Star Citizen Live: Invictus Launch Week Vehicle Q&A
Transcript — every row opens the video at that moment
- 00:00:01
hi everybody welcome to another episode of star citizen live Invictus launch week vehicle Q&A that's a mouthful I'm your host Jared Huckaby and joining us on the show this week are an esteemed panel of vehicle star citizen vehicle people some of which probably need no introduction but as every show is somebody's first show we're gonna take the time and go through it none this nonetheless I will start immediately above me are Richard tell us who you are and what you do for star citizen yeah yep so I'm an experienced team and star responsible to the vehicle experience the cheating side of the ships and the weapon balance and guitar getting stuff so right and then immediately counterclockwise Dave
- 00:00:52
Coulson who are you and what do you do so I'm a gameplay programmer and the product owner of the vehicle feature team we work on all the vehicle features and gameplay features for vehicles pretty much ok and last but certainly not least immediately to my what is this right Jean crew hi my name's John I'm the vehicle director and each team's vehicle tech team and the two vehicle content teams all right now as most people are probably aware Invictus launch week is set to begin today later today I don't have a specific time for
- 00:01:40
you it's when all the lights turn green and everybody thinks everybody's thing is ready so in coordination with Invictus launch week we decided to bring some of our vehicle folks together and do little roundtables answer some questions from the star citizen community as usual you can submit your questions in one of two places if you're watching live on Twitch you can do so in the twitch chat where you can preface your question with the word question in capital letters surrounded by brackets it's going to help our community team pull it out from all the other conversation that's going on and earlier this week we put up a on spectrum where folks were able to submit their questions and then vote up which ones they wanted to see answered most so we are gonna start with the questions from the thread their first one is what can you tell us about the reworked shield tech is it still being
- 00:02:29
worked on it is still being worked on that rework shield tech is mostly to do with SDF the idea that you know previously we would have the ship encased in like a mesh that someone would make but now that is like calculator automatically with this SDF so then SDF if you haven't heard of it before is this data structure that lets you query how far away a point is from the ship so you can effectively work out very easily if a bullet or projectile is hit the is hit the ship and it'll result in much more reliable shield hits and stuff like that right and and of course SDF is being used on for quite a few things not just the shields and is just being used for the new reentry effects and there's a couple of I can't I'm
- 00:03:17
trying to think of other things SCF's being worked on right now and blanking the effect is a huge one there's so much the effects that you really want to like conform to the ship and it's time consuming right - like I'll throw all these effects for a beautiful ship so this automates a lot of it especially when you have to deal with animating ship parts and bits that fall off the share page so if you get that I'm a not for free but it's significantly easier than how the current systems work next question any movement on AI blades for turrets indirectly yes so something we're playing out at the moment is a lot of the precursor work so anyone that was around before item 2.0 will have been familiar with like avionics motherboard items so we're doing the sort of the
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planning for the revamp of those to go in the ships and obviously a big part of that is all the blades you put in so we also need to get the basic computer item in first and then we can work on the place but that's all being planned out in the very near future waiting just for for folks who maybe have joined the project since the last time we mentioned AI blade they are components that go into the vehicles that will allow you to automate the actions of the man turrets yep so they're the vehicles we'll all have computers small ones medium ones they each have a varying amount of blade slots in there and you can put all these different sort of blades in so the most popular one will be the I want to slave a manned or remote turret to to the pilot seat and that would take up like one the place where it's all more
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perhaps it's you knew you knew this was coming you can't get through a vehicle question without something about the merchantman what can you tell us about current plans for the merchantman we last heard that the care team was going to move on to there is that still the case what's what's the merchantman ship here say that the the plan was the character would move on to the merchantman but as we were coming towards the end of the Carrack we had the team to a bit of sort of pre scouting of the Marchman and based on the work that we did on defender and all the problems we hit with that which we sort of discussed around this release we want to spend a lot more time concepting it to sort of make it a really solid ship because i know the measurement
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known as a super vocal about things looking at the concept you can see there's there's quite a lot of inconsistencies with some of them when a rule all them out have it all sort of planned on paper so to speak before we start modeling it out so we're paul jones and those guys are going to be spending time tightening up the concepts and then the production team will hit it at some point in the future but the the characters essentially being split into two smaller ones that are working on two other ships right we learned a lot of lessons with the venue merchantman about how to do the organic style design for that for the venue and as far as the ship and i imagine there are a lot of lessons we have we had to take from that and apply to the merchantman yet which is a ship at a much larger scale yeah
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it's it's like we have with other ships you you can do it ship at a small scale manufacturing we have an idea of how it's gonna work larger scale but it's not a one-to-one translation from the live chat is having a beard a requirement for working in CAG no we let Dave Colson work here I don't know what the deal is with game devs and beards my face is just fabulous that's why I like game designers and like lumberjack check shirts almost like a requirement will future vehicles like the mercury also come with associated gameplay like data running it's
