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Polo-Rican posted:Whoa I'm really surprised you can fluidly fly from a planet's surface into space. I thought it would be like space stations, where you'd "pop" out of supercruise and immediately be on the surface. There is going to be an instance hop I think, from SuperCruise to "approach" or "orbit mode".
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# ¿ Oct 9, 2015 19:31 |
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# ¿ May 12, 2024 11:05 |
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Polo-Rican posted:Yep, but that's still better than I expected. I expected the hop to be from space to an endless procedural surface that extends infinitely in all directions. But you're getting the full planetary sphere, which is awesome. Indeed. I'm really wondering how this will look when we get down to planets with an atmosphere too. Re-entry heat and all that. Btw, I know that this is for 2017, but I am really excited to see how FDEV will make their atmospheric flight model. The only thing really missing would be to have proper, seamless looking instance hopping transitions. Imagining something like decelerating from warp in EVE seems appropriate, I really hope that FDEV takes a look at this in the future. Dante80 fucked around with this message at 20:20 on Oct 9, 2015 |
# ¿ Oct 9, 2015 20:17 |
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ralfi is at it again. https://www.youtube.com/watch?v=A__nbX9TxEE
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# ¿ Oct 12, 2015 11:16 |
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double riveting posted:That's a loving great video. That guy is a natural. Watch his DCS videos btw, they are stellar. Some more ED from him. https://www.youtube.com/watch?v=KqbFfxRArhE https://www.youtube.com/watch?v=EzCFXIBrFP8
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# ¿ Oct 12, 2015 15:50 |
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Beer4TheBeerGod posted:Any suggestions or guides for how to fly without FA aside from practice and die a lot? From the master. https://www.youtube.com/watch?v=WtD41MRibe4 In the end though...practice makes perfect. The first thing you have to do is to make yourself as comfortable as possible with the controls. Spend a lot of time in making a good profile for your controller setup (HOTAS is pretty good in this game) and then..never change it. Muscle memory becomes a thing pretty quicker than you might think. Also, after you become comfortable with the controls, you might want to tweak your HOTAS curves if it has a program for it. You can pretty much tune it to perfection if you take the time (and this takes time). Also, practice in areas (the tutorials help, but you can also do it in open) where there are a lot of obstacles nearby. These can give you feedback about how you are flying. Have in mind that flying always in FA OFF will never make you as competitive as when using it in short bursts. It really feels though like you are flying a loving spaceship, which in the end is the most notable thing about this game (the feeling of flight). Dante80 fucked around with this message at 17:41 on Oct 13, 2015 |
# ¿ Oct 13, 2015 17:34 |
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Beer4TheBeerGod posted:Why are short bursts more competitive than FA off permanently? Because its far easier, and FA ON retains all 6DoF. More than a year ago, I sent this to Mike Evans (the designer responsible for the ED flight model) quote:Salutations from sunny Greece... Here is his response. quote:We don't plan to change the way ot behaves, and in certain circumstances skilled use of it will give you an advantage but not nearly as much as some people seem to think it does as you already have surmised. At the end of the day we want flying in the direction your facing to be the main way to play and fight so I'd rather not making it more desirable to go against that if I can help it. Now...I do disagree with that, but thats what they are going for, and - for good or bad - FDEV had from the very start a very concrete vision about what they want their flight model to be. Its too bad that they have no experience in making MMOs. If most of the decisions and focus they had on things like how space/flight feels were also applied to the way they are developing the multiplayer aspect of the game, as well as player interaction and progression mechanics, this game would be a 10/10 instead of a 7/10. They seem to be learning though...little by little. Dante80 fucked around with this message at 18:25 on Oct 13, 2015 |
# ¿ Oct 13, 2015 18:22 |
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quote:Elite Dangerous: Horizons - How to Make a Real World Livestream on our official YouTube Channel 7PM BST 14th Oct This might be interesting.
