The Star Citizen Thread v5

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I read the Swedish magazine transcript, and there are many bits that stand out, but this...

...Chris Roberts says that he felt burned out when he left Digital Anvil. “You have politics and a lot of conflicting agendas instead of just focusing on making a great game. And I was spending a lot more time on relationships with Microsoft — basically management CEO stuff and not what I really like to do..."

...is a bit 'special' in that being a CEO and managing seems to be not what CR really likes to do.

Good luck one and all.

It's true that money talks. It says 'good-bye'!
 
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Can anyone explain to me what '1:1 scale' means in the context of game engines? There is no natural unit of length involved, and accordingly '1.0 units' could mean anything: metres, parsecs, furlongs, whatever. Sure, you need to be consistent, and some units may need scaling (e.g. acceleration under Earth's gravity, 9.8 metres/second), but otherwise you can use whatever unit suits your purpose, as far as I can see, subject only to constraints imposed by the finite precision of floating point numbers.
 
Except that's all theory crafting, since nothing is established or defined. There's apparently a large number of people that have bought either many/most ships, or a larger number that have done the same. Or a finite few that own most, but all if it boils down to - ships have been pre-bought so players already have an upper hand on any new player just due to real world money. The other thing is, how long does it take to get a better ship? I could go on but NOTHING is known. It is ALL theory crafting. It is ALL speculation - the only absolute so far is that those who bought their jpegariots actually have those jpegariots and can use them whenever they feel like it.
If this thing ever gets out of Beta, nothing of that pre-release JPEG sale stuff will matter. The people in charge will make everyone's inventory worthless, some whales will cry, but nobody cares, because they won't get their money back. And then for the "live 'verse" there will be a shop with new JPEGs to buy. Most likely the new starter vessel will overpower all that previously sold "outdated stuff from the last century".

They will have to rebalance the final product against their special snowflakes or they will never get casual gamers to sign-up for their balance-wrecked MMO.
 
Can anyone explain to me what '1:1 scale' means in the context of game engines? There is no natural unit of length involved, and accordingly '1.0 units' could mean anything: metres, parsecs, furlongs, whatever. Sure, you need to be consistent, and some units may need scaling (e.g. acceleration under Earth's gravity, 9.8 metres/second), but otherwise you can use whatever unit suits your purpose, as far as I can see, subject only to constraints imposed by the finite precision of floating point numbers.

I think what it means is more accurately "to scale". That is, the model is geometrically similar to the 'real-world' model, if it existed. This is the context in many modelling applications.

For example, while it's true there's no natural length scale ingame, in a geometrically similar model you could choose what is represented ingame as, say, a metre, and interpret that as a real-world metre without some dimension somewhere going haywire.

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Ah OK. Sorry, that didn't come across in your post.

No worries, I'll try to be more precise next time.
 
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Can anyone explain to me what '1:1 scale' means in the context of game engines? There is no natural unit of length involved, and accordingly '1.0 units' could mean anything: metres, parsecs, furlongs, whatever.
Of course, the player character is 1.7-1.8 meters tall, the camera is sitting 1.6-1.7 meters over the floor and the player character is moving at 1.5 m/s. Everything else is derived from that.
 
Of course, the player character is 1.7-1.8 meters tall, the camera is sitting 1.6-1.7 meters over the floor and the player character is moving at 1.5 m/s. Everything else is derived from that.

Sorry, but that isn't an explanation, it is merely an expansion of what I've already said: that you need to be consistent.
 
Of course, the player character is 1.7-1.8 meters tall, the camera is sitting 1.6-1.7 meters over the floor and the player character is moving at 1.5 m/s. Everything else is derived from that.

But how do I know that? How do I know, when I play a shooter, that I am 1.8 meters tall and am moving at 1.5m/s? Maybe I am 100x smaller, living in a mini-world and moving only 1.5cm/s. I think this is what AJW is wondering about. The answer would be 1:1 doesnt refer to the ratio between 'real' objects and in-game objects, but to the ratio of all objects in-game with themselves compared to the ratios IRL. So if object A is ten times larger than object B in real-life, the same 1:10 ratio must exist in the game between these items. If all items have the same ratio in-game as these object IRL, its said to be '1:1' scale. But as AJW wondered, its indeed a relative scale.

To use Backers numbers: in-game the camera needs to be at about 95% of the body length, and you should move every second almost the distance between the floor and the camera. That would be 1:1, but whether this would be a giant, midget or average size human is unknowable, and ultimately even meaningless because size in-game doesnt exist outside of comparisons with other stuff in game. As you said, there is no real unit.
 
