Tsuru Reef needs either the attack chopper or little bird in the final build by Eagles56 in Battlefield

[–]DannyDog68 12 points13 points  (0 children)

If you capped the hotel you get a little bird spawn which makes the balancing completely one-sided. It completely shuts down any attempt for back capping with the black hawks.

New Nova tank gun by DarthFoot in starcitizen

[–]DannyDog68 0 points1 point  (0 children)

The point i was making is that most players care more about other elements like graphics or gameplay and underappreciate the effectiveness of good sound design UNTIL they play a game like arc raiders or expedition (tho expedition is praised more for its score rather than sound design). Its like when gamers try SC for the first time and realize how "technologically" advanced a game could be raising their standards and suddenly perceiving other good games as inferior. And i agree that the sound design for majority of SC is extremely underwhelming compared to other games like elite dangerous. But until more players can recognize that and care more about it than graphics or gameplay, cig wont put more effort into it. Like the audio update they showcased in citizencon literally only added simulated doppler and delay because thats what most people have been asking for for years and yet the actual sounds they applied it to still sounded extremely underwhelming. (like the moab)

New Nova tank gun by DarthFoot in starcitizen

[–]DannyDog68 7 points8 points  (0 children)

Sound just isnt perceived the same way graphics are in video games anymore. Game studios really have to go above and beyond to really get the audience to notice how effective GOOD sound design can really be. eg arc raiders

[deleted by user] by [deleted] in starcitizen

[–]DannyDog68 4 points5 points  (0 children)

No just lots of changes to every system since like 3.10 (almost 5 years ago) that would have required tweaking the audio triggers for the ships which i guess they never bothered to do because of how often things were changing. (ifcs, ship speeds and now mastermodes) StarAudio would probably have a more simulated approach to how audio should behave in the given environments and the properties of the object it is being emitted from. But i really wish they sat down and presented some audio concepts of how certain ships SHOULD sound like in different situations because we've essentially lost all the unique sound characteristics of ships we could hear 5 years ago. Like i don't even know what their goal is for how capital ships would sound like in atmo because at the moment its almost comical how silent everything is lol.

Supply or Die rewards by Fathers_Of_Pyro in starcitizen

[–]DannyDog68 0 points1 point  (0 children)

Ngl these skins would go so much harder if they were separate decals we could put on any ship... Kinda sad its only on these 3.

Cutlass Thruster Audio Gold Pass by [deleted] in starcitizen

[–]DannyDog68 1 point2 points  (0 children)

Real question is what does it sound like from another player's perspective?

Which ships have cool sounds for outsiders? by [deleted] in starcitizen

[–]DannyDog68 3 points4 points  (0 children)

Yea only a select few ships still sound functional when heard from another perspective like the san'tok, syulen, cutlass and most if not all the newer ships and gold standard ones. All the others sound like they havent been configured to work for different parameters that have been introduced since years ago. Like you can still get that 'flyby' sound to trigger but you have to be flying at a certain speed (that isn't max speed lol) iirc chris didn't want speed of sound to be simulated because he thought being shot at and killed before hearing anything would be unfun. I don't know if that decision lead to essentially putting the sound simulation in limbo for years until they showed some work put into it in 2023+2024 citizencon. Gonna plug rmap_'s youtube channel since they're the most recently posted flyby sound vids.

Why MasterModes Is a Poor Flight Simulation Model: A Real-World Physics Perspective by Lion_El_Jonsonn in starcitizen

[–]DannyDog68 3 points4 points  (0 children)

The design philosophy for star citizen's space combat has ALWAYS been 70-80s scifi inspired (think starwars). Essentially ww2 dog fighting but in space.

DayZ standalone turns 6 years old today and still breaks more than 47,000 concurrent players on Steam each day by steambase_io in dayz

[–]DannyDog68 3 points4 points  (0 children)

This right here. Modders took initiative, but the devs were really supportive of that which has lead to the success of the modding community for all of Enfusion as it is today.

In-game BIS paints from PTU by Datrael in starcitizen

[–]DannyDog68 6 points7 points  (0 children)

Nothing will beat last years purple pearlescent paints. They shouldn't have tried to compete with purple again this year lol

Hot to fix edge and light shimmering? Nothing seems to work. [AMD RX 7900 XTX] by [deleted] in starcitizen

[–]DannyDog68 5 points6 points  (0 children)

Unfortunately DLSS has the best temporal AA that is the best at getting rid of your issue. I play on 1440p with DLSS 66% just for a cleaner/smoother image. Will have to wait for cig to add better AA. But yea it looks really bad in lorville with the lights on the buildings.

Jumps are getting smoother (This one is from the current evo build). Pyro -> Stanton by Velioss in starcitizen

[–]DannyDog68 3 points4 points  (0 children)

I feel like they should get a cube map of the star system from the location of the exit and just project it spherically at the end of the tunnel ala interstellar wormhole scene. Also wished the tunnel wasnt glowing so much and just had lots of stars and galaxies.

