Game Discussions Star Citizen Discussion Thread v12




That hit very hard. Beautifully puts things into perspective.

Think about the people who pledged in their retirement, hoping to be a space grandad/grandma.
 
PES Watch
Great game.
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In my favourite bit of community trivia, the fan who confabulates Server Meshing progress is still called UNOBTAINIUM ;)

Although, I recently heard that - for quite a few patches - we can bedlog with our ship somewhere in interplanetary space, and log back in the next day and wake up in our ship in that exact spot.

On my! Truly never been done before!

Guy is on a full on copium trip.

Still, made me think more about server meshing in relation to SC. As you cross a server boundary, your ship and you and any other players are handed over to the other server, right? Now, what happens if you drop 1000 bottles of something on your ship and then cross a server boundary?

Someone should test this.
 
Workaround Watch:
Source: https://www.reddit.com/r/starcitizen/comments/1ljuymz/lost_most_of_a_mole_worth_of_qant_running_out_of/


Here’s a trick with QT: Turn off your weapons.

There is a bug currently where nav mode isn’t correctly disabling weapons fully. It leaves power in the weapons, so even though they are disabled they end up in a weird error state.

If you hit P until the weapons turn off (usually takes twice as the game both thinks your weapons have, and have not, got power at the same time), you’ll find you can QT again.

For anyone else who stumbles upon this: This bug is also why you’re suddenly dropping out of QT at server boundaries or struggling to spool out of the blue despite having done so before. Remember to turn those weapons back on when you get back to SCM!

Yeah I’m sorry you had a rough session. Sometimes we just have bad luck. Though in my case I got lucky so far and disabling Vulkan was enough to get properly running again.
 

CIG's take on 3 body problem theory :]

My two aUACcents: the physics engine might not be a total disaster, the resulting messes are maybe more due to the fact that:
  • Nothing is properly configured
  • Many counterproductively convoluted systems overcharging physics and/or aren't compatible with rigidbody focused assets hence unpredictable effects (take any game engine, go to physics manual and you'll see that you shouldn't move a rigidbody with anything else other than by applying forces and you must apply them in the physics process/thread of the engine exclusively)
  • CIG maybe rely on a non-deterministic* physics engine so what's been calculated by the client, another one and the server could and would not match. Though SC is listed in games using PhysX**

\* For example Havok (HL2, Zelda BOTW...) is non-deterministic, Jolt (Horizon: Fordidden West) and PhysX are deterministic
\** though the "Not because our physics code is terrible, in fact it's great" Beausejour's stance could hint they're on a custom engine now...
 
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