JP leaving cig :(

BUTUZ

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Apr 8, 2016
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BUTUZ
#3
It's sad and it worries me as I think it's his vision and understanding that's got us where we are and not sure how it will go without him!

That said, I have massive respect for him picking his family's needs over CIG (and us). He made the right choice.
 
Sep 19, 2017
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Vavrik
#4
There comes a time when you reach a fork in any career. In software development it happens more often than in most careers, every 2 or 3 years. I have to respect JP's decision, it was the right one for his personal situation. I'm also pretty sure that CIG can recover just fine. I've never met anyone, not even a developer with special skills who was irreplaceable.
Wish him all the best, and i hope he keeps in touch with the community.
 

Montoya

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#8
Is it because he was always an offsite employee?

Its possible now that the hard stuff is done, that he gets replaced by somebody that already works at CIG offices.

He built the system, it works, now it just needs fine tuning which does not require a full time employee.


OR!!!!

As Im sure I will see in my youtube comment section:

Star Citizen is a giant scam and now its unraveling as seen by his departure!
 

Montoya

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#10
Oh damn. That's sad. But from what I understand it's for his family, so I completely respect that.
No its not sad, its just at the point where the team needs everybody in house. Crunch time works best when you can physically whip your employees to work faster!

From JP:

"Yeah, bottom line is, CIG needed to bring IFCS in house, and I wasn't able to relocate to either LA or UK to continue to manage that system. I've handed it over to David Colson in the UK who will now carry on with this work.

It's been an amazing time! Thanks to all of you for all of the support, feedback and passion for this game. I look forward to seeing how it eventually turns out."
 

Blind Owl

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#11
No its not sad, its just at the point where the team needs everybody in house. Crunch time works best when you can physically whip your employees to work faster!

From JP:

"Yeah, bottom line is, CIG needed to bring IFCS in house, and I wasn't able to relocate to either LA or UK to continue to manage that system. I've handed it over to David Colson in the UK who will now carry on with this work.

It's been an amazing time! Thanks to all of you for all of the support, feedback and passion for this game. I look forward to seeing how it eventually turns out."
It's sad that he can't move in-house for the whipping. Who wants to miss a good whipping?!? No one!
 
May 21, 2018
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#12
It's sad that he can't move in-house for the whipping. Who wants to miss a good whipping?!? No one!
This seemingly innocent thread went to a weird place rather quickly, didn't it? Oh, well... Sign me up for the whipping, I guess. But please, do bring beer...

On the subject matter - he seems confident he has handed his work to competent individuals. The whole thing being in-house will allow better coordination with designers I guess, in order to not let new features break the system repeatedly. I assume that having a larger team focused on IFCS will also allow for more rapidly deployed fixes and tweaks. If you ask me it's THE most important aspect of Star Citizen. They need to get the system very, very right. Flight needs to be enjoyable for both veteran pilots and newbies alike.

All in all, I'm feeling pretty good about 3.2 and beyond. Seems that they've got their shit together. So far, at least. And that last RtV with Chris Roberts was one of the best, if not the best I've watched. Answers were given to often asked and hard questions.

I am very glad that their focus is on OCS and NBC in 3.3, because performance is sorely lacking right now. This game, when giving you the opportunity, played at even above 40 FPS (and 60 and beyond is a whole different ball game) is just something else.
 
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Blind Owl

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#15

BUTUZ

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BUTUZ
#16
Its possible now that the hard stuff is done, that he gets replaced by somebody that already works at CIG offices.
So the hard stuff is done which is why they now need an entire team working on IFCS rather than just one man?

Does not compute!!
 

Montoya

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#18
they now need an entire team working on IFCS rather than just one man?
As I understand it, and I am a very stable genius, the physics behind the IFCS is what he pioneered.

Now that they have the "formula" for it, how its implemented is up to the game designers.

There is no additional parts to add to the physics of the flight model. To make it work from here on out is simply tweaking the variables.

Essentially the question is whether he is needed as a full time employee, or can what he does be replaced by existing staff?
 
Sep 25, 2017
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#19
Pretty much. JP wrote the system and tools that implements IFCS in the game. Designers can now take the tools and instead of having to apply thrust values to each thruster can put in the axis thrust value and turn rate they want for the ship and it calculates the thruster thrust value for them. It also allows for the thrust location to be anywhere on the ship the designer wants even though he strongly suggests they try and put it were the graphical animation exists for realism.

JP was great about posting information in the ask the dev threads and will be greatly missed.