Skocz do zawartości

Cześć! Miło nam, że pomagasz współtworzyć naszą społeczność! Niestety czas leci nieubłaganie i po raz kolejny musimy opłacić licencję oprogramowania dzięki któremu możecie korzystać z forum, pobieralni i galerii - w związku z powyższym rozważ proszę wsparcie naszego serwisu - każda złotówka pomaga!

A jeśli chcesz dołączyć do Redakcji, napisz coś więcej o tym co chcesz robić korzystając z tego formularza.

Dziękujemy za każde wsparcie!

Forum

  1. Game Armada

    1. Newsroom

      Tu rozmawiamy na temat newsów publikowanych na stronie głównej.

      784
      postów
    2. Game Armada

      Forum dotyczące serwisu - ogłoszenia oraz sugestie użytkowników.

      527
      postów
    3. Poznajmy się

      Przywitaj się z nami, napisz coś o sobie! Pamiętaj, to NIE jest miejsce do proszenia o pomoc.

      Uwaga: jedna osoba - jeden wątek, w tytule proszę umieszczać swój nick.

      2 234
      postów
    4. Giełda

      Tu można handlować dobrami wszelakimi - od statków poprzez kosmiczne chomiki, sprzęt wszelaki nowy i z odzysku, "znalezione" w kosmosie kontenery aż po rybki, ręczniki oraz inną drobnicę.

      1 495
      postów
  2. Star Citizen Polska

    1. Przetestuj Star Citizena na koszt Game Armada / Star Citizen Polska! ZA DARMO!   (1 896 wejść w ten link)

      Zastanawiasz się nad zakupem? Nie trwają akurat żadne Darmoloty? I tak możesz zapoznać się z grą!

    2. 541
      postów
    3. Newsy z RSI.com (via RSS)

      Tematy zakładane automatycznie po publikacji newsów na RSI. Uwaga - pierwsze posty są po angielsku.

      696
      postów
    4. Star Citizen

      Ogólne forum o grze.

      14 077
      postów
    5. Flight Deck

      Forum przeznaczone do dyskusji na temat statków oraz ich wyposażenia.

      5 254
      postów
    6. Flight School

      Masz pytanie odnośnie Star Citizen? Tu na pewno ktoś ci pomoże!

      UWAGA: Jedno pytanie - jeden wątek. Tematy nie spełniające tego warunku będą kasowane!

      2 360
      postów
  3. Game Zone

    1. Space simy

      Wszystko na temat symulatorów kosmicznych.

      1 501
      postów
    2. Akcja, RPG, przygodowe

      Wszystko na temat gier akcji, RPG, przygodowych.

      2 264
      postów
    3. Sandbox, survival, roguelike

      Wszystko na temat gier sandboksowych, survivalowych, roguelike.

      1 212
      postów
    4. MMO, MOBA

      Wszystko na temat gier MMO, MOBA.

      961
      postów
    5. Strategie

      Wszystko na temat gier strategicznych

      436
      postów
    6. Pozostałe gry

      Wszystko na temat gier - nie tylko komputerowych

      1 327
      postów
    7. Promocje / giveawaye

      Jedna promocja - jeden temat.

      1 179
      postów
  4. Ater Dracones Multigaming

    1. ATERDRACON.net   (1 398 wejść w ten link)

      Odwiedź naszą stronę!

    2. Rekrutacja

      Chcesz do nas dołączyć? Tu możesz zostawić swoje zgłoszenie.
      Aktualny status rekrutacji: OTWARTA

      1 218
      postów
    3. 48
      postów
  5. Różne

    1. Hardware

      Tu jest miejsce na wszystkie dyskusje sprzętowe - o kontrolerach, komputerach, słuchawkach, urządzeniach VR i całej reszcie.

