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Around the Verse

Star Citizen: Around the Verse - Vulture Views and Weapons 2

14 June 201800:28:58684 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:15

    hello and welcome to another episode of around the verse i'm sandi gardiner and i'm steve bender this week jared brings us an all-new shipshape with a big announcement from drake interplanetary and we'll learn about a couple more weapons debuting in alpha 3.2 the three point 2.0 patch is now live on the PTU and currently in the capable hands of the evocati test group we encourage you to get into the verse and enjoy alpha 3 point 1 point 4 to prepare for the upcoming release now before we get down to guns and ships let's see what's been going on in development in our weekly PU project update ricky take it away welcome back to another persistent universe project update let's take it to the roadmap starting with characters we can see how some of our mission givers

  2. 00:01:02

    have evolved from concept renderings and early models we've seen a lot of Battaglia over the past few weeks although her animations are still being polished it's great to see her coming to life grunts current version has a different look to the concept but his uncompromising attitude certainly stays the same the last character for today is our pal Clem whose dialogue and animations are being fine-tuned and tested before we move on to mining let's take a look a few colors being considered for the updated RSI flight suits the idea is to find something that really fits a particular piece and it's law rather than just adding variation for the sake of it testing is ramping up on the scanning and radar feature you'll use when mining and the feature teams are still working out the look of the grid

  3. 00:01:50

    and the size of the blobs we've come a long way since last week's look but there are things to work out to make sure it works in a fun and intuitive way testing also continues on how rock and other minor ball assets spawn you'll be digging your plans in no time at this rate the audio team is still fine-tuning sound cues and effects to really bring the mining mechanics life check out this new and improved take on the laser audio and this recent test on the sound effects associated with the tractor beam as you can tell balancing the sound of

  4. 00:02:43

    the beam itself with the friction of the rocks it's key to enhancing the experience work on IM kiosks resumes with branding and UI integration gain really close to completion it's great news as these are the first steps towards making it possible to buy ships and their components and game development on quantum linking is making a significant progress so it won't be long until you can quickly cross the gaps between worlds to engage in jolly cooperation work has progressed on a new mission type where we effectively set out to blow stuff up the target in this concept is the first prop we built using the new ship pipeline moving onto ships we start with the aegis hammerhead its materials and lighting have been tweaked while a sharp new color palette hammers home it's more progressive personality

  5. 00:03:32

    interior work is coming along nicely as we can see from these shots of the corridors the anvil hurricane isn't far away now that it's reached its final our fates the same goes for the rework on the consolidated Outlands Mustang here we can see a few improvements of what we saw in the last PU update general thruster animation and behavior are getting a spot of attention too and are looking super sharp as you can see in this fly test finally we get a further look at what the environment our team are doing with the tundra biome over on Hurston and you can see some of the progress being made to botanical shading and lighting here's latest from the city of Louisville you can see how the warned industrial feel of this long-suffering City hints at its history and the

  6. 00:04:20

    bubbling grande rest within keep an eye out to see how this city plays into the law of Hurston dynamics and the rest of the universe and with that another weekly update comes to a close we'll be back next week with further updates until then back to you guys in the studio informative as always thank you Ricky last week we went in depth on the Gemini f55 and the demikhov from Klaus and Verna two of four new weapons coming to the PU with alpha 3.2 that's right now let's take a look at the other two guns coming soon to star citizen in this week's feature the scalpel this is crazy outrageous

  7. 00:05:10

    cast AK sniper rifle I always liked cast AK stuff because it's always being portrayed as the Pirates choice quite specific to that manufacturer is also like a lot of external exposed mechanical mechanisms and Pistons and stuff like that I always imagined that even if the gun stopped working you would just do as much damage but with clubbing someone with one of these things can imagine it so it'd be made by like a team of guys in a back room kind of thing you know they're there at the opposite end of the spectrum in visuals for me compared to like the Gemini but they're always really fun so something that makes the scalpel unique is that it features two very large barrels this is somewhat similar to a repeater ship weapons so we could draw a little bit of experience from there in creating these

