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Star Citizen: Reverse the Verse LIVE - Mustang Series Rework

17 August 201801:01:231,543 linesWatch on YouTube ↗

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  1. 00:00:06

    [Music] hi everybody welcome to another episode of our TV gamedev the Mustang series rework I'm your host this week community and okay this week like it's changes every week ah community content men no content manager for global video production I am on the ball today Jared Huckaby joining us today a member of the ship team the leader of the ship team for hear here in Los Angeles you know lead vehicle artist I own bachelor junior how you doing I'm doing good how you doing Jerry my stock answer for that is always it's another day in paradise in California is pretty nice I've been to a lot of places and I really like city California so on the show this week

  2. 00:00:57

    we're gonna we're gonna talk for a few minutes about the the history and development of the Mustang and then of the Mustang series and then we are going to jump right into the engine itself to show you the current status of the Mustang series rework that is the status of the Mustang alpha the Mustang beta the mostess Mustang Delta the Mustang gamma and the exclusive Mustang Omega yeah we're gonna do that right an engine and yeah it should be fun yeah and of course we are of course we are as always we here we're here to take questions live from the chat you can submit your questions in one or two places either live in the twitch chat or you can preface your question with the word questions surround it in capital letters surrounded by brackets that'll help us draw it out from all the other conversation and in the spectrum chat same rules same apply so Owen before we jump into the engine wouldn't know sure

  3. 00:01:46

    you you aren't you're a member of the ship team here who's on the who's on the shipping what names my folks were recognized okay they should recognize gin gin and Daniel Daniel and then me and that's the entire Alicia part team yeah now this now as folks are aware the majority of our developers are located in our Manchester office but we do have ship teams in in the in the winslow Optus which is the Manchester office the Austin office and and the LA office that our Frankfurt office to do is the only studio that doesn't have a ship team I believe and not as far as I know ship art team art team they have engineering and stuff like that what are some of the ships that your team has worked on recently sure

  4. 00:02:34

    I just finished coming off of the hurricane prior to that Daniel who's actually still kind of working on it he finished up doing the cyclone mm-hmm obviously the Mustang we've also done the caterpillar mm-hmm i reworked the aurora and we've also touched a bunch of the other ships so Daniel and I when we first started working here we had done a lot of work on the original Mustang as well we've helped out with the constellation helped out with the gladiator just kind of jumped all over the place I talked to me about the work on the original Mustang let's let's go let's go back to being good so that was that was it was that the first ship you worked on when you when you got here it was it was close if it wasn't the very first was it the first you know what I think it might have been the first specifically the

  5. 00:03:25

    original Mustang beta was the first ship that was handed to me as a hey figure this thing out but what was interesting about that ship was that we actually built all four variants of that ship simultaneously so Chris Smith and Josh Koons in Austin we're also working on and Christmas built the original first pass on it and then it when I started working here I was assigned the beta and we all sort of grabbed a different variant and started building those simultaneously now that happened very quickly actually it happened very quickly I do remember who concept it that Mustang David Hoffman's David Hawkins if you're unfamiliar with David happens do a quick google check a legendary concept artist with work going back going through all of sci-fi including a Star

  6. 00:04:14

    Wars he'd eat it eat it eat it work on a number of aspects of the newest of the newer Star Wars movies before us awake ins and rogue one and solo and stuff like that so we were he did he did quite a few ships for us here in games and I haven't talked to him in a while and David I miss you call me you know actually he did one of my other favorite ships in the game I really liked the gladiator mm-hmm and he also did the concept for that as well that's right that's right all right so you've got the concept for the money you said everybody kind of picked one you mean you got the beta I got the bigger pick the beta where you've given the beta I can't remember I mean that was years ago at this point so I can't remember whether that was I think it was just given to me it was just like hey here's the one you're working on and I'm like oh okay cool man this is a ton of work yeah it's got a whole interior how do we

  7. 00:05:05

    I just and it's the only one with an interior part of me is wondering part of me is wondering if you've got these these five bearings because we can't forget about the Omega we got these five variants and only one of them has an interior and they give the they get the one with the interior to the new guy part of me wonders if I go back to Chris Smith and Josh Koons if they're not gonna tell me that was there was a little bit of initiation there I I don't I don't think so I'm not sure that they were the ones who actually chose I think it was just production just laid it out as like oh here's an available artist you kind of do it but really it was cool to be working simultaneously with them because we kept getting on calls back and forth trying to solve some problems and so we sort of just hoped each other out trying to get that stuff done the trial by fire for me specifically was I came in right before Gamescom of that

  8. 00:05:54

    year and that was working on that demo that constellation demo was was crazy that was a lot of work and that was me sort of just like jumping in trying to learn the editor without having any real experience with it jumping into a new modeling program which I never really worked on so it was it was a lot it was a high-stress time right before we're gonna movement we're gonna move into the current series reverse here I just want to get a little more background so you're working on them on the beta what were some of the challenges of that you can remember of the original Mustang line yeah well so one of the biggest issues at the time was trying to allocate enough space on the interior of the ship so that the actor could actually move around properly and access the bed and the

  9. 00:06:42

    toilet and then also somehow figure out a way of getting over to the pilot seat that was tough because the ship was fairly small and it still is fairly small right so any ship of this size which is I would consider sort of like a I think midsize is giving it too much credit it's more sore like mid small sort of fight it's what you would expect the fighter to be okay so 22 meters or something like that to have a full interior is always very difficult for us to work with because you just don't have the space right so you want to give all this gameplay and you want to flush out all this detail but it's within like the space of a closet and so that's really the hardest part that was the biggest challenge was making sure that there was enough space to sort of move around on the inside of it and that was super tough tough enough that we've decided that we had to

