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10 for the Chairman: Episode 77

29 February 201600:33:07925 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:07

    [Music] hello everyone uh welcome to another episode of temp for the chairman uh for those of you have not seen 10 for the chairman this is where I take 10 questions from subscribers uh subscribers are the set of our community that contribute money every month to allow us to do all this additional Community content um things like uh the jump Point magazine that we do every month which is somewhere between 40 and 70 pages and there's behind the scenes uh like articles on how we built ships or designs that we're doing or lore in the universe uh as well as uh some fiction and of course things like around the verse uh bug Smashers um other

  2. 00:00:56

    things like ship shape and all the various video stuff and of course this program so thank you very much um to the subscribers to allowing us to do all the community content which I think really makes a big difference in Star s because we get to update you guys all the time um and uh so therefore I kind of have fun it's an opportunity to sort of answer some questions from you guys in general um so you know just brief update for me I uh just came back um to La uh from being over in the UK I think you guys had seen me and there was a a BBC uh click show that um had come had visited us here in LA but also in the UK and when I was over in the UK that was where they were interviewing me um so now I'm back in sort of very sunny la which is quite nice but only here for two weeks and then I'm going to go back and that's pretty much my schedule this

  3. 00:01:44

    this year as we're sort of cranking on both uh Squadron 42 and uh Star Citizen itself is you know being in all the studios so I spent two weeks in the US two weeks in the UK and a week in in Germany and it's actually quite uh it's a lot of fun actually sitting around working with all the various teams and driving through everything we're just trying to get done so um so the only thing I have to do is forgive me if I look slightly tired cuz right now is the witching hour for jet lag uh for me and of course we're recording this before the Monday you'll see this and um so I'm I'm still on the back end of the jet L but there you go but I'm quite happy to be back in a nice sunny La before I go back to rainy Manchester anyway all right let's get started the first question uh is from sp3 C re in NYC so I think it's kind of me to be sort of

  4. 00:02:33

    Spectre NYC with a back backwards e uh who asked what type of work has been done to increase the server population capacity should we expect to see 24 or 32 player instances in the near future so the answer to that is absolutely I think if you've been watching some of the Chats on the recent uh PT releases and uh you know what's going to be in 2.2 uh it is uh going to be 24 players so we've been working uh uh hard on sort of optimizing areas so we can sort of scale more I think I've mentioned before that the you know the biggest issue that we have is um just the overhead that the ships have because they're very complicated they have multiple items that do all that have all this functionality that need to talk to each other over the network they're attached to ship so a ship isn't just one entity it's you know in the case of a hornet it

  5. 00:03:21

    can be 50 or 60 in the case of a bigger ship it's a lot more than 50 or 60 so they're very heavy uh sort of processing wise in the server in terms of simulation and also in in network um sort of traffic so in general that's you know more of the limiting factor which we've been working on so we we're refactoring a lot of things to make it much more uh smart about when it has to update uh and all the other things and that sort of ties into the work that we've done in the past on the zone system and we're doing sort of a whatever you want to call it a network LOD and an update LOD that sort of Scopes depending on you know whether you can see things how far away they are whether they're Ive whether it's another player whether it's relevant to you and so hopefully all that stuff um you know helps increase the load that we can do and we're doing things like we we're you

  6. 00:04:08

    know pushing more and more into multiple caes more multi-threading to you know be able to do more you know physics processing at the same time as we're doing more sort of entity update and simulation so um you know part of the benef part of the result of that is moving to more players in uh Crusader uh we'll continue and we're expecting to continue to sort of push that over time uh to get more and more and uh you know we're actually working on some uh backend server mesh Tech um that will allow us to sort of mesh a lot more players all in essentially what would be kind of sort of the same uh instance um so but that's sort of uh you know a little further along but uh it's U you I think exciting so I think we'll be able to deliver probably more players than we were thinking originally in concurrent

