Around the Verse: Episode 2.02
Transcript — every row opens the video at that moment
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[Music] all that and more on the next Empire report at 2200 SE this video made possible by the ICC Stellar surveyors and subscribers like you hey everybody welcome to this week's episode of around the verse I'm Sandy Gardner and I'm Ben Lesnik this week on the ATV interview Jared sits down with
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senior technical artist Matthew in to talk about explosions in Star Citizen and designer Randy Vasquez opens the hood of the caterpillar to show us just what's inside but first patches patches patches we don't need no stinking patches of course not yes we do yes we do that was one of the worst things we've ever done that was pretty bad patch 1.3 is coming soon 1.3 is the first post-merge patch of Star season that uh may not seem that exciting to you right now but it is a major technical Milestone it means that we've taken all the disparate streams you know Game Dev FPS so on merg them into to one stable build of the game that we can now release things on top of uh hopefully fairly rapidly one thing that is coming
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to this version of the game is some new guns we put some size four weapons in which are uh in preparation for the ReUse of the constellation the Retaliator and we thought we'd let uh some folks go ahead and play with them they can be mounted on a couple of our ships right now and uh we'll leave it for you to figure out which ones M I'm betting one of them's a cutless it is don't tell anyone the Endeavor sale is still in full swing and people seem to be really enjoying science they are and we are enjoying their enjoyment of science the uh the Endeavor has been kind of a passion project of mine I'm really glad to have it out there and I am just blown away by the response you with every sale we do kind of a projection to see how many citizens we think will do in a particular role and uh science has blown away all expectations so thank you for supporting this ship we've got a third Q&A coming up tomorrow if you have a burning
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question post it to the forums right now for consideration and uh if you're interested in Endeavor they're available through the weekend and citizen con is almost here I have been getting up every morning to work with the UK very early and finish the final details of Citizen con I love those early morning UK Skype calls yes you do I keep my camera off for those I know I called Ben uh the other morning I think it was 7 a but uh citizen con is gonna be great we have some fantastic content to show off some information we've been wanting to show off to the Community for quite a while now we're really eager to see it get out there um it's going to be a good show please tune in on Saturday uh we'll be live streaming the whole thing uh it'll be a good one see you then and now let's check in with news from around the
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verse so I'm going to level with you right here what what disco Lando has done is giving me a Harry Potter spell joke that I'm supposed to say to start off the Spectrum and I'm just not going to do it so enjoy the Spectrum hey everybody and welcome back to Santa Monica I'm Eric Karen Davis with I'm Daren borick all right we've got a super busy week uh the guys upstairs they're just rocking and rolling through work um one of the things we wanted to talk about that they're working on is all the character Tech so we've talked about that a lot over the last few months and it's one of those ongoing systems because we're really trying to break boundaries right you've heard Forest talk about it and Omar and Ali out in the UK this is a this is a really big one for us so we're we're kind of
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bringing this one to a close the guys are working a lot of hours to try and bring this all together Forest Omar and Oak upstairs just knocking out of the park uh they work alongside sea and a couple of the guys in the other region so it's coming together really really well and that's a big push for us this week uh we got a couple other things Daran what else is working on in the studio uh let's see we've got our uh senior designer Kirk to he's working on animating the Shion Scout so it's been a while since we featured a a Xeno technology or alien technology sh in a long time so looking at some of the animations that he working on and trying to come up with a a very interesting way of presenting alien technology in a way that's humanly approachable as far as like how the human will sit in the cockpit how the animations work how the UI would look and what what things we want to have available uh the other part we're working on and this is kind of an ongoing thing that we generally talk about our other designer KX renau he's
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always working on on constant New Balance pathes getting feedback listening feedback from the community uh with he and our other designer Matt Sherman so we've got a few things that he's been working on such as you know balancing out the missiles making sure that they're doing the right amount of damage without you know being able to do a a 1 second Alpha strike instant death with with the assorted weapons especially with some of the stuff that we got planned down the road uh so couple with that with the amount of component work that Matt Sherman's been doing so we're looking to have a a a very or we're at least moving towards a fairly balanced system that's you know as as we keep going through further fixed version further patches we're always going to be soliciting feedback from you guys always integrating that back into the game as as we introduce new weapons cuz it's going to be an ongoing process anyway so I mean the minute we kind of rest saying that balancing is done that's it's not a good
