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Quantum travel, the bug that keeps on giving. There's a lot of starting and stopping with quantum travel, a lot of repeating the same actions over and over to get something to work, and a lingering issue of fuel states not syncing between meshes or simply vanishing altogether. Where's my quantum fuel, Benoit? And some ships themselves disappear during quantum travel. Do we have our own Bermuda Triangle? What's going on?

TL;DRQuantum travel breaks at server boundaries for many different causes, the latest tied to fuel and resource container handling, and repeated regressions mean the team needs much more QA to validate fixes.

Benoit BeausejourChief Technology Officer

Well, yeah, Jens did add some notes here and said, oh, if you find the Bermuda Triangle, please report it on IC. But so quantum has been, since the very beginning, when we put the first meshing test in place, that was the first thing, right? It's like, ah, quantum stops when I cross a server boundary. That's what happens, right, still. The same symptom has been, again, triggered by multiple issues.

Jared HuckabyHost, Community

You find five causes, the sixth one shows up.

Benoit BeausejourChief Technology Officer

Correct, exactly. And the latest ones are related to the resource container. I don't want to dive too deep on this, but entities have classes that define what they are, and they have components on them that define their functionality. So if I have a box with a health component, then the health component manages its health, its damage, and its destruction. The entire game is made like this, with components that define things. The quantum drive is made up of multiple components, and these components need to deal with the change of authority when we cross a server boundary. There's a lot of entities intertwined for the quantum drive to function. Fuel, resource container and quantum drive. And we've been fixing issues with this transition on these entities nonstop since the beginning, because there would be a fix, then it would work for two patches, then a change to how we deal with jump points would come in and then re-break it. And so we are in deep regression on a lot of things. And so to solve that, we need a lot more focus on validating the issues. It's like, yeah, we fixed this. Okay, let me try transition one, two, three, four. I don't want to say more QA, but more QA. We need a lot more QA to validate the fixes.

Star Citizen Live›SPECIAL EDITION: A More Stable Universe·
Published on this date.6 Feb 2025