Star Citizen / Squadron 42

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Re: Star Citizen / Squadron 42

Post  MJDixon on Sat Aug 16, 2014 8:16 am

They had another Live Event thing at Gamecom in Germany.

Arena Commander version 0.9 is due in two weeks (be sure!), including (amongst other things) Co-Op Vanduul Swarm, Murray Cup Racing (get your Space BMW out, Speedy), full 6DOF flight, double ship speed, updated Hangars (that will also support all the hangar based ships, rather than having to have a certain hangar with a certain ship), key rebinding and multiplayer lobby.

Still no TrackIR though, last I heard that would be in version 1.0.

Now for the shiny:










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Re: Star Citizen / Squadron 42

Post  MJDixon on Sat Sep 13, 2014 3:20 am

Speedy! Space Jezza says you should trade in your Space BMW. Razz



The best racing ship..... in the wehrld! in the vehrse!

I'd buy one - if it comes with a Space Bomber Jacket!  Laughing

New patch is up, which adds stuff like:

6DOF Flight
Coop
Group Multiplayer
Racing
M50
350R
Increased Ship Speed
New Hangars
Target Lead Indicator
HUD Improvements
etc.


Last edited by MJDixon on Sat Sep 13, 2014 10:37 am; edited 2 times in total

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Re: Star Citizen / Squadron 42

Post  MJDixon on Sat Sep 13, 2014 8:22 am

Oh, and

TrackIR

With Apache style head aimed weapons!

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Re: Star Citizen / Squadron 42

Post  MJDixon on Sun Sep 14, 2014 2:11 am

Also my Super Hornet now has 8 guns.



Because everyone knows that the best Fighters have 8 guns.

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Re: Star Citizen / Squadron 42

Post  MJDixon on Wed Oct 01, 2014 10:53 pm

A new Patch has been released, adding Custom Keybinding and SLI support.



Also there's a huge Salvage Ship on sale until monday for about £215 if you're into that sort of thing. Razz


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Re: Star Citizen / Squadron 42

Post  speedy77 on Thu Oct 02, 2014 6:20 am

MJDixon wrote:A new Patch has been released, adding Custom Keybinding and SLI support.

]

Finally...it's what I've been waiting for to really test the game out. Now I just have to find the time to try it!

Ps

Just seen all the previous murray racing trailers from your previous posts (our internet at work has been down for a few weeks now, so I've been missing my browsing time Razz ) I'm not trading in my space bemmer just yet, I like to test all it's guns first.
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Re: Star Citizen / Squadron 42

Post  MJDixon on Thu Oct 09, 2014 12:56 am

Had a go at some co-op Hornet action with Squiffy last night:



Thought maybe we could have a go at some Co-op tommorow?

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Re: Star Citizen / Squadron 42

Post  speedy77 on Thu Oct 09, 2014 1:09 am

I'd be up for that.

I still haven't got Track IR working or mapped any controls yet though. I'll try to get it done tonight.

In fact would you be willing to just suggest the most vital controls to map, as I haven't even got that far!?
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Re: Star Citizen / Squadron 42

Post  hinkel1 on Thu Oct 09, 2014 1:23 am

tried to download patches yesterdqy but got errors all the time
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Re: Star Citizen / Squadron 42

Post  MJDixon on Thu Oct 09, 2014 1:49 am

speedy77 wrote:In fact would you be willing to just suggest the most vital controls to map, as I haven't even got that far!?

All really depends on how many buttons you've got to play with, but I'd say:

Weapons

Fire Group 1
Fire Group 2 (for seperate weapon control, could map all Fire Groups to a single trigger if you want, similar to having MGs and Cannons seperate in WW2OL)
Missile Lock / Missile Fire (usually mapped to the same button)
Deploy Countermeasures

Targeting

Reticle Focus (this locks on to the contact nearest to where you're looking)
Cycle Enemy Contacts
Target Nearest Enemy

