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Around the Verse

Star Citizen: Around the Verse 3.9 - UK

29 September 201600:29:44752 linesWatch on YouTube ↗

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    [Music] hello thanks for joining us here at cig for another around the verse the weekly look behind the scenes at everything star is and I'm Chris Roberts and I'm Sandy Gardner for those of you keeping track we are just a little over a week away from this year's citizen car uh yes we are so as we continue working towards a big event team members from every studio will be arriving here in La next week it's going to be a really Full House hard to believe how much we've grown since uh last citizen KH here in La yeah it is and to find out all the latest details for the event make sure to check out the RSI site we have a post that outlines everything from where to watch the live stream online to Trophies to what backers attending in person can expect yep absolutely so check that out uh every department and team have been working really hard to make sure this year's citizen C is a memorable one very cool and of course you'll have to wait

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    till the live stream next week to see but don't worry because with a whole universe being created there is still plenty left to share there is always lots to share um so right now let's go visit the UK to get an update on some of the latest efforts underway at Foundry 42 hi everyone and welcome back to the UK I'm Mickey Oliver QA tester to give you this week's Studio update after a successful show at Gamescom uh the team have been working really hard on the 2.6 content and also some exciting new things to show you at citizen con first up we've got David and will to talk about the improvements to the scanners and the radar systems let's take a look so radar and scanning is a very fundamental mechanic so many other careers are going to be based off of it um not just combat but policing um smuggling mining exploration they're all

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    going to be using radar and scanning in some way or another so making sure that this system works for for all of them and complements them um and feels natural has been uh an interesting challenge to overcome not just in space but on foot as well so um when you're whether you're in Star marine or you're just exploring a planet for the first time the system needs to work in every case so having an eye on working for the future but also what do we have right now and making sure that we don't ruin an already good experience uh has been an interesting challenge to overcome and something that we have I think at some point five or six different disciplines are all contributing to making sure that we're not overlooking one area to make one other area better so it's it's a

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    continued uh system that's been in development and something that I think we're going to need the community's feedback on WE we've been breaking it down into different tiers so with the cross detection you take the 3D shape um that you're detecting um and it works out the dimensions you can actually see and uh and gives you a result from that um so if you're looking at a ship uh sort of top down it'll have a bigger cross-section and uh no side on it'll be a smaller signal that that gets to you as well as cross-section we've got infrared and electromagnetic um which are sort of systematically worked out from the items on the object that you're you're um picking up on the radar and uh

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    so the different items draw different amounts of power and give out different amounts of heat and that's all added together uh and then uh the radar sort of looks at that signal and works out how much of it it can see um to determine whether it's detected or not uh and we're for the FPS we're we're thinking of adding well we're working on adding a um a decibel uh signal as well for sound so if if there's guys walking around a um know Corridor or firing weapons they'll be uh they'll be making sound and that'll feed into the radar signal system and uh which means we can use the same radar on a on a player is

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    on a ship it's basically uses the same code under the hood yeah fundamental the uh the ships and player Radars are the same just uh because it's all systematic uh and players player characters NPCs all have items on them is in the same way that ships do uh they also uh emit uh infrared and em in the same way based on you know the power drawer of their like life support systems and helmets and weapons so we've in the past we've had just passive radar uh on um on ships and with uh with Will's design we've been adding uh new

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    features as well which uh the active active ping which allows you to send out a pulse uh which amplifies the signals that the your passive radar might not be able to pick up um and so I've implemented a it's it's it's sort of done on a kind of like a golf swing type mechanic where you hold down a button um wait for it to charge up and if you get it right uh let go uh it sends out a ping which is much more powerful um than the the passive radar and that uh with the active being the last quarter of the the power up bar um is the sort of Sweet Spot you've got to get um if you don't if you don't quite get there and let go too early or if you if you don't let go

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    go in time and it that's when it sends out know really loud signal which uh which other people could detect and the guys in LA are going to be taking over this uh scanning and radar stuff and running with it and it'll be good to see what they do up until now we've had a system in place that works great for combat you can a ship will come into range and you can pick it up and it tells you everything you need to know about it who it works for and the name of the ship and you can fight it stra away but moving forward we're going to need to know specific information that you can gather from a scan what its cargo is things like that um we took the system and we started to implement some of those new features and make it more robust and future proof so when when we start working on it um for the for the

