Wingman's Hangar ep033 . August 9, 2013
Transcript — every row opens the video at that moment
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Hey everybody. Welcome to Wingman's Hangar episode 33. Wingman's Hangar for those of you new around these here parts is kind of an inside look at what went on at Cloud Imperium Games on the development team for the week. We take a look at everything and anything that went on from coding to artwork to well, just all things Star Citizen and we'll like to have glad to have you here and join our YouTube channel to make sure that you can get these updates quickly when they come out. Coming up today, we got a week in review. We got forum feedback for the old school fans. That's for for for forum feedback. Wide world news tidbits from the world at large that deal with well, space and an interview with David Opreska. So, let's get right to it. David Opreska.
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He's here in in Austin. Dave's an environment technical artist. He's kind of like Forest Stephen who you guys have all met before. He's helping us build the hangar. He's He's been here visiting for the last couple weeks. He's going to be here a little bit longer cuz we've got a lot to do to get that hangar in a presentable in a presentable state for you guys out there to play and look, you know, we're very particular about what we show. We want it to be really really good. We set the bar fairly high as you guys all know. So, since Dave's in town and he is working on the hangar, we thought that maybe it's time for a nose cam. Let's go take a look. Wingman's nose cam everybody. Nose cam.
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Coming through, you can see how we're all stacked in here. I don't know it's been a while since you guys have looked around. Just take a look at the office here. It's pretty It's pretty crowded. You can see everybody's crammed in down here. We're We're a heck of a show, and see somebody else in here. Hey, hey, there's Ted. What's up, Ted? GOOD TO SEE YOU, TOO. COMING THROUGH, coming through, coming through. All right, Crytek's here today, too. Hey, everybody, what's going on? HEY, HEY, CRYTEK. HUMP DAY. YEAH. Somebody has to show us the atom. What's going on, Troy? What's What's going on, Forest? Oh, we're making We're putting fog in the hanger. Putting fog in the hanger? No, like stuff in the air, dirt particles. Cool, cool. Can we see some of that, or
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what? Yeah, we're just showing them a few different ways of going about it. Um, we were playing with the time of day, but we're thinking we might try different uh different way of doing it. Um, so I believe it's in the environment. Oh, no, that's not it. Where was it? Can I take a look at that for I think it was in area, actually. There it is. Up up here, up. The objects. So, this is Crytek helping. We have a lot of training there. While they're doing that, Dave's over there working on some stuff. There's more Crytek guys. Nate Oh, by the way, there is the hanger check board. Lots of checking to do. I don't know if you want to do it in color. Um, no, it's it's usually color launcher.
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Uh, just kidding. And you'll want to scale it up, of course. Maybe it's called size You probably want to turn on helpers, too. Just do shift space. Yeah, basically. Just so we like you see it like the player will play. Yeah, somewhere in there. And then if you want, you can also plug a shader in. This is how work gets done. My cloud interior. Which shader is used on is still in the package? Uh which one? Oh, sorry. Go to entity render and then fog volume. It's uh that's that's a that's a different that's Oh, right right right. That was the That's the that's the old one.
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For all you modders out there Yeah, for all you modders Don't use that. You can. It's just you don't you don't need as much control as that gives you. Yeah, that's He knows. Go to entity remarks. Follow your next. What are you going to do? By the way, that is fog volume Sean Tracy brother to Cloud Imperium's Dan Tracy Dan Tracy. Also, one of the authors of one of the best mods ever. What was it called? MechWarrior: Living Legends There you go. Who you going to shoot? Download it now. MECHLIVINGLEGENDS.NET NOW OH, YEAH. THERE you go. Um you probably want to make it a cube, too. It's under a fog type, I think. Uh volume type. Yep. It's if you set it to one, I think it's a cube.
