Star Citizen: Reverse the Verse - A Wild Hammerhead Appears
Transcript — every row opens the video at that moment
- 00:00:07
welcome to reverse the first live Aegis hammerhead edition on that guy you just saw Jared hello hello joining me from sunny Italy so it was sunny when I was there two weeks ago a woman's Lodi Kingdom we've got a plethora of star citizen developers all of whom worked on the hammerhead at some point let's take a few moments and introduce ourselves to the community because you know of course it's always somebody's first show and yes if you're wondering what that terrible noise is that's why we started like we were attempting to track the noise down and we failed so apologies we're gonna we're gonna muscle through it Adam start us off it's your first time RTB who are you and what do you do for star citizen
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I'm Adam Parker and I'm a system designer I mean what is the system designer do Oh God we make the ships and we bounce the items okay give me a little more than then I'm John I'm the vehicle pipeline director I'm also essentially the the lead system designer in the UK so beyond making the ships were also responsible for doing all the the setup and balance of them working with the concept guys making new ships and working on other features like mining and the career Facebook know and Calvin we had you on I'm try been trying to remember since we scheduled you when last time we had you what was the last time you were on our
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TV for was it the event too beautiful for the Avenger yeah I was for the Avenger we were I think was that it yeah Calvin Williams what who are you and what do you do for star season I'm the senior ship artist on the head so I make the ships all lost he like oh yes and besides the Hammerhead and the Avenger what other ships to be worked on for tourism I've worked on the freelancer variants I've worked on the reclaimer some parts of the javelin the Bengal we'll be address touched a lot of stuff really and atom same question to you or what other ships have you have you have you influenced for star citizen so I've worked on the mining parts of the prospector the 85 X the I'm drawing a blank
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yeah yeah adam has been with us not a huge amount of time so sort of the hammer head was your first ship yeah from start up from the start when we get system designers join us we you sort of tend to inherit the people's ships as warships come along so we end up unlike that guys who tend to work on one ship from start to finish and then move on to next one we're always bouncing around between about ten fifteen ships each right yeah that's actually very common when we do these ship shapes it's always it's always a challenge because you've got the you've often got the designer who started it with the original design as you were saying and then because these things can take some time to get going too as they move down the pipeline it's not all the the designer who
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started it isn't always available to take it across the finish line when them and that went outcome so so we get it we get a lot of a handoffs in that regard but you you were the original designer for the for the Hammerhead Adam yeah in the ship shape we you talked a little bit about the original intent and then now this is now people know these ships exist when we reveal the concept to them but the development of these ships starts way before that months before that yeah when tell us about the Hammerhead when it first started what was that original idea and how did it change between that original idea and the concept the original idea was a small patrol boat about the size of the retaliates and the general idea was a retaliated that swaps out its torpedoes
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for stronger turrets and from there we the job for the patrol boat was to go around systems and police the area in a sort of defensive way and protect stations and other fleets we realized that people would be aboard it for much longer than they are to the retaliate say they would need mess-hall proper crew quarters that sort of thing so she had to get bigger for that which accordingly meant it needed a bigger engine room and bigger stuff than that so it it practically doubled in size from the initial this is before any kind of concept art had been done for it and that's that's part of what contributed to the whole confusion over the size is when when the concept was announced in
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the brochure and everything like that yeah when the concept went out if I remember correctly one resource said it was 115 metres long another resource said it was 100 meters long yeah a lot of changes in game development how about now now now we first me introduced that ten months ago this is one of the fastest turnarounds that we've had for for a shift from revealing the concept to to the community and then actually becoming flight ready and a big part of that is work that Kelvin your team had already done on the idris the the jump start that the idris gives us what what does the tell us about that what what is what is the hammerhead take from the idris does it take anything from the javelin also by aegis and what was bespoke for this ship yes so we have an address and
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a javelin with pieces already that fit into the aegis brand so we borrowed a lot from there from things like corridors a lot of the corridor pieces are the same pieces and we've just tinted them to match the color that we wanted them to be things like doors that's all part of it and bunk beds captains quarters we try and fit in as much as we can to help it get through and fit in the brand but spoke areas we've got the engineering room the engineering / cargo room and that's all bespoke to this ship and you'll see that in the in the around the verse it's you can see the big glowing lights at the side in the engines and the ship shape that we played at the beginner ship so sorry yeah yeah it's alright we have a lot of programs so you're not expecting a straight I don't know when you're going to keep them now we we have a history of making of ships
