Chris Roberts and his team at Cloud Imperium Games have so far raised over $40 million in crowd funding, and today the team has revealed a brand-new gameplay trailer showcasing the rather gorgeous looking dogfighting capabilities of Star Citizen.
In an on-stage demonstration during this weekend's PAX East, Roberts showed off just how you will depart from your gargantuan space ship hangar and fly into the stary atmosphere looking for other ships to shoot up. All this and more can be found in the gameplay trailer below, including a rather nifty helmet animation and cool lock-on effect.
Star Citizen currently holds the world record for most amount of money fundraised, sitting at over $40 million since its debut back in 2012 on Kickstarter. Currently there is no release date yet, however a hangar module has been released to backers, giving them a taste of just what is to come.
Yeah I watched some of the live stream of the reveal.
The DFM (Dog fighting module) reveal didn't go smoothly, they had an old build and they had troubles patching it to the latest build. On top of that the hardware they used was new and not their normal testing ground.
What did work was the 'Single player demo' no multiplayer.
It's looking pretty good. The netcode is what will make or break this game IMO. No matte how pretty it is, or how well the ships feel/fly/whatever if it rubber bands and so on, it will be all for naught.
lol I'm pretty sure that they are making the assets for space ships first and just make a quickie hangar deal so backers could walk around and have a look and get all excited
Yeah The hanger was just them throwing something together with the assets they currently had to let people have a bit of a go. It also helped gather data about peoples PC's so they could start address bugs and whatnot.
Khel, if you noticed the ships 3rd person view it had various thrusters that moved and fired in different directions. This is because the underlying physics engine is Newtonian based, so the ship requires thrusting in various direction and angles to pull off the maneuvers. Think Kerbal Space Program.
They then added a system on top of that to 'translate' player intentions, just as flying forward and turning left/right, into the various impulses the engines require to make that movement happen. All these components can get damaged and cause various difficulties in piloting. It could make for a very deep, but accessible system.
You can also turn on/off the ship's computer to have more direct access to the various thrusters for more space-like combat. Think Babylon 5 styles.
Is it even coming to consoles or just pc? if only pc, what in the f*** at using a controller. looked pretty ordinary for 35 odd mill worth of funding. old mate that runs the show must be dropping into piles of coke scarface styles.
You can use a mouse/keyboard but it reportedly doesn't feel as good. For instance, would you fly a remote control plane with a mouse/keyboard setup? Hell no. Just because it is PC only doesn't mean it can't benefit from using a different controller setup.
The best setup will be joystick.
I do hope they will have an an option to skip the c***pit entry stuff.
I'm happy with where the graphics are at, I very much like the underlying physics model they are using, now lets hope he has hired some serious talent for multiplayer coding.
This has a lot of good going for it. I don't even think it's worth pinning issues on it yet.
Although, I hope the scaling of the battles is huge. I'm talking minimum of 50 vs 50 but preferable 200 vs 200 style stuff. It'll be like Star Wars 3 when they warp to the death star and s*** breaks loose.
Tollaz0r - I don't know what people always go on about w/ controlling planes and such with mouse + kb.
I manage just fine. In fact, I actually fly significantly better with M + KB. Certainly more accurate on shots too.
The one thing bound to the keyboard (besides throttle) is the tail rudder and that doesn't require precise enough input in pretty much anything I've ever played so digital keys are fine to control that.
Roll and pitch are the mouse and that will always be more accurate than a joystick, same as how it will always be more accurate than a game pad.
If it wasn't for the G-forces, you probably COULD swap a yoke for a mouse
either I need a new PC or this title needs to tighten up to get efficient.
Steam project isn't just there for s**** and giggles.
get serial - or f*** off
( jokes!! by that I meant! - if this is a somewhat marketable title we will comnbat the marketing debt under which we work in their ever-ending, yet futile attempts to see this product see an... OW WAIT! it did succeed without us saying anything!! w00t and stuff!! )
no really... stop pretending and get back to what we trusted you to be good at
I guess we could always go to Church for decent game reviews
I hope they keep it so Joystick is the best control option, games like warthunder feel like they should be played with a joystick but is so much harder that it just isn't worth it. Otherwise i love the look and strafing that reminds me a bit of the old descent games. Hopefully they can deliver a good polished product, they should have the funds for it now.
