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  1. 23 kwietnia nowy patch do ED

    W skrócie:

    Trochę ułatwień dla nowych graczy (jak kilka systemów tylko dla nowicjuszy czy dodatkowe asysty) znalazło się tez parę ciekawych zmian dla wszystkich, m.in.:

    • Pilot's Handbook dostępny z poziomu Codexu
    • nowe menu, wyświetlające statek gracza
    • newsy - usprawnienia i dodatkowe informacje na ekranach nawigacji i handlu
    • małe statki otrzymują dwa dodatkowe sloty (size 1) na wyposażenie, średnie i duże po jednym

    Szczegóły poniżej

    Spoiler

    Main Menu

    The Main Menu now features a new layout and aesthetic, making it simpler for players to understand what options are available to them.

    We’ve added a news feed which will show off headline articles from GalNet, Forum Posts and Store Highlights.

    Creating a new Commander

     

    We’ve worked to create a more rounded and detailed experience when setting up your Commander. This is the new flow:

    Set your Commander name

    Select your ship package (if you have more than one choice, this is dependent on the version of Elite Dangerous you purchased)

    Confirm your selection on the ship detail screen (which shows you more information about the ship you’ve picked)

    Choose a name and ID for your ship (can be skipped)

    Choose either to start in Dromi (Pilots Federation District – more information below) or where the package originally started (details of location will be shown to you)

    Confirm you’re happy with your Pilots Licence (all the choices you’ve made so far)

    Choose to either try the training simulations, or jump straight into the game

    Training Simulation Access

     

    Current training simulations can now be accessed from within your cockpit at any point (Subject to the in danger rules)

    You can access the simulations by selecting ‘Training’ from the home tab on your right hand panel

    Choose from any of the training or challenge simulations available

    Use the pause menu to either restart the simulation or end it and return to the online game

    Whilst in the training simulation, your ship will be removed from the online game; you’ll return in normal space where you left it

    Pilots Federation District and Starter Mission

     

    The Pilots' Federation District is a collection of systems designed to offer a regulated area for new Commanders. It contains entry level equipment and ships, along with missions aimed at early stage players

    These systems are marked with a unique icon on both the galaxy map and navigation panel, so players can easily keep track of where they are

    At the beginning of the game, players will be given a starting mission to get them started (travel to a nearby port in and dock to receive 10,000cr)

    Select ‘auto-launch’ from the list of options, to automatically undock and leave the port (you can disengage this at any time by increasing your throttle)

    Select the highlighted system, and engage FSD to hyperspace to the new system

    Once in the new system, select the highlighted port and use the ‘supercruise assist’ option

    Once at the port, and within 7km request docking and throttle back to zero; the docking computer will land the ship

    Open port services, and select mission board

    Select the entry with the ‘!’ icon, and hand in to complete the mission and gain the credit reward

    Once a commander gains a rank in Trade, Combat or Exploration they are offered a graduation mission that directs them out of the district. Once they leave and dock outside these systems, the permit is revoked and the player cannot access them again.

    New Modules

     

    We are introducing two new modules into the game:

    Advanced Docking Computer - The Advanced Docking Computer provides cutting edge guidance control to the ship’s computer, offering a further launch option alongside the assisted docking function. You can toggle these two functions on and off through the ‘Flight Assistance’ section of the ship tab on the right hand panel. When undocking is switched on, the ‘Auto-Launch’ option will be presented when docked. When docking is on, simply request docking and throttle back, the ships computer will then take over.

    Supercruise Assist - The Supercruise Assist module allows the ship’s computer to regulate the approach towards a set location* within the current system and to disengage the drive at the appropriate time . This module can also be used to enter orbit around a planetary body. To engage, select the location you want to Supercruise to from the navigation panel and select the ‘Supercruise assist’ option. You will need to ensure that you are pointing at the destination and that it is not obscured by another object (behind a star or stellar body for example), set your throttle within the blue zone of the indicator, and the ships computer will do the rest

    The Supercruise assist module also comes with the feature to auto set throttle to zero when entering a new system. This option can be toggled on and off through the ‘Flight Assistance’ section of the ship tab on the right hand panel.

    *Planet side targets are excluded - instead they will engage the planetary orbit function of the computer, and Commanders will need to manually guide the ship to the ground destination

    All new small ships come with these two modules as standard, placed in two new additional size 1 slots (unrestricted). New medium and large ships come with the Supercruise assist module in a new, additional size 1 slot (unrestricted). All existing small ships will receive two new additional empty size 1 slots (unrestricted), and all medium and large ships will receive one new additional size 1 slot (unrestricted).

