Ranelagh wrote:
Are you able to set up a private multiplayer match yet?
Not yet.
I'm not sure whether it's backend tech holding them back, user experience ones (trying to figure out the means by which you form the groups/select the servers for private stuff), or whether the focus is simply on getting more players in first.
Actually, that might make a good question for 10 for the Chairman, since I'm a sub.
In any event, I've been tinkering with .xml editing to custom map my joystick. The Arena Commander forum has a pretty great
stickied thread dedicated to folks posting .xmls they've created for various joysticks and discoveries/references/help for creating/modifying your own.
If you've worked with .xml before, or have done even a modicum of coding or raw html editing, it shouldn't be too tricky to pick up pretty quickly. I haven't tried the Actionmap Editor somebody in the community has apparently made, but I've made heavy use of the Default Action Maps listing linked in the Resources section of the first post of that thread. It's a reference that gives the names (and default mappings) associated with all the bindable functions for Star Citizen.
So, now I've got a Thrustmaster T.16000m mapping that includes basic shield management (shift power forward/backward/recenter), the space brakes, decouple, and strafes (currently only applicable while decoupled) on the stick. My only issue, now, is that I wish I had one more button on the stalk of my stick, because if I steal the hat switch away from targeting functions (the default) to use for my strafing, I have to relegate targeting to the "far" (right side of the stick for a righty) side of my stick's base buttons. And reaching around with my thumb for next target is less than ideal. Who knows, maybe I'll decide to swap a few of the targeting functions to the near side of the base and shift shields over to the far side.
So once I got all that settled, I tested it out in Swarm mode.. got to Wave 7 without any deaths (that's the first multi-Hunter wave), and had an unfortunate inadvertent collision on Wave 8 because, well, Dying Star is dark as hell, and then got my engine blown out from under me in Wave 9. The tuning they did to the Omniskys' projectile speed seriously sped up my time to kill on Scythes, at the very least.