Futuros parches: 2.0, 3.0, 4.0 Y más allá...

¡¡A las naves, ya llegan los Vanduul!!
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SPA_Rioku_LS
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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_Rioku_LS » Dom Jun 21, 2020 1:10 pm

Parche al 95%

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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_Rioku_LS » Sab Jul 04, 2020 3:18 pm

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Deseando ver el nuevo HUD y el nuevo modo de apuntado.

Supongo que la semana que viene LIVE.

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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_BarbaRoja » Sab Jul 04, 2020 4:58 pm

Y los cambios en El modelo de vuelo entran en éste parche?

Se podría aprovechar para hacer una quedadilla y ver las cosas que han metido este año.
Última edición por SPA_BarbaRoja el Sab Jul 04, 2020 5:57 pm, editado 1 vez en total.

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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_Rioku_LS » Sab Jul 04, 2020 5:02 pm

SPA_BarbaRoja escribió:
Sab Jul 04, 2020 4:58 pm
Y los cambios en El modelo de vuelo entran en éste parche?

Se podría aprovechar para hacer una quesadilla y ver las cosas que han metido este año.
Cierto, lo olvidaba, es lo más importante y no está en el roadmap :P

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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_N42 » Dom Jul 05, 2020 10:04 am

Opino como Barba, una quedadilla para reirnos un rato :D
SPA_N42, Mercenario since 199?
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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_BarbaRoja » Sab Jul 11, 2020 12:17 pm

Pues ya estaría, pero no ha salido no en PTU...

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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_Mugu » Lun Jul 13, 2020 9:08 am

Pues es raro que no esté en PTU, lo mismo hay mil problemas de rendimiento, y si empiezan ahora con las vacaciones de verano...


Todos tenemos...UN LADO OSCURO...déjate llevar...

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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_Kailorn » Lun Jul 13, 2020 10:25 am

Si ya iban despacito, con el teletrabajo y el covid-19 van si cabe aún más lentos. Por mi parte sin prisa que está el año bien cargado de juegazos y para quitarme el mono de simuladores ya lo estoy gozando con el Stalingrad en VR y de space sim el SW Squadrons está a la vuelta del verano.

Para este año solo espero una estimación de fechas para escuadrón 42, nada jugable que me haga tilín.

Cadete de Vuelo - Ala de Exploración : Escuadrón Espectro

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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_Rioku_LS » Sab Jul 18, 2020 1:08 pm

La Mercury avanza:

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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_Mugu » Lun Jul 20, 2020 8:59 am

Bueno...a ver si dejan la nave chula de pilotar, que tengo muchas ganas de usarla ingame!!!!...llevo desde Enero sin entrar, y ya me va entrando el gusanillo, sobre todo, por verla :)


Todos tenemos...UN LADO OSCURO...déjate llevar...

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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_Predicador » Sab Jul 25, 2020 12:30 am

Transcripción/sumario del SC Live sobre la 3.10, en inglés.

Fuente parte 1: https://robertsspaceindustries.com/spec ... 7-2020-par

Fuente parte 2: https://robertsspaceindustries.com/spec ... 7-2020-p-1

Hi all,
Another SCLive, this time on the upcoming 3.10. Hopefully, I got everything.


Why is flying in the atmosphere now slower than cold war jet aircraft?

Our ships fly in atmosphere, and fly in space, so the direct comparison is a little off. They are much larger and heavier, and so are really designed to go super fast in atmo. They’ll go as fast as we feel is right. As to why they are slower, maybe they are in some scenarios and aren't in others. The gladius, not using AB, goes around 400m/s, so yes that is slower than a cold war jet, but that is as low to the ground as I could get, but taking it up higher in atmo, it speed increased to 900m/s.

The new 3.10 missions are nice, but 3x the work for a lower reward. Why?

We are making them more modular and are adjusting them so they can be local or interstellar, so we look at the overall time it takes for the player to complete it and how much we want players to be earning per hour. So when we review it we look at how much is being given out and we normally do the adjusting in later waves of the PTU, so the current one isnt the best comparison.
With the newer economy coming online, all payouts are going to change continuously, we also consider the risk/reward.

Are splines currently working as intended?

