Game Discussions Star Citizen Discussion Thread v12

Somewhere in the depths of previous threads (and/or maybe over on SA), I have a “quick” breakdown of what would need to exist for their multicrew mining concept to exist and work as designed. I can't find it any more because I think the thread has been removed, but it was… not pretty.
 
Looking carefully you may notice some clipping.I guess the streamer doesn't have enough RAM...

Nah, everyone knows its because he hasn't installed it on a SSD. He probably intentionally didn't install it on a SSD to make SC look bad. Probably just another FUDster!
 
So CIG has talked about how jerk is added in 3.10.

Jerk meaning acceleration isn't instantaneous but has to ramp up to reach max acceleration rate.

I tested (and then talked to some other people) it. There is no jerk for acceleration. Using the ship's g-meter, if you strafe in any direction, it its max g's for that direction instantly. Can't really measure it on rotations (roll, pitch, yaw).

However, after talking to some other players about it. Apparently the jerk is on the ramp down of acceleration? Kind of hard to explain.

But if you thrust forward, you instantly reach max acceleration. However, when you stop thrusting forward, the acceleration does not go zero instantly, but bleeds down.

And this might be what is making me hate it, because it feels so unnatural.


EDIT: this isnt true, went back in and looked at it. 2 posts down.
 
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So CIG has talked about how jerk is added in 3.10.

Jerk meaning acceleration isn't instantaneous but has to ramp up to reach max acceleration rate.

I tested (and then talked to some other people) it. There is no jerk for acceleration. Using the ship's g-meter, if you strafe in any direction, it its max g's for that direction instantly. Can't really measure it on rotations (roll, pitch, yaw).

However, after talking to some other players about it. Apparently the jerk is on the ramp down of acceleration? Kind of hard to explain.

But if you thrust forward, you instantly reach max acceleration. However, when you stop thrusting forward, the acceleration does not go zero instantly, but bleeds down.

And this might be what is making me hate it, because it feels so unnatural.


What the hell is the thinking there? Are they trying to encourage 'premature deceleration' to keep those speeds low or something? 😄

Or like just trying to encourage you to stay at lower speeds full stop, because it means less time spent in that decel zone?

Sounds pretty crappy / punitive on the face of it anyway. Like it’ll just add 'lag' into any attempt to match manoeuvres.
 
Somewhere in the depths of previous threads (and/or maybe over on SA), I have a “quick” breakdown of what would need to exist for their multicrew mining concept to exist and work as designed. I can't find it any more because I think the thread has been removed, but it was… not pretty.
Multicrew mining does work already...I do it fairly often in the Mole and it's fairly decent. It's everything else multicrew that doesn't work...plus the Mole is now broken by the latest patch.
 
Multicrew mining does work already...I do it fairly often in the Mole and it's fairly decent. It's everything else multicrew that doesn't work...plus the Mole is now broken by the latest patch.

Multicrew turrets bring the pain now. As in they work really well.
 
From your other posts it sounds like that's true for both ways someone could take that sentence. :ROFLMAO:
We'll see what occurs when it lumbers out of PTU....I've no doubt that persistence will wipe out half my gear...or all of it like it did when the PTU dropped. This new flight model...haven't been able to test it except that the Caterpillar now takes afterburners to get it off the hangar floor at area 18...starts drifting backward immediately the legs leave the ground then explodes a few hundred feet above the hangar...whilst I'm looking for these awe inspiring 'splines' folk keep going on about.

Why afterburners work with vertical mav thrusters at all...nobody seems to be able to tell me :censored:
 
Not as described in the design notes, which was what was referenced: https://robertsspaceindustries.com/comm-link/engineering/14522-Design-Notes-Mining
I don't care much about design notes...I never read them so they're irrelevant to me at any rate. What Ci¬G have come up with is a passable and fairly enjoyable (when it works) attempt at providing multicrew mining...behind the paywall of a ship purely designed to offer the multicrew mining experience, which is entirely another matter...but it still works acceptably as is.

Getting analy retentive about SC design documents is a sure way to madness...since 95% of what's in those documents has failed to materialise, will never appear or are some pure dream crafting nonsense from the snake oil salesman. I only give SC credit where it's due...which isn't that often...but the multicrew mining works.
 
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Last thing im posting on jerk.

Talked to one of the more knowledgeable players and jerk only affects coupled mode. I always fly in decoupled so thats why I wasnt seeing it.

And apparently only under certain circumstances while coupled.

Yes because you aren't nearing a speed setting
You are directly commanding thrust
The ramp-down only happens when nearing a speed limit or your commanded speed via coupled mode
This is why I keep telling people that jerk really doesn't affect things that much right now, at least translational jerk
 
now i'm being told (just a bunch of other pvp pilots) that the g-meter is wrong.

lol.

nothing matters.

this is a huge garbage fire.

May I ask if throttles on flight sticks are supported where you can vary your thrust or is it just binary on/off? Everything I ever read about it indicates it's the latter.
 
May I ask if throttles on flight sticks are supported where you can vary your thrust or is it just binary on/off? Everything I ever read about it indicates it's the latter.

This should be an easy question to answer, but isn't. I'll come back in a bit and give it a shot.
 
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