Star Citizen: Chris Robert`s new space sim (the Wing Commander guy)

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SLU Aequitas

Golden Member
Jul 13, 2007
1,252
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Sorry if this has been mentioned before, but there is something a bit off with those space-to-surface transitions (based on a couple of videos/trailers I have seen). The distance seems quite short, making the planets appear smaller than they (probably) actually are. But I suppose they can't fully simulate everything.

You’re not wrong, it’s a combination of stellar bodies and distances being scaled down for gameplay, the videos being shown of 3.0 are either small moons or an asteroid (Delmar), and the atmosphere of these bodies are appropriately thin. With scale, a better reference is the Arccorp planet demo from Citizencon.
 
Feb 4, 2009
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Sorry if this has been mentioned before, but there is something a bit off with those space-to-surface transitions (based on a couple of videos/trailers I have seen). The distance seems quite short, making the planets appear smaller than they (probably) actually are. But I suppose they can't fully simulate everything.

Makes sense because the first and primary goal should be fun, having to take 20 minutes to land would not be fun, having an Earth sized planet or even larger with lets say a completely crazy number of active players all on that planet like 10,000 would be kind of barren.
 
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TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
The scale of the moons is a huge part of it.

If you start off trying to land on Daymar and then try to land on Dalamar, it's wayyyy different.

Daymar is something like 20x's the size. Without context, it's hard to tell as they're both globes in space, but you enter atmo on Daymar at 30,000M and enter atmo on Dalamar at only 3,000M.

With daymar, you can enter atmo at 1000m/s, slow down, enjoy the ride, etc.

Do that with Dalamar and you'll smack the planet at 1000m/s because you come down so close to the terrain.

An earth sized planet should yield an even more profound result and I'm guessing it could be a 20 minute venture to get from space to planetside.
 

werepossum

Elite Member
Jul 10, 2006
29,873
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Have you checked any of the PTU 3.0 gameplay? It's bare bones for testing, but it makes it clear they're balls deep into something amazing. Approaching and managing a planetary landing is pretty breathtaking.
I have not. I don't generally do even beta testing or early access. (Unless you count Bethesda games. lol) And I doubt my computer (i5-2500K, HD390) could really do it justice anyway.
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
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The scale of the moons is a huge part of it.

If you start off trying to land on Daymar and then try to land on Dalamar, it's wayyyy different.

Daymar is something like 20x's the size. Without context, it's hard to tell as they're both globes in space, but you enter atmo on Daymar at 30,000M and enter atmo on Dalamar at only 3,000M.

With daymar, you can enter atmo at 1000m/s, slow down, enjoy the ride, etc.

Do that with Dalamar and you'll smack the planet at 1000m/s because you come down so close to the terrain.

An earth sized planet should yield an even more profound result and I'm guessing it could be a 20 minute venture to get from space to planetside.
It is amusing that we're playing games where weapon aiming, atmospheric entry, and even interstellar travel are all done manually at the same time we're embracing self-parking and even self-driving automobiles in reality.
 

book_ed

Member
Apr 8, 2016
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0
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It is amusing that we're playing games where weapon aiming, atmospheric entry, and even interstellar travel are all done manually at the same time we're embracing self-parking and even self-driving automobiles in reality.

The combat is thought like that so you have more "fun" in gamplay. Same reason goes for ship desings.
 

Fallen Kell

Diamond Member
Oct 9, 1999
6,063
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Yeah... It would be nice if they had a good reason in the background/history for the reason why weapon aiming/etc., are not done by computers (much like how in "Dune" had advanced "thinking machines" outlawed due to a massive war against the AI controlled machines which almost eradicated all of humanity...).
 
Feb 4, 2009
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Yeah... It would be nice if they had a good reason in the background/history for the reason why weapon aiming/etc., are not done by computers (much like how in "Dune" had advanced "thinking machines" outlawed due to a massive war against the AI controlled machines which almost eradicated all of humanity...).

I just look at it like Star Wars, computers don't aim because its not cool. Nothing more, nothing less.
 
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book_ed

Member
Apr 8, 2016
29
0
6
Yeah... It would be nice if they had a good reason in the background/history for the reason why weapon aiming/etc., are not done by computers (much like how in "Dune" had advanced "thinking machines" outlawed due to a massive war against the AI controlled machines which almost eradicated all of humanity...).

I'm not sure how will be explained in game (if it will), but Chris said it would too boring to have the battles done between the AI - although in reality that may be the future on such combat.
 

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
That looks fantastic.

Combined with what I experienced playing offline mode in the PU (ran smooth as butter like Crysis) and what I know about CryEngine... cough cough Lumberyard... They very, very well could have a Crysis level game already fleshed out. It's just missions and story line placed on a 'on rails' variation of the PU.
 

