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Everything posted by phil bottle
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lol they also put Carling for England. Carling is terrible. My usuals: Stella Artois Kronenburg Estrella Budvar Ideally it must not be less than 5% or it tastes like water to me.
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Patch 1.1.0 dropped today, can't wait til I finish work! There have been significant changes to this version of the game that will require reinstalling the entire game client. It will be required to uninstall the game and delete any files that remain afterwards before downloading the new patch. 1.1.0 Installation Guide Gameplay Added Free Flight Multiplayer Added backend functionality for IFCS to turn off when a ship lands Added Landing/Docking mode to Free Flight (engaged using N) Added ability for ships to request landing permission in Free Flight (engaged using middle mouse button while Landing/Docking is active) Added Automatic Approach landing mode to Free Flight (engaged using M when in range of a landing zone after having been given permission to land) Added groundwork tech for new ship damage state system Added the Rental Equipment Credits system. Our community team have a walkthrough here Added a system for ships to generate turbulence when using their thrusters to hover over something Ships Gladius is now combat ready Added new ship damage state system to the Gladius Retaliator is now hangar ready Components Added Aurora SXSW paint skin Redesigned ballistic weapons so they have their own loadouts which will allow them to automatically be attached with ammunition User Interface Added a visual overheat warning to the HUD to accompany the auditory warning Added identifier numbers to the end of non-unique Vanduul in Vanduul swarm Added HUD element to display status of ESP toggle (no keybinding option yet but it can be turned on and off in the Main Menu) Added HUD element to display when landing gear is deploying and deployed Added an altimeter for Landing/Docking mode to show ships how far away from the platform the ship is Added Rental Equipment Credits to scoreboard (the total value of credits earned is not calculated until the match is over) Added ping value to scoreboard (currently doesn’t work) Added custom sensitivity curves to control options Added backend support to allow the creation of subgroups within subgroups in control options Environment Added Simpod to hangar (replaces ship cockpit arena commander menu) Added Xian ship miniature Added Khartu-Al ship miniature Balance/Tweaks: Gameplay Increased number of landing platforms in Free Flight to 8 Changed friendly fire system – Pilots now receive “Infractions” for doing an amount of friendly fire damage in a short space of time. Too many of these causes them to be kicked from the game Comstab is less aggressive in how quickly it decelerates the ship which will lead to some drift Scoreboard is now bound to the tab key Freelook is now bound right ctrl+tab Crouch is now bound to ctrl G-safe now limits based on ship velocities rather than set points Ships Adjusted handling for multiple ship families Updated lighting system for 300 series 300 series have had their wing mount size changed to the correct value of size 2 Aurora headlights system updated to use multiple light sources Hornets have had their ball turret weapon mount size changed to the correct value of size 2 Hornets now fold their wings back while landing The Cutlass have had their turret weapon mount size changed to the correct value of size 2 M50 can now mount size 2 weapons on its wings if it is not using gimbals Mustang nose turret adjusted to hold size 1 weapons Components Replaced Mass Driver Cannon fire sound with something more appropriate for a 60mm Ballistic (was laser) Gimbaled weapon mounts have been adjusted so that they now hold weapons that are one size smaller than the mount Fixed mounts are now a part of the ship and allow weapons equal to the slot size to be attached to the ship without the need of an additional equipment Adjusted damage and heat per shot for Sledge II to normalize it vs other size 1 weapons Adjusted missile mass to a more realistic value Rattler second stage rockets are slightly faster and have better acceleration User Interface Removed Arena Commander UI from all ship cockpits (available through Simpod and escape menu) Removed landing pads from ship radar sphere unless ship is in landing mode G-safe light deactivates when boost is held down Self-destruct is now a customizable binding Holotable now sorts items based on type, subtype (where applicable) and name Holotable can now be interacted with after pressing F (no longer need to press tab) Changed importing custom control setups so that it allows the entire default profile to be overridden based on forum feedback Fixes: (PTU) – Denotes an issue from PTU that was fixed Gameplay REC now reports to the website(PTU) Ships are now able to take off if a pilot reenters a seat after they land using automatic approach(PTU) Fixed multiple issues where landing a ship would prevent it from being able to take off(PTU) Fixed issue where using AMD crossfire would cause the new damage state system to display incorrectly(PTU) Fixed an issue that was causing AI pilots to misjudge the position of a ship they were trying to avoid Fixed final kill alert sound playing any time a