Looks alright. Will keep an eye on it. Freelancer was excellent in its day!
The one thing bound to the keyboard (besides throttle) is the tail rudder and that doesn't require precise enough input in pretty much anything I've ever played so digital keys are fine to control that.
Rudder is the thing that should have the finest input of all.
games like warthunder feel like they should be played with a joystick but is so much harder that it just isn't worth it.
Anyway. Joystick once you get used to it actually offers finer movements than a mouse + kb (unless you are talking warthunder point and fly, in which case its better for lining up straight line shots, but not for maneuvres like the video).
I feel like finding a copy of freelancer and trying with joystick now :)
I made my head-track IR for $1.50, works with anything that TrackIR works with.
(ARMA, Racing Games, Flight games etc.).
All you need: 3 resistors, 3 superbright infrared LEDs (pref. wide angle but a bit of sandpaper to make any LED wide angle), An old USB cable to butcher up. Two ballpoint pens to butcher up.
LEDs + Resistors you can get about 100 resistors for $1 and ~10 superbright infrared LEDs for about $1 from ebay.
I actually made two track IR setups for the $3 odd dollars (postage included).
A webcam preferably capable of 30fps. (I already had this).
You end up with this that you attach to headphones or something.
Powered by USB.
One i experimented with, with smaller arms - a bit less sensitive but fits within webcam view a little easier (I prefer my large model).
Painted both of them black :)
I made my head-track IR for $1.50, works with anything that TrackIR works with. (ARMA, Racing Games, Flight games etc.).
Nice work, I could see that headtracking is the key to being able to use the joystick to its full extent so i spent half of today getting my old kinect to run with facetrackNOIR. Got there eventually but it kept freaking out at the worst moment. I think i'll have a crack at making an IR headset, doesn't look to hard.
LordHelyi that was some very nice flying - so far im still just playing arcade (almost unlocked jets) because simulator just looks so difficult to control but you made it look easy. thx for the vid
kinect to run with facetrackNOIR. Got there eventually but it kept freaking out at the worst moment.
Freetrack / TrackIR is night and day compared to facetrackNOIR.
Much smoother and more sensitive with using IR tracking.
Give it a go, the hardest part is soldering tiny 10AW wire.
Posted 01:08pm 12/4/14
the rather nifty helmet animation might become not so nifty after 100 times but its good that kermit has a side gig doing game tech demos.
Posted 01:20pm 12/4/14
The DFM (Dog fighting module) reveal didn't go smoothly, they had an old build and they had troubles patching it to the latest build. On top of that the hardware they used was new and not their normal testing ground.
What did work was the 'Single player demo' no multiplayer.
It's looking pretty good. The netcode is what will make or break this game IMO. No matte how pretty it is, or how well the ships feel/fly/whatever if it rubber bands and so on, it will be all for naught.
Posted 01:57pm 12/4/14
Posted 06:12pm 12/4/14
Posted 06:14pm 12/4/14
Also, is it just me or was that crowd cringeworthy as f*** with all the cheering at what are at best nice things like lasers ffs?
Posted 06:44pm 12/4/14
Im going to download the hangar module and see what that is like.
Posted 06:52pm 12/4/14
wonder why they made the hanger 1st?
Posted 07:17pm 12/4/14
Posted 07:26pm 12/4/14
Khel, if you noticed the ships 3rd person view it had various thrusters that moved and fired in different directions. This is because the underlying physics engine is Newtonian based, so the ship requires thrusting in various direction and angles to pull off the maneuvers. Think Kerbal Space Program.
They then added a system on top of that to 'translate' player intentions, just as flying forward and turning left/right, into the various impulses the engines require to make that movement happen. All these components can get damaged and cause various difficulties in piloting. It could make for a very deep, but accessible system.
You can also turn on/off the ship's computer to have more direct access to the various thrusters for more space-like combat. Think Babylon 5 styles.
Posted 08:16pm 12/4/14
Posted 08:56pm 12/4/14
Posted 12:18am 13/4/14
Posted 09:57pm 12/4/14
looked pretty ordinary for 35 odd mill worth of funding. old mate that runs the show must be dropping into piles of coke scarface styles.
