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Star Citizen Live

Star Citizen Live: Invictus All-Vehicles Roundtable

26 May 202301:10:461,944 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    so like with the cotton drives around the bigger components especially if we then take the extra 50 that's needed for the jump driver as well yeah yeah like we if you actually look at the interior of the center body there's no space so I think that's so thin because if you're all in there as well you got stick it on the back yeah makes a trip bigger makes it bigger bits less places carry it out the front with little arms all right well we could just reuse the launch from the meal rights yeah yeah meal arms that works yeah or Quantum ring so my issue of doing so because I saw them talk about that on Spectrum my biggest problem with that would be how would they get them so if you think about how big that is compared to the actual fighter that Obi-Wan uses like how would

  2. 00:00:47

    you get that into a position to be used because they're big and so if argument's sake that thing itself would also then need everything it needs power because we can't put a Quantum field tank in the ship because why would it be a possible attention that would need cotton fuel tank it would need its own power granted it would work we could do it from a tech standpoint but like how would you ever get in position and then once you've done your jump what do you do with it so you need a big cannon that fires yeah big slingshot on the planet Drake Apple what if we just move the whole body forward and then we've got more space at the back oh we'll put the wings yeah so the canopy front could align with the front of the Wings and it's just like how can you how can you say that as an artist with a straight face every other bigger to then fit the

  3. 00:01:36

    fury whether you care sure that's a scale every ship up 20 right that's fair is it the whole idea yeah your argument is that the quantum drives are too big but don't we determine how big the quantum drives are I don't think it's not too big it's snubs play a very particular role within the game they're not designed to be used as the same as Fighters but that's why Fighters are bigger than snubs they're supposed to be as small as possible to be able to take them into much smaller environments and they're they're cheap to operate maintain and run because you don't have to have everything to support yeah suppose books I mean there's a person inside yeah it's cheaper yeah like it's the same like conversation I've had with people in the past where they're like oh well

  4. 00:02:23

    why would you not just use the best ship to do something by best being like the biggest ship whatever if I was doing a pizza delivery in my local neighborhood I'm not gonna do that pizza delivery in a tank yeah I'm gonna do it a little better but because the fuel costs right but if I'm happy yeah but like if I'm doing it in a much more dangerous environment I'm not gonna do a little Vespa I might do it now I'm a vehicle right so it's by bringing the right tool for the job so once again snubs they serve a particular purpose and role within the universe they're not designed to compete on the same level as Fighters at everything but that's why fighter is its own category compared to snub Fighters yeah yeah so why is it cheaper to run about in a capital than

  5. 00:03:12

    well it'll be cheaper on the caterpillar than the Kraken because we're talking Capital grade components and the maintenance of them will be much much higher but it's not something people massively have to worry about at the minute but like eventually you're gonna have to repair them and saw the costs and fuel to operate it's going to get much worse fair enough don't don't give them that yeah if we can decide how big the components are why don't we just make them all tiny and have a tiny don't make Alberta so much happier just it's just a seat strapped to as many engines as we could find just leave it I mean that's basically the fury though everything else strapped behind it and Extreme as we can right now yeah all right cubes right all identical this big I

  6. 00:04:03

    mean you think how many components you have to redo yeah chip components and vehicle components and then like suit components that were going to be like like SD card style like oh my gosh you could fit the vehicle components on suits Max yeah that's what Cory's carrying around his car's air conditioning yeah I will tell you the same thing I tell the narrative team you're all just making it up when the narrative team make it up that that makes the rules when everyone else makes it up we just make itself up but they they they they have the right to go we just made it up but all right

  7. 00:04:53

    sure hi everybody Welcome to uh what's the name of the show Star Citizen live the Invictus uh 2953 All Ships round table and it's not round triangle table triangle table it's a drawing well technically it's one it's it's actually a hexagon it's a second number you know secondly there's the three signs and then there's the the the the the the the other three sides that are shorter and then that's that's six and then there's these ones that are seven eight so I guess it's actually an octagon it's just very weirdly no [Laughter] I'm here about my stuff today uh hi everybody Welcome to star system live I'm your host Jared Huckabee and we're in week two of Invictus uh the yearly uh

