Subliminal
arrow_backStar Citizen Live

Star Citizen Live: All About Alpha 3.10

24 July 202001:01:251,767 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:01

    hey everybody welcome to another episode of star citizen live all about alpha 3.10 i'm your host jared huckabee and joining us on the show this week are two folks who perhaps need no introduction but as always we're going to do it anyway we've got star citizen live game director mr todd pappy todd how you doing hello good and we've got vehicle director mr john crew john how you doing hello uh welcome guys to the show now every quarter we do one of these shows it's our all about the patch show questions today will be focused entirely on the contents of 3.10 which is currently available on ptu working its way towards a live release uh hopefully uh sooner rather than later i've got no information on dates or anything like that

  2. 00:00:48

    um so yeah so todd uh for star citizen what do you do for star citizen for the folks who've never watched the show before uh i am basically a a pillar director which means that i work with feature teams and then i also focus on the live release and making sure that it goes out as smoothly as it possibly can okay and john mr spaceship what do you do for startups uh it's pretty much the same thing also pillow director better look after all the vehicle stuff so the five vehicle teams so all the vehicle features and content and try and make todd happy with all the features going into the live release yes all right so uh sorry for your new nickname mr spaceship i didn't intend all right so we're gonna we're gonna jump right into it now we take questions from two places during the course of a

  3. 00:01:35

    star citizen live uh if you're watching us live on twitch right now you can submit your question with the word question in capital letters surrounded by brackets into the twitch chat our community management folks will pull it out of chat and start sending them to me you can also do so on the robertsspaceindustries.com website in our spectrum chat and spectrum general chat additionally we put up a thread earlier in the week where we started collecting questions from the community allowed them to vote up which ones they wanted to see answered most we pulled the ones that were actually relevant to alpha 310 for the show and we'll get started with those while the ones uh from live come in uh john right off the bat uh why is flying an atmosphere now slower than cold war jet aircraft and i'm gonna amend this is it and if it actually is why

  4. 00:02:24

    well uh so our ships fly in atmosphere they fly in space so you can't really directly compare them to to cold war jets which just fly the atmosphere they don't have to worry about going to space so uh we were talking about this the other day and our ships are much larger than they appear to be they're much larger than modern day fighter jets they're much heavier they're they're often four to five times heavier than a fighter jet so they they aren't designed to be super fast in atmosphere ultimately uh we'll make them go whatever speed makes sense for the game and i'm not going to put an exact speed on that because there is just a huge variety of scenarios uh all the planets have different gravity different atmosphere

  5. 00:03:11

    it varies like real life depending on how close you are to sea level um you go faster the higher you are you are an atmosphere um so as to why are they slower than a cold war jet i would say maybe they are in some scenarios but they're they're also not in the other i went and dug out some stats so the gladius in 310 ptu not using afterburner goes at 450 meters a second roughly at sort of maximum speed before you need to actively do any injection of pace uh which is about 1600 kilometers an hour so yes that is slower than a cold war jet flying at altitude but that's it flying as low on demar as i could dare go i i then took it up to 5000 meters and it was going

  6. 00:03:58

    900 odd meters a second which is three three point three thousand kilometers an hour which is much faster than a cold war jet so that just so you're saying that uh similar to actual aircraft then the speed changes at the height at which you're flying it's completely driven by the atmospherics if you go low to the ground it's going to be slower than if you go a few thousand meters up just like real world aircraft right if you want to grab hold of a tomcat and go full top gun one meter off the deck i'd i'm not sure you'll get the flight stats for that speed yeah uh so and then there's also there's also there's the atmospheric things and there's also the weather effects you know what what whatever the weather is like at the time that you're flying will impact the speed and stuff like

  7. 00:04:45

    that uh you know the the sr-71 didn't break speed records flying 100 meters over the ground it did it as high up in the atmosphere as it so faster the higher you go up slower that lower you go so yeah and it's always something we're looking at like if if there's one ship that's clearly well outside of what feels right then there could be a bug there and we'll look at it right let's go ahead and reiterate that point because that point is going to apply to almost every answer we give today and that is uh it is currently in ptu it is testing we are getting feedback we are making adjustments as we deem them necessary even when it goes live our live environment is still an alpha testing environment so it is still ripe for feedback and we'll interpret that feedback and what we what is valid and we agree with we'll make changes

  8. 00:05:34

    what isn't we won't it's like that so it is the answers that you see here today the the patch that you're playing today on ptu and stuff it is not the final iteration of anything and that applies to everything that we're going to talk about today so uh all right so moving on uh todd in the new 310 uh delivery missions uh are a great idea now but they're also three times the work for the same or even less reward uh what was the reason for this change uh well we're changing the the way that the actual missions work and making them more modularized uh so we can actually scale them and and be able to plop them into different locations um very very quickly uh and then also just adjusting them so that they're

  9. 00:06:22

    we've got missions that are local based versus interplanetary or interstellar um so with that uh you know we look at the overall time that it takes a player to to complete it and then we also have a you know a rough idea of you know hey we want the average player to be earning around this much um per hour so when um we go through and review it you know we we do constant adjustments you know the rewards and how much for paid outs um and basically we do a lot of that tuning when we're we're actually in wave two wave two wave three in wave four um so i fully expect us to to still be looking at you know the

