Game Discussions Star Citizen Discussion Thread v12

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But this does bring up a different concern of mine with SC. If all these ships can barely fly in 1g of gravity, it is gonna mean there will never be high g bodies in SC. And that blocks of some interesting game play. Is possible that CIG is shortsighted enough to have not thought it all through though.
I'll just quote this one: mav thrusters arent main thrusters. The mavs should be much, much less powerful than the mains, and yes, should not hold a heavy ship against higher gravity. That's why you should point the mains downwards to counter that (using VTOL position for example). Otherwise we are back to the "thruster ball" flight model which makes zero sense given how the thrusters look actually, the mavs are just these very small apertures dotted around the ship.
And yes, big freighters should be hitting whatever goes in their path at last second. I recall Jumpgate had this exact flight model for their big cargoes and it was perfect: these had then to be escorted, and piloting them required actual skill. Which cannot be said of former SC flight model which required zero skill in order to fly a ship, even a heavier one.

I'm not saying that out of spite against FPS players who just want their 6DOF FPS in space, but out of game design. SC has a lot of ship sizes and combinations, and they'll have to make ship fleet work with ship carriers, and turrets. A twitchy, unrealistic flight model contradicts all of that very quickly when you apply some thought to it, while a more realistic model, and thus with lesser manoeuver acceleration values, will allow for more elaborate, tactical gameplay to surface along with the usefulness of bigger ships (like the Hammerhead for instance, which at the moment is just a pinata). Ships being turrets in space deny the base design of having bigger ships with turrets..

Again, if you dont like piloting heavier ships, don't: the whole idea of SC seems to be if you want to FPS, you should get carried in those dropships (or a Freelancer cargo bay...) and go pewpew once dropped in location.

I mean how mining is the most profitable activity these days ;)
Heard that was nerfed lately.
 
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btw does anybody know what happened to the Star Citizen Thread V4? I m currently digging into SCs history for the giggles and am unable to find that one
 
Now dig up v7 and v8 because those are the one I suspect some of the most fun breakdowns of CIG's silliness can be found in... :p
 
Now dig up v7 and v8 because those are the one I suspect some of the most fun breakdowns of CIG's silliness can be found in... :p
 
This really bothers me in many games. I expected better from ED, too.
It does too, but ED is mostly a solo game actually, and you have no manned turrets, or combined fleets with actual ship carriers participating (i know there are ship carriers, but these are just static assets really, you cannot actively pilot them around). So it's not as jarring, as it doesnt detract from the gameplay. Also ED mavs have a bit more decent accel values, and non-infinite 3rd degree movements. In the case of ED where you cannot rotate main thrusters for VTOL, on high G worlds the game cheats the actual accel value of downwards pointing mavs (downwards relative to the ship, not relative to the ground: tilting is deadly..) so you can actually land on them instead of splatting down.
I'll also point out that current mav thrusters in SC have insane power and accel values, with instant high G pushes that should reduce the pilot into a pulp (or the people standing in the same ship, for that matter...). This is what leads to the jarring experience of seeing ships move in SC...
 
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thanks a lot matey, I looked yesterday and only got an error return. maybe it was the forum /shrug
 
Gonna preface this with I fly using a HOMAS set up. So I use a joystick in my left hand and I don't actually have the "throttle" settings set up in SC. I use forward/backward strafe, which are different. I also only fly decoupled.

In SC there are two modes coupled and decoupled. The are somewhat equivalent to elite's flight assist on and flight assist off.



In coupled mode, when you set your throttle, you are not really directly controlling your thrusters. In coupled mode your throttle is setting a desired speed.

So if we use a ship that has top speed of 1000m/s, when you set your throttle at 50% you are saying you want to be going 500m/s. The thrusters on your ship will fire at 100% thrust until you achieve the desired speed.

As a result, in coupled mode your thrusters are sorta binary on/off in many circumstances. This is part of the reason SC's ships look so jumpy, janky etc.



In decoupled mode where you set the throttle is telling the thrusters how much thrust to produce. You set your throttle at 50% and the thrusters are firing off at 50% power.

I almost always fly this way and it results in much smoother "flying".

SC has an acceleration limiter, to allow coupled pilots to fly at something less than 100% thrust when changing speed. Probably primarily for landing. A band aid for a weird design decision.

Ok cheers, I was trying to understand why the ships seemed so jerky as per the infamous "no-clip" type of movement. I was just reading through the design notes for the flight model and it should feel and look ok.

