Game Discussions Star Citizen Discussion Thread v12

Speaking as another Hollywood Z-lister in their 40s making films nobody ever sees: bwhahahahahahhaahhaha

She definitely has some innovative funding ideas, tho!

I love the persistence, dogged determination not backed up by talent is one of my favorite things in the world to enjoy with friends. Here's to Sandi getting her shot and pulling off her PLAN 9 FROM OUTER SPACE-level magnum opus! I'd imagine with her schedule being quite free these days, she has ample time to get the script together.

Write what you know, Sandi!
 
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The refunds sub is still knocking these out then...

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Does this answer the whole 'What has Tony Z ever done for us?' thing? ;)

The answer seems to be:

Shopping
 
I wonder how it compares to her previous role as "not interested in PC games" vice president of marketing for a crowd funded PC game project?

She put so much non effort into the role of not really playing PC games or seeming to understand anyone remotely connected with them, a lesser actor might have spent as much as five minutes accidently doing research or reading up on the subject.
Plot DOA made by a completely unknown, rich, D lister wannabe Hollywood producer.

And yet another snooze fest in the making that's going straight to DVD/Blue Ray in its first week of release.

With any luck, it might make the cut for the bottom tier, Z lister movies on likes of Netflix or Hulu. But that's being really optimistic. But at least she she's putting backer millions to an ambitious use (unlike her significant other).

edit: just noticed she'll be committing the faux pas of also starring in her own movie. o_O That reeks of narcissism, desperation, or perhaps a weird combination of both.
 
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why would you fly the Aurora when you have a Freelancer available?

I tried the freelancer for a bit. do you need a copilot to make the turrets work or something? seems like all I had was a couple of slowfiring guns that it's almost impossible to hit a fast moving target with, also only one gun was firing towards the reticle, The other was firing way off to the side. Is that because I didn't have a copilot?
 
I tried the freelancer for a bit. do you need a copilot to make the turrets work or something? seems like all I had was a couple of slowfiring guns that it's almost impossible to hit a fast moving target with, also only one gun was firing towards the reticle, The other was firing way off to the side. Is that because I didn't have a copilot?

Yeah - you'll need someone up in the turret to man the guns. It's such a popular activity I have to do it myself and get logged off for inactivity waiting for someone else to fly the silly thing :D

Both side guns should work normally and fire straight ahead. The chin guns got removed - at least on the version I have. The missiles - well, I haven't even tried the missiles for years as once upon a time they immediately blew the ship up.
 
I tried the freelancer for a bit. do you need a copilot to make the turrets work or something? seems like all I had was a couple of slowfiring guns that it's almost impossible to hit a fast moving target with, also only one gun was firing towards the reticle, The other was firing way off to the side. Is that because I didn't have a copilot?
Change the targeting to gimbal assist or fixed instead of being tied to mouse look...it's a bit more inuitive. Hit the 'R' key a couple of times until you see a dotted circle round the reticule. Unfortunately...SC is catered toward M/KB fliers who like the turrets in space feel, moving the guns with the mouse instead of moving the ship.
 
They are currently working on a pre-requisite for server meshing, after Erin Roberts in 2018 said it would arrive in 2019.
Q: Will server meshing and OCS be used in SQ42?

A: ...we have the main logic working on the server but it is interfacing with a local prototype backend in-process. Currently we are working to interface the server logic with our cloud based infrastructure which will allow for global persistence, but is also a pre-requisite for server meshing. Beyond that though we're reworking parts of the entity system and game code such as spawning and entity creation for the new context.
Source: https://www.reddit.com/r/starcitizen/comments/hme4mo/will_server_meshing_and_ocs_be_used_in_sq42_dev/
 
Cloud means you should not be using SQL or a RDBMS to start with. There are better suited options for that kind of usage, plus a videogame does not need any kind of relational maths. There are quite a few distributed object stores that offer extremely high throughput that scale elegantly with load and allow millions of concurrent accesses without going O(e^n). If i were to architect such a MMOG i'd start with that kind of backend (*). I highly doubt CiG considered any of this or have any kind of insight in that domain.

