I love how raw it is in the meetings, very much like how I would expect it to be in a business. No bullshit, just straight talk about issues of all sorts and working them out as a team with a leader to resolve them.
Yeah, this is standard for tanks, choppers, and similar. It was pretty clear that it would have to make it in here some way. Pilots will still have to fly in such a way that the gunners can operate at peak efficiency. Cool stuff.
True, but pilots dont have to like, Hold the ship still anymore so the turrets can shoot. That was the most annoying thing about using a turret. Im SOO glad they are making turret changes.
Still looks very rough! Watch the footage... especially at time stamp 39:10 and after. The turret still appears ineffective, very unpolished, and not free floating as suggested?
Turrets! Wonderful, working turrets! The changes here--especially the change to make turrets maintain their current aim despite ship movement--are excellent. Well done CIG!
I think that with all the stress of rapidly expanding CIG behind him, Chris is enjoying the development a lot more now. Hes getting back to his old self from the kickstarter days where he seems very relaxed and forward looking. He has solid management in place now to govern the individual studios and teams and so has less direct management he has to do himself. Keep up the good work Chris and keep enjoying yourself!
DemoMan0351 nice one. It is actually because he travels between the studios. Instead of constantly making conversions in his head on what is the time in the other continent is, he uses 2 watches, so he knows exactly when he can link up with the other studio for updates.
mansuy adrien he has a digital watch and a chronograph. Both will allow to display times zones in different parts of the world without having to do mental conversions.
I don't understand why they're doing it so complicated with changing the guns angle when pointing to your own ship .... let it just not fire !? Show some small red warning sign or a red cross or something like it's done in every single player FPS. Or even better, LET it fire to your own ship and destroy it as before, that way you need some skills and concentration ... you can still dumb it down with an in-game ship/turret upgrade you can buy... but maybe you lose some speed or accuracy of the lasers/guns due processing power ...guys, make the game interessting, please.
Because what you are describing would require additional programing for this otherwise not needed feature. Doing it this way only required them to change one kind of parameters that are allready there in the first place. Its more efficient and faster to realise.
That's what I said. I have all the components picked out, now it's just placing the orders and building. I think 3.0 has to be the first game to break it in too.
I'll believe Star Citizen will be completed by 2020, I feel like after 3.0 they can figure out how to make planets, bases, etc more efficiently. I have so much patience for them because every time they do have a product it is very polished.
Michael Tan that is very likely. They got out of the true imposible part of the developement. Now they have the engine. They have the framework. I won't say it will be a walk in the park from there, but it will definitely not be as hard and frustrating and long as it has been since the start.
UGH! cant wait to get into the new turrets! the automated counter-steering as opposed to just follow the ship's orientation is EXACTLY what I thought the turrets needed! Great work guys, now its actually gonna be useful to have a gunner! :D
Great work guys! Thanks for all the time and effort, cannot wait for the PTU, never doubted you for a second. Been supporting this cause financially for a long while now, going to keep supporting it for the far future as well :D
nice, super happy to see them putting this much effort into Turrets! Its awesome to see that now the turrets are able to stay on target even while the ship is turning!
Very happy to hear you have some limited stabilization on turrets. This is so critical to fighters that have turrets! Any ship really, but fighters most of all.
if you wish to improve the turrets you need a ship targeting system that enables the ID and prioritization of targets. It should be upgradable, and with each upgrade more targets could be tracked. Such system can allow the pilot/weapons officer to dynamically manage targets based on the distance to the ship, velocity/angle related to the ship and trajectory. Ship model information can further be added(maybe as a mini game where the weapons officer identifies the type of ship or adds new entries in the ship database). Given the information provided by the target tracking system the weapon officer should feed targets in the HUD of the turret operators and the pilot, compared to what you have now which is basically a fighter cockpit with ship engine and without one. What you need to make multi-turret ships function is a separation between the way the targeting works adding color coding to the target-out-of-screen pointers that show time estimates/priorities till target gets open for fire. Going a bit further towards bigger ships. The pilot should be fed a course to follow from the captain and not chase the lights as most pilots are doing it now in the game. Now such approach makes no sense on the fighters with turrets, but lets be honest those are actually pointless from military design point of view- unless they are completely automated you will never get them to work, dynamics will not allow you
Greetings from an Elite Dangerous pilot... I wanna say congrats on the fine work you guys have done.. SC is truly gonna be the greatest space game... I think I’m gonna jump onboard... Elite Dangerous has come to a stand still... it is becoming too arcade like... anyway love what you have done so far... keep up the great work.
