Game Discussions Star Citizen Discussion Thread v12

Spending a lot of time here, I guess I just matched slowly the overall bad faith of this thread.

Most of us don't have much faith in CIG. But that's different ;)

What you've constantly struggled with is that many of the critical views in this thread stem from good faith debate and fact-checking. And that's why you'll still see those things in evidence here when we're left to our own devices.

Whereas you absolutely come to this thread with a specific agenda:

This forum is biased toward negativity, I present the bias in the opposite direction.

It's simply not possible to debate in good faith, or to arrive at solid conclusions, if you deliberately apply an 'only positive takes' filter to your facts and arguments.

It's just classic white-knightery. And hence why you've devolved ever more into drive-by trolling in this thread. (IE 'X game = bad, therefore SC = good' whataboutery, 'You people = bad, therefore all you say is wrong' broad spectrum grumpiness. 'I have fun so it doesn't matter how many deadlines that $$$ concept ship has missed' non-arguments). Anything to avoid actually acknowledging legitimate criticisms of CIG ¯\(ツ)/¯
 
Talking about space games gravity… did CIG implement planet’s 🌍 orbits yet with their “langrage” points?
Nope. Again there's no proper gravity in SC - it's an "if" statement linked to your altitude relative to the center of nearby stellar body - planet or moons only, not asteroids or stars (*) - and it also matches exactly the presence of atmosphere. So no atmo, no gravity. It's also linked to your presence in the nearby stellar body's map - if you're in another map, even inside that stellar body's atmosphere, again gravity doesnt work the way you would think: let's say you enter a flipped over ship, you'll immediately stick upwards down (leading to injuries, most of the time).
So of course planets are not orbiting anything, moons arent either, and space stations just hover at low altitude without being impacted by gravity because they are just out of atmo :) (nevermind CiG placing them at synchronous orbit altitudes for pseudo-realism sake.. they are in low orbit lol)

(*) to be fair the "star" is not there yet it's only a point light source. Still, has no gravity. For asteroids of course there's no excuse.
 

Viajero

Volunteer Moderator
The technical difficulty is lighter if the concourse and the outside can't exchange items in real time. The engine just has to manage the windows in/out view, no other parameters. Real trouble start if you want an object to go from one to another in real time (which SC do).

I've read from here that you can see other players passing the slot from the concourse but I will be pleased to see it in video. From a tech point, I'm also wondering if the slot could be a loading screen disguised. Can you shoot a missile through the slot ?

When you pass through the slot of a station you are actually "exchanging" an item in real time already: Your ship. The inside of the station has gravity, but not so the exterior. If you switch off your thrusters and go assist off hovering inside a station your ship will gently descend at 0.1g. If you do that outside the station you will just float stationary. And you can indeed see other players passing through the slot from the concourse. The slot is not a loading screen :rolleyes: , and if it is so are SC´s grids.

What you call "nesting" is already being done without as much fanfare in many other games, Elite, Space Engineers etc etc etc. Each of those games does it to the extent that is required by their design and feature needs. CIG is the only developer trumpeting it to bamboozle buyers. The main problem with SC´s is that those break and bug out every other minute.
 
Last edited:
You just explain how any game proposing a specific gravity in enclosed space while being in a larger space with another gravity could do it. There is not hundred ways to do it...
If I'm understanding that correctly what you're saying based on the previous posts, I disagree. There are games that do not create interpolating maps around an enclosed space to allow freedom of movement inside while the vehicle itself is moving, as it seems to be suggested here. It can be done within the engine of the game and the individual 'map' itself. Differing gravity directions and strengths are not impossible to incorporate, I'm thinking of how Super Mario Galaxy had levels of varying gravity directions on the Wii back in 2007.

The issues that I see, when implementing such things into games like Star Citizen, Empyrion, Elite etc.. are precision and momentum. 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 - at least not for Sea of Thieves. Once it gets up to aircraft/spaceship levels of velocity, forgetting simulating superluminal levels of velocity, I don't think there is a game out that there really doesn't cheat that I'm aware of. Empyrion makes you sit down so as to lock the two coordinates, or unify them, before you can take off in a capital ship - if someone isn't 'sitting' and the ship moves, the character goes flying, and docking smaller vechicles into it also have to be attached, in a similar way to how Elite requires your ship to be docked to the planet or station before you can disembark in an SRV or onfoot. I assume it is the same for the SRV before one disembarks, is it possible to move an empty SRV at all? Apart from force glitching that is, as far as I'm aware, it becomes a locked in place object to the planetary surface once you leave it.

Anyway, I don't know what kind of constant precision - as in updating positional coordinates of two or more independent objects moving with varying relational positions within an enclosed space that is also moving - and synchronization to the point of never lagging - whilst also dealing with how to do that over a network for online multiplay, at the kind of velocities needed for it to work in Elite Dangerous or Empyrion etc.. but my personal feeling is that we're not there yet, and may never be, especially when considering the issues of inherent and unpredictable network lag.

Either way, whether making a map move and synchronizing it to another moving map is just another way of describing what I wrote above or not, it's evident that CIG haven't figured it out either.
 
Last edited:
Absolutely none of you understand physics. Learn from the Chair itself.


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
 
Back
Top Bottom