  10. 00:07:30

    seriously change that one of the questions is in chat says the original Mustang betas quarters were called the comm 40 why is the rework anything but comfortable but I just thought it was funny one of the challenges in in those days that that's less less so now is that ships in science fiction ships in in any fiction in video games were not generally designed one 1/4 full interiors full exteriors I mean you look you look at classic ships like the money in Falcon you know gorgeous ship it's everybody's you want it's the favorite of many people but if you look at the interior versus the exterior it doesn't quite line up the way it's supposed to

  11. 00:08:18

    you know the just take just take though the the the ramp the exit ramp from the exterior the ramp connects into the center of the ship you walk up and you should be in the center in the ship but when the camera cuts inside you are coming in through the exterior of the corridor it's you know there have been many interviews with folks who have tried to draw you know all those creative cutaways manuals just pulling their hair out trying to make the million Falcon make sense and having to fudge a lot of things and you can get away with that movies and TV show right famously like just about every shell craft in Star Trek the interior especially like the runabout so you see this little tiny thing you get inside that's it's this huge room right yeah you know I be in for our game because of the fidelity that wood that we're pursuing all of our

  12. 00:09:06

    stuff has to be one one the interiors have to fit into the exterior and one of the big challenges of our concepts in those first couple years was really wrapping our heads around that because we were still developing metrics we were still figuring out how much space a player character needs to get around and do things because you know uh there are a lot of influences and starts isn't one of them I don't think it's any secret of world war two there's a lot of world war two influences and and you want those those experiences that you see in battleships and and in submarines with tight corridors and people running back and forth and having to you know squeeze it and go go pass people but in video games because everybody is because player local nation motion it's almost always just straightforward it's hard to have those tight space and stuff so it's

  13. 00:09:53

    always a constant battle yeah I mean it's one of those things where we we want to add as much fidelity as possible but we also don't want the fidelity to get in the way of interacting with the game right because at the end of the day we want people to play the game and so the fidelity needs to come in sort of additively it shouldn't get in the way of your experience and the original Mustang did that yeah so so as time has gone on as developers continued and that's one of the great advantages of development is it's why we call it game development on game construction it's us figuring out these answers figuring out what our metrics are figuring out how we want all these things to be one of the great advantages and our game development is the feedback from the community because we have a live environment we get to put these assets out there and it's not just us

  14. 00:10:43

    who are running them through their paces not just our amazing QA team and in all Studios across the world it's the thousands and thousands of star citizen's out there that are playing on the PTU or playing in evocati are playing in our live alpha test environment who through their videos and their streams and they show us you know show us so much more than we could ever see on our own and one of the questions that that was coming in is what triggers the idea of a rework like what like why do why do some ships get a rework why do some ships get just minor upgrades instead like that what were some of the reasons you can write you can remember of why we chose to rework the Mustang sure I mean really for the Mustang specifically it came down to pure

  15. 00:11:32

    usability like that was the core reason for it and also because the original way that we set up the variants for the Mustang was kind of a matte it was just maddening for the design team to actually work with and so we needed to rework that already so that it was more usable for us to develop on in addition it was just not a great experience to climb into the Mustang right you would get shot into space regularly right you you would be lucky to stay in the ship if you wanted to get out of the ship because you couldn't climb out properly it was just kind of a mess in terms of interaction right interacting with that ship wasn't fun and so because our design had evolved and we had more metric set in stone at this point and we've also changed the size of the

  16. 00:12:19

    player capsule which meant that collisions were even more difficult to deal with over time we wanted to streamline the experience of using the Mustang and it just gave us an opportunity to sort of take all of the things that we thought worked about the Mustangs design I sort of pushed those and then leave behind the things that didn't work and of course the cockpit the usability and getting into and out of them were a big feature perhaps maybe even the biggest reason but there were other struggles with that with the Mustang things that we that were discovered through the the playtesting of our players the the the wings being the landing gear for instance if you've got a wing blown off during during combat I it was very difficult to bring your Wounded Bird in yeah and you know what there's there are plenty of shifts that that share that and it's not a it's not

  17. 00:13:09

    terrible to have ownership but it was something that we just decided that on one of the starter ships we kind of wanted to make sure that you could lose some health on the ship and still actually land it still use it because on this show specific you would lose almost everything right you'd lose your your guns you would lose your landing gear like at that point it's you just bail out right just get a new ship you make a good point about it being a starter ship so you yeah you don't want it you don't want to you don't want to overburden the player with too many of those challenges and what's supposed to be their very first ship right right and and the other thing too about the ship is sort of the wings are a massive part of the profile of the ship right so if you're gonna get shot you're probably gonna get shot on the wing you're probably gonna lose that first and so there was just such little sort of margin for error as a pilot flying the ship that it it was nice to

  18. 00:13:57

    just be able to change it up a little bit so that if you do screw up you're not losing total functionality okay all right so we've we've we've completed the backstory phase I could see the chat like just get a picture so we're gonna go ahead we've got it we've got a machine set up over here I'm gonna go ahead and ask you to slide over to that machine Elwin and we are going to switch here there we go we've got our own little stations here now you are alive inside the editor I'm gonna go ahead and make that bigger there make that bigger so you are we're looking at the cockpit the new cockpit of the brand-new Mustang alpha that's right so the cockpits on all of the ships share the same art right so the interior of this ship is gonna be essentially the same in the cockpit stamp from a cockpit standpoint on all of the ships