  8. 00:05:58

    the cast icon scalpel will be the second sniper rifle we'll be putting out in the game the first one being the class from an arrowhead which is quite a solid reliable laser sniper rifle we kind of again wanted to play around with the idea of what we could do and how we could make it quite mechanical because if you looked at the Devastator there's a lot of moving parts every time you pump the shotgun there's all these flaps they're opening and closing and things like that we looked at making a bolt-action sniper rifle kind of a bit more of an archaic design that you might not think would appear like in the in the far-flung future but it really fit that kind of idea of you know the notes we wanted to hit with this company and the sniper rifle they were making and another thing in games and in reality you see a lot of double barrel shotguns and things like that and even some of

  9. 00:06:48

    our ship weapons we've got multi barrel repeaters and things and we wanted to play with the idea of how a double-barrel sniper looked we played around with the idea of having single shots so me you can fire off one shot at a time one on each barrel then you can cycle you get two shots out of that and then we also want it to look at the a burst fire mode so a bit more of an aggressive kind of like all-in-one no I'm kind of like all eggs in one basket kind of shot like I'm firing two sniper bullets at once it's got enormous amounts of stopping power but you know if you miss you burning through your ammo much quicker but less accurate in the in the burst fire mode just because there's a slight offset between is rather than both bullets coming out at once you've got a slight offset from the recoil you've also got this recoil

  10. 00:07:38

    dampener it's on the exterior so you've got these two Pistons I mean the kind of ridiculous I mean I know that but it just looks super cool you're covering your liver on the side and you know your heart out here they're just you know it's just all hanging out and it sort of also it also basically adds to that sort of edginess of the weapon because it just looks it just looks like it's going to give you a hard time with the reload for this you know it's very much physical mechanical thing you know you're having to sort of you know opening up this almost doorway with latch almost and the magazine drops out and so again that's just that you know it's again it's just a good time for animating it's just put a bit more personnel to you know you know because there's million different ways you can

  11. 00:08:26

    reload this quite a big problem we had with this weapon animating on the reloads was actually the magazine arm we've limited it to about 45 degrees when it opens but that does kind of eat into that shooter box that we have in the middle that we try to keep clear so we had to play around with how much we keep the weapon pointing forward but also rotate it up so that you see everything interesting on the inside of the weapon and then have enough room to get your hand in to get that magazine it's something that we come across on quite a lot of the weapons that have side folding things if the magazine's underneath it's a bit easier because the hand just comes under grabs pulls away anything which is on the side or close

  12. 00:09:15

    to the back you've really got to get your hand up in and then sometimes like the scalpel pull towards the face it is an issue with clipping so it's one of the main problems I had with this one once it's out it's fine just put it in smack it back in close the side weapons ready to go again of course the difficulty is you know as a play and putting this on your back well it was almost the height of the player it's just not going to work with any of the animations it was just going to clip through absolutely everything so there was a scaling down there to go on and and just you know making sure that the stock is adjustable you know it gives it gives a unique signature to this weapon strengthens the whole cast stack sort of

  13. 00:10:07

    crazy vibe pirate vibe and it's sort of quite a few sketches I mean it's the usual process you know we do that we do start off with silhouettes and then we move to sort of a rough sort of blocking out in 2d just sketching you know we'll try this mechanism try that mechanism and then we go to first pass concept so I can pass and then final that's where you know it's fully materialized although all the correct colors all the correct materials or you know there's sort of writing might have edge we're just making sure that you know the right amount of red is showing especially in this scale Paul would just be like you know it's this is this is the weapon this is the way it is it's you know it

  14. 00:10:56

    makes no apology you know it's just gonna smack you over the head or whatever you know shoot you from from half a mile away or put two bullets in you you know it's not gonna apologize for it I was reviewing the animators previous animations they've done for the weapon and it just her I don't know I just like it I like the feel of it I like what the animators have done they've given it a good a good good feel it's got a good weight to it to give the scalpel more oomph it's actually got some kind of hydraulic system on top so we have control of that so when each barrel fires we also have the extra kick back extra recall on the weapon which I think looks cool gives it a bit more weight bit more feeling the recoil

