UFFICIALE PC Elite: Dangerous

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ok finisco metal gear solid v e lo riprendo in mano. cazzzo.

 
Ho appena aggiornato la mia Cobra, circa 7 milioncini spesi e mi rimangono giusto un paio di cose da uppare da B ad A. Ci ho messo anche uno shield cell bank e un fuel scoop per stare sicuri, non che faccia chissa che giri di esplorazione //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 


I miglioramenti sono stati subito utilissimi, in una conflict zone una python mi ha isolato in 1v1, alla fine ne sono uscito vincitore con Hull al 36% e canopy rotta
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:rickds: :rickds:

 

:rickds::rickds::rickds: Ma dai :rickds:

 

 




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Ma hanno cambiato qualcosa nelle interdizioni?


Perchè prima della patch mi interdictavano tipo na volta su 10, oggi siamo a qualcosa come 7 su 7 :morris82:





 


probabilmente il miglior video che ha fatto: cardiopalma e da manuale.

 
 
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How to make a real world, Frontier secret sauce:



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  • Stellar Forge creates their planets procedurally
  • Not just noise maps for terrain--planets are shaped by scientific
  • Created series of color/terrain swatches based on the chemical makeup of the planet and its surface, which makes it easier to identify types of planets
  • The chemical makeup of a planet is based on its simulated "history" and place in the solar system
  • Smallest planetoid/potatoid is ~100km in radius. For reference Earth is ~6400km in radius, and there are planets bigger than Earth to explore
  • 22,000 km radius is largest they've found, but they can go up to 24,000 km in radius--they actually don't know what the largest planet is, they just have an idea of what it could be
  • Crater simulation considers the "history" of the planet--so craters within craters, on top of other craters, etc.
  • Largest terrain structures (like mountains) are determined (again, scientifically) based on the planet's size, gravity, and makeup
  • Canyons can be kilometers deep
  • Can find mountains that dwarf Mt. Everest
  • Used real planets as basis for simulation factors--for example, showed how they were simulating "Europa lines" for liquid flows
  • Ice caps, again, can appear/form based on the planet's mass, orbit, etc.
  • Some craters have "ejector lines" from ancient collisions that scattered new materials across the area

 
45 minuti di Hazardous RES col bonus di Arissa al rating 2:

elitedangerous32_2015c6jzy.png


La 1.4 ha introdotto qualche problema di path finding, andate nei RES e godetevi gli NPC che si schiantano contro gli asteroidi dandovi easy kill. :rickds:

 
Ultima modifica da un moderatore:
How to make a real world, Frontier secret sauce:


Mamma mia, questi ragazzi sono veramente assurdi... niente, sempre più convinto di prendere l'espansione //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

 


Però dopo la patch mi è già capitato 3/4 volte che il gioco crashi quando entro in hyperdrive, solo a me è capitato?





 
[No message]
 
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Nuhhh... niente grotte //content.invisioncic.com/a283374/emoticons/rana.png

 
Dev Update (15/10/2015)

Hi everyone,

As I’m sure you can imagine work on the Elite Dangerous: Horizons Planetary Landings release is continuing at pace and this week – one of the major new features is the ability to drive the SRV on the surface. We’ve approached adding the SRV in the same way that we did when originally adding the flight controls into the game. They key here is to have the driving as a fun experience in itself as well as with the gameplay elements layered on top of it. As with the ships we have a robust physics system at the core and it’s with the controls we turn that into a fun experience.

The SRV has some cool advantages over normal vehicles you get to drive in game, the most obvious of which are the thrusters. These provide two key features, the first is the ability to boost of the surface allowing for powered jumps to get out of craters or to cross chasms. While in the air you can you can manually adjust the thrusters in the same way as in a ship with Flight Assist turned off. This allows for some amazing acrobatics as well as allowing you to reach locations that would be difficult to reach with normal driving. It’s also useful if you get yourself stuck!

