{"data":{"id":16170,"title":"The Shipyard: Ship Mass","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16170-The-Shipyard-Ship-Mass","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16170","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16170","channel":"Undefined","category":"Undefined","series":"Concept Ship 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Mass:\nI\u2019m Not Heavy I\u2019m Just Built That Way A Guide to the New Ship Matrix\nGreetings Citizens!\n\nWith the release of 3.0.0 we have completed a ground up pass on mass for all in-game items, from the smallest bit of personal armor up to the largest spaceship. We have always endeavored to use real world items to guide our mass in-game but over time this has slowly caused issues as everyone\u2019s interpretation of how heavy something is has wildly varied, a phenomenon especially noticeable during concept announcements when ship masses are first pitched. One area we identified was the notion of our spaceships being similar in role to modern day aircraft, so we originally endeavored to keep their mass values similar as well. Of course, coming at this from new angles caused a number of serious issues. For instance, the Gladius is a Light Fighter and to many that is similar in role\/size to a modern day fighter jet like an F\/A-18 Hornet (no relation to the ANVL Hornet) but when we got farther into things, the reality was that the Gladius has around 5x the volume of an F-18. This was problematic given it was originally implemented in-game at around 140% the weight of one. As we looked deeper into more and more ships it became increasingly clear that our original mass values were very inconsistent and often misleading. Given these are the basis for many areas of simulation within the game we decided to completely rework this aspect.\n\nGiven the huge range of ships and items in-game as well as in-concept we needed to solidify a way of calculating the mass correctly for both our existing assets and ones yet to come. For this, we decided to harness our existing physics meshes and use them to calculate the volume of material in the ships. Generally these are pretty accurate but with the wide range of ship types there were naturally a few different steps involved in generating a correct volume per ship.\n\n\nGrasping the Concept\nAt the concept stage, these ships are at their trickiest to calculate, as they are generally very high poly meshes without the benefits of physics sub-meshes. This requires a small amount of work to simplify and cap hole to allow us to accurately generate a volume for the ship.\n\nCapping Holes is the process of fully enclosing our collision proxy meshes and open faces that can cause issues in the engine. In essence we make them \u201cwatertight\u201d while marking up specific faces that will allow entities to move through them unimpeded. Whilst this is usually done in the production stage we had to move ahead with this at a simple level for many of our concept ships to achieve standardized mass calculations for all ships.\n\n\n\nMy Density Has Brought Me to You\nOnce we had the volume of the ship as if it was solid block of material, we then subtracted the volume blocked out by the design team for the interior play space, cockpit and internal local grid mesh. This new volume (solid minus interior) was assigned an appropriate density value with a few modifiers:\n\n\nConstruction Methodology\n\nOrigin ships use more advanced lightweight materials that retain strength rather than the traditional stalwarts like Aegis and Anvil with heavier metals. The materials in play are an essential component in accurately accessing the correct mass of a vehicle, ship, or space station.\n\n\nSpecies Construction\n\nXi\u2019an ships are renowned for their materials and are significantly lighter than human counterparts, with their collaboration with MISC allowing some crossover. Design will work with the Lore Team to determine not only the aesthetics in play for a specific species like Banu or Vanduul, but they types of resources at their disposal and technological advantage of their culture in determining the materials used in construction.