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CitizenCon 2953: Taking Flight
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- čas přidán 17. 08. 2024
- We launch into the next iteration of Star Citizen’s flight experience and explore impending improvements for every aspect of space and atmospheric traversal, combat, and interaction.
00:00 - Taking Flight with Yogi Klatt, Principal Vehicle Programmer
01:50 - Player Interaction & Immersion in the Cockpit with Inês Caldas, Gameplay Programmer III
12:35 - Pre-flight Complete. Let's fly! with Yogi Klatt, Principal Vehicle Programmer
26:00 - Ship Combat & AI with Diego Marti Mason, AI Programmer II
36:20 - Ships Weapons with Yogi Klatt, Principal Vehicle Programmer
44:00 - Atmospheric Flight
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Roberts Space Industries is a spacecraft manufacturer within the persistent-world game "Star Citizen" and its companion single-player spaceflight sim, "Squadron 42." RSI is also your portal for information, updates, and purchases of your very own spacecraft with which to trade, plunder, and protect the citizens of Star Citizen.
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This is everything to me as a flight sim enthusiast, im so happy just to be able to see realistic atmo flight in this game
Just bought my VKB in advance to have a year of practice before MM!
Right? This is the most exciting thing I've seen for SC in a loooong time. I cannot freakin' WAIT for planet-to-planet cargo hauling.
@@yugen4720This stuff shows what the Crusader 2 series was made to do; atmospheric flight. They may not have docking collars but have what other manufacturers do not - BOTH atmospheric flight shape & VTOL. Truly the best of both worlds for in-atmo planetary travel.
This brings me back to the IL-2 Sturmovik ages.. Love it!
Thank the lordsssss
I hope they improve atmospheric stall parameters. As a real world pilot, you still have control of you flight surfaces. They are just less effective and mushy. And pushing the nose down almost immediately gives you a ton of control due to acceleration of the relative wind over the surfaces.
Also you won't just fall out of the sky. The wings still produce lift in a stall, just not enough to carry the full weight of the aircraft.
But the wings on these ships are probably not as effective and the ships themselves weighing more for its size, so I think it would be reasonable for the ships to behave differently in a stall compared to normal aircraft you might fly
@@Fromatic Weight isn't much of a facter here, not in a stall. Wings are useless in space, other than to support hardware such as weapons or tools, which means if an aircraft/ship has wings it's only to support it in atmospheric flight, meaning the wings and control surfaces are more than enough to keep this machine aloft with forward thrust. The only way it would perform differently is based off the planet it's on (Gravity, environmental factors, etc.) the shape of the aircraft and it's various surfaces for generating lift.
You might expect something like the gladius to fall slower than another ship such as a herald, which is smooth and has very little flat surfaces for lift. Surface area is what really matters, the more of it you have the more it resists falling due to gaseous (air) resistances.
@@leetsnipez weight is a factor in a stall, though technically when I say weight I mean mass, the more mass you have the more inertia you have and the more force is needed from the control surfaces to keep effective control of the ship.
In a stall I would expect these big heavy space ships (lots of mass) which have wings and control surfaces that are not as effective as an aircraft (as they dont need to be when the majority of your flying is in space and even in atmosphere they are aided by thrusters, compared to a regular aircraft which relies entirely on its wings and control surfaces for lift and manouvering), I would expect the behaviour in a stall to be different to that of a normal aircraft such as a Cessna, with much more airspeed needed for control, in exactly the same way that the behaviour of something like a 747 in a stall will not be the same as a Cessna 162.
The original post seems to imply they should 'fix' the physics so that the behaviour of these space ships in a stall is the same as an aircraft they have experience with
@@Fromatic What I meant was more for the middle of the stall, not the before and after. Yes mass plays a factor with required lift vs. generated lift, but in my scenario the aircraft was in more of a flat spin, instead of the climb/dive that was displayed in the video.
My point was that control surfaces and wings are completely useless in space, and if a machine has them they are for atmospheric use. That being the case, the design of the ship and it's surfaces would be exactly what that particular ship needs to stay aloft and flying in an atmosphere, and the only ships you would expect to handle differently in a stall from our modern aircraft, would be ships that have lesser flat surface areas like the herald.
The herald should theoretically handle more like a missile, than an aircraft, and need to move at exponentially higher speeds to stay airborne.
