The Glade 4.0

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PostPosted: Mon Jul 07, 2014 9:45 pm 
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I have not been able to join multiplayer match, the host keeps timing out.


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PostPosted: Tue Jul 08, 2014 8:14 am 
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Sometimes when I try to join multiplayer, I get matches right away, repeatedly. Other times, I can never get into one.

Not sure if it's a time of day/week thing, or a load thing, or what.

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PostPosted: Tue Jul 08, 2014 9:48 am 
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I suspect a load issue. I have tried at different times of the day on various days.


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PostPosted: Tue Jul 08, 2014 1:20 pm 
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Is there anyway to make sure any of us fight together?

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PostPosted: Tue Jul 08, 2014 2:17 pm 
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Elmarnieh wrote:
Is there anyway to make sure any of us fight together?

Not yet. Presumably, that's what Private matches will be for. Currently, the button is unselectable.

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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 Jul 08, 2014 2:34 pm 
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Is it always this hard to down Vanduul ships with just guns?

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PostPosted: Tue Jul 08, 2014 4:25 pm 
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I found boosting my FPS made it much easier. Although I had to turn down my resolution and graphics level almost to the bottom to get even 25 FPS.


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PostPosted: Tue Jul 08, 2014 11:39 pm 
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Ranelagh is right -- the controls are pretty sensitive to framerate-derived reaction latency. Given the draw call heavy nature of CryEngine, particularly low framerate (and/or heavy CPU utilization?) may even directly hinder the feedback loop control systems that make up the IFCS that translates your input into thruster coordination and control.

Translation: I've seen lots of reports that very low framerates have a surprising effect on the smoothness and and ability to exert fine control over ships. Excessive input lag (though some is inherent in the design for ships with a majority of gimballed thrusters) and "wobbliness" are some of the symptoms I've seen most reported.

So if you're having more trouble than you think you should be, check framerate and make sure it's above 20 as a rock bottom bare minimum to start with.

But yes, engaging with guns takes practice and can be hard. What weapons are we talking about? I found the Badger 117 laser repeaters to be very under performing, and the Bulldog 007s aren't much better The Mantis 220s are meaty but require summer faith and intuition to come to terms with the spin up. The Omnisky VIs are beastly scary but not for spray and prayers.

What ranges are you engaging at? I find I do best with guns if I close to within 500m of less. I can do some damage at 7-800m, but I'm less likely to land multiple sustained bursts.

And finally, those sustained bursts are what your looking for. Sweeping fire across your target to land a few hits periodically will just take down shields and then give them a chance to regen if you can't keep the pressure on.

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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 Jul 09, 2014 7:07 am 
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I'm running max graphics and still getting 80ish fps.

The weapons are whatever comes standard on my 300 trainer I guess. I don't know how to tell what range I am from an enemy so - as close as I can get without risking a collision.

Once I find I am leading correctly with my little nose gun I'll let loose a few from my wingtips which seem to do the most damage.

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PostPosted: Wed Jul 09, 2014 8:25 am 
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Hrm.. Okay.

Your targeting computer calculates lead for you, and re-aligns your gimballed weaponry (anything Class 2 or 4) so that the lead adjustment matches your crosshairs.

Think of it as your avionics zeroing in adjustable windage and elevation on a sight for you on the fly, rather than more traditional automated deflection crosshair on a moving target.

When you move your crosshair over an enemy you've targeted (r targets nearest enemy, I think t cycles enemies... I'm a little hazy on that because I've got both mapped to my stick), the crosshair will turn green briefly, and then change to a green diamond. The green diamond means that your gimbals have tracked to their calculated firing solution, and you'll hit whatever you're aiming at if the target maintains its course. This lets you target subcomponents accurately (if you're steady enough, lol... I'm not, by any means) by setting your green diamond crosshairs directly on the hit location on the ship you want to hit. If you anticipate a change in vector, you can deflect off the target normally to anticipate only the relative change (not the absolute change) in its motion.

So if you anticipate the target maintaining course, you point your crosshairs directly at him. If you anticipate him speeding up, you deflect forward, but only far enough forward to account for his acceleration -- the base speed he's already at is already taken into consideration. Likewise, if you anticipate him slowing down, you'd aim slightly behind him -- not less far ahead of him.

