Star Citizen Megathread - Fly FREE thru Dec 14th! Link in OP
5,006 replies, posted
[QUOTE=Keys;49012326]Seems to me though, in an advanced time as we are talking, that micro gravitational manipulation (there's a fancy term for you) would be a common thing among cockpits. Meaning that when you suddenly slam the spacecraft into an accelerated erratic or polar-opposite trajectory a gravity generator could assist in keeping the G's low and you from passing out.[/QUOTE]
it's possible the generators are only configured to work in one direction. it could also be limited to 1G which doesn't help much when you're pulling 10
Most ships with interior walking space will have artificial gravity generators (fighters that are just a cockpit have no need, where're you going to go when strapped in?), but they won't be omnipotent. [URL="https://www.reddit.com/r/starcitizen/comments/3qn2eh/why_dont_characters_stumble_when_the_ship_moves/"]This was discussed on Reddit, and someone brought out a 10FTC CR quote from August about it.[/URL]
[QUOTE]Holo-san Voidrax asks: How will the multi-crew system handle ship inertia? Will the local physics grid add forces to the procedural animation depending on the character’s position in the ship, acceleration vectors, centrifugal force, etc?
Chris Roberts: That is something that we are definitely going to simulate long term, the very first iteration of the mutli-crew ship setup probably won’t have that the way I want it at the moment. So I have a plan that when like Star Trek style if you get hit you know everyone can stagger like this. Or you know you have to in the bigger ship take a big turn. You know people would like move and have some force that way. And so there is some of the stuff that we’ve been doing which is directly related to what we’re doing for the zero-G stuff and the grab and pull stuff that will allow the systems to do that. Where we can cycle through like if a ship gets a hit on the side and it’s a big hit we can cycle through all the players or characters inside the ship and anything that’s loose and apply an impulse to all of them the same way the impulse would be hitting the ship that you’re inside. And then they should procedurally all react to that. I mean there’s already some stuff that’s in the CryEngine that we’re working with, like procedural hit reactions. It’s kind of like that side but I would love it to be you have that Star Trek stagger and someone reaches out and braces themselves on the bulkhead. So we’re definitely going to be putting that in. First draft of the multi-crew probably won’t, cause that’s sort of that extra level of sort of animation and simulation detail. But that’s definitely going to be going in not hopefully too far after just the base multi-crew because I think that’ll sort of give a real sense of like the speed and inertia, what’s happening on the ship. So if you it normally and you’re not doing crazy evasive maneuvers it’s all fine but the moment you have to like do a crazy evasive maneuver then you know people get thrown around a little bit just the same way you see in a classic sub movie. So that’ll be super cool.[/QUOTE]
Unless they break from convention here, I'd imagine that your gravity generator would be an upgradeable component, able to handle more (or less if you're cheap) intertial dampening than standard, but I imagine there would still be limits so you're not pulling 50Gs power-sliding the Murray Cup course while locked in SCM.
It would be particularly important with passenger craft like the Genesis Starliner - nobody wants turbulence on a passenger flight, least of all turbulence in excess of 3Gs that throws standing passengers around the cabin.
Also, I just noticed that I've been using "SCM" to refer to "(super)cruise mode" but it actually stands for Space Combat Maneuvering, aka dogfighting mode. It wouldn't be CIG without gratuitious acronym confusion. PU vs PTU, anyone? (Once the baby PU is ON PTU or released, this particular nightmare can finally end.)
Also, Why485, our question on switching modes is at least partially answered in the post:
[QUOTE]If the speed limit defined in SCM gives the pilot control at the expense of velocity, Cruise Mode gives the pilot velocity at the expense of control. And while the top speed is high, the available acceleration doesn’t change, meaning that [U]reaching maximum Cruise velocity will take 15-20+ seconds[/U], turning ability does not scale with velocity and coming to a stop can take much longer using the normal ship retro thrusters.[/QUOTE]
It doesn't answer how fast you'll be able to toggle back and forth and how quickly the performance envelope switchover happens when you change between them, but it seems like it's kind of like a drag race mode that you have to accelerate up to, but you aren't [I]any better[/I] at stopping yourself. I don't see this benefitting you in combat much except to run IF you have a clean trajectory available.
