Game Discussions Star Citizen Discussion Thread v12

Same! I got myself an ADATA XPG SX8200 Pro M.2 (cheapo equivalent of Samsung's top-end EVO range) the other month and moved my games to it. Good lord its ridiculously quick at loading games :eek:
I only have one HDD left, an old Samsung 2TB hybrid that originally ran my entire machine. It's now relegated to the F: drive as a storage space, the other 4 SSD's are all NVME or SATA 2Tb Crucial MX-500's (2 of each). Not the fastest by any means but when measuring in milliseconds, who really cares? They were cheap-ish and do exactly what it said on the tin :D

The 2x m.2/NVME's I use for games...the other 2 SATA SSD's are Windows/other stuff...since loading Windows quickly isn't nearly as important as playing games...
 
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I thought he'd disappeared and if you asked any questions about 'the missing', you were shushed on the forum

That was the case.

Now he's turned up to make a post, thereby reassuring backers that he's still a) alive and b) not in the Caymen Islands and c) still in control.

A is probable. B is possible. C is still questionable.
 
You need to expand the search date. He's posted 120 times. He's posted 3 times in the previous year. He was a lot more active earlier on.
The "all time" search shows three contributions:
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Why is SaltEMike playing Eco and CaptainBerks playing Dual Universe during a free fly!?
Well, they've played previous free-flys, so probably they were expecting it to be chaos. Through from what people have posted it seems to be going quite well. I might have to give it another go - see if I can reach a ship this time :)

Now he's turned up to make a post, thereby reassuring backers that he's still a) alive and b) not in the Caymen Islands and c) still in control.
Founders do that sometimes - even Brabers felt the pressure and turned up in a recent stream. Whatever game people will always incorrectly speculate about the person in charge 🤷‍♀️
 
