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Staro 04.06.2014., 23:18   #721
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Cini mi se da je najveci problem joysticka trenutno premalen sensitivity, s misom mozes puno brze skretati.
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Staro 05.06.2014., 09:52   #722
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Malo gledam na službenom webu i nije mi baš jasno što i gdje treba kupiti/platiti da se uđe u alpha-u? vidim da ima ovaj Arena Commander Pass za 4 EUR, ali mi nisu jasni ovi paketi s raznim brodovima od par desetaka i na više EUR-a... ?
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Staro 05.06.2014., 09:58   #723
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Malo gledam na službenom webu i nije mi baš jasno što i gdje treba kupiti/platiti da se uđe u alpha-u? vidim da ima ovaj Arena Commander Pass za 4 EUR, ali mi nisu jasni ovi paketi s raznim brodovima od par desetaka i na više EUR-a... ?
Prvo moraš kupiti paket i onda Arena C. pass da bi mogao igrati.

Single ship package
https://robertsspaceindustries.com/p...s?sortBy=price
https://robertsspaceindustries.com/s...commander-pass

Samo pazi, najeftiniji paket nema beta access (30 USD), onaj od 40 USD ima.
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Staro 05.06.2014., 11:00   #724
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Prvo moraš kupiti paket i onda Arena C. pass da bi mogao igrati.

Single ship package
https://robertsspaceindustries.com/p...s?sortBy=price
https://robertsspaceindustries.com/s...commander-pass

Samo pazi, najeftiniji paket nema beta access (30 USD), onaj od 40 USD ima.
hvala...
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Staro 05.06.2014., 20:52   #725
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Vanduul Scavenger killed! Još da mi je malo moćnije oružje od ovih Behring pljuca...
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Staro 06.06.2014., 09:19   #726
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Evo ja jučer navečer konačno isprobao AC.

Naravno, prvo je počelo sa "Connection failed" porukom i rušenjem hangara na desktop tj. na loader I onda nemogućnošću pokretanja AC-a, rušio bi se uz istu poruku odmah nakon prvotnog "loading..."... nakon 9-10 pokušaja, upio sam ga nekako pokrenut i krenuo isprobavat.

U free flight modu radi glatko na High postavkama, bez značajnog zatrzavanja u smislu FPS-a. Ponekad se čini da ima problema sa "frame latency" tj. djeluje kao da ponekad "uletiš u nešto gusto" pa uspori, i onda ubrza na normalno, pa opet uspori i tako stalno. No u principu se lijepo da igrat, i upravljanje joystickom uopće ne djeluje problematično, dapače, puno je preciznije i finije nego mišem i tipkovnicom. Pravi je gušt spuštati Auroru ili 300i na asteroide

Sa Vanduul Swarm modom je druga priča. Čak i na Medium zatrzava i trokira, sa konstantnim fluktuacijama FPS-a. Da se igrat, između Medium i High postavki nema neke značajne razlike u igrivosti, ali nije fluidno. Posebno trokira kad se pojavi novi "Wave"... uglavnom, mislim da je AI "resource hog" tj. zdere procesorsku snagu za doručak (a nije da je imam na pretek )

Ne sviđa mi se i to što postoji značajan tj. pretjeran auto-aim tj. AI ti pomaže da pogodiš čak i kad bi realno promašio jer nije baš da si najbolje naciljao

Eto, ukratko dojmovi
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Staro 06.06.2014., 12:17   #727
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Meni je sve prošlo bez ikakvog trzanja na high na 1680*1050. Istina, uz jedan diskonekt prije nego sam ušao u bolid i jedan nakon 20-ak minuta igre. Što se tiče auto-aima, nekako je za očekivat da high-tech svemirski fighter ima neku vrstu pomoći kod ciljanja. I dalje treba doć u poziciju da uopće pogodiš nešto.