  10. 00:07:12

    payouts and adjusting them as we go before we go live and then of course as the economy continues to develop as more gameplay systems come online and the ecosystem grows bigger you know there may be changes to continuing changes i i can guarantee that there are there will always be changes and then you know the other aspect that we'll look into it is is basically um you know how much risk reward are there any other modifiers that we added to it you know is is there are you delivering um plutonium versus you're delivering a pizza like you know that should have different rewards you know but it would be the same kind of basic gameplay taking something from a to b okay let's talk splines uh for some splines are they're all wapo at the moment uh our splines currently

  11. 00:08:02

    working as we intended uh right now it's hard to find them when we leave hangers and when landing can seem very oppressive and often lead to death what adjustments if any are we considering um so i don't know when the thread went up but certainly at the point it went up it was in a much worse state than it is with the latest ptu patch um between then and now we've done some improvements to it so the actual visuals of the presuming we're talking about the restricted area so the landing explains i think yeah that the gate visuals clamp to a minimum size on screen when they're rendered so you can see them at uh further distance uh the actual tolerances on them are double what they were and also the

  12. 00:08:50

    landing icon for your designated landing pad no longer displays immediately it displays at the start of the tunnel so you're not tricked into going direct to the landing pad versus going through the tunnel and then we breadcrumb you through the tunnel with the the icons then give you the landing pad icon and it's the same now in reverse so when you call atc to get out the hanger you have an icon with the off-screen indication that's at the start of the tunnel to guide you back out because yeah there was a lot of usability there that wasn't quite right in the the first release of it which is again this is precisely why we have ptu and stuff to begin with all right so we so lots of improvements to landing splines that have already happened over this week next question uh splines could also be

  13. 00:09:38

    helpful on space stations if only to find the path to your landing pad docking bay or some of the darker places like grimhex where it now has two sides and it's not so obvious from the arrow which one you're assigned is this something we would consider do we do we have a plan for this uh it's something we have considered um basically the way that the the restricted zones work though is that you've got kind of a no-fly zone and then you've got a zone that's underneath there that's that's basically a safe zone and that's that spline is is connecting those two or or letting you travel safely through passage so um i think we no matter what we need to look at our markers and the way that

  14. 00:10:24

    we identify and lead players around you know the space stations so this is one way of doing it um but the way that you know in grim hacks for example i think we got like nine or ten hangers that are right next to each other and so you know if we did a spline there it would be just a spline saying okay you need to fly over to this one over to here and then make your way in but that really only works from a certain angle you know so it's it's something that we're we've talked about we've we're evaluating i think it works better on ships you know which john can talk about but from uh from a location standpoint i think we need to do a better

  15. 00:11:11

    job in you know saying oh for example like with area team right now we have the marker that says air 18 but we should have a marker that says air 18 spaceport you know and that's where you actually need to go so i think us fixing those fundamental problems which would actually allow it so that we don't ideally we don't need this extra hand holding you know for the player uh one of the principal components of the these new landing splines besides the visual the chord or anything is also the autopilot um uh how's that working right now i i some folks are having a better experience with it than others at the moment yeah i mean the issue that we have right now is

  16. 00:11:57

    is the way that [Music] we have two landing zones that are fully enclosed and then we've got two landing zones two major landing zones that are open and um the one of the ones that is opened is uh air teen and and the space board is very far away from where the the city is the other one is loreville and the spaceport is right in the middle of the city so we're discussing you know do we move the hangers do we adjust the landings or do we adjust the restricted zones completely you know to actually get rid of the autopilot these are all things that are in discussion right now and um we just need to evaluate what works best for the game so but it's it's something that's on chris's mind it's on john's

  17. 00:12:46

    mind it's it's on mine as well as the teams as a follow-up to that from the chat uh landing in the horizontal hangers uh is a real challenge it was a real challenge with the new 3.10 flight model uh the carrick was tight and 3.9 but it got more difficult with the changes to 310. uh how will this be addressed uh yeah so there there's definitely a bug at the moment um in that the wind is in the hangars when it should not be in the hangars so the carrick is a tight fit um it's we made it as small as we could uh we we've talked about this lots in previous shows about the problems of all the things that are supposed to go in the carrick versus the size of the carrick if we made the carrot bigger

  18. 00:13:34

    then it can only land in the huge hangers and you can't spawn everywhere which is sort of not good for a exploration ship so we we crunched it down as much as we could to keep the true intent of the ship which means it is a tight fit it fits in our metrics the hangers are symmetric um so when you have a bug like there being the winds outside inside it can cause havoc with that so that's a that's a big problem there that we need to fix and also just be very very slow and careful taking it out um do we think the the win thing might be fixed for 310 or is this something that's going that might persist for a little bit we need to do do we do we have any hope for this i don't know it's it's logged and there's people

