Game Discussions Star Citizen Discussion Thread v12

Orbiting does add to the gameplay and I don't really understand how one can miss that. You have varying distances between planets for space gameplay. For synchronous orbiting stations - which in Elite are majority, I believe - it changes the angle of approach coming from the central star. It creates seasons for surface play. And without proper orbiting you wouldn't get lunar and solar eclipses.
It's definitely significant to gameplay if the orbital period of a planet you wish to trade with means it is <1AU from the arrrival point by the star for three months of its year, and >100 for three months at its apoapsis.
 
Side note too : tractor beam
So, CIG will spend time implementing a manual loading system, only for everyone to use the automated loading system.
CIG has always stated that NPC will be less efficients than players. Just add a x% penalty to loading time by NPC and the system will be used. Or add cost in money hiring those NPC.
 
What is a space sim for you ? We don't seem to have the same definition of it (I don't say my definition is the good one).
I'll just get that one (there are quite a few other possible quotes here): Kerbal Space Program is a pure space sim. Here, you have the true feeling of space. Yes, you do have EVA, seamless planetary transitions, etc. AND pure newtonian mechanics. I could name a few others, going back to Amiga games actually (Frontier, etc.), but that one stands out. This is what defines a "sim", simulation. Otherwise we are talking about arcade games, which is an entirely different subject matter.
SC is lacking a proper physical model at the moment, the ships movement is goal-based and not inferred from newtonian physics. There is no simulation. It feels like dragging assets in a 3D editor, not like flying a space ship. I reserve my opinion on the atmo model until 3.10 pops out in the next few weeks as it's been redone, but until now, there was nothing to be said about it. Again, KSP (with a mod called "Ferram Aerospace Research") had a terrific atmo flight model, with all subsonic and supersonic effects. And that was developed by a team of how many, 5 ? And the mod done by a single guy. Let's compare this with the $300 million project from CiG with a 500 person strong team...

(edit) before the usual zealots answer with "but it's not supposed to have orbital mechanics !!!! orbital mechanics not fun !!" first i have never said that, i would just mention that CiG themselves advertised "True Newtonian Mechanics !" for pages with a huge amount of details on 2nd and 3rd order movement etc. back then in 2012-2014. I would certainly not expect a fully orbital sim but at least have proper scaling of thrusters on ships and the according reactions to movements, and proper inertia and accelerations. At the moment the ships exhibit instant infinite accelerations when changing directions.
 
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Ok, serious question:

Ships are usually longer than wide. So the yaw thrusters have more of a leverage. Shouldn't that be the preferred axis to steer? Just like pitch axis. Both should see almost identical performance.
Roll thrusters are not as far out on narrower-than-long ship shapes and need to work more to achieve the same results in terms of axis rotation.

Or am I wrong here?
Yeah the thing you miss is called "moment of inertia". A long and thin ship will roll very easily with little effort, even with the mav thrusters near the axis. While it wont pitch or yaw all that easily even with mav thrusters located at both ends. The shape or rather mass distribution is key here.

All this talk about the NPC and AI doing stuff, do they have NPC walking around doing their daily routines as shown in one of their videos yet?
As of 3.9.x, no they dont. I have observed some walking in circles around the central hub in one city, otherwise they are static, clipping over each other, standing on seats, or just waiting in perfectly aligned ranks (like at A18 spaceport)..
 
Lol. There is no simulation and the only “space” thing about the environment is that incompetent game design has made it a pointless waste of time to travel through. Your feelings on the matter doesn't really change the facts of what's really there.

None of what you describe shows any presence of any kind of “space sim”, much less of a space simulator. It's just a bundle of simplistic standard components of every adventure game ever, padded out and strung together to give an illusion of heft and content.


Again, your feelings on the matter doesn't really change the fact.
Neither do yours or mine for that matter ;)
 
(edit) before the usual zealots answer with "but it's not supposed to have orbital mechanics !!!! orbital mechanics not fun !!" first i have never said that, i would just mention that CiG themselves advertised "True Newtonian Mechanics !" for pages with a huge amount of details on 2nd and 3rd order movement etc. back then in 2012-2014.

I certainly remember Chris Robert claiming that looking up from a planets surface you ll be able to spot Fort Ollisar orbiting on its track fully simulated ^^
 
CIG has stated that NPCs will be indistinguishable from players as part of their goal to create a "living breathing universe."

So which is the truth?

NPCs were supposed to offer various tiers of skill reflected in their hire wages but even the most proficient NPCs were supposed to be under a theoretical skill level that players were supposed to have mind you none of these things has ever been specified. Its far-in-the-future stuff because as you know....early days.

edit: aww you know going down memory lane really drives the point home for me how Star Citizen wasted this opportunity epic(e?)ly /sigh
 
CIG has stated that NPCs will be indistinguishable from players as part of their goal to create a "living breathing universe."
At the moment it's quite easy to notice who's an NPC or not. Just the movements: players run like Quake characters, with infinite accelerations and incredible speeds, and huge jumps that defy all laws of physics and gravity. Well, you see how the Doom guy moves, that's it. NPCs do move at a normal pace.
Another way to notice the difference apart from NPCs clipping into objects or each other, is they are all wearing civilian clothes, while players all sport heavy armors and openly carry various weaponry. With some effort one can go and buy civ clothes though and sit on a chair pretending to be an NPC... but once they move the illusion falls apart.
 
At the moment it's quite easy to notice who's an NPC or not. Just the movements: players run like Quake characters, with infinite accelerations and incredible speeds, and huge jumps that defy all laws of physics and gravity. Well, you see how the Doom guy moves, that's it. NPCs do move at a normal pace.

So Cryengine3 default settings then?
 
At the moment it's quite easy to notice who's an NPC or not. Just the movements: players run like Quake characters, with infinite accelerations and incredible speeds, and huge jumps that defy all laws of physics and gravity. Well, you see how the Doom guy moves, that's it. NPCs do move at a normal pace.
Another way to notice the difference apart from NPCs clipping into objects or each other, is they are all wearing civilian clothes, while players all sport heavy armors and openly carry various weaponry. With some effort one can go and buy civ clothes though and sit on a chair pretending to be an NPC... but once they move the illusion falls apart.
A few of used to have great fun pretending to be NPC's...blocking elevators and doorways, wandering randomly onto other folks ships and blocking the walkways...not much else to do that is either fun or engaging in the BDSSE really. The one difference when dressing as NPC's is we randomly choked to death in the many areas that have no atmosphere inside the various ships or stations...NPC's didn't :)

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