The Star Citizen Thread v8

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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...

Do you mean that for say pitch and yaw at least CIG are using "mouselook"? That would certainly be consistent with observations on pitch and yaw lacking in inertia, whereas roll, which may have been added later (i.e. not native CryEngine), acts as expected...
 
Do you mean that for say pitch and yaw at least CIG are using "mouselook"? That would certainly be consistent with observations on pitch and yaw lacking in inertia, whereas roll, which may have been added later (i.e. not native CryEngine), acts as expected...

Yup. CryEngine is very much geared towards FPS games. It's a lot harder to make something like a space game in CE than it is in, say, unity or unreal.
 
While risking to trigger mods, I have to say FD is getting closer and closer to CIG in space legs visuals at least in "cinematic clips" (and in FD case I suspect it is actually showing off tech they work on) with each video.

I also disagree with people who say FD takes page from CIG book with releasing misleading trailers - I actually know FD can deliver what they have shown (will they and when it will happen is different topic). So I would like to avoid to compare both companies that way. Still....FD videos make me genuinely excited, while CIG ones are ones nitpicked despite sometimes having really nice edits and moments. I guess there's reason for that.
 

Goose4291

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Yup. CryEngine is very much geared towards FPS games. It's a lot harder to make something like a space game in CE than it is in, say, unity or unreal.

I've said this a few times in multiple iterations of this thread.

A while back the team that put together the Battlestar Galactica Homeworld 2 Mod turned their attentions to making a BSG Crysis mod where you could run around Galactica, go planetside and jump into a Viper/Raptor to dish out damage to the Cylons.

They abandoned the project as unworkable, citing issues with the engine.

It's improtant to note though, they weren't a professional company, with the budget behind them that CiG has, and this was ten years ago.

[video=youtube;h1F6ghLt35s]https://www.youtube.com/watch?v=h1F6ghLt35s[/video]
 
Do you mean that for say pitch and yaw at least CIG are using "mouselook"? That would certainly be consistent with observations on pitch and yaw lacking in inertia, whereas roll, which may have been added later (i.e. not native CryEngine), acts as expected...

I posted in here before about how there was only one single dev working on physics and flight model, and the post was ridiculed by the usual suspects. John is the only guy working on this stuff and has been for 5 years.

If you read his document you'll see that IFCS modifies *control inputs*, and if you've kept up with the dev videos you'll know that the control inputs are now read in a batch process, not every frame. The code has actually been shown on a 'Calling All Devs' video 'Everything flight control'.

As an indicator of how IFCS is networked you only need to look at the Spectrum announcement for the 3.2.0 refactor of IFCS, where Baior posted that the flight model had to be tested in a busy server environment, and asked players to test out manoevures in a busy server and fill out a survey of how it feels. Think about that one...

When CIG optimised IFCS by moving its control updates into a batch thread in 3.0, the controls were laggy and in John's words "sloppy". That had to be 'fixed' and 3.2 is the fixed up version of the batch processed IFCS controls. It was not reverted back, it was bandaided into submission.

So you have an input sensitive system being updated in a batch thread whenever the batch gets a chance to execute. The joystick inputs are being read in a background batch process, modified by IFCS, and translated into ship movement.

And by CIG's admission the whole system is sensitive to networking, so that hints at what else it's doing.

As to the mouse inputs - I don't know if those are read in the batch process or if those are being handled properly in a thread dedicated to control. I suspect from your description that mouse input isn't modified by IFCS and gets merged directly further down the line.

It was all pushed back into a batch to optimise it as it was saturating the CPU, so now it only reads control inputs in a 'lazy' background way. And CIG have talked about all of this in videos and even described what they've been doing with it.

IFCS is ten different brands of 'nope' in a big 'nope' bag.
 
Yup. CryEngine is very much geared towards FPS games. It's a lot harder to make something like a space game in CE than it is in, say, unity or unreal.

