Game Discussions Star Citizen Discussion Thread v12

A Skeptic's First Steps into Star Citizen
Part Three: Space


(Part One)
(Part Two)

Sunday's Session:

This session only has a few screen shots, because there was a charming in-DUH-vidual in the chat. I should’ve turned it off, but there was also a helpful citizen in the chat as well. Plus the the chat in general was not amused by the former’s remarks. I just reported the person in question. At least there were no spammers as well…

Anyway, I made my now familiar way to the proverbial “Hyper-loop,” and headed along my less familiar way to the hangers. There, called for my Starter Ship, and hopped on board.


Apparently, I hopped on vigorously enough to jump straight through to the other side of the ship! Several times!!! :rolleyes:


I got into the ship eventually (apparently, I was standing too close to the ship) found the comms button eventually, and made my way out of the hanger… eventually. ;)


I found the hot key quick enough, and soon my ship was heading to towards space. The blue skies slowly darkened, and the first stars appeared…



Sadly, there wasn’t enough time to do anything else.

Monday's Session:

I was just about to start a session, when my dad called, and wanted to know if I was up for a round of golf. Needless to say, I said yes. :)

A Brief Tuesday Morning Session:

I decided to squeeze in a quick session, in lieu of a leisurely breakfast. Being a quick session, I decided to pull a LittleAnt for a change, sprinted down to the “Hyper-loop” Terminal in record time, and just got onto the tram as the door closed.


Filled with newfound determination, sprinted through the space terminal, ignoring the guards who returned the favor by ignoring my suspicions behavior. As soon as physically possible I blasted off, not even pausing for the hanger doors to open fully. I opened the throttle immediately, my ship hurtling towards space!


I ended up having a leisurely breakfast after all. :rolleyes:
 
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Do you have solid proofs of what you say ?
Like the in game debugger ? Or the fact that CiG themselves told us about that, and how they had to remove the "under water" flag for CE as they use the default euclidian coordinate system for all maps, including the big space one ? (which is the "container" map if you prefer, with 64 bit coordinates by the way)
Because what you call "transitions between maps" is what we can call in fact a "server meshing T0"
No. Stop using that term wherever you want some magic phlebotinum applied to any problem: what CiG call "server meshing" is what we call "cloud". It's about networking. Indeed it's not there in any way or shape.
... You are just saying that CIG already have some sort of server meshing, which we all know (and CIG said) they have not for now...
No. I'm saying they are overcoming the limitations of CE by stitching a lot of smaller maps together, that are moving or static inside one bigger map that serves as a main coordinate reference. But going from one to the other, or between two moving maps (for example going across a ship ramp to take a well known example), and your actual coordinates make a sudden "jump" as you change the central reference point (again, regular 3D orthogonal euclidian system, ref point is {0,0,0}) -> that's where the physics engine loses what's happening. So far all attempts to smooth out that jump by CiG have been unsuccessful.

"noticeable jerk" = streaming of assets.
No. It's in the same location, always, with all assets loaded. Also loading of assets create a visible frame drop, while map seams just make the physics engine throw a hissy fit.
Just install the game on a HDD and you will have enough time to see your HDD reading the data in your task manager while seeing the assets beeing displayed in front of your avatar.
I run on an NVME SSD, with an overclocked 10900K and an overclocked RTX3090. I dont think any issue could be attributed to the performance of my rig.
 
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CiG employee said:
I keep going back and talking about crafting. They don't want to hear it. I say that crafting will bring the players together and make them fight and we need it in the game now.
And it's a low hanging fruit in terms of development: been done before many times, can be done in an abstract way on console terminals (just like refinery for instance), so quite complex build chains could be implemented rather quickly. And it would book end the mining+refinery game loop in a nice way. But no, QUEST GIVERS for zeus sake this goes completely against any idea of a vast universe and proc gen in general.
 
From TheAgent at SA

I'd love it if CIG focused on PvP in SC. It would be lovely jubbly. The drama alone would be worth it. But its not going to happen. From what I see, the vast majority just want to play dress up spaceman and do PvE (like i enjoy doing in ED).

But as with many online games, the PvP crowd are very vocal at wanting all games to be PvP focused.

There are players like DG360 who left Elite because of the lack of meaningful PvP, and I can understand him for that, but i've wondered if at the end of the day SC will deliver what he wants. Sometimes it seems like yes it will, sometimes no (depending on what CIG are saying and doing). So far CIG seem to be walking a middle road, trying to cater to both. Its a tricky line to walk for any game and only time will tell if CIG can pull it off in the long run.

The obvious solution is PvP servers and PvE servers... but that means splitting the playerbase. Many MMOs have done this, and it works, well, until the PvP servers die off due to lack of players.
 
We have a dedicated person testing new button schemes and layouts with console controllers to make it feel good on them.

