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PostPosted: Fri Sep 12, 2014 1:04 pm 
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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.

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
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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
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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
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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
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Aeroview
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Revel & York
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VFG Industrial
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Hangar selection
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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
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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
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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
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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.

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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: Fri Sep 12, 2014 1:09 pm 
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Features
  • Added Cooperative Vanduul Swarm game mode
  • Added Classic Race game mode
  • Added Private Matches
  • Added Friend Codes
  • M50 is now Arena Commander Ready
  • 350r is now Arena Commander Ready
  • Added New Horizons Speedway level
  • New Hangars:
  • Discount is now Self Land
  • Business is now Aeroview
  • Deluxe is now Revel & York
  • Addition of VFG Industrial Asteroid Hangar
  • Added backend support for Leaderboards
  • Added ability to boost maneuvering thrusters by consuming fuel
  • Additional controls for Six Degrees of Freedom in both coupled/decoupled mode
  • Added various control schemes
  • Added fuel gauge to HUD of all ships
  • Greatly improved pilot g-force animations
  • Added scalable directional pilot animations for hit impacts
  • New game/pause menu
  • Updated and improved a plethora of sound effects
  • Added sounds for catwalk doors
  • Updated countermeasure sounds
  • Added response sound for hitting target
  • Updated Character Animations
  • New Sound effects for Vanduul wave spawns
  • New ship flight sounds
  • Updated Aurora paint jobs
  • Updated 300-series paint jobs
  • Added lead target indicators
  • Added sound effect for failed missile lock
  • Added sound effect for hit confirmation
  • Fixed a multitude of ships bugs for hangar ships
  • Double tapping throttle up/down on gamepad and keyboard sets throttle to full/zero
  • Added spectator cam after you are destroyed
  • Added support for Track IR
  • Added support for players to select their active hangar on the website
  • Updated HUD, revamped HUD controls, and greatly improved functionality
  • Added slight head movement to look where you are flying
Balance/Tweaks
  • Increased top speed of ships to previous max boost speed
  • Afterburners now increase thruster power instead of top speed
  • Removed automatic lead shooting by ITTS. Training wheels are off.
  • Rebalanced all weapons
  • Improved weapon damage due to ITTS changes
  • Improved weapon heat dissipation
  • Boosting now overrides G-Safe
  • Improved control sensitivity for finer control on joysticks and thumbsticks.
  • Revised shield recharge rates and health
  • Revised health of all ships and their discrete pieces
  • Throttle now proportional to acceleration for more precise throttle control on gamepad and keyboard
  • Revised missile speed, damage, and signature requirements for lock
  • Updated flight performance characteristics for all ships
  • Balanced energy consumption on weapons and items better.
  • Updated and improved art and visual effects in Broken Moon and Dying Star
  • Improved AI flight behavior
Fixes
  • Sound no longer plays while the loading screen is still active
  • CTC Core radar icon changed to be more visible
  • Fixed an issue where targeting reticles were still present after target died
  • Fixed the performance issues with CTC Cores
  • Fixed orientation of targeted ships on HUD
  • Respawn message no longer shows when you eject on your final life in Vanduul Swarm
  • Loading of ship hud no longer cancels lock-ons
  • Memory optimizations for sound
  • Missiles no longer pass through geometry
  • Various Animation and IK fixes
  • Freelancer door animation fixes
  • Fixed an issue with the crab escaping its tank and wandering out of the hangar
  • Fixed missing textures
  • Fixed up ejection issues
  • Fixed misaligned decals on ships
  • Various crash fixes
  • Fixed issue where player was able to exit ship while respawning
  • Fixed an issue where player would sometimes die immediately when spawning during Free Flight or Vanduul Swarm
  • Lighting adjustments
  • Fixed a lot of animation issues throughout
  • Fixed an issue with players falling through elevators
  • Fixed an issue with character appearing to fall after loading
  • Fixed camera angle issues in third person
  • Fixed character missing eyes in some situations
  • Fixed issues with audio cutting out
  • Fixed collision issues with walls
  • Console no longer displays user information such as username
  • Adjusted landing pad to be easier to land on
  • Fixed various server crashes
  • Track IR adjustments
  • Fixed issue where 300i could sometimes fail to eject the player
  • Fixed 325a control panels missing
  • Enabled Hornet volume trail
  • Fixed avenger geometry, animation, and texture issues
  • Fixed collision on the Cutlass
  • Fixed issues with damage states and visual effects
  • Fixed a potential security issue present when accessing the console
  • Fixed various issues with throttle and stick pilot animations in the Hornet
  • Fixed an issue where the Aurora’s cockpit camera was cutting off important HUD information
Known Issues
  • New Hangars are limited to the amount of ships that can be displayed
  • You cannot select which ships will be displayed in your Hangar
  • Non-Dogfight Hornets appear overly shiny
  • The large Hangar doors in Revel & York drop out of view at certain distances
  • Idris does not spawn in Hangar
  • Arena Commander menu clips through the M50 canopy after boarding the ship
  • 350R pilots have a slight chance of spawning into race mode with broken wrists
  • The Hornet can throttle to 100% and boost to max speed even after its main engine has been destroyed
  • Players receive a “You died” message and are forced to respawn after launching Free Flight
  • Numerous locations with z-fighting on ships and hangars
  • Numerous minor collision issues in ships and hangars
  • Numerous locations in hangars where graphics will drop out at a distance
  • Some weapons and components are missing information in the holo table
  • Some weapons and components are showing one sided polygons in the holo table
  • 300i variants cannot use their beds
  • Avenger bed cannot be used
  • Oculus Rift only works in Vehicle seats
  • The Arena Commander menu in the Aurora Legionnaire, Aurora, CL, Aurora MR and Aurora ES are really low down in the cockpit and hard to read
  • No Hornet variants have Arena Commander menus
  • The overdrive / boost bar does not work in the m50 or the 300i
  • Unable to change the power-triangle / priority in the 350R
  • Issue regarding CIG2 keyboard settings
  • In Race Mode if the player crashes towards the front of the starting grid, they will respawn underneath the hangar
  • The 17th checkpoint ring currently does not display in the Murray Cup – Defford Link level.