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sign so so it's going to be an ongoing thing and you'll always hear us talking about it because we're always introducing something new I love that I'm excited about that Shan Scout thing and how it's we don't just make it for human we we bring it in like what would a human do in this right like the vandel stuff I'm really excited about that kind of reminds me of if anybody's ever watch Battle Star Galactica when starbu kind of steals a syon Raider and they have to try to fit it for human y so they have all these extra weird components just to translate the signal so we're kind of create this ad hoc feel about what it's like to actually own in Alien craft and throw it together yep yep all right well that's it for Santa Monica again I'm Eric I'm Daren see you next time hey guys Jake Ross here associate producer of the persistent universe and I'm here with you this week to talk a little bit about what we got coming up um let's see right off the bat we are working on some new uh shops for you
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guys you have a little taste of of the shops will be on our Corp um we had dumpers Depot Caba Outlet is uh and um Glock bar asro Armada uh medical unit we had all these different uh shops you guys could enter no shopping functionality yet that's coming up uh here on our next Milestone um not this coming one but the one after that um but looking ahead to Nicks um The lski Landing Zone in the nyck system we're going to have all sorts of different shops uh there uh as well as our open market kind of um shopping experience which is different from the kind of just the plan old retail we have this like open market bizaar in the leky landing zone so that'll be kind of different so what we're going to be doing is we're going to be utilizing our existing shops
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and kind of rebranding them using existing assets and kind of the same way we do our building sets basically and uh rebuilding those rebranding those to to be all all new all different shops so um those they'll look kind of familiar but at the same time they'll be all all new all different because we'll be using different techniques that we've developed to get the most banked for our buck and our environment assets so that's coming up we've also got our animators working on zero g enters and exit animations for our all of our ships um so here in the near future we'll be able to actually uh use Zerg enters and exits while you're out in space um to get in and out get an in and out of all your ships so that'll be cool to see uh and last but not least uh coming up for con we're working on faces um so we've got Sean Tracy here working with a with
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a few other folks to get um our character heads and faces looking the best absolute best they possibly can uh that includes things like teeth and the tongue and uh we've got Billy Lord here helping out with hair U making all the hairstyles looking look uh looking okay um as well as we've recruited three lateral and and a few other uh Outsourcing Partners to help out as well we got a lot of people working on heads and faces make them look uh absolutely you know astonishing pretty much is the word to describe it um you know you hear about the The Uncanny Valley um and we're trying to uh uh we're trying to to be the first company to to break that uncanny valley uh weird kind of uh looks real but not quite real uh feeling so um hopefully we'll get there but yeah so
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that's exciting to see uh so yeah that's all I have for you this week thanks guys we'll see you around hi guys it's Ally C from customer service at Foundry 42 and I'm Henry Davis customer service Foundry 42 so we're here to talk to you about something a little bit different about the uh what you need to know about citizen con first thing for all those who unfortunately can't attend with us we will be live streaming it from 12:00 p.m. PST and for those of you in Europe it'll be 7:00 p.m. UTC or if you're on British summertime 8:00 p.m. roughly and uh for those who are attending the doors uh will be opening to The Venue as of 600 p.m. no sooner also we've got uh no staggered entry times cuz it's such a small intimate event we didn't feel the need
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to stagger entry times also many of you are asking how you get your tickets these are available on your account if you just need to go on to my RSI account and then comms your ticket will be there if you've already left and can't print you will be able to show these on your smartphone we will require some ID this is not for us to laugh at your pictures it's just we need to verify entrance awesome um those wondering about cameras uh yes they are indeed permitted so feel free to bring them um and uh record all those happy moments also parking we know some of you are coming from a long way in the UK it will be available it will be free however it is limited so it's on a first come first serve basis uh the buffet will feature vegetarian options so if you're not persuasive by meat there will be
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vegetable the bar will be cash only however there is an ATM on site but I wouldn't rely on that so I'd make sure you have plenty of cash on you uh Gamescom was pretty heated this won't be the same case here we do have AC so those concerned about heat that is not going to be an issue however this is Manchester on October uh finally a quick General CS update we are getting through the backlog as quickly and as cleanly as we can but if you've got a time sensitive issue don't worry we will answer it as if we were answering on the day that You' sent it also most important have fun F This Is Us signing off see you in the verse see you in the verse hey Brian Chambers from Frankford office again um another week another busy week team is always fully tasked uh
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doing good stuff and always say that every week and I probably will continue to say that every week um this week uh we grew by four people in the office um senior Tech artist uh senior environment artist uh finally have an IT guy in here now so we're not scrambling around hooking up our own hardware and Senior QA uh senior QA here is Chris uh just started what last Thursday yeah last Thursday so you'll probably see more of him um you guys recognize this guy next to me Steve Bender animation director at a Los Angeles studio um he's going to be here for a few months uh you got here Monday right a couple days ago uh Sunday Sunday night yeah cool so I thought i' let Steve kind of jump in and talk about what they're they're hitting on