  19. 00:14:20

    looking at it all right well uh let's see the new moby glass 2.0 comes in a lot of cool colors are there any ways those colors uh is are there any ways we can get those colors to also correlate to the text in in the graphics and the moby glass screens themselves um so yeah so basically if you buy a red moby glass can you get red the short answer is is yes and no so yes yes we will be able to do that and um basically we're looking at different ways that we can do a different styling on the mobi glass the mobi glass actually it needs to be switched over to building blocks and from there we will be doing a revamp on just the overall visuals of it making sure that it it's up to snuff at that point that's when i think you know a lot of

  20. 00:15:08

    um the stuff that zane and bone have been working on where um we can actually switch out uh uh different styles so you know it's it really is just almost like changing font and changing fonts and word processing program so uh at that point in time we should be able to have different styles you know and then that will also affect the text yeah we've talked about the upcoming mobi glass revamp for a while now just converting it over to building blocks and then that's where all the customizations and stuff come in so right now right now the team's focusing on star map first and then we'll we'll go to moby boss large ships large ships seem to be very

  21. 00:15:57

    difficult to fly straight and true in atmosphere the nose tends to wander quite a bit is this intended or should ifcs be doing more to fight the wind and air pressures uh there's there's two things there there's there's some things we're looking at with how wind interacts with ships um that's causing some some peculiar behavior but that's that's affecting all ships well not equally but relative to their size uh so the big ship's probably less affected by it um and also big ships are intentionally slower and harder to maneuver in atmosphere in 310 and that's that's a conscious design choice um like big ships shouldn't be as good as getting everywhere as as smaller ships it gives you that that trade off as a

  22. 00:16:46

    say a cargo runner with your big caterpillar do i just go to the the orbital stops and dump my cargo there and then run it with a smaller ship that's that's one way of doing it or do i take the risk and the time to go down to the surface burn the extra fuel there's trade-offs for both it's um that the larger ship handling is definitely getting towards the point where that's where we want it to be like yeah it's precisely the reason ships uh uh many of the larger ships have parasite craft yeah it's it's it's been it's been in the intention since the beginning there it's like you have these parasite crabs so those are your landing crafts and stuff like this it's not to say that you can't take your big ship down it's just that you know as weather gets more complex and and the the living conditions on planets become more

  23. 00:17:33

    complex and maybe more dangerous we wanted people to have to make those choices instead of just having one ship that can go everywhere uh it's now been a full quarter since prisons were first introduced are you happy with them and how they've affected the player experience and how have they been adjusted if at all for 310 um well we'll start with adjustments for 310 so we've adjusted some of the laws and kind of how uh how punishing certain certain laws could be um so you know for for example like accidentally bumping somebody or something like that that that shouldn't be a full crime anymore um so we've we've done those types of fixes um and

  24. 00:18:23

    then what's i'm happy with the prisons as far as what kind of aspects of of gameplay it's it's introducing and you know where now there's there's punishment you know like if you if you want to do this there there's there's repercussions you know and obviously you know once we open a different system like pyro or something like that then you know the laws there will be different so it allows you know different types of gameplay in pyro so that's the short answer yes i've i've been happy with the changes that it's that's been that's been there um and then even just seeing watching people do you know the escape runs and those types of things there's still

  25. 00:19:11

    a lot a lot more bugs that that we've been dealing with and fixing you know on basically the the spawning of containers as well as you know the changing of loadouts when when you spawn and all of that stuff so we saw bugs that we need to fix but you know the overall you know feature and the the mentality behind it yeah i'm happy with it so it sounds more like you know the the the adjustments are to the law system to the things that get you into prison making making you less likely to go to prison for silly things is where we're correct that's the idea that's what i do oh uh john can you explain the thought process behind limiting targets to visual selection versus radar selection uh at the time that this was done this

  26. 00:20:00

    question came in on monday because you asked before can we no longer we can no longer cycle friendly or hostile targets on radar yeah so the the new targeting thing caused a lot of uh debate and feedback um we knew it would be a divisive change so when we engineered the system we we put in like the guys working on it did a great job of just putting in options for everything and over the last two three weeks or so we've been trying out different combinations of all the options that we had available to us so maybe at the time this question was written it wasn't the case but it is in it probably was in the options menu but unbound by default and with either the build that went to ptu

  27. 00:20:47

    last night or the next one it will be back in as a fully fledged option uh the idea for it was really to just try and simplify the selection behavior um but the the sort of unintended consequence of that was the less than ideal ability of selection on the 3d radar and the feedback that gave you um because moving everything to just being visual selection and using it from your head look to select everything uh and the removal of the the contact markers meant that people had been using the the cycling keys as a sort of crutch and once those were all gone it was very clear how um how much they were in use so it was bringing back our desire for

  28. 00:21:38

    purely visual selection mode to work with cycling and we've had tons and tons of iteration internally and they've been going out as frequently as the ptu builds are so i'm sorry to everyone who's been testing those builds and finding every patch has a completely different setup but we've there's been so many options to try and sort of a limited amount of time to to try the different combinations but i think what we've got now is a pretty good mix of being able to look and lock and pin targets so if you've got track ir or you're just using headlock you've got the ability to look at a target lock it pin it or you can just use cycling and that cycling does work for both everything on screen and around you yeah the ability for the pilot of a hammerhead to lock a target and pin a target and send those targets to the turret