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It's at the very bottom. Oh, it's patching. No, just one. So, that's the beginnings of fog into the hangar. All right. Uh we don't want to give too much away. So, Forest, thanks, guys. Appreciate that. We got the hangar coming up in 2 weeks. Say see you later, Forest. Take care. Bye. What was the name of that game again? Wingman's nose cam back around the corner. And by the way, folks, there are some alien war machines that will be making their way with us to Gamescom for the show. All right, here we coming back. Wow, I'd like to thank Dave and Forest. That was really really cool. It's always fun to do a nose cam. Um sometimes we
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don't have some cool stuff to show, but right now we do and we want to show. So, we have uh Gamescom coming up. There's a little bit of change in the schedule. We've got a big event that Sandy's planned and and it's just overwhelming the response we've gotten and her and Travis have been just hard at work and Mike as well doing logistics of this thing. It's it's quite a few people. I cannot wait to get there and meet everybody. It's going to be really fun. We had announced a thing called the amazing space, which is going to be a geocaching event where we hop from place to place and ask trivia questions and give you a UEE passport and and let people challenge for it, but our lawyer said that's a bit of a risk. So, we've had a little change. We're still going to not We're not going to call it the amazing
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space. We're still going to do it, but what we decided to do instead is we're going to shoot Wingman's Hangar over there in a beer garden. That's right, a beer garden. And we'll have a trivia challenge over there. We'll invite everybody to come down that was already going to come to the event, this amazing space, and just come by and hang out with us and we'll we'll do a trivia challenge and just have a good time the night before the the main event. So it'll probably be about 3:30 or 4:00 in a beer garden. What we'll do is we'll announce the coordinates just like I got to get a little bit of geocaching stuff in there. We'll throw them up on the forums and people can find them and find their way to the to the location, which will probably be very close to the church and to the Gamescom event center by itself. So looking forward to meeting everybody
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there for that. Ben is hang hanging out and heading out to Dragon Con coming up future. We'll be announcing what what we're going to be doing. Chris will be going to PAX Prime in Seattle. And so there's a lot of things that are happening. Where you if you're missing out on the Gamescom event or events that we're doing, there'll be enough more chances to get together and get to know what we're doing here and and you know, come say hi. And we always want to meet Star Citizens. It's fantastic we're doing this together. So that's part of the fun of this whole thing. I got to tell you, we've gotten quite a few fan gifts and you guys have been amazing. Amazing. It's Every time we get something it's it's shocking to us. But this last week? Take a look. Look at the UEE on the freaking straps
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there. I hear I hear soft crying. From one man to an extraordinary team of individuals, I would like to salute your spirit of excellence and driving force behind an unexplored frontier. Thank you for all your time, dedication, and passion for without which we would not see dreams become reality. Sincerest thanks, Max Thorne. That's a placeholder logo. Dude, that is coffee. Oh, there's coffee. Nice. We'll be up late. OH MY GOODNESS. WE WILL USE THIS AS WE GO. I MEAN THE creativity behind that was phenomenal. You can see right here we got a a UEE like manifest. It shows we had arrow bourbon. By the way, the
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bourbon was stinking amazing and we and that went pretty quick. Vodka's great. And then we also got on the manifest again with the UEE across the back. Very very slick. Very very cool. Something called Oban whiskey. And um I want to show you guys a little bit about that. There's a note inside. And it's let's get the whiskey over here. You guys can take a look at that. You're looking good, man. Says Eric, Wingman, I found this and thought of you and Ron LaJoy in Wingman's 25. So I hope you enjoy. You'll have to share. Oh, uh stop shaking my head. Share with Ron Wingman. Don't make me come down there. You're to your good health, Max Thorne.
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Well, come on in, Ron. What do you think of this, bro? Oh, man. Isn't that amazing? That is awesome. Hold on to that. It's beautiful. cool? You know, he also put some really, really cool stuff in here, too. I mean, the creativity we got Look at this, man. There's a UEE or Star Citizen UEE 40s property of Max Thorne with uh with rabbit's feet and openers and Isn't that incredible? I mean, the the creativity I mean, you guys continually from gummy snakes to to this is fantastic. Um so, that's cool. You and I are going to share that. Oh, yeah. Yeah? Okay. So, uh I think that's a really, really cool deal. Thank you very much. I mean, come seriously. I mean, seriously. I mean, the bourbon again is what? Hm? The bourbon is Oh. Gone. Fantastic, I was going to say.
