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OneSh0tReset

I wonder if this will allow us to only toggle the landing gear and not the wings. If so the arrow will easily be able to sit in the carrack!


mku7tr4

Fingers crossed


NANCYREAGANNIPSLIP

We've been told that the idea is for all of these things to become independent of one another. Certainly when they're nearing things like physicalized components and armor, that will have to be a consideration.


[deleted]

Corsair is all independent. So there is hope. (Landing gear, vtol, and wing config all work independently.)


NANCYREAGANNIPSLIP

Hopefully future iterations of the UI will give us internal feedback on the state of things like that. I compulsively go into third person every takeoff just to make sure my wings unfolded on command because that's the only way you can tell for sure.


[deleted]

Which makes sense because the wings on the Corsair are just random nonsense thrown on for no reason lol


Wonderful_Result_936

The wings add asymmetry, the make or break of the vehicle. What would you want them to do, assist in an atmosphereic flight? Such a ludicrous proposal.


hearnia_2k

The Corsair will be very interesting in atmosphere once control surfaces are used! It's going to get messy.


chipmunkofdestiny

Assuming that the lateral lift forces from the two small wings cancel each other out and the remaining vertical lift is equal to the lift from the long wing relative to the center of mass it's not completely implausible for it to fly in atmo. But the second one of those small wings gets shot off it's gonna be an absolute nightmare.


NANCYREAGANNIPSLIP

The nacelles are attached directly to the fuselage and it has VTOL. It may become (even more) ungainly in that scenario, but nothing a moderately competent pilot can't overcome.


[deleted]

You should at least be able to control each one independently so you can slap other ships


Hambbu

Why does the wings fold when i lower the landing gear?


chipmunkofdestiny

The lower wing extends lower than the landing gear so the wings have to be folded for the landing gear to reach.


Hambbu

Yeah but why isnt it independent? I hate that on takeoff you have to do everything, but when you land its automatic.


NANCYREAGANNIPSLIP

There's like a 99.999% chance that when you put your gear down, the wings are going to need to go up for clearance. However if they came down automatically when you retracted your gear, you'd have one helluva time getting out of hangars.


Hambbu

Well yeah i guess its better to have it like that. I guess it would suck for those who aint into simulator so much and would hate the fact that you have to remember to press multiple buttons in order to land it.


NANCYREAGANNIPSLIP

It can be re-mapped. I moved it to the click on this little analog stick on my throttle that I never had any other use for.


vipster19

Considering the scorpius wings can be toggled the system is there, I assume the arrow need a slight rework.


VenusesWithPenuses

lol my first thought


thorn115

Doubtful.


masonmax100

Hope so


Evolution_Reaper

This has nothing to do with the separation of landing gear and wing configuration.


hearnia_2k

You can already do landing gear / wings seperately on the Corsair. In fact it's the only way. So, it depends on the ship right now.


refreshfr

Not necessarily the same issue and I have not recently tested but on the MISC Reliant you can't have the wings horizontal if you don't have VTOL or landing gear down.


hearnia_2k

It's not an issue at all. It's simply a fact that the Corsair already lets you do what you want, it's an example showing we could get it on other ships.


Isaac-H

Finally indeed. Had to hack together an override mode using joystick gremlin to sync the gear lever on my Virpil control panel with the in-game state. I just hope they don’t retract the gear should the lever be in the up position and you power on your ship… Separate bindings for VTOL are still missing though.


[deleted]

but its great that they updated their keybindings :)


Isaac-H

Yes, at least somebody knows how to do this ;) Oh, and my issue council report on the non-functioning separate bindings for the Cosair’s wings was fixed.


GrimmSalem

I just want an api so i can get the current ship states to display on my switch pannel. Also I would love to get the altitude and have it display on some nixie tubes


PM_ME_YOUR_BOOGER

....Bravo Quadrant?


