🇩🇪 Deutsches Video ruclips.net/video/rpKUC65-IWA/видео.html 🇩🇪 🎁 Don't forget to use our code to become a bonus Star Citizen: robertsspaceindustries.com/enlist?referral=STAR-XQQL-Z6KR 🎁 Zeus MKII Concept Ship Analysis ruclips.net/video/CMJ-T1-E1OI/видео.html
Hello, at around 0:50 it displays the ship you are talking about. Is that a program or website you are using to do the 360 3D view and if so, what are you using? Please and thank you.
Oh no maybe I should of watched thins before I sneezed and bought it…(it had red paint sooo I had to as red king…) 4:52 I did want the E1. But taking to long and I rather have genius. I think it’s worth having a CCUed for LTI good for future org ops Thanks for the vid Kar
Very very cool ship. The hide away weapons. The turret on a rail. Super cool all around. Just wish Citizens would find different places for target practice. My ship gets blown up while I'm in a bunker alot. Now i just park away from the usual cluster of ships. But to each his own. Good luck Citizens o7.
I wasn't really interested in this ship but picked it up with a cheap upgrade to try it before trading it again for IAE, but I love it so much it's my new daily flyer. I just wish CIG wasn't trying to make the MSR completely obsolete.
This is the only ship I've picked up that I actually have some regrets over. Admittedly all my issues with the ship can be addressed but the issue are a combination of poor design choices regarding the ship itself, longstanding issues with the game and under developed/missing game mechanics. I love the aesthetic of the ship but wingspan makes it a complete nightmare to land in the hangar it typically gets allocated. The hangar also compounds the issue tied to additional space required for the loading ramp, the only way on and off the ship I might add. The defensive capabilities of the ship are laughable too. The ship is a bomber that lacks shielding, has a large surface area when viewed from above or below which makes it more susceptible to effective enemy fire and it has a total of 25 flares with 10 chaff. These defences would be woefully inadequate for a fighter, let alone a ship tasked with bombing targets that may be protected by both ground and air assets. Offensively the ship would benefit from the mid-fuselage weapons being bumped to Size 4's. This would go some way to increasing effective ground fire if CAS is needed while also offsetting the lack of noise authority by increasing damage potential in its very limited firing window. Increasing the missile racks by doubling its current ones would offer greater defense against fighters while still ensuring the Spirit lacks nose authority. When it comes to the cockpit the Spirit lacks MFD's and it lacks intuitive/effective instrumentation to facilitate target identification with accurate bomb placement. The game lacks a lot of mechanics relating to bombs. The HUD for bombing should default to CCIP seen in Cold War & modern aircraft with a further mechanic for CCRP bombing. Finally the bombs themselves need major work. The bombs we see in the Spirit are massive, appearing to be somewhere around the size of a Daisy Cutter. Despite this size they have no configuration options for the warhead or delivery system. Really we should have the option to select its current high drag version (hopefully this works in the future) a fin stabilised low drag version and a rocket assist version for low/zero gravity. This tail section would then determine the size of the payload and available types, with fin stabilised offering the biggest payload and rocket assist suffering reduced payload. These bomb mechanics would then force pilots to plan for their targets and it would allow bombers to operate in all environments against ground targets; as bombs could be fitted for all environments.
It's a beautiful ship, but it's performance is disappointing. My Freelancer MIS has significantly better capacitors and can fire all four of its pilot-controlled turreted S3s way, way longer than the A1. Even the Mercury has significantly more pilot DPS than the A1 because of the A1's lackluster capacitors. My Freelancer is also nearly as fast while being _more_ maneuverable. While having more cargo space, more hull HP, and twice the shielding. And its bombs suck. You can be cruising at SCM, perfectly level, have the red and green circles perfectly lined up, and do no damage to your target as your bomb lazily wanders over the map to just hit wherever it'd like.
🇩🇪 Deutsches Video ruclips.net/video/rpKUC65-IWA/видео.html 🇩🇪
🎁 Don't forget to use our code to become a bonus Star Citizen: robertsspaceindustries.com/enlist?referral=STAR-XQQL-Z6KR 🎁
Zeus MKII Concept Ship Analysis ruclips.net/video/CMJ-T1-E1OI/видео.html
What a cool design. I really like how it's distinctly "Crusader". And those sound effects suit it perfectly.
You can see the Crusader on every corner
Hello, at around 0:50 it displays the ship you are talking about. Is that a program or website you are using to do the 360 3D view and if so, what are you using? Please and thank you.
You can generate this via the HoloViewer model and software or via the FleetViewer and other tools. The 0:50 is directly from CIG.
Oh no maybe I should of watched thins before I sneezed and bought it…(it had red paint sooo I had to as red king…)
4:52 I did want the E1. But taking to long and I rather have genius.
