I really hope that CIG will make some extreme weather planets, where flying in atmosphere is really difficult! It would be so cool to have to get to a location in between some mountains while flying in a thunderstorm or hurricane.
Definitely Yes. This is also one of those things that would enable you to play out all the classic movie quotes along the lines of: "You'd be crazy to fly through there!" Having skill restricted playable areas in general would be awesome. It's a key factor in creating a smuggler's hideout. And naturally the planet should be full of ancient loot and crashed ships (and Xenomorph colonies of course).
I made a post on Spectrum. I'm hoping it gest some attention from the devs so please if you guys like the idea go and give the post some love. I'm sure there can be a lot more fun ideas to be had with this.
DahVoozel ground effect has more to do with power required than turbulence , but generally speaking turbulence from ground clutter ( trees , buildings etc ) is worse the lower you are
Atmospheric flight makes me moist, that was what I was hoping for the whole time. And I'm really glad it was decided to be made. Because it's too cool to not add it.
I think the reason ships don't look good in atmosphere is because they literally have no flaws and instead stay 100% completely still in the air like a UFO. There's also almost no visual cues that show the engines thrusting within the air like heat mirages and dust/debris. Watch an F-35 wobble and bend under the stress when it hovers for example.
Matt Hodkin yes but you would also have to take into account what the airframe is built to endure. A space capable ship is a lot stronger than a conventional atmospheric fighter in terms of its structural ridigity and capabilities. Take your f-35 example. Assume for a second, it has engines capable of space flight. If it flexes so much in standard atmosphere, it wouldn't survive the stresses of atmospheric exit and re-entry. You didn't see the space shuttle flexing in flight did you... that's because it's multitudes stronger as it can't flex... you have sonething flexing while re-entering atmosphere, you have the possibility of gaps forming, which would be fatal. So no, I wouldn't expect to see a spacecraft flexing in atmospheric flight as it's airframe and construction is many times stronger and stiffer, in order to withstand the rigours of space travel.
Chris Roberts you sir are fear mongering. CIG bought out the use of the Cryengine some years ago and this lawsuit is just the final death throes of a dying company.
Really cool that they share what is their long term objective for the Atmo FM. If we were aware of what are the longterms goal for most feature, it would clear so much feedback and issue council post with things like ''this is not working as I think it should, so lets declare it a bug''. Hopefully this is the direction CIG takes for the futur schedule reports!
While you're at a hover, mechanical (Wind flowing over/around large stationary structures like buildings/hills) and wake (Large planes/ships flying close by) turbulence should have an effect on your ship/aircraft.
That's not the level of realism they're aiming at... You're talking about DCS level physics, if they did that they'd have to simulate orbital mechanics while in space too.
Realism is great, but a player shouldn't have to go through real flight school or real astronaut training to operate their Constellation or Mustang effectively.
Agreed - it should really be more of a factor when you're still, rather than in-flight. In-flight should probably just be a random turbulence effect, or a very slight shaking but not enough to be irritating
Air is more smoother the higher you go especially at altitudes above the weather unless there's clear air turbulence, within the weather layers there's thermals, cloud suctions, microbursts, etc, near the surface is usually more turbulent and sometimes deadly for light aircraft because of mountains, structures, trees which cause updrafts, downdrafts, rotors, etc.
That's why I said scheduled 3.1. Burndown is about a content based 3.0 release so it's contextualized for that. A quarterly release, at least ideally, is that they just release what they have at the end of each quarter. While it will have the testing phases through QA, Evo and PTU, it doesn't fit the context of "Burndown".
The atmospheric drag should be used to establish a maximum speed based on geometry. The shape of aircraft makes it physically impossible for them to go over a certain mach number because at some point, the air refuses to "get out of the way" any faster. Narrow angles have higher max speeds than fatter angles. As you enter atmosphere and it gets gradually thicker, the max speed is gradually decreased from low/no atmospheric conditions in space. Using this model though, low atmosphere moons would be really dangerous, but you would also have greater acceleration capacity of your thrusters based on what I think I understand about your model. Just some thoughts
The terms you are referring to are the angle of the mach cone and the difference between going supersonic and hypersonic. The sonic speed itself depends on temperature, at least in earth's atmospheric gas composition. Your thoughts absolutely make sense though, there is a lot of potential for gameplay there.
Why is it that when your ship enters the atmosphere of a planet, the atmospheric drag effect is visible against the ship itself and not against the shield 'bubble' of the ship??? Are shields automatically turned off during atmospheric entry?????
The shields will eventually be more 'skin' like. Much of what you see has been place holder until the foundations of the game are in, with 3.0 that's now happening so expect further patches to address these issues
When they talk about the difficulties of balancing aerodynamic limits of each ship. I just wish these guys would make friends with some of the aeronautical engineers at Lockheed Burbank operations and NASAs Ames Research Center. Maybe even have CIG employees take a field trip to the two places (Security restrictions aside).