Bruujah it's hard to find anything wrong with the game now they peps have the stuff in their hands! But dont worry they will come back to bomb this video with stupid comments like they always do.
So.. Turrets still don't behave like when you just look around with your character ? You still have to move back to the center so the turret stops rotating ? I mean look at that 34:3039:21
Good news about evocati! About turrets: Why not allow turrets to include a cockpit view? So you could basically chose to see the same as the actual pilot. It seems like the vision is the main issue which keeps haunting the turrets. The hornet 2nd (turret) seat has none of these problems.
Wonderful news about both both Evocati starting as well as the turret rework! While I know that it won't be part of this update, I'm also very glad that Kirk Tome mentioned that they are already considering ways to improve communication and organization between turrets (including turret-to-turret) and the cockpit/bridge of ships
i have respect to people who wear a t-shirts with iconic stuff like "Spencer Johnson" with "Puppet Master" from "Ghost in the Shell" (1995) 15:00 / 15:51
I would get rid of throttle and power priority readouts - that's for someone else on the ship to think about. I would also include some kind of inclination and rotation HUD indicators to make it more intuitive to know at all times where you are looking relative to the ship orientation. If the ship isn't in view, it's easy to get lost and sometimes you want to get back to a forward or aft facing angle in between targets asap.
That turret angle system is nice! Seems a pain for designers to hook up though; having to manually enter the turret range for each and every different pitch and or yaw.
Great improvements! Now add some (futuristic) movment sound of the turret as well, then you will have a even better immersion of sitting in and shooting stuff :D
SuuRyu actually that's a good thing. You trade burst damage for sustained damage that easier to ajust. That's definitely one thing I will do on my cutlass, since I just dont want to give their shields a chance to recharge.
mansuy adrien you can just switch i think. Like, until the shields are up, you go with alternate to wearing them off, once they're down, switch to sync, and deliver precise shots that pack a punch
Turrets still look very rough! Watch the footage... especially at time stamp 39:10 and after. The turret still appears ineffective, very unpolished, and not free floating as hoped?
this evocatti build is nice and all, but were still a LOONG way away from seeing any real 3.0 game play. it will probs be 2-3 weeks for this evocatti, then probs the same time for a live build wich 80% of us cant play, and THAT will probs be 2-3 weeks too. so were almost 2 months away from getting what is basically one fifth of 3.0. and if your waiting for cargo or missions than there is still a lot more to go. there are 17 bugs for the shopping experience, and keep in mind that when they split 3.0 into chunks and gave this build 20 bugs to complete it still took the an entire month to get where we are now. so lets assume it takes another month to complete these next 17 bugs, than THAT build goes into evvocatti for 2-3 weeks, than another 2-3 weeks for a live build. and even then there will probably be another 20 bugs or more for the 3.0 build that brings cargo, and another 20 for the build that brings the mission system, each of wich need seperate evocatti time and ptu time, ect. im a big star citizen fan and this probably seems more negative than i want it to but if the progress continues as slow as it has been over the last 2 months, than were probably at least 6 or more months away from the full 3.0 experience that was supposed to come out around June. im not trying to blame cig or star citizen or anything, i think if this is the time 3.0 needs to be great than so be it. its just that looking at how long its taken to get here statistically speaking were pretty much only half way there (for people like me anyway who arent evocatti or live build participants) and I just want to get this out there because it seems like there are a lot of people who think were really close to 3.0 now, and i hope im wrong but i dont see it happening any time soon.