\n\n\nDesign Role\n\nShips that are naturally heavily armored or require more rigid internal support generate a denser value. It is vitally important not only to consider the source and history inherent in each ship, but it\u2019s intended purpose within both the lore of the Star Citizen universe, and the design of our game.\n\n\nIt\u2019s What\u2019s Inside That Counts\nOnce the mass for the external \u201cchassis\u201d of the ship was generated, we used the internal volume again to generate a weight for the interior. This simulated all the interior panelling, doors, wiring etc as the design blockout volumes and local grids are slightly larger than the interior playable space (as they encompass the walls\/floor meshes) and we felt this was a better reflection on the overall mass.\n\n\n\nOnly What You Take with You\nFinally, we looked at the ship\u2019s proposed or current default loadout, and added the specifics for each of these components (which also got a rework pass) to the final mass generated from the above steps.\n\n\nWhat does this mean? All of our ships and characters now behave much better as the values used throughout the game are much more in sync. One example we uncovered during this rework was that on a variety of ships the physics meshes were uncapped, which during detachment and having the mass assigned to them was causing the engine to incorrectly calculate the mass of the detached part and thus it would behave poorly. With all the parts now capped or in the process of being capped, ship destruction and part detachment is much more reliable and believable, with less instances of huge ship debris parts spinning off at excessive speed. In addition to better behavior it also meant a lot of systemic features can be better accounted for such as carried items and cargo. Previously, with ships being so wildly disparate in weight, the simple act of adding a heavier weapon could significantly alter one ship unintentionally.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: Will changing the item mass on my ship, intentionally or through damage, actually have an impact on its flight?\n\nA: Yes it will, though not immediately in Alpha 3.0.\n\nWhen we do the initial tuning value we base it around the default loadout and structure then give the ship \u201cgoal times\u201d to achieve the desired results in zero g and atmospheric flights. Generally the ships are able to achieve these goals, as they are not absolute timings. Outside of any external factors, adding mass will change the flight characteristics and should you make the center of mass uneven may not do so for the better!\n\nWe anticipate this feature coming online in a future Alpha 3.x release.\n\nQ: What other aspects of mass have changed outside of ships?\n\nA: Every single piece of armor and every item you carry on your person has an applicable mass and these all directly tie into the Actor Status System. The heavier you are the more exertion there is to perform actions and these consume oxygen quicker or may even limit what actions you can do. This system also extends to items carried on ships. Carrying a small crate of heavy metal will slow you down more than carrying a helmet in your hands and these all get added on to the mass of your ship when inside of it.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo","de_DE":"Schiffsmasse:\nIch bin nicht schwer, ich bin nur so gebaut, dass ich einen Leitfaden f\u00fcr die neue Schiffsmatrix brauche.\nGr\u00fc\u00dfe B\u00fcrger!