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16 godina
odjavljen
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Re: Star Citizen
Dado_ZG78 kaže...

Patch 2.0 na PTU-u za prvih 1000 backera koji su do sada bili najaktivniji bug chaseri (u Issue Council-u).

Do kraja mjeseca možda i stave na Live ili bar značajnije prošire broj testera...

 

Do Božićnih praznika ziher ludujemo u velikom sandboxu :)

Aha, sad se ide na imaginarne backere kojima je dostupno.... tako uvijek mogu reći: vi niste ti, ali STVARNO imamo 2.0 vani. 

17 godina
neaktivan
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Star Citizen

Cccccc... Tonči Tonči..  pogledaj si Twitch streamere i YouTube, već ekipa lagano posta materijale iz PTU-a ;) 

 

Uglavnom jutros me iznenadio mail od CIG-a (niže) i sad jedva čekam dolazak s posla i zezanciju u 2.0 :)   

 

Ipak se isplatilo ono prijavljivanje bugova i igranje prethodnih verzija hehehe...

Lijep pozdrav ;)
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17 godina
neaktivan
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Star Citizen

Novosti iz SC svemira:

 

Mehanika popravljanja brodova i vezani gameplay

 

Predstavljen novi brod Anvil Cruicable - mehaničarski brod za popravke i održavanje...

 

Sustav kreiranja nevjerojatno detaljnih SC likova

 

Mark Hamill govori o svom SC iskustvu 

 

 

Eto, ponešto za svakoga 

 

 

Kasnije napišem ponešto o 2.0 iskustvu (ne stignem odmah prionut na testiranje...).

Lijep pozdrav ;)
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16 godina
odjavljen
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Re: Star Citizen

Dobro, gdje je 2.0 lista novosti?

17 godina
neaktivan
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Re: Star Citizen
Tonči kaže...

Dobro, gdje je 2.0 lista novosti?

 Na PTU-u ;)

Evo izvadak:

 

---------------------------------------------------------------------

Alpha Patch 2.0.0 has been released to the PTU, and is now available for player testing. During this initial testing phase, PTU access will be restricted to a small group of players that we will expand on over time. This patch provides access to our first sampling of the Persistent Universe in the form of the gas giant Crusader and surrounding environs. These locations include Port Olisar transit station, Covalex Shipping Hub, Security Post Kareah and many scenic asteroid fields, comms arrays and research satellites that our team has been hard at work on.

This also includes our first iteration on FPS, Multicrew technology, interior physics grid, quantum travel, IFCS, EVA, missions, and so much more.

At this stage of testing, please refer to the PTU Issue Council for submitting bugs and feedback for optimal turn-around time. Please note that this is only for this phase of PTU testing and that the normal Issue Council is for the submission of bugs only.

2.0.0 PTU Known Issues are also available for review, however here are a few important call-outs from that page.

Returning to the Hangar from Crusader crashes the client.
Firing at the pirate encounter at Comm Array 306 causes a client crash.
The pirate encounter at Comm Array 849 causes a Code 0 disconnection.
Contents:

Hangar
Additions
Balance/Tweaks
Fixes
Arena Commander
Additions
Balance/Tweaks
Fixes
Social Module
Additions
Balance/Tweaks
Fixes
Hangar Module

Additions:

Gameplay

After launching the game, users now load into the Main Menu rather then going directly to Hangar. You have the option from the menu to “Go to Hangar” and “Electronic Access”.
Crusader and Area 18, ArcCorp are still accessible through the elevator in the Hangar.
Our first iteration on a Party grouping system is here!
You can right-click on players in your contact list, invite them to party, leave party and see all members of your party through the Contact interface (default hotkey “F11” on keyboard).

Ships
The new Constellation model is now live for the Constellation Andromeda, in both the Hangar, Arena Commander and Crusader.

User Interface
The crouch hotkey now acts as both a “hold” by holding down the crouch button, or can be toggled on and off.
Fixes:

Ships

Fixed an issue where the Retaliator would sometimes have graphical errors when viewed from outside the ship.
Fixed an issue where characters would sink through the normal seat collision when sitting in the pilot and co-pilot seat in the Cutlass Blue and Red.
Fixed an issue where characters would sometimes blackout after climbing into the pilot’s chair for the Vanduul Glaive, Scythe and Aegis Retaliator.
Fixed an issue where the Retaliator maneuvering thrusters were not in the landing mode when in the Hangar.

