I found it on the third page of a google image search after it occurred to me that someone somewhere much have invented a mouse with a thumbstick. The tilt axis sealed the deal
News from RtV today:
- After the SC and SQ42 package split, buying one package will cost $45 and adding the other game to your package cost an additional $15.
- CIG is in the planning stage for The Next Great Star Marine.
- Free flight week has been extended until the 14th.
- Starfarer should be in game with one of the upcoming patches.
Edit: Also, many of the backer rewards not yet added to the game are now in the website hangar. The $100m backer reward, a war bond, is now in the game.
News from RtV today:
- After the SC and SQ42 package split, buying one package will cost $45 and adding the other game to your package cost an additional $15. - CIG is in the planning stage for The Next Great Star Marine.
- Free flight week has been extended until the 14th.
- Starfarer should be in game with one of the upcoming patches.
Edit: Also, many of the backer rewards not yet added to the game are now in the website hangar. The $100m backer reward, a war bond, is now in the game.
You have my interest, sir!
Would you like to know more? [Yes]
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HardtargetThere Are Four LightsVancouverRegistered Userregular
i would really love to buy a trackir
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Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
The entry round is to design a helmet for a suit of armor.
The contest itself is to design what amounts to a large powered armor suit.
...and when you are done with that; take a folding
chair to Creation and then suplex the Void.
Last week, we announced the date for the impending Star Citizen/Squadron 42 ‘package split.’ Today, we’d like to clear up some confusion about exactly what’s happening!
First of all: the package split does NOT impact any current backers. If you’ve already pledged for Star Citizen, you will have access to both the persistent universe and the Squadron 42 single-player campaign. All ‘Squadron 42’ packages sold before the split also include access to the persistent universe. The split applies only to any new packages purchased after February 14, 2016.
Additionally, we would like to announce that the current Free Fly has been extended up until February 14th. Our hope is that this will give anyone interested in Star Citizen a chance to try the game and see the progress we’ve made before the split occurs, letting them get in at the lower price.
Here are some other common questions we’ve seen in the community:
Why split Squadron 42 and Star Citizen?
When we started Star Citizen’s crowdfunding campaign, the plan was that earlier backers would get a lower price on the Star Citizen starter package than those that backed later. The plan was to first gradually increase the price and then split up various modules for “a la carte options.” This gave backers who joined the project early on and helped get it off the ground an advantage. With the package split, we’re accomplishing this objective without increasing the amount of money needed to join the persistent universe. The ‘package split’ is the first introduction of the anticipated a la carte option: you can pick which part of the game you’re interested in, for now the single player campaign or the persistent universe, and then can choose whether or not to purchase the other module as an add-on.
Are Star Citizen and Squadron 42 still connected?
YES! The package split does not change the fact that Star Citizen and Squadron 42 are part of the same game universe, or the fact that the games are functionally connected. You will access Squadron 42 through the same game client. And your performance in Squadron 42 will still have an impact on your career in the persistent universe, whether you buy both segments together or if you choose to add one further down the line. Finally, you will receive access to Star Citizen’s Arena Commander with the “Squadron 42” pledge to practice your flying skills. We continue to see Squadron 42 and Star Citizen as two modules that make up a larger whole. While we know not everyone enjoys both single and multiplayer games, we would certainly encourage you to try both for the complete Star Citizen experience!
What will the separate games cost?
The base price for either an Aurora starter package (with the persistent universe) or the Squadron 42 single player campaign will be $45. If you would like to add one or the other (Squadron 42 to a Persistent Universe package, or the Persistent Universe to a Squadron 42 package) it will be a $15 addon. (These prices are not final, and are subject to change with future promotions.)
Will this impact the ‘unmelt’ option?
No. If you have ‘melted’ an older, non-limited package, you will still have the option to restore it in the pledge buy-back area.
How can I be absolutely certain I already have the persistent universe and Squadron 42?
Click on the ‘expand’ triangle icon associated with your package in your My Hangar page to see exactly what’s on your account. “Star Citizen digital download” is the Persistent Universe module, while “Squadron 42 digital download” is the single-player campaign.
The new 10 for the Developers is probably one of the funniest and most informative things ever released by CIG, you should really watch it. https://www.youtube.com/watch?v=WvlnG45Kois
Per JP and 10ftC, the Khartu-Al scout is now a single-seater. Turret/scanner position eliminated. It will also be hanger ready for 2.2 (and the Starfarer won't be.)
I hope we learn more about fuel and long distance flight soon.
