Star Citizen Discussions v7

Slopey

Volunteer Moderator
To be fair, ED has similar issue now and then with connecting PG surface with placed buildings, not at such crazy extend though. Things to improve I guess.

Yeah, I get a bit of shudder when in the Hangar in ED - always have done.

But with SC it's very very noticeable, and motion sickness inducing for me on the streams I've watched so far. The terrible frame rate doesn't help either, and motion blur seems to set itself back on for no reason on most of the streams I watched last night.

Quite looking forward to having a go of the PTU when it gets released to us non-subscriber peasants, as I'm keen to find out if there's anything to actually do, apart from fly/drive around pointlessly looking at barren planet surfaces. The streamers haven't (or possibly couldn't) taken any (or many) missions (apart from one, but that was bugged and he crashed out), and watching people drive 30km in the Ursa is already tedious.
 
Yeah, I get a bit of shudder when in the Hangar in ED - always have done.

But with SC it's very very noticeable, and motion sickness inducing for me on the streams I've watched so far. The terrible frame rate doesn't help either, and motion blur seems to set itself back on for no reason on most of the streams I watched last night.

Quite looking forward to having a go of the PTU when it gets released to us non-subscriber peasants, as I'm keen to find out if there's anything to actually do, apart from fly/drive around pointlessly looking at barren planet surfaces. The streamers haven't (or possibly couldn't) taken any (or many) missions (apart from one, but that was bugged and he crashed out), and watching people drive 30km in the Ursa is already tedious.

To be fair ED sufferers from the same problem, driving around is only fun for so long, then it becomes boring, that is why we need better surface mining and exploration mechanics in ED.
 
For the one video pointing at the flight model issue - front, side and manoeuver thrusters are way overpowered. Reducing their power to reasonable amounts will immediately benefit to the flight model in general and improve combat (that's how they are in ED, with variations between ships).
 
watching people drive 30km in the Ursa is already tedious.

It's in an ATMOSPHERE though - you can tell because it played an animation over the front of the ship as they flew down - so that's infinitely 'better' /s

The good thing about this is hopefully it will silence a lot of the whining about how badly we need landings on planets with atmospheres as it becomes clear that without good design it's just another planet.
 
It's in an ATMOSPHERE though - you can tell because it played an animation over the front of the ship as they flew down - so that's infinitely 'better' /s

The good thing about this is hopefully it will silence a lot of the whining about how badly we need landings on planets with atmospheres as it becomes clear that without good design it's just another planet.

Yeah, I am wondering why people insist on calling these planets "atmospheric". Where's weather? Where's volumetric clouds?

Ohh right. That's "hard to do".

Sorry, I will wait for FD to do that then ;)
 
To be fair SC need more meat on the bones for exploring the planets but it have more to do already then ED,
drive around and shoot, walk around and shoot, entering small outposts pick up cargo
To be fair ED sufferers from the same problem, driving around is only fun for so long, then it becomes boring, that is why we need better surface mining and exploration mechanics in ED.
 
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Hello guys, yesterday I was without internet so here it is:
Star Citizen: Around the Verse - Thanksgiving Burndown
<strong>[video=youtube;0wOuzmWlYVs]https://www.youtube.com/watch?v=0wOuzmWlYVs[/video]
TLDR
  • Review of physical shops, focus on missions and getting Item 2.0 ships set up from tech design standpoint and felt to be feature complete except one minor bug
  • Working on Item 2.0 HUD and combat indicators for those ships
  • Review of commodities felt to be feature complete and turning focus to stability and performance
  • Review of shop locations with directors, went well with a few bugs to be fixed but ready to release
  • Going through each commodity to set each profit margin range, so there isn’t just one lucrative tradeable commodity
  • Miles Eckhart in QA’s hands for testing
  • Ships out to Evocati for testing now
    • Headlights working now as well as ship bed logout functionality with persistence in that location
  • First pass of Item 2.0 items balance

  • Created a new light group so players can control their ships headlights/spotlights
  • Lead engineers have been working on performance related issues to improve the traversal experience
  • Working on the quantum travel VFX: switched from a state based system to a velocity driven system
  • Implemented dynamic nav points so inner nav points around a planet are created dynamically when it's targeted
  • Closed a lot of control and stability issues relating to grav lev vehicles and ensured they played nice with the atmospheric flight fixes
  • Fixed an issue where the streaming system stopped updating by switching from absolute server time to frame delta time
  • Working on displaying radar and scanning gameplay to provide information, control and feedback via the UI
  • Starmap is PTU-ready. 1 fix will go in after PTU is launched to be done before 3.0 Live.
  • Mission Manager has been PTU-ready for 2-3 weeks. A few more fixes will go in between PTU and 3.0 Live.
  • Successful evocati tests with 60 players in a server. Successful internal tests with 128 players in a server.
  • Most of the crashes and disconnects have been fixed. The remaining ones are rare and very difficult to reproduce - more players will help track these down.
  • A lot of optimization work has been done - for instance limiting which ships were being updated at any given time to ships in your vicinity or mission-critical ships. IFCS updates are large and taxing.
  • Ripped out net serialize from two of the last three systems that used this old CryEngine tech. Replaced with CIG’s serialized variables. Last system is being worked on and then net serialize can be discarded entirely.
  • Performance is much better recently with essentially all areas having at least a steady 30 FPS. Most areas higher, into the 40s and 50s.
  • 179 issues last Friday, now on initial PTU push.
Source: https://relay.sc/transcript/around-the-verse-thanksgiving-burndown
 

dayrth

Volunteer Moderator
To be fair SC need more meat on the bones for exploring the planets but it have more to do already then ED,
drive around and shoot, walk around and shoot, entering small outposts pick up cargo

Hack data terminals in bases. Infiltrate bases and put them out of action by destroying the power generator. Find and destroy enemy skimmers. Scan for and collect materials for synthesis. Investigate (and loot) crash sites. Geyser surfing. Thats just off the top of my head.

How many of the above can you do in SC at the moment?
 
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