  19. 00:14:46

    we've changed up quite a bit of the way this looks yeah since since the original Mustang was done there were designs for the pioneer and so we pulled a lot of the concept work that was done on the Pioneer in order to inspire the rework on the cockpit here so one of the things you'll notice that on on the pioneers art specifically all of the stations are using sort of these flat pane displays with holographic UI and we are currently working on building our full holographic UI system but taking that as inspiration we created a flat pane as well for the Mustang so it's just one sort of clean sheet of glass on which all of your UI is going to be displayed and eventually we'll end up getting 3d UI that Relays on top of this the number of

  20. 00:15:35

    comments about no canopy there is a canopy it's just that clean right now change the background treaty I'm armed and there we see the canopies there we go so so there you can see that you can see the canopy right off the bat I gotta say where are the struts well I I don't feel like this ship has enough stress did you even consider adding stress so the original one had some but one of the things that we knew players really liked about the original ship was sort of the stretch just they like being able to see the game outside of the dashboard and the original Mustang had that quite a bit and so we we worked to attempt to remove all of that as much as possible let's go back to the the pre lighting and let's go back into the cockpit real

  21. 00:16:22

    quick sure yeah just top it some more before we move on give me a close-up on that seat sure I just I just wanted one of the things one of the reasons I want I like to do shows like this where we get where we get to dive and because you know we do a lot of different types of broadcast here between a TV and calling all dad's and stuff and there's a lot of good stuff with with you know they're all they'll serve different purposes one of the things I like about our game devs is being able to take our time and jump in there and explore all of the detail work that members of your members of all the ship teams across all the studios good to do and just look at the seat what the dip there's the different types of stitching and the different and the different textures one of the first perks that we ever offered players were was a leather seat on the Aurora LX

  22. 00:17:13

    variant remember I remember that you know it seemed like such a weird thing to like offering leather seats and remember there are a lot of questions about that like our players going to care about about seat quality and their spaceships and what we learned very quickly was yes yeah these are fun to build I know we probably mentioned them earlier on in the show but just uh young Jin Hyun is the artist who actually built most of the geometry for the rework on this ship so hi Jen love you hey Jen we have here yes I do what she was here and also Daniel Kaminski jumped on to help out on certain parts of the ship as well you'll notice that we've redone well actually yeah we've redone the the cargo bay in

  23. 00:18:03

    the back right now it's showing up a little purple in here if you guys noticed this is actually an error here has to do with the way we do our damage but this is actually meant to be black not purple but he helped out building out a lot of these parts here and did some of the work on the materials as well let's go back let's go back to that cargo area real quick since in since you brought it up sure now the cargo the cargo stores up in it's kind of half in half out so it it actually isn't do you sort of this line here where it's flat up against the ship if you follow my cursor yeah all of the cargo is gonna be inside of this space so it will be flush up against the

  24. 00:18:50

    surface but you'll be able to see the cargo boxes that you're carrying so you know whatever if you're carrying gas tanks or something like that you'll be able to actually see by just looking at the ship what's in there so it'll just all be housing here I think I believe it holds for SCU I believe I thought no actually might be six four side the four six yeah it holds quite a bit and we're getting an update on that guys yeah so in this build here we don't actually have it set up so that you can pop it out so you can't see how it comes down but we'll get you guys an update where basically you can see the the cargo bay come down and you can sort of see how it deploys its cargo and it just lays it out on the ground while the it has grips on the sides which sort of pop open not

  25. 00:19:38

    just I give us a profile shot of the ship let's just talk about how the profile of the ship is changed now this was weary concept of this here in our Los Angeles studio was michael Broussard yeah that's right every concept awesome concept artists and now obviously Michael's not here Jen's I hear you're speaking on behalf the members of your team at the moment look what can you tell what can you remember about recon cepting the ship sure so this a lot of the design changes that we made to sort of like the aesthetics of the ship come down to the fact that the Pioneers sort of set in stone an aesthetic for consolidated outline right and a lot of the things that they did on that company basically it established that they use a lot of sort of flat big surfaces right so you

  26. 00:20:27

    don't have a lot of sort of changing the lines that change direction you have a lot of flat surfaces with concentrated areas of detail in small sort of chunks to sort of help to shape the ship and we wanted to merge that and it's hard to do that on a ship this small because it's a sort of a fighter mm-hmm and we wanted to sort of keep some of the aggressive feel that the original Mustang had sort of with the wing sort of pointing forward and it just it had this really sort of aggressive feel and so Michael did it I think an amazing job really sort of taking the new aesthetic of CNO you and applying that to the shapes of the original Mustang giving it a really sort of aggressive stance while also simplifying some of the surfaces so you won't have the original Mustang had the wing sort of the the leading line on a change direction like three times yeah

  27. 00:21:16

    this one it just does it twice it's a much stronger shape it's a more direct shape it feels faster in fact it's my opinion that I think of all the ships when this is in flight looks the fastest of all those looking the fastest is important do we have the original Mustang it's still in this build I don't know it's definitely not in this building because we we new to the old ones replace it with this one yeah if a couple folks in chat asking if we can put them side-by-side we are working in what's called a game dev build that this this is the actual game development build that are there our developers around the world are working in the old Mustang in this bill doesn't exist is what we were getting at so yeah so we can't actually bring it in the wings let's talk about the wings here so the

