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Old June 7 2014, 07:18 AM   #76
intrinsical
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Re: Star Citizen - Chris Roberts' new game

JarodRussell wrote: View Post
Timby wrote: View Post
JarodRussell wrote: View Post
A new fighter model costs 100,000?

The year's salary of two 3D artists?
Every new fighter includes not just the exterior model, but the interior as well, plus the cockpit, plus whatever new physics modeling needs to be done, plus ... well, hey, Chris Roberts himself said it. Many man-hours spread across many employees ... it adds up.
I do think that a well seasoned 3D artist (especially one that would be worth 100k a year) could churn out such a thing in less than a month.
Just look how fast Tobias Richter does his high poly meshes of all the Trek starships.
Many people forget its not just the cost and time of creating the fighter model. Its also hooking it up into the game engine, modelling how it explodes, making the weapons fire, the sound effects, the physics of its movement.
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Old June 7 2014, 12:49 PM   #77
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Re: Star Citizen - Chris Roberts' new game

intrinsical wrote: View Post
Many people forget its not just the cost and time of creating the fighter model. Its also hooking it up into the game engine, modelling how it explodes, making the weapons fire, the sound effects, the physics of its movement.
That should already be there and should only need some tweaking, as they already have a bunch of different fighters. Unless they are completely chaotic.
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Old June 7 2014, 02:38 PM   #78
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Re: Star Citizen - Chris Roberts' new game

JarodRussell wrote: View Post
intrinsical wrote: View Post
Many people forget its not just the cost and time of creating the fighter model. Its also hooking it up into the game engine, modelling how it explodes, making the weapons fire, the sound effects, the physics of its movement.
That should already be there and should only need some tweaking, as they already have a bunch of different fighters. Unless they are completely chaotic.
There are more than 40 ships in the game.

They have four complete.
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Old June 9 2014, 01:08 AM   #79
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Re: Star Citizen - Chris Roberts' new game

JarodRussell wrote: View Post
intrinsical wrote: View Post
Many people forget its not just the cost and time of creating the fighter model. Its also hooking it up into the game engine, modelling how it explodes, making the weapons fire, the sound effects, the physics of its movement.
That should already be there and should only need some tweaking, as they already have a bunch of different fighters. Unless they are completely chaotic.
A game development expert, are we?
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Old June 9 2014, 02:17 AM   #80
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Re: Star Citizen - Chris Roberts' new game

He raises a very valid point, Herkimer Jitty.
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Old July 5 2014, 03:04 PM   #81
Blamo
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Re: Star Citizen - Chris Roberts' new game

The problem is the model isn't simply cosmetic skin with each ship having a different set of stats.

The IFCS (intelligent flight control system) is probably the most complex aspect, which is different for each ship. Due to the game "Realistically" modelling physics, the IFCS basically tells the the main thruster and maneuvering thrusters how to fire, so that your ship is controlable in a zero-g and fritionless enviroment. As each ship is of different size, shape, mass and thruster placement, the IFCS for each different ship gives out different instructions.

Also since each part of the ship has mass, losing any part of the ship requires these thrusters to compensate for the change in shape and mass. Then there's losing a thruster.

Mass itself is rather interesting in how it affects the game. The Vanduul Scythe have a large heavy wing that is essentially deadweight (they use it to ram you with). Shoot that off and their ships suddenly become very maneuverable.

That's just the IFCS.

While there are aspects that can be used on each ship with out much adjustment, a lot of it requires hand crafting.


Regarding the stats, it is rather interesting. Based on the stats alone you'd guess the Aurora wouldn't stand a chance in a fight with a Hornet or a 300i. However due to thruster placement, low mass and rather box like hull protecting it's engines and important systems, it actually stands up pretty well. Meanwhile the 300i's engine is rather in the open and gets blown off easily (which isn't a real issue as it's a luxury ship, not a fighter).
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