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original article The Old: General fight was a feedback system which felt sloppy because it tended to overshoot. Ship profiles are a fixed part of the game and cannot be adjusted by adding different parts to your ship. No other flight mode available, acceleration is always perfect, afterburner only boosts acceleration and maneuvering thrusters (mavs) work fine even without the main engine.
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Original article with some pretty pictures. This is part one that focuses mostly on signatures. Part 2 will include actual hacking and will follow later. Signatures Infrared: All ship systems generate heat that can be found by infrared cameras. Parts that are heated up (like thrusters) will only cool down over time, so beware. Electromagnetic: If it consumes or generates power it generates an EM signature that can be found. Cross-Section: Or radar signature. The larger the ship the easier it is to locate. Also active scanning makes it easier to get located, even for passive scanners. Unique Ship Signature: Or transponder. Enforced by law it will send out your ships identifier number. Every component component sends out at least one of these signals. You'll be able to use components with a lower signature but there is always a trade off. Low emission shield are overall weaker, radar scattering armor is not good at taking damage, passive scanners might miss that Freelancer you were hoping to catch and the UEE is not forgiving about transponder that send out wrong or no information at all. Speaking of UEE, they require a certain amount of signature while in regulated space. The fancy little radar bubble in front of you is the representation of the combined data your ship has gathered over all its sensors. Depending on the fitted equipment you'll be able to change its behavior to perform a passive, active omnidirectional or active directional scan. Passive scans require next to no power and therefore generate very little signature, perfect for hiding but you may not be able to see @CommanderFett in his cutlass hiding behind the next asteroid. Active omnidirectional scans will warn you about most surprises but will also give out your position to everyone else who might be listening passively. Active directional scans gives you more information on an unidentified contact or may reveal contacts you didn't see before but does not provide any information outside its scanning angle. While we're at it, contact states: Undetectable: your ship is not able to pick up a signal. Uncertain: May or may not be something. Unscanned: position confirmed but not yet scanned. Scanned: all possible information gathered. Offensive electronic warfare EMP: overloading your enemy's power grid to force some components to reboot. Data-Spike missiles: once anchored to your targets ship it establishes a data connection so you can hack into its systems. Distortion: Sucking power right out of the power grid to disable components for a short period of time. Signal-Intercept: intercepting, rerouting, faking or scrambling enemy communication or scanners Special equipment: storing data, decrypting or encrypting transmissions Defensive electronic warfare EM flare: Instead of heat emits a strong EM signature that will confuse EM based missiles. Heat Chaff: Not as hot as IR flare but with greater coverage. Data Chaff: Introduces noise to communication so it gets harder to maintain a data connection. Decoy missile: Mimics the signatures of your ship, however radar signature can not be reproduced. Scan shielding Different armor plates, shields with additional scan scattering, specialty cargo containers or specialty modules can be used to hide whatever you're transporting. I don't ask
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Original post with lots of pictures an 4 videos. Cargo is not as exciting as firing guns and missiles into the air or at each other but it is important so you can continue to shoot each other and here are the 5 scenarios you'll encounter in Star Citizen. Player to item: Small stuff you can pick up with one or two hands. Press F to pick up an object, press F again to put it down or hold F to place it specifically. Larger object that require 2 hands will be rotated automatically prior getting picked up. Usable objects can switch from cargo mode to in-use mode and back by double tapping F. The way it is set up they don't need to animate every thing and you'll be able to do some fun stuff like flipping a coin or juggling. (insert clown music here) Player to massive item: Stuff too heavy to carry on your own. Drones or loaders are needed for those. Usually put into containers they can also be fixed onto a pallet but you won't be able to put something on top of it. Player to container: Tanks or crates which can hold and consolidate stuff to one unit and can be loaded into your ship. Containers/tanks are self propelled, controlled by a cargo jack and can be stacked and/or grouped. All containers have two valves SCU and number of ports. SCU defines outer dimensions to ensure a Container fits in your cargo hold. Ports define the inner dimensions with a port being 0,25m spaces (their math is messed up so I'll just leave it at that) When you put something into a container it will occupy the amount of ports the item require (pistol 1p, rifle 2p, ...) You can put anything into a container, even live animals but no bulk cargo and liquids. That's what tanks are for, which are other than that identical to containers. (What happens when the sheep pisses the cage remains yet to be seen) Player to pallet: Pallets hold multiple objects or containers together to be moved. Again self propelled, controlled by a cargo jack but not stackable. Player to cargo bay: The manifest of what you have in your ship/hangar visualized on your mobiGlass. This will be used to arrange cargo and determine the center off mass of your ship, which will be affected depending on the ships mass and the cargo mass. Your cargo hold has ground plates which will act like a pallet. You can lock objects, containers or pallets to it which will remain there even if your power plant goes missing, however the plates can be damaged and loose it's ability to hold whatever was on it. The cargo jack is a device that will provide power to a container or pallet to be moved and will provide you with an UI to help you navigate huge container groups or pallets (think Hull E). Advanced units can follow you automatically or may even be able to go to your cargo hold autonomous. This could actually make hauling exiting, I'm looking forward to it. And is someone able to solve this math for me? The container is a 2SCU, 63Port container (a 2.5m x 1.25m x 1.25m container with a 2.25m x 1.0m x 1.0m available interior space). When a port is 0.25m in all directions you could actually fit 144 in that container. When a port is 0,25m³ you can only fit 9. How did they come up with 63? When an item does occupy more than one port the ports can't be spaced out either.
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Original post with some pictures. Stances Most FPS use 2 stances: lowered and aiming. your basically trading accuracy for maneuverability and overview. In Star Citizen there will be 3: lowered, ready and aim down sight (ADS). Lowered stance doesn't allow you to fire but it allows for the fastest movement, jumping and the full HUD is available. Also switching to ADS will take a lot of time. Ready is similar to the lowered stance of traditional FPS. Firing is much like shooting from hip and you can switch to ADS much faster but you have to slow down to at least walking to switch to this stance. Also HUD and sight will be more limited. ADS is the most accurate but forces you to slow walk and you can't use stuff like doors. HUD is even more limited. Lowered stance will be triggered automatically based on your movement or interaction with your HUD or specific object around you. The ready stance will be entered by moving slow and tapping fire once. ADS works just as it does right now. Breathing Breathing is another tactical element as stamina will be a game element. After a longer sprint your sway will be stronger and you're not able to hold your breath to shoot more accurate as long as before. When you're using heavy armor you'll also use more stamina while running around. You can regain your stamina by aiming while breathing, walking, standing still or taking cover. Here is a breakdown of how breathing will affect aiming in ADS stance: Breakdown of full stamina breath pattern: 1 Second pauses at the top and bottom of the each breath 2 Seconds to move from the top to the bottom of the breath Left and right sway and up and down limits are dictated by the weapon and attachments’ values Up, down, left and right sway values should be determined by modifiers on the weapon’s sway Breakdown of no stamina breath pattern: Very short pauses at the top and bottom of each breath, about .2 – .3 seconds Very rapid up and down travel time of about 1 second Left and right sway and up and down limits can have a modifier on top of the base weapon and attachments’ values Up, down, left and right values should be determined by modifiers on the weapon’s sway Holding your breath is the active part of the breath system. By holding a button, you will hold your breath for a specific amount of time before your character releases the breath for you. The longer you hold your breath, the lower your stamina gets. If you have little to no stamina, then you will not be able to hold your breath very long. Breakdown of full stamina breath hold: Holding [key] will begin the “hold breath” state Sway is reduced to 0 for the duration You can hold your breath for 10 seconds before needing to release (this action will be involuntary) The release will create sway for 3 seconds, with a modifier making it a bit more extreme After the sway, breathing returns to normal Breakdown of no stamina breath hold: Holding [key] will begin the “hold breath” state Sway is reduced to 0 for the duration You can hold your breath for 1 second before releasing The release will create sway for 6 seconds, with a modifier making it a bit more extreme After the exaggerated sway, breathing returns to the breath cycle based on current stamina I like how they're trying to take out speed of the fights. I'm looking forward to try this out myself.
