Wingman's Hangar ep049 . December 13, 2013
Transcript — every row opens the video at that moment
- 00:00:08
hola my is Eric wingman Peterson hey everybody welcome back it's wingman's hanger episode 49 one week away from our one-year anniversary now most people have realized that there are 52 weeks in a year and so they're like how can 50 be uh our anniversary well we had two weeks where we skipped um one was um over Thanksgiving uh last couple weeks ago and then there was another time we skipped I believe uh over the live stream in the summer so that's why but we're going to be there we're gonna have some fun next week but that's not about now it's about now now let's talk about what we got this week we got the weekend review we got an interview with uh Jason Spangler to talk a little bit about client side persistence we of course have F feedback and we have the new hit
- 00:00:57
segment 10 for the chairman it's going to be fun stay with us what is going on the weekend review well we had a new hanger patch yesterday um we're preparing for a bigger one next week now some people have said oh it was only a trophy case or a few things well but the big thing for us is we cleaned up a lot of uh issues left over that have been is as we move through this development process people work on different things for like dog fighting or for any other planet side or any social module all the things were're doing and it Nerfs or breaks other portions of the code so you need a big cleanup this was a big cleanup patch for us and it sets us go up going forward for a much bigger patch next week so get ready for that so enjoy it but there's more to come uh we also have an interesting Studio Port from our friends
- 00:01:45
down in [Music] Mexico hey guys I'm star series The Artist here at CA you may remember us from some of the newest demos of this great adventure PNET pilot and the carrier I'll show you a quick behind scenes of some of the asset we're working on this way over here is the coner area and this is the star series cor here is working on some lighting Stu to get some nice shots C is repr proportioning our for pilot to
- 00:02:41
feat the new style hey gab what you working at hey everybody so I'm working out the white box and integrating the exterior of the e thank you guys for watching I hope you enjoyed this visit here at Cat back to you Eric well that's pretty good report right there yeah and and I'm sorry we had to redact that little bit there but some things we just don't want them to see yet so uh we got Ben here Ben you you uh as you guys know Mr lisik I'm here early today you're here early today and you're going to be here later too though so don't need to panic it'll still be here plenty of Ben plenty of plenty of Ben Soo much even nah there's no such thing so so we had a some big updates in the forums and we wanted to come out and address let folks know what
- 00:03:28
they're about and so tell us a little about that yeah we've making a lot of changes to the forums trying to get them improved uh as the community gets bigger and bigger we it's more to manage uh but uh over the last few weeks we've been coming up with a new set of rules with the community to try to keep things clean and organized and keep everybody happy that's true the community voted or or they sort of told us what they wanted out of out of their rules right yeah what we did was we we set up a a number of rules we said how do these sound we left them for public comment and people had people wrote in with great ideas changes things they thought would be trouble uh and we didn't just do for rules we also did responsibilities for the moderators so that we can keep them honest uh because we don't want people punished for no reason we don't want uh you to not understand what's going on want you to be comfortable with the the community yeah because as as we grow as
- 00:04:17
a community which is thanks to you it's doing a really good job and Chris Sandy and everybody else um it's it it makes us a bigger Target for certain things right I mean the internet is a scary place you know when we started out a year ago we had some very simple rules that were basically be good uh treat each other kindly kind and you know honestly 99% of citizens did exactly that you guys did an amazing job over the past year um it's it's people from outside coming in saying oh I'm gonna I'm gonna screw with these guys I'm going to cause trouble and that that's what we want to get rid of really uh but our our serious Forum users are are doing an amazing job contributing helping us make Star Citizen so um what's been the reaction so far it's been huah there you go very very cool and now guess what time it is it's time people
- 00:05:07
have been asking about this but it's time yeah it's an update from the next great Starship awesome so let's take a look at an update from the next great Starship hey everybody I am here with Mark Skelton our art director and one of our coveted judges for the next great Starship so have you always been out a draw I've seen a lot of drawings in your office I used to love drawing as a kid I used to get in trouble at school for drawing in my math books it definitely with me it was like from very early on I had to draw I had to sculpt I had to goof around I had to make art I don't know it was just a driving passion with me comic books I still love comic book I'm such a geek like that and uh I'll go like last weekend I just went to like I snuck out of the house you know didn't