Nisam još stigao isprobat palicu, prvo je treba skinit sa police i obrisat prašinu
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Staro 06.06.2014., 12:19   #728
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Jedan koristan link za vlasnike joysticka/HOTASa: https://forums.robertsspaceindustrie...re-info#latest

P.S.
Rastemo pomalo


Zadnje izmijenjeno od: Neo-ST. 06.06.2014. u 14:04.
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Staro 06.06.2014., 18:05   #729
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Dodao sam jos 4GB memorije, pocistio malo prasinu i dobio 3 FPSa u Free Flightu

Probat cu kasnije Swarm da vidim jel ima tamo razlike.
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Staro 06.06.2014., 23:05   #730
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Novi patch - 2.5 Gb



Updates
Increased the size of production server and deployed servers with Google Compute
Adjusted power consumption and the speed of the laser bolt for the Klaus and Werner CF007 Bulldog

Bugs Fixed
Unable to access multiplayer with an account that contains the appropriate multiplayer game mode items
Resolved an issue in multiplayer where the pilot enter animation would play every time you respawn
Resolved an issue with the Hornet’s Gatling gun which would cause it to begin taking heat damage prior to reaching a critical heat state
Resolved an issue with the AI firing their Gatling guns constantly until they were destroyed due to heat damage
Resolved an issue with pilot animations becoming offset in the 300i when viewed in 3rd person
Resolved an issue which caused the animations for pitching up and down in the cockpit to be reversed.
Resolved an issue which caused AI who were destroyed when the player blew up their engine and reactor to register as having committed suicide.
Resolved an issue in multiplayer that would often cause a crash of the server and clients at the end of a round
Corrected an issue with cooling on the 300i which could cause unintentional overheating under normal operating conditions
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Staro 06.06.2014., 23:07   #731
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Novi patch - 2.5 Gb



Updates
Increased the size of production server and deployed servers with Google Compute
Adjusted power consumption and the speed of the laser bolt for the Klaus and Werner CF007 Bulldog

Bugs Fixed
Unable to access multiplayer with an account that contains the appropriate multiplayer game mode items
Resolved an issue in multiplayer where the pilot enter animation would play every time you respawn
Resolved an issue with the Hornet’s Gatling gun which would cause it to begin taking heat damage prior to reaching a critical heat state
Resolved an issue with the AI firing their Gatling guns constantly until they were destroyed due to heat damage
Resolved an issue with pilot animations becoming offset in the 300i when viewed in 3rd person
Resolved an issue which caused the animations for pitching up and down in the cockpit to be reversed.
Resolved an issue which caused AI who were destroyed when the player blew up their engine and reactor to register as having committed suicide.
Resolved an issue in multiplayer that would often cause a crash of the server and clients at the end of a round
Corrected an issue with cooling on the 300i which could cause unintentional overheating under normal operating conditions
Woohoo, ovo je bio brzi patch, nisam ga jos ocekivao!
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Staro 07.06.2014., 00:02   #732
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I ne samo to, dodali su još i Freelancera + 2 finalista TNGS-a u hangar, da možemo uživo vidit brodove

Citiraj:
Today’s patch adds the Freelancer variants to the Hangar and gives backers a first look at the two TNGS finalist ships! Vote for your favorite during the live TNGS broadcast, Saturday, June 7th at 3 PM PST.
PLEASE NOTE: Your Hangar has temporarily been updated to Deluxe to display the TNGS finalists. The ships will be removed and your normal Hangar returned after the finale.
https://robertsspaceindustries.com/c...izen-Patch-121
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Staro 07.06.2014., 05:07   #733
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Ima tu puno stvari za popraviti, ali ovim patchem dokazuju da se stvarno trude ljudi napraviti AC kako treba da mozemo gustati. Citao sam da su rekli da se nece odmarati kako treba dok AC 1.0 ne izadje, i stvarno drze rijec!
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Staro 07.06.2014., 14:25   #734
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Star Citizen - Origin AX114 Boomslang Mk4 TNGS

https://www.youtube.com/watch?v=jB1-cGWauV0
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Staro 08.06.2014., 00:11   #735
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Novi link

LIVE!

Finale "The next great starship-a"

Zadnje izmijenjeno od: Komba. 08.06.2014. u 10:28.
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Staro 08.06.2014., 08:25   #736
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Staro 08.06.2014., 10:30   #737
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U reklami Freelancer bez problema rijesi 2 Cutlass-a, a ja i dalje mislim da mi je bolje uzet cutlass. Dobro je da nemam sad 150$ da impulzivno kupim Freelancer-a.
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Staro 08.06.2014., 13:01   #738
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Update dev-a o flight modelu: LINK

Izgleda da ce se jako puno stvari koje su me smetale popraviti jer nisu intended ili je nesto bilo krivo shvaceno
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Staro 08.06.2014., 13:06   #739
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Bilo bi vrijeme da poprave SLI/CF probleme, jer ovo što su napravili je u najmanju ruku svinjarija. QA my ass.
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Staro 08.06.2014., 13:09   #740
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Bilo bi vrijeme da poprave SLI/CF probleme, jer ovo što su napravili je u najmanju ruku svinjarija. QA my ass.
Što je nabolje CR ima sli.
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Staro 08.06.2014., 14:10   #741
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Update dev-a o flight modelu: LINK