I was waiting for them to talk about flight control in the atmosphere, and I can see that they are going in the good direction. You want your players to feel the gravity and drag even how unrealistic it is. Gameplay over Realism. People complain about video game logic, but is why the game can feel right. Ps : I love his KSP T-shirt!
Hope they give us the option to turn off any flight assist. Would be amazing to get a feel when you have to do everything yourself. Combine that with a 'simulated' flight experience and flight itself might be one of the most rewarding experiences in this game. Letting your thrusters do the work for you is a good idea, auto pilot basically, but just give us that option. also, I hope we get higher speeds to play with, in all areas
how do you want to do that? bind 12 keys for 12 thrusters of your ship and then fly as if you were playing piano? if you think you can do that, are you a genius by chance?
This is what the board computer is using. You wouldn't have to control all these thrusters manually in 2940+. It's not auto pilot though, you still tell the ship in which direction to move and the ship will take care of translating the command 'move foreword' into which thrusters to use.
i was thinking: they could just move the "ghost" in the wall and their problem would be solved, since it wouldnt be visible anymore but they could also move the ghost in some dark hidden corridor and make it an easter egg^^
Pharcyde Gaming, I was talking to Ferdinand Rohlfing but it looks like he edited his comment and corrected it.... his original comment said "its a bug not a feature" lol
It would be interesting if, in the future, less aerodynamic ships or ships without wings end up burning more fuel in atmosphere because they need their thrusters to counteract gravity more substantially
Please, find a way to let them know. Atmospheric flight is a mess right now and it seems they know very little about how ships should behave in different atmospheres. It bothers me.
They need and listen to most constructive criticism on their forums, not on RUclips.. Help the game develop and explain things in detail on their forums to make them consider it.
I hope the bricks/space ships like the Aurora and the Caterpillar get some more armor or other pros to counter the fact that they 'll suck in atmosphere. I like the atmospheric flight system though :) Especially the fact that you'll experience the differences between planets and moons. Gives them more character and makes the universe more believable.
Where can I submit this feedback as directly as possible to Blondie there? I think the primary issue with what i'm seeing of the space flight model there is no VISUAL feedback that there thrusters at work. Maneuvering thrusters have no visual feedback to say "Hey I'm working." We can't see the thrusters doing anything. Further more, the "dead" stop in atmosphere, even with thrusters, is just too perfect. Even then, like anything else, if there are thrusters hard at work to try and suspend the ship in the air we need to see them...and they need to consume fuel so that camping in the air is not a good idea. Within reason the ship should also appear to be fighting the other forces at work when trying to hold a reasonably stationary position. Maneuvering thrusters should also have limitations, they aren't the primary means by which the ship moves, there should be a finite amount of power that they can project no matter how much power you dedicate to them, and these thrusters, if damaged, should be impaired or potentially even non-functional when destroyed. Larger ships should not stop quickly, just an issue of momentum there as more mass resists changes in momentum. The biggest issues are the visual feedback of "Hey we have manuevering thrusters and they are doing stuff." along with "We can churn so much power into manuevering thrusters that we can stop dead in mid air on a planet with high gravity." Another issue I have is I would like the ability to deactivate the system's natural desire to allow you to enter a full stop. What if I want to save fuel by coasting without stopping after reaching a certain amount of acceleration?
glad to hear about the long term goals with atmospheric flight. Gonna hugely improve the looks, with spacecraft fighting gravitational pull and all that
Remember that not all planets and moons have an atmosphere, remember Mercury and our Moon. Therefore, it must first consider the gravity wells and how they alter the IFCS of the ships, causing them to ignite the maneuver thrusters facing the object that exerts the gravitational attraction.
I hope LIFT will be implemented in the future in accordance to each ships aerodynamics. Trusters only in atmosphere is counterproductive for flying ships.
I like the pace SC steps up with these days, Quick updates and fixes. Really enjoy this game. It's gonna be a new standard in PC gaming world. Keep up the good works. peace.
I'm sure they probably did this or consider it already, but couldn't they just recreate Earth in the game and just make the atmospheric conditions 1 to 1 to our real Earth and use that as a base model? They can easily research everything they'll need and possibly just toss their ships into an Earth-like atmosphere and tweak those numbers based on the atmospheric conditions for other planets. On paper it sounds simple, but I'm sure it's not that easy when trying to program it all.
I am happy to hear that we will get different animations to show in atmosphere. I hope design considered using boost fuel in atmosphere so if you want to land say a caterpillar (or larger) you would need to plan your landing ahead of time as you will not have a lot of flight time before running out of fuel.
Can't wait for Lift to be fully implemented! Aegis Ships are going to shine! I wouldn't think it would be too difficult to add that in. A modder in the Space Engineer came up with a great mod. If you build a pure atmosphere ship, you don't need downward thrust if you don't want to VTOL. If you have downward thrust you never use it at speeds for Lift to work.
Yey, feature lock 3.0, rock on guys. We just pushed the project out the door we have been working on for the last 5 years and I feel awesome :) (nothing SC related though)
Dear, I loved the game and it was super cool! I wonder, does the game have multi-languages? Because I wanted the Brazilian language of Portuguese. I hope so. Thank you. Guedes.
