******Official Star Citizen / Squadron 42 Thread******

I have a USB hub stuck under my desk for peripherals and then I've secured the cables running underneath the desk, my sticks are mounted on monstertech mounts which I just slide into place when I want to use them, keeps the actual desk tidy and cable clutter free.
Exactly how I use to do them, still hated it but I sometimes need a lot of desk space so I was forever having to move them around, under etc.

Cordless is the way long term I think. Although to be honest I'm actually enjoying KB/M now.
 
Whens the Zeus going to be flyable?
No date but expected next year. They've been getting better at getting ships out the door these days.

New patch including reset.

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How they do PES is a first. As far as anyone's aware from Devs I've spoken to CIG are the only company to utilise entity graph technology to complete the task and such. All other companies use a version of what their icache was which is exactly why CIG tried that first till it didn't scale up enough and failed. So technically PES is unique.

Also server side object container streaming is unique in that it's tied to objects rather than just occluding whole sections of say a map in that they could technically stream out things individually such as all water bottles or a type of gun if they set it where other games do it by whole zones and everything hosted in there. There could be some smaller indie games doing that mind but generally engines don't have server streaming like that, just client side and I don't expect most indie games to be using anything server streaming wise tbh.

So there is a lot more unique about the total package than just the replication later part which people glose over cause a similar ish sort of thing is done now but would also fail at games size of elite Dangerous, star citizen, nms etc
I suppose its the shier scale of it means they have to reinvent it or it just doesn't work, they were quite open about iCash being a complete failure, it did not work, at all at the scale they need, hence Persistence Entity Streaming, they have talked about the difficulties of all of this but networking is like magik to me, i don't understand it but what i do understand is the nature of a singular game space that is billions of KM large is all directions complete with all the stuff you can fit in that space, multiple plenets.

The 64Bit cordinates system i think was a first when they introduced it in 2017, i don't think its uneque any more, i think Unreal Engine 5 has a 64Bit world cordinates system, it also has, so far as i can tell at least client object container streaming, Ratchet and Clank has something similar to this too, i think. The need to run Star Citizen on an SSD synonimous with it first and long before....

Having said that i have seen a few Unreal Engine 5 space demoes, including one or two who called it Star Citizen in Unreal Engine 5, but whats missing from all of them is the visual reprisentation of going from a blade of grass on planet A in to outer space and from there to a blade of grass on planet B, back in to space and the same for planet C, and then D at all let alone without any "transitioning effects" between, because that's where you hide loadscreens.

As Asmongold put it "ok then do it" I've yet to see it anywhere else.
 
No date but expected next year. They've been getting better at getting ships out the door these days.

New patch including reset.

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Good stuff, guess i'll hold out upgrading until then.

I really want the Hammerhead but had no idea how much it costs with real money jeeeez.
 
Good stuff, guess i'll hold out upgrading until then.

I really want the Hammerhead but had no idea how much it costs with real money jeeeez.

Unless you have a group of friends that you can count on to crew them properly ships of that size are not worth owning, solo they are useless.

Edit: they are Org ships.
 
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Humbug looking for recuitment? :cry:

lol...

I have my hands full with two Orgs, you're welcome to join this one.
Guys if you need a discord to ask random questions feel free to join ours, no need to be active on voice if you are shy obviously and no pressure to actually join the org in-game, we genuinely do not care.

 
The idea behind PAGAN was we were basically "religious zealots of technology formed centuries ago through common interest..." You know a bit of back story for the roleplayers.

In other words we hung out on OCUK and played games together. Not that any of us actually roleplays but I found it amusing to write. :)
 
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The idea behind PAGAN was we were basically "religious zealots of technology formed centuries ago through common interest..." You know a bit of back story for the roleplayers.

In other words we hung out on OCUK and played games together. Not that any of us actually roleplays but I found it amusing to write. :)

I dunno man. I sometimes roleplay as a jonneymendoza superfan.
 
For those that want to hear from a real software engineer whom is proper solid in explaining entity graph, PES, Server mesh then this video is really good.

 
I suppose its the shier scale of it means they have to reinvent it or it just doesn't work, they were quite open about iCash being a complete failure, it did not work, at all at the scale they need, hence Persistence Entity Streaming, they have talked about the difficulties of all of this but networking is like magik to me, i don't understand it but what i do understand is the nature of a singular game space that is billions of KM large is all directions complete with all the stuff you can fit in that space, multiple plenets.

The 64Bit cordinates system i think was a first when they introduced it in 2017, i don't think its uneque any more, i think Unreal Engine 5 has a 64Bit world cordinates system, it also has, so far as i can tell at least client object container streaming, Ratchet and Clank has something similar to this too, i think. The need to run Star Citizen on an SSD synonimous with it first and long before....

Having said that i have seen a few Unreal Engine 5 space demoes, including one or two who called it Star Citizen in Unreal Engine 5, but whats missing from all of them is the visual reprisentation of going from a blade of grass on planet A in to outer space and from there to a blade of grass on planet B, back in to space and the same for planet C, and then D at all let alone without any "transitioning effects" between, because that's where you hide loadscreens.

As Asmongold put it "ok then do it" I've yet to see it anywhere else.

It remains to be seen, I think they're going for 64bit in the future too (Unreal 5 I mean). Thing is... how many games really need that? People are happy to make excuses and except the same ol' stuff over and over again. Starfield is a good example of that.
 
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