  7. 00:04:56

    areas uh so and I think actually there's a question later about that so maybe talk a bit more about it then all right the next question comes from uh Sage Alig who asks I am curious as to how Tri monitor support will be handled most games don't support the full resolution of all three monitors the picture is just stretch to the sides on the outer monitors I would like to know if star Sy will render the picture for all three monitors without stretching to the sides or will the game just stretch out like many others do no I mean I think right now you can set say if you have three monitors set up uh you know night uh three 1080p screens uh you can get sort of 15760 across by 1080p across the three screens and you're essentially just going to you know have a greater field of view uh we haven't focused on sort of that sort of stretch screen stuff as

  8. 00:05:46

    support so we got some things that we need to work is work out like for instance um you know when you're wearing a helmet how much of that's getting included by a helmet uh versus not being included by a helmet because you know one of the things I wanted to do on the design side is is to to to give you a sense of sort of wearing like heavy armor or helmet you get extra protection you move slower you know drains your stamina more but also you don't necessarily get as much visibility so I want a situation as you are playing the game that you will sort of wear outfits or you know appropriately for the situation like you do in the real world so for instance you know if you didn't have the Restriction of uh visibility and bulkiness of an Eva suit when you you're flying around saying your constellation why wouldn't you always be in the Eva suit in a game because then

  9. 00:06:34

    well we get attacked and uh there's deep pressurization well then you know I I'll live uh but what we want you to do is you know say you go out and Eva and you come back to your ship and you take your Eva suit and put it in the locker and take the helmet off because now you get a much wider field of view and you're not wearing a bulky Eva suit so you can sit down in the Pilot's pilot seat and control things and do stuff like that so we're sort of thinking very much about sort of that sort of tactile uh you know experience to to to create your behavior that's appropriate and then of course like if you're getting attacked and there's a hull breach then you better rush and get your Eva suit on quickly before you know there's full decompression uh because if you're not wearing a suit and it decompresses obviously that's not good for you um so we so so in in regards to that on the multi-monitor setup in terms of having

  10. 00:07:21

    the helmets then we're just sort of trying to think of how much would encroach but actually again that would be a good illustration of like why you would encourage people to maybe take the helmet off right because if you took helmet off you would get that full three monitor surround and You' get obviously in the chase views and all that the exteral views but like uh if you had a you know a heavy helmet on maybe part part of those monitors are obscure by that maybe not as much as they are now but that would that would be kind of the idea um so that is the goal we may also do some additional support in the multi monitor view to have specific sort of fields of VI set up for that I don't know if any of you remember the AMD demo we did um quite a few years ago when they were announcing uh the last round of new uh chip Technologies it was when we were first starting out partnership with them and we actually showed uh the game in sort of 1576 x 1080 and we'd uh

  11. 00:08:11

    changed around the view ratios in such a way to actually handle that sort of uh format properly and uh not have it sort of have that sort of fish-eyed stretched effect and it was quite cool and we may sort of do a bit more of that but that's uh you know sort of a little further down on terms of our priority list cuz there's a lot of other things um that we're doing graphically in tweaking for before then all right next question comes from hypertoxic who asks are there any short-term plans on integrating our hanger and Planet Side module with the mini puu Universe Crusader module absolutely so that is the goal so the goal is really that uh Crusader which you know we call the mini puu and it really is going that is the that the little baby pu and it's going to be growing up in front of your very eyes and we'll be adding to it so we're just going to be folding in everything to that which will be the hanger which will

  12. 00:08:58

    be the landing area areas uh so as soon as we have the planetary transition uh you know the procedural Planet stuff that we've shown in an estate that we're sharing with everyone out there which isn't going to be that far away it'll be sooner than you guys think um then you won't have any of this load in separately to our Corp uh so you'll just sort of go to uh the planet and you'll sort of fly down and get Landing permission and land in the landing area and get out and move around and interact uh with people and buy things and get missions and get back in your ship and fly back so that is the goal and that's what we're uh we're we're expecting to do so the so the process is sort of like you've already seen well you haven't necessarily but in the PTU people have seen it we've sort of rescaled CR Crusader and this is true on 2.2 but

