The Star Citizen Thread v 3.0

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Well so no FPS (only allowed in one section that no one can get too), crashes every 5 min, it seems the physics for the ships and flying have been turned off. Oh the ship positioning gets housed when you fly away from the center of a point of interest and you crash if you push past that, so are we sure they switched over to 64 bit? So far the testers have not shown they have.

> only allowed in one section that no one can get too

The space station is pretty easy to find actually. I found it within my first two jumps. Velga -> Cellin. Jumping directly to Cellin will place you on the wrong side of the moon, where you can't directly see the space station. They purposely hid it a bit.

> crashes every 5 min

Mostly server issues, fixed within 24 hours in today's patch. Another patch tomorrow for some edge-case crashes.

> it seems the physics for the ships and flying have been turned off

No idea how you figured that one out. Have flown 4 different ships now and they all feel pretty different. The connie does have quite a bit of weight to it.

> the ship positioning gets housed when you fly away from the center of a point of interest and you crash if you push past that

The crashes were likely to do with server instability and not related to positional issues. I've cruised away at 700m/s to where you can't see the station, gotten out of my chair, walked around, then turned the ship around and came back without any noticeable problems.

> so are we sure they switched over to 64 bit? So far the testers have not shown they have.

*sigh* The map wouldn't exist without 64-bit support. It's a single trillion-KM area. They changed CryEngine's positional system so the camera is relative to the player/ship, not relative to the center of the map/point of interest.

Actually, since they fixed the worst crashes today, it's been pretty fun to play. Even got a group of 3-4 people in my connie and we flew between a number of points. Honestly it's a solid release.
 
> only allowed in one section that no one can get too

The space station is pretty easy to find actually. I found it within my first two jumps. Velga -> Cellin. Jumping directly to Cellin will place you on the wrong side of the moon, where you can't directly see the space station. They purposely hid it a bit.

> crashes every 5 min

Mostly server issues, fixed within 24 hours in today's patch. Another patch tomorrow for some edge-case crashes.

> it seems the physics for the ships and flying have been turned off

No idea how you figured that one out. Have flown 4 different ships now and they all feel pretty different. The connie does have quite a bit of weight to it.

> the ship positioning gets housed when you fly away from the center of a point of interest and you crash if you push past that

The crashes were likely to do with server instability and not related to positional issues. I've cruised away at 700m/s to where you can't see the station, gotten out of my chair, walked around, then turned the ship around and came back without any noticeable problems.

> so are we sure they switched over to 64 bit? So far the testers have not shown they have.

*sigh* The map wouldn't exist without 64-bit support. It's a single trillion-KM area. They changed CryEngine's positional system so the camera is relative to the player/ship, not relative to the center of the map/point of interest.

Actually, since they fixed the worst crashes today, it's been pretty fun to play. Even got a group of 3-4 people in my connie and we flew between a number of points. Honestly it's a solid release.

Were there any inertial effects on the "crew" or could they walk around as if on solid ground while the ship moved?
 
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Were there any inertial effects on the "crew" or could they walk around as if on solid ground while the ship moved?
Unless the ship takes a lot of damage where systems start failing (they added some basic component failure stuff for the EMP Warlock and some missile hits (http://puu.sh/ltcfY/6e9f98e7d8.png)), crew can walk around like normal (that's kinda the point of the multi-grid system). In a later release (slated for 2.2 I think? They mentioned it a few weeks ago) they're gonna add the feature where if the pilot pulls too many G's for the artificial gravity to counteract, people will go flying.
 
Unless the ship takes a lot of damage where systems start failing (they added some basic component failure stuff for the EMP Warlock and some missile hits (http://puu.sh/ltcfY/6e9f98e7d8.png)), crew can walk around like normal (that's kinda the point of the multi-grid system). In a later release (slated for 2.2 I think? They mentioned it a few weeks ago) they're gonna add the feature where if the pilot pulls too many G's for the artificial gravity to counteract, people will go flying.
Interesting. When you say the ship feels heavier, does it give a sense of it's mass or are the movements still jittery when making small adjustments?
 
*sigh* The map wouldn't exist without 64-bit support. It's a single trillion-KM area. They changed CryEngine's positional system so the camera is relative to the player/ship, not relative to the center of the map/point of interest.
Wait, are you telling us that object hierarchy wasn't featured in CryEngine prior to CIG's magical coding hands? Can't be serious...
 
