I think it can… like if the physic’s engine is bugged it can mess up collition detection and cause some kind of vibration that then is interpreted as damage! like a high speed vibration that is not rendered but drains the health of the object/part so quickly than it can kill it fast.Well, the engine's physics don't cause ships to get blown in the wind like a midautumn leaf for one.
You misspelled EGO.With CR in charge?
The choice of engine isn't the main problem. Its a factor. It could be overcome.
You can't overcome the CEO.
How many tools has it got?Unigine engine is natively 64bit
A whole pipeline of them!How many tools has it got?![]()
Extending Goals Officer?You misspelled EGO.
Something about this forum has bred a distinct toxicity.
Because here you really have to try to get permanently banned, whereas the subreddit will permaban any critics at the drop of a hat.
if you think SC is mismanaged, you should see what the other companies are like.
I am not talking about SC here. I'm talking about Squadron 42- which is in essence CoD Infinite Warfare in scope and could easily do a CR war film game like he envisaged.That is HIGHLY debatable, considering there's clear evidence that Star Citizen "simulates" space in CryEngine by using NoClip mode and placing everything in the underwater mode to imitate a lack of atmosphere in space, not to mention the scale problems due to the relatively small level size in the version CIG is using.
What evidence is there? And there is a space flight model, I don't think they place it in some "underwater mode" but it works, whatever they do. Plus, scaled down planets were a gameplay decision that becomes apparent when you quantum travel around Crusader.That is HIGHLY debatable, considering there's clear evidence that Star Citizen "simulates" space in CryEngine by using NoClip mode and placing everything in the underwater mode to imitate a lack of atmosphere in space, not to mention the scale problems due to the relatively small level size in the version CIG is using.
Curious too to see them.What evidence is there?
What evidence is there? And there is a space flight model, I don't think they place it in some "underwater mode" but it works, whatever they do. Plus, scaled down planets were a gameplay decision that becomes apparent when you quantum travel around Crusader.
lol, Bugsmashers that's an ancient show they did, heh. Wonder if that's even around anymore judging by how much the game changed since then.I don't know about their claim, but we do know early on there was an amusing bug (source was CIG during one of their bugsmashers or similar) where ships would seemingly randomly flip controls or something when flying through space.
It turned out that CIG have left the "water" level at the default for crytek maps, so, for the sake of argument, let's call that Z=0. The fix was to set the baked in water level to some other value. Whether that was Z=max or Z=min i don't know, but it ensured that ship control wouldn't be affected by the water level.
lol, Bugsmashers that's an ancient show they did, heh. Wonder if that's even around anymore judging by how much the game changed since then.
Plus, scaled down planets were a gameplay decision that becomes apparent when you quantum travel around Crusader.
from: http://imperialnews.network/2016/08/gamescom-day-4-coverage/Do you have evidence of this? What do you think is it with Quantum that makes scaled down planets a "gameplay decision"?
from: https://starcitizen.tools/CitizenCon_2018_Keynote“In a fully realised system like Stanton you should be able to spend hundreds of hours – for a normal game that’s a lot.
Quantum travel is at 0.2c so the systems are scaled down for fun reasons – the tech can handle 1:1 scale but the travel times become too long.
Systems are 1:10 distance between planets because it felt right about time investment with travelling.
Planets are 1:4 or 1:6 for the same reason – time to travel and get down from orbit.
With those scales, it takes 40 mins in quantum travel to travel from one end of the system to the other.
It has to be interesting however, for haulers it can’t be instant travel otherwise it would be a way to farm money. But there will be risk and danger to keep it interesting.
There will be costs and maintenance involved – while travelling you might need to replace a fuse.”
“Scaling: 1:6 ratio for main planets
CR: Hurston is about 2.000 kilometres of diameter, so it's about earth size based on our ratio, we're doing one (to) six (1:6) for the main planets and that's just for traversal reasons, because it already takes quite a while to fly not even that far of distance. [The new flight model]...even more enforces it, (...) atmosphere the thicker it is, the harder is for you to go fast. We can get higher up you'll be able to go faster. (...) [1:6] is a nice balance between having the size and scale and been allowing you to traverse it in reasonable times.
CR This mission can spawn around different locations around Hurston. TP: And also have multiple branches.”
Lore can be updated and retconned any time. It is not really a valid reason to limit a feature such as planetary scale, especially in the game that is the self proclaimed flagship of fidelity in space simulation.TLDR; Travel times. Can't speed up quantum because it has to stay sublight in lore.
Ah yes, must be an excuse! - which totally can't be it since there's a 1:1 scale well, "earth sized" Gas Giant in the game!Lore can be updated and retconned any time. It is not really a valid reason to limit a feature such as planetary scale, especially in the game that is the self proclaimed flagship of fidelity in space simulation.
On the other hand lore is actually a great excuse to hide a technical limitation. If CIG was technically able to do it they owuld have easily changed the lore.
The planets are very fidelicious, dunno what you mean.especially in the game that is the self proclaimed flagship of fidelity in space simulation.
Do you have evidence of this? What do you think is it with Quantum that makes scaled down planets a "gameplay decision"?