As with the rest of the game the surface of the worlds you can land on is recreated on a 1:1 scale, not only spatially but with gravity as well. Gravity has a big effect on the handling of the SRV and here the thrusters provide their second major function. When testing the SRV in different environments there are edge cases with very low gravity and extremely high gravity where the SRV becomes impossible to handle. The thrusters help compensate for these extremes in handling, but only to a limited degree – it feels very different driving on a tiny moon compared to a massive terrestrial planet.

As already mentioned making the driving fun in itself is an important goal for us. While the thrusters do add to a large extent (there’s something quite magical with boosting out of a crater and into the sunrise!) the actual contact with the vehicle and the surface provides a lot of feedback. Similar to sand buggies, if you try to push the SRV’s performance then you need to work harder to keep it under control. Feedback is very important here – the ships audio and VFX, along with the handling, create the response you need to let you know what’s going on.

The SRV is equipped with a turret optimised for engaging local opponents like skimmers (see last week’s dev update for more information on these) and other SRV’s (if hostile players are in the area). In theory you could take on a ship, but ship mounted weapons are much more powerful than the SRV’s so it’s best not to! You should also beware some of large defensive turrets – these are equipped to tackle low flying ships, but pose a threat to SRV’s as well.

Combat is just one feature of the SRV, it’s capable of carrying a small number of cargo canisters and also has a new device for finding things on the surface – more on that in a couple of weeks time!

Next week the second batch of player group backed minor factions should go live. Thanks to some brilliant feedback from our players, we’ve made progress with fixing some odd behaviour with influence levels – we hope to address this next week.

Exploration data should be operating smoothly now after some issues since the 1.4 release. If you do encounter a further issue then make sure to raise a bug and we’ll investigate.

We are currently working on a client update for PC/Mac and Xbox One, all being well these will be released next week. As well as various fixes we’re adjusting the NPC interdiction so it isn’t quite as punishing as it is at the moment.

Thanks,

Michael
https://community.elitedangerous.com/node/318

 
How many of the 30 ships are in the game currently? Any news on what the final ones to be announced are?




Here’s a list of the ships we’ve announced so far, and as an extra treat we’ve added the names of the five ships coming as part of Elite Dangerous 1.5. Remember, these are just the ship names, and we’ll be revealing loads of exciting details about them in the coming weeks.

1 Sidewinder

2 Eagle

3 Hauler

4 Adder

5 Imperial Eagle

6 Viper

7 Cobra MK III

8 Diamondback Scout

9 Lakon Type 6

10 Diamondback Explorer

11 Imperial Courier

12 Vulture

13 Asp Explorer

14 Federal Dropship

15 Lakon Type 7

16 Federal Assault Ship

17 Imperial Clipper

18 Federal Gunship

19 Orca

20 Fer-De-Lance

21 Python

22 Lakon Type 9

23 Anaconda

24 F63 Condor (CQC only)

And to come:

25 Imperial Short Range Fighter (CQC only)

26 Lakon Keelback

27 Viper MK IV

28 Asp Scout

29 Federal Corvette

30 Imperial Cutter

31 Cobra MK IV (for owners of Season 1 and Season 2)

==

What is the minimum spec for Horizons?




We don’t have a final minimum spec just yet because we’re still working on the optimization. We’re hopeful it won’t be significantly different from the current game. However it will require a PC that supports Direct X11 as Horizons uses compute shaders.

==

What are the technical issues with Oculus, is this a move towards exclusivity for VR platforms?

We now support both Oculus Rift (via the 0.5 SDK) and SteamVR/Vive. Because of some changes to the Oculus SDK, we are working closely with Oculus to support a later SDK, but we cannot use 0.7.

==

If I reset my commander data, what happens to my friends list?




Absolutely nothing, your friends list is tied to your account. If you want to reset back to zero and start with a clean slate then more power to you! Good luck Commander.

==

Will there be more decals in the store?




There will be more decals coming to the store and we are looking at new and interesting ways to use them in the future with Elite Dangerous, and I think you’ll be excited when you see what we have planned.

==

When are you going to release paint jobs for the Diamondback Explorer?