- 00:07:23
something that we're definitely trying to to move more towards like in the past where it was very much we've done the ship so let's just release it so I'm starting this year the end of last year we where we can we try and release some of the gameplay with us so the red was a good example in the we had a very basic form of medical gameplay in the mercury is obviously twofold as there's it's a cargo rudder and a data runner so it's not as critical to ship with data running because it does have another purpose alongside it but it's this we'll see as we get close to the server time because it's data running is essentially cargo running with a data Kamala see yeah yeah it's important and we touched on this topic before a couple of times
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in the past obviously when you want to when this when when things can align the way we hope they do yes we would always like to release a ship with its associated gameplay but as often is the case the associated gameplays is done by teams that are outside the ship team for instance and and different schedules and different workloads and and different priorities so sometimes those two don't always align in a ship is ready to go before the Associated gameplay is much like I think one of the bigger examples is the reclaimer yes so it's it's when you have that asset just sat there sort of ready to go beyond any game players it's a very hard decision to go show just keep this to ourselves for another three six nine twelve months what do we give it and imagine that place some
- 00:08:59
factor into your scheduling too when you're trying to schedule what ship is going to be built next it's you have to look at well is there a chance that the Associated gameplay can come online with it and if there isn't maybe we don't prioritize making that ship sometimes yeah and the Vic on set schedule is it's currently mapped out twelve months from now and I literally sent an email just before this call about what things are we going to put in the next slots after that speaking of this question is simply Hulsey yes there's a lot of technical obstacles to that some of them were
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actually we're actually making progress on like you need docking and stuff for the whole sea to be useful and yeah John can speak to all of the other stuff there's just so much technical hurdles to get that ship at yes dock is obviously a big one which we're handling on the vehicle side then the other things really are having multiple physics cruisers in a ship and having these areas and area shapes scale dynamically at runtime so area shapes are basically just a markup that we can use to define of rooms volume so how much or how large a room is so you can have the audio tied to it the the air tied to it and viz areas control the visibility in those areas the engine
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assumes they're always static and they never change all you can do is you can turn on and off a portal to look in or move in and out of them obviously the whole sea has this big section that expands in the middle so these rooms have to dynamically scale at runtime which is something the engine never designed to needs adjusting to do that problem and it's the same for physics crews at the moment we have one physics grid per ship mm-hmm having multiple ones for the front and the back is a relatively easy change but having that third one that then dynamically scales at runtime is the other big issue so you're talking those core engine problems the big first hurdles and then we move into sort of performance and optimization at the moment seu is one to
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one match so the whole see us like four thousand dot seu of cargo at the moment there'll be four thousand boxes stuck to the outside of the ship which is not gonna be great for performance so we need to have at the cargo system which is another team outside the vehicle team completely work on using the different size boxes so if I buy 32 sau of stuff don't fill my ship with 32 individual boxes fill it with 132 sau box and then that just scales for the whole sea so instead of having four thousand boxes on you might only have a hundred boxes and that pretty much touches them all so a lot of those now they'd be sort of in limbo for a while I've seen the vast majority of those either in progress now or going to be imminently in progress for those making comments about my
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volume this is one of teams new features is where I'm thinking that I have made no changes to my volume level whatsoever since we started the show and we started with jared is too loud - jared is too quiet and I'm super happy about it Thank You teams let's see what we got from the live chat do you have anything new to share about the Drake course they're not really it's the show ancestor that okay just just a short-ass okay not every ship is being worked on at every moment there's a little ships I don't need so many people I'd see what can you tell us about oh here's me run what can you tell us about operating costs for vehicles like maintenance fuel etc especially as
- 00:13:05
it relates to a solo players ability to operate a large capital ship like an address or javelin I think the discussion with that is that it should be almost for him expensive such that you could do it by yourself but it's just you know so much money that it'll [ __ ] you yeah it should see like you know spread over a group for an organization it'll be much more feasible and manageable it's technically possible but not realistically possible yeah you can you can fly one of those ships by yourself you could hire an MPC crew to have it instead of other human players that just adds more cost if you fill it with humans they're gonna want some share of whatever you're doing good
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it's realistically not something that uses your daily driver around the verse well though someone will there's always there's always someone that we have no javelin now every day it'll be mad you'll be driver when you fell someone going to the groceries in their javelin parking outside there will be some magnate who corners the market on quantanium or something and is a star citizen billionaire and they will just as a matter of status and a matter of effort in a matter of I'm gonna do it the hardest possible way they will be so low operating a javelin out there no it will happen but for the amount of effort that it will take you know by all means