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    future careers that stuff's already as a as a really solid groundwork we're going to be seeing a lot more scanning and radar Focus chips more utility chips I I guess you'd say where the focus isn't on C combat but on Gathering of information we've seen it recently with the terapin but we've also got the freelancer dur um the constellation of Quilla ships that are designed for exploration or data Gathering um that are going to have additional utility mounts used specifically for scanning or increasing radar range that allows them to to capture information but also bounty hunters can scan a ship look who's on board find out their criminal status but then also on the other side uh Smugglers need to be aware of this system so they

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    know how to trick it how to stay hidden spies need to know how to keep themselves quiet and disappear off radar so it's a two system of I improve my systems one way and then this guy's then trying to to quiet himself down well one of the things we're looking at is the ability to scout ahead so a ship might jump ahead Recon an area gather information about what what forces have been gathered and then bring that back to the rest of the fleet and they can make a Valu judgment then of okay they they're Exposed on this side or actually no they're too strong let's leave it but it means that you can start to to plan out larger attacks and I'm have multiple stages of oh I've bought a Herald which allows me to gather information quickly and run but maybe not fight but now there's there's a value in in having

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    those Recon ships as part of your Fleet as part of your um as part of your groups uh collection and also if you don't want to fight it yourself you can sell that information to the police or to other gangs who may want to to act on that information next up we've got vehicle artist Paul to show you some cool alterations that we've made to the Vanguard to make a drop ship called the hoplight I was given a task of uh creating a new drop ship for scon 42 um the Vanguard was chosen to be uh the source material for that um um the Vanguard originally has a pot in the middle that can eject and be given different functionalities for different variants um that plan wouldn't work for drop ship variants um we have to strip out all the walls to make space for the

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    seats to make sure that people can walk in the Interior Space easily um we put in the bigger ramp so people can get in and out easier uh bringing some cargo a lot more space um the original Vanguard had a bit of a a taper ramp uh you can only get in one person at a time the new bigger one you can just walk in with four people at the same time no problem uh it'll be a much easier fit it's not displacing any work it's not going to delay anything it's just you know it'll help squ 42 come out faster the the Fang Warden is black uh default Edge is black the uh the hoplight is green uh it's UE ship it's uee drop ship it's comes in the uee livery of green similar as the Gladius the warden variant had uh the middle pod which was an escape pod it had beds in

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    it um the drop ship varant does not have that it's uh it's his own unique variant it doesn't have uh swappable pod in the middle um it's got essentially uh the same weapons capabilities it has the same St on top um it's just that the internals have changed and it's got a bit of Logan ramp a lot for you guys to discuss that's everything for this week so thank you for watching I hope you enjoyed our updates and we'll see in the verse thanks for the update Mickey uh and to the team for taking the time to share their work because they're all working very hard on citizen come uh work right now yeah it was really great to see the Vanguard transform actually and it sounds like the radar and scanning update is going to open up some pretty cool and big gameplay yes definitely uh so it's one of the things I'm really

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    excited by cuz uh it's going to add a whole extra Dimension to the Squadron 42 gameplay that I didn't have in Wing commanders and then if you take it into the the star citizens sign the pissi universe it's opening up a whole bunch of other options in exploration in sort of pacy and policing enforcement um so it's going to be really cool very cool and definitely I'm going to need somebody to uh be the scan operator on my Connie yes I have a feeling uh skill scanner operators are going to be in high demand I will perhaps train to be your scanner operator we'll see oh wow now that we've gotten a glimpse at what our devs have been up to let's take a look at the hard work you guys have been doing here's this week's Community up date with Tyler and Austin hey everyone Tyler Witkin Community manager in the Austin Texas

  15. 00:11:39

    Studio here to bring you this week's Community update last week the Aegis Retaliator won the title of Galactic tours bomber of the Year landing at a spot on our pledge store for one week and that sale ends tomorrow fast forward to this week and now we have the saber versus the Delta competing for the title of Galactic tours dog fighter of the year we're going to post the results of that poll on our website tomorrow now I know we've been talking a lot about bar citizens lately just last Saturday there was an event in Denver Colorado Vienna Austria and ren France that all look to be an incredible time and thanks to the efforts of a citizen named Rico you can now go to bar citizen. to find all the news and updates about bar citizens around the globe the site is jam-packed with information and even an interactive map to help you find events in your area speaking of our Citizens We're going to be hosting two official events the