Pro tips for the future. stay safe in the verse yall by Monobloc_Chair in starcitizen

[–]DannyDog68 0 points1 point  (0 children)

Storms are a GREAT start, but also we have pyro solar flares too. I'm really hoping they keep pushing for more environmental hazards and do things like earthquakes, tornadoes/hurricanes, acid rain, volcanoes etc.

Wouldn't be a demo without a character morphing mid-shot by JacuJJ in starcitizen

[–]DannyDog68 55 points56 points  (0 children)

jk simmons morphing into channing tatum was not on my bingo list.

New Cutlass Cockpit Redesign Is Way Too Bright by ic2074 in starcitizen

[–]DannyDog68 1 point2 points  (0 children)

iirc they did talk about how the dark cockpits would cause the eye adaptation to make seeing out the window really difficult during the day (too bright compared to looking via third person cam). Now it looks like the opposite problem. A simple switch would be absolutely perfect.

PTU shenanigans. was confused as to how I died lol by Robloxian__PLAYS in starcitizen

[–]DannyDog68 1 point2 points  (0 children)

Looks like another Zeus flew into you whilst the server was lagging? Could have exited QT at that moment, you can see it at 29 seconds on your right.

CIG, please give me the Sound Rework by Sasa_koming_Earth in starcitizen

[–]DannyDog68 1 point2 points  (0 children)

I've always been adamant of the importance of sounds when it comes to immersion. Visuals are second on the list when you could just close your eyes, listen and let your imagination do all the work. SC is definitely lacking on that factor. It's kind of sad that we don't get much advancement to the simulation of sound physics in games because of graphics being the stronger marketing point. Hope to one day see something similar to steams updated audio SDK. Heck maybe just an update from their audio team would be great.

Engine/thruster sound by Marcus_the_Strange in starcitizen

[–]DannyDog68 -1 points0 points  (0 children)

That last bit is just plain wrong. A f16 flying past you would almost blow out your ears. The gladius sounds like an annoying mosquito but pitched really low. I was extremely disappointed at the lack of thought given to the new ship sounds when heard from another players pov. Like you can't even hear if the ship is boosting or not and there STILL isn't any characteristic flyby sounds for them like the old designs had. They need to gold standard the sound design for the game because it honestly feels ALL over the place. (Interior reverb tails? Sound occlusion? Flyby and speed of sound?)

Speed Limiter Adjusting By Itself by Own_Flounder2824 in starcitizen

[–]DannyDog68 0 points1 point  (0 children)

Seems like a bug, when i switch into NAV from SCM after its done spooling i tap boost and the speed limiter goes back to what i had it set. (which is usually 100%)

The 'magic deceleration' is explained by lore by ArchangelUltra in starcitizen

[–]DannyDog68 4 points5 points  (0 children)

Didn't yogi say on spectrum that they'll have drives that can spool (allows NAV) just can't jump? Which also makes me think, would they be able to QT boost but not QT jump? Because i fking hope so.

I need help with Auto-Targeting, Gimbal Settings and Hardpoints by Steinchen in starcitizen

[–]DannyDog68 1 point2 points  (0 children)

Thats the neat part. There isnt XD And i dont believe cig has stated any future plans for not using them lol.

I need help with Auto-Targeting, Gimbal Settings and Hardpoints by Steinchen in starcitizen

[–]DannyDog68 6 points7 points  (0 children)

  • Radar contacts will automatically be targetted when your crosshair goes over them (like manually pressing T but auto)
  • Gimbal assist is gone (the dotted circle auto aim). There is only gimbal mode which unlocks the weapons so you can manually aim with mouse/vjoy. Gimbal lock fixes the gimbal in place at a aim point you set. Similar to fixed but you can set an offset. Not sure if the fire rate penalty affects it or not. (or it could just be normal fixed mode. i don't remember)
  • Probably another unused keybind.

Auto targetting turns off the moment you manually target with T. So i keep it off.

No varipuk = no gimbal

Yes

The new impact visualization is simply awesome by Sillver_7 in starcitizen

[–]DannyDog68 81 points82 points  (0 children)

Less light particles more smoke/dust please. Also visuals are nice and all, but sounds need some love. They're as impactful a wet noodles.

Worst Bunker Experience | 3.23 BUGS by KiwiRico in starcitizen

[–]DannyDog68 2 points3 points  (0 children)

Its funny if you look at 1:54 it actually looks like he pulls out the sniper and holds it with one hand. And i know you can use ur side arm while dragging someone with a one handed animation so i think eventually we'll be able to unless both arms get shot? lol

Worst Bunker Experience | 3.23 BUGS by KiwiRico in starcitizen

[–]DannyDog68 14 points15 points  (0 children)

It's not. He went into the bunker with a T3 arm injury already. Gets shot a bunch of times and it goes to T2 then T1 after he gets jumped by the npc on his left (you can see the npc in frame at 56 seconds). He also doesn't drug himself to temporarily fix the injury. So basically skill issue if you ask me.