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you and I know that because that's exactly the type of player I was when I play let's see what else do we got here what can you tell us about vehicle customization components AI blades tuning etc it's been a while since we've heard anything it's it's all still planned that sort of those customization events are a need that people will obviously have components in game that they can customize now there's going to be more of them they're people a variety of them AI blades we talked about a few minutes ago tuning your thrusters is a good one so I know there's been some like like very early milestone or Kickstarter Wars with tuning kits that
- 00:15:30
we will deal with but something that we do want to do is have like different thruster sets with ships which I don't know if Dave and Rich wanna yeah we we've done a huge amount of the prerequisite work to support that and we're pretty much there in terms of like the you know the core vehicle system actually being able to do that it's you know now comes to a matter of actually doing it and like fitting it in with the economy and having the shops all support it and everything which is a lot more work there's definitely plans in the very near term to have at least one ship support having two different
- 00:16:19
thruster sets that you can purchase in-game it's not to mention as well obviously having multiple thruster sets doubles the we're almost doubles the tuning work on the flight balancing of that ship because now you have to you know make sure that ship works in a reasonable capacity for two different configurations I think I think the ability to customize ships is you know beyond just you know the one of the current topics is paint and stuff like that but being able to go through and classify a customized your components and swap out you know everything that you possibly can making a ship your own is one of those hallmark aspects of star citizen those those things that we've been talking about for a while so that's one of the things that really excites me
- 00:17:06
about our future is being able to take a merchantman or a you know a mercury or or even in an Aurora and be and be like this this it's an Aurora sure and there are a thousand of them in the verse but this one is mine you know yeah so it's that just a dream it's that William Faulk and it's a Han Solo I made a lot of special modifications myself so if you get on board yeah alright what else do we got hey Dave Coulson I have a feeling this one's for you what is the status of the second half of the ifcs update that was planned hybrid thrusters thruster curve atmospheric overheating they've obviously got a list this person's been paying attention so they have and the exciting news is that I think everything
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that you just said jared is pretty much ready to go for a310 obviously that we need to like finish it and put the fine-tuning on it but we've been reviewing it and making sure it's ready to already at a reasonable standard that we are happy of releasing it and all of it where it we're pretty much happy to go so there's there's like the aerodynamics we've overhauled Heerden arcs and the efficiency curves obviously make a huge difference they if you haven't heard of them before they apply efficiency curves to thrusters that things like atmosphere particularly atmosphere will affect the output of the thruster there's various other like salty there's loads of stuff happening in that I don't want to go in too deep because we're gonna actually have a more
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in-depth segment on ISEA I believe coming up in the future but suffice to say it's it's almost here it's almost it's been really fun to unit as well so you know I'm you know so I am I am really excited to get into pollutants you know and just see what they can do with it yeah it's it's talking about that David you're on the vehicle content team or via their feature team feature team and rich you're on the experience team so so it but I think that this this particular topic is a good way to kind of illustrate the difference for the team so so David's team is creating the feature and then your team goes in and balances it tweets it adjusts it Tunes it yep yeah get in there which unit will
- 00:19:39
push it to its limits and bring it back and get ships working and then will provide feedback to David then we'll sit together and you know we're constants or the problems of Fran with the future movie you know and then we'll just carry on to improve it you know and then it's kind of our job to really finish off the fine-tuning of all the ships and you know kind of Avadh the unique character that we're going for in these ships you know because we've got small ships and Emmas like massive ships and the world go I behave in atmosphere so it's what provided that kind of unique performance that these will have and you know so I'm you know I am kind of excited to get that into players hands and you know see if they enjoy and see if they enjoy the differences as well the big advantage we have with vehicle experience team is that they you know rich and his guys have this like really holistic vision over the design and feel and gameplay of vehicles whereas you
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know vehicle feature programmers and designers tend to be like narrowly focused on they're doing their thing so what will happen is like no will work on air dynamics or whatever but then rich and his guys will have this perspective of how that fits in with this other thing in this other thing and so it's kind of their responsibility to make sure that the whole holistic experience is like tip-top oh yeah and in the before the event happened that the two teams are literally sat next to each other in the office so it's it's very collaborative it's not like one team does something sends it off to another floor in the building they play with it send it back everyone's all just sat together collaborating on it normally normally normally well you know we're but if you some teams the moment having
- 00:21:17
what some calls all the time which is very different you know it's working I next questions another single word er Redeemer single question what I'm surprised this thread wasn't just every single shape question mark we've done this before and that has happened before it yeah true Redeemer so all I'm gonna say is I would highly recommend people to check out the Invictus law streak when it's live especially the aegis days and go look in the expo halls okay fair enough hey we got a carrot question is it still planned to add in ten antennas to the Carrick as well as the protection for the cockpit yep still planned the reason we didn't do them for the launch is we
