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Wingman's Hangar ep044 . November 1, 2013

1 November 201300:44:021,308 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:07

    We know now that in the early years of the 20th century, this world was being watched closely by intelligences greater than man, yet as mortal as his own. We know now that as human beings busied themselves about their various concerns, they were scrutinized and studied after almost as narrowly as a man with a microscope might scrutinize the transient creatures swarm and multiply in a drop of water. That is a very, very famous program. 75 years ago today, Orson Welles did that, The War of the Worlds, and scared a bunch of people out of their their pants. And uh lots of people panicked, ran around, thought we'd been invaded by Martians, and well, you know the story. And uh I don't know if you've noticed, but um I'm dressed a little bit like uh

  2. 00:00:57

    Sully from Monsters Inc. Da da da da da da da da da. It's not very slimming, is it? Yeah, I know. Well, here's the deal. Why are we doing that? Because we shoot this on Halloween. It's Halloween today. Going to go eat some candy with the kids, steal their Smarties. And we're shooting it, so you know, we're going to have a little fun here with this. So, if you don't know, Eric Wingman Peterson uh telling you everything that goes inside CIG with the game Star Citizen. We'll get a look at all the different development teams around the world and what happens on a week-to-week basis as we make this epic game for Mr. Chris Roberts. So, what do we got? We got coming up today. We have Week in Review. We have Forum Feedback with your questions. A lot of really good videos. And by the way, we can't get to all those videos, so we've got a bunch of them built up. Some of them we can't answer yet. Uh I'm looking at you,

  3. 00:01:45

    Lando Rondo Lando Disco Lando guy, cuz you've got some good stuff out there, but we're not ready to put that question in there. Eventually, we'll get to it. And also, we've got an interview with well, we're still trying to figure that out. So, just have to see. LET'S GET RIGHT TO IT. As we said earlier, War of the Worlds 75th anniversary. A really, really cool opening. Want to thank Mike FOR THAT. THANKS, MIKE. YOU'RE MOST WELCOME. There you go. We had a lot of new hires, man. We're growing this team like crazy. Um Brian Mazza started this week. He's a network engineer. We got Jay Brushwood. He's starting in the uh LA office. He's going to be a technical animator. Uh he'll eventually transition over here to help out. And Dan Tracy's going to be training them up out there. Rowan Clark uh lighting artist has started. He's going to be helping us make sure that the the game is lit

  4. 00:02:33

    correctly. You'll be shocked and surprised how important lighting is towards staging and scenes and gameplay. It matters a lot. Does lighting matter, Mike? I have a vague recollection that it does. Mike is Not that this show is any evidence of that. That's true. Mike is a big stickler for lighting, and we can't wait till we get into a new spot to where we can actually light things a little bit better. Maybe I can get rid of your raccoon eyes there. My raccoon eyes? Nah, probably not going to happen. Just just airbrush those out later. Yeah, okay. SO, THAT BRINGS US TO THE NEW OFFICE UPDATE. New office update. We are so stinking close. We've agreed pretty much everything with the landlord. Now, we're just waiting on what's called the owner's consent, cuz we're doing a sub lease with the group. The owner now has to read through the thing and consent to it. And once that's happened, we'll sign it. We'll get a move-in date. And uh we

  5. 00:03:21

    might give you a little sneak peek walk-around at that point. So, hopefully every week you watch this show, well, maybe that'll be the week we get that in So, now it's time for Fan Focus, as you can see. And we want to make a concerted effort to make sure that we show some of the cool stuff that you guys are doing, because we're continually impressed. This is some LEGO ships from Gojira Scornshell making. I hope I did that name right. You guys have some amazing amazingly creative ideas on how to name things. He Gojira's made some really, really cool stuff. The Cutlass, the Hornet, the Avenger, the Greycat. Take a look at all these. And it's The irony here is that Aaron and the team over at Foundry 42

  6. 00:04:08

    probably thought they were finished with LEGOs, but we bring them back in. So, nice work, Gojira. We're impressed. This is this week's Fan Focus. Wow, you fans are incredible. We are impressed with what's going on all the time. In fact, well, we got another fan gift. Incredible stuff. What do we got? We got boxes of cookies, man. To give you guys a happy little programmers some cookies. Hey, who else has got cookies? When the Empire when the when the British Empire fought its wars, it put its colonies in the front lines. Thank you, Blue Thank you, Blue Steel 404. Thanks, dude. Everyone give the Blue Steel look. Guys, amazing spread of barbecue again from William Walker, aka KingSnake.