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    weekend of citizen conf Friday and Saturday night you can find out all the details about those events on the citizen con information page which is on our website now now it's time for this week's MVP award a huge congratulations to leadhead for his extraordinary efforts in creating a 300E sand sculpture this was a weekl long Endeavor and they even had to battle it out with some rain but it turned out fantastic so congratulations again leadhead you're this week's MVP lastly the week would not be complete without reverse the verse so make sure to tune in live tomorrow at 8:00 a.m. Pacific specific Daylight time at twitch.tv/ Community where we're going to talk about everything that you saw in today's episode thanks again everyone for all your support we'll see you in the verse wow that sand sculpture was awesome between 3D 3D printing oil paintings Legos wood carvings and now

  17. 00:13:15

    sand I'm excited to see what the community will create next yes well maybe they'll have a close encounters uh tribute next you never know now I'm trying to picture which would look good um shaped out of mashed potatoes yes made by Richard draus um so speak speak of shaping ships um let's catch up with Andrew Nicholson and Johnny Jus in the UK to hear all about the new improvements they've been making on the uh flight model for the upcoming 2.6 patch we want to start uh digging into balance on on a larger scale than we have done before kind of go back to the drawing board a little bit not too far obviously um so that meant finding out where do we start what's the first thing we do there's always dependencies with everything so

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    try and find the fundamental thing that we might end up changing that's going to affect a lot of other things the flight model was was was that thing um and what we decided and what we started to do to test it was to pick one ship we picked the Gladius we lowered the SCM speed to try and make combat not really slower but a little easier to control and so you're not flying backwards and forth at really high speeds I mean the the Newtonian physics that we use the ICS flight model is complicated it's complex it allows for a lot of depth to the combat but it's also kind of intimidating especially when you've got I know an sem speed of 350 you've got ships going really fast and a lot

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    of um throttle management to do to get decent in combat so we took the Gladius we lowered the speeds down to about I think 140 that mean like a rough harving of the speeds to see how it would affect game playay and then rebalance a few ships around that okay make everything slower how does that feel in a dogf fight situation um and also not just speeds wise but we sped up the accelerations um so the stop times were lower which meant there's less slide when it comes to ship ship maneuverability uh it can take a little bit of time to get to top acceleration when you're turning so that even that staggers the uh the speeds as well makes everything feel heavier gives gives the ships more character but to

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    sort of fill that Gap where we've cut into the SCM speeds we've we've um we made some changes to the afterburner um we'll be making further changes to the After Burner but we wanted to you know tweak the fuel limits on that so people used it more yeah the idea that in a combat situation if you're not moving fast enough or if you need to escape faster afterburn is what you'd use now because it should be like a uh something you lo you don't use all the time something you use every now and then just that just gets you out of a combat situation if you need to After Burner didn't really have that much of a purpose before now it does we set up some tests where all the designers were invited to play test and see what their opinions of it were and it was mostly positive you know say overwhelmingly positive which has meant we've put

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    together a patch uh based on the 25 build so it's like an interim patch that includes fixes well rebalancing of the ship speeds but we'll go out to evocati for them to play test and give us feedback on that um and eventually more players will get to try it too if it's uh favorable or you know if it's not we'll we'll still try and make changes based on that too ship flight ship handling is the is the main fundamental what we build upon from there is uh ship balancing will be ship Shields ship Health missiles and weapons right now I'm starting to look at weapons but we've already done a past which should be in the evocati build as well on Shields and what we did was

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    we've got some sort of pre-planned numbers future numbers where we wanted to take the shields later when they'll be redeveloped refactored um we sort of ported those into the old system we have with the shields which should mean we get a little taster of of how those Shield classes might perform um and I expect there'll be a lot of feedback on that and there'll be a lot to change um but that's why we did it it's it's a good chance for iar to get hands on it and go that's not quite right and we'll react to that when we can but yeah the missile changes I think uh Johnny will be talking a bit more about that um so the problem we have with our current missile rack system is a lot of the missile racks are bespoke to ships and that they're tied onto them you can't swap them out for any others you can swap the missiles in