Environment
Fixed an issue where the back wall of the Industrial Hangar would sometimes look damaged.
Fixed an issue where the first-person camera would shake violently if it was tilted upward while a character was looking forward.
Arena Commander Module:

Additions:

Gameplay

EVA and zero-g animations are now available for all flight-ready ships, in both Arena Commander and Crusader.
Landing zone icons now only appear on the HUD when the character is in radar range and landing mode is enabled.
Detection range for Landing Zones is now set to 1500m.
Our new IFCS flight module has gone live! Three flight modes are available. Precision, SCM and Cruise.
You can switch between them via the “V” key on the keyboard, “A” on the gamepad and Button 6 on the joystick by default.
Precision can only be accessed from SCM, while the ship is decelerating or stopped.
Cruise can only be accessed from SCM, while the ship is accelerating or at top speed.
SCM can always be accessed from either mode. This is the closest to our original flight mode, but with some changes in handling and performance for some ships.
Cruise mode is not available in Arena Commander modes or Tutorial, as the high speeds make it very easy for ships to hit the simulation boundaries.
Interior Physics Grids have been implemented for all flyable ships, in both Crusader and Arena Commander.
The first iteration of playable EMP attacks and mechanics are now available for testing.
It is now possible for ship components and HUD to be knocked offline by an EMP attack.
“Disabled” modes have been added to all components.

Components
The Aegis Avenger Warlock EMP Module is now available for testing.
By default it is tied to Weapon Group 2. Activating Weapon Group 2 will begin charging the weapon.
There is a 10 second charge up with significant power use and 1.5s later it will fire, with an effective EMP range of 300m.

Ships
Characters that are inside of a ship belonging to another player will die when the ship-owner logs out of the game.
This is not how the functionality will work long term, but it is to prevent players from becoming stuck in space or trapped in an abandoned ship.
Multicrew functionality is now available on the Anvil Gladiator, Cutlass. Pilots are encouraged to look for gunners on Crusader to take it for a spin.
The Constellation and Retaliator are now flyable in Arena Commander and Crusader.
Both ships have a longer self-destruct timer than previous ships to allow crew adequate time to escape.
All crew stations on both ships can be used, though some have limited functionality while the underlying systems they are intended to control are being iterated on.
Only the Constellation Andromeda variant is combat-ready at this point.
The new Avenger Titan, Stalker and Warlock variants are now Hangar and Flight-ready!
These can be accessed on both Crusader and Arena Commander.
The Avenger Warlock is equpped with the first iteration of its EMP weapon.
Crew stations and screens for adjusting power and shields are now functional on Multicrew ships.

Environment
VFX work has been done on many ships, for both combat and destruction.
Balance/Tweaks:

Gameplay

The following changes to ships flight-handling have been made for the SCM mode.
The P-52 Merlin stop time is now 4.6s.
Cutlass now has 4s acceleration, 5.5s vertical strafe, break time is 9.6s, top speed in SCM is 210.
Aurora has a slightly higher jerkiness to its handling, to make it feel a little more like a cargo vessel.
Both fuel capacity and recharge rate for boost has been rebalanced for all ships as part of the IFCS flight model.

Components
The Behring C-788 Combine Cannon is now a single-shot weapon.
The Tarantula GT-870 has had its dps reduced.
The Behring M3A Laser and M4A Laser heat cycle has been reduced.
The Mantis GT-220 heat cycle has been lengthened.
With the addition of EMP mechanics, distortion damage will be closely watched for potential tuning.

Ships
The health of the Cutlass has been rebalanced to equal roughly half of the mass of the ship.
The M50 has received a slight decrease in speed, shields and hull health.

