Game Discussions Star Citizen Discussion Thread v12

I was wondering if Star Citizen would run better/ smoother/ more stable if graphics werent as good? But I guess not ^^ As it stands visual fidelity is at best a distraction and speed bump rather than evidence for quality but I guess if you dont have anything else to convince yourself you take what you can ^^
 
So... because you dock inside rather than outside, that makes the difference? Passing between some doors is a special feature?

Well, i think NMS has it. Pretty sure i've seen it when someone docks inside a carrier and gets out of their ship.

Yes, in ED you dock inside large stations. At outposts outside. In both cases the lift then takes you into the bay. In Odyssey we can get out of the ship into the bay. I guess X4 has this. Dual Universe? Maybe? Evochron? I think you dock inside carriers as well.

In X4 you can leave your small ship in your suit, order it to dock at a frigate, then order the frigate to dock at a carrier and the carrier to a station, then reach the station in the suit, get onboard and walk to a transporter that will bring you to your carrier, walk back into the frigate and then again in the small ship and then fly away leaving the rest docked there. You know, magic Germans.

Docking like when a module attach itself to the ISS and a guy fly from the module directly inside the station. That's what everyone think about when we talk about docking.

What you describe is just landing a ship in another structure. You know, when you have to press the landing gear key...

From a coding standpoint, it all makes absolutely no difference. You are connecting an object to another, mantaining interaction with both in the same instance. Whether it's an object on top of another, an object inside of another, an object dangling from another with grappling hook, an object vomiting a rainbow bridge toward the other, it all makes close to zero difference, except for the kind of assets with which you want to visualize the connection and interaction between two objects (or object containers) in the same instance. Literally every game bar SC is efficiently managing this, in one way or the other.
 
Depends on the atmosphere and the life involved. Smaller stellar bodies require a higher density in order to hold an atmospheric aura. Which means gravitational pull is the deciding factor but if gravity becomes too strong it affects chemical reactions to a point where life adjusts to the chemicals involved possibly resulting in some truly bizzar lifeforms...but than....just take a look at our planet earth deep sea creatures...it hardly gets more alien than that. Bacteria and microbes have a fantastic range of conditions they can survive in and count as "life"
The question I'm asking I suppose is, do any of the current planets in SC have breathable atmospheres and if so would that even be possible on planets that small?
 

Notice how the Constellation isn’t moving? Nasty case of snapping if you try and blend physics grids on the move at the moment apparently ;). A minor issue for a ship launchable.

But I believe AA was also asking you about the ship to station docking? The stuff that was shown in grey box last month:

Source: https://www.youtube.com/watch?v=8nyYrwMK0M8&t=4m30s


The one where the fun of actual buggy v1 deployment is yet to come ;)
 
I was wondering if Star Citizen would run better/ smoother/ more stable if graphics werent as good? But I guess not ^^ As it stands visual fidelity is at best a distraction and speed bump rather than evidence for quality but I guess if you dont have anything else to convince yourself you take what you can ^^
Well things do tend to get smoother I have heard when they take stuff out of the game. Like NPCs and players. ;)
 
YT keeps insisting I watch adverts for a game called Everspace. It looks a lot like SC fidelity and seems to have many of the same components and seems to be more of a Sim as well? Is this the real competitor to SC? ED isnt trying to compete in the same way, thank the gods, but anybody know about Everspace?
 
Depends on the atmosphere and the life involved. Smaller stellar bodies require a higher density in order to hold an atmospheric aura. Which means gravitational pull is the deciding factor but if gravity becomes too strong it affects chemical reactions to a point where life adjusts to the chemicals involved possibly resulting in some truly bizzar lifeforms...but than....just take a look at our planet earth deep sea creatures...it hardly gets more alien than that. Bacteria and microbes have a fantastic range of conditions they can survive in and count as "life"
It's a game where you'll find a floating city and giant cetacea living in a giant gaz planet...