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    and out but we'd rather you have the choice to be able to swap out for a different rack of a different size so you can put different size missiles on there if you prefer more of smaller ones or a less amount of larger missiles um another problem is that a lot of the um size allocations we had on the missile rex that we've got at the moment is that some would be size three that can hold for example two size three missiles and some would be size two that can hold two size three missiles so we really wanted to just bring all that in line fix the problems with that and then obviously build a system that's flexible enough to allow you to swap in and out these missile racks say for example if you don't have a ship that has a bespoke missile rack on there like the Starfire Gemini rack on the front or the constellation wings uh you'll be able to

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    use one of these new missile Rex the uh the frankt USS have been working very hard on actually making all of the missiles the correct size so all size one missiles instead of being huge having huge variances in sizes they'll now be the same size but we'll still have the opportunity to make them look unique and this just means that instead of having these different Siz missiles floating away from missile racks they'll actually be connected to the missile racks properly we'll disconnect properly and it'll it'll look good if you play something like an FPS you'll have your sniper rifle as something that is the long range powerful shot weapon you'll have your SMG that is your bur kind of like high rate of fire low damage kind of high spread weapon you'll have a shotgun that's high spread very high damage so we kind of wanted to reflect that in our ship weapons so that if

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    someone's using a cannon you immediately know that they'll be trying to engage you with it from Long Range a repeater you'll kind of have an idea of what the fire rate will be kind of how much damage it will cause and things like that so that's not to say that all all can canons will be the same and all repeaters will be the same all of there are many different things that can have varying effects on the ship weapon statistics so if it's for example an energy weapon over a ballistic weapon it might fire faster it might consume more power um and if it's say if it's you've got additional things under energy so additional damage types under energy so if it's a laser weapon if it's a plasma weapon there'll be different attributes to the projectile it fires but also to possibly the gun's rate of fire it's power assumption it's accuracy and all of these things we want to get these changes in on our current set of weapons

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    uh just to make sure that we can get those locked down first and make sure we get them feeling good with the new flight model uh and then in the near future we'll hopefully start getting some of these getting some more variation in there getting some of these additional damage types in and making these weapons feeling more and more unique yeah I can't wait for the players to test all the tweaks firsthand when we implement this into the alpha do you think people are going to have to adjust their your um flying Styles as these adjustments come in uh yeah no absolutely I mean actually I think it's going to give a much more fun uh close feel up you know up close feel to the dog fighting uh which is sort of what we've been looking for that sort of visceral sort of wing Commander feel and of course we've got these beautiful ships that Nate and his whole ship team build and we kind of want to show that off and uh it's actually kind of ironic because it's exactly uh sort of the

  27. 00:21:23

    process that ended up going through like 24 years ago when we were doing strike Commander so strike Commander uh wasn't based in space it was sort of uh you know mjet fighters in this sort of futuristic vision of uh the you know the Earth where mercenary squadrons were working for the highest bidder of the corporation and um we'd sort of based all the you know we' done accurate flight modeling and all the uh you know speeds and everything was you know based on what an F-16 would be or M25 or you know the various uh craft that you would be fighter planes You' be fighting with uh but we found when we were flying around and dog fighting that we really weren't getting this sort of up close dog fighting feel that uh you know we wanted and sort of you know Wing Commander sort of had from what was done previously uh and you know it wasn't helped by the fact that resolution was

  28. 00:22:10

    really low 320 by 200 and 256 colors uh so we were trying to we're racking our heads to see how we could do that better and we basically said well let's try Haring the speed of basically distance and speed of everything and when we did that it sort of felt right so even though it wasn't fully uh you know actually accurate and right it was it felt good it's dog fighter up close firing guns and that's kind of the same process we went through here on uh on the flight model changes we've done so we sort of crep the speeds crept up over time and uh you know everyone gets further and further apart and now we're bringing them back together for sort of more up close sort of wing Commander style dog fighting uh but with a much more sophisticated physics model and all the rest stuff so hopefully people are going to like it but that's kind of up to the community it's kind of the process that we do uh so the first up would be the vate and see what they like

  29. 00:22:58

    and then after that the larger group of the community but we're pretty excited by it wow that sounds like I am going to need to up my Arena commander game uh which fortunately is a little easier thanks to Zayn and Trevor and speaking of those guys we now go to a first look at the work they've been doing on our brand new Lobby interface the initial user experience and the onboarding experience uh in Star Citizen kind of needed a a fresh look uh actually an entire overhaul uh so we're sort of burning the old system to the ground uh and rebuilding it all from scratch uh visually and from a code base um so user experience a lot cleaner should be more fun to use so the initial pass will be launching in 26 uh we're internal feedback has been great so far