Paint jobs for the Diamond Explorer, and many of the other ships in the catalogue, will be coming to the Frontier store soon!

==

Can we get an update on the Mac version of Horizons?




Unfortunately neither Open GL nor Metal on Mac support Compute Shaders and these are vital for Elite Dangerous: Horizons. We have investigated the issue at length and found that all other options currently simply won’t allow us the performance that a game of this size and detail needs. Once Macs are able to support compute shaders, or other technical options are available, we will certainly be keen on supporting that platform.

==

How much cargo will an SRV hold?




The Scarab SRV will be able to hold two units of cargo, however on the planet surface there are other things to do and collect which may not require much storage. More information on that… soon.

==

Do you think that having the ability to have a ship delivered to a station of my choosing would be possible in the future?




This is something on our radar and is something we’re keen to implement in the game as part of a future update, but we have nothing to announce on that at the moment.

==

Are there any plans to improve the navigation system and add functionality to it?




Every aspect of Elite Dangerous will be continually iterated on and improved… The navigation system is no exception.

==

Will landing on planets give you more exploration data?




Landing on planets will eventually net you more exploration data. This isn’t something that will appear at launch in Elite Dangerous: Horizons though but there are new things to discover on the surface and a new way to find them. More on this coming soon!

==

If you are in orbital cruise, can you accidentally crash into the planet by entering too steep?




If you’re flying straight at the ground and you decide not to pull up as you approach the planet surface, you will most certainly crash!

==

What's the plan on making your CQC tournament a cool viewing experience?




We have something very special planned for the CQC tournament that everybody will be able to get involved in. We’re continuing to develop CQC and spectators are certainly something we are keeping in mind. We’ll have the full details soon, but make sure you get practicing your CQC skills right away!

==

Is it going to be a possibility of getting the lifetime pass released again?




It’s not available at the moment, but the lifetime could return to the Frontier Store again at some point in the future.

==

Will skimmers be able to be piloted/controlled by players, or just NPC's?

At the launch of Elite Dangerous: Horizons, the Skimmers will be NPC-controlled assailants – challenging and varied opponents to take on as you explore the planet’s surface. We’re looking in to the possibility of making them pilot able as part of a future update but we can’t promise anything at this time.

 
Domani nella newsletter voglio vedere il Cutter. //content.invisioncic.com/a283374/emoticons/emoticons_dent1005.gif

If you are looking for a goal this week the breakdown below should help guide you:

Achenar, Dawes Hub: Delivery Slaves to Dawes Hub to celebrate the coronation of Arrissa Lavigny-Duval as Emperor

Namarii, Hughes Hub: Emperor’s Dawn Supporters: Deliver Emperor’s Dawn combat bonds to Hughes Hub, Drake Orbital or Bell Dock

Namarii, Hughes Hub: Empire Supporters: Deliver Empire combat bonds to Hughes Hub, Rogers Dock, Parkinson Orbital

Tabaldak, Rogers Dock: Empire Supporters: Deliver Empire combat bonds to Hughes Hub, Rogers Dock, Parkinson Orbital

Tabaldak, Drake Orbital: Emperor’s Dawn Supporters: Deliver Emperor’s Dawn combat bonds to Hughes Hub, Drake Orbital or Bell Dock

LTT 874, Bell Dock: Emperor’s Dawn Supporters: Deliver Emperor’s Dawn combat bonds to Hughes Hub, Drake Orbital or Bell Dock

LTT 874, Parkinson Orbital: Empire Supporters: Deliver Empire combat bonds to Hughes Hub, Rogers Dock, Parkinson Orbital

Safe flying out in the black Commanders!

 
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This is another quick-and-dirty unedited video capture from Horizons on a dev machine (the same GTX 770 as before). It was taken on a rocky moon (somewhere between Earth and Mars in size). Adam is driving this SRV, Eddie the other one. A few things still need work – the display to the right (‘mass lock’ etc) is still to be changed, some audio and visual effects are missing, eg buggy texturing and motion-blur on the tyres are not working, and Eddie’s SRV was not showing on the scanner in this build. The point is it is still in development, but it is already great fun to drive.

