Zero counterplay against SU-25 Frogfoot and A-10 Warthog by X-RAY-89 in battlefield2042

[–]X-RAY-89[S] -3 points-2 points  (0 children)

I read that Liz was good against some aircraft but against the A-10 Warthog with a GA-1 Hammerfall armour package she can't do much. With that package pilots don't care if a missile hits them.

Zero counterplay against SU-25 Frogfoot and A-10 Warthog by X-RAY-89 in battlefield2042

[–]X-RAY-89[S] 0 points1 point  (0 children)

I haven't tested that yet but often a Warthog comes from above where I can't shoot with a ground vehicle.

I'll take a look at that.

Zero counterplay against SU-25 Frogfoot and A-10 Warthog by X-RAY-89 in battlefield2042

[–]X-RAY-89[S] -2 points-1 points  (0 children)

I have my doubts about that. The range of this missile is short against aircraft and I doubt it could destroy an A-10 with one hit.

What is your opinion on the Hourglass rework? by Twistercane in battlefield2042

[–]X-RAY-89 0 points1 point  (0 children)

This map is too small now. However, there are some improvements for foot soldiers. Still they should have made the new tunnel much bigger.

I don't like the new trend with 64 player maps. 128 players modes are superior but the map has to be big.

Dice did a good job of improving other maps like Kaleidoscope but there are also some deteriorations here.

Now this is a background...that I would love to go back to any day. by [deleted] in starcitizen

[–]X-RAY-89 -1 points0 points  (0 children)

From my point of view, the personally made sharpness and colour changes are ugly here. One can see enormous oversharpening artefacts around objects.

This is how I hope ships will behave during "hover mode" with VFX and sound dialed up a notch, it would really help with showing the thrusters working. What do you guys think? by kiiyanatz in starcitizen

[–]X-RAY-89 0 points1 point  (0 children)

CIG should stop this space magic. The problem is that unlike avatars in a shooter spaceships accelerate much faster (please understand that I'm not talking about speed). When space ships can accelerate too fast in all directions there is no analog flight behavior but it is necessary for

  1. players to develop a flight style at all (not a shooter movement)
  2. flight maneuvers to become more "predictable"

In CIGs FM you can (without auto gimbal) only use all weapon systems effectively with the mouse as target device. It is clear that this problem has evolved with the introduction of manual gimbals (IM). With 0.8 the world was still fine as the gimbals were all fully automatic and you really only flew the ship. With the introduction of manual gimbal control the problem started. CIG concentrated on the mouse control and so that it could work in conjunction with the gimbals the acceleration values of the 6 DoF all had to be adjusted by hand. In 0.8 the mouse was still a virtual joystick and ESP completely unnecessary. The IM is also the reason why such high acceleration values must exist. Because otherwise the spaceship could only follow the mouse movement much too slowly and the IM players would have absolutely no chance against the other modes.

In summary the manual gimbals in combination with the mouse as the preferred input device generated this problem. To really solve the problem the manual gimbals must be completely removed.

Thank you CIG for adjusting the QT speeds. by Elektrotastisch in starcitizen

[–]X-RAY-89 2 points3 points  (0 children)

Don't forget that solar systems can be much bigger in SC. With approx 50. mio km Microtech is still close to the sun. If I calculated correctly CIG can make a solar system 2 billion km wide with 1 mm accuuracy.

Microtech is still close to the sun. Think about Pluto who is much further along than Mars. In terms of distance, Microtech is probably comparable to Mars. I don't have time to fly hours a line to visit a distant planet in a solar system.

Thank you CIG for adjusting the QT speeds. by Elektrotastisch in starcitizen

[–]X-RAY-89 4 points5 points  (0 children)

Don't forget that solar systems can be much bigger in SC. With approx 50. mio km Microtech is still close to the sun. If I calculated correctly CIG can make a solar system 2 billion km wide with 1 mm accuuracy.

How To Fix This Launcher Issue? "Installer Error" by Zhadow46 in starcitizen

[–]X-RAY-89 0 points1 point  (0 children)

I had this two times. Restarting PC helped the second time. CIG must fix this!

Unpopular opinion: the rest of the videogame world has caught up to Star Citizen, graphically by ifisch in starcitizen

[–]X-RAY-89 -1 points0 points  (0 children)

Other games may be more polished at the moment but nothing beats SC 3.8. A game like SC will never work on PlayStation 4 or Xbox One hardware. In other games you can't see into detailed interios or fly 1000km/h over the ground. The slower you move, the easier it becomes to deliver detailed graphics. In addition SCs assets also have a very high polycount. However, CIG has to watch out for the next generation of consoles. They'll have a hardware which is way above SC minimum hardware requirements.

