Worthington
Golden Member
- Apr 29, 2005
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ETA isn't till Q1 of 2016 but yeah as soon as I get a chance to play with them I'll report back.
One thing I'm not liking at the moment, and it may be that they just haven't gotten it refined yet, is that ship physics in the game just isn't right. Ship movement is currently very, very raw and chunky. In fact it seems to have regressed a good bit from a year ago.
Also ship masses don't seem to be reflected in the game at all. I was watching the press demo video the other day, and for example the constellation - it just wooshed right off the landing pad and turned on a dime... just like the hornet did. Again, I'd expect this is just one of those polish pass refinement things that we're going to have to wait for, but right now it really doesn't feel good. I thought they'd have this farther along at this point than they do.
One thing I'm not liking at the moment, and it may be that they just haven't gotten it refined yet, is that ship physics in the game just isn't right. Ship movement is currently very, very raw and chunky. In fact it seems to have regressed a good bit from a year ago.
Also ship masses don't seem to be reflected in the game at all. I was watching the press demo video the other day, and for example the constellation - it just wooshed right off the landing pad and turned on a dime... just like the hornet did. Again, I'd expect this is just one of those polish pass refinement things that we're going to have to wait for, but right now it really doesn't feel good. I thought they'd have this farther along at this point than they do.
Well, most of the parts I need for my custom joystick have shipped. I need to pickup a new multimeter, but other than that, I think I have everything I need.
that's pretty cool! I might want one myself.
Quick question... is ship controls more involved to the point I can't just use an XBOX controller?
I bet an Xbox controller would work it just may be awkward. I doubt the final game will be designed to require a high end flight stick.
I bet an Xbox controller would work it just may be awkward. I doubt the final game will be designed to require a high end flight stick.
As Worthington noted, this exact issue is being addressed in the new flight model being released in 2.0.
Here is a rather lengthy discourse on the changes:
https://robertsspaceindustries.com/comm-link/transmission/15031-Star-Citizen-Alpha-20
The switch to third-order motion control will be the biggest change and will smooth out the mechanical "jerky" motion that you're referring to that is a result of the current 2nd order motion, along with a modification of current jerk values and maneuvering thruster output.
Expect a very different flight experience in 2.0.
After reading/watching all of that, they still didn't mention anything much about the exact ship physics being incorporated into the flight models other than thrust errors. It look to me like they're just refining their current algorithms and adding a refinement layer on them to smooth things out, but not adding actual physics to them... yet. They didn't specify anything about things like actual thrust/mass values being worked into those algorithms (or I missed it). Those things are kind of important.
Yes, the acceleration curves and whatnot will be much nicer and realistic, but it still won't mesh well if, say, a Connie can corner just as fast as a Mustang. And more importantly it will fundamentally change combat.
I understand your sentiment and I share the annoyance with how it makes takeoffs appear, but I don't think you are on the right track as to what the problem has been up to this point.
The ships already have and have always had mass incorporated into the flight model. Every ship has a specific mass that is acted upon by thrusts at various points around its center of mass. The issue is that the thrusters are too powerful and ramped up instantly resulting in jerky and unrealistic motion. Take an Avenger, for example. It is capable of blacking out its pilot, so that means the four thrusters on the bottom of the craft can generate in excess of 5 or 6 G's depending on the individual's blackout tolerance. Now, whenever that same craft has taken off from a landing pad, those thrusters instantly ramped up to full and it took off at that same 5 or 6 G's (50-60m/s/s) up to the ship's predetermined top speed (something that is changing, thank god). Anyone flying around in AC can tell after the first few turns that ships have mass due to the amount of drift. It takes time for the maneuvering thrusters to cancel out the undesired vectors in the realms of 200+m/s. The problem is that when we're near platforms we have that same amount of maneuvering thrust available instantly when we should only realistically be moving 30-40m/s max in a docking situation (much less when coming in for contact, preferably less than 10m/s).
Even the Connie, for example, has pretty powerful thrusters. It has to be able to VTOL, so for reasonable overhead for vertical acceleration and maneuvering, at least 2 G's is required but it can probably do closer to 3-4 G's on thrusters vertically. It's not going to black out a pilot, but it's quite a spritely amount of thrust. Also keep in mind it has that same amount of thrust available on the dorsal side, so that's why it jerks to a stop when taking off vertically as well.
The fix is that when docking we'll have the precision maneuvering mode which cuts down on this high amount of thrust considerably. Instead of an instant on/off digital discrete of several G's, we'll have a much more subdued access to the thrusters. Also, the addition of third degree movement will mean that the first moments of acceleration are reduced compared to power output after the thruster has had time to ramp up.
Thus far what we've been seeing is similar to everyone on the road having to choose between accelerator the floor, no input, or brake pedal to the floor. Things would look a lot different if that were the case, so expect a similar degree of change when we finally have precision maneuvering and third degree motion.
So, when I get tired of Fallout 4 in a year, will this be ready for me?
I have a PS2/3 style thumbstick coming which supposedly much, much better, but it is also a lot larger (I really don't know if I can get it to fit. I think I will be able to, but I really don't know for a fact. The nice thing about the PSP 1000 stick is it's size is so compact. I'm not looking forward to soldering to it's contacts (the "board" that it uses is as thin as business card stock, which means it will be VERY susceptible to heat damage with the contacts/traces very likely to melt off).
Yeah, there was that... then there was also the 20 minute Connie rework video!!!
Things I liked: Awesome exterior details, awesome interior details, cockpit bulkhead, rear facing turret entry, Tali style missile magazines (can you say missile spam?), and the new Merlin dock.
Things I didn't like: Lower turret still not inverted (willing to try it with the pivot seat), airlock hatches no longer have windows