Don't bother with that guy. 99% of his post's are bashing SC. That's his job around here.
Braben must have signed his tits at a convention or something.
whether he only bashes the game or not he had a point. The company already showed a video where landing was a loading screen, not actual gameplay. So yeah.... If that changes throughout development then ok, but at the moment he didnt lie on his post.
whether he only bashes the game or not he had a point. The company already showed a video where landing was a loading screen, not actual gameplay. So yeah.... If that changes throughout development then ok, but at the moment he didnt lie on his post.
It's what I'm wondering about too when I see this video.
It starts with a long scripted intro cutscene. Now, it all looks cool no issues with it, but how will they organise this in a sandbox style game? Making a seperate module for this type of content is one thing, but integrating it in the wide experience they're going for is another.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
Originally posted by ErillionThen perhaps you will let us know what zero-g physics you have expected and did not see in the video.Have fun
There is some nonsense behavior seen in video - ie. when the gravity is being turned off, all of sudden small object lift up in the air.
Then there are issues like one you already mentioned - recoil. It would be a major issue for any projectile weapon used in no gravity environment. Recoil would send you into backward movement as well as set you spining.
Objects with high momentum in no gravity environment have tendency to bouncing so any explosion, any kind of shrapnels, pellets or projectiles would cause complete mess in close quarters.
The list goes on...
However, the realism isn't the point here. The point is: How developers can provide that sense of zero G environment?
Chris Roberts approached ground combat same way he aproached space flight model - he introduced magical devices that explains why there is actually no sense of zero G/space environment.
It's ridiculous and absurd at the same time - boasting "realistic" physics and immersion while at the same time doing everything to provide all but that sense of different environment.
So what to expect from zero G or realistic space flight model(no sim, we are still talking about a video game)? Technology that respects the difference of environment and helps accomodating, not to defy and neutralize it.
Do not take me wrong, I have no issue with how "zero G" works in the video. I have nothing against w/e is being developed there, there isn't even enough of anything solid I would be bothered to care of.
The issues comes when CR starts running his mouth about zero G, realistic physics and immersion, then it becomes completely stupid as none is present. It is just another spaceships-moving-through-glue and generic-first-person-shooter. There is nothing extraordinary going on there.
Then perhaps you will let us know what zero-g physics you have expected and did not see in the video.
Have fun
...
The issues comes when CR starts running his mouth about zero G, realistic physics and immersion, then it becomes completely stupid as none is present. It is just another spaceships-moving-through-glue and generic-first-person-shooter. There is nothing extraordinary going on there.
Of course there isn't anything "extraordinary" going on here. The so-called realism is just a reflection of what the average layman expects from zero-g combat, i.e. what they've seen in the movies, etc.
The extraordinary part is that so many different activities are being woven together (or being attempted) in ONE game. Will it all work smoothly together in the end ? Time will tell.
Doing everything according to actual physics rules would in all likelihood not be possible in a PC game nor desirable, because it wouldn't be "fun". Besides, we're in the realm of sci-fi here, so any number of fantastic plot devices can be invented to justify the mechanics as they are. And as history has shown us, today's sci-fi may well be tomorrows reality...
Originally posted by SpottyGekko The so-called realism is just a reflection of what the average layman expects from zero-g combat, i.e. what they've seen in the movies, etc.
Movies do not boast realistic physics. Your comment makes no sense at all.
Elite was fun and unlike SC, it promoted space flight, not defying it.
Braben tried "realistic" combat in "Frontier" ... the game after "Elite". It simply did not work. It just was no fun. Fights with a duration of milliseconds, when two ship pass each other at relativistic speeds. The best weapon you can use at those speeds are NOT missiles or lasers or beams ... use a cloud of inert, non-magnetic, high-density ball-bearings ! Your enemy will have a few tenthousand holes in his hull, every crew member a bloody dead mess.
So i rather have playability than 100 % realism which is no fun.
Yes, CR uses the gravity generator as a "magic device". Long Duration spaceflight without artificial gravity is simply not possible without critical health issues. So .... either you create all ships with rotating grav decks (Babylon 5 style .. and you better not try any sharp movements without spinning down ... which would mean bye-bye ship dogfights) or you "invent" a magical gravity generator. Again ... 100 % realism would simply be boring and unplayable.
All small objects floating upwards when there is no artificial gravity ... thats exactly what happens e.g. on the ISS. All small objects floating freely drift into the direction of the ventilation fans. There you will find everything you lost during the day. The crew of the ISS checks the filter inlets daily.
We agree on the recoil physics being fishy. But even with 2014 tech a proper Manned Maneuvering Unit with cold gas jets and some recoil compensation on the weapons would be enough to keep the marines from doing a somersault backwards.