  28. 00:22:05

    first thing that when the big changes players are going to notice is that in its landing mode the wings fold up yeah that's right it just looks really cool and it also allows us to have if you have this inside of a hangar you can lay a bunch of them next to each other rise to a safe space and it also gives us an opportunity to sort of transform the ship when it goes from landed mode into flight mode which is always super cool let's say you think we can we can switch to game mode and maybe show that let's try this let's try this fair warning guys I was about to do that I had to cobble together this thing on this computer so there's a chance that it will crash at some point and we'll just have to reload it yeah all right so

  29. 00:22:55

    now we've changed into game mode that's where the editor adds physics and everything that would apply in the real world or in the real game world all right let's see and we're still working through a couple of these things right there's some lighting stuff here that I that I think still needs to be tweaked the animation speeds on some of these things also have to be tweaked so like for example in the final version the canopy will open up faster because nobody wants to wait three or four seconds to get into the ship that kind of a thing but here let's do this jump straight into flight ready get a look at the new UI the moment I remember Elwin did say that they're still developing the consolidated Outlands holographic UI

  30. 00:23:46

    at the moment yeah there's a handful of manufacturers that will need that miss yeah misc is one of the main ones origin also needs it right and I think I may oh there we go okay here we go I was a very peppy start yeah it was I think I may have lead the ships down a little too close to the ground yeah now we can see that the wings are still up in your in your heads-up display their landing gear still down that's right let's go into flight mode now again this is this is still an early build all the VFX aren't in you can see the engines lighting up now but a lot of the particle effects are still being worked on yeah those those will be put together in near future here now can you land it

  31. 00:24:42

    I don't think I can do it I am terrible at flying these ships let me try well Landon we'll move on to that we'll move on to the beta oh god I just don't want to slam into the ground oh let's get some thumbs up inside for it for Halloween I don't believe it's that the landing reminds me of that the hairier of a Harrier when it lands because because because of the the VTOL down on the wheels and the compression with the wheels yeah yeah I know it's also the folding wings for that matter the Harrier doesn't folding wings does they are falling wings toast you'd be very upset with me for a ring right now

  32. 00:25:34

    I'm trying to where's the button for this thing maybe it's not hooked up yet it might not be yeah cuz it's not otherwise I'm trapped in the ship I just go out of game mode oh all right don't here's what the crash is up there it is No we'll bring that back up okay Oh does the air you're holding these things okay that's all right well you have a question about a military

  33. 00:26:22

    military aircraft yes yes toast or been for that end of it but toast is closer yes we're working yes okay I'm done like 30 minutes okay so so we're coming back in here so yeah so the big the big changes right off the bat easy to find the folding wings landing gear the ability to actually carry cargo and because while doing well in the original one it was always able to carry the cargo was just set up differently yeah so now it's more like the aurora in the sense that it carries it from above and then drops it whereas the original one had sort of

  34. 00:27:11

    a that's not even her I'm not sure what to call it it was more like a it had a platform upon which you placed the cargo and then that moved up like an elevator yeah so we were originally actually before let me go straight to it when we first started working on the rework this was originally gonna be a ramp sort of set up but it didn't give us enough space to do as much cargo as we actually wanted so we ended up just switching to more of an Aurora cargo system so that we could actually just carry more cargo it was more efficient alright so now that we're back up and running let's go check out the beta so it's returned to where it all began for for ellen bachelor junior yeah yes and while I did work on the original beta I

  35. 00:28:01

    did not do any of the work on this one that's because you do any of any of this work at all it was your team that did this for you yeah well okay you know what to be completely fair I did do I did do some work but it was very minor and and I can show you what my contribution of his team here you guys are ready yeah ready for my contribution yeah okay see this cut line right here yeah all these cut lines they're what we call palms right parallax occlusion mapping and I'm sure you guys know all about it but essentially that's not real geometry that's just the texture and it makes it look like real geometry over that let's talk about mom's real quick okay yeah so it's very simple it's a very simple concept it's it basically functions exactly like a decal you apply it to the surface of the geometry and it'll make it look like you have geometry on here because it's sort of displacing the

  36. 00:28:51

    texture and making it look like it's cut out so you can see this nut here it sort of looks like it's cut out with the surface and as I move around it let me slow down a camera as I move around it you get a sense of it being actually 3d sort of cut into the surface that's all fake that's just a flat texture it's it's a card essentially it's it's no different than this decal right here of text and you've seen palms in action on things like the the Starfarer anything that's got grading where you can see underneath the grading and you see all the the wires and the cabling and so like that in a yeah so so it's very cool because it allows us to add tons of detail without actually building that detail so when it saves us time - it's also a lot easier for the computer run

  37. 00:29:39

    because you know I'm running all this extra geometry so I jumped on to help out polishing out the the decal sheet for the palms right so I worked on sort of reworking that and rebalancing go to the fold of the wings I think maybe we can see another example these right here right so these sort of like cut out things but the other thing that I did work on was sort of this this piping going on so there's sort of like this under detail that has a lot of pipes and wiring all that stuff I jumped on to sort of help out on that so from this view you might not be able to tell but none of this is real that's a flat texture and it's reacting to the light properly because we've done some work to sort of fake it a bit but yeah all of that detail in there that's flat completely flat and that's one of the big changes

  38. 00:30:26

    one of the big improvements of our vehicle pipeline over the last couple years but you know one of the one of the main reasons we have to rework subs we've often told the story of the freelancer line that had instead of using palm for all of those rivets remember the old freelancer line had all the rivets instead of using palm for the rivets they actually modeled and the rivet and then copied the rivet and copied the rivet and copy the rivet and copy yeah yeah to the point where the freelancer had a larger resource footprint than the Idris yeah that made no sense and to be fair that was the original original one and so the new one way better yeah right way way way better and it uses all these same techniques right so we were able to sort of update the Mustang using a lot of these