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that go through the UK pipeline getting bigger as they're as they're built from from concept to to to the actual in fight model and while I know this ship got a little bigger you know I haven't stressed the word little you know with you with the you know fitting in the the top deck and the dimensions are the dimensions changing all that much I don't think so I think we were looking at it earlier before this and on the website I think it's 115 by it's 75 by 16 yeah and it's pretty much that's pretty much when it comes it up yeah they get it is it's a little tricky because of the turrets so you can you can argue about where you measure the kit from yeah because if you just measure it from IB by the turrets mount
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the doorways is 50 55 meters but by the time you put the turrets on it gets bigger and so do you count the edge of the toward you count to the edge of the barrels on the turret here which is where 75 it comes from but that's with the turrets tucked in so when they're sort of landed and inactive they retract back into the ship so it has like four different size yes when it's out and all the turrets are out it gets even bigger but landed size the size people generally care about for fitting on landing pads fitting in other ships is the size that is on the website and yeah if it changes will will update debate it's not it's not got 50% bigger no no the addition of the second deck to fit the mess hall and and so 7 that was that
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was done in a found room that was already within the model I'm for the most part right am i mistaken in that it was yeah you found a way to squeeze it in to the existing geometry yeah there was space inside already for that so we just had to work it in with a lift system to get through to it so it wasn't a case of having to rub the ship size up just to squeeze it in you just had to squeeze in another mess hall yet to get that met that mess hall game plane I've gotta eat do you oh well we'll find out all right so of course we take questions from our live I was gonna say studio audience but there's nobody in here that's an idea what you're doing these little live studio audience sometimes now my mind's going we do take questions from two sources either live on Twitch where you can preface your question with the word question and capital letters
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surrounded by brackets you can also submit your questions on spectrum which is our communication platform on Roberts space industries comm we've got a couple questions coming in already we also put up a thread earlier in the week where we collected questions for folks who may not have been able to be here you know live in person and and then folks get to vote them so as always we're going to start with the top voted question from that thread first you just just hit the just hit the big one off the bat this one that it simply says target informations shared between Gunners so that's not really a hammer head specific no it's a game system it's a game system that will be applicable to any ship that has multiple turrets and seeds it's not something that's coming with a hammer head in 33 but it will be something that
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when it does come will be incredibly useful for for the hammer head for people to target targets and share them between getting places yeah for the pilot or captain to nominate things I was actually looking at a video just before came in here's a Kirk it's sent over on some turret stuff and for the first time ever I actually noticed that it's slightly related to the question but only slightly on their self status on the HUD you can actually see the turrets rotating around anyhow so that's cool that's that's something I hadn't noticed I noticed I've been wanting to do for a long time and that that helps a lot especially for the pilot to see where all these terrorists are pointing it's not where we want to leave it at that's
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that's just a happy coincidence that's happened we want to have proper feedback for those stations if they're all pointing in one direction you can get a gist of where they go and help them out yeah you want to see as the pilot you want to see your turrets target pips and target my Malaysian and the same further seats this is a good opportunity for me to pitch something that are folks may have either forgotten about or folks may not even be aware of last year around this time about 11 months ago we published a series of articles called the shipyard series that were written by John crew and others and there's a there's a post in the shipyards almost entirely dedicated to turrets and and a lot of ideas for our future plans and how we want them to proceed and whatnot different avenues that will we want to approach in testing I would check that out a lot a lot of interesting
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information there that that's still applicable to the things that we want to explore when I talk to Kirk and the stuff they want to try a lot of it is still listed in that shipyard article I don't know what you really crazy with my hands today alright so back to the live questions Calvin how do you determine which parts can be recycled from the Idris and which need to be unique it's all a massive actually just getting in and seeing if it fits we have metrics that we work to and that carries through to each ship so we know how long the corridor can be with the pieces that we've got and we just fit it in and then build bespoke pieces around that if we need to plug up any gaps and so it's just it can be trial and error sometimes you can plan it though it's not too bad yeah the the concept for this was quite handy because the consumers who made it