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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: Fri Sep 12, 2014 1:26 pm 
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So these tags we use to identify ourselves for team fights - those are just our handles?

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PostPosted: Fri Sep 12, 2014 2:11 pm 
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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.

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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: Fri Sep 12, 2014 2:35 pm 
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They should have just hired Jeremy Clarkson for the M50 spot.

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PostPosted: Fri Sep 12, 2014 3:16 pm 
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Oh yeah that would have been cool.

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PostPosted: Fri Sep 12, 2014 3:30 pm 
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So how quickly are we going to be able to expand our hangar

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PostPosted: Fri Sep 12, 2014 10:26 pm 
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Patch Dang you... Patch!

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PostPosted: Fri Sep 12, 2014 10:29 pm 
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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.

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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 Sep 13, 2014 1:13 am 
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An hour and a half to go on the patch. Gonna have to wait until tomorrow to check things out.


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PostPosted: Sat Sep 13, 2014 1:38 am 
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The asteroid hanger is very cool. All beaten up, a worn couch, cables hanging all over, rusting platforms and stairs. Excellent detail.


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PostPosted: Sat Sep 13, 2014 11:10 am 
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Patching finished overnight but I'm working outside till it rains - got some stuff I gotta get done before winter.

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PostPosted: Sun Sep 14, 2014 9:01 am 
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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.

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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: Sun Sep 14, 2014 9:45 am 
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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.

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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: Sun Sep 14, 2014 4:39 pm 
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So do we know yet (once it is fixed) exactly what a friend code is and how to use them?

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PostPosted: Sun Sep 14, 2014 7:34 pm 
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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...

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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: Sun Sep 14, 2014 9:39 pm 
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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.

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PostPosted: Tue Sep 16, 2014 7:53 am 
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That new targeting lead indicator seems a lot harder to hit now. First flight fighting last night but golly I need practice again!


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PostPosted: Thu Sep 18, 2014 10:38 am 
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I've been busy and the loss of private rooms has kinda stolen my desire.

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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.