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# ¿ Oct 13, 2015 19:42 |
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Some pretty cool previews there, including a 30km high mountain O_o
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# ¿ Oct 14, 2015 19:54 |
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Now I'm really pumped to see how differences in gravity from one planet to the other will affect the flight and driving model. They did confirm dynamic gravity (according to planet mass)...<3 Also, nebularise!
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# ¿ Oct 14, 2015 20:18 |
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Up. Starts at 8min https://www.youtube.com/watch?v=-Et5Ivi_yIg
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# ¿ Oct 14, 2015 20:31 |
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devup is in. quote:Hi everyone, https://community.elitedangerous.com/node/318
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# ¿ Oct 15, 2015 17:25 |
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There was also an "answers from the devs" today. Some cool answers inside. quote:Hey guys, https://forums.frontier.co.uk/showthread.php?t=191898
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# ¿ Oct 15, 2015 17:49 |
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Seems like Mac players are kinda hosed. :/
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# ¿ Oct 15, 2015 17:52 |
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Here is a pink solar system. Dante80 fucked around with this message at 18:47 on Oct 15, 2015 |
# ¿ Oct 15, 2015 18:44 |
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https://www.youtube.com/watch?v=s0RbIa9WmuI also, a reply about tectonics from the Livestream thread. Howdy folks. I wanted to try and explain a little more about our system to hopefully lay some concerns to rest. For a plate-based tectonic system on a planet, a large enough temperature gradient is required to have a phase difference between a relatively thin crust and the deeper innards. That temperature gradient can be driven by things such as gravitational compression on a large enough body, or gravitational stress from orbiting a much larger body closely. So yes, smaller terrestrial worlds, unless under rather specific conditions, will likely have crustal plates too thick for a tectonic mask to make sense. However, tectonic interactions is not the only way in which surface features can be formed. Asteroidal impacts can create shockwaves across an entire planet's surface, deforming the crust in interesting patterns. The formation of a planet from the cataclysmic merging of two planetoids would liquify most of the material, but there is the chance for old solid outcrops to survive or influence the shape of the resulting body. Gravitational stressed can be enough to drive volcanism which forms mountain ranges on a surface. An event in a planet's past might alter its orbit from the previously stressful one to a wider/eccentric one, solidifying the new features. Impacts can cause rifts, ridges, and hill ranges as well as the expected crater. To get back on topic, our 'tectonic mask' system takes into account various factors from Stellar Forge, such as: expected gravitational stress / sibling and parent orbits gravitational compression heating material of the planet size of the planet tidal locking state expected core, mantle, and crust temperatures viscosity of mantle deformability of the materials age of the system expected frequency and magnitude of meteorite collisions nearby sources of regular debris and more The system creates masks for areas of potential crustal deformation activity. Those areas may reflect the shapes and activities of tectonic plates if it's sensible for that particular planet. It may reflect other shapes if the sources of those deformations isn't bona fide tectonic activity. The same system is used for large and small planets, and adapts as it needs to. We ended up calling it the 'tectonic mask' because it's short, snappy, and places the same kind of visual features (even if what physically would have generated them might have been different). TL;DR "tectonics mask" is a shorthand way we've been describing all the regions of crustal major deformation from a variety of sources. (p.s. similar thing with the limestone material on an oceanless planet question. Limestone is a short, relatable name for development compared to "calcium carbonate rich analogues" )
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# ¿ Oct 16, 2015 14:54 |
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FDEV are churning out videos and preview content at an alarming pace lately. https://www.youtube.com/watch?v=h8H-dHS-E1c This either means they are hurting for cash, or that they are getting better at this. Probably both? In other news.. http://us2.campaign-archive1.com/?u=dcbf6b86b4b0c7d1c21b73b1e&id=4e7e00d790