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was given those concepts is yeah from those ships so we had a fairly good idea what was going to work yep but there's I say add in that second deck threw some curveballs to how stuff fits together that simply wasn't there in the concepts yeah you just have to get creative with it then that's what that's what we have these jobs for yes they solve those problems and I think we've done a good job it's a probably apply that to most game development in development yeah as much as it is a creative endeavor it's almost equally problem-solving you see last week's RTV with capes for now or don't don't - if you want to see some I wouldn't call it problem-solving more as probably I'm having all right next question says will we see NPC controlled pirate hammerheads
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as enemies in 3.3 no not in three point three but I'd like to see that yeah b14 Luke yeah it's a good Presley question is maybe you can call him ask him we did this show really now he's probably still in the office as a ping I'm on skype here let's see what else we got here and and the exact inverse of this does the hammerhead have a brig for pirate hunting no no brig great deal with the pirates the old-fashioned way yeah just believe them in the air here's a question we saw this we saw
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this is a pretty hot topic in the twitch chat before the show started actually and even throughout the whole ship shape how fast or slow is the Hammerhead what ship would you compare it to as far as speed I'm going to give any exact numbers because I know where we're balancing it yeah I'd say it's around the staff there a sort of speed and yes it's similar in size to the Star Ferry as well that's right it's flatter but it's wider yeah it's so a little a little more agile than the Star Ferry a little faster we're not but not greatly no no I just like the thing composed that you went into for that let me think yeah we say the wrong Dumbo then were
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held to it yeah I'm mad I imagine a ship like that is game balance wise is allowed to have a speed at that range because not not only because of its armor but because with six turrets around the entire thing you don't have to maneuver particularly fast its own cover pretty much wherever you're trying to hit every at least four or five toilets able to point that direction yeah this just because it's slow doesn't mean it's not useful and in this regard I may say there's good luck getting close to it yeah project slow defends an area and it does it well thank you the next question says will the ship be able to produce enough power
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to run all six turrets at once or will sacrifices have to be made in order to do so it can run yes I'm trying to remember where there is this ship or another one that we we talked about in the initial concept that was sort of borderline in its power consumption at the moment it does have laser appears on all the turrets but if they need to change because we don't want to have a repeat of the 600 eye situation where even doing basic maneuvers if it struggled how wise then we will change the the weapons first so they are big guns that you take a lot of energy being Glaser weapons so there are multiple
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ballistic options that we can put on it to alleviate that the the stats on the stats page are still correct to my knowledge we've not decided to add an extra it hasn't got big enough to warrant having extra engine power plants or shields chucked in it I thought you'd say that and of course in the future once once the full breadth of item 2.0 is our in the component system now yeah things like the power plants you'll be able to upgrade the grade and quality and not necessarily the size but but the the grade and type of power plants for these types of things so so you'll be able to tune aspects of this ship to to perform
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the way that you want them to perform yep you can open up them now with 3 3 you'll be able to overpower them which is sort of like a little light overclock it's pushing it past 100% so you get a little a little bit more power with a little bit of increased wear whereas overclocking is all the power in all the way no overclocking is like a very short amount of time yeah you don't want to be for a long long period of time so that's that's sort of the difficulty we had ten months ago is that we didn't know how much how much of this would be in by the time it came out right so we always hedge our bets when we're discussing sort of power consumptions so far in advance especially the numbers we have have changed a lot in the last few patches in terms of power and eat and
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all the balancing that's gone into that which atom has been part of as well there is it's always very tricky to go yes it will it will work with five weapons but the six one will push it over the limit there's so many variables in our ships that it's very hard to to do that on paper in advance right you know and especially since we have the benefit of running a live game environment in the middle of our development it's it's one of the things it's you could spend you spend days and weeks I imagine just working yourself in circles trying to work all this out on paper or you can put a version of it out there have people try it you know you get you get the actual raw feedback you know I know folks like Luke Presley mentioned