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animation right now yeah so from a global standpoint on the animation side we're working on uh the FPS core mechanics and we're working on the the basic motion but more importantly the base Gunplay uh when how it feels when you're moving around uh just statically shooting the gun uh how the rec coil feels how the sway feels things like this we're working on procedural adjustments to it which allow us to add uh different attachments to the weapons so that you can modify your gameplay experience for what you want it to be um we're also focusing on in some of our other uh animation functionalities we're working on uh the persistent universe and we're adding in emotes and animation
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to give the persistent Universe locations life and we'll be focusing on a particular location from an animation standpoint in the persistent universe so that we can really help to give it uh full functionality and full life and really give you guys a lot of things to do so you kind of bite down on one area and make sure exactly and get that so from an animation standpoint that allows us to solve a lot of the technical functionality for how something happens say if I sit on a seat at a bar or something like this um and then from there once we have that technical functionality we can then extrapolate that out to other areas both within the Pu yeah so you already sitting now working with the Franchesco the AI guys Todd even our weapons guys so that's
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cool hope to get some good traction on that stuff yep and we also have we're working on uh sq42 so we're working hard on uh citizen gon uh things that are going in there putting in the pcap starting to get moments within the story going on and uh on Arena Commander we're working on more spaceships we're adding more functionality into our ships including um leaving your ship when you're in zero gravity and getting back into it which is actually going to be pretty absolutely absolutely all right we're already over time I know they want us to keep them short uh thanks for listening and we'll see you next week as always a big thank you to our Studios from around the world now let's head
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over to community manager Jared Huckaby who sat down with senior artist Matthew in in this week's ATV interview and thanks guys Community manager Jared Huckaby here and on this week's ATV interview I'm sitting down with senior technical artist and tools specialist Mr Matthew in intrieri inary did I get that right inary inary I'm well known not to be good with names Matt how you doing glad to be here glad to be here so senior technical artist and Tool specialist what what the hell is that what does it mean yeah well I I've been uh supporting the team for about a year
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and a half in various aspects of of the production uh from animation to modeling to so I write the tools that automate the processes that allow us to make you know things go faster and I had I had an interview several months ago like about a year ago where I talked about tools and I described that but today we're going to talk about something that I've been moving on to that now is more of my responsibility which is ship damage explosions M explosions explosions yeah say explosions explosions explosions yeah okay so uh ship explosions uh we saw a little bit of this in the multi crew demo from Gamescom yeah uh tell us about ship explosions yeah well it's evolved quite a bit so initially we
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would model every piece of debris that on the ship so it was very meticulous and it took a lot of time and revisions were costly but then uh Ali Brown our chief uh director of Graphics engineering uh he came up with this New Concept for this ship Shader this damaged Shader and you guys have all seen that you Peg the ship and you see holes appear but that took it only to the point where the battle ended we didn't and we didn't have the explosion so um when I realized this I I kind of started focusing on getting us to that explosion event and that took Tech and Art and Design to all come together and so I'm kind of like this uh Hub of the wheel I guess say the implement the
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implementor of all these things and that could kind of put me in a position of kind of producing it in a way as well so I would uh examine each ship and list out all the things that's missing and then hand out off his tasks and then review those tasks as they come in and support with tools as things come together and explosions are important because I you don't you never want to lose your ship but if you have to yeah if you have to you want a cool explos you want it to be spectacular of course if you've been chasing somebody down for 5 minutes in a prolonged battle or whatnot you the explosion watching them go up in Flames that that that that's your reward in a lot of ways that's really the motivation is we believe the explosion event is the payoff for your hard work so it really has to be spectacular and uh recently we hired a new special effects artist Sean Ellis
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who's working out of the UK and he has done some amazing work and uh what we'd like to show is is some previews that he put together that has helped us helped guide the processes moving forward and I'll kind of talk over the videos to explain what you're seeing so we have a clip we do we have a clip let's let's let's play the clip Let's see we don't have a TV there's no just play the clip Justin wow yeah seriously yeah that was very
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cool yeah now I'm sorry for those who don't know we do we do a tour that comes through here uh once a month and uh and Matt's been gracious enough to to show that on our tours and I've been chomping at the bit to get that out to folks I'm so glad we can finally show it to people so tell us about it well I show Sean's work all the time because who nobody cares about UV channels and I care optimization of polygons and those are the things I deal in uh you know if there's one thing I care about the most is the chassis of the ship it's the it's the structure that underlies all the tech so if that's not correct then nothing else will work the attachments the components all the things that we're we want to add to the ships all the functionality if the if your foundation isn't correct then then you're going to
