Allegiance beta test september 20th
-
MagisterXF94
- Posts: 1935
- Joined: Fri Aug 23, 2013 9:46 am
- Location: Trieste, Italy
INSTRUCTIONS: (READ!)
1.) Download our 1.3 installer from here https://www.dropbox.com/s/y1em8t09nk8l4 ... 1.rar?dl=0
2) Install, (this won't conflict with your normal 1.2 installation).
3) After you install be sure to launch the game from the shortcut that will manifest on your desktop. (launching the game from the directory will direct you to Imago's lobby and not ours).
4) Once the game is loaded click "Allegiance zone", and click "Current games listings".
5) log in with your ACSS credentials.
6) Play matches as you normally would.
If you encounter any bug/ crash, report it to me, with instruction on how to replicate it.
Last edited by MagisterXF94 on Sat Sep 19, 2015 9:46 am, edited 1 time in total.
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]


-
MagisterXF94
- Posts: 1935
- Joined: Fri Aug 23, 2013 9:46 am
- Location: Trieste, Italy
After testing (in training mission) I can still see that there is a problem with this game.
The sensitivity of the controller is still improper. It's faster than what it should be. As soon as the controller comes out of the dead zone, it is moving at a faster speed than what it was in R4. The farther the distance from the dead zone, the more difficult it is to manage. Because controllers use absolute values, this problem becomes impossible to cope with.
I believe the physics of this game is $#@!ed up and we should have a game programmer look into THAT instead of trying to implement "work a rounds" such as what was done for the mouse sensitivity and keyboard repeat rate issues. These are all indicators that there is something wrong (dt?) and it is THAT bug that needs to be identified and corrected.
Blacksun and I have already discovered another indicator that something isn't right and we will soon post video footage of what I and others have reported for years. Lag has always created problems with ships jumping around however, in the absence of lag we can replicate the jumping (skipping) ship movements.
Before releasing and even before testing, I think we should recognize and address this problem so as not to waste anyone's time testing something that is clearly still broken.
The sensitivity of the controller is still improper. It's faster than what it should be. As soon as the controller comes out of the dead zone, it is moving at a faster speed than what it was in R4. The farther the distance from the dead zone, the more difficult it is to manage. Because controllers use absolute values, this problem becomes impossible to cope with.
I believe the physics of this game is $#@!ed up and we should have a game programmer look into THAT instead of trying to implement "work a rounds" such as what was done for the mouse sensitivity and keyboard repeat rate issues. These are all indicators that there is something wrong (dt?) and it is THAT bug that needs to be identified and corrected.
Blacksun and I have already discovered another indicator that something isn't right and we will soon post video footage of what I and others have reported for years. Lag has always created problems with ships jumping around however, in the absence of lag we can replicate the jumping (skipping) ship movements.
Before releasing and even before testing, I think we should recognize and address this problem so as not to waste anyone's time testing something that is clearly still broken.
Last edited by Wasp on Thu Sep 17, 2015 4:29 pm, edited 1 time in total.
-
MagisterXF94
- Posts: 1935
- Joined: Fri Aug 23, 2013 9:46 am
- Location: Trieste, Italy
Imago is our man in this. ill open an issue on FAO'S github with a link to the video footage that we already shot.Wasp wrote:QUOTE (Wasp @ Sep 17 2015, 05:58 PM) After testing (in training mission) I can still see that there is a problem with this game.
The sensitivity of the controller is still improper. It's faster than what it should be. As soon as the controller comes out of the dead zone, it is moving at a faster speed than what it was in R4. The farther the distance from the dead zone, the more difficult it is to manage. Because controllers use absolute values, this problem becomes impossible to cope with.
I believe the physics of this game is $#@!ed up and we should have a game programmer look into THAT instead of trying to implement "work a rounds" such as what was done for the mouse sensitivity and keyboard repeat rate issues. These are all indicators that there is something wrong (dt?) and it is THAT bug that needs to be identified and corrected.
Blacksun and I have already discovered another indicator that something isn't right and we will soon post video footage of what I and others have reported for years. Lag has always created problems with ships jumping around however, in the absence of lag we can replicate the jumping (skipping) ship movements.
Before releasing and even before testing, I think we should recognize and address this problem so as not to waste anyone's time testing something that is clearly still broken.
QUOTE ^cashto@Elem (all): yeah, i imagine if you're rusty, you could build op short for no reason, build a naked ref, then go two techpaths even though your mining is by all objective standards $#@!ed[/quote]