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earlier you know watch a lot of streams you know watch a lot of YouTube videos you know to see how these things are actively playing out you know and then use that data you know not just not just the data that folks provide us you know and post some spectrum which are which are very helpful and on Reddit and stuff like that both that to get to see these systems in action that's we can make our own determinations about how effective you know this is playing and these weapons are being in this power is being stuff like that so it's a it's there's virtue in putting out the tier zero and then seeing what the community does with it you know before going too far around the bend with it and I don't think anyone's gonna complain that oh no my hammerhead take it can power all my lazer repeaters now out of the box yeah it's something we noticed with the the power tunings
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you did in previous patches the Sabre it runs very close to its limit if you go all energy weapons on it so there is a big tangible difference to running an all ballistics low that you have so much reserved power left it's be able to put into your CEOs to be put into your thrusters to be put into coolers that you you've got the options there big save was really the odd one out when when it came to balancing stuff like that busy so much luck much larger and more energy weapons and most of the ships of its size more shields yeah yeah they were when we did that power tune there was there was three or four ships that were just so far out would not behave they would not behave like the glaive with its size five guns honor and
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a relatively small ship as well now the Hammerhead is currently in with you know I think that's in with tech art and stuff right now and then be made flight ready Calvin for just building the ship for the ship geometry do you remember how many people were working on the on the Hammerhead total III know it's kind of a hard number because you count the people who did the idris assets that you took yeah yeah but just a just the people that were raw on the hammerhead do you remember how many yes so initially it was me doing the exterior and then we had two guys doing the interior and then I think ended up being yeah three carrying on working on it so there was three people at one time any one time working on it really
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forever so first ship this size still it was still only three people yeah it's like rotating shifts for it so you worked on that you worked on the exterior you what was a we actually had a lot of questions about actually we got a question about what kind of reference is you instead actually says what type of references do you use for the Hammerhead do you look at an actual hammerhead shark or or when you're developed when you're doing the exterior whoa did you pull from any resources did you just slap --is-- ly follow the concept or was there any aspect of it that you tweaked for yourself yeah like we we never follow it a hundred percent because you need to had your own creative license with it and sometimes you come into difficulties where you need to actually fit certain rooms in and you have to work around that and that's all a natural part of it but there was look there people didn't
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look at hammerheads for the reference for it because that is the iconic shape and the name of it so that is part of it you look at other ages ships that are in the breath that are in the game as well because it all shares the same design language and yeah that with Aegis there's a lot of the alien manufacturing type style in there yeah thank you like we're using that's that's definitely an eight special spot where he's been yeah yeah yeah you can see every ship needs - yes definitely so we always look at that stuff when it comes to ages the question may be not perhaps for the Hammerhead because it didn't get all that much bigger but in general since you worked on the address and the
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interest did get bigger this question just simply says how does a ship get bigger do you just scale up the geometry and add new interiors is it just hold shift and drag yeah that's what I would do it comes from what actually needs to be inside yeah there's there's various levels of I think people call it like the boundary and beginning goes with this gangster bigger like sometimes it's just filling the space more effectively other times is so we need to put a dogleg in this corridor which means things need to go out and there's just a knock-on effect yeah there's there's very few times that we just simply scale
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up the ship yeah the the only example I can think of is the Orion yeah where we came to we had the concept mesh you look at the concept man you think well that's fine when you actually went to start making it looking at the because he didn't really detail the mechanics at the inside of it and started the front where the big more is to crunch all the rocks and by the time they'd put the tube through the middle there is about five meters around it to everything else in so it's the design is fine it's just the scale is completely off by the time you properly model the inside of it so that one I think was literally a two hundred percent yeah yeah and now everything's fine well that was one of the big challenges because in in most other media in movies
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television whatever you don't have to design these things 1:1 you know we got some of that we got some of the most we got some of the most story concept artists and in sci-fi that have worked for her started and Ryan Archer and Jim Martin and Gavin Rothery and those folks but when they work for for Star Wars I work for Star Trek they're not having to concept these things 1:1 you know you get to fake these things when what we found out very quickly in star citizen is that no we have to figure out how to do this one one and yeah and those early days when we didn't have the metrics things like the Idris were we're we're a big victim of not having those things figured out yeah is a unique problem to have it working from the inside all the way through to the outside of multiple layers some of it is just to make it look nicer yeah I mean if we follow the