Several exploration focused ship store pages (like the Mustang Beta and the Freelancer DUR) mention their range as a selling point. Exploration still seems like it might be a ton of fun but I'm torn on whether I should keep the Mustang Beta I have. I think the ultimate goal in terms of exploration might be to work toward getting a DUR in-game (since it looks like it's the biggest exploration ship that you could reasonably fly solo if you were online at a weird time and couldn't find anyone who wanted to jump in with you and didn't feel like hiring NPC crewmates), so I'm not sure if I should hold on to my Mustang Beta or if I could use my Aurora LN as an exploration ship until I could afford something bigger.
If there is one thing I have learned so far from Crusader, it's that other players are all too happy to blow your ass out of the sky if they get a chance. I know that persistence will change all of that once the game actually goes live but having the missiles and extra firepower sure would be nice. I don't want to be cruising around uncharted parts of the galaxy that could be rife with pirates or aliens or who knows what else alone in a space camper with nothing more than some S1 peashooters.
Maybe they'll let us swap that store-all box for an external fuel tank and I'll be able to cruise the galaxy until my player character eventually goes insane from being cooped up in such a tiny living area.
If there is one thing I have learned so far from Crusader, it's that other players are all too happy to blow your ass out of the sky if they get a chance. I know that persistence will change all of that once the game actually goes live but having the missiles and extra firepower sure would be nice. I don't want to be cruising around uncharted parts of the galaxy that could be rife with pirates or aliens or who knows what else alone in a space camper with nothing more than some S1 peashooters.
And this right here is part of the reason why I scooped up an Endeavor with the hangar bay module. It's my long-range explorer ship...but it also carries its own fighter-wing and is escorted by a heavy-bomber loaded down with turrets. Just need the personnel to make it effective...
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
If there is one thing I have learned so far from Crusader, it's that other players are all too happy to blow your ass out of the sky if they get a chance. I know that persistence will change all of that once the game actually goes live but having the missiles and extra firepower sure would be nice. I don't want to be cruising around uncharted parts of the galaxy that could be rife with pirates or aliens or who knows what else alone in a space camper with nothing more than some S1 peashooters.
And this right here is part of the reason why I scooped up an Endeavor with the hangar bay module. It's my long-range explorer ship...but it also carries its own fighter-wing and is escorted by a heavy-bomber loaded down with turrets. Just need the personnel to make it effective...
Something like this isn't a bad idea, have your huge research base cruising around, then when you see something interesting you can hop down to the hangar and fire up a single seater and go check it out up close. CIG said that when it comes to the hangar module, "if it fits, it sits", so you should be able to cram quite a few ships in there if you don't mind playing a bit of Tetris getting them all in and out.
They also mentioned some sort of ship storage for the Hull series so they could carry player ships as freight, but I wonder if you could make any money with an Endeavour and a hangar playing ship taxi across long distances.
If there is one thing I have learned so far from Crusader, it's that other players are all too happy to blow your ass out of the sky if they get a chance. I know that persistence will change all of that once the game actually goes live but having the missiles and extra firepower sure would be nice. I don't want to be cruising around uncharted parts of the galaxy that could be rife with pirates or aliens or who knows what else alone in a space camper with nothing more than some S1 peashooters.
And this right here is part of the reason why I scooped up an Endeavor with the hangar bay module. It's my long-range explorer ship...but it also carries its own fighter-wing and is escorted by a heavy-bomber loaded down with turrets. Just need the personnel to make it effective...
Something like this isn't a bad idea, have your huge research base cruising around, then when you see something interesting you can hop down to the hangar and fire up a single seater and go check it out up close. CIG said that when it comes to the hangar module, "if it fits, it sits", so you should be able to cram quite a few ships in there if you don't mind playing a bit of Tetris getting them all in and out.
They also mentioned some sort of ship storage for the Hull series so they could carry player ships as freight, but I wonder if you could make any money with an Endeavour and a hangar playing ship taxi across long distances.
Yup! I've already been doing napkin maths to try to cram in as many ships as I can. The problem is that the Super Hornet should come with a "Wide Load" banner slung around it >.<
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
Every time an update hits it pushes me closer and closer to installing and finally checking this out for real. When flight-ready Sabre hits live, I wonder if that'll be the tipping point.
Still waiting for my Starfarer.
Really should log in and try to learn how to fly the Freelancer though, but somehow i can't make myself invest the time and attention to do it.
Khartu Al looks awesome, though I was kinda hoping they'd stick with the original concept art idea of the one-way transparent cockpit. Doesn't quite looks as cool to have the huge visible bubble compared to the sleek enclosed shell look that the pilot could still see through.