But, what matters is what actually comes out of the compiler on the other side, so it's too early to tell yet.
I kinda hope that inertial dampening in big ships is close to 100% effective when walking around until the ship is damaged. It would get [I]real[/I] disorienting if your viewpoint starts moving around because of acceleration maneuvers, and I could see it being a serious motion sickness problem especially when paired with VR. It'd be like going into the cabin of a boat at sea - basically instant seasickness if you aren't used to it.
Also, it would be pretty annoying being crushed to death against the Constellation's cockpit canopy because Captain Asshole decides it'd be funny to jam his joystick to the max on all three axises.
[QUOTE=Saber15;49012654]I kinda hope that inertial dampening in big ships is close to 100% effective when walking around until the ship is damaged. It would get [I]real[/I] disorienting if your viewpoint starts moving around because of acceleration maneuvers, and I could see it being a serious motion sickness problem especially when paired with VR. It'd be like going into the cabin of a boat at sea - basically instant seasickness if you aren't used to it.
Also, it would be pretty annoying being crushed to death against the Constellation's cockpit canopy because Captain Asshole decides it'd be funny to jam his joystick to the max on all three axises.[/QUOTE]
And it'd be hilarious if Captain Asshole could turn his inertial dampeners off and watch you hurtle into the canopy
and then out of the canopy
Where did that Star Citizen ending "spoiler" video go? That was the funniest shit now there's only this crappy reupload
[video=youtube;x9iH4Gp11W4]https://www.youtube.com/watch?v=x9iH4Gp11W4[/video]
[QUOTE=capgun;49015333]And it'd be hilarious if Captain Asshole could turn his inertial dampeners off and watch you hurtle into the canopy[/QUOTE]
BRAKE CHECK
[editline]30th October 2015[/editline]
[QUOTE=ScottyWired;49015347]and then out of the canopy
Where did that Star Citizen ending "spoiler" video go? That was the funniest shit now there's only this crappy reupload[/QUOTE]
knowing garbage youtube practices, someone could have reported the original then re-uploaded it with that stupid speed-up to avoid the filters and suck up the popularity
it it makes you feel any better, my video's slightly similar and also I whore views legitimately
[media]https://www.youtube.com/watch?v=DTEXmg1FDd8[/media]
[quote][B][Auto tracking gimbals?][/B]
It is something we actually have been discussing. There's some ideas being thrown around for it. It won't be a free thing. It's absolutely going to have a direct cost to using it. They could happen, but don't expect it [anything that has any level of auto-tracking] to have the same level of potency.[/quote]
From the latest Reverse the Verse. This is very interesting because it's the first time the answer to this question hasn't just been a flat "no".
[editline]30th October 2015[/editline]
Updated the quote with exactly what Matt Sherman said on RtV
I actually might be more hype about the cutlass revamp than the rest of the 2.0 stuff?
[QUOTE]-Cutlass Black flight ready
-Updated to support the new damage tech.
-Updated to support multi-crew functionality[/QUOTE]
I really hope they also brought the exterior textures up to the level of the other ships
[URL="https://robertsspaceindustries.com/comm-link/transmission/15036-Weekly-Development-Update"]Weekly status report is up.[/URL] TL;DR Alpha 2.0 is basically in feature freeze while they fix bugs/crashes, finish out implementing needed systems, and optimize performance.