    Ships will not retroactively be given these new modules, nor will the Standard Docking Computer be upgraded to the Advanced Docking Computer.

    Commodities Market

     

    The commodities market is now split into buy and sell sections. This will make it clearer to see what transaction the player is doing, and what the data in each of the columns represents

    To buy a commodity, select the buy button:

    Cargo - shows how many, if any, you have of the commodity in your hold

    Goods - lists the name

    Supply - shows how much of the good the particular market is producing – a high supply normally means a low buy price (which will be easier to make a profit on), whilst a low supply may indicate a high buy price (which will be harder to make a profit on)

    The ‘Profit if sold at’ column shows how much, approximately you will make if you sold the selected good at the galactic average (as a default). Minus (with a red approx. sign) means you will lose money, and green means you will make a profit

    You can compare any market data that you own, by selecting the ‘compare’ option on the left hand side. Here you have three options

    Galactic average

    Search market (you can search any data you own)

    Suggested markets – provides a list of data you won of nearby markets

    On the right hand screen you can see local market data that you own, so at a glance you can see how much nearby markets that will buy the selected commodity for, or how much they will sell it for (if they produce it). You can also see if you have a mission at the system, with the mission icon

    Select the good you want to buy and a pop up will appear

    Here you can see the local markets again, but this time you can select them to be taken to them in the galaxy map with the appropriate filter applied

    To purchase, select the + sign until the amount you want to buy is displayed. Then select buy.

    To sell a commodity select the Sell button

    Screen is very similar to buy, but instead of supply, it shows demand

    High demand means the market will pay more for the good (more profit)

    Low demand means the market will pay less for the good (less profit)

    Select the commodity that you want to sell

    On the pop up select how much you want to sell, and click ‘sell’

    Cargo you’re carrying can be viewed in the Inventory tab on the right hand side panel. Here you can select any commodity in your hold and view more details, as well as select quick links to pilots handbook or the galaxy map (with appropriate filters applied)

    Pilots Handbook

     

    A new section of the codex, which can be accessed from the Home tab in the right hand panel

    Covers activities available in game, as well as some how to use the two maps (galaxy and system)

    Nav Panel

     

    The navigation panel (accessed from the left hand panel) now includes extra information and quick links to maps and pilot handbook articles

    A new column has been added to the panel, to show various icons; activities that can be found there, as well as threat level

    Select the location to see more information on it, in the pop up you will see:

    Stars will show its description, class and if it can be used to scoop fuel from, with links to system map

    Bodies will show any activities available there, as well as data on the body, map links and pilot handbook links

    Ports will show data on the port, activities available, and links to maps and pilots handbook

    Other locations in the system will show activities available, and links to maps and pilots handbook

    Nearby star systems will show system data and map links

    All previous actions available in the popup box are still there

    Warnings, such as excess mass, are also explained

    Plotting a route will now display the number of jumps and final destination along the top of the nav panel

    We can’t wait for you to discover all of this for yourselves on 23 April when the April Update launches!

     


  2. Jak najbardziej
    Niektóre moduły zawierają swoje kampanie/misje (zwykle informacja jest w opisie) a do innych samolotów można dokupić.

    Nic nie stoi na przeszkodzie aby sobie pobrać gotowe tzn. darmowe stworzone przez graczy

    WWW.DIGITALCOMBATSIMULATOR.COM

    Należy jednak brać pod uwagę, że poziom wejścia i nauki poszczególnych systemów samolotów może być całkiem wysoki kokpity są klikane a podręczniki mają po kilkaset stron ;)

    ps.

    Na Steam lub na stronie producenta jest darmowa wersja DCS World zawierająca mapę Kaukazu oraz dwa samoloty odrzutowy szturmowy Su-25 i tłokowy akrobacyjny nieuzbrojony TP-51 Mustang

    Przed zakupem można pobrać i sprawdzić czy warto kupować cokolwiek ....

     


  3. Może ktoś będzie chciał zaryzykować?

    TrackIR za "stówkę"

    ALLEGRO.PL

    Kup teraz na allegro.pl za 100.00 zł - TrackIR 4 symuulatory (7973091057). Allegro.pl - Radość zakupów i bezpieczeństwo dzięki Programowi Ochrony Kupujących!

    ps.