  7. 00:04:56

    Thank you so much. This is absolutely amazing. Rock perfect wine. Don't drink it, though. Sorry. I'm going to rub it on my body. So, I missed out on when the barbecue got here, KingSnake, but I wanted to give you my personal thanks. I was live streaming. And uh the guys are now enjoying and chowing down. This is amazing. YOU GUYS ARE THE BEST. THANK YOU. THANK YOU. And uh thank you. We've gotten a few barbecues, and I think that's going to top the charts. That was amazing. There's a lot of good ones out there, but the sausage in that was bon appétit. OOH, CHECK THIS OUT. Everybody's been waiting on this. THE MOUSE PADS. WE GOT THE SAMPLES in there. Check it out. There's our own Chris and Sandy showing those cool mouse pads. We're all very excited to get those. Everybody here is going to have them. They're those big ones. They're very high quality. They're going to sit under your keyboard and your mouse. So, if you haven't had a chance to get one of those

  8. 00:05:44

    yet, ah you might want to head over to RSI and pick one up. They're very cool. Get your citizen on. All right, man. What else is going on? Well, the next great starship. That's right. Sign-up started yesterday. If you got a team or you haven't put your team together yet, go on there. It's on the forums. Look for the next great starship portion. Sign your team up. Get on the webpage and get creating. It's going to be really, really fun. It's going to be a chance for fans to get their stuff into the universe. And and it's I tell you what, as creative as you guys have been uh with everything else with your videos you send into this show, uh we're expecting big things from you. Big All right, what else is going on? Ooh, we had a big mocap shoot. We you guys As

  9. 00:06:31

    you guys know, thanks to you everybody out there, we got our own mocap studio. So, from time to time, we going to go out and shoot mocap. And uh it allow Having your own studio allows you to go out and shoot things we need to picked up, whether you need to hold guns or whether we need climbing in and out of cockpits of various ships. You know, there's even time in there where you might have to, I don't know, swat at flies. Well, that was pretty cool. Hey, uh guess what time it is, Ben? I don't know, Eric. What time is it? Well, it's time for Whoa, what is going on back there? Little Roy Tuttle going on back there from Baron Munchausen. Just hanging out. Nice shirt, Ron. Oh, what you got? I appear to have partially redacted myself. What do you got there? this excellent coffee mug. Where did you

  10. 00:07:18

    get that? This was sent to me by Corvus and the Aquila and I guys, actually. So, and what's the coffee mug say? Want to get it out there so they can see it. Redacted. The power of the redaction. of the redaction. We do a lot of that on this show, redacting stuff. So, should we just get right to uh right to it? All right, from from Kazi, he says, "Is each ship going to be assigned a base stealth EM signature stat?" Hmm, that's a good question. Base EM, that sounds like a Rob That sounds like a very complicated ship equipment set question. So, let's talk a little bit about stealth. Let's do. There are three different kinds of signatures. You have your heat, your EM, and your actual physical shape. Those are your three signatures. So, what you do is you try to reduce your physical shape or your aspect. And you also try to re-

  11. 00:08:05

    I've been trying to reduce my physical shape for quite a while now. need to reduce your physical shape. I know. I know. Well, Sullys are big. But yeah, it's it's the the the suit adds pounds. I know. The suit does add pounds, exactly. So, you can reduce your heat by using uh like non-laser non-energy weapons or by using smaller thrusters or smaller power plants. Um EM is reduced active systems, basically. That's how you keep that quiet. Okay. So, cool. So, tons of different ways that's going to work. Well, and that's that's that's how we roll, right? From BTL357, "When will Rob update the ships specs page?" Well, Ben, what do you think? When's Rob going to UPDATE THAT? WHEN WHEN AM I GOING TO UPDATE THE SHIPS PAGE? I can confirm that Rob has now updated the ship stats page. And in fact, by the time you're seeing

  12. 00:08:52

    this, they are about 24 hours out of date and will probably need to be updated again. There'll be more comments on the forum about things that I don't have right yet. Uh Ben, what if you get you married? If you you want to get a little tail? I don't think so, Eric. Yeah, it doesn't get any better, folks. All right, ooh, cool video from Alpha AlphaMaker. Take it away. Hi, Star Citizens and Wingman. AlphaMaker here. I'd like to show you my Karen Seger jet flight sim chair. I call her Karen. Then, Wingman, after a long day of flight ops, bounty hunting, smuggling, it's time to use Karen as a nice table for adult beverages. But I do have a question to ask.