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# ¿ Oct 16, 2015 18:34 |
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frank.club posted:Adder is incredibly cool Even cooler in concept. Chrysophylax posted:Because then you can either move on to some other activity or actually enjoy the content that does exist in any ship and configuration you dream, aka playing the sandbox with any/all tools I've been playing since premium beta, and tend to reset my character every three months or so (or in 1.1, 1.2, 1.3 etc etc). I view this as FE2/FFE with friends (ie a niche product), not a persistent MMO where you have to grind to reach an end state, and then beg the developer to add more high end poo poo for you to not get bored. Then again, I'm weird (necrogamer + astronomy nerd). Just flying around and enjoying the scenery is enough for me at most times. In the end, I just want to remake/relive this intro. https://www.youtube.com/watch?v=HbegNmKRZUM Maybe in 2017 we'll be there. Dante80 fucked around with this message at 05:06 on Oct 20, 2015 |
# ¿ Oct 20, 2015 05:01 |
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Tom Guycot posted:Huh, thats pretty neat how despite 20 some years old, and amiga level graphics I instantly recognized the eagles when the flew into the intro. Would love to see that recreated in ED, though I don't know what that main ship was supposed to be. That was the original Imperial Courier, a very heavy fighter sporting a pair of class 5 hyperdrive engines. The basic design (two very big engine nacelles and the fuselage in the middle) has carried over to ED. Dante80 fucked around with this message at 13:11 on Oct 20, 2015 |
# ¿ Oct 20, 2015 13:06 |
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Regarding the smuggling mission nerf. https://forums.frontier.co.uk/showthread.php?t=193353&p=2976583#post2976583 quote:Hello Commanders!
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# ¿ Oct 20, 2015 13:29 |
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frank.club posted:It's weird reading people say thanks to spite others who were smuggling? That's crazy Its not crazy, in that those guys that say it are thinking that this was an exploit, not a balance problem for a feature. The simple idea of trying to get more missions by exiting and re-joining the instance-session to re-roll the BB is a game exploit for them. Which is partially right, but - in the end - irrelevant.
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# ¿ Oct 20, 2015 14:34 |
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Nostalgia4Infinity posted:Cutting their spawn rate is probably easier than changing the way missions and instances are handled. It is the fastest way to do it, especially if the imbalance is live on your servers. Having said that, I really want them to do it properly. quote:In the near future, we will be looking to make some more changes (cargo size, time limits, reward values), but this hasn't happened yet. What they essentially need there is to make both long range missions and smuggling as a profession enticing. It should really be a risk/reward balance act, and there are a lot of ideas (in this thread and elsewhere) for that to happen. In my view, both those that whined about the feature being OP, and those that whined when it got nerfed are two sides of the same coin. And that is...the game is unbalanced and FDEV is to blame for that. Dante80 fucked around with this message at 14:50 on Oct 20, 2015 |
# ¿ Oct 20, 2015 14:47 |
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frank.club posted:Look I get that for some people mindless tedium is fun. Mindless, fun tedium is something like the dictionary entry for all 4 Elite games. Having said that, I understand your point.
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# ¿ Oct 20, 2015 14:57 |
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In other news...quote:Elite Dangerous: Horizons - Inside the SRV livestream on our official YouTube Channel 7PM BST 21st Oct Glad to hear that Mike Evans is the guy behind the SRV drive model. He is also the designed for how ships in ED fly. quote:Videomakers/content creators callout - Elite Dangerous Pioneer Programme Ralfidude and Isinona would be good candidates, as well as ObsidianAnt. Then again...there is this guy.. https://www.youtube.com/watch?v=B2A2SqkTJ2o https://www.youtube.com/user/TurandSand/videos Dante80 fucked around with this message at 17:55 on Oct 20, 2015 |
# ¿ Oct 20, 2015 17:48 |
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Dr. Arbitrary posted:They should make a ship that actually has strong yaw mobility. Would love to see a couple of vertical ship designs that are yaw/roll oriented. Although I don't remember any ships from the lore being vertical shaped.