You kind of do, if the stall is non recoverable
Really hyped to see the dream of a living breathing universe come to life, dope stuff you guys are doing
yeah well maybe in 10 years itll be playable
@@xdzombiezz4163 it's pretty playable now, but i mean... no one else is doing this, sooo
Key word, "dream".
"come to life"
15 years, $600m budget, still promising the same features they promised 15 years ago. Still only demos, still none of the things they showed is in the game feature-complete.
XD
@@fortnight5677 many promised features are already in game but you’re the Star Citizen expert😂
what a totally fantastic Citizencon to have been in attendance at!! Loved every minute of it. Made some new friends in the verse and got to meet Chris, Sandi, Jarod, John Crewe, Mark Gibson, Space Tomato and Morphologis. And I didn't even go to the VIP party!
It was great meeting you :)
the new QT mechanics are awesome, it'll also make mining far more easier, so I can just Quantum boost to different places instead of picking a station far off and time it so I get out of quantum travel as hope I land in an asteroid field.
No its going to make Mining a headache, you're going to be so easy to troll and a sitting duck with ZERO way to defend yourself... Some cheeser comes in with distortion weapons, even if you see him, and immediately engage travel, he gets to immediately disable your ship, and jerk off while he taunts you... How is that better?
@@Cramblit wow you people see the absolute worst case 1% scenario in everything.
@@Cramblit🤦♂️
Depends. Also aren’t asteroid fields eventually going to block the jump route?
No they will not, your radar and other systems will spot him well within range to give you enough time to scramble, furthermore, most ships can take a decent beating to the hull when their shields are disabled, especially since they plan to implement a fully physicalized armor and body on the ships.@@Cramblit
The new QT mechanics are a game changer for me. Right now it's such an AFK experience that it's basically a meme for me and my wife. We love bounty hunting as a crew on one ship and it involves a lot of jumping around.
OMG this game gets more insane every year! Bravo, Star Citizen team!!!
2953 was the best citizencon so far, no contest
Love love love the new QT animation...👍👍👍
I can’t wait for it! Imagine what the mantis would do to it, perhaps it would open up for a barrage because the of recalibration delay if you fail the spool!
I really wanna hear more from Ines in one of the Friday streams
Huge fan of the bubble lock mechanics and flight control surfaces! Keep it up 👍
For a game about flying awesome space ships, there seems to have been a lot of focus on ground stuff for a long time. This panel was a good thing to see - though I question how effective all of the 'flying brick' ships will be down the line. I like flying bricks.
I think we've been getting a pretty even split in the PU between space and ground content, while having pretty much zero ground vehicle content added, so IDK if its accurate to say theres been a focus on ground gameplay for a long time.
I think its a given that ships that arent aerodynamically shaped will perform poorly in atmo, what is there really to question?
They should have touched on that but we can extrapolate from his "thrusters not liking" comment that the less aerodynamic will need to rely on VTOL. Without those, they will be falling bricks.
@@ericwollaston5654at least once their smaller thrusters overheat
@MaticTheProto yes, that was my implication. It will change so much. Not hover mode, but kinda hover mode - without the swishiness hopefully?
It is a good thing, because ships will have another layer of balance, currently giant machines like the C2 and other ships can just hover vertically and strafe people to their hearts contents, which is not very fun at all. In the future, delivering cargo and players or providing ground support will be far more balanced and enjoyable because some ships will have an advantage due to VTOL and other systems and design features that make them more efficent and functional in atmosphere.
This will essentially allow for an element of balance, allowing the devs to more accurately balance ships and ground vehicles that will certainly be more and more present in the future.
Is that the new American flag?
brainwashed by the agenda 2030
Very nice improvements are coming! Can’t wait what the full game will look and play like 👍🏻 🎉 thx for your skills and the development of SC our Dream game 😊
Would love an AI ship companion like in some sci-fi movies.
Being able to verbally communicate with your ships AI through a headset would be awesome.
NPC wingmen are part of SQ42 and likely planned for SC.
I recall one of the devs from the Audio team being excited about the prospect of in-engine voice command.
@@LucidStrike That's great news thank you 🙏
@@semadragun Correction, btw: It was an Audio dev on SCL, but yeah.
@@LucidStrike 😎👍🙏
Yo, rewatching this a second time and shewwwww. Y’all put in WORK. Can’t wait to see these changes coming into the game!
control surfaces knocks it out of the park. This blows every other space sim out of the water! nicely done.
Now I gota raise the question: How will group/synced QT work? Is it the same concept, but all aligned party members must also make corrections to stabilize the QT bubble?
