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

Whilst the whole "shoot between servers" thing sound great. I kinda think it'll never play out like that. I doubt the final game will have server splits going that granularly. I suspect it'll be a whole bunker, or whole building etc being on a single server.

Roll on finishing work so I can catch up with all the videos I didn't stay awake for last night.
It will once u are inside a cap ship on its own seperate serve and u are getting shot at outside my mutiple light fighters
 
Listen to what he says here about "Oh but Ultima Online has SM", he's talking about the same problem that Planetside 2 has....

On the original reaction, salty mike actually shedded a tear and cried a bit.....

This is from a guy who constantly slated the project and gets fustrated etc .

Once this goes LIVE, this is going to be monumental.
 
Whilst the whole "shoot between servers" thing sound great. I kinda think it'll never play out like that. I doubt the final game will have server splits going that granularly. I suspect it'll be a whole bunker, or whole building etc being on a single server.

Roll on finishing work so I can catch up with all the videos I didn't stay awake for last night.
The building that gets leveled by a Bomber from an outside server :)
 
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Listen to what he says here about "Oh but Ultima Online has SM", he's talking about the same problem that Planetside 2 has....

I played Ultima Online back in the last 90s. Yeah server meshing mechanics were great for pvpers who wanted to abuse the mechanic *whistles*
 
They've not confirmed if next year is going to be in the UK, I've heard a lot of people say it'll be Germany, then UK the year after.
Yeah, It alternates between US & Europe, and I suspect its Frankfurt next rather than Manchester unfortunately.

2017 was Frankfurt
2018 Austin
2019 Manchester
2020 LA
2021 & 22 Online
2023 LA again

So you’d imagine it’s Frankfurts turn, but back-to-back LA shows it might not be the case, especially if 2024 is SQ42’s year, then it makes sense to have it here.
If it’s here in Manchester again, I’m in too.
 
Listen to what he says here about "Oh but Ultima Online has SM", he's talking about the same problem that Planetside 2 has....

am i missunderstanding it or is he openly admitting to being a cheating scumbag on a game to win at PvP without any hint of shame?

these kinds of people are precisely why i have zero interest in competitive gaming online.
 
I suspect its one of those things where if the GMs don’t clamp down on it, then it becomes something that everyone has to do to not be disadvantaged.
 
It will once u are inside a cap ship on its own seperate serve and u are getting shot at outside my mutiple light fighters
The building that gets leveled by a Bomber from an outside server
:)
If they decide to split locations up across servers that granularly in the future then great, if it works. But I think in both of these cases they're situations where a bit of latency in a projectile changing position as it transverses between servers is going to be far less noticeable than in foot in some FPS combat. All being well they'll be able to do it as granularly as in the demo if they chose to, but I'd be surprised if there is a need any time soon!
 
am i missunderstanding it or is he openly admitting to being a cheating scumbag on a game to win at PvP without any hint of shame?

these kinds of people are precisely why i have zero interest in competitive gaming online.

Difference is that in Ultima Online is you could see where the lines were, or at least know where they were so it was avoidable if you wanted to keep away from those pvp wise.

Star Citizen it's likely they won't be easy to find, who knows - but I actually think it'll be much harder to exploits these but much easier to report players abusing it due to the recording tech we all have + server logs.
 
The icing on the cake for AMD is if they can create a GPU that hands down beats whatever next card Nvidia releases. Sick and tired of how they do business tbh and i am hoping my next GPU is a AMD 8000 series and not a 5000 series.

I will grab whatever is the best gpu in time for SQ42

Your next gpu will be an Nvidia one than unfortunately.

I would have fully agreed with your post in the past. But turns out amd are not exactly much better than Nvidia in that regard.
 
If they decide to split locations up across servers that granularly in the future then great, if it works. But I think in both of these cases they're situations where a bit of latency in a projectile changing position as it transverses between servers is going to be far less noticeable than in foot in some FPS combat. All being well they'll be able to do it as granularly as in the demo if they chose to, but I'd be surprised if there is a need any time soon!

Servers in the same location should have a low latency. 30fps servers means 33.3ms. Plenty to sync everything.
 
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They've not confirmed if next year is going to be in the UK, I've heard a lot of people say it'll be Germany, then UK the year after.

I'm also now a bit hyped for SQ42, don't own it (knew I should have bought it when it was cheap) and didn't really care a lot about it before as there was so little info and the state of the game.