\n\nMit der Ver\u00f6ffentlichung von 3.0.0.0 haben wir eine Ground Up Pass on Mass f\u00fcr alle Gegenst\u00e4nde im Spiel abgeschlossen, vom kleinsten St\u00fcck pers\u00f6nlicher R\u00fcstung bis zum gr\u00f6\u00dften Raumschiff. Wir haben uns immer bem\u00fcht, Gegenst\u00e4nde aus der realen Welt zu verwenden, um unsere Masse im Spiel zu leiten, aber im Laufe der Zeit hat dies langsam zu Problemen gef\u00fchrt, da die Interpretation dessen, wie schwer etwas ist, durch jeden von uns sehr unterschiedlich ist, ein Ph\u00e4nomen, das besonders bei Konzeptank\u00fcndigungen auff\u00e4llt, wenn Schiffsmassen zum ersten Mal gestimmt werden. Ein Bereich, den wir identifiziert haben, war die Vorstellung, dass unsere Raumschiffe in ihrer Rolle den modernen Flugzeugen \u00e4hnlich sind, so dass wir urspr\u00fcnglich bem\u00fcht waren, auch ihre Massenwerte \u00e4hnlich zu halten. Nat\u00fcrlich hat die Auseinandersetzung mit diesem Thema aus neuen Blickwinkeln eine Reihe von ernsten Problemen mit sich gebracht. Zum Beispiel ist die Gladius ein Light Fighter und vielen \u00e4hnlich in Rolle\/Gr\u00f6\u00dfe wie ein moderner Kampfjet wie eine F\/A-18 Hornet (keine Beziehung zur ANVL Hornet), aber als wir weiter in die Dinge kamen, war die Realit\u00e4t, dass die Gladius etwa das 5-fache des Volumens einer F-18 hat. Dies war problematisch, da es urspr\u00fcnglich im Spiel implementiert wurde, mit etwa 140% des Gewichts von einem. Als wir immer mehr Schiffe untersuchten, wurde immer deutlicher, dass unsere urspr\u00fcnglichen Massenwerte sehr inkonsistent und oft irref\u00fchrend waren. Da diese die Grundlage f\u00fcr viele Bereiche der Simulation innerhalb des Spiels sind, haben wir uns entschlossen, diesen Aspekt komplett zu \u00fcberarbeiten.\n\nAngesichts der gro\u00dfen Auswahl an Schiffen und Gegenst\u00e4nden im Spiel sowie im Konzept mussten wir eine M\u00f6glichkeit finden, die Masse sowohl f\u00fcr unsere bestehenden als auch f\u00fcr die zuk\u00fcnftigen Verm\u00f6genswerte korrekt zu berechnen. Dazu haben wir uns entschieden, unsere bestehenden Physik-Netze zu nutzen und daraus das Materialvolumen in den Schiffen zu berechnen. Im Allgemeinen sind diese ziemlich genau, aber mit der gro\u00dfen Auswahl an Schiffstypen gab es nat\u00fcrlich ein paar verschiedene Schritte, um ein korrektes Volumen pro Schiff zu erzeugen.\n\n\nDas Konzept verstehen\nIm Konzeptstadium sind diese Schiffe am kniffligsten zu berechnen, da es sich in der Regel um sehr hohe Poly-Netze ohne die Vorteile physikalischer Sub-Netze handelt. Dies erfordert einen kleinen Arbeitsaufwand zur Vereinfachung und Kappenbohrung, damit wir genau ein Volumen f\u00fcr das Schiff erzeugen k\u00f6nnen.\n\nDas Kappen von L\u00f6chern ist der Prozess der vollst\u00e4ndigen Umh\u00fcllung unserer Kollisions-Proxy-Netze und offenen Fl\u00e4chen, die Probleme im Motor verursachen k\u00f6nnen. Im Wesentlichen machen wir sie \"wasserdicht\" und markieren dabei bestimmte Fl\u00e4chen, die es den Entit\u00e4ten erm\u00f6glichen, sich ungehindert durch sie zu bewegen. W\u00e4hrend dies in der Regel in der Produktionsphase geschieht, mussten wir dies bei vielen unserer Konzeptschiffe auf einfacher Ebene vorantreiben, um standardisierte Massenberechnungen f\u00fcr alle Schiffe zu erreichen.\n\n\n\nMeine Dichte hat mich zu dir gebracht.\nSobald wir das Volumen des Schiffes hatten, als ob es ein solider Materialblock w\u00e4re, haben wir das vom Designteam blockierte Volumen f\u00fcr den Innenspielraum, das Cockpit und das interne lokale Netz abgezogen. Diesem neuen Volumen (fest minus Innenraum) wurde mit wenigen Modifikatoren ein entsprechender Dichtewert zugeordnet:\n\n\nKonstruktionsmethodik\n\nHerkunftsschiffe verwenden fortschrittlichere leichte Materialien, die ihre Festigkeit bewahren, anstatt die traditionellen Stalwarts wie Aegis und Anvil mit schwereren Metallen. Die im Spiel befindlichen Materialien sind ein wesentlicher Bestandteil f\u00fcr den genauen Zugriff auf die richtige Masse eines Fahrzeugs, Schiffes oder einer Raumstation.\n\n\nArten Konstruktion\n\nXi'an-Schiffe sind bekannt f\u00fcr ihre Materialien und sind deutlich leichter als menschliche Pendants, wobei ihre Zusammenarbeit mit dem MISC einen gewissen Crossover erm\u00f6glicht. Design wird mit dem Lore Team zusammenarbeiten, um nicht nur die \u00c4sthetik f\u00fcr eine bestimmte Art wie Banu oder Vanduul zu bestimmen, sondern auch die Art der ihnen zur Verf\u00fcgung stehenden Ressourcen und den technologischen Vorteil ihrer Kultur bei der Bestimmung der f\u00fcr den Bau verwendeten Materialien.