

Ultimately, unless you're visiting to mine, this location will probably fall into the "nice to visit once" category for most people. Hadanite seemed to be the most common one, though all types are present.

From what I've seen, about 1/3 of all asteroids have FPS mineables attached to them. Mineable asteroids can also be found in large clusters, just like on moons. Most asteroids are P and M-type asteroids, with E-type asteroids being less frequent. Once you arrive, you'll be surrounded by thousands of kilometers of asteroids, with mineable asteroids every few thousand meters. If travelling from Hurston to ArcCorp, disengage at 9,500,000km from ArcCorp. If travelling from ArcCorp to Hurston, you'll want to disengage quantum at around 13,500,000km from Hurston. The easiest way to reach the asteroid belt is by plotting a course between ArcCorp and Hurston, and disengaging the jump around this point on the starmap: Though still missing its iconic gateways, this massive asteroid belt is present in a basic state and can be a great place to mine both asteroids and FPS mineables.
STAR CITIZEN MAP YELA SOFTWARE
Now I am not intending to enter in "dick size contest", I am just saying it to clarify that I'm talking with real world experience: I actually am a software engineer, master's degree in Software engineering and distributed computing (about 18 years of experience including 10 professionally, and 8 as self taught amateur when I was a teenager/student).One of the lesser known locations in the PU is the Aaron Halo asteroid belt. Note: apologies if I sounded harsh last night, I had a long day. I'll admit that they could have easily implement a much better user interface over a weekend than the one we've been playing with for years though. You are wrong though if you think that it also applies to a game in active development. You are completely right about service uptine for a game that is close to release. What makes Server Meshing in Star Citizen terms hard, is that they're building a mesh that scales up and down on demand in specific areas, seemlessly. It usually allows you to define a mesh dedicated to AI, another one for physics interactions and players positions tracking. This is what most common server meshing does. If you compare a game world with a game of chess where every 2*2 squares block is handled by a server, it's very easy to mesh them together if know the load is going to be the same on every server, approximately. Star Citizen is no different, it requires its own systems that, yes, have never been done before. Dual Universe has done it ("Continuous Single Shard Cluster"), but they worked on it since 2011 and the game was released last year with particularly annoying lag issues.įor an MMO at that scale, there is no networking solution that fits all needs, which is probably why SpatialOS from Improbable suddenly disappeared. But it's not remotely comparable when they can literally slow time in game to reduce servers load.

Do other games use server meshing? Yes, Eve Online does afaik. What's different is that they're doing it all together, the scale at which they're doing it.ītw, you're mentioning features/technologies like serve meshing as something that has already been done. But you're right, everything in the game has already been done in another game, on its own. They're building a game that nobody has ever built before. I backed in 2014, so no, I did not start playing in the past year. You should be glad you even can have in game currency that does not reset every week. They've been clear for years about their pattern though: Adding new features, stabilizing client and server performance to add new features, re-stabilizing to add new features, etc.
