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Vapourware Scam Citizen - Only people with too much money can become StarCitizens! WOULD YOU LIKE TO KNOW MORE?

Blaine

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Meanwhile, the Elite people are working on and discussing gameplay instead of micro macrotransactions. :smug:

Star Citizen's developers have personally answered many thousands of gameplay-related questions. An answer like that one represents a fraction of 1% of all discourse about the game.
 

SuicideBunny

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Meanwhile, the Elite people are working on and discussing gameplay instead of micro macrotransactions. :smug:

Star Citizen's developers have personally answered many thousands of gameplay-related questions. An answer like that one represents a fraction of 1% of all discourse about the game.
sounds like they spend more time answereing questions than actually developing anything
:troll:
 

Berekän

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Try the game for free until 5th September!

aeoAwp9.jpg

Use the link http://robertsspaceindustries.com/promotions/dragoncon-2014

And enter the code: dragonflight2k14

For some reason the card says until the 8th but the website says 5th v0v
 

Runciter

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G forces in aircraft are due to acting on air and, given the same control inputs, they vary based on your airspeed. In space there is no air so all G forces can only be there due to engine/thruster action and speed is irrelevant. In space they depend only on the control inputs and will stay the same given the same inputs. How does this game model these? I'm not sure if I understand why an increase in the speed limit should affect G forces at all.
 
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Blaine

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G forces in aircraft are due to acting on air and, given the same control inputs, they vary based on your airspeed. In space there is no air so all G forces can only be there due to engine/thruster action and speed is irrelevant. In space they depend only on the control inputs and will stay the same given the same inputs. How does this game model these? I'm not sure if I understand why an increase in the speed limit should affect G forces at all.

d68dff9f5d.gif
 

J_C

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G forces in aircraft are due to acting on air and, given the same control inputs, they vary based on your airspeed. In space there is no air so all G forces can only be there due to engine/thruster action and speed is irrelevant. In space they depend only on the control inputs and will stay the same given the same inputs. How does this game model these? I'm not sure if I understand why an increase in the speed limit should affect G forces at all.
Jesus Christ if you don't know anything about avionics, just stay silent, otherwise you talk gibberish like this.
 

Drax

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G forces in aircraft are due to acting on air and, given the same control inputs, they vary based on your airspeed. In space there is no air so all G forces can only be there due to engine/thruster action and speed is irrelevant. In space they depend only on the control inputs and will stay the same given the same inputs. How does this game model these? I'm not sure if I understand why an increase in the speed limit should affect G forces at all.

It's a reaction to the change in the acceleration vector(s), therefore changes in speed and direction are what affects it, it doesn't really matter if you are in space or in atmospheric flight. (There's a difference but, afaik, negligible for this level of simulation...)
 

Destroid

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I think what he's getting at is that in an aircraft the control surfaces alone can create a large force (how much depends on the airspeed), while in space it doesn't matter if you are at 0 or 1000km/s only your thrusters can create gs, and only the same amount.
 

Drax

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I see. Now that I read his message again I understand. " ...why an increase in the speed limit should affect G forces at all." That's correct, Gs respond to changes in acceleration, not top-speed. The only thing that changes is that at higher speeds, turning the ship would produce much higher Gs.
 

Spectacle

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I see. Now that I read his message again I understand. " ...why an increase in the speed limit should affect G forces at all." That's correct, Gs respond to changes in acceleration, not top-speed. The only thing that changes is that at higher speeds, turning the ship would produce much higher Gs.
The other way around actually, you need to produce much higher G forces to turn the ship at higher speeds. The limit is how much thruster power you have, and that goes for any speed.
 

Drax

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I see. Now that I read his message again I understand. " ...why an increase in the speed limit should affect G forces at all." That's correct, Gs respond to changes in acceleration, not top-speed. The only thing that changes is that at higher speeds, turning the ship would produce much higher Gs.
The other way around actually, you need to produce much higher G forces to turn the ship at higher speeds. The limit is how much thruster power you have, and that goes for any speed.
Yeah, that's what I was trying to say.
 

Spectacle

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But why would the ship have thrusters that would black out a pilot?
The real question is, why would a ship have a pilot that will black out from the thrusters?

The answer is that it wouldn't, it would have an AI instead of a human pilot. The "space dogfighting" genre is silly and unrealistic, and the development of both this game and Elite should be abandoned. :M
 

Infinitron

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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
This famous(?) MMO site person doesn't like Star Ciizen: http://www.tentonhammer.com/columns/respawn/cult-star-citizens-delays

THE CULT OF STAR CITIZEN'S DELAYS
By David Piner - September 1, 2014

Today I was going to complain about Kickstarter and Camelot’s Unchained broken promises, but I don’t really want to talk about Mark Jacob’s webcam or really anything about that game. PAX just finished up and no one cares, so let’s move on to something everyone doesn’t want to hear about: Star Citizen, aka Chris Robert’s Vaporware BEST GAME EVER.