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In other news, Chris is alive and posting on Spectrum for the third time ever, and first time in 1.5 years! :eek:
The Room System has been in the game for quite a while and fully works including equalization of gases / atmosphere between room volumes (including dissipation into the global room aka open space / vacuum)​
When you suffocate for lack of oxygen that is because you are in a "room" with not enough oxygen.​
The Room System is basically how the game describes volumes of gas, their pressure, density and temperature so a planet has a room (it's atmosphere) a ship has rooms (various compartments between bulkheads), even "The Coil" in Squadron 42 has it's volume described by a "room".​
We use it for the Player Status System (breathing oxygen), for atmospheric flight (the room system contains all the information in terms of density and composition of the atmosphere in terms of gasses that flight model uses to calculate drag and lift), weather (some of the current weather ground FX are partly influenced by the room's temperature, density and even composition of gasses in the atmosphere), contrails (in atmosphere and in space gas clouds) and atmospheric entry effects on ships.​
So the Room System is very important for a lot of systems and has been been in Star Citizen for years.​
What @MGibson-cig was saying and may have been lost in translation as you don't know our internal terms is that rooms can have two states; mutable and immutable. Mutable means that the room has a finite amount of density / pressure / gasses which can pass to another room if it is connected to it and there is a difference in pressure. So if you open an door to space from your Aurora if the internal room is set to mutable the atmosphere inside will escape outside. Immutable means the room has what is considered an infinite amount of gas and it's pressure won't change. Planet Atmospheres are immutable rooms, as is the vacuum of space. When we first set up rooms on the vehicles we didn't have the life support component (and it's related vents) implemented yet so we had no way to supply more oxygen to a room that had lost it, so the designers set the ship rooms to immutable (infinite supply of oxygen basically) as a temporary measure because otherwise if you opened your door in space you would lose your internal breathable atmosphere and suffocate if you didn't have a space suit on. All ships have rooms, and in fact why people occasionally suffocate on a ship in some places is because the room volume hasn't been set up correctly and there is some part of the ship without a room, and without a room there is no atmosphere and the game treats everything outside a room as vacuum.​
We have the initial implementation of life support components and their connected vents working internally but rolling it out for the ships will take a while as we need to literally "plumb" the ships with a set of extra components, not just the life support component but all it's vents. We have a few other systemic ship features like more interactive cockpits (DCS style) we've been working on, as well as the dynamic fire system (which also uses and affects the room / atmosphere) and an update to the "pipe" system that shares resources like power, heat, fuel, atmosphere between components that will be more flexible and scalable so it's really a matter of scheduling when we do passes on our huge number of ships to set them up for the new systems that are waiting and the ones to be ready soon; As everyone always has more work than time it is going to be more efficient to update multiple things once we crack open a ship to update it, hence some of the functionality we have waiting in the wings hasn't been rolled out just yet.​
There is a lot of very cool systemic gameplay that we've been working to finish off in the background for ships that once all together will create a spaceship simulation like no other. Let me give you an example that factors in our new physical damage (that we are working on as I type; this is one of things that I'm pretty involved in), fire, room, pipe and player status systems.​
A ballistic round passes through the ship's shield, which scrubs off some of its kinetic energy but not enough as the round's velocity was high as was its mass as it was an armor piercing round. It manages to penetrate the armor and strikes an internal component, say a power relay node (something else we are working on as part of the pipe system refactor). The power node takes damage giving it a chance to "misfire" while in use. A few minutes later the node does misfire, blowing its fuse and resulting in it catching fire. The crew of the ship doesn't realize a fire has broken out in one of the side corridors, as they are busily concentrating on fighting the ships attacking them. The fire starts to spread along flammable surfaces, and as the fire starts to engulf other components they also catch fire. The engineer on the bridge of the ship sees his console flash red giving him a warning that several components have failed and looking at his ships schematic he sees a fire has broken out below decks. The engineer decides to seal the bulkhead doors on the corridor to contain the fire but the doors have no power as the power node is out! He comms one of his crew mates to leave his turret and grab an extinguisher and put out the blaze which is slowly creeping towards the power plant room. Fire reaching a ship's power plant or it's ammo stores are two sure fire ways for your ship to go boom. With the physical damage system ships will no longer just explode when their hit points reach zero, they'll explode because something inside them went critical and exploded (due to damage or heat), which then damages everything else. Outside of that damage will affect the ability of the ship to function or it's structural integrity so they also could become a lifeless hulk as much as they could go up in a flash of light. When the crew member gets to the corridor where the fire has broken out is has already consumed a huge amount of oxygen in that "room" (the corridor) and has released noxious gasses, so the crew member can't breathe and quickly retreats to put on a fire resistant suit and helmet. The engineer in desperation manages to reroute power away from the destroyed node through a secondary node restoring power to enough of the bulkhead doors to allow him to contain the fire. Noticing that there is an external airlock in the sealed off area he opens the airlock, venting the oxygen in the sealed off corridors and rooms to the vacuum of space, depriving the fire of the ability to burn, putting most of it out. By this time the crew member is suitably dressed and can extinguish the fire that made it past the bulkhead door before it can grow again. The engineer then reseals the airlock and allows the life support system to replenish the air in the vented part of the ship. Once done the engineer opens up the bulkhead door allowing the crewmember in with a replacement fuse for the power node, restoring power to that section of the ship, then returns to his turret. It's been a close call but the ship is still alive and in the fight!​
What I describe will be possible once we have finished and deployed the systems we're working on. I know it can be frustrating to wait for all of this functionality to be online but I promise you everyone is working as hard and as smartly as possible to get there; we are just going for a higher level of systemic gameplay (versus scripted) than most if not all games, and to architect all of this so it works in multiplayer at scale is no small feat.​
I am very invested in making Star Citizen's gameplay as systemic as possible as I think this will open up so many possibilities of emergent and immersive gameplay. The downside of this approach is that it takes longer to see results as opposed to scripting actions as you have to build the fundamental systems first and have them interact with each other before the full extent of the gameplay becomes apparent. But for the long term, and for people's ability to lose themselves in the universe of Star Citizen for many years to come it is the approach that will have the best results.​


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Well damn. (Guess that FDev dig musta really stung huh? ;))

Definitely interesting to see him re-emerge in full 'this is my dream, this is why we're doing this' long-form. This will certainly galvanise the faithful. (I can see there is theorycrafting over the best use of kinetics at play on the subreddit already too ;))

There's some lovely dreams.txt in there. And the principle of using oxygen / pressurisation / electricity etc as both dangers and antidotes is always a fun one for space-land. (I did my own dreamscape of what an absurd ED version of Ship Interiors + Multicrew could look like... in dreamland. Someone give me $350m ;)).

