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[TU] Star Citizen : PU Live 4.7.0 Crafting FPS :o

n°10962656
esteban72

Transactions (3)
Posté le 23-10-2014 à 14:23:38  profilanswer
 

Reprise du message précédent :
Il me semble avoir lu lors des premières annonces sur le mustang que nous pourrons échanger notre Aurora contre un Mustang. C'est déjà possible ? Conserve t'on la LTI ?

mood
Publicité
Posté le 23-10-2014 à 14:23:38  profilanswer
 

n°10962698
Magun

Transactions (4)
Posté le 23-10-2014 à 14:33:23  profilanswer
 

Du coup à voir si je garde mon pledge 325a puisque j'ai le pack mustang maintenant.


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Mon feed: http://forum.hardware.fr/hfr/Achat [...] #t16146857
n°10962714
kenrio

Transactions (0)
Posté le 23-10-2014 à 14:37:07  profilanswer
 

esteban72 a écrit :

Il me semble avoir lu lors des premières annonces sur le mustang que nous pourrons échanger notre Aurora contre un Mustang. C'est déjà possible ? Conserve t'on la LTI ?


 
faut attendre les cross upgrade pour ça, donc que le mustang soit dans l'ac


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https://robertsspaceindustries.com/orgs/HFR - referral STAR-K42Q-BZFS - origin : kenrio77
n°10962715
estebadia
Cobra Space Adventure
Transactions (30)
Posté le 23-10-2014 à 14:37:29  profilanswer
 

fais gaffe a ton acces alpha, tu vas le perdre du coup


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https://robertsspaceindustries.com/ [...] eadventure |
n°10962760
Magun

Transactions (4)
Posté le 23-10-2014 à 14:46:55  profilanswer
 

perso, j'ai rien de particulier (pas de lti, alpha ou autre)


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Mon feed: http://forum.hardware.fr/hfr/Achat [...] #t16146857
n°10964764
kenrio

Transactions (0)
Posté le 24-10-2014 à 10:33:47  profilanswer
 

la mozaic de toutes les organizations, taille assez énorme... https://robertsspaceindustries.com/ [...] Mosaic.png
 
pour info on y est ^^
 
sinon on devrait avoir bientot des infos sur le fps


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https://robertsspaceindustries.com/orgs/HFR - referral STAR-K42Q-BZFS - origin : kenrio77
n°10964832
estebadia
Cobra Space Adventure
Transactions (30)
Posté le 24-10-2014 à 10:43:57  profilanswer
 

kenrio a écrit :

la mozaic de toutes les organizations, taille assez énorme... https://robertsspaceindustries.com/ [...] Mosaic.png
 
pour info on y est ^^
 
sinon on devrait avoir bientot des infos sur le fps


 
 
avec notre logo on va passer pour les clowns de l espace :O


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https://robertsspaceindustries.com/ [...] eadventure |
n°10964849
kenrio

Transactions (0)
Posté le 24-10-2014 à 10:47:03  profilanswer
 

estebadia a écrit :


avec notre logo on va passer pour les clowns de l espace :O


 
 [:sebire]


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https://robertsspaceindustries.com/orgs/HFR - referral STAR-K42Q-BZFS - origin : kenrio77
n°10964994
Bidem

Transactions (0)
Posté le 24-10-2014 à 11:19:14  profilanswer
 

Trouvé ! ;)

n°10965154
Toinnne1

Transactions (2)
Posté le 24-10-2014 à 11:49:31  profilanswer
 

J-8 pour la présentation du gameplay FPS

 

...... Mois- 3 ou 4 pour le module :p


Message édité par Toinnne1 le 24-10-2014 à 11:50:23
mood
Publicité
Posté le 24-10-2014 à 11:49:31  profilanswer
 

n°10965334
Magun

Transactions (4)
Posté le 24-10-2014 à 12:29:57  profilanswer
 

Mois -45 avant le module multi crew ! (pardon!)


Message édité par Magun le 24-10-2014 à 12:30:12

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Mon feed: http://forum.hardware.fr/hfr/Achat [...] #t16146857
n°10965436
flopshot
Never up, never in
Transactions (0)
Posté le 24-10-2014 à 13:02:41  profilanswer
 

Le petit nonox avec son Aurora est attendu sur le pont d'envol n°42, je répète, le petit nonox est attendu ...

n°10965767
jigawa

Transactions (1)
Posté le 24-10-2014 à 14:28:16  profilanswer
 

Toinnne1 a écrit :

https://fbcdn-sphotos-h-a.akamaihd.net/hphotos-ak-xpa1/v/t35.0-12/10683191_10203013729173939_1688069149_o.jpg?oh=3b5ab08c19c166332b51117bfcccbe60&oe=544A6EC1&__gda__=1414219948_a9a2b16ff7bdb81afe8936f37c04ea96

 

Wow wow woooow on va pouvoir se ballader sur tatooine  :bounce:

 


Pas la première fois où je me dis que le choix des typos n'est pas vraiment bien inspiré... :/
Lisibilité perfectible.

Message cité 1 fois
Message édité par jigawa le 24-10-2014 à 15:21:04
n°10965795
Magun

Transactions (4)
Posté le 24-10-2014 à 14:35:22  profilanswer
 

flopshot a écrit :

Le petit nonox avec son Aurora est attendu sur le pont d'envol n°42, je répète, le petit nonox est attendu ...


Ton phoenix a besoins de canonniers !
 
