Well, I'm still getting a feel for my Aegis Avenger so decided to take it for a high speed (max throttle) run through asteroids.
During this run I am deliberately flying as close to the rocks as I could (without damaging my ship or killing myself) and looking for the narrowest gaps to squeeze through.
I find this is a very nice way to get a 'feel' for the size and maneuvering ability of a ship.
In this episode we finish of building the basic scout ship. -- Watch live at https://www.twitch.tv/malbathla
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https://www.youtube.com/watch?v=BV8nAGS3k6k
Quick demo fly through of a game I am currently writing in my spare time.
To save on redundant comments *grin*, yes there are still bugs in the HUD and 'background' field being overlayed on near objects, there are not flash shaders, just billboards, objects and lights
Checkout my website if your interested :)
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https://www.youtube.com/watch?v=laceyq64FYc
PTU 1.1.5 build of Star Citizen.
While testing/playing with the Elevator (see my previous bug video 'Elevator Catapult') I managed to get under the elevator and was able to admire the attention to detail the developers put into it :)
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https://www.youtube.com/watch?v=LZ1HITelSzc
Reconfigured my Magnesium Mining platform and checked the other mining rigs. -- Watch live at https://www.twitch.tv/malbathla
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https://www.youtube.com/watch?v=HxQ67J5gVpI
First maiden flight of Gecko as I take it to space and back. Continued salvaging the pirate base. -- Watch live at https://www.twitch.tv/malbathla
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https://www.youtube.com/watch?v=tMaMeZqbyAQ
Following on from last Episode we cover basic mining and drill usage. So we can explore further looking for resources we build a small scout ship. -- Watch live at https://www.twitch.tv/malbathla
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https://www.youtube.com/watch?v=y-bTRALH_KQ
While playing about in PTU 2.1 and experiencing the problem with blackout/redout with ships that have an internal physics grid, I set about testing a 'feeling' I was getting when flying in my avenger.
*1*. I am not a professional developer and I have NO IDEA how CIG are handling the physic grid calculations etc. I am a 'coder' - in that I play around writing software and develop in C++ as a hobby .. see my other videos on 'Trader'.
TO ME the results of this video confirmed what I had begun to suspect .. this 'feeling' that the vector and mass calculations tied to the physics grid and ship seem to become out of sync .. almost as if there may be some gimble locking or 'rounding' what cause the calculations to go wildly off. This 'problem' seems to be tied to the rotation calculations (hence the thought of gimble locking) as they can be made better or worse in either direction (black or red out) .. that is to say, the more rotational calculations that are made seem to compound the problem in one or the other direction (clockwise seemed to increase red, anti-clockwise towards black) .. arbitrary rotational angled seemed to greatly increase the problem.
Also as the problem got worse, the speed at which the ship could fully change vector decreased a LOT - almost as if the physics were actually increasing the ships mass as the grids became out of sync through the above rotational errors (also compounding).
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https://www.youtube.com/watch?v=zpvbL751FVs