[QUOTE]One of the most exciting things about this release is the story element. Arena Commander was our testbed for implementing the ship systems that you see today but with Crusader we will be opening it right up to whole new level of gameplay. For one, the Audio team have implemented some new computer system voices for things like the airlocks and the Comms Array terminals and the vending machines which really brings things to life, and yet we still have even more dialogue to implement that will really hit home those levels of immersion. In this scenario you’re picking up a job on your mobiGlas as a Space Technician and we leave you exploring the beautiful environment, investigating the backstory of events, taking on pirates, working with the UEE security teams and doing things in whichever way you wish! It’s a real sandbox of random scenarios with traders, UEE and pirates quantum jumping around and making you feel a part of something… and yet this is all just be the tip of the iceberg!
In terms of FPS-specific work, the team has put together a mixed armor set for use in 2.0 this week, complete with the light marine armor, RSI helmet, 2 medPens, helmet, EVA jets and an ArcLight laser pistol as the default loadout for all players adventuring on the Crusader map. There will also be P4-AR Ballistic Rifles available for pick-up on Kareah station. This will be the first taste of Star Marine in the 2.0.0 release, with more to come down the line.[/QUOTE]
[QUOTE=krail9;49017788]I actually might be more hype about the cutlass revamp than the rest of the 2.0 stuff?
I really hope they also brought the exterior textures up to the level of the other ships[/QUOTE]
Of all the ships in Arena Commander right now, the Cutlass needs the new damage model the most. It's big enough that it's made of a zillion pieces and it's just a huge performance hog whenever it's getting shot up.
[editline]31st October 2015[/editline]
[quote]Making a first pass and simplified Main Menu, so players don’t have to load into the Hangar every time they start the game or finish a match.[/quote]
[B]Thank you.[/B]
Another week of waiting. Vermintide can't hold me that long.
[video=youtube;CFdBFbtla2c]https://www.youtube.com/watch?v=CFdBFbtla2c[/video]
[URL="https://player.vimeo.com/video/143944123"]Unembeddable CIG upload of same.[/URL]
Does this seriously not happen to anyone else? Or does everyone just do defaults?
[url]https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha/SC-1382-Old_Bindings_Don_t_Clear_When_Assigning_New_Ones[/url]
Even on 1.3 it's still doing this.
[QUOTE=Forumaster;49019312]Does this seriously not happen to anyone else? Or does everyone just do defaults?
[url]https://robertsspaceindustries.com/community/issue-council/star-citizen-alpha/SC-1382-Old_Bindings_Don_t_Clear_When_Assigning_New_Ones[/url]
Even on 1.3 it's still doing this.[/QUOTE]
Working as intended as far as I know. Being able to double bind is very important because a lot of controls overlap such as decoupled yaw and regular yaw.
[editline]31st October 2015[/editline]
[quote]if both functions are available at the same time.[/quote]
Oh, [img]http://wikipunch.com/images/5/56/Book_error.png[/img] Bad Reading x1 (list).
Yeah, it would be nice if it could tell the difference between double binding something like yaw and double binding something like fire missile and drop flares. I doubt that'll happen for a while because that means creating lots of special cases for the controls which, while probably not all that complicated, is very tedious.
I think a simpler solution would just be to tell you when something is double bound at all with a list of what else it's bound to. From the list, it should give you the option to go to either remove that bind or go to it so you can set it as something else. There's a few games that do it that and I think it's the best and most intuitive way.
[QUOTE=elixwhitetail;49018827][URL="https://robertsspaceindustries.com/comm-link/transmission/15036-Weekly-Development-Update"]Weekly status report is up.[/URL] TL;DR Alpha 2.0 is basically in feature freeze while they fix bugs/crashes, finish out implementing needed systems, and optimize performance.[/QUOTE]
Does this what I think it means?
[QUOTE=Intoxicated Spy;49020777]Does this what I think it means?[/QUOTE]
Yes.
We'll have a glorious universe to fly around in at a well optimized 5 frames per second instead of pathetic 3 fps. :speedfap:
Also, is it just me, or have all playable iterations of Star Citizen been capped at 30FPS? 'Cause that's all FRAPS ever reports in the hangar or in flight.