  13. 00:09:40

    How much ancient Rome going to have influence over Star Citizen in its ships, uniforms, insignia? And one more thing. Are you still on that game? I thought I told you to take out the garbage. I got to go. That's a good question. I mean, we've talked about Rome being an influence, so how much of it is an influence? Well, when Chris creates a new world like this, he likes to take kind of a placeholder from history that he can build on, but he's not absolutely married to it for everything. It's not going to be exactly ancient Rome everywhere. It's taking influences and building on it and yeah, just creative jumping off point. Yeah, and for storyline, it's not it's not the actual like we're not running around with little brushes on our hats. Okay, well, there that's good. From Die Digi Angel, I think I actually got this

  14. 00:10:30

    right. I think you did, too. How different will hard ammo weapons feel in comparison to laser weapons? Ooh, how are they How are they feeling? How How are those things feeling? Now, how will they be? I mean, what's the difference? Let's talk about that. Okay, so there's several different ways that physical ammo is better or worse than lasers or any energy weapons. One of those is that physical ammo is limited, whereas whereas That's just too much, guys. Whereas lasers can in theory fire forever if they don't wear out. Um physical ammo punches through shields better. Lasers are better at armor. Um physical ammo also generates less heat because it uses less energy, except mass drivers, which use a lot of energy. That's okay. Now, when you whisper like

  15. 00:11:16

    that, he said except for mass drivers, which uses a lot of energy, you probably didn't catch that. Also, physical weapons like they'll run out of bullets though, right? There's a limit, so a limit. So, there's that's Some are extremely limited. So, there's a strategy there, you think? How much uh control do the players have over that limit? They might be able to add additional magazines to those guns. Ooh. Magazines? So, are you like jump point? Oh, ammo magazines. on fire. And listen, it's the candy. It's the candy, you know. This is not a hat. This is my horns. And I'm not going to make a joke about being horny. Too late. From From Smile, are there any plans to improve the holotable in regards to usability and interface? This is a really simple answer. one, two, three. Yes. What's the take? We are absolutely going

  16. 00:12:06

    to be improving that, right? Yes, we have many plans. This is pre pre pre pre pre pre alpha and it's just going to get cooler. That's exactly right. Yeah, I think that And you know that And that's There's some other stuff coming up with that that we don't want to talk about right now, but there's some really really cool stuff going on with interface and and uh and holotable stuff that, you know, you're just going to have to wait, unfortunately, but I think I think you're going to like it. All right, from Kronixia, he says, Hello, Wingman. Got a quick question for you. How will shields work? Will shields be based on a 100% damage absorption until drained, or do they function on a percentage-based damage reduction from the weapon type fired? That's a good a nice bit. Mhm. Okay, so basically, CryEngine gives us a lot of capability with uh dealing with the

  17. 00:12:54

    penetration of armor and shields, which is um it lets you determine whether something punches straight through or is slowed down, does less damage after it goes through, or it can impact the shield fully and all the damage is absorbed by the shield. So, it depends on the type of ammo you're using, actually, how far it will go through and whether or not it will actually impact the shield or the armor behind it. Okay, well, that's a good answer, Robert. That may be your best one ever, I think. Very informative. Yeah, that's right. From Macro Mage, could you elaborate a little on LTI for upgrade packages after November 26th? Ooh, man, this is a tough one, and you know, it's one of those ones that we get asked a lot, so this is this is No pressure, but this is important. Obviously, we love talking about LTI, and we're going to be so sorry to see it leave. The answer is that if you have a ship

  18. 00:13:42

    package, right? Let's say you have a base Freelancer, and then we release some fancy new Freelancer in some amount of months that we're not willing to talk about right now. You buy the upgrade, you will keep the LTI on the original. So, that's a way for original backers to keep LTI if they want to get a fancier ship. Right, so they can upgrade their ship and maintain the LTI. Absolutely. Well, there you go. So, we are always thinking about the citizens out there. Always. All right, cool. That's a good answer. From Oh, from a subscriber, which makes this show possible, Vivis Viv Now, I'm going to butcher his name. Viv 257, whatever that means. With 100 plus systems at launch, I'd love to see something like a passport that you can get stamped in each system. Ooh. Hopefully linked to the website for bragging rights, etc., or possibly be unique collectible, something simple

  19. 00:14:31

    like a postcard or other decorative momento that you can collect and display in the hangar. Ooh, I kind of like that. That's interesting, kind of achievement kind of deal. Like a fish? Like a fish? So, what do you think, Ben? Absolutely, it's going to happen. It's going to happen. to happen. We don't know what yet. There you go. It's a Yeah, that that It's a good It's a good idea, though. Yeah, we we we've been talking about this sort of thing for a while. You're going to have uh items you can put in your cockpit and your hangar uh show where you've been uh You know, other Chris Roberts games have done that, too, with metals and things like that. I mean, collectibles are always important. You show what you kind of You know, people like a It's not a scoreboard, per se, but it is kind of a way of showing people what you've accomplished. Yeah, it's that Chris Roberts immersion on top of a scoreboard, so you it's part of the world rather than just a number you look That's right. It's not You're not

  20. 00:15:18

    playing Asteroids here. We're literally It's It's like a It's like a campaign ribbon, essentially, something like that. you know. There you go. Very very cool. From Matthew Cupper, are you guys planning on expanding the line of freighter ships in this game? Mhm. Um Who wants to count? Yeah. Oh, well, there goes the count. Hey, let's just you and I count, Ben. Since Rob blew it for the rest of us. He's got no body, anyway. Mean mean guy. From Netter Rock Netter Netter Cac Netter Cac Careful there. Yeah. Being very careful with the Netter Cac. If you're from Boston Anyway, when can we expect the next episode of RSI Museum? Yeah.