>>>>Objects with high momentum in no gravity environment have tendency to bouncing so any explosion, any kind of shrapnels, pellets or projectiles would cause complete mess in close quarters. >>>
That would be true in military (sea) ships with corridors made of metal, where ricochets would be deadly. However, most modern Airliners and spaceships have inner linings of plastic and compound materials. In space you need them to keep away some of the radiation (Warning ! Science content ! One part of radiation needs to be stopped with EM shields, one part needs to be stopped with dense material, one part needs to be stopped with light material e.g. water or plastic, and one part you can never stop). You also use plastics because it is lighter than metals.
So ... most of your shrapnel, pellets and projectiles will get stuck in the plastic lined walls if they dont hit their intended target.
Originally posted by Erillion Braben tried "realistic" combat in "Frontier" ... the game after "Elite". It simply did not work. It just was no fun. Fights with a duration of milliseconds, when two ship pass each other at relativistic speeds. The best weapon you can use at those speeds are NOT missiles or lasers or beams ... use a cloud of inert, non-magnetic, high-density ball-bearings ! Your enemy will have a few tenthousand holes in his hull, every crew member a bloody dead mess.So i rather have playability than 100 % realism which is no fun.Yes, CR uses the gravity generator as a "magic device". Long Duration spaceflight without artificial gravity is simply not possible without critical health issues. So .... either you create all ships with rotating grav decks (Babylon 5 style .. and you better not try any sharp movements without spinning down ... which would mean bye-bye ship doffights) or you "invent" a magical gravity generator. Again ... 100 % realism would simply be boring and unplayable.All small objects floating upwards when there is no artificial gravity ... thats exactly what happens e.g. on the ISS. All small objects floating freely drift into the direction of the ventilation fans. There you will find everything you lost during the day. The crew of the ISS checks the filter inlets daily.We agree on the recoil physics being fishy. But even with 2014 tech a proper Manned Maneuvering Unit with cold gas jets and some recoil compensation on the weapons would be enough to keep the marines from doing a somersault backwards.Have fun
Erm...many errors there.
Frontier did not try realistic flight model, in fact they did introduced fly-by-wire. It was "simplification" of Elite flight model.
And no. Elite and Frontier combat worked. The part of newtonian flight model - "the drifting" is still present in number of games.
The magic device here are the suits and motion compensators. That is plain stupid.
Small objects do not float upwards on IIS. First, there is no "upwards" in space, 2nd the air flow has very little energy to push objects around. Objects mostly stay around the walls naturally as their kinetic energy is being depleted(transferred to walls they bumped into).
There is no reason why a mug should suddenly start flowing around once the gravity was turned off.
The recoil comensators work on Earth beacause gravity is holding your feet or body to the ground. With no gravity, you would be doing back flips over and over until you crashed into something or air drag slowed you down enough.
It is same principle rocket engines propeling the exhausts.
Whenever any game claims to be "realistic", what is meant that certain elements of the system have been simulated in way that is as close to reality as possible. Only certain elements.
Claiming that you cannot fire a projectile weapon in zero-g because you will be knocked over by the recoil" is perfectly true given today's tech. In terms of today's tech, the presentation of combat in SC is not realistic.
Does that mean that projectile weapons can NEVER be used in zero-g infantry-level combat ? Anyone claiming that would have felt perfectly comfortable in the group that found Galileo guilty of heresy.
Basically they made another million with a ship sold by 265 dollars. that lead to the usual jump in their charts.
In general, you can consider here less than 4k people buying it.
Probably are the same people again and again buying whatever new ship that appears in their pledge store, since when they, later, add the same ship as hangar-ready (or second/continuous sale), their chart and money barely grows in the period, as already was noticeable in previous occasions.
About the FPS, it's a little odd that after a long time "working in parallel" all that they had to show was that little scripted demo (made using a ready engine for FPS actually). It was also noticeable how they hyped that before to shown, basically throwing features that probably will be in-game in a far far away time, as like they were almost there, almost ready. Just like they did before releasing the Arena Commander.
I wonder how long its going to take until those highly invested that becomes even more highly invested to learn that they are only feeding delays and slow, not effective development. that will end resulting in a terrible thing for the own game that they support. It's ok to love a game, but what they do does not make sense... its against the future of the game and the company. It's against themselves. They have to "endoctrinate" the company to pursuit more reasonable income alternatives, not be endoctrinated themselves to pay the money or real houses and cars to sustain a game, that actually, according with its own CEO, since a long time would not need "more" (a speech that conveniently has been changing recently).