ships is destroyed after a pilot reaches 13000 points in battle royale Fixed a bug where calculated torque was occasionally incorrect causing instability in the ship Fixed issue that was causing thrusters to twitch back and forth Fixed Vanduul missiles skipping their flight phase in Coop Vanduul Swarm Enemy and friendly NPC ships are now spawning correctly in Dying Star Vanduul Swarm(PTU) Fixed an issue that was causing time played to be reported incorrectly Fixed an issue where opening the holotable after equipping certain weapons would cause the game to crash(PTU) Increased distance that ships will deploy their landing gear to prevent them from pushing themselves off the landing platform(PTU) Fixed an issue where passengers entering a ship while the pilot is still sitting in the cockpit will cause the pilot to go through the same animations(PTU) Characters should now die when hitting collision at high speed instead of going through it(PTU) Fixed an issue where using HOMAS or TrackIR whilst using Target Focus causes the players head to shake and move uncontrollably Fixed issue where character will sometimes spawn with the helmet on backwards Ships 300 series have their starboard cooling components back 350r now respawns without damaging its components 350r center of mass was in the wrong location and has been corrected* Mustang Beta will no longer have one of the doors in the cabin float above it if it’s used Mustang variant ships were using the incorrect thrusters(PTU) Retaliator now appears in the hangar(PTU) Components Fixed several shield generators having visible one sided geometry in the holotable Adjusted weapon tech setup that was preventing the 9-Series Longsword from animating when fired MaxOx NN-13 Neutron Cannon has had its name corrected Tigerstriek is no longer missing collision User Interface Fixed an issue that was causing the game client to steal mouse focus when loading into the hangar Fixed an issue that was causing the scoreboard to appear when modifier keys were pressed with the tab button Known Issues: Gameplay Network divergence can cause situations where it appears like a ship is not taking damage when the shots are actually missing A combination of sprinting and shaking the mouse can cause the character to clip through a number of game objects Sprinting and jumping into walls will sometimes cause the character to fall out of the game world Weapons fire can appear offset from weapon muzzle when fired while moving Entering or exiting a ship will cause other clients to see the character T-pose Characters rolling while prone is not seen by other clients Characters will sometimes fail to animate correctly when exiting the pilot seat after landing Lateral G-Force head animation is too fast which causes the camera to jerk around while strafing Ships All ships aside from the Hornet are missing ship trails when carrying a Core Multiple ships will sometimes tilt back when landing on landing platforms 300i jitters after having landed on a landing pad Aurora intakes aren’t displaying paint Aurora are not showing lateral G-force animations for the character Avenger has some doors that cannot be opened in multiplayer Entering the back seat of the Gladiator plays the animation for entering the front seat. Freelancer loading ramp has no collision Cutlass isn’t attaching its Trireme thrusters for its default loadout Cutlass Trireme thrusters are not able to be attached in the holotable (this will be left this way until they are ready for use) Character is sunk into the seat when sitting in the Cutlass Blue and Red There will sometimes be an invisible block of collision in the cargo area of the Cutlass after landing the ship Freelancer loading ramp has no collision Freelancer main thrusters are missing Multiple objects in the Retaliator are missing use prompts Retaliator maneuvering thrusters are not in landing mode when in the hangar Components User folder issues can cause weapon ammunition to go missing as well as other ship component malfunctions Rattler Cluster missile second stage rockets will all use the same trajectory Missiles aren’t inheriting velocity from the ship that launches them Seal Corporation shield generators will not be visible when equipped to Hornets User Interface Lag pips will drop out with increased distance depending on how quickly a ship is approaching their target (only happens within a few hundred meters) Scoreboard is not able to be opened when in spectator mode Shield hardpoint in the holotable is too small for Mustangs and 300 series Ship status HUD for Gladius will display damage incorrectly Missiles have a small portion of the ship targeting UI on them after being launched Multiple in game items and ships are missing text and are displaying their internal names Paint objects in the holotable are placeholders Loading back into a lobby will reset the ship selection to its default (sometimes this doesn’t happen visually but still happens on the backend) Power throttle doesn’t work Environment There are several locations in the hangars where the character can fall out of the world
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Ha ha No idea what happened to the 'd' but yeah freeman was excellent in the office too
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Freeman is someone I always admired, ever since his non league days at barnet. I'm glad he's turned out to be capable manager too.