Je suis sur qu'il a hâte de tout nonoxer :p


Message édité par Magun le 24-10-2014 à 14:35:59

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Mon feed: http://forum.hardware.fr/hfr/Achat [...] #t16146857
n°10965996
spacex
Space commando is in da place
Transactions (0)
Posté le 24-10-2014 à 15:34:12  profilanswer
 

jigawa a écrit :

 


Pas la première fois où je me dis que le choix des typos n'est pas vraiment bien inspiré... :/
Lisibilité perfectible.

 

Quasiment toute les interfaces HUD moderne de jeux vidéos. Magnifique mais 100 fois moins lisible que le povre bloc note Windows  :o

Message cité 1 fois
Message édité par spacex le 24-10-2014 à 15:34:29
n°10966042
jigawa

Transactions (1)
Posté le 24-10-2014 à 15:48:44  profilanswer
 

spacex a écrit :

 

Quasiment toute les interfaces HUD moderne de jeux vidéos. Magnifique mais 100 fois moins lisible que le povre bloc note Windows  :o

 

Sans demander à ce que cela soit parfait, les premiers "render target" concernant les huds était bien plus sympa. A voir si cela va evoluer dans le bon sens.


Message édité par jigawa le 24-10-2014 à 15:50:16
n°10966073
kenrio

Transactions (0)
Posté le 24-10-2014 à 16:01:50  profilanswer
 

ils avaient pas dis que les hud serait finalement moddable ?


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n°10966432
nonox
Kuchiyose no Jutsu
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Posté le 24-10-2014 à 18:00:30  profilanswer
 

flopshot a écrit :

Le petit nonox avec son Aurora est attendu sur le pont d'envol n°42, je répète, le petit nonox est attendu ...


 
je suis déception a fond, ma CG n'est pas supporté ça crash a chaque essai de lancement  :cry:


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I like you, when the world is mine, your death shall be quick and painless...
n°10966438
flopshot
Never up, never in
Transactions (0)
Posté le 24-10-2014 à 18:03:03  profilanswer
 

nonox a écrit :


 
je suis déception a fond, ma CG n'est pas supporté ça crash a chaque essai de lancement  :cry:


Merdouille .... bon ben, on attendra que tu changes de CG alors :P

n°10966444
nonox
Kuchiyose no Jutsu
Transactions (0)
Posté le 24-10-2014 à 18:04:47  profilanswer
 

flopshot a écrit :


Merdouille .... bon ben, on attendra que tu changes de CG alors :P


 
ce qui ne devrait pas trop tarder :fou:


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I like you, when the world is mine, your death shall be quick and painless...
n°10966714
kenrio

Transactions (0)
Posté le 24-10-2014 à 20:04:08  profilanswer
 

reddit live en cours a propos du FPS : http://www.reddit.com/r/IAmA/comme [...] _anything/
 
What games are you drawing mechanical inspiration from?
A mixture of Counter-Strike, Rainbow Six, Arma, Delta Force, Kill Zone
 :love:  
Will you be able to damage a ships systems from the inside intentionally or non-intentionally?

Absolutely
 :love:  
Will the death of a spaceman mechanic be addressed in fps gameplay itself, making the players inherently more cautious? For instance, some games allow characters to heal automatically, while others allow med kits to restore all health. Will there be more realistic approaches? Med kits only restoring to a certain point (80%) or only taking effect temporarily (boosting health for 5 minutes) or minor gunshots tearing holes in space suits so the vacuum of space can kill?
You are absolutely correct on all points, maybe not the tearing holes in space suits part but on other systems yes. the mechanics are built to discourage players from going ballistic and be very cautious while playing.
 
When can we expect to see an alpha version of the FPS module released?
early next year!
 
Can you provide an example of the kind of gameplay experience you're looking for? Maybe a description of what an encounter between two players might be like in terms of lethality, weapons used, moves used, length of play, etc?

there are so many. lets just pull one randomly from the sky.
A Persistent Universe experience. I'm a stealthy, solo player. I find a wrecked ship, i know scavengers will be around soon. I find a crate and put myself in it. I let the scavengers take the crate and put me in their ship. When i'm on their ship, some time later, i get out of the crate. Very quietly, i rummage around and find some goodies i like. I steal those... now i can either - A) Jump out the airlock and call a ride or B) go to their engine room and self destruct their ship or C) quietly hunt and execute the entire staff and take their ship.... or Z) they could have scanned the crate properly before loading it, blasted it with their ship and me with it....
 :love:  
 
Can we expect more tactical gameplay (Rainbow Six, etc) or more like run and gun (call of duty)?

Absolutely, the core of the FPS mechanics is very tactical
 
What directions has Chris Roberts given you regarding the visual style and mechanics of FPS?

He is very hands on and quick to say what he does and doesnt like! It was very interesting because he pushed us creatively and made us get out of our comfort zones, which allowed us to truly excel as developers.
 
What kind of camera settings will you allow for the FPS part (first person, third person)?
only first person as third person breaks tactic balance too much.
 
 
c'est pas fini et j'ai asp tout quoté


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n°10967172
estebadia
Cobra Space Adventure
Transactions (30)
Posté le 25-10-2014 à 00:20:58  profilanswer
 

http://www.reddit.com/r/starcitize [...] responses/

 


Citation :


Will you be able to damage a ships systems from the inside intentionally or non-intentionally?

 

   Absolutely! Follow-Up: Would you be able to elaborate on how you see the details of that working?

 

Thanks for answering my question!

 

   There are various systems in a ship, gravity, power, oxygen, various hazards, your engine, shields, etc. - when you start playing with power in the ship, for example, you can accidentally overload a system and have to run and fix it! or you could... 'accidentally' throw a grenade into an unprotected gravity generator :P

 

For ship boarding, what have you all come up with for actually entering other ships e.g. cutting through the hull, forcing hatches, shooting out the windows, etc.?