    Nie moja aukcja i w sumie jakby co to "nie wiem, nie znam się zarobiony jestem" ... ;)


  4. @CzarnyMax_PL dokładnie tak jak @zaraz napisał.
    W komplecie jest coś takiego czyli joy który posiadasz i powyższa przepustnica TWCS.

    WWW.THRUSTMASTER.COM

    Zestaw T.16000M FCS HOTAS składa się z drążka sterowego T.16000M FCS (Flight Control System) i dźwigni przepustnicy TWCS (Thrustmaster Weapon Control System).
     

     


  5. Jeśli ktoś nie widział lub nie chce mu się oglądać wynurzeń Krzysia to poniżej znajdziecie pisemne podsumowanie przygotowane przez użytkownika reddit-a

    Spoiler

    [The New Flight Model] Whilst the New Flight Model is coming in 3.5, it's just the first iteration, and 3.6 should see VTOL [and] Hovering being added/improved. Beyond 3.5 there's still a lot of work to do, such as with Component, Heat, Power, EVA, and Missile Guidance systems, so definitely a Work In Progress.

    [Heat & Quantum] Small ships (like the Aurora) won't be able to jump across a Solar System in a single jump, because it would require too much fuel, and generate too much heat. This feat is what bigger ships will excel at. A Freelancer would be much better at it, but even then would require multiple jumps/stops. Bigger ships are typically meant to be slower, but the trade-off is that they have a larger operational range. This is why you'd want to use a big ship to move smaller ships in the first place, such as an Idris housing small ships like the Gladius.

    [The DNA Face Customiser] is getting more stuff in 3.6 and beyond, such as UI updates (with a more 3D look). They're also looking into the possibility of being able to blend Male and Female heads/faces together, which they can't do right now because they're using different rigs. There'll be more hairstyles in future, and specifically for 3.6 there'll be the new hair shader as well as new sets of hair. Beyond 3.6 we should see things like Facial Hair being introduced. Chris came back to this topic at the end of RTV, saying they're looking into the possibility of being able to create asymmetrical faces.

    [ArcCorp LPs and Habs] The landing pads on top of buildings on ArcCorp are there for potential future missions, as well as for Player Habitats, where you could land on the building your Hab is in to return to it. On the same note, eventually each player will have their own "starter" Hab which will always persist. Going forwards, some Habs will be given windows, especially more expensive Habs you could buy later, such as penthouses. (Note: I don't think this is confirmation of penthouses necessarily, just that they were used as an example).

    [Other ArcCorp LZs] ArcCorp will eventually have multiple Landing Zones (Area18 is currently ArcCorp's only LZ) but only after Stanton has been fully completed (which means all planets, moons, and currently determined Landing Zones), and only after certain improvements have been accomplished, such as the implementation of Global Illumination.

    [Flight Restrictions] aren't quite where they want them to be (figuratively speaking) - they want proper preventative measures to kick in if you stray out of your flight lane (such as control of your ship being assumed, to correct its course) and then appropriate punitive measures should you ignore the restrictions (such as if you try to crash your ship into a crowd of people).

    [UI] The User Interfaces are nowhere near to close to how they want them to be. As a result, it's being re-concepted. The UI needs to have character, to be usable, to be unique for each manufacturer (more like flavour), to be contextual, and to be efficient (so no unnecessary clutter). To work towards this, there are tech updates coming for the UI - Chris says that until recently they relied on Flash and Scaleform (a game implementation of Flash). A year ago they started creating their own UI "building blocks", which when done should make work easier for the Developers. Chris also addresses the fact that UI/HUD readability hasn't been dealt with, saying that because the UI is being refactored they didn't want to fix the problem for the old system only to need to do it again for the new system.

    [ArcCorp FPS & OCS] The average framerate on ArcCorp is bad right now, which is because Server-Side Object Container Streaming [SSOCS] is needed, because currently the servers are getting bottlenecked due to all the stuff in the game that they're having to handle. SSOCS will fix the FPS problem, and is also required for Server Meshing. The first step for each is having static servers for specific locations, and then moving to dynamic servers, both of which need to be capable of handing things over between servers (such as players, ships, etc.). SSOCS is being worked on right now, and is required for Stanton to be fully added to the PU. Vulkan is also being worked on, which should help with all of this.