  21. 00:16:08

    I can tell you that it's going to be very very soon. We uh we actually shot an interview with Martin Galway talking about Freelancer uh earlier this week, and we're going to be cutting it together uh We'll have it out as soon as possible. Awesome. So, um very soon. You know, it's it's um we constantly update things. So, you just got to You got to be there on the site, and we we alert people when it's happening, right? We send out a comm link or we send out an email. We'll keep you informed, but it's coming. It is. And it's coming hard. to be a good one. There you Oh, it's going to be a good one. Cool. From Arth Fael, will we have a night and day cycle where shops are closed? Yes, I think we could do that. Yeah, actually, Chris talked about that a lot when we were out in LA. And we were talking about having different times of day and time passing on the planet, so that you get the the

  22. 00:16:55

    value of the CryEngine lighting. Oh, yeah, absolutely. And that will affect what people are doing and where they're going. Absolutely. Makes it visually a much better experience, much richer experience. Cool. And you know, some things happen at night that don't happen during the day, seedy things that we want to be party to, or some of us want to be party to. Party to. From Darjinator, this is a pretty cool video. I'll see your 20 and raise you 42. Bold move.

  23. 00:17:42

    I live on the edge. Too rich for me. Fold. Nice bluff, dumbass. I've given some thought to moving off the edge. Not an ideal location. I'd get a place in the middle. Should we do this more often? Yeah, but it takes ages for me to get here from my place, and you're even further away. If only our corporation could get a group hangar or a complex of hangars would make organizing poker night a lot easier. Just shut up and deal. I'd even get a better radio. Wow, that was that was pretty cool. That was an awesome video. I mean, you know, somebody won that hand, but you know, that's been asked a lot. I mean, are we going to have like a place for guild people to hang out and get

  24. 00:18:29

    together? The answer is yes, though there will be a guild hangar. It's going to be an outgrowth of the organization system that you will be seeing uh later this year. That's true. Now, that doesn't mean they're going to be able to get into that No, no, no, no. That's just the only way to say it. Yeah, yeah, but but we are we are working on a a social aspect, social module up in Montreal, and we're going to tinker toy that thing together eventually with the hangar. I won't give you the exact date, but it's not that far off to where you can visit each other's hangars and check it out. Yep. And that's kind of the first step into what you were talking about just now. It's definitely what we're building towards. It's the Exactly. All right, from Timberwolf, he says, In the Klaus and Warner comm link, it says that they have a 60 mm hard ammo mass driver. Will there be a smaller hard ammo calibers for fighters? Rob, what do you think? Yes, we have lots and lots of different calibers.

  25. 00:19:18

    There are three classes of cannons, even. There's the mass driver size, which are the very large ones, and basic cannons, which are just ballistic weapons, and then the Gatling guns, which have a smaller bore, but fire a lot faster. Well, there you go. So, yes is the answer. From another subscriber, again, thank you very much. Cooper Smith, when a hard ammo weapon exhausts its magazine, will there be an auto in-flight reloadability, or does it require returning to a base to reload? Ooh, this is a good one, and we kind of talked about this. But, we did, but so you could run out of ammo, but I mean, what's going to happen on the ship if you have extra magazines? Good question. Rob, do you have an answer? We'll have to figure that out, but um basically it is the ammo is limited. There's not an infinite supply of clips. It's not like your pistol in most shooter games where you just keep reloading over and over again. Right, so you have to get up and like

  26. 00:20:04

    change the ammo, put it back in. So, I think the answer probably is still to be designed, but I'm assuming that if you buy extra clips, you're just going to have access to those bullets. we'll figure out a way to do that. But basically it is limited to what you can carry. Ooh, another subscriber just sent in the Wagner Wagner Wagner Wagner Wagner I was thinking I was listening to classical music last night. I was actually listening to Mozart's Horowitz it's on YouTube Mozart's 23rd sonata it was or symphony it was really good. See what this is a classy show here. Yeah, you just yeah, you know, hey. Exactly. Um yeah, from Wagner we'll get back to it. Back during the initial Aurora sale, the brochure had a blueprint that stated you could attach external cargo holes to the undercarriage and roof of the ship. Is this still the case or have things changed?