 

   you can cut through the hull, sneak on board through many mischievous techniques, blasting hatches, etc. entry points are very carefully chosen, however. essentially they're 'vulnerable' points of a ship/station. Windows are generally extremely fortified.

 

What games are you drawing mechanical inspiration from?

 

   A mixture of Counter-Strike, Rainbow Six, Arma, Delta Force, Kill Zone

 

Does anyone on the team have any experience whatsoever on games like Counter-Strike, Rainbow Six, Arma, Delta Force, Kill Zone?

 

   yes we have a very experienced fps team here!

 

How do you mix those games, for example, some are "1 shot kill" with wounds. Others are "health bar." Some have tactics with distinct roles, others are homogenized where anyone can do anything...

 

I dunno, it sounds like you listed the 5 most successful tactical shooters while deliberately staying away from action shooters.

 

Which "rainbow 6," for example? The original was more about planning and tactics where the console-itis versions are about run and gun...

 

   Its more about some core fundamentals and the overall theory of how they're played, not necessarily how your gun points at the screen and how fast you move. We reference that more as a, some elements here, some elements there... mix them together.... ???? .... profit!

 

Have you looked at DUST 514 and the Project Legion from CCP Games? Specifically the ideals they are going for, not what they currently have

 

   No, but i am a huge fan of Planet Side 2 which has some similar concepts. I love large scale cause&effect gameplay!

 

When can we expect to see an alpha version of the FPS module released?

 

   early next year!

 

How will damage be handled in the FPS mode? Are we looking at personal shields or just body armor?

 

   Generally just body armor but you can get gadgets to give you boosts.

 

On top of this, what sort of health mechanic do you plan to use? And if the player is wounded, will the experience slower movement and greater weapon sway etc?

 

   Absolutely, your limb damage will have severe impacts on how the mechanics work - and it is limb specific too, not just an overall of 'oh youre kind of hurt'. For example, if your left arm is hurt but you throw grenades with your right, your right throw won't really be impacted.

 

Will people be able to select their dominant hand? Or will everyone be presumed to be right-handed?

 

   it is planned for players to choose their dominant hand it will have a direct impact resulting from limb damage.

 

Can you provide an example of the kind of gameplay experience you're looking for? Maybe a description of what an encounter between two players might be like in terms of lethality, weapons used, moves used, length of play, etc?

 

   there are so many. lets just pull one randomly from the sky.

 

   A Persistent Universe experience. I'm a stealthy, solo player. I find a wrecked ship, i know scavengers will be around soon. I find a crate and put myself in it. I let the scavengers take the crate and put me in their ship. When i'm on their ship, some time later, i get out of the crate. Very quietly, i rummage around and find some goodies i like. I steal those... now i can either - A) Jump out the airlock and call a ride or B) go to their engine room and self destruct their ship or C) quietly hunt and execute the entire staff and take their ship.... or Z) they could have scanned the crate properly before loading it, blasted it with their ship and me with it....

 

Will the death of a spaceman mechanic be addressed in fps gameplay itself, making the players inherently more cautious? For instance, some games allow characters to heal automatically, while others allow med kits to restore all health. Will there be more realistic approaches? Med kits only restoring to a certain point (80%) or only taking effect temporarily (boosting health for 5 minutes) or minor gunshots tearing holes in space suits so the vacuum of space can kill?

 

   You are absolutely correct on all points, maybe not the tearing holes in space suits part but on other systems yes. the mechanics are built to discourage players from going ballistic and be very cautious while playing.

 

Is it fair to say then that you could expect to see people playing the FPS more like splinter cell, with lots of quick ambush type firefights?

 

   yep, the stronger armors (TITAN armor and Heavy Armor) may have longer, face to face combat.

 

My main concern with the FPS module is that realism will trump gameplay. One of the concerning things to me and many other people is that the POV of your character seems to be bound by some arbitrary animation that causes you, when turning, to reset your torso, causing a odd stutter like feeling. I understand that a person would need to to reset ones body when turning however it yanks the player out of the immersion, by attempting to create immersion. My question is how are you balancing issues such as this, where the fun is quite obviously being trumped by a clunky albeit realistic mechanic? I think many people would appreciate a more conventional mechanic to a mechanic that is intrusive.

 

   This is definitely introducing challenges, to us as designers its important to nail down the right mixture to where it feels fluid and non-existent. This will be an ongoing polish but it feels great right now and will only get better over time

 

What is the timeline for the FPS module release? Is it going to be upgraded incrementally?

 

   The FPS module will be released early next year and receive continuous updates

 

Ships can have AI crew members if its a multi person ship and the player "hires" AI crew members to fill out the roles of their ship (alternatively your friends could do this).

 

I would imagine that those crew members would take up arms if your ship got boarded or if you boarded an enemy ship.

 

Humans only at launch but there are alien species in the game with their own ships, languages, commerce etc. and they are scheduled to become playable but not until X time after launch.

 

   Correct ^ :)

 

Can you give an insight on how the cover system will work? Will cover be destructible?

 

   there will be some destruction but its not a key component as most of the environments are, well, solid metal :) cover has a smooth interpolation system that will allow players do all the various moves they would expect in cover (lean/peek/crouch/move in cover/etc.)

 

As you said, almost everything in a ship will be solid metal. So will there be a way that bullets (if any are still used 900 years into the future) or lasers (if possible) can bounce of those surfaces when they hit at the right angle?