Posted 10:13pm 12/4/14
Posted 11:02pm 12/4/14
seriously what a bunch of f*****g losers
also is that guy's voice for reals, not sure if serious
Posted 08:24am 13/4/14
The best setup will be joystick.
I do hope they will have an an option to skip the c***pit entry stuff.
I'm happy with where the graphics are at, I very much like the underlying physics model they are using, now lets hope he has hired some serious talent for multiplayer coding.
Posted 09:08am 13/4/14
Posted 10:07am 13/4/14
Although, I hope the scaling of the battles is huge. I'm talking minimum of 50 vs 50 but preferable 200 vs 200 style stuff. It'll be like Star Wars 3 when they warp to the death star and s*** breaks loose.
Posted 09:41pm 13/4/14
our little Khel is almost all grown up.. perhaps his friend/s can follow him
I am hoping this project sees future growth.. more-so open source compatibility with Steam tech
last edited by koopz at 21:41:59 13/Apr/14
Posted 10:04pm 13/4/14
I manage just fine. In fact, I actually fly significantly better with M + KB. Certainly more accurate on shots too.
The one thing bound to the keyboard (besides throttle) is the tail rudder and that doesn't require precise enough input in pretty much anything I've ever played so digital keys are fine to control that.
Roll and pitch are the mouse and that will always be more accurate than a joystick, same as how it will always be more accurate than a game pad.
If it wasn't for the G-forces, you probably COULD swap a yoke for a mouse
Posted 11:02pm 13/4/14
either I need a new PC or this title needs to tighten up to get efficient.
Steam project isn't just there for s**** and giggles.
get serial - or f*** off
( jokes!! by that I meant! - if this is a somewhat marketable title we will comnbat the marketing debt under which we work in their ever-ending, yet futile attempts to see this product see an... OW WAIT! it did succeed without us saying anything!! w00t and stuff!! )
no really... stop pretending and get back to what we trusted you to be good at
I guess we could always go to Church for decent game reviews
last edited by koopz at 23:02:16 13/Apr/14
Posted 11:13pm 13/4/14
Posted 08:01pm 17/4/14
Posted 09:15pm 17/4/14
it's like the old 'Elite' game on Commodore '64
anyone can play it if they have the time and the resources
I'm kinda sure that was the old joke with the old Wireplay/Qgl/GA admins...
Posted 09:18pm 17/4/14
hand over your goodies for nothing if you would chaps
Posted 11:14pm 17/4/14
Rudder is the thing that should have the finest input of all.
Ofcourse joystick is worth it :)
You can't do this with mouse + kb.
https://www.youtube.com/watch?v=P69kRDtCwpA
last edited by LordHelyi at 23:14:23 17/Apr/14
Posted 09:02am 18/4/14
https://www.youtube.com/watch?v=s8q3eAsdQrk
Anyway. Joystick once you get used to it actually offers finer movements than a mouse + kb (unless you are talking warthunder point and fly, in which case its better for lining up straight line shots, but not for maneuvres like the video).
I feel like finding a copy of freelancer and trying with joystick now :)
last edited by LordHelyi at 09:02:36 18/Apr/14
Posted 09:27am 18/4/14
Posted 10:28am 18/4/14
(ARMA, Racing Games, Flight games etc.).
All you need: 3 resistors, 3 superbright infrared LEDs (pref. wide angle but a bit of sandpaper to make any LED wide angle), An old USB cable to butcher up. Two ballpoint pens to butcher up.
LEDs + Resistors you can get about 100 resistors for $1 and ~10 superbright infrared LEDs for about $1 from ebay.
I actually made two track IR setups for the $3 odd dollars (postage included).
A webcam preferably capable of 30fps. (I already had this).
You end up with this that you attach to headphones or something.
Powered by USB.
One i experimented with, with smaller arms - a bit less sensitive but fits within webcam view a little easier (I prefer my large model).
Painted both of them black :)
Posted 11:15pm 18/4/14
Nice work, I could see that headtracking is the key to being able to use the joystick to its full extent so i spent half of today getting my old kinect to run with facetrackNOIR. Got there eventually but it kept freaking out at the worst moment. I think i'll have a crack at making an IR headset, doesn't look to hard.
Posted 05:33pm 19/4/14
Posted 08:55am 20/4/14
Much smoother and more sensitive with using IR tracking.
Give it a go, the hardest part is soldering tiny 10AW wire.