Now, before we begin this crusade, let me highlight that I’m no troll and I’m not making the point the game will never release, even though it might not. I’m making a very clear point that it is in Chris Robert’s best interests to never release the game and continue the delays. The latest patch delay is another example in the long history of delays the game has faced to coax more money out of its founders, those gentle members of the Cult of Star Citizen.

First, let’s talk about the dogfighting module. It was supposed to be launched December of last year, but was delayed until June of this year. It’s now September and we’re having delays on the newest battlegrounds. If you haven’t seen the dogfighting simulator or “Arena Commander” then you haven’t missed much, it’s a buggy almost unplayable simulator with the most barebones of everything, including horrible controls.

Without the ability to play against players, it is pretty simplistic gameplay right now.
Maskedgamer via YouTube​

These delays come rapidly, over and over again, with every single update. It can range from a month to a six months to more of delays while features like towels are added to the hangar module. Even these delayed updates are just… micro-updates filled with some random content they’re rolling out and more stuff to sell in the store.

It’s so hilariously transparent that this isn’t about making a game anymore, but more so about exploiting a community of zealous fans who will spend as much money as humanly possible to make sure that they’re right. Chris Roberts tapped into a group of extremely proud loyal warriors who will fight the good fight for the game, and take any blow as a success - nay a victory.

And this was supposed to come out in December, so they are way way behind.
- Maskedgamer via YouTube​

The harsh reality is that Chris Roberts isn’t making vaporware, he’s making cash. He’s making a lot of it and the community is fully supporting his actions, like some kind of weird religion where paying to Chris Roberts absolves you of your sins buying lollypops in Candy Crush Saga.

What’s going to happen is the game is going to drag along as long as humanly possible and they’re going to delay that point where you can get a full and accurate feel of the various spaceships and the actual combat. Even now, the Arena Commander module is nothing more than a tech demo and the community will jump down your throat in half a heartbeat if you dare try to comment on it as anything but an example of what is to come.

Me? My money is still in my pocket. I’m a smart enough adult to know when a man has enough money to finish something and to just swoop in when it’s done and spend my money if it’s worth it. Otherwise, I’ll sit right here and wait. This isn’t about making sure there is enough money to make this a reality anymore, it’s about profit and extending the amount of money Chris Roberts can make before he even produces anything.

It’s definitely better than having the hangar module.
- Maskedgamer via YouTube.​

For the record and I will argue this point with ANYONE, but in the time that they’ve had, the amount of progress they could have made so far should be exponentially more than what they have. If you want proof of malingering, then the proof is in the pudding - the fact that in the two years since the finish of the project this November, only two components have been launched, yet the full official alpha for the complete game was promised for November 2014.

Basically, if all of this is too confusing: Chris Roberts is making bank and his cult is pretty much buying into a fantasy, and these game delays are ultimately just more examples of how the road to victory for Star Citizen is far, far in the horizon, dragging the game on to get as much money out of its fans as possible before delivering the actual product to them.
 

Blaine

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Counterpoint: Games with Star Citizen's level of funding and production values typically have 5- to 6-year development cycles. The initial release estimates were based on a game intended to be developed with 85% less funding, by a much smaller team, with fewer features, and with lower production values. Bear in mind that, for example, Project Eternity was slated for an April 2014 release, while Wasteland 2 was slated for an October 2013 release. The length of Wasteland 2's development cycle increased by about 66%, while Project Eternity's will have increased by a similar amount, possibly more.

I don't know of any game in history with this much funding for which a playable build was available 1/3 of the way through development. What's implemented and available to play in the alpha build isn't necessarily representative of everything they're working on and which is currently in progress.
 
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Blaine

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Yeah, according to rumors brought to my attention by Infinitron via Brother None, they may be operating on the razor's edge with their budget at this point. That contradicts the notion that CR is Scrooge McDucking the proceeds in a huge treasure vault.
 

Haba

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I don't know of any game in history with this much funding for which a playable build was available 1/3 of the way through development. What's implemented and available to play in the alpha build isn't necessarily representative of everything they're working on and which is currently in progress.

I don't even. What makes you think that the budget of the game somehow influences the time that it takes to get to a "playable" build? You think game development has always been waterfall design with pre-production holding back everything else?

Poor management on the other hand...
 

SuicideBunny

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Yeah, according to rumors brought to my attention by Infinitron via Brother None, they may be operating on the razor's edge with their budget at this point.
sounds like another double fine...
 

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