 

   There may be ricocheting bullets but its not currently a major focus.

 

FFirst and foremost, thank you for doing this; it's a wonderful thing to be able to directly interact with the people helping to make Star Citizen a reality.

 

Couple of basic questions, feel free to go into as much detail as you can:

 

   What kind of improvements can we expect for player movement, both animation wise and as far as controls/feel? What options will be available to us as far as movement goes (prone, lean, slide to cover, etc.)?

 

   How much weapon customization can we expect, both for the initial FPS module release and the final full game release? Something as simple as changing optics and such, or crazy advanced like being able to change any component (stocks, barrels, triggers, etc), or add any components (optics, grips, lights, etc.) to any available rail/mount?

 

   What sort of character damage model can we expect? Get shot and there's some sparks/blood depending on armor/health, or get shot and have chunks of armor fly off to reveal clothing/flesh underneath? If someone gets hit with a rocket, do they get thrown back and fall over or are we going to be scraping them off the walls?

 

   And for my final, and critically important question, what are the chances of getting a futuristic, but still recognizable, version of the venerable 1911 to add to my collection? :)

 

Thanks again, and I can't wait to see what you have in store for us at PAX Australia.

 

       movement goes (prone, lean, slide to cover, etc.)?

 

   hey there!

 

   1) Everything is animation driven. What your character looks like he is doing, you are seeing. This brings us interesting challenges but we're ironing them out as i write this! Movement will have walk/run/sprint/crouch/prone/slide(on knees)/sidle/cover/leaning/peeking/climbing/etc. The movement is designed to discourage players going ballistic though, so its not super fast paced like COD games.

 

   2) The initial offering will have a little customization but more will come into play down the road. lots of attachments and ammo types!

 

   3) I don't think the gore detail will go super far, but who knows, maybe one day! for now it will mostly be animation and particle/decal focused.

 

   4) I'm sure there'll be the 'classic' weapons that can be found somewhere in the universe, i don't know about that weapon in particular though!

 

Exactly how many bears are we expected to see in the fps module? Also, when the space whale is finally implemented how quickly can we expect players to be digested?

 

   Didn't you hear? There is a space bear at every security check point, at least one.... and it'll definitely maul your face off if you look at him in the eyes.

 

   the space whale will be implemented at the end of days.

 

I've been so excited about this game since I first saw the kickstarter, and it's only continued to keep my interest. How much will FPS gameplay be part of the finished game? Will it be optional, or something you'll wind up having to do during the game?

 

   Squadron 42 has missions with FPS mechanics. The persistent universe and the fps module are 2 seperate things as well. I'd imagine you wouldn't have to do too much of it in the PU if you didn't want to.

 

Except when you're trying to board and take over a ship, right?

 

   You could always hire other players and sit back in your ship drinking tea while they do the dirty work :)

 

Will people be able to bunny hop to avoid fire? Or will jumping be limited to prevent this?

 

People bunny hopping and constantly jumping all around has ruined a number of shooter games for me.

 

   NO BUNNY HOPPING.

 

What kind of gadgets will we have to work with?

 

   tons, holograms, claymore like objects, personal healing, drills for doors/vents, shields, grenades, trip wires... the gadgets will really expand and offer a ton of ways to customize your strategy.

 

If an airlock is breached, will the vacuum in the ship begin pulling unrestrained items out of the airlock, including players?

 

   you better believe it! This introduces many mechanics. If an attacking team doesn't want to deal with them, you can also latch onto a ship and create a tunnel between your ship and the enemies, which will allow for a smooth transition.

 

How will the transition from flying to FPS work? I'm asking because ideally you want to fly with hotas and switch to KB/mouse for the FPS. Also, will the FOV be adjustable? Some of us play close to a huge screen and a small/wrong FOV will make you sick.

 

   Generally if you are playing with a peripheral for flying you would just reach over to your mouse and keyboard when it comes time for FPS but you can certainly play fps with other peripherals, it just may not be the best input method available. The FOV is something dialed in for now but we'll explore options with it down the road. there are just many variables that come in to play with how the camera is set and how the hud is displayed that makes this tricky.

 

Are you developing a special "netcode" for FPS, and how will this relate with the prediction-heavy code used in space combat?

 

   yes the fps netcode is very different than the space combat. Prediction is a lot lower to ensure there is very little rubber banding.

 

My brother is a huge fan of your game and he wanted me to ask the following:

 

Is the cover system a sticky cover like Killzone 2 and Crysis 2, or a free cover system like Far Cry 3?

 

   Its more of a free cover system like Far Cry 3

 

Hey there! Welcome! While mindlessly blasting away enemies can be fun, team-based and objective-based gameplay (think BF2142 titan mode) has always been much more rewarding to me in the long run. What plans (if any) do you currently have to support these aspects?

 

   The FPS Module has tons of predefined game modes and levels that are designed around perfecting your skill on a mechanic in the game. There will be lots of scenarios that explore cooperative/team based mechanics. Of course, in the PU there will be almost endless possibilities. it is best to train yourself up in as many different situations as possible!

 

Hi [REDACTED]. What kind of modularity will weapons (Pistols, Rifles, ect) have? Can we customize them inside and out, or just externally? Extreme customization details like stacking different types of the same caliber rounds in a magazine, or adding a longer/heavier barrel?

 

   There will be attachments for weapons and different ammo types, the amount of customization will vary based on the weapon.

 

How has Star Citizen compared to other current or past project REDACTED has worked on? Are there are specific difficulties or challenges that you face on SC that you have not faced on other projects before?