User Interface
Afterburner is now activated by holding down the “Right Shift” key on the Keyboard, the “B” key on the Gamepad, and “Button 7” on the Joystick by default.
Boost is now activated by double tapping and then holding down the “Right Shift” key on the Keyboard, the “B” key on the Gamepad, and “Button 7” on the Joystick by default.
Countermeasure cycling default hotkey is now “LeftCtrl+Z” on the Keyboard.
Headlook has been moved to “Left-Alt” by holding down the key, or double-tap to toggle.
Look Behind mode has been moved to “LeftCtrl+LeftAlt” on the Keyboard by default.
Target nearest hostile is now on the “C” key on the Keyboard, Left DPad on the GamePad, and Left-Hat on the Joystick by default.
Relative mouse mode has been moved to “LeftCtrl+X” key on the Keyboard by default.
Landing mode toggle has been moved to “Left Tumbler+Right DPad” by default on the GamePad, and “Button 10” on the Joystick by default.
“RightDPad” now cycles forward through hostiles by default on the GamePad.
“Fire weapon group 3” and “Fire weapon group 4” are no longer bound by default on the GamePad and Joystick.
Request Landing/Take Off is now bound to Button 4 on the Joystick by default, when in landing mode.
“Decouple Mode” is now bound to Button 3 on the Joystick by default.
Fixes:

Gameplay

Allied players should no longer appear as enemies on Vanduul Swarm Coop.
When respawn penalties are active, the timer will now show up correctly.

Components
Fixed an issue where the 11-Series Broadsword was not subject to recoil.

Ships
Fixed an issue where the Vanduul Scythe was perpetually stuck in landing mode.
Fixed an issue where players could not reattach the Cutlass engines if they were removed on the holotable.
Fixed an issue where the Vanduul Scythe was perpetually stuck in landing mode.
Fixed an issue where the “Use” button for the Cutlass turret would not appear or be inaccessible due to conflicting prompts.
Fixed an issue where the HUB of the Hornet (all Variants) and Gladius would become detached from the player when accelerating, causing it to be left behind in space.

Environment
Fixed a clipping issue when a character would enter the rear turret of the Gladiator.
The Hornet now has left and right roll animations for the pilot.

User Interface
Fixed an issue where the “lag pip” for aiming weapons would sometimes disappear or drop out when the aiming ship was moving at very high speed or high distance.
Fixed an issue where joystick deadzone settings had disappeared from the control options.
Fixed an issue where joystick saturation settings had disappeared from the control options.

Technical
Fixed an issue where going into EVA on landing in Arena Commander would crash the game client to desktop.
Fixed an issue where players would get placed in a different map and rules from the ones listed in the Lobby.
Social Module:

Additions:

Gameplay

Crusader is now available for players to access!
You can access the main transit hub for Crusader (Port Olisar) from the same main elevator inside of your Hangar that also leads to ArcCorp.
After a short journey your character will awaken in one of the many cozy bedrooms on Port Olisar.
Terminals on Port Olisar are available courtesy of Crusader Industries, to allow pilots to request flight-ready ships for delivery at one of Port Olisars convenient landing pads.
The ships provided at the terminals will have a default loadout for the ship, and any changes made at the Hangar holotable will not be reflected.
Ships requested via the terminal are locked to the person who summoned the ship, for approximately eight minutes, after which they are considered abandoned and can be piloted by anyone. Abandoned ships will eventually despawn.
This is not how the functionality will work long term, and is temporary for the purposes of testing.
There are many locations in the surrounding Crusader space to be discovered and explored, including Covelex Shipping Hub, Cry-Astro Service Station and others.
However not all locations available for exploration are immediately shown in your Quantum Travel navigation points. Try repairing Comm Arrays or roaming the map via Quantum Travel to see what you may find!
Port Olisar is a Armistice Zone. All weapons are disabled while in the zone, and pilots will need to leave the area to settle disputes or seek adventure.
The first iteration on Quantum Travel is now available for testing in Crusader.
It has been activated for all currently flyable ships except the P-52 Merlin, which is a fighter and is not intended to be capable of independent Quantum Travel.
Quantum Travel can be enabled with the “B” key on the keyboard by default. The default keybindings are “Left Tumbler+Left DPad” on the Gamepad, and “Button 12” on the Joystick.
Once enabled, you can rotate your ship until you have a local Navigation Point highlighted. The highlighted navigation point will have a large circle around it in the HUD.
Once you have the Point of Interest highlighted, press the middle mouse button, to enter Quantum Travel to that destination. The default keybinding is “Y” on the Gamepad and “Button 4” on the Joystick.
If an object exists in the path between the ship and the selected destination, the Nav point will warn that the target is “Obstructed”.
You cannot eject or self-destruct while in Quantum Travel. This is intended.
Fuel mechanics are also in place.
When you activate Quantum Travel mode, the Nav points will indicate how much fuel it will take to reach that destination, as a % of your remaining fuel.
Quantum Travel will let you transit even if you insufficient fuel to reach the destination, however it will only take you as far as your fuel allows.
Keep that and the location of the nearest refuel point in mind when planning to Quantum Travel.
Quantum Fuel available is listed in the bottom-right of the center HUD for most ships.
Cry-Astro Service Station 042 provides repair, refuel and restock to ships in Crusader space.
This includes reloading missiles, ballistic ammo and fuel for Quantum drives.
Weapons, Ammo and MediPens for healing needs are also available to be found on some stations, including the Behring P4-AR.
Pirates have been known to roam and harass honest citizens exploring Crusader space. Wise pilots should be on their guard.
Approaching the atmosphere of a planet too closely will result in your ship receiving a warning, and if you continue flying toward it for too long, your ship will begin to rattle apart and be destroyed.
This is not how the functionality will work long term, and is temporary for the purposes of testing.
MobiGlas is now active, and can be accessed via “F9” hotkey.
The only applications currently usable are the Scheduler and Journal, which allow you to read and view the status of Missions as you receive them during gameplay.
This can be accessed all around the planetary zone, in EVA, and while in a space craft.
Viewing the MobiGlas UI while on-ship dims both the ship UI and visor to allow the MobiGlas UI to be visible.
Our first set of missions are now available around Crusader for players to test!
The first one is to repair the Comms Arrays in orbit around Crusader, which will allow other missions to be discovered.
You can track missions via the MobiGlas Journal application, by clicking on the yellow hexagon icon next to the entry for that mission.
Missions are generated and offered at-random, and some are much rarer then others.
Balance/Tweaks:

Gameplay

The number of private channels a user can have or be a part of is now limited to 15.
Greycat Buggies now only spawn in the under-construction Galleria area of ArcCorp.

Character
Crouch-walk animation for characters has received some quality of life improvements to allow it to flow better.
Fixes:

Environment

Fixed an issue with the Dumper’s Depot marquee loading in slower then other objects.
Fixed a collision issue that allowed players to trap other characters against the G~Loc bar counter.
Fixed a number of collision issues in and around G~Loc.
Fixed a number of art and texture conflicts around ArcCorp.
Fixed an issue where the wall-mounted fans in the back of G~Loc were not properly aligned to the wall.
Fixed an issue where a bright, flickering light was present outside of AstroArmada and casting strange shadows.
Fixed an issue where a player could see through their characters body when looking down.

User Interface
Fixed an issue where the “Pending Private Chat” invitation would show an “Accept” and “Accept” button, rather than “Accept” and “Decline”.

Technical
Fixed several server side crashes.
Fixed a number of issues with decals around ArcCorp.
Fixed an issue where players with SLI enabled would crash to desktop when attempting to join ArcCorp.
Back to top

----------------------------------------------------------------------

Lijep pozdrav ;)
16 godina
odjavljen
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Star Citizen

Može to u nekom čitkom obliku? I samo lista featurea, please, ne zanima nikoga što su fixali u nepostojećoj igri... :D

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9 godina
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Re: Star Citizen
Tonči kaže...

Može to u nekom čitkom obliku? I samo lista featurea, please, ne zanima nikoga što su fixali u nepostojećoj igri... :D

 Evo najosnovnije. Ima još dosta stvari, čeka se zvanična lista.