  29. 00:22:24

    operators is awesome i was playing with jay jagan uh one on wednesday and it was it was really helpful it was very helpful because i'm not great at target identification as a cherry gunner why does the ship's nose pitch up with takeoff uh it could be a lot of things um when you take off there is this sort of stickiness on the landing gear that keeps you stuck to the ground um that you have to overcome with your vertical thrust so uh i wouldn't say it's on every ship maybe it's on some in particular um especially veto ones where the vetoes aren't centered so because it's fairly well simulated that if

  30. 00:23:12

    if you've got say four landing gear and you're stuck to the floor and all your veto engine at the back say like the cutlass it's going to rip some of the landing gear off the floor before the others and you'll end up with this sort of torque imbalance that you you then have to correct um if it's extreme it's almost certainly a bug it's not intended like every ship should do a 45 degree pitch up or down when you take off um okay yeah without more specifics i can't say more and just just to be clear when you talk about the landing gear being sticky that's that that that's a that's a game thing to make sure your ships don't fly off the landing pad that's not like yeah there's not an adhesive digital adhesive glue stick going around sticking good it's just to ensure

  31. 00:24:00

    uh some level of reliability when you land your ship and leave it it's not going to slide down the mountain gotcha um have we considered an option to cancel take off for landing requests uh right now uh players having to wait for the timeout to go to to go by in order to request it again uh this become more relevant now that the uh the hangar doors tend to open and close very quickly uh after you make your request the opening closing is definitely a bug i think is fixed now i think that that was fixed last night um so like especially probably for the larger hangers or larger ships and larger hangars where the doors open and then closed immediately as soon as they're open you don't quite have enough time to get out um but the the cancelling request definitely something we're

  32. 00:24:47

    we're looking at as well as increasing the accessibility of that rather than having to either go into your mobi glass and call someone or going into mfds and call them making it like more direct action okay yeah we know that the atc needs to be cleaned up some and so that's it's something that is on on our radar and um basically we will get i'll just i'll leave it that uh how would we todd how would you characterize the development of this patch uh at this point it is july 24th uh the the the 310 patches is pretty late at this point uh was this work from home issues was this just this patch what took some extra time uh how would you talk to me about the

  33. 00:25:37

    overall development of this patch at this point um i don't think there's any work from home issues i think after you know probably let's say the first easily the first month everybody was kind of in the groove of what we needed to do um there were definitely certain aspects that took a little bit longer to to get right um targeting restricted zones or or two of them you know and then uh even then there's there were some other bugs that we had to just deal with and a lot of times what happens is that basically we'll be working on a build and then all of a sudden you know we get that build ready for ibukati we get it out there and then there's crashes or there's deadlocks or there's a lot of stuff that basically um is keeping us from actually getting proper feedback

  34. 00:26:26

    and so once we get that those things stable and we get you know a more stable build then that actually allows us to really start seeing those features and ends the positives and negatives of those features so that's the that's the way i feel about it so you know we're targeting restricted zones like we want to make sure targeting is right you know it's a very very important part of the game so um and we want to make sure that we supported the team and that was working on it and we gave them as much time as they needed to do to get it right and i mean john can attest to it like every single morning cr in our our morning every single morning crs sending notes and saying hey guys how's this you know

  35. 00:27:14

    let's look at it so and so forth so like see our this one has been very very near near and dear to cr's heart you know to to get it right so um and so we just want to make sure the team you know had enough time and i think all of us would rather spend the extra time making it right than just shoving it out and going well it's the date so here you go and by sea are you of course mean chris raine the lead physics programmer totally yeah um no so it's basically just sometimes these things take longer than other times to get right it's you're you're creating something it's there's it's it's hard to estimate how long it's going to take to smash bugs and fix issues and stuff like

  36. 00:28:02

    that so it's just sometimes these things take longer um but i would agree with you that that i i think we've adapted to the work from home thing pretty pretty good this is just one of those patches at this point um follow-up question uh how does the late release of 310 impact the upcoming 311 312 so when basically when the quarter ends we already have plans you know for every team and what they need to do and um all their upcoming sprints and so on and so forth so uh as soon as that quarter ends those teams actually start working on it now if a live must fix bug comes in or something that's

  37. 00:28:49

    you know i feel like really needs to get fixed or or john feels like it really needs to get fixed or in any one of the other directors then we pull somebody off to fix it and then they go back to their sprint work so it will really depend on the team you know that is working on it but for example like let's say we shipped 310 at the you know right at the beginning of july and let's say targeting wasn't you know working the way that we wanted to work that team would still be working on targeting you know so it's not it like we wouldn't just be putting it down saying okay it's good enough we we continue to work on it and it basically adjust you know other plans so it's it's a