To me it looks like instead of doing everything properly, designing the ships with the thruster placements in mind and properly calculating the forces from the various thrusters they have just come up with some cool looking but impractical ships. So this means everything is calculated from a table and just tweaked until it kind of works, but then you have the planetary flight conditions which means a special case table which doesn't really translate into a consistent flight experience.

Anyway, I'd have to have a try for myself which I'm a little loathed to do.
 
Ok cheers, I was trying to understand why the ships seemed so jerky as per the infamous "no-clip" type of movement. I was just reading through the design notes for the flight model and it should feel and look ok.

To me it looks like instead of doing everything properly, designing the ships with the thruster placements in mind and properly calculating the forces from the various thrusters they have just come up with some cool looking but impractical ships. So this means everything is calculated from a table and just tweaked until it kind of works, but then you have the planetary flight conditions which means a special case table which doesn't really translate into a consistent flight experience.

Anyway, I'd have to have a try for myself which I'm a little loathed to do.


There are freefly events occasionally. You get gifted '100s of dollars of ships'. What's not to like? ;)

(Aside from the SSD install size, instability, server crashes, death by glitches, random imprisonments, enforced hydration rituals, and having to manually uninstall it all again...)


Just ignore the NPCs on your way to the ship...

Source: https://www.reddit.com/r/starcitizen/comments/huhand/npcs_waiting_for_310_all_like/
 
I think I'd like seeing the NPC's and their strange behaviour! In fact I'd like seeing all the weird bugs as long as it doesn't crash too often which I have to admit, being an impatient person I would have absolutely no tolerance for.

The main thing that puts me off is just learning whatever mad keyboard scheme they have got going right now!
 
I mean how mining is the most profitable activity these days ;)
Heard that was nerfed lately.
Still the most profitable activity in the game. People just getting salty they can't earn hundreds of millions per hour with little effort.
Yeah... when an activity is an income stream is game breakingly overpowered, "nerfing" it from nearly a billion an hour to a few hundred million doesn't do much good, especially if you're the type of player who enjoys participating in player-augmented economies in MMOs. One now exists in Elite: Dangerous with the advent of Fleet Carriers, but Frontier's previous missteps regarding their economic sim, starting with the Alpha, means that only one or two commodities are actually "worth" anything to players, and the huge quantity of Fleet Carriers ensures that in the Bubble, there'll never be a thriving player-augmented economy.

At this point, I'd say something like "I really hope Cloud Imperium would learn from the mistakes Frontier made on this front," but they're now six years past their release date, and even further away from release than they were in 2012. And Chris Roberts has not only failed to learn from his own mistakes, and the mistakes others had made in the past, but he seems bound and determined to find completely new mind-blowingly stupid mistakes as well.
 
Thank you!
I still can't search in them for some reason, but that at least explains why I couldn't find my posts when I went looking for them. :)
 
Ok cheers, I was trying to understand why the ships seemed so jerky as per the infamous "no-clip" type of movement. I was just reading through the design notes for the flight model and it should feel and look ok.

To me it looks like instead of doing everything properly, designing the ships with the thruster placements in mind and properly calculating the forces from the various thrusters they have just come up with some cool looking but impractical ships. So this means everything is calculated from a table and just tweaked until it kind of works, but then you have the planetary flight conditions which means a special case table which doesn't really translate into a consistent flight experience.

Anyway, I'd have to have a try for myself which I'm a little loathed to do.

Originally the plan was to have everything decided from thrusters and for those to affect the flight model. Then they decided that they wanted to override the thrusters to make the ships perform like they wanted them to anyway.

There is a lengthy write up by the previous flight model guy (John Pritchett?) who left CIG but wrote the explanation before he left.
 
I managed to escape area 18 in my Cutty red...I actually found my supposed spline or exit tunnel (shades of Jumpgate flashing before my eyes there) which confused me initially since it was so far away from the hangar and closer to the ground than I was. Once out of atmo, I flew over to Grim Hex...picked up my Prospector and headed down to Yela for mining...as soon as the rock split, my FPS dropped down to 1 frame per second...waited for it to recover but it didn't so I again rage quit rather than start from Grim, walk to the ship terminal and pay to reclaim the ship.

3.10? Load of bollox so far.
 
My two main take-aways from the current SC coverage I've seen:

1) The new little mining doohicky looks like a cut-down SRV.

2) There seems to have been an invasion of cuddly penguins. Are these SC's version of Trumbles?
 
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