Comrade MacGyver yes he does. It's because he has to constantly fly to studios around the globe, and also comunicate and coordinates with them, so it is Handy for him to have 2 watches synchronized to the 2 different time zones
Would a moon with a very thin atmosphere even need a burn up effect?. Would there be enough atmosphere to cause enough friction for the hull to heat up that much?
RaspySquares Depends on the atmospheric density, an atmosphere may be thin, but if it’s really dense then there’s definitely gonna be a re-entry effect.
RaspySquares it should, even if it not much. Here CIG kind of droped realism for better game readability and "style points". It is extremely usefull to inform the player on what they are getting into and where atmospheric physics are kicking in.
New bug at 33:00 first and last angle of turret should be 0° (instead of 90°) and middle values 180. Otherwise the turret faces sideways on enter. (as seen in the animation... player sees the side of turret, then snaps to frontal) :-(
For turrets, why not run a trace from each gun barrel instead of using the angle restrictions we saw? on each firing event, a ray trace would detect if the turrret weapons are pointing at your own ship and if so, would prevent the respective guns from firing. With this, you could track a target through your own ship's geometry (ie. the turret wouldn't have to pitch up and over objects like the engine nacelles of a constellation) and still avoid friendly fire. Maybe have a simple ui pop-up saying "firing line obstructed" for when the turret is aimed at your own ship, so the player knows why their guns aren't firing. I understand that this would run into trouble with projectile weapons because the shell wouldn't exactly land where the trace was pointing, especially if the ship was maneuvering. Then again, the occlusion zones wouldn't solve this issue. Making bullets pass through geometry like they previously allowed would iron out this discrepancy and wouldn't kill your immersion because 90% of the time your turrets wouldn't be allowed to shoot through the hull.
Graham Bunce I can tell you that even if it works well enough for precise weapons. When you out an NPC behind it can become extremely dangerous. For example, space enginieers use this system for their turrets. For gatlings it works most of the time, with the exception of turrets trying to shoot thought other turrets, but for explosives hitbox controled weaponery like missiles, it is TERRIBLE! like constantly having to battle your own ship shooting itslef in the face.
long way to go yet buddy, everyone hated on me when i said last year 2.7/3.0 won't be out until december 2017, well I might still be right yet. I can't imagine SC being in beta stage until 2020
Sequential fire: sweet. All I know re: turrets is this; if I can fire the turret from the cockpit in my Warden... Sweeeeeeeeter. Recently got to fly it with my brother in the turret. I had to take back all the hate I was giving the Warden because we were unstoppable.
Sean, you're the man and you do some of the best informational interviews about the game, but as a guy going bald to another guy going bald, pls just shave your head and admit defeat.. People with our hairlines don't look right when we grow the patches of hair that we still have
I love how raw it is in the meetings, very much like how I would expect it to be in a business. No bullshit, just straight talk about issues of all sorts and working them out as a team with a leader to resolve them.
Sorry but there was a bit of waffle, also!
All love to CIG though.
First time in a long time I've seen Chris this happy on the show. Great work CIG!
if Chris is happy, we are happy :D
EXCITING! Loved seeing the team grin and smile at the "GO" moment, good work CIG!
Thank you for implementing that the turret remains the same position even if the ship is turning!!!!
Yeah, that improves it, but but the mouse aiming would be even better if they made it so that turret movement doesn't move your viewpoint.
Yeah, this is standard for tanks, choppers, and similar. It was pretty clear that it would have to make it in here some way. Pilots will still have to fly in such a way that the gunners can operate at peak efficiency.
Cool stuff.
True, but pilots dont have to like, Hold the ship still anymore so the turrets can shoot. That was the most annoying thing about using a turret. Im SOO glad they are making turret changes.
Still looks very rough! Watch the footage... especially at time stamp 39:10 and after. The turret still appears ineffective, very unpolished, and not free floating as suggested?
but still no autoaim on gimballed weapons
:(
look how sad chris looks on the oct 2 meeting compared to how happy he looks at the start of the video...great job on getting 3.0 to evo guys :)
Turrets! Wonderful, working turrets! The changes here--especially the change to make turrets maintain their current aim despite ship movement--are excellent. Well done CIG!