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It was really, really good. It's empty. You're sliding out of the frame there. Get your butt in here. And then and uh so, we want to thank Max Thorne for that. That was Absolutely. It was really, really cool. Um and uh I guess we'll talk a little bit about my weight. Yeah, Ron sitting here. Ron, I looked skinny until Ron came in here. Right, usually people with beards they they wear them, you know, so they give themselves a neckline, but you already have an actual neckline. All right, so you know you guys know I all started out at 236 lb um and last week I made it all the way down to 213. So, where am I this week? Yeah, another pound down. Still need to exercise, can do a little better, but I'm I'm still progressing the right way and pretty happy about it. Seems to have kind of slowed down a little bit, so I think I got to get get out and move the
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body a little bit. have to keep you away from this, then. Yeah. Well, okay. I'm sorry to hear that. And by the way, um Ben and Lexi got married. Yes, they did. Take a look at this. Yeah, sorry. You know, let me just explain where the black bars came from there. Uh If you're new to the show, well, it's better just to see. In character, which I will be, for the ability to open up How was the weather there? See what I see. There's Michael. Welcome to Wingman's Hangar episode 12. I'M BLIND. SORRY, can't help it. Oh, well, and it's back again. Just kidding, let's get this off of here. Hey, nice shirt you got there, Mr. Peterson, sir. Thank you very much. We haven't even talked about that. Thanks for the model. The The What do you What is This is kind
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of new. I don't think people have seen this yet. I don't think they have. So, the story behind the shirt is we are wearing these as staff at the Gamescom event, but they will eventually make their way to the catalog onto the website. There's more to the shirt than just this. There's also a little bitty miniature hornet on the back there. It's like that big. It's all embroidered. It's really, really cool. We like them. Um They're pretty cool. They are pretty cool. It's about time we had some good polo shirts. I like them a lot. Are you ready for You know what time it is? What time is it, Eric? It's not hump hump day. It's It's time for Born feedback. I don't know who that guy is. He's a little terrorist. But I know it is. But he's But he's there. All right, let's get right to the questions, right? From The Glave, he says, "When modifying engine components,
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will there be subtle sound changes to go along with them? For instance, an anti-matter engine makes a certain noise. The intakes modify the pitch and the thrusters modify the harmonics. So, Sounds like a pretty good plan. I like it. Yes, Martin Galway is going to be very busy making lots and lots of different sounds. that's a good point. We've actually added some more audio people too to that process because there's a lot to do. Not just the sounds for engines like they're talking about here, but also for like Yeah. You know, cuz that's essentially a small release. So, that's coming up. You know, we've got a lot to do. Oh, here's here's somebody that the community knows. Now, this guy has his own he kind of does a radio kind of blog kind of deal Dr. Hawk. You guys may know him. Dr. Hawk put together a video. Now, we had
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to trim it a bit because it was like the never-ending story. But, but it was really well done. So, take it away Dr. Hawk. Greetings, fellow Star Citizens. My name is Dr. Hawk and I have a question for Eric Wingman Peterson. My question is if there are going to be space mines in Star Citizen. If you could elaborate on this for me, that would be much appreciated because I think we all know mines are quite fun. Ah, hey. You blew up my ship, you feathered parasite. You spread your wings for the last time, Dr. Hawk. I think the high-powered explosives at your feet have something different to say. Wait. High-powered explosives? They mean nothing if I kill you first. Yeah, no.
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Nice move, Hockey. I know, he he got him. Got him. So, are there going to be mines? We've talked about mines. Uh, the only the only concern with mines is the potential for them being used in griefing ways. So, we have to be careful about them, but I'm I'm guessing we'll probably come out with mines at some point cuz you know, mine throw a bunch of mines in front of a jump point just to mess with the next guy who comes Yeah, but the thing is when you come through a jump point, you're not going to exit the same location every time. So, it's it it's not sure. I mean, mines I like mines personally. I like mines, too. Yeah, yeah, but I mean, it's just going to matter how we handle it and when you have something like mines, there probably should be a counter to the mines, something like that. that idea. Yes, maybe a probe. You're a genius. genius. Pure genius. Of course, the real genius we know is Chris and he'll be making that call, so um, possibly I
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guess is the answer for that right now. That's a good answer. It is, and Hawk Very long way to get to possibly, wasn't it? Yeah, it was. But, you know, Hawk did a great job, too. That was a really, really cool video. Nice video. Um, from Nelson, he says, "Could you talk a little bit about how insurance claims are affected by manufacturing? An example would be that RSI can produce X number of Aurora holes per hour {slash} day. Will that be a set number, much like the auto industry, or will it be linked to the economy?" The auto industry fluctuates in their production, too. I mean, things are going to shift up and down. We're never going to just take them away entirely. We are going to keep enough control over parts of the economy that, you know, we can guarantee a supply of some ships. They can fluctuate up and down, based on what players do. And we are limiting some ships, so there should be some It's not going to be like, uh, you know, just get as many ships as you want. There's some ships
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that are they're limited. You're just not Turn on the Corvette fountain. Not going to happen. Turn on the Corvette fountain. That was It is boop. It's like a Sunday of Corvettes or something. It's like boop. All right. All right. All right. From B Man, he asks in his video, Lydia? All right. Lydia? Write your name right here, Lydia. No. Lydia, yeah. Write your name. Debbie, sign in. Wait. Yeah. You sign your name, Debbie. Sign your name right there. It's 30% interest. It's okay. Don't worry about it. My dad is freaking out because he wants he wasn't ready to buy an IV dress Corvette. I really don't want to go into serious credit card debt before I start third grade. Can you guys please warn my dad how much the next big spaceship will
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cost so might he could be ready? Dad, I'm going to call my lawyer. That's cool, you know, and by the way, 30% is actually not that too high of an interest rate. Yeah, really? Just kidding. I love I love that video. He's had he's had one before it's like my dad can you please make him stop talking? My star citizen. I mean It's so annoying. That's right. I love that. That's what that was awesome. And he's great. So the question though will we tell them when we're going to be announcing a big ship or when it's going to be for sale stuff like that? No, we won't tell them right now. Not right now but tell them beforehand I'm guessing. Right. Right. We'll be giving announcement and you know Sandy kind of controls all that anyway. She's the one putting the marketing plan together and so you know we'll get we'll get the
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marching orders and we'll make sure that people get word. I mean you know to be fair we are sort of learning as we go. I mean there's a lot of new steps that we're doing here and you know when we had the live stream I think we sold some Corvettes and they were in a certain time period where some people were sleeping and not part of the live stream and you know we want we wanted it to be part of the live stream but at the same time we realized you know hey maybe if we had announced or put that schedule out beforehand that they'd have been in on that. So you know it's a process and again this is a this is a chance where the feedback from you helps make us better. Allegedly. From Raycon. He asks Last we heard the engine class system was scrapped for a more modifiable system. Are there any more details you can shed about this?