Dude, you don’t know that?
Seriously. Tss ..
If you want to know it’s already existing try quantum with your friends on z point while being very close to them if you press at the same time you will quantum with them ! Just if you got q better quantum speed you will go a little faster than them but still being able to see them !
@@norton7881 He knows that already. That's not his question.
YES. I can see Group QT Jump is capable but When QT Jump is Initiated, Each Ship has to Keep Alignment in QT Jump Acceleration until Stable.
If someone doesn't keep aligned, they are left behind 😂
Agree?😊
@@borkug1566 yeah just saw that part of the video sry
This an FPS UI, please asap! And the flight model is more than we could have dreamed of!
Just mind blowin!
I’m still not sold on master modes but I might come around. Atmospheric flight looks awesome. New gun system seems legit. I like precision targeting mode. Might keep my Ares after all. However I feel the need as a pilot to say, *A plane stalls at the critical angle of attack, regardless of airspeed*
MM's definitely creates legitimate concerns over forced combat it seems, and it doesnt really look like the atmospheric flight is properly simulated still, just very detailed.
I mean… if it’s really fast it’ll take a bit to stall
Hoping for next years Citizen con to be in Manchester so I can attend 🤞🏻
That was AWESOME! I really like the Master Modes and I'm loving the aerodynamics. I'm looking forward to maybe one day seeing ships with wheeled landing gear getting to land on runways. 🙂
I would encourage CIG to look at Indepedence War. Flight trajectory of other ships was shown to the player via a "tape measure" like thing that trailed after the ship... not sure how else to describe it.
There's a form of that in-game now, just not nearly as long as the one IW had, and fades quicker. You have to go enable it in Options IIRC, it does help though.
They should also add vapor cones at high speeds, back into the game, in atmosphere. A few years ago, they were removed for some reason.
By his badge, he must be Navy
Nice when Tony asked us to give feedback if we wanted more than 100 key bindings. It's ample but appreciated.
You guys are incredible!
Ines Caldas Mo-Cap Hoodie Sweater is Priceless ❤
And then there is Todd Howard that said "we needed to make AI really dumb in order to make space battles enjoyable"
Surprise surprise, make flying enjoyable first!
As someone who hasnt played yet, one of my biggest turnoffs has been atmospheric flight. Everything looks so floaty like people are in Minecraft creative mode or something. This is a huge step up!
I love all the improvements with the exception to the change to the flight modes which will make solo players even more vulnerable as they wont even be able to run when they are attached by a group or org of players and they just want to be left alone.
I REALLY REALLY, REAAAALLY HOPE this comes in game in the next 12 months. I know 90% chance it's like 1-2 years away, and they only had the gladius ready for this demo, and its gonna take AGES to rework 100+ ships in the game to have these features, but I'm still hopeful.
dude the new human quantum finally looks great :D
..been lurking Star Citizen's development for at least 5 years. Never backed, never played; just a gamer nerd very interested in the possibilities. In the past, I didn't really care about watching Star Citizen live presentations, or dev streams in full. But since this latest CitizenCon, I've sat down and watched every video put out by CIG. So exciting to see this game come together as of recently. The new quantum mechanics/effects are amazing! Many of the space flight technical choices/systems, is stuff that I've dreamt about putting into a space video game for decades. Ever since playing Escape Velocity at 2am on my mom's toaster of a mac. I love the huge amount of thought and detail put into SC. The clean implementation of simple mechanics that feeds immersion is breathtaking for me now. Hats off to the developers for seeing a vision and sticking with it throughout all these years. I've crossed from casually interested in SC development, to being super excited to play! Expectations are know longer being managed.
Looking forward to exploring more of the verse with this QT boost.
looks awesome, cant wait to see it in the PU
Much better travel mechanics than in Elite: Dangerous. Love it.
When these features make it into the game SC will be leaps ahead of ED. Even with one system, nevermind Pyro etc
This was my favorite panel, the new atmospheric flight model looks amazing. And UI ofocurse, so sick of the one we have now in de PTU.
My hope is that landing gear, deployed at too high a speed, will have a real chance of snapping off. Thoughts?
It would tie into the new physics destruction system they showed off before, identifying break points, or it seems like it would anyway, but who knows how detailed they want the atmospheric systems to be, I mean in DCS you can rip off your wings if you drop bombs incorrectly, IDK if they want to go that far.
