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Supreme Cmdr

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Everything posted by Supreme Cmdr

  1. OK, I think we're done here
  2. I couldn't have said it better
  3. quote: Originally posted by Kalshion: forgive my clueness, but how big IS 8 km when it involves a game world? Wrong tree that. In a space sim - or any flight game - 8km is *nothing*. Just think, in UC the fastest gunship travels at 150 m/s the slowest fighter travels at 590 m/s 1km = 1,000m Do the math and you'll see how quickly you would need to traverse 8km in UC. In JTL, if the space region is 8km square, that means the ships are slower - way slower - and so means that the region could become very crowded very quickly and all engagements would be up close an personal with hardly any room for much else. I simply cannot believe they made it 8km. Which, to me means that the planetary regions aren't much bigger than that either. Heck, in UC, a single planetary mzone (where the scenes are), is 204km edge to edge. A scene (where the bases, cities etc are) can be any size and is dependent on the size of the objects in it but the smallest are about 1km edge to edge.
  4. quote: Originally posted by Cruis.In: no offense either Derek, but if I could use a wish and wrap a star trek "theme" over UC i would. heh, but so would I! quote: Originally posted by Shingen: I'm still waiting for Elite 4. Join the club. quote: Originally posted by Soback: Hmm... interesting, the first parkan wasn't even a space sim. Oh well, it's coming out relatively soon I guess, we'll see how it turns out. Exactly!
  5. quote: Originally posted by Cartmanbeeps: Halo 2? Thats kinda hard to believe that your working on halo 2. What your name? And tell me the truth. Also what programming language is used to make halo? You may not program it but you should know if your helping work on Halo 2. If i see no reply within 1 week i will rest my case that you are NOT working on Halo 2 He's probably a beta tester (even that I seriously doubt, just look at the state of his sig profile); definitely not a programmer and part of the dev crew.
  6. I was watching this tit on CNN live yesterday. Funny stuff and disconcerting all at the same time.
  7. I was reading this month's issue of PC Gamer UK and they had a preview of the JTL add-on for SWG. The devs were touting a space area so large, it is 8km cube!!! 8km! 8km!! I laughed so hard, I almost pissed myself.
  8. quote: Originally posted by Cruis.In: I think what might be sending off warning alarms in your head Derek, is the fact that from that description it sounds like another "dream" game that lead many of us here to battlecruiser. And that many games have claimed since but have not succeeded. depending on whether or not one likes the universe which is created with this game. I dunno man. Its not like I'm laying claim to FPS in a space sim or anything, but the first Parkan (which I doubt anyone here even played), was rubbish. And it had FPS inside ships long before I even put FPS on the planets. I'm sure they've polished it up a bit etc, but being inside ships, in space and planets is easy to do (heck, Breed did it somewhat, as did Mace Griffin the XBox game, look where they ended up) given current technologies and a smaller playing field. The question is, how many of the *same* ships do you get to board - see the same corridors etc, before you get bored? An in game feature is just as good as the player's will to continue playing that feature. If the world is small, the transition not seamless, the gameplay limited, the world as dynamic as a box of chocolates, even ship boarding will get old. There is a damn good reason why most games fail at retail. Its hard to find the right mix before it all becomes more of the same. In 2006 when the next Battlecruiser game (much smaller in scope, back to its single carrier legacy roots etc) comes out and it has in-ship boarding, internals of all ships etc, who is going to get bored if there are tons of ships, all different inside, same with stations etc etc. Most of these things are down to technology and resources to actually DO it. Again, its not the feature spec of Parkan II that has me thinking, its the whole cartoonish look I think, coupled with the fact that I remember the first game (I still have it actually and bought it on import from the UK).
  9. quote: Originally posted by Cartmanbeeps: 1) On the retail box it shows some marines in a OC. However, when i get it one it doesnt show up. Why? 2) I wanted to check out earth and when it got out of the floating view. Guess what? MALFUNCTION! I was in water and my ship had no power and i couldnt procede with power allcolation. I really wonder what happened... 3) Im just saying this. I know this isnt a point that i can win with. LOL. Its just that 3000ad games have complex controls. Well. When i started playing i expect the control to be like BCMG. Alot of Keys had been changed. This is really annoying when your in VTOL and have to reread to manual to find out how to get out. Other then that this is the funnest game i have ever played and even with those problems im still a happy player! The visible character models item was not completed because it had some problems with non shader cards. If you look at the bottom of the VCF in the issues section, its in there. Thats why a character's model is not rendered when in an open vehicle. It doesn't detract from the game and you don't lose any functionality. As for landing in water - well, if you set a waypoint JUST LIKE THE MANUAL AND TUTORIAL SAY - you won't end up in water. It also helps to actually LOOK where you're flying.
