Game Discussions Star Citizen Discussion Thread v12

Each child physicalized entity is effected by the parent physicalized entity, its why you experience G-Forces when standing or walking around in a ship being flown by your mate.

Do you? I've not played in a while, but this certainly wasn't the case last time I played. I'm pretty sure it's also not really the sort of behaviour you want - trying to navigate around even something as small as a connie with this sort of mechanism would be pretty frustrating and not fun IMHO.

Another reason when/if Elite gets round to doing interiors they should just swallow the inertia-damping-handwavium pill and get on with it.
 
Yea its server de-sync that's causing that, it is a problem with SC. Some times :)

I'm not sure i can swallow that. That looks like physics, not desync. If it was desync it (the buggy) might look to move around in space but not bounce around in strange locations, not to mention the ship which is just sitting there and shouldn't be bouncing around.

And those ships are meant to have mass. How can desync be causing it to be pushed up by the buggy?.
 
Do you? I've not played in a while, but this certainly wasn't the case last time I played. I'm pretty sure it's also not really the sort of behaviour you want - trying to navigate around even something as small as a connie with this sort of mechanism would be pretty frustrating and not fun IMHO.

Another reason when/if Elite gets round to doing interiors they should just swallow the inertia-damping-handwavium pill and get on with it.

I'd also say they should have interiors as separate spaces with windows just being viewports. Yeah, less fidels, but makes everything a whole lot easier to code. Then the interiors are just static maps. Easy peasy.

I suspect the station interiors are done this way, although i don't know for sure.
 
I'd also say they should have interiors as separate spaces with windows just being viewports. Yeah, less fidels, but makes everything a whole lot easier to code. Then the interiors are just static maps. Easy peasy.

I suspect the station interiors are done this way, although i don't know for sure.

What you're describing works if and only if you cannot affect the outside from inside the ship (including by visibility). This means opaque windows and inner airlocks closing correctly to hide the interior, and no 'holes'. It's also precisely how SWG handled multiplayer ships in JTL - there were no network or graphics updates for the contents of a ship, everything was neatly culled.

They're not separate spaces; I'm lead to believe stations in SC (where there are windows) are part of the same object (and network) space as the whole instance area. It's mad*; I'd have used a scaling frame of reference, and ignored pretty much everything outside of a sensible range of an instance.

*: Equal parts ballsy, technically impressive, and arguably easier done another way, like much of Star Citizen really. I suppose if they want to model really, really long range railgun attacks then they'd have to do it that way, but still a scaling frame and a bit of fudgery might have been the way to do it.
 
And these are video games, it is all fake.

Best tell Chris that…

There's a disparity between what you see in first-person view, when you're faking it, and what really is happening. We don't cheat at all. Where your gun points is where you're shooting. That's another big difference -- almost every FPS, the center of the screen is where you'll shoot. The bullets don't fire straight from the muzzle of your gun. [...] None of that's fake [in Star Citizen/SQ42], so when you actually aim, you aim down the sights.

"What you see [your friends] do is what they're actually doing. That's really important, and we're kind of doing that to a level that I don't think anyone else has done that.

For lo, he has made you real, in avatar form.

Neverbeendonebefore
 
Do you? I've not played in a while, but this certainly wasn't the case last time I played. I'm pretty sure it's also not really the sort of behaviour you want - trying to navigate around even something as small as a connie with this sort of mechanism would be pretty frustrating and not fun IMHO.

Another reason when/if Elite gets round to doing interiors they should just swallow the inertia-damping-handwavium pill and get on with it.
Bah, it would be fun if passangers walk around while pilot decides to put pedal on the metal. Instant strawberry jam at back wall....
 
Best tell Chris that…



For lo, he has made you real, in avatar form.

Neverbeendonebefore
To be fair, the avatar behaviour in SC is actually one of the things that is really, really, impressive* - the mantling / vaulting, cover lean, the lot. When you're in a multiplayer group doing a 'dungeon'/base whatever they call them, it looks absolutely amazing. Very immersive, very well natural look, and played very smoothly last time I had a go.

*:They spent an inordinate amount of time on it. And likely a hell of a lot of money in mocap and tech research.
 
Uh, all that -- again -- can be pulled straight outta CryEngine. No mocap required for lean/mantling/vaulting since that's all standard, right out of the box with CryAnim/CryTools. Only thing they would have to mocap would be for custom animations, like the "oh no, my butt!!!" death animation (which makes me crack up every time I see it), but (ha!) even that could be hand animated without too much trouble.

Cry3~ even has things like IK, Look IK, and a bunch of other tools/packs built in to do everything you see so far in Star Citizen's first person shooter experience.
 
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