That stuff would go way too much into detail.
this is a very exciting panel! freedom of flight :)
Loving the new atmospheric flight model. Doubtful I'll get back into the game in the next year or so, but I'm curious how they'll handle in atmosphere manoeuvring for the less aerodynamic ship we have.
Great work and presentation by the team!
So so cool! Best space flight sim out there!
cool!! even more features that won't work right!!! can't wait!!
Very nice and Thx god the over the top truster trails are almost gone in space!.
For those of us who will spend 99% of our time in space in small ships, take your time. Test Test Test. Make it good. Finalize it for us so we can actually practice our muscle memories. Racing is excellent exercise.
I can't wait to get this version of the flight controls, and I'm still hoping we're going to get external device support for this too. Yeah, I can cast an MFD to my helmet, but can I cast one to my actual external MFCD? I certainly hope we get that functionality because it would make my sim pit just that much more awesome 🙂
You can and will. This concept is not new, this isn't the first time they showcased a demo or promised this feature. Still nowhere to be found after 15 years.
Wait 15 years more, maybe you'll get a couple animations XD
gameglass
Mr. Yogi "Good Enough" Klatt.
Ines 😻
Control surfaces were the highlight of citcon for me. Can’t wait.
look forward to really testing stuff out. honestly, best scenario for atmo physics would probably have input from 4 types of pilots, glider pilot, racing drone pilot, redbull prop plane stunt pilot, and a snowbird pilot.
Atmo flight is just amazing. I cannot wait to see what this is like in game.
Fantastic work
WOW nice Warp Effekt 😃
It seems like the Star Citizen community would greatly appreciate more attention to the development of cities, with a focus on creating richer, more immersive urban environments complete with roads, shops, bars, and various activities. While it may not reach the depth of games like Cyberpunk 2077 or GTA, there's potential for creating a city experience that truly immerses players in the game world. It's my hope that Squadron 42, a single-player campaign within the Star Citizen universe, might incorporate these detailed cities. This could lead to exciting possibilities, such as taking a stolen speeder for a joyride through the city.
Including intricate cities, similar to the Coruscant underworld scene from Star Wars Episode 2, would be a fantastic addition. This could involve exploring bars filled with NPCs, pursuing criminals on foot through bustling streets, where the danger of vehicles and police presence adds to the excitement. I'm aware that the Star Citizen development team has some plans related to cities, including roads. However, I'm genuinely eager to see these plans come to fruition and make the in-game cities more vibrant and immersive.
um yeah maybe in the 2030s. squadron ep 1 is not gonna have cities. space stations and space ships and outposts is what you get.
I think it could easily reach and surpass the depth of Cyberpunk - its world is incredibly shallow. Without missions there is essentially nothing to do in game.
I imagine we wont see this until after they completely finish server meshing, but the final vision of SC includes this kind of thing.
CR spoke in 10 For The Chairman about being able to stay within a single city/landing zone doing missions contained in that area, so its safe to say he wants them to be very dense gameplay wise.
You know something is wrong, when the crowd claps
for them mentioning stuff like, ship-settings persisting!
For any other game, this would be a standard QoL.
For Star Citizen, it´s a groundbreaking revolution.
Not so much groundbreaking from your noted sarcasm, but just a long awaited feature.
and any feature that star citizen has would be groundbreaking revolution for other space sims
i know i´ve been waiting for an elite style oerry-and overview map for a decade now.@@ericwollaston5654
what feature exactly? the laggy inventory or the constant 30k´s?
Sarcasm aside, sadly except shipinteriours rreally none of those features, other games lack, work@@Anthonysbasement
I just hope they put a quick animations on the player character when entering ships or pushing buttons. Like when you are in combat or actively being hunted your character now has a quick animations because of high adrenaline/panic state.
Fantastic changes!! ❤🎉
@4:30... i would love to see this approach brought to FPS combat and looting. with the new wearable inventory bag system, it could be really unique and cool... on top or ammo mags and items just freely grabbable, pouches could bring up their own individual loot box type inventories on helmet HUD. true i'm outside the box on this one, and might be stepping on a line somewhere, but tactile mechanics can create a very visceral experience that plays "like" a game...
im guessing you see the use of forces on a ship in quantum as a good use for multi crew especially drop seats..if someone is standing in a ship when in enters quantum at least they should take damage.. make the seats have reason.
I forgot, did they mention this atmospheric flight was gonna make it in 3.22? or within 12months?