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# ¿ Oct 20, 2015 23:21 |
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Just watched that livestream about the buggy. Love the way it handles and looks. C:
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# ¿ Oct 22, 2015 01:45 |
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devup is up.quote:Hi everyone, The part about combined ops and the way they are handling orbital mode seems pretty interesting. Dante80 fucked around with this message at 19:55 on Oct 22, 2015 |
# ¿ Oct 22, 2015 19:52 |
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Libluini posted:As nice as it is to hear all this stuff about Horizons, I really wish Frontier would consider telling us stuff about new ships earlier. Waiting to almost until the beta drops to get something concrete is getting old. Well, we know what ships are coming, what type they are etc etc. I agree that a couple of sneak peeks would be dandy at this point, on the other hand though the ships are a free update (1.5) so it makes sense for FDEV to spend more time on talking about Horizons.. The fed corvette and imp cutter will be end game anaconda sized ships (it would be nice if we knew the ranks for them in advance), the imp fighter will be the condors' counterpart in CQC, and the Viper mkIV / Cobra mkIV will be larger (better?) versions of their mkIII counterparts. Dante80 fucked around with this message at 20:22 on Oct 22, 2015 |
# ¿ Oct 22, 2015 20:19 |
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Adult Sword Owner posted:^^^^ Oh god I read Vulture not Python, so sorry. The original KS concept was the following. http://us2.campaign-archive1.com/?u=dcbf6b86b4b0c7d1c21b73b1e&id=c0b11fe947 quote:On the other hand, we have no idea what the deal with the Asp Scout is and the new Lakon-ship is another mystery (another cargo-ship, another explorer, a military ship?). True, true.
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# ¿ Oct 22, 2015 20:35 |
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Nostalgia4Infinity posted:Ranks for the Cutter/Corvette would be great so I can start working on that now. This one is very old, should be probably changed by now..
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# ¿ Oct 22, 2015 20:41 |
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In an unrelated note, the first Planet Coaster newsletter is out. http://us2.campaign-archive2.com/?u=dcbf6b86b4b0c7d1c21b73b1e&id=01c7336363&e=8c820abba6
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# ¿ Oct 22, 2015 20:45 |
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96 is out. http://us2.campaign-archive1.com/?u=dcbf6b86b4b0c7d1c21b73b1e&id=8a2e2a2e48 also, a nice ship chart.
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# ¿ Oct 23, 2015 17:55 |
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https://www.youtube.com/watch?v=_xnoObGBcsE https://www.youtube.com/watch?v=-3zwpmmC1DM
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# ¿ Oct 25, 2015 05:35 |
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https://www.youtube.com/watch?v=YxUTuzIjG_E
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# ¿ Oct 27, 2015 18:19 |
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latest devupquote:Hi everyone, and some more info from Sammarco. quote:Hello Commanders!
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# ¿ Oct 29, 2015 20:09 |
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newsletter is out http://us2.campaign-archive2.com/?u=dcbf6b86b4b0c7d1c21b73b1e&id=47bd8c04aa
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# ¿ Oct 30, 2015 19:33 |
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https://www.youtube.com/watch?v=GOZhlo3TP8s
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# ¿ Oct 31, 2015 05:16 |
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AndroidHub posted:And just to be clear, do you or don't you think they are being released on the same day? Who cares really? Both should be out by the end of the year (unless FDEV miss their timeline), and Beta for 1.5 starts next week. It can also be assumed that Horizons and 1.5 are different branches (one is bringing 9mo work on planets in, the other is based on the 1.1, 1.2 etc branch). In that case, starting the 1.5 beta first would make sense (if its to be the foundation of the base game, where Horizons plugs in for those that bought it). In other news, here is the DB Q&A.
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# ¿ Nov 5, 2015 00:50 |
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More interested on the schematic and orrery maps myself. Orrery views would be very nice to have (as we had in Elite2/3), and it makes sense to have different map views for each celestial object (as per DDF).