CR is pretty much saving a lot of money (definitely profit, because he won't give up of that if not too much people come after release, and for which, their current strategy have exactly the huge potential of making sure that they won't come) with the idea of "no compromise" and "time is not an issue", since this way he can hire a majority of trainees and cheap partners, that works on demand (and not all the time), after all, it does not make sense to hire a more expensive/effective person, when time is not an issue. So, basically that will lead to serious issues in the future, but for what he can give easy excuses like "oh, development is this way, we say that we are going to release on 2014 everything, but end releasing on 2018 because 'unexpected things' happens"... right.
If people did not understand that this, its easy... a guy with more experience would make something for 5 dollars/hour (hypothetically), and would take 5 hours to make it... 25 dollars was spent here.
A trainee will end doing the same, and would take more time, exponentially more time, but still... his hour would be 1 dollar, and let's presume that in the end, he would spend 15 hours... three the time of the experienced man... still... it will be 15 dollars... much less than he would spend with those that could deliver results more quickly.
So, if time is not an issue, that's what they do.
But here, there is the issue with the image. How people will trust on them with so much trainees doing the thing. Well... They do not need to know that so clearly. Cloud their view by showing a couple of experienced guys. Call your friends that were in the ostracism or out of the industry and that definitely would go with you again for a new money grabbing experience and have some fun. Put these few in front of cameras in their shows and that's it. All those people will presume that a majority would be just like those few experienced guys, when the true is the contrary.
And as soon as the newbies start to demand more salaries or something, well... dismiss them... bring another trainees... after all, they have a lot of excuses to delude people and to keep the legend, and they always can endoctrinate them more and more that timing is not an issue, etc etc.
After all... making it quickly and pursuiting effectiveness would be an issue, after all. That's why things like Squadron 42, Beta are going to push further as more as possible. After all, these things add serious competition of their cash grab scheme. It will be more difficult to encourage those people to pay for the things if they are quickly achieved in-game, or with people having the possibility to fly a lot with different ships, without paying more for it, in the SP campaign. And people easily lost themselves in all those walls of reports full of tales and marketing speech, that barely fits with the reality of their deliveries. They are easily deluded to think that a few scripted demos would take "a long time" to make and ignore that when finally put their hands on that, very very very later, its basically the same thing, the same quantity of assets, etc. that they saw before months earlier, except with a little more tweaking and flares and lights, polished, etc., to give the impression that "they advanced a lot"
As more they delay, more profit they made. A happy coincidence? I really doubt and have evidences enough on this project, as well as my own experience in the area, behind the doors, to already know that they do that in purpose. and will continue in the same strategy while these 5k in average continues to sustain them.
Stop to give them money (which they don't need anymore, obviously, after all, they can stick to future sales and have to, instead trusting just in the same people again and again), and despite their threats of making it slow or something (as they did recently, contradicting the speech of the past - again), they WILL have to pursuit more effectiveness.
Learning that they have for almost an year their own mocap studio ready and used just for "comercials" and did not make anything related to the campaign, with people "learning" how to do that with the comercials, is basically a revelation of the things that I mentioned above. It's almost like a joke, since the tale before achieving the mocap studio milestone, was that it would make the things faster.
It's really impressive how this people are simply blind to the facts and assume marketing speech as the ultimate true.
Frontier did not try realistic flight model, in fact they did introduced fly-by-wire. It was "simplification" of Elite flight model.
--> I played Elite. Ad nauseum. I played Frontier. Much less than Elite. It was boring.
--> There are 2 models to consider: Original Elite (no Newtonian) and Frontier (full-on Newtonian). Read manual.
--> David has said he didn't really like the Frontier model as combat used to end up as jousting matches. I concur. Jousting is exactly what happened. That is exactly why it was utterly boring. The "fly by wire" you mentioned refers to page 38 of the Frontier First Encounter 271 page Manual ... and has nothing to do with the modern concept of fly by wire.
--> Star Wars Galaxies starfighter PvP also essentially boiled down to jousting. Also boring.
And no. Elite and Frontier combat worked. The part of newtonian flight model - "the drifting" is still present in number of games.
--> I concur with Elite. I do not concur with Frontier combat having worked. That was also the reason that Frontier busted big time. Everyone expected a hit after Elite. It did not happen.
The magic device here are the suits and motion compensators. That is plain stupid.
--> Its so stupid, it even exists today. But hey, do not let facts cloud your opinion.
--> That dastardly Jeff Hoffman must have lied to me about his time in the Shuttle and what his buddies experience in the ISS. He was one of my teachers at the International Space University.
First, there is no "upwards" in space, 2nd the air flow has very little energy to push objects around. Objects mostly stay around the walls naturally as their kinetic energy is being depleted(transferred to walls they bumped into).