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Pretty cool 2K sale on steam right now, shame I have most of the best ones but might try out spec ops - the line
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Still waiting for the PC version, which was put back to next month. Has been delayed a couple of times now. I expect a good port.
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Everybody's Gone To The Rapture
phil bottle replied to J4MES OX4D's topic in RPG / Action / Adventure
PS4 only from what I understand, but I like how developers are looking at different ways of making games. -
Total solar eclipse - March 20th
phil bottle replied to J4MES OX4D's topic in Any General Discussion
They're warning people about taking selfies during the eclipse, man it'll be like Day of the Triffids on Saturday -
Total solar eclipse - March 20th
phil bottle replied to J4MES OX4D's topic in Any General Discussion
Fucking lol -
Ha ha I did sadly open it at work but I think I got away with it I had a fine night in Tommy Flynns fine establishment but didn't over do it. I'm getting old. The old biddies were in fine form, the accordion player sang spancil hill (one of my favourites) and the craic was mighty.
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Nice one guys, I wanna be around when this baby gets assembled!
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Having Irish parentage I'm pretty much duty bound to get off my face tonight. Not patriotic or nationalistic about a single nation state on this planet but it's an excuse to get wrecked, innit, bejaysus.
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So, I believe tomorrow is launch day for this baby. Anyone taken the plunge? I'm sitting back this time and waiting to see what happens, unless I find a discounted origin code of course.
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I've had the star citizen for about a year or so now and I've been impressed with the regular comms and updates, received the following today: Greetings Citizens,Dateline: Austin, Texas. I am in town helping the persistent universe team prepare for our SXSW presentation on Sunday and to kick off next week’s CIG Networking Summit. We’ll be talking out the details of our backend infrastructure in the cloud and how the various servers and services will interact with the clients. Not as sexy as showing off new spaceships, but absolutely essential to make Star Citizen work! On Sunday, we’re hosting a SXSW closing party which will include a Star Citizen presentation. Anyone in the area is encouraged to attend, see what we’re working on and spend time with the team. It’s a good sneak peak at what we’re going to be putting out after Star Marine drops. For those that can’t make it, we’ll have a video from the presentation up on Sunday and the entire presentation available next week. Of course, we’re also pushing forward with our public releases of the game itself! As you know, we’ve been working in the week since PAX East to get Star Citizen 1.1 out the door. We sat down to review a build candidate this morning and have decided that it’s not ready for launch today. We’re doing some additional work to make sure that two of our big features are polished: the multiplayer free flight mode and the manual take-off and landing. Both of these are important prototypes for the finished Star Citizen game and both move us away from a simple combat game to a broader universe to explore and interact with. In the meantime, we have launched a new PTU build of our most current iteration. The PTU process is proving invaluable because it not only gives backers more opportunities to test things, but it also shows you what we’re working on and (on occasion) why it isn’t ready for primetime yet. In this case, expect to enjoy the Retaliator in the Hangar and the Gladius in flight… but you may run into some trouble while trying to use the auto-landing system! Being open with your backers is one of the keys to a successful crowd funding project, and it’s hard to imagine being more open than letting you play our test builds! I’ve also asked that the long-awaited weapons mount design post, which we had been planning to put out for the 1.1 release, be published today. It should be available now on the Comm-Link! When it goes live next week (barring serious issues!) Star Citizen 1.1 will add the Retaliator, the Gladius, the RECsystem, multiplayer free flight, improvements to the flight model, manual and automatic landings… and then behind the screens it will premiere things like the 64-bit floating