 

   The animation driven system is the most challenging aspect of the development. It means the first/third person are the same and what your character does is what you see. we've implemented many mechanics to counter-balance certain things and will continue to polish and smooth out kinks as a result of this system.

  


 

FPS TEAM

 

:love:  :love:  :love:  :love:  :love:  :love:  :love:


Message édité par estebadia le 25-10-2014 à 00:23:44

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https://robertsspaceindustries.com/ [...] eadventure |
n°10967409
kenrio

Transactions (0)
Posté le 25-10-2014 à 10:48:11  profilanswer
 

pour en savoir plus sur le dev, leur façon de faire pour rendre un vaisseau jouable.
https://robertsspaceindustries.com/ [...] p-Pipeline

 

ps : vous noterez les "CR approval"


Message édité par kenrio le 25-10-2014 à 10:49:06

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https://robertsspaceindustries.com/orgs/HFR - referral STAR-K42Q-BZFS - origin : kenrio77
n°10967444
kenrio

Transactions (0)
Posté le 25-10-2014 à 11:04:13  profilanswer
 

d'ailleurs :

 

Ship Name Next Stage
315p Flight Ready
325a Complete
890 Jump Hangar Ready
Aurora CL Flight Ready
Aurora ES Flight Ready
Aurora LN Flight Ready
Aurora LX Flight Ready
Avenger Flight Ready
Avenger Variant 1 Concept Ready
Avenger Variant 2 Concept Ready
Avenger Variant 3 Concept Ready
Banu Merchantman Concept Ready
Carrack Concept Ready
Caterpillar Concept Ready
Reclaimer Concept Ready
Constellation Andromeda Flight Ready
Constellation Aquila Flight Ready
Constellation Taurus Flight Ready
Constellation Phoenix Flight Ready
Cutlass Black Flight Ready
Cutlass Blue Flight Ready
Cutlass Red Flight Ready
Freelancer Flight Ready
Freelancer DUR Flight Ready
Freelancer MAX Flight Ready
Freelancer MIS Flight Ready
Gladiator Hangar Ready
Gladius Hangar Ready
Herald Concept Ready
Hornet F7C-M Flight Ready
Hornet F7C-R Flight Ready
Hornet F7C-S Flight Ready
Idris M Hangar Ready
Idris P Hangar Ready
Manticore Concept Ready   [:lectrodz]
Mustang Hangar Ready
Mustang Beta Hangar Ready
Mustang Delta Hangar Ready
Mustang Gamma Hangar Ready
Mustang Omega Flight Ready
New Corvette Concept Ready    [:lectrodz]
Hull C Concept Ready
P52 Merlin Hangar Ready
Redeemer Hangar Ready
Retaliator Hangar Ready
Starfarer Concept Ready
Vanduul Glaive Flight Ready
Vanduul Scythe Flight Ready
Xi’an Scout Hangar Ready
Xi’an Volper Concept Ready   [:lectrodz]


Message édité par kenrio le 25-10-2014 à 11:05:24

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https://robertsspaceindustries.com/orgs/HFR - referral STAR-K42Q-BZFS - origin : kenrio77
n°10968018
Magun

Transactions (4)
Posté le 25-10-2014 à 16:33:42  profilanswer
 

A voir dans combien de temps on verra le mustang, retaliator et 890 ds le hangar


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Mon feed: http://forum.hardware.fr/hfr/Achat [...] #t16146857
n°10968087
Fenston
★ Tartuffe
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Posté le 25-10-2014 à 17:08:54  profilanswer
 

Je veux mon aurora ln :(


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n°10968211
edard44

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Posté le 25-10-2014 à 18:37:24  profilanswer
 

Voila comment le tableau doit etre compris Kenrio  
 
NOM DU VAISSEAU           ETAPE ACTUELLE         PROCHAINE ÉTAPE
315p                                   Paré pour le Hangar         Apte au vol
325a                                   Terminé                         Terminé
890 Jump                           Concept prêt                 Paré pour le hangar
Aurora CL                           Paré pour le hangar         Apte au vol
Aurora ES                           Paré pour le hangar         Apte au vol
Aurora LN                           Paré pour le hangar         Apte au vol
Aurora LX                           Paré pour le hangar         Apte au vol
Avenger                           Paré pour le hangar         Apte au vol
Avenger – Variante #1           Concept                         Concept prêt
Avenger – Variante #3           Concept                         Concept prêt
Avenger – Variante #2           Concept                         Concept prêt
Merchantman Banu           Concept                         Concept prêt
Carrack                           Concept                         Concept prêt
Caterpillar                           Concept                         Concept prêt
Reclaimer                           Concept                         Concept prêt
Constellation Andromeda   Paré pour le hangar         Apte au vol
Constellation Aquila           Paré pour le hangar         Apte au vol
Constellation Taurus           Paré pour le hangar         Apte au vol
Constellation Phoenix           Paré pour le hangar         Apte au vol
Cutlass Black                   Paré pour le hangar         Apte au vol
Cutlass Blue                   Paré pour le hangar         Apte au vol
Cutlass Red                           Paré pour le hangar         Apte au vol
Freelancer                           Paré pour le hangar         Apte au vol
Freelancer DUR                     Paré pour le hangar         Apte au vol
Freelancer MAX                   Paré pour le hangar         Apte au vol
Freelancer MIS                   Paré pour le hangar         Apte au vol
Gladiator                           Concept prêt                 Paré pour le hangar
Gladius                           Concept prêt                 Paré pour le hangar
Herald                           Concept                         Concept prêt
Hornet F7C-M                   Paré pour le hangar         Apte au vol
Hornet F7C-R                   Paré pour le hangar         Apte au vol
Hornet F7C-S                   Paré pour le hangar         Apte au vol
Idris M                           Concept prêt                 Paré pour le hangar
Idris P                           Concept prêt                 Paré pour le hangar
Manticore                           Concept                         Concept prêt
Mustang                           Concept prêt                 Paré pour le hangar
Mustang Beta                   Concept prêt                 Paré pour le hangar
Mustang Delta                   Concept prêt                 Paré pour le hangar
Mustang Gamma                   Concept prêt                 Paré pour le hangar
Mustang Omega                   Paré pour le hangar         Apte au vol
New Corvette                   Concept                         Concept prêt
Hull C                           Concept                         Concept prêt
P52 Merlin                           Concept prêt                 Paré pour le hangar
Redeemer                           Concept prêt                 Paré pour le hangar
Retaliator                           Concept prêt                 Paré pour le hangar
Starfarer                           Concept                         Concept prêt
Vanduul Glaive                   Paré pour le hangar         Apte au vol
Vanduul Scythe                   Paré pour le hangar         Apte au vol
Xi’an Scout                           Concept prêt                 Paré pour le hangar
Xi’an Volper                   Concept                         Concept prêt