\n\n\nDesignrolle\n\nSchiffe, die von Natur aus schwer gepanzert sind oder eine steifere innere Unterst\u00fctzung ben\u00f6tigen, erzeugen einen dichteren Wert. Es ist von entscheidender Bedeutung, nicht nur die Quelle und Geschichte zu ber\u00fccksichtigen, die jedem Schiff innewohnt, sondern auch seinen Zweck sowohl in der \u00dcberlieferung \u00fcber das Star Citizen-Universum als auch in der Gestaltung unseres Spiels.\n\n\nEs ist das, was drin ist, was z\u00e4hlt.\nNachdem die Masse f\u00fcr das externe \"Chassis\" des Schiffes erzeugt wurde, nutzten wir das Innenvolumen wieder, um ein Gewicht f\u00fcr den Innenraum zu erzeugen. Dadurch wurden alle Innenverkleidungen, T\u00fcren, Verkabelungen usw. simuliert, da die Designblockout-Volumina und lokalen Gitter etwas gr\u00f6\u00dfer sind als der spielbare Innenraum (da sie die W\u00e4nde \/ Bodenmatten umfassen), und wir waren der Meinung, dass dies eine bessere Reflexion der Gesamtmasse ist.\n\n\n\nNur das, was du mitnimmst.\nSchlie\u00dflich haben wir uns die vorgeschlagene oder aktuelle Standardauslastung des Schiffes angesehen und die Besonderheiten f\u00fcr jede dieser Komponenten (die auch einen Rework-Pass erhalten haben) zur Endmasse hinzugef\u00fcgt, die aus den obigen Schritten generiert wurde.\n\n\nWas bedeutet das? Alle unsere Schiffe und Charaktere verhalten sich jetzt viel besser, da die im Spiel verwendeten Werte viel besser synchronisiert sind. Ein Beispiel, das wir bei dieser \u00dcberarbeitung aufgedeckt haben, war, dass auf einer Vielzahl von Schiffen die physikalischen Netze offen waren, was w\u00e4hrend des Abl\u00f6sens und der Zuordnung der Masse dazu f\u00fchrte, dass der Motor die Masse des abgetrennten Teils falsch berechnete und sich daher schlecht verhielt. Da alle Teile jetzt gekappt sind oder gerade gekappt werden, sind Schiffszerst\u00f6rung und Teileabl\u00f6sung viel zuverl\u00e4ssiger und glaubw\u00fcrdiger, da weniger F\u00e4lle von riesigen Schiffsm\u00fcllteilen mit zu hoher Geschwindigkeit ablaufen. Zus\u00e4tzlich zu einem besseren Verhalten bedeutete dies auch, dass viele systemische Merkmale wie mitgef\u00fchrte Gegenst\u00e4nde und Fracht besser ber\u00fccksichtigt werden k\u00f6nnen. Fr\u00fcher, als Schiffe so stark vom Gewicht her unterschiedlich waren, konnte der einfache Akt des Hinzuf\u00fcgens einer schwereren Waffe ein Schiff unbeabsichtigt erheblich ver\u00e4ndern.\n\n\nH\u00e4ufig gestellte Fragen oder: Fragen, von denen wir dachten, dass du sie vielleicht hast.\n\nF: Wird das \u00c4ndern der Itemmasse auf meinem Schiff, absichtlich oder durch Besch\u00e4digung, tats\u00e4chlich Auswirkungen auf seinen Flug haben?\n\nA: Ja, das wird es, wenn auch nicht sofort in Alpha 3.0.\n\nWenn wir den anf\u00e4nglichen Tuning-Wert festlegen, orientieren wir ihn an der Standardauslastung und -struktur und geben dem Schiff dann \"Zielzeiten\", um die gew\u00fcnschten Ergebnisse bei Null-Gramm- und Atmosph\u00e4renfl\u00fcgen zu erzielen. Im Allgemeinen sind die Schiffe in der Lage, diese Ziele zu erreichen, da es sich nicht um absolute Timings handelt. Au\u00dferhalb von \u00e4u\u00dferen Faktoren ver\u00e4ndert das Hinzuf\u00fcgen von Masse die Flugeigenschaften und sollte der Schwerpunkt uneben sein, ist dies m\u00f6glicherweise nicht zum Besseren geschehen!\n\nWir erwarten, dass dieses Feature in einem zuk\u00fcnftigen Alpha 3.x-Release online kommt.\n\nF: Welche anderen Aspekte der Masse haben sich au\u00dferhalb von Schiffen ver\u00e4ndert?\n\nA: Jedes einzelne R\u00fcstungsst\u00fcck und jeder Gegenstand, den du auf deiner Person tr\u00e4gst, hat eine anwendbare Masse und diese sind alle direkt mit dem Schauspielerstatus-System verbunden. Je schwerer du bist, desto mehr Anstrengung gibt es, um Aktionen durchzuf\u00fchren, und diese verbrauchen schneller Sauerstoff oder k\u00f6nnen sogar einschr\u00e4nken, welche Aktionen du ausf\u00fchren kannst. Dieses System erstreckt sich auch auf Gegenst\u00e4nde, die auf Schiffen bef\u00f6rdert werden. Das Tragen einer kleinen Kiste mit Schwermetall wird Sie mehr verlangsamen als das Tragen eines Helmes in den H\u00e4nden, und diese werden alle in die Masse Ihres Schiffes aufgenommen, wenn es sich im Inneren befindet.