- 00:05:57
take the kids but I went to a com comic book store learn about like kind of in Reverse like perspective and composition and all that it came it all came out of comic books how much is it talent and then how much is like I mean what kind of discipline do you need for the thing about it is I mean I have known quite a few artists that are completely self-taught like that have completely circumvented school and like taught themselves over the internet and YouTube like just taught themselves how to use like 3D software and um how to draw and stuff and honestly at the end of the day what we're looking for is portfolio initially what you have to give me is something that feels right that is compositionally correct uh when I look
- 00:06:47
at it so how do you guys work your process together I do what he tells me that's all I just tell him what to do so it works out perfect see ships can be symmetrical they can be asymmetrical they can um they can have a utilitarian purpose they can be stylish the good thing is is that it's sort of um multiple eyes on something so you get different views um and I think that's yeah probably in different you know we're going to obviously this is very subjective for the most part I mean obviously the whole goal is to please who Chris Roberts right in the end so but we're going to give our honest opinions about what we feel um is is good design so which one of you is going to be the softy judge oh God I think
- 00:07:35
it's going to change like I'm sure we'll have our favorites and it'll be like oh don't be so hard on him and he'll be like ow there's so many different kinds of of ships that work but the ships that work the most for me are the ships that have stories to them you got to put something in it that makes me look at it and want to know more and that's what makes a good ship for me wow thanks a lot from Mark and Sandy that was wonderful remember to get your uh entries in by December 31st of this year it's going to be a really really fun time and I brought in a special guest Today Jason CTO Jason we're g to talk a little bit about you know we had a hanger patch that came out yesterday and um we want to explain you know people you know there's not it's not a
- 00:08:24
big visual patch right but it is pretty big as far as client side persistence and so I wanted you to kind of explain to people what what that means ah so it's the first part of persistence overall in the game with the game engine part we've added what the basically the interface that the game engine will use for persisting things we have the persistent Universe later and it will act it will interface with rest of the universe cluster but for now we actually have it running on the client uh Paul ryell the lead engine programmer in La implemented this with where it will basically when you change the things on your ship or change things in the hanger it will save some data locally um on your system to remember where you put the where like where you move the
- 00:09:12
weapons or things and we're going to make more use of this in the near future right that's like step one right so that it allows people I mean a lot of things people wanted to do is it help there's a couple reasons one is they want to be able to customize or make things their own right and this will allow them to do that um we've got some stuff coming up next week which we won't talk about that we'll be able to test this issue um and we're going to need your guys help to help test it and then also um it is as you said the first step into the big persistent now we're not going to handle it that way in the full game eventually right how are we going to handle persistence for the most part um in the real game in the full game of the persistent universe that persistence will move out of a client and that code will end up being used on the server instead in the game servers and then that code uh will talk between between like the game engine and the game code
- 00:10:02
and the persistent services in the universe cluster and they will uh handle the saving and loading of it so it won't actually be on the client anymore right so that whenever you wanted to say something like place your lamp MH it would stay yes right well what do you think should we hit a red button grab that red button over there so why don't why don't you hit that button and make the lamp stay there you have it client side persistence right before your very eyes well thanks Jason I appreciate it and now it'll be time fored that's a big head all right all right let's get right to it we got Rob and we got Ben and
- 00:10:49
let's let's go right straight to it from burow he says why do some Fighters have guns located so far from their plane of symmetry we get that question a lot so who's taking this one I just thought it was to look cool but Rob they do look cool that's a good answer they look cooler that way they do look cool but also if you think about it convergence is a big deal where you're where you're shooting and how far ahead of you you're shooting is important if you have your ship guns right in the middle then they can't Point anything close they have to point way out in front of you if they're out here they can converge on a point closer to you so it's more accurate cool there you go all right from soless obscur obscur oh well it wouldn't be a show if I didn't butcher somebody's name says John John yes from soless obscurity just what does a joker Sucker Punch Distortion Cannon do you did a pretty