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it's not going to work in the end gotta so so we have a couple more views of the Connie exploding here what are we looking at right now so what Sean did here is he previsualizar uh on in the ships and what we are doing is we're Mak making these effects systemic which means we're going to motivate these effects through the pro through the components on the ship so literally what we see in the the video is we have electrical feedback we have small explosions and then we have kind of a a weight and then a kaboom right so so what we've done is we break that broken that apart and what we've been trying to do is very systemic we're
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trying to motivate all the special effects through um through damage um through the ship systems not just play an effect over the ship but just really motivated through ship system so one thing we're introducing very soon after citizen con is Pierce ability so that means that ammo that you shoot at the ship will go through the hole if given a certain value of your Shields and all that it will strike a component in inside and damage it that component takes enough damage it may explode or it may just give electrical feedback which can then cause damage elsewhere in the ship so you'll see uh arcing lightning going from component to component over the hole of the ship and then you'll see explosions happening and then finally we'll get the uh if enough components
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have died we'll we'll have the ultimate explosion so that's kind of where we're headed with that that's very cool we've just been playing the explosion on Loop during this entire time nobody wants to see us we're just showing them the explosion no wants to see this no so and that was the work from Sean Ellis yeah and that's 100% in cry engine yeah and Mike Snowden too Mike Snowden is also a pfx Lead Supervisor so he definitely is responsible for uh laying some Foundation there I don't want to leave him out uh Ali Brown the ship he's he's very involved I talked to so many different fields just to get this to happen so I talk to design and to engineering and to Art all the time to make sure that what I'm implementing is going to work for the the future not just what we're releasing in the next
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few weeks so one of those things is we want the debris to be harvestable in gameplay in the persistent Universe persistent universe so so what what that's led to is a redesign of like how how we thought about ships breaking up because what we want is ships to explode into pieces kind of like if you look at a movie like Starship Troopers we want these things to crack in half and we want you know in the Titanic you know things to people falling out and Fire and Flames and explosions you know we want this just visceral feeling and if you're standing there and you see the ships separate we want us you to get that first person view of what's happening and so that's what we're going for but that takes a lot of tech so one thing is the gravity
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inside we have to turn that off when the ship ex uh divides in half cuz you know we need a gravity generator and you need power for the gravity generator so it's all systemic and you lose gravity and you'll probably be floating if you're if you're in a piece of debris the interior of the ship we're going to switch that out probably we're going to put it a low reses version but it's going to have more gameplay for harvesting of debris now this isn't all set in stone but I I'm this is what we're designing right now mhm this is what we're talking about and and how does all this work with the interior physics grid cuz to my understanding is that in you've got the the the grid inside the ship but if you're breaking the ship apart aren't you breaking the grid apart too that's right yeah we're looking at the grid we're we're now dividing in what we're
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calling interior nodes per whole section so we have like say in the Connie we have the nose the neck and the body of the ship and each one of those is going to have an interior physics grid uh that combines to make one and then as we lose pieces of the ship we're going to see things start to uh deactivate so gravity will deactivate initially I think we'll deactivate the whole of gravity for the entire ship uh it's a very complex problem but we're we're we have answers for it it's not that we don't it's just it needs a little engineering time and we're we're focused on other features as well so these things just take a little time we're not letting the fact that it's hard deter us it's hard work but we've got our answers we've got a plan in place and we'll get it done there's our
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smartest people around it definitely And even Chris has been involved very heavily in the in the physics grid manipulation yeah yes well uh thanks for stopping by Matt I understand maybe we have one more thing we can show folks yes uh this is really cool we haven't seen this before this has to do with the internal damage of the Retaliator it's it's going to involve the ghost system which is our game object State machine and it will mean that when you hit the outside of the ship you're going to see these kinds of effects play in the inside so enjoy wow all right let's take a look at the interior damage effects of the Retaliator and the ghost system also made by Sean thank you awesome thank you Sean ection system
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we got n
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thanks Jared why should I even bother writing a joke you won't read it at least it's not me here we go the monthly report for September will go out this Saturday as usual it'll be a detailed look into all the things our Studios from around the world have been working on Ben talks about are we really doing it on uh citizen con day we are um we asked everybody to delay it a little bit of time so that they could include what they worked on for citizen con cuz I I hate putting out a monthly report when we're like we worked on something secret but we can't tell you what it is all right so I asked everybody to write their monthly reports uh as if citizen con had already happened so it'll go off uh right after the show and one of the things we've been working on right here this month is the Drake caterpillar that's right we feel it's time to let the caterpillar out of its cocoon Let's uh check up with Randy Vasquez and see