  38. 00:29:36

    so in essence it really depends on what team you know is being affected but for the most part you know our a lot of our bugs are just you know somebody going in recognizing oh that needs to be fixed and they fix it and then they go back to their future work so different levels basically some some teams gonna be affected more than others yeah and and even then you know if for example if it's a moderate bug or a trivial bug or something like that like you know we we say we take it on chin we're like okay yeah we're not going to fix it this patch you know we'll we'll we'll move it to the next one and and basically we'll allow them to continue on their feet and their future work because we feel like that's more important versus a moderate bug or something like again but each on its own case-by-case

  39. 00:30:26

    basis exactly exactly it's i just want to make sure that that folks don't take that as a blanket statement it's not saying that features are more important than bugs it is on a case-by-case basis yes and the other thing is that they're like we have a label that that basically we we call a gameplay experience so anything that has a gameplay experience bug that is a trivial or a moderate or anything like that i view those as extremely important because they actually affect the the way that the game plays so and basically qa flags those to me and i go through and i i basically am kind of the judge and jury on those but i'll sit down and i'll i'll review it and i'll think about it and and then basically either assign the label or not assigned label and then what we've asked the teams is try to to

  40. 00:31:15

    try to work through as many of those bugs as they possibly can and even when they're triaging bugs or working on bugs you know throughout the quarter they're still looking at those and viewing those as yes i need to fix those before we do another release okay um john changes to the flight model in 310 uh generally require more involvement all around uh so uh folks have discovered that having to stop to go to the mfd or moby has a little more consequence than it used to uh are we getting additional key binds for things like requesting takeoff and landing and stuff like that uh to address this uh yes but but not in 310 we're definitely looking at all those all those quality of life things like todd mentioned with the gameplay experience label

  41. 00:32:02

    these these little bits that all add up to a less than ideal experience when you're playing the game um that compared to a feature aren't as much work but do add just as much um experience to the game yeah i think htc keyboard uh keybinds would be appreciated at least by me i haven't had this much trouble landing since the old top gun game on the nes nobody's gonna know what i'm talking about there all right um it's time for a vanguard question john is the poor handling of the vanguard series at the moment intentional uh it was intentionally reduced from its three nine levels um and again it's had another pass this week uh so it's it was a little too harshly

  42. 00:32:53

    tuned down uh compared to three nine so it's had a little bump back up again it's still a very effective fighter if you look at all the metrics for it um the the vanguard owners are caught in this weird cycle of they they hate their ship but it's an amazing ship to use and fight with but they hate it they didn't specify here but the the handling are they talking about atmospheric except are they talking about space as well uh probably space um it was slightly a bit too sloppy and it's uh rotations it's the technical term all right uh is vtol in 310 currently working as you'd hoped or is there work left to be done

  43. 00:33:40

    uh this person says they're a helicopter pilot and it doesn't feel that great at the there's definitely some things we want to tweak um but where it is in 310 is probably where it's going to stay for 310 if everything else would be in the future a common thing we've seen from helicopter pilots is asking for like a more collective way of controlling it i'm not sure we'll go down that route but certainly the the behavior i don't have my spaceship to hand where people are expecting retail uh and if they pitch forward for it to fly slightly forward it's not quite that it just sort of just strafes and does a weird thing that's that's something we'll be looking at okay um let's see what else we got here uh

  44. 00:34:30

    can you define what the high speed combat changes in 310 are and why yep so the the two features of high-speed combat that we're releasing in 310 uh is the reduction in lock-on or the increase in lock-on time uh for missiles uh when you're above sem and that scales depending on how far above your sem speed so if you're one meter a second over it you're probably not going to notice that the slowdown in your lock time for missiles if you're doing 2000 meters a second it's going to be minutes to to lock and that's just to sort of all of these ideas and implementations were there to disincentivize players from fighting at high speeds because

  45. 00:35:18

    at higher speeds it just left the combat ranges got bigger and bigger and bigger and bigger and you just ended up pixel hunting and we really wanted to bring those fights back in and we've got some mid and long term plans that we'll go over in the future about bringing that in more which sort of superseded some of our plans for high speed combat which is why it's perhaps not quite as big as people were expecting for 310 the other thing that it does is it changes the auto gimbal slew rate when you're above scm the speed it takes for your auto gimbal cursor to track over the target in the cone you slow down again scales the faster you go the harder that is we had some other things that we tried which was just a flat out weapon spread increase um but that it felt very artificial and

  46. 00:36:08

    and weird to play with we tried reducing the shield face strength um and that that was sort of cool it worked but we didn't really have the ui reinforcement to explain what was going on there so we didn't enable that in the patch because it ultimately just became confusing and a lot of it was tied into the the state of missiles and countermeasures when your shields became weaker at speed and you were trying to run away for example without a way to effectively counter measure missiles missiles just became a one-click win for the person who wasn't running away and we wanted there to be a lot more counter play there so for 310 it's just those first two bits uh for 311 or later we might do

  47. 00:36:55

    some more but we have some other ideas that we want to try first that's all high speed combat is sort of the wrong term for it it's more getting closer combat at lower speeds versus high-speed combat yeah probably yeah close combat improvements or something like that might have been a better term um and then of course uh i know we're talking about 310 here but uh part part of that that continuing work that will continue beyond 310 is yeah uh uh revisiting missiles and how they work and stuff like that yeah um flares should work again in 310 now we're looking at chaff um chaff chef is a curious one it's quite hard to use anyway but we're going to try and squeeze a temporary fix in there so at least those two work