Poruka je uređivana zadnji put pet 20.11.2015 20:34 (Khevtuul).
17 godina
neaktivan
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Star Citizen

Ovaj filmić dosta dobro ocrtava novosti koje je donio 'baby PU', jedino šteta što frajer solira (u društvu je još zabavnije sve to..):

 

Među ostalim obratite pažnju na nove eksplozije :)

Lijep pozdrav ;)
Moj PC  
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16 godina
odjavljen
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Star Citizen

Probao 2.0 / katastrofa. Ovo je daleko i od alfe. Toliko tehničkih problema, a ničega nema u igri. Flight model je nevjerojatno loš i dalje, a problem nisu bugovi, nego što UOPĆE neke stvari ne rade i ne rade kako treba. Imaju ogromnih problema s animacijama, pozicioniranjem objekata, z-pozicioniranjem. :(

Moj PC  
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17 godina
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Re: Star Citizen
Tonči kaže...

Probao 2.0 / katastrofa. Ovo je daleko i od alfe. Toliko tehničkih problema, a ničega nema u igri. Flight model je nevjerojatno loš i dalje, a problem nisu bugovi, nego što UOPĆE neke stvari ne rade i ne rade kako treba. Imaju ogromnih problema s animacijama, pozicioniranjem objekata, z-pozicioniranjem. :(

Prvo i prvo ovo i nije još Alpha (kada bude na Live serveru onda je Alpha). Stvar je sada na PTU (Public Test Universe-u, što je njihova varijanta testne okoline).

Drugo, kako misliš da ničeg nema u igri??? Jesi li uopće odigrao koju misiju? 

Možeš se spojiti sa par frendova pa skupa letit okolo i istraživati, možeš se dogfightati sa piratima ili drugim igračima (po prvi puta bez granica male mape), možeš izaći iz brodova i lebditi u svemiru, možeš pucati iz ručnog oružja, jesi li uopće istražio svemirske stanice pješice? 

Zatim nove eksplozije, nove animacije kretanja, EVA sistem bestežinskog stanja, dorađeni efekti lasera i štete, sustav popravljanja brodova, menadžment goriva...

Sadržaja ima ko u priči..   Jedini realni problem trenutačno je izbacivanje sa servera svakih 15-tak minuta, a to će ispeglati kroz nekoliko dana (prije nego dođe na Live ziher..).

 

Flight model je meni sasvim OK, ne znam što si ti očekivao? Koristiš li sva 3 moda letenja i kombiniraš ih po potrebi?

Koje to stvari uopće ne rade kako treba na primjer? 

 

Ovo sa pozicioniranjem je posljedica prve iteracije teško modificiranog engine-a i biti će ispeglano (64-bitna preciznost i mape..).

 

Sve u svemu ja jako zadovoljan patchem i jedva čekam da dođe na Live u punoj stabilnosti :) 

 

Par primjera:

 

 

 

 

 

 

 

 

Lijep pozdrav ;)
17 godina
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Re: Star Citizen
Dado_ZG78 kaže...

Flight model je meni sasvim OK, ne znam što si ti očekivao? Koristiš li sva 3 moda letenja i kombiniraš ih po potrebi?

Koje to stvari uopće ne rade kako treba na primjer? 

 

 

Osobno, meni flight model nije nimalo OK već dulje vrijeme. Dobar primjer za to je video koji si ti stavio par postova iznad, di lik sa Constalation, bez beda dog-fight-a sa hrpom manjih brodova i bez problema vrti brod okolo. Tolki brod ne bi se smio tako ponašati. A sl. stvar je i sa svim drugim brodovima. Ponašaju se kao da uopće nemaju mase i inercije.

A ostalo kaj se tiće ovog patcha; izgleda prolazno, sa povremenim glitchevima, ali to svakako treba još puuunooo peglanja da bi se moglo reći da je to "OK".

Ali, sve u svemu; pozitivan pomak u naprijed.

http://dejankober.com/, http://dd3d.hr/
Poruka je uređivana zadnji put ned 22.11.2015 5:25 (Berko).
17 godina
neaktivan
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Star Citizen

Slažem se da veliki brodovi nemaju osjećaja 'masivnosti' jer su u bestežinskom stanju pa ih mlaznice prelako hendlaju baš kao i manje brodove i to je nešto što će morati promijeniti zbog igrivosti.

Njihov letni model ide na realističnost i fiziku (centar mase) što nije baš idealno za svemirsku simulaciju jer u svemiru vrijede druga pravila nego u atmosferskom letenju, a mi nismo na njih navikli pa nam stvar djeluje 'loše i neprirodno'.