  8. 00:05:43

    celebration and uh uh event based on the military vehicles of the Star Citizen Universe uh joining me on the show this week is an esteemed panel of vehicle experts and Corey Bamford starting to my left we have course setting their minds in his own business why are you coming at me like this you're getting picked on today yeah if you haven't if you haven't figured it out already it's going to be one of those shows joining us to the left uh I look after ships and vehicles and weapons okay and

  9. 00:06:32

    to my right John crew hello who are you what do you do I'm John Crow I'm the vehicle director once again being on camera so many times in the last 24 hours but while you're on camera in the last 24 hours we actually filmed those I see things like like I think it was March 29th when we when yeah it was a long time ago yeah and they've all just come out yeah and yet there was a lot of like do I remember what I said can I can I can I can I see it because I don't remember what I said there was a lot of naming changes as well yeah which one you might be filmed and when things went out yeah did you have to dub it all or something did nobody notice no oh man I wish we'd done like a really bad dub over the top of us every time the word mistress said it's just like Mirai yeah

  10. 00:07:19

    uh Mark tell everybody who you are and what you do for Star Citizen uh Mark Gibson I am the lead vehicle content designer but what's the spaceship content uh so I I run the vehicle content team making sure that the ships come alive and work from a design and functionality standpoint it's been very polite he tells the artists when they're doing things wrong I do it a lot so send your letters to Mark Gibson uh Manchester goodyard um Corey hey uh Dan um I'm done I'm a vehicle artist here most recently worked on the fury you probably saw it like a week ago completely by yourself I heard yeah yeah well manner all right no one else got

  11. 00:08:07

    credit sorry we're ready to do a little insert on this so we're filming with Dan and this is this is back in like I said uh March 29th or whatnot and Dennis who was in here in the studio and he was able to make it uh Alex could not make it into the studio for the for the filming so Dan's talking Dan's talking and doing the interview and during the interview I'm like this is starting to sound like Dan is the only one who built the ship and so I asked Dan I'm like Dan you weren't the only person who built the ship I go he goes no and he went into this awesome amazing lovely tribute to Alex Alex who's on the vehicle content team rest in peace he goes off and starts talking about how Alex took him under his wing and how Alex really guided him through the entire process and it's all really sweet but at the end of it we realize it

  12. 00:08:56

    starts sounding like Alex is no longer with us to hide and and and so we we had it in the cut and then uh through a miscommunication it got cut because somebody thought him sounding like he was dead was a problem and and so it didn't make the final episode but Alex uh what's Alex's last name Williams Alex Williams uh I hope you're watching you did an amazing job on the fury you killed him off for real and we were happy we will have you here uh at some point uh when you can make it all right and then uh uh Chris hi I'm Chris thanks I'm uh vehicle content designer too so I'm one of the team members that Mark leads cool and um God card I don't even know if I want to now let's

  13. 00:09:45

    just move on yeah that's Corey Corey's there in the middle I'm here I'm just here to vibrate so if you've never seen one of our uh All Ships round tables before uh wouldn't surprise me this is only the second one we've done uh We Gather some designers and some vehicles from the Star Citizen a feature and content teams and we we discuss uh as many aspects of star citizens continuing vehicle development as possible we did put up a thread earlier this week and collect some questions from you the backers we chose the ones that were voted up most and that these these uh this collection of people could answer we'll get to those in a little bit uh before we get started I want to start with a with a with a with a forever question I'm gonna start with a couple forever questions

  14. 00:10:32

    things that uh every year as every year goes by these are the things the questions that always exist and because every every some every show is somebody's first show first discussion point is there such a thing as too many ships and I'm going to look I'm going to let you I'm gonna let you start with this one John uh no definitely not uh it's only a problem when there's too many of the same type like we obviously have like I think I forget the exact number now but it's like 200 ish oh we're at 197 now close I'm thinking in the future yep um yeah 197 that have been announced and revealed and hopefully at the end of this show my guarantees sorry Elliot just preemptively it didn't work out last