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There is a new design post on RSI's website about how you'll be able to rent equipment starting with the next AC 1.1 patch. TL;DR version: You can earn Rental Equipment Credits (REC) by playing ranked AC matches (anything except Vanduul Co-Op and racing) and use them to rent equipment (ships, weapons, shields, etc.) for 7 days of log in (multiple log-ins on one day count as 1 day, not logging in for a whole Day will not decrease your rental time). You pay 10% of the price that it would be in UEC and renewal is 20% of that. (i.e. M4A Laser Cannon: 8,000 UEC; 800 REC. 640 REC renewal) Renewal can only be done 7 days in advance. CIG accounted for about 1800 REC per hour, so it would take you a hour of gameplay to earn 2 M4As. Rented equipment can be used AC wide but will not carry over to PU. Ships come with stock loadout.
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I want to use google cache but I don't know so can someone give me like TLDR guide or something similar ??
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Design post with lots of pretty pictures and a nice little Video showing some action The problem with the old system was that an individual ship has 200 damage states (read: individually modeled parts) which are time consuming to produce and have a high impact on memory even with no damage inflicted. For the new system an artist only models the hull and a layer of internals beneath it. The Hull is basically just a texture that has temperature and thickness valves and a separate system records what damage that texture took; How much heat it was exposed to and where it received mechanical damage. This can result in burnt paint, exposed metal, dents in metal, or holes in metal or all of this at the same time and even though it sounds very resource intensive it actually uses only 1/4th of the memory the other ships use because you only need one ship in parts (not 5, as before) and a texture. This way they were able to also move a lot of particles from CPU to GPU to further increase performance. With the new system hey can do a lot of great stuff further down the road like interior reflecting exterior damage, holes to interior of multi-crew ships, more effects on ships, enabling players to disable ships with minimal damage (for boarding) or even more player in one instance. + 3 on Hype
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The original post is actually well laid out, but still about 20 mins of read, so here's the TL;DR version
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Here comes airline simulator 2016: original post just kidding, it's 2017 You'll need 2 things: a ship and a licence. The former can be anything that has an empty seat (possibly even a Super Hornet) the latter is obtained through local authorities and depending on the traffic of that particular landing zone will be more expensive and may not last as long as others and even require a certain level of reputation. Now that you got both you simply land on a public landing pad, connect to the local Flight Schedule Computer, set destination, departure time, estimated arrival time and price for each travel class you offer and you're good to go. Once an offer was published you may change pricing but not destination, departure or arrival time without cancelling the whole flight; grumpy costumers who already purchased tickets included. The Flight Schedule Computer will also show you popularity of destinations and how many ticket you already have sold. Now that your ship is filled up (or you hit your departure time and don't want to be late) the fun begins as you now have to take care of your passengers. The amount of care depends on the different classes: Coach, Business Class, First Class, and Luxury Class. Coach is pretty easy because people are happy for the fact that there is a flight and that it is affordable. As long as you get them to their destination on time and don't let them die of hunger, dehydration, sleep deprivation, diseases, bullet holes or suffocation they're happy (talking about cattle class, eh?) Luxury Class on the other hand needs an ace pilot, a flight attendant per costumer and the finest interior and amenities money can buy. Exceeding 0.3G in acceleration or mixing a drink that is only 98% in quality and you'll probably never see that costumer again. (It will probably not be that hard but you get the point here.) The things you'll have to take care of are the Information, Communication, and Entertainment System (ICES), the Mixmaster and medical treatment. The ICES can encounter multiple problems. The communications ca be jammed by different natural radiations (or that asshole radio station in a Herald next to you) and have to be countered by selecting the appropriate filter. An audio module can get out of sync and has to be realigned in a simon says style minigame. A whole server can burn out and then needs to be replaced or when you bought a cheep one there can also be a loose cable that needs to be resoldered. So keep the stocks up and don't cheep out. And the biggest problems of it all: crappy movies. Yes you actually have to purchase movies and make sure that they're still popular. The Mixmaster is a whole topic for itself. One does not simply press a button and a perfectly mixed drink comes out. It's not like we don't have something like that right now either. Anyway, yes, you have to mix drinks yourself and if you messed up it will not be a perfect drink and you'll have to decide if you dump it and try again or ship it to the costumer and hope he doesn't mind. the higher class costumers will also judge the quality by the beverages used to mix the drink, so you''ll have to keep an eye on that, too. All this while watching the clock as well; If you don't bring my Gargle Blaster in time I'll Youtube comment your butt out of business. And of course there's always that one douche bag who didn't wash his hands after going to the bathroom and gets sick so it's now your job to find out what the heck he caught and how to cure it before the other passengers take notice of what's going on or even worse the bug spreads. Well, there is always a solution You and 99% of your cargo survived the trip? Good, now you can give them an all clear signal and let them get off your ship, or just throw them out, time is money, y'know. Now you're good to go for another flight. TL;DW AtV 51 will be up later today. I just wanted this to be done first.
