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

When you take so long doing it first someone beats you to it....

Well not yet as this is also early access jank but its a very obvious Star Citizen clone, i'm not saying that's a bad thing, the more the better.... i think i said that first with ED Odyssey and then Starfield, oops.... but this looks different, it looks like it has the same seamless no loading screens mechanics as Star Citizen.

The Developer of this game is a Star Citizen, its obvious.

Built in Unreal Engine, don't ask me how i know that, i just do.....


Free Demo
 
When you take so long doing it first someone beats you to it....

Well not yet as this is also early access jank but its a very obvious Star Citizen clone, i'm not saying that's a bad thing, the more the better.... i think i said that first with ED Odyssey and then Starfield, oops.... but this looks different, it looks like it has the same seamless no loading screens mechanics as Star Citizen.

The Developer of this game is a Star Citizen, its obvious.

Built in Unreal Engine, don't ask me how i know that, i just do.....


Free Demo
Yea I saw this video a few days ago. Pretty cool and puts a shame not on cig but bathesda with star field
 
Built in Unreal Engine, don't ask me how i know that, i just do.....

It literally says everywhere that Qanga is an unreal engine 5 game. It's not a secret lol.

Or did your udemy tutorial make you a game Dev expert and we're all supposed to be very impressed that you guessed it was unreal?
Come on..

 
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It literally says everywhere that Qanga is an unreal engine 5 game. It's not a secret lol.

Or did your udemy tutorial make you a game Dev expert and we're all supposed to be very impressed that you guessed it was unreal?
Come on..

Spoiler alert.

Me and @humbug are the devs working on this game as we can't wait for 4.0 anymore and so said **** it. Let's make it ourselves.
 
When you take so long doing it first someone beats you to it....

Well not yet as this is also early access jank but its a very obvious Star Citizen clone, i'm not saying that's a bad thing, the more the better.... i think i said that first with ED Odyssey and then Starfield, oops.... but this looks different, it looks like it has the same seamless no loading screens mechanics as Star Citizen.

The Developer of this game is a Star Citizen, its obvious.

Built in Unreal Engine, don't ask me how i know that, i just do.....


Free Demo

They're losing too much time with Star Citizen and the whole server meshing. Engine tech has also moved way too slow. SQ42 should have been out for a while and it would have been a good test bed for future releases.

Others games will be out, but I doubt they'll be at the same scope.
 
No pyro or even server mesh testing yet, less than 6 weeks until CitCon.
I mean are you surprised? I don't think it really changes much in all honesty with when it happens and when CitCon is Considering we all know at earliest they will throw something broken out around Xmas but more likely Q1 for it all.

We know CitCon will be SQ42 focused purely based on the Bengal and the UEE side of things.
 
Update on last nights server meshing play test.

Started with 100 players, it ran gorgious, like nothing before it, servers ran at a locked 30 FPS and it was more responsive than it ever was.

After that they moved straight to 500 players, servers still had good FPS, 15 to 25, but the game ran with extreme desync and lag, party members would be standing right next to you but be invisible with thier party name tag still showing them being where they were a minute ago, any action would take at least 30 seconds to register.

Then they upped it to 1000 players, predictably at that point it didn't work at all.

But they said they got lots of good data from it, like they said for the last play test 6 months ago.

See you in 6 months for another play test.
 
Update on last nights server meshing play test.

Started with 100 players, it ran gorgious, like nothing before it, servers ran at a locked 30 FPS and it was more responsive than it ever was.

After that they moved straight to 500 players, servers still had good FPS, 15 to 25, but the game ran with extreme desync and lag, party members would be standing right next to you but be invisible with thier party name tag still showing them being where they were a minute ago, any action would take at least 30 seconds to register.

Then they upped it to 1000 players, predictably at that point it didn't work at all.

But they said they got lots of good data from it, like they said for the last play test 6 months ago.

See you in 6 months for another play test.
In fairness from what was being stated the build on is almost the same build as 6 months ago but with the new queue system and not a huge amount of updates otherwise to the systems, the new transit system isn't there etc and isn't on the 4.0 branch so can't judge all much in certain elements other than they couldn't even get 1k people in with the old queue system in the previous build.

Shall see where it goes. But saying 6 months for another test is a little dramatic ha.
 
