First time using the Zeus ship tractor beam. There's still some work to do regarding tractor beam push/pull sensitivity with the non-freescrolling wheel that I have on my Virpils vs. switching back and forth to my freescrolling mousewheel, which is a lot smoother. Zeus MkII MFD and UI Issues when exit Seat issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-133630
The tractor beam still feels kinda clunky. I feel CIG should just adopt the ATLS version for ship tractor beams. Handheld tractor beams can stay as they are for balancing purposes. Just my 2 cents. 😅
There are benefits for both variants since you trade a lot of control for speed on the ATLS one. They already said though that they would add different types of tractor beams so you can switch out ship tractor beams to whatever you prefer. That said, I don't see why they can't just have 2 different modes for them instead, so you have the precision (old version) mode and the fast (ATLS version) mode that you can switch between on the fly similar how you quickly switch modes for mining/salvaging heads or even precision targeting mode for ship weapons.
@@schlagzahne6741 handhelds kinda were designed to be 0g hooks and navigation first and foremost, and I'd be glad if they stay that way. I think for small boxes, carry in hand looks less jank, and honestly makes incentive to back into larger SCU crates more appealing.
The Nomad, with its pilot controlled tractor beam and flat bed cargo grid could be very effective for these missions. I created "inverted stick modes" on my hotas for driving around in reverse camera or remote turret (tractor beam). Works great with hotkeys to pop in and out of the remote turret and you don't need to leave your seat for any tractor work! It's a shame it looks and feels so dated. Especially next to the Zeus. It looks amazing in this super chill cargo run. Thank you!
I did a ship upgrade to the Zeus on day one of CitizenCon and on day two traded it for the Starlancer MAX. However I did want another mid-sized cargo runner after dealing with the broken salvage and mining issues in 3.23 many which are apparently still ongoing. After watching several videos on the various cargo ship runs I decided to go with the Hull A. I watched a space trucker load and unload the entire ship with a tractor gun in less then 60 seconds and that is key, get in and out. If I want a multi role ship I still have my Cutlass and Cutter in small to medium range and enough store credit to buy a C1 again or a Zeus if I wanted to but if I get back into cargo running again the next would be the Argo Raft for the same reasons as the Hull A.
I enjoy my Hull A quite a bit for the same reasons. My perspective is every ship has it's pros and cons and is largely a personal choice based on your (and your crew) playstyle.
I don't think you could have done that much cleaner. Nice work! Time spent loading and unloading compared to actual trip time is still blowing my mind. Just 6 boxes was double the actual travel time.
Yup benefits of having crew is loading and unloading is much faster than solo. Also I always testing the range of the ship tractor beam, could’ve shaved off time by positioning cargo bay closer to the elevator.
Hence multicrew.....I hate the mentality that solo players should be able to do everything and fly everything at max efficiency and capabilities. Like, the biggest ship for solo players like Connie-sized stuff...using things bigger than that is where multicrew comes in (even with NPC crew, you're not going to afford more than like 2 NPC crew by yourself). Just accept that a single person can do less than a group...it's simple logic
Nope. No one has made that assertion so I am unclear how you leapt to it. Multicrew ain't gonna shave down time moving 6 BOXES IN A MISSION DESIGNED TO BE A SOLO STARTER MISSION. Save that argument for complaints about Cat or C2 loading times (which I have seen be 45 minutes WITH multicrew). Cargo loading is clunky. When folks accept that fact without making silly excuses we can hold CIG accountable for solutions. The alternative is making contrarian arguments that resolve nothing- Like using a Multicrew argument for moving 6 boxes.
What argument? I simply stated multicrew is faster than solo for cargo loading and unloading. It took 3 people 6 minutes to unload 150 SCU cargo from a C2 and we weren't even trying to be fast. th-cam.com/video/kOQFvUgZFtw/w-d-xo.html
@@CarbonPixel78 not you bud. the other dude. Multicrew is valuable and impactful but not the defacto argument for solo endeavors. 6 boxes is absolutely a solo endeavor.
You know, if you showed more of the steps like accepting the mission and calling up the Zeus, and then using info graphics on the screen with directions you could turn these into simple tutorials.
I feel like ship tractor beams are best suited for multi-crew with one person using the ship tractor to stage the cargo near the ramp for the other player to pack with a hand held tractor beam
The rotation of that thing is absolutely glacial. This would be so much faster with the maxlift. If you stand behind the boxes in the elevator, you can move them in super quickly
So weird and inconvinient, this tractor beam cant take 1 scu size box from inside and not to scratch the hull (and we dont speak ablut 8scu until now). CIG need more learnings for design. It looks like ZEUS CL is only for beginner freight missions..
CIG is giving players multiple ways to unload cargo for a reason. Soon we’ll have hazardous cargo to deal with. As far as clipping cargo, that was mostly user error on my part. You can see me learning to lower the boxes on the ramp and not clipping the sides after the first few boxes. And correct, ships have different cargo capacities that will limit what cargo missions they can eventually do.
The Zeus CL is the worst cargo ship, to put 128 SCUs inside it you have to be a magician, this cargo hold door would be great if in the CL model it was a little bigger, the way it is, it takes more than an hour to load the ship.
First time using the Zeus ship tractor beam. There's still some work to do regarding tractor beam push/pull sensitivity with the non-freescrolling wheel that I have on my Virpils vs. switching back and forth to my freescrolling mousewheel, which is a lot smoother.
Zeus MkII MFD and UI Issues when exit Seat issue-council.robertsspaceindustries.com/projects/STAR-CITIZEN/issues/STARC-133630
This is art. Been watching your vids for a while. I’m inspired to make my own.