  39. 00:31:16

    techniques which we didn't really have when we originally started working on it which is also your answer to one of the most common questions can we have the old version still in the game I know we we replace these old versions for reasons almost always related to performance so it's when we rebuild it it's it's it's if the choices we could have one old freelancer in the game or we could have 50 new freelancers floating around in the game we're gonna choose the 50 of the new Frida's and sorry you know what happened I pressed I press the wrong key on the keyboard yeah this build is not my favorite of the builds that we have yeah well this this is a very real thing that happens at our dev ops engineering teams they kick out three four builds a day I think yeah we

  40. 00:32:06

    got a bunch of em I I mean every morning there's a new one for us to grab and sometimes that comes with some complications and usually the ones that I like the best other ones that get rid of all those complications but well that's we're here showing you the real deal there are things in the engine somebody asked what the verse 3 D is that's just it you've heard you've heard the the it referred to as star engine before it's it's just our little internal branding for our sliver of lumberyard cool so we're back up you wanted to go into the business it's going to bethe not the cockpit the cockpit is generally the same with one big difference that in the

  41. 00:32:56

    back oh yeah actually I guess I should point that out you will notice that on the alpha we've got some engine detail sort of filling up the back space and the reason why we did that is we don't want players to get confused about which ship you'd be able to actually go into a habitation room for right so on every ship other than the beta you're gonna have sort of there's a little engine detail back there filling in the space so that you can clearly tell there is no habitation room back there right so there's nothing for you to do behind the cockpit seat whereas on the beta we do have a door which leads into a little living space let me actually turn off the the lighting so that doesn't leak out there we go yeah nice and dark now one of the big things we're gonna say you don't have to crouch oh yeah well you don't have to crouch I mean I'm afraid to jump

  42. 00:33:46

    in will stay in this mode for okay yeah so your character it's still it's a tight space still right so when your character standing up here it's gonna be he's gonna basically be up to the ceiling but he won't have to crouch and he's walking around the inside and we've sort of cleaned up a lot of the navigation on the inside where it's very straightforward you can walk from the door all the way to the back and get into the bathroom every day with the bathroom I happen to think that the bathroom in this ship looks pretty cool Ryan I think the toilet room is pretty cool and so the showers directly above the toilet yeah and it's got a little drain on the bottom so there have been a couple mornings in my youth where I would have benefited from that taken advances I

  43. 00:34:33

    don't want to know about that now the first thing I'm gonna say is that you instantly see the influence of the Pioneers design in here yes yes you do it so the Pioneer established some very key colors for CNO you own the interior and that's where you're gonna notice where we have the orange going on here with a lot of the grays and blacks they have some raw metals which sort of construed make up quite a bit of the interior of the ship in addition to that they also have sort of supports that come in at angles like a lot of their interior spaces their walls tend to not be 90-degree angles we couldn't quite accomplish that a hundred percent here on the Mustang because as you can see it's a tiny space right so we had to work with what we had and we we wanted to sort of point to that design by adding it here to the frame of

  44. 00:35:24

    the bed because that space wasn't gonna be walkable anyway so he gave us an opportunity to add some of that in there now that bed is the the source of I was think it was a couch in the in the original book as a source of the the the Mustang betas most notorious nickname I won't I won't say it live on that on the show but uh folks in chat have been saying if the last 30 minutes well it's much better in here right so now you can get in easily come out it doesn't shoot you out into space we're still finalizing how sort of the collisions gonna work in here because one of the things we've discovered is that because of the way our player capsules work I mean I believe that it might be related to that but you can kind of if you don't set up your proxy properly you can walk

  45. 00:36:13

    into the bed and then your character will duck and then literally walk into the bed so you'll have a crouching character standing on top of the mattress inside that space and so we don't like that at all because what tends to happen is when we exit it'll sometimes pop us in that position and then our heads will go through the ceiling so we're still working on finalizing that to make sure that that doesn't happen but uh nothing in this space is really gonna get in your way from doing what you want to do right we cleared it up the original Mustang has sort of like a little loveseat couch thing in the back which you have to sort of squeeze by part of the table to sit down on and it was fun to work on but it wasn't fun to play Wii hamster saying cue the Barry White music you know what

  46. 00:37:07

    the significance of the J zero one is up top where are we at here the left now up to your upper right oh here right here yeah see this is why I want gin so we like to do men okay so I got I got in trouble for this a little bit I already know this area is good the caterpillar you can tell it yeah so when we were working on these ships sometimes it takes so long we just got just we just like to have fun with the decal sometimes cuz on on these decal sheets we have an entire alphabet so we can write out whatever we want and I wrote some stuff that I thought was just kind of fun and light-hearted but it wasn't exactly that it didn't make any sense narrative Lee for Drake to put this on

  47. 00:37:56

    their labels and I had to go back and replace them so you ran afoul of the Lord team I know that doesn't make sense I mean that's on me I just kind of went rogue and I was like I'm gonna make all these crazy decals and it's gonna tell you what to do when it decompresses and yeah no bueno you want to you want to share what that do while we're speaking of details let's jump in on that one that's the term this is just a very straightforward sort of plaque yeah but there's a reason I wanted to show it you're getting getting close to the inspectors oh yeah yeah there you go and dearly yeah so you see the Elwyn Daniel and Jen the three members of our la ship team and of course signed off by a vehicle art director now the squadron 42 art

