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April 16, 2015, 05:57:07 PM by |AGW|TC-Ed | Views: 3 | Comments: 0

Star Wars: The Force Awakens Official Teaser

Episode VII in the Star Wars Saga, Star Wars: The Force Awakens, opens in theaters December 18, 2015


<a href="http://www.youtube.com/watch?v=OMOVFvcNfvE" target="_blank">http://www.youtube.com/watch?v=OMOVFvcNfvE</a> <a href="http://www.youtube.com/watch?v=ngElkyQ6Rhs" target="_blank">http://www.youtube.com/watch?v=ngElkyQ6Rhs</a>


Looks like it's going to be awesome, can't wait...
http://www.starwars.com/films/star-wars-episode-vii-the-force-awakens



April 02, 2015, 01:43:15 PM by |AGW|TC-Ed | Views: 2 | Comments: 0


Check out some of the details in this weeks newsletter from E:D... Drones are coming in the next patch.. "whaaa!" you say?  details below..



Powerplay Update

This week on the Elite: Dangerous forums Executive Producer Mike Brookes revealed the first details about the upcoming Powerplay content update, promising a whole new method of interacting with the galaxy and more information in three weeks' time. Powerplay is our biggest content update yet, adding a number of game-changing features to Elite: Dangerous and offering you new gameplay options whether you prefer the life of a trader, explorer or combat pilot. Some of the new features will be massive; others will be smaller, but no less meaningful.

"One part of Powerplay involves balancing the different roles further," Brookes says. "Part of this is expanding the drone system. Collection drones will be added and will prove useful for pirates needing to gather cargo in a hurry and also to improve mining efficiency."  And a new fuel drone will let players swap fuel while in flight. "Players can act as buddy tankers for each other," Brookes says. "Larger freight ships can carry additional fuel for their escort fighters and extend the effective range of their wing."

Collection Drones work in two ways. In its primary mode, you'll target a cargo canister or mining chunk and launch the drone, which will scoop the object and return it to your open cargo hatch. The secondary mode has an area effect, scooping everything it can before its power expires. Drones are disposable, consumable items you'll have to replenish at a starport, so there's still reason to learn how to use that cargo scoop.  Drones are just one of the smaller upgrades to Elite: Dangerous we'll be making with the massive Powerplay content update. We'll have more in a few weeks; until then, take an early look at the Collection Drone in this week's Newsletter Peek.


read the rest of the newsletter here...


also, Elite Dangerous now on Steam!

http://store.steampowered.com/app/359320/
March 11, 2015, 04:05:01 PM by |AGW|TC-Ed | Views: 4 | Comments: 0


Update 1.2 "Wings" is out, download size: 3.67GB.  Finally some new ships.. the Fer-de-Lance & the Vulture, plus the new "Wings" feature that allows you to squad up & work as a team.  Details below..



Elite: Dangerous 1.2
Wings update (1.2) adds player and NPC wings to the game as well as playable Fer-de-Lance and Vulture ships. It also contains a wealth of fixes, tweaks and improvements to the 1.1 Community Goals release.

<a href="http://www.youtube.com/watch?v=Jl6hdeRHdOk" target="_blank">http://www.youtube.com/watch?v=Jl6hdeRHdOk</a>


New Content/Features:

- Wings functionality added
- Added playable ship:Fer-de-Lance
- Added playable ship: Vulture
- Comms interface overhaul
- Added AI Groups
- Added ability to reboot destroyed sub systems (modules)
- Flyable debug camera with limited range added (CTRL+ALT+SPACE)


Stability Fixes:

- Fix issue in low level animation code
- Prevent crash trying to get kinematic outputs from non live ships when spawning limpet debris
- Prevent crash when shadow lights are being shut down
- Fix crash in beam weapons
- Fix a crash when trying to create asteroids in transition locations
- Prevent crash on Anaconda creation with damage regions not correctly initialised
- Fix for asteroid ring soft-lock
- Fix for unreleased dynamic material set on shutdown
- Crash dereferencing an invalid interface on shutdown fixed
- Fix for crash on entering WOLFPACK TACTICS and SUPPLY STRIKE tutorials
- Prevent crash when there is a null surface for a planet
- Fix for game crashing whenever we mouse-over an AFM in outfitting

Tweaks & Fixes:

- Don't create ambient AIs unless there's a player in range to see them
- Added some depth and detail to the engine throats on the station engine module
- Asteroid CPU improvements. Removed unused aabb and its update
- Fix schematic for High Metal Content No Atmosphere planets
- Adjusted the draw distance slightly on the text for station external names so that they don't switch on/off as abruptly
- Make sure that the local polity is updated if a player slow boats between jurisdictions
- Increase distance the system map camera can be zoomed out
- Two new headlook controls added: a sensitivity slider and a "don't centre when I turn headlook off" option
- Brought back fuel usage gauge
- When a large ship tries to dock at a station with no large enough pads, tell the player why they're refused
- Fixed fuel scoop and gauges panel heat level to be in sync
- Fixed: Letters cut off on the right hand side panel under statistics
- Optimise cargo replication
- Better checks for limpets against shield states
- Fix for looping ammo bar if it's initialised to 50%
- Fix decals on Python
- Show docked players on sensors
- When players try to move their ship and the engines are off (/broken/etc) give a warning message
- Fix for AI not scooping up mined chunks if they'd previously been in combat and their combat target was still set
- Interdiction can no longer spam fines if the thing you're interdicting isn't in a state to be interdicted (hyperspacing out for example)
- Galactic map jump data cargo mass slider - uses fractional cargo tonnage fixed
- If you have no cargo racks, you are able to cause your galaxy map jump range to become -1.0 fooling the route planner fixed
- Remove a spurious "Is Critical" flag from docking computer modules, you can no longer kill a ship by tickling one with a laser
- Fix decals from popping when in outfitting menu
- Added new light cone renderer

there's a huge amount on the official changelog, click below to view...
Official Changelog...
February 24, 2015, 05:01:58 PM by |AGW|TC-Ed | Views: 3 | Comments: 0


 War Thunder Update 1.47 "Big Guns" released... Load of news vehicles & more, details below...


'

Update 1.47 "Big Guns"

<a href="http://www.youtube.com/watch?v=8MoVAKl9uFc" target="_blank">http://www.youtube.com/watch?v=8MoVAKl9uFc</a>

Gaijin Entertainment wish to announces major update 1.47 "Big Guns" for War Thunder.
With this update we will finish Closed Beta Tests for "Steel Generals", which means that all of US ground vehicles are now available for research!

The name "Big-Guns" reflects the emergence of War Thunder's largest tank, and largest aircraft: the legendary ‘German Pz.Kpfw.VIII Maus’ weighing in at a massive 188 tons (the heaviest metal armoured tank) and the iconic American ‘B29 Superfortress’ strategic bomber, with a wingspan of 43 meters (more than the average, modern airliner). Soviet pilots can also rejoice, with the introduction of an early version of the famous IL-2 Sturmovik. This aircraft has been created with 30 separately modelled parts - the most detailed and accurate IL-2 ever recreated in a flight simulator. This exemplifies the new standard you can expect for all future aircraft that will come to War Thunder. Collectively, this update has added 14 new combat vehicles, and has also unlocked the “Steel Generals” American ground forces tree for all members to play! (more than 30 tanks and ZSU).


Tank Battles in War Thunder have become even more realistic: now, on different types of surfaces, vehicles behave more realistically, reacting to the environment as they would in real life. When driving on roads, tank speed and maneuverability is improved. Unpaved land, however, is a different story, resulting in the tank having to wade through the mud with decreased speed.