It's super tempting territory. And plays to their argument that big ships will need heavy crewing.

For some obscure reason though, all I see in the future is new ways for ships and people to die in horribly unintentional ways. Not sure why :)

Bad news, CR have not flown away, nor is dead ;)

I haven't heard of the room system (and specialy the mutable system) before. It add some complexities to all doors in ships.

Also in this post : for what CR explain about the engineer actions, he wants an operator to be able to see all rooms and components state and command all doors from a console.

Sidenote : no date from CR, has he learnt to keep is tongue ?


The room system is astounding and you should definitely get to know it. ('Early days' work, Oct 2017). It even tracks argon. Because Star Citizen.

Although you kind of do know its current form, from the random asphyxiation deaths. As Chris says.

Door complexity is about a good a way to put it as any.

As always it will be delivered in one year. At least...
 
Yeah I know what LOD is and CIG use it, you don't teach me anything. But there is plenty of situations in SC (like the one below) where you need to cast the high texture quickly and LOD will be of no use.
How do you handle the assets for this case ? At which moment the LOD is useful ?
Source: https://www.reddit.com/r/starcitizen/comments/ef56on/this_gave_me_a_little_jump_scare_to_say_the_least/
By preventing these kind of edge cases? Else, because you could phase out inside a planet does CIG has to plan to model planets innards to the molecular granularity? Why make it simple when you can complicate yourself and inflate your technical debt?

Hence how do they plan to optimize the network load of edge cases like for example 5 2-seats ships, 2 20-crew ships with all players in the cockpit jumping, firing and staring at each others while 100t+ of physicallised cargo boxes are falling to the ground, and X times more NPCs around doing their sentient life over Loreville?
 
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I looked at that post for a bit. Maybe my filtering is bad, but I more or less read it as:

1. We have a fully operational system of ‘rooms’ with atmospheric composition set per room.
2. Gases can diffuse between rooms, and this works really well...
2b. ...Except that we haven’t actually got this feature turned on anywhere.
2c. If it was turned on, some or maybe all spaceships would run out of atmosphere rather quickly.
3. We use this data for atmospheric flight and weather effects.
(3a. If we take this at face value: Since each planet is one ‘room’, the effects of this are indistinguishable from making one manual setting per planet for flight and weather. Also, atmospheric density is presumably consistent from sea level up to the edge of space)
4. Every single ship in the game is going to require an extensive rework to implement new features such as properly working ‘rooms’.
5. A nice story about how this might all work one day.
 
I know it can be frustrating to wait for all of this functionality to be online but I promise you everyone is working as hard and as smartly as possible to get there; we are just going for a higher level of systemic gameplay (versus scripted) than most if not all games
Once again the conman says you are waiting because it's a never been done before AAAA game. Buy an Idris.

He had to post (or be allowed to post) because the backer confidence has fallen (and it's a con).
 
Can't be him. He didn't promise anything new.

Checkmate!


This stuff is all new-ish no?

...say a power relay node (something else we are working on as part of the pipe system refactor). The power node takes damage giving it a chance to "misfire" while in use. A few minutes later the node does misfire, blowing its fuse and resulting in it catching fire.


And delightfully ripe with new inadvertent death potentials.

I'm also pretty sure he's thrown that new fire suit in too. (Why your standard suit can’t handle the toxic gases he's talking about at that point I'm not sure). He does love a bit of high pressure dress up though ;)

--

Incidentally, what the hell is all this about:

We have the initial implementation of life support components and their connected vents working internally but rolling it out for the ships will take a while as we need to literally "plumb" the ships with a set of extra components, not just the life support component but all it's vents.


Why... why do you need to 'plumb' vents into the relevant rooms?

To all of your existing ships. In year 8. Or probably 9, by the time they get to this.

Having a room state is one thing. Messing with dynamic atmosphere movement based on pressure comparisons, affecting composition changes, which affect fire dispersal, in your giant moving spaceship, in the middle of a space fight, by a giant planet, as you undress by the viewing window? That's nuts.

Probably what they're doing though 😄
 
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This stuff is all new-ish no?




And delightfully ripe with new inadvertent death potentials.

I'm also pretty sure he's thrown that new fire suit in too. (Why your standard suit can handle the toxic gases he's talking about at that point I'm not sure). He does love a bit of high pressure dress up though ;)

--

Incidentally, what the hell is all this about:




Why... why do you need to 'plumb' vents into the relevant rooms?