 

No, ne bih se previše brinuo oko toga, masa stvari je još podložna promjenama i sve se stigne promijeniti (pitanje samo da li na bolje ili ne..).

Lijep pozdrav ;)
Moj PC  
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16 godina
odjavljen
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Star Citizen

Nije istina Dado. Prvo: brodovi bi morali imati daleko veće i više mlaznica od ovih da se ovako ponašaju s tom masom koju imaju, osnove fizike. Pravila koja vrijede su ista u svemiru i ovdje, samo što postoje razlike u okruženju. Fizika inercije posve drugačije od ovoga bi djelovala na ovako velike brodove s ovako malim mlaznicama. Ako te zanima kako to izgleda i kako mora izgledati, kupi http://www.gog.com/game/independence_war_2

Drugo: ovo što oni imaju meni ne izgleda kao 64-bit precision: imaju problema sa z-fightingom: 

Treće: imaju FPS engine u kojem ne rade ni osnove kretanja likova, animacije su užasno loše i drvene, balistika je katastrofa, latencija ogromna.

Četvrto: fejkaju udaljenosti kod putovanja, u animaciji putovanja do neke lokacije ne ubrzavaju brod nego učitavaju novi skybox.

Peto: U igri nema ničega, ovo što ima je sve što su imali i prije u video prezentacijama. Istina, nije bilo dostupno nikome, ali to ne mijenja činjenicu da ništa novo ne vidim u ovome što već nisam vidio.

Šesto: ništa od brodova nije nigdje napredovalo. Dostupna su letno 3 + 2 broda (ona 2 koja se ne mogu kupiti, alienska). Sve drugo je u procesu izrade već mjesecima i mjesecima.

 

Iskreno se nadam da se varam, ali imam loš osjećaj u vezi njihovog napretka i rada na ovome, toliko loš da razmišljam o refundu svega osim ulaznog pledgea od $45. Ovim tempom igra će vani 2021., a ne 2016. SQ42 kao ni ostalo ne može postojati u ovom obliku s ovom kvalitetom.

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12 godina
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Star Citizen

Iako nisam baš fan preordera uzeo sam entry pledge sad na akciji - svakako je manja cifra nego što će biti kad izađe puna igra, a tako i tako sam je mislio kupit kad izađe. No ne namjeravam  skidati niti isprobavati ove klimave testove. Čekam dok igra ne izađe ili ne bude u nekakvoj finalnoj beti, kad god to bilo. Ovo što vidim na videima je jako sirovo i nedovršeno, puno glitcheva, clippinga, bugova, nedostajućih zvučnih efekata i kao što je i navedeno komatoznog flight modela - dakle nema potrebe da si kvarim doživljaj s prealpha dev testom koji nije ni trebao biti vani po meni. Nadam se da imaju puno više toga gotovog "behind the scenes".

Igri se optimistično i dalje nadam sredinom 2017. :)

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17 godina
neaktivan
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Re: Star Citizen

Neda se ni meni skidat stoti puta sve ispocetka pa cekam i gledam videje i sl.

17 godina
neaktivan
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Re: Star Citizen
mislav_01 kaže...

Neda se ni meni skidat stoti puta sve ispocetka pa cekam i gledam videje i sl.

 Ako ti se ne da slat bug reporte i svako malo rstartat klijent bolje je pričekat Live verziju (PTU nije za ljude slabijih živaca :P).

Lijep pozdrav ;)
17 godina
neaktivan
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Re: Star Citizen

Bit ce 3000kn kod nas kontam :-/

12 godina
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Star Citizen

Pratio sam razvoj tog "HOTASa" (nije HOTAS) onako krajičkom oka. No izrodilo se u monstrum s RSI logom. Za te pare kupiš Warthoga ili X55. I to je k tomu planirana "jeftinija" varijanta.

 

Totalno bedasto. "Integrated trackballs."   :) Trackball.... majko... isuse Roberts stvarno još živi u 95oj Najbolji komentar koji sam čuo za "gimballed trackball" na tome je "intriguing". :D

I keypadovi, valjda za FPS komponentu.