      3 291
      postów
    2. 4 269
      postów
  • Polecane produkty

  • Streamy na Twitchu

    • Obecnie nikt nie streamuje
  • Moje Kluby

  • Nadchodzące wydarzenia

  • Discord Server: Game Armada / Star Citizen Polska
    40

  • TeamSpeak Viewer

  • Newsy

  • Najnowsze tematy

  • Posty

    • Lead Writer Dave Haddock delves into the Stanton System and provides an overview of its major planets. He even shares the system’s initial concept and description from the game’s early days. Remember that you can always explore the Star Citizen Universe yourself in our  Zaloguj się aby zobaczyć tę zawartość. .  Zaloguj się aby zobaczyć tę zawartość. 


    • Ship Mass:
      I’m Not Heavy I’m Just Built That Way A Guide to the New Ship Matrix Greetings Citizens! With the release of 3.0.0 we have completed a ground up pass on mass for all in-game items, from the smallest bit of personal armor up to the largest spaceship. We have always endeavored to use real world items to guide our mass in-game but over time this has slowly caused issues as everyone’s interpretation of how heavy something is has wildly varied, a phenomenon especially noticeable during concept announcements when ship masses are first pitched. One area we identified was the notion of our spaceships being similar in role to modern day aircraft, so we originally endeavored to keep their mass values similar as well. Of course, coming at this from new angles caused a number of serious issues. For instance, the Gladius is a Light Fighter and to many that is similar in role/size to a modern day fighter jet like an F/A-18 Hornet (no relation to the ANVL Hornet) but when we got farther into things, the reality was that the Gladius has around 5x the volume of an F-18. This was problematic given it was originally implemented in-game at around 140% the weight of one. As we looked deeper into more and more ships it became increasingly clear that our original mass values were very inconsistent and often misleading. Given these are the basis for many areas of simulation within the game we decided to completely rework this aspect. Given the huge range of ships and items in-game as well as in-concept we needed to solidify a way of calculating the mass correctly for both our existing assets and ones yet to come. For this, we decided to harness our existing physics meshes and use them to calculate the volume of material in the ships. Generally these are pretty accurate but with the wide range of ship types there were naturally a few different steps involved in generating a correct volume per ship.

      Grasping the Concept  Zaloguj się aby zobaczyć tę zawartość.  At the concept stage, these ships are at their trickiest to calculate, as they are generally very high poly meshes without the benefits of physics sub-meshes. This requires a small amount of work to simplify and cap hole to allow us to accurately generate a volume for the ship. Capping Holes is the process of fully enclosing our collision proxy meshes and open faces that can cause issues in the engine. In essence we make them “watertight” while marking up specific faces that will allow entities to move through them unimpeded. Whilst this is usually done in the production stage we had to move ahead with this at a simple level for many of our concept ships to achieve standardized mass calculations for all ships.


       Zaloguj się aby zobaczyć tę zawartość. 
      My Density Has Brought Me to You Once we had the volume of the ship as if it was solid block of material, we then subtracted the volume blocked out by the design team for the interior play space, cockpit and internal local grid mesh. This new volume (solid minus interior) was assigned an appropriate density value with a few modifiers:
       Zaloguj się aby zobaczyć tę zawartość.  Construction Methodology Origin ships use more advanced lightweight materials that retain strength rather than the traditional stalwarts like Aegis and Anvil with heavier metals. The materials in play are an essential component in accurately accessing the correct mass of a vehicle, ship, or space station.
       Zaloguj się aby zobaczyć tę zawartość.  Species Construction Xi’an ships are renowned for their materials and are significantly lighter than human counterparts, with their collaboration with  Zaloguj się aby zobaczyć tę zawartość.  Design Role Ships that are naturally heavily armored or require more rigid internal support generate a denser value. It is vitally important not only to consider the source and history inherent in each ship, but it’s intended purpose within both the lore of the Star Citizen universe, and the design of our game.

      It’s What’s Inside That Counts  Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość.  Once the mass for the external “chassis” of the ship was generated, we used the internal volume again to generate a weight for the interior. This simulated all the interior panelling, doors, wiring etc as the design blockout volumes and local grids are slightly larger than the interior playable space (as they encompass the walls/floor meshes) and we felt this was a better reflection on the overall mass.
       Zaloguj się aby zobaczyć tę zawartość. 
      Only What You Take with You Finally, we looked at the ship’s proposed or current default loadout, and added the specifics for each of these components (which also got a rework pass) to the final mass generated from the above steps.