n°10968214
kenrio

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Posté le 25-10-2014 à 18:40:55  profilanswer
 

edard44 a écrit :

Voila comment le tableau doit etre compris Kenrio  


 
non mais j'avais compris mais c'est surtout qu' ils viennent d’annoncer 3 vaisseaux inconnus ^^


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n°10968581
gzii
court-circuit
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Posté le 25-10-2014 à 22:25:27  profilanswer
 

Salut Bonjour !
 
J'ai pris une clé sans trop savoir ce que je faisais avec une nouvelle carte amd.
Maintenant que c'est téléchargé, il va falloir que j'essaie de comprendre :lol:

n°10969420
trenz37

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Posté le 26-10-2014 à 15:39:42  profilanswer
 

Pour ma part je suis tres "fan" de ce jeu.
J'espert qu'on auras rapidement des bonnes petites nouveautés
 
J'attend deja le MULTI CREW (en soit déjà ça ce sera le pied ..) même si au début ça risque d’être "bidon" du genre "tu invite des gens dans ton vaisceau et ils sont téléportés" (maintenant il se peu que je me trompe et que l'on puisse carrément les TP dans le hangars et qu’après ils embarquent avec nous mais ça m'étonnerait, car il n'y a pas encore l'univers persistant, (donc pas de décollage))
 
Ceci dit ça devrait etre fun :P  
 
D'ailleurs si des gens cherchent des place à ce moment pour embarqué dans un phoenix, je pourrais en faire venir hihi  
 
Si non les vaisseaux que j’attends a tout prix .. :
- Le retaliator : c'est simple des qu'il arrive je me le prend (il sera entre 250$ et 300$ du moins pour la version civile (CAD, pas celle avec les bombes anti IDRISS, mais celle avec des tourelles etc)
- Le redeemer : car je le trouve jolis
 
EDIT: pour ceux que ça interesse, vous trouverez sur cette page un pdf de 165 pages assez interessent (en anglais), https://forums.robertsspaceindustri [...] ar-citizen


Message édité par trenz37 le 26-10-2014 à 15:42:03
n°10970053
GreatSaiya​man

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Posté le 26-10-2014 à 22:25:53  profilanswer
 

Traduction de l'article d’ou est extrait la liste de vaisseau.
http://www.starcitizen.fr/2014/10/ [...] r-citizen/
On peut notamment constater que CR s'implique dans chaque étape importante de conception !
Je me demande si c'est généralement de rigueur dans les autres boites ce genre d'implication de la par du big boss.

n°10972870
Magun

Transactions (4)
Posté le 27-10-2014 à 22:33:51  profilanswer
 

Q&R du 890
 
(j'ai pas trouvé les balises pour citer :o )
 
Je permet de réciter ce que j'ai déjà post sur jol:
 
 Hey guys! I’m sorry for the delayed response on this; it’s not that the 890 is less important than the Cutlass, it’s just at a much earlier stage in development… so where Travis and I can open up a Cutlass and check out how the guts work, the 890 remains much more theoretical. But I will do the best I can with these questions!
 
1) How accurate are the schematics from the brochure supposed to be?
 
The schematics (which are my favorite part of the 890 brochure) are accurate in so far as everything listed on them will be included in the finished ship and it will be roughly in that area. The next step for the 890 Jump (do you guys prefer Jump or JUMP?) is that we will build the model itself in the CryEngine. While that happens, we whitebox everything… and that’s the step in the process where we discover and correct a lot of what you’re identifying about in this thread. Along the lines of ‘oh, the room doesn’t fit here, we need to make the ship bigger, oh this room won’t fit here, we have to move it down a level’ and so on. The schematics are, quite literally, our schematics in that respect
 
1a) Is the hangar really large enough to fit two 85X size ships? [See question 6C as well]
 
Yes; at least: that is the design goal. If we get to whiteboxing and two ships don’t fit, we can expand the length of the hangar as needed.
 
1b) What is all the empty space behind the cargo loader?
 
That is the cargo hold.
 
1c) Does the central elevator not reach the top floor? Is this considered wheelchair accessible?
 
The elevator does reach the top floor; think of it as being a circular pedestal that carries you up… so the top of the shaft is the bottom deck it reaches. If you look at the ‘above’ blueprint, you can see it on the top deck.
 
1d) Is there just a single bathroom in the ship, or will the individual guest bedrooms as well as the crew area have facilities as well?
 