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don't have a nice way to trigger them off see the antennas were there for like jump point mapping and without jump points and the pea there was nothing to do with them and the protection of the cockpit was just we didn't have the time to skin and rig this incredibly complicated shield shutter system sorry it's all designed out concept stage if you watch this isn't calm presentation that poor Steve and myself did you'll have seen how it's gonna look it's not quite the same as the the original concept which was much like it like a shop front roller shutter is more heavy plated but it's definitely going to be a thing okay let's see from the live chat will the mercury star runner be able to carry a rover or any vehicle other than the bikes yes so this is something that I
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know there's been lots of discussion recently on some of the changes to the mercury this is one of the of instigating factors to that we wanted to it was so close to fitting one it seemed wrong not to massage the interior slightly they could fit obviously the rear entrance was not quite large enough for it so we increased that which did have the unfortunate consequence of having to lose that central round middle engine but the ship itself is not going to be any slower from lack of it we've added I think two extra smaller ones in the wings to compensate for it and we readjusted the turret position so there was length for a rover to go in there
- 00:23:48
and the Turks themselves will sort of they're not going to sit proud of the ship all the time they're going to compact in like other ships so yeah there have been lots of mercury star runner questions and chat since they saw the first image of the hollow of your remodel the this sometimes let's talk a little bit about why a model a ship can change from the concept phase into the implementation sometimes there are drastic changes I would just would just say the I think the car - while losing a second seat sometimes they're incredibly close to the concept we like the recent Prowler why what are some of the reasons
- 00:24:38
and I want you to talk in general so that this is an answer that can apply to many things what are some of the reasons why these things change a lot of it is just the how the pipeline's got better over time so if you look at a lot of the older ships a lot of them didn't really consider component placement or or metrics like the Redeemers a great example of a ship that didn't adhere to two metrics particularly well so when we get into production things have to change to fit and for the Mercury in particular the concept Buster did it did a great job of fitting everything in but it's been a year plus since we did that concept and things in the engine up day
- 00:25:28
over time so when that concept was done we were only just dealing with landing gear compression so the the landing gear that were concepted worked fine for how the game works then but now we've learned a lot of things we need to beef up the landing gear change that position ever so slightly so the ship settles better because you can make a nice asset in max or whatever but until it's a physical thing in engine you see how it lands and settles on its landing gear you never hundred percent sure how it's going to work so we had to beef up the landing gear slightly change the placement and all those things knocked on - if you have bigger stronger landing gear that perhaps have greater length so you have better compression so it lands easier you need a bigger volume to put these things into the ship so that then has knock-on stuff the whole because you
- 00:26:17
need a bigger thing need bigger doors to cover the landing gear they need somewhere to go and like one day a thing like I want to have half a meter more landing gear clearance can have huge knock-on to the underside of a ship because we don't we don't cheat our ships they are one one the interior fits in the exterior unlike the Millennium Falcon yep I also have to imagine I don't say it any information this is just a question I have to imagine the the air ducts the the compartments the getting around one of the features of the mercury that that probably necessitated some further development just getting players to work you know again the player module model to crawl through there and stuff yeah I would think so yeah all right let's move on we've seen a couple Vanguard
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questions do you think the Vanguard series urgently needs a revision to its weapons it is currently a ship with little firepower in relation to its role as a heavy fighter and a military escort according to this person would you agree with that what do you think it's probably my favorite ship with the Vanguard and I think it and I think it fits pretty well with the weapons it's got I mean you know it's got a good balance of weapons and missiles it's agreed saying it's got little firepower yeah because it's got quite a good pill you know kind of issue and if you really yeah it's look at the analytics in ASEAN PU it is top three top five worst patch the patch on the amount of kills it gets
- 00:27:56
like I can see it's not ideal because it has the mix of fixed and gimballed weapons so if you if you don't like that mix your only choice is to go all fix which gives you more DPS which only improves the situation and when we did the rework we had to make that decision at that point of do we stick to the concepts of those four fix nose guns and he talked with crystal I was like yeah that's that's an iconic part of the ship Rich's cast made an appearance I missed it oh there is comes Rocky yeah we decide to keep them which ties us into various problems I know there's been lots of solutions like get rid of those nose guns make them game board like if the gimbals there's nowhere for them to give
- 00:28:43
their all gonna clash into each other get rid of the chin guns stick it under the wings put in the wings no space for landing gear the space for missiles it where it is we're pretty happy with maybe bespoke guns could have some shooting to them but it's it's not gonna get another rework if you had if you had six weeks on your on your and your star citizen pool of how long it would take for a cat to appear in an official star citizen video congratulation here you go you you want six weeks is how long it took for the work Ramon so you so I get what you're saying about the Vanguard now I get you know we have those internal analytics that showed you know Kate you know you killed death ratios and stuff like that all that said why do you think this person and let's put ourselves in their
- 00:29:32