There is no reason why a mug should suddenly start flowing around once the gravity was turned off.
--> Except it does. Pens, paper, food, crumbs, screws, pieces of experiments, you name it. All ends up at the filter inlets.
--> Its not even mugs. Its astronauts as a whole ;-) Read this:
-->" A few brave souls try floating free, but their sleep is likely to be interrupted by collision with an air filter that is trying to suck them into its grill."
The recoil comensators work on Earth beacause gravity is holding your feet or body to the ground. With no gravity, you would be doing back flips over and over until you crashed into something or air drag slowed you down enough.
It is same principle rocket engines propeling the exhausts.
--> Unless you have a computer, some accelerometers like in modern smartphones and a MMU with cold gas jets compensating the forces. Have fun !
Originally posted by Leon1e I like how this game constantly goes below 30 fps. It will be hell when it launches xD
CR has stated that the game is planned for PC rigs with a 2015 tech level. Its like the old Wing Commander games ... an incentive to buy a new better computer ;-)
On a less humerous note ... this is alpha testing, before optimization of polygon counts, drivers etc. The performance of the final game will be better than these early prototypes ... a normal phase in any software development project.
Personally - having a RADEON card - i am looking forward to the performance of the "Mantle" system vs. the "Direct-X" system. I have high hopes that performance will be significantly improved when the PC is freed from the Direct-X bottleneck.
problem there is that buy 2015 say form canada where in 2006 we had 24 million net users , we currently sit at 17 milion and its still dropping....people are saying no to commercialization of the net....
also fewer people are buying pcs and are making htem last....
this game will have so few playing it , it wont survive.....2015 tech eh.....thats a 3-4K computer easy....maybe 5K
not going to even waste time on this anymore
LOL 5k? Sorry but seriously you would have to work at it to build a top end system over 2k right now. Prices are down and EVERYBODY has deals sales and specials on pretty much everything due to the piss poor economy.
I just got a brand new 2TB Seagate Hybrid drive for $50, and I didn't even have to negotiate it.
Btw if you are buying parts right now call and talk to the people don't just order off the sites, every price is negotiable, and bundle buys can get you some amazing prices right now.
This is a buyers market we set the prices, most vendors are hurting for cash. Places sitting on stock are the best as holding stock actually costs them money, but hell honestly right now even 1% markup is a dollar in a merchant's pocket they wouldn't otherwise have.
My wife negotiates everything from groceries, to menu prices, to gas, to movie tickets, hell see even got us a cheaper rate with the power company.
Except the zero gravity combat, everything else has been seen in the past. Well the docking in enemy ship and taking over, I admit, but the combat itself was pretty dull except again the zero g aspect.
..... (made using a ready engine for FPS actually)......
--> ignoring the fact that the "ready engine" was completely transcribed from the old 32 bit into a new 64 bit engine, which may classify as a "minor modification" in the universe that jcrg99 lives in (and only there)
--> Rest is the usual jcrg99 wall of text consisting of conjectures and accusations (seen in too many other forums already .... until he got permabanned there). REDACTED .. sue them if they break the law as you continue to claim !
If this truly is the future though in regards to recoil and zero-g combat. Surely they would have self-targeting ammo that doesn't even require you to point your weapon in the right direction. Don't worry though, I hear there's a 3rd party developer working on this technology and it should be in before game launches.
FPS Online Games - Where only the best gamers go to get their aimbot on.
Originally posted by Erillion--> I played Elite. Ad nauseum. I played Frontier. Much less than Elite. It was boring --> There are 2 models to consider: Original Elite (no Newtonian) and Frontier (full-on Newtonian). Read manual. --> David has said he didn't really like the Frontier model as combat used to end up as jousting matches. I concur. Jousting is exactly what happened. That is exactly why it was utterly boring. The "fly by wire" you mentioned refers to page 38 of the Frontier First Encounter 271 page Manual ... and has nothing to do with the modern concept of fly by wire.--> Star Wars Galaxies starfighter PvP also essentially boiled down to jousting. Also boring. --> I concur with Elite. I do not concur with Frontier combat having worked. That was also the reason that Frontier busted big time. Everyone expected a hit after Elite. It did not happen. --> Its so stupid, it even exists today. But hey, do not let facts cloud your opinion. --> That dastardly Jeff Hoffman must have lied to me about his time in the Shuttle and what his buddies experience in the ISS. He was one of my teachers at the International Space University. --> Except it does. Pens, paper, food, crumbs, screws, pieces of experiments, you name it. All ends up at the filter inlets. --> Its not even mugs. Its astronauts as a whole ;-) Read this: -->" A few brave souls try floating free, but their sleep is likely to be interrupted by collision with an air filter that is trying to suck them into its grill." --> Unless you have a computer, some accelerometers like in modern smartphones and a MMU with cold gas jets compensating the forces. Have fun !