Great job guys, I really hope you guys get a live PTU to everyone by Christmas, in about to give star citizen as a gift to my friend and I want to experience 3.0 with him
At 32:10, actually there is more turbulence close to the ground. It's called orographic turbulence. It's what causes turbulence, the friction between air and surface. So it's actually the opposite. At altitude you don't have much turbulence, except for jet streams, than you do close to the ground. Just clarifying that. Cheers.
Ships like the Gladius and 300 series should fly as planes in atmosphere and should be able to glide to the ground if they lose power. In-atmo VTOL flight on any ship should be very expensive on systems and resources (like fuel). This will be more realistic, and it will encourage people without plane-style ships to get smaller snubs or to get ground vehicles/bikes or other planet-side transportation. I hope hope hope hope that this is where this is all headed. I used to spend hours and hours in flight sims, and I am hoping that SC can come close to that. Flight simming is not just about the highly detailed panels and UI interaction, it is very important to get the flight model right with accurate physics and aerodynamic simulations.
Turbulence is normally stronger down low do to ground interference, orthographic lifting. It can be very strong in some circumstances in the upper atmosphere. (sharp changes in jet-stream, mountain wave etc.)
What i really don't understand is why there is a public test environment for a beta of a game? Like doesn't really make sense to me, having an alpha within an alpha; please tell me if i'm compltely missing the point and being obnoxious.
Ramox. I thought that's what you wanted to hear. :D But seriously, It's not even close to beta. It's all still just alpha. The PTU (Public Test Universe) is a pre-alpha of an alpha. What you are seeing is wide open development and has been open since it started. I think by the time the single player campaign comes around, it'll be at the beta stage. Which I don't expect for another year at the very least but the multiplayer version of SC will always be in iteration and playable until that time. Up until the the point it's feature ready and a decent balance in gameplay and core mechanics are achieved. Also, you aren't being obnoxious. I was just joking. You may have been missing the point though. ;)
I'm surprised someone who reports an issue as "X doesn't handle well" is allowed to even be in Evocati. I'll show that person how to report an issue proper.
Agreed the ghost of Grim Hex should be a feature not a bug, randomly spawning in different locations at different times. He looks a lot like that dude I shot out on the landing pads :)
What's with all the atmosphere effects not showing on the shields? Are shields disabled when in atmosphere and therefore do not effect any drag or re-entry effects?
it seems like CIG is going in the right direction with atmospheric flight. I hope they can eventually capture some key beats of atmospheric flight in real life, like aerodynamic stalling.
Pretty awesome. I was talking with others during a live stream last week, we most if not all, though t this level of gameplay would be near impossible. I'm so relieved to have my flight model, CoM, CoT and CoL concerns being worked on! I couldn't ask for anything more at this point, shut up and take MORE of my money!
stall? guys this is not an airplanes flight simulator, you want to fly planes you have Xplane, you are interested in air combat then take a look at DCS, space works quite differently. Is your question related to flying in an earth-like planet with an Earth-like gravity that has an earth-like atmosphere composition piloting an earth-like designed ship to follow the rules of aerodynamics? well if you are on such UNIQUE planet and conditions you may stall if you don't flight at certain speed...
@Fede Arce -- Books? WTF are you talking about? He's not asking about aircraft physics in general. He's asking if the aircraft in Star Citizen will stall near the surface of a planet with atmosphere if the aircraft loses too much speed. Quote: "Well if you are on such UNIQUE planet and conditions you may stall if you don't flight at certain speed" - Are you talking about Star Citizen? If so, where did you get that info?
Killer work peeps! keep it up! :) I'd love to have my ship thrown around in a storm planet side, or even have a storm so bad that you can't lift off and have to wait untill the storm passes!
Is it weird that my first thought for this video was "Boy, that leather jacket looks so uncomfortable. How did I ever think leather jackets were cool?"
Personal tests have shown that bricks have a very consistent arc trajectory when in flight. I've found almost no difference in landing time, no matter what the angle. Hope this helps
they should consult with Austin Meyers of X-plane to implement a very efficient but very realistic psuedo-fluid dynamics algorithm for atmospheric flight that is capable for realtime simulation! He utilizes something called Blade element theory in that almost every part of an aircraft's geometry is actually taken into account for aerodynamic calculations. VTOL's and Helicopters behave so realistically.
36:23 - Make it hyper-realistic. And give players a lot of toggle options. Like turning off gravity compensation. Or binding each thruster to it's own control. Or make an auto-pilot kick in that would override player controls just enough so it avoids an obvious crash. Also toggle-able.
True. My bad. I don't really need MS Flight Simulator realism. But the rest of the comment stands. Like some of the more advanced drones you can buy today.
I Think you guys discovered a new Feature, Grimhex is a Pirate station and deaths are somewhat common Ghosts is Grimhex is a nice Addition to the base.... More Ghosts to Grimhex!! :D
After all these years, I'd really like an update on the state of VR. Not speculation, but an official update. I don't care if it's a year or more out, I'd just like to know the plan.