Flight Controls

Strafe Up + Decoupled Strafe Up (Usually the same key)
Strafe Down + Decoupled Strafe Down (Usually the same key)
Strafe Left + Decoupled Strafe Left (Usually the same key)
Strafe Right + Decoupled Strafe Right (Usually the same key)
Decoupled Mode
Toggle IFCS Safety (this toggles the G force limits and flight control stuff, you can have a seperate button for each but it's easier to just have a global button that toggles between them)
Decoupled Yaw, Pitch, Roll (just set them to the same as normal Yaw, Pitch, Roll)
Boost (This is more important than a simple Afterburner, as now it also increases the effectiveness of your maneuvering thrusters, so you'll turn better while boosting as well)

I think those are the main ones, other ones to consider are:

Cycle Countermeasures (not really important at the moment as all the missiles are heat seakers so flares will do)
Pin Target (This saves the current target data and puts it on the side of your HUD, and also puts a number next to the enemy ship reticle, I can't say I've found much use for it, though I suspect the number might also get sent to your wingmen, so it might be good for target designation, I'll have to test that.)
Cycle All Contacts
Strafe Forward / Strafe Back (not really important at the moment, but you'll probably want to think about how you'll control this for when we eventually have to land on stuff, I have them mapped to my rudder pedal toe brakes, though only as keyboard key emulators rather than proper axes)
HUD Cycle commands and Energy / Shield Management (I control these with VoiceAttack in the Typhoon VTAS style. Razz )

If you get stuck for keys you might want to look into VoiceAttack for the less important ones, then you can just have a conversation with your Ship, it is the future after all.  Laughing

hinkel1 wrote:tried to download patches yesterdqy but got errors all the time

Can't say I've had any patch issues Hink, guess either keep trying or reinstall, though reinstalling would probably take a while as their patching system seems very inefficient.

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Re: Star Citizen / Squadron 42

Post  speedy77 on Thu Oct 09, 2014 2:11 am

Perfect, taa MJ
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Re: Star Citizen / Squadron 42

Post  MJDixon on Fri Oct 10, 2014 12:23 am

More Co-Op Pew Pew



Maximum Nerd points for quoting Star Wars to increase my forward shield power, whilst playing the music from Star Wars. Razz

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Re: Star Citizen / Squadron 42

Post  MJDixon on Sat Oct 11, 2014 8:20 am

Are you still having trouble getting VoiceAttack to work, Speedy?

If it's not picking up what you're saying then it might be because your Computer hasn't been 'trained' to recognise your voice.

You can 'train' it in the Speech Recognition section of Control Panel, you just have to say a few paragraphs, and the more you do the more it understands.

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Re: Star Citizen / Squadron 42

Post  MJDixon on Sat Oct 11, 2014 9:34 pm

CitizenCon 2014 was early this morning, so they added some new stuff!

Some new Cutlass Variants.

Here's the usual flashy commercial:



Other than the standard variant there's a Militia Patrol / Police variant, with improved shields and holding cells.



And a Search & Rescue / Ambulance version, with long range scanners and medical facilities



I fear we might be in need of a Search & Rescue version at some point, the colour scheme is close enough.



Or we might need a bright yellow version!  Razz



Other than that I imagine the Cutlass would be good as a Military Cargo / Marine Boarding Ship - seeing as it has a cargo hold, which the Hornet somewhat lacks. Wink

Also you can buy a Super Space Yacht with 2 little runabouts for £375 if you really want to. Shocked

Bad news for Speedy, though - there's a new mini-patch, which means it'll reset your keymap so you have to map it all again.

Bad news for Hinkel, though - there's a new mini-patch, which means you'll have to download even more stuff.

And last but not least, there's a demo video fo the Ship Landing / Planetside stuff!


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Re: Star Citizen / Squadron 42

Post  hinkel1 on Sun Oct 12, 2014 3:59 am

download all patches again and the new one is also nearly finished

did a test run but my spacecraft did not seems to go foward ( only up) when increasing the throttle
any help with that?
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Re: Star Citizen / Squadron 42

Post  MJDixon on Sun Oct 12, 2014 4:13 am

Sounds strange, Hink.

They added strafe commands to coupled flight in a recent patch, so maybe your throttle is mapped to strafe up/down.

Have you tried mapping your controls with the new keymap page in the options?

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Re: Star Citizen / Squadron 42

Post  MJDixon on Sun Oct 12, 2014 8:29 am

Good news!