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Weapons and their mounts get an update for AC 1.1 to make stuff easier for the designers and artists. Source with pretty pictures. As of now, an artist could design a weapon, as he/she pleased and it got some valves for heat, ammo, energy and damage attached; done. The mounts only have valves for size and type (class) they can accept, and then pipes for energy and heat. The first change is done for weapons. Sizes are now limited to a volume (i.e. Size 1 0.25m³) and a certain form ratio (2:1 to 7:1) so an artist knows how much space he/she needs to account for when building a new ship. Also the mounting point has a fixed size so it will always look right and classification will now be done by type, size and pipes. Which leads us to the itemport, which the weapon will attach to. They also have a max size, pipes and type you can attach. The biggest change is the fact that you may be able to attach a turret, gimbal or even missiles where it was previously not possible but not without drawbacks, of course. When you mount something to an itemport that has an itemport itself you lose at least 1 size. I.e. a size 3 mount can handle a size 3 fixed gun or a size 3 gimbal you can attach a size 2 gun to or a size 3 turret which can handle 2 size 1 weapons. Manned turrets loose at least 2 sizes. Type restricts what you can mount to an itemport. I.e. it makes no sense to mount a turret on the nose mount of the Merlin or to mount a manned turret when you can't access the weapon from inside your ship. This will prevent errors and helps with balancing. Pipes further restrict the use of gimbals or turrets as the now also need to carry data for targeting (that handy little target you see in your HUD) so your ship may not even have a beefy enough CPU to handle all mounts with gimbals or you can't access the fuel in that fuel tank because this port lacks a fuel pipe. Again for further balancing. Shit just got interesting. Precision targeting with m+kb but smaller guns or learning to work the joystick and go nuts on the loadout? I may need to buy a joystick :lol: Also sorry for the lack of TL;DW AtV 35 this week. I just moved this Saturday and now have very limited internet so I just wasn't able to watch it yet. I'm trying to do it once I get usable internet
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Good mornin'! I figured I've dragged my feet long enough about making this post. It's been in the works for the... uh, past month or so but never really got the train of tought to a point where I'd register and make it. Well now that I finally regged, let's do this. SItuation The build isn't yet antique but at the same time I can't seem to drag the sliders up as much as I want or were used to. So I'm starting to weight the options seeing how here in Finland we just got tax refunds. i7 3770K at stock (More of this later, trust me it'll get OC'd.) coupled with a AIO Kühler 620 Asus gtx 680 TOP Asus Sabertooth Z77 16gb of Kingston HyperX Blu, @1600 (4x4) 750W psu, Fractal. And it's all built in a Define R3. What I'm looking at? To set up a bi-yearly update schedule. A sort of a tick-tock system much like Intel's, but instead ticks being GPU's and tocks being CPU's, motherboards and assorted other purchases. Each tick 'n tock would have around 500-800€ budget allowing me to maintain somewhat good system for relatively sane price. Whereas I'm aware that 680 is adequate for 1080p as it is, and in all likelihood for quite some time still, but adequate isn't enough (And I want to go 1440p Soon™). Far as the remaining parts after every update is, I figured I'd enter them into a burn cycle of sorts. So update GPU now? OC the CPU and make it suffer. If it gives in, update time came a bit earlier. If it doesn't? I figured I'd be able to offset the generation gap by burning the part's lifespan. Is this feasible? Perhaps do this with the GPU after CPU update as well, and memory? Mmm, I'll see what I can get myself into doing but again... Please share experiences if you have any. So as for the first update, I figured I'd keep everything else intact and swap the 600 series to a 900 series, namely 980. But that's where I ran into first hitch. There's too damn many of them and worse still, getting them to Finland is a