Messed up terminology on my end - Elite, Frontier: Elite II, Frontier: First Encounters, Elite series - Frontier then can be refered to Elite II or First encounters. In case of my referral, Frontier = First encounters as you pointed out with fire-by-wire comment.
Fly-by-wire in First Encounter is same mechanics as fly-by-wire anywhere else, just the flight model is different.
First Encounters had more severe issues, the game was extremely buggy, it was released early/late, had poor publisher. Yet, it sold solid 100k units, had positive reception and as I said, quite a few games adopted at least a partial newtonian movement seen in Encounter.
I never denied that such technology exists, I said that idea of their use in a way you implied is stupid and it indeed is.
Leaving aside my point of zero g representation, the problem with any automated compensator or control assistance in general, is that the computer needs to know towards what and mostly when to compensate.
You want to fly in straight line? No problem, computer will can handle it but what if vehicle is suddenly trying to do a sharp maneuver, is it inentional? Should it be compensated and how?
It is the same as if you tried to do a sport drive with all the electric stabilizing systems on. It does not work.
Your teacher weren't lying to you, you just probably did not listen well or did not underdstand what he was saying.
As I pointed out, mass is attracting other mass, thus all objects end up at the walls...and guess where air filters are? At the walls...
Tho, it takes hour and hours to move anywhere. Those forces are very small.
Same goes for sleeping astronauts, they are not "hanging in the high wind" and if they are not fastened up, the air conditioning will suck them in.
Originally posted by Gdemami First Encounters had more severe issues, the game was extremely buggy, it was released early/late, had poor publisher.
--> I concur
Yet, it sold solid 100k units, had positive reception and as I said, quite a few games adopted at least a partial newtonian movement seen in Encounter.
--> I played several of those. None was as successful as "aerial combat" style space sims like Wing Commander or X-Wing. They were scientifically accurate, but usually not much fun to play IMHO.
I never denied that such technology exists, I said that idea of their use in a way you implied is stupid and it indeed is.
Leaving aside my point of zero g representation, the problem with any automated compensator or control assistance in general, is that the computer needs to know towards what and mostly when to compensate.
You want to fly in straight line? No problem, computer will can handle it but what if vehicle is suddenly trying to do a sharp maneuver, is it inentional? Should it be compensated and how?
--> You will find a nice solution to that even in Star Citizen. Its called ESP.
It is the same as if you tried to do a sport drive with all the electric stabilizing systems on. It does not work.
--> I know what you mean. I know gyromounts. Both the military ones and the ones for camera operators. Try running with one of those and then try to quicky change direction. NOT easy without a computer compensating.But it does work. Russian style ;-) You just switch off the stabilizing systems if they hinder you.If you use "Voice Attack" you can even do it via voice command .. and thats 2014 tech.900 years in the future I expect more something like thought command capability- which we already have today to a limited degree.
Your teacher weren't lying to you, you just probably did not listen well or did not underdstand what he was saying.
--> That must be it. I am too dim witted for some newtonian physics .... duh .... *** goes and weeps in a corner ***
As I pointed out, mass is attracting other mass, thus all objects end up at the walls
--> LOL. Really ? Should I calculate the gravitational attraction between the mug you mentioned and the walls ? I will need a VERY accurate calculator for that, with MANY zeros behind the comma.
Originally posted by Erillion--> LOL. Really ? Should I calculate the gravitational attraction between the mug you mentioned and the walls ? I will need a VERY accurate calculator for that, with MANY zeros behind the comma.
Why dont you ALSO say that i does work well for many other people ? Including me.
Yes, for some it does not work and for some combinations there are still bugs in the system. Thats why its still in pre-alpha phase. Better to discover bugs now amirite ?
Comments
whether he only bashes the game or not he had a point. The company already showed a video where landing was a loading screen, not actual gameplay. So yeah.... If that changes throughout development then ok, but at the moment he didnt lie on his post.
It's what I'm wondering about too when I see this video.
It starts with a long scripted intro cutscene. Now, it all looks cool no issues with it, but how will they organise this in a sandbox style game? Making a seperate module for this type of content is one thing, but integrating it in the wide experience they're going for is another.
Feel free to use my referral link for SW:TOR if you want to test out the game. You'll get some special unlocks!
Are you saying what I said wasn't true?
No, it's not my job. I just don't like the constant misinformation surrounding a game I've backed.
