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Rebel Galaxy Outlaws on the other hand plays like a more traditional space-sim. You're in fighters and small frigates this time around. You can actually go up and down in this one. As for combat and all, rather than broadsides like the first game, you actually have to trail and get your guns focused on an enemy fighter here. There's an auto-follow locked on target feature to help out with that, and aim-assist as well.
Just like the first game, you can do jobs such as mercenary work, merchant cargo hauling, piracy, etc.
What's the ship variations like? And is there a decent selection of different ships? I've heard some people complain about it being a bit lacking. I loved the first one and I'm very keen on getting this, but it's nice to have things to work up to and save up for.
It is one of the biggest shortcoming of this game. Even "12 ships" is putting it generously. Many of those are slight variations of the others. There are no faction specific ships as well... so you do not have much incentive to ally with a faction.
To be clear, actually there are plenty of faction specific ships, but for some strange reason the player does not have access to them: https://rebelgalaxyoutlaw.gamepedia.com/Category:Non-player_ships. It is a massive wasted opportunity. Making those ships available to the player by building relations would have solved some of the game's major shortcomings.
There's around 12, some are similar in appearance to one another but with different stats.
While it is a valid criticism IMO, I can kind of understand why there's so many in the first game and only 12 here, probably because each ship DOES have a unique cockpit and UI / HUD, so it's likely more work for them to add a ship in here vs in the original game.
That is some extra work, but not as much as you think. They are not interactive cockpits like MSFS or DCS. It is largely moving around existing assets. A decent 3d modeler could make a new cockpit in a couple of days at most.
I explained it in the topic where people complaiend about the lack of VR: I helped testing controller support for a fanmade spacesim and while most gameplay elements and ship models have been in place they have trouble with the cockpits. It's very difficult to make them look "right" and at this point they have only two in place that aren't borrowed assets, it's been two years and one has only the forward-facing part complete and one is even still untextured.
The devs themselves told me that modelling cockpits is not as easy as it sounds in a full 3D engines.
Update: Yep 1.3 for RG vs 38 for RGO. I only played X4 for 7 or so.
They sensed your lack of knowledge of 3d modeling and fed you a convenient excuse. Or may be it is genuinely harder for VR... I don't have much experience with interiors in VR. I expect adjusting field of view and camera position etc would be trickier in VR to make a cockpit look natural.
More likely case in case of these duo of devs is that they contracted out any 3d modeling work, and it is not convenient for them to add more interiors on a whim. They probably want to wrap up the modkit which would make it more convenient.
RG - World of Warships in space
RGO - Privateer in 2019, with awwwesome music!
And note that being a fan project it's based on a pre-existing IP so they have already a big chunk of work already done in terms of design and how things should look.
Regarding the Rebel Galaxy Outlaw cockpits Howie Day did them and he's part of the team IIRC, he often writes on Wing Commander CIC and IIRC he is on social media in some capacity.