Game Discussions Star Citizen Discussion Thread v12

Hmm, so they announced an Evo, then I was watching Berks when they announced there was no Evo as it was broken, but apparently there was an Evo later, because they managed to 'fix' it. Definitely some high powered engineering going on there, not held together with gum & string :D

Looks like Evo is still struggling once they up the player count - once they go over the 100 that a current server can just about handle things don't go well ...

So Wave 1 today! ;)
 
If current content is a guide, 50% of it will involve:

Discussing why the latest ships are flawed / superfluous / OP. In minute detail. (While also slavering over their greebles. And listing the ways that older ships need to be updated ;))

A remaining 25% will be spent trying to fit X into Y...
We'll see... I suspect it won't be mostly a couple of light hearted hours of PvE and catch up before we potter off to do some Helldivers (although there is talk of Foxhole rearing its head)
 
Despite not having anything to do with that conversion his name is still credited before the people that did the work.

Meanwhile when he converted Jon Ritmans Matchday to the BBC Micro he insisted on having his name front and centre.

MatchDay-Ocean.png
I loved matchday and esp matchday 2! didn't have any idea CR had anything to do with it. I didn't have it on the beeb but did play it on my friends
 

Viajero

Volunteer Moderator
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If anyone was wondering how ship modularity T0 was going, it's going like this:

Source: https://www.reddit.com/r/starcitizen/comments/1grwm8y/retaliator_modules_bugged/

...if you equip the broken module, spawn the ship, self destruct, claim it and spawn again then it fixes it. I’ve just done that and it worked!

Is there a workaround for Retaliator modules?'

Did you already equip them and they are invisible in your ship? If so, go to another station and claim the Retaliator, did this last patch and it worked. However, be careful, my modules just got deleted on the last patch, like 4 days after i bought them in auec.
And if you want to change torpedoes, but you can't unequip them, you need to shoot all the ones you got in the ship, then land and put the new one. But don't use the restock before that
 
Planet Tech: Versing No.5

Source: https://www.youtube.com/watch?v=y_QE4qig9sw&t=1000s

Q: Is all of this still R&D with clever renders or is this technology at a stage where it could potentially be used to actually build a planet at this point?

Student -> Senior Engine Programmer said:
So it's a bit of a tossup really. We use the term vertical slice specifically and that's something I'll kind of dive into a bit.

We've kind of tried to do a bit of everything, so that we can see the whole picture and then kind of tweak our design from there, and start finishing out each bit. And that means that yes we could build a planet but there's no way we could ship it. It's not performant enough, it's not varied enough, it doesn't check all of the boxes that we want. There'd be all sorts of problems with the tech that is working for the difficult bits but not working for the bits that mean that you can have 30 in a solar system, and then 30 in another solar system, and so on.

One of the reasons we've approached it like this is because there's kind of such a fundamental change in the tech. Like the Genesis and the Planet Tech improvements are not just kind of changes to the output of the existing system. It is a fundamental kind of reshuffle and redistribution of work.

Which is largely because V4 kind of addressed the needs of planets. Although the Planet Tech that we have kind of address the needs of planets as they were at 3.0, but nowadays there's a lot more requirements from that tech, whether it be kind of server meshing things, base building things, habitables, persistence.

So we've approached it from this vertical slice which means, yes, we can build a planet but it's not the standards we want. Um. But we're now at that point where we take that, we can say okay, well here's what worked, here's what we need to redesign, here is what we know is great. We've solved some of the big tech problems.

Now we're transitioning to more of a kind of milestone based approach, where we're saying: Okay well now we're going to finish out GPU spawning, and now we're going to finish out the orbital look, and so on. And we can start kind of taking chunks of tech and finishing it.

And I think one of the really important things as well is that we're not aiming to release this as one big floodgate and suddenly everything is out and boom you've got Genesis. It's going to be features coming online bit by bit.

And one of the early bits of tech is actually already in the the 4.0 streams that are going out to EPU right now. The planetary rewrite of how we store and subdivide our planet into patches and so on is already out there in the world and working. And that's kind of one of the benefits of having done this as a vertical slice. It means that we're starting to reap the benefits already.

TLDR: No. We're rebuilding it allll.

What a great big ball of Friday night bull ;)
 
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Oh and a stray thought on this:

And one of the early bits of tech is actually already in the the 4.0 streams that are going out to EPU right now. The planetary rewrite of how we store and subdivide our planet into patches and so on is already out there in the world and working.

Wonder if that's why everyone's glitching through the surfaces so much in 4.0? ;)
 
Planet Tech: Versing No.4

Source: https://www.youtube.com/watch?v=y_QE4qig9sw&t=1000s

Q: Is all of this still R&D with clever renders or is this technology at a stage where it could potentially be used to actually build a planet at this point?



TLDR:
No. We're rebuilding it allll.

What a great big ball of Friday night bull ;)

We use the term vertical slice specifically

In other words "We took an industry standard word/practice and but use it in a completely different way"
 
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