Each of those door panels are now a state the server needs to track (open/closed), each of the items inside is intended to be a physics object.
Exact and it's the plan since a long time ago.
And each of this components should be damaged and give the related failure in the ship. I don't know if it works now for the Gladius but you can already shoot a quantum drive engine from inside a big ship and make the quantum travel stop.

From a coding standpoint, it all makes absolutely no difference...
... Literally every game bar SC is efficiently managing this, in one way or the other.
Yes it's not really different from landing from a coding perspective. Landing and docking are 2 different ways to connect grids in SC.
And I've never said it was never been done before. The one using this expression here is Agony Aunt, not me...
Same for the components, it already exist in other games. It's nice to see them coming also for SC.
 
I'm completly fine with the size of planets of SC. I even don't understand why the 1/6 ratio is such a deal for some players.
I'm happy for you, but the incorrectly scaled planets are one thing I don't like. SC is fine in space with no size references. It looks great! It also looks great when you're down on the planet surface walking around and flying around at low level.

The problem is the transition between space and surface. As I approach a planet from space, especially when going to a surface city (e.g. Lorville), everything just starts looking wrong. The city is simultaneously too big and the planet becomes too small. That feeling is only there for the short (too short, given how thick some of the planet atmospheres should be) transition, but it makes the environment feel like a toy for a bit.

That wrong scale is fine for some games, but for games like Elite and Star Citizen that place a high value on things looking right, correct, detailed and all that, getting the scale right is, in my opinion, is just one of those things that also needs to be done right. There is no way Star Citizen will ever be able to claim to be the "Best Damn Space Sim Ever" without getting the scaling of planets and space right. Not without people like me laughing at it, and I know I'm not alone in that opinion.

Frontier proved that it could be done seven years ago. Why shouldn't I expect the same from Star Citizen?
 
Exact and it's the plan since a long time ago.

To layer in far too many fidelity touches for an MMO to support? Yes that does unfortunately appear to be the case. With all the wasted dev time and future rollbacks that that implies.

For now it's not in the PTU and we don't know if it will make it for one of the 3.13.x patches.

Yep. That’s why I was bopping you on the nose for calling it 'v1' alongside the Merlin docking ;). It isn’t yet.
 
The question I'm asking I suppose is, do any of the current planets in SC have breathable atmospheres and if so would that even be possible on planets that small?

Oh without any mathematical proof its a flat "no" but rule of cool and all that.


just jumped into a SaltyMike stream for a minute and he seemed to be floating in space waiting for rescue. Connie arrives, Mike goes from zero-G to artificial gravity in a single step, runs up to the bridge greets his rescuer and then keels over and dies the moment Connie goes into supercruise. After a prolonged silence at which his chat goes ape he mutters "I cant take this shi*t game anymore" I kid you not. He ended the stream after explaining his outburst but yeah---quality gameplay I guess ^^
 
You want a game that will waste your time trying to achieve the impossible, then inevitably regress from those aims
Target 30 layers and release only 20 is fine for me when the max I can find in others game released is only 10.

while grinding various well-meaning devs to dust in the process?
??? Wave of resignations/suicides at CIG ? Can you give more details ?
For what I know, a lot of devs are pretty happy to work at CIG.
 
Oh without any mathematical proof its a flat "no" but rule of cool and all that.


just jumped into a SaltyMike stream for a minute and he seemed to be floating in space waiting for rescue. Connie arrives, Mike goes from zero-G to artificial gravity in a single step, runs up to the bridge greets his rescuer and then keels over and dies the moment Connie goes into supercruise. After a prolonged silence at which his chat goes ape he mutters "I cant take this shi*t game anymore" I kid you not. He ended the stream after explaining his outburst but yeah---quality gameplay I guess ^^
From the bits I've seen of him, he hates the game but doesn't want to incur the wrath of the faithful. One minute he is slagging it off, the next he is defending it. Don't know why they do it myself. If you stick your head over the sandbags expect it to be shot off. He is stuck in streamer hell and I don't care.
 
Back
Top Bottom