Game Discussions Star Citizen Discussion Thread v12

Well, to be blunt, we only have CIG's word that most of the effort is going to SQ404. I mean, with the slow progress on SC, it would be hard to believe CIG were lying about that... but it is CIG.

The alleged development focus has switched back and forth between SC and S404 over the years according to which game needed to be excused for their lack of progress. Whether it bears any relationship to actual development focus is anyone's guess, but at this point it mostly seems likely that Chris "Wing Commander Movie" Roberts has figured out that his dreams.txt claims of high fidelity cinematic storytelling aren't compatible with a multiplayer game, so he's retreated to his happy place of playing big-time Hollywood director on something linear and cutscene-friendly. And also because they can hide behind "spoilers" as a reason not to show anything, as well as letting the PU get increasingly stale.
 
FWIW, when Tony Z's mini-me left he put the resource split between PU/Sq42 at 50/50

Assistant Director of Systemic Gameplay and Services

Tony Z's right hand man left in January after 7rs+. Worked on everything from PU gameplay services to Tony's Quantum experiments. Some interesting stat claims in his summation:
  • Drove in-game events that resulted in more than 50% of the company’s overall revenue (IAE Expo and Fleet Week)
  • Directly interacted with well over 75% of the company’s PU related employees (roughly half of the company was allocated to S42)

But he may just have been averaging out the flip-flops ;)
 
Because you don't know how the game work.
When the gravity generator is 'on' in the ship, as soon as you enter it you are subject to the gravity of the ship. But if the generator is turned off (when the ship is in soft death), the general gravity is prevalent.
I think you've just agreed with Varonica though.

The thing that gets me about that clip is the physics. Note that the ship is at an angle on the ground, so when he walks up the ramp and on to the ship it should be at an angle as he walks along, but that doesn't happen, as soon as he gets in the ship it suddenly changes so he is upright compared to the ship, and to all intents and purposes now walking at an angle compared to the planet surface. Obviously the ship physics takes over from the ground physics so there is no consistent physics in the game, each ship object has it's own physics, never been done before!

That's what's happening, isn't it? The ship "gravity" is taking over once the player is inside, and not the planet's gravity.

But the planet would have greater gravity than a ship's internal gravity, if such a thing were possible. So it's not accuracy being modelled, it's a fudge to allow walking in ships in space.
 
None of the IRL space ships with artificial gravity fields i've been on worked like that.
Fair enough.

Wait ....

i-dont-believe-you-lies.gif
 
Impressive optimism riight there

The initial post says what I said about SC should test everything they want to put in the game, but Little Ant said they're not doing that because of lore.

Well, ladies and gentlemen, its no longer another 2 years to see anything for Star Citizen, here's the new cope.
"I expect SC to never be released and for them to take another 5 to 15 years just to release Pyro because I want it to be polished."

If this is optimism, we'll be joining the dodos soon.
"Possibly a great number of star systems are finished. Remember: Squadron 42 needs locations for missions to take place in."
 
I think you've just agreed with Varonica though.
That's what's happening, isn't it? The ship "gravity" is taking over once the player is inside, and not the planet's gravity.
The most important part of what Varonica said is "no consistent physics".
"the ship physics takes over from the ground physics so there is no consistent physics in the game"
There is consistent physic. Generator 'on' > gravity of the ship applied. Generator 'off' > general gravity applied (no gravity in space and gravity of planet in atmosphere)

But the planet would have greater gravity than a ship's internal gravity, if such a thing were possible. So it's not accuracy being modelled, it's a fudge to allow walking in ships in space.
Because you assume that gravity vectors can only add up. If you consider that external gravity is cancelled out by the gravity generated by the ship, there's no inconsistency.
 
Because you assume that gravity vectors can only add up. If you consider that external gravity is cancelled out by the gravity generated by the ship, there's no inconsistency.

You are assuming that gravity generation also equates to gravity nullification, this doesn't really follow, because if you nullify real gravity then you should also nullify the artificial gravity. If you are using some sort of field to nullify real gravity then it would also nullify the artificial gravity the ship itself is generating because it could only act by nullifying the field in that specific location and not the actual gravity generation source, because if it acted to nullify the source then the entire planet would be rendered without gravity. So if this is proper artificial gravity then the nullification would affect both because they are, well, identical in nature.

So since the planet gravity can't be simply cancelled out by the gravity generated by the ship, it would need to be nullified in some other way, maybe you are implying some sort of force field that blocks gravity, but then it wouldn't just work inside the ship, fields are spherical in nature and the gravity in areas around the ship would also be blocked because it would need to extend outside the ship to provide complete coverage.

But of course this also means your ship isn't actually affected by the gravity of the planet since you are cancelling that gravity, and rather than sit there on the ground it should just up and zoom away because the planet is moving through space at many hundreds of meters per second and there's now no force anchoring it to the planet, well apart from inertia keeping them together for maybe a second or so, and since the planets orbit is curved (well not in SC because they don't do that right?) the ship should travel in a straight line (because that's how it works right) while the planet moves on a curve, and the two would soon part ways. Well there's a lot of variables there depending on where on the planet you landed, because rotation of the planet and orbit of the planet will change how the ship behaves once you block out that pesky real gravity, maybe that's why they tend to blow away in the wind a lot?

I expect complications like this are one reason why ED steered away from artificial gravity, I mean it's all very well just saying "artificial gravity" to explain away why stuff falls to the floor in stations with no or micro-gravity, but if you want to model the actual physics of artificial gravity it becomes....complicated.

But of course that's not a problem for SC because they aren't actually modelling physics, either real or imaginary, in discernible way right?
 