  48. 00:37:43

    for 310 okay uh in p2 right now uh when a ship starts to roll fixed weapons uh have some trouble hitting the target because the pip uh if i remember when i was trying the pip tends to go kind of crazy uh when when you start when you're doing the roll uh can you give us an idea about what's happening there am i crazy am i remembering this run you're not crazy about this one um it's pips can only be as good as what's given to them and how the network is performing at that time so they're not a 100 guarantee of success if you hit them because there's things outside of everyone's control that can get in the way there and that's part of the reason fixed

  49. 00:38:32

    assist was put in to sort of try and um mitigate some of that fuzziness for when people are doing stuff like this um the best way to mitigate that is to just get closer because there's just less chance of things to go wrong in between um that's that's really it like one yogi would be a really good person to answer this more in depth because he did a lot of uh changes for 310 um i think we removed the acceleration off them for 310 which is causing a lot of that rubber banding effect that people were getting with pips so they are more accurate but they're now at the mercy of like if you put rubbish in you get rubbish out of the data um from the chat here well with all the changes to the flight

  50. 00:39:22

    model it's being geared towards uh combat and slowing things down uh what are the knock-ons to racing what are the knockouts racing but how do we how do we slow combat down without and and still enable racing it's a tricky one it's a it's a fine line because certainly past history has shown that the faster things get the better they are because they're harder to hit no matter how weak you make them uh if you can get a bit of paper with four size 10 guns on it you're going to win every fight because you'll hit first so it is a is a fine line um of letting races be fast but not allowing them to be so over gunned that

  51. 00:40:11

    they become the best they become better combat ships than the dedicated combat ships um so we we have to look at other ways like maybe they're not technically the fastest on paper in a straight line but they have the best handling um maybe they can sustain more g in turns maybe they're better in atmosphere all these little things we can add that when you you put them all together make a nice agile ship that isn't the de facto best combat ship uh todd i know a lot of the the big ticket kind of kind of future things the the the buzzwords are things like icash and the persistence and the server meshing and stuff like that um

  52. 00:40:58

    when when developing for the for today's game that doesn't have those features implemented um how much of a focus is placed on on future proofing for when those things come on uh come online it's our do we build today for for for knowing that's coming later on or is this gonna be i'll be all reworked later down the line no no no in fact i mean for example like we've we've redone every single team had to redo like certain aspects of their code you know for server meshing like you know just to make make sure things worked um so but those were pretty small tasks and i think you know

  53. 00:41:49

    at least my teams blasted through them and i would say in about a week you know so it wasn't like a huge painstaking thing so but with i cash or the other aspects would be let's say we we know we're going to be redoing something you know if we'll wait until like icash is done and then we'll redo it so we'll just let it in some in some cases we'll live with the pain you know where we look at a system we know we want it redone um but if we're working on a system now we know you know what my cash is going to be doing we know what server meshes is going to be doing and we're we're making sure that when we're building

  54. 00:42:36

    these systems they work accordingly and they should work when that when that switch is flipped yeah uh teams in every studio have been doing a lot of the the pre-prep and and and work for the work necessary for this when it comes online that's not to say that there won't be just just like when ocs came on and just like a client-side service they'll be bugs and we'll have to go back and fix things but the teams have been working from a they know this is coming and they're doing everything that they know they can do now to prep for it yeah um back to the targeting pips john uh uh based on the version that's on ptu right now uh are we planning any additional changes to the targeting pips

  55. 00:43:26

    before this rolls out or are we i know you just talked about the networking stuff anything but as far as their format how they look uh the difference between you know the the the fix and the gimbal stuff and stuff like this are we is it where it needs to be are we still working the the the actual visual styling of them is pretty close to where we want them to be there are a few things that we want to add but it's not going to come for 310 because it requires some some work from other teams and that's adding or the ability to add drop shadow or dynamic brightness to those hud elements just so they work across all visual backgrounds so something else away into 310 was the actual hud the hud uion ships dynamically adjusts based on the what's on screen so if you're in the

  56. 00:44:14

    dark depths of space it dims down so the eye adapter doesn't get blown out and then if you're facing a bright white planet it brightens up so you can see it but unfortunately that applies to things in the world um whereas these uh reticules and markers that they're sort of on your lens or in your visor and that goes through a slightly different rendering part so it can't use that system at the box and we want that to be able to be used so then everything hud-wise will dynamically adapt in terms of brightness and visibility can you please explain how proximity assist works yep uh so proximity syst is basically just looks around the ship in six different directions it just does a very quick simple

  57. 00:45:00

    cheap raycast and if there's something that it hits in that range uh it then works out how much it needs to lower the the acceleration of the ship to to avoid not to avoid it but to give you chance to correct yourself before you hit it and then how much it drops off is just based on a design driven curve so it's not the same drop-off for every ship we could make it not drop off at all for one shift we want a door be insanely high for another gotcha so it's it's to help give you more time not to hit things not to prevent you from making things yeah like if nothing's going to stop you as a player just holding down that button and crashing into things if you want to do sure do that this is just for those situations where