  15. 00:11:46

    on the body because it's a single fire animation we're actually playing an animated recall as the base so you get that kick back the shoulder goes the upper body goes you get a bit of the hips which you can't really get fully if it was just procedural so then on top of that we add the extra bits kind of the sway to the left of the bit of inaccuracy but as a base we have that animated really good look in recall for the scalpel one of the disadvantages with the scalpel compared to the arrowhead is that it's a ballistic weapon so you find yourself a little bit more limited on ammo like the arrowhead like eventually might be able to recharge you yeah mag packs and things like that so it will last you a little bit longer in the field you've also got

  16. 00:12:33

    the option of charging you shots or you can kind of pop out slightly weaker shots whereas this would be like I said it's a little bit this is definitely a long range and very powerful weapon but it's a little bit less reliable in that it's a you've got a heavier recoil you've got kind of longer time between shots to cycle your rounds and if you go for the double shot fire mode you'll find yourself burning through ammo quite quickly and if you're not on target then yeah you're gonna find yourself a bit more vulnerable who's gonna want this weapon I can see it being the person that's really annoying the griefer person that's on a sand dune like a kilometer away and you're on your and you're on your like dragonfly or you knocks you just speeding along and you just having a great time it's like something out of Star Wars isn't it you

  17. 00:13:20

    know with their need and then suddenly just tracks you and and just shoots you're off your bike yeah I can see it I can see that one going down well and then you know back on you know but it back on you back and then you just walk off into the desert the ship weapon we're bringing 43.2 is the Associated science and development dr model xj distortion repeaters that will be coming in sizes one two three so associated science and development is a new company so it will be making its debut in three point two and they are a very kind of like high scientific high tech company very clean and look and how they operate so we really wanted to make sure that we hit the right notes for that in the design so this is basically the first of the weapons ship weapons

  18. 00:14:09

    that we've created for associated science and development it's always interesting with these weapons because they have to fit on ships obviously and they may not always totally dovetail visually with the style of the ship you know because a player can put on pretty much any weapon as long as it's got the right size mount this company is basically in the history is in medical science and so it's kind of one say it's a no-brainer but you kind of know where to look you know you've simply basically we you know when we pull reference it's basically you look at his science equipment you look in it you know basically class it's almost classic product design you know you're looking

  19. 00:14:56

    at those big sort of radial scanners you know it's everything's always clean it's quite precise and so you know you basically have to figure out how you sort of transfer that into a ship weapon so there's a distortion weapon it differs quite a lot from the scatter guns and that the scatter guns will be unloading a lot of damage at once so if it hits with all of its pellets you're gonna be doing a huge chunk of distortion damage at once but you'll find that you can only get that done at shorter ranges whereas these repeaters are meant for more sustained distortion damage keeping those shields ticking down stopping them from regenerating and then slowly building up the distortion damage on the internal items of a ship until they kind of reach a point where the ship until shut down so making these new ship weapons was pretty easy and straightforward for the art department

  20. 00:15:43

    even though we had to deal with the new manufacturer the actual style of it was very clean and many members stick almost clinical with a lot of parts hitting hidden away between large white panels so this one is a distortion repeater and so you know we've gone for the classic to sexy two barrels and then the styling is a little bit different I mean it's still quite clean but the actual shape of the weapon is something that we've done less of and you know all these weapons have to fit into the the upgrade path you know it's all the weapons have to be able to equate the barrel great cooling upgrade the firing mechanism and the power pack and some weapons will be totally obvious like you you know I even go from a red power pack