  48. 00:38:44

    director Nathan years yeah man that guy has changed the way we build ships he really has set the standard for the way we do it it's pretty awesome now I come to come back a little bit yeah and notice I notice that it says Delta on the wall right there uh well see this is why this is a work in progress yeah that that will have to change obviously and we constantly so one of the things one of the bugs that I continuously get and it's it's super frustrating because it shouldn't be a bug since we're working on it but we have so many tasks on the ship that we have to do where I think the what I'm working on right now for for me to finish it I think it's like over a hundred individual tasks and all of

  49. 00:39:32

    those take varying amounts of effort to put into it so to try and keep the entirety of what you need to do on the ship in your mind at all times is impossible right so things like this happen all the time and some of the bugs that I'm working through now which keep coming back are Hurricane bugs where I have decals reversed or things just like things that sound stupid and minor that there's just so many things to keep in mind when we're working on this stuff where that stupid tiny thing is the thing we forget all the time there have been a lot of requests in the chat for a TV they're saying there's the team there's a TV missing back there well because the original one had sort of like a TV that popped up on on the the countertop there isn't a TV here we were originally so this up here on the bed may become a display but that's up to

  50. 00:40:21

    systems design to decide how they want that's a function also remember that you'll have access to your mobiie glass and Mobe glass has all kinds of functionality still yet to come online yeah so it's a television in the ship might be mildly redundant but yeah maybe maybe a little plus you really should just be flying around blowing stuff out well while you're in the back you've got a living quarters back there yeah that's true that's true well now you understand the part that I really like to do I think just blow stuff up alright so speaking of blow stuff up let's move on to the Delta which is right which is right next to us right looks like the Delta yeah so right right here we see the Delta in our military olive-drab a fun color for the UE

  51. 00:41:10

    military mm-hmm and you'll notice here we've got a rocket pods yeah so rockets are always fun to launch even though there may be super hard to aim now you'll see the you'll see the weapon hard points on the other on the other ships you can see them on the on the wings yeah the the Delta just comes with a couple things obviously member these ships are not fully set up as somebody asked earlier where the weapons on the Mustang were those are handled by the loadout editor in the game they're not they happen to load in here with the Mustang right Delta but that that's handled by the equipment manager and the load up manager in the game yeah our points are still there though mm-hmm so I am a big fan of the olive-drab like III yeah it's it's a cool look we still need to tweak these I actually

  52. 00:41:57

    think it might be a little too saturated green still on this so I put a little I might want to pull it a little bit back towards olive but all of sort of like the military aesthetic looks very cool so all the ships I think I made a hurricane version that was that was like that as well that looked really cool which I don't I'm not sure if it's actually like a releasable one but internally sort of I put one together which looks really cool I just enjoy the way it looks it it uh looks very functional very usable one of the common questions has been coming up is what's in that space where the living quarters are in all the other mustangs oh that's a good question so I will start off with the Alpha to show you what's there so as you notice in the beta the back area is

  53. 00:42:47

    sort of closed off and that's I'm gonna clip straight through the ship to make space for the living quarters right so on the beta this is your little habitation space and that area on the Alpha is taken up literally by your cargo so this is where I think the toilet would be about right here if you to line them up so all of these variants replace that back area with the new functionality and if it doesn't have anything in the back it's just capped off right so in the Alpha is your cargo the beta it's literally the habitation and then we sort of reused this sort of little back area for the military version because you can't this one doesn't come with the habitation yeah right and then once we start going into the racer versions you

  54. 00:43:34

    will see that we've replaced the back with an additional engine oh so now you've got your three engines going on as you might expect and uh this one also has it yeah no yeah we just cap it off just so we did we just moved ahead to the gamma and the Omega now the gamma is the racing version which is why it has that additional thruster in the back yeah that's right also looks like it's got a few more decals than the other ones do yeah absolutely it does so we we set it up so that we can put sort of like racing livery on it and I know I pronounced that differently than you do I think you're you're technically right about it so I save ivory you say live yeah I don't I don't know I think you might be more correct yeah I think you might be I mean I I hope I'm right because I don't like to be wrong but if I'm wrong let me

  55. 00:44:22

    know and I'll change the way I say it yeah we just wanted to sort of like have large it so it was cool about the consolidated Outland sort of the new look especially set up by the Pioneer was that because we had such large clean surfaces it a lot it was just perfect for placing decals right so we can pop sponsors and in fact the original pass on this had even more sponsors on it so much so that it actually detracted a little bit from the design of the ship so we actually pulled it back took the saturation out from all the colors so some of these are meant to be sort of red because that manufacturer actually their logo has color and it's not usually just black and white but we found that it worked better to just bring it to just black and white so it doesn't detract from the color of the ship itself and we're able to just very clearly advertise you know colville xor

  56. 00:45:12

    klaus and werner whoever we want so on this decal sheep you know we could always put whatever we want on it just for those asking because we kind of we didn't spend a whole lot of time with the Delta the Dell is the militia and military variant did it's built for it's built for fighting so it'll have it'll have a better quality combat components on it yeah you see the rocket pods are one of the big big changes right there on the side of the rocket pods but it'll also have it if I'm not mistaken it has and you can see the Statue see the stats available on the website so if I miss speaking in any way you can check it on the website and of course when these get added 23.3 those steps will be updated once again should there be any changes but it generally means military-grade