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what it looks like now they're shaking their heads but that was a solid transition thanks guys on this week's ATV behind the scenes I'm sitting down with designer Randy Vasquez and he's going to take us on an in-depth look through the what what what what do we call it well the caterpillar for right now what are we looking at what's this what we're taking a look at the initial design and layout of the Drake caterpillar Randy how you doing doing goodself good you ready to show us all yeah let's do this all right we're looking at the initial layouts and design of the caterpillar
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the caterpillar is an interesting ship just because it's asymmetrical it has multiple purposes multiple uses and just the modularity alone has been kind of kind of crazy it's one of the few asymmetrical ships we have yeah we don't have many just because they're kind of difficult to actually build and create and make sure that they run and look good so I don't know I kind of like it has its own charm you know rogish charm I might add so first thing we kind of started doing was we looked at the overall ship and then we started looking at okay what is the scaling what are the purpose of everything we've kind of made the ship a little bit bigger than what it was initially said not too much bigger and then you guys once we finish everything then we'll give all of the new updated stats and everything like that we've added to the ship we have not taken anything away really okay so um what
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we're looking at right now is kind of variant so like At first we're like all right well so this is kind of the smaller one we're like all right this is way too small we're not going to fit enough Cargo in there we told the we told the community that the cargo was going to be over 500 so we're trying to make sure this right here initially would not work and then also balance wise and ballast and everything that we're going to start putting into every s ship kind of this one wouldn't work being over the side so then we kind of switched over to a more Central and this Central kind of opened up some space so that way the center people can always walk through now granted people can always fill up a cargo unit so like this is kind of the new improved one it's a little bit wider a little bit taller has space for the components it has space for the hard points it's going to be on it you have many many modules sir yeah we've done a lot of playing around kind
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of like where we did with the Starliner right where we had tons of variations of like all right how's this look how's this feel and kind of just us running around inside of it we did a lot of the same thing so basically right here you're seeing if a person was to fill up the cargo bay completely you know we're looking at 90 SCU right here 20 seu right here and 20 seu right here so people can do the math every single module cargo module will be able to hold that much cargo so it's been on the Forefront of what we wanted to do so I'm actually going to take you guys on a journey through the different pieces of this ship so right here we actually have kind of the the Foya area where people are going to be going to the airlocks and this is kind of the middle to the back of the ship we wanted to make sure that the Command Module that does detach
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actually kind of interfaces and links up with it so as you can see right here I have everything kind of just in blocked out form just to check before artists actually start going in and building up this ship all the way we wanted to make sure we had design set and kind of more solid got you so that's the rear of the main hall before you start attaching modules yes so every caterpillar will have this every caterpillar will have this part um and then they'll have engineering and then they'll have space for the rear turret we've kind of moved the rear turret back a little bit as well so that way it wasn't like in the center it was more to the rear so it had kind of a more view of you know their way to shoot behind them just because because this being a cargo hauler or intended as a cargo hauler and a search and rescue it's not going to be that
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fast so let's start looking at some of the modules we showed you the cargo module um kind of made like a Personnel module where the crew is going to be living inside this thing now if you want more crew you can add more modules but again if you add more Personnel modules then you're sacrificing cargo modules or any other modules you want so it's kind of a give or take what functionality want what are you going to sacrifice for that how many total modules can you connect so the front module is going to be its own thing and then you can swap those out and then you're going to have a few modules behind that so actually let me show you real quick if we look here each one of these is a module so I'm seeing one which is the front module right here okay then one two three four and five wow so we're looking at five
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modules the player can swap in and out so five body modules and then one front module mhm so for a total of six modules wow okay so start going through like um some of the concepts that we've been working with was kind of an Armory so if you're going to be setting up for troops then you want to have like you know a Barracks Personnel thing so you can fit more people in um it's not as comfortable but it's you have more people and basically the Armory will have host all the weapons it'll have like a workbench she'll have like a hollow table so you can kind of preview all of your um all of your changes for your loadouts then we have a workshop that's um basically a shop so you can have a store on this think about like I guess if you want to think about like illegal activities you can have a kind
