I didn't know the ships varied so much. This is going to be a great game when it's done. How many ships do you have so far?
At this point I've bought a new space suit and explored all the jump points on Crusader.
The parts of the game that aren't bugged to hell are breathtaking. I explored an area with an asteroid belt and was able to land on one of the larger ones.
I also got a ride from a guy with a giant red ship (can't remember the name). Took about 20 minutes to find an exit since I entered through an engineering bay and I was never able to find the access point again. It also had a little console that let you redirect power to the main systems of the ship.
Like you said, I probably should have opted for a more advanced ship since mine only has 2 basic laser canons, and no missiles, which makes shooting people down pretty hard.
There is free speech and there is being an annoying twat. This user is exercising his right to the latter.
I've been getting tremendous lag and FPS drops in the PU. At first I thought it was my PC, but Arena Commander runs at 60 fps. Apparently the client-server optimizations are horrendous in the game's current state. If I'm understanding it right, every action I take gets sent to SC servers and is then sent to every other player in the PU regardless of distance. I read that a big ship loading in needs to send about 5MB worth of data to every player. That is huge when there are many other players constantly spawning ships, shooting, and jumping too. The supposed solution is for players to only receive data from other players in the immediate area, rather than from the entire instance. But, won't large ship battles still be an issue? I see this as the biggest problem facing SC right now. If they can't iron this out the game will be dead in the water. I'm no networking expert, so does anyone else have any input? How feasible would it be to optimize a game this huge to the point where massive space battles will run smoothly? I feel like it would behoove the dev team to fix this quickly because they are undoubtedly spending more on bandwidth with optimization this poor.
Quote from: Hollocron on March 10, 2017, 11:00:52 AMI've been getting tremendous lag and FPS drops in the PU. At first I thought it was my PC, but Arena Commander runs at 60 fps. Apparently the client-server optimizations are horrendous in the game's current state. If I'm understanding it right, every action I take gets sent to SC servers and is then sent to every other player in the PU regardless of distance. I read that a big ship loading in needs to send about 5MB worth of data to every player. That is huge when there are many other players constantly spawning ships, shooting, and jumping too. The supposed solution is for players to only receive data from other players in the immediate area, rather than from the entire instance. But, won't large ship battles still be an issue? I see this as the biggest problem facing SC right now. If they can't iron this out the game will be dead in the water. I'm no networking expert, so does anyone else have any input? How feasible would it be to optimize a game this huge to the point where massive space battles will run smoothly? I feel like it would behoove the dev team to fix this quickly because they are undoubtedly spending more on bandwidth with optimization this poor.Yes, this is currently a big issue for them. 3.0 promises to remedy a lot of the network issues, but as you say, large ship battles are something they're yet to solve.
FE'ism requires suspension of disbelief...
Eve Online seems to have mass combat solved although I can't imagine a battle happening at 1/10th speed is any fun to be in.
I think in the end they may have to implement some type of instancing tech to keep at least part of the vision alive. This is how Blizzard mostly solved their infamous server crashes. For example, the space surrounding a planet and the planet below could be separate instances or something. But let's be honest, we're never going to see 100 v 100 battles or anything like that unless they invent some groundbreaking new server code.
Star citizen is crowd funded, not investor backed. As with your very own flat earth comic, the law does not do anything to enforce delivery of a product with crowd funding.
http://www.bbc.co.uk/news/technology-39191064Its a story that happens over and over.
I don't think star citizen will ever see the light of day.
I suppose the point I'm trying to make is that crowd funding isn't something I would do due to lack of consumer safeguards. If a product has a proper business model, investors will back it. The cynic in me fears those who bought into star citizen will get burned and no one will be held to account. As the world record crowd fund, if it does go pop, that might be the final nail in crowd funding before governments move to legislate ... but that isn't going to bring Jonny his pocket money back.
Your mom is when your mom and you arent your mom.
Star Citizen sucks lol
You're doing God's work, junker.