Do it! It's tons of fun.
The tractor beam still feels kinda clunky. I feel CIG should just adopt the ATLS version for ship tractor beams. Handheld tractor beams can stay as they are for balancing purposes. Just my 2 cents. 😅
Don't see why they can't make all beams do both. One setting to toss and one to precisely stack things
There are benefits for both variants since you trade a lot of control for speed on the ATLS one. They already said though that they would add different types of tractor beams so you can switch out ship tractor beams to whatever you prefer. That said, I don't see why they can't just have 2 different modes for them instead, so you have the precision (old version) mode and the fast (ATLS version) mode that you can switch between on the fly similar how you quickly switch modes for mining/salvaging heads or even precision targeting mode for ship weapons.
@@schlagzahne6741 handhelds kinda were designed to be 0g hooks and navigation first and foremost, and I'd be glad if they stay that way. I think for small boxes, carry in hand looks less jank, and honestly makes incentive to back into larger SCU crates more appealing.
The Nomad, with its pilot controlled tractor beam and flat bed cargo grid could be very effective for these missions. I created "inverted stick modes" on my hotas for driving around in reverse camera or remote turret (tractor beam). Works great with hotkeys to pop in and out of the remote turret and you don't need to leave your seat for any tractor work! It's a shame it looks and feels so dated. Especially next to the Zeus. It looks amazing in this super chill cargo run. Thank you!
I did a ship upgrade to the Zeus on day one of CitizenCon and on day two traded it for the Starlancer MAX. However I did want another mid-sized cargo runner after dealing with the broken salvage and mining issues in 3.23 many which are apparently still ongoing. After watching several videos on the various cargo ship runs I decided to go with the Hull A. I watched a space trucker load and unload the entire ship with a tractor gun in less then 60 seconds and that is key, get in and out. If I want a multi role ship I still have my Cutlass and Cutter in small to medium range and enough store credit to buy a C1 again or a Zeus if I wanted to but if I get back into cargo running again the next would be the Argo Raft for the same reasons as the Hull A.
I enjoy my Hull A quite a bit for the same reasons. My perspective is every ship has it's pros and cons and is largely a personal choice based on your (and your crew) playstyle.
I don't think you could have done that much cleaner. Nice work!
Time spent loading and unloading compared to actual trip time is still blowing my mind. Just 6 boxes was double the actual travel time.
Yup benefits of having crew is loading and unloading is much faster than solo. Also I always testing the range of the ship tractor beam, could’ve shaved off time by positioning cargo bay closer to the elevator.
Hence multicrew.....I hate the mentality that solo players should be able to do everything and fly everything at max efficiency and capabilities. Like, the biggest ship for solo players like Connie-sized stuff...using things bigger than that is where multicrew comes in (even with NPC crew, you're not going to afford more than like 2 NPC crew by yourself). Just accept that a single person can do less than a group...it's simple logic
Nope. No one has made that assertion so I am unclear how you leapt to it.
Multicrew ain't gonna shave down time moving 6 BOXES IN A MISSION DESIGNED TO BE A SOLO STARTER MISSION.
Save that argument for complaints about Cat or C2 loading times (which I have seen be 45 minutes WITH multicrew).
Cargo loading is clunky. When folks accept that fact without making silly excuses we can hold CIG accountable for solutions.
The alternative is making contrarian arguments that resolve nothing- Like using a Multicrew argument for moving 6 boxes.
What argument? I simply stated multicrew is faster than solo for cargo loading and unloading. It took 3 people 6 minutes to unload 150 SCU cargo from a C2 and we weren't even trying to be fast. th-cam.com/video/kOQFvUgZFtw/w-d-xo.html
@@CarbonPixel78 not you bud. the other dude.
Multicrew is valuable and impactful but not the defacto argument for solo endeavors.
6 boxes is absolutely a solo endeavor.
You know, if you showed more of the steps like accepting the mission and calling up the Zeus, and then using info graphics on the screen with directions you could turn these into simple tutorials.
Indeed! I usually make tutorials in the PU. Stuff changes too fast in PTU.
This gets a like for you not running everywhere like most do.
Your videos are very good and the loading on the zeus cl is really cool.👍
Nice work. I think you could have parked closer to the drop off!
Yup, but I wanted to see if ship tractor beams were made for the distance of the designated exterior landing spots in mind :)
I feel like ship tractor beams are best suited for multi-crew with one person using the ship tractor to stage the cargo near the ramp for the other player to pack with a hand held tractor beam
For sure, lots of options for players when multicrewing
The rotation of that thing is absolutely glacial. This would be so much faster with the maxlift. If you stand behind the boxes in the elevator, you can move them in super quickly
@@eavdmeer Yup, so far I prefer the Maxlift
thats clean
So weird and inconvinient, this tractor beam cant take 1 scu size box from inside and not to scratch the hull (and we dont speak ablut 8scu until now).
CIG need more learnings for design.
It looks like ZEUS CL is only for beginner freight missions..
CIG is giving players multiple ways to unload cargo for a reason. Soon we’ll have hazardous cargo to deal with. As far as clipping cargo, that was mostly user error on my part. You can see me learning to lower the boxes on the ramp and not clipping the sides after the first few boxes.
And correct, ships have different cargo capacities that will limit what cargo missions they can eventually do.
When are they gonna get rid of that damn audio bug
The Zeus CL is the worst cargo ship, to put 128 SCUs inside it you have to be a magician, this cargo hold door would be great if in the CL model it was a little bigger, the way it is, it takes more than an hour to load the ship.
I heard the Zeus does have some issues with getting cargo out once the cargo bay is complete full. I'll have to do more cargo missions to confirm.