It was never there in the first place.Then of course later we found out SQ42 was delayed until at least 2022.
It was never there in the first place.Then of course later we found out SQ42 was delayed until at least 2022.
Early days! They have to build the pipelines, form the studios, create the companies, hire the actors, shoot the mocap, and write the script first!It was never there in the first place.
More entertaining than the old variant where it does attach the player model correctly, but still gets confused which player object it should apply the transforms and animations to…What happens when the game forgets to fix the player model to the vehicle
It's almost as if letting driving mechanics decide the physics doesn't yield quite as good results as letting physics decide the driving mechanics.What happens when the game attaches the wheels to independent suspension
https://www.reddit.com/r/starcitizen/comments/kvt5bj Source: https://www.reddit.com/r/starcitizen/comments/kvt5bj/star_citizen_ursa_cayonero_by_0zzyt0/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Made my eyes water that did..What happens when the game forgets to fix the player model to the vehicle
What do you mean?It's almost as if letting driving mechanics decide the physics doesn't yield quite as good results as letting physics decide the driving mechanics.![]()
I'm simply alluding to how vehicles in SC work: not by feeding parameters into a set of physics engine rules and letting those decide the outcome, but by deciding the outcome, and figuring out what the physics engine rules need to be and feeding those into the engine so that the parameters yield the correct result. That is, outcome dictates “physics” in SC rather than the other way around.What do you mean?
Like Lunar Rover Patrol did on the Dragon32/TRS80 back in 1983?What happens when the game attaches the wheels to independent suspension
https://www.reddit.com/r/starcitizen/comments/kvt5bj Source: https://www.reddit.com/r/starcitizen/comments/kvt5bj/star_citizen_ursa_cayonero_by_0zzyt0/?utm_source=share&utm_medium=ios_app&utm_name=iossmf
Why do you think that? And if so, is it that bad? Don’t most games do this, or at least a mix of the two?I'm simply alluding to how vehicles in SC work: not by feeding parameters into a set of physics engine rules and letting those decide the outcome, but by deciding the outcome, and figuring out what the physics engine rules need to be and feeding those into the engine so that the parameters yield the correct result. That is, outcome dictates “physics” in SC rather than the other way around.
I look at that and I am reminded of![]()
Star Citizen's custom joystick looks positively stunning
Could be the best new HOTAS concept in a decadewww.polygon.com
Sounds awesome
Massively overengineered
Expensive
Never relased
Hmm.... sounds familiar.
It's not something I “think” — it's how it works.Why do you think that?
I m sure thats how it worked for the old cryengine we know but CIG is using the heavily modifed star engine worked on and finetuned for optimal results by the magic germans...dont you know anything about this project? Take your outdated knowledge and I dont know....post it somewhere.....It's not something I “think” — it's how it works.
People who dug into the engine discovered it half a decade ago; CI¬G's own documentation confirmed it.
Yes, it's bad because of how boundlessly idiotic it is. No-one else does it this way because they are not boundlessly idiotic. You either use your physics engine because you want a realistic outcome, or you don't because you want a pre-determined outcome. You don't put layers upon layers of self-defeating and competing code on top of each other to turn the former into the latter. The idiocy of doing so compared to… you know… just deciding the outcome and have it be that way is boundless.
Or, as it is more commonly labelled at CI¬G, “Tuesday.”
What am I looking at here? Proof that predetermined hard coded vehicle behaviors are dictating the physics instead of the other way around ? #nophysicsworthofthatname #fake #neverbeendonebeforeEveryone loves the Ursa physics, don’t worry about it
https://www.reddit.com/r/starcitizen/comments/kqzb4k Source: https://old.reddit.com/r/starcitizen/comments/kqzb4k/when_you_tip_your_ursa_but_it_has_a_gravity/
https://www.reddit.com/r/starcitizen/comments/kqzb4k/_/gi6jzc3 Source: https://old.reddit.com/r/starcitizen/comments/kqzb4k/when_you_tip_your_ursa_but_it_has_a_gravity/gi6jzc3/
https://www.reddit.com/r/starcitizen/comments/kqzb4k/_/gi6lr1z Source: https://old.reddit.com/r/starcitizen/comments/kqzb4k/when_you_tip_your_ursa_but_it_has_a_gravity/gi6lr1z/
https://www.reddit.com/r/starcitizen/comments/kqzb4k/_/gib4d85 Source: https://old.reddit.com/r/starcitizen/comments/kqzb4k/when_you_tip_your_ursa_but_it_has_a_gravity/gib4d85/
A very passionate argument from you, I’ve read more of those here. Then I launch the game and see something else.It's not something I “think” — it's how it works.
People who dug into the engine discovered it half a decade ago; CI¬G's own documentation confirmed it.
Yes, it's bad because of how boundlessly idiotic it is. No-one else does it this way because they are not boundlessly idiotic. You either use your physics engine because you want a realistic outcome, or you don't because you want a pre-determined outcome. You don't put layers upon layers of self-defeating and competing code on top of each other to turn the former into the latter. The idiocy of doing so compared to… you know… just deciding the outcome and have it be that way is boundless.
Or, as it is more commonly labelled at CI¬G, “Tuesday.”
What am I looking at here? Proof that predetermined hard coded vehicle behaviors are dictating the physics instead of the other way around ? #nophysicsworthofthatname #fake #neverbeendonebefore