  13. 00:09:47

    essentially that's just going to start changing and that will be Stanton system over the next uh few releases that we're doing so we'll build it out to be Stanton and then we'll be going between the different areas and planets on St in the space stations and then ultimately when all that's working we've got sort of various missions and a lot of the ecosystem working then we open up and have jump points and then we'll say move into some other system so that's kind of the process you're going to sort of see starers and the persistent Universe grow in front of your eyes uh and I think the actual level of like Fidelity and detail which you can see as you move around even in a sort of very compressed area like Crusader without that many things to do sort of just means even though we don't have um you know hundreds or you know billions of star syst systems there's still lots to do and lots of

  14. 00:10:34

    detail and lots of texture and that's kind of our focus is to you know make this sort of feel like an incredibly like cool and alive and emergent World um that you can you know sort apply your trade I mean you know in some ways people can make a whole living or a whole life staying in inside one sty system um so there you are that's the plans on that next question comes from Shaden damos who asks about the 12 month subscriber perk your name in the game name will we be able to submit our real life name if we want to are you just going to take our stares and names no you can submit whatever name you want so the only reason uh why a lot of times you know we you know have a handle is because it's okay to do a handle because you guys have basically said yeah you know that's your game name so that's fine and some people like their privacy but it's up to you so if you want your real name we'll put your real name in if

  15. 00:11:22

    you want your handle we put your handle in all right next question comes from Wolf fren uh who asks willf like decks and win Commander star carriers be the only form of carriers we'll see in Star Citizen or will we see the drop Bay approach you used in Star Lancer or another idea well I think in general I mean obviously you know Wing Commander style is sort of kind of influenced by the classic um you know World War II and moday carrier style and the Bengal obviously U you know so U you know that you saw back in the 2012 video we did and will be in Squadron 42 uh is very much along those lines and in some ways the addresses sort of like a small I know we call it a friger but really it's kind of like a small uh escort carrier or something like that uh or Scout carrier and um it has again sort of very similar Flight Deck where sort of in

  16. 00:12:10

    case but can open up and you can fly in and out of it we will have some other ships um that will be more like sort of helipad style so you know if you think about um say you know depending like some some M day ships you know they can have a you know very they have a helip pad or a little hanger for a helicopter and stuff like that so there'll definitely be some sort of drop down where Bays open up and you drop down on some ships and ships can land and be inside it and of course you know you have some sort of uh you know parasite style ships which you know the constellation is a good example where there's a Merlin that's ducked in the back that you can get in and flat around um so we'll have you know various uh different styles I mean I think uh you know for instance the the the the vanel carrier has a different uh sort of launching and uh sort of loading mechanism for the ships it's not quite

  17. 00:12:57

    the same as uh the human ones which makes kind of sense cuz they're alien uh so they'll be a good variety and we'll probably increase that as time goes on so there you go um all right next question comes from Corey FES who asks howdy there you go howdy Cory Fus got a question about the procedural Tech how far is it going to go with the planets we know about rocks and grass but what about life forms and plant life basically I'm asking about the blending of artist created content and procedural content what's the mix like our plan is is to um have all levels of planet from sort of the basy basic sort of Rocky Barren Planet which we sort of showed a little bit of um you know we when we showed the tech at the end of last year and by the way that's moved on pretty significantly from where it was when we showed you last year so