\n\n\nWeiterf\u00fchrende Literatur\nSchiffsmassenkarrieren und Rollen Triebwerke Schiff Technische Informationen Ordnungs-Haltepunkte Waffen-Haltepunkte Andere Haltepunkte Gesch\u00fctzt\u00fcrme Varianten & Module scu und Ladung","zh_CN":"Ship Mass:\nI\u2019m Not Heavy I\u2019m Just Built That Way A Guide to the New Ship Matrix\nGreetings Citizens!\n\nWith the release of 3.0.0 we have completed a ground up pass on mass for all in-game items, from the smallest bit of personal armor up to the largest spaceship. We have always endeavored to use real world items to guide our mass in-game but over time this has slowly caused issues as everyone\u2019s interpretation of how heavy something is has wildly varied, a phenomenon especially noticeable during concept announcements when ship masses are first pitched. One area we identified was the notion of our spaceships being similar in role to modern day aircraft, so we originally endeavored to keep their mass values similar as well. Of course, coming at this from new angles caused a number of serious issues. For instance, the Gladius is a Light Fighter and to many that is similar in role\/size to a modern day fighter jet like an F\/A-18 Hornet (no relation to the ANVL Hornet) but when we got farther into things, the reality was that the Gladius has around 5x the volume of an F-18. This was problematic given it was originally implemented in-game at around 140% the weight of one. As we looked deeper into more and more ships it became increasingly clear that our original mass values were very inconsistent and often misleading. Given these are the basis for many areas of simulation within the game we decided to completely rework this aspect.\n\nGiven the huge range of ships and items in-game as well as in-concept we needed to solidify a way of calculating the mass correctly for both our existing assets and ones yet to come. For this, we decided to harness our existing physics meshes and use them to calculate the volume of material in the ships. Generally these are pretty accurate but with the wide range of ship types there were naturally a few different steps involved in generating a correct volume per ship.\n\n\nGrasping the Concept\nAt the concept stage, these ships are at their trickiest to calculate, as they are generally very high poly meshes without the benefits of physics sub-meshes. This requires a small amount of work to simplify and cap hole to allow us to accurately generate a volume for the ship.\n\nCapping Holes is the process of fully enclosing our collision proxy meshes and open faces that can cause issues in the engine. In essence we make them \u201cwatertight\u201d while marking up specific faces that will allow entities to move through them unimpeded. Whilst this is usually done in the production stage we had to move ahead with this at a simple level for many of our concept ships to achieve standardized mass calculations for all ships.\n\n\n\nMy Density Has Brought Me to You\nOnce we had the volume of the ship as if it was solid block of material, we then subtracted the volume blocked out by the design team for the interior play space, cockpit and internal local grid mesh. This new volume (solid minus interior) was assigned an appropriate density value with a few modifiers:\n\n\nConstruction Methodology\n\nOrigin ships use more advanced lightweight materials that retain strength rather than the traditional stalwarts like Aegis and Anvil with heavier metals. The materials in play are an essential component in accurately accessing the correct mass of a vehicle, ship, or space station.