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

Enemies don't appear to be darting about as much as they did earlier in testing.
Andi.


Right, they ain't very challenging.
They also have a habit of heading for the asteroids seemingly in the hope of making you crash, not gonna happen with a ship as agile as the 325A, if anything i just end up pushing them into rocks, which is not good as i'm deprived of the kill.

Their aim is also not good at all, which is a good thing really as my S1 Shields are just one better than usless and the 325A shield upgrade is bugged.
Its overhaul is apparently being worked on now, hopefully that will get fixed, that and the heavy damage depleted engines still being depleted after repair, ladders not being retracted.
 
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this game still taking people for a ride???by time its released you be dead rofl

Have you played it lately? have you been to Crusader in the PU?

Its taking time but no more than it should, it takes 2 years to build something like Dirt Rally, 3 years for a very average FPS, 4 years for something like BF4.

This game dwarfs anything to date, 3.5 years in the making so far. it looks like this is the year when a lot of the unseen work will start to get added to Alpha testing, 2017 more of that and refinement, late 2017 / early 2018 BETA testing, Q2 / Q3 launch.

<6 Years total, not at all unreasonable for what it is.

For everywhere that you go, for every environment, for everything that you see and interact with many work hours have gone into making it. if it takes you 6 Months at 3 hours a day to explore it all think how many work hours are involved in making it happen.
 
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Its utterly pointless comparing it with so many other things. GTA5 took 5yrs to make, and they'd made GTA3, Vice City, San Andreas, and GTA4 all being iterations of the same style. They had an established studio to be at 100% from the get go, rather than growing as funding allowed, and they also spent 3 years doing it behind the scenes, and another 12-18mo after launch in order to release it on a new platform, not just PS3/360.

Some people are too dumb to realise that 90% of the games they play spend 2+ years being made without you knowing, or they're marginally different to the previous title.
 
Its utterly pointless comparing it with so many other things. GTA5 took 5yrs to make, and they'd made GTA3, Vice City, San Andreas, and GTA4 all being iterations of the same style. They had an established studio to be at 100% from the get go, rather than growing as funding allowed, and they also spent 3 years doing it behind the scenes, and another 12-18mo after launch in order to release it on a new platform, not just PS3/360.

Some people are too dumb to realise that 90% of the games they play spend 2+ years being made without you knowing, or they're marginally different to the previous title.

Well to be fair, this is something that has reared its head more in the Kickstarter era. In the past most gamers weren't aware of the development cycle for titles, they waited until a game was ready to be released / promoted, bought it, fired it up, had fun. Only the really dedicated fans would follow the full development process and often it would be hard to glean much information anyway outside of what might get demo'd at shows or via magazines, websites, blogs etc.

With Kickstarter projects things are very different. The whole process is so much more transparent, because it has to be for backers to be confident they did the right thing with their money. But with this transparency comes a heightened sense of anticipation. Also there's a degree of 'ownership' that comes with witnessing the whole development process and feeling part of it via the backer forums etc.

If crowd funding proves successful in getting titles to the market, then I'm sure gamers will gain more patience in the long run. Right now, it's all relatively new to put money down on a game many years in advance of actually being able to play it (at least fully).
 
Yeah, i get that, but there are stupid people who seem to think day 1 of a game is the first day its announced. They see E3 unveilings of something and thats when their timer starts. Then with Early Access titles the day they tried to get funded is treated as day 1, and then they use their ignorance as a stick to beat the game down.

People only seem to be willing to give a game 18-24 months to be done and after that its unacceptable. Its not a complex thing to understand, but its like people only understand the McDonalds method, and McDonalds quality games. If people are happy shovelling COD's and FIFA's down their neck, thats fine, but they're not kids being asked to wait 30min for their meal in a restaurant, yet many seem to act like it some times. Pick up some crayons, draw a picture, and STFU.
 
People just have no idea or don't think about just how much work goes into something like this.
Most people take for granted a chair, a tree, a building, the ground they are standing on in that 3D environment, most just walk past half of it and not even notice, look at scene or in a room, someone crafted that landscape, made all the objects you see and put it all together.


There is no Abracadabra, no buttons to magic up an asset. everything is painstakingly crafted.
 
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yup :(

Small Starfarer gallery update
http://imgur.com/a/KHdsB

If anyones interested, theres 5 new images added to the subscribers vault for the Starfarer, 3 seen in AtV and 2 more which show a lift, something we'd seen no evidence of till then... and i've been going through everything i can find to make a sort of floor plan to try and get my head around the layout since the summer asset leak version. Theres still a few things i dont know fully whats in a couple of places, but most stuff we know it has the room and where it'll be located, but a few things have changed, mostly on the 2nd floor, the walkway around the cargo area and access from there to the 3rd floor.

https://dl.dropboxusercontent.com/u/20670693/Mercury/Starfarer_floor_plan_2.png

It started off as a rough scribble on my tablet, and i was bored and carried on going with it while chatting to mates on teamspeak :D
 
I have had many people ask me how to make sure AMD crossfire is working in star citizen follow these steps to make sure you have it running.