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I agree, the problem is they will find a use for their LTI ships...and if they dont find something to do they probably do what many players do when they get bored.Start bashing the other players or even worst hunt players that didnt invest in SC beforehand, that dont have a LTI on their ships and have to deal with loses.

That for me the whole pandoras box that just waits to be opened...there will be alot of headaches because of those ship sells.

Do you really believe all players are like that? Keep in mind that the "whales" are most likely middle-aged players.
 
Sorry, but that isn't an explanation, it is merely an expansion of what I've already said: that you need to be consistent.

Effortpost: the following is in the context of some branches of physics, not game engines, so I may make incorrect assumptions, but the physical interpretation of dimensions should hold.

Let's say that you are making a game where you want everything to be to scale as you've described. Let's say it involves star systems, just like Elite!

You start with a star system, with a sun and planets. In order to put all your celestial bodies in, you need to be able to tell the game where everything will be, so you need concepts of physical dimension (length), time, and mass. What the length scale is is actually irrelevant for now, only the proportions matter. So set your first planet (assume a circular orbit) to be at distance R from the sun. Doesn't matter what value R is, but if you divide all your lengths by R your first planet is at radius 1.

What you have just done is defined a length scale for your model, and your length scale is: "THE DISTANCE MY FIRST PLANET IS FROM THE SUN." All other distances in your simulation are measured relative to this distance. So an object at twice the distance from the sun as your first planet would have a distance of 2.

Now if you want to define how quickly your first planet moves around the sun, that's really easy too: just set either the planet's speed as a velocity scale, or its orbital period as a timescale T. Let's do the latter. So now, the timescale is "THE TIME IT TAKES MY FIRST PLANET TO ROTATE AROUND THE SUN".*

Let's now define a mass scale. Alright, so, let's set a mass scale for the system M: "THE SUN'S MASS", so that the sun has mass 1. You can now set the planet to have mass 0.0001 or whatever. The point is, you now have enough information to define a gravitational constant for your system in non-dimensional units (i.e. everything's in terms of M, T, and R), which means you can place your second planet.

Let's say you place your second planet at 2 from the sun, also in a circular orbit. Since you have a gravitational constant defined in terms of M, T, R, you can work out via Newtonian mechanics what your orbital period is in units of T. Congratulations, you now have a basic "to-scale" system! This is because, if you wanted to, you could interpret R as an astronomical unit (the distance from Earth to the Sun), or perhaps as 10 Ls, or something like that. You could set T to a year, or to some months, or you could set M to be twice the mass of our sun, whatever. It doesn't matter - the system is correct up to your choice of M, T, and R. Of course in my example the choice isn't totally free because you couldn't plausibly choose R=1metre, since physics we haven't accounted for yet interferes with the plausibility of our model. But this is a broad sketch of a system being to scale.


*Note that you can't independently set time and velocity scales. This is because you've already set a length scale, so the circumference of the planet's orbit is 2* \pi * R, which means that its orbital velocity is 2\pi R /T, and this means your timescale and length together automatically define your velocity scale. If you choose your velocity scale as V, then your timescale is automatically defined as R/V. You can't define all your scales independently.
 
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Do you really believe all players are like that? Keep in mind that the "whales" are most likely middle-aged players.

Doesnt matter if its "all players" a handfull is enough to ruin the day for many. Sure you will have the opposite site that will try to defend those that cant defend themself.
Just look at ED its not uncommon in starter systems to see people actively hunting players that cant defend themself. Calling it "doing PvP" and feel important or go about other nonsense to justify killing other people or even newbies on sight.
The difference in ED people can avoid it soft and hard...by avoiding such systems or playing in group/solo.

The worst part is the "balancing" that comes out. People will cry their x million ship shouldnt loose against a small fighter ect pp.
PvP can bring out the worst in players, even more so when you have something to loose and cry over beside time, like a ship or money. Noone likes to be shoot down without a chance to run or fight back, noone likes to be the victim in someone else enjoyment of the game.

Age has nothing to do with it. All depends on entitlement on being special or just having the joy to be competitive and breaking competition down before it becomes a problem.

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And here we come to the point of the claims that SC is "pay-to-win" with the shipsales.
You have a advantage over others there is no denyng that. If SC releases with guild stuff and captureable stations ect, then you bet only those guilds that invested heavily with realmoney will be able to hold those station. And noone else will be able to beat those if they dont invest the same or more for the same advantage.

