Prime example.Gamescom be arriving. Thus commences the annual funding drive of hype and dreams. Gotta make that money.
Prime example.
It used to only happen when you were out of breath just as an FYI. So after you sprint for a while.
BTW, are we making a gamescom thread at all with info after it hits / before the stream? Or should we keep to our little humble abode?
That is pretty brutal.
I spent some time the other day flying around Yela @ 700 m/s. It is quite the feeling to realise you are taking 10 mins just to get some place at those speeds. I love it
(NMS and it's fans maybe looking to lash out)
That is pretty brutal.
(the sun is unreachable probably because it is in the skybox)
*If* they delay S42 to 2017? Oh my sweet Cabbage.
Que? Was merely stating fact sir!
God help em if they dont deliver.
One step closer to a true Pyramid scheme. Glorious!
And so begins the great funding drive of our times, and this month. Hope they at least show some surprises.
Shit imagine if they have to push SQ42 to early 2017?
This is way more limited than I imagined. Then again, they did never show cruising around the solar systems (or having planets be anywhere near semi-realistic distances from one another) or time of day transitions....What is pretty brutal, is their planetary 'tech'. They actually lied about simulating planets in their interviews.
Planets do not move, planets do not rotate.
Sun is totally faked, it actually does not move when you are in space, but change its position when you are on the planet, relative to the planet and where you are as a player on the planet.
Shadows are generated by rotating 'sun' only for 1/5 of day, for the rest the shadows are static or move to change to its basic position.
Generally it works like that. The shadows move only by 90 degree, they do not change its length, so only rotate. When they they reach the 90 degree in the day, they stop moving. In the night they get crawl back to their initial day state. What is interesting that their starting position is not at the dawn, so they start moving after sun align to their position, before that, they are static.
Its a joke ;p
This is way more limited than I imagined. Then again, they did never show cruising around the solar systems (or having planets be anywhere near semi-realistic distances from one another) or time of day transitions....
But damn... I was hoping that even if the core gameplay did not pan out that at least the sim-like procedural parts of the game would be more compelling and be more seamless :/
Why don't you
tell us
how you really feel?
again.... and again....
I like how you went like many months into my past post history cause you got so upset by my comment (which is a fact, these events are big money drives for them.)
I also backed the game, and am entitled to my opinion of them.
Everything will be daijoubu, Kinggi. It's all going just according to keikaku.
You made me look up 'daijoubu'.
And when is their big stage show? Its Friday right, but what time est?
For everyone else, we invite you to join the presentation as its broadcast LIVE on twitch.tv/starcitizen at 9pm CEST / 12pm PDT / 7pm UTC.
Lol, I seem upset?
Everyone is entitled to their opinion, you don't need to back game to post one. Just pointing out how you seem one note. You may not post often, but it is seemingly in similar vein. Hence "tell me how you really feel" was a joke. You have already done so. Multiple times.
Yeah he doesn't have much to add other then pointing out the obvious.
you know in your perplexing efforts to paint me as an enemy or something you all gloss over the fact that usually after one of their big stage show presentations im fairly positive on the project and post about it with everyone else, but i guess you guys are just getting your practice in for the threads in the coming weeks about 'Star Citizen makes another 5 million' or something where the evil anti-Roberts Industry folk post about how 'Derek was right all along!!!11111'
you know in your perplexing efforts to paint me as an enemy or something you all gloss over the fact that usually after one of their big stage show presentations im fairly positive on the project and post about it with everyone else, but i guess you guys are just getting your practice in for the threads in the coming weeks about 'Star Citizen makes another 5 million' or something where the evil anti-Roberts Industry folk post about how 'Derek was right all along!!!11111'
Here, not sure what that is in EST though.
For everyone else, we invite you to join the presentation as it’s broadcast LIVE on twitch.tv/starcitizen at 9pm CEST / 12pm PDT / 7pm UTC.
In Star Citizen damage can be added continuously and appear at locations where they would occur in real life, typically, for example in the magazine holder or the safety lever of a machine gun, for example, when the weapons models. For more authenticity, the generally very high polygon density makes in Star Citizen. More complex models of weapons, such as a be located at the time of our visit to work shoulder weapon for ship defense, consisting of over 60,000 triangles. For Relation: One of the very detailed main characters in The Witcher 3 is composed of about 40,000 polygons. For the smallest details such as small screws or writing in which polygons were too inefficient a complex 3D model is not created, and then generates from this a parallax map. This is finally applied by designers at the appropriate place, thus ensuring visual depth with subtleties, without the number of polygons to drift to astronomical heights.