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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 Jul 09, 2014 9:03 am 
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Greetings Citizens,

On Thursday, we opened Arena Commander’s multiplayer modes to a much larger segment of backers. Over the holiday weekend, our engineers kept careful track of server stats: number of successful connections, number of failed attempts, number of competed games, average latency and the like. We also spent time watching your Twitch feeds, which have proven to be an incredibly valuable tool for helping compare the real world experience to what we test in-house.

By releasing a new version of the game with many changes and also upping the number of simultaneous players, we exposed a variety of load cases and bugs we hadn’t seen before: ship movement and prediction issues, matchmaking bugs that include assigning excessive player counts to game servers and other tracking edge cases, and existing unused engine features causing problems.

The result is that with Patch 12.4, there is an unacceptable amount of lag and occurrence of rubber-banding (the effect when ships seem to ‘jump back’ in space.) While all of you know that Arena Commander is a pre-alpha module and that our aim is to determine and fix exactly these problems, they seem significant enough with this patch that we should take a moment to talk about how we’re aiming to repair them in the upcoming weeks.


I want to stress that this is part of our shared process, and it’s one of the things that makes Star Citizen’s development so unique. We hear about games that launch with dismal multiplayer issues every day. Unlike a traditionally published game, which launches fully formed into the wild, Arena Commander is letting us do real load balancing tests with the help of the community to flush out multiplayer and connectivity issues at this early stage. Getting this right now means having it right going forward; you’re helping ensure that future updates and modules improve on something that works instead of publish to a complete unknown.

The team was already preparing patch 12.5 for launch, which will add both fixes and a new surprise or two. With the rise of the new latency and rubber-banding issues, though, we knew we needed to up our focus. We had not seen these issues with the 60,000 players who had access to the previous patch, so our immediate thought was that one of our server-side changes may have caused them. On Monday morning, production sat down and developed a ‘to investigate’ checklist of possible causes of (and improvements for) for the issues we were seeing. Here’s a short sampling:

On Monday morning, the team went into action to determine the root cause for the issue. There were dozens of possibilities, all (or none) of which could be part of the issues we were observing. Bug reports submitted by dedicated backers were our first point for analysis. Like doctors trying to identify a mysterious illness, we looked for common environmental factors. Was there a significant geographic distance between players? Surprisingly, no: in many cases, players with almost no latency between them were still having issues.

The team moved on to examining our own code. Several possibilities presented themselves: leftover code was causing the game to attempt to connect to Crynetwork chat with each session, missing movement smoothing code that had been developed but not implemented in 12.4 and there were potential issues with the servers not correctly recognizing when they were full. Each of these possibilities became a JIRA task instructing Star Citizen’s engineers to investigate and repair a given item for the next patch.


We’ve already implemented a number of fixes which we believe will improve the multiplayer experience in 12.5, and we’re continuing investigating several other possibilities that we hope will improve the experience. Was one of these items the ‘magic bullet’ that fixes the multiplayer experience? Our tests are promising, but we won’t know for sure until we’ve patched Arena Commander and seen how it impacts players around the world. We know it can be frustrating not to see a ‘one button’ fix, but kind of extended process is necessary to preparing for the future launch of the Persistent Universe. Expect to see an improvement in 12.5, and greater improvements as we continue our work!

We’re learning how to make the investigative process better, too. On Tuesday, two of our programmers updated the server software to provide more detailed concurrency numbers. Knowing more specifically how many players are in the game in a given interval will be a valuable tool for investigating how the server behaves where changes are introduced in the future. Next, QA will use this tool to test 12.3 compared to 12.4 to try and discover where the performance changes were introduced.

In the meantime, I’d like to thank you all for your efforts in helping us discover these issues, both those waiting to play and those who have been dogfighting in less-than-ideal conditions. We’re working to make this the best possible experience, and that’s something we couldn’t do without the support and help of all of our backers. There will be bumps along the road as we improve the technology behind Star Citizen and the balance of the game itself… but we’re going to share the process by which we deal with all of these issues with you as it happens.

I’ve also had questions from several backers about international servers, expanding to places like Australia and Europe. Current indications is that this isn’t the cause of the problems we’re seeing with 12.4… but it is something on our roadmap, with plans to enable these servers by the time Arena Commander 1.0 launches!