\n\n\nSpecies Construction\n\nXi\u2019an ships are renowned for their materials and are significantly lighter than human counterparts, with their collaboration with MISC allowing some crossover. Design will work with the Lore Team to determine not only the aesthetics in play for a specific species like Banu or Vanduul, but they types of resources at their disposal and technological advantage of their culture in determining the materials used in construction.\n\n\nDesign Role\n\nShips that are naturally heavily armored or require more rigid internal support generate a denser value. It is vitally important not only to consider the source and history inherent in each ship, but it\u2019s intended purpose within both the lore of the Star Citizen universe, and the design of our game.\n\n\nIt\u2019s What\u2019s Inside That Counts\nOnce the mass for the external \u201cchassis\u201d of the ship was generated, we used the internal volume again to generate a weight for the interior. This simulated all the interior panelling, doors, wiring etc as the design blockout volumes and local grids are slightly larger than the interior playable space (as they encompass the walls\/floor meshes) and we felt this was a better reflection on the overall mass.\n\n\n\nOnly What You Take with You\nFinally, we looked at the ship\u2019s proposed or current default loadout, and added the specifics for each of these components (which also got a rework pass) to the final mass generated from the above steps.\n\n\nWhat does this mean? All of our ships and characters now behave much better as the values used throughout the game are much more in sync. One example we uncovered during this rework was that on a variety of ships the physics meshes were uncapped, which during detachment and having the mass assigned to them was causing the engine to incorrectly calculate the mass of the detached part and thus it would behave poorly. With all the parts now capped or in the process of being capped, ship destruction and part detachment is much more reliable and believable, with less instances of huge ship debris parts spinning off at excessive speed. In addition to better behavior it also meant a lot of systemic features can be better accounted for such as carried items and cargo. Previously, with ships being so wildly disparate in weight, the simple act of adding a heavier weapon could significantly alter one ship unintentionally.\n\n\nFrequently Asked Questions or: Questions We Figured You Might Have\n\nQ: Will changing the item mass on my ship, intentionally or through damage, actually have an impact on its flight?\n\nA: Yes it will, though not immediately in Alpha 3.0.\n\nWhen we do the initial tuning value we base it around the default loadout and structure then give the ship \u201cgoal times\u201d to achieve the desired results in zero g and atmospheric flights. Generally the ships are able to achieve these goals, as they are not absolute timings. Outside of any external factors, adding mass will change the flight characteristics and should you make the center of mass uneven may not do so for the better!\n\nWe anticipate this feature coming online in a future Alpha 3.x release.\n\nQ: What other aspects of mass have changed outside of ships?\n\nA: Every single piece of armor and every item you carry on your person has an applicable mass and these all directly tie into the Actor Status System. The heavier you are the more exertion there is to perform actions and these consume oxygen quicker or may even limit what actions you can do. This system also extends to items carried on ships. Carrying a small crate of heavy metal will slow you down more than carrying a helmet in your hands and these all get added on to the mass of your ship when inside of it.\n\n\nFurther Reading\nShip Mass Careers and Roles Thrusters Ship Technical Information Ordnance Hardpoints Weapon Hardpoints Other Hardpoints Turrets Variants & Modules scu and Cargo"},"links_count":10,"comment_count":17,"created_at":"2017-10-18T00:00:00+00:00","created_at_human":"8 years ago"},"meta":{"processed_at":"2026-05-07 23:47:39","valid_relations":["images","links"],"prev_id":16167,"next_id":16171}}