Ilfonic had a pretty damn cool looking build of Star Marine until it was canned. What CIG ended up building as Star Marine doesn't come close to a tenth of what Cryengine is capable of doing as regards an FPS.

They couldn't even build a shooter with it. All they can do is build assets and fail at integrating mocap.
 
I've said this a few times in multiple iterations of this thread.

A while back the team that put together the Battlestar Galactica Homeworld 2 Mod turned their attentions to making a BSG Crysis mod where you could run around Galactica, go planetside and jump into a Viper/Raptor to dish out damage to the Cylons.

They abandoned the project as unworkable, citing issues with the engine.

It's improtant to note though, they weren't a professional company, with the budget behind them that CiG has, and this was ten years ago.

Well, that's because they didn't have Chris Roberts programming for them and they never came up with Item 2.0 to deal with all the thingymajigs.
 
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IFCS is ten different brands of 'nope' in a big 'nope' bag.

Thanks for that Cobra1984 - I will confess I've not taken enough of an interest to have dived into the reality TV dev videos, since I saw that ship design competition thing a few years back (that was the last time other than the live demos I've watched them - can't stand reality TV and its contrivances). I do have a passing interest in development though from a role in a previous professional life.

What you're describing sounds like the nightmare lovechild of Rube Goldberg and Maurits Escher and like they are transmitting control inputs via a "lower priority" modification process/thread across their network to effectively remote pilot entities "owned" by the server, which then sends out the positional/attitude updates to clients vs. performing the inputs/modifications on the client and sending positional/attitude updates for player owned avatars/entities to the server for arbitration/verification and dissemination to the clients. I can think of reasons you might want to try the former - security, strict adherence to client/server etc. but I'm not surprised CPU/network is getting swamped if that's the case - what's the polling rate on a decent gaming mouse, joystick etc. these days? (rhetorical and shuddering at the same time).
 
Thanks for that Cobra1984 - I will confess I've not taken enough of an interest to have dived into the reality TV dev videos, since I saw that ship design competition thing a few years back (that was the last time other than the live demos I've watched them - can't stand reality TV and its contrivances). I do have a passing interest in development though from a role in a previous professional life.

What you're describing sounds like the nightmare lovechild of Rube Goldberg and Maurits Escher and like they are transmitting control inputs via a "lower priority" modification process/thread across their network to effectively remote pilot entities "owned" by the server, which then sends out the positional/attitude updates to clients vs. performing the inputs/modifications on the client and sending positional/attitude updates for player owned avatars/entities to the server for arbitration/verification and dissemination to the clients. I can think of reasons you might want to try the former - security, strict adherence to client/server etc. but I'm not surprised CPU/network is getting swamped if that's the case - what's the polling rate on a decent gaming mouse, joystick etc. these days? (rhetorical and shuddering at the same time).

If it were only sending the translational updates over the network that would be a vast improvement and hugely more efficient than what it is *actually* sending :)
 
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For those that were concerned about a party cap of 8....

https://robertsspaceindustries.com/...r-citizen-alpha-3-2-0l-ptu-793226-patch-notes



More than you can fit in a server. :) :)

And I don't know where they came up with the 8 number. Was in a party of 15 last night before this patch dropped.

Could this be the zeroth tier implementation of the famed server meshing tokenization architecture? :D

Let me guess - they are polling and broadcasting the bowel containment levels of each player avatar to every player?

Undoubtedly - and for extra fidelities there will be backend physicalized serial variables for calculating stress levels, blood O2 levels, and possibilities of uncontainment incidents.
 
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Good luck with it!

So, you can get more than 64 people in a party, we had 69 (nice) i think. We attempted to party join a server nothing happened.

You can party join with 50 people and get your own private party server.

It looks like this:

https://clips.twitch.tv/HedonisticReliableCheeseCmonBruh

https://clips.twitch.tv/HeadstrongOriginalAlmondBCouch

https://clips.twitch.tv/ModernFaithfulSwanKAPOW

or if you want to see all the nonsense: https://www.twitch.tv/videos/277951253?t=02h22m
 
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