The Star Citizen Thread v5

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t is groundbreaking with CryEngine, it has never been done before with that engine or any other for that matter a seamless world so big while still keeping that kind of detail and "fidelity".
In other words, it's not actually groundbreaking. You're straying far into all kinds of true scotsman and special pleading if you're need to pile on those kinds of conditions, just to narrow down the field of comparison to the point where your claim is suddenly true.

Just because it hasn't been done in CryEngine (one of the least used licensed engines out there) doesn't mean that it hasn't been done in other engines (and it has).
 
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I don't know about NMS but Elite practically doesn't have a draw distance. It has level of detail adjustment of course but in ED, exactly as CR said for SC, the horizon is the natural curvature of the planet you are on.

On top of that though, in ED, planets are true to scale. The 2000 km radius of the SC planet is on the scale of rather small planets in ED. Earth is 6370km in radius iirc and ED can do much bigger than that, without a draw distance.

That being said, there are usually lanscape features which prevent you from seeing further than them, bein higher than where you are. If you take off with a ship though, you can see as far as the natural horizon.

Excellent example is Achenar 3. I don't know the exact radius but it is a huge rocky world with 6.7G gravity. When descending (if you can take the time to not get tunnel vision to your eventual crash landing) you can see the horizon flatten out. You really get a sense of vastness on that planet after you have been on several potatoes with obvious horizon curve, even at ground level. I wonder, will CIG/RSI create any high-g worlds that would be very difficult to land on, safely?

EDIT:

Video...
[video=youtube;pF6KoB1U49Y]https://www.youtube.com/watch?v=pF6KoB1U49Y[/video]
 
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They're really not sims, though. They're arcade shooters that happen to take place in a space opera world.
It's what they've always been called, and that's all that matters in the context of this conversation. If you can't accept that, then you are just talking past whoever you're arguing against.

Do they have ramp-up and ramp-down times that are consistent with their apparent mass?
You don't know their mass or the energy produced by the thrusters inside the game engine.

Most importantly: does it differ from one ship to the next?
Yes. It does.

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Good to see you back with a typically well reasoned point.

Graphics

eg. polygon count, texture quality, lighting physics, shading quality

Maybe ship physics simulations if you're pushing it. But no more than that.

NOT thruster technology, or solar system size, or planetary gravity, or shielding/structural integrity (why it's perfectly plausible to have small spaceships), or all the other things that are strawmanned regularly in here.

It's a sci-fi space game.

It's a dang sci-fi space game. They don't need to have big ships to survive in their universe. If that isn't hardcore enough for you, then you are in the wrong place. Instead of making strawman arguments about things that CIG have never claimed, maybe you should make a well reasoned point to begin with.

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I wonder, will CIG/RSI create any high-g worlds that would be very difficult to land on, safely?
Dunno. That would be cool though.
 
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I tried to explain that to SC fanboys on youtube they just won't accept that not every mission can be done to that standard and some sort procedural mission generator which will be entirely text base will have to be developed, if it hasn't been already.
It clear to me it will end up like this,

Story missions may be but how many of those can SC produce a year going by other games, 10 a year would be exceptional.

An then you will have regular procedural missions that will be entirely text base.

It possible that they have developed revolutionary procedural animation and audio technology, may it those magical germans waving their magical wounds around.

I think you hit the nail mostly on the head. I think the bulk of the procedurally generated missions will be text based and reside within the job well. However, I do think that these "higher quality" missions can also be procedurally generated as well. Not saying this is how they would do it but if I were designing, I would create a ton of "acts" that are open enough to mix. Then I would get a writer to write the dialog for these segments. Next I would see if there is a way to code a text to lip animation and have this parse the writer's dialog. Finally I would code it so that a random NPC in one of the various bars/dives will give you the quest.

Not sure how complicated that is but seems feasible

EDIT: Would also hire a handful of voice actors to and have them voice every piece of dialog.
 
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It's what they've always been called, and that's all that matters in the context of this conversation.
…and it still doesn't make them sims. It's not much more complicated than that.

You don't know their mass or the energy produced by the thrusters inside the game engine.
I don't have to. That was kind of the whole point, you know.

Yes. It does.
So which ships are more pronounced delays in how they start and stop their rotations? I can't say that I've seen any. There are those that rotate slightly slower, but that's not the same thing.
 
…and it still doesn't make them sims. It's not much more complicated than that.
You're right. It makes them space sims. All that CIG has ever claimed SC to be.

I don't have to. That was kind of the whole point, you know.
Actually you do. A ship that 'apparently' has less mass could also have thrusters with much less power. Making proving the existence of inertia by comparing different ships very difficult.
 