It's good to see that a lot of the crash issues have been fixed; I remember the ED alpha 2 crashes that made it unplayable for hours. I've seen some footage, including someone jacking another person's ship. The first impression I got was "is this on mute?"; flying around made hardly any sound at all. The concept of being able to steal another ship is pretty cool.

I also saw someone going round the station, finding their bunk, going to a computer to select a ship, then finding the pad it's on. This made me realise why FD are waiting to make walking around interesting, because after the initial coolness, I can see the traversal of bland corridors getting old fast.

It's good to see something substantial coming from cig but I am not convinced yet
 
Does anyone know if they plan to make walking/running different inside/outside of buildings etc.
It hurts my immersion to see characters running at the same pace and with the same motion regardless of gravity conditions :)
 
Interesting. When you say the ship feels heavier, does it give a sense of it's mass or are the movements still jittery when making small adjustments?
You can feel it's mass yes. I know people complained about the ship looking too "lightweight" on the PU 2.0 demo video last month, but it does feel quite a bit heavier than a SH or such. I have to be careful when slowing down from cruise mode when approaching a station as it takes a while to slow, even with boost. Heck, in precision mode (restricted to 50m/s) the ship still carries a chunk of momentum and I have to be very careful when landing. Ship movement is buttery smooth now with the new flight model.

Wait, are you telling us that object hierarchy wasn't featured in CryEngine prior to CIG's magical coding hands? Can't be serious...
I managed to find the quote, from May's monthly report:

For the month of May, Frankfurt Engineering has been busy on multiple fronts. We made a lot of progress on Large World (moving the codebase to 64 bit coordinates, thus allowing galaxy size (literally) levels to be created and explored in Star Citizen) . The main task being worked on Large World this month was making the rendering Camera Relative: in fact the move to 64 bit required all rendering code to be changed to be relative to the camera and not simply in absolute world coordinates any more.

The first impression I got was "is this on mute?"; flying around made hardly any sound at all.

There are some issues with ambient sound right now, but the connie's engines pump out a LOT of bass. I had to turn down my subwoofer from 50% to 20% since it was vibrating the room and scaring my cats. Some of the deep-level bass is probably lost in videos, though.
 
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Looks like CIG have fixed the worst of the crashes in the first 24hr. Impressive!

Nope, still crashing every 2 to 5 minutes.

They've also sent out the additional 15000 invites for PTU, but now the patcher isn't working again (server can't handle the copy requests), this has been the case over the past 9+ hours.
 
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I also saw someone going round the station, finding their bunk, going to a computer to select a ship, then finding the pad it's on. This made me realise why FD are waiting to make walking around interesting, because after the initial coolness, I can see the traversal of bland corridors getting old fast.

The ship launching is interesting; If a lot of people turn up at the same time will you have to queue up to launch your ship (or have a big ruck)?
 
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303i, just wanted to say thanks for the informative replies.
On a side note, have they now opened the PTU to all? I just got an invite. Considering I've been on probation for the past month I doubt I'm high on the list of people they like to hear from ;)
I'm actually too busy preparing for Horizons (rl means I have to choose playtime "wisely") to download the PTU, so I'm not going to bite, but I do appreciate the feedback from those who do.
 
I managed to find the quote, from May's monthly report:
Oh man... Now I remember reading this one, thought I misread it but it seems not. I think it's one of their cheapest excuses: mostly any 3d engine, even the "mainstream ones" like Unity can express any position, rotation, scale in local as well as in world space. Mostly any can bind any object (cameras included) together through a parent/child relationship. It's the basics. Period.

What next? "CIG reveals its new never seen before rotational technology: quaternions. World willnever be the same.Emotions never were so close tfidelity"?
 
303i, just wanted to say thanks for the informative replies.
On a side note, have they now opened the PTU to all? I just got an invite. Considering I've been on probation for the past month I doubt I'm high on the list of people they like to hear from ;)
I'm actually too busy preparing for Horizons (rl means I have to choose playtime "wisely") to download the PTU, so I'm not going to bite, but I do appreciate the feedback from those who do.

I don't think it has to do with you forum status, its more the pledge number you have. All that about only have a few dedicated testers was utterly :):):):):):):):), people was flooding CS for refunds and they open up for more.
 