I think that with all the stress of rapidly expanding CIG behind him, Chris is enjoying the development a lot more now. Hes getting back to his old self from the kickstarter days where he seems very relaxed and forward looking. He has solid management in place now to govern the individual studios and teams and so has less direct management he has to do himself. Keep up the good work Chris and keep enjoying yourself!
My weekly drug has finally been uploaded
9:40 Chris, Eric, Sean: "Soooorry..." 😂
Chris has been pushing for 3.0 so hard that he needs 2 watches to keep track of time lol
DemoMan0351 nice one. It is actually because he travels between the studios. Instead of constantly making conversions in his head on what is the time in the other continent is, he uses 2 watches, so he knows exactly when he can link up with the other studio for updates.
I am sure this is a real world MobiGlas prototype.
notice how she had a matching watch?
But I think she is using a fitbit.. :S Looks quite similar to mine
mansuy adrien he has a digital watch and a chronograph. Both will allow to display times zones in different parts of the world without having to do mental conversions.
Great job on the new turret system guys! Looks promising.
I don't understand why they're doing it so complicated with changing the guns angle when pointing to your own ship .... let it just not fire !? Show some small red warning sign or a red cross or something like it's done in every single player FPS. Or even better, LET it fire to your own ship and destroy it as before, that way you need some skills and concentration ... you can still dumb it down with an in-game ship/turret upgrade you can buy... but maybe you lose some speed or accuracy of the lasers/guns due processing power ...guys, make the game interessting, please.
Because what you are describing would require additional programing for this otherwise not needed feature. Doing it this way only required them to change one kind of parameters that are allready there in the first place.
Its more efficient and faster to realise.
Thanks guys, for the hard work you have done in the last weeks to tell us this wonderful news today
Big thumbs up to the Evocati, time to build my computer
That's what I said. I have all the components picked out, now it's just placing the orders and building. I think 3.0 has to be the first game to break it in too.
bro u have time .. and time .. and time .. and time ... :D ..
I have a 6700k with a gtx 1070. The next time for me to upgrade will probably be when the game comes out.
probably or some playable version
The most exciting Around the Verse yet! ...and an incredibly encouraging one too!
Great work fellas. Thank you.
I'll believe Star Citizen will be completed by 2020, I feel like after 3.0 they can figure out how to make planets, bases, etc more efficiently. I have so much patience for them because every time they do have a product it is very polished.
Michael Tan that is very likely. They got out of the true imposible part of the developement. Now they have the engine. They have the framework. I won't say it will be a walk in the park from there, but it will definitely not be as hard and frustrating and long as it has been since the start.
Star Citizen and Dual Universe are the first two 9th Generation Games in Development
This video is an incredible piece of software engineering culture. Very pleased to be a part of all this!
UGH! cant wait to get into the new turrets! the automated counter-steering as opposed to just follow the ship's orientation is EXACTLY what I thought the turrets needed!
Great work guys, now its actually gonna be useful to have a gunner! :D
Great work guys! Thanks for all the time and effort, cannot wait for the PTU, never doubted you for a second. Been supporting this cause financially for a long while now, going to keep supporting it for the far future as well :D
nice, super happy to see them putting this much effort into Turrets! Its awesome to see that now the turrets are able to stay on target even while the ship is turning!
Asian guy is very inspiring. Really digs what he does and loves it) glad to see such a dedicated team at RSI
Evocati has 3.0!!!
what is Evocati?
Wave 0 of play testers. The first people to step into the game.
New turrets look fantastic! GJ guys
Awesome episode!!
A lot of videos of the meetings with this episode... I like it. Interesting just to listen, get a real sense of life in CIG.
Kilo11 that's the best part about this game. No later the end the journey was interesting all the way.
Keep at it boys i'm grateful of all the work ur doing ! ! When ur cutting edge like this game is going to be its going to take a lot of time.
So how many of you just came out of the general chat?!? lol I did, Love you guys!
