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

CIG have already done some incredible things. The server meshing tech is absolutely next level. no player has ever notice them traveling through different servers. no loading screens, everything seamless and the size and fidelity of the universe with 3 star systems is unmatched right now..

Hmm, doesn't NMS works similar with multiplayer? Sure, not the same quality of graphics, but... similar.
Is the economy dynamic yet as they promote with with the quanta talk and all that?
Ai?
Dynamic generated missions?

Walking around a small area of a planet in a city it kills performance and hogs the CPU, eats more than 32GB RAM, giving very little in return, so on the technical side I'm not that impressed. Not to mention that visually it starts to look dated.
 
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Hmm, doesn't NMS works similar with multiplayer? Sure, not the same quality of graphics, but... similar.
Is the economy dynamic yet as they promote with with the quanta talk and all that?
Ai?
Dynamic generated missions?

Walking around a small area of a planet in a city it kills performance and hogs the CPU, eats more than 32GB RAM, giving very little in return, so on the technical side I'm not that impressed. Not to mention that visually it starts to look dated.

There are other games with server meshing, it was first seen in Ultima Online, they first coined the word "Shard" The world was smashed and made up of "Shards" of that broken world as a way in lore to describe a mesh of servers for individual instances.
Indecently Ultima Online was developed by Origin Systems, a Chris Roberts Studio, and published by EA Games who also bought out the studio and eventually killed it, they took the name "Origin" and applied it to their "$£$$% launcher!

It is thought this is where Chris's pathological miss-trust of large publishers comes from.

Anyway, many other games have since adopted the same technology, yes NMS and Planet Side 2 before that, the difference is in PS2 for example the messed servers are still separate from each other, you literally round a corner and dozens of people would *Pop" in to view, you step back and they *Pop* back out of view, this is the server boundary in a shard of meshed servers and you're crossing that boundary.

In Star Citizen the servers are not just meshed together in a single instance, a "shard" but they act as a single physical server, not only can you see the players on the other server you can shoot across that server and kill them, that is unique, that has never been done before and so far as i know not since, having said that CCP Games (EVE Online) have hired some of the people who worked on this server meshing.
 
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Typically this happens to me when I've called a ship up in my hangar. The animations are running but it's not actually on. Turn off power, then turn it back on and then power engines.

There's absolutely tons of bugs that need work around, there's serious need of Polish in a lot of places, major refactoring in others as well. But what keeps us coming back is the potential. There is literally no other game quite like it in terms of scope, tech and features. I've played ED and other space games. This, thisnis the one to watch and be truly excited about.
 
Any of you guys have an idea as to why my Mole just wouldn't scan rocks and give me the stats tonight?

It can be slow to scan but i don't think i have ever had it not scan, i haven't used it in a about a week tho.

Unless.... some times you will come across rocks that aren't actually there, shoot at the rock or put the mining laser on it, if it goes straight through its a phantom rock, that does happen from time to time.
 
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It can be slow to scan but i don't think i have ever had it not scan, i haven't used it in a about a week tho.

Unless.... some times you will come across rocks that aren't actually there, shoot at the rock or put the mining laser on it, if it goes straight through its a phantom rock, that does happen from time to time.

It was every rock I found tonight, wasn't phantom just zero scan for stats. Tried server hopping multiple times, self destructed and everything else I could think of
 
There are other games with server meshing, it was first seen in Ultima Online, they first coined the word "Shard" The world was smashed and made up of "Shards" of that broken world as a way in lore to describe a mesh of servers for individual instances.
Indecently Ultima Online was developed by Origin Systems, a Chris Roberts Studio, and published by EA Games who also bought out the studio and eventually killed it, they took the name "Origin" and applied it to their "$£$$% launcher!

It is thought this is where Chris's pathological miss-trust of large publishers comes from.

Anyway, many other games have since adopted the same technology, yes NMS and Planet Side 2 before that, the difference is in PS2 for example the messed servers are still separate from each other, you literally round a corner and dozens of people would *Pop" in to view, you step back and they *Pop* back out of view, this is the server boundary in a shard of meshed servers and you're crossing that boundary.

In Star Citizen the servers are not just meshed together in a single instance, a "shard" but they act as a single physical server, not only can you see the players on the other server you can shoot across that server and kill them, that is unique, that has never been done before and so far as i know not since, having said that CCP Games (EVE Online) have hired some of the people who worked on this server meshing.

Thing is... you're still doing all that at 30hz and you're still affected by the ping / lag gaps between the players which adds to that 30hz - i really don't want that in a high stakes game like this, even more so if I can't control the PvP. Moreover, they still need to push a lot to make this worthwhile compared to just "regular meshing" / shards and fewer players. That detail in the planets, no loading screens, etc., has nothing to do with it, you can still do it in SP or simple MP versions. But even so, visually it starts to age and is not even out yet. Performance? A mess...

I'm more interested in that procedural destruction it was talked about at some point, where damage is done procedurally, without prebacked damage models. So an energy weapon will do damage based on the material it hits and will penetrate or not further, causing specific damage. Same for physical projectiles. So each battle adds its own thing. A wing is "never" damaged the same way, a ship will feel different each time based on the damaged it took (and not just the same damage modes), etc. Unless they scraped that :D
 
Any of you guys particularly good at ship pvp who'd be willing to help teach me and possibly a few org mates of mine?

It's an area I'm/We are particularly weak at.
 
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