Game Discussions Star Citizen Discussion Thread v12

Viajero

Volunteer Moderator
The Quantum Travel function can't handle moving bodies because you can't steer, so whatever you target will be gone by the time you get there!
Wouldn’t say lack of steering is the reason they can’t do proper celestial motions, but rather just another symptom of the same problem: Crappy and limited engine (and imo probably a very crappy double precision floating point 64b implementation).
 
@Vasea Azure Do you have a HDR screen and Windows 11?

While HDR isn't in SC yet.




Windows 11 can force HDR on the Desktop and in games that don't support it, and....






Not every screen will need calibrating mine certainly did, it was out by miles.

Also, you brought up cloud city and the C2, i just bought one at cloud city :D

Source: https://www.youtube.com/watch?v=7l9xp4DKjTw

My god, are Star Citizen's graphics regressing? That part at 12:30 looks like a game from the early 2000s.
 
SC lacks orbits because they can't do it, not because of a design decision.
Early on, Ci~G found their chosen path with how quantum travel was designed, it wouldn't work (or would be too difficult to work out) with orbital mechanics...so it was a design decision not to include the feature...albeit a fairly poor one. Perhaps if they employed someone who could do sums, they could have worked it out :)
 
@Vasea Azure Do you have a HDR screen and Windows 11?

While HDR isn't in SC yet.




Windows 11 can force HDR on the Desktop and in games that don't support it, and....






Not every screen will need calibrating mine certainly did, it was out by miles.

Also, you brought up cloud city and the C2, i just bought one at cloud city :D

Source: https://www.youtube.com/watch?v=7l9xp4DKjTw
I use HDR on both my monitors...even though my second monitor is just used for Discord, browsers and stuff when I'm playing. Took a bit of faffing about to get it to my liking...but the PS5 (and PS4) use HDR by default so I got kinda used to it for gaming...changed the PC side of gaming to suit.
 
there is the one famous system in ED where a moon is orbiting ridiculously fast. i went a saw it. but it is a curiosity for me. nothing really meaningful.
While I agree fully that scaled down planets (and distances to match) really do not change anything to the experience, as it would just mean increased travel times and nothing else, orbits would change the game experience by a lot, and imply having for example a really newtonian flight model, having to fight gravity, and maybe have some sort of skill ramp for piloting ships, which would make the game enjoyable for just flying around. As it is it's focused on FPS action which is not my cup of tea.
 
Early on, Ci~G found their chosen path with how quantum travel was designed, it wouldn't work (or would be too difficult to work out) with orbital mechanics...so it was a design decision not to include the feature...albeit a fairly poor one. Perhaps if they employed someone who could do sums, they could have worked it out :)
Yeah it could be made to work with those orbital markers, put them in an orbit that's synchronous with the star to keep em in a stable position relative to other planets, there you go, you travel from one orbital marker to another (TBH that could work with planet-synchronous markers too, just you would have different markers as a target over time). Note it doesnt solve the border case where you get right across the star itself but that case is temporary anyway and you can get around by hopping to another planet. It would add some spice to SC trading game too as distances between planets would then vary over time.
 
Early on, Ci~G found their chosen path with how quantum travel was designed, it wouldn't work (or would be too difficult to work out) with orbital mechanics...so it was a design decision not to include the feature...albeit a fairly poor one. Perhaps if they employed someone who could do sums, they could have worked it out :)

Isn't that Tony Z guy good at maths? He's always banging on about quantum this and quantum that. Been doing so for years.

I'm sure he could whip up some maths for the orbital mechanics and having it run on a PC in the office in a matter of days!
 

Viajero

Volunteer Moderator
While I agree fully that scaled down planets (and distances to match) really do not change anything to the experience, as it would just mean increased travel times and nothing else...
Larger scales do not mean increased travel times. If the engine is properly done, designers can simply increase traversal speeds to match those larger scales and thus maintaining times as low, or as high, as they see fit for their game. Designers have full control (assuming the engine is good enough to cope with large scale, which does not seem to be the case for SC). Conversely, smaller scales do not mean reduced traversal times either, especially if we are still talking thousands, hundreds of thousands or millions of Km. It all depends on traversal speeds. Designers still need to up their traversal speeds enough to make times be reasonable for their game.
 
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While I agree fully that scaled down planets (and distances to match) really do not change anything to the experience, as it would just mean increased travel times and nothing else, orbits would change the game experience by a lot, and imply having for example a really newtonian flight model, having to fight gravity, and maybe have some sort of skill ramp for piloting ships, which would make the game enjoyable for just flying around. As it is it's focused on FPS action which is not my cup of tea.
Yeah, Crusader is larger than earth, you used to have to climb to an altitude of about 150KM before it would let you jump, what a pain in the...

The complaints about that got so much because that takes so long its now a cheat, now they let you jump at 90KM which is still well inside the atmosphere.
 
Yeah, Crusader is larger than earth, you used to have to climb to an altitude of about 150KM before it would let you jump, what a pain in the...

The complaints about that got so much because that takes so long its now a cheat, now they let you jump at 90KM which is still well inside the atmosphere.
There's another factor for Crusader as it's a gas giant. A lot of people wanted to have a floating city in a gas giant - not realizing the consequences. The very low ship speed limit in SC is also a big problem here. Again having orbits (and then orbital speeds !) would make everything a lot quicker. And add re-entry challenge, and actual burn up risks and so on.. Lots of missed opportunities to make an actually compelling space sim...
 
Yeah, Crusader is larger than earth, you used to have to climb to an altitude of about 150KM before it would let you jump, what a pain in the...

The complaints about that got so much because that takes so long its now a cheat, now they let you jump at 90KM which is still well inside the atmosphere.
RE that calibration tool...it's not saving the calibration changes to my display. Tried everything so far 🤷‍♂️

Edit: Sorted it...had to change a setting on my monitors :)
 
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Larger scales do not mean increased travel times. If the engine is properly done, designers can simply increase traversal speeds to match those larger scales and thus maintaining times as low, or as high, as they see fit for their game. Designers have full control (assuming the engine is good enough to cope with large scale, which does not seem to be the case for SC). Conversely, smaller scales do not mean reduced traversal times either, especially if we are still talking thousands, hundreds of thousands or millions of Km. It all depends on traversal speeds. Designers still need to up their traversal speeds enough to make times be reasonable for their game.
Increasing speeds would have to be extended to normal thruster travel too as getting to places on a planet or to/from orbit would take much longer - that has a lot of consequences they wanted to avoid entirely in order to make their "FPS in space"...
 

Viajero

Volunteer Moderator
Increasing speeds would have to be extended to normal thruster travel too as getting to places on a planet or to/from orbit would take much longer - that has a lot of consequences they wanted to avoid entirely in order to make their "FPS in space"...
Designers can also implement orbit speeds as fast or as slow, and have transitions as close or as far to destination POI, as necessary, for any given scale. You just need a robust engine to handle such scales and speeds.
 
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