Izgleda da ce se jako puno stvari koje su me smetale popraviti jer nisu intended ili je nesto bilo krivo shvaceno
Šteta da ni riječi o najbitnijoj stvari, a to je da se brodovi ponašaju nerealno i arkadno (instantno skretanje, manjak inercije/mase, itd.)
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Staro 08.06.2014., 14:20   #742
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Šteta da ni riječi o najbitnijoj stvari, a to je da se brodovi ponašaju nerealno i arkadno (instantno skretanje, manjak inercije/mase, itd.)
copy/paste sa themittani

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Using free flight mode to come to grips with the controls, it took some doing to acclimate to the quirks of the game. While it is CIG's intention to model spaceflight physics in great detail, there is a gulf between what you intend for the ship to do and what the intelligent flight control system tells your thrusters to do in response. Trying to steer your ship left tells your ship's thrusters to try to steer in that direction, but they also take variables such as your momentum, thruster capabilities and damage, and general quirks into account. As a result, your ship might overturn and then immediately try to compensate for the overturn, causing it to wobble back and forth like bobblehead
ukratko, thrusteri i "on-board" Ai, su prepametni, pa automatski kompenziraju, vjerujem da će za tjedan dana ako ne i ranije, promijenit njihove parametre, kad skupe dovoljno podataka.
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Staro 08.06.2014., 14:39   #743
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Iskreno, nebitno zašto to radi.
Igrači su prosječni ljudi, ne programeri, kojima je na kraju dana bitno da kad sjednu u svoj brod i izađu iz hangara, da se osjećaju kao da su stvarno u svemirskom brodu, bez obzira kako će igra to postići.

Način funkcioniranja thrustera, vektori, IFCS, itd. - to je sve super, ali to je tehnički p0rn.
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Staro 08.06.2014., 14:46   #744
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A gle, AC0.8 je izasao da se sve testira i prodje, tako da ce se vjerojatno sve to izgladiti prije nego dodje multiplayer svima (0.9?). Nije bas njima ni u interesu napraviti igru ciji glavni aspekt pase 10% ljudi, ako i toliko.
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Staro 08.06.2014., 14:48   #745
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Rekli su da će sljedeći patch propraviti neke stvari.
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Staro 08.06.2014., 14:52   #746
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Iskreno, nebitno zašto to radi.
Igrači su prosječni ljudi, ne programeri, kojima je na kraju dana bitno da kad sjednu u svoj brod i izađu iz hangara, da se osjećaju kao da su stvarno u svemirskom brodu, bez obzira kako će igra to postići.

Način funkcioniranja thrustera, vektori, IFCS, itd. - to je sve super, ali to je tehnički p0rn.
Zato i imas 2 moda letenja, sa ukljucenom i iskljucenom "asistencijom".
odnoso "arkadni" i realni fizikalni model.
u realnom mozeš tokom dogfight-a ako te netko naganja, okrenut se za 180 stupnjeva i ici takoreći guzicom prema napred, dok gruvaš iz svega šta imaš po progonitelju, za večinu igrača je to prekompleksan način letenja.
Zato imaš arkadni model, koji je više u stilu ponašanja zrakoplova u uvjetima letenja na zemlji, a za to ti treba malo podataka od "testera" od prosječne brzine refleksa pilota, do brzine odziva njihove oprem, gamepada i joysticka i slično, onda možeš dovest stvari u red.

ako želiš primjer večina ljudi želi "fligh model" po uzoru na Xwing, freespace i freelancer-a.
Dok Hardcore ekipa želi "flight model" po uzoru na Babylon 5 (nemogu se sjetit imena igre).
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Staro 08.06.2014., 14:59   #747
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A gle, AC0.8 je izasao da se sve testira i prodje, tako da ce se vjerojatno sve to izgladiti prije nego dodje multiplayer svima (0.9?). Nije bas njima ni u interesu napraviti igru ciji glavni aspekt pase 10% ljudi, ako i toliko.
Pogledaj ankete po forumu, skoro pa većini igrača i paše ovakvo ponašanje brodova.
Tragično. Debilni ameri.