  18. 00:13:45

    that's looking a lot lot better but ultimately to take it to the level where you get a crisis level which includes you know things like you know obviously the grass which you mentioning the Rocks but vegetation trees plants uh you know water so oceans streams uh Wildlife you know so you can have alien Wildlife you know birds in the sky all that sort of stuff and ultimately our goal will be to sort of you know create uh ecosystems and and some a certain level of weather and stuff like that on these planets so that's that's sort of our road map and what what our goal is to use the procedural tools to sort of generate uh you know massive play areas because you know you just an artist can't do that by hand but it's very much sort of uh artist overseen and it's sort of uh designer overseen so it's so we don't

  19. 00:14:33

    just have a formula and it just creates stuff and that's all it is it's using those tools to create these areas and then the designers and artists are influencing it by looking at areas and tweaking it um you know essentially sort of um doing little guide o you know sort of hints to the procedural system of what they want to see in this area they want this to be sort of a plane uh you know are this mountainous or is this going to be a desert or all these kind of things and uh you know also try to have some you know ecosystems until the wildlife and allow us to sort of place down you know uh a lot of you know a lot of sort of emerging gameplay so uh that isn't necessarily around like Landing areas because Landing areas are very cool and we you know we build those and we'll build a lot of those out of sort of prefab set so we can sort of build some fairly quickly and a lot and some of it will be pretty bespoke because you

  20. 00:15:21

    know yeah Earth is going to be Earth and teror is going to be Terror but you know it's a big universe we got a lot of stuff to populate so we also need areas where you can land and you know forance maybe you're going around uh you know as a minor or looking for minerals or all these sort of things that once we have a procedural world we can open up where you can go down and look for natural resources and those can be sort of generated procedurally and then you know players can go down and mine and we can also create all sorts of missions down on planets and like for instance a supply Mission like there's a scientific Outpost that we just sort of have this couple of different sort of s you know temporary sort of science Outpost or installations and you know mission is to take supplies to but you can't land your ship nearby where the Outpost is you have to land it sort of in the closest available area and then load up the supplies into your buggy or sort of you know whatever vehicle you have and drive

  21. 00:16:12

    it up to them and deliver it to get payment uh you know maybe there's a you know a down ship that you have to rescue off a planet um you know and we can sort of you know have Farmers or settlers and all I mean so there's a lot of there's a lot of kind of fun sort of almost Mission based emergence stuff that we can have so it's not just just about spawning stuff out in space there could be some stuff that spawn down on planet surfaces that cause um sort of destinations for you to do stuff and so that's very much like what Tony and I and Todd papy have been talking about in terms of like the mission sort of the bigger sort of mission emergence setup that we're going to do in the procedural um universe and it'll be very cool and it will be done to the Fidelity that you know we sort of achieved to and you're seeing which is sort of very tactile very there seeing it actually happen and I think that's the strength of

  22. 00:16:59

    sty citizen is that it's instead of it sort of being very big picture very pulled back it's there and you're there looking at you know like you're you're in your ship and you can see the seat and the controls and you get up and you can go to uh you know get in a bed or get in a shower or go to the toilet or sit down at the dining table and everything's there and you can touch and use it so it sort of feels real and uh you know we want that level of sort of interaction and Fidelity throughout the whole game so you know we won't be able to do 400 billion star like that but we certainly be able to do quite a few using digal tools and I think it'll feel really rich and really dense and and really cool and we have the tools in such a way that the players uh you know the players actions are generating uh interest and action for other players or other NPCs I think it'll be a really really pretty cool experience so uh yeah I'm very excited I just wish these

  23. 00:17:46

    things were happening quicker all right next question uh comes from uh kerus maxamillion who asks you stated that all parts of the universe will be instanced with Max amounts of players being inside of an instance and many instances of the same space can be generated at the same time how will that work so people and their friends always get into the same instance to work as a team all right well so I touched a little bit at the top of the the the um you know this uh attemp for the chairman talking about the fact that um we are working on getting more and more people into you know an individual instance or really what it's more about is getting more people into an individual game server um so right now if you play um uh you know in Crusader on uh 2.2 um there'll be 24 players that can