  21. 00:16:33

    to a green power pack to a blue power pack this one is we've kept it very much within the sort of science medical character so everything is quite subtle you like nothing nothing really is going to be shouting out you've upgraded your weapon you're really gonna have to know you will you know you'll be a sort of you'll be a specialist you by give you know this is the third upgrade or this is the second upgrade of that part and you'll just know by there'll be a slight panel line tweak or a slight extra bulge or you know it's all that subtlety this one is you know totally not like a cast AK manufacture or anything like that this is very subtle and clean basically but I think you know in terms of the

  22. 00:17:22

    spectrum the whole spectrum of the weapons that we've got you know it does you know it does fill a niche you know that's that's what we're trying to do we're trying to create that full range so not only will you choose the weapon for what it does but you'll choose it for the look of you you know for the look of it and does it go with your ship does it look cool do you care maybe you don't even care maybe like the fact that it looks totally different to whatever the ship is that you're flying and what are the key features you know it's the clean clean surfaces it's the lack of visual noise it's the the precision everything is extremely precise you know it's only it's only there because it's needed to be there if it's not needed you don't see it it's

  23. 00:18:12

    hidden you know it's it's very it you know it it's very medical in that sense and we've you know we've tried to sort of keep within that keep within that vibe I mean because of the cleanliness of the design the sort of inherent simplicity you can imagine this going on multiple multiple types of ships you know company you know can easily see it going on Origin you know sort of fitting in with their style may be the constellation you know sort of I guess you know if your ships white you you know you doing well if it's clean you know clean style then you know it's gonna it's gonna sit and sort of blend him more with that shape I think the difficulty will be if you are you've got these white guns and you've got on a

  24. 00:18:59

    black hard our ship you know then it's going to be gonna have this disparity but I can imagine some people kind of liking that just because of the sort of the contrast and just just looking at radius and but that's the beauty of Star says and just you can do whatever you want it's cool to see not only new FPS weapons showing up in 3.2 but ship weapons as well that's right and while we're on the topic of ships Drake interplanetary is set to make a major announcement maybe Jared can shed a little light on the subject in a new installment of shipshape greetings citizens and welcome to another all-new edition of shipshape where we take a quick look at what's on

  25. 00:19:47

    the ship pipeline who's working on what provide interviews with developers and sometimes I end up looking like I'm wearing Daddy's jacket I mean it's time to get another suit jacket I guess JJ put on the list I'm your host Content Manager Jared Huckaby now over the last two weeks we've been teasing a brand new addition to the star citizen universe in our other programs like calling all Deb's and reverse the verse on each and every Monday respectively watch them but the original introduction of this new concept goes all the way back to our December 2016 show when we presented happy hour gamedev you pick the next drake ship now during that broadcast we had designers and artists ponder multiple explorations of several different ship concepts for instance

  26. 00:20:36

    last month's hercules star lifter takes its name and overall purpose from the soviet cargo helicopter concept that we discussed during that show now while the specific ship we explored that episode didn't win the vote we did like the name enough to apply it to a similarly purposed offering from crusader industries so what ship did win the vote which concept did you pick to be the next drake ship well it was close after about a week's worth of voting back in December it looked like the Kraken was gonna be the next offering from Drake but roaring ahead with an entry-level profession based mindset was the Drake vulture and over the last six months we've developed this original kernel of an idea into a fully fleshed out concept that we think the star citizen community will be proud to add to its hangars

  27. 00:21:24

    let's find out more about this newest addition straight from the team working to bring this ship you voted for the life in this week's shipshape featurette [Music] the vulture is a single person ship so it's designed for the solo player players that want to get into the salvage career that's what it is it's built around that is its sole purpose the inspiration for the ship was from the Dragonfly you have two arms and Drake dragonfly you see them as well on the Walter Howard this time they have a different purpose which is dragging in Salvage processing it got a little bit of cargo space to store or the process to salvage or other cargo if you wish it's designed to sort of sneak in do a