(*) for the technically minded: i'd probably start with Redis or something similar for the direct storage, and have a 2nd layer (slower, i/o constrained) behind it for long term persistence and such (stats, cases where high latency is not an issue,...). Redis + Cassandra is a popular option, though any other object store works (like Mongo). The key is low latency for client interaction, that scales properly. Subsecond response time doesnt cut it. We are talking about a few milliseconds response time... ACID systems cannot do that so one has to settle with eventual consistency.
Thanks for the response. Hard to say if SC are bigger writers than readers in there workload (game loops) and that should drive the choice. Plus since SC has decided they are an MMO they need to have write ahead logging ,offering rollback and roll-forward, in there Database Management System.

I am not sure what data access language SC were proposing to use but eve-online uses SQL I believe. I am sure that if the eve developer could they would move to some of the more high performance offering that are available these days. Even today path length is everything and it needs to be a short as possible.

Database Warehouses caused quite a change in thinking which was good and drove some good changes in both hardware and software. I have worked on some of the massively parallel ones where read IO is maximized. Spent 6 years of my life on those and enjoyed every minute of it :)

When one of the sites I worked at, in the dim past, converted to SQL the overhead was 4 to 1. SQL was more expensive for them but they wanted its other benefits and it was new and shiny at the time. They weren't a gaming company as you could gather :). Heard a while ago that they were looking for VSAM, CICS, COBOL (IBM Mainframe) programmers to work on their legacy stuff and finding no one :). Technical debt is real and bites a lot.
 
They are currently working on a pre-requisite for server meshing, after Erin Roberts in 2018 said it would arrive in 2019.
Source: https://www.reddit.com/r/starcitizen/comments/hme4mo/will_server_meshing_and_ocs_be_used_in_sq42_dev/

That is one of the most completely incoherent and contrary concepts I have ever heard of.

If a single player game needs access to a cloud backend for local persistence then that is fine and dandy. We used to call them game saves.

It negates the need to make a specially formatted floppy, I suppose.

Now - how does global persistence as a pre-requisite for server meshing have anything at all to do with the hundreds of thousands of individual persistent components of each individual iteration of disparate players gamestate? Can't they leverage the vastly faster and lower latency local storage? Or are "spoilers" such a major concern that even local saves cannot be trusted?

There is precedent for that - FD obfuscated local filenames after all their surprise content fell victim to a rogue dir goid.* attack :D

But then, FD had an actual game to release surprise content in.

Oh - and Dizzy - you would not believe what COBOL / DB2 / PL1 peeps can pull in these days. I definitely chose the wrong career path :(
 
That is one of the most completely incoherent and contrary concepts I have ever heard of.

If a single player game needs access to a cloud backend for local persistence then that is fine and dandy. We used to call them game saves.

It negates the need to make a specially formatted floppy, I suppose.

Now - how does global persistence as a pre-requisite for server meshing have anything at all to do with the hundreds of thousands of individual persistent components of each individual iteration of disparate players gamestate? Can't they leverage the vastly faster and lower latency local storage? Or are "spoilers" such a major concern that even local saves cannot be trusted?

There is precedent for that - FD obfuscated local filenames after all their surprise content fell victim to a rogue dir goid.* attack :D

But then, FD had an actual game to release surprise content in.

Oh - and Dizzy - you would not believe what COBOL / DB2 / PL1 peeps can pull in these days. I definitely chose the wrong career path :(
One of the things I discovered in my second career in IT was that no one wants to work on the past. I often think that this is one of SC and Chris's problems as they seem to be always (claiming) to be doing new shiny stuff.

PS. I may have been guilty of claiming myself that I know nothing of certain subject areas in the past. Then again when I started we though that punched cards were an advancement :)
 
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BTW I didn't play SC for a while and I tried to play a bit tonight...well it seems like stability become even worst then ever before,now game snaps regularly after 10-15min...is it just me or other people have similar experience?
 
BTW I didn't play SC for a while and I tried to play a bit tonight...well it seems like stability become even worst then ever before,now game snaps regularly after 10-15min...is it just me or other people have similar experience?

SC is notorious for leaving sessions open but unused, and that can leave to some routers simply running out of RAM. One test to try is close everything else that uses internet connectivity, reboot your router, then launch SC (and only SC) once you get connectivity back.

If that works, then you can troubleshoot it further into that your router is absolutely ancient and should have been replaced a decade ago - or far more likely CI-G cannot do networking and have absolutely no concept of session management.
 
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