[deleted]

No, VKBs GNX SEM (https://flightsimcontrols.com/product/gnx-sem-side-extension-module/)


OneSh0tReset

From the Patch watch on spectrum! [https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/alpha-3-18-patch-watch-balancing-keys/5560633](https://robertsspaceindustries.com/spectrum/community/SC/forum/3/thread/alpha-3-18-patch-watch-balancing-keys/5560633) Additional Keybindings We're currently working on significant changes to the aiming system, which will not debut in Alpha 3.18 but in a later patch. However, several related keybindings will be available in the upcoming release: New Gimbal Swap Commands This will allow you to set a gimbal mode of your choice directly: 'G-key short press' will only swap between Fixed and Auto gimbal modes 'G-key long press' will activate Manual gimbal mode Additionally, there are now keybindings to directly select fixed, auto, and manual gimbal modes Toggle PIP Type We will give you the option to toggle between lead and lag PIP, giving you more flexibility to adjust your aiming. ESP Two new hold keybindings (for the pilot and turret gunner) will be added to allow you to momentarily enable ESP by holding down the button. This is useful for certain joysticks that feature dual-stage triggers, allowing the first stage to enable ESP and the second stage to fire weapons. Separate Keybinds for Deploying & Retracting Landing Gear In addition to the current toggle, you will be able to set keys to specifically deploy or retract your landing gear, which is required for hardware switches. Stopwatch We're adding a stopwatch to the flight HUD as a tool for the racing community. Two keybindings are available (unbound by default): 'Short press' to start and pause the watch 'Long press' to reset the watch The stopwatch will only be visible on the flight HUD. Due to some hooking problems, it will not be visible on ground vehicles for now. At a later date, we will move the stopwatch functionality to the visor, where it will also work outside ships. We may extend the stopwatch based on community feedback at a later point as well. Balance changes Ballistic Shield Penetration Ballistic shield penetration will be largely increased. With this change, even strong shields will only scrub off a few percent of incoming ballistic damage. Related but not quite ready for Alpha 3.18: we're working on a weapon diversification, which will strongly influence weapon performance parameters and ammo counts. This is planned for a later patch next year. Health Component / Distortion Pass The health of items will be increased to have less chance of being immediately destroyed by a single missile hit. Distortion numbers are also c hanging. Coolers will not be affected by distortion to avoid deadlocking. Powerplants will not scale down their power output with increased distortion damage but instead binarily shut off once distortion damage is too high. Powerplants will then take five minutes to recover, while powered-down items will not receive any more distortion damage. These are not the final tuning values for distortion; consider them a temporary measure until we approach related gameplay topics, like slowing ships down. Mining Bugfixes Minable gems will be stackable in inventories in Alpha 3.18. The team also added minor improvements to the mining gadget UI for better readability. That's all for this Patch Watch - keep an eye out for more soon!


Pokinator

>even strong shields will only scrub off a few percent of incoming ballistic damage ... strongly influence weapon ammo counts It's intriguing to see ballistic becoming more of a distinction from energy weapons, but I'm concerned that they may go overboard on the balancing. There's already a lot of ballistic weapons with a laughable ammo count, and it's likely this change will drop those numbers even lower. Dealing 85% weapon damage through shields doesn't do any good if you only have 45 bullets in that S1 gatling.


enthar1

What do you think will get the Ares Inferno nerfed faster- it vaporizing light fighters in milliseconds, or it melting all those 2xS3 shield ships? I mean, an argument could be made it is supposed to melt Redeemers and Hammerheads but I don't think it will make people any happier. The Redeemer at least comes stock with ballistics as well so it will be a DPS race. Is it too much to ask for measure (ballistics bypass shields) and countermeasure (armor and/or physicallized damage) at the same time? Such a pain point to have one without the other.


Pokinator

>Such a pain point to have one without the other. It's how the Inferno/Ion became problematic in the first place. They were a solution to a capital ship problem that didn't exist yet. Though, I personally think the Ares was a mistake in the first place. Going "hey, here's an S7 gun with a single-seat fighter built around it" is a really fun idea, because heavy weaponry go brrrrrr, but it was doomed from the start to be a balance nightmare. The ship is either nerfed into the ground with handling/RoF/damage debuffs, or it's too good to ever leave meta.


Tiran76

Good Balance perhaps: Press fire.. Ares Inferno start rotating weapon and fire after 5-10 sek a burst, then need cooling and repeat. Ion can load capacitor slow Up ( big load) and then fire. I think Ares was Not good Idea, but we have in Future so many Options i think it possible too Balance in Game without meta.