[QUOTE=archangel125;49021581]Also, is it just me, or have all playable iterations of Star Citizen been capped at 30FPS? 'Cause that's all FRAPS ever reports in the hangar or in flight.[/QUOTE]
No, I've been able to reach higher than that. If you have an nVidia card, make sure that VSync isn't set to "Adaptive (Half Refresh Rate)" in nVidia Control Panel.
Vsync is [U]forced on[/U] by Cryengine in the current builds of SC, and it requires a custom user.cfg override to turn it off. You're getting 30-59 fps in SC and it's capping you to half refresh because you're not achieving 60 stable.
Shit's annoying, but alpha blablabla. I'm on my phone so looking up the cfg edits and all is a bit annoying, lemme dig it out when I get a minute on my desktop.
My card is several years old now, being a GTX 780. I'll probably upgrade to a 980 or titan if I ever get rich.
Wait, how am I getting higher framerate on a 770 than you are on a 780? O_o
What's the rest of your specs?
[QUOTE=Saber15;49021081]Yes.
We'll have a glorious universe to fly around in at a well optimized 5 frames per second instead of pathetic 3 fps. :speedfap:[/QUOTE]
Its an improvement, I get 2
[QUOTE=Forumaster;49021665]Wait, how am I getting higher framerate on a 770 than you are on a 780? O_o
What's the rest of your specs?[/QUOTE]
Well, I have 16 gigs of DDR3 RAM. And I run the game on the highest settings. Plus I have a respectable LGA2011 CPU...
So I dunno, man.
The game runs like dogshit for me (i5 3570k, 770GTX, and 16GB of DDR) unless I lower the resolution drastically from my native of 2560x1440, and even then it only runs kind of okay even as low as 720p. I don't think I've ever had a framerate I'm happy with while playing Star Citizen. Half the problem is the way the game always stutters when anything happens, which means even if I ever got a good framerate it would still feel like crap.
Okay, kids, here it is. Right now the motion blur is also totally out of control and forced on, so I've put in the setting to disable it. The text file needs to be named [B]user.cfg[/B] and needs to live in (install path)\Cloud Imperium Games\StarCitizen\Public\
[code]Con_Restricted = 0
sys_spec = 3
sys_maxfps = 60
r_VSync = 0
r_MotionBlur = 0[/code]
sys_spec is basically the low/medium/high/very-high/ultra preset, and 3 is 'high' give or take (4 is VH). This line can be left out or changed up or down, but it should be the second line of the file because anything under it will change settings after the preset's applied.
con_restricted 0 is also useful because it removes the lock the client console has on using some commands (like r_motionblur) at runtime -- some commands are flatout locked down, like Cryengine vanilla singleplayer map-loading commands, of course.
I had a peek at my account and was surprised to discover that CIG gifted me 10k UEC on top of my existing total two weeks ago -- it turns out that for CR's 1-million-citizens letter, in which he eliminated the module pass system and gifted AC-pass holders 5000 UEC, the script Turbulent ran credits you for 5000 UEC per AC module pass on your account, including if you own multiple AC-ready packages. Neat.
[t]https://i.imgur.com/hVaxK0N.jpg[/t]
Courtesy of Gamestar, German gaming site that produced the German-language video of shithead's magnum opus that was posted here and everywhere else a couple months back.
[QUOTE=Why485;49021883]The game runs like shit for me (i5 3570k, 770GTX, and 16GB of DDR) unless I lower the resolution drastically from my native of 2560x1440, and I don't think I've ever had a framerate I'm happy with while playing Star Citizen. Half the problem is the way the game always stutters when anything happens, which means even if I ever got a good framerate it would still feel like crap.[/QUOTE]
I can get around 40fps when just flying around on the two space maps, but the instant I take any fire and the shields flare up, hello 15 fps. 1920x1080, 750GTX, 8gb RAM, 3.3ghz Sandy Bridge i5.