Praktički 2 gumba na krhkom minithrottleu i jedan dugi niz gumbića na joystick bazi (najgore mjesto). " 2 trackballa , bili oni optički ili mehanički - svejedno, užas -  i samo 1 HAT. I tastatura i numpad.

Izgleda kao random dump dijelova i ergonomski freakshow, tipičan MadCatz uradak. Originalni Saitek inženjeri iz doba prije 2007e se vjerovatno bude noću u hladnom znoju od noćnih mora uzrokovanim radom na ovome. :D

 

Definitivno za zagrižene fanboye i vjerovatno će biti upotrebljivo samo za SC s takvim setom kontrola. Dado, jel' pazariš? (NHF)

 

Skuplja varijanta će biti bazirana na X65 s touchscreenom i valjda će koštat 500-600$. (slika)

 

P.S. Preporuka:

 

2 x T1600M ili T.Flight ako nemate para (50$), X52/X52 Pro koji je zapravo isti stick kao ovaj samo s triput boljim throttelom ako imate para (120/180$), X55 ako imate ovooooolke ruke i još para, CH Pro oprema ako imate još još više para ili tetu u SAD, Warthog s padalama i stolicom s mountom za HOTAS ako imate para ko debil, nemate života i mišićavi ste alpha mužjak + postojeća tastatura, miš i Roccat powergrid na tabletu ako baš želite touch.

Poruka je uređivana zadnji put uto 24.11.2015 15:35 (Moloch).
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Re: Star Citizen
Moloch kaže...

Pratio sam razvoj tog "HOTASa" (nije HOTAS) onako krajičkom oka. No izrodilo se u monstrum s RSI logom. Za te pare kupiš Warthoga ili X55. I to je k tomu planirana "jeftinija" varijanta.

 

Totalno bedasto. "Integrated trackballs."   :) Trackball.... majko... isuse Roberts stvarno još živi u 95oj Najbolji komentar koji sam čuo za "gimballed trackball" na tome je "intriguing". :D

I keypadovi, valjda za FPS komponentu.

Praktički 2 gumba na krhkom minithrottleu i jedan dugi niz gumbića na joystick bazi (najgore mjesto). " 2 trackballa , bili oni optički ili mehanički - svejedno, užas -  i samo 1 HAT. I tastatura i numpad.

Izgleda kao random dump dijelova i ergonomski freakshow, tipičan MadCatz uradak. Originalni Saitek inženjeri iz doba prije 2007e se vjerovatno bude noću u hladnom znoju od noćnih mora uzrokovanim radom na ovome. :D

 

Definitivno za zagrižene fanboye i vjerovatno će biti upotrebljivo samo za SC s takvim setom kontrola. Dado, jel' pazariš? (NHF)

 

Skuplja varijanta će biti bazirana na X65 s touchscreenom i valjda će koštat 500-600$. (slika)

 

P.S. Preporuka:

 

2 x T1600M ili T.Flight ako nemate para (50$), X52/X52 Pro koji je zapravo isti stick kao ovaj samo s triput boljim throttelom ako imate para (120/180$), X55 ako imate ovooooolke ruke i još para, CH Pro oprema ako imate još još više para ili tetu u SAD, Warthog s padalama i stolicom s mountom za HOTAS ako imate para ko debil, nemate života i mišićavi ste alpha mužjak + postojeća tastatura, miš i Roccat powergrid na tabletu ako baš želite touch.

 Pa, ova modularnost bi mogla biti zanimljiva, ali definitivni FAIL je minimalni broj tipki na throttle-u; kod igranja 90% vremena je ljeva ruka na throttle-u jer moraš stalno kontrolirati brzinu, a onda ako nemaš dovoljno tipki na njemu, moraš ljevom rukom mahati okolo, te gubiš kontrolu brzine... Meni je na X52 premalo tipki na throttle, a izgleda mi da on ima duplo više tipki nego ovo...

A ovo sa touch screenom je pak fail na 10x; znači, da bi koristio taj "touch" screen, moram maknuti pogled sa igre, jer nema šanse da bi mogao napamet pogoditi tipku, kak mogu sa fizičkim tipkama. A još dodatni fail je to kaj su to stavili na bazu od joysticka; još da je na strani od throttle-a, ajde, ali ovak je fakat fail...

http://dejankober.com/, http://dd3d.hr/
17 godina
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Re: Star Citizen

 Vidio i sviđa mi se, no previsoka cijena na žalost..  sumnjam da ću uzimati, pogotovo nakon rasta dolara sada, ccccc..

