Star Citizen: Calling All Devs - Calling All Papys, Part II
Transcript — every row opens the video at that moment
- 00:00:11
Hey everybody, welcome to part two of Calling All Pappy's, our special two-part Calling All Dev series where we speak with director of Star Citizen Live, Mr. Todd Pappy. Hello. Welcome back. Thank you. a week. What have we What have What's been hap- What's happened in the last week? Not much since we last recorded this. But I'm wearing the same shirt and you wearing the same shirt. and it's only like 3 seconds later from the last one. All right. So we're just going to get to it, guys. You know how the thing works, but we're not doing the Skype this week. Uh right off the bat, we have five more questions for you. Uh the whole C uh we we we first showed the when we were working on the whole C last year, we showed it on ATV or whatever and then it just got paused. It got It got It got a fork put in it. Uh what's the deal with the whole C? Any Any progress on on what's going on? What's happening? So the art's done. I mean, it's it's basically done, signed off. Um
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there's still a couple of code issues that we need to take care of. Um first things would be getting it so that it expands um and getting the physics grid to actually expand with it. Um we don't have that right now and then there would be other concerns that we have. This is a docking ship. Like how is it going to land with that with the with the with the cargo underneath? Um the other major major factor would be right now all of our SCU is done in one SCU or half a SCU um which is very small compared to the storage containers that's that ship is supposed to be be carrying. So I for for us getting the transport working the way that we want it to work, that is imperative, you know, to get the
- 00:01:48
whole series working as well as any of our other uh freight movement. Uh we didn't discuss this before, but it occurs to me that imagine there's probably some economic uh factors in there. Like, what is it going to do to the to the economy? Cuz we're just now we're just starting to build our in-game economy. exactly. And right now it doesn't make much sense with it moving just between, let's say, Area 18 and GrimHEX or GrimHEX and and Delamar. That's not There's not much risk. There's really no way to get that ship to work with those things. Yeah. So, getting the universe expanded, you know, which is what we're we're working towards for 3.3 with Hurston and and um on one side of the map and then we've got um Crusader on the other side. That to me is like a proper transportation
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Okay. you know, thought. And so, once we get that working the way that we need it to work and we get the docking aspects or or maybe we should maybe we ship it with the the lower arm not not extending so that you can actually land it. Like, it's those type of factors that we need to just sit down and and really work out, but with all of our focus being on object container streaming and and some of our other ships or some of our global systems that that cross multiple ships, those are the priority right now. Got you. All right, next question. The distance from Port Olisar to Hurston wow, it's like I I plotted those two together, right? Is a little less than 32 million kilometers. Since all of our existing quantum travel systems, drive and fuel
- 00:03:27
tanks are too small to make that trip in one hop, how many res- uh truck stops are we thinking will be along the route? So, right now um we have a test map that has uh Hurston where it's going to be, Crusader where it's going to be, and right now we have kind of concentrical rings that are in between there. And we have eight rest stops on the way. Um so, this is something that's we'll be testing out and and we're we're using this as a kind of our initial guess, you know, of of kind of how populated we need this location to be. Mhm. And then from there, uh that's that's probably going to be our initial stab for 3.3 and and I'm sure there will be some adjustment. Oh, yeah.
- 00:04:12
And then as soon as we go out and soon as we release it, then with fan feedback and all of that, then I know I can guarantee you that there will be more adjustment in 3.4 and 3.5, 3.6 kind of thing. So right now, we haven't worked in this scale yet, so we're kind of building our formula and figuring out how all of this is going to work and how often you have to refuel so and so forth. Got it. Now, you said the number eight and before anybody takes it right out of spectrum and says there will definitely be eight, that is what we're working with right now in our internal testing. That's by the time 3.3 gets in your hands, it could be six, it could be 12, it it you know, that's part of what we're figuring out. And then once it got does get in your hands, what he just said, you're going to tell us whether that's too many or that's not enough, you know, whether we need to adjust, you know, how much fuel is in the quantum tanks or whether you know, whether exactly exactly.
