Game Discussions Star Citizen Discussion Thread v12

It is amazing how analogous SC is to Freelancer, as has been mentioned on numerous occasions here by many people.

I wonder if there are other anologies that could be made?

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Viajero

Volunteer Moderator
It is amazing how analogous SC is to Freelancer, as has been mentioned on numerous occasions here by many people.

I wonder if there are other anologies that could be made?
Theranos is also a very good fit. Even comparable in the total amount of money raised, believe it or not. Main difference would be the profile of the investors/board and the actual product, i.e. games do not tend help diagnostic clients health.... But they are both great examples of "fake it till you make it" about "revolutionary products", surrounding a personality cult, that never actually made it for over a decade and closing in a billion usd.
 
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Looks like the RL isn't maintaining item states at the moment. IE the toggling door / landing gear states etc:

I thought it'd be of interest to show some more footage of how smooth transitions across servers are (and what problems, among others, will need ironing out). For instance targeting or pinging doesn't work yet. I also noticed my ship's state was slightly modified when going back and forth, with the landing gears suddenly out and the door closed without me closing it.
Given that this was a planet <-> deep space boundary, it was important to align with the North-South pole axis (so as to avoid the consequences of the planet's physics grid rotating while the space one is static). To do so you can keep a heading of 180 pointing at OM-1 with the planet center QT market aligned too. Flying backwards in decoupled mode to 1990km from the center of ArcCorp, in this case, gets you to a border when your ship won't move away.
 
Here's another really clear example of the 'rotation' effect. Definitely a big difference in relative motion between the zones.


Thank god the planets don't orbit ;)

Bonus clips:

Ships separated when traversing the boundary together. (Probably the same issue).

And some fun narration to a ship disappearance bug :)


Which proved to be reproducable for all involved. (Although he had transitioned server the QT jump before)
 
Here's another really clear example of the 'rotation' effect. Definitely a big difference in relative motion between the zones.


Thank god the planets don't orbit ;)

Bonus clips:

Ships separated when traversing the boundary together. (Probably the same issue).

And some fun narration to a ship disappearance bug :)


Which proved to be reproducable for all involved. (Although he had transitioned server the QT jump before)
They can pull a No Man's Sky and get rid of planet rotation.


Yeah that is interesting, currently if you plot a course lets say from Microtech to Seraphim, which is the space station orbiting Crusader, by the time you arrive there that plotted course is no longer valid, for example one of the OM markers will be behind the planet, this due to the planets rotation in the time it took you to warp there.

Obviously what's going on here the server between planets is static and the planet is rotating in the server planet is on, so when you cross that boundary it snaps you in to a different position from where you entered the static shard.

That's a conundrum, if you're going to split the star system up in to many shards with all planets rotating, how do you get around that? i don't see a way?

Also...

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That's a conundrum, if you're going to split the star system up in to many shards with all planets rotating, how do you get around that? i don't see a way?

Yeah it's gonna be interesting to see if they've got a fix for this. (Beyond just dumping planetary rotation).


Did you get in yourself?

Because every trip report I've seen from that experiment said it was essentially non-functional...
 
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Didn't miss much I see, SC a game that never will launch in my lifetime.
But but Times have changed! Chris plays with the big boys now. They've got calendars and spreadsheets.
I see a possible future were something called Star Citizen 1.0 releases before 2028 and it might broadly fit into the genre of "space-themed first-person MMO", epic or otherwise. There would be promises that all the missing bits would be added in later feature updates and expansions under the strategic partnership with Big Publisher and Rich Tyrer.
"See you in the 'worse! Bye!"
 
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