- 00:11:38
good job of smoothly pronouncing that one I know yeah yeah yeah so Distortion cannons are different than regular lasers and other weapons in that they are intended to Target the pipes of a ship rather than the actual equipment on the ship so energy right in the pipes take one right of the pipes reduce energy flow or increase heat or what what what have you in this case Cas that these are uh energy reduction weapons oh that's cool all right from Slider oh welcome aboard the Yellow Jacket wingman when I'm not a mercenary I'm also an inventor and I have a question if we invent stuff can we see it in the persistent Universe we just did a little bit about persistence Ben what do you think uh well yeah I mean part part of our uh plan is that if if
- 00:12:26
you create some amazing mod some new ship some something that improves Star Citizen and you you bring it to us and we say oh that's awesome we want it in the persistent Universe we're going to work out to wait for that to happen that is true it' be really fun and that and that's you that's something that is important to us as we create the tools for making the game while we're which is what we're doing now is we're keeping an eye on making those very modable and mod friendly for people so that's high high on our list because we want you guys to help us create the game not just help us test it but eventually you know it's going to go if we do it right we go forever we're looking to do it right so um we want you're involved from mushroom cloud there are some systems with looming cataclysmic events I.E Tyro going Supernova will players be warned before something like this happens or will their redacted be blown to smithin warned warned there a funny
- 00:13:18
thing about events like that if you figure if we've developed space travel right then anytime anything like that's getting ready to happen all the scientists will be like I need a ride to Tyro right now cuz I want to go watch the starco supernova right so when the scientists start Gathering go the other direction well that's true you know it's it's important there's going to be a lot more cataclysmic events and in interesting things happening in the in the persistent universe that um and we'll be we'll be having game managers that constantly change and update things over time so forever and ever and ever and ever and ever awesome I can't STI and wait we gonna blow all of you up that's right man one it's the big bang the star is a big bang from Darth Angeles there's been some some great concept art on the news post recently especially in the letters from the chairman oo any chance we could see some of those pieces being made available for
- 00:14:06
desktop wallpapers I think we can make that happen uh in fact you know this afternoon I will uh put up a little Gallery with all the uh the full resolution art from those recent chairman posts and you guys can uh do what you will with them very very cool and I have to admit some of the art we're getting on this thing is that's amazing I want to play this game a lot of the desktops around this office that's true yep yep yep from Timberwolf so that's a pretty cool question what types of ammo uh will there be for dualistic weapons are there going to be different types yeah yeah they're uh the the hard ammo weapons
- 00:14:54
have a lot of different ammo types um we'll we'll be telling you more about them later you know and that's say soon you didn't say soon and you know the funny thing is they might get a chance to play around with some of those weapon types when soon soon that's a good question from Yoko and uh not the Yoko maybe maybe not last week in episode 48 when it was the most valuable post just at the end you saw a mini toy action figure of the constellation is this a prototype for the USB model or cig thinking of making action figure model kit for all of us to buy that is actually the Prototype of the 12in model that some of the higher end packages will be receiving when they G ships uh and we are we're certainly thinking of making models like that available for
- 00:15:41
sale in the future because we we saw that and it's just really cool in person it is cool and it apparently it flies uh in Omni directions well it's because it has the thrusters and physics and and all that all that stuff from logger house Johnny as St citizen is having the aspiration to be realistic as possible while still focusing on good gameplay why is every alien race humanoid in form that's a good question anybody want to take that well you know if if we just made them all untextured cubes it would save us a lot of work that's true we can make star Minecraft or whatever invisible aliens well you know the truth I you the humans the aliens they've seen have been very human in form and a lot of that has to do with piloting the ships I mean you want to be able to get
- 00:16:28