Quote from: Particle Person on April 15, 2017, 12:55:58 AMStar Citizen sucks lol
ALREADY COMPLETE AND IN 3.0.0 BRANCH:GRAPHICSRenderTarget refactorThis saves over 50% of video memory usage.Area Lights with proper shadowingShadow System refactorThis is more efficient and allows for planetary scale shadows.DESIGNCrusader Converted to Object Container SetupWith the transition to Object Containers, the Crusader map was completely re-designed. Each Point of interest is now an object container laid out via the Solar System Editor. This is in preparation for Object Container streaming and seamless transitions from different POI’s and between Star Systems. Mission Flowgraphs are converted over to use Subsumption and the new Mission SystemMega Map for Persistent UniverseMega Map tech (also used in Crusader for seamless loading between different gamemodes) is now possible in the new PU map, which is setup in the solar system editor. This allows the utilization of Mega Map technology.Revamp of Power Plants / Shield Generators / Coolers and the Heat & Power System for improved gameplay and conversion to Item 2.0ENVIRONMENTModular Room System for procedural generation of planetary outpostsOfficial Outpost Spawning System ready for mission designersIntegrated Outpost distribution to PlanetEdSingle outpost Object PresetCluster of OutpostsCrash site missionInterface to hand place modules and save to LayerInterface to teleport the camera to the closest outpostArea boxes created by artists (all room sizes are now usable in the outpost procedural system)Entrance Room system working (stairs and ramps are now available as initial rooms)Rooftop Prop system working for Solar panelWall prop system working for additional prop variationsMaterial Wear/Dirt on props using Layer Blend done and actually workingDeveloped Outpost “feet” systemSet random rotation and offset caps on planet editorStart documenting 3 possible map layouts looping system (using 2 or 4 meters metrics * system; using connection additional corridor pieces; using spline skinned corridors)Support Aircon/solar panel system on outpostsAdded color tinting to OutpostsAdded color tinting interface to Planet EdCreated material distinction for interior / exteriorsGroup elements offset in Planet Object Preset to be able to offset landing padsTOOLSSolar System EditorA tool that will layout entire solar system with their astral objects (sun, planets moons) as well as space stations, etc.PERFORMANCENew Light Controller for runtime light switchesNew network message queue (current in QATR) to reduce network bandwidth and network thread time.Light Entity Render node merging.Dynamic Physics Grid to support sparse space areas vs. dense areas like space stations.Highly optimized vertex and position format for all geometryTexture memory usage reduced across the projectUnified material libraries for use across all departmentsComparing and finding all duplicated normal maps and albedo maps in the LayerBlend texture libraryClean up LayerBlend Material Libraries, Resolution Adjustments, Renames to Lower CaseFollow-ups on list of unused textures and materialsMassively improved LOD computation and average face sizes for shipsShared hair assets (instead of bespoke asset per head) for character creationAutomated facial asset LODs, skinning algorithm per lod updated.Reworked mesh setup of facial assets for optimal performance and reduced drawcalls.Unified helmet and character mesh into singular render proxy for better performance and visuals.Various portal and culling improvements.Improved Animation Data Base collection and build process for optimized animation data streaming also added external tools to manage this.Deprecated thousands of legacy and test assets including animations, geometry, libraries and more for reduced build size.Automatic Asset Error collection and tracking.Reworked itemport layout for characters and character itemsUpdated all assets using HumanSkin to highly optimized HumanSkinv2 shader. This saves upwards of a 100 megs of texture memory per face.ARTNew Assets:Heavy Marine ArmorExplorer Suit ArmorCloth and Clothing simulation on various assets old and newUpdated helmet interiors and exterior for updated art, FOV tech and standardizationArmor converted to work within modular customization structureFinalized delivery of ALL facial assets from 3lateral.Ships:New Skinning and Rigging tools for landing gear on ships.Constellation Cargo Bay/Elevator extensionsLight Group entity optimizationCODENew Radar DatabankSubsumptionThis is the initial release of the foundational technology that drives all of the AI, mission, dynamic content, and conversational logic. The mission content previously created with FlowGraph has been replaced and the implementation time to achieve a desired effect has been cut dramatically.Various Performance improvementsPlanetary Physics Grid to support orbiting and rotating planetsMFD implementation for Item 2.0 Components on shipsIFCS improvements to support AI & Takeoff SystemUnified Visor for seamless Ship 2.0 / FPS transitionHUD/Visor integration for new Radar DatabankVehicles No Longer Use LuaThis is a huge step forward on the code side.Skeleton Extension support for Item Port Offset overrides per itemNumerous types of physics simulation for all Item 2.0 attachments including hair, weapons, grenades and more.Destructible component for items, props and environment assetsNested Physics Grids support for vehicle transportation inside large ships, i.e. DragonFly & RoverPhysics simulation gravity vector now respects planetary gravityModular loadouts rule sets and support for up to five loadoutsAnimation driven facial audio implementedUpdated Sandbox Editor Python integration.Zone culling on all character assets and layers, system complete and mesh markup complete supplemented with tools to easily support new assets.