I do hope the deceleration required when entering atmosphere is kept rather realistic, it would be just way too arcady if ships are flying in at crazy speeds and be able to stop immediately before landing.
Can i still fly upside down. Most fighters can currently and we don't have thrusters to help. Just straight flying and straight landing yet they turn and handle turbulence fine.
Only about 5 minutes into the physics feature and I already feel better about on of my main issues with what has been shown recently. That is, ships looking like flying turrets in atmo. It looks completely ridiculous and I know I should have just assumed this but it feels good to hear them detailing things that are in the works. Looking forward to seeing ships eventually behaving like ships and flying like they have some weight to them. The way these ships have looked completely weightless and just move all directions and spin upside down in place or just point strait at the ground while frozen in space looks completely jarring, and I hope it goes away over time.
First person shooter missions ? Similar to warframe " sabotage , infiltration , rescue , assasination " mission etc.. into bunkers , ennemy bases , asteroids base etc..etc.. where you have to fight your way trough security system , ennemy Ai , etc... Where is the design on these type of contents ?
21:40 He must have said CryEngine first, the footage was cut and he says Lumberyard, with a smirk :D
HAH! True xDDD
XelsFIN haha excellent!
Nice catch. :)
I think they did it deliberately.
It was probably done *deliberately!* ahah
I really hope that CIG will make some extreme weather planets, where flying in atmosphere is really difficult! It would be so cool to have to get to a location in between some mountains while flying in a thunderstorm or hurricane.
Watching a few of their lore guides where they look at planets that sort of scenario is definitely on the cards.
I think one of the Hades planets is like that.
PbPomper 1000% Yes. Weather shaking the ship up and down left and right as u slowly make ur way thru the terrain and to the surface. So cool!
Definitely Yes.
This is also one of those things that would enable you to play out all the classic movie quotes along the lines of: "You'd be crazy to fly through there!"
Having skill restricted playable areas in general would be awesome. It's a key factor in creating a smuggler's hideout.
And naturally the planet should be full of ancient loot and crashed ships (and Xenomorph colonies of course).
well it is Star Citizen and not DCS World. :-)
17:50 for the end-result of Burndown, 19:04 for the beginning of the weekly special.
Thanks for that man, much appreciated
Thanks!
Doing God's work, sir.
The "ghost" of Grim Hex is actually cool. I kinda want it to become a real thing now.
it wouldve made a fine Metro:2033 easter egg if it was in a dark tunnel somewhere at levski
after golds sellers in games there will be ghost sellers !
I've been wondering for a while now why there aren't any cloaking devices in game, either for player or ships
Well. I hope you guys make that suggestion to Spectrum under game ideas. It really sounds cool and scary at the same time.
I made a post on Spectrum. I'm hoping it gest some attention from the devs so please if you guys like the idea go and give the post some love. I'm sure there can be a lot more fun ideas to be had with this.
Speaking as a helicopter pilot you still get turbulence when stationary in a hover , because the air still moves it only stops on the ground
james murray-watson Does a ground effect push back and make it worse closer to the ground?
DahVoozel ground effect has more to do with power required than turbulence , but generally speaking turbulence from ground clutter ( trees , buildings etc ) is worse the lower you are
Atmospheric flight makes me moist, that was what I was hoping for the whole time. And I'm really glad it was decided to be made. Because it's too cool to not add it.
18:04 for those that are just here for the progress
you mean some ppl are here for more than the progress ? what else is there ?
plorex thx a lot :)
I watch the whole thing since the very first episode lol.
Hero that we need but dont deserve
God bless
I think the reason ships don't look good in atmosphere is because they literally have no flaws and instead stay 100% completely still in the air like a UFO. There's also almost no visual cues that show the engines thrusting within the air like heat mirages and dust/debris. Watch an F-35 wobble and bend under the stress when it hovers for example.
It sounds like they will get there, or close to there in time, but not with 3.0
Matt Hodkin that would make a huge improvement.
Matt Hodkin They said that's what they are working toward. Lol.
Matt Hodkin yes but you would also have to take into account what the airframe is built to endure. A space capable ship is a lot stronger than a conventional atmospheric fighter in terms of its structural ridigity and capabilities. Take your f-35 example. Assume for a second, it has engines capable of space flight. If it flexes so much in standard atmosphere, it wouldn't survive the stresses of atmospheric exit and re-entry. You didn't see the space shuttle flexing in flight did you... that's because it's multitudes stronger as it can't flex... you have sonething flexing while re-entering atmosphere, you have the possibility of gaps forming, which would be fatal. So no, I wouldn't expect to see a spacecraft flexing in atmospheric flight as it's airframe and construction is many times stronger and stiffer, in order to withstand the rigours of space travel.
nice one you make a fair point dude
Hope you guys win that stupid lawsuit
Christian Dijk van what lawsuit? I didn't hear anything about this.
there may be a slight delay....
www.rockpapershotgun.com/2017/12/14/star-citizen-lawsuit/
www.scribd.com/document/367101474/Crytek-v-CIG
Chris Roberts you sir are fear mongering. CIG bought out the use of the Cryengine some years ago and this lawsuit is just the final death throes of a dying company.