UI and gameplay fixes is what we still need though. We're still unable to repair 90% of the time at planet pads. There's still real problems with what they've shown off with space combat as well. With my understanding of MasterModes, they've done nothing to prevent light fighters sitting at range from larger ships and wearing them down while avoid all return fire. I'm almost hoping they change it so S1-3 weapons won't damage larger ships. Without something like this, ships such as the Hammerhead will still be useless.

The map was an interesting one as it was hiding a lot of info that really is needed, such as orbital markers. A filtered list with search function or something will be needed.

Base building looked reasonable, easily the furthest away from release, even assuming they trickle it out starting with the small stuff.

Character creator looked great and they've confirmed they'll be a save and export feature.

I'm hyped for the fps changes, real basic QoL stuff that'll make a big difference. Still, the hype is real again; it's like Blizzards cutscenes. :D
Note on one of the things you mention, physicalised damage should help with larger ships because they have thicker armour so smaller weapons as you discussing should just bounce off.

Add to that weapons generally have got longer with larger weapons shooting further. So larger ships should be able to target further distances more effectively compared to smaller ships being that hardpoints increase of course. So hopefully that alleviates a little of that.


The map side they already noted that you will be getting search so no issues there. And yeah the OMs just weren't in the build they were using at time. But they discussed toggling different markers from a list (this was just a general dev discussion had not in the panel).
 
Sure, but that's not the point I'm making :)
We're talking about the difference between a very small scale closed test vs a heavily loaded live environment on a much bigger scale.

What we've seen is promising, but it's just a proof of concept.
Theoretically if you took Stanton and split it but didn't change the player count or anything it is working no different to how you see it now other than the servers should speed up.

There was discussion with Devs about it at Con and they are like this should basically autoscale as it all the same data points already have even if SM is off in terms of that as long as their connection to replication layer is at the same speed.

That why they got the replication layer test coming soon to basically put that through paces. The biggest part will be hitches as the replication later dumps info from one node to another as they get called up from the server nodes. If you only have say 200 people in one of the servers and they all jump at once that data has to be transferred at an extremely high rate.

The second issue is getting say 500 people all turn up at one server and suddenly that server crashes because of it. Although you might only have 1/4 of the Stanton system on that server of course total entities would be too much (at least if you all had individual ships etc) so yeah just things to consider.

But that why dynamic meshing would be next step. They are basically trying to get to point where if too many people are in one location it would split say the large green area into two coloured areas on the fly and you wouldn't notice. Again just chatting to Dev on principle that is far away. It then would need to be able to keep splitting down to smaller areas with the server taking things possibly as small as a planet split into segments as example and a city itself always being its own server and possibly in more segments again depending on what needed.
 
Whilst the whole "shoot between servers" thing sound great. I kinda think it'll never play out like that. I doubt the final game will have server splits going that granularly. I suspect it'll be a whole bunker, or whole building etc being on a single server.

Roll on finishing work so I can catch up with all the videos I didn't stay awake for last night.

Why not? You've got 10km of planet with 500 people on it and you can see people in the other server though the replication layer, you want to shoot at them and so to do that the bullet entity travels from one server to another via the replication layer. That is the crux for making it work and what the Devs are aiming for.

For now they talking of spliting Stanton as example into quadrants as initial test but they aren't sure exactly. They said it wouldn't allow them to stream anything out particular because only having 4 means they will always be attached together so then they started discussing using 4 per planet and that way you could stream out 3/4 of the game as far as client etc concerned. Shall see of course as early days
 
Yeah, It alternates between US & Europe, and I suspect its Frankfurt next rather than Manchester unfortunately.

2017 was Frankfurt
2018 Austin
2019 Manchester
2020 LA
2021 & 22 Online
2023 LA again

So you’d imagine it’s Frankfurts turn, but back-to-back LA shows it might not be the case, especially if 2024 is SQ42’s year, then it makes sense to have it here.
If it’s here in Manchester again, I’m in too.
Frankfurt or Manchester I'm down for. It isn't far to go and if there 3-4 people go Airbnb or similar and super cheap. I met some of the big org guys in LA and they do a lot of helping people travel, discount rates for hotels too etc and so people to meet with etc.

We was all of impression could still be Frankfurt as they got new studio and all them also working on SQ42 as well.
 
What's going on with the engine/graphics? That looks significantly better than what we've seen in the base game. Are we going to see that improvement as part of the current Alpha?
Edit - specifically around the 9min mark with the FPS section.

*note....I've only skimmed the video so I may have missed that news...
 
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