  27. 00:20:51

    Well. Uh it's not so much the case of things changing as things just not have been right in THE FIRST PLACE. WHAT? SMALL INACCURACY IN DIAGRAMS. Are you saying that our blueprint was wrong? Yeah, it was a little off. So, the answer is that it was never supposed to be there in the first place. Not not on the top, no. Right, right. So, it hasn't changed, but you're not going to have it on the top. From Grey Lobo, check out this video. I had noticed in the Aurora commercial that we were able to swap out the trailers at the bottom of our ships and was wondering if there was load times and we could get around it by having a pre-loaded trailer waiting for us. That said, I was also wondering if

  28. 00:21:39

    perhaps we had different trailer types. For example, one with controlled climate and of course fuel. Perhaps the Aurora as well could haul liquids and of course your standard trailer, which the Aurora seems to have. Well, that's kind of cool right there. That that's a cool video and and it's mother trucker. The cool thing I'm sorry, it's Halloween and you know, I'm feeling festive. But by the way, you know, you can turn your camera sideways Lobos to get a more panoramic view instead of the long narrow view in which you're sending these in. Just saying. Hey man, it's director's call. So, it is director's call. True enough. I'm just trying to help him out there. So, what do you guys think? Different types of trailers? Yeah, it's coming. Yeah. Just a matter of how fast

  29. 00:22:26

    we can crank out artwork for different pieces. That is true. Like containers for chemicals or for fuel might look different liquids would look different than say chemicals for or chemicals try or carriages for something like boxes or or drugs or slaves or any of those kind of things. Can show me the redacted Rob? Yeah, I don't know if that's actually redacted or not. From Tronster, another subscriber. Thank you. Which variants will be possible to change between by retrofitting? Hmm. Good question. Very common question, too. Okay. So, here is the deal. Right. And of course everything is subject to change. Um but hardpoints are fixed on ships. So, however many hardpoints there are on

  30. 00:23:13

    that ship, that really determines the shape of that ship. So, if a ship has a different number of hardpoints, for instance the 350, which has two thruster hardpoints instead of one, then you cannot change one ship to the other. Same with the Aurora LN, which has the two extra gun hardpoints. Or or just eye candy. That's that's going to continue to happen, I think with each of these special variants where there is a different body style. You can't add another seat to a Hornet, for instance, same idea. Cool. All right, cool. Then this is from Emo Stomper. Cool name, cool video. I was just noticing that a really cool mechanic that you guys seem to have here is the ability to divert systems in larger ships. I was just wondering

  31. 00:24:01

    is there actually a mechanic for smaller ships like you know, your Aurora or even your 300i that allows you to you know, quickly on the fly like this divert systems such as shields or weapons or even engines um when you're in the middle of dog fighting will that sort of a mechanic be available or could we expect only to see that in larger ships? Well, there you go. So, can we can we adjust our systems on the fly? Yes, absolutely. Chris premiered that back with Wing Commander and Wing Commander 3 was the first one to let you do that and it kind of got more comprehensive with each edition and Star Citizen will continue that trend. Yeah, I remember that was a big deal. It's a big deal for us. I mean you you want people to have more control on the ship because

  32. 00:24:48

    everybody's got a different style. Some people like to get in there slug it out. They want more up front shield wise. Some people like to fight from a distance. It's just you want to support all the different game types and different people types personalities. So, What's more important speed or weapons or defense? Right. And we want the immersive experience to be whatever somebody else wants it to be. So, well guess what time it is guys? It's time for most valuable post. Hey everyone, welcome to MVP. This week's most valuable post comes from Rogi who has created of all things a lawsuit. If you happen to see the Hornet commercial last week, you saw the new Super Hornet make quick work of an Origin 300i. Well, what Rogi has done is

  33. 00:25:37

    fabricated an actual lawsuit from the Origin Aerospace company to Anvil suing them for defamation of character and he's formatted it nicely. This has led to a whole forum craze with counter lawsuits and news reports that's uh it's just been really great and creative. So, feel free to get in on that everyone. Uh we also have a new set of forum rules this week. They haven't gone into effect yet. What we've done is post them for comment. So, join in the discussion there. Help us get the rules right. As with everything in Star Citizen, we want your input. Thanks. Back to you Eric. Nice job, Ben. And now it's time for wide world news. November 3rd, 1957 and Laika the dog is

  34. 00:26:27

    about to become the first animal to orbit the Earth aboard Sputnik 2. Jokingly called Muttnik by the American press, Laika was selected from a field of 10 animals for her quiet and charming temperament. Her scientific mission to determine if a living creature can survive the incredible forces of a rocket launch and the weightlessness of space. Trained for the confined spaces of the Sputnik cabin, Laika will have just enough room to lie down or stand with a ready supply of gelatinized food and water to sustain her during the flight. But this is no simple rocket ride for this space faring mutt, for Laika will not survive the return to Earth. A failed cabin temperature control system stresses our canine hero beyond her ability to endure and she dies by the fourth circuit around the planet. Five months later, Sputnik will fall back to Earth and incinerate in the

  35. 00:27:17

    atmosphere. Laika the dog giving her life to the advancement of science in space. And now it's time for an existential break with our very own Mark Skelton. So, if you pew pew at the speed of light, does anything happen? Thanks, Mark.