  58. 00:45:47

    you haven't quite realized how close you are to a surface and without any assist at all uh you would just smash into this gives you those extra valuable half seconds to to make a correction uh todd we've had we've heard a lot of talk about bartenders uh bartenders are now making their way into star citizen with 310 right now in the sometimes their performance takes quite a bit of hit uh there's sometimes 10 15 20 30 seconds delay between asking for something and then getting it uh what can you tell us about what's happening what what's slowing that down right there so some of the stuff that that we've seen is is basically set up issues and um so with us going through and setting up each bar differently

  59. 00:46:37

    and because each one is different there's a we have to go through and do a kind of initial setup of those things um so there's been some in some cases some animations have been set up wrong or you know maybe there was a code bug more other things that were happening on the server kind of thing so the over the past week i mean i i think i've approved i want to say about 20 different bug fixes just in in bartenders you know just going in so i it's something that the team's aware of um and they are focusing on making sure that it's

  60. 00:47:23

    as smooth as it possibly can be i mean it's we know that it's taking a while to get out there but basically the that vendor behavior was a was a bear yeah and just just in general though bart it's not because it's a bartender it's it's bartenders aren't bartenders are what they represent as far as uh what we want vendor behavior to be you know for our npcs talk a little bit about why this is important well i mean there's basically use channel routing that uh the way that the bartenders you know select what they're going to do and how they're going to do it um there's the menu system that's basically we will

  61. 00:48:11

    bring up the inner thought and how that connects into the stores there's um obviously the patrons and how they react to it then there's liquids and basically the pouring of liquids and making sure that that stuff looks right then there's the way that the bartenders actually go in and out of usables and and and basically making sure that um in the future it'll be motion matching that will help that um so there's a lot of intricacies that happen with basically the bar and tinder as well as the bar patrons that have taken time to get right and the virtue of all that is that it's not just to make a bartender it's to make

  62. 00:48:59

    our weapons it could i mean aspects of that can be applied to mission givers at some point i mean it's it's i mean npc is just interacting with vendors yeah it's vendors it's just vendors in general but this was you know in basically we have a f s 42 rep you know that that basically when we're when we're developing these things we're looking at what's needed in s42 what's new in pu so like there's there's correlation between both projects you know on this thing making sure it's done right uh last bartender question uh now that we're getting them uh can we get drunk not yet um basically we have um after status 2.0 or the next version of actor status which will

  63. 00:49:48

    uh well half where you're you're dealing with um radiation or you're dealing with being able to be drunk or stems but um and then from there we'll we'll have uh in the future then we'll have diseases and we'll have other aspects that you know the players will need to deal with but um at least for actor status 2.0 that's when you'll be able to get drunk all right uh this next question's about the penguin plushies uh uh pico is that what he's called i think it's called because peace is a penguin pink picot uh will the new penguin plushies persist inside of the captain's quarters of my they they should um if they don't then

  64. 00:50:37

    they will once icash comes online okay and and and and john uh i've seen people use these things as all manner of cockpit decoration and stuff like this is is this what you intended i i had nothing to do with pika that's ian yeah ian loves his turtles and his stuffed animals got a thing for animals i was impressed to see it actually snowboarding down when people put it at the top of a hill on microtech and it slid um uh how are the temperature differences between night and day on a planet or moon calculated uh do they depend on the atmosphere the distance to the star or other factors so basically when we do the initial calculations it is based off the

  65. 00:51:25

    distance of the star and then atmosphere you know um for example like aberdeen's really really hot and we know that one was going to be very similar to venus so um then we have a what we consider a min max you know of basically the temperature at that at its hottest point and then at its coolest point and then you know throughout the day it just it cycles through that yeah and the temperature has an impact on how ships handle an atmosphere right john uh the the temperature doesn't currently uh well handling wise it's purely just based off sort of pressure air resistance gravity uh if temperature adjusts any of those things then

  66. 00:52:11

    it will by by virtue of adjusting those three parameters uh change the handling what it will do in the future though is impact the items on the ship so if you land your carrick on microtech in a storm and you turn everything off and you just go on an expedition for a couple hours when you come back to your ship it's going to be so cold that you can't just flick a switch and just take off immediately you're going to have to sit there and let it warm up to operating temperatures before you can do anything and the same is true for say aberdeen that's that's quite toasty uh so you would expect your your thrusters and your external items start overheating a lot quicker than they would in space um and it will even go down to the extent

  67. 00:52:58

    of again using the carrick you land the character in aberdeen open that front ramp the heat from outside is going to start going into that front cargo area if you just start opening doors between the two on the ship the heat's going to start spreading through and your your life support on board is going to try and maintain that but just like an air conditioner in real life if you just open the front door of your house your air conditioner is going to start trying to cool the outside of the house down and not do it well i could hear my mom asking if i was born in a barn right now uh todd will there be a wipe with 310 uh and if so will some people get wiped and others won't what's the question uh i mean we're still talking about it uh if we do it i i think it'll probably be for everyone

