Star Citizen makes major flight model changes for alpha 2.0

    
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Just go full-speed into everything at all times. Ram enemies at .2c as your attack.

Modeling deep-space flight in Star Citizen involves thinking a lot about vectors, acceleration, and maneuvering thrusters. That’s always been the case. The game is updating its flight model significantly in the next stage of development, detailed in a lengthy development dispatch unveiling the new mechanics. While the core principles remain unchanged, the addition of three new modes of travel will have a large impact on how you send your ship careening across the universe.

The three main flight modes are Precision, Cruise, and Space Combat Maneuvers, with the last of the bunch having at once the biggest and smallest impact. Players familiar with the Arena Commander module will find that the controls feel similar, but maximum velocity is a dynamic function of your vehicle’s force and mass measured against the ship’s ability to accelerate to a stop along that vector. Read the full details in the official update and get ready to start drawing vector diagrams in your mind.

Source: Official Site; thanks to Vikingr and Cardboard for the tip!
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Darkwalker75
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Darkwalker75

Virfortis Vikingr 
Combat in SC will be like in Freespace, more arcade like, but not as arcade like as in Freespace.
The combat speeds is the same, the difference is that you have to take Newtonian physics into account when fighting, if that makes sense to you.

Its said that a picture says a thousand words, so a video of how dogfighting will be in SC should speak volumes.

Vikingr
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Vikingr

Virfortis 
The max combat speed in SC is 300 m/s. Here’s the two fastest tested in the racing simulator:

Virfortis
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Virfortis

Vikingr Virfortis I think I figured out a better way to explain the problem. The main problem I face with modern space games is the combat speed. I’ll try to put it in SC terms: Combat speed in a game like Evochron is what SC considers cruise speed. Very fast and turns into an orbital joust. Based on the video posted, it sounds like that won’t be an issue, and that combat speed will be something slower and more reasonable. If that’s the case, I’ll gladly give SC a shot once I get some money.

theeknighthood
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theeknighthood

Can they please pretty please make it easier to map everything to my Hotas Warthog, even when selecting it in game I can’t get half the buttons to assign properly, and the sensitivity is overkill even on 0.1..
Although I did get enough mapped to actually fly a couple weeks ago, then I shot down some Vanduul :D

Vikingr
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Vikingr

Virfortis 
You don’t have to learn advanced physics to play Star Citizen. It’s really not complex to enable & disable different flight modes. More like hitting an on/off switch. You don’t even have to use all flight modes, if you don’t want to. It’ll be harder to land if you don’t use Precision, but people have managed it in Arena Commander many times already. Cruise mode is also not necesarry, if you don’t like it.

If you’re looking for arcade-style space games then there are many of those, also new games. Elite: Dangerous comes to mind.

Vikingr
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Vikingr

chosenxeno 
You’ll probably have more control over your flight mode, but I doubt it’ll ever be arcady. Arcade-style flying is for atmosphere/air combat – although many space games offers this anyway. Maneuvering in space is different. Chris Roberts made a decision to have a more realistic space flight model.

tobascodagama
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tobascodagama

chosenxeno Well, the current delay is somewhat by design. The Star Citizen approach to flight controls attempts to model realistic behaviour of a spaceship Reaction Control System and then layer a system on top of that which translates player input into something like what players expect. Basically, the new blog post is explaining that their first pass had a bunch of drawbacks they didn’t like, so now they’re trying a different approach that hopefully should make the spaceships more responsive and — though they don’t want to admit this in as many words — “arcadey”, especially when in combat mode.

Vikingr
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Vikingr

Actually, there are four flight models now – three new introduced in SC Alpha 2.0:

Precision (new)
SCM (adjusted, old)
Cruise (new)
Quantum Drive (new)

SCM – Space Combat Maneuvers – is what we know from Arena Commander today, but slightly redesigned. Precision is for landing and take-off, and other close and slow maneuvers (docking, asteroid navigation). Cruise is about five times the speed of combat speed (SCM). Quantum Drive is 0.2 the speed of light. The faster the speed, the less control you have over your ship. Cruise will only allow you to make small course corrections and Quantum Drive will be like a jump from pt. A to B, without any control until you arrive at the destination. Also, Quantum Drive will throw you out to SCM speed if there’s an enemy or other block in your path.

chosenxeno
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chosenxeno

If this all translates to “easier” flying they have been reading my posts on this site lol. I really want arcade-y controls. I dislike Flying in the game. Which is weird. It doesn’t feel like the controls are 1-1 ratio. there’s this delay.

melissaheather
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melissaheather

the game hasn’t been hard to play for me, but then again I liked Wing Commander a lot.    The one observation that I would make is that the battles sometimes take a very long time to play out.   Maybe more devastating weapons will alleviate that, but this pretty much “is” Wing Commander, TNG.