http://youtu.be/JXeG6GUUBP8

Y es gratis
Saludetes.


Ese tipo de detalles me encantan. Todos esos modos de IFCS y vuelo van a crear una simulación profunda y detallada que premiará los "pilotos" que sepan utilizar cada uno en las circunstancias que le permitan extraer el máximo "jugo" a su montura.Generally in the Arena Commander (and later SC/SQ42) as you “turn” the IFCS is not only firing thrusters to orient your ship rotationally to its new desired orientation. The IFCS is also using the thrusters to arrest your velocity on your old vector align your angular velocity to your new goal orientation and keep those in sync to maintain symmetry between orientation and velocity. As you can imagine, if your main engine is at full throttle your maneuvering thrusters have to expend a lot of energy adjusting angular velocity and this can cause you to turn slower the higher your primary engine is thrusting. We decided to adjust this mode so that the IFCS would no longer limit the rate of your rotation but instead reduce your throttle so that you could maintain maximum rotation performance. This has created a much more responsive and fun experience with the IFCS fully enabled. We’ve felt like this is driving in a car with traction control enabled as the IFCS will always prevent your ship from rotating faster than your angular velocity can change, basically keeping the backend from sliding out, to further the car analogy.
Well we’ve now introduced an intermediate step where you can fly with “traction control” turned off. This allows you to change the orientation of your ship without the IFCS dampening rotation to stay in lock step with your ships velocity vector. At higher rates of speed it means you can really get these two out of alignment if you’re not careful but it also makes for some really awesome slaloming through asteroid belts and, for lack of a better term, drifting through turns.
Y muchos más comentarios como que están retocando la firma de radar/calor/visual de cada nave según su ángulo y aspecto, así como la sensibilidad, capacidad de cargar g's y "gimball limit" de los sensores de los misiles :shock:, eficacia de contramedidas tipo bengalas, dipolos, etc. Y eso que por ahora es una muy temprana versión y falta muchísimo por implementar. Sinceramente creo y espero que el nivel de simulación de SC responderá a las exigencias de los más freaks de entre nosotros.Paul has put together a properly balanced power generation and drawing system with configurable priorities for different systems. Meaning that if you are drawing large amounts of power on your weapons (pew pew), depending on the settings/priorities that you have put in place, it will either maximize your firepower while drawing down the power being deployed to the shields and thrusters or reduce your fire rate and power to maintain the maximum efficiency for thrusters and shields.
It sounds fairly standard but as with everything that we do the detail is what makes the system really shine. Not only can you apply broad stroke allocations like thrusters over weapons or vice versa but you can also assign priority with that. So if for example you experience a power shortage to your weapons you can have set priorities for power to the different individual weapons that you value most to keep them firing until the last drop of energy is consumed. This approach allows more casual players to make sweeping adjustments quite quickly while allowing for players to get as detailed as they want to on micromanaging every last aspect.