There will be facilities in each of the guest rooms.
 
1e) Is the 890 Jump ship size correct in the current holoviewer, or the 85X? (or neither?) Currently if the 85X is scaled correctly the 890 Jump would only be about 80 meters in length:
 
Neither; the Holoviewer is the older concept model. We will swap it out on the website with the larger ship once we’ve built it as a CryEngine asset.
 
2) Is the Size 6 max power supply - the same size found on most Constellations, which are far smaller, and which the Reclaimer has two of - going to be adequate to power all the amenities on this ship?
*UPDATE* - based on concept art in the subscribers den, the reactor room may have two power plants (R1 and R2 on different panels of the reactor mechanism).
3) Is the Size 6 max shield - the same size found on the Constellations, which are far smaller, and smaller than the Reclaimer's size 7 - going to be sufficient to protect such a large target?
4) Are the six TR5 main thrusters - the same number / size as the Reclaimer, which was described as 'lumbering' in an episode of Reverse the Verse - going to be able to provide enough speed for this ship?
 
The short answer for these is yes, the components do work the way we’re imagining them to (and that while they’re often the same class as other ships, they’re different sizes and/or top-of-the-line versions of things that size.)
The longer answer is that you can expect to see a change in ship components in the near future, with a clear difference between standard and capital-class components (as we build larger and larger ships, we realize the current system doesn’t give us enough room to expand to cover things like Bengal engines.)
 
4a) Where does CIG feel like this ship should fall in terms of max speed, compared to the other ships? Faster / slower than... a Constellation? Retaliator? Cutlass? 300i? etc
 
This is a surprisingly difficult question, given that the ships are modular in this respect; but from the stock ships, the 890 Jump should be around the same speed as the Retaliator. (With the design concept being: it should be fast for a capital ship, but slow compared to single-seaters.)
 
5) What is the difference between having Class 3 missile hardpoints, which a lot of ships have, and the Class 4 turrets that the 890 Jump has which are equipped with missiles? Is there some targeting advantage or other to having missiles on a turret like that?
 
A Class 3 missile hardpoint is fixed-forward, while a Class 4 turret is… well, turreted. So it can rotate around to achieve lock from different angles.
 
5a) Can those missiles be swapped for other types of weapons on those same turrets? Can other ships mount missiles in place of guns on Class 4 turrets?
 
Yes to both.
 
6) How does the 85X shuttle (or any other ship in the hangar bay) deploy from the 890 Jump?
 
The original plan was to have it ‘drop’ like a bomb, although now that the ship has been resized we’re considering other options.
 
 
6a) Is the impression that the hangar opens on the bottom correct? It seems like this could cause problems if any more than one ship were in the bay at a time, or if any items were left sitting on the bay floor by accident.
6b) Has a horizontal entrance to the hangar been considered, instead of vertical? There appears to be plenty of space between the engines in the back to allow something like that, if the hangar bay were relocated:
 
See above.
 
6c) Regardless of location, is there a rough idea of what size & number of ships the 890 Jump "should" be able to fit? The holoviewer currently shows one 85X, the M50 has been mentioned as being able to fit, and the schematic shows two 85X. Origin's premiere individual spacecraft, the 300i series, seems like it would be something Origin would want to allow their ship owners to use...
 
A pair of 85X’s is the design plan; as for what else might fit in there, we’ll defer until the actual model is build and we can see what fits!
 
7a) What are the number and type of hard-points available? Some information seems to indicate that there are two class 5, three class 4 (two of them equipped with missile launchers in place of guns), and two class 9. The ship specs page appears to only lists one class 9 hard-point though ("1x 2x Kodiak" ), and the landing page for the ship and the CitizenCon presentation indicate as many as nine total weapon systems - rather than seven in the current specs. Can you clarify the correct loadout?
 
There are seven hardpoints: 3x Size 4, 2x Size 5, 2x Class 9
 
The ship specs page is wrong, two Class 9 hardpoints and not one.
 
I’m thinking the landing page for the ship is counting multiple guns on a single turret hardpoint.
 
7b) Where is the location of the second Class 5 turret? One can be seen on the bottom-forward section of the ship, with a tube leading to it (visible on Deck 3), but the second doesn't seem to be visible anywhere. It looks like it may be near the bridge from the Deck 2 layout, but there is no sign of a turret control seat.
 
I believe this is an upper rear turret; it may not be reflected on the current art.
 
7c) Will the missiles be reloadable during combat like the Freelancer MIS or Idris, or will they require landing to re-arm?
 
They will be reloadable, one of the benefits of larger ships with internal magazines!
Citation:
8a) Where is the location of the secondary "battle" bridge? Is it present with the main bridge, or something that can be swapped in place of it?
 
*UPDATE* - based on early concept art in the subscribers den, it looks like the plan was to have a secondary bridge in the nose of the ship. That is missing from later schematics, though.
 
Your update is correct, it looks like they didn’t include it in the schematics. We’ll make sure it’s highlighted in the next version!
 
8b) Are the guest bathrooms shown on the schematic the same as the on board spa?
 
No.
 
8c) Are the kitchen/bar facilities next to the crew sleeping quarters for the crew? Are there also some for the guests in the main atrium?
 
The kitchen is for the whole ship, but there’s a separate dining area for passengers.
 
8d) Do the master and guest suites all have windows / views?
 
That’s the goal, although it may change as we tweak the internal layout. At least SOME of them will
 
8e) Is there a plan for a med bay on the 890 Jump? Perhaps as an option in place of another room (one of the suites)?
 