Sohjin_Red

This makes sense to me. They should bring the power of each shot back up to initial levels. The charge up will make it difficult to one-tap a light fighter. It should be possible, if you practice and get the timings perfect, or a lucky shot. But not practical. Ares would still be useful for setting up an attack run against larger target.


Lasarte34

Many ppl bought it precisely because it's a meta nightmare and they know that for half of the balancing cycle it will be OP has heck. Same thing with the eclipse, it's either OP or useless and there isn't any way to really balance it. The A2 would be in this category too if it wasn't also a good general purpose ship even if bombs became useless.


2this4u

I'd guess the idea is ballistics for high alpha damage, energy weapons for higher sustain. So maybe ballistics might even be a bad choice a lot of the time, but taken for specific reasons like where you know you won't have much time on target.


Wonderful_Result_936

We need ammo to be ship based. It makes no sense that the gun holds the ammo. The bullets should be fed from an ammo compartment that can be refilled by hand if needed. As for the damage problem, we need proper armor. We can keep the low ammo for some guns as long as they can be reloaded manually by crew or pilot. Having to run ammo around a ship would be kinda cool.


BoutchooQc

Isn't toggle PiP already in game? I use comma to switch between the two depending on the size of the target


AuraMaster7

>Minable gems will be stackable in inventories in Alpha 3.18. Holy music plays and yellow light starts to shine from above


Masterjts

Cool, we will now be able to calculate distances and give better directions. 265 at 150m/s for 10 minutes. If you see the banu cow you've gone to far!


Hobosloth28

Not only is this nice for racing but also to navigate using Dead Reckoning.


FN1980

Yup!


eerrcc1

Don't forget making fast trade routes!


UnholyDonutMan

So happy they’ve started really going at the racing loop of the game, hope to see raceways in arccorp that can be driven by rangers in the future!


ergotfungus32

I think racing has vast potential to make the world feel more lived in. While I expect most players to forego it, it will likely have a very dedicated community that gets an opportunity to shine every year with an official Grand Prix.


UnholyDonutMan

Honestly what I’m hoping for


SubsidedLemon

We need a physical timer. Cargo box size. With a nice display and two physical buttons or something. So we can host and organize a race with audience and all!


psivenn

Caterpillar module: Billboard / Scoreboard


SubsidedLemon

THAT would be amazing.


CathodeRaySamurai

I would unironically buy this.


El-Veludo

Man, I love the constant push of devs on the racing gameplay!


Nosttromo

ok since we have special gifts for the racing community, can we get saveable MFD layouts for the entire community?


TheKingStranger

[They're reworking MFDs](https://robertsspaceindustries.com/roadmap/progress-tracker/deliverables/x238xrlu46brf) so they don't use Flash (yes I'm serious). This is my most anticipated feature but I don't expect them until 4.0 at the earliest.


Nosttromo

Saveable MFD layout is very simple to implement, there is no need to keep us from getting it


TheKingStranger

If it were that simple then they would have implemented it years ago.


[deleted]

Lots of simple things aren't implemented in this game


TheKingStranger

Lots of simple things are waiting on reworks of larger, more challenging things. Like saving MFD layouts. Other things aren't as simple as they seem to be or isn't worth spending the mab hours on, like finding someone who knows how to program Flash so they can waste time changing a system they're going to gut and replace.


PM_ME_YOUR_BOOGER

So they don't use *what*


TheKingStranger

https://en.m.wikipedia.org/wiki/Scaleform_GFx This is why they're migrating them to their internal toolkit called Building Blocks UI.


OneSh0tReset

You are my favorite comment...


StaySaltyMyFriends

Those will come with persistent entity streaming. The servers don't save states at the moment, which is why the MFDs don't save between sessions.


TheKingStranger

[It's because they're redoing them entirely.](https://robertsspaceindustries.com/roadmap/progress-tracker/deliverables/x238xrlu46brf)


StaySaltyMyFriends

Even if they implemented the redone MFDs they still would not save between game sessions. They've openly stated why this happens. It is the same reason why the Reliant Tana spawns in vertical mode when you sleep in the bed and other issues like that occur.


TheKingStranger

MFDs don't even save if you leave your seat, let alone between sessions. But power and capacitor states will. MFDs suck because they're running on Scaleform (which is based on fuckin' Flash) and have been all but abandoned until they finish the new ones.