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Isn't it a good thing you have me in this room right now? Mhm. Very good. Well yes. I can give you a little more detail on that. So what we used to have was the max class stat. That was on the old old ships document which you may have noticed disappeared. What we've done now is Chris looked at that and said well that's too restrictive and doesn't give us enough range for upgrades. And so we we took that out and we just said okay yeah you know you're right. We looked at it that stat's not going to work so we took it out of the way and made it so things could get better. So now there are more types of engines which actually that terminology has returned about to so we'll we'll clarify that on the website. Um and there are a bunch of different types and different sizes fit in different ships. Now, this is typical also of the development process. And this is something that that we you know, sometimes we get dinged a little
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bit because we we change based on as we move along the pipeline or as we move further into the game, we find something that we initially thought of doesn't necessarily work as well as we thought. And so, um we have to make changes and adjustments all along the way. So, you guys at least will be there as part of that process and you know, you'll understand and hopefully you'll understand why we make the changes. We'll try to explain it when we do it and and you'll you'll like them. Some things that look good on paper and don't don't look right when you finally get them in the in the practice. 100% right. 100% It happens. But, the other thing a little trivia, the max class Mhm. that came from Privateer. That's where Ben got it. Got you. We have a lot more ships than Privateer does and a lot more customization. We do. We do. And that and that's going to be fun. And people will enjoy it. I mean, we're kind of the spiritual successor to Privateer {slash}
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Freelancer {slash} nth level uh Star Citizen. By the way, I just I'm going to I know I got to I got to give a shout. If you go to YouTube and I know this is probably nothing to do with anything, but just popped in my head. There's a Geico commercial. Just Google hump day in YouTube and that is the funniest thing in commercial. random. I love that commercial. Uh don't know why it popped in my head because What does it have to do with anything about what? You know you know how the movie Castaway or Friday with a show with Right. Well, here's how it pumps here's how that works. It popped in my head cuz I looked and I thought, "Oh." I looked at Star Citizen in my head and I went, "Woop woop." Which which is what happens in the commercial and then it made me think of the commercial. Anyway, sorry. That's kind of how the head works. chain of events there. Yeah, it is. And I'm sorry to have to explain As I said, we're going to explain it. An uncomfortable look inside Eric Peterson's head. That's right. Right. That's the wingman.
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Uh from Freelancer, here's a video from him. Wow, love that video. Loves that video. That was That was really interesting. he was better looking than you. I don't disagree. So, what do you think? Can you lock down a jump point? Nah. We'll do everything in our power to prevent that. It's just It's It's not helpful to anyone.