  36. 00:28:06

    Always cool there. What's that? Dee dee dee dee dee dee dee dee dee dee dee dee dee dee dee dee It's a late breaking fan video. Hey Wingman, you need to get Martin Galway on the show. Don't forget about him just cuz he works at home. We need to hear more about the audio. Wow, that fan really really wanted to see you. up a good point though. He does. It is time for an audio update. I've never been here. Never been here yet. You mean on the set? Yeah, this is such a big studio. This is a This is a high dollar operation you've got going on. Dude, you don't know. This literally this costs this costs nickels. It's It's almost a buck for this whole studio set here. Uh listen, so we got a lot to talk about here. You you've got some big stuff

  37. 00:28:53

    going on with the audio side of things and we reached a milestone that you want to talk about. What happened? Orchestral something. Right. Last Friday we recorded our first orchestral session for the game and all the music is really for the the uh the the alpha that's coming up the fighting. Wow, so what what happened? How's Tell us how's that goes So, who did it? What was the orchestra? Who composed it? What Give us a Give us a rundown. Well, our composer is Pedro Camacho who has worked on lots of actually little projects for us like the Hornet commercial, Aurora commercial and the original 300i commercial. And the orchestra is the Capellen Orchestra, which is a group of freelance players from different orchestras around Europe that collect together to play trailer music. You know, that the big

  38. 00:29:40

    bombastic scores that you you see underneath playing underneath the soundtracks of cinema commercials. the recording took place in the Czech Republic last Friday night and we now have the recordings and we're going to show you those as soon as we cut something together. Oh, that's cool. Now, Pedro actually getting involved with Star Citizen is kind of an interesting story. How How did he How did we choose him as our composer? Pedro did not know that I was attached to the project even though we know each other and he wrote straight to Chris Roberts on Chris Roberts' Facebook page, apparently anyone can just write to Chris anytime they like. Oh, oh, oh, don't do that. Anyway, Pedro composed a demo and sent that to Chris and Chris really liked it and we took it from there and he became the

  39. 00:30:29

    composer. Yeah, that's that's actually but that is true but it's kind of cool. It's It's like the same thing we're doing here where we're It's what the next next great starship's about. It's finding people that can contribute to to Chris's vision and in a very powerful way and so that's kind of what this whole thing's about. Breaking down the barriers between developer and citizen. I mean, there are people out there that are just as talented as I told you that Facebook really works as a social media platform. It it does was there any doubt that Facebook works connecting people? seen it work in the games business. You've got a friend request. Right. You know, you've got a friend request Every Every you know, you sign up for Facebook and you just explodes. All right, so how's this work? How do you now audio side of things, how does the approval process work? What happens? I mean, explain to people out there what happens when you're you're

  40. 00:31:17

    creating the audio and and how much audio there actually is. I mean, people Sometimes you take this audio for granted. You just It just happens and you don't even realize how cool it is. all of the audio in the game or just the music? Uh, we can talk about either. I mean, it's it's important to both of those. What How much audio is there in a game of this magnitude? Well, there are tens of thousands of individual wave files all getting played either one up one after the other or all at the same time depending on the computer software. And uh they are dialogue files, sound effects, musical clips. We have all three of those kinds of sounds baked into wave files. So, we call that a pre-mix or a pre-rendered type of a wave file. And uh we decide how to play those, which loudspeaker they're going to come out from or as they move around the surround field and

  41. 00:32:05

    uh the volume so that things get louder as they approach or quieter as they go away. We change the pitch. So, things will do that Doppler-style thing. As you fly and you initially approaching something and then you start uh departing from it, that changes the pitch just like in real life. So, the computer is running all these software systems, analyzing the 3D environment, you know, constantly and picking which of the wave files to play and we have to set all that up to It's almost like a wind-up toy. You You wind it up and then you just let go of it and the software plays what it's supposed to do. it the rule set. It's a sandbox essentially. So, how Okay, so that's cool but how does the approval process work on say Pedro's music? Uh Pedro sends the