Really cool that they share what is their long term objective for the Atmo FM. If we were aware of what are the longterms goal for most feature, it would clear so much feedback and issue council post with things like ''this is not working as I think it should, so lets declare it a bug''. Hopefully this is the direction CIG takes for the futur schedule reports!
While you're at a hover, mechanical (Wind flowing over/around large stationary structures like buildings/hills) and wake (Large planes/ships flying close by) turbulence should have an effect on your ship/aircraft.
b00ce shhhhhh chris roberts is gonna hear you and this game will never be finished
That's not the level of realism they're aiming at... You're talking about DCS level physics, if they did that they'd have to simulate orbital mechanics while in space too.
Realism is great, but a player shouldn't have to go through real flight school or real astronaut training to operate their Constellation or Mustang effectively.
Agreed - it should really be more of a factor when you're still, rather than in-flight. In-flight should probably just be a random turbulence effect, or a very slight shaking but not enough to be irritating
Air is more smoother the higher you go especially at altitudes above the weather unless there's clear air turbulence, within the weather layers there's thermals, cloud suctions, microbursts, etc, near the surface is usually more turbulent and sometimes deadly for light aircraft because of mountains, structures, trees which cause updrafts, downdrafts, rotors, etc.
Burndown should be its own show.
No need for it after 3.0 goes live. I'm sure it will be back when 3.1 is ready for Evocati
slowstad A scheduled 3.1 is no longer in the plans. They want to do quarterly releases after 3.0.
Quarterly releases that will lead up to 3.1
3.1 etc is still a thing, you need version numbers its just whatever is ready every 3 months gets released
That's why I said scheduled 3.1. Burndown is about a content based 3.0 release so it's contextualized for that.
A quarterly release, at least ideally, is that they just release what they have at the end of each quarter. While it will have the testing phases through QA, Evo and PTU, it doesn't fit the context of "Burndown".
The atmospheric drag should be used to establish a maximum speed based on geometry. The shape of aircraft makes it physically impossible for them to go over a certain mach number because at some point, the air refuses to "get out of the way" any faster. Narrow angles have higher max speeds than fatter angles. As you enter atmosphere and it gets gradually thicker, the max speed is gradually decreased from low/no atmospheric conditions in space. Using this model though, low atmosphere moons would be really dangerous, but you would also have greater acceleration capacity of your thrusters based on what I think I understand about your model. Just some thoughts
The terms you are referring to are the angle of the mach cone and the difference between going supersonic and hypersonic. The sonic speed itself depends on temperature, at least in earth's atmospheric gas composition. Your thoughts absolutely make sense though, there is a lot of potential for gameplay there.
The ghost of Grim Hex should be a feature.
Now make it walk around so people are never sure when it is watching.
Why is it that when your ship enters the atmosphere of a planet, the atmospheric drag effect is visible against the ship itself and not against the shield 'bubble' of the ship??? Are shields automatically turned off during atmospheric entry?????
The shields will eventually be more 'skin' like. Much of what you see has been place holder until the foundations of the game are in, with 3.0 that's now happening so expect further patches to address these issues
When they talk about the difficulties of balancing aerodynamic limits of each ship. I just wish these guys would make friends with some of the aeronautical engineers at Lockheed Burbank operations and NASAs Ames Research Center. Maybe even have CIG employees take a field trip to the two places (Security restrictions aside).
I was waiting for them to talk about flight control in the atmosphere, and I can see that they are going in the good direction. You want your players to feel the gravity and drag even how unrealistic it is. Gameplay over Realism. People complain about video game logic, but is why the game can feel right.
Ps : I love his KSP T-shirt!
Hope they give us the option to turn off any flight assist. Would be amazing to get a feel when you have to do everything yourself. Combine that with a 'simulated' flight experience and flight itself might be one of the most rewarding experiences in this game. Letting your thrusters do the work for you is a good idea, auto pilot basically, but just give us that option.
also, I hope we get higher speeds to play with, in all areas
how do you want to do that? bind 12 keys for 12 thrusters of your ship and then fly as if you were playing piano? if you think you can do that, are you a genius by chance?
This is what the board computer is using. You wouldn't have to control all these thrusters manually in 2940+. It's not auto pilot though, you still tell the ship in which direction to move and the ship will take care of translating the command 'move foreword' into which thrusters to use.
so what does Sventer want to disable? Where do you want to draw the line? Let the players write their own code for their ship controls interface?
Christoph Konetschny that would be cool though :P
Turn off Decoupled Mode.