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Right. fun for anyone except well, the people blocking the jump point. But, generally that means 99% of people suffer for the 1% who are having a good time making them suffer. Right, right. And you know, there'll be ways to Yeah, locking that down is not going to work. What about What about entry points? So, it's a two-part question because he says is there one to leave, one to return? Have we Have we given some thought as to how that's going to work? We've We've talked it over a little bit and we're still still fiddling with it a little bit, you know, turning the dial back and forth. But, um what we'll probably end up doing is either using instancing to make the jump point entrances unique or something along those lines. We'll We'll figure it out as we go. That's right. And you know what? That's This is another good point. This will be something that will be able to help us figure it out. Exactly. Because Because once we put all these these different modules out, they'll be playing it and and uh giving us feedback we'll be adjusting based on everybody's
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feedback. We're very fluid. We're We're very agile. From Carpe Callium, he says, "Do you know if we'll be able to see the skins in the hangar so we can figure out what we look like?" What we look like? Yeah, I don't know. I guess is he asking for the Let's get I like the electric skin and the pirate skin and the military skin for the Hornet and well, initially it was on the Hornet. So, yes, eventually you'll get to see those. Not in the first iteration. Well, yeah, and that's a good point, too. When we're making those skins and then this this could be too We're going to answer this two ways. So, when you're making the skins for ship skins, you kind of need to have all the ships built. Yep, cuz the skins have to be able to go on all the different ships. And so, um those aren't all built yet. And so,
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we're working on those and they're not all built. No. We're We're Well, it takes a long time. I mean, the fidelity, they know. They've seen the 300i commercial and they've seen the um you know, the the Hornet and some of the things we've done. That that literally the you're building interiors, you're build you're building exteriors. Um everything has to be functional, everything has to be animated, everything has to have sounds. Everything It's just It's just a lot of work. The end result is gorgeous. It is It is. It's totally worth it. It's totally worth it. Um also, I you may be asking if we're going to be able to see their own skin, like I think he's talking about the ship skins because there are several of them to choose from and they haven't really been able to see them on all the different ships yet. Okay. Well, okay, then yeah. That's my guess. If we're wrong, I bet they'll give us forum feedback feedback. Um feed And we can do forum feedback feedback next week. Yes. From Spot, "What options will we have to remove cargo from disabled ships? Say
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there's a dead guy stuck in a fully loaded Freelancer or someone ejects during a fight, but the craft was not destroyed. How do we liberate the imprisoned goodies?" So, how is there a dead guy stuck in a Freelancer? I don't What do you think happened? I don't know. Maybe perma-dead. He He didn't He didn't pay for the He didn't his bio his biogenetic parts He didn't He didn't pay for the upgrade on those things and the batteries ran out. I don't know. But let's let's skip that part. The part about The important thing is how do we get the goodies out if somebody's ejected out of their their Freelancer or something. Board. So, you board the ship? You board the ship? Okay. Push that cargo out of there. I mean, you could blow it up, but can't guarantee all the cargo survives in that case. Right. And it would But you there When some ships blow up, you will be able to get cargo there, too. But of it may survive, but certainly not everything survives in a drastic ship explosion.
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That is a good point. That is a good point. Now, here is an interesting video. Um we have some major contributors that send videos in every now and then. What I don't want to give too much away, but these are three of the biggest contributors of the show. Colonial Movers, it is I, Ken Shadow. As previously instructed, I need you to deliver the package to the individual known as Legante. Exactly on time. Cannot stress enough. The package must be on time. Um okay, speedy delivery. Do you have a coupon, sir? Well, I I got a coupon in the mail, but it was it was already expired for some reason. But
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Do not fail me, Colonial Movers. But the the By the way, um on the package handling uh instructions, um you should be a little a little little little gentle with the package. Um don't expose it to any uh stray radio signals or uh or be rough with it in any way. Um I wouldn't uh insult the package or uh taunt it. Uh it's it's best not to talk to the package. Um don't put it next to any metal, which which which might be kind of hard. So, so next not next to any bulkheads. Perhaps wrap it in some um nice Egyptian cotton and uh put it in the middle of the cargo hold. Signal lost. Customers and their cryptic orders.