I think it’s worth having a CCUed for LTI good for future org ops
Thanks for the vid Kar
Yes, the E1 is also the most exciting version for me 🤩
I like the Zuse line better, and I understand there is very little overlap, just the cargo varient.
yes, Zeus is simply extremely exciting at the moment 👌
I quickly grabbed a ccu upgrade for the Spirit A1 after seeing this video. Nice work Karolinger.
You can always use bombs 😁
Very very cool ship. The hide away weapons. The turret on a rail. Super cool all around. Just wish Citizens would find different places for target practice. My ship gets blown up while I'm in a bunker alot. Now i just park away from the usual cluster of ships. But to each his own. Good luck Citizens o7.
so many cool details 🤩
I would love it so much if we had more modularity. The Spirt would lend itself to that.
Great review which helped me alot
Vielen Dank für die Zusammenfassung!
Sehr gerne 🤩
I wasn't really interested in this ship but picked it up with a cheap upgrade to try it before trading it again for IAE, but I love it so much it's my new daily flyer. I just wish CIG wasn't trying to make the MSR completely obsolete.
I assume that the component rework will strengthen the MSR 👌
This is the only ship I've picked up that I actually have some regrets over. Admittedly all my issues with the ship can be addressed but the issue are a combination of poor design choices regarding the ship itself, longstanding issues with the game and under developed/missing game mechanics.
I love the aesthetic of the ship but wingspan makes it a complete nightmare to land in the hangar it typically gets allocated. The hangar also compounds the issue tied to additional space required for the loading ramp, the only way on and off the ship I might add.
The defensive capabilities of the ship are laughable too. The ship is a bomber that lacks shielding, has a large surface area when viewed from above or below which makes it more susceptible to effective enemy fire and it has a total of 25 flares with 10 chaff. These defences would be woefully inadequate for a fighter, let alone a ship tasked with bombing targets that may be protected by both ground and air assets.
Offensively the ship would benefit from the mid-fuselage weapons being bumped to Size 4's. This would go some way to increasing effective ground fire if CAS is needed while also offsetting the lack of noise authority by increasing damage potential in its very limited firing window. Increasing the missile racks by doubling its current ones would offer greater defense against fighters while still ensuring the Spirit lacks nose authority.
When it comes to the cockpit the Spirit lacks MFD's and it lacks intuitive/effective instrumentation to facilitate target identification with accurate bomb placement.
The game lacks a lot of mechanics relating to bombs. The HUD for bombing should default to CCIP seen in Cold War & modern aircraft with a further mechanic for CCRP bombing.
Finally the bombs themselves need major work. The bombs we see in the Spirit are massive, appearing to be somewhere around the size of a Daisy Cutter. Despite this size they have no configuration options for the warhead or delivery system. Really we should have the option to select its current high drag version (hopefully this works in the future) a fin stabilised low drag version and a rocket assist version for low/zero gravity. This tail section would then determine the size of the payload and available types, with fin stabilised offering the biggest payload and rocket assist suffering reduced payload.
These bomb mechanics would then force pilots to plan for their targets and it would allow bombers to operate in all environments against ground targets; as bombs could be fitted for all environments.
I also hope that the Spirit series will be stronger with the upcoming components Rework 💪
I still have doubts about the usefulness of land bombers in the future of the game, to see if they can be used in space.
Currently there are very few possible uses 👌
Danke für die Zusammenfassung
Gerne 😅
I wish more ships had the turret rail.
this is a really cool feature and doesn't just use rsi 🤩
Very well done 👍
Thank you 🤗
Bin nicht so der Bomber Fan, aber schönes Schiff
Great video, thank you!
But I really struggle to understand some of the things you say even though I am bilingual in English and German.
I try my best to ensure that Schwarzenegger's accent isn't too obvious. Alternatively, I can offer the accent-free German version 😁
@@MrKarolinger
I don't have a problem with accent. You either use words that make no sense or you pronounce them wrong.
boom boom
And my money is gone 😂
"buy more ships" 😅
It's a beautiful ship, but it's performance is disappointing. My Freelancer MIS has significantly better capacitors and can fire all four of its pilot-controlled turreted S3s way, way longer than the A1. Even the Mercury has significantly more pilot DPS than the A1 because of the A1's lackluster capacitors. My Freelancer is also nearly as fast while being _more_ maneuverable. While having more cargo space, more hull HP, and twice the shielding. And its bombs suck. You can be cruising at SCM, perfectly level, have the red and green circles perfectly lined up, and do no damage to your target as your bomb lazily wanders over the map to just hit wherever it'd like.
The bomber function is the unique selling point for the A1. The E1 has it with the VIP transport and the C1 became a Zeus for me 😁