shoes for a second why do you think this person and others in chat would disagree with you why do you think they would think that the Vanguard isn't all that it could be um so it's probably down to how we see it working in the future when we've got improved turrets because it's got turret on the vanguard and we've always got some improvements coming to turrets that I met they're much more effective so that's kind of where we see it going so other it's perfectly reason I think for me to feel it's probably not as powerful that in the future well you have much improved to experience and they're much more balanced towards actually where can you be able to shoot rivals I think that's kind of where we see it yeah and there's there's always the wild card of when a new ship comes
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into the game and upsets the the meta like the Prowler is over-performing compared to what it should be doing which sort of known as territory yes so it's is it that the vanguard sucks or is it is the Prowler is too good and I would say that the Prowler is too good I think a lot of people you know a lot of people would say that fixed weapons in the current meta whatever the current meta is is somewhat another good point and something that we're fixing for 3:10 we no fixed weapons have been pretty rubbish Sony compared to gimble assist and gimbals and it's something we've worked on and it seems to be seeing liftgate yeah hmmm maybe a viable choice now between
- 00:31:10
the two and and Richard I I'm not I'm not gonna say this to pick on you but you're the one who brought it up and I've got to we've been hearing turret improvements for what seems like forever I mean the we're gonna fix turrets this is sort of like Lucy with the football and peanuts it's like we're gonna get it this time what can you tell us well I can't promise we're gonna solve well for this but we feel it's for like 3/10 it's a really good step and best I've ever played yeah you know so we've had some really positive clear tests between the group where we've gotten a hammerhead for example and we felt like Kings basically you know so that was we had one person flying a hammerhead and two
- 00:32:03
people in the turrets that one was in the top turret and one was in the side Terra and we were just constantly spawning waves of AI and within about five minutes we'd killed 50 people just with turrets which is pretty unheard of with how turrets have been and there's a whole slew of turret improvement it's not just one thing we've done we've we've pretty much reworked them from the ground up and I believe we'll be doing we if we're not doing an IRC episode on it soon that there is going to be a sort of post detailing a lot of the the combat and flight changes for 310 that will come before 310 that will explain it all alright it sounds good from from turrets will go to another over to another big question
- 00:32:54
mark over the years the constellation Taurus is the last from the constellation series to be finished compared to the speed with which other ships in the series came into play is there a specific problem related only to the Taurus it's time time to get those conspiracy theories out of the way of the constellation Taurus there's there's nothing really particular that stopped it beyond other ships have taken priority at the end of the day it's another cargo ship we have cargo ships in the game already it's it's more work than it seems to do it because it has exterior hull geometry changes and significant interior changes unlike the Phoenix where the changes
- 00:33:41
were sort of constrained to one central section of the ship the Taurus has that second secret cargo area in the front and the extended middle section so there's a there's a lot of work there and when it comes to do we finish the Taurus or do we get the Prowler in-game or do we get something else in game the port Taurus always seems to lose out but it is back in the schedule when it when we're confident of the release date it will go on the roadmap and all the economy variants will be closed out there's there's no secret entire rework of the colleagues on the cards yeah I you make you touched on something I want to make sure we clarify I in the show
- 00:34:29
you mentioned that we've got our our roadmap of things that we are working on over the next year and then you just mentioned that when we when we believe we can release the Taurus it'll go on the public road map and yeah it's it's an important distinction I think it's worth pointing at again the public roadmap is our anticipated releases not not the schedule of things that we're working on at any given time so so we are as folks well you know see what the recently revealed you know G 12 and stuff like that the we are working on things that we are working on things that are not on the roadmap the roadmap is a list of expected or anticipated releases or publishes or how whatever word you want to use for that ah let's see docking what can you tell us about docking is it just is the whole docking stuff going to be Universal or is it
- 00:35:18
just certain ships ship types to certain ship types and stations give us a primer on docking so docking docking requires ports on the ships to match up so we're planning on two different affection effectively metrics or like shaped sizes of docking ports that are not compatible with each other and so if you want to dock one port to another then they work if you want to dock that for it to another dock then it would and I think most of the ships already have their docking ports there I think for example the constellation has the smaller docking port side on the on the
- 00:36:06
sides the round one and then there's a larger docking port size and then the stations will have docking ports of varying sizes so that ships that particularly the larger ships that maybe are too big for the landing pads they will just dock with the station particularly rest stops and things like that but otherwise yeah docking is progressing working on it at the moment and trying to resolve a lot of the issues that come up with it and there's a person like shall we say special cases where for example the the merlin docking with the constellation that's a special case because it doesn't have it doesn't use either those two metrics and another special case is the detachable like
- 00:36:56
command mode on the caterpillar so things like that I think also the whole city is also an exception so we need to kind of work through how those are going to work and how we integrate them with the rest of the system okay is there a kind of ship you've wanted to create but haven't been able to yet John you fought for that 8/10 yeah for literally years so I want to do that space a10 and it was like nobody wants that I won that so let's let's do it and finally managed to get the Aries out so I haven't got a new one that I want to do cuz that that took a long time to get through though it's
- 00:37:46
