I’m really glad you didn’t use the word “free” anywhere in this update.
Gimballed weapons are cool and all but I really really dislike how often I loose track of the reticule when playing a game with gimballed weapons … I really prefer to have a fixed area on the screen where all the important information is present (like I often mentioned every time there’s information, like text and numbers, moving on the screen …)
Also. It limits maneuverability when using the mouse for steering and gimballed aiming at the same time.
Looking forward to trying it out though. Hope to try if using a Joystick at the same time can mitigate some of these problems.
If there is anyone among alpha backers who like me likes to procrastinate with installing Windows updates, I strongly suggest to install all of them now because game might require your Windows to be up to date. Last time during alpha play-test weekend I’ve spent a lot of time fighting wit updates (installing them, recovering from BSOD caused by those updates and installing more of them). And because all of those problems I couldn’t participate in meetup .
For capitals, I understand gimbaled weapons as automatically tracking and shooting designated targets, so I don’t see any issue with limited maneuverability. It might come into play with the corvette maybe?
Edit: I missread, Flavien explicitly distinguishes turrets and gimbals.
I guess it’s on for all ships … for testing purposes.
The cause of limited maneuverability is due to the input method.
I suppose gimballed weapons will use the “targed” (virtual joystick) control method and its secondary reticule.
When using this to aim your gimballed weapons and control the direction of your ship at the same time you’ll sometimes run into situations where this duality limits your possibilities for maneuvers.
For instance you want to accelerate, with your main thrusters, parallel to the target while still shooting that target.
If you try that with the formentioned combination of aiming and direction reticule you will turn towards your target.
Sure you wouldn’t be able to do that without gimballed weapons. Sure you can use your side thrusters to still achieve some acceleration in the desired direction but it’s a downside and there are other, somewhat annoying, examples.
Gimballed weapons means something different I think. At least in Elite Dangerous gimballed weapons are weapons that have a small area around the crosshairs were they auto aim.
For example a circle around the corsshairs, as long as the enemy is visible inside this cicle the weapons will aim at the ship, once the ship is outside this circular area the weapons snap back to the middle/crosshairs.
Turreted weapons are weapons that completely aim themselves and have arcs of visibility, some turrets can aim 360 degrees horizontally and 90 degress vertically etc…
A gimbal is a pivoted support that permits rotation around one axis.
A turret is usually a two-axis gimbal construct (rotation and elevation).
If there is a weapon that locks onto a target when the player aims “close enough”, then call them “proximate alignment lock-ons” (PALs) or “proximity lock-ons” (PLOs) or some such thing.
As for flying and shooting, the answer lies in crewed ships. One guy flies and the other(s) shoot. If there isn’t enough work for two players then one player can just hop between control modes. Shoot for long periods of time and intermittently set the ship’s heading.
Because Battlescape will not support crewed ships, then the answer for Battlescape lies in coordination. Let interceptors or other small ships act as fire directors. That is, what the interceptor fires at is fired on by the ship with all the guns. It could be implemented such that there are many fire directors that split up the guns so that they can be trained on many different trargets simultaneously. It’s not crewed ships, but it’s close.
Such an arrangement would only work when the interceptor and gun ship are in relatively close proximity. Given the speed of the fired shots, long distance fire direction probably wouldn’t work very well anyway.
I suggest this because I abhor automated systems in multiplayer games.
Uuuuu so embarrassed about my whining about delays or my whining will rech next level if i like game too much:stuck_out_tongue_winking_eye:.
Finally my desktop background won’t be just background!
iirc there’s one file that’s a requirement for IBS to run, I think it’s an optional one, but I don’t remember what it is. It was mentioned before, I think right when the proto was released.
is it that one?
It’s the only one i could find, and it was stated, that they wanted to include the file in the installer, so that might have happened already:
anyway, if IBS doesn’t launch then i’ll update
And i guess it wouldn’t hurt to update my nvidia driver… will do that next week
I believe that was it. There’s an optional update somewhere that if you hadn’t updated in years (like I did), it might complain that it was missing and the game wouldn’t run. I don’t know if it’s still a problem, but I’d still eliminate that as a potential issue, just to be safe.