Braben has nothing to do with it.
..Cake..
says the one who keeps spreading disinfo and excessive negative comments.. for whatever reason.
By the way, budget is now 60 Million $
24% into 61 Million $.
Show me some disinformation that I "spread".
..Cake..
Don't start ... AGAIN
This is a thread about Star Citizen FPS ....
please try to stay on topic ... otherwise this thread will AGAIN be locked like so many before it due to this endless discussion !
Have fun
There is some nonsense behavior seen in video - ie. when the gravity is being turned off, all of sudden small object lift up in the air.
Then there are issues like one you already mentioned - recoil. It would be a major issue for any projectile weapon used in no gravity environment. Recoil would send you into backward movement as well as set you spining.
Objects with high momentum in no gravity environment have tendency to bouncing so any explosion, any kind of shrapnels, pellets or projectiles would cause complete mess in close quarters.
The list goes on...
However, the realism isn't the point here. The point is: How developers can provide that sense of zero G environment?
Chris Roberts approached ground combat same way he aproached space flight model - he introduced magical devices that explains why there is actually no sense of zero G/space environment.
It's ridiculous and absurd at the same time - boasting "realistic" physics and immersion while at the same time doing everything to provide all but that sense of different environment.
So what to expect from zero G or realistic space flight model(no sim, we are still talking about a video game)? Technology that respects the difference of environment and helps accomodating, not to defy and neutralize it.
Do not take me wrong, I have no issue with how "zero G" works in the video. I have nothing against w/e is being developed there, there isn't even enough of anything solid I would be bothered to care of.
The issues comes when CR starts running his mouth about zero G, realistic physics and immersion, then it becomes completely stupid as none is present. It is just another spaceships-moving-through-glue and generic-first-person-shooter. There is nothing extraordinary going on there.
Of course there isn't anything "extraordinary" going on here. The so-called realism is just a reflection of what the average layman expects from zero-g combat, i.e. what they've seen in the movies, etc.
The extraordinary part is that so many different activities are being woven together (or being attempted) in ONE game. Will it all work smoothly together in the end ? Time will tell.
Doing everything according to actual physics rules would in all likelihood not be possible in a PC game nor desirable, because it wouldn't be "fun". Besides, we're in the realm of sci-fi here, so any number of fantastic plot devices can be invented to justify the mechanics as they are. And as history has shown us, today's sci-fi may well be tomorrows reality...
Movies do not boast realistic physics. Your comment makes no sense at all.
Elite was fun and unlike SC, it promoted space flight, not defying it.
You need to re-read my post.
The game play can be claimed to be "realistic" if it agrees with the layman's expectations !
Elite originally may have had fairly realistic spaceflight, but the remake (ED) has watered that down significantly for "game play reasons".
You need to re-read my post.
I did read it and adressed your points, but you just keep ignoring everything and add more unrelated comments.
No point going back.
Braben tried "realistic" combat in "Frontier" ... the game after "Elite". It simply did not work. It just was no fun. Fights with a duration of milliseconds, when two ship pass each other at relativistic speeds. The best weapon you can use at those speeds are NOT missiles or lasers or beams ... use a cloud of inert, non-magnetic, high-density ball-bearings ! Your enemy will have a few tenthousand holes in his hull, every crew member a bloody dead mess.
So i rather have playability than 100 % realism which is no fun.
Yes, CR uses the gravity generator as a "magic device". Long Duration spaceflight without artificial gravity is simply not possible without critical health issues. So .... either you create all ships with rotating grav decks (Babylon 5 style .. and you better not try any sharp movements without spinning down ... which would mean bye-bye ship dogfights) or you "invent" a magical gravity generator. Again ... 100 % realism would simply be boring and unplayable.
All small objects floating upwards when there is no artificial gravity ... thats exactly what happens e.g. on the ISS. All small objects floating freely drift into the direction of the ventilation fans. There you will find everything you lost during the day. The crew of the ISS checks the filter inlets daily.
We agree on the recoil physics being fishy. But even with 2014 tech a proper Manned Maneuvering Unit with cold gas jets and some recoil compensation on the weapons would be enough to keep the marines from doing a somersault backwards.
>>>>Objects with high momentum in no gravity environment have tendency to bouncing so any explosion, any kind of shrapnels, pellets or projectiles would cause complete mess in close quarters. >>>
That would be true in military (sea) ships with corridors made of metal, where ricochets would be deadly. However, most modern Airliners and spaceships have inner linings of plastic and compound materials. In space you need them to keep away some of the radiation (Warning ! Science content ! One part of radiation needs to be stopped with EM shields, one part needs to be stopped with dense material, one part needs to be stopped with light material e.g. water or plastic, and one part you can never stop). You also use plastics because it is lighter than metals.
