Game Discussions Star Citizen Discussion Thread v12

What utter codswallop! If a Commando pulls their arms in just right and imagines really hard then they can achieve any vector they like, according to the Professor himself!

Umm, what, no indeed? Let me posite here. You are next to a large container floating in space, you ask me how much it weighs. I ask, what is the gravity at the surface of the mass it is resting on. You say, well there is no gravity, it's in space, and I say, therefore it's weight is zero. You ask, then how much does that 500 meter long space station weigh, same answer, zero, because there is no gravitational acceleration and fixed surface by which to calculate weight. Well then you ask, how much does that planet weigh? The same, due to the same constraints. You see a tonne of feathers on earth "weighs" one sixth of a tonne on the moon, so weight is entirely imaginary, it has no fixed value like mass. If you were to increase the number of feathers to make a tonne on the moon you will have increased the "mass" of the feathers, if you move it to earth it would now "weigh" 6 tonnes. So discussing weight in space is pointless, there is no weight, whereas mass remains constant and doesn't change no matter what the gravity.

As regards the arms, that's action/reaction, nothing to do with "weight" because the arm has none, weight only exists as a function of acceleration in a gravity field, your movement is to do with mass and momentum and one thing you can't do is move yourself forward doing that in zero gravity, because the forces balance out and provide no motion, the rest of your body would move forward according to the momentum and mass of the arm moving backward until they reached a point of balance, all you are achieving is moving the arms mass and your bodies mass closer to the center of mass and nothing else. The actual professor, not the pretend one, would be laughing like a hyena at around this point. To achieve movement you need to "eject" mass, so you could move by throwing an object because the object and your body then become two objects that have exchanged energy in the form of momentum, but anything that remains attached to your body, like your arm, will simply result in the forces balancing and no movement, as they, physics Sherlock!

I mean this comment of yours was a joke obviously, but I think the original poster was serious about weight, it's important if we are criticising a game for not having proper physics that we understand how physics actually works even if the makers of said game don't.
 
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Viajero

Volunteer Moderator
More Pipeline projections...



Dynamic Meshes in 2024. Who needs Mr.Nowak? ;)
It’s amazing how efficiently all the precise key points that backers need to hear and not a single item more can be compressed and lumped together in a small bite size paragraph. It’s almost as if it was not a happy accident..
 
They do not need meshing to test jump gates… didn’t they said they already had the session controller/load balancer that will help the client not lose connection?

A server loads Stanton, another pyro and the session controller tells the client when to play the dramatic jump animations, when to unload stanton map and load pyro into memory… it also tells the persistent layer which server has authority to write the state of the current entities associated with the client… boom, jump completed…

Now, obviously this is just speculation but you get the idea…

Counterpoint: For years they said they couldn't add new systems until they had server meshing. Now the narrative changes again and the faithful will memory wipe themselves of any contradictory information put out by CIG. If you try and bring up their earlier comments they will claim you're just a hater and taking it out of context.
 
Counterpoint: For years they said they couldn't add new systems until they had server meshing. Now the narrative changes again and the faithful will memory wipe themselves of any contradictory information put out by CIG. If you try and bring up their earlier comments they will claim you're just a hater and taking it out of context.

Yeah they could always have done it, but it just required logging the player out of one server and logging them into another server running the other system, load the new system data and bobs your uncle while play some sort of fake jump animation, I mean the same thing the original Elite did when jumping from one galaxy to another, glad to see they are finally catching up with 1984 tech!
 
Oh, right... just like Elite 1984. I remember spending equal time playing the game and daydreaming of ship interiors in that wireframe Cobra or Coriolis space station interiors.
How ironic that currently i'm really not looking forward to ship interiors in ED 🙃

That’s because whatever you imagine is going to be superior to what FD eventuality produces. As SC shows, an imaginary game will beat a properly developed game, every time. What boggles the mind is that in this case, it’s also vastly outperforming properly developed games financially as well.
 
Dude says:

They do not need meshing to test jump gates
and continues to explain meshing :)
A server loads Stanton, another pyro and the session controller tells the client when to play the dramatic jump animations, when to unload stanton map and load pyro into memory… it also tells the persistent layer which server has authority to write the state of the current entities associated with the client… boom, jump completed…

Not gonna argue about it - CiG uses different terms for things all the time. Will be interesting to see what leaks from the test :)
 
Umm, what, no indeed? Let me posite here. You are next to a large container floating in space, you ask me how much it weighs. I ask, what is the gravity at the surface of the mass it is resting on. You say, well there is no gravity, it's in space, and I say, therefore it's weight is zero. You ask, then how much does that 500 meter long space station weigh, same answer, zero, because there is no gravitational acceleration and fixed surface by which to calculate weight. Well then you ask, how much does that planet weigh? The same, due to the same constraints. You see a tonne of feathers on earth "weighs" one sixth of a tonne on the moon, so weight is entirely imaginary, it has no fixed value like mass. If you were to increase the number of feathers to make a tonne on the moon you will have increased the "mass" of the feathers, if you move it to earth it would now "weigh" 6 tonnes. So discussing weight in space is pointless, there is no weight, whereas mass remains constant and doesn't change no matter what the gravity.

As regards the arms, that's action/reaction, nothing to do with "weight" because the arm has none, weight only exists as a function of acceleration in a gravity field, your movement is to do with mass and momentum and one thing you can't do is move yourself forward doing that in zero gravity, because the forces balance out and provide no motion, the rest of your body would move forward according to the momentum and mass of the arm moving backward until they reached a point of balance, all you are achieving is moving the arms mass and your bodies mass closer to the center of mass and nothing else. The actual professor, not the pretend one, would be laughing like a hyena at around this point. To achieve movement you need to "eject" mass, so you could move by throwing an object because the object and your body then become two objects that have exchanged energy in the form of momentum, but anything that remains attached to your body, like your arm, will simply result in the forces balancing and no movement, as they, physics Sherlock!

I mean this comment of yours was a joke obviously, but I think the original poster was serious about weight, it's important if we are criticising a game for not having proper physics that we understand how physics actually works even if the makers of said game don't.
Could we propel ourselves by peeing? Males would have significant advantage over females because of the thrust vector nozzle.
 
The "we're gonna test jump gates without meshing" leak is a strange one. I guess it could be because the jump gate code is being imported from SQ42 (which won't have any server meshing), so they're just trying to show that they can import the code. But presumably they'll need to cut back Pyro even further than last time - and maybe cut bits out of Stanton as well ... hardly seems worthwhile 🤷‍♀️
Chris: Okay, it's almost december. Nothing from The Con is working. What do we do?
Lackey: Pretend jump gates are close to being tested.
Chris: Brilliant. Promote this man to senior engineer.
 

Viajero

Volunteer Moderator
« A server loads Stanton, another pyro and the session controller tells the client when to play the dramatic jump animations, when to unload stanton map and load pyro into memory… it also tells the persistent layer which server has authority to write the state of the current entities associated with the client… boom, jump completed… »
So, a loading screen then.
 
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