For the next week, all the Arena Commander ships will be available to test.

So you can all fly the Hornet and see what terrible mistakes you've made. Laughing

That M50 though...


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Re: Star Citizen / Squadron 42

Post  MJDixon on Mon Oct 13, 2014 12:16 am

The Space BMW would give me lap times of 1:11 and 1:09! Rolling Eyes


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Re: Star Citizen / Squadron 42

Post  speedy77 on Mon Oct 13, 2014 7:01 pm

I had a go with hornet, the M50 and the racing version of the 350 yesterday. The hornet is not as classy as my space BMW, more space Ford, but I like the guns better. I haven't made it round a complete lap on the race track yet, I not sure my PC can handle it as it reduces the FPS to a slideshow.

Also voice attack doesn't work for me in game. It recognises me out of game just fine. So I guess I need to tweak some setting somewhere or other.
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Re: Star Citizen / Squadron 42

Post  MJDixon on Mon Oct 13, 2014 8:48 pm

speedy77 wrote:Voice attack doesn't work for me in game. It recognises me out of game just fine. So I guess I need to tweak some setting somewhere or other.

The first thing I would do is to make sure that VoiceAttack is being run as Administrator, as I think if it's not then it can make stuff not work properly.

If that doesn't work then you can try going into Voice attack and edit the profile, then select a command to edit, then find one of the key presses and edit that, there's an option to choose between Standard Key Input and Windows Game (DirectX) Key Input - I'd have thought that DirectX would be the one that would work (it works on mine), but yours might be different.



As for Racing Ships, I think I prefer the M50 for its handling, however the 350R is probably the best racer at the moment, as it has a higher top speed than the M50, something I discovered after I managed to claw my way into the lead in an online race in my M50, only to get rammed in the backside by a bloody BMW driver and pushed into the tunnel wall on the start/finish straight, resulting in the expected explosion (red flag incident if you ask me!)

So I'd imagine the 350R is better on tracks with a lot of straight lines, where as the M50 will be better in the corners, sort of like an F1 car vs. a Super Car, however apparently the 350R in Arena Commander uses upgraded components, where as the M50 is stock, so in the real imaginary world the M50 might end up being better (at least on short 'circuit' style races)

In an ideal imaginary world they'd make a pure Fighter that's somewhere inbetween the Hornet and the M50, as the Hornet has lots of guns and shields and the like, but it's pretty slugish in speed and manoeuverability (the only thing it's faster than at the moment is the Aurora), where as the M50 can run rings around everyone, but only has 2 little guns, and presumably crappy shields - hopefully the Gladius will be a good inbetweeny ship, though it might just end up being an older/cheaper version of the Hornet, as they're both technically 'Light Fighters'

Not entirely sure how the Hornet classifies as a Light Fighter, mind - presumably they're using the American aircraft design philosophy. Razz



Though the Gladius was designed in Britain, so it must be like the one in the back of the photo, right?

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Re: Star Citizen / Squadron 42

Post  MJDixon on Tue Oct 14, 2014 7:59 am



Despite being in a Space BMW, this video is banned in Germany - go figure. Razz

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Re: Star Citizen / Squadron 42

Post  hinkel1 on Tue Oct 14, 2014 8:06 pm

put some basic controls and had a go in the hornet
the extra fire power and maneurability really helps

haven t found a way to unmap a control or even a message that the button is allready mapped would be nice.
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Re: Star Citizen / Squadron 42

Post  MJDixon on Tue Oct 14, 2014 9:33 pm

I don't think you can unmap controls yet, it's pretty annoying - especially if you accidentally map the wrong control then have to reset your entire keymap.

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Re: Star Citizen / Squadron 42

Post  hinkel1 on Tue Oct 14, 2014 9:35 pm

that happend to me allready Very Happy
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Re: Star Citizen / Squadron 42

Post  MJDixon on Wed Oct 15, 2014 8:47 pm



mmm... Gladius.

Very much tempted to get rid of my Super Hornet and swap it for a Gladius, if it turns out that it's faster/more manoeuverable.

Retaliator isn't too shabby either.

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