E ovo je već dobar znak:

Citiraj:
I wasn't able to make it entirely through this thread, but it was a very interesting debate. I have a few comments.

1) IFCS models a true control system, which means that it asks thrusters to provide an acceleration based on a velocity feedback control. A real control system has limitations on what acceleration it can support based on the damping of the system. Accelerate too much and you have overshoot and oscillation. Accelerate too little and you have a long settle time. Critical damping provides the optimal acceleration to settle as quickly as possible with zero overshoot. So the acceleration curve is a realistic curve given the type of system we're simulating. And there is no difference in the settle time whether you're accelerating to a constant velocity or decelerating to 0. There is a perceived difference because settling into zero velocity is a much more subtle action than accelerating into a constant velocity. You perceive the effect of slide as you come to a full stop. You don't perceive slide as you settle into a non-zero velocity.

2) What IFCS asks of thrusters is not always what it gets. This was a primary design consideration for this system. It's easy to create a system that behaves exactly like you want it to behave. The hard part was designing a system that might not get the response that it asks. That's why I modeled it after a feedback control system. Because at every step in the simulation, it responds to the true state of the system rather than what it expects it to be. And there are many reasons why the thrusters won't give IFCS the thrust it requests. An obvious one is damage to thrusters, IFCS or both. Another is a non-optimal mass distribution, since mass distribution changes from the designed norm, especially in the heat of battle. Another is just non-optimal design. You see this in the Hornet. It has vectored thrusters that potentially support multiple control actions. This isn't a bad thing. It gives ships character. The Hornet performs well, even if it does have some hitches. These hitches come out of its intentional thruster design. The most obvious example of it is when strafing left and right. When you start to strafe left, for example, the top thrusters vector to provide the +X thrust. These thrusters are not balanced by other +X thrusters on the bottom of the ship, so they generate roll torque along with +X translational force. In order to compensation for this, IFCS fires pure torque pairs, which are pairs of thrusters that can generate the needed counter-torque without any residual translation, thus bringing the system to equilibrium. The problem is that the very same thrusters engaged in +X thrust are also used to generate the counter-torque, and it takes a moment for the system to find its natural equilibrium. But it is a natural equilibrium, not a pre-determined state, and that's the point of this system. IFCS isn't "smart" so much as it is "adaptive". At its most basic, it isn't attempting to fly for you (though it can do that, and advanced systems will do more). It's merely attempting to use the thrusters it has, without any assumptions about what it has, to achieve the requested action.

3) The current state of control is not what it will be. Over the past week, I have been refining the response to controller inputs to make the game easier to control without sacrificing realism. I personally cannot play the game as it was released. We had to release it to get the ball rolling, but I'm working on the fix to a lot of these issues as we speak. In fact, I should be working on that instead of reading and responding to this thread.

4) I happen to agree that the amount of thrust we support, and thus the amount of acceleration, is too high. I would love to see more inertia in these ships. The system supports that, it's just a question of what the designers decide. But be warned that the stopping time and perceived slide when turning will be higher with less acceleration.

5) "Main thruster keeps thrusting animation even though you already reached maximum and your cockpit controlls reports no energy waste. (apparently to make it look cool)
-that, i dont like..."

That's not actually true. It isn't thrusting, it's just in a hot state, ready to thrust. When it's thrusting, you see a very different effect. It's like a jet engine that's on, running hot, but not yet thrusting. Maybe we can improve the effect, but that's what we were going for.

6) As for the complaint that there is no mouse mode to point the nose toward the reticle position, there certainly could be, it just hasn't been implemented. IFCS can accurately point the ship's nose at any point in space with optimal thrust.

7) To address the point of the OP, it's not actually the vectoring of the thrusters that you're feeling, but instead a combination of the feedback control response, thruster response time and max thrust available, which, btw, fluctuates based on available power. This is highly tunable and will depend on the quality and even health of the systems involved, so different ships will have very different control response.

JP

https://forums.robertsspaceindustrie...omment_2722695
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Staro 09.06.2014., 18:37   #748
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Evo sumirano sa reddita sa podcasta, nisam uspio nac na RSI. LINK
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Staro 11.06.2014., 20:07   #749
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Za 15min ide stream sa E3:

Stream link 1 http://www.twitch.tv/denkdirnixtv
Stream link 2 http://www.gamespot.com/e3/samsung-stage-2-2014/
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Staro 13.06.2014., 00:34   #750
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Izašla nova zakrpa:
LINK
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