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of a mobile shop where you're selling Contraband or buying stuff making business meetings on the run and we don't have any citizens that are interested in elicit activities no so strictly above the board operations okay so I I'll stop talking about enlisted activities cuz that they're just not interested in that anyways so let's go to one of the more nicer ones medical Bay you know um so don't don't mind these red dots they're kind of assets that there's going to be screens on the walls kind of like diagn Diagnostics and everything so then up top we have where the doctors would be kind of making sure checking up on everybody and then they have like a little elevator here so that way they can kind of go in and out from up top so all of the modules are going to be multi m level mhm right and we won't talk about this one for right now so this module right here is going to be
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the Chop Shop well sorry mobile salvage mobile salvage all right completely above board legal activities only place yes yes none of that we don't we don't want Rift rafts here so we have like you know claws kind of to hold things and Stu we have um tools and equipment All Around The Bay these Bays will kind of open up into space so that way stuff can come from outside now all the all the modules right here also will have things that slide open so all the doors can be actually widened out okay so that way basically you can put stuff from module to module so we want to make sure that this ship is kind of a playground so that way you can move cargo you can move Salvage from one to another and you can stay all within the ship and move things around as well as if you wanted to you
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can kind of open the ship up and then move things around in space wow okay yeah I didn't realize the sides opened up yep I'll show you something on the sides a little bit all right um right here we have actually one of the the barracks module so that way it has just rows of bunks and then some personal storage top with little lounge and stuff for eating so this one's pretty basic we have everything set up so people can you know take care of their needs and this one is a Docking Bay or a docking collar sorry and this is kind of if the caterpillar becomes like a meeting point mhm so an go ahead I was say an example of it is if you look up I have a few ships up here kind of using the docking collar just to make sure it works so
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ideally what would happen is these um these docking things kind of just come out and they're going to be like on like cords and stuff like that and then people can just dock with other ships and then everything kind of just goes from there people had been wondering we we we had seen a little bit of this ship mass in a in a video before in the like we ship shaped did a a segment on the caterpillar a couple weeks ago and I refrained from telling folks what the uh what what the constellation Mass was but now they know yeah so as you see here um the doors will be opening up into a ramp so when this lands when the caterpillar lands actually this door will be like okay J just going to be like a clam shell so the top part opens up and then the bottom part kind of goes down and then that is a ramp that people
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be using to get in and out if they're actually parked this is obviously a front module no this is not the front module this is still one of the side modules oh but yeah this is something that I'm just playing with right now just some other variations and you see here I have a couple of the ones that I can mess with and based on feedback that I'm getting kind of just go from there so um let's see important to remember every for everyone to remember that none of this is final this is all exploration of ideas and we're trying to basically figure out how everything fits together what works all this is done with metrics so that way um light medium and heavy armored people can actually move around within the ship and not have an issue so we have the Command Module right here we're still playing around with the Command Module so right now this is what
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the Command Module looks like when it's detached by itself as you can see this is kind of asymmetrical again along with the other ship so it's kind of hard to balance B just weight Mass size and everything like that so we're messing around the Command Module make sure that it fits the rest of the ship right and as I said people will be living inside the ship so one of the things that we're playing with right now is just the thought of removing the living space from The Command Module and giving it more purpose and functionality cuz right now a lot of space is just lost due to living death but we already have the living space within the modules exactly so we don't really need to duplicate that now the one thing we do need to have is we need to make sure that the pilot the co-pilot and any other operator within the Command Module has
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space that they can do their job so we've been playing around with some things keeping it asymmetrical but making it only one layer now the reason why the one layer works out really well is when it's connected to the ship if it's double layers then all the Comm the modules on the sides they can't open up gotcha so it's kind of interfering and getting in the way so if we make it a single single row then basically command the modules themselves can still open up people can operate and walk underneath the command modu is no problem gotta so the the change gives us additional functionality to the rest of the ship yep makes it way more accessible so as you see here this is kind of one thing we've been playing with so that way we have sensors we have remote turrets so we're adding actually some guns to the
- 00:38:52
