Game Discussions Star Citizen Discussion Thread v12

With 32Go memory (which I have), the pagefile is still used...

What I sometime see about this SSD problem is a new player having a small SSD + a big HDD (for all his games). He installs SC on his HDD (as usual) and get crap FPS. He get advice and move SC on his SSD. But, has the SSD is small and full, he free some space by deactivating the pagefile... and get slightly better crap FPS.

That's a Windows being a bit #### problem :) doesn't matter how much ram you have installed it freaks out if you don't have a matching or higher page file.
 
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I recorded some Loreville earlier, i don't normally have my OSD running, unless something feels wrong and i need to check it, its on an on / off keyboard shortcut.

So that little tingle to upgrade my GPU just turned into a full blow itch, i also have a little treat for @Agony_Aunt 😁

It'll be a few hours until Youtube is done uploading it and savagely butchering the image quality.
 
That's because most folk playing SC fly the ships like an FPS in noclip mode. They play SC like a twitch shooter, fly ships like they're FPS models all circle strafing and jousting with no 6 DoF flying for the most part. I still fly ships like I did in ED though...the HOTAS helps with that, mainly for the magic word 'immersion' at the end of the day since controlling a ship with M/KB isn't natural for me with playing a few flight sims here and there.

Ci¬G designed the space ships, flight model, control inputs and key bindings around a mouse and keyboard FPS shooter...and it shows. I'm too set in my ways...even though the ships, especially the smaller fighters, fly like revolving turrets in space, I still through force of habit fly them like spaceships.
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All that talk about fidelity, physicalized thrusters, and other such nonsense, and Chris Robbers designs his dream spaceship game with zero-order controllers in mind?

Hmm… this seems appropriate: AAAAARGH!

It took me a month, on and off, to program my HOTAS to be competitive back when I played MWO, and realized the game was designed as a FPS with mechs, rather than a cockpit.
 
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All that talk about fidelity, physicalized thrusters, and other such nonsense, and Chris Robbers designs his dream spaceship game with zero-order controllers in mind?

Hmm… this seems appropriate: AAAAARGH!

It took me a month, on and off, to program my HOTAS to be competitive back when I played MWO, and realized the game was designed as a FPS with mechs, rather than a cockpit.

I'm flying Decoupled Mode with Fixed Targeting. Not too difficult to get used to coming from full FA-OFF and only Fixed Weapons in Elite.
I'm a HOTAS guy (TWCS throttle and Gunfighter III Kosmosima Grip).

I just started, so haven't done any pvp yet. The NPCs are very novice pilots though (up to Moderate anyway). My little Mustang Alpha has no problem getting behind them and staying there until they pop. Time to Kill is also SUPER fast compared to Elite.
That's an improvement to me. The HP inflation from engineers is pretty unreal. I've been in PVP fights in Elite that lasted over 15 minutes, easily, with plenty of time on target.

Flight model wise, the Mustang Alpha just doesn't feel like it has any weight to it. But again, I haven't flown the bigger ships to see if they have a noticeable inertia. I can tell the flight models between the two are actually pretty similar at base, but SC has some easy mode built in. Example- Both have a speed limit, but SC lets you set anything below the max at will. So you can fly in the "Blue Zone" as much as you like.

Also, afterburner in SC is all advantage. Boosting in Elite can get you in trouble with overshooting and speed control. SC lets you control the speed limit even while afterburning, which means you can afterburn your directional thrusters to go off vector directly if your forward speed is maxed out.

My intuition with SC is that it needs a slightly higher (but not ED Engineers ridiculous) Time to Kill to give fancy piloting more time to shine. But it's still early days for me. I am enjoying the game / npcs thinking I'm a wet behind the ears newbie at fighting and merking them all without a scratch.
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Can you really say that with a straight face? from Port Olisar to Grim Hex to Levski to Loreville to Area 18 to New Babbage to Orison.

From a single space station orbiting an inaccessible Gas Giant to 3 fully accessible planets complete with large cities sprawling many KM, 14 fully accessible moons, many different biome and climate variation, about 150 player usable ships ranging in size from 6 meters to 210 meters and days from now a Gas Giant made of Volumetric Clouds that has a huge city floating in it.

Edit: the graphics fidelity has also changed hugely over the years.

It’s funny how that list is absolutely dominated by art assets though. (And I’m including the ships there for the most part ;). Precious few in the last few years have come with any sort of technical addition, despite many being sold as having further novel attributes which require them.)

That’s what McGlashan means by 'all but stood still' I suspect. There has been precious little movement on big pillar feature additions or the tech which would move SC closer to it’s described goals this year. Or last year.

At best we could say, what, in that timeframe? Physics grids supporting extending ship-to-station docking tunnels? (And so maybe the Hull series in the future?). The proof of concept detachable snub fighter?

Aaaand?

A load of low hanging fruit and chaff to be honest. A physics gun for AAA+ box moving. Prisons re-using existing features. Force reactions…

Meanwhile every patch has its traditional cull of features (hi 3.14!), Server Meshing tech misses another annual deadline, and salvaging gets mentioned occasionally like a particularly cruel joke ;)

I don’t think that list quite makes the point you want it to.
 
I hope not, 100 is too many. quality over quantity.

Then you are saying you hope CIG do not keep their promises to backers.

What other promises is it then ok for CIG to walk back on?

For me, personally, 100 is way too little. But for SC it might be enough. A lot depends on how many players the game has. If its a few thousand online on average, 100 might be enough. If somehow CIG gets tens of thousands online at once, then i think space would be too crowded.

Sure, the in-game space is big, but each system only has so many hubs.

Assuming of course CIG can ever get everyone playing on the same "server".
 
Massive CR alert, have your sick bags at the ready.

I haven't watched it myself yet so i can't tell you how big'a migraine it will give you.

Edit: aww crap Sandi is there too pretending to be annoyingly relevant.

Source: https://www.youtube.com/watch?v=0bb4kBwa2iM

Watched a little, skip skip, watched a little more, skip skip...

So basically 30 minutes of Chris waving his hands and explaining to Sandi about the game and what he wants.

Great work guys... brilliant. Well worth everyone's time and effort.
 
Then you are saying you hope CIG do not keep their promises to backers.

What other promises is it then ok for CIG to walk back on?

For me, personally, 100 is way too little. But for SC it might be enough. A lot depends on how many players the game has. If its a few thousand online on average, 100 might be enough. If somehow CIG gets tens of thousands online at once, then i think space would be too crowded.

Sure, the in-game space is big, but each system only has so many hubs.

Assuming of course CIG can ever get everyone playing on the same "server".

I have no interest seeing the same thing 18 Billion times.

I'm happy with 20 Star Systems if every one is different.
 
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