Between the QnA thread being posted and the latest PTU patch, we have made adjustments to the spline system, so that it should be much nicer to use and effective. We realise there was a lot of usability issues and hopefully those changes should help players.

Splines could also be useful on stations to find our landing pads. Any thoughts?


Its something we have considered, the way the restricted zones work, is that the splines create a tunnel through the restricted landing area into the landing safe zone. So that is more of a question of creating better visuals to lead players to their pads. Examples like us having an “Area 18” icon but not an “Area 18 Spaceport” one, which I think is something we definitely need to consider. The issue is that we currently have 2 landing zones that are closed, and 2 that are open, so we are discussing if we move the hangars, adjust the restricted zones to remove the auto-pilot and we need to think about what works best for the game.

Horizontal hangars are very difficult to land into in 3.10. Any help?


There is a current bug where there is wind in the hangars, when there isn't supposed to be.. Obviously. We don't want to have to put ships in larger hangars than they need, as that causes further issues, so we need to fix related bugs and players will need to take care when landing.

Mobiglas screen colours?

Yes, but actually no. We will be able to do that, along with different styling but the mobiglas needs to be switched over to building blocks, and at that point we will be able to switch out different styles, colours and more. So once the building block rework is in, then we can think about the customization, the team is currently working on the Starmap first.

Large ships seem to be hard to fly straight?

There are some things we are looking at, like how wind interacts with ships, which is a slight bug. But larger ships are intentionally harder to operate in atmosphere

It's not been a full quarter since prisons have been added, how do you find them and what improvements are coming in 3.10?

We’ve adjusted some of the laws, and how punishing some laws can be. What I'm happy with is the type of gameplay they are introducing, so if you want to commit crimes then those come with punishment. So when we introduce a system like pyro, with different laws that opens the players up to a completely different legal environment.

Limiting targets to visual selection than radar selection?


The new targeting system has caused some debate, and we knew it would be a big change, and over the last couple weeks we’ve been trying out the different options. We have now changed this so that you can cycle through radar options, and change this in the bindings in one of the new patches.

Why does the ship's nose pitch up with take-off?

When you take off there is a slight stickiness to the landing pad that you have to overcome with thrust, especially with VTOL ships with offset thrusters, but if it's extreme then it's most likely a bug.

“Cancel Landing Requests”?

The opening and closing of hangar doors is definitely a bug, and that should be fixed now. But for canceling requests, we are definitely looking at, and we are also looking at making it an easier action.
We know that the ATC needs to be cleaned up, and will make strides to improve it.

How would you characterize the development of 3.10? Why is it late?


It wasn’t really working from home issues, there were definitely some aspects to get right, and even then there were some bugs to deal with. What usually happens is that we will be working on a build, and there will be major bugs that stop us from getting good feedback, so only when we can get a stable build can we then start to get the feedback we need. We really wanted to get targeting and flight right, it's a major part of the game, and we wanted to give the team as much time to get it as right as possible.

How does the late of 3.10 impact 3.11 & “3.12”?

When the quarter ends, we already have plans for the teams to move onto. Once that quarter ends, those teams go to work. Now if a bug comes in, and we feel like it really needs to be fixed, then we pull someone from their sprint to work on it, and then they go back to work on what they were doing. So it really depends on what team is being affected, but a lot of our bugs are very simple to fix so normally aren't affected too badly. On a case by case basis, we also decide what bugs are important for us to fix so that it doesn't impact the quarter sprint badly.

3.10 flight model changes mean that going to the mobi and MFD is quite difficult?

We are looking to improve QoL with keybinds and other things, just not in 3.10, they are smaller features but improve the overall feel of the game.

Is the poor handling of the vanguard intentional?

It was reduced, compared to 3.9, as we found it very effective, but we’ve realized it was nerfed a little too hard so we’ve bumped it up again to hopefully feel better.

Is VTOL working as intended?

There will be a few tweaks, but for 3.10 it is where we want it.

Can you define what the high-speed combat changes are?

The two features are: The increase in lock-on time for missiles, all of these ideas are to disincentive fighting at max speed, and we have some mid-long term ideas that we will go into in the future. The other thing it does is it changes the auto gimbal track rate the faster you go.
We tried messing with weapon spread, which felt off, and we tried shield face health, which kind of worked but we didn't have the UI to explain what was going on. For 3.11 we may do some more, but we have some other ideas we want to try. Flares should work in 3.10 again, and we are looking at getting a temporary chaff fix in.