  42. 00:32:53

    a simulated version of the music to me and Chris. Both listen to it. Chris is the one in charge, obviously. He If he doesn't like it, it doesn't matter if I don't like it or if I do like it. But when Chris likes it, then I talk to Pedro about the technical aspects of the music or you know, details that pertain to the length of the tune or whether it's going to interfere with sounds or you know, work well as a piece of music that's playing in the mix. I can often get Pedro already in the right groove before he sends anything. I give Pedro a bunch of information first. Okay. Um and so we we either like what we hear from Pedro within the first 30 seconds, you know, when we double click on the wave file or if there's some aspects to the wave file that we don't like, then we ask Pedro to

  43. 00:33:41

    make those changes. It could be the tempo of the music, you know, if there's a too much of a heartbeat feel or not enough of a heartbeat feel or high-pitched, you know, instruments, all kinds of different sonic timbral aspects. So, you have a vision in your head of what's going on and then you have the music playing and think does it fit into what you're trying to do? Exactly. I'm thinking of all the sounds and whether it's going to invade the sound mix too much, you know. Right, you want it to work hand in hand with what's going on. right. We don't want any one particular element to be like a big noisy guy at the party. I can't think of anyone who would be like that. But you know, one wave file playing in the sound mix can really make a real mess of it and make it hard to hear the other one. So, we have to keep everything as clear as possible. Now, do you do you make the waves to where like

  44. 00:34:29

    I know like when you're doing music for instance and you don't know when you'll be transitioning from one piece of music to the other, sometimes you make sure that the music can loop. Mhm. So, that it it it continually goes on and on. The end user doesn't recognize that it's starting over whatever. They sometimes do. Technically, they don't. That's true. If it's Yeah. That's a trick. It's a There's a trick. When the loop is 10 seconds long, people kind of get that idea. So, we generally try to make them as long as possible. Right, so a lot of the music is loopable essentially. It's loopable, yeah. Very, very cool. So, how did you How did you guys pick the orchestra? Where'd that come from? Did That was Pedro's recommendation. Um Pedro said I know this great uh orchestra director. He has a orchestra that he you know, collects together and they play music for games as well as trailers. Right. he he was willing to give them a try. He

  45. 00:35:18

    He's He sent a lot of pre-recorded, you know, clips of that orchestra already doing their work to us and we were like, yep, sounds good to us. They were playing other people's music. Right, of course, right. So, we were certainly willing to give it a try. So, now do they have time to practice the music? Is this something that No, it's a little bit like regular film score musicians. They basically sit down, they haven't ever seen the music before and they just start to play. Um there's usually 10 to 15 minutes of trying to play through it, you know. But you get recording almost immediately with these sessions and you know, they'll never see that music again because the following day there's some more music from somebody else. Wow, that's pretty amazing. And they Yeah, so when we hear music, you know, either in a movie or a game and it's something we fall in love with and 20 years later we're listening to every nuance of that music and thinking about

  46. 00:36:05

    how great it is, that is something that they literally played in the course of a few hours. They never seen it before and they never had a you know, chance to play it again. It just It's amazing how good they are. So, now the music the orchestral music we we record, is that the final music? Are there Will we take that and that's all there is we put into the game or will we There's more music. There's a lot more music than what we recorded on Friday. It's a 4-hour session. You have to play again and again if somebody makes a mistake and I've said they're really good but there are there is an occasional mistake That's different than here. We actually just Our mistakes play. No, yeah, not. We just We just let them go. Right. But uh you the the benchmark is that you get about 15 minutes of final music, end to end final music in a 4-hour session,

  47. 00:36:53

    which doesn't sound like a lot. But there's a lot of time the orchestra director or the conductor is talking to the orchestra, you know, everyone has to sit quietly and wait for the tape to roll and the other things like that. So, it you don't get 4 hours of music is is the bottom line. Now, minutes. So, we really have a lot more than 15 minutes in our game. So, we're going to need a lot more of those sessions. So, well, that's what our next question then. So, that's that's not the only session we're going to do. Mhm. Now, will you will you use the same orchestra? Yes. Every time? my way. You want You want it to be the same players so that they understand the material and they get really into the vibe, you know. They can feel the energy of what you're trying to do. used to the style. Well, that's really cool. So, that's That is the audio update of the month. Incredible. Of the year. Of the year. Of the decade. Hello.