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Anyway, dear Wingman, will cargo have a chance of possibly be destroyed or damaged during flight or battle? I'm sorry for the communications uh loss. I saw a pirate on scanner and well, we're now hiding in a metal-rich asteroid field. What is this? No no. Power surge detected. Reaching critical mass in 60 seconds. Wow, that that's another great video, man. Those guys do amazing stuff. Keep
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them coming. And didn't we kind of talk about cargo? We did just talk about it. Why indeed, your cargo could get destroyed while you're fleeing or fighting. So, absolutely. And because explosions are dangerous places to be. But maybe if you like wrap it in some cotton or Yeah, some Egyptian cotton. Right. Possibly so, exactly. Well done, fellas. Really like that stuff. From Coolger, he says, "How will you make players feel the speed of the ships?" Why am I suddenly thinking of Top Gun? I know. Well, but you know, we do a lot of So, how are we going to handle that? Cuz you want to feel like you're moving somewhere in space. It's There's lots of I mean, a lot of it is just a it's little artistic tricks that you do, you know, put space dust out there so you see something moving past cuz I mean, space doesn't give you a lot of reference points that are close by. So, to feel speed a lot of times
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think all the Wing Commanders have done it. There's always been space dust. Yeah, I mean, it's kind of like if you've ever been in a car as a little kid and you're looking out and look at the moon and you're driving you drive 50 miles and it looks like the moon is just kind of following you and it's not really moving anywhere, although you're moving and you know, so it's kind of like that, right? The stars are so far away that you're not really going to notice a lot of that movement. Lessons in science. But space But space dust, however, will give you that instantaneous feedback in which we required to give you. So, that will happen. Um from Hasselhob What happened I wonder I wonder if that wonder if it's a German fan how Hasselhoff Hasselhoff I don't know. What happens when two Bengal carriers clash will be possible to completely destroy a carrier? So are you thinking like Bengal carrier Bengal carrier pew pew pew pew pew
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See this if you think about World War II and the carriers were way over there and way over there and then they send their planes their ships after and then our case would be fighters and bombers after the other carrier but they don't actually like get next to each other and punch. Right that's like the Pacific battles World War II the Japanese US fleet carrier battles. Yeah and we're still talking a lot about how we're going to do all the big fleet battles and everything but I don't imagine you're going to ever see two carriers next to each other. Now as to them getting destroyed yeah probably could happen. We'll see. You're just going to have to wait and play the game to find that out. Let's wait. From Anxious Fusion Well you know what that's an interesting
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question. I'm not sure I know the answer to that do you? I don't know the answer either. Where would where would we get that answer? Maybe. Stealth programmer. Maybe. Okay. From Muff Cabbage how will ship destruction be handled? Will they be pre-rendered animations the game will choose from when when a ship gets annihilated or does CryEngine allow dynamic destruction when components break and fly off depending on where the ship gets hit or explodes or what explodes? Indeed CryEngine does allow that. In fact our ships can break apart entirely. We break them into a bunch of little pieces and you can blow a wing off of a hornet for instance. That's really cool. That should be really fun to play. It's going to be pretty neat. So other than me butchering that question completely
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the answer is really cool. commenting on that? Yeah well Hey man we just go with it here. From Frybat, "Will I be able to install a passenger ejector seat button in my ship to rid myself of any backseat drivers?" That is a good idea. Uh-oh. AND NOW, IT'S TIME FOR OUR OWN BEN Lesnick with the most valuable post. Hi, everyone, and welcome to Most Valuable Post. I'm Community Manager Ben Lesnick. It's great to see you all. I'm here to tell you what's hot at the RSI forums. After my last appearance, I was told I needed a hat and a bigger Ben hammer. So, larger hammer and courtesy of the folks
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at Blue Horizon, hat. I don't know. I think both of these are a little small. You guys let me know. Anyway, our MVP this week is a post called 24-hour Keynote by Silento. He watched the entire 24-hour live stream we did a month or so back, and he picked out all the good parts, both of them. But, uh it's it's an amazing post. If you want to get some information about Star Citizen and you don't want to watch, you know, Eric and I chatting for 24 hours. So, uh check that thread out and uh look at the best of that event. Also, I'd like to thank the community in general for the uh congratulations throughout about my recent wedding. Uh very much appreciated, folks. Thanks, Ben. Glad we're able to bring that segment back. And now, it's time for Worldwide News. And now, let's take a look back in time
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with This Week in Space. August 8th, 1978, and the Pioneer 13 space probe rises from its launch pad. Destination, Venus. Preceded 2 months before by the Pioneer 12 orbiter, Pioneer 13 is destined for a much more intimate encounter with the celestial goddess of love. While Pioneer 12 orbits above, the Pioneer 13 multi-probe will send multiple instrument packages directly into Venus's atmosphere and to the surface below. But no love tryst for these little guys. Venus's atmosphere is mostly carbon dioxide and the surface temperature near 900° with a surface pressure of 90 Earth atmospheres, more than enough to melt lead and crush hardened electronic instruments. Will they survive their fiery freefall? Will they withstand their impacts with the