Tank battles has also received more realistic view points, with the introduction of driver and commander binoculars, especially useful for viewing around one’s vehicle without rotating the turret or entire tank, which would be difficult in, for example, a self-propelled artillery. Now in realistic events where there are no indicators for enemy vehicles, it will be easier to notice them and react to danger faster than was previously possible. Virtual pilots will enjoy more visibility, with open cockpits being introduced on most airplanes, and contrails will also follow planes like they do in real life!


Of course, thats not all the changes we implemented with the "Big Guns" update! To read more, check change log for Update 1.47
February 10, 2015, 03:58:23 PM by |AGW|TC-Ed | Views: 5 | Comments: 0


The first major update to E:D is out, download size: 2.5 GB.  The sad part... no new ships in this update... looks like we were mislead just a bit.



Update 1.1 is incoming at 3pm GMT today. The servers will be down for up to 30 minutes when the update begins. Here is the change log from the last beta build. If you want to see the full list of changes since 1.07 check the links at the bottom of this post.

<a href="http://www.youtube.com/watch?v=4uozVtIe-5w" target="_blank">http://www.youtube.com/watch?v=4uozVtIe-5w</a>

Note that the test servers will be shut down so you cannot access the beta build until we start the 1.2 beta. I'll also close the beta forums until then.

NEW FEATURES/CONTENT


- Community Goals added
- Route planning extended to 1,000 ly
- Russian language translations added
- Add 'Discovered by' tag to system map - needs to be surfaced scanned
- Fancy new gas giant shader
- City lights on imhabited planets
- Pilots Federation rank decals
- Parallax shader for cloud layer on terrestrial planets
- Add explored system details on the right hand side of the cartographics shop
- Top benefactors support added to system map


STABILITY FIXES


- Prevent shadow manager trying to unregister view nodes that it never registered
- Fix a crash caused by systems with stations only orbiting non-habitable planets
- In the safety checking of the start location, make sure the body we are trying to load at exists, if it doesn't start around the largest star instead
- Prevent crash when generating star textures on low end hardware
- Prevent crash in the targetting system
- Fix possible crash entering capital ship scenarios
- Fix file load hardlock
- Fix potential crash in tutorials
- Fix a crash where limpet's parent exists but not fully created
- Don't crash when the AI looks up a ship state
- Fix crash selecting decal in livery
- Prevent softlock when a mission is progressing as a location transfer occurs
- Fix crash in outfitting when items aren't ready for use
- Prevent crash with bad data in ship state
- Avoid crash when calculating the star light curve near a black hole
- Prevent F12 crashing the game with certain third party software



TWEAKS & FIXES


- French and German translations updated
- Fixed incorrect masses for C3 beam weapons
- Added in LOD levels for the holographic guide markers on the landing pads. This should fix the issues with the guides vanishing randomly since there should always now be some mesh to render regardless of what LOD the parent hanger is set at
- Fix AI issues at high frame rates
- Ensure that bounty checks for correct faction
- Some optimisations for performance is busy network conditions
- Correctly scale companion stars with large in system map if they are children of a common centre of gravity
- Optimise route planner
- Skybox stars now know if they're in/behind a nebula and fade out accordingly

more on full changelog...

AUDIO


New
- Under construction station has dedicated ambience and spot sound effects.
- Renamed dynamic range modes and further tweaked the volume curves, please keep providing us with feedback as we’re still working on improving these.
- Added a new BOOST dynamic range mode that is intended to offer a good compromise between industry standard reference volume (normal) and louder mixed games.
- Centre channel is now used for some positional audio such as other ships, cockpit blowout, GUI etc.
- Improved audio on Docking Bay Lifts and panels.
- New music added to Exploration.
- “Power Plant Capacity exceeded” - voice and sfx warnings added.
- Support for muting "Engage" ship voice alert.
- New audio for the “First to Discover” notification.
- Landing gear audio re-implemented: now matches each ships’ deploy and stow animation

AGW TS3