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UC 2.00.14 Patch Discussions


Supreme Cmdr
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I am probably going to be releasing the next patch this weekend. But as a pre-emptive strike, those of you camping the VCF, may have already noticed something cool. I implemented in ucHTL and decided to put it in UC as well, just for kicks and to make it easier for those - crazy enough - to be flying long distances, to be able to use it.

Discuss!

[ 09-25-2004, 02:21 PM: Message edited by: Supreme Cmdr ]

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I have to say I do alot of planetary flying around, especially making long calculated approaches to other mission zones, I have never been annoyed about having to keep control at all times, im used to it with flight sims.

But having altitude hold would be a big help, it means I can concentrate a bit more on other things like co-ordinating my fighter escort and prepping combat teams, go and make a drink or take a pee even, without pressing pause, I dont like pressing pressing pause, yadda yadda you get the idea!!!

Oh and thanks SC

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Wait'll you see it in action; it'll blow your mind I think. Especially with the improved terrain rendering, it just looks cool just staring at the craft from the F9 camera view as it navigates the terrain.

Sometimes you will see it approaching a VERY STEEP peak and just when you think its going to collide with the side of the mountain, the craft goes vertical - and I mean straight up vertical - while looking like its barely touching (its not)the side of the mountain.

It also helps with night flying because I'm not going to implement night vision in UC. But it will be in ucHTL for all crafts. You just turn it on like you do the IVM mode of the DIE.

And yeah, you can leave the craft to just fly directly ahead while you focus on other aspects of the game (team co-ordination etc).

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That sounds very similar to what I have come across in some good quality flight sims, when set to do so, the aircraft flies nap-of-the-earth through a box on the HUD using altitude radar and GPS prediction.

It does indeed take a great deal of stress from the pilot, I can spend some of that time arming weapons for a bombing run and configuring the LANTIRN bombing system.

That truely sounds fantastic, I cant wait to give it a go when you release it.

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  • 2 weeks later...

quote:

Anyone tried this yet along with the tutorial for it?

Yes, it's neat.

Ran through the tutorial add on, plus the new IA.

Was on Street's server earlier. He was parked on Foron, taking a nap.

I engaged the AHS, decoupled main guns, and had some fun.

Edit: Oh yea, I really like how the buildings collapse into the ground when destroyed.

Nice touch.

A really nice patch / upgrade.

[ 09-25-2004, 01:52 PM: Message edited by: Cc ]

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How about the performance now on the planet when flying around a scene? Once the models are loaded once (the initial hiccup), it should be smooth, instead of chugging along sometimes as it used to do. There will be some slowdowns during some explosions and whatnot but there is a method I am looking into for ucHTL right now and which I will probably port into UC.

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I'm doing a roam game. I am using my shuttle to drop off miners and such. I have used the AHS on my shuttle while putting around on the moon, pretty nice. I plan on bringing my CC in and just having it hover over the planet on AHS.. yay no more falling to the ground like it used to!

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I love the indicator on the right-hand side of the TDD and using the "F" and "Z" keys to adjust cruising altitude.

Warning, though: a megaron can't AHS over water at 300 meters. You'll drag your butt and either require vertical thrust or, if you ain't fast enough, a tow.

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The AHS is wonderful, especially with the new improved terrain rendering. I was running a shuttle to a TER/INS base on mars, set the AHS at like 800m, and cranked the speed up to around 1000m/s. Watching the ground fly by, in F9 view with the SC climbing and dipping to match the terrain was very cool to see.

The practical benifits are great as well. Durning the base assult, I could count on the AHS to keep my CC at 2,500m as it approached the base. I was able to focus on the tacop's screen zoomed in on the base itself where all the action was happening.

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quote:


Originally posted by Vanor:

I was able to focus on the tacop's screen zoomed in on the base itself where all the action was happening.


I take it that you noticed the stuttering effect in the bases has always drastically reduced?

FYI, that AHS system is a direct rip from ucHTL's revised flight dynamics. I just figured that I might as well put it in since it would help tremendously when covering large distances.

[ 09-28-2004, 03:46 PM: Message edited by: Supreme Cmdr ]

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quote:

Originally posted by Supreme Cmdr:

I take it that you noticed the stuttering effect in the bases has always drastically reduced?

Yes, the only stutter I saw was when something I was zoomed in on blew up, that would send frag's out, like a gunship. Even then the stutter was very minor and very short. Other then that I didn't have so much as a hickup when zoomed in on the base on tacop's.

[ 09-28-2004, 03:45 PM: Message edited by: Supreme Cmdr ]

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quote:

--------------------------------------------------------------------------------

Originally posted by Supreme Cmdr:

I take it that you noticed the stuttering effect in the bases has always drastically reduced?

--------------------------------------------------------------------------------

Plus first person is considerably smoother panning around.

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