  10. hehe, then I'd just get PMs asking me why the thread was locked without reason.
  11. LMAO!!! This is what Duke will look like when released. Spotted over at Avault.
  12. Well, anyone who knows how the reactor charge on the support crafts work, should have been able to figure this out.
  13. Yeah, something like that.
  14. quote: Originally posted by Scrivener: BTW - no offense, SC. We just like different kinds of movies uhm, er, why would I take offense? I told you already, I don't pay any attention to your reviews. I just read them in mild amusement.
  15. quote: Originally posted by DennyMala: The SR will supply you with emergency power from the battery when the NR is offline only if the system has power allocated uhm, no. Read what I wrote again.
  16. quote: Originally posted by ShoHashi: quote:Prime fleet will be hosting and organizing the event so fleet leaders get ready to rock and roll to get your teams made up before the event date. I'll be contacting each of you with the proposed match ROE that will be used. The stats to date for all players will be up at GalCom online this week I'll post I link when I'm finished with the page.Yes!!! That's the Remo we all know! Don't forget, Remo, the Insurgents will help in organizing as well, like we helped to test the Shuttle Strike scenario! There you go. He's back, I hope.
  17. quote: Originally posted by Xanthus: First - improved dynamics. When turning in space, it shouldn't be like turning inside a planet's gravity. I want to be able to throw my afterburners on after someone in a fighter and be able to pass over them still firing. not finding myself ramming into them (which is what happened the first time I played the game.) Thats nothing to do with improved dynamics. You're asking for a feature which is not possible - and won't be - in the flight dynamics engine. And if you think your craft is affected by gravity while in space, you are sadly mistaken. If it was, you would lose altitude in the turn while not pointing your nose to the "ground". NO gravity is applied to the flight dynamics when in space. None. If you are ramming into ships, you are an incompetent pilot. You should be able to take evasive action at all times. quote: The FP combat is horrible when u zoom in. I can only place the targeter on certain pixels. What does fp combat have to do with a zoom scope?
  18. 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).
  19. *sigh* The SR has an internal battery where it stores converted solar energy as power units. This system has a decay system. What that does is, if the NR is offline or the SR does not have power allocated, it [sR] can still function, long enough for you to sort out whatever mishap caused the NR to shutdown in the first place. If the SR went immediately offline when the NR itself goes offline (thereby not allocating power to the SR) or stops allocating power to the SR, the ship would be dead and the need for an SR (for emergency backup power), would be pointless; thereby negating the need for an SR to begin with. So, if the SR has stored some power, its internal system will keep that in memory for a certain period of time (this is ship specific), all the while still functioning as normal (irrespective of the fact that it is getting no power from the NR). Its called a Fault Tolerant System If you don't allocate power to the SR in Logistix, it will impact its decay system, its fault tolerant system and the speed and regularity at which it converts solar energy. During this time (of no NR power), its decay system is in operation but left unchecked, will eventually deplete and completely shutdown the SR. You don't NEED to have power units allocated to the SR in Logistix - but if you don't, the time you need the SR to kick-start, it most likely won't. This is similar to how people don't just die right away when life support goes offline. They breathe off the existing oxygen....until it runs out completely or someone accelerates this oxygen depletion by starting a fire somewhere or Resnig lights a cigar, starts a barbeque etc thereby using up the oxygen supply that much quicker. I hope this closes the matter. ps: There was a reason I pointed to a thread in this post, but nobody paid any attention.
  20. 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 ]
  21. Yay!!!! Who wants my credit card info!?!?!
  22. quote: Originally posted by Cartmanbeeps: It all depends on your style of play Fix your sig. Last warning.
  23. Yeah, so don't do it?
  24. ....and this is a problem because? *moved*
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