new design they have guns on we have two hard points on front and we have one hard point in the back as you see engineering here we've also added a little bit more safety feature so when the crew is escaping they can actually you know those fall down seats you see like um the jump seats right in the um in the ships so as you see here I'm like all right I went more like a tom cat a little bit more make it a little more Sleek make it a little more pretty you know and then attached and I was like you know that's cool but then talking with the artists and everything they actually liked the two rows so that way the people will have space to just walk right in the center and then go with this seat go to this seat or any of these seats behind them now as you see you still have a lot of space all the engineering components engineer will be here hanging out and then you still have
- 00:39:41
the turrets you still have everything so actually by doing this we've added more functionality to the ship so it's all about adding functionality making sure that this ship can get away okay it needs to and it can also defend itself where we're like oh get away get away get away it can just go so let's let talk about the front module the front module is unique and the front module only fits on the front so this one is my jack of all trades it's basically going to have all the tools of every single of the front modules we have some cargo equipment so that way people have dollies and like you know pallet like graph pallets so they can actually load things in if they need to they have um the launch Bays so launch Bays we haven't talked about much at all okay now the launch pay is the just it's just a thought it's just it's a theory right now but imagine a imagine a catapult in space and it's going to be catapulting
- 00:40:32
people for you know when you are when you're rescuing a ship and you need to get over there really quickly obviously and only when you're resc just rescue only yes so this can catapult two people out and they're going to need to use their jump Jets and everything and their Eva equipment to basically slow down the ascent because you don't want to go Splat on the thing you're trying to rescue that's just bad form right be it would be some interesting gameplay interesting to say the least so we also have a hardpoint for a tractor beam so that way it could hold on to anything and bring anything closer to the ship that you're trying to rescue and help um this is an evaxo and basically what it is is um if you ever seen like Subs how they have the small little submersibles and they're unmanned and they kind of detach from the ship and then they help do like on like field repairs so this is
- 00:41:21
going to be something like that where they can use it for salvaging they can use it to kind of do field repairs on their own ship a person can jump inside of this and it'll be like a oneman seater and then people can just grab onto it and it'll go so it's basically going to be a little like a seat with an engine and then so we have a lot of ideas for it and we're still still exploring mhm so this one is all launch base so you can launch four people at once towards your intended target so you can rescue four people yes it's like rescue divers this one's going to be more cargo so this one has all the cargo equipment where of course the mag and everything like that it has one Eva to help out with cargo and grabbing things in space and then this one is going to be mostly just Eva where you have two of the Eva exos to get things and you have
- 00:42:10
tools so usually this would be ideal for when you're using the Chop Shop I mean mobile salvage sorry keep slipping so we have here um just a base front module that is going to be empty and this base module is basically going to be just whatever you want to put in it so if you want to put any equipment in there you're good to go okay so those are the modules as of right now let's go ahead and see them together okay so we talked about the different modules before and kind of functionality wise this is going to be the cargo variant so the cargo variant is going to have mostly cargo crew and that's about it it's meant to have as much car is possible right and then this
- 00:42:59
is going to be used for either Merchant Marine used just for cargo hauling and whatever else the player wants and then again the player no matter what variant they get they can swap out modules and everything and go from there so as you see I'm going to go through everything right here um the ship is actually a decent size so I'm just scrolling through right now here's the module right here people here's the foyer and then engineering and then here's the bottom turret so the engineering Bay is actually two stories it has space for large fuel tanks and it also has space for two more large fuel tanks some of the alternative uses for the ship we were talking about was like a colony ship so basically
- 00:43:48
people will load as much stuff on here and have a fleet of caterpillars and then be shot out into space and with these large these large fuel tanks they're able to make it even further and then we haven't even talked about attachments that we want to have we outside the ship which will probably be discussed at a later time all right won't give too much away so yeah there's a lot of work this is the airlock from underneath if we go up top I'm just going run through the ship real quick these are where the controls for opening the side bay are for everything so cargo can actually come in on either side and that's all the way down so going up here we have a actual this is the seat that's going to be on
- 00:44:35
top of the wing and basically this is going to be kind of like a crane operator so if anybody's seen like um the crane operators on the ships on the docks and everything so every time cargo or salvage or anything like that this guy's going to be controlling the tractor beam on the wing to grab the stuff and then bring it closer to the ship so that way the workers on the ship can get everything and kind of Stow everything quickly it's all about trying to be as efficient as possible when you're PIR I mean not pirating of course not not when you're PIR salvaging who would use this ship for pirating I don't know I don't know and then this is just um a way into the um Command Module so that's the cargo variant let's check out some other stuff this is going to be the search and rescue so the search and rescue which not boarding is going to be able to
- 00:45:22