YOU NEED TO KEEP THE GHOST IN AND MAKE MISSIONS WITH IT !!!
please no
😜
i was thinking: they could just move the "ghost" in the wall and their problem would be solved, since it wouldnt be visible anymore
but they could also move the ghost in some dark hidden corridor and make it an easter egg^^
More X-files in Starcitizen :)
It's not a bug it's a feature. Nice
32:39
Squadron 42 is not a Bug its a feature...
you mean its a feature not a bug?
something like that
Pharcyde Gaming, I was talking to Ferdinand Rohlfing but it looks like he edited his comment and corrected it.... his original comment said "its a bug not a feature" lol
#Yuri is right
I had prescribed myself.
It would be interesting if, in the future, less aerodynamic ships or ships without wings end up burning more fuel in atmosphere because they need their thrusters to counteract gravity more substantially
One of the best episodes from a tech perspective.
Thank you!
as a pilot, there are quite a few things wrong about wind and turbulence.
Which ones ? You should find a way to tell them. The game deserves your insight.
Also, check out what the developer says about it at 36:30 min
Please, find a way to let them know. Atmospheric flight is a mess right now and it seems they know very little about how ships should behave in different atmospheres. It bothers me.
They need and listen to most constructive criticism on their forums, not on RUclips.. Help the game develop and explain things in detail on their forums to make them consider it.
Did you put this forward to them on spectrum?
I hope the bricks/space ships like the Aurora and the Caterpillar get some more armor or other pros to counter the fact that they 'll suck in atmosphere. I like the atmospheric flight system though :) Especially the fact that you'll experience the differences between planets and moons. Gives them more character and makes the universe more believable.
Where can I submit this feedback as directly as possible to Blondie there?
I think the primary issue with what i'm seeing of the space flight model there is no VISUAL feedback that there thrusters at work. Maneuvering thrusters have no visual feedback to say "Hey I'm working." We can't see the thrusters doing anything. Further more, the "dead" stop in atmosphere, even with thrusters, is just too perfect. Even then, like anything else, if there are thrusters hard at work to try and suspend the ship in the air we need to see them...and they need to consume fuel so that camping in the air is not a good idea. Within reason the ship should also appear to be fighting the other forces at work when trying to hold a reasonably stationary position. Maneuvering thrusters should also have limitations, they aren't the primary means by which the ship moves, there should be a finite amount of power that they can project no matter how much power you dedicate to them, and these thrusters, if damaged, should be impaired or potentially even non-functional when destroyed.
Larger ships should not stop quickly, just an issue of momentum there as more mass resists changes in momentum.
The biggest issues are the visual feedback of "Hey we have manuevering thrusters and they are doing stuff." along with "We can churn so much power into manuevering thrusters that we can stop dead in mid air on a planet with high gravity."
Another issue I have is I would like the ability to deactivate the system's natural desire to allow you to enter a full stop. What if I want to save fuel by coasting without stopping after reaching a certain amount of acceleration?
glad to hear about the long term goals with atmospheric flight. Gonna hugely improve the looks, with spacecraft fighting gravitational pull and all that
Thumbs Up CiG!! keep up the good work.
My favorite is the part where they talk about how they are turning all of their focus to the game breaking stability and optimization bugs
wait a minute...ESP & IFCS are broken..?? Didn't one of the dev's say that was user error a couple weeks back.....
Is that the classic music I hear? (19:12)
Star Citizen Soundtrack - Mission Prep by Pedro Camacho
Link: ruclips.net/video/MDclkbOBfPs/видео.html
I like this track the most! just great!
Super hyped about the final atmosphere flight model. Love where they're going with this.
Remember that not all planets and moons have an atmosphere, remember Mercury and our Moon. Therefore, it must first consider the gravity wells and how they alter the IFCS of the ships, causing them to ignite the maneuver thrusters facing the object that exerts the gravitational attraction.
Xavier Matews You can notice this in 3.0. Yela and Cellin are really easy to fly on compared to Daymar (thicker atmosphere).
This was randomly recommended to me. I kind of miss these long fleshed out episodes.
For good or bad, I'm glad the atmospheric flight will be different from space.
I hope LIFT will be implemented in the future in accordance to each ships aerodynamics. Trusters only in atmosphere is counterproductive for flying ships.
I like the pace SC steps up with these days, Quick updates and fixes. Really enjoy this game. It's gonna be a new standard in PC gaming world. Keep up the good works. peace.
I'm sure they probably did this or consider it already, but couldn't they just recreate Earth in the game and just make the atmospheric conditions 1 to 1 to our real Earth and use that as a base model? They can easily research everything they'll need and possibly just toss their ships into an Earth-like atmosphere and tweak those numbers based on the atmospheric conditions for other planets. On paper it sounds simple, but I'm sure it's not that easy when trying to program it all.
Quality content as usual.
How about some in game content? Would that be okay or nah?
nice! super happy to see them working on atmospheric flight! v-tall thrusters on StarFarer O_O just awesome!
I am happy to hear that we will get different animations to show in atmosphere. I hope design considered using boost fuel in atmosphere so if you want to land say a caterpillar (or larger) you would need to plan your landing ahead of time as you will not have a lot of flight time before running out of fuel.
Please no flying bikes. Only ET gets to have one.