All that about only have a few dedicated testers was utterly

It was .
A guy in my guild got an invite and he's only ever played AC once ~6 months ago for maybe 20-30 minutes.
He hadn't even had SC installed and had even forgotten he had pledged for it since the SC emails went into his trash bin.
He found out he was invited after I mentioned it and he went looking for an SC email.
He was in the initial 1000 invited.
 
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I don't think it has to do with you forum status, its more the pledge number you have. All that about only have a few dedicated testers was utterly :):):):):):):):), people was flooding CS for refunds and they open up for more.

Yeah, that sounds closer to the truth. I just thought it was funny hearing some people talk about their invite as some kind of status sign.
 
You can feel it's mass yes. I know people complained about the ship looking too "lightweight" on the PU 2.0 demo video last month, but it does feel quite a bit heavier than a SH or such. I have to be careful when slowing down from cruise mode when approaching a station as it takes a while to slow, even with boost. Heck, in precision mode (restricted to 50m/s) the ship still carries a chunk of momentum and I have to be very careful when landing. Ship movement is buttery smooth now with the new flight model.

I guess this might be something you need to experience.. because from the streams/videos I've seen it looks equally bad as before.
 
Nope, still crashing every 2 to 5 minutes.

Server's have gotten unstable again within the past few hours from what I noticed. Patcher is working fine for me, however I'm aware of the problem with copying accounts.

The ship launching is interesting; If a lot of people turn up at the same time will you have to queue up to launch your ship (or have a big ruck)?
There's 10 landing pads in 2.0, but only two of them can support a connie or tali, so if more than two of them are spawned, you gotta wait for them to leave the pad. The terminal will tell you if there's no pads available.

303i, just wanted to say thanks for the informative replies.
On a side note, have they now opened the PTU to all? I just got an invite. Considering I've been on probation for the past month I doubt I'm high on the list of people they like to hear from ;)
I'm actually too busy preparing for Horizons (rl means I have to choose playtime "wisely") to download the PTU, so I'm not going to bite, but I do appreciate the feedback from those who do.

15,000 people got invites today. Basically, you're a lucky one.

Oh man... Now I remember reading this one, thought I misread it but it seems not. I think it's one of their cheapest excuses: mostly any 3d engine, even the "mainstream ones" like Unity can express any position, rotation, scale in local as well as in world space. Mostly any can bind any object (cameras included) together through a parent/child relationship. It's the basics. Period.

What next? "CIG reveals its new never seen before rotational technology: quaternions. World willnever be the same.Emotions never were so close tfidelity"?
From June's report:

In June, Frankfurt Engineering deployed to the main codebase some major items that were planned for this month. As mentioned in the last monthly report, the Large World (moving the codebase to 64 bit coordinates), Camera Relative (rendering coordinates relative to the camera thus allowing galaxy size rendering without loss of precision)

I don't think they mean what you think they mean. They're talking about CryEngine's native way of rendering, where it check's the camera's XYZ co-ords from the center of the map + rotation, and then renders the viewpoint based on that. At very large distances/numbers, that kind of rendering would lose precision. Instead they changed it so the camera is always considered the "center" and everything is rendered relative to distance from the camera, rather than the distance from the center of the map.

Kerbal Space Program did something similar to overcome jittering issues AFAIK:

One solution the Kerbal Space Program uses is to centralise the camera at the origin, and rotate the world around it

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I don't think it has to do with you forum status, its more the pledge number you have. All that about only have a few dedicated testers was utterly :):):):):):):):), people was flooding CS for refunds and they open up for more.
Yeah no. I know people with more than $1k in the game and they didn't get an invite. Same with people with low citizen numbers. Within the subreddit chat, only of a handful of us got one. I seriously doubt anyone asked CS for a refund cuz they couldn't play 2.0 for a few days. You might as well not bother alpha testing if you're gonna be like that.

With an instance cap of 24 players, I doubt there's going to be a huge problem ;)

2.0 instance cap is similar to ArcCorp, so around 30-40 players max.

It was .
A guy in my guild got an invite and he's only ever played AC once ~6 months ago for maybe 20-30 minutes.
He hadn't even had SC installed and had even forgotten he had pledged for it since the SC emails went into his trash bin.
He found out he was invited after I mentioned it and he went looking for an SC email.
He was in the initial 1000 invited.

Did he actually get an email, or did he check his account on the website? For around a 1-hour period there was a glitch where the PTU button lit up for everyone, so people got access without an invite. Amusingly, I have seen people get invited that don't even own game packages, but spent a lot of time in free flight weeks.
 
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