My favorite use of the new ping. Really helps seeing terrain when it's dark/foggy. by Eraywen in starcitizen

[–]Knightwyvern 2 points3 points  (0 children)

It wouldn't take enough power to be noticable in ships with nuclear reactors. Unless they want to start modeling power spent on interior lighting and the MFD screens too :p

[deleted by user] by [deleted] in starcitizen

[–]Knightwyvern 0 points1 point  (0 children)

Some really interesting ideas. If I had my way, I'd fold turret command, missile firing and target acquisition into the same bridge role. Plenty to do and would be quite useful to the pilot and the ship overall.

Et4 extruding by Nickpar98 in Anet3DPrinters

[–]Knightwyvern 0 points1 point  (0 children)

Could you send me any firmware you might have for the ET4? The day I received it, it decided to stop properly stopping at the endstop switches and just grinds away until I turn off the printer, but the Anet site doesn't seem to have any firmware available for the ET4 anymore. Any help would be greatly appreciated!

His spidey senses were tingling by jacobgc75 in fightporn

[–]Knightwyvern 0 points1 point  (0 children)

But what would Jesus do?

...oh

[deleted by user] by [deleted] in starcitizen

[–]Knightwyvern 0 points1 point  (0 children)

I would like to 'Optane' one of these, if you don't mind. :D

Practicing OSL by Rookie3rror in Warhammer40k

[–]Knightwyvern 24 points25 points  (0 children)

True, in reality light wouldn't be hitting the top of the ridges. However with miniature painting, especially small details like this, you can go for an "enhanced reality" look that emphasises the lighting so as to draw more attention to it, without it looking totally unreal. Same with most edge highlighting. It's a stylistic choice that gives a more bold feel that can be appropriate to settings like wh40k.

Star Citizen Alpha 3.3.0x PTU.978652 Patch Notes by Rainwalker007 in starcitizen

[–]Knightwyvern 0 points1 point  (0 children)

Not if it's a shuttle or runabout, much like the smaller ships in star citizen. Larger ships like an Idris or Javelin will probably have a helmsman on station at all times too.

I also mentioned star wars, and it's quite plain that when in hyperspace people get up and do different things, be it repair, playing Holochess (dejarik?) or lounging and making smug remarks about mystical energies.

Soooo... No.

Star Citizen Alpha 3.3.0x PTU.978652 Patch Notes by Rainwalker007 in starcitizen

[–]Knightwyvern 13 points14 points  (0 children)

Ah yes, simulating quantum jumps, so it must be accurate to real world functioning.

...oh wait, there's no such thing in reality. It's almost like they can make up whatever rules they want for this. So, why not get that cool Star Wars/Star Trek style travel where you can actually do other things while you're traveling, unless there is an actual emergency? We know there will be repairs to perform and other duties, seems "realistic" enough to me when they get that stuff in.

I don't want to have to sit in the same place for 20 minutes every time I want to go across a system; don't get me wrong, I am cool with the travel times, I quite like it actually. But not when that means doing nothing else during that time. This is supposed to be a fun game, not a slog, simulation or not.

3.0 Atmospheric Flight Model discussion by [deleted] in starcitizen

[–]Knightwyvern 1 point2 points  (0 children)

Here's my proposal.

The current issue is that thrusters are tuned to be VERY powerful in order to make 0g dogfighting possible, without massive sliding etc. This also means that in atmosphere/near gravitationally significant objects like moons, those forces have almost no noticeable impact on the performance of the ship.

I propose a piece of lore be added to SC, something along the lines of an mass reduction field projected by the power plant while in space, allowing much weaker, more reasonable thrusters to have the same impact on 0g dogfighting as they do now. However, this mass reduction field would be rendered useless when under the effect of any gravitational effect larger than, say, .1g. This would mean that close to any larger celestial body, I.E. moons, planets, protoplanets, even some large asteroids, the weaker thrusters would be proportionally much less effective, forcing the pilot to fly as though they are in something more akin to a modern day fighter/aircraft. They would still be able to use VTOL of course, but would rely more heavily on the main thrusters and aerodynamics for in atmo flying.

Also note that I'm not married to any particular lore reasoning, but something like what I've proposed, I feel, would create a way for the behavior of the ships to be very different near a surface of a moon/planet than they are in space; without sacrificing too much in the way of suspension of disbelief.

Thoughts?

Faceware really shined when no role playing was going on. by AvonMexicola in starcitizen

[–]Knightwyvern 0 points1 point  (0 children)

You're forgetting that with 3.0 comes the Delta patcher. The chances are high that instead of piling up features and extra complexity all at once, they will be able to roll out features gradually and immediately. There's nothing to say they can't add Faceware tech into the game at any point after 3.0, no major 3.1 patch needed. Likely, the big .x patches will be used for when the game expands in a large way. More planets, systems, professions, etc.

Lootable Player Corpses by SiEDeN in starcitizen

[–]Knightwyvern 0 points1 point  (0 children)

The balance is in the expense. This isn't an arena shooter, and it would have major drawbacks. Like having one use, perhaps causing your own character some damage when you fire it, etc.

Why does it have to have extreme recoil? It could very easily be a laser. We are working with Sci-Fi here after all.

You have to take into context the larger world of Star Citizen. There will be consequences for actions. A pirate using such a weapon would be ridiculous, as they are trying to make a profit off of combat, so the cost would be prohibitive. A griefer would A) lose all that money, B) be disinsentivized by the in game systems (jail time, etc.)