Can't wait for Lift to be fully implemented! Aegis Ships are going to shine! I wouldn't think it would be too difficult to add that in. A modder in the Space Engineer came up with a great mod. If you build a pure atmosphere ship, you don't need downward thrust if you don't want to VTOL. If you have downward thrust you never use it at speeds for Lift to work.
If I fly backward into the atmo, will i get re-entry animation on the back of the ship? 🤔
Great progress guys! Thank you for keeping us updated :)
I hope we'll get 3.0, or at least an open PTU, by Christmas... right? ;) ;)
Yey, feature lock 3.0, rock on guys.
We just pushed the project out the door we have been working on for the last 5 years and I feel awesome :) (nothing SC related though)
Dear,
I loved the game and it was super cool!
I wonder, does the game have multi-languages? Because I wanted the Brazilian language of Portuguese.
I hope so.
Thank you.
Guedes.
Great job guys, I really hope you guys get a live PTU to everyone by Christmas, in about to give star citizen as a gift to my friend and I want to experience 3.0 with him
Please prioritize crash-landing animation after 3.0
I had a pretty spectacular crash landing last night.
I'd love to see planets with sandstorms and/or complete darkness, forcing you to land using some kind of 3D ILS.
The SC team is in my heart, all of you!
At 32:10, actually there is more turbulence close to the ground. It's called orographic turbulence. It's what causes turbulence, the friction between air and surface. So it's actually the opposite. At altitude you don't have much turbulence, except for jet streams, than you do close to the ground. Just clarifying that. Cheers.
Ships like the Gladius and 300 series should fly as planes in atmosphere and should be able to glide to the ground if they lose power. In-atmo VTOL flight on any ship should be very expensive on systems and resources (like fuel). This will be more realistic, and it will encourage people without plane-style ships to get smaller snubs or to get ground vehicles/bikes or other planet-side transportation. I hope hope hope hope that this is where this is all headed. I used to spend hours and hours in flight sims, and I am hoping that SC can come close to that. Flight simming is not just about the highly detailed panels and UI interaction, it is very important to get the flight model right with accurate physics and aerodynamic simulations.
Turbulence is normally stronger down low do to ground interference, orthographic lifting. It can be very strong in some circumstances in the upper atmosphere. (sharp changes in jet-stream, mountain wave etc.)
11:10 Anybody know if those beautiful explosions are 100% procedural or mixed with footage?
Bikes should not fly!
What i really don't understand is why there is a public test environment for a beta of a game? Like doesn't really make sense to me, having an alpha within an alpha; please tell me if i'm compltely missing the point and being obnoxious.
You're completely missing the point and being obnoxious.
Moolz why?
Ramox. I thought that's what you wanted to hear. :D
But seriously, It's not even close to beta. It's all still just alpha. The PTU (Public Test Universe) is a pre-alpha of an alpha. What you are seeing is wide open development and has been open since it started. I think by the time the single player campaign comes around, it'll be at the beta stage. Which I don't expect for another year at the very least but the multiplayer version of SC will always be in iteration and playable until that time. Up until the the point it's feature ready and a decent balance in gameplay and core mechanics are achieved.
Also, you aren't being obnoxious. I was just joking. You may have been missing the point though. ;)
Thank you subscribers. Question: Does No Man's Sky or Elite Dangerous have different flight mechanics for space and planetside?
I'm surprised someone who reports an issue as "X doesn't handle well" is allowed to even be in Evocati. I'll show that person how to report an issue proper.
Agreed the ghost of Grim Hex should be a feature not a bug, randomly spawning in different locations at different times. He looks a lot like that dude I shot out on the landing pads :)
What's with all the atmosphere effects not showing on the shields? Are shields disabled when in atmosphere and therefore do not effect any drag or re-entry effects?
Are the control surfaces on the wings of ships going to move? Like the alerons and rudder and such?
"Getting close to a live release" STAR CITIZEN 3.0 FOR CHRISTMAS YYYYIIIIISSS
That ghost of GrimHex bug could spin off into the lore of that place. Everyone likes a good ghost story.
it seems like CIG is going in the right direction with atmospheric flight. I hope they can eventually capture some key beats of atmospheric flight in real life, like aerodynamic stalling.
Pretty awesome. I was talking with others during a live stream last week, we most if not all, though t this level of gameplay would be near impossible. I'm so relieved to have my flight model, CoM, CoT and CoL concerns being worked on! I couldn't ask for anything more at this point, shut up and take MORE of my money!
High/low gravity planets? Thick, heavy atmospheres or very thin ones, are varieties being worked in?
Awesome vid, glad 3.0 is right around the corner (is a thing I said a year ago)
"It's a very accurate drag simulation" - A guy who thinks there is more air resistance as you increase altitude...
Also, do you even lift bro?
Watching the starfarer crash did feel good. It felt like progress
Why RCS are still functioning when the pilot go straight forward at 20:02. Why ???
This is great and all, but I wish gravity would keep pulling on ships even outside of a planet's atmosphere.
That would be pretty cool. But this game is a far cry(engine) from orbital mechanics
ATV in the afternoon? I can get used to this.