      What does this mean? All of our ships and characters now behave much better as the values used throughout the game are much more in sync. One example we uncovered during this rework was that on a variety of ships the physics meshes were uncapped, which during detachment and having the mass assigned to them was causing the engine to incorrectly calculate the mass of the detached part and thus it would behave poorly. With all the parts now capped or in the process of being capped, ship destruction and part detachment is much more reliable and believable, with less instances of huge ship debris parts spinning off at excessive speed. In addition to better behavior it also meant a lot of systemic features can be better accounted for such as carried items and cargo. Previously, with ships being so wildly disparate in weight, the simple act of adding a heavier weapon could significantly alter one ship unintentionally.

      Frequently Asked Questions or: Questions We Figured You Might Have

      Q: Will changing the item mass on my ship, intentionally or through damage, actually have an impact on its flight? A: Yes it will, though not immediately in Alpha 3.0. When we do the initial tuning value we base it around the default loadout and structure then give the ship “goal times” to achieve the desired results in zero g and atmospheric flights. Generally the ships are able to achieve these goals, as they are not absolute timings. Outside of any external factors, adding mass will change the flight characteristics and should you make the center of mass uneven may not do so for the better! We anticipate this feature coming online in a future Alpha 3.x release. Q: What other aspects of mass have changed outside of ships? A: Every single piece of armor and every item you carry on your person has an applicable mass and these all directly tie into the Actor Status System. The heavier you are the more exertion there is to perform actions and these consume oxygen quicker or may even limit what actions you can do. This system also extends to items carried on ships. Carrying a small crate of heavy metal will slow you down more than carrying a helmet in your hands and these all get added on to the mass of your ship when inside of it.
      Further Reading  Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość.   Zaloguj się aby zobaczyć tę zawartość. 
    • Sponsored by WillsOp  Zaloguj się aby zobaczyć tę zawartość.  Welcome to TRACKER, the Bounty Hunter Guild’s official show on the spec. I’m your host Garet Coliga. Glad you joined us today. We’ve got lots of important stuff to cover, so let’s not beat around the bush. We’re going to start with the news everyone needs to know. Anyone currently working a bounty in Kiel needs to contact the Guild right away. There’s a chance you’re chasing the wrong target. It appears that the Kiel branch had their systems breached. No word on the extent of the damage, but its effects are already being felt. Yesterday, the Guild noticed what’s being called “an alarming spike in false-positive collars.” The issue first came to light when numerous elite bounties suddenly popped onto scanners across Kiel. Guild members scrambled, ready and raring to catch targets not seen in the system for years. It wasn’t long before reports of false-positives flooded the Guild’s comms. Turned out the likes of Carlo ‘Crowbar’ Ellingsworth and Emma ‘Necktie’ Dudeney hadn’t suddenly come out of hiding to shop at the local Casaba. Instead, the regtags associated with many of the Guild’s bounties had been replaced by those for clean ships, leading to numerous innocent and unsuspecting people being wrongfully apprehended. The Kiel Guild branch has apologized for the incident and opened an investigation into the matter. Meanwhile, Bounty Hunter Guild administrators across the UEE are scanning their systems to ensure they weren’t similarly breached. So far, the incident appears to be contained to Kiel. Now, most people erroneously captured were immediately released once their real IDs were confirmed, but not everything went smoothly. Civil rights watchdog groups have condemned the tactics Guild members used to apprehend what they believed were high profile targets. In one unfortunate incident, a woman leaving her daughter’s sataball game suffered a broken arm and three broken ribs when she was incorrectly picked up by a Guild-licensed bounty hunter. In another, a family of five were held against their will and interrogated