  15. 00:11:21

    time we did one of these um if we had 197 light Fighters that's too many light Fighters I think but when you spread it over all the careers or the roles or the progression within the roles I think there's certainly room for plenty of them anyway with an opposing Viewpoint can you can you have too many ships would you still say that if there were 197 different manufacturers 197. I mean technically technically uh no if there's 197 manufacturers and each of them wants to do a light fighter then there's going to be some very close similar attributes Beyond visuals but in that very specific instance no I don't think so that's not enough ships yeah as well doesn't it because you have a whole

  16. 00:12:10

    host of different manufacturers and a whole host of different roles and not every manufacturer is going to deliver every role and yeah I think that's that's fine that's fair um I think you know there's also a lot of space in our universe for things that aren't necessarily like straight up the production line right so we're you know we're bringing these these new systems out and you don't expect them to have like every system to have oh it's got a new manufacturer in it and it's got this that and the other but I think there's definitely scope for you know more uh less official ships so yeah things that wouldn't necessarily fall under certain manufacturers or they might have started out as a particular thing but they've been retrofitted and you know kept alive over Generations it originally was yeah like things no

  17. 00:12:59

    not again not again like even within subgroups it's important to have like even very similar ships to each other because every manufacturer will do it a little bit different so and every like players for the most part have manufacturers they prefer and certain traits that manufacturers do compared to other ones so some people might be more luxurious more military et cetera Etc so having multiple of a similar type across multiple manufacturers I think that's fine it gives people variation about what they want to pick there's not one type of estate car in the world there's not one type of sports motorbike in the world there's variation because people like different things so if if we had 50

  18. 00:13:49

    um Argo single seat mining chips and absolutely but having five or six across multiple manufacturers all bring little bits and pieces to the table you touched on a point that I'm always interested in there's this idea that the manufacturers all have to have their own distinct identities and I'll have to uh I have to adhere to that stuff and then we introduce things like well here's misc doing this other thing and they create Mirai and so so they can still kind of keep their styling but still experiment but in the real world of many of automobiles and stuff you see a car come out and influence a dozen other brands like when that new Mustang came out back in 2008 and then you saw everybody from Dodge and whatever all try to do their version funny right yeah but it's like is is there room in Star Citizen for a manufacturer to look at something in

  19. 00:14:37

    other manufacturers doing and maybe for Anvil to try to do a crusader style ship or something yeah I mean I don't see why not it's like yeah a lot of our stuff is based off cars it's very going to be a very British reference but you have like uh voxel cars which is Opel in Europe and uh forget what the actual name of this particular brand was but basically the Saab 9-3 is a Vauxhall underneath right and at the time they own the same companies they're like take the car you can change the Bodywork slightly make it a setup yeah and the sub just ignored that and look at it right was it was it Porsche yeah Porsche always made racing cars and or sports cars and everything and then they brought out the SUV I've done all right and then like now we've got you know Lamborghini SUVs we've got

  20. 00:15:25

    like all and they're like that's selling all right well we'll get have a cut of that pie and yeah you got companies like Mitsubishi who who are making sports cars or making giant 18-wheel trucks they're making TVs and it's like What's That Brand identity yeah yeah it's like a lot of um that's what one of the things I like about like the racing stuff is like the Razer and that like a lot of times what car manufacturers will take something from their racing um kind of pedigree and then improve into the normal like Quattro with Audi and stuff like that and like Porsche of the flat six and things like that like they they kind of get informed by their Adventures I think the Ford GT was like a massive push as well like where they they tend to use the racetrack as a place to experiment what works as well yeah they can take technology away from that and put it into the

  21. 00:16:14

    mainstream than that so ships will probably steal a bit from Mirai if it worked and what didn't work unless experimental stuff but some of the new directions yeah I think like when it comes to misk and Mirai specifically like I think there's a real there's a hard distinction for me like yo misk are kind of very you know utilitarian very um you know they've got they've got a purpose they've got a role they've got a job whereas Mirai is definitely not the performance division yeah so yeah anything that doesn't necessarily fit into that sort of Industrial Field I think I think this is a very very strong art style and you know very happy where that that's at um but yeah that doesn't mean they can't try new things and you know if even if you take things like RSI you take some of our old RSI ships that's the new RSI ships they progress over the generations of you know their their vehicle releases