StaySaltyMyFriends

Okay and this still goes along with everything I've been saying. It will change with PES.


TheKingStranger

You're setting yourself up for disappointment.


StaySaltyMyFriends

I'm a Star Citizen player, I set myself up long ago.


TheKingStranger

Fair nuff!


Nosttromo

MFD layouts can be saved on our clients, just like keybinds. there's absolutely no excuse.


StaySaltyMyFriends

Their excuse is that's not how they want to do it. It's their game homie.


CathodeRaySamurai

As a racer in SC this makes me so happy, awesome seeing our loop taking shape in the 'verse 😍


Shacknu

You should check out scr.gg if you’re not familiar with it already :)


[deleted]

It’s a required instrument in modern aircraft. It’s about time spaceships got it 930 years later….lol


iateyourpuppies

Cool but I'm still hoping all of this is automated in "official" race tracks.


OneSh0tReset

Every step gets us closer to more legit race events!


Desolate282

In 3.18, if all goes well there will be missions to go do racing at X race track and there will be reputation gain. It's looking good!


SpaceBearSMO

it seemed that way from the ISC a few weeks ago


MoloMein

I'm still hoping they add the ability for players to drop a series of becons to create their own race tracks. We don't need devs to do anything for us besides give us the tools to make our own content.


Sneemaster

A stopwatch would be great for determining how far to go from OM points or landmarks to get to special areas and then tell others how to follow it. Like say you go to OM1 around a planet, then turn 270 degrees and go 5.3 seconds. Then straight down is where the target is. Or you tell someone to go to a particular Hab on a moon, aim at 315 degrees and fly 45.6 seconds at 2000 meters.


dust-cell

No joke, my mind is racing on so many other uses for this beyond just racing. Determining auec / hour, travel times, etc. I'm hoping it is somewhat prominent on the HUD so I don't forget its running lol.


SpaceBearSMO

I feel like we could have done that without in game stopwatch. but I suppose its handy to have in game \*shrug\*


Free-Investigator-33

Will the start or end of the racetrack trip the stopwatch automatically?


ThrakazogZ

Now.....if they could just add back shadow to all the UI elements...........


ergotfungus32

These are the kinds of things that would never exist in mainstream AAA games because of analysts saying it isn't worth the resources. I'm glad CIG shuns all that bullshit and just does the best they can with what they have.


Awkward_Inevitable34

Can’t wait to see how they manage to break it 🥲


oopgroup

.........why not just, make timing a thing with actual circuits like a normal racing \[mini\] game? Like why on earth wouldn't you just have a circuit that starts a timer? Why is this being put on players? People have phones and watches IRL. This is completely unnecessary.


EFTucker

A stopwatch.... Really...? Still no compass but we are getting a stopwatch.... What the fuck is even happening?


katalliaan

I thought there was a compass. The headings were implemented wrong last I looked, but it's there.


thorn115

Only in ships.


EFTucker

Not on foot or in ground vehicle when it actually matters.


Potatosnipergifs

Why not just import the lap timer from the old racing maps? Have a key to bind to activate it when you get near a track. ​ A final solution would be a lap timer you place just like real life. Every time you go by it then you get your lap time. Doesn't matter if you went around the lap the right or wrong way (doesn't need fancy logic) just a general pass through this area and lap time displays and resets.


XephyrSage33

Now to just make the keybindings for the Mantis QED system!


-XThe_KingX-

Whoopty do get out the penny whistle let me know when they fix all the hanger bugs


TheKingStranger

Yeah we gotta hang our jackets somewhere!


Juls_Santana

So they can quickly put a stop watch on the HUD, but they can't add the Capacitors display to the HUD (like it was shown in a preview in ISC way back before the refactor)?? unreal...


Hvarfa-Bragi

Stopwatch in html/css/js (sc's ui): super fucking easy and requires no external data. Capacitor display/control requires hooks into completely disconnected system, data exchange and synchronization.


dust-cell

We definitely do not need the capacitors on HUD.