The game needs some pretty serious optimization before release, because that is unacceptably poor performance. Even minmaxing my settings via the autoexec results in only marginal performance gain.
i5 4690, gtx970, 16gb ram - arena commander works really well for me, steady 60 in free flight and typically nothing below 30 in vanduul swarm
it's planetside where it goes to shit, typically I hover around 30 in arccorp and it gets framey even in the asteroid hangar
[QUOTE=Saber15;49021979]but the instant I take any fire and the shields flare up, hello 15 fps.
The game needs some pretty serious optimization before release, because that is unacceptably poor performance.[/QUOTE]
It's a feature to encourage making the first move
Someone on Reddit made this, because Hull puns will never die. [sp]Hull-oween[/sp]
[IMG]https://i.imgur.com/Ecxn7S4.png[/IMG]
[URL="https://imgur.com/a/Jv81q"]Someone else on Reddit posted this gallery of 4K Cutlass Red shots[/url] after they ended up in one [URL="https://www.reddit.com/r/starcitizen/comments/3r41vh/cutlass_red_just_appeared_as_a_bug_on_free_flight/"]due to the "spawning immobilized in the wrong ship" bug.[/URL] Feast thine eyes.
[t]https://i.imgur.com/hdvihIQ.jpg[/t] [t]https://i.imgur.com/eAAywAh.jpg[/t] [t]https://i.imgur.com/4BShq1J.jpg[/t] [t]https://i.imgur.com/lVAgeiy.jpg[/t] [t]https://i.imgur.com/Md9IXOb.jpg[/t] [t]https://i.imgur.com/yaxCaeV.jpg[/t] [t]https://i.imgur.com/1sShtOP.jpg[/t] [t]https://i.imgur.com/w5beUYk.jpg[/t] [t]https://i.imgur.com/Mgj9U2p.jpg[/t] [t]https://i.imgur.com/5KYdThg.jpg[/t]
[U]D[/U]rama [U]S[/U]higgles: [sp]Now that he's been shadowbanned and then alt-sniped from Reddit and SA is out of patience with him, shithead reopened blog comments on his site. I'd rather debate against the abortion of black babies on Stormfront. :v[/sp]
And, in more directly-related CIG news touching on poopie, the CIG Austin restructuring layoffs that were announced in September went through on Friday -- employees who didn't want to relocate to LA (or who couldn't, if the position moved to Frankfurt/Manchester and a visa just was not going to process in time) were given five weeks' notice and five weeks of severance. One of the people who didn't relocate (and therefore had to be let go) was Megan Cheever(?), one of the character artists. If I recall correctly, she did this:
[t]https://i.imgur.com/w65HGFm.jpg[/t]
[URL="https://forums.robertsspaceindustries.com/discussion/comment/5850020/#Comment_5850020"]She posted this to the RSI forum on her CIG account on her last day:[/URL]
[QUOTE]Thank you everyone for asking all your questions! I really appreciate everyone's enthusiasm surrounding characters and clothing. It was a ton of fun!!! I'll be popping into RSI chat on a blue account so I won't be totally gone. But best wishes for everyone and thanks so much for your support![/QUOTE]
[URL="https://www.reddit.com/r/starcitizen/comments/3quxzw/restructuring_layoffs_taking_place_today_in/cwiqqqp"]And she posted this to Reddit:[/URL]
[QUOTE]I'll still mingle! Backer community is so sweet and thoughtful! I usually troll the RSI chat. Thank you for the kind words! My handle is @megillakitty :)[/QUOTE]
That toxic work environment full of resentful, enslaved employees, amirite? :downs:
That neck thing is pretty neat. Though if we're gonna have realistic trendy clothes, we gotta have realistic this:
[vid]https://my.mixtape.moe/lachjh.webm[/vid]
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