In fairness from what was being stated the build on is almost the same build as 6 months ago but with the new queue system and not a huge amount of updates otherwise to the systems, the new transit system isn't there etc and isn't on the 4.0 branch so can't judge all much in certain elements other than they couldn't even get 1k people in with the old queue system in the previous build.

Shall see where it goes. But saying 6 months for another test is a little dramatic ha.

Mutiple servers in a single instance worked perfectly, we did travel accross the system and whatch the DisplayInfo change servers, perfectly, the only way you know it was happening was to whatch the authority number string change.

I think 4.0 with Pyro would work really well with 200 players per shard, anything more than that seems like it needs a lot more work, at this point IMO they should just give us Pyro with 200 player shards, they can mess about with upping the player count while Pyro is live, there shouldn't be anymore delay in testing that in PTU and i don't get why it isn't already.
 
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The tech test was a difficult one.

the 100 player server worked flawlessly and then when they bumped it to 500. it was laggy, the RMQ system did not seem to work as every interaction tookk 5-10 seconds.

by 1000 servers we could barely log into the actual game.

We was unable to leave the hanger.

Back to the drawing board for CIG. no chance of 4.0 coming out this year in evo.

Wait till Q3 next year because RMQ system doesnt work and the servers can only handle 100 players
 
Mutiple servers in a single instance worked perfectly, we did travel accross the system and whatch the DisplayInfo change servers, perfectly, the only way you know it was happening was to whatch the authority number string change.

I think 4.0 with Pyro would work really well with 200 players per shard, anything more than that seems like it needs a lot more work, at this point IMO they should just give us Pyro with 200 player shards, they can mess about with upping the player count while Pyro is live, there shouldn't be anymore delay in testing that in PTU and i don't get why it isn't already.
I assume it is purely for that reason they are trying to push higher player count and make sure that the tech works for scaling as they are expecting/wanting. Otherwise they be a bust with the game and we will all be very angry stuck with low player count servers.

So the first part they needed to do was fix the queue system to something they believe will scale. Then the next will be cleaning up things like transit systems and such.
 
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Mutiple servers in a single instance worked perfectly, we did travel accross the system and whatch the DisplayInfo change servers, perfectly, the only way you know it was happening was to whatch the authority number string change.

I think 4.0 with Pyro would work really well with 200 players per shard, anything more than that seems like it needs a lot more work, at this point IMO they should just give us Pyro with 200 player shards, they can mess about with upping the player count while Pyro is live, there shouldn't be anymore delay in testing that in PTU and i don't get why it isn't already.
Yea true, 200 player did work when we tried it 3 months or so ago.
 
I assume it is purely for that reason they are trying to push higher player count and make sure that the tech works for scaling as they are expecting/wanting. Otherwise they be a bust with the game and we will all be very angry stuck with low player count servers.

So the first part they needed to do was fix the queue system to something they believe will scale. Then the next will be cleaning up things like transit systems and such.
tbh if they had dynamic server meshing they could limit the DGS nodes to 200 max, not the whole shard at 200.

a shard could handle thousands but each DGS/area of teh game only 200. they need DYNAMIC SM for that though
 
The tech test was a difficult one.

the 100 player server worked flawlessly and then when they bumped it to 500. it was laggy, the RMQ system did not seem to work as every interaction tookk 5-10 seconds.

by 1000 servers we could barely log into the actual game.

We was unable to leave the hanger.

Back to the drawing board for CIG. no chance of 4.0 coming out this year in evo.

Wait till Q3 next year because RMQ system doesnt work and the servers can only handle 100 players
See that is the thing, before RMQ that 5-10 seconds was greater even then. They are still working and developing RMQ so that test was find out where, why and how it falls over. The fact that they went okay we have data at 500 player and can see where bottlenecks are so lets push to the 1000 and see what else that brings. That is literally the point of the test.

No doubt there are issues of scaling and using SM whilst in RMQ but saying it doesn't work and back to the drawing board isn't really what it means either.
 
tbh if they had dynamic server meshing they could limit the DGS nodes to 200 max, not the whole shard at 200.

a shard could handle thousands but each DGS/area of teh game only 200. they need DYNAMIC SM for that though
The problem we do have to consider with anything on Dynamic SM is the cost of player per server. You can't just scale it and it be viable that way. So they are clearly trying to hit a target for SM of around 1000 player count. It needs a realistic long term balance for server per player cost.
 
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