Dante80 fucked around with this message at 01:09 on Nov 5, 2015 |
# ¿ Nov 5, 2015 00:57 |
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Hi everyone, In yesterday’s live stream (you can view it here if you missed it). David Braben answered many questions including the dates for the various upcoming betas. The first beta will be for the 1.5 content and will commence some time next week. This will be followed by the Horizons planetary landing beta on the week of the 23rd November. David’s sneak peek last week showed some of the settlement action so I’ll describe some aspects of this in more detail. Ports and settlements are the upper end of the scale of locations you can discover on planet’s surfaces. They can vary in size themselves from huge, established conglomerations of structures to quite small outposts. Surface starports are generally the largest and they act in a similar way to the starports in orbit. They can have the same facilities and have economies dependent on the type of world and with specific variations depending on the starport itself. New economy types have been added that only apply to surface starports. As with the orbital starports, missions can be taken from surface starports and they can take you to surface bases. Similarly missions can be issued from orbital starports that require visiting the surface – assuming you have the ability to do so. There are also new mission variants that apply only to surface operations. Complementing this is a range of resources and commodities that are only available from surface starports or by collection from points of interest as I mentioned last week. We’re also adding a new type of method for locating resources and uses for them which is a prelude for the loot and crafting system coming later in the Horizons season – more on this soon. The surface starports and settlements are where the population of these airless worlds live and present various opportunities for Commanders. The style and layout of these facilities reflects their purpose. One of my favourite examples of this is the prison colony – this is an imposing and well-guarded structure that you might need to penetrate to facilitate a prison break. Surface installations are a lot more open than orbital stations. Of course you can collect and deliver goods from surface bases, but it is also possible to hack data links, sections of bases get power from specific generators – taking out those generators takes out the lights in that section, but also the power to the turrets… Skimmers can also be taken out, or taking out the towers that control them can be just as effective way of breaching the defences. Whether it’s a secret research base or a prison colony, there are multiple stages to carrying out your objectives. As we’ve shown and mentioned already it is advisable to take a flexible approach to these settlements – some of them are protected by capital ship scale weaponry that is lethal against ships, although less so against the SRVs – both because of their slower motion, but also they have a minimum angle of declination – so a Scarab can use the landscape to stay below the guns in most cases. Smaller turrets and skimmers are more of a threat to the SRVs. If you’re operating in a wing then each Commander can work in different roles at the same time, but even on your own you can achieve the same effect more slowly by switching between your ship and SRV accordingly. Depending on the world’s population there can be none, a few, or many of these surface starports and settlements. As you’d expect they’re more common within the human habited bubble, but they’re not exclusive to that volume. Similar crime and ownership rules apply to settlements and ports as they do to space stations and outposts. Some of these can be lawless, others where the law is enforced – so take care before opening fire! As well as the bounties available at these sites you can encounter settlements in a state of war which can be engaged in a similar fashion to combat zones. So far we’ve focused on the locations and the more action orientated gameplay, but naturally there’s more to planetary landings than that. I’ve already talked about the points of interest you can discover, but how you find them utilises a new device on the SRV, in addition to the ground scanner you have already seen. This works very differently to the ship scanners and we’ll reveal more about this next week. Having said all this, we are still at work on the base game too. This week we updated the galaxy sim that fixes an issue with asset ownership not flipping when a conflict is resolved. A cap on influence changes has been added – this scales depending on the population of the system (a higher population allows a bigger swing) and the degree of changes (so a large value of changes allows more change in influence) and limits the maximum amount of change in a system when the background simulation effects are calculated. This will prevent the massive swings that we’ve seen, but a concerted campaign can still bring a faction down quickly if it is not countered. For the player group minor factions that were affected by the massive drops we’ll reset them to their initial ownership state where we can. https://community.elitedangerous.com/node/331
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# ¿ Nov 5, 2015 15:47 |
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# ¿ May 12, 2024 11:05 |
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Newsletter is out. http://us2.campaign-archive2.com/?u=dcbf6b86b4b0c7d1c21b73b1e&id=2e8fbe7909 This week, David's sneak peek videos of Elite Dangerous: Horizons continued, showing off a cold, deep misty crater. The mist is formed from volatiles released from the rocks below. These are not uncommon, and even possible at high temperatures, where lead vapour can also form high temperature mists. https://www.youtube.com/watch?v=0jE7UhIyRnA
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# ¿ Nov 6, 2015 19:01 |