The Star Citizen Thread v5

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It's much easier to blob instances together though than it is to maintain single entities in ever increasing numbers. They will eventually hit a hard limit where it is simply impossible to add one more entity, let alone have any of them responding to each other at anything resembling real-time.
 
Then you remember this is the team that bestowed nipple-jets on commandos.

And mammaries on space ships.

Honestly though, googling nipple-jets on commandos could hardly give whatever info you MEAN so please do clarify. (and im NOT judging sexual practices among military forces, merely curious)

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It's much easier to blob instances together though than it is to maintain single entities in ever increasing numbers. They will eventually hit a hard limit where it is simply impossible to add one more entity, let alone have any of them responding to each other at anything resembling real-time.

True, but then you end up with EVE and the slowing down time that will make bullet time looks like frozen time.

Just being able to make a battle or infantry combat with 50 per side would be miraculous enough.
 
And mammaries on space ships.

Honestly though, googling nipple-jets on commandos could hardly give whatever info you MEAN so please do clarify. (and im NOT judging sexual practices among military forces, merely curious)

You haven't been following SC for very long have you?
 
Oh sure. Populous, Theme Park, Syndicate Magic Carpet...an excellent back catalog means nothing but trust and praise until it all goes Pete Molyneux

Of course, that is a risk, but so far CR has not promised that one player can become the UEE emperor and gain a portion of the game revenues.
 
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And then you remember you're in space so there's nothing to limit your view. It's not on a planet where there's a gigatonne of planetary geometry and haze to obscure things further away it's ALL visible and you could be being sent that whole X,000,000 players information, or you need some way of stopping X,000,000 players from congregating within the size area you choose to draw. Which will be difficult with 1,700,000 commandos all queuing up in the dingy bar scene waiting their turn to talk to the secret contact for the best paying mission over and over

I wonder if that's part of the reason Chris likes to ruin the cockpit views with giant struts and panels and whatnot? To cut down of the veiwable things.
 
It's much easier to blob instances together though than it is to maintain single entities in ever increasing numbers. They will eventually hit a hard limit where it is simply impossible to add one more entity, let alone have any of them responding to each other at anything resembling real-time.

Don't worry, they have Physics Grids and 64 bits and Subsumption and Diffusion and Spectrum, so it's all going to work just how Snarfbuckle imagines.
 
All this theorycrafting is . If they would want to SC to come out in let's say 2020, then they should have tech demo running by now. It isn't, so that can be a dream, but they won't achieve it in time for it to matter. Period.
 
And mammaries on space ships.

Honestly though, googling nipple-jets on commandos could hardly give whatever info you MEAN so please do clarify. (and im NOT judging sexual practices among military forces, merely curious)

The most severe example was linked to in this thread earlier: https://media.giphy.com/media/l41YyMeXvaW9mdqhy/giphy.gif In general, player characters get EVA thruster visuals when they're not in contact with the ground, doesn't matter if they have armour (which is supposed to supply those thrusters) on.
 
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Yup, that just mean they pipe information from one physics grid to another instead of directly sending EVERYTHING.
The problem with that is that nothing is gained. You still have to send EVERYTHING, and you'd be one massive technical headache shorter by just shoving everyone into the same instance. In fact, piping between instances (or grids) would require them to send more everything since you wouldn't even have the option of culling data depending on who actually needs what — you have to operate on the assumption that someone might always need something in each of the two zones, and now your data-piping has to accommodate that supposition.

All they're suggesting is that they create a huge problem so that they can create a complex solution to that problem, when they could just… you know… not create the problem and not have everything be slowed down by the pointless (and inherently inefficient) solution.
 
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All they're suggesting is that they create a huge problem so that they can create a complex solution to that problem, when they could just… you know… not create the problem and not have everything be slowed down by the pointless (and inherently inefficient) solution.

Sounds like the unified 1st and 3rd person views - which caused annoying headbob - which led to vision stabilisation!
 
Sounds like the unified 1st and 3rd person views - which caused annoying headbob - which led to vision stabilisation!

Which led to the awesomely physicallized sort of fidelicious kind of bugs:

[video=youtube_share;iq-dk-7nuGM]https://youtu.be/iq-dk-7nuGM[/video]
 
Looks like not only blood pressure is physicallized, but intestinal transit too. And apparently eating too much Big Benny's noodles can cause severe problems in EVA:

[video=youtube_share;IBasrklzv-c]https://youtu.be/IBasrklzv-c[/video]

Warning: dumping in a spacesuit is not covered by RSI warranty.
 
Who would have thought, a bug in an alpha.

It's not really the bug that is the problem (other than that they have allowed it to linger for so long without ever addressing it), but rather that it exposes the fundamental design flaws in how they've chosen to implement two of the core features of the game.

That is not an “it's alpha” problem — it's a “we haven't even begun making any of the sensible design decision required to start nailing down basic mechanics yet” problem.
 
Bugs only seem to get fixed at the rate that they're featured on Bugsmashers. One day there'll be a nipple jets episode, and then another about misfiring facial idle animations. But there's a little bit of a backlog. About five years' worth.
 
A bug betraying shoddy foundations of the game, in the sixth year of development, not fixed for over a year.

among all the other bugs which have been reported in the first week of Arena Commander which are STILL there. Yes you are right, bugs in an alpha not being fixed = totally normal game development
 

dsmart

Banned
Of course it is more complicated but I hardly wanted to paste in the whole detailed explanation.

Please post it; I'd love to read it. ktnx bye.

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Yup, that just mean they pipe information from one physics grid to another instead of directly sending EVERYTHING.

So yes, of course there will be instances as well, they ARE aware of the impossibility of 100K players in ONE instance but by using multiple physics grids and nested instances they will be able to...bloat the amount of players in ONE instance.

Yeah, that's rubbish. All of it.
 
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