in the ships fly all these things and so like you need to be able to reach the controls unless you look like Short Round from Indiana Jones trying to reach the pedals or something and we know you guys want to fly the alien ships the number of vul and Zion and B that have sold there you go all right from another one of our better contributors from Batgirl take it away hey Eric Robin Ben this is Nikki backgirl D'Angelo and I just have a quick question my ships get dirty my ships get broken someone blows off a wing and maybe a tire pops is there going to be somebody that I can hire and keep in my hanger kind of like a mechanic there you go so hanger repair mechanic Yes actually in fact some folks who backed early in the game already have repair Bots which are going to be showing up in the future and they will uh be around to help repair your ships
- 00:17:17
and maybe your graycat buggies if you manage to mess those up sufficiently banging banging around your hanger into into your own ships scratching the scratching Dent area but by the way if you want even more Ben I would was on back girl's uh podcast St Anonymous this week so if you want to really get to know me check that out more Ben more Ben this this is like the all Ben show she wants you this is all Ben's like all day here okay so and now you know speaking of Ben guess what time it is Ben time for the most valuable post hey everyone welcome to MVP most Fab post I'm here to tell you what the best post at the RSI forums this week was the honor this time goes to Ator for
- 00:18:06
his hilarious thread why Star Citizen is Willie wangka and we are the children uh it is a good point it's hilarious and the artwork he's created is amazing check out uh Chris as Wonka himself and then of course Rob Eric and I as oal Loompas which is entirely appropriate now moving on uh I'd like to take a moment to talk about the new Forum rules and uh I'd like to do a little bit differently I've got new Forum rules for you if you are wise you'll listen to me what do you get when you post with Bad Manners you're not careful you'll get the Ben Hammer so just be good and you
- 00:18:57
will go far helping us build this great stari great what have I let myself become back to you Eric thanks Ben I uh think and now what we've all been waiting for is time for the next edition of 10 for the chairman hey everyone uh welcome to uh the uh second uh episode of 10 for the chairman so uh uh just to recap uh we take 10 questions every week from subscribers who are the uh the incredible generous part of our community that put up money
- 00:19:48
every month that we use for jump Point uh for doing our community content increase video stuff which uh you're going to see more and more this is U part of what we're starting to do in LA now so thank you all out there the subscribers that are helping us do this as such we're going to answer 10 questions from subscribers every week so first question up is from Villa oie when dog fighting module is released do you need to own the ship if you want to fly it are you able to test all the ships which have already been made in the game so the concept with the dog fighting module is you should be able to fly the ships that you have in your hanger um out there in the dog fighting module um so generally the answer would be no you need to own them although I will have the caveat that in the very early stage of the dog fighting module we are not going to have every one of the ships um to the stage that they can actually dog
- 00:20:36
fight so yes you can climb in them you can see them in the hanger but there's a lot and lot of extra detail that goes into the ships there's all the different like items the thrusters the damage States the damage models uh that have to be done for the ships and that just takes a lot of work and effort so we we probably going to be a case where we will maybe only have um you know one ship or two ships at the beginning and then it will increase so uh the Hornet is the one we're focusing on right now and obviously like things like HUD change for um different ships and all the rest stuff uh so there may be a case where at the very beginning we just give everyone everyone basically can fly the same ship and we give we just put a temporary sort of test hornet in the hanger and they get into that and they uh and they do the the dog fighting module but longer term it should really like the ships you can take to play in Arena mode against other people would be the ones you should own in the hangout
- 00:21:24
uh okay next question premium cabano asks will will we be able to transfer subc screens from our cockpit say radar to second third monitors in our computers um so we're definitely uh really interested in sort of second screen support so we're looking at like being know to do that on say a tablet that you have where you could put like one of the vdus from your um cockpit to that um and uh we're also uh you know I think it'll be interesting to explore it on uh you know multiple monitor situation uh although you know when I've talked about this just to be sure this won't be functional in the dog fighting and it's a longer term goal for the game so the idea would be we' have some of that when the game's fully done uh so maybe it would roll out as part of the dog fight part of the dog fighting as it as it improves over time uh but not at the beginning but um but yeah we're
- 00:22:13