Ooof, that's going to burn with the people who shouted that CR is making a game for PC players.
 
Since Turbulent are now in charge of adding content to SC, does it even matter what whoever that person was speaking wants?

It is rather telling that 10 years in, after having sold 1000 different mechanics not yet implemented, the teams in charge of adding content in the game are disagreeing on what that content should be.

Bruh, you sold player centric mechanics years ago. Exploration, news ships (lol), land claims, player built bases, engineering, hospital ships, player driven economies. Now you're saying nah, PVP is hard lol, our player cap is small anyway, lets do PVE content instead?

I'm literally speechless.
 
Its worth remembering as well, before CIG came along. Turbulent were more focused on PR and brand/engagement management, which largely means, follow the money. If CIG management really are listening more and more to Turbulent, then pretty much expect the PvP slider (or equivalent) to make a return and the disenfranchisement of the SC PvP community. Turbulent will know where the real money is, and its not with the pew-pew crowd.
 
No big deal. All those big, heavily-armed ships that punch above their weight/wait were just a "thank you" for supporting the project.

Now the big orgs can focus on PvE raids.

OR (and this goes into emergent gameplay), have ship shows/rallies like they do with classic automobiles. Players can gather around, drink cheap beer, and discuss the things they would potentially do if the game had more PvP activities, and reminisce about things that never happened.
 
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Its worth remembering as well, before CIG came along. Turbulent were more focused on PR and brand/engagement management, which largely means, follow the money. If CIG management really are listening more and more to Turbulent, then pretty much expect the PvP slider (or equivalent) to make a return and the disenfranchisement of the SC PvP community. Turbulent will know where the real money is, and its not with the pew-pew crowd.
Sounds more like Turbulent actually might have a clue how to design instead of throwing words around like an armchair dev.
 
Do you have solid proofs of what you say ? Because what you call "transitions between maps" is what we can call in fact a "server meshing T0"... You are just saying that CIG already have some sort of server meshing, which we all know (and CIG said) they have not for now...

"noticeable jerk" = streaming of assets. Just install the game on a HDD and you will have enough time to see your HDD reading the data in your task manager while seeing the assets beeing displayed in front of your avatar.
You have no clue what server meshing actually is.
 
"Or you can call the devs of Dead Space and ask how they achieved it thirteen years ago."
You said the Deadspace's devs know how to code doors without bugs.
I said no such thing. You mentioned EVA gameplay and tackling complexity of "passing to gravity" through doors, so I mentioned Dead Space. Dead Space not only had something equivalent to EVA gameplay, where crossing a door could mean changing local physics, it also came with decompression / recompression mechanic, including aural simulation of the fact. In a game developed over 18 months.

Other examples of much more advanced features are Prey 2006 (mind bending, really) and Portal (2007), with its craziness of ad-hoc, momentum preserving doors.
They are so comfortable with doors that they did not put any in their multiplayer map in DS2. Easy way to not having door's bug is simply to not add them.
I am pretty sure that if they had seven times the time and ten times the budget of the original game, they could also figure out the rest. The broader point is that the complexity faced by CIG seems to be of their own making, mostly. Something that @Mole HD mentioned - some inherent messiness deep down in the handling of switching grids in CE, mixed with borked networking code.
 
From TheAgent at SA
All about PvP is it? Perhaps that idiot should go work for Blizzard :D

That entire self obssessed rant was what he/she/it assumes the PvP pew crew want SC to be, not what everyone else wants from it. If he was indeed as much in sync with the 'community' as he suggests, he would know that is far from the case. If SC turned into a purely arcade PvP pew fest with little to no development or attention to PvE content...it would die, pure and simple...just the same as ED would...not that I care much for comparisons, but there you are 🤷‍♂️
 
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Don’t worry, there’s an easy fix for this ;)

The easy workaround is not to sprint or jump up ramps like a Duracell bunny on steroids...simple as that may seem, folk still go leaping about and wondering why they fall over.

None of which works in the slightest of course :D
Was going to say.. our resident expert in SC says otherwise :D

try wearing sunglasses or standing on one leg with the mouse held to your left ear as you click the button...works...honestly
Only on a full moon.
 
The problem with the ship ladder type entries are switching from the canned animation back to the physics grid...there's a jump or jerk as it happens. If the server is lagged, you sometimes bounce right through the transition and end up clipping through the hull or the animation running but ending up still outside the ship...the ramp type entries are still a transition between maps (object containers) or physics grids...the entry to the second grid is at the top of the ramp as you enter the ship...if you sprint or try to jump over the transition and the server is lagged coupled with positional desync, chances are you'll fall over or just die for no apparent reason. The same goes for exiting via the ramp...

Watch the jerk as the entry animation finishes...even though I didn't clip through the physics... it was a decent server :)

 
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