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concepts or the interior plan 100% it it sounds weird but often doesn't turn out how the concept look yeah cause you don't know you're following it that concepts only from one or two angles so you've got to take into account that it's a fully explorable area and it needs to look good from every different angle and sometimes that just means things have to change from the chat says does this flying death machine have any weak spots it's it's slow so if you can stay outside the turret range got problems those large engines at the back they they're quite a target so if you want to make even slower you can try and knock those off it's not great an atmosphere you know it comes down it
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yeah it comes down quite poorly yeah it's really a spaceship and yeah the devices would probably give it a problem as well as if you can knock one or two turrets how that's a good chunk of it view to fly a warlock through yes those terrorists are also very exposed yeah the way they're attached to the ship they are quite fragile because they have to extend out on a sort of gimbal system with the way they rotate and tell there's just two telescopic arms that come out so have we as the Heron had been through damage dates yet okay yes yes I do you know if it's possible to shoot the turrets off you can you can shoot as far as I'm aware you can shoot all the terrace off airships but some of
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them do just disappear and I remember about years ago where the turret all ended up with one health and that's why people kept finding themselves outside ships when missiles hit the ship because the mists always hit the ship and anywhere within the radius which was hundreds of metres would just take one damage kill the turret and it just leave you where you were yeah it was confusing as anything but yeah are there any blind spots for the turrets I don't let people figure that one unless you got something off the top of your head probably back from the back back maybe I'm the best
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best chance the best chance yeah because I fully expect not only videos but diagrams from the community with the full you know the older the Builder the full thing and show every arc and they'll both say all right here and here in this little area you know under the back of its knee and really coordinated strike yep yeah the height are the rear turrets not obstructed by the front turrets it's because the rear yeah yeah that's on the sides so they're asking if the rear turrets are not obstructed by the front turrets the rates are it's a little bit wider front turrets so you get a staggered almost been taking shoot past the front one I think there was some confusion because I think one of one of the concept art pieces
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the stubs or the nose and yeah the wing stubs they were the same length but they're yeah the back ones are actually further out yep so it's thicker in the back yep exactly it's like I like them it's 8 o'clock in the morning yes how effective can we expect these turrets to be at shooting down incoming torpedoes again not a hammerhead specific thing because we want to have missiles and torpedoes be targetable yeah that was one of the main ideas behind it in that you've got a fleet of large ships like the address and the javelin and they're going to be somewhat vulnerable so yeah torpedoes so you can
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employ hammerheads to form as a flag screen to take out incoming torpedoes yeah though when we were doing the initial pitch it was that patrol boat slash black barge idea that it just floats around and rinses an area yeah offensively not great was it so slow and then but it's there to just put a wall of fire in between when we did the original QA one of the questions was about whether it was a literal hammerhead whether you could actually wear that you could use it to ram well you know whether the front was reinforced in some way shape or form to allow in the QA we didn't rule it out but we weren't we weren't quite ready to
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say if that was gonna be the case or not if any movement on that I know are really keen for yes we've built a mechanism inside that looks like it'll do that and it's reinforced on the exterior so the design side is still a team yeah we've done the easy part well at the same time isn't one of the entrances to the camera head right there in front yeah yeah you have the airlock right at different so yeah so you basically ramming people with the door oh that's a choice you have to make isn't it do you want to get out or do you want to beat them although you know four people four people like scooping things up we saw we just did this a Pirate Day promotion a contest I think it was Wednesday it might have been Thursday the days are
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blurring guys I'm sorry but it was earlier this week and one of the impact that outfit Talk Like a Pirate Day we're having some fun and one of the images I saw had somebody had a Cutlass and they had the head of a pirate Gladius inside the bay of their cousins I just look like a fish head had been chopped off and I was like how did they get that in there they must have like you know open the door and like back and like scooped it up and it isn't that the Hammerhead with its front door like yes you know I said a lot of people scooping things up with the Hammerhead about four it's a secret salvage ship you can just transport big Bennie's through those perfect big pennies capture speaking of that door let's do the ever prominent what ships fit questions I have you tried to jam anything in there the ramp