heartening to know that even you have to fight to get a ship into the yep the truss of my mind is like older ships like I like I like the idea that our universe has this whole history mm-hmm I I would love to see like some historical ships in the lore of the universe like kind of showing you how the development of technology is like progressed that is a very like high-flying ambition though but it just appeals to my senses like lore in the game's universe well I like like a 57 Chevy or something like a classic version of an existing ship I'm with you about you Richard yes so I public employee I carefully go for a mix of an M 50 and a mix of the Harold
- 00:38:34
so something kind of bigger beefier with massive rockets on but but but but that can also really perform as well you know just something would that be erasing nicely yeah bucking racing truck right space racing trucks yeah what about you charge I know you already know it well I have several but yeah III I gave up on my origin stealth ship the 404 a space ship not found I gave I gave up on that but uh no I I still want the jalopy I still I still want it's actually kind of like what Dave wants I want I want an old beat-up ship that you know that you can't pledge for you can only get it in the game yeah I mean it is an absolute junker and and and it's it's the kind of
- 00:39:23
thing that you'd buy to get from A to B like when you're stranded on one planet and all your ships are somewhere else or whatever you just need to get it from A to B but then there could be a whole like quest line where you can like restore it you know you're gonna actually work to restore it with but all completely in a game and and then that would be it would be like a point of pride at the end you'd have that old junker completely restored and people would know that you put you know a hundred hours of work into into restoring and doing it and that that's what I want if I can't have my my origin 404 spaceship not found I want I want the jalopy I want the jalopy that people can restore in the game that's what I want either that or my or the one racing type [ __ ] that we don't have yet it's our demolition derby I want I want like I want like I want like I want like an
- 00:40:12
anvil racer that's just got junk plates attached to it like it's you know you've got your your m50 can do the maneuvering and your 350 arc and beat you on the straightaway and then this thing just goes you go around them you can go past them and then I just as a demolition derby racer will go through them that's what I want to think of like the the trucks from that box yes but like a spaceship version I have it you asked me John I was not just anything I got ideas why can't we turn the lights on or off or change the red alert state on our ships it's something scheduled but it's
- 00:41:03
in the grand scheme of things compared to some of the other tests like docking it's quite a low down the list we have a lot of the systems in place that because they obviously work automatically it's just exposing that to the user and then making it behave with the automated systems so it's a service planned it's just not on the immediate future a question from the live chat kind of builds on the customization question we had before when designing ships do you design them for one specific purpose or do you consider that they can be customized into additional roles down the line depends on the ship some some of very single role focus with like the
- 00:41:56
Ares is a good example even though it has two variants they're just how different you want to kill something you can't do anything but shoot with the Ares but other ships yeah we do go right how customizable do we want this to be do you want it to be very lightly user customizable and that they can just changing components and the weapons or do we want to go further and talk about module swapping out and things like that if you get the other end of the spectrum you've got the endeavor and then there's the desperate at the far end of the spectrum what ship do you want to attach to your ship you're looking forward to it all right let's see any updates on the Mustang alpha cargo hold it's pretty
- 00:42:49
much this one of the same technical blockers as the hull see on a wildly different scale in that at the moment we can only have cargo groups inside a physics grid of a ship obviously thing Mustang Oh first ones on the outside of the ship and so is the whole sea and that system does not currently work when it's not inside the ship so when we do the work flow LC then the Alpha will get the same support thank you I've seen a couple questions about whether the fa lightning will will be available to pledge for it during a fleet week if a lighting was featured prominently in our advertisements for the flee week it will not be available to pledge for the further flee week it's we've made several statements before it's it's we
- 00:43:37
don't intend to make it available for pledge you it's just a military ship with a lot of mystique around us we thought would be fun to use it in their promotional materials kind of like having the Bengal in the original promotional video for star citizen but there is no intention on making it available for a direct pledge so some of you folks already knew that but it's coming up in chat so I want to address it again see with all the tools CID developed is building and creating ships faster now than it used to be it's definitely a lot faster I know back when we did the flight presentation at Susan con 2948 I think it was we showed off all the new flight tools and they have been continued we continue to improve them there's new tools for the
- 00:44:25
aerodynamics and all sorts of stuff I know there's there's various their new tools for the other aspects of ships but I think John mentioned the other day that our ships have also gotten more complicated so there's more to do but fools are definitely lightyears ahead of it see it's definitely quicker using the the tuning example when I first started it was pretty much you open the XML and you look at these six set of numbers and you just type some other numbers in there and play and go yeah that doesn't feel quite right oh stop the game stop the game type it in the XML document restart the editor go yeah that's fine and then over time it's a live update and then coming out of Excel and then now we have all the cool tools that days
- 00:45:13
written and rich uses day-in day-out that does it live and gives you all sorts of information and then on the outside as well obviously the old way we used to do damage where you'd essentially model the ship four times and as each one went down to 75 50 25 0% you would swap that part out now we have the UV to shaders we just we model the ship pristine we model some governs inside and let shaders to all the magic in-between a question about bikes here space bikes it's another one with a with a strong opinion in it bikes need to go much much faster on the ground and in at mo can we turn up the speed please yeah we're looking into ways of doing this particularly in atmosphere it's a lot easier but part of