The initial post says what I said about SC should test everything they want to put in the game, but Little Ant said they're not doing that because of lore.

Well, ladies and gentlemen, its no longer another 2 years to see anything for Star Citizen, here's the new cope.
"I expect SC to never be released and for them to take another 5 to 15 years just to release Pyro because I want it to be polished."

If this is optimism, we'll be joining the dodos soon.
"Possibly a great number of star systems are finished. Remember: Squadron 42 needs locations for missions to take place in."

You're missing the full quote, its well crafted diss of the faithful

Yeah, don't say "we". You don't speak for me. I expect SC to never be released and for them to take another 5 to 15 years just to release Pyro because I want it to be polished. It is ok for the 100 systems to come out after I die as long as it is also polished. I didn't back this game to play it. I backed it to watch development excuses and stories for the rest of my life.
I love buying big ships only to hear their development was put on hold indefinitely. I really dig it when John Crewe tells me on year 10 that the doors and lifts in the Caterpillar are very hard to implement so they are not getting implemented any time soon. Or better yet, they can deliver modularity but they just won't for now.
Lately I really enjoy reading the carefully worded responses from the community manager where he pretends to address a community concern but then proceeds to not address the community concern. Everything is fine. Stop rushing development.
 
LOL... i think... i think they are being serious.

I do not understand why some Citizens here in Spectrum push so hard for new systems to be implemented. What can you do in more empty systems more than you can do today in Crusader, with the current state of the game? I think it is much more important to get more gameplay and basic features implemented rather than new systems. Implementing Pyro should be enough for the next couple of years, to test also jump points and streaming / server meshing features. But more systems than that we do not need at the moment. Implementing more systems would increase the maintenance efforts (continious bug-fixing, more service systems) to keep them up, which would tie CIG ressources unnecessarily.

Implementing new systems should come with Beta, when basic gameplay features and the basic system is ready. New systems are linked to gameplay content, like new missions & storylines. It does not help just to copy paste existing missions into a new system. They need with each new system a story and specific missions inside this new systems. Otherwise you just expand the gameplay world with copies and copies of the same content just in front of a different background skybox with some different planets.
 
Copium on full display in the comments on this one


People saying they should have done ToW in AC from the start. Erm... to make ToW in AC you still need to do everything that ToW requires anyway, so in the end, if CIG already have the framework, it shouldn't matter if its just a different name on the game mode. Otherwise they will run into the same issues bolting it into AC as they had making it a separate game mode.
 
If you consider that external gravity is cancelled out by the gravity generated by the ship, there's no inconsistency.
Seriously? :D

Sorry.

What you're describing there is gamification - which is absolutely fine (CIG should do it more) - but it's not in any way representative of how it would work. The level of gravity created by any artificial system in a ship would be MASSIVELY outweighed by the actual gravity from a massive planetary body the ship was landed on. How could it not be? The person walking into that ship would be standing upright to the ground, regardless of any additional gravitational force in the ship. That additional force would be enough to make the person very slightly heavier, not stand diagonally, with the overall force (is gravity a force or not etc ignored for this argument) being down towards the centre of the planet from the person's perspective.

The ship could not "cancel" the gravity from the planet.

It's just gamification. Don't imagine it as some sort of accuracy. It happens because the player moves from one area to another and the game says "ship gravity now applies".

A more accurate way would I guess be to code the gravity of the ship interior to be 100% in space and grade down closer to the planet, grading up the planetary gravity. But that would be much more complicated I would think.

Anyway ...
 
The most important part of what Varonica said is "no consistent physics".
"the ship physics takes over from the ground physics so there is no consistent physics in the game"
There is consistent physic. Generator 'on' > gravity of the ship applied. Generator 'off' > general gravity applied (no gravity in space and gravity of planet in atmosphere)


Because you assume that gravity vectors can only add up. If you consider that external gravity is cancelled out by the gravity generated by the ship, there's no inconsistency.

This is a soft death Hammerhead we shot down.

Its sitting on the ground at an angle, you can see that it is from my perspective because its at an angle to me while i'm in it, that's because its gravity generator has been disabled, so i'm effected by the planets gravity.

Normally when you park a ship on uneven ground, like the Cutlass you walk up the ramp at an angle relative to the planet, as soon as you walk in to the gravity zone of the ship you straighten out relative to the ship.

You can even see it in the thumbnail :D

Source: https://www.youtube.com/watch?v=2gHczVk36OM
 
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I think you've just agreed with Varonica though.



That's what's happening, isn't it? The ship "gravity" is taking over once the player is inside, and not the planet's gravity.

But the planet would have greater gravity than a ship's internal gravity, if such a thing were possible. So it's not accuracy being modelled, it's a fudge to allow walking in ships in space.
I'm walking on sunshine, whoahow.
 
Any kind of artificial gravity without some kind of acceleration is just handwaving anyway. To be fair I've no problem with it behaving however they want it to behave, as long as it's consistent

If they can get it to the point where you can walk onto the ship carrying a box and nothing explodes I don't care if the direction of "down" changes slightly


Edit: thinking about it, It would be desirable for the artificial gravity to cancel out external gravity, as this would also cancel out the effects of acceleration when the ship is maneuvering. So while it is all handwaving future tech there are reasons why it might be that way.
 
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Leave the celery out of space games pls. I'm trying to hit stuff with missiles in Nebulous and just can't figure it out while the YT dude plans strikes around obsticles and from down below with ease. I can't even get the bearings right even with the 3D map tool. Paying extra for the cruise missiles and in the end I only get direct fire kinda working.
 
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