The multiplayer aspect should be handleable by the proc gen - same as surface features. After all, in a multi-player instance, every SRV will stumble (and occasionally explode) on the same rocks and encounter the same brain trees.The obvious problem with planetary clouds is multiplayer synchronisation.
- the clouds need to show the same for every player in an instance (you think you're hidden by fog, but your friend has a bright and clear day)
- the clouds need to have believably consistent structure from orbit-to-surface in the same way that the surface terrain does
You already did it on the Thargoid maelstorm. Will the cloudy planet make the game laggy?
What a silly question! All of them!What sort of cloud did you want? Cirrus, cirrocumulus, cirrostratus, altocumulus, altostratus, nimbostratus, cumulonimbus, cumulus, stratus or stratocumulus? Maybe some exotics like notilucents and lenticulars?
Interestingly, in 3.8 and earlier, you could add more small rocks on the surface by manually editing their multiplier in the graphics configuration file.The multiplayer aspect should be handleable by the proc gen - same as surface features. After all, in a multi-player instance, every SRV will stumble (and occasionally explode) on the same rocks and encounter the same brain trees.
But as I point out in the following sentences of my post, rocks don't move.The multiplayer aspect should be handleable by the proc gen - same as surface features. After all, in a multi-player instance, every SRV will stumble (and occasionally explode) on the same rocks and encounter the same brain trees.
True - but there is significant room to cheat in Elite Dangerous because most players aren't exo-meteorologists. It doesn't have to be a perfect simulation or even all that realistic - it just needs to produce clouds which look a bit like clouds without "It was raining when I docked at Noir Depot. But then, it was always raining at Noir Depot." situations.Practically, our best existing computers are not up to the task and are limited to rather coarse grids.
Interestingly, in 3.8 and earlier, you could add more small rocks on the surface by manually editing their multiplier in the graphics configuration file.
The extra rocks were not physical (SRV was clipping through them) and they were obviously not visible by other players, as thery were generated at client level.
Mammatus clouds. Because of courseWhat sort of cloud did you want? Cirrus, cirrocumulus, cirrostratus, altocumulus, altostratus, nimbostratus, cumulonimbus, cumulus, stratus or stratocumulus? Maybe some exotics like notilucents and lenticulars?
This used to be a big problem in DCS and was only resolved a few years ago (IIRC). For context, DCS was released in around 2012, so even older than E: D and it took the devs more than 10 years to solve that particular problemThe obvious problem with planetary clouds is multiplayer synchronisation.
- the clouds need to show the same for every player in an instance (you think you're hidden by fog, but your friend has a bright and clear day)
Ooh lenticulars please, they're my favourite!What sort of cloud did you want? Cirrus, cirrocumulus, cirrostratus, altocumulus, altostratus, nimbostratus, cumulonimbus, cumulus, stratus or stratocumulus? Maybe some exotics like notilucents and lenticulars?
I prefer Morning Glories.Mammatus clouds. Because of course![]()