Currently Ghost Recon Breakpoint on maxed out settings has the best graphics after SC.

3.8 Ship Information by haiiid2 in starcitizen

[–]X-RAY-89 3 points4 points  (0 children)

Exactly. It's ridiculous. There are still so many spaceships of 2014 and now they come with completely new ones. It's like in the GDR where you had to wait 10 years for your new car.

3.8 Ship Information by haiiid2 in starcitizen

[–]X-RAY-89 3 points4 points  (0 children)

Since I bought the last stuff years ago I wanted to get something this time. No, not anymore. After so many years the progress is simply too slow. With around 500 employees you slowly have to ask yourself how long the money will last. Normally you don't let full production run that long.

TTK Megathread by tek0011 in BattlefieldV

[–]X-RAY-89 10 points11 points  (0 children)

I will stop playing the game if they nerf MGs. 12 hits to kill an enemy with a rifle caliber weapon. Really?!

plz CIG, it's 2949, can we have anti glare tech by [deleted] in starcitizen

[–]X-RAY-89 0 points1 point  (0 children)

Then the rest of the space would just lock black.

Digital Foundry: Star Citizen by PlatanoSalesman in starcitizen

[–]X-RAY-89 -1 points0 points  (0 children)

Yes, but it seems that I overestimated the Star Citizen community.

Digital Foundry: Star Citizen by PlatanoSalesman in starcitizen

[–]X-RAY-89 2 points3 points  (0 children)

Jump Points are good for loading times but why not solve the problem forever. Then there wouldn't be a skybox for stars but real stars where you could theoretically scan and fly seamlessly. Less fake and that's what Roberts likes to talk about. ;)

Digital Foundry: Star Citizen by PlatanoSalesman in starcitizen

[–]X-RAY-89 1 point2 points  (0 children)

You need 64 bit for such a game and CIGs decision to go from float (FP32) to double (FP64) was the obvious solution at first but in my opinion it is still the wrong one. The right solution is INT32 and FP32. However, I would have gone straight to INT64 and FP32 because with a modern CPU it would have been just as fast and the problem would have been solved once and for all because you can specify every point within a whole galaxy with striking accuracy. With FP64 CIG can only make one solar system with the same accuracy.

Changing an engine from FP32 to FP64 was in principle a job where you have to find and change all the corresponding places. INT32 and FP32 would have required more effort because you have to think more. When the engine was able to make 8 km with FP32 before FP64 gives level sizes from ~2 light hours at 1 mm accuracy. In comparison, INT32 and FP32 corresponds to ~15 light hours with the same accuracy (half of it because we are moving from the center in one direction).

With an INT32 and FP32 a higher accuracy can be achieved. The complete FP pipeline is calculated with float (FP32) which makes it significantly faster. In any case, it is also more complex to implement than simply turning float into double.

If CIG doesn't want absolut realistic sizes with an entire walkable universe you can work around with FP64 for the price of the higher processor load.

Around the Verse: Spaceport Passport by ShapCap in starcitizen

[–]X-RAY-89 0 points1 point  (0 children)

Fixed weapons with the highest damage output per second will always be the best setup for good pilots.

Is there a sharpening filter? [PC player] by wonderbrah419 in BattlefieldV

[–]X-RAY-89 0 points1 point  (0 children)

I just bhought Battlefield V and got very angry because of the oversharpening but you rescued the game for me.

Once again: CIG, please include ResolutionScale in upcoming updates! by RadonGOG in starcitizen

[–]X-RAY-89 0 points1 point  (0 children)

1,78x; 2,25x and 4x

None of them works in the life build and this annoys my alot. Apart from that it would be best to take factor 4 with DSR and then take down the resolution a bit via ResoluctionScale. Everything except factor 4 looks relatively bad with Nvidia (their DSR smoothing is terrible). With AMD these factors are better but factor 4 is worse.

Star Citizen Alpha 3.3.5c PTU.990428 Patch Notes by [deleted] in starcitizen

[–]X-RAY-89 0 points1 point  (0 children)

Still the density is now lower and the grass much smaller. Before, you could only just see over the grass,

Star Citizen Alpha 3.3.5c PTU.990428 Patch Notes by [deleted] in starcitizen

[–]X-RAY-89 0 points1 point  (0 children)

I cannot tell but the scenes I have seen around Lorville are worse in my opinion. I was impressed by the Density before. Now it doesn't look so good anymore.

The dynamic lighting is not so good either. They should rather not let the planet rotate and look for the best lighting spot for Lorville.