  22. 00:17:04

    they spam hundreds of years or some many hundreds of years yeah and then of course people have their own ideas about what these brands are you see it within the community they're you know there can every time we introduce a new ship they're arguing is that really a tumble is that really a crusader does it that doesn't look like a missed ship or whatnot these conversations happen internally too though absolutely yeah yeah do you remember a a a a keen disagreement where where you were making a vehicle of one manufacturer and just somebody was really vehemently against that's not that manufacturer it's got to be somebody else you you know kind of split the wire a little bit um yeah I think I think kind of like I think the the functionality of the mule leads more to to Drake than

  23. 00:17:52

    necessarily like you know it is quite a high-end vehicle for Drake it feels a little bit more um refined but a lot of the inspiration for the mule came from um sort of what we see now in in tractors and combined Harvesters and that sort of thing and that that they are you know very purpose-built vehicle so they kind of tick that sort of um that that brief but they are just a little bit a little bit nicer melchor otherwise is like the mule is high-end whoa compared to the streets yeah compared to like some of the other chips it feels more kind of arguy in the senses like you say like plant Machinery yeah like if you look at the interior and the interior is all sort of like molded Plastics and and you know there's whereas if you look at the interior of some of our Drake like spaceships there you know very strict back yeah yeah

  24. 00:18:40

    screens very basic screen's on the floor yeah you know like helicopter seats that sort of the style the Vulcan concept was Anvil for probably 80 percent of its concept development and then got towards the end we were like it's sort of not particularly anvily anymore it's getting towards Aegis and then like the whole cockpit bit of it changed to be more like the front of the reclaimer right and yeah and I think the vulture looks more Argo well the big dirty secret is that there aren't 15 different manufacturers making all these it's the people at this table and so you know you've got to put your brain in okay I've got to put my brain in Drake mode if I put my brain in Crusader mode and sometimes the brain just doesn't want to do what you want it

  25. 00:19:27

    to do and it will push you you know toward you know towards whatever these other manufacturers are and occasionally that leads you to invent new manufacturers when your brain just wants to do something completely different like I remember just before I moved on to the fury like I'd spent like a little bit of time on the course I like helping a lot it and like my entire visual library was just Drake and then it's like now you're doing like a misc racing ship that's kind of Mirai performance kind of thing like we weren't really sure which direction it was going to go then right and it was like every time I modeled anything I went Square I went big bolts and Ben was like no rivets metal like Chrome like I was like okay and it was like every mechanism was more drakey until I like remembered like the direction of it right and I want to jump in there before the person goes to

  26. 00:20:14

    Reddit uh you just refer to the Furious or racy ship obviously the two variants that we just released or not no no I meant like nippy like they're fast just before the Reddit thread started although we did discuss the possibility of exploring new new variants uh let's talk about that real quick again because this is this is the uh the the Invictus show and whatnot um let's take a minute it's my show we'll do whatever yeah very so so John for those of you who maybe haven't seen the show or whatnot uh during the Invicta the fury segment last week uh John said that you know we're open to exploring additional variants of the fury in the future uh we're here we're live yes hi um put you on the spot here pitch me a fury variant just off the top of your

  27. 00:21:04

    head if you could make if any theory of variant what's the person that come to your head all the invariant a what Bolding so that in front of it the actual circular thing at the front would actually be to the small docking color metric so once you disable the ship it's like you could just slap into it it opens up Force open the uh you need to turn the the Dome around the donut so it's like facing that way so it kind of goes this way instead and then you just like well you disable the ship if you've got one of them in your ship you can then use that to get over so you don't have to Eva over you're getting it you fly over it's really maneuverable it's really good handling come on so you'd have it with wings and they're basically the claws or latch on without wings and it just gets shot straight out of Jeffrey's tube yeah that would be mine because then you