  28. 00:22:15

    bit of salvage work process that and move on to the next place rather than something like the reclaimer which is just a huge target but obviously the size of it is you can't take this little ship up to any dress and expect to just chomp it like something like the reclaimer could do so to give you a quick overview of how the the salvage process will work hopefully you'll be flying along in your vulture you've got great visibility there's very minimal cockpit struts or screens getting in your way when you're flying around you'll scan for things you want to salvage just like you you'll be scanning for mining you come alongside you've got to then decide whether you want to do like a complete Salvage that is taking all the weapons and ordnance off so if

  29. 00:23:03

    that's the case EJ out carry those items back off the ship put them in your cargo hold for safekeeping and selling later get back in your ship then it's the process of scraping the hull with the scraper beams to sort of strip the surface off that all gets processed into commodity then it's Salvage charges to break apart the whole more so essentially this ship cuts up the panel's of the wrecks it drags them in while processing and then it goes into the second processing stage inside of the ship where it all gets packed into cubes just like combine harvesters at the end you get a cube of salary - rather than a cube of hay depending on the size of what you want to salvage it can be a quiet time-consuming process if you're there and vulture trying to take

  30. 00:23:51

    part Starfarer going to take a long time but you'll probably do eventually it would be better if you had a reclaimer or some friends in vultures to help you do that smaller ships likely this is probably not worth every claim as time to go in munch that up but the vulture is something that will get a lot of return out of that we're hoping there'll be a really good experience for the player you know it'll be the wide range where until you know it's Tarsus and you could you just surrounded by black space and you've you know you come across Iraq I can't imagine it being sort of a clean thing this is going to be chaos going on in front of you in your there just ripping metal pulling bits off it was designed from inside out meaning I

  31. 00:24:40

    started with the player and okay as a player what do I want to see and first thing was maximum visibility so the cockpit hasn't got any struts or it has only to you for the doors so you can see the entire processing while you're doing uninterrupted and I think it's amazing the ship has a extensive set of animations it has a front draw door where the processing happens for the salvage and as well in the cargo room there will be an animation for the grinders pretty much like on the ages reclaimer it has two stages one landed when everything is sort of flatted out and as soon as you go into this space or you take off and go into the salvage processing mode the front arms they go down the weapons on the sides fold out

  32. 00:25:29

    from the cabin so you can actually see them from inside of your cabin which I think it's cool a lot of ships don't have that all the animations that will happen on a ship you will see them including the cabin it's got a unique set of a moving chair and everything sort of attached to the cabin in it unfolds as you boot up the ship not only a screen turning on but actually appearing in front of you which gives a lot of visibility and cool factor another cool part about the ship is how you climb onto it so you don't just go through the door or a cargo bay which you can but you have to climb the arm climb the shape get into the cabin it's a very earth-like process apply to the very sci-fi design which i think is awesome so once again Jones what was briefly yours is now mine

  33. 00:26:18

    Raiders of the Lost Ark salvaging kind of no huhgak the drake vulture promotion will begin for all backers tomorrow June 15th and will be your entry point to an exciting career in the universe of salvaging now like the prospector for mining or the Vulcan for repairing and refueling these profession based ships represent the first steps into a larger world beyond just fighting see that's an OB one thing I've been watching a lot of movies lately it's not perfect alright as for the other ships in our pipeline ship teams are pretty much heads down putting the finishing touches on our seven new additions to star citizen in alpha 3.2 so we'll have more updates about the ships that are coming after those in the coming weeks for shipshape I'm content manager Jared Huckaby back to you sandy and Steve thanks Jared the

  34. 00:27:09

    vulture looks like a nice rugged addition to the Drake fleet it certainly does and it will be available for everyone to pledge for tomorrow to get even more juicy details about this lean mean Salvage machine make sure you turn into reverse the verse live tomorrow at 9:00 a.m. PDT on Twitch thanks to all our subscribers for sponsoring all of our shows yes and thanks also to all of our backers for continuing to support our games development and a special thank you to Viking from Norway for sending Chris and I a couple of Roberts radios oh look at that that is yes are you are we cool yes thank you it is beautiful right that's it for this week until next time we will see you around

  35. 00:28:29

    you thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at

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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