  48. 00:37:40

    There are not very many of these. We need to increase the frequency. The Hey, that's something. That's an audio term. I know, yeah. Um You're a tricky guy. So, here we go. We got We got I want to thank everybody for for the subscribers specifically for allowing us to do these shows and bring the information to you as we're making it for letting the hangar happen. And I also want to, you know, um I'll take off my hat. Man, it's sticking Oh, hey, YOU. NO, I KNOW. IT'S A CRAZY. BUT I WANT TO THANK everybody from the bottom of my heart for allowing us to grow this show. The first episode we had, I think we had a couple hundred people watching and maybe you know, like a thousand overall and now we have anywhere between three to five thousand people watching live every week and up to 30,000 people that watch it after the fact. And that that's just phenomenal

  49. 00:38:28

    Yeah, it is and it's really, really cool and a lot of it has to do with them because they're sending their stuff in, right? It's It's pretty amazing. you hear? Chop liver? I think a lot of it's to do with the I do not think that is the case at all. I think that it's mostly that I think what you know what I think it is? I think it's actually Chris's vision. I think a lot of people out there have wanted this style of game for a long, long time and as you have, as I have and you know, it's kind of funny when you get told all along that that yeah, from publishers, ah, those games are dead. Nobody wants that stuff anymore and then it turns out publishers are wrong. We've We've never ever heard that before. Right, we never have. No, no. This is really snowballing. It is. think the viewers will be by the time the game's out? You know, I don't know. I mean, every time that we've done some of this stuff, we've we've tried to project. It It just blows me away. I I have I'm really bad apparently at projecting this. I I

  50. 00:39:17

    thought we'd literally have fives of viewers, you know. It's just going on. So, I'm honored that that they even care to watch what's going on inside here and Although, to be fair, I don't see any other developers doing this and showing people what you're up else does this. Yeah, I know. I mean, I think it's pretty I think it's pretty yeah. Yeah, it's pretty Um what we got coming up this week? What what WE GOT? NEW OFFICE UPDATE. WE GOT IT, MAN. WE ARE SO CLOSE TO GETTING IT. ONCE WE GET IT, WE will show it to you. And uh you saw it a little bit, didn't you? I've seen it. Yeah. It's beautiful. And now you're making plans to perhaps um Yes, wait till you see my plans. Your studio plans? Yeah, my Over here we'll have a Exactly. Well, you know what? I look forward to that. I remember you actually did the Now, that's a good question. You uh to continue this, you you did a really, really cool when we

  51. 00:40:03

    were at Digital Anvil together, um you built out a really, really sexy sound booth. nice office. Yeah, the only time it was when we were playing ping pong above you though, you'd come banging on the ceiling. close to the upper floor. Yeah, you kind of had to compress that in. But, that was a good We recorded all the audio there for like uh what? Star Lancer, Conquest, Freelancer, Brutal Force. Commander film, don't forget. Oh my gosh, we did do that. That's incredible. That's right. Yeah, we we had credits in that. I think we did. That's pretty, pretty cool. All right, we uh we're also prepping the office for our new digs. We've got moving companies coming in. We're going to be stacking everything in crates. We're going to get ready. We're hoping to move in two to three weeks, which puts us close to Thanksgiving over in the US. We have Thanksgiving I think on the 20th of November. We're looking at like the 23rd or the 30th of November to move. Uh and we'll bring you along for the ride.

  52. 00:40:50

    We'll record a lot of that and show you what's going on. Um we're reorganizing the team structure. As we grow, as we get Santa Monica, uh Manchester, Austin, we're figuring out who has what talent-wise and we're trying to to organize those into silos so that we can get the the most efficient practice out of all of that. Uh we got a call to action. WHAT'S THAT MEAN? SUBSCRIBE TO YOUTUBE. When you want to know what's exactly going on and when it's going on, get on the YouTube channel, subscribe to it, find out. You'll get a little alert whenever we post something like, well, Wingman's Hangar there. Mhm. Um submit your questions to the RSI forum. If you want to get a question or video selection into us to where we're going to answer it. And again, we've got a few that we haven't gotten to yet, but we're going to eventually get to them when we can. Send them into the forums. So, we'll put a post up every Monday and you guys can put your questions in there and we'll get to them as as soon as we can. Uh also, Wingman's Hangar takes place 15

  53. 00:41:39

    minutes after the show. We get on and Skype with each other. We talk a little bit. Um not going to announce where that is. You have to be in chat roll to be part of that. It's not recorded. It's just a live event where we just hang out and talk and answer questions directly with you. So, that's 15 minutes after the show. That's pretty much it. Oh, if you want your stuff featured on Wingman's Hangar, send it in. We just might use it. Where are we going to see them? In the 'verse. This is some huge house, isn't it?

  54. 00:42:45

    Hello? Why are you hiding back there? I'm as harmless as cherry pie. Those are your hands? I think you should just come home with me. Wow, that's some handshake you got there, Ed. Kim, this is Edward who's going to LIVE WITH US. WELL, THIS MUST BE quite a change for you, right, Ed? Those things are cool. Can I bring show and tell on Monday? He's a highly imaginative character. It seems clear that his awareness of what we call reality is radically underdeveloped. Do you have a girlfriend? Aw. Is there some special lady in your life?

  55. 00:43:33

    Hold on, you just skewered Kim. Drop your weapon. From Tim Burton comes the most incredible tale of a most unusual character. Hold me. I can't.

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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