- 00:46:02
the issue is that our terrains are quite rough and so we're like carefully caught in this balance of we want these like low riding exciting Grammy's like well I like the planets are filled with all sorts of stuff and so we have to kind of like okay well we could like increase the height that they hover and then you can you can go faster but you know it's like this weird balance where we're trying to push them as high as we can without it being annoying they use constantly hitting stuff it used to be a lot higher when we first it with ICS - and then it was just really annoying so we had to lower it but we'll we're trying we wanted to be faster and we're trying to make it
- 00:46:51
faster have you ever considered just increasing the speed and then going to the environment to maybe like that's the slowest we can make them guys need to clear some of these rocks out I've tried it yeah we have tried that and it's one of those weird things as well like you get it in the real world like if you're driving in a low-down car versus okay SUV right we could make you be higher but you have to go so much faster to get the same sense of speed as just skimming along the ground it's we have the same problem in game so where we are is sort of comfortable issue I still probably feel a little bit faster yeah and just let you like have a little bit more it gets a little bit more responsibility
- 00:47:38
but not hitting stuff and then dozen will see other threats about yeah John onion because why we hit stuff then you make a good point that the higher you make it the slower it invariably seems trying to remember the exact I'm trying to remember the moment I discovered that when I was just like I can't remember what it was that but I had a real like well I opening a moment a year ago about our speeds when I thought oh they're so slow and then I tell you guy can terrible story terrible story I started a story and then realized I couldn't remember that so well we're gonna move on we're gonna move on well vehicle quantum fuel will be normalized by tank size rather than a seemingly random number per vehicle the example they give the Pisces gets more range than the Terrapin with the same size s quantum
- 00:48:27
fuel tank using the same quantum drive it's the the range is not purely based on the fuel tank size though like there's more obviously that just the usage rate of the quantum fuel is different three chips hmm so there's that as a primary factor but there's you know there's various of the reasons why it's not as simple as just a few right yeah there you've got the drive that factors into it as well and another thing which sort of gets confusing is the ship matrix and it sort of says this the ship has one one small field quantum fuel tank and this ship has one small
- 00:49:15
quantum fuel tank and eventually we want to have those tanks be physicalized things on the ship you can target it which means they need to not just be a metric box like all of our other than components because fitting them in everywhere like in a real spaceship you have it all in the wings you have it under the floor wherever wherever you can find space for it so long term they'll be bespoke to the ship and they'll be almost like modelled so you can see them wrapped around and it'll be a combination of the drive you have in and the the size of the tank which will be bespoke to the ship's the current system of one size one this is one size
- 00:50:03
one is just a a very very loose approximation of that for the short term I think a more simpler sense though they're saying that the Terrapin is a ship for exploration and it should have a longer quantum range than the Pisces yes and if there's stuff like that then stick on the issue Council and we'll look at it this one may or may not be for you this sounds like a physics question but we're gonna ask it maybe somebody knows can you tell us the technical reasons why vehicles jiggle and fall out of the elevators when trying to load them onto some ships and can you offer any insight about when this might be fixed how detailed do you want do you want us to go we've got
- 00:50:52
we've got nine minutes left in the show okay couple questions ago having moving objects in at rest on moving platforms is a really hard problem and obviously physics could solve this problem for inside ships but elevators and wraps and stuff they don't use physics grids and it's partly because of like the way the physics grid system and visit areas works means that having exterior physics grids kind of have some weird issues like you like the VIS areas will cause shadowing artifacts and other issues that we haven't been able to resolve yet there's also the issue that John mentioned earlier that we can't have multiple physics Reds on on one ship so
- 00:51:42
the alternative is then to not to not use physics grids but then we have these tell apply these elevators which teleport their position because their animations like the the ramp is an animation and stuff when you have teleporting objects trying to interact with a physics clear vision system the system gets very confused because the objects move in ways they're not predictable to the system like if it was just a velocity would be predictable right and so if you imagine like a really complicated suspension system sitting on a teleporting platform the clearing system gets quite confused so it either we either need to like break out those parts and simulate them manually with velocity and everything or
- 00:52:30
we need physics grids to work in a more complicated way it's a really hard really really really hard problem to get that right and we're still trying to work through the sort of issues that we have with getting that fixed let's see how many more of these we crank we can crack in before we run out of time here I know John you've actually all of you have a go/no-go me to go to as soon as this is done so I can't keep you extra time with the new wind bug in 3.9 we saw some ships being blown away by the wind like is that the ships had no mass at all can you tell us why that was so ships actually do have bass but there was a bug in the bug in 39 that you were seeing the result of was actually that
- 00:53:20
the wind was crazy strong the wind at points in Laurel was gusting up to like 150 200 kilometers an hour which I'm pretty sure if you put a seven for seven in winds like that it would it would start moving it's crazy crazy fast so that's been fixed they've been moved down but there is also the bonus that the wind aerodynamic stimulation wasn't as advanced in 39 obviously in 310 it'll be much more advanced and the way ships interact with wind will be more realistic and so I guess from those two angles the result should be a more believable behavior and actors currently aren't affected by winds and if they were yeah hey let's see if we can't lightning some of these any updates on