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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 Oct 01, 2014 10:49 am 
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[url]Patch 0.91 notes![/url] wrote:
FEATURES
  • Added a controls customization screen that allows remapping of a subset of actions oriented towards ship navigation
    • Support for keyboard+mouse, controller devices and Joystick / HOTAS
    • Allows customization of discrete & continuous (axis) outputs
    • Support for modifiers keys
  • Added ability to choose which ships spawn in your hangar
  • Added ability to lock on to enemy closest to reticle
  • Added gamma, brightness, and contrast settings
  • Added pilot breathing
  • Added sound reverb to hangars
  • Added basic sound to pause menu
  • SLI/Crossfire Support Implemented

BALANCE/TWEAKS
  • Changed Vanduul Swarm spawn sound
  • Added a drop shadow to the UI in New Horizon Speedway level
  • M50
    • Hard points no longer attach size 2 weaponry
    • Missiles attached by default
    • Reduced power of maneuvering thrusters
    • Reduced health of major ship components

FIXES
  • Private matches re-enabled
  • Character no longer clips through Aurora Ladder
  • Race mode no longer displays incorrect race position
  • Can now cancel connection to multiplayer matches with the cancel button
  • Arena Commander menu now fills the screen for all aspect ratios
  • HUD now displays message before kicking idle player from match
  • No longer possible to load into a match with a non-DFM ship
  • Space brake no longer blocks throttle input
  • Arena Commander menu no longer becomes blurry at max zoom-in while in the Aurora Trainer
  • Race data while in the M50 no longer moves outside the screen
  • The 17th checkpoint now shows in Defford Link
  • Race no longer spawns you in the incorrect place
  • Fixed issue with player sometimes failing to eject in 300i/350r
  • Black/redout no longer persists after ejecting
  • M50 chaff no longer fires in the wrong direction
  • Wingmen in Vanduul Swarm no longer sometimes fail to respawn after elite waves
  • Fixed issues with matches sometimes not reporting stats to leaderboards
  • Various crash fixes
  • Improvements to SLI/Crossfire issue
  • The cursor no longer has conflicts when a joystick is plugged in
  • The following Cvars have been re-whitelisted:
    • r_FogShadows
    • r_Gamma
    • r_HDRBloomRatio
    • r_HDRBrightLevel
    • r_MotionBlur
    • r_ssdo
    • sys_spec_shadows
    • r_getscreenshot

KNOWN ISSUES
  • 325a and 310p ships show some white exterior
  • 325a and 315p may show an invisible pilot seat
  • 315p engine pops in and out
  • Super Hornet has offset components around rear landing gear
  • Unable to exit back seat of super hornet
  • Accounts can only have a maximum of 2 ammo boxes of each type, which causes the account to not have enough ammunition if a ship is trying to equip more than 2 of the same gun
  • Unable to create custom profiles (currently changes are saved to the existing profiles, which are reset if you re-select the “default” profile)
  • Individual keybindings cannot be set as blank. This means if a player sets a control on accident, it can’t be unbound without resetting the whole profile
  • Unable to fully mix/match custom keybinds across multiple devices
  • Swapping from one controller profile to another will reset any changes the player has made
  • There is no visual feedback for what kinds of inputs are accepted for controls that only accept specific kinds of input
  • Unable to change power-priority of 350R in power management screen
  • M50 HUD does not display missiles
  • Fuel can be consumed when no additional thrust is being generated
  • Idris’s that spawn in hangar are currently invisible and have no collision
  • The M50’s portside wing has misplaced elements
  • The starboard side of the M50’s spoiler has an inverted decal
  • The Constellation Phoenix has collision issues in its rear engine room
  • There can sometimes be a brief pause when a player joins a match or respawns
  • Matchmaker may not account for Track Variant when searching for Murray Cup races via Spectrum Match


Bold and italics mine. Bold are points of particular interest to me, italics are epic trolling. :)

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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 Oct 01, 2014 9:38 pm 
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My stick is still in Lima...

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PostPosted: Wed Oct 01, 2014 11:48 pm 
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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.

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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: Fri Oct 31, 2014 5:52 pm 
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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.

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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: Fri Oct 31, 2014 11:28 pm 
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That's good to hear.

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