The turret updates looks like another great step forward. awesome work.
Good luck the CIG and all members of the Evocati Test Flight.
Thankyou for sharing these, so nice to see what goes into making this game.
3.0 nearly here now wooot!
YEEEHAAAAH!!! 3.0 is near. Stellar effort devs, we can't wait to play it!!
Cannot wait for testing the new turret gameplay... have been waiting for so long... 🤗
Thank you for all the hard work!! Can't wait to get playing 3.0
Thanks guys!
30:58 THAT is going to make all the difference!
Nice job...certainly seeing the improvements and my money invested being used to help move all this forward!!
I cant believe 3.0 has been released to Evocati !!!!!! Nice Work SC Team!!!!
IT A GO!!! :D
Very happy to hear you have some limited stabilization on turrets. This is so critical to fighters that have turrets! Any ship really, but fighters most of all.
if you wish to improve the turrets you need a ship targeting system that enables the ID and prioritization of targets.
It should be upgradable, and with each upgrade more targets could be tracked.
Such system can allow the pilot/weapons officer to dynamically manage targets based on the distance to the ship, velocity/angle related to the ship and trajectory. Ship model information can further be added(maybe as a mini game where the weapons officer identifies the type of ship or adds new entries in the ship database).
Given the information provided by the target tracking system the weapon officer should feed targets in the HUD of the turret operators and the pilot, compared to what you have now which is basically a fighter cockpit with ship engine and without one. What you need to make multi-turret ships function is a separation between the way the targeting works adding color coding to the target-out-of-screen pointers that show time estimates/priorities till target gets open for fire.
Going a bit further towards bigger ships. The pilot should be fed a course to follow from the captain and not chase the lights as most pilots are doing it now in the game.
Now such approach makes no sense on the fighters with turrets, but lets be honest those are actually pointless from military design point of view- unless they are completely automated you will never get them to work, dynamics will not allow you
Greetings from an Elite Dangerous pilot... I wanna say congrats on the fine work you guys have done.. SC is truly gonna be the greatest space game... I think I’m gonna jump onboard... Elite Dangerous has come to a stand still... it is becoming too arcade like... anyway love what you have done so far... keep up the great work.
I still play ED just for the VR experience, other than that it’s pretty dead.
*looking at the comments, scratching my head* where are all the negative comments now? ;)
Bruujah it's hard to find anything wrong with the game now they peps have the stuff in their hands! But dont worry they will come back to bomb this video with stupid comments like they always do.
Bruujah "giv 3.1" comments will eventually start appearing, then the cycle will once again start
MispeledGaming
MispeledGaming
10 hours ago
but the question is, where is 4.0?
REPLY
49
no jumping to 4.0
CoD crying is more fun atm :D
Don't be that childish, CIG took that long to get 3.0 out and you're not giving anyone time to renew their drama...
31:00 This is what I was hoping to hear about the turrets. Good job CIG!
So.. Turrets still don't behave like when you just look around with your character ? You still have to move back to the center so the turret stops rotating ? I mean look at that 34:30 39:21
Its a turret. Not a head.
So ? You can't aim at all like this. Make it like looking around in a Tank in Battlefield
🥑
haha I love how everyone gets the joke :D
Make me proud guys !
I'm always so focused on them playing with the coasters than what they're talking about.
Good news about evocati!
About turrets: Why not allow turrets to include a cockpit view? So you could basically chose to see the same as the actual pilot. It seems like the vision is the main issue which keeps haunting the turrets. The hornet 2nd (turret) seat has none of these problems.
Wonderful news about both both Evocati starting as well as the turret rework! While I know that it won't be part of this update, I'm also very glad that Kirk Tome mentioned that they are already considering ways to improve communication and organization between turrets (including turret-to-turret) and the cockpit/bridge of ships
hello citizens, cant wait to see you all in the verse
Love the videos. Keep up the good work.
i have respect to people who wear a t-shirts with iconic stuff like
"Spencer Johnson" with "Puppet Master" from "Ghost in the Shell" (1995) 15:00 / 15:51
Oh man the turret improvements!