catapult people out really quickly to the intended target and you the ship will have to be facing it of course and then the sides would ideally be open so we have a couple of caros we have a medical Bay just in case you need if anybody's hurt or injured and stuff you know you can put them in the medical Bay kind of go from there we have a barracks and then we also have a Personnel this is the Personnel for the ship and then this is Barracks for having extra workers or extra Troopers or crew on board Pirates you said it not me so this one because of the multi will actually have two air locks now each module is self- sustained so each module will have its own components its own power supply its own life support everything so that way if you want to open one module and have all the other
- 00:46:10
ones closed all the other ones will be sealed off got and you can open all the modules if you want or you can have all of them closed it's really up to you what you want to do with it we're trying to leave as much POS as much flexibility as possible so last but not least this is the mobile salvage don't don't mind that that's not a chop shop so we have tools here we already talked about this front module kind of came in we have two mobile salvages right next to each other and then as you see right here we have a Causeway so people can actually walk through and store stuff now this one has the least amount of cargo right now just because it's supposed to be going there getting the stuff salvaging and then kind of bringing back what they Salvage after they break down all the Salvage into smaller pieces then this one also has a shop so in case you're selling things
- 00:46:57
then you can also sell things also while you're salvaging okay and you can also add more of the shops if you wanted to you can make a food truck cater fill food truck cater fill food truck space food truck or space Roach Coach whatever you want to call them so yeah like it really has a lot of possibilities just to just to kind of play around with and I really hope the community likes it I I'm Blown Away there this is so much more functionality functionality than I was expecting so this is some of a stuff that we were playing around um with the Thruster placement so as you see we have thrusters up front kind of pushing in the different areas that's what H area or H arrow means and then because the ship is asymmetrical and it will be also
- 00:47:44
dealing with cargo if we go if we look at it right here we need all the thrusters up front kind of just for a torque so that way it kind of turns like it's supposed to but the center of gravity is actually when when it's empty center of gravity is going to be right here but when the ship is full like full cargo center of gravity actually changes to about right here so that's kind of a very large kind of a large range yeah SP is a good word so we had to figure out kind of how it will go how it will go through and how it'll move especially with these big thrusters here and then this one will be actually pivoting so that way it's going to be kind of like how the cutless is MHM and we're gonna be using a lot of the mechanics a lot of the looks and features of a lot of the Drake ships so it's been a lot of fun
- 00:48:33
though so far um we're still messing with the Command Module so these Thruster placements are not final and once we actually put this into the system which we do have a working version of it but it kind of wigs out a little bit so I can't really show it right now but hopefully soon right now it kind of drives like a freight train like it's so bad I think we probably need to wrap up this is a especially long segment yes sorry so it's all right uh Randy thanks so much for taking the time to take us through the caterpillar um I know this is just design and and ear it's pre-white box but this is a lot of exciting stuff uh can we check in with you later definitely in a couple weeks maybe a couple months when this is yeah once I get an artist and once we get everything situated and get approved
- 00:49:21
then we're going to start get hitting these hard and with all the modules you can basically just make modules and then have it kind of just mix and match and go from there very cool ready thanks so much man thank you back to you guys thanks Randy and now it is time for MVP here is the envelope and the winner is elastum alast elastum has a fantastic thread on the uh Community Hub that's uh propaganda posters in uh World War two style but for Star season here are a couple of selections our own germick Bine is giving a talk at the Norman School of Visual effects games and animation tonight you can find a uh link to the live stream in the uh comments
- 00:50:12
below and uh that will be at 8:00 P.M PST we'd like to thank everybody as well for the new look and feel and style of the show all the compliments that we received and all of the feedback that we got from you guys on the forums and also to support I'm certainly happy to have more space in our area I am definitely very happy to have more space in our area it was very tight before and we'd all be kind of had to bend our you know limbo into the desk before so great um we're glad everybody's happy with it thank you for your feedback we're going to keep making it better in fact next week it's going to be completely different because Sandy will be hosting from the UK with a surprise guest yes who could it be you'll have to find out tune in mhm and finally here's your art sneak
- 00:51:24
peek be sure to tune in to verse the verse tomorrow at 11:00 a.m. Pacific we'll be talking about that sneak peek getting you ready for citizen con and uh answering your questions and don't forget the final Endeavor Q&A post tomorrow if you'd like to have a question answered then get it in on the forums today that's it there's not a joke that I'm not avoiding reading right here ah there is there is a joke there's a b joke right in the script I guess we'll have to bend over and take it no no no no no I don't think we can use that not subscrib possible see next week around the spend over that was awesome n of course thank you to our subscribers we could not do
- 00:52:12
this show without you thank you to backers from around the world we will see you next week on on around the verse around the verse from the UK eject e that doesn't work if be left oh we're
- 00:53:18
already dead I'm sorry we said action it's all recording is it still recording yeah it's all still recording f
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