  57. 00:45:59

    components your shield generators your power plants stuff like that are going to be of a military grade or higher yeah so the while the the gamma is the race version that's that's available you can you can pledge for that on the on the website now if you wanted to and then finally there's the Omega which is a limited edition version of the gamma in in many in many respects it's also the racing version but this ship was available exclusively through a promotion with AMD at the time yeah so on this version here because we're currently sharing the same decal sheet you'll notice that it also says Covell X the final one will not say that it will have a giant AMD logo slapped on top of them to sell and I actually think this might be my favorite

  58. 00:46:49

    of all in terms of the way it looks I'm just a big fan of sort of like the red the red and black yeah and in our fiction AMD stands for accelerated mass design if I remember quickly yes it does not to be confused with that we actually AMD one of the other things to that I think we might have skipped over is that you'll notice here on the military version actually all of the other versions that aren't racing have a nose mounted gimballed dual mount so I can hold two sized ones the racing versions do not have that mount it is replaced with just sort of an additional small intake gotta go fast yeah yeah so if you want to go with the racing you'll go quicker

  59. 00:47:39

    but you're gonna go with less when I power does the AMD one go faster because it's ready of course absolutely yeah yeah I I thought the AMD has the scoop that's what he was just showing on the on the on the nose yeah that is the that is the initial scoop it's just that now the Gama also shares it yeah so originally it was up top yeah so it has sort of like a dual scoop one on top and one on the bottom that just didn't quite work very well for us with the new design there wasn't any like sort of sensible place to put it and we also needed to sort of have it do dual work for us in the sense that we needed to also remove the hard point for the for the gimbal mount in the front and it just worked best to cover this up with a with

  60. 00:48:27

    another scoop which looks like it's perfectly molded to the front and it really wasn't any other opportunity to have an additional scoop since we already had one here on the default version that very top no I liked it yeah I think I think the new the new Mustang is it's just a very cool cool ship Matt it's become one of my favourite ones since we've redesigned it yeah I'm just sitting quietly looking at them love this this is actually you know I've seen I've seen in plenty of times we do meet your ship shape on them and I've walked past your team's desks and whatever but this is the longest I've had a concentrated you know look at them as well and then just I'm just really really enjoying I'm really enjoying them it's you know you all know how much you know how much we all love the Aurora the

  61. 00:49:16

    Aurora is it will always be the original Aurora will always be will always be the the the the core star citizen experience in our ship ownership matrix which I maintain yeah why man I think it comes by default with more sort of gameplay options yeah as a default starter ship and then every other starter right so you because you have a bed you can do that kind of stuff you can carry cargo you'd have missile hardpoints weapons you can do everything with that the Aurora is great you're not going to take away from the Aurora but I am starting to I never ever considered personally just being for me I never considered the Mustang as an alternative to the Aurora for myself but now after after 30 minutes of going through I'm wondering cuz cuz I will start my

  62. 00:50:07

    experience with III oh I always said I'm gonna start my experience with the Aurora and now I'm wondering if maybe I'll start my experience with the beta with a beta with beta yeah I'm probably gonna start with the Delta that's cuz you're you're more a fighter I'm more liver it's very sorry grace says I thought you were going to Jeremy druid I am I leave tomorrow I leave tomorrow I will be in Germany all next week for games come so that's a good time we're actually towards the end of the show here so it's a good time to mention there is a post on the front page or Roberts space industries dot-com where you can find out all of our games comm activities going on next week we aren't doing the Big Show and presentation link

  63. 00:50:54

    we have in years past but we are still sending a several developers their jungle pipeline director John crew a concept artist Sara McCullough dant Ruffin a systems designer out of 140 to Frankfurt you're probably very familiar with if you watch calling all Deb's brian chambers and I just confirmed today he's actually not on the on the page erin roberts erin roberts will be will be joining us will be joining us in cologne just in time for my birthday on Friday night so so yeah we have a couple bars citizen events will be on the show floor you can you can meet us at the the brah house ona Naumann on Thursday or Friday and then of course we're doing we do the the Hyatt beer garden event every every year there which is always which

  64. 00:51:43

    is always fun a great chance to hang out with with folks like Aaron and Bryan and dance up and then talk to them and and get your questions answered and stuff like that you talk to me too if you want it but I figure you guys probably hear from me enough you better more a chance for you guys to talk to everybody else nobody wants to hear anything more from me let's see the brows on an ominous is a rather small bar its it's pretty it's pretty good-sized Wankel we've been there every single year we've been there every single year we've never had we've never had trouble with it it's actually one of my favorite places in the world to have a bar citizen because there's quiet areas and there's there's lot areas and there's quite areas and there's outside areas and it's a no matter what kind of environment you want the brows on an almond has options so so I like it a lot all right Allen what else before we let

  65. 00:52:31

    you go sure anything else you anything else you want to say about the Mustang anything you want to keep the community to know before it reaches them in the upcoming alpha three-point-three I I think that more than I mean definitely more than any other ship I've worked on I think the Mustang has probably benefitted from community feedback more so than the other ships that I've personally would agree with that and part of the reason for that is obviously because the original Mustang has been out for so long we just sort of got to get as much feedback from that as possible right so we we we heard loud and clear that that the way you dismounted that ladder was just not fun right it was just not a fun thing to do yeah yeah I mean honestly and we didn't realize being ejected into space every