To all of your existing ships. In year 8. Or probably 9, by the time they get to this.

Having a room state is one thing. Messing with dynamic atmosphere movement based on pressure comparisons, affecting composition changes, which affect fire dispersal, in your giant moving spaceship, in the middle of a space fight, by a giant planet, as you undress by the viewing window? That's nuts.

Probably what they're doing though 😄
It's just yollocks to soothe the gullible. They are buying anything they been told.
 
That's why you have also some "useless" blind corridors before arriving at space ports, to let the assets finish loading before taking your ship.

Then why not just have a loading screen and do away with all the hassle, can update it later.

And with less detailled assets like in ED, you don't need to stream them constantly.

Careful now, ED is updating graphics all the time. Some are handcrafted station interiors too. ED players just prefer a game to play is all.

The exact opposite of the crap CIG is pulling of brute-forcing it to load as much shyte as possible all at once.

Theres a reason some stuff has 'never been done before', but that one magical phrase means its a good thing not a terrible idea.

1. We have a fully operational system of ‘rooms’ with atmospheric composition set per room.
2. Gases can diffuse between rooms, and this works really well...
2b. ...Except that we haven’t actually got this feature turned on anywhere.
2c. If it was turned on, some or maybe all spaceships would run out of atmosphere rather quickly.

We don't know what an Airlock is? Someone tell them many many games have used airlock or double doors to solve this problem easily and quickly. I mean forcefields work as well, it is the BDSSE.
 
Honey-Badger@Oracka
only problem is you cant leave [the ROC] in your ship between play sessions as it bugs out

Zenubi@Zenubi
Annoying
....
Zenubi@Zenubi
I have to set up buttons/wheels for mining again - grr
Oh well

Honey-Badger@Oracka
what else where you gonna do anyway

Zenubi@Zenubi
Lol - yeah (been doing a lot of reading)

raw@Raw_FoX
hey^^ how is the 30k's today ?

Honey-Badger@Oracka
Honestly cant remember last 30k i had.

raw@Raw_FoX
lucky you, i stopped counting them

PV@PV01
I had 4 yesterday in 4 hrs of play. I had zero today in three hours of play.
...........................
raw@Raw_FoX
i got a similar experience, there is days with 0 problems while there is other days with it not being enjoyable due to servers say good bye
.....................
Blaex@Blaex
when i logout via bed in ship, i got a black screen and cannot do anything, have to ALT+F4 to quit SC. Anyone else noticed that?

PV@PV01
@BlaexSometimes there is a brief flash of a code you cannot see clearly. It's probably a 30K error. Bed logouts have never been a stable feature of the game.
....................
Diego Molotov@DiegoMolotov
Looks like the bug where hangar doors close too quickly is back...
...
PV@PV01
@DiegoMolotov If it was gone, was only for one minor version since it re-appeared in 3.11.1.
.................
Banzai_Grandma@Banzai_Grandma
Dear CGI, I tested:
  • character equipment disappears everyday
  • ship equipment disappears everyday
  • cargo get lost everyday due to black screens with error messages
  • placed or dropped items disappear
Will you fix the "persistence"?
...........
Zen Dijun@XenX
Did they screw up the drug trade in 3.10?

Honey-Badger@Oracka
no they did that way before 3.10

Zen Dijun@XenX
Just a cap or screwed it completely?

Honey-Badger@Oracka
hey if standing at a kiosk for hours is your thing then its awesome. Me i like to do fun thing's.
 
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"@croberts68 Thank you so much for such an in-depth reply on something the community is so looking forward to, but also even more for making an appearance to the community! Your visibility is sorely missed by the older backer community far more than you know. There is a huge disconnect between the massive increase in income from new backers and the broad anger and discontent from long term backers (not me, I fight this hard every day as one of the last White Knights)

Small investments in time even once a quarter by you and the other key leaders that the older community loves and misses like Brian Chambers, Erin Roberts, and some others would pay tremendous dividends in goodwill, better press, and increased funding. "

Amazing. No sense of understanding or irony in the first paragraph. No question of why perhaps long term backers are not as happy as new faces.

And still happy to pour money in for dreams.txt
 
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