You must be new.
Into the PU? They have to install them in over 200 ships, if they intend to make it fully LIVE. The Sq42 ships are likely done, well, at least the Player Ones. It depends on how long it takes (like everything going Sq42 --> SC) them to apply it.
Awesome stuff!
i really wish the thought and effort that went into flight immersion and realism, was shared by the PVP FPS department, the flight seems far superior than the on foot PVP movements, like focusing on sliding like thats even possible irl.
If CIG really want the ground vehicles and ground play in general to be important (and they clearly do)......then they really really need to get the atmospheric flight in and complex. As long as ships are flying tanks that can hang there, immediately turn and accelerate in any direction without issue etc then ground anything is completely and totally outclassed.
Imagine if pilot can shot pistol in the new relaxed state(3:00)
When the ship is cruising, it will be nice to be able activate the lowered hand pose and use your freed hand to do something else! Leaving pilot seat is a slow process in star citizen, so shooting from cockpit will be useful in many scenerios.For example, pilot of big ships can fight back enemies boarding the ship on pilot seat, while maintaining the flight; bounty hunters can open the canopy and start shooting right away(its like shooting on horseback, stylish isn't it?
This feature can even add more gameplay opportunities, for example, using multitool to fix a broken cockpit component.
Amazing work!!!!
new quantum jump distortion effects looks awesome
Man, looks awesome. With some tuning and tweaking this could be an awesome flight experience. Really curious how they will balance out ships that have no control surfaces. Assuming they will have to make some consolation, especially on larger ships, for thrusters being more powerful and heat efficient. But a ship like the Caterpillar or anything from Argo or many others has nothing that could be an effective control surface and has worse aerodynamics than a brick with a parachute.
I’m proud to be straight.
ok
me too
Ok then, that was always allowed.
I hope they add the ability to remove your helmet and access your inventory from the pilot seat so that you can eat and drink while in a small ship with no interior.
lets gooooooooooooo
wtf so much realism
It's encouraging to see the work being done on the UI, but I feel like the information is now too small and too scattered in many cases. The old view may feel "cluttered" to a space trucker or casual pilot, but it had a lot important information available at a glance. Visibility is so much lower now, and it was already not great in bright environments. The lack of a thrust meter bar is really important in my opinion, since remaining thrust can often be the difference between life or death, especially as our max speed is now going to be dictated by this in master modes. A percentage is not easily read in peripheral vision. On the positive, very happy to see self status and target info cast to the helmet for a better freelook experience! Also, freeing up MFDs on ships with fewer available is a huge QOL improvement. I do hope we can bring them closer in from the corners, though, so focus can stay on target.
Quantum boosting is awesome to see, looking forward to that. Opens some interesting opportunities.
Pip improvements are great. I'm curious how the precision targeting mode is going to feel when using sticks, but I guess we'll see how that gets implemented.
I still disagree with the removal of trichording because it makes sense that more engaged thruster groups = more acceleration. I feel like it added depth to combat, and applying it to different ships with different thruster group setups offered an opportunity for advanced play and could have allowed for ships with unusual setups (like alien craft) to have unique acceleration profiles with different preferred vectors. Calling it an "exploit" seems silly - it's simply using the flight model and logical application of thruster groupings. Sadly y'all seem set on removing it, so I guess we'll see how that works out. I feel like it'll make ships feel more alike rather than different, which was counter to your stated goal.
Overall this was a great technical reveal. It may not be as flashy as some of the other things shown, but this is really the heart and soul of the flight aspect of the game. Thanks for sharing!
The precision aiming seemed potentially a bit overpowered, but I'm sure they'll balance it properly with time.
Lets GO!
Hype is real :)
I wanted to know where they are going to get so much energy for so many shots. And also, how can the ship open doors on an alien planet without protection....???
Hype !
Bone catching strays in this panel
I think ships like the Cutlass that have vtol capabilities should be able to hover with thrusters for significantly longer / indefinitely, considering that the main engines rotate 90 degrees to aim the thrust straight down. Having the main thrusters overheat on ships like that would not make sense for in atmo vtol capabilities.
Will it still be possible to make a 180° turn with the thrusters at higher atmosphere speeds to pull off some tricky dogfight moves. Of course the G-forces will be extremely high, but that would be great, if it's possible at certain moments.
this was awesome
Stoked for all the news from the CitizenCon... but seriously folks.. there are some BAD game breaking bugs on some ships that you sold years ago.. prime example, 890 Jump CANNOT store in ASOP terminal.... it's just a mess, you end up having to claim it, and that takes more than the usual click and wait effort... So forget about putting a vehicle / ship in it and storing it... and that's just one of many similar bugs on legacy ships.. So PLEASE .. fix some of these ship before making more new ones!