  66. 00:53:18

    time that you got into a ship was a problem until you guys told us well we knew that was a problem but we thought we could we could sort of work around it somehow by changing maybe the space inside but yeah we we took the opportunity to both respond to user feedback as much as we could and also push the things that we thought were cool about the ship as far as possible and I think it the final one looks really cool especially in comparison to the original one now and it's also a lot easier to use a lot more fun to use and it retained that beautiful view that you originally had yeah let's jump in the cockpit one more time terrific I show the cockpit view because that is one of the definite selling points of the Mustang it's gonna give me the Omega

  67. 00:54:08

    since it's right there I'm gonna change the time of day here so can you place a box inside the Mustang now whatever I don't like our cargo box like when they can they can they carry like when you can you get when you get a quest where you to pick up a box and we get it that's going to be a question for a system design yeah fortunately that's that's not an art question so and I have I happen to I haven't talked to anybody in system design about that specific I know what you referring to it those questions that's quest where you go down and you have to retrieve a box and bring it back aboard this ship but I will let me see if I can squeeze that in on a calling all Deb's and see if I can get you any answer although maybe I'll squeeze that in as a bonus when I can I've already filmed the next couple of ones ahead of

  68. 00:54:57

    time because I'm going on this trip so it won't be in the next week or two but I'll see what I can find out so it just unfortunately we're not we're not the two-day answer that question right yeah so you can see here as I look around the cockpit because it's basically a big glass bubble cockpit there's almost nothing obstructing your view except for just the part of the dashboard that you need to see that's about it let's see if just for fun if on this build I can blow oh there we go yes yes yes oh no what you get when you go and just leave it up that's what you get when you when you when you do live development builds or real honest-to-goodness development

  69. 00:55:45

    build builds on a broadcast all right so that's it for our TV game dev the Mustang series we work I hope you enjoyed it we I'm gonna try to do a couple more of these throughout the years that you know we have a lot of different format options you know part of part of one of the great aspects of star citizen's development one of the reasons I love my job as much as I do is that we have so many different avenues to provide interview it to provide information whether it's the the detailed ship shapes that you get with you know with the interviews and the flashy b-roll or the it there they are to be interviews where I just get to sit down for an hour and grill folks with your questions or these are one of my favorite things like that came out that the the old school this was a ship ship started back in the day yeah just sitting down with a

  70. 00:56:33

    developer live in the engine and exploring things in detail I didn't wanted to get back to this for a while and I'm real happy yeah I think me the opportunity to do that no well thanks for having me on I actually prefer this over I mean I obviously the other ones the the highly produced interviews are cool but this is a lot more laid-back uh-huh you can just chill I work so hard on that other stuff but the this nice this is what you prefer okay well there's just a lot less pressure right cuz like when you're so I don't know if you guys maybe some of you guys know about this but when we get interviewed obviously we have these lights on us and we have a camera we're sort of sitting there and we're trying not to say anything stupid and it's just there's a lot of pressure and some of us are not super comfortable in front of the camera something like this feels a lot easier good for those of you asking about our

  71. 00:57:23

    TV next week our to be next week will not be on twitch it's it's we're doing something a little different when I talk about different formats and everything we're trying something brand new next week you'll still be able to watch it on YouTube we are doing a live RTV town hall from the Brauhaus ona Naumann in Cologne Germany we are going to have we're gonna have Aaron and Brian and John and Dan and Sarah and they're going to be there live and the folks who attend on Friday it's Friday August 24th the details are on the front page of Roberts based industries comm they will be able to ask their questions live there in person and get answers directly from the developers we are going to film it we are going to record it and because of the venue doesn't have internet and

  72. 00:58:10

    what we can't actually stream it not to the quality we took we looked into getting one of those cool backpacks that everybody's using stuff but we're just gonna film it and we're gonna edit it and put it together and we'll we'll dump it up on on YouTube later that night so it'll still go up Friday next week for those of you coming alive it'll just be a little later in the day then you're used to seeing it but yes if you are in the area you're in the area of Cologne Germany and you want to participate in the first ever live in pur in our TV town-hall I encourage you to go to the brow house on an Amin in : Germany they have colsch they have cold everywhere and in Cologne you can't go anywhere without caution even if you say no no no but that no coach they still bring you a coach that they're really

  73. 00:58:59

    proud of their being there so yeah that's going on next Friday and of course don't forget to tune into calling all Deb's next Monday it's it's it's a good one questions submitted and voted on by you guys the backers out we shot the next two episodes already so you can see those was I'm gonna be on the road and we got a couple of interesting our TVs while I'm on the road that's the first one is next week so stay tuned for that also for those of you too asking about the road map I am being told that we have top people top people working on getting that road map update out today now that is not me saying it will happen today it is I'm saying that we've got Aaron Roberts who's here in the office we got Eric Davis we've got our top production people they are working

  74. 00:59:47

    feverishly trying to pull all the threads as they have been the last several weeks to give you the update that you're looking for I'll have a lot a lot of lot of things are shifting pushing out to three point six predicting what you want to do a year from now is not the easiest task no and we do try to be as accurate as possible because we know that every time something changes even though we have that that disclaimer that everything is subsidy changed we know that people you know nobody likes change in most cases so we do try to be as accurate as possible so that's what we've taken this extra time for we've taken this extra time the last couple weeks to just try to be as accurate as possible with our estimations on what will come when and it's looking pretty good it's looking pretty good for today but uh we'll find out so for what shows this reverse the verse live I'm content

  75. 01:00:34

    manager for global video production Jared Huckaby that's lead vehicle artist out of our own oil a studio Elwin Bachelor junior and we'll see you next week from Cologne Germany everybody I don't have an outro thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library

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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