Lijep pozdrav ;)
16 godina
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Star Citizen

Ja igram sa t16000m i odličan je.....jedina zamjerka je da me ruka boli nakon duže igranja jer se jako vraća u sredinu. Imam malu ruku pa je možda i do toga, ali nekoliko ljudi je već to primjetilo. Kažu da s vremenom olabavi ali ja to nisam primjetio.

Sreća je put, a ne odredište.
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Ne mislim da će taj touch screen ugledati svjetlo dana, previše mi nezgrapno djeluje... Kul koncept, samo će biti preskupo, ali ko voli nek izvoli. One Molochove preporuke su skroz dobre za sve što treba u ovoj igri.

Znam da je bilo govora o animacijama i fizici itd. pa evo da podijelim zanimljiv video koji sam vidio maloprije 

Usput, sad su čini se popravili one prodaje jeftinijih paketa igre pa sad nude 2500 dnevno, i ne planu svi u 5 minuta kao ranijih dana. Čini mi se da su ljudi stvarali zalihe pa sad više ne mogu. U svakom slučaju sad se ne mora osvježavati stranica 50 puta.

 

Poruka je uređivana zadnji put uto 24.11.2015 20:21 (Khevtuul).
 
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Da, lijepo to sad funkcionira (dok ne izbaci sa servera..) i otvara nove mogućnosti gameplaya :) 

Lijep pozdrav ;)
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Re: Star Citizen
Dado_ZG78 kaže...

Da, lijepo to sad funkcionira (dok ne izbaci sa servera..) i otvara nove mogućnosti gameplaya :) 

 Kažu da nekad kasno večeras stiže patch koji sređuje često rušenje igre, znam da nisam uspio više od 10 min u komadu da izdržim u PTU....

17 godina
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Re: Star Citizen
Khevtuul kaže...

Ne mislim da će taj touch screen ugledati svjetlo dana, previše mi nezgrapno djeluje... Kul koncept, samo će biti preskupo, ali ko voli nek izvoli. One Molochove preporuke su skroz dobre za sve što treba u ovoj igri.

Znam da je bilo govora o animacijama i fizici itd. pa evo da podijelim zanimljiv video koji sam vidio maloprije 

Usput, sad su čini se popravili one prodaje jeftinijih paketa igre pa sad nude 2500 dnevno, i ne planu svi u 5 minuta kao ranijih dana. Čini mi se da su ljudi stvarali zalihe pa sad više ne mogu. U svakom slučaju sad se ne mora osvježavati stranica 50 puta.

 

 Ček, ne kužim ovo sa ovim videom... kolko ja kužim fiziku, lik bi trebao zadržati momentum i rotaciju koju je imao u brodu i rotirati se zajedno sa brodom; ali on je izašao van broda i prestao se rotirati u djeliću sekunde, dok se brod nastavio vrtiti kao i do tada... Dal bi to trebao biti feature ili bug? Jer meni izgleda kao bug....

http://dejankober.com/, http://dd3d.hr/
12 godina
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Star Citizen

Ni meni nije jasno što točno demonstrira tim videom.

Moj PC  
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17 godina
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Eto, svi koji su sumnjali u prikupljenih 100 milja $$$ do kraja godine bili su u krivu ;) 

100 milja se prelazi i ranije..

 

U međuvremenu stigao i patch 2.0f pa idem isprobavati :) 

Lijep pozdrav ;)
Poruka je uređivana zadnji put sri 2.12.2015 6:07 (Dado_ZG78).
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Re: Star Citizen

Ti si reko do kraja godine 110 milijuna 

17 godina
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Re: Star Citizen
mislav_01 kaže...

Ti si reko do kraja godine 110 milijuna 

 Heh, ako izađe 2.0.x na Live do Božića možda i bude ;) 

 

Anyways, trenutačni patch je neigriv zbog serverskih problema, stalno izbacuje van :(  

Lijep pozdrav ;)
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