Are they going to show off anything special?
While I find the trolling and uninformed posting in SC threads seperate from this one to be a real headache, I also think it is quite a bit of fun and informative for people who actually come into the thread with questions and real concerns / real interest.
IMO, we could do a thread just as it is starting?
PCGH put out their part of the article about their visit to F42 DE btw, some fan (google?) translations for you non-German speakers:
They mention that they saw a number of Squadron 42 cutscene and characters that we have yet to see including scenes with the much discussed volumetric gas cloud tech.
edit: they also have the full resolution versions of most of the screens from the original PC games article, for example:
As per the message they sent out, they will show off what they have worked on since last gamescom, procedural planets, and "more".
As per the message they sent out, they will show off what they have worked on since last gamescom, procedural planets, and "more".
cool.
I wonder if we'll (ever) get to see dense, cloudy atmospheres and proper mountains in SC, mist covered and all. I feel like flat-ish terrain has been a staple of random generated planets since forever. In games, at least. It's understandable, since you typically have (had?) to deal with planets that are much, much smaller than the real counterparts. A 8000m high mountain would probably stand out like a sore thumb.
The scale on display here gives me hope.
https://www.youtube.com/watch?v=1-qfxU6kTD0
I really need to give that Outerra thing a go.
That Subsumption Editor screenshot is pretty cool.While I find the trolling and uninformed posting in SC threads seperate from this one to be a real headache, I also think it is quite a bit of fun and informative for people who actually come into the thread with questions and real concerns / real interest.
IMO, we could do a thread just as it is starting?
PCGH put out their part of the article about their visit to F42 DE btw, some fan (google?) translations for you non-German speakers:
They mention that they saw a number of Squadron 42 cutscene and characters that we have yet to see including scenes with the much discussed volumetric gas cloud tech.
edit: they also have the full resolution versions of most of the screens from the original PC games article, for example:
That has to make mass-produced AI in the PU a hell of a lot easier.
I've noticed that AI dudes love to use OSX for their work.
Interestingly enough, that does not seem to be the world generated terrain there that is being tessellated, but a rock asset placed into the terrain. Kinda cool.
Any news on a release date for the next version number yet? I'm really looking forward to checking out my Reliant since I haven't had a small personal ship to myself in a long time now. I've traded in ships soooo many times at this point.
Please fix the fricken 'falling out of my ship after I've established a comlink' please. Fricken pisses me off when I float back to my 315...enter the open door to it...then immediately fall right through the ship.
IT'S FRICKEN ANNOYING.
I can deal with the other glitches, but that is simply unbearable.
Just think of it as a feature.
I really need to give that Outerra thing a go.
So clearly it's been a while since I've visited the other modules for this game. I ducked my head into the hangar and realized that I don't really know how to work it anymore. I found how to spawn my reliant at a size 3 slot and it's as awesome as I expected, but I couldn't figure out how to open other bays and spawn my Connie. Any pointers?
I think it's time to check in on Arc Corp as well and see if there's anything new in there. Hopefully in a few more builds we'll have enough content to start racking up credits for use on purchases rather than rentals, although I'd understand if they wanted to refrain from that until the PU is fully released.
There are no other bays. Just your one huge one. You can spawn multiple ships in that bay though, where the number of ships is dependent on the size of the ships.
There's a bunch of markers on the floor in different positions where each is set to a specific size class. You can spawn 6 small ships (3 per side), 4 medium ones (2 per side), 2 large ones (1 per side), or one huge one (Starfarer, center). Finding where exactly each marker is can be a PITA though. Perhaps there's a way to make them all light up in the HUD, but I've just run around looking at the floor until they pop. Helps when you know roughly where they should be, but the first time is a royal pain.
There are no other bays. Just your one huge one. You can spawn multiple ships in that bay though, where the number of ships is dependent on the size of the ships.
There's a bunch of markers on the floor in different positions where each is set to a specific size class. You can spawn 6 small ships (3 per side), 4 medium ones (2 per side), 2 large ones (1 per side), or one huge one (Starfarer, center). Finding where exactly each marker is can be a PITA though. Perhaps there's a way to make them all light up in the HUD, but I've just run around looking at the floor until they pop. Helps when you know roughly where they should be, but the first time is a royal pain.