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By who? Random fanboys? Fanatical critics? It's meaning is fine when you put it in the context of what CIG talks about when using it. CIG can't be held accountable when the imaginority doesn't pay attention to what CIG is actually talking about and instead decides to purposely misconstrue what they're actually promising.

Well, seems that "fidelity" has been used in different contexts by CR as well (micromanagement at this point): http://starcitizen.wikia.com/wiki/10_for_the_Chairman_Episode_39

It's frustrating! :)

All SC has ever claimed to be is a 'Space Sim'.

The X-Wing and TIE Fighter series are space sims. The Wing Commander series was a space sim. Freespace is a space sim.

They are not claiming to be a hardcore simulation game like Falcon or MS Flight Simulator.

I'll have to agree with Tippis. These are not "sims" by any stretch of the imagination. There did seem to be an initial sell as SC being a simulator early on (as demonstrated by people complaining about HOTAS problems).

FWIW I am not a hardcore sim freak. The real sim freaks define what "hardcore" means in terms of gamers. :)
 
I'll have to agree with Tippis. These are not "sims" by any stretch of the imagination. There did seem to be an initial sell as SC being a simulator early on (as demonstrated by people complaining about HOTAS problems).
The HOTAS issue does not demonstrate that CIG ever called SC anything more than a space sim.
 
You're right. It makes them space sims.
No. It makes them space combat games.
Just because Chris likes to put a label on something doesn't mean the label is actually accurate.

Actually you do. A ship that 'apparently' has less mass could also have thrusters with much less power. Making proving the existence of inertia by comparing different ships very difficult.
Good thing that I didn't try to do that, then. All I tried to do was to determine if a ship is apparently affected by rotational inertia, and none of the SC ships appear to be — the lag and physical effects just aren't there.

The point you missed about different ships is that it would be pretty stupid to simulate inertia if you always cancelled it out, meaning no matter what you did and what you flew, there was always the same direct linear response.
 
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Actually my real HONEST question now is- is there any rough release date for any of the SC products? I lost track of them in all this mess of Frames,ALphas,whatnot...

I would like to know as well as the title alpha 3.0 is a bit odd.

alpha seems to have gone on for a very long time.

I mean the demo looked very very good, way better than ED missions, not even in the same ball park, it makes ED mission look very 1990's, but are we going to play it this decade where there is a release and a release in my mind means credits in game earned do not get a wipe.

At the moment I do not play SC. I have LTI aroura LN, but why play when my credits will just get wiped in the future, so I wait for the release, but WHEN !!!!!!!!!
 
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The HOTAS issue does not demonstrate that CIG ever called SC anything more than a space sim.

By calling your game a simulator/sim specifically as opposed to anything else you immediately define your game in simulator terms.

How you label something absolutely affects how it is perceived. It's why genres, for their faults, are a thing.

EDIT: It's called marketing, or rather audience targeting. This sort of stuff really exists and companies spend a lot of money getting it right. Hint: I work in that industry.
 
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Every game has to "kiss realism goodbye" in one way or another, being it for gameplay reasons (fun factor) vs engine/budget/time limitations.

SC was advertised as a realistic game, though. Besides, there are no engine limitations that require M50 or Mustang to be so small/hollowed out inside. What was the point of thrust modelling, of limited speeds in QD if rest of the game is so arcade'y? And I have to say, combat or even spaceflight never have been enjoyable in SC, so CIG have failed in that regard, too.
 
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By calling your game a simulator/sim specifically as opposed to anything else you immediately define your game in simulator terms.

How you label something absolutely affects how it is perceived. It's why genres, for their faults, are a thing.

It's called marketing, or rather audience targeting. This sort of stuff really exists and companies spend a lot of money getting it right. Hint: I work in that industry.
Then you should direct your blame to the gaming magazines that have called them space sims for decades.
 
SC was advertised as a realistic game, though. Besides, there are no engine limitations that require M50 or Mustang to be so small/hollowed out inside. What was the point of thrust modelling, of limited speeds in QD if rest of the game is so arcade'y?. And I have to say, combat or even spaceflight never have been enjoyable in SC, so CIG have failed in that regard, too.
SC was advertised as a sci-fi space game with artificial gravity, aliens, laser beams that travel slower than the speed of light, jump gates, shields, etc.

Big ass ships are cool. Tiny nimble ships are cool. It's a space game set in a different universe than ours.

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And…?
Just because Chris likes to put a label on something doesn't mean the label is actually accurate.
It's what everyone else but you uses to refer to those games. But I'm sure you'll just keep talking past me forever........ [wacky]
 
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