Now that is fun
Really like the quantum bubble lock feature but IMHO the 15sec it currently takes to lock in from the start of the jump needs to be at least halved if not brought back to around 5sec as it will be fun the first few times but get old very quickly when doing a lot of jumping around the system, even just for a relatively simple 3 leg route.
That is why you can buy a better Quantum Drive in the game to speed this up.
@@KickstarterRadio1024 This will be very old by the time it takes you a month or two to save up for a new quantum drive that reduces the wait enough to stop it being tedious after the first handful of times. I imagine this would require an “end game” like level QD with in between options while being upgrades, only marginally reducing the hands on time. I really like the idea but the initial implementation just goes way too far the other way from no hands on at all once the jump begins to having to spend 15sec holding it steady after what appears an already longer initiation process as well. Just watching the video demonstration feels like an arbitrary task your QD computer should be handling for you once the jump itself begins. With the frequency you are initiating jumps, I’m completely fine with how it is already with maybe a few additional seconds of holding it steady. Not an additional 15-20sec of manual control every single time I jump between even planets, let alone moons. It would seem to also be adding a lot of extra time to every single jump since the jump itself appears to be delayed from full speed until you establish the quantum bubble.
I really enjoyed the video (a lot) Only one thing I noticed is that it seems like youperhaps, basically brought hover mode back in a slightly different variation. I really hope I won't be stuck with something again which would completely stop us from simply surveying the ground below from our ships. I would prefe it would not wrench control from us again by automatically switching flight and IFCS behaviour as it did in the past. Because in my personla perception that was the worst flight handling you tried in the game to date back then.
If youre talking about the precision mode, they did say its only when you deploy your landing gear, and I believe he said you can turn that off entirely.
It looks like a version of hover mode, and I'm for it. Ships with VTOL like a Cutter or Terrapin, for example, will be able to hover and survey an area relatively leisurely I'd hazard to guess. Ships like the Gladius without dedicated VTOL can but will have to juggle thruster overheating or other issues shown here.
the mic settings for the guy talking about the mfds were not good, you could hear every lip and tongue smack
looking forward to this but a big question i have is what about planets with no atmo and you get a ship like the connie that uses turboprops to keep it in the air? how will they land on planets like that?
I want ther thruster disconnect button. I think being able to just not use them could give a very nice tactical unpredictability.
Will we be getting this updated Gladius model in the PU as well?
The fact that u cant rly beat the hh with smaller ships its a huuuge change. Stoping the small fighter meta on its tracks. Give us big boys!
I really hope they are gonna leave the "thrusters disconnect " button forever.
This way we could fly our ships in full manual 100% decoupled mode both in atmo and in zero G
Been ready for this for sooooooooooooooooo long PLEASE let S42 come out end of the year or Q1 next.
Decembre 2024
It's barely in the polish phase. They have another phase or so to be finished and if they're smart they'll take their time(which they will). I'd say end of next year or early 2025 is when they'll release it.
lmao not gonna happen. The game's only just made it to polish phase. It's another 2 years out at least.
What are you smoking, get me in on it. S42 won't be ready till 2025 at the earliest. More likely 2026 knowing how slow CIG is
End of the year!? Good joke^^
It won't come out before 2025. That's for sure.
I'm getting my pack tomorrow!!
Yeaaaaaaah ❤
During the battle, I have to take a look at my radar for about 0.5 seconds, and during this time I have to understand how many targets are around me, how far they are from me, and how many of them are a serious threat to me. I don't have time during the battle to look at the translucent markers on the radar inside the translucent radar elements that are not of practical use in combat. You should clean the ship's radar from unnecessary elements, such as the grid, and red ripple, or make them more transparent.
The new flight combat UI is bad and needs a lot of work... again.
If you played the MMs version of Vanduul/Pirate Swarm and saw what the new UI looks like in a big fight you would have seen how absolutely useless it is and how its even worse than the current PU one, which was the consensus in the feedback thread too.
I love this, though I'm not a big fan of the new quantum travel.
Same. The light bulbs look like of different.
Disagree, I see this as a huge improvement.
amazing
Yarrr!