The Star Citizen Thread v8

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Their latest Calling all Devs video on piracy and griefing offers some interesting tidbits.

Players will have to contact support if they feel other players have been mean to them and blocking them from playing the game.

I wonder how they will deal with tickets from peeps repeatedly squished by uncontrollable space ships with near-zero visibility and an inability to stay still when "landed". Lets not even mention ramps. I bet some of the larger orgs will have every ramp on an in-game KOS list.
 
The theory of gravity is similar to the theory of Star Citizen. We only have a couple of observable proofs and no way of measuring it. The Graviton don't exist yet sorry, just like SC.
 
Their latest Calling all Devs video on piracy and griefing offers some interesting tidbits.

Players will have to contact support if they feel other players have been mean to them and blocking them from playing the game.

I wonder how they will deal with tickets from peeps repeatedly squished by uncontrollable space ships with near-zero visibility and an inability to stay still when "landed". Lets not even mention ramps. I bet some of the larger orgs will have every ramp on an in-game KOS list.

Another great way to monetize individual backers wallet value. Dont want to wait for support to contact you? Wanne be entitled to certain perks when it comes to handling player interaction? How about getting your very own personal customer support jock answering your every call? Yours for a one-time payment of xxx $ or make sure you keep your very-special-snowflake subscription active. Be "whale" enough and you ll have your very own server populated with CiG drones treating you like royalty.

...I should stop giving CiG ideas....
 
The theory of gravity is similar to the theory of Star Citizen. We only have a couple of observable proofs and no way of measuring it. The Graviton don't exist yet sorry, just like SC.

You know, if you're going to make that kind of simile, it really helps if get the facts about the referent right…
 

In the 'caveat' section John explains that IFCS is a "goal based system" wherein he explains that a ship designer sets a distance by which the ship should reach a target speed.

This is the first time I've seen that mentioned in public. It doesn't classically simulate mass or acceleration.

I didn't know that the ESP part merges control input with calculated optimum values for tracking targeted ships. Rather than limited gimballing on fixed weapons it gimbals the whole ship by modifying the control input. A kind of soft Auto aim for the whole ship.

Thruster gimballing is out. Centre of thrust isn't derived from thruster placement. The kickstarter pitch video showed both of these things.

I hope John writes up a document on how he has networked all of this...
 
From that same dev video - presumably in hundreds of Kb of awfully crafted XML - just now put through a tool that generates hundreds of Kb of equally awfully crafted XML, but it has a cool new name :D

There's no tool, it all has to be done by hand, over and over and over again! Actually that might not be quite correct, I believe there was a tool written by a backer but I forget exactly what it was being used for.

To give John his due he has a background in physics and robotics, but doing this kind of thing efficiently and in a realtime environment is where experience in coding for games is paramount, I think I'm probably preaching to the choir in saying that. That's five man years of work represented in that document - I think the results speak for themselves, as does the fact that it's still work in progress.

It's still a lot further along than Squadron 42, by approximately 4 years and 5 months.
 
Oh - I simply meant that in the latest Calling All Devs video thing they did - Disco Landrover went to some length to separate the "legacy" XML from the "N00" XML.

Apparently they have some tool that automates XML creation based upon - I assume - input text from the much vaunted Item 2.0, instead of poor devs having to edit and then chase values manually.

Either way - there's still no game :D
 
Oh - I simply meant that in the latest Calling All Devs video thing they did - Disco Landrover went to some length to separate the "legacy" XML from the "N00" XML.

Apparently they have some tool that automates XML creation based upon - I assume - input text from the much vaunted Item 2.0, instead of poor devs having to edit and then chase values manually.

Either way - there's still no game :D

Uh-oh. So what you're telling me is that, 7 years after his discovery of XML, someone has shown Chris XSLT?
 
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