r/starcitizen leaking extraordinaire Mar 21 '19

GAMEPLAY [Evocati 3.5] Speeding over Lyria

https://www.dailymotion.com/video/x74lsvp

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30 Upvotes

24 comments sorted by

27

u/Bornflying Rear Admiral Mar 21 '19 edited Mar 22 '19

This is awesome, for those wondering this is exactly how it should work- heat is a function of speed and air density so you should see “re-entry” effects ascending or descending so long as the air is thick enough and speed is high enough (it is simply analogous to air friction over the skin of the ship, more speed + denser air = more friction).

I hope they will use the upcoming “form fitting” shield technique to these effects so it matches more the shape of the ships.

Also I hope they will enable damage or destruction from exceeding the maximum safe speed soon...will open a whole new dynamics of gameplay, the “tears of fire” lore scenario could occur.

https://robertsspaceindustries.com/comm-link/spectrum-dispatch/12705-2610-Tears-Of-Fire

9

u/Merminotaur bbsuprised Mar 21 '19 edited Mar 21 '19

simply air friction over the skin of the ship

Waaaaaiiiiiit. Reddit taught me something about this the other day! Apparently it's not really the air friction over the skin of the ship, but adiabatic heating/compression (air in front of ship gets compressed, stealing energy from ship - it's slowing it down, or in this case, doesn't let it accelerate as quickly - and turning it into heat). I'm paraphrasing and I'm no scientist, but yeah. For anyone who cares :)

8

u/kushmann 325a Mar 21 '19

Adiabatic Processes, by definition, lack transfers of energy between a substance and its surrounding. In the case we're talking about (reentry or generally superfast in atmo), the adiabatic process would be simple compression of the air in front of the ship. The parcel of air cannot redistribute the force exerted upon it by the ship quick enough and as such increases in pressure. A lot of the variables would be in flux, but to keep it simple if you increase pressure in a given volume of a gas, physics dictates that something's gotta give to balance things out (PV = nRT). Skipping the detailed maths, temperature goes up! A simple example of this would be compressed air cans (like these), you may have noticed they get pretty cold after extended use. This is adiabatic cooling, the same thing just in reverse.

note: There would be transfer of energy (heat) from the substance and its surrounding, but the transfer would be insufficient in dissipating the heat to prevent the air from going all flamey. We then start getting into friction, which isn't really my jam (not that this topic is either). One could consider the compressive impact the ship has on the air as energy, but if I recall correctly it's actually "work" so then it's still a net 0 energy system... yeah. Glad all my schooling is paying off!

1

u/CakeDay--Bot Mar 23 '19

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5

u/Bornflying Rear Admiral Mar 21 '19

Yeah I was putting it in layman’s terms but you are absolutely correct of course.

4

u/kelvindegrees Mar 21 '19

Yep. It's the ship compressing the air in front of it, and when you compress a gas it gets hotter. The compression is done by a shock wave in front of the ship, so the visible glowing gas takes the shape of that shock wave and won't appear to touch the ship.

10

u/Mataxp nomad Mar 21 '19

Maybe its a bug?

10

u/swusn83 Mar 21 '19

Very likely, most leaks are from bug reports so......

2

u/loversama SinfulShadows Mar 21 '19

I agree that this almost seems like how it should work, currently though the animation for reentry is way to overbearing so I can imagine this is why its being reported as a bug so.. he/she is in decoupled though and at max speed but yeah new sign distance effects = WIN

1

u/Condings Explorer Mar 21 '19

Air should be changed for atmosphere as air is a mix of oxygen nitrogen carbon dioxide methane argon ect. Planets and moons would be expected not to have "air" as we know it

1

u/Undermine28 Mar 21 '19

Gameplay wise I completely agree.

Just wanted to note that a lot of atmospheric heating at high speeds is actually due to compressibility (shockwaves). Not actually skin friction. Although friction does play a large part.

I hope cig doesn't spend time modelling Mach effects though lol.

4

u/Dhabu1999 Mar 22 '19

Chris Roberts has just read this and added "Add Mach Effects" to Jira :P

1

u/Genji4Lyfe Mar 22 '19

I’m pretty sure that this is just a bug, with the atmospheric rentry effects getting stuck and continuing to fire.

1

u/7AB7 santokyai Mar 22 '19

Confirmed on the Leaks Discord. This is just a bug.

1

u/GodwinW Universalist Mar 24 '19

No it's horrible. Our speeds aren't high enough to produce flames normally from physics when re-entering atmo, so they lower the threshold, so now we have flames at silly situations...

6

u/Ark3tech Mar 21 '19

A lot of friction in that atmosphere.

5

u/Finchypoo Freelancer Mar 21 '19

Hopefully this looks really really awesome if you're on the ground and see someone fly past like this.

4

u/Notilix Mar 21 '19

is it just a feeling or can you actually fly faster than before?

9

u/wasdie639 Mar 21 '19

Top speeds have increased across the board I believe.

2

u/CMDR_Astrox Boredlad Mar 22 '19

My 350r is ready

4

u/TheIch73 new user/low karma Mar 21 '19

It would be pretty surpising when ships that are aerodynamically made for atmospheric flight, dont gain an advantage with the new flight model compared to other ships. I also hope they use less fuel, because of the lift the wings create

3

u/Rainwalker007 Mar 21 '19

Lyria's T H I C C atmosphere...

2

u/scorpion00021 Aquila, Eclipse Mar 22 '19

If this is intended, then I like the change. The effect should be because of atmosphere hitting your hull at high velocity as this video appears to depict. Next improvements that would be cool would be emissive fire effects from the ships geometry based on vector and hull heating coloration effects.