we're we we would like to do that spot we think it would be great so uh next question uh asks can NPCs fly on their own while you are still online uh so I'm not 100% sure what um the specific of the question is I mean NPC definitely can fly on their own uh I think the question probably relates to uh if you own if you have some NPCs flying working for you um what they do if you're online uh if they're they're flying you know on your wing or or Manning your ship then yes they're definitely doing their their stuff and they're doing their functionality if you have logged off no the NPCs that are working for you aren't off there you know running a business for you I think you need to be online to have the NPCs you've hired uh be actually doing their stuff uh okay on to the next one obsidian uh
- 00:23:01
asks there were a couple of threads with overwhelming support to go with the MMO ready backend and single player versus Ai and I'd like to know if Chris has made a final decision yet as to which way he's going to go for the dog fighting module yeah I mean that's uh you know this is a good illustration of uh some of the things that are sort of going to crop up in the development stage where uh when we get to a certain point we can sort of make a we can make a choice of okay do we do it right do we do it the way that it's going to be in the final game or do we hack something in right now just so we can give it to people uh and my preference generally in that case is don't hack it um do it right because if you hack it you put it in you do work that you're going to have to throw away uh and you really part of the whole idea of the dog fighting module is to get it out there so we can test the back end and see how many people we can have in one area uh you
- 00:23:49
know see how fun it is flying these ships around see um you know whether the weapons are balancing correctly and and it's not really that useful if you're throwing out their um with a you know the back endend that won't be your final back end so I think I'm probably leaning towards doing it the proper way although that you know potentially has impact on when everyone gets their hands on it um which I know there will be a fair number of people um you know upset because they just want to play early which is cool but I think uh you know let's do it right because the goal is to build a great game and uh you know I'm more focused on the final goal than sort of the details um go leading up to that and uh things change as you go so hopefully that answers question questions there next question is from uh Prince chips Tran uh hopefully I pronounce that correctly uh what is the difference
- 00:24:36
between tr1 tr2 tr3 Etc and is there much difference between uh those levels so tr1 tr2 tr3 and so on is that's what we're calling the Thruster rating and the Thruster rating is really a power band not all t1s are the same ones by a better manufacturer ones that are overclocked ones uh that are slightly higher grade could probably put out more thrust than say a cheapy low n tr1 but you are pretty much guaranteed that a tr2 will um be at a higher band than a tr1 so if you step up to a tr2 even the low end of that will put out more than the highest end of a tr1 um and also when you go from tr1 to tr2 tr3 don't don't don't assume that it's a linear progression so especially on some of the later Thruster ratings um those um uh you know can be geometric where you know
- 00:25:23
you're moving up to the capital ship sizes um you know a TR6 could be double what a tr5 D is for instance so you should think of tr1 tr2 tr3 think of it more like say a car engine where you have a V8 a V6 uh uh V4 V12 and you're obviously the ones with more cylinders probably put out more power and they can easily put out more power than say a a four-cylinder but a four-cylinder can still be fairly powerful and um obviously there's a lot of variety in like the power that four-cylinder engines can put out and that's kind of the idea with the Thruster ratings is that a you know TR tr1 represents a band of thrusters of a certain level and tr2 is like the step up and tr3 is beyond that uh okay on to the next question dread pilot P asks how close will the flight and combat model that we get in December be to the intended finished
- 00:26:11
product will the envelope of what we do be basically set in stone or more of a rough first version that we'll be getting tons of refinement tweaks to the flight model as we go okay so uh this kind of goes back to the question I answered from obsidia but uh you know the whole point of the dog fighting mod is to get it out there to test a whole bunch of things you know our backend system whether the flight control model is fun whether um you know the weapons are balanced correctly or whether it's too overwhelming our system design or we need it smaller and so you know as part of that yes you know nothing is really going to be fully set in stone I mean it's going to be our best first guess of what we think is fun and we want to refine it from there if something's really broken obviously we're going to fix it hopefully stuff won't be too broken I mean I would like everyone out there to realize that the dog fighting module that they get the first one is not that's not it that's
- 00:27:00