Considering how "small" SC will be that makes it even more of a advantage.
 
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Can anyone explain to me what '1:1 scale' means in the context of game engines?

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Doesnt matter if its "all players" a handfull is enough to ruin the day for many. Sure you will have the opposite site that will try to defend those that cant defend themself.
Just look at ED its not uncommon in starter systems to see people actively hunting players that cant defend themself. Calling it "doing PvP" and feel important or go about other nonsense to justify killing other people or even newbies on sight.
The difference in ED people can avoid it soft and hard...by avoiding such systems or playing in group/solo.

The worst part is the "balancing" that comes out. People will cry their x million ship shouldnt loose against a small fighter ect pp.
PvP can bring out the worst in players, even more so when you have something to loose and cry over beside time, like a ship or money. Noone likes to be shoot down without a chance to run or fight back, noone likes to be the victim in someone else enjoyment of the game.

Age has nothing to do with it. All depends on entitlement on being special or just having the joy to be competitive and breaking competition down before it becomes a problem.

Edit:
And here we come to the point of the claims that SC is "pay-to-win" with the shipsales.
You have a advantage over others there is no denyng that. If SC releases with guild stuff and captureable stations ect, then you bet only those guilds that invested heavily with realmoney will be able to hold those station. And noone else will be able to beat those if they dont invest the same or more for the same advantage.

Considering how "small" SC will be that makes it even more of a advantage.

You know those kind of players will have a bounty on their heads, right? A single stupid player in an Idris with a bounty on his head will quickly be hunted by a swarm of bounty hunters and random players. They will most likely race each other to board the jerk's ship and shoot him in the head to steal their Idris.
 
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You know those kind of players will have a bounty on their heads, right? A single stupid player in an Idris with a bounty on his head will quickly be hunted by a swarm of bounty hunters and random players. They will most likely race each other to board the jerk's ship and shoot him in the head to steal their Idris.

here come the goons
 

dsmart

Banned
Can anyone explain to me what '1:1 scale' means in the context of game engines? There is no natural unit of length involved, and accordingly '1.0 units' could mean anything: metres, parsecs, furlongs, whatever. Sure, you need to be consistent, and some units may need scaling (e.g. acceleration under Earth's gravity, 9.8 metres/second), but otherwise you can use whatever unit suits your purpose, as far as I can see, subject only to constraints imposed by the finite precision of floating point numbers.

It's just a value set in the game engine which determines the precision used. e.g. if you want 1 unit to equal 1 meter (this is the standard btw), then you would set it to that. Henceforth, if your game engine regards 1 unit = 1 m, that means when you create a building that's 5 units high in the editor (e.g. MAX, CryEngine etc) and it gets passed to the renderer (which also uses the same values), then in the world, it will be 5m high.

This can go awry in some cases.

e.g. an artist uses 1 unit = 1 inch, while the game engine uses 1 unit = 1 meter

Then the artist exports the model he sees as 5" high, into a game that's using meters

That 5" high model is now converted to meters, and ends up being 0.127m high in the game world. The wrong scale.

More to the point. If you want to recreate, say a building, at 1:1 scale, that just means that you are going to use the real world scale of the building in the modeler. So if the building is 200' (H) x 50' (W) 25' (L) in real life, those are the exact values to use in the modeling program in order to create the building at a 1:1 scale. And again, the modeler has to get the correct units (inches vs meters vs km or whatever) to match whatever is used to render the scene or it will be at the wrong scale.

Similarly, the distance from the Earth to the Moon is approximately 385K km. So if you were looking to build a scene that is 1:1 scale, then you would need to create a scene that is big enough to hold a 385K km range in any direction. So you place a sphere representing Earth in one location, and another sphere representing the Moon at another location that is 385km from Earth. That represents a scene with a 1:1 scale relative to real world. And if you want to make the Earth and Moon at 1:1 scale as well in the scene, then you have to match their real world diameters e.g. Earth is approx 12,740 km diameter
 
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Glad to see the thread moving in the right direction: Discussing end-game instead of no-game. [big grin]

Keep it up [up]
 
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Glad to see the thread moving in the right direction: Discussing end-game instead of no-game. [big grin]

Keep it up [up]

That isn't happening. There's SPECULATION to some degree, but it isn't discussing "end-game" it's theory crafting. Like imagination type stuff, which is all SC is. So, no-game is still it.
 
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