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I think the windows and trees and set dressing here helps a ton as well. Actually being able to see the human scale gives a perspective we actually understand, unlike the huge space stations with ship sized pipes and kilometre long antenna
Well said. Even on these platforms, the tree and building assets being so large compared to what we're used to seeing in real life warps the perspective of scale, just not quite as badly. I think more telling is how slow the cyclones and other ground vehicles feel. Even with their now reduced boost top speed of 55m/s, the boosted RC goes about as fast as I've ever gone in a car, but it just feels sedate by comparison. even when they were going nearly twice that fast, in a lot of environments you just didn't feel it, even with the ground right under you as a reference point.
I don't know about that. The Cyclone TR feels EXTREMELY fast to me whenever I used to get to bunkers. And Mule feels exceptionally fast for its size as well. Oftentimes the vehicle sfeel slow when driving in large open expanses, but in more crowded areas -- as BLackmaze points out -- the scale feels more grounded and the sense of speed greatly increases.
Probably one of the coolest tracks I've seen so far man. The depth-shader on the buildings that creates the room effect looks really good here, plus the time of day you're flying in. Pure :chefskiss:
I agree. Everything is so large that it doesn't FEEL fast. If we had something in arccorp, utilizing one of the other cities for instance, maybe we could get a tighter race map with nice view points to fly through.
I think an overhaul of the dust system would be great. In 3.17 it mostly made me nauseous, because your relative motion compared to other ships is vastly different from your actual motion. When you merge into a ship at 300m/s but both ships go up at 700m/s and all you see is the 700m/s dust you will feel strange.
Because they need to update locations for multiplayer SC is REALLY slow, and I expect it to get even slower. So you are right, to bring back the experience of speed, things have to get tighter AND there need to be more items communicating human scale. A huge object can still look small from some distance, if there is nothing to compare it to.
Interestingly enough, from what they showcases of Squadron 42, they definitely nail the sense of speed in really, really tight environments, and that needs to find its way into the PU soon(TM).
Huh. That's gonna be a thing, showing your underside to buildings to avoid the collision warnings, new tactic unlocked, gonna be buzzing the windows to see how close I can get the underbelly.
The big problem I see with tighter racetracks is that there's going to be even more crashes. Yes, CIG could implement racing shields as you have stated before, but with much sharper vectors it's likely that a collision will still result in exploding ships. Taking real life as a base, we don't really have proper aircraft racing, ie multiple planes at the same time, simply because it's too dangerous. All air races are either shortest times or highest points. If we prioritize 'sense of speed' we might end up with that sort of race methodology. Not that that's bad, but so far we've been racing ships like cars, so....
First! Nice one Maze. That's something I've been thinking for a long time. The tracks are too big.. on the straights, it should be long, and have geometry that is dense so you can feel the speed. On the corners, you can do some sharps and also long curves to also sell the speed ups and slow downs. It's not just about a setup of winding curves and chicanes, etc. The surrounding structures need to help sell the speed.
I'm reminded of this every time i smack into a planet on my landing approach... good to know it's not my fault but cig tricking me into thinking i'm slow
This makes me think a bit about the game Descent 2, which was all about tight 3D maneuvering within the mine shafts of a large asteroid. Always wished for a track that got close to that sense of claustrophobia as a SC track. A tight turn 'closed' track within a large defunct asteroid base would be lovely tyvm, CIG.
If interested, there's a game called Overload that's made by many of the same team members who worked on the Descent series. It's a spiritual successor of sorts. I thought the campaign was kind of limited in content, but it does have an endless arena mode that I've gotten many fun hours of gameplay out of.
Funny enough I was only thinking something similar recently. It feels like the speed is detached from the surroundings you experience or as you more accurately put it, the scale doesn’t help with the impression of speed. It’s a problem as when your blasting at 300 m/s which is approx speed of sound, it doesn’t feel that fast. Likewise, the space shuttle orbits the earth at 26 x speed of sound in space so those speeds are possible too (though I’m not sure if that speed is relative to earth and rotation etc). Either way, it feels too slow in atmo and too slow on space.
Actually, 1,300 m/s does feel exceptionally fast, even in space. Have you ever flown through an asteroid field at those speeds? Talk about pucker factor.
From the moment you say "Objects" to the moment you say "Boosting", is 4.5 seconds. In that time, you scale the entirety of the first curve and reach the second curve. I'm sure you know this, but if you don't.... it's the perfect "closer your eyes for 5 seconds and the ship is around the curve and gone while "Black Maze" is still giving his explanation. (Lol, third person blackmazing)
Coudn't agree more. Thing is, Star Citizen is incredibly punishing at this distances. You hold an input for a fraction too long and you go through the 15 min respawn, train, hangar loop. On top you don't really have an idea how big your ship is. That's why ppl used those crazy big tracks. Having the shields throw sparks at proximity (like wipeout) and being able to repair after a crash would go a long way. I enjoy flying inside of the satelite in free flight, and it feels manic at even 200m/s.
Seeing your point. You mean like the racing above the river in the canyons? What your asking sounds quite specific but curious what such a racetrack would look like
That's the reason why I absolutely hate no flying zones. They gave us a bit more freedom in the last updates, but they should get rid of it completely, we don't care if the lower levels are not as polished as the rest of the cities or not up to scale, it's an Alpha it's ok, we just wan't to have fun and a true sense of speed and freedom.
The average ship does about 1Km/sec at full speed out of atmosphere, some even more, but yeah, the scale/distance just makes it look like it's not as fast as it is.
Even your perspective hardly sells how fast this is! You need an on building perspective. When I watched you all on the ground, it was as fast as a Star Wars podrace, which is I'm guessing in the hundreds of meters per second. You're literally blurs at this speed. This would need multiple people at the track curve points to be able to see you all SLOWED to half mach speeds.
This whole video felt fake as how the fuck can the pilot handle non-stop high single-digit G's without so much as redding out or blacking out mid-turn?