  68. 00:53:46

    um but you know there's always considerations of you know what we'll do you know as as far as wiping um is there uh exploit or something like that that you know we have and right now we do have an exploit on ptu that we're we're fixing um but you know nothing that i can confirm at this moment just because we're still in wave one and once we get to wave two wave three wave four we'll we'll get we'll basically start you know really talking about this but right now you know i i don't we'll we'll wait to see so right if if it's resolved before we go live for instance it's like maybe it doesn't need to yeah yeah um 310 has new electron damage for fps weapons

  69. 00:54:34

    uh what kind of situations do you imagine these would be ideal for uh in 310 it'll be killing so killing killing with lightning straight up yeah exactly i mean the whole idea about these things were just a way for us to introduce some new fun you know types of star citizen style you know um or weapons that we feel fit in our universe um so that was the first initial stab and then from there you know uh we've adjusted our damage types so electric is one of the ones that we'll actually kill but then you know we've got stun and we've got distortion which will obviously affect your your ship um

  70. 00:55:22

    and it'll affect your components but it won't do anything lethal to you but stun will actually knock you out so in the future you could see these you know electric type weapons as as maybe tasers or or non-lethal weapons that you can actually use for bounty hunting or or where else you want to do uh we are almost out of time just a couple more here for you uh john uh players saw on isc earlier that the m50 improvements revisit whatever it was was going to have squared engines similar to the 300 series but the version of the m50 that's currently on ptu does not have the squared engines what happened there so we built both sets um when we were doing the m50 rework we thought it'd be cool to to see what it looked like with the

  71. 00:56:11

    modern origin style sort of slatted engines uh and ultimately we presented both options to chris as like this one this one fits with the style guide looks cool and he's like yep looks cool but here's the older style ones and he's like yeah i'd sure they don't meet the style go but they look cooler and that's what's there to start with so let's keep them there but in the future we're probably going to enable well we are going to enable you to swap out thruster sets and so the m50 almost certainly be the first one in a future patch that you can go to an in-game shop and square slatted style rear thrusters and put it on your m50 and have a slightly different handling and slightly different visuals because we built both it'd be shame not to use

  72. 00:56:59

    them i know some people really love the round engines some people really love that slatted engines so why not both yeah yeah you're giving hope to uh 350 owners that they might get their round engines back at some point right now as far as please do a meme of him with both why not twice yeah exactly enough no but it's it's yeah it's just another another another opportunity to remind everybody that when you see concept stuff in isc concept is our exploration phase it is not an automatic that you see it and that's what's going into the game that's why we put work in progress on everything in there uh what else do we got um so 310 310's been in the works for a

  73. 00:57:49

    while uh there's a lot going on between the flight model and all that stuff uh for you guys just speaking for yourself i guess what is uh the chat is asking what is for you the your best achievement for 310 what's the thing that you're either happiest about or most excited about or most grateful for i don't know whichever one resonates uh for me it's all the turret improvements which is a huge huge improvement over what was there in previous patches um and it really adds just a whole new level of multiplayer multiplayer multi-crew gameplay because the turrets can now track things better they can hit things better uh you've got the pinning from the pilot so you can coordinate it's just it's such a big change yeah now see when the hammerhead turrets

  74. 00:58:38

    seeing where every other turret is pointing on your screen and having the pilot be able to pin it it's a radically different experience when i played it and i i had a lot of fun with it how about you todd um i think there's the new ui going in which is basically i i work very closely with the ui team so seeing that go in has has been very beneficial um for team morale as well as as as well as i think players enjoying it um then basically there's the the new stuff that we're doing with delivery um and i'm talking about teams that i deal with you know so i i think those are two things that i'm very proud of you know for for my teams and then uh things that i i deal with

  75. 00:59:29

    you know kind of on a secondary basis would be like you know us finishing off new babbage you know and basically putting the factory line and being done with new babbage now so it's it's basically just one more thing done you know to the sam system and now now we go on to some of the big boys so we'll be talking about those soon enough uh todd john thank you so much for your time here on star citizen live today uh i was appreciated at the end of a long week coming and you know facing the firing squad for an hour not always the most comfortable thing to do so i always appreciate it when you do um for folks watching we are going to do as we are want to do now are are throw it to another star citizen streamer

  76. 01:00:16

    who is streaming right now uh i am i am told it is primal uh now if i remember primal correctly uh they're they're a variety streamer and a 3d artist uh who often who often uh kind of person we make those game dev streams for who's really into the art of star citizen and how we do things uh they do art streams of their own showcasing how game artists create and stuff uh today they should be playing in alpha 3.10 so uh tell them that uh let's see what should we do what should we do tell them that uh john cruz says drake is the best and uh for john for todd for me this has been star citizen live and we'll see you next week everybody take care bye you

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

Squadron 42

LiveSQ42 Launch Subathon

$2,100of $3,000

Getting Sub to Manchester for the Squadron 42 launch

Next giveawaySubscriber Store pick
$50to go