I got my "You're in!" email today. Probably won't be able to play until tomorrow afternoon.

I wonder how big the concurrent user pool is right now.. we might see each other if I play a bit after work the way I'm planning to.

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"Aaaah! Emotions are weird!" - Amdee
"... 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 Jun 18, 2014 6:41 pm 
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What am I in? I am so confused.

Also, <3
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X-box right joystick can now be inverted

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PostPosted: Wed Jun 18, 2014 7:17 pm 
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Unless I'm mistaken, you can join multiplayer matches, now.

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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 Jun 19, 2014 4:47 pm 
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Kaffis Mark V wrote:
Ooh. Running through the Org list, it looks like Hitman's in, too. Who's Hitman? Aha... necro-viewing the old recruiting post, I see it's Foamy. Oh, and Lonedar, and Müs!

Let's see:
KitBash (me): 19242
Arafys (Müs): 19737
Onyx (Lonedar): 19741
Hitman (Foamy): 19851
Ranelagh: 23115
Domino (Elmo): 24201
Ulfynn: 55307
D-D: 57904
DocRandal: 58273
Spanner (also me): 64125
MacGregor: 113121
InvaderZoidberg (darkroland, right?): 203679
Rorinthas: 209172
Thunderbow (DE): 233535
grouse: 237330
Midgen: 242755
Khross: 286451
Stay Classy: 332724
Strow007: 354420

So we've got 4 in today, 2 more ready to come in on the next doubling (or even much less, if they decide they need to slow down for an issue), and if they do two more doublings, we get another 4 on top of that! By that time, we'll totally be ready for private matches to go live, lol.


So confused by all this.

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PostPosted: Thu Jun 19, 2014 4:57 pm 
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Those are your citizen numbers. They're currently being used as the order in which multiplayer access invites go out. As of right now, anybody below 20,000 should have multiplayer access. I just had a few minutes downtime at work, so I compiled them because it was easier than making a post on looking up the citizen ID.

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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 Jun 19, 2014 5:51 pm 
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Kaffis Mark V wrote:
Those are your citizen numbers. They're currently being used as the order in which multiplayer access invites go out. As of right now, anybody below 20,000 should have multiplayer access. I just had a few minutes downtime at work, so I compiled them because it was easier than making a post on looking up the citizen ID.


Was I really the second Glader to buyin?

Wow.

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