Interesting, thanks for letting us know. To clarify: it was the texture colour on the surface of the model that had a monochrome fit when viewed at distance?
SC
Interesting, thanks for letting us know. To clarify: it was the texture colour on the surface of the model that had a monochrome fit when viewed at distance?
SC
Yes. sehgaiowuhg uiwaehgu post must be above 20 characters.
Really unhappy i had to miss this one :â(
anyone got recordings?
The new weapon looks great. Theyâre not individual projectiles are they? They look like a dozen or so dots to every âshotâ.
Itâs actually 320 rounds per second (quad x80 rounds each per second, but with a single burst being 16 rounds for each of the 4 cannons in a 200ms trigger cycle). The cannons also rotate just a small bit when activated, so it behaves a bit like laying down a paired cylinder flak barrage.
We think itâs a pretty fun weapon, it certainly feels quite âmeatyâ to fire.
SC
I think TC shot a video but, given his Death count, I think he might be embarrassed to share it
Remember, strafe is your friend. So is rolling.
Alas no strafe was using a remote mouse and keyboard on a different computer via Mouse Without Borders; but I couldnât mouse lock
Know my lesson for next timeâŚ
-_- I thought I already discussed this with you.
Iâll tell you what, when the game is released, because you canât seem to play in the playtest, in our starter ships, we will fight. I want you not to press q or e the entire match, and weâll see who wins. Spawn at the system closest to the end of the alphabet. And we probably should shut up about this because this is too off topic.
Sounds to me like a space-gauntlet has been jettisoned out of the airlock
What Iâm thrilled about, personally, is the fundamental clarity that raw piloting skill actually, genuinely, no-holds-barred, for sure, actually means something very significant in AoA.
These tests prove thereâs no two-ways about it.
What we need to implement next (in terms of the combat skill arbiter) is a step outwards from the tactical to the strategic; where combat at an individual level is complemented by larger scale fleet decisions about fleet placement, engagement and target prioritisation: from the individual to the squad, to the wing, to the fleet. Comms and discipline, inexorably intertwined with raw piloting skill, will be the key to AoA alliance sovereignty.
Whilst I would say this⌠I do think itâs shaping up to be, yâknow, a bit ****ing awesome
One request for the next playtest (or any previously recorded playtests by any of you with a recording, if youâre willing to go back over it)âŚ
Weâre beginning to work on the tactical NPC AI. This is the decision-making that NPCs have (which is currently entirely âdumbâ).
I would love for one (or more) of you talented pilots to narrate their PoV combat on a video, focusing on the âwhysâ of decision-making.
etc
Iâm really, really interested in the âwhyâ of our top pilotsâ split-second (as well as medium-term) decision-making process.
It can only help the (reasonably sophisticated) individual/tactical decision-making AI weâre building if we get some sense of your thought processes. Weâre starting at the individual level; then weâll build up to a squad/group level and then to the strategic level. Iâll share more about the in-progress AI work in The Lounge in the next week or two.
Hoping for volunteers - either from current/next VT or from previously-recorded VT!
Best,
SC
Using different methods, I have possibly found a good video recorder. YouTube people hungry for subscribers never cease to amaze me in their research methods. Anyone tried EzVid?
I canât make the playtests because I get off work half an hour after they end on Saturdays.
But unless something changed (and it doesnât look like they have), rolling does nothing but change the orientation of your screen. You can see further in the corners of your screen than you can in the top or bottom. You could always have a circular shaped window though, I guess. Pitch and yaw are equal in AoA so rolling really does nothing as far as flight is concerned.
By rolling you can get a curve on a strafe maneuver, but you could do that with an joystick input instead of WSAD too. Itâs not like an engine limitation or something.
The next time I manage to get into a playtest I can stream and record it. My new computer can handle it a lot better than the one I used to make the other recordings. If I donât hate my voice too much that day, Iâll narrate my exact decision making process while doing so.
If you are using Windows 10 then the Windows Key
+ G
should bring up a video recording bar which will record the current focused window when you pressed it? Seems to work ok, YMMV
Nothing has changed yet, but we are holding the relative velocities - both in terms of straight-line speed as well as torque (specifically defined as the rate of change of the angular momentum around an axis) as independent variables; and we will be also be holding force accelerations for each axis.
These variables will be able to be adjusted by module-fitting at the ship level. Players will be able to add additional thrust, via modules, to various torque axes - in just the same way as they will be able to add additional straight-line/main-engine thrust modifiers (eg general engine enhancements, more powerful afterburners etc).
We expect most players who wish for additional maneuverability (also modified by skills trained ingame, as well as the modules installed) to generally install all-round (ie every axis) enhancements. However, for the sacrifice of a module slot, a player would also be able to choose to enhance a specific axis further (ie more torque on the pitch axis, or the roll axis, or the strafe axis⌠than a generic maneuverability enhancing module would provide).
The key thing here is that the moment of force will be stored, applied and enhanced on an individual basis if players wish. Just like adding a module that provides more straight-line speed, players will be able to install engineering modules that provide faster attitude adjustments on both a generic (eg jack of all maneuverability trades/master of none) and a specific axial basis (eg I want to be able to strafe a lot faster, but donât care about enhancing pitch rate).
Regards,
SC
So stack a few yaw axis torque modules, and we can expect to pull some crazy ivans?
Will there be any more practical difference between the axis other than visibility and geometric profile? Ships with turrets on the belly will obviously benefit more from pitching than ships with broadsides. But other than that, can we expect to incentives to do one over the other?
Still deciding on this, but itâs most likely to depend on the ship model.
The ship hitbox (shield) is currently a spherical orb around the ship. However, this is largely a function of a compact/squat ship model. Different ships may have ellipsis (spheroids squashed on the prolate and/or oblate axes) as the hitbox. Some of the models may even be rectangular (in terms of shields), and perhaps composite (for very unusual shapes).
So yes - different ships will have different shield characteristics, and therefore different axes and profiles which will be presented to a particular viewing/hit angle.
On the weapon placement front, thatâs also a WIP - but itâs to be assumed that different ships will have different slot (hardpoint) locations.
Best,
SC
I think itâd help a lot if there was a way to visually display out inputs as some kind of debug mode, so you can see our button presses as we narrate why weâre making them.
Iâll find time to go over my previous recordings and talk about my decision making process.