This game could use more button prompts.
Yeah, i know, immersion and shit.
But we have huds on our helmets and/or ship hologram interfaces, so it's not like those could not be explained as being in universe things.
Stuff like landing commands, map markers (if/when they become a thing), missile countermeasures and other not always used things should have prompts on them, i mean, even my car (when i had one) had labels on things, why would we stake a step back from this simple technology in the next millenia?
Not a priority though, wait until they finalize button layouts and controls needed for ships.
Nyysjan on
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Just_Bri_ThanksSeething with ragefrom a handbasket.Registered User, ClubPAregular
Yeah, nothing in the game is done; and the new item interaction system is coming.
...and when you are done with that; take a folding
chair to Creation and then suplex the Void.
So logged in, managed to find a location to quantum drive to, got blown up by a hornet that came out of nowhere (and kept showing as friendly no matter how much it kept shooting at me, that needs a fix imo).
And while fighting, the damn targeting point kept moving on its own.
Maybe mouse kept moving on its own when table vibrated or something while i used joystick to fly.
Still, i don't think the window on Freelancer is an issue, they just need to get actual targetting system on the side turrets and a radar.
So logged in, managed to find a location to quantum drive to, got blown up by a hornet that came out of nowhere (and kept showing as friendly no matter how much it kept shooting at me, that needs a fix imo).
And while fighting, the damn targeting point kept moving on its own.
Maybe mouse kept moving on its own when table vibrated or something while i used joystick to fly.
Still, i don't think the window on Freelancer is an issue, they just need to get actual targetting system on the side turrets and a radar.
Lock weapon gimbals if you're going to be flying/shooting with a joystick and aren't going to use the mouse during combat. It seems there's an issue with the gimbal-weapon reticle while using a joystick where the gimbals will get jammed on a corner or just stick at the extremes of their movement range and nothing in-between.
| Origin/R*SC: Ein7919 | Battle.net: Erlkonig#1448 | XBL: Lexicanum | Steam: Der Erlkönig (the umlaut is important) |
You can lock gimbals?
Well, i was wondering if you could, but was too lazy to find out.
And if i lock them, might as well switch to non gimbal weapons (but that would require me to buy some spare weapons for my Freelancer).
You can lock gimbals?
Well, i was wondering if you could, but was too lazy to find out.
And if i lock them, might as well switch to non gimbal weapons (but that would require me to buy some spare weapons for my Freelancer).
The Freelancer's guns are on turrets, so I don't think you can have fixed hardpoints yet.
My old NMB mechanical finally took a dive, so in the interim between now and whenever I pick up a replacement I'm stuck with an old Logitech G15. Dicking around with the screen has been kinda fun though.
I know Star Citizen isn't really optimized for multicores currently, but I never realized how bad it was exactly.
My old NMB mechanical finally took a dive, so in the interim between now and whenever I pick up a replacement I'm stuck with an old Logitech G15. Dicking around with the screen has been kinda fun though.
I know Star Citizen isn't really optimized for multicores currently, but I never realized how bad it was exactly.
Dayumn, well that gives me hope for their future optimisation passes at the very least.
Posts
I found it on the third page of a google image search after it occurred to me that someone somewhere much have invented a mouse with a thumbstick. The tilt axis sealed the deal
One of my best friends and fellow Star Citizen recommended the same, but I've read on the RSI forums that it's not working well with SC right now.
I used it once and never again.
- After the SC and SQ42 package split, buying one package will cost $45 and adding the other game to your package cost an additional $15.
- CIG is in the planning stage for The Next Great Star Marine.
- Free flight week has been extended until the 14th.
- Starfarer should be in game with one of the upcoming patches.
Edit: Also, many of the backer rewards not yet added to the game are now in the website hangar. The $100m backer reward, a war bond, is now in the game.
TrackIR is great for E:D to lean into turns and track your target. I should see how SC runs now that I have some new hardware. *downloads*
You have my interest, sir!
Would you like to know more? [Yes]
The contest itself is to design what amounts to a large powered armor suit.
chair to Creation and then suplex the Void.
I'm thinking of competing again.
