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Corwin111

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Everything posted by Corwin111

  1. That much is evident. Otherwise you wouldn't be so quick to dismiss my points. I, on the other hand, have sunk more hours in it than most of the constituency of this section of the forum combined. I don't say this as a boast, just for perspective. And my points are made with nothing but regret, however I like to be objective. In any case, I am done bloating this useless thread. I'm pretty sure I've seen you around the UOLTT Discord. We can continue this in the debates channel there if you insist.
  2. I will probably regret this, but seriously, that pitch is no longer valid. Here is the 2019 abridged version: A rich universe focused on epic space adventure, trading and dogfighting in first person. Single Player – Offline or Online(Drop in / Drop out co-op play) Persistent Universe (hosted by US) Mod-able multiplayer (hosted by YOU) No Subscriptions No Pay to Win In yellow is the stuff that is currently quite the opposite. Dogfighting in the new FM is shit, and for the first time it's not because of bugs or issues, but because of pointed design decisions that seem to be here to stay going forward. There are several tiers of subscriptions and there really isn't anything to win at this point but paying is the only way to test new content. The latter point, has long ago gone past mere crowdfunding. It is now the only way to keep the project going. If people don't buy the new concepts, the project will die. The moment they stop selling assets and start selling game copies, the project will die. Most people who would otherwise be interested in purchasing a copy, are already backers. They have screwed themselves into a corner with this one and I don't see a way out of it other than keeping up selling assets forever. In red are the things that have been officially discarded. It has been confirmed that the game will be "always online", no matter what you do. Modding and hosting private instances is out the window and in fact against the EULA.
  3. Am I an evil person for wanting ti ping him again just because he gets so touchy about it?
  4. A few years ago, this claim could have been made with a straight face. Nowadays - not so sure. Both VKB and VPC have vastly superior products now, in terms of technology, ergonomics and durability. They are just insanely expensive. But if you have the dough - TM is no longer king.
  5. There are those of us who are SC fans and actually agree that it has a terrible and unsustainable business model. Yet you've managed to stretch this pointless thread to three pages now by baiting people who don't. I shudder to imagine what you would do to a subject that you DO care about. ?
  6. Holy necro! Well congratulations apparently you just fixed a 5 year old bug.... that SC still has.
  7. Well... 7 years and 200 million dollars. The rest is more or less correct. Not sure about the house tho... do you have any documentation on that or did you read it at the same place where you came by the first figures in your post, because it's to be taken with a grain of salt if so.
  8. Yes, NM is a nanometre. In the context in which the OP is asking, nanometres are used to denote the length of each individual transistor in a CPU. Why this is important is because the smaller you make your transistors, the more you can cram into the same surface area. And surface area is important because above a certain size, a dye becomes extremely impractical to cool in home conditions. When you come to think of it, the scale is pretty mind boggling... people make transistors now, which are just a few dozen ATOMS across and this is one of the most momentous human achievements to date .
  9. Let's put it this way. There exist only three games that I feel I have gotten my money's worth from. Games that I have played past whatever single-player they may or may not have had and then moved on to play the multiplayer on a daily basis for years on end. However incomplete it may be, SC is one of those games. Also, as Spoon pointed out above, I have gained real actual friends in this community. Not the "hey how about a raid on Saturday" online kind of friends, but the "Hey, I'd like to invite you to my wedding" kind. So there's that.
  10. Meanwhile, in the LTT conglomerate...
  11. Oh, @alpb seems I didn't read my own post. The solution is at the top, I remember now. I used this: https://anymote-smart-tv-remote.en.uptodown.com/android , as suggested by rentaspoon
  12. Hi. Wow, this is re ally an old one. For the life of me, I can't remember how I fixed that. My amp is now working with the universal remote and has been for ages, but my brain is just drawing a blank on how I made it happen. @rentaspoon I see you posted NP, did you give me the codes or something? I can't find it in any of our convos if you did?
  13. https://robertsspaceindustries.com/telemetry Here's everyone's.
  14. Big performance improvements are planned for the 3.3 patch. Still no concrete date aside from Q3 2018. So soon... ish.
  15. Your 7700k will not bottleneck a 1080 ti. In anything. Simple as that. You can rest easy.
  16. In combat you want to be looking away from your HUD as little as possible, so a good HOTAS or dual stick scheme with copious amounts of buttons and axes is already pretty crucial. Fumbling around with your cockpit, virtual or otherwise, while being shot at, is the surest way to get dead fast. Outside of combat, the companion virtual cockpit apps for handheld platforms that have been planned will be very helpful I presume. But I wouldn't count on them being even considered past the bare concept phase any time soon. If you want a taste, I suggest you try the Roccat Power Grid app. There are a number of grids for Star Citizen and some are very good and useful. Problem is that the game controls change so rapidly with every patch that they usually lag behind and don't offer all available functions. You can make your own grids for PG, tho... if you are so inclined.
  17. Que in a bunch of puns about shockingly fast USB. But no, it's not normal and it's most likely either static electricity or bad grounding.
  18. As far as I know, yes. All players can contribute to the database by creating an account on http://uoltt.org. @rucdoc and @Judahnator are in charge of this side of things. Edit: Lol, apparently registration is currently disabled.
  19. Hello people from the future! Since I wrote this thing in 2016, there have been several major developments that reshaped the market, so I have included a few update paragraphs. See you in the verse.
  20. @DtrollMC I'd say it's the TV. The resolution itself it common enough, but 1080i i is a different scan type than 1080p. I wouldn't be surprised if the devs haven't even began optimizing for that, if they ever would... some PC games get released without ever being compatible with interlaced (i) scanning. I would suggest checking your TV's serrings to see if you can coerce it to display the game in 1080p instead of i. If I'm right, that should fix it. If the TV doesn't have that option, then a proper monitor would do the trick. Btw feel free to join us on the UOLTT discord. https://discordapp.com/invite/0ZFgG6Y9m9xdFg17
  21. First time I hear anyone mention this one. What are your specs? Especially your GPU, monitor and native resolution?
  22. Memory leaks aside, this game relies heavily on massive and dynamic memory loads. Even when all leaks are plugged, the need to transfer gigabytes in and out of memory pretty much every few seconds will remain. I would say the game will be unplayable with a regular HDD, even when finished. I tried playing with a buddy yesterday, who installed it on his HDD... I currently load a PU instance in about 2-3 minutes with a 1400 MB/s m.2 SSD. He loads it in 7-8 minutes. And once he loads, the stuttering is pretty much unplayable for him with the constant loading of new data. Get an SSD... just ANY SSD would let you play decently. But with a HDD, unfortunately, you can pretty much forget about it at this point.
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