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is designed for a nursery over yep so a sir over and smaller but try it yeah when I've seen people fit much bigger ships and much smaller ships creatively creatively and just because you can fit something doesn't mean you can successfully relaunch it from their location yeah they're not destroying one or both of the ships which is always humorous to see from the live chat one hammerhead versus 100 Argos who wins I'm not making it up as in the jet probably the Argos they share weight presumably those are guys are going one way just fly into it optical illusion it's gonna be a lot of carnage either way yeah yeah
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please please do that I want the video yes please buy 100 our gas tank for us I'm using my hip no sails eyes do I alright those turrets in the shipshape Adam you talked about wanting to see people replace the the laser repeaters with galleons this person wants to know can we equip the turrets with missile racks I was gonna say though let's ruled out in those shipyard posts that we talked about earlier handy plug yeah check that shipyard post out of you it's like eight posts or nine post we've added to it twice since then so there's like a 10 or 11 posts now just if you go to the Roberts passenger comm you click on the
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comm links and there's a little filter and do the shipyard you'll see all kinds of fun information that's been out there for a while and and I just silently wish everybody reads would read put up Calvin any interesting art challenges that came up with a modeling this ship or was about just riding the coattails of the a dress that's it this year we're very familiar with the aegis brand now so we don't have as much experimentation yeah we don't need to have as much time experimenting to see what works what doesn't we can't have a good grasp of what will work so I mean it it was it was relatively straightforward art wise for this yeah yeah now we've had we've had we've had one age of ship this year
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this has been my favorite year of star citizen development building and one of the very beginning of the year if we can make it through the end of the year without any more Aegis ships I would say the best some would say it's the best one the Vulcan Vulcan alright what else do we got here can we use computers to automate turret operations so they can be used without being mend or will these turrets require NPC or players to operate so not all the turrets yeah in three three this is old mand in the future read the shipyard post because this talks about the exact same I was gonna say presumably there isn't
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a computer space to do all of them at the same time and they won't be as good as getting a regular guy in their gadget yeah obviously this it's probably almost certainly too easy too early to tell them when I asked anyway do you have a Jeff early thoughts about how many you can be able to slave when that time comes no all of them yeah fair enough fair enough I have to advocate for both I a new proofs pretty sure I knew what the answer was but I still had to ask the question all right somebody here says I will any of the weapons be pilot controlled the said that's the same with the AI turrets we be able to slave like some of them to the pilot but not all of them great the
- 00:36:18
shipyard as far as the ships the ships state in three three because we don't have a is every blade slave it's like that in three three will anything be pilot controlled you will need booties you can how about the copilot well what will the copilot be able to do in three three versus what the copilot will be able to do later on the copilot's kind of what they are yeah the three three it's it's like we have in the other ships where they have MFT functionality they don't have flight control over the ship I believe a denim features like we talked about in calling all Depp's and other shows that they're the ones that start getting all that extra functionality for managing features on
- 00:37:06
the ship so the pilot can just be left to fly and the copilot can be there to manage or the system I'd see for the Hammerhead the copilot would have the job of like managing the turrets and designating specific targets for turrets for the turret guys so he'd be in charge of controlling the fields of fire of the ship yeah we do have engineer stations in it as well so if you want to have a dedicated engineer I'll be there we got a question from the thread that's not necessarily for you it's it's for another one for Luke Presley if the question is will there be missions available in three three you use the hammer head to its full potential I I do what wheat Luke and I talked about this on a calling all Deb's it wasn't for the Hammerhead specifically
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but it was for it was for the way that missions are gonna scale from now on with with multiple people whether you know whether you have seen you know because remember back in the day if you flew a constellation with four people in it you've got all these a I spun you're still only one ship we had a good conversation I can't remember which which episode number it was but it was I'm gonna guess a thing it was about two months ago I think where we talked a lot about the future of missions and how that would apply to the Hammerhead in three three so I would recommend checking that out unless you guys have anything to add today but nope yeah all right let's see so what kind of rooms does the Hammerhead average its rundown we know it's got the mess hall we added that upstairs it's got a bridge it's got
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an engine room it's got corridors yeah crew quarters captain couplets borders yep it's multiple component rooms yep through multiple bathrooms too little well there's the captain's bathroom captain captain's guy's own quarters in his own bathroom yeah this is to show is to toilet yeah the observation area room above the cargo bay yeah yeah yeah and in the corridors you've got the lift access for the crew as well yeah you got two lifts down to the ground a lot like the Tyler Ulis yeah yep and then you've got two inside yeah you've got one going down to the bridge and one going over you inside oh yeah because there's one there's one left at the back yep
