DevChat è la rubrica di ImperialNews riguardante gli scambi di notizie e le discussioni che avvengono ogni giorno sulla chat di RSI con gli sviluppatori della CIG.
Cittadini! Benvenuti al secondo episodio di DevChat! Questa puntata coprirà le giornate del 24 e del 25 Luglio.
Iniziamo.
Il 24 Luglio è stato constellato di notizie, principalmente da parte di Matt Sherman.
1.1.5
Il tempo necessario per l’abbattimento di una nave, raggiunto dopo le modifiche della 1.1.5, è più vicino ai livelli desiderati dalla CIG.
(1:00:38 PM) CIG Matt Sherman: Drift is more a back/forth thing, TTK from what we’ve seen is actually landing really close to our target.
La corazzatura non è stata ancora implementata nella 1.1.5, aspetteranno prima che sia completo il sistema dei danni fisici, ma dovrebbe essere stato risolto il bug della “uccisione dell’elmetto”.
(1:06:49 PM) CIG Matt Sherman: Had to check on a few things, missed a couple things. Armor is not in 1.1.5, that’s going to be more with the physically based damage. Also, the helmet-kill bug should be fixed for 1.1.5, damage should be going to the ship where it’s supposed to.
(1:09:10 PM) CIG Matt Sherman: But regardless of the cause, the issue should be fixed in 1.1.5. Though depending on what ship you’re in and what ship is attacking you, there’s still a chance you could take single-volley lethal damage, especially in a head-on joust.
(1:11:43 PM) CIG Matt Sherman: Armor in general isn’t implemented. Anything that may be lingering in a ship/etc is more early test work than what is planned for the new damage system.
(1:12:40 PM) CIG Matt Sherman: It’ll change TTK, but shouldn’t take it too far off the current target numbers.
Sistema dei Danni su base Fisica
Una volta che avranno implementato il Sistema dei Danni su base Fisica, dovranno risistemare da capo le dimensioni delle canne da fuoco dei cannoni. Ci saranno ancora cannoni di grandi dimensioni, ma saranno confacenti alle dimensioni dell’arma stessa. Al momento, le dimensioni delle canne non concordano con i dati.
(1:18:57 PM) CIG Matt Sherman: If everything lines up with the updated damage system, the gattling on the Vanguard would be roughly 70mm shots.
(1:19:31 PM) CIG Matt Sherman: And not to give out all the data yet since it’s still being tuned, but all of the ballistic shell and barrel sizes are going to be reworked to more physically-possible.
(1:20:17 PM) CIG Matt Sherman: Like the current Mantis barrels, if you measure them, they’re actually 63mm barrels, which is effectively a mortar round, but that doesn’t make sense for feeding through the winds.
(1:20:39 PM) CIG Matt Sherman: Especially when a gattling would be the smallest barrel between it, repeaters, and cannons.
(1:21:06 PM) CIG Matt Sherman: Nope, and don’t take any diameters from old concepts as solid any more. Everything is getting changed.
(1:22:34 PM) CIG Matt Sherman: There’s going to be big cannons, but at the appropriate weapon size.
(1:24:39 PM) CIG Matt Sherman: Vanduul weapon sizes aren’t matched to normal weapons, we just didn’t want to hold up getting the scythe out to rescale all of that info since there’s not really going to be many oportunities for interchanging parts on vanduul ships.
(1:27:23 PM) CIG Matt Sherman: Ya, the barrels don’t really match the data, so that’s a big thing that’s planned for cleanup with the upcoming damage system.
(1:28:00 PM) CIG Matt Sherman: We’ll still have a ~70mm gattling, but not at the same size-class as the Mantis, it’ll be appropriately bigger.
Sperano che il nuovo sistema dei danni su base fisica venga pubblicato quest’anno, e quando sarà rilasciato riveleranno gran parte delle informazioni riguardanti le armi (come da riportato nello stretch goal del vecchio manuale di riferimento in stile Janes).
(1:28:56 PM) CIG Matt Sherman: Hoping for this year, but can’t say for certain as complications can always come up,.
(1:39:45 PM) ChaosGryphon: @CIG Matt Sherman – When you do put out the docs on the changes for weapon size and weapon power… are you guys thinking about locking down the damage values so they cannot be seen or will you leave that accessable for those folks that love making Damage / DPS spreadsheets
(1:41:50 PM) CIG Matt Sherman: @Chaos: Ideally a lot will be exposed info. One of the old stretch goals was basically Janes-style reference manuals, so really working to make sure the updates can serve as a front-facing backbone of that data.
Inoltre, quando uscirà il sistema dei danni su base fisica dovranno anche effettuare un rework delle munizioni.
(7:56:25 PM) CIG Matt Sherman: Ammo is going to be getting a more full rework once the physically based damage system gets setup.
Mani Afferranti
Le mani afferranti probabilmente non sfrutteranno il sistema Oculus Touch.
(6:38:38 PM) CIG Calix Reneau: grabby hands probably will not take full advantage of oculus touch
Velocità delle Navi
500m/s è il limite di velocità degli oggetti complessi (come le navi) nel CryEngine, e sebbene ci saranno dei limiti generali della velocità per fare in modo che tutto sia giocabile, durante i viaggi Quantistici e quelli nei Punti di Salto le navi saranno vincolate ad un certo percorso; nel caso del motore Quantistico, all’arrivo la nave sarà ferma.
(6:44:38 PM) CIG Matt Sherman: There’s still going to be some overall speed-caps to make sure things stay playable.
(6:45:03 PM) CIG Matt Sherman: When you’re going through Quantum or Jump travel, that’s where we can abstract the speeds more to very high speed for distance travel.
(6:48:08 PM) CIG Matt Sherman: I wouldn’t expect many collisions in Quantum drive, even more so anything like an intentional ram with that, because the plan is you’d drop out of Quantum at 0m/s, not travelling as some sort of quantum bullet.
(6:50:04 PM) CIG Matt Sherman: @Zol: There will be high-speed travel like Quantum and Jump, but you’ll be more doing locked course travel for that, and it won’t be a situation where you’d ever get into fights at those speeds.
(6:57:48 PM) CIG Matt Sherman: 500m/s is a speed-cap in CryEngine for more complex objects, yes.
(6:58:16 PM) CIG Matt Sherman: Particles like a bullet can travel faster, but anything more tangible is limited to make sure it doesn’t clog things down.
Navi
Probabilmente la Freelancer sarà la terza nave multiequipaggio su cui la CIG si concentrerà per l’AC 2.0.
(8:09:59 PM) CIG Ben Lesnick: It will eventually, but I think the Freelancer will probably be the third multicrew they focus on.
(8:10:10 PM) CIG Matt Sherman: Redeemer is still going to be a ways out from being added for flight ready.
Il 25 Luglio non sono state date informazioni particolarmente rilevanti, sebbene W. Leverett e gli altri impiegati CIG abbiano passato un sacco di tempo in chat per parlare dei problemi riscontrati sui server dell’Arena Commander.
Questo è tutto per l’edizione di oggi del DevChat! Rimanete collegati per un altro episodio nei prossimi giorni!