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It'll be a lot of tweaking. Yeah, cuz I mean I I don't want I don't want the players refueling every 2 minutes. I I don't think that's fun. I don't think anybody's going to think that's fun. So um let alone what's happening in the cryo stir right now. So uh What? What? What? Um but from there, you know, we'll we'll do our adjustments, we'll do our internal adjustments and then as soon as we send it out to you evocati, I'm sure there'll be more adjustments and then and then once we start getting into PTU and start uh getting into live, then you know, we'll we'll keep we'll keep on churning. Suffice to say, we're pretty confident that you're not going to be able to go from Olissar to Hurston without stopping somewhere. I don't think so in like any small ships or even kind of medium-size ships. Uh in a capital-size ship, yeah, I think you
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can. Hey, but speaking for 3.3 and what will be available in 3.3 though. Yeah, probably not. Yeah, I'm just for for what people can expect when they There's a you you're going to have to you're going to have to stop and get gas somewhere. Truck stops. All right, what else we got? Uh here's one. With John Pritchett's departure from CIG, uh this person is curious to how long it will be until we get a fix for ESP. Uh this person and many others are eager to hear about when we can expect a fix or even if it's a priority for the guy that's taking over John Pritchett's work. Now, by the time this airs, 3.2.1 will have already been out and possibly even 3.2. I We don't we don't know it and and that had a number of ESP fixes in it already. It did. And so, uh David Colston and um Andrew Nicholson and John Crew worked on the adjustments for the ESP and uh now
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um it is in designer control. So, in 3.2.1, obviously, the the time frame that we have for 3.2.1, we we we put in some rough guesses and some rough balancing and I think we did um at least one iteration beyond that and then, obviously, uh once 3.2.1 goes out the door and we're working on 3.3, we will continue to do more adjustments from Yeah. Uh we we we talked a little bit about this when we were on RTV uh by the time you see this like 3 weeks ago now at the time. Time. I don't know what day it is half the time. Uh I you know, these are teams of folks that work on each individual trade and and be even with 500-plus employees around the world, not everybody wants to be on camera. So, the the there's this view that sometimes the person you see on camera all the time is the only person working on a feature or even the most important person, but no. David
- 00:07:27
Colston and Andy Nicholson and John Crew and all kinds of stuff. We we we got some we got some cool things in the works. It It takes a team. I mean, it definitely takes a team. And uh what you've seen in 3.2.1 and what you'll see in 3.2.2, should there be a 3.2.2 or even beyond that 3.3 and stuff, that's not the end of that story. You're going to see you're going to you're going to see some fixes, some more fixes, some more improvements, some more refinements uh coming before the year is over. That's my big hint to you. Okay, let's see. Uh mining came up with the in 3.2 and the Prospector. Uh this person has read their Prospector brochure. Will the filtration mechanic, as stated in the brochure for the Prospector, be added in a later patch or or when the next tier of mining is deployed? I am referring to the ability of the Prospector to filter out waste material and blow it out the exhaust
- 00:08:15
port that is above the rear engine, allowing for entire holds to be of usable mineral. Uh right now, the team is focused on just improving the actual grounds uh money aspect and gameplay associated with that. And then they're focused on getting asteroids in space. And so that we can actually do mining in space. And then from there, we'll look at what that team needs to move on to next. Either it will be uh a career, another career, or are there other aspects of mining that we need to do like refining um or or uh basically the the filtration aspect of it. So, it's it's something that we'll look at from sprints and and see how that team's going. Right now, we don't know how
- 00:09:04
how much R&D is going to take on the the space mining. Um right now it's looking pretty good and and we've got uh some some interesting gameplay that that you know, I've seen at least on um on Reddit and see the launch the Reclaimer? It looked really good. yeah, exactly. So, you know, seeing those types of things, but but now in space. All right. Uh and for your final question, how do you feel? I feel good. I feel good. I'm I'm excited. You know, I I feel like over the last 9 months we've we've made a hell of a lot of progress and and I think the teams are really focused and the way that we've adjusted our production work, like I I feel good. I'm I'm excited about these these quarterly
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releases and um you know, getting getting this constant feedback. That was a Star Trek 4 reference and I I I didn't know whether or not he was going to pick it up and be like confused by it or not, but now he did a very sincere and heartfelt and honest answer and I suppose we'll just have to settle for that. All right, that's it. That's your two calling all pappies, guys. We'll be back next week with a regular edition of Calling All Devs where I bug people on Skype and they yell at me afterwards. Uh for Calling All Pappies, I'm content manager of global video production, Jared Huckaby. That's Todd Papy Star Citizen live game director. See you next week, everybody. Yeah, we're very tired. It's the end of the week. All right. Bye.
- 00:10:50
Thanks for watching. For the latest and greatest in Star Citizen and Squadron 42, you can subscribe to our channel or you can check out some of the other shows and you can also head to our website at www.robertsspaceindustries.com. Thank you very much for watching.
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

