Can it be?
Sandwurmie has finally returned?
It is a sign! Buy an Idris!
Sandwurmie has finally returned?
It is a sign! Buy an Idris!
So here's what happens when someone transitions between servers...
It's an experiment. How much excremental output do suckers consume until they realise they've been had.Devs; "Don't do this, it will crash the servers,"
Players; Immediately do this!
Entirely expected behaviour, why did they even have the jump gates enabled if they were that badly coded?
Code:if (location == jumpPoint) { return false; }
Well, as far as I know that is precisely how the "live" PU servers work at the moment. Servers are completely independent. One 30Ks, others are not affected. How is that something to be in awe about is beyond me. People hop from server to server to find the least crappy one.Amazing! CIG have figured out to have one server keep running when another server crashes!
CIG have invented the default state of server operation!
The only thing "new" in this "test" is that allegedly the replication layer covers 2 servers instead of 1. And we all know how well the replication layer tests went with just 1 server. CIG apparently also reduced the player count in each server as they split the ~100 into two groups of 40-50. If anything I suspect that it is that kind of downgrade that can actually help any server to be stable in SC.
So we can expect 100 systems with one player in each when the game is finally released?
[When] another DGS node, object, or instance is full , will T0 / Static Meshing create another DGS node pre-emptively? Or how will this be handled?
[...]
Clearly that is going to be a problem if we allow shards to have many more players than the50100 we have right now in our single-server “shards”.
So, don’t expect player counts to increase much with the first version. That avoids the issue of a single server node becoming full before players get there since we’ll limit the maximum player count per shard based on the worst case.
Without mechanics to prevent every single player going to the same location, a large mega shard will be very hard to achieve, especially on the client. For example, there could be a mechanic to temporarily close jump points to crowded locations, or create new layers for certain locations.
or create new layers for certain locations.
The UK still has an extradition treaty with the USA doesn't it?There was no Star Citizen Live today as presenter Jared was at the cinema watching Dune pt2
Yep, Star Citizen Live being cancelled by a film about actual sandworms is very ironic
Source: https://twitter.com/discolando/status/1763648474489536592
So we can expect 100 systems with one player in each when the game is finally released?
Boost, Cone Fire, and SCM speeds -- all perfectly aligned with mitigating the limitations of server performance.
The devs have also been completely dismissive of ANY suggestion to increase the speeds, even slightly. That suggests that they have a target for server performance, and they know what acceptable levels of accuracy are for their models and the current max speed is the maximum allowable speed to hit those targets. The simple calculations above support that for a reasonable server FPS.
single player games have AI update rates, too. Running everything locally can be pretty taxing and an AI update rate of 20-30Hz would actually be pretty good (more than enough for "normal" games).
Did CR say the Sandwurmie was scripted, on stage?No, the 2016 CitCOn demo had a scripted event specific to the demo, and CR said as much on stage, after it crashed the first time, and they had to restart the demo.
Did CR say the Sandwurmie was scripted, on stage?
Reddit talks about sandworm coming to SC
Source: https://www.reddit.com/r/starcitizen/comments/1b4q8ga/from_scs_tiktok_page_yesterday/