  24. 00:18:35

    be in that now that's one game server instance now we actually have that uh there's eight of those I believe yep 32 core server we're running on and we have eight game server instances on that 132 core server each using four cores now the real goal would be not to have eight on that it would be rather to have one game server running on that 132 uh 32 core machine and so then if we have eight people now and you had 8 time 24 um you know you you're getting you know a much a much larger uh number of uh people right I mean you're almost at 200 people at that point and that would be on one server so uh and that's without us doing more and more optimization so that's what we're sort of moving towards and then on the client side even though the server can maybe deal with more um more entities because

  25. 00:19:26

    you know it doesn't have to render uh you know it doesn't have to move all the memory around from it just has to sort of deal with the background simulation and updating stuff um the clients may not be able to but then that the clients would sort of make sure that you know what's around you what you can see is what what it's drawing and updating and being told for by the by the uh server and then on top of that we're planning to um have sort of uh seamless server Transitions and basically mesh the servers together so instead of um you know I'm in stanson system and I'm on one server or I'm on a second server or a third server and standon system that's not the way Stanton's going to work it's going to be very Dynamic and we'll actually have say you'll start with one server and people flare around it could be anywhere in Stanton like is what you can do right now in Crusader but then as uh you go beyond the cap say I'm just

  26. 00:20:15

    going to uh just for Simplicity sake let's just say uh say we can run 50 people on a server right so you know 30 people 40 people they're all running around ston no problem doing their stuff AI are doing their stuff um but now a whole new bunch of people come in and we move from 30 people to 60 people well okay that's more than we can fit on one server so at that point we'll always have one probably server ticking over ready and you know you keep one as a buffer so we'll say oh okay now we got more than we can f on one server so we sort of migrate players um to whichever server is appropriate and we just arbitrarily we go okay well uh there's a clump of players over here so This Server will take care of them and there's a Clump over here and this server will take care of them and now both these servers have full global view

  27. 00:21:03

    of the whole star system and the servers also talk to each other as well as the clients so the server essentially is responsible say simulating the entities that it's authorative of um but it will also tell the other server if the other server needs to know what the entity that this server um did with so so basically that's that's where it Edge case is so it's like okay I'm updating these people but there's one guy that's over here that's coming towards you and you've got a guy over here so this server is saying oh this is where this guy is so this this server knows and has a sort of copy of him in his memory space and vice versa so you can you can sort of basically resolve overlaps uh between sort of server control areas and so that's kind of the the idea is as more and more people come in you spin up more and more servers and they all mesh together so you can

  28. 00:21:51

    ultimately have you know hundreds if not thousands of people all simulating essentially in the same instance um and then your real limitation is more about the client and what the client can render and see on its side so uh so that's kind of the plan which is um a sort of a more Dynamic and a you know actually a you know more advanced and I think uh ultimately better solution than what we talked before which was sort of much more uh sort of instance on top of each other and you can only see you can only ever see you know 30 other people or 50 other people or whatever it would be um and I think that uh it's going to be good so that's what we're working towards uh there will probably be some cases where there'll just still be too many people I can see in a landing area where maybe there's a thousand people hanging around a landing area and we

  29. 00:22:37

    just won't be able to have a thousand people you know 100 people get together or 500 people say let's go to the Courtyard well on a client you just can't render 500 people it just won't happen so what we'll probably do is besides having aggressive lods and some point you just call out people Beyond a certain area but they'll all be sort of tagged and known there so the As you move around as a client people will come in and out of your visibility basically your sort of sphere of visibility uh and I think it'll seem pretty seamless and then on top of that um you know getting down to your friends which is you know one of the key parts of this question uh we will know who are sort of your acquaintances who you've tagged as your Person of Interest you know who you play who's on your friend list stuff like that and so if you're making decisions of who you can see like CU you know at some point if there's too many people