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planet below? What Venusian secrets will they reveal? Find out in a future thrilling episode of This Week in Space. And now back due to popular demand, our very own Mark Skelton and his existential thoughts. So, four out of five people suffer from diarrhea. Does that mean one of them really enjoys And our very own video master Mike
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Morlan interviews Devo Preska. I'm Devo Preska and I'm working here as an environment artist at Cloud Imperium Games. I'm out here in Austin right now working on the hangar module. For those who don't know, what does it mean to be an environment artist? Well, being an environment artist, I build everything from the 3D models, I do texturing, lighting, and then I put it all together and actually make world itself. Like a lot of veterans in the industry these days, you got your starting QA. Uh where did where did you start? How did you get started in game? Uh I got my foot in the door through QA, which was about 7 years ago. I was working in the compatibility lab as a graphics guy. Like if there's something wrong with the game, I could see it and be like, "Oh, okay, the normal map's
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flipped or the spec map's not working." Things like that. And then um I wanted to eventually transition over to an art role. So, getting my foot in the door kind of let me learn about the business from the ground up. And what's great about that is like when I'm making art for games is like I I pay attention to a lot of things like, "Oh, okay, does this complement the design? Does this complement, you know, the play space? Would my art work in, you know, would it run in budget for this hardware that I'm, you know, developing for?" That's the one of the great things about, you know, coming in through the QA. If anybody's like out there trying to get it their foot in the door, you know, to to the game industry in general, I think QA is a great way to go. So, uh how did you find out about Cloud Imperium? I understand Chris was doing a speech somewhere or something. What was Actually, I found out about uh let's see, I found out about Star Citizen. I was I was learning the CryEngine myself and then I was wanting to go more of the
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indie route. And I was actually at the Denel office and I was just in the waiting room and I was reading this IAmA on Reddit and it was like, "I'm Chris Roberts. I did Wing Commander, you know." And I was just like, "Oh, this might be interesting." So, I clicked on the link and I started reading it. And everything that Chris was saying was pretty much aligning with what I'd want to do. I was like, you know, I he was using the CryEngine. He was doing a Kickstarter fund. He was doing sci-fi, you know, and like I I love the fidelity of all the graphics and everything he was using. He's bringing the Oculus Rift and everything else. And I was thinking to myself like, "Yeah, let's this is great, you know. This is exactly what I want to do." So, I found the website and uh they're like, "If you want to work at Cloud Imperium Games, you know, email us here." And they weren't really looking for an environment artist or anything, but I emailed them, showed my portfolio and they're like, "We love your work, you know, come on down." So, here I am. That's awesome. Are you a particular fan of sci-fi? Do you read any or
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I am a huge fan Battlestar Galactica is probably my one of my favorite TV shows. Um yeah, I am a huge sci-fi fan as well. Uh let's see. Star Wars, you know, Star Wars, Star Trek. Uh have you played any Chris Roberts games in the past? I played Wing Commander 3 and that was, you know, it's been it's been a while since that, but I mean I remember I loved that game. It's been a long time since I played it, you know, but I am always my memories I just have fun memories of it. The it had great gameplay and then also had a great storyline and then I just love the cast of actors. I mean had Mark Hamill, you know, Malcolm McDowell even, you know, Biff from Back to the Future, Tom Wilson was in it, you know. Great great great game. I I just love that game. I always remember I have fun memories of it, so getting to work here is great, you know, cuz you know, getting to work with Chris Roberts again and getting to bring that
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magic back into the Star Citizen. I just can't wait, you know. Yeah, it's about time, isn't it? Yes, it is about time. Well, that's David Presky, everybody. Thanks for coming here and glad you're joining the team. Uh thanks. Nice to be here. All right. And here he is. Welcome. Hi internet. How you doing? There he is. You know, and and we show by the way as a way to entry or intro the the new guest here what we show already on the comm link. Not everybody sees them both, so I know we've had a few people saying, "Why do you show both videos?" Well, it's it's a good way of of bringing him on. So, you uh you've been how long have you been at Cloud Imperium? I've been at Cloud Imperium for about 2 months now. 2 months? And I for the past month I've been out here in Austin. About 25 days roughly. Been working those full 25 days. Oh my gosh. And 14 hours a day? Yeah, 14 hours a day. And what are you working on? I am working on the hangar module. Yeah, we are. In fact, everybody's
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working on the hangar module. It's all heads down here and how's how are they looking? They're looking good. Looking good. We got the guys from Crytek out here. They're consulting us. Right, right. Saw that. That's cool. That's fantastic news. And that's a big help. The CryEngine people and this is one of the reasons we chose it is that they are very supportive of us. Yeah, they through and throughout, man. Just been helping us with everything. Technical questions, everything being answered. It's so great. now you are a technical artist, right? Well, yeah, technical environment artist. Technical environment artist. it it goes hand in hand. You have to be technical in the games industry as an artist. You have to. That's a good point. That's a good Um what was your first job in the industry? Um the first my first job in the industry, I used to work in television and film. I was working at a some production companies in San Antonio, Texas. I was working with um I don't know if you remember that guy, Jackie