GoodRevrnd

Diamond Member
Dec 27, 2001
6,803
581
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Snap, a glimpse at the game I actually kickstarted. Now how about a bit of actual mission reel that hints at the story?
 

werepossum

Elite Member
Jul 10, 2006
29,873
463
126
The combat is thought like that so you have more "fun" in gamplay. Same reason goes for ship desings.
Yep. Although they could take a lesson from Bethesda's Fallout series. Although Bethesda made Fallout a shooter/hacker, they retained the V.A.T.S. system on non-real time combat, not because it's anything special but because some people like it, need it, and/or want it. Even though it may be more cool to aim at things, a starship piloted by only one real person is going to have a very difficult time surviving with any sense of realism against multiple attackers without automated defenses.

Still, there's a certain amount of hope from such actions as defense, piloting and navigation remaining manual mouse/joystick activities. By introducing such things as the needs to sleep and poop, it's easy to get the sense that the devs have forgotten that what we want isn't actually realism, but a fun illusion of realism. Piloting a spaceship between star systems by the seat of one's pants in a few minutes pretty effectively says the devs are not looking to provide any true realism, but rather are striving for that balance of perceived realism and fantasy that delivers a consistent and fun experience. Hopefully they will nail it.
 
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SLU Aequitas

Golden Member
Jul 13, 2007
1,252
26
91
Still, there's a certain amount of hope from such actions as defense, piloting and navigation remaining manual mouse/joystick activities. By introducing such things as the needs to sleep and poop, it's easy to get the sense that the devs have forgotten that what we want isn't actually realism, but a fun illusion of realism. Piloting a spaceship between star systems by the seat of one's pants in a few minutes pretty effectively says the devs are not looking to provide any true realism, but rather are striving for that balance of perceived realism and fantasy that delivers a consistent and fun experience. Hopefully they will nail it.

Very much this, I would be disappointed if the went too far in either direction, getting that balance is easier said than done.
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
Snap, a glimpse at the game I actually kickstarted. Now how about a bit of actual mission reel that hints at the story?

Agreed. But I doubt we get it. Today I think we'll see more SQ42...but just the player-NPC interaction stuff. No combat or action gameplay.
 
Feb 4, 2009
34,703
15,951
136
Yep. Although they could take a lesson from Bethesda's Fallout series. Although Bethesda made Fallout a shooter/hacker, they retained the V.A.T.S. system on non-real time combat, not because it's anything special but because some people like it, need it, and/or want it. Even though it may be more cool to aim at things, a starship piloted by only one real person is going to have a very difficult time surviving with any sense of realism against multiple attackers without automated defenses.

Still, there's a certain amount of hope from such actions as defense, piloting and navigation remaining manual mouse/joystick activities. By introducing such things as the needs to sleep and poop, it's easy to get the sense that the devs have forgotten that what we want isn't actually realism, but a fun illusion of realism. Piloting a spaceship between star systems by the seat of one's pants in a few minutes pretty effectively says the devs are not looking to provide any true realism, but rather are striving for that balance of perceived realism and fantasy that delivers a consistent and fun experience. Hopefully they will nail it.

agreed and check your PM @werepossum
 

SLU Aequitas

Golden Member
Jul 13, 2007
1,252
26
91
Last edited:

TechBoyJK

Lifer
Oct 17, 2002
16,701
60
91
EDIT: Also, to be clear, the delay's notice barely 30 min before the stream is rather unprofessional. Not gonna get my panties in a wad over it, especially considering that the alternative could be a repeat of the 2016 Holiday Livestream (*shudder*), but still, c'mon CIG...

Definitely unprofessional imho.

To be fair, this is likely a concentrated effort by a small group (as the holidays are a week away and most are crunching on 3.0) so I'm not really comfortable saying CIG is unprofessional, but the people running this livestream dropped the ball.

I wouldn't be surprised if they were reliant on stuff from people working on 3.0, and they simply didn't make it priority.

It'd be a nice motion if CIG said what the technical issue is.
 

SLU Aequitas

Golden Member
Jul 13, 2007
1,252
26
91
Definitely unprofessional imho.

To be fair, this is likely a concentrated effort by a small group (as the holidays are a week away and most are crunching on 3.0) so I'm not really comfortable saying CIG is unprofessional, but the people running this livestream dropped the ball.

I wouldn't be surprised if they were reliant on stuff from people working on 3.0, and they simply didn't make it priority.

It'd be a nice motion if CIG said what the technical issue is.

It's almost becoming a tradition with how bad these holiday livestreams end up. Fingers crossed tomorrow makes up for it.
 

rivethead

Platinum Member
Jan 16, 2005
2,635
106
106
It's almost becoming a tradition with how bad these holiday livestreams end up. Fingers crossed tomorrow makes up for it.

I given up crossing fingers or hoping for anything. This is easily one of the most poorly-run companies I've ever had the "pleasure" of following.

A great game forgives all sins, but continual mis-management makes you wonder how in the world there is any hope for a "great game".

The worst part about this is they placed a teaser on the IGN site yesterday and said come back tomorrow for a more expansive tease and.......derp. If I'm a noob interested in SQ42 I'm like "wtf?".
 
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