Also, I finally have a release date for my indie film!
https://www.youtube.com/watch?v=KEasNqCmjmE
https://robertsspaceindustries.com/comm-link/transmission/15189-Package-Split-Information
ugh people on the internet are the worst
https://www.youtube.com/watch?v=WvlnG45Kois
Passes: ☑ ▬ Hotel: ☑ ▬ Flight: [color=red]☑[/color]
Forgot I had traded in my Super Hornet for a Vanguard so I walked up to it thinking it was my Retaliator feeling very underwhelmed
Got out and spotted my Retaliator in the distance and very much had an "oh shiiiiiiii" moment
that's odd
Several exploration focused ship store pages (like the Mustang Beta and the Freelancer DUR) mention their range as a selling point. Exploration still seems like it might be a ton of fun but I'm torn on whether I should keep the Mustang Beta I have. I think the ultimate goal in terms of exploration might be to work toward getting a DUR in-game (since it looks like it's the biggest exploration ship that you could reasonably fly solo if you were online at a weird time and couldn't find anyone who wanted to jump in with you and didn't feel like hiring NPC crewmates), so I'm not sure if I should hold on to my Mustang Beta or if I could use my Aurora LN as an exploration ship until I could afford something bigger.
If there is one thing I have learned so far from Crusader, it's that other players are all too happy to blow your ass out of the sky if they get a chance. I know that persistence will change all of that once the game actually goes live but having the missiles and extra firepower sure would be nice. I don't want to be cruising around uncharted parts of the galaxy that could be rife with pirates or aliens or who knows what else alone in a space camper with nothing more than some S1 peashooters.
Maybe they'll let us swap that store-all box for an external fuel tank and I'll be able to cruise the galaxy until my player character eventually goes insane from being cooped up in such a tiny living area.
And this right here is part of the reason why I scooped up an Endeavor with the hangar bay module. It's my long-range explorer ship...but it also carries its own fighter-wing and is escorted by a heavy-bomber loaded down with turrets. Just need the personnel to make it effective...
Something like this isn't a bad idea, have your huge research base cruising around, then when you see something interesting you can hop down to the hangar and fire up a single seater and go check it out up close. CIG said that when it comes to the hangar module, "if it fits, it sits", so you should be able to cram quite a few ships in there if you don't mind playing a bit of Tetris getting them all in and out.
They also mentioned some sort of ship storage for the Hull series so they could carry player ships as freight, but I wonder if you could make any money with an Endeavour and a hangar playing ship taxi across long distances.
Yup! I've already been doing napkin maths to try to cram in as many ships as I can. The problem is that the Super Hornet should come with a "Wide Load" banner slung around it >.<
Sabre Flight ready, Khartu-Al Hangar ready!
http://imgur.com/gallery/kZKo1/new
http://imgur.com/a/gBOUO
https://www.youtube.com/watch?v=IjwJg_0NNpI
PTU Patchnotes
chair to Creation and then suplex the Void.
Inquisitor77: Rius, you are Sisyphus and melee Wizard is your boulder
Tube: This must be what it felt like to be an Iraqi when Saddam was killed
Bookish Stickers - Mrs. Rius' Etsy shop with bumper stickers and vinyl decals.
Really should log in and try to learn how to fly the Freelancer though, but somehow i can't make myself invest the time and attention to do it.
Yeah, i know, immersion and shit.
But we have huds on our helmets and/or ship hologram interfaces, so it's not like those could not be explained as being in universe things.
Stuff like landing commands, map markers (if/when they become a thing), missile countermeasures and other not always used things should have prompts on them, i mean, even my car (when i had one) had labels on things, why would we stake a step back from this simple technology in the next millenia?
Not a priority though, wait until they finalize button layouts and controls needed for ships.
chair to Creation and then suplex the Void.
And while fighting, the damn targeting point kept moving on its own.
Maybe mouse kept moving on its own when table vibrated or something while i used joystick to fly.
Still, i don't think the window on Freelancer is an issue, they just need to get actual targetting system on the side turrets and a radar.
Lock weapon gimbals if you're going to be flying/shooting with a joystick and aren't going to use the mouse during combat. It seems there's an issue with the gimbal-weapon reticle while using a joystick where the gimbals will get jammed on a corner or just stick at the extremes of their movement range and nothing in-between.
Well, i was wondering if you could, but was too lazy to find out.
And if i lock them, might as well switch to non gimbal weapons (but that would require me to buy some spare weapons for my Freelancer).
The Freelancer's guns are on turrets, so I don't think you can have fixed hardpoints yet.
"Low Clearance" banners are needed, it seems.
My old NMB mechanical finally took a dive, so in the interim between now and whenever I pick up a replacement I'm stuck with an old Logitech G15. Dicking around with the screen has been kinda fun though.
I know Star Citizen isn't really optimized for multicores currently, but I never realized how bad it was exactly.
Dayumn, well that gives me hope for their future optimisation passes at the very least.
http://steamcommunity.com/id/pablocampy