— Chris Roberts


Ah.. That was refreshing. There's been some (valid, IMO) criticism that the team's been moving away from the stark transparency that characterized the early stages of the campaign and development. We've been seeing less early concept work, less work-in-progress while it's actually, you know, in-progress rather than as a retrospective released along with the final product, and we've been getting less detail (outside the monthly reports) about current progress on various stuff.

So I think it was nice to see a timely and pretty frank update on the issues caused by last week's patch and subsequent opening the multiplayer floodgates, and the stuff they're seeing as they investigate it. I look forward to seeing some of the data they pull from the new stats-tracking, I hope showing us some of that is in the plan.

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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 Jul 09, 2014 12:18 pm 
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Elmarnieh wrote:
I'm running max graphics and still getting 80ish fps.



Tell me of this rig you are using kind sir.


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PostPosted: Wed Jul 09, 2014 1:01 pm 
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Probably a decent to nice CPU with a 770 or 780 running at 1080p.

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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 Jul 09, 2014 3:57 pm 
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4820k I7 16 gigs of crucial ballistix 1833 and a evga 4 gig 770

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PostPosted: Wed Jul 09, 2014 3:58 pm 
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I've never seen my crosshairs turn into a diamond.

???

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PostPosted: Wed Jul 09, 2014 8:06 pm 
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I believe the targeting system is designed for the pilot to put the crosshairs more-or-less *on* the target, instead of *leading* the target. Once I started playing that way, I saw the diamond more often.

Now I just need a joystick...


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PostPosted: Thu Jul 10, 2014 10:40 am 
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I get a circle that leads a + crosshairs it has tracking in the form of dashes from it to the target indicated expected route.

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PostPosted: Fri Jul 18, 2014 11:05 pm 
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Getting better. Ulfs advise about not trying to lead is helpful. For whatever reason (just being a slower target, or maybe their shields are actually de-energized) It's easier to damage Scythe's when they are pulling off those high turns, if you can get a bead on them. My trainer Aurora seems to be having problems with its weapon persistence. I keep having to put the Bulldogs back on manually. And its just the trainer because the bulldogs stay off the top mount of the legionnaire just fine.

I'm still amazed at how the scythes just seem to keep on flying even when are just a cockpit and engines, while any damage to my aurora is clearly felt in the handling, which is to say it goes to pot.

Does anyone else feel that its better to shoot the scythes down to the aforementioned "flying cockpit" and then change targets and go after one that still has its big gun. I guess that comes from my philosophy of "getting out alive" being the key objective to any engagement.

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PostPosted: Sat Jul 19, 2014 12:49 am 
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The big gun is actually on the opposite side of the big wing, I think. At least, that's how it's modeled, I suppose they could have screwed up assigning the hardpoint.

As for why they fly uninhibited when you shoot them down to just a cockpit and engines, that's because all their maneuvering thrusters are placed on the body of the ship between the cockpit and the primary engines, as far as I can tell. That area usually doesn't take non-lethal damage, unlike, say, the wing. Whereas with the Aurora, several of them are positioned on pieces that can be blown off without doing that much damage to the rest of the ship.

Also, it might have to do with the Aurora MR (which the trainer is based off) only having 6 articulating thrusters.. That should, theoretically, leave it less adaptable to missing thrusters.

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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: Sat Jul 19, 2014 8:03 pm 
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I just know there is a wing.. and a gun both of which can be blown off just fine without hurting the scythe's ability to move around too much, but when you blow both off, they don't shoot at you as much.

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PostPosted: Sat Jul 19, 2014 9:53 pm 
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Ah, yeah. I'm not sure I've ever gotten the gun before the cockpit.

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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: Mon Jul 21, 2014 8:11 am 
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If anything scythes seem more maneuverable without their wings.

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PostPosted: Mon Jul 21, 2014 8:33 pm 
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They're smaller targets and less mass would mean less inertia. Grouse was doing much better today I'm a little jealous of the firepower on those oms.

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PostPosted: Mon Jul 21, 2014 11:08 pm 
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Rorinthas wrote:
They're smaller targets and less mass would mean less inertia. Grouse was doing much better today I'm a little jealous of the firepower on those oms.

I fully expect to see some balancing passes in the next patch or two.

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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: Sat Jul 26, 2014 12:00 am 
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Update says 12.5 early next week. They think they were probably clear to patch late tonight, but want to avoid all the fresh collision of players with patch happening over the weekend when they're not in the office monitoring stuff.

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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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