pain. Our stocks seem to be quite bad and since 900's are quite new there isn't a lot of user experience so I figured I'd ask around the Internet™ for some user-experience with their respective makers. I'll list the options I've looked into in the order that I'd currently rank them, if you know anything of any of them, please let me know what you think about their products, build quality, longevity, possible OC's you've done? 1 - GALAX GeForce GTX 980 "Hall of Fame Edition" So far seems to be the best option far as raw power is considered, and it is. But at the same time I worry since GALAX seems to be a merger of two companies (Galaxy & KFA2) I've got no previous experience either. I've never even seen them or GALAX before looking into the 900's so... I'm cautious, to say the least. 2. EVGA GeForce GTX 980 Classified ACX 2.0 Not much behind 1., but from more reputable brand albeit at higher price. Nothing much to say here, it's an EVGA factory OC, what can I say? 3. ASUS, Strix? Now I am somewhat of an asus fanboy. I'll freely admit it as I've never had an bad asus experience even if some do doubt them and even on these forums there's been a bit this and that about them. But you know, I'll be a fanboy until I get burned personally. Y' know, human nature 'n all that. Having said that, since my 680 I haven't really been keeping up with them. And only the Strix seems to be popping up in any of the stores I visit. Have they done away with TOP and other tiers? 4. MSI/Gigabyte I'll admit I've never even used these in any of the builds I've done so I've no good or bad experience. Generally both compare favourably far as references go but that's all I know. Enlighten me? What I'm not looking at (Afraid of?) The next gen of GPU's popping off month or two after I've upgraded. I've heard all sorts of rumours and where I'm sceptic of good 'ol Cap'n jack, I should hope next gen of Nvidia cards is a year or so in the future but if captain decides to put up a good fight we might be seeing another 780ti style of launch mid-way in just to keep that flagship at top? Additional notes As might be obvious I've not had much experience in a long-term solution like this, nor in OCing stuff. I've always just thrown too much at the wall and seen what sticks so I'm finally trying to be financially responsible and plan this ahead. It'll probably not work all that well too long into it 'cause I might just go nuts 'n buy stuff on impulse but... I'm trying! Thank you if you took the time to read it, and even more so if you took the time to response. - Leo
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TL;DR at the bottom. Basically, what the title says. I want to use rsync to have a remote back of a server. I know I can use ssh to connect the two, but the only way to do so over the internet that I've found is VPN's and port forwarding. I'd prefer neither because VPNs aren't free and port forwarding isn't the best in terms of security. From what I can tell, the answer is "you can't then", but I wanted to make sure, so I thought I'd ask here. If that is the answer, note that I already have access to a website/domain that has a static IP address that is accessible from the internet as it is. Is there a way I could use that? For example, the web server hosting the actual website is right beside the server I want to be using rsync with. They are on the same LAN. If I can access one in such a way, I'd imagine I could the other with SSH. However, I'm a bit of a noob at WAN networking. All I know is that part of what allows people to access the web server and use the website like they can is that our Domain Controller redirects them there. Is there a way to have SSH redirected to the correct rsync server? The two servers are currently on a LAN and replicating correctly as it is using SSH. I'm just needing help moving that to allow off-site backups. I know. Lots of specific questions. I'm just kind of lost in the WAN world, so yeah. Any help is appreciated. TL;DR: I require help to rsync using SSH over WAN/Internet without using VPN or port forwarding when it appears that the connection part is already set up in a way with our web server for access to the WAN/Internet, and I might be able to use something similar for this.
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