for hours before finally being released. Joining me now from Kiel is Guild representative Lian Bolyard. He’s here to comment on the current chaos and update us on anything we need to know. Thanks for taking the time to join the show. Lian Bolyard: I wish it could be under better circumstances, Garet. I hear you, Bones. It’s been a few, hasn’t it? Lian Bolyard: No doubt. Believe the last time we crossed paths was at that DefCon panel back in ’43. Unbelievable how time flies. Well, let’s get into it. What’s the latest? Lian Bolyard: We’ve taken the Guild network offline in Kiel as smarter folks than me try to figure out exactly what happened. That means we’re not issuing bounties, so at least the problem isn’t getting any worse. Of course, the system being down means we also can’t process outstanding bounties. To help prevent more people from being incorrectly held, we are asking Guild members to take anyone they pick up to Horus or Hadrian, which so far seems unaffected by the issue. I’d also like to say that we really need everyone’s help to spread the word about what’s going on. I know some trackers get so caught up in the hunt that they tune out all the noise. We need to get the message to those Guild members before there are any more mix-ups with innocent people getting snagged off their ships. You heard the man. Let’s get the word out, folks. If you happen to know an associate currently working a case in Kiel, please encourage them to confirm that their bounty was issued prior to breach. They can check what dates are affected by comming the Guild directly, right? Lian Bolyard: Absolutely. We apologize for the issue and appreciate your patience and understanding while we get things back to normal. We’ll be sure to let everyone know once our system is secured and back online. Until then, it’s probably best to either hold tight or look for work in another system. Any idea how much longer it’ll be until things get sorted? Are we talking hours … days? Lian Bolyard: No idea. Right now, all I can say is that we’re hoping it’s sooner rather than later. Now, from my understanding, this seems like a very sophisticated attack. Since someone went to a lot of trouble to do this, you gotta wonder what they hoped to achieve. Did they merely want to spread chaos or was there a more sinister goal? Are there any prevailing theories about what motivated it? Lian Bolyard: A few. Care to elaborate on any of them? Lian Bolyard: Honestly, Garet, right now the ‘why’ behind it all isn’t as important as shoring up our network and getting it back online without any worse unfortunate incidents happening in the meantime. I’d be more than happy to speculate on motivations after we get a handle on the situation. Understandable. Bet you’re thanking your lucky stars that this didn’t happen during next month’s Intergalactic Aerospace Expo. Lian Bolyard: To tell you the truth, the thought of this happening during the expo had me tossing and turning last night. Didn’t sleep a wink. That’s why I want to make sure we get the system back online ASAP, so we can focus on getting to the bottom of the situation and ensure that it doesn’t happen again. Sounds good, Bones. I appreciate you taking the time outta your hectic schedule to speak with us today. Stay in touch so we can keep everyone up-to-date on the system’s status. Don’t go anywhere, folks. Up next, we’ll be speaking with the Guild’s own legal advisor Christy Tabares about “false-positive collars” and what you need to do if you apprehend the wrong person. That and more when TRACKER returns.  Zaloguj się aby zobaczyć tę zawartość. 
    •  Zaloguj się aby zobaczyć tę zawartość.  - póki co BTA jest tanie. Jeśli ktoś nie ma, polecam Hand of Fate i Hacknety. Armello też jest dobre... ale tu nie ma DLC, które sporo dodają do gry. Poziom minimalny (1$) The Warlock of Firetop Mountain Screencheat  Hand of Fate Satellite Reign BTA (ponad 3,44$): Hacknet Hacknet Labyrinth Crawl Hurtworld megapaka za 12$: Armello  
    • Dziś forum dorobiło się widgetu Twitcha. Znajdziecie tam polecane przez nas kanały - wystarczy kliknąć by móc oglądać stream, który aktualnie jest online. Jeśli chcecie aby wasz kanał trafił na listę ogólną i/lub promowanych  to zapraszam do  Zaloguj się aby zobaczyć tę zawartość. .  Zaloguj się aby zobaczyć tę zawartość. /monthly_2017_10/image.png.c49998396efd97d6201fd1e14e44d855.png" alt="image.png">
  • Dostępni użytkownicy Steama

    hulton
    0 godz. w ciągu ostatnich 2 tyg.
×