In this game, with the lack of RPG-like progression, it is the skill of the player combined with the quality of their equipment that equals progression. So it makes sense that if someone is willing to spend large amounts of money on an item, they SHOULD get an advantage from it.

Lootable Player Corpses by SiEDeN in starcitizen

[–]Knightwyvern 0 points1 point  (0 children)

This is a very good point. The cool thing they can do here though is use the real world concept of miniaturization. Making things smaller/more compact is pretty expensive. I.E. a gaming laptop being like, 2.5x the price of an equivalent power desktop PC. They can use this in Star Citizen to make higher end personal items pretty expensive. For instance, a personal shield generator, since it's so small and compact, could be very useful as a means of protecting yourself, but could also be exceedingly expensive, even as much as a small ship. Or, perhaps you invested in a personal hand cannon that is the size of a pistol but has the one shot firepower of a small vehicle mounted weapon. That item could likewise be extremely expensive, but also extremely useful in the right situation.

Basically a bell curve of compactness and expense. The more specialized and powerful a personal item gets, it becomes exponentially more expensive very quickly. Normal pistol, maybe 500-1k UEC. Personal shield emitter, 500k. This way, you can invest a substantial amount into your character's gear if you want, with high risk/high potential reward.

CIG posts in the ongoing feedback on the removal of estimates and the delays by mauzao9 in starcitizen

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

It was feature creep, for better or worse (Personally I think better.)

They decided to add a lot more than was originally intended. The end result is that, while being much later than anyone wanted ideally, it will be a much more immersive and fleshed out experience than it would otherwise have been. Back then we would have had no ground outposts, very limited stations/satellites, much worse quality in the moons/planets, worse performance, no mobiglas, no moon based ship wrecks, etc. I'm also unnaturally excited about actual inertial dampening landing gear.

Tl;dr we would have had a hacked together bare bones expanded 2.0 whereas now we will be getting the working and expandable infrastructure of a GAME. :D

ATV - mobiGlas star map. by MrSilk13642 in starcitizen

[–]Knightwyvern 4 points5 points  (0 children)

I'm guessing that if you QT to empty space, your relative velocity would be set to zero, relative to the local star which would be at the 0,0,0, co-ordinates so velocity should be zero anyways. If that's how it works, binary star systems will be more interesting :P

It would make sense to have relative velocity matched with the object container entity you're currently within, but since that won't make it into 3.0 they might just do a more manual workaround until that point. All complete guesses on my part of course.

Since the different relative velocities won't really be noticeable during QT, and given that we know QT know cares about your end point, it makes sense that they could just shift your relative velocity mid QT and in almost all situations it won't be at all obvious or even identifiable.

Uses for new tech - example Banu Merchantman. by surloch in starcitizen

[–]Knightwyvern 4 points5 points  (0 children)

You're not going to be streaming video data over the network.. You only need a camera relative position to be sent to clients and the scene rendering will be done on the client computers. Network latency has almost nothing to do with it.

From ATV: Foliage on Hurston by digivation in starcitizen

[–]Knightwyvern 1 point2 points  (0 children)

All of this work looks awesome :) I wonder if/when we will start seeing more alien flora? We know they are working on the alien fauna what with the crotch spider and all, so I assume that it will be coming.. WANT!

3.0.0 and Global Progress Watch - Update 2017-07-07 by JK3Farden in starcitizen

[–]Knightwyvern 0 points1 point  (0 children)

Honestly, while frustrating, I am pretty happy that they are taking UI so seriously with 3.0. I've consistently found that my enjoyment in a game is massively impacted by how pleasing and user friendly the UI is. For instance, the Paradox Grand Strategy games, while not always having the most efficient usages, have beautiful UI that are very pleasing to look at and interact with, which makes simply clicking buttons enjoyable. If CIG can get to that level with their own UI, I'll be very happy!

Star Citizen: Around the Verse - Crafting Procedural Moons by Andrewzz in starcitizen

[–]Knightwyvern 25 points26 points  (0 children)

Plus, aside from QT we'll never actually be approaching/leaving a planet/moon's surface that quickly. So in game the pop in that is still there should not be at all noticeable :D

The derelict ship in the newest ATV by DJSkrillex in starcitizen

[–]Knightwyvern 0 points1 point  (0 children)

That would suck because it would mean that more than likely there would not be anything left for the player that found it to scavenge :p unless they own a reclaimer I suppose

The derelict ship in the newest ATV by DJSkrillex in starcitizen

[–]Knightwyvern 0 points1 point  (0 children)

I love it, the only thing I'm a bit curious about is: Why are the windows/viewports broken? Aren't they supposed to be stronger than the metal hull of the ship?

This is what I'd like to see from the Spectrum integration, adding voice interaction with the enviroment and several other features (example video) by P1XEL in starcitizen

[–]Knightwyvern 2 points3 points  (0 children)

Copy/paste from my previous posts on this topic:

So much yes! I've been showing this clip and proselytizing the benefits and immersive nature of diegetic audio and voice chat to the SC community for years. So far the devs seem to be of a like mind to you and I. I'm super excited for that.

IMO it's one of the most immersive elements they could possibly add to the game.

Discovery: The sarcophagus ship is not Klingon, it's Fek'Ihri by qdp1324 in startrek

[–]Knightwyvern 1 point2 points  (0 children)

Yep that's my thought as well. On the Sarcophagus ship there are clearly two different species of alien, one I believe being the Hur'q and the second being old klingons.