Will atmo aircraft stall if flown to slow ?
stall? guys this is not an airplanes flight simulator, you want to fly planes you have Xplane, you are interested in air combat then take a look at DCS, space works quite differently. Is your question related to flying in an earth-like planet with an Earth-like gravity that has an earth-like atmosphere composition piloting an earth-like designed ship to follow the rules of aerodynamics? well if you are on such UNIQUE planet and conditions you may stall if you don't flight at certain speed...
Books have the answers to your questions....
Already have my ero eng degree, I can lend you the books ;)
@Fede Arce -- Books? WTF are you talking about? He's not asking about aircraft physics in general. He's asking if the aircraft in Star Citizen will stall near the surface of a planet with atmosphere if the aircraft loses too much speed.
Quote: "Well if you are on such UNIQUE planet and conditions you may stall if you don't flight at certain speed" - Are you talking about Star Citizen? If so, where did you get that info?
even in before 1080P! Atv dedication!
Great idea for a space monster, that can be seen only in a speciffic light spectrum.
Killer work peeps! keep it up! :) I'd love to have my ship thrown around in a storm planet side, or even have a storm so bad that you can't lift off and have to wait untill the storm passes!
Is it weird that my first thought for this video was "Boy, that leather jacket looks so uncomfortable. How did I ever think leather jackets were cool?"
Why, on Daymar, is Crusader always completely visible ? How can it be that we see this dark cloud behind it at all times?
Would entering the atmosphere with a large ship like the Caterpillar at an angle make it easier, but take longer time, to land?
Personal tests have shown that bricks have a very consistent arc trajectory when in flight. I've found almost no difference in landing time, no matter what the angle. Hope this helps
It does, thank you! :)
4:25 Wow look at that golden hour lighting
they should consult with Austin Meyers of X-plane to implement a very efficient but very realistic psuedo-fluid dynamics algorithm for atmospheric flight that is capable for realtime simulation! He utilizes something called Blade element theory in that almost every part of an aircraft's geometry is actually taken into account for aerodynamic calculations. VTOL's and Helicopters behave so realistically.
36:49 the neckbeards are not gonna be happy to hear this...olololol "KERFUFFLE THIS BREAKS *IMMERSSIOOONNN!"
36:23 - Make it hyper-realistic. And give players a lot of toggle options. Like turning off gravity compensation. Or binding each thruster to it's own control. Or make an auto-pilot kick in that would override player controls just enough so it avoids an obvious crash. Also toggle-able.
Uthael Killeanea "hyper-realistic" Realism =/= (most of the time) immersion in Gaming. This is just not thought out Game Design.
True. My bad. I don't really need MS Flight Simulator realism. But the rest of the comment stands. Like some of the more advanced drones you can buy today.
I Think you guys discovered a new Feature, Grimhex is a Pirate station and deaths are somewhat common Ghosts is Grimhex is a nice Addition to the base.... More Ghosts to Grimhex!! :D
After all these years, I'd really like an update on the state of VR. Not speculation, but an official update. I don't care if it's a year or more out, I'd just like to know the plan.
I don't have VR and don't have any interest in VR in SC but even I would still like an official update.
what about lift?
I'm here for the details!
I do hope the deceleration required when entering atmosphere is kept rather realistic, it would be just way too arcady if ships are flying in at crazy speeds and be able to stop immediately before landing.
Still not happy with flying Bikes...
Can i still fly upside down. Most fighters can currently and we don't have thrusters to help. Just straight flying and straight landing yet they turn and handle turbulence fine.
I wish you guys could make flight model like in Kerbal Space Program with all physics, orbits, velocity, etc...
Only about 5 minutes into the physics feature and I already feel better about on of my main issues with what has been shown recently. That is, ships looking like flying turrets in atmo. It looks completely ridiculous and I know I should have just assumed this but it feels good to hear them detailing things that are in the works. Looking forward to seeing ships eventually behaving like ships and flying like they have some weight to them. The way these ships have looked completely weightless and just move all directions and spin upside down in place or just point strait at the ground while frozen in space looks completely jarring, and I hope it goes away over time.
I thought holograms were actually realtime representations of real PNJs somewhere in the verse?
Could a ship with wings use lift to turn better in atmosphere than a ship of the same side with out them. i.e. a Gladius vs an Aroura?
Here's an ideea for stopping in atmosphere: Add airbrakes to some of the ships
when you "slow down slower", does it mean that you are faster or slower?
GIVE us the OPTION in flight control to turn of maneuvering thrusters, and only fly with main thrusters for small aerodynamic ships(in the future)
First person shooter missions ? Similar to warframe " sabotage , infiltration , rescue , assasination " mission etc.. into bunkers , ennemy bases , asteroids base etc..etc.. where you have to fight your way trough security system , ennemy Ai , etc... Where is the design on these type of contents ?
19:15 where can I get this guys shirt? :D
star citizen: Squadron 42 star citizen online mode so you see one in the same game. squadron is an expansion pack of the same game?