  28. 00:21:56

    could use them to forcibly board and try and take over the people's ships there's only one of you you I guess you'd have to send a lot of them you're the weapon yeah you're the weapon do you not have fear does it detach once you've got out or no it stays attached because you've forcibly docked yourself with just like our the other one called we made Legionnaire just like the Legionnaire but single personally engineer so you forcibly dock With the Enemy you force you into the ship and then you try and still immediately shot and then well if you're just not that good at FPS right so that's that's Mark's pitch we can't spend too much time on this Corey what's your pitch uh I was thinking short range cargo slash transport kind of thing for flipping about put cargo well Theory you could you could work something out right that was gonna be marketing you're the artist you have to

  29. 00:22:45

    do what are you thinking about putting cargo [Music] that's not fair Chris um people transport take the guns off the wings and strap on some drop seats I've read it posted that you can actually get YouTube in the uh in the cockpit oh God that is like the number one reason I was like I do not want to put a room volume on this thing yeah I know that I have to somebody is gonna just crouch in here yeah all right Dan Salvage yeah yeah definitely Savage Fury yeah yeah that'll be well cool change the top

  30. 00:23:34

    two guns for like Salvage arms and then the bottom two could like instead of having like we have like the two size one missiles on the inside you could put like that's where it gets stored or whatever but where would you put the material it would be mounted on the inside so then you just nip out real quick mine it and then drop back to your reclaimer or whatever and then like throw them now it looks like a chain of saddle bags yeah trailing behind you as you're flying the idea is that like you you deploy so many of them that by the time you'd filled up the other 20 you had with you would have already got it you're like locusts flying through that there you go there's your name Fury Locust all right uh just a reminder that the views and opinions of games Robert Space Industries or at subsidiaries Ben um I was telling the good ones okay

  31. 00:24:21

    boring and go racing I promise nobody's taking the good ones yeah I've been racing though I think it just needs to like just have one massive engine on the back of it and some really little wings yeah like a rocket how do you get the power plant you just don't worry about it you got pick proof for that yeah well no no we can use the Gian Tech right so it can be like a little like floaty ball thing on some arms behind it and it's like a really massive classic engine that yeah it comes down and lifts up and it's good yeah basically shut yourself to a rocket ship it all right John I don't want to pick any of these so you see you dislike you don't they're all this is how we do it I'm doing it live okay melee version for the big spikes I'll say this because you saw Adam made yes it was amazing yeah I loved it so what so this morning

  32. 00:25:11

    um Adam scaled up some of the FPS combat knives the one that looks like it's partially a chain size of the wig and you put them on the wings so it looked like it had four eyes bladed knives Wings because about the size of the Wings and you just ran people with it that was great with your docking idea though there you go along with the male idea though uh back when I was trying to make the gray cat six uh gray cat pgb fly around and everything uh I had actually put giant Fists in the front remember this the old Superman Hot Wheels toy that yes for some reason Superman had a spaceship and had giant fist that flew out and I had a a a Hosmer helped me but I got I got a great cat pgv to fly to fly around and had two giant uh two giant scaled up arms with Fists in the front and could just fire

  33. 00:25:59

    around so I mean I feel like we're on the same wavelength man I feel like we can make it happen I feel like we can make it happen so don't start the spaceship submarine argument um come on all right so yeah so we're about halfway through the edge of the show already seriously let's jump into some backer questions let's jump into some bad questions so these were questions uh that were submitted uh on spectrum and voted up by you the uh the viewers um and uh in no particular order here saw this one coming how do you expect to work through the backlog of ships and at what point in the game can we expect larger ships such as the Kraken Polaris and Perseus now those this one's a one question so but let's go let's go with the core here how are we expecting to

  34. 00:26:48

    work through this backlog cool uh I'll start and then others can show me if they want uh so the last year or so we've been really sort of improving and just making the pipeline work better uh Mark and Corey have done a great job revitalizing all the documentation that sort of I wrote years ago and we've just lived with but because I've done more and more leadership and Direct ship I've not been so Hands-On with things so they've taken that over and built the pipeline the last few ships we've released have gone through sort of that new Pipeline and things have mostly gone smoother uh yeah still doing some tweaks as we go But ultimately at the end of the day big ships need a lot of resources uh to make them um and where we want to get to is a