5 years of development and no end anywhere in sight.
I would get rid of throttle and power priority readouts - that's for someone else on the ship to think about. I would also include some kind of inclination and rotation HUD indicators to make it more intuitive to know at all times where you are looking relative to the ship orientation. If the ship isn't in view, it's easy to get lost and sometimes you want to get back to a forward or aft facing angle in between targets asap.
~18:10 From what I recall there were also discussions on having a non-automatic quantum drive. That would also solve this problem.
gooo Evocatis. Make us proud...
YYYEEESSSS FINALLY MUCH PROGRESS HAVE BEEN MADE
but the question is, where is 4.0?
year 2020
I actually think it will be close to 2018 November
4.0, or as it is more actually called "the beta" has no clear release date but early 2019 would be a good window for it.
This people really need more hands if they want to complete the game in less than a lifetime.
Their always hiring so feel free to apply ;)
33:45 "Ready to shoot the enemies were fuc.... fighting"
That turret angle system is nice! Seems a pain for designers to hook up though; having to manually enter the turret range for each and every different pitch and or yaw.
Finaly!!!!!!!!!!! Good job .
Evocatitimeeeee!
Nice
I can't wait to see how lethal this makes the retaliator
Shadex58 very lethal.
Stop killin the coaster :P !
Great improvements! Now add some (futuristic) movment sound of the turret as well, then you will have a even better immersion of sitting in and shooting stuff :D
FINALLY!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Happy days
FINALLY!!! YESS!!!
A Hurricane turret in alternating fire mode with repeaters attached... talk about a blaster hose!
SuuRyu well, its the whole point of a hurricane. Being a small DPS chainsaw.
Very true; 4x alter-fire repeaters = 1x gatling with no spin requirements, perfect for slicing any foe you get a bead on.
SuuRyu actually that's a good thing. You trade burst damage for sustained damage that easier to ajust. That's definitely one thing I will do on my cutlass, since I just dont want to give their shields a chance to recharge.
mansuy adrien you can just switch i think. Like, until the shields are up, you go with alternate to wearing them off, once they're down, switch to sync, and deliver precise shots that pack a punch
Turrets still look very rough! Watch the footage... especially at time stamp 39:10 and after. The turret still appears ineffective, very unpolished, and not free floating as hoped?
Already in game Insurance ripping you off 😀
Theo so realistic to be honest
It truly is like real life...
this evocatti build is nice and all, but were still a LOONG way away from seeing any real 3.0 game play. it will probs be 2-3 weeks for this evocatti, then probs the same time for a live build wich 80% of us cant play, and THAT will probs be 2-3 weeks too. so were almost 2 months away from getting what is basically one fifth of 3.0.
and if your waiting for cargo or missions than there is still a lot more to go. there are 17 bugs for the shopping experience, and keep in mind that when they split 3.0 into chunks and gave this build 20 bugs to complete it still took the an entire month to get where we are now. so lets assume it takes another month to complete these next 17 bugs, than THAT build goes into evvocatti for 2-3 weeks, than another 2-3 weeks for a live build. and even then there will probably be another 20 bugs or more for the 3.0 build that brings cargo, and another 20 for the build that brings the mission system, each of wich need seperate evocatti time and ptu time, ect.
im a big star citizen fan and this probably seems more negative than i want it to but if the progress continues as slow as it has been over the last 2 months, than were probably at least 6 or more months away from the full 3.0 experience that was supposed to come out around June.
im not trying to blame cig or star citizen or anything, i think if this is the time 3.0 needs to be great than so be it. its just that looking at how long its taken to get here statistically speaking were pretty much only half way there (for people like me anyway who arent evocatti or live build participants) and I just want to get this out there because it seems like there are a lot of people who think were really close to 3.0 now, and i hope im wrong but i dont see it happening any time soon.
Thanks for the video
Title I imagined in my head that speaks to the most frustrated veteran gunners: Turning Turds Into Turrets
You guys are awesome keep it up
Cool
Отличные новости товарищи. Как я долго этого ждал!
