Game Discussions Star Citizen Discussion Thread v12

I am so pleased that uni drop-out Chris Roberts is in charge of the physics ;)

Source: https://www.youtube.com/watch?v=frXvssEUINc&t=17s
I'd watch the video but I'm too busy trying to figure out Chris Robert's chin.
What, you don't get that if you draw weapons?
To be fair, I'm not sure to remember right. Don't you get a warning from the station?
I remember getting a time warning if I don't hurry up and land once inside the station.
 
From what I see, Sea of Thieves does it, as do many Roblox games even, but at a speed where precision isn't a critical factor(...)
Ah of course Sea of Thieves is a nice example too. FWIW I was expecting Star Citizen to implement a much slower paced gameplay and not become a twitch shooter (which indeed cannot be done at this scale) - and that slower gameplay would allow, with a working rigid body simulation and a half decent physics engine to have objects within objects, without the old-fashioned jittery collision system (as implemented by CryEngine, and a few other older game engines IIRC that's all inherited from Havok) that indeed would result in things getting through other things. The problem is acceleration, not speed (you mention relativistic speeds, but that's not the issue) - by having much more realistic accelerations for all actors in the system (ships, characters) you can compensate for lag much more efficiently, also dampen the impact of server load and network broadcasting of game state.
Of course locking things up in the ship unless you'd have them flying is a given - not only it's realistic but also would simplify a lot the physics engine load.

In much older posts I was mentioning "World of Warships In Space" and that would be the idea. I still believe this can be done, not by CiG of course but a competent studio.
 
Ah of course Sea of Thieves is a nice example too. FWIW I was expecting Star Citizen to implement a much slower paced gameplay and not become a twitch shooter (which indeed cannot be done at this scale) - and that slower gameplay would allow, with a working rigid body simulation and a half decent physics engine to have objects within objects, without the old-fashioned jittery collision system (as implemented by CryEngine, and a few other older game engines IIRC that's all inherited from Havok) that indeed would result in things getting through other things. The problem is acceleration, not speed (you mention relativistic speeds, but that's not the issue) - by having much more realistic accelerations for all actors in the system (ships, characters) you can compensate for lag much more efficiently, also dampen the impact of server load and network broadcasting of game state.
Of course locking things up in the ship unless you'd have them flying is a given - not only it's realistic but also would simplify a lot the physics engine load.

In much older posts I was mentioning "World of Warships In Space" and that would be the idea. I still believe this can be done, not by CiG of course but a competent studio.
You could have devs from other companies post how they'd implement Star Citizen in the most efficient way and it'd mean nother if the man in charge doesn't get it.
 
The problem is acceleration, not speed (you mention relativistic speeds, but that's not the issue) - by having much more realistic accelerations for all actors in the system (ships, characters) you can compensate for lag much more efficiently, also dampen the impact of server load and network broadcasting of game state.
Yes, that's what I meant by precision, being able to accurately factor the differences in acceleration of multiple objects and not have them desync etc. when flying, changing directions, boosting and stuff like that. Two objects moving at the same speed effectively is zero acceleration relative to each other, which is why I believe locking passengers etc.. to a chair before moving is a requirement in Empyrion. As a layman when it comes to this sort of stuff, I don't know how the Cobra engine treats the velocities of supercruise vs. normal space under the hood as to whether there is an effective difference between them when calculating & syncing relational positions/coordinates, but by default considering it is dealing with the large numbers it would have to if they were all calculated on a sliding scale from 0-2000c, then the jump to supercruise would be quite a major problem dealing with the acceleration rates and distance covered per second that are part of that procedure and also having directional control.

Of course locking things up in the ship unless you'd have them flying is a given - not only it's realistic but also would simplify a lot the physics engine load.
It's the one hope I have of Frontier implementing interiors in Elite - only being able to access interiors when stationary and/or docked/landed, however, it seems that the expectation has been built up to mean that it be 'as good' as it is in Star Citizen, not realizing that if Frontier did that it would make Elite even more janky than Star Citizen already is in relation to it and that Star Citizen's implementation of interiors under the surface gloss is actually not that good at all. At least based on what I can perceive.
 
(...) if they were all calculated on a sliding scale from 0-2000c, then the jump to supercruise would be quite a major problem dealing with the acceleration rates and distance covered per second that are part of that procedure and also having directional control.
We have to split the different cases here - accelerating to "warp speed" or just moving in atmo for example, do not involve the same accelerations at all. For the warp speed one could use a trick and lock everyone in place during the transition then unlock them once at cruise speed - FWIW it's a baked in animation in all space games anyway. What I meant was for real space movement - atmo presents different challenges - having them accelerate slow enough, at least for bigger ships where multiple people are supposed to stand in and walk around, would be a solution, and actually open game opportunities that CiG wont ever implement due to them going for twitch movement like actual ship to ship boarding, etc. (*) Huge ships like those bling barges should move like the oversized yachts they are - in straight line mostly, and not do the incredible spins and jerks they can do in SC. Single (or even dual) seaters are a simpler problem as the pilot is locked in place.
Atmo is a bit more tricky as actual aero would allow much tighter turns / accelerations (again, opposite to the nonsensical SC implementation) but again, strapping people and objects down would be an elegant solution to get at least though re-entry.

(*) it would also allow much higher speeds to get interesting re-entries, actual orbits, or high speed group flights happening.

It's the one hope I have of Frontier implementing interiors in Elite - only being able to access interiors when stationary and/or docked/landed, however, it seems that the expectation has been built up to mean that it be 'as good' as it is in Star Citizen, not realizing that if Frontier did that it would make Elite even more janky than Star Citizen already is in relation to it and that Star Citizen's implementation of interiors under the surface gloss is actually not that good at all. At least based on what I can perceive.
Frontier painted themselves in a corner there by fiddling with ship scales at the last minute during game design/implementation. The discrepancy can be seen quite clearly in VR. There's little if at all they can do - maybe we'll see that in the next Elite installment ? Fingers crossed there's one, I want to believe DB still has some passion for his life project.
 
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Below 2000 for 2 hours. This is some 2018 level of faith from backers.
 
This is amazing. It makes the word "tools" loose all meaning. Talking about tools "speeding things up" is just shameful. 12 years. Extremely damning about CIG sheer incompetence.
The "tools" were just a convenient lie to stretch customer expectations. Just like "building the company". Stretch it out enough and a good part lose track and interest and forget their "investment". For the others there are different means of deception used, but I'd say the delay tactics is likely one of the most successful elements in their scam.
 
The "tools" were just a convenient lie to stretch customer expectations. Just like "building the company". Stretch it out enough and a good part lose track and interest and forget their "investment". For the others there are different means of deception used, but I'd say the delay tactics is likely one of the most successful elements in their scam.
But didn't they have to build the tools to build the tools first? How can one even start to develop a game without creating the universe first?
 
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