not going to have all the features it's not going to have all the functionality it's going to have a limited amount of features and functionality and then it's going to grow over the next year while we're working on the game and so by the time the game is finished the dog fighting will be finished and honed and everything that's the process so we're just sharing you really sharing the process really early with um with all you out there in the community to make a better game and so uh you know in that case as I was you know answering to obsidian that also means that you know we're not you know the schedule for it may not be ex an exact science because you know there's not much point in testing something if we feel like okay well we're not ready to test the multiplayer now so uh because we want to put it on the proper system instead of the uh instead of a sort of hacked in system so we'll we'll give it to you a little later to test that bit uh okay on to the next one uh beer for the beer god um I guess likes a lot of beer what
- 00:27:49
would you say to beers who are concerned that there's no point getting ships like the caterpillar or Retaliator because the constellation looks like it will be the best ship to have um I would say that that's silly because I don't think there is a best ship in the game they've all going to have different pros and cons now we're deliberately designing things so there is no best ship uh you know so something like the caterpillar for instance if you were more into sort of trying to board a bigger ship take him over caterpillar is better definitely better for that than than a constellation but also you know all the different ships are going to have sort of different pros and cons so for instance you know bigger ships are cool because you know can have multiple people on them you can have turrets walk around but you know bigger ships just like in real life won't be able to turn as fast or you know be as maneuverable as say a smaller will be there
- 00:28:37
isn't really a best for anything there may be a best for this particular role uh but um it's sort of I think in that's the beauty of Star Citizen there are lots of different roles lots of different things you can do and we're very focused on having different roles and functions for the ships so there'll be different kinds of play Styles all based on what you want to do and so that's what I'm most looking forward to in the game is to have this whole variety of ships and you know some people may just want to be flying single Cedar ships and focusing on dog fighting people may want to be multiplayer Co-op bigger ships doing exploration or uh you know trading runs or whatever so uh I think I think there's going to be a vast amount of uh play and it'll be a lot of fun for everyone okay next question the true lost asks how entering dog fight will be handled will you start your ship in your hanger in an arena or sport magically in space um okay so I kind of answered this
- 00:29:26
on a uh previous subscriber question in last week's show uh but essentially uh you start in your hanger just that's our entrance point to the game is the hanger at the moment and you'll be able to adjust your load out on the hollow table and then you climb into the cockpit of your ship and then you fire it up and then as you fire it up you basically are entering the dog fight mode and so the hanger sort of you know I know Hollow deck style disappears and then you're in a uh in space but it's really sort of a hollow de version of space and uh that's how you as you fly there when you finish it you come back into your hanger um so hopefully that answers that question well okay next question Dutch asks how detailed will damage modeling be will angle of impact be taken into account when calculating armor penetration with
- 00:30:14
sloped armor having a chance to deflect shots so uh damage modeling will be very detailed I mean we're having we're doing that's actually one of the issues with like getting everything ready for the dog fight is that there's a huge amount of assets that have to be built besides just the ships you've seen all the different pieces have to have multiple damaged uh Parts at various levels of damage um uh you know there's a whole bunch of really cool graphical stuff that we're going to do for that and we're we're modeling it pretty detailed too so there will definitely be the angle of incidence of of of a projectile hitting uh armor and ship will count in terms of the damage penetration ability all that um so uh know my goal is to have uh the actual base level of the game actually physically detailed and pretty you know like to a level that I haven't done in one of my past games and then just sort of uh have sort of the high-end ship control stuff um make it
- 00:31:03
easier to fly around and use uh but Underneath It All it's all physically correctly modeled so we're actually modeling uh like internal system damage so if you have your AV you have a targeting computer avionic system or life support inside your ship we actually have a place physically for it and it has its own geometry and render geometry and if a projectile goes through the shield uh penetrates through the shield and then penetrates through the armor we actually Trace that projectile and it will if it hits that system like it would hit it in the physical space then that system takes damage and potentially gets damage so we're actually modeling all this in a extremely U detailed way so if you sort of know where the the weak Parts the critical parts of another ship you should have a bit of an advantage okay last question we have uh today is from uh p kirkner and his question is what sorts of challenges as optimizing net