point that will soon allow us to create significantly larger maps. But perhaps the single most important thing about 1.1 is that it’s Star Citizen and not Arena Commander.: With 1.1, we’re doing a lot behind the scenes to set up rapid expansion that you’ll see over the next few months as we add Star Marine and the social module to the Star Citizen experience. You’ll still see plenty of changes and enhancements to Arena Commander, which forms the basis for our spaceflight system, but I now see us building the full game out in many directions. Looking forward: our next major release is Star Citizen 1.2, which will add Star Marine to the mix. I’m incredibly pleased with the reaction both backers and gamers alike had to the Astro Arena at PAX East, and I’ve asked the team at Illfonic to spend additional time on the polish for this one. With a big focus on cleaning up character animations, I’m hoping to put out something that won’t just meet the expectations of our backers but that will also showcase to other gamers what Star Citizen is capable of! We’ll have more details as we get closer; expect to see our Community team in Denver hosting a remote episode of AtV and introducing you to more of the characters behind this aspect of Star Citizen. Finally, I’d also like to congratulate all of our backers on $75 million in crowd funding raised. As I’ve said before, I don’t like to focus on money in these letters… but it’s still quite a milestone! You have put an incredible amount of trust in me and the Star Citizen team, and we intend to deliver the game you deserve. In honor of this achievement and the impending launch of 1.1, I’m going to go ahead and start everyone off with 5,000 REC. This should help us kickstart the new system, let our designers observe it in action for the next balance pass… and give you all some cool toys to play with! — Chris Roberts END TRANSMISSIOn
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lol I only have watch dogs and far cry 3 on uplay so it may be the same for me
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Cheers man, I've applied for the Alpha, even if it is on Uplay
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He's a casual racist and xenophobe, with views on the environment that belong to the 1950s... yet for some he's the flag bearer against political correctness. I'd personally prefer a better person to represent such a fight. Probably why I like Frankie Boyle. When some people make iffy jokes I can go along with it because I suspect it's tongue in cheek or ironic, there's no trace of that with Clarkson.
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A brilliant writer, particularly the early Discworld books, I also miss Rincewind RIP Terry
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I wonder how log she'll last with HRH 'Prince comb-over' before she does a Diana and escapes?
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Well, you won't find any lore in game currently, but the stuff they have created online is getting bigger all the time: https://robertsspaceindustries.com/comm-link 20GB by itself all taken by objects and textures. The main male character pak. is 1.7GB. I think there will be some major optimisation as the game progresses but yes, it's mind boggling.
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It's true to say there's not much to it at the moment unless immersing yourself in the lore and facts is your thing. The flight sim, racing and combat are pretty basic still but I do have a play every once in a while. I'm still expecting the final game to be awesome but it's a long way off. To put it into perspective, I started playing DayZ mod in end of summer 2012, people were expecting a standalone by that christmas, it's now 2015 and the DayZ standalone is still far from complete.
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It's currently taking up about 21GB on my hard drive and it's all pretty basic so far so I don't doubt it will get a lot bigger. My SSD is currently 250GB but by the time this game needs it I'll also have a 1TB (or even 2TB the way SSDs are going) SSD as well.
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It's true they are quality, even the A40 version. Mind you that's from word of mouth rather than personal experience... I'm working on getting them from my missus for my next birthday
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^this The intelligent man acting like a school boy routine wore thin for me a long time ago. He's a dinosuar who should go the same way as Benny Hill