So ... most of your shrapnel, pellets and projectiles will get stuck in the plastic lined walls if they dont hit their intended target.
Have fun
Erm...many errors there.
Frontier did not try realistic flight model, in fact they did introduced fly-by-wire. It was "simplification" of Elite flight model.
And no. Elite and Frontier combat worked. The part of newtonian flight model - "the drifting" is still present in number of games.
The magic device here are the suits and motion compensators. That is plain stupid.
Small objects do not float upwards on IIS. First, there is no "upwards" in space, 2nd the air flow has very little energy to push objects around. Objects mostly stay around the walls naturally as their kinetic energy is being depleted(transferred to walls they bumped into).
There is no reason why a mug should suddenly start flowing around once the gravity was turned off.
The recoil comensators work on Earth beacause gravity is holding your feet or body to the ground. With no gravity, you would be doing back flips over and over until you crashed into something or air drag slowed you down enough.
It is same principle rocket engines propeling the exhausts.
Whenever any game claims to be "realistic", what is meant that certain elements of the system have been simulated in way that is as close to reality as possible. Only certain elements.
Claiming that you cannot fire a projectile weapon in zero-g because you will be knocked over by the recoil" is perfectly true given today's tech. In terms of today's tech, the presentation of combat in SC is not realistic.
Does that mean that projectile weapons can NEVER be used in zero-g infantry-level combat ? Anyone claiming that would have felt perfectly comfortable in the group that found Galileo guilty of heresy.
Basically they made another million with a ship sold by 265 dollars. that lead to the usual jump in their charts.
In general, you can consider here less than 4k people buying it.
Probably are the same people again and again buying whatever new ship that appears in their pledge store, since when they, later, add the same ship as hangar-ready (or second/continuous sale), their chart and money barely grows in the period, as already was noticeable in previous occasions.
About the FPS, it's a little odd that after a long time "working in parallel" all that they had to show was that little scripted demo (made using a ready engine for FPS actually). It was also noticeable how they hyped that before to shown, basically throwing features that probably will be in-game in a far far away time, as like they were almost there, almost ready. Just like they did before releasing the Arena Commander.
I wonder how long its going to take until those highly invested that becomes even more highly invested to learn that they are only feeding delays and slow, not effective development. that will end resulting in a terrible thing for the own game that they support. It's ok to love a game, but what they do does not make sense... its against the future of the game and the company. It's against themselves. They have to "endoctrinate" the company to pursuit more reasonable income alternatives, not be endoctrinated themselves to pay the money or real houses and cars to sustain a game, that actually, according with its own CEO, since a long time would not need "more" (a speech that conveniently has been changing recently).
CR is pretty much saving a lot of money (definitely profit, because he won't give up of that if not too much people come after release, and for which, their current strategy have exactly the huge potential of making sure that they won't come) with the idea of "no compromise" and "time is not an issue", since this way he can hire a majority of trainees and cheap partners, that works on demand (and not all the time), after all, it does not make sense to hire a more expensive/effective person, when time is not an issue. So, basically that will lead to serious issues in the future, but for what he can give easy excuses like "oh, development is this way, we say that we are going to release on 2014 everything, but end releasing on 2018 because 'unexpected things' happens"... right.
If people did not understand that this, its easy... a guy with more experience would make something for 5 dollars/hour (hypothetically), and would take 5 hours to make it... 25 dollars was spent here.
A trainee will end doing the same, and would take more time, exponentially more time, but still... his hour would be 1 dollar, and let's presume that in the end, he would spend 15 hours... three the time of the experienced man... still... it will be 15 dollars... much less than he would spend with those that could deliver results more quickly.
So, if time is not an issue, that's what they do.
But here, there is the issue with the image. How people will trust on them with so much trainees doing the thing. Well... They do not need to know that so clearly. Cloud their view by showing a couple of experienced guys. Call your friends that were in the ostracism or out of the industry and that definitely would go with you again for a new money grabbing experience and have some fun. Put these few in front of cameras in their shows and that's it. All those people will presume that a majority would be just like those few experienced guys, when the true is the contrary.
And as soon as the newbies start to demand more salaries or something, well... dismiss them... bring another trainees... after all, they have a lot of excuses to delude people and to keep the legend, and they always can endoctrinate them more and more that timing is not an issue, etc etc.