  35. 00:27:36

    place where we're still delivering the same amount of content as we do now a year as well as one to two capitals a year on top of that and supporting all the other teams like we do and at the end of the day so that just needs more people uh so we want to get to the point of delivering yes Capital as a chef yes you're not saying that we are at that point we're not at that point yet we're building to that point so the last few months we've been starting to expand the team which people have probably seen with the introduction of the Montreal vehicle team and we're also looking for more uh Us in the UK so if people are watching yeah and Supply you know any good leads yeah any lead artists watching my story yeah just a shout a little plug yeah uh it's it's not uncommon a lot of there are these these shows do serve multiple

  36. 00:28:25

    purposes and they're absolutely from the conversations that I have to have with the talent acquisition Team every single week they're definitely a hiring tool run the ads and basically just run all this is the ad our page yeah you're presenting to these people who who would be that they're working with so I'm showing them you sure you want this on here then it's too late now uh I think like just to touch on that as well is you know people kind of think it's it's easy right you you want more spaceships you hire more people and done like is this 10 more people you can do three more ships but there's obviously a lot of time and effort goes into like training up staff and making sure staff are um you know we growing the team is quite a difficult challenge especially when you know we've got like leads that are audio capacity and then we're like okay we want to add

  37. 00:29:13

    you know we want to double our team and okay well we can't still have like it goes from one person that's already trying to juggle like three or four ships at once so then going okay well then they can now jug away and it's like that's it's just not sustainable so we're we have growing the team quite quite a lot in the last kind of six months through a year we've started a new team in Montreal we're looking to grow our second team and probably a third team in the UK um so yeah like we're expanding but it does take time and yeah there's a misconception that like you said you just add more people and instantly it's more things get made yeah but the reality is and this isn't just for vehicles this is for any discipline in anything when you have to teach when you have to train when you have to onboard your production gets slower because you now have to slow down everything that you

  38. 00:30:01

    would normally be doing in order to explain everything and make the support and then so if things slow down before they get faster and this is with anything not just Vehicles whatever and then you know God help us you know the person doesn't last the person does you know goes and finds a different opportunity or just you know they interviewed well but you know the reality wasn't and now that slowdown has yielded no positive results like that so it's a it is definitely a process and yeah so we talked about this Montreal team the next question from the backers is literally what is the purpose of the Montreal team are are they dedicated to like a specific type of ship or is it well I think I think it's really dangerous thing to get into if you have multiple teams and stuff in the face um if you've got like multiple teams and you're like oh you know you're the a team and you're the B team or you're you

  39. 00:30:48

    know your team this and your team that and it's not a case of that it's you know the way we prioritize our ships is we get our ship priority and that comes from John and the XX and all the important people and then we look at you know what resources we have and you know what people are best fitted for and then we allocate work that you know we feel confident that people can achieve and like if we had a new team come in we're like hey we've got some Capital ships for you here you go you know you're not setting that team up to succeed you know you're you're just setting up to fail um realistically our big Capital Ships Take A sizable team to deliver um so yeah you know initially we're getting them aboard to kind of help you know build out some of our backlog ships help do some variants of existing shits we're we're at the moment just trying to kind of like say on boredom they've been going for April 1st

  40. 00:31:37

    is when they officially started okay yeah a couple of months now um and yeah you know we're kind of they're getting up to speed they're doing a fantastic job of learning the ropes and you know understanding our processes and pipelines working through a few ships that will be coming out at some point and then we'll put on something bigger well that's your thing they're not their brand new team they're not massive it's not like they're anywhere near the size of the UK ship team as like if I remember correctly it's three artists one designer four technically four four artists technically but one's in the UK at the moment yeah and yeah one designer who was here for the last two weeks doing his onboarding mate uh he's literally on a plane now back to Canada to to carry on with those guys when he gets there and when you get a brand new team

  41. 00:32:23

    like that it's not even just them learning how we do things because obviously every team does the way you build an environment isn't the way you build a ship and the the quality and the the techniques and everything are massively different so like if you've got a brand new team coming in you're not going to throw them on a ship that's going to take them the next for argument's sake 18 months to develop because like the the quality in their work over that 18 months from when they first start when they get towards the end is going to massively change with the larger ships you need people who are more experienced to already embedded within the pipeline because otherwise you can have such an inconsistent experience across the actual ship it's just yeah and also you know the the ships small ships can be complicated big ships complicated it's all you know fairly complicated stuff but like I say when you get to a capital ship there's a lot