  30. 00:23:46

    so uh we anticipate the user base will be just as excited you should be able to match up with your friends quicker um jump into a Lobby much quicker um you''ll be able to customize your marine and star Marine now now uh we'll have unique loadouts uh for the different factions a big focus of the revision is having big hero pieces um we have really unique and detailed planetary systems uh star Marine models uh and Arena Commander ships so kind of to bring out that uh those hyper details we want to be able to spin around models zoom in and out of them um and just kind of get a feel for for how amazingly they're built we kind of want to do some really interesting full screen um ship customization here um the system is still pretty heavy under development but uh gives you an idea of of you know what we able to spin around ships uh focus in

  31. 00:24:35

    on parts and switch out items uh you'll be able to drill down drill down individual items and get those item stats uh when you're swapping them in and out of your ship so with the visual redesign we're actually going to bring the leaderboards from the web into the game uh so players have less reason to jump in and out when they're tracking you know their score on the leaderboard um you know with bringing the leaderboards in game we're going to actually try to expand out the system and build a uh big bigger feature Set uh for user to track um we're going to have official ranking systems and matchmaking uh will be a lot more improved few months ago our lead designer Zayn already showed uh Concepts visual concepts of where we want to take Mobi glass uh so we've kind of taken those Concepts and start to actually flush them out in game uh so we have a working prototype in game um and we're kind of building out different applications now

  32. 00:25:24

    uh the mission management system and inventory systems to kind of build a baseline style guide um make sure everything is readable and legible on all different types of environments and uh it's just really fun unique system to use reason why we kind of wanted this to do this overhaul was to make the mob glass feel a bit more in world so that includes utilizing more of the arm to communicate that the cuis is associated with your arm and the projector yeah one of the great features for M Glass that we're trying to build out now is you know while everybody has come to know the the blue LED visual style that we have uh we're we're looking to implement a feature that will let the users kind of customize the color to their liking um so if if if there's any issues with the blue they can make it their pink or

  33. 00:26:12

    purple that they want we also have uh this idea of um adding more customization into the home screen so what you'll be able to do is much like a support screen in a ship is customize what different blocks display so we have just these kind of placeholder um live elements here um so anything can go in each of these little blocks here uh and you'll be able to customize what displays where um So eventually we'll have the ability to um kind of drag one of these apps here uh whether it's like your ueec uh bank account your cargo manager your star map and you drag it into one of these blocks

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    and then what that'll do is kind of um turn it into a read only status like overall status display for that application as you can see this is our initial implementation you can see it's a very much a work in progress uh then after 26 uh I'm excited to um get this out to you guys so you guys can play around with it um and test it um it's we're expecting it to come in roughly around 30 uh so it'll be exciting really cool work on the lobby uh and also the Mobi customization a great way to end the show yeah and as always we'd like to thank our subscribers whose monthly contributions allow us to make extra Community content like this like this show yeah thank you so not only around the verse um but reverse the verse the

  35. 00:27:47

    town halls bug Smashers lawmakers jump Point magazine uh temp for the chairman the Vault uh hanger flare and so much more so thank you guys for allowing us to be able to do this yes thank you very much and a huge thanks to everyone who has supported the development of Star Citizen we could not do this without you yes we definitely couldn't so thank you guys um so be sure to join us for reverse to verse tomorrow at 8:00 a.m. Pacific AKA 4M GMT AKA 5:00 p.m. Frankfurt time where Johnny and Andrew will be providing further details on the flight model changes make sure to have your questions ready yeah have them ready and while there will be a brand new La makers next week ATV and RTV will be on Hiatus so we can focus on preparations for citizen con yes there's lots of preparations in in in process uh so make sure to tune in to our live streams next Friday and Saturday and of

  36. 00:28:35

    course the big event on Sunday uh I'm excited to share with you everything that we've been working on it's pretty awesome and again head to the RSI website for all the details on how to watch and more Yep so until then we'll see you around the verse thank you for watching so if you want to

  37. 00:29:23

    keep it with the latest and greatest and Star Citizen of Squadron 42's development please please follow us on our social media channels see you soon

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

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