After all... making it quickly and pursuiting effectiveness would be an issue, after all. That's why things like Squadron 42, Beta are going to push further as more as possible. After all, these things add serious competition of their cash grab scheme. It will be more difficult to encourage those people to pay for the things if they are quickly achieved in-game, or with people having the possibility to fly a lot with different ships, without paying more for it, in the SP campaign. And people easily lost themselves in all those walls of reports full of tales and marketing speech, that barely fits with the reality of their deliveries. They are easily deluded to think that a few scripted demos would take "a long time" to make and ignore that when finally put their hands on that, very very very later, its basically the same thing, the same quantity of assets, etc. that they saw before months earlier, except with a little more tweaking and flares and lights, polished, etc., to give the impression that "they advanced a lot"
As more they delay, more profit they made. A happy coincidence? I really doubt and have evidences enough on this project, as well as my own experience in the area, behind the doors, to already know that they do that in purpose. and will continue in the same strategy while these 5k in average continues to sustain them.
Stop to give them money (which they don't need anymore, obviously, after all, they can stick to future sales and have to, instead trusting just in the same people again and again), and despite their threats of making it slow or something (as they did recently, contradicting the speech of the past - again), they WILL have to pursuit more effectiveness.
Learning that they have for almost an year their own mocap studio ready and used just for "comercials" and did not make anything related to the campaign, with people "learning" how to do that with the comercials, is basically a revelation of the things that I mentioned above. It's almost like a joke, since the tale before achieving the mocap studio milestone, was that it would make the things faster.
It's really impressive how this people are simply blind to the facts and assume marketing speech as the ultimate true.
LOL 5k? Sorry but seriously you would have to work at it to build a top end system over 2k right now. Prices are down and EVERYBODY has deals sales and specials on pretty much everything due to the piss poor economy.
I just got a brand new 2TB Seagate Hybrid drive for $50, and I didn't even have to negotiate it.
Btw if you are buying parts right now call and talk to the people don't just order off the sites, every price is negotiable, and bundle buys can get you some amazing prices right now.
This is a buyers market we set the prices, most vendors are hurting for cash. Places sitting on stock are the best as holding stock actually costs them money, but hell honestly right now even 1% markup is a dollar in a merchant's pocket they wouldn't otherwise have.
My wife negotiates everything from groceries, to menu prices, to gas, to movie tickets, hell see even got us a cheaper rate with the power company.
want 7 free days of playing? Try this
http://www.swtor.com/r/ZptVnY
I guess you mean that
http://rt.com/usa/172148-darpa-exacto-guided-bullet/
in combination with that
http://en.wikipedia.org/wiki/Recoilless_rifle
and/or those Gyrojet weapons
http://en.wikipedia.org/wiki/Gyrojet
all of which would make the recoil problem in zero-g solvable from the weapon side even with 2014 tech.
Have fun
PS:
We already had a recoilless rifle/gun in orbit
http://falsesteps.wordpress.com/2012/08/01/almaz-the-russian-battle-station/
Messed up terminology on my end - Elite, Frontier: Elite II, Frontier: First Encounters, Elite series - Frontier then can be refered to Elite II or First encounters. In case of my referral, Frontier = First encounters as you pointed out with fire-by-wire comment.
Fly-by-wire in First Encounter is same mechanics as fly-by-wire anywhere else, just the flight model is different.
First Encounters had more severe issues, the game was extremely buggy, it was released early/late, had poor publisher. Yet, it sold solid 100k units, had positive reception and as I said, quite a few games adopted at least a partial newtonian movement seen in Encounter.
I never denied that such technology exists, I said that idea of their use in a way you implied is stupid and it indeed is.
Leaving aside my point of zero g representation, the problem with any automated compensator or control assistance in general, is that the computer needs to know towards what and mostly when to compensate.
You want to fly in straight line? No problem, computer will can handle it but what if vehicle is suddenly trying to do a sharp maneuver, is it inentional? Should it be compensated and how?
It is the same as if you tried to do a sport drive with all the electric stabilizing systems on. It does not work.
Your teacher weren't lying to you, you just probably did not listen well or did not underdstand what he was saying.
As I pointed out, mass is attracting other mass, thus all objects end up at the walls...and guess where air filters are? At the walls...
Tho, it takes hour and hours to move anywhere. Those forces are very small.
Same goes for sleeping astronauts, they are not "hanging in the high wind" and if they are not fastened up, the air conditioning will suck them in.
You should probably wait until they actually make it work properly before you advertise it as a "solution".
https://www.youtube.com/watch?v=uWuzpMVRWYo
..Cake..
Do you understand that there is no zero G at ISS?
Yep, you are right about your witt.
Why dont you ALSO say that i does work well for many other people ? Including me.
Yes, for some it does not work and for some combinations there are still bugs in the system. Thats why its still in pre-alpha phase. Better to discover bugs now amirite ?
Have fun