Sorry about the abrupt cut at the end, but something came into view shortly after this, that we’re not showing yet… ;-)

:hype:

 
Sorry about the abrupt cut at the end, but something came into view shortly after this, that we’re not showing yet… ;-)
:cry:

 
hqdefault.jpg


The Surface Recon Vehicle

69caf98dc770cf8b5420ccd539d3129e723dfae6.png


The SRV's thrusters glow, ready to venture across an unknown world




In Elite Dangerous: Horizons many will choose to spend a lot of time in an SRV, so now's the time to get familiar with the vehicle that will help you explore entire worlds. As part of this week's Dev Update, Executive producer Michael Brookes went in to detail about how the SRV will handle.

"We’ve approached adding the SRV in the same way that we did when originally adding the flight controls into the game. They key here is to have the driving as a fun experience in itself as well as with the gameplay elements layered on top of it. As with the ships we have a robust physics system at the core and it’s with the controls we turn that into a fun experience.

The SRV has some cool advantages over normal ground vehicles you may be used to, the most obvious of which are the thrusters. These provide two key features, the first is the ability to boost off the surface allowing for powered jumps to get out of craters or to cross chasms. While in the air you can you can manually adjust the thrusters in the same way as in a ship with Flight Assist turned off. This allows for some amazing acrobatics as well as allowing you to reach locations that would be difficult to reach with normal driving. It’s also useful if you get yourself stuck!

0649f6c7af68cbb7b810f228b9c4793dc3329115.png


The Scarab's turret in action - more on SRV weaponry soon




As with the rest of the game the surface of the worlds you can land on is recreated on a 1:1 scale, not only spatially but with gravity as well. Gravity has a big effect on the handling of the SRV and here the thrusters provide their second major function. When testing the SRV in different environments there are edge cases with very low gravity and extremely high gravity where the SRV becomes impossible to handle. The thrusters help compensate for these extremes in handling, but only to a limited degree – it feels very different driving on a tiny moon compared to a massive terrestrial planet.

As already mentioned making the driving fun in itself is an important goal for us. While the thrusters do add to a large extent (there’s something quite magical with boosting out of a crater and into the sunrise!) the actual contact with the vehicle and the surface provides a lot of feedback. Similar to sand buggies, if you try to push the SRV’s performance then you need to work harder to keep it under control. Feedback is very important here – the ships audio and VFX, along with the handling, create the response you need to let you know what’s going on.

The SRV is equipped with a turret optimised for engaging local opponents like skimmers (see last week’s dev update for more information on these) and other SRV’s (if hostile players are in the area). In theory you could take on a ship, but ship mounted weapons are much more powerful than the SRV’s so it’s best not to! You should also beware some of large defensive turrets – these are equipped to tackle low flying ships, but pose a threat to SRVs as well.

Combat is just one feature of an SRV. The Scarab is capable of carrying two cargo canisters and also has a new device for finding things on the surface – more on that in a couple of weeks’ time!"

5744cf2633bfc8a2ac7b02e316cece88.jpg


An SRV approaches a base wall in this piece of early Horizons concept art. More on Settlements in the coming weeks




Ci sarà un altro stream, questa volta dedicato all'SRV:

"Inside the SRV" Livestream

We're hosting another stream on Wednesday October 21 at 7PM BST, with a live demo showcasing the handling and controls of the SRV. Tune in to our official YouTube channel at 7PM to watch Designer Mike Evans talk you through the SRV's controls in a live environment.

To add to the excitement of the night, Art Director Chris Gregory will show and tell us about the artistic decisions behind the Scarab, from concept to completion. We’re sure there will be time for questions afterwards, so don’t miss this must-see event!

Lo sapevate che il pilota può svenire? :morris82: https://www.reddit.com/r/EliteDangerous/comments/3p1ahh/i_pushed_myself_to_the_limit_in_the_fas_i_now/

 
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wut

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