1 Download drivers = radeon 16.1.1 or newer

2 Install

3 Right click desktop and launch AMD radeon settings

4 Click gaming tab in next window

5 Select the star citizen exe left click or manaully add it if it is not there

6 Set AMD crossfire mode to Amd predefined

7 Search bar will appear type in ryse

8 Select ryse son of rome as profile to be used (same engine ish)

9 Close radeon settings

10 Open radeon settings and select preferences then select radeon additional settings

11 In radeon additional settings select gaming then amd crossfire make sure crossfire is enabled and the tick box that says show amd crossfire icon where applicable is ticked

12 Make sure the game runs fullscreen not windowed

13 Launch star citizen you should now see a amd crossfire status icon showing the game is running in multi gfx mode enjoy the fps :)

Thank you and I hope this helped any questions just post and ill try n help
 
We're Reddits sloppy second ;)

I really hope DX12 makes dual-GPU solutions less of the PITA that it usually is. Cant see myself going down that route, although wasnt it said that DX12 would let us run completely different cards and still utilise them fully, so you could have cards from different generations or even different manufactures and they'd still work?
I can imagine if you can throw in different cards and see benefits, then plenty of us have stuff sitting around even if its only a 10-20% boost it'd be better than nothing.
 
People just have no idea or don't think about just how much work goes into something like this.
Most people take for granted a chair, a tree, a building, the ground they are standing on in that 3D environment, most just walk past half of it and not even notice, look at scene or in a room, someone crafted that landscape, made all the objects you see and put it all together.


There is no Abracadabra, no buttons to magic up an asset. everything is painstakingly crafted.

There's a famous article in game dev circles that will help give people some perspective :)

http://gamasutra.com/blogs/LizEngland/20140423/216092/quotThe_Door_Problemquot_of_Game_Design.php
 
Someone said it on Reddit and I agree, why do all the new ships seem to be very dark inside?

Not just new ships, old ones too, the 300 series is very dark.
The reason is they don't actually have any lights, they are illuminated by ambient lighting, which is why they are pitch-black when not at Olisar

Its actually very difficult to add a light in a small space, its difficult to explain but; a wall does not know its a wall, a ships hull does not know its a ships hull, they cannot stop light, the light does not see them, it simply projects it light out in a set sphere, it does not stop at the wall so it will also illuminate the surrounding objects.

Two ways to get around it, one is to use Clip Volumes, another is to use Shadow Casting Light Entities.

Shadow casting Light is the easy way around it but costs a lot of CPU performance, unless you want a shadow casing light you would use clip volumes, but in a complex tight space its very hard to craft the volume around it without getting light bleed.

This is perhaps why a large simple interior like the Freelancer is illuminated while the 300 series is not.

Example....

See the light reflected off the outer walls, this isn't right, obviously.



Using Clip Volumes. Note the FPS. (216)




Using Shadow Casting Lights. lower FPS (191). CPU performance hit.



There's a famous article in game dev circles that will help give people some perspective :)

http://gamasutra.com/blogs/LizEngland/20140423/216092/quotThe_Door_Problemquot_of_Game_Design.php

Yup ^^^ :)
 
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Not just new ships, old ones too, the 300 series is very dark.
The reason is they don't actually have any lights, they are illuminated by ambient lighting, which is why they are pitch-black when not at Olisar

Its actually very difficult to add a light in a small space, its difficult to explain but; a wall does not know its a wall, a ships hull does not know its a ships hull, they cannot stop light, the light does not see them, it simply projects it light out in a set sphere, it does not stop at the wall so it will also illuminate the surrounding objects.

Two ways to get around it, one is to use Clip Volumes, another is to use Shadow Casting Light Entities.

Shadow casting Light is the easy way around it but costs a lot of CPU performance, unless you want a shadow casing light you would use clip volumes, but in a complex tight space its very hard to craft the volume around it without getting light bleed.

This is perhaps why a large simple interior like the Freelancer is illuminated while the 300 series is not.

Example....

See the light reflected off the outer walls, this isn't right, obviously.



Using Clip Volumes. Note the FPS. (216)




Using Shadow Casting Lights. lower FPS (191). CPU performance hit.





Yup ^^^ :)

The poor dears. Where can i sign up to contribute more money to help solve this problem?
 
Here, and use this code [ STAR-XRF3-YNZ5 ] you will get 5,000 UEC :D

But seriously, its not about money, its just not easy. :)

I'm only joshing, I'm an early days backer. I haven't played a single thing yet though as I can't be bothered with beta/early access etc. I'm just dissapointed I don't have a single player space-dog-fighting game that I thought I 'd have 2 years ago!

At this rate, TIE Fighter will be remade in HD by Disney before SC is out.
 
Not just new ships, old ones too, the 300 series is very dark.
The reason is they don't actually have any lights, they are illuminated by ambient lighting, which is why they are pitch-black when not at Olisar

Its actually very difficult to add a light in a small space, its difficult to explain but; a wall does not know its a wall, a ships hull does not know its a ships hull, they cannot stop light, the light does not see them, it simply projects it light out in a set sphere, it does not stop at the wall so it will also illuminate the surrounding objects.

Two ways to get around it, one is to use Clip Volumes, another is to use Shadow Casting Light Entities.

Shadow casting Light is the easy way around it but costs a lot of CPU performance, unless you want a shadow casing light you would use clip volumes, but in a complex tight space its very hard to craft the volume around it without getting light bleed.

This is perhaps why a large simple interior like the Freelancer is illuminated while the 300 series is not.

Example....

See the light reflected off the outer walls, this isn't right, obviously.



Using Clip Volumes. Note the FPS. (216)




Using Shadow Casting Lights. lower FPS (191). CPU performance hit.





Yup ^^^ :)

Thanks for the reply, i guess for a lamen like myself i don't think of what it takes and only sees whats in front of me.

I'll have a read of that article now too.
 
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