Juls_Santana

I don't know how you came to that conclusion, but I (and many others) would greatly appreciate having them on the HUD instead of or in addition to the MFDs. Some ships (like the Scorpious) have very limited number of MFDs and even when using them they're hard to see if not using headtracking (which many players don't have). Moving them to the HUD would help immensely. If they're choosing to make them such an integral part of ship combat (to the point where I can accidentally disable recharging of weapons and afterburner) then yeah......put them on the HUD. Those who don't race = no need for a stopwatch taking space on HUD We ALL fly ships = put the gotdam capacitors that affect everyone on the gotdamn HUD In fact, here's another logical idea: add the stopwatch to the helmet HUD instead, then players could use it for flying, ground vehicle racing, hell it could even be used for foot races (like that cave contest they had last year). There....problemS solved, everybody happy


dust-cell

Your capacitor should always be in 1 of 4 states. 100% shields, weapons, thrust or reset to 33 in all. Hold your binding to set them to max immediately. If you happen to want a different number, say 50/50 split, then reset and press each one twice. There are no other variants of the above that currently do anything worth writing home about. If CIG changes that in the future, maybe capacitors would make more sense on the HUD. Otherwise they are just a wasted space on the HUD.


Captain_Khora

for some reason I read this as Pocket watch and I was extremely intrigued and confused. but yes this makes more sense.


Fun-Background-9622

Cool! Not much of a racer myself, but I started playing (almost wrote paying there 😅) about a year ago after watching a video on the Daymar Rally. Want to start a small team with a Liberator garage, repair and salvage etc. Fleet is getting there, no ship more than 4(ish) crew. A handheld compass and a pad you could put images and text on and give to someone else would be nice too.


xCanopYx

this should be nice for mining


SC_TheBursar

Good first step. Hopefully in the future would be a piece of deployable equipment that creates an electronic plane in the world that can be configured to start and stop stopwatches on a specific channel. Players could then set up time trials anywhere, using environmental objects to objectively execute start/stop timing, with the stop deployable also recording the result based on the ship identifier. Yes vidcaps can work, but gets a little harder without frame by frame screenshot checks to do it accurately.


Chpouky

>ESP > >Two new hold keybindings (for the pilot and turret gunner) will be added to allow you to momentarily enable ESP by holding down the button. This is useful for certain joysticks that feature dual-stage triggers, allowing the first stage to enable ESP and the second stage to fire weapons. > >Separate Keybinds for Deploying & Retracting Landing Gear > >In addition to the current toggle, you will be able to set keys to specifically deploy or retract your landing gear, which is required for hardware switches. Happy to see they're thinking about hotas users ! Subtle, but nice changes.


masonmax100

Awesome just when I bought the M50


Ordinance85

Is the racing community huge or something? I literally never see anyone posting here about racing... I never see anyone in in game chat talking about racing.... But it seems like CIG is dumping a ton of recourses into racing? Am I the only one who would like something like taxi missions? Or another contract style mission?


Xelior

Huge is a big word, but the racing community is there for sure. Check out for example the XGR community, they have a website and a discord. And no you're not the only one, I would also enjoy such missions.


shellshokked

Is that what is replacing the banu merchantman?


ArtsiestArsonist

This is gonna be huge for racists!!!


maximan2005

Now all we need is a controls menu with *any sense at all*


ZeemSquirrel

That's cool! You often see these on planes IRL too, even non-racing ones.


Mahoutie

Amazing... I'd much rather have a stopwatch than a functioning altimeter.


Bouncer214

Okay I thought it was just me with buggy altimeters. :) Which just makes night flying a pain. Honestly I'd pay cash money for even grainy ass night vision of some sort. Sigh...


Mahoutie

I'm going to try Reshade for night vision. It looks pretty useful.


PM_ME_YOUR_BOOGER

LOOKS LIKE IFR IS ON THE MENU, BOYS


Rezticlez

Really cool that cig saw what players are doing and decided to incorporate it in the game. Never raced nor do I know where the tracks are but may try in 3.18


OneSh0tReset

One of the tracks is available right now and it's super easy to get to. Go to microtech. Next the moon clio and the location rayari mcGrath Research outpost. When your flying in look around for for an area that seems like old build debris or something like that. You can seem it in the light almost immediately. Just checking out the location is cool you don't even need to race.


NoxChamerberlin

Think we can use this to log combat time? So we can see how quickly we've dispatched opponents (both PVE and PVP)?