There's being Well Hung and then there's being Max Hung ; )
Does Chris have a watch on both wrists?
Comrade MacGyver yes he does. It's because he has to constantly fly to studios around the globe, and also comunicate and coordinates with them, so it is Handy for him to have 2 watches synchronized to the 2 different time zones
Would a moon with a very thin atmosphere even need a burn up effect?. Would there be enough atmosphere to cause enough friction for the hull to heat up that much?
RaspySquares
Depends on the atmospheric density, an atmosphere may be thin, but if it’s really dense then there’s definitely gonna be a re-entry effect.
RaspySquares it should, even if it not much. Here CIG kind of droped realism for better game readability and "style points". It is extremely usefull to inform the player on what they are getting into and where atmospheric physics are kicking in.
i guess. it basically depends on your speed .... entering even a thin atmosphere at 0.2c is going to leave a blazing trail for sure......
3.0 at evos! wonderful!
Indiana Jones dad would have loved this :D
New bug at 33:00 first and last angle of turret should be 0° (instead of 90°) and middle values 180. Otherwise the turret faces sideways on enter. (as seen in the animation... player sees the side of turret, then snaps to frontal) :-(
24th! just finished my download!
they should add trays on turrets for those long runs were you could put your stuff on... cup holder :D
All the guys in that conference room need fidget spinners as much as they were playing with those coasters!
I do wonder if you folks allow for sling shots through the atmosphere?
For turrets, why not run a trace from each gun barrel instead of using the angle restrictions we saw? on each firing event, a ray trace would detect if the turrret weapons are pointing at your own ship and if so, would prevent the respective guns from firing. With this, you could track a target through your own ship's geometry (ie. the turret wouldn't have to pitch up and over objects like the engine nacelles of a constellation) and still avoid friendly fire. Maybe have a simple ui pop-up saying "firing line obstructed" for when the turret is aimed at your own ship, so the player knows why their guns aren't firing.
I
understand that this would run into trouble with projectile weapons because the shell wouldn't exactly land where the trace was pointing, especially if the ship was maneuvering. Then again, the occlusion zones wouldn't solve this issue. Making bullets pass through geometry like they previously allowed would iron out this discrepancy and wouldn't kill your immersion because 90% of the time your turrets wouldn't be allowed to shoot through the hull.
Graham Bunce I can tell you that even if it works well enough for precise weapons. When you out an NPC behind it can become extremely dangerous. For example, space enginieers use this system for their turrets. For gatlings it works most of the time, with the exception of turrets trying to shoot thought other turrets, but for explosives hitbox controled weaponery like missiles, it is TERRIBLE! like constantly having to battle your own ship shooting itslef in the face.
"you all laughed at me, well i have to say, youre not laughing now are you" me to people who said starcitizen would never release
long way to go yet buddy, everyone hated on me when i said last year 2.7/3.0 won't be out until december 2017, well I might still be right yet. I can't imagine SC being in beta stage until 2020
Foreverin QR don't ruin my fun =(
You realize 3.0 isn't the final release?
Team work!
Sequential fire: sweet.
All I know re: turrets is this; if I can fire the turret from the cockpit in my Warden... Sweeeeeeeeter.
Recently got to fly it with my brother in the turret. I had to take back all the hate I was giving the Warden because we were unstoppable.
Looking forward to trying this, still looks awkward from the footage I find myself watching the wrong pip.
Can't wait to do a Planetary landing!!!
Sean, you're the man and you do some of the best informational interviews about the game, but as a guy going bald to another guy going bald, pls just shave your head and admit defeat.. People with our hairlines don't look right when we grow the patches of hair that we still have
YEEAAAHHHH finally !!!!!!
So Evocati 3.0
That's cool
because we're only 3 months away from PTU release now, right?
Meuduso1 it's more like 3/4 weeks than 3 months for PTU release, but it could take 2 months before live release
Anyone got a link for that Crucible? wallpaper @ 13:39 ??
16:07 Insurance companies can act a bit sneaky sometimes! :D