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

I got Starfield "for free" with my overpriced GPU. I've 100% completed it.

It was OK, but very copy/paste feeling and over all a huge missed opportunity. As far as I can tell a majority of those playing it have ditched it after a couple of weeks so I'm not sure people are happy to make excuses anymore. Steam stats for Starfield are pretty poor seeing as it's a Bethesda game. Fallout 4 has 50% of the concurrent players on average as Starfield these days.
 
Watching the updated video in 4k on a decent screen at home with big speakers was still good. Seeing the speeds of quantum jumping whilst being physicalised in engine is pretty made tbh. At one point they hit 3.3 million miles per hour ha.
 
Look out for this in about 25mins of posting this


@Noxia

Intresting, there are a lot of suble changes in it and it looks like they have polished some of the tech, the water effects look SOOOOO much better now and the ships crashing in to eachother is no longer janky...

New link for my signature.
 
Intresting, there are a lot of suble changes in it and it looks like they have polished some of the tech, the water effects look SOOOOO much better now and the ships crashing in to eachother is no longer janky...

New link for my signature.
The floating debri sells it a lot more too. AI trying to put out fire instead of walking into it. The hovering of the ship over the water actually giving proper dynamic interactions from thrust etc. AI about generally more like the outposts. Wind in the trees during the river section. The space cows movements and body animations cleaned up too which looked really good.

Deffo small but meaningful updates in that. Looking forward to seeing how it keeps progressing as they update things.
 
The floating debri sells it a lot more too. AI trying to put out fire instead of walking into it. The hovering of the ship over the water actually giving proper dynamic interactions from thrust etc. AI about generally more like the outposts. Wind in the trees during the river section. The space cows movements and body animations cleaned up too which looked really good.

Deffo small but meaningful updates in that. Looking forward to seeing how it keeps progressing as they update things.

The whole thing not being a 1080P Twitch capture and in native 4K helps it a lot too, its sharp, its crisp, as much as 4K Youtube can be anyway but now you can see the suble updates to the lighting, the clouds, the fog.... and it looks stunning.
 
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Check out this link to play about with CCU and chains and what you might want to do with it. Lots of good info there, can also see proper love track for funding etc.


I think I'm just too stupid to understand it. I think if I really want a ship I'll just get it rather than go through all that to save a few quid. I appreciate it probably is worth the effort if you buy a lot.
 
@jonneymendoza the best water effects i have seen are a $350 plugin for Unreal Engine 5 but this comes a close second, certainly water effects like this are not common, and for good reason, fluid physics are hard....


the UE5 plugin.

 
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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 did whatch that and i think the tech from a software developers point of view is great but this guy..... he's one of those people who stops the video every 2 minutes and then takes 10 minutes of confused rambling, uming and ering his way to artgiculating his point, it requires a lot of patiance to watch.

Its an hour and 10 minutes long, the tech demo is about 10, 70% of this video is incoherant rambling in slowmotion.
 
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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.
Plenty of people have stopped playing it tbh.
 
I did whatch that and i think the tech from a software developers point of view is great but this guy..... he's one of those people who stops the video every 2 minutes and then takes 10 minutes of confused rambling, uming and ering his way to artgiculating his point, it requires a lot of patiance to watch.

Its an hour and 10 minutes long, the tech demo is about 10, 70% of this video is incoherant rambling in slowmotion.
The tech demo was only 30mins long if I remember correctly lol
 
Well guys I've done it, in a moment of brilliance or stupidity ( tbc ) I've ordered a buttload of virpil.
2x warbrd bases, 2x alpha primes, z axis thing and some ace pedals. 25% off for black Friday saved me £365 but still £1100 :eek:.
Anyone have this same setup could tell me how long the cables are? Not sure if I'll need powered usb hub. Plus it's all on backorder so probably a month wait or longer.
 
Well guys I've done it, in a moment of brilliance or stupidity ( tbc ) I've ordered a buttload of virpil.
2x warbrd bases, 2x alpha primes, z axis thing and some ace pedals. 25% off for black Friday saved me £365 but still £1100 :eek:.
Anyone have this same setup could tell me how long the cables are? Not sure if I'll need powered usb hub. Plus it's all on backorder so probably a month wait or longer.

A month lol. I mean I hope so but I've seen 4+ in cases.

What made you choose the alpha primes over regular ones?
 
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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.

Current 32Bit cords are limited to around 40KM squared, Starfield gets around that by putting invisible walls around its 32Bit play area. After that, and sometime less the cordinates system starts to fall apart, it begins to wobble, the video below explains it well.


64Bit is quite different, its around 6,000,000,000 KM . Six Billion squared, that means at its centre you can travel 3 billion KM in any direction. Its not that most games need that expanse but imagine battlefield 4 where you can fly the jets for more that 20 seconds before you're out of bounds, a battlefield map so large that you might have to fight through 2 hours of moving forward to get to your objective, its just gaming on a far less limited scale.

As for Starfield, it would have been a far better game without its limited scale.
 
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Intresting, there are a lot of suble changes in it and it looks like they have polished some of the tech, the water effects look SOOOOO much better now and the ships crashing in to eachother is no longer janky...

New link for my signature.
I just watched it in 4k. Brougth a tear to my eye once again. Such an amazing video showcasing all the heard work they have done in the last 10 odd years.

The water effects look ******* amazing! @Uncle Petey You like?
Well guys I've done it, in a moment of brilliance or stupidity ( tbc ) I've ordered a buttload of virpil.
2x warbrd bases, 2x alpha primes, z axis thing and some ace pedals. 25% off for black Friday saved me £365 but still £1100 :eek:.
Anyone have this same setup could tell me how long the cables are? Not sure if I'll need powered usb hub. Plus it's all on backorder so probably a month wait or longer.
You dont wanna know what i just spent on black friday this morning....

Anyways the cables are quite long. mabe a meter or two? i have one of my joysticks at the opposite side of where my PC is from my desk which is the largest/widest ikea desk

Current 32Bit cords are limited to around 40KM squared, Starfield gets around that by putting invisible walls around its 32Bit play area. After that, and sometime less the cordinates system starts to fall apart, it begins to wobble, the video below explains it well.


64Bit is quite different, its around 6,000,000,000 KM . Six Billion squared, that means at its centre you can travel 3 billion KM in any direction. Its not that most games need that expanse but imagine battlefield 4 where you can fly the jets for more that 20 seconds before you're out of bounds, a battlefield map so large that you might have to fight through 2 hours of moving forward to get to your objective, its just gaming on a far less limited scale.

As for Starfield, it would have been a far better game without its limited scale.
Imagine BF6? using the star engine?

They could literally just create the whole planet earth as one huge battleground with say 1000v1000 pvp on a session that say lasts a week each time with some enemy npc's to fill the gaps.

for example. you me and @Uncle Petey Could be down in a small town off the coast of Latvia and we help take control an area there for other players from our side to come and respawn and set camp to then try to advance deep into Russia with our main objective of taking down the other teams main base in Moscow.

Epic stuff
 
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