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Earle Haley. He uh He played He plays in the Bad News Bears. He's Rorschach in Watchmen. But he had a production company in San Antonio, and I used to work for him. I was a storyboard artist. Oh, cool. I transitioned over to like 3D graphics after that. And then uh when Jackie got bigger into acting and everything, I decided to just get jump into games cuz that's where all my true passion lied. And then I got a job at NCSoft about 7 years ago, and I was working in QA, which was, you know, a good foot in the door, you know, kind of job, you know. Which was also great cuz I learned I learned the business from the ground up. So, a lot of us got our start in QA. And then, you know, to be fair, we're all QA in a game We're all in QA anyway. you just never you know, even though you start there, you everybody QAs and goes forward. So, um so, you before you did graphics for news? Yeah, that was very brief. I was in the
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news for like 2 weeks. I used to do like the flying graphics. It was really cutthroat. You'd like walk in and they'd be like, "Do this graphic by 6." You know, and if you didn't get it done by 6, you're usually, you know, axed. But it it was too intense for me. And then I I started getting into just like television commercials. You know, Morland does that here. He does other graphics for our show. I mean, you know, he's a Don't you, Mike? Why, yes, I do. There There you go. But I mean, I think we have a little We're not exactly the news segment. We have just one time to be ready, you know, and and we're ready. So, what do you do as a hobby? What what do you like to do when we're not making the hanger? Well, really I do this as a hobby as well. I'm usually like on modding sites. I I get on like poly count mod database. I work on some mods in my spare time. I help people out, you know, who are like trying to, you know, get their skills, you know, upgraded, you know. So, if they had some questions about some of
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that stuff in Star Citizen, they Oh, yeah. They could go to your site. Yeah, if you guys are like making ships or anything, you know, you want some of my advice or you're making environments or something like that, get on the site, you know, uh get on my blog, my uh when I set up my the forum page forum page. I don't have it set up yet, but when I do Um yeah, just get on there, ask any questions you have, anything about 3D Studio Max, the CryEngine, I'll help you out. Yeah. You just opened up a real big can of worms. We're not going to put him up on there yet for a while because we need him to finish Yeah, I I got to finish, guys. He's got to finish the hangar, and then they understand that. So, that's really cool. I want to thank you for joining us, Dave, and uh and, you know, good work, and keep it up, and, you know, if if the hangar is not up to snuff Be nice, guys. Yeah, be be nice. So, I want to I want to thank you for joining us. I want to thank Rob Irving and Ben Lesnick and uh and whoever floated up behind us to
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answer that last little question earlier today. Thanks again to subscribers and pledgers. Subscribers in particular help pay for this show. We really appreciate that. Um without them, there would be no Wingman's Hangar. We wouldn't be able to give you all the cool content we do and have fun doing it. Mhm. Um coming up this next week, lots of testing on the hangar. Chris is here, so get ready for those questions. The big Herrabits is here to answer for for forum feedback, and so we'll get him in the hot seat, and and those are always really good action-packed shows. Um and then Wingman's Hangar will be going to Cologne, Cologne, Germany for Gamescom. I leave Monday the 19th, uh which is like we're going to And I'm sure the I'm sure the version of the hangar will be somehow winging its way over between me leaving and getting back. I mean, we'll still be working on it till the very end. Um please join our YouTube channel, so you get all the
- 00:41:57
updates before anybody else. You'll get a little alert, it'll tell you what's going on, what we posted, when we posted, and and you'll be part of that process. Um submit your questions in the RSI forum. We're getting a lot a lot of questions. If we don't get to your question, don't worry, we may not have an answer to it yet. Keep submitting it. Keep putting out there. And if you're inclined to make videos, we love those things. We love the creativity. That's one of the fun things for us is that we realize being creative is why we're doing what we're doing, and you guys are showing it right back. It just shows that we really are one big village here. Um don't forget the after show, Wingman's Hangover. It's about 15 minutes after the show. Check out the chat roll. We interact directly, and you can tell us what you like, what you didn't like, and you know how much fun we had and what we could do better. We always want to do better. Remember, if you want your stuff featured on Wingman's Hangar, send it in. We just might use it. See you in the verse.
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Thank you, General. Han. Yes, your highness. I thought you had decided to stay. Probably not. Exactly what should I know? Come on. You want me to stay because of how you feel about me. Yes, you help us. You are a natural leader. No, that's not it. Speak. Ah, speak. You're imagining things. Really? Then why are you following me? Do you want me to give you a goodbye kiss? I'd rather kiss a Wookiee. That can be arranged. You need a good kiss. How do you feel, kid? I don't think you're so bad. I think you could even face a
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Gandar. Well, your highness managed to keep me here a little longer. Where do you get your hallucinations, fried brain? Keep mocking me, furball. But you didn't see us alone in the south corridor. There you expressed your feelings for me. You're a show-off. Ignorant, vile, boastful, vain. I think you still don't know everything about women. I must have hit a weak spot to make them angry.
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