    [Full Persistence] Both the Database and the Item Cache are being refactored for Full Persistence [FP]. Whilst the goal is still for things to persist wherever you leave them, there might be an anti-clutter system implemented to make sure too many things aren't left in one place, which would impact performance. Persistence specifically needs information about the state and location of an entity (I believe that's the general term for most things in-game, from weapons to ships) which is what's being worked on. Once the refactor is done (or perhaps when FP is implemented; it was unclear to me) they'll be able to stop the wipes that reset progress, with certain exceptions, such as if players exploit a bug and earn lots of money because of the exploit, where CIG would make changes to correct that.

    [OCS & Full Persistence] Work on SSOCS and FP is happening right now, with "tasks happening" in Q2 and Q3 (Note: it's unclear to me what this means, whether it's confirmation that they're coming this year, or just that it's work scheduled). Chris thinks that SSOCS and the "handoff mechanic" (described before, where the servers can pass players/ships/etc. between each other) should happen quite quickly. He specified that FP is being worked on with the intention of it being completed this year. And the backend server side (which I think refers to SSOCS) needs to be done before player counts can be increased.

    [Arena Commander & Star Marine] There is no Battle Royale coming to Star Citizen. They do want Arena Commander and Star Marine to be relevant though, since they'll be useful for people to use as "risk-free" practice for the PU. They want to facilitate more bespoke gamemodes, such as those that fans organise on their own in the PU currently (like Rexzilla).

    [VR & Vulkan] Virtual Reality requires Vulkan before it can be done. This is because Vulkan is better at talking to the GPU than DirectX 11 is (did he mean DX12?), which means you can have more draw calls and better efficiencies. Chris said that they currently aim for [no more than] 5K draw calls at any one time, but that Vulkan would allow for that to become 50K. VR has to render for each eye (AFAIK?) which is why Vulkan is needed here, because it allows them to do more.

    [Mission Givers] There will be more "Legit" Mission Givers than are seen currently - some of these have already been worked on but haven't been added yet. They're currently looking at the pipeline for developing them, to make it more efficient and so that it can scale better and faster, which is necessary for when they're dealing with multiple Solar Systems, multiple Landing Zones/Hero Locations, etc.

    [The Road Tool] for planets was made two (2) years ago, but Devs didn't use it at the time. Now though, it's broken because of updates to the Procedural Planets system that have occurred since then. Chris expects roads will probably be done next year.

    [Multi-Crew] Some Multi-Crew stuff is coming later this year. It's unclear if the following is included in that, but Chris said [the Multi-Crew stuff] is mostly to do with Captains (the owner of the ship?) being able to assign permissions to different crew members, such as one person having access to Comms only, another to Weapons only, and so on. It hasn't happened yet because it's on the backlog. It's not on the Roadmap yet, but should appear later. Chris suggested it could show up on the Roadmap when it's updated next week (which will include Q1 2020 / 3.9), so the Multi-Crew stuff might appear there.

    [ArcCorp 2017] The view of ArcCorp that we saw from the Rest Stop during Citizen Con 2017 was a texture that they made, imitating Coruscant, that was swapped out at a certain height. In 3.5, the view you see from orbit is the real view.

    [Organisations] Finally, Organisations stuff is a high priority, but they're lacking functionality for it. An example given is how with VOIP/FOIP, you can only be in a Public or Private channel at once, when really you should be able to be in a Private call, but if people are close enough they can still hear you. For this to work, it requires backend refactoring that allows for broadcasting over multiple channels. The Org side of things also needs permissions functionality, similar to that described for the Multi-Crew stuff. Similarly, Orgs are on the backlog, and Chris says that unfortunately 540 Developers still doesn't feel like enough despite being a large amount of Devs. He expanded by saying that features seem to take longer because there's so much in the game already that is impacted each time something is added (for example, if a ship system was changed that affects all ships, perhaps like the New Flight Model, then all in-game ships would have to be changed, which is a lot of work that takes a long time).

     


  6. Jak w temacie.
    Link do arkusza kalkulacyjnego:

    DOCS.GOOGLE.COM

    info sc alpha 3.5.0 ship and component data,by,-AotW- malogos 3.5.0-1309067,starcitizendb.com,video guide,SC4 Discord,rsi,reddit,twitch These spreadsheets contain Star Citizen ship and component data found in the game files (except the ship_matrix, which is pulled from the rsi site) Note that th...


     

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