  42. 00:33:10

    of unknowns there um I do think you know we've got Jason who's come across from the uh the environment art team and he's got a whole wealth of knowledge on building environment our assets and building out those kits so he's he's got a you know a huge amount of knowledge that we can lean on for building out our Capital ships but yeah I say sticking someone on something for a year and a half when they're you know you initially you want to get if you're wondering about learn the processes touch lots of different areas of the ship show through Interiors Exteriors and just learn everything I think another Point as well is that in general the um for interiors at least the quality of what we receive in in like pre-production is generally spread a little bit thinner so the Interior Concepts for capsule ships are generally like PR and some fairly like vague interior spaces so like the production

  43. 00:33:59

    team has to do a lot more of the exploration um whereas if you have a smaller ship you know generally the interior concept's a lot stronger because there's just fewer things to work on right you get a lot more detail a lot more to to work from so yeah I'd say like definitely you have coming into production you have sort of a few things to figure out on smaller ships the other thing is with your move on the other thing is with the the capture ship response we actually put them in we want to try and we've got to try and build them in a way that makes it easier to then do the other Capital ships of that same manufacturer do the other ships have that exact same manufacturer so like once we do one RSI we want to set ourselves up so that we

  44. 00:34:48

    can roll into the others a lot easier so instead of having to reinvent the wheel every time we have stuff as a foundation to just move it forward quicker I'm I'm looking at uh I'm looking at chat here uh forgive me we're we're Limited crew my entire crew got sick so I'm doing everything myself you see my buttons and everything so if you're wondering why somebody's talking and the cameras on somebody else that's me explain me oh where was it where was it where was it uh thorium gin says it's so painful listening to these excuses what do you have to say are these excuses we're looking for artists and Lead artists and everything I want to come shots I'll do it but uh you're welcome um so let's let's go to uh we have two

  45. 00:35:36

    next two questions are some of those perennial questions here first one is ship modularity yeah um I mean I don't even need to read it do I but it says has there been any progress on modularity since it was last talked about yes good news at last good news we'll be the judge of that so all right chat you rise on the track guys come on uh so with the development of the whole sea uh We've pretty much figured out the last hurdle and in fact Chris is responsible for the tests that I got him to do uh for it uh where we can have object containers which is the interior collection of assets loaded as an item loaded onto ship because that's how the rear of the whole C is attached to the ship and moves with it uh what had stopped us technically uh going any further with this was items inside those

  46. 00:36:26

    object containers couldn't talk to the vehicle it was connected to right so the example of the Retaliator the torpedo droppy arms they're actually part of the exterior of the ship currently because that's the only way they can work so if we allowed you to sort the modules no matter what module you had there'd be a pair of torpedo arms dangling through the middle of it uh Chris did a test where he attached a load of missile racks and Torpedoes to the inside of the back of the whole city which is not going to ship with it wait you're saying we're not having a torpedo he'll see yeah there is a shelf that says do not submit him very well and the pilot had full control of that and they could fire them so after the whole sea ships and we found any more quirks with that set up we're in a position where to my knowledge touch wood technically there's nothing stopping us doing modularity now that

  47. 00:37:15

    was the last big hurdle for it there's nothing technically stopping us from doing it but there's also priorities nothing technically esophagus yeah nothing nothing technically stopping us out yeah so what so what I heard was that whole cmx I had citizen gun oh yeah just full of size nine Torpedoes all of the cargo arms are just full of torpedo racks that just fire out all right next one we're just going to put the camera right on John crew uh glass damage this has been this has been one of those you know uh when we talk about things that hold up this system and that system the the idea of of bullets and ballistics and then passing through and damaging the components within a ship uh has been has been linked to be the the the the the the the Keystone to so many other