- 00:54:15
being able to spawn ships with their parasite vehicles inside each other oh yeah yes we're working on it okay well the ship HUD rework finally allow our ships to retain what we set the MFDs to eventually yes that is part of the NF theory work that we have been working on for quite some time we absolutely want that you'll have persistence on the MSDS and the pages on the MSDS and you also would be able to like customize your HUD a little bit and have persistence on that as well but that will come as the ffd rework eventually comes to fruition okay has the cargo changed for the 890 jump
- 00:55:04
why is this bug taking so long to tackle that has been known for over two patches so that's a brief you mentioned earlier that the cargo system is not owned within the vehicle team so it's it's on another team so I don't want to speak for their priorities but it's a bug to do with how the cargo system works out what's in a ship pretty much every ship except the 890 has all of its cargo grits attached in one way or the other like either in the ship or attached to a ramp on the ship whereas the 890 has bow and the cargo system just didn't know which it doesn't know to combine those two methods together to give you the proper number so at the moment I think it only shows the amount that are in the hangar not the ones on the actual lift so when that box fixed by that team it will go back to what it's supposed to be
- 00:55:52
which is like 448 okay Richard I feel like you probably have an opinion on this next one what can you tell us about the future of ground vehicles specifically the way they handle and operate they don't seem to have gotten the attention that spaceships have it so it said so it's definitely my passionate subjects is the ground vehicles but you know we definitely see them as not up to the standards of spaceships but you know we want to get spaceship experience and the combat experience and the turrets everything up to a really high standard that we're happy with and then once we're not adding loads of features on top of that experience we can move those resources onto the ground vehicles so it's definitely going to be a focus in the future and you know we're already in the early designs there's a kind of laying out what the requirements of
- 00:56:40
ground vehicles are to build them technically it's a we've done our engine so you know we're already thinking about it you know as soon as we move those resources on and we'll start to see some progress with the ground vehicles as well John we we know in the in the Fleet Week promotional materials we've seen the javelins we've seen the Idris we've seen the f8 conspicuous by its absence is the Polaris oh yes you mentioned it yeah you give us any kind of update whatsoever on the Polaris is it even in active development right now it is not as of this moment right now in active development with production artists and designers on it as I mentioned earlier the character had planned to move on to
- 00:57:29
the merchantman but we weren't more concept work to do we're also doing the same with the Polaris 2 to make sure it's in a good enough state that we can hit the ground running with it and it requires significantly less concept work than the merchantman so make of that what you will ok again not all things can be worked on at all speaking of which has that second posh pass on the 600 I coming along it's it's not come on anywhere we got a clear idea on what we want to do so we know there's things from the 890 that we want to sort of bring over just that level of material and lighting and we know the areas of the ship that we want to give more than just a touch up pass through so like making the crew quarters less cavernous and open reducing some of the
- 00:58:19
wasted bridge space improving the flow around the ship so it's probably going to turn into one of those things like the Vanguard touch-up which turned into a full rework as it's gonna be more more work than we originally planned but as the ship exists and functions its low down the list of priorities to do yeah and then last before we let you go any updates on that enhanced ship modularity that was mentioned it's one of those it's one of our original stretch goals several ships like the retaliate for instance have modules that were made available for pledge anything you can tell us so the one of the big pieces that is missing that for that is the ability to have items attached what items such as the missile racks with the retaliate er inside the object
- 00:59:08
containers of the vehicle which is essentially the rooms inside the vehicle attached to a vehicle when all communicating together so at the inside of the vehicle currently doesn't talk to the outside but think we're going to talk about this more in future episode of something I can't remember what our shows are called anymore okay I'm calling our devs actually but that's I'll let you finish in the will wrap up and at the moment the missile racks on the retaliator attach the outside the ship so if you took away that interior room and put the dropship module in you just have these two torpedo racks still stuck on there so we need to make those items be part of the the object containers and swap in and out and the work for that is actually scheduled in the upcoming quarter weather is going to release that quarter is not for me to
- 00:59:58
say there yes alright so that's it that's our show thank you so much David and Richard and John for taking your time to be here well that's for carving this hour into the middle of go/no-go that's this has been go no-go week for four three ten so I appreciate you making the time we are going to we're two weeks we have attempted to host some star citizen streamers if you watched last week you saw me fail miserably and attempting to host as of Ron Amir TV we are going so we're gonna try hosting the Ron Aamir TV again this week and I'm saying sir Ron Amir TVs of honor TV over and over again so that I know I had the full name and not just a run where they've actually taken the command away from me so we're gonna let we're gonna let our community team they have already
- 01:00:45
started the command I can see it calling up new people now so when you do go in there be sure you tell them that all said hi we'll try the next last week's again next week we are back with an episode of calling all devs focused on Salvage so look for that next Friday for star citizen live I'm Jared Huckaby we'll see you next week everybody take care you
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