  30. 00:23:25

    and the client saying I just can't render this many people I have to choose some entities or people to not see um it would not be the people that you as a player sort of tagged as your friends or you know that you're interested in and uh so they would get preference in terms of the algorithm that determ determines who you see or who you who is called out or who isn't called out um so I think it's going to be uh pretty cool so you should be able to kind of hang out and work with your friends and I think the only issues we're going to get is uh which will happen cuz we have some pretty massive organization you know there's there is no way we can possibly have you know one of those massive thousand people in a space battle uh setups um but I do think we will probably be able to get like quite a few hundred people doing that which will be pretty cool um but I'm sure all you guys will break figure out ways to break it

  31. 00:24:13

    and uh you know that's what it is but I think it's going to be a pretty cool experience I'm actually quite excited by the tech uh that we're working for this um you know it's not going to happen overnight it's going to take a lot of time because we're building something that's really you know we're right on The Cutting Edge of this kind of stuff I mean there's a few other projects that are doing similar stuff using sort of the cloud architecture to sort of dynamically scale and process much more uh bigger denser worlds than you could do on a single server or a single client um which is what we're doing um but I think it is the future and it's going to be pretty cool um so there you go the next question comes from corrupt you4 fun one in the new Jump point there is mention of an update that will bring the ability to lower your wanted level by hacking a console there will also be a need to defend it

  32. 00:25:01

    while that hack completes what portions of FPS will need to be finalized and implemented for that updates well nothing really it's uh that's all in 2.2 so I mean what we're doing I think I've mentioned this quite a few times is on the FPS side we have a whole bunch of uh features and weapons U that we're just sort of methodically going through and enabling and you know a lot of it is content related so getting the animations polished before we feel like they're ready for everyone to see 's are the same on the assets and some of it is sort of making some of the mechanics sort of work uh move a little better but uh you know so we've got things like vaulting you know like going vaulting over object obstacles and stuff um that uh you know isn't going to be in 2.2 but it will be in 2.3 for instance uh and so what we've been doing is just sort of

  33. 00:25:49

    knocking off sort of like you know the cover mechanics uh things like prone or crouching uh and uh you know various things in 2.2 we have physicalized Eva which uh is actually really cool you get a real sense of inertia you have to be a bit more wary like in tight areas because you know we're actually properly physically simulating so it's like you know flying around a spaceship in a tight area you don't really want to like just bang up against things because it will sort of you know give you a bit of an Impulse but uh when you get it down it's I think it's cooler and more exhilarating and uh we'll be adding more and more things that will make that cooler um so that's just our plan is we're just continually adding more and more functionality to FPS I mean our goal is the FPS is going to be very comparative to other fpss out there that are um you know have a whole bunch of uh

  34. 00:26:39

    you know cool detail and accuracy so uh we you know we're not really aiming to be simplified running gun shooter we're actually aiming to be much more sort of tactical and considered and and and have that sort of reflect on a lot of the FPS mechanics so there'll be you know a lot of options and kind of things you can do in stances and actions and you ultimately ultimately it'll you know have the equivalent of being able to do Pua with sliding and faulting over stuff and ledge grabbing and all the rest of the stuff so that's all on the road map and we have you know captured animations for all of it and we're slowly tuning through the thousands of animations and hooking up making sure the animation blending works and all the various sort of like things you have to worry about uh to make it um work well but I'm I'm I'm pretty confident that when it's all said done it'll be actually pretty damn

  35. 00:27:26

    cool next question comes from Nar Oman n man who asks since Corvettes fill a roll between capital and subc capital ships should we expect the up and cominging ship or other Corvettes to be more versatile or more economical uh so you definitely should expect them to be more economical uh I don't know about whether it's more versatile because you know to be honest with you the the Idis is for the money it's a uh it's it's it's packs of punch I mean it's like a mini carrier plus it can go toe-to-toe with other capital ship uh like has you know massive living quarters and everything like that but we we're sort of planning that the you know the the the proper cette wind will be maybe about 100 meters or so and uh it's you'll be more focused on uh you