Not something we’d considered for this one, but it’s certainly something that I’ll pass along!
 
9) Related to cargo hold:
9a) Can rovers be stored in the cargo Bay or does the cargo loader prohibit this?
 
As long as they fit on the cargo loader, you should be able to carry them. This is another one of those ‘we’ll measure it when it’s in the engine’ questions.
 
9b) Is the cargo bay (or some other part of the ship) shielded like the compartment in some versions of the Constellation and Hull C?
 
Not on the stock ship, but this is the kind of upgrade you’d be able to pick up in the PU.
 
9c) Is access to the ship hangar through the cargo bay?
 
At the moment, not directly; I believe you’d need to go up and around.
 
9d) Is there a reason that there is a separate cargo loader, rather than just having the entire cargo bay lower (like in the Constellation)?
 
Purely a stylistic decision.
 
9e) If the loader is needed / kept, can it have cargo held in place or does cargo have to be moved into the bay to be properly secured?
 
You can store cargo on the loader. Think of it like loading in multiple waves – the first one gets pushed back into the hold, the second one stays on the loader.
 
9f) The cargo area plus lift look to be significantly larger than a Constellation Taurus's cargo bay, which does not seem to line up with the listed 1600 unit capacity. How does CIG see the 890's cargo capacity comparing with the Constellation Taurus? With other large ships in general?
 
The 890 should have more cargo space than the Constellation Taurus, but less than a similarly sized cargo ship.
 
10) Given its size do CIG see this fitting in the Revel and York hangar or will it only be accessible from outside?
 
We have a couple of different solutions in mind for larger ships in Hangars, but haven’t settled on a single absolute yet.
 
11) What is the primary method of entering / exiting the 890 Jump when landed? At present the only visible option would be Cargo loader -> Cargo bay -> Elevator -> Level 2.
*UPDATE* - based on concept art in the subscribers den, it looks like there may be an external elevator at the rear.
 
That’s right, rear elevator and cargo loader.
 
source: https://forums.robertsspaceindustri [...] ons#latest


Message édité par Magun le 27-10-2014 à 22:34:25

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Mon feed: http://forum.hardware.fr/hfr/Achat [...] #t16146857
n°10973387
kenrio

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Posté le 28-10-2014 à 09:29:48  profilanswer
 

gros post de Ben sur la mécanique des modifications de vaisseaux.
 
https://forums.robertsspaceindustri [...] nt_3685587
 


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n°10973750
scalpatif
GT: scalpatif
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Posté le 28-10-2014 à 10:52:13  profilanswer
 

hey!
 
je poste ici car sur le topic pc c'est le bourdayl  :D  
 
on a des news d'eve valkyrie? ils avaient annoncé 2014 et sur leur site c'est toujours 2014 mais j'ai pas l'impression qu'on le verra pointer le bout de son nez cette année...


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Ma Galerie // GT: scalpatif
n°10973770
kenrio

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Posté le 28-10-2014 à 10:55:25  profilanswer
 

scalpatif a écrit :

hey!
 
je poste ici car sur le topic pc c'est le bourdayl  :D  
 
on a des news d'eve valkyrie? ils avaient annoncé 2014 et sur leur site c'est toujours 2014 mais j'ai pas l'impression qu'on le verra pointer le bout de son nez cette année...


 
pourquoi tu postes pas sur le topic de eve online ? tu as plus de chance d'avoir une réponse ^^


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n°10973789
DivadG

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Posté le 28-10-2014 à 10:59:39  profilanswer
 

Ou sur le topic Oculus Rift vu que OVR finance le jeu.


Message édité par DivadG le 28-10-2014 à 10:59:48
n°10973939
Charles K

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Posté le 28-10-2014 à 11:29:07  profilanswer
 

et qu'il est exclusif Oculus Rift et Sony Morpheus

n°10974169
scalpatif
GT: scalpatif
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Posté le 28-10-2014 à 12:12:58  profilanswer
 

kenrio a écrit :


 
pourquoi tu postes pas sur le topic de eve online ? tu as plus de chance d'avoir une réponse ^^


 
oui c'est vrai en effet, mais bon je me suis dis que les gens d'ici s'interessent aussi sans doutes a ce jeu non. :D


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Ma Galerie // GT: scalpatif
n°10974170
DivadG

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Posté le 28-10-2014 à 12:13:19  profilanswer
 

kenrio a écrit :

gros post de Ben sur la mécanique des modifications de vaisseaux.
 
https://forums.robertsspaceindustri [...] nt_3685587
 


Sinon je reviens là dessus, mais les gens qui se plaignent que les variantes du Cutlass sont pas à leur goût ... [:_tchip_:3]  
Le vaisseau est même pas jouable que ça râle déjà sur les performances/fonctionnalités du bouzin [:tinostar]

n°10974173
kenrio

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Posté le 28-10-2014 à 12:13:57  profilanswer
 

scalpatif a écrit :

 

oui c'est vrai en effet, mais bon je me suis dis que les gens d'ici s'interessent aussi sans doutes a ce jeu non. :D

 

de mon coté pas du tout car on a tout simplement rien vu, a part une pauvre vidéo

 

ps : oui divadg ton smiley colle parfaitement avec les gens de la bas


Message édité par kenrio le 28-10-2014 à 12:14:30

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n°10977527
kenrio

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Posté le 29-10-2014 à 10:59:13  profilanswer
 

la lettre des 59M$ https://robertsspaceindustries.com/ [...] e-Chairman
et l'image hd qui va avec :  
https://robertsspaceindustries.com/media/efha93pacvinir/source/Whatcoulditbe.jpg


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