When a ship rolls, fixed weapons have some issues finding the target, can you give us an idea why?

Pips can only work on the information you give them, along with the network, the best way to get around this currently is to get closer.

With all the combat flight changes, what are the knock-ons to racing?

It's a very fine line, as past history has shown, the faster things get the harder they are to kill. We want racers to be fast, but to not be as highly gunned. So we could think about things like maybe they aren't the fastest in a straight line, but have the best maneuverability.

How much of a focus is put on future-proofing?

We’ve redone certain aspects of code for server-meshing just to make sure things have worked, and those were pretty small tasks, my team (Pappy) got through it in about a week. For things like iCache, we know that thing will have to be updated and redone, but we will wait for iCache to be finished before we go about doing that. But we consider the future to make sure that features will work accordingly. We know there’ll be bugs, but we are doing as much as we can to prepare for it.

Are we planning any additional changes to pips for 3.10?

The actual visual styling is pretty close to where we want them to be, but there is stuff we want to add like drop shadow and the hud brightness, but that isn't going to make it into 3.10.

Proximity Assist?

It raycasts around the ship, and sees what's close to it and then depending on that it will lower the ship's speed to give the pilot a chance to avoid it.

Bartender Performance and Action Delays?


Some of the stuff we’ve seen is setup issues, with each bar being set up differently, we have to go through and do an initial setup. In some cases the animation has been set up wrong or there was a code bug. Over the past week, I’ve approved about 20 bug fixes just for bartenders, and the teams are focusing on getting it to be the best it can be.

Why Bartenders?

Useable routing, the menu system, the NPC patrons, liquids and the pouring of liquids, how NPCs (bartenders) go in and out of useables. So there's a lot of intricacies that go into this and have taken time to get right. All of this stuff isn't just for bartenders, as it can now be applied to all vendors.

Can we get drunk?

Not yet, but basically we have actor status 2.0 which will have things like getting drunk, and in the future stuff like diseases.

Will the new Penguins persist in my captain’s quarters?

They should do, but if not, then they will with iCache coming online.

How are temperatures during night and day calculated?

They are based off of the star and then the atmosphere, so we have what we call a “minmax”, the temperature at its hottest point and then its coldest point.

Temperature affecting ship flight?

What we want it to do is impact the components of a ship, so if you leave your carrack in a snow-storm, you will need to wait for everything to warm up before you can take off. Same goes for warm environments, and overheating components. And eventually, if you open up all the doors in your ship, and the outside facing doors, then the environment of that ship will begin to match the atmosphere.
.
3.10 Wipe?

We are still debating it, and there is a current exploit on the PTU, but nothing I can confirm at this point.

3.10 Electron Damage. What situations do you think these will be used for?

Killing. These weapons were a new way for us to add some fun, and from there we’ve adjusted our damage types. Electric will be one that will kill, but then we have stun and distortion, so you may see these electric type weapons for bounty hunting.

M50 Improvements was going to have squared engines?


We built both sets, we thought it’d be cool to see what the M50 would look like with the newer engines. We showed both off to Chris, and he chose the older style, even if it didn't match. But in the future, we want players to be able to change out the engines, so we want to give them the option to interchange that since we built both, so why waste it.

What is the best achievement for 3.10?

John - Turret improvements. It's a huge improvement to what we’ve had previously and adds a nice level of multi-crew.
Todd - The new UI going in, seeing that has been very beneficial to the team. The newer stuff going on with delivery as well. Also finishing off New Babbage, and us moving to the big boys
There will be a few tweaks, but for 3.10 it is where we want it.

"You take a boat in the air you don't love, she'll shake you off just as sure as the turning of the worlds. Love keeps her in the air when she oughta' fall down, tells you she's hurtin' 'fore she keens. Makes her a home"

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Re: Futuros parches: 2.0, 3.0, 4.0 Y más allá...

Mensaje por SPA_Falkemberg » Sab Jul 25, 2020 1:57 am

Bueno...otro pasito mas en esta larga caminata......ojala pudieran ir mas rapido.

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