  36. 00:28:15

    know let's put it this way it's not going to be a massive carrier I mean obviously you'll be able to dock a ship and do all the rest of stuff and it can certainly can hold its own fighting uh some Fighters and bigger ships and uh you know quite a few of them would probably cause a problem for a bigger ship like a you know frig or a destroyer and all the rest of stuff um but it should be also easier to control and command because the address is just huge I mean I think you've seen some of the stuff we've shown for it and uh it's just massive and it's really probably not going to be a viable ship for one person to uh or even one person and a few of his friends to sort of command I think the address is sort of going to require quite a few players to sort of man it in unison which I think would be really satisfying on once all that happens and definitely some NPCs helping you out and uh you

  37. 00:29:02

    know so the Corvette I think will be just more manageable last question comes from syntax who asks what is the end vision for planetary ship entry I would love to see a requirement for a crew to analyze various aspects such as atmospheric pressure compensation Etc that facilitates an active participation for the crew to determine the best mode of Entry well we haven't actually flesh this out we do have plans for sort of atmospheric uh entry an atmospheric flight I mean you know we all kind of want to do if you seen Prometheus the sort of Prometheus entry down onto the planet or if you go back to aliens they had a very cool you know I mean it's much the effects aren't nearly as nice as the ones in predas but you know going through the the storm and the you know the the the clouds and the turbulence uh so we definitely want that where like

  38. 00:29:49

    depending on the kind of planet uh you know potentially a planet that you could go down and find minerals and strip and and uh you know uh gather resour ources that you could sell for a lot of money it should perhaps be quite dangerous to get down there and maybe you have to figure out how to get down there without you know getting caught up in you know huge storms all the rest of the stuff so we want to make that part of the feature I mean we've been discussing it you know obviously John prits our flight model Guru so we've already been going back and forth on some of that of course we have quite a few other things to do but we are planning sort clouds on planets and uh weather systems and all the rest of stuff so we definitely will ultimately have that uh and I think it will be pretty cool experience uh won't be in you know anytime in the near future but uh is definitely something that we are planning and uh you know I

  39. 00:30:38

    don't know whether you would necessarily go to a f length scientific analysis but there will be certain kinds of planets that will be more dangerous to enter and will require some skill to enter and but I think there'll be rewards if you're getting down there and maybe some you won't even be able to scan from a distance without getting through the cloud layer and stuff like that uh so there you go all right that is uh the end of this 10 for the chairman um thank you for sitting here and listening to me thank you uh everybody out there that's back Star Citizen uh constantly amazed it's we've got this amazing community and uh you know um this year is going to be great uh you know I'm really quite excited because there just we finally got the you know the team is sort of at a critical mass point where we have uh enough people that we can sort of be fully cranking on all the aspects at the

  40. 00:31:27

    same time and really delivering a lot of content so that's quite different than last year where we sort of weren't able to consistently de deliver content so this year I sort of feel like we're going to be uh you know making really consistent updates and progress on the big persistent universe and obviously we're doing the same on Squadron 42 and it's all because of you guys you guys are supporting us enabling us to build a game no publisher would ever build in their right mind and uh I think building a game that you know the PC uh crowd around the world and space fans around the world uh can look at and go wow this is incredible and we're super proud so thank you and thank you to subscribers for kicking in the extra money to sort of fund our ability to do uh this sort of in you know additional content for everyone to keep people up and informed and uh I will talk to you next week

  41. 00:32:15

    thanks bye hey guys thanks for watching um temp for the chairman if you guys would like to uh see more episodes go here if you guys would like to subscribe to our YouTube channel and always keep up to date with all our video content go here and uh if you guys would like to watch episodes of around the verse go here please and I will see you in the verse

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

Squadron 42

LiveSQ42 Launch Subathon

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Getting Sub to Manchester for the Squadron 42 launch

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