- 00:31:52
code for combat in true 3D space with six degrees of freedom presented are the is issues presented by packet loss and high latency roughly comparable to a firstperson shooter or are you expecting this game to be more latency dependent packet loss High latency I mean obviously High latency effects on any stuff and you know packet loss we definitely will be going back and forth with a lot of data because the ships are pretty heavy datawise have lots of moving Parts uh so that potentially could be an issue but that's all the sort of stuff that we want to be working on and testing out and that's the whole part of like the dog fighting module um and also really why we would want to have the final um sort of backend MMO at least a a rudimentary version of it working for the dog fighting there are advantages to um the space Sim part of um Star Citizen or Squadron 42 um in terms of sort of um
- 00:32:43
multiplayer and net coding compared to a onf foot firstperson shooter now of course we are we do have an onf foot firstperson section so that will have the same problems that you have in a uh call of Judy or something um but basically when you fly a ship um you can't you literally like the problem with a first person shooter is like I can be here and then I can step here and I can step here so basically the movements of the of the of the you know your avatar can be fairly random and not very easy to predict whereas in a ship you can't do that you've got to like turn in the you so so essentially in sort of the the spaceship scenario you can actually do a much better job of predicting uh kind of where the uh the players ship's going to be um okay hopefully answer that question so that brings us the end of uh the second episode of 10 for the chairman hopefully
- 00:33:33
uh you en enjoyed uh or find my answers informative and I will see you next week wow I love those things it's always good to see uh Chris doing that and remember these are subscriber questions and subscribers are extremely generous and a lot ow us to do things like wingman's hanger and jump point and you know 10 for the chairman so get your stuff answered by the man himself become a subscriber thanks a lot for that Chris uh thanks to subscribers and pleasur don't forget you guys without you we're not even here either so that's incredibly important you guys are all important to us and um you allow us to have a little bit of fun while we're making this epic game and coming up this week another hanger patch what what
- 00:34:21
that's right another hanger patch with a lot more content we had to get the client side persistence in there we had to get some tests in there um and now we'll be putting some stuff in there for you to test the client side with that that you can play with have some fun kind of bling it out make it yourself make it your own rather um planning the move at the end of the month uh right after we finish recording this we're going over to the new uh site and we're going to look it over and there the cool thing about the new office space at least in Austin is that we're getting a ton of ton of things like uh we're getting TVs on the walls we're getting chairs we're getting furniture conference rooms it really is a turnkey situation all we really have to do is rewire it for ourselves and move the desks around and set it up so it'll be goodbye to these glorious digs here the basement and it'll be hello to the uh
- 00:35:11
penous from the ouse to the penthouse and that's all thanks to you guys for sure if you want your stuff featured on wingman's hanger send it in we just might use it and my gosh subscribe to our YouTube channel so that you guys get updated when it happens you find out exactly when something's posted we got a lot of stuff s's busy in her chemistry lab developing a bunch of stuff for uh the video coming up in the future year the brand of star CI and what we're going to be doing and next great Starship is one of the first steps into that process and 10 for the chairman and wingman's hanger we got a lot of stuff coming that it follows what we're doing on the game but allows you to kind of get a little closer to what's happening and we want we want to bring you a little more into the fold if we can um submit your questions for this thing on the RSI forums right here Michael posts set below me um through the magic of
- 00:35:58
editing well done M D Michael say hi why hello thank you we saw your head earlier on form feedback uh anyway uh and you know come see wingman's hangover we about 15 minutes after the show we do a hangover show we hang in chat roll We join and I know there's only 500 spots in chat roll eventually there'll be a lot more than that that should be coming up again there's that word soon but it's incredible the new chat system is going to scale and allow us to have many many more people in there which make it even more fun I'm sure it probably make it feel like a fan with all the questions going up there like that but who cares it'll be fun join us for wingman Sanger 1550 minutes after the show and if you want your stuff featured on wingman's hanger send it in we just might use it see you in the verse
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