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obviously the observation bit yeah there's two lifts on to the second deck and they have ladders of backup how it goes out and oh right airlocks at escape pods that's right it does no escape pods how many escape layers eight suit seems fair yeah at least eight for the for all the tricks and the pilot and the copilot yeah will we be able this is from the live chat you can always rely on the live chat will we be able to add components to the front of the hammer head to assist with ramming like maybe the spikes replace all the toys with extra engines and just go really fast I yeah
- 00:40:20
it's not something where no we're planning on no well I I haven't I haven't been in the marketing department for a little over a year but it but I can tell you I'm sure they'd appreciate it if you want to add a spike strip just to sell we're not gonna say no we do we do needs the decal system me to be able to do the teeth along this yeah the hammerlock - yeah oh I just realized yes we're not only are we're gonna see we're gonna see talking hammer head videos yeah we're gonna see the hammer head people opening the doors like hello I am hammer head you know like you seen the
- 00:41:09
prospector with the googly eyes yeah yeah it's like that the prospect of the Google guys is actually on quite a few people's desktop yeah that image has made the rounds around a c IG they've all got personalities you know this is the Chomper let's see if we got anything else well we're through the spectrum thread anything specific you can share with us about the areas of the ship that weren't taken from the interests so the main one for that would be the engine room cargo room it's got two engines to either side and then there's the cargo lift in the middle so it's quite an odd combination room but it it looks pretty cool so one room does everything type thing yeah there the cargo goes on the
- 00:41:58
cargo lift yes for TSE you if you put a rover on there you lose your cargo space so this there's a trade-off to be made to be carrying one of those around yeah although you could probably put the rover on and really wedge it somewhere else yeah in that room it would be careful driving the rover around in the engine maybe it's small yeah the cargo grids are dynamic so if you put a smaller vehicle on you it only takes away the the carcass base occupies gauging maybe it's like going to young well gentlemen that's it we're already at the end of our time is there anything else you want the community to know about the
- 00:42:46
Hammerhead before I mean obviously we're really close to go into evocati and Pete you the Hammerhead will soon be in their hands a little get to experience everything for themselves but is there anything especially you want to share about the Hammerhead before that happens yeah there was that question about missiles on the turrets and can't do that but they can fit those guns that have the huge exploding bullets so give that try at the challenge yeah I'm always a sucker for putting gatlings on everything yeah but a hammerhead with ballistics car guns on every single turret will be a sight to behold that's scary and imagine if you put ballistic scanner guns on the turrets that would that would save you a lot of power to pump into your shields yeah yep yep purr tips
- 00:43:36
benefits for different guns on each tour as well if you feel in that that's true you know different weapon types on each side and then it's all about you know bringing her around you know bringing around depending on what the target is you know yeah if it's if it's if it's gonna if it's gonna if the target is gonna suffer from distortion you bring it around to it to the port you know if you're just trying to rip it to shreds you bring around to the gatlings on the only aft yeah for the four different ones on a single turret yes chain the fire mode so it goes Distortion first energy and no ballistics the first to take down the shields I think it would be a good idea to have the top and bottom turrets be fully distortion and then defensive weapons on all the others so you've got two guys focused on disabling ships hmm well a lot of we will see no
- 00:44:27
shortage of theorycrafting well that's good test with all my knife ships yeah guys well that's it that's it thank you so much for taking the time to be here on the show with us this week as for other news of course remember that calling all devs comes out every Monday that next the next show is got some fun stuff I think you'll enjoy also yesterday if you haven't seen it Eric Davis insanity Gardner announce on a ATV that's we are splitting certain features off of three three into a three three five branch just we want the additional time to do testing on object container streaming and arson and all that stuff and as we promised at the beginning of this year when we move to the date
- 00:45:14
driven model we were gonna make the hard choices and keep our releases when we said we were gonna keep our releases so this is a this is us sticking to our guns and then that promise that we made to you this year to to be better about that sort of thing so this is this is the this is the outcome of that there were some questions about whether three three five meant a 3 3 1 a 3 3 2 or 3 3 3 I can tell you that our intention is not to have a 3 3 1 3 3 - we still reserved that right that's why we numbered it 3 3 5 it's that that's keeping all of our options available to us but right now the plan is 3 3 and then 3 3 5 so of course stay tuned to ATV or future our TVs to see if there's any changes to that but I can tell you
- 00:46:01
that that is the plan right now alright that's it that's Adam I am that's Johnny let's get VIN Jarrod we'll see you next week everybody right thanks for watching for the latest and greatest in star citizen a 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.