  48. 00:38:04

    developments uh anything you can tell us about physicalized damage good news part two uh so it is really under heavy active development at the moment so physics team have done a lot of work in the last six months on it and we're now at a point where other feature and gameplay teams have joined them to sort of work out the quirks with it uh the vehicle content team have provided assets of ships set up in this this new way of doing things uh should cover your list it's not a vehicle thing it's a it's an everything thing every destructible system in the game right will use this so whilst everyone sort of uses the vehicle example of like oh bullets going through ships it replaces the prop breakable system it replaces the environment breakable system replace the

  49. 00:38:52

    vehicle damage system there's another one I forget so environment teams prop teams vehicle teams we're all working on this at the moment um there's a bunch of use case scenarios that are with the engineers it's more like an overall destructible physics system yes yeah uh if people have probably heard the word Maelstrom in various monthly reports so that's that's the name of that overarching system it's definitely been said it's just the name for the system that they already knew was coming yeah yeah yes it's the internal project but by giving something a name you give it power but it's more than just the physicalized

  50. 00:39:40

    damage for ships it it it is a global uh destructible physics system uh that we're not going to sit here and commit to it being applied to every single element of Star Citizen no there's always going to be performance considerations but you develop the system and then you start to see where you can plug it in good fun use cases for it it'd be like a general system ah hi Chris um let's see what else we got uh ship tractors ship tractor beams were recently brought up again what's the state of these and their large cargo counterparts so the ship track experience we've done a we've done a lot of work with them

  51. 00:40:30

    recently we have current uh implementation setup on multiple vehicles that are meant to actually have attracted memes attached to them uh their current implementation works from a vehicle setup standpoint there's still some remaining work to do from the um eupu Team they're actually delivering the vehicle tractor beams themselves um but right now in the environment we've developed it you can spawn the ships that have them in and use them um another a big bit of confusion is because the sizing uh when we did some of it we did it to um weapon sizes instead of component sizes whereas eupu have done their development on it they've decided they've got to go in the direction of component sizing rather than weapon sizing so

  52. 00:41:19

    some of the like the size numbers will have changed but how much they left is consistent for how much we've always wanted it two left so um for example instead of going all the way up to like I think the biggest one we ever said was like size six or size five or something um the biggest one now will be the the size three I'm gonna do size four if we ever do something for a very nice situation but the SRV is yes it's a three but that three is able to move ships but um size twos can do 32 Suite containers I can't remember how much size ones and zeros do but like it we've just reformatted it as the systems that formalized a lot more but yeah on on the ships we've got a implemented version of it working currently as far as the vehicle content team is concerned like we've done a pass on the artwork to ships that were supposed to feature a tractor beam we've now added kind of

  53. 00:42:07

    supporting geometry for them and made sure that like it actually works basically yeah yes that's the uh caterpillar yep caterpillar's got no mads two countless 315p illars one more I feel like there's one more one more was it uh Connie Taurus yeah yeah yeah we didn't really do anything for that one though but it was kind of a freebie right for now but we want to for now probably at some point we've done a proper geometry integration for the ones where there just wasn't any because there wasn't any on the um Cutlass there wasn't any on the 315 there wasn't any on The Nomad so there's proper integration for down there there was stuff kind of hinting it but it wasn't it wasn't like legit so just like it wasn't actually like a utility mount with a actual yeah so you can swap to The View and use them and move boxes and things uh how's the golden standard for the

  54. 00:42:55

    Retaliator going we'll get to that point where we do some updates on ships General but this was a highly voted question uh so uh it is in progress uh uh we're working on the copy at the moment bring up to Modern standards because it's a bit yeah old-fashioned I guess is one way to say uh it's not really got mfds to the right metrics anymore right um doing it for squadron first and then it'll work its way to the P when we're happy with what we need to do for squadron uh will there be a way to dock a reclaimer to a station in the future to avoid needing to go down to the planet to retrieve it so we wanted that originally for the original implementation of the docking colors but we found that the current positioning of the arms and the engines were off so

  55. 00:43:43

    we're gonna have to go in and fix that as well as I think we've found the actual doors for the wrong size as well the doors as well we did some work towards no we wanted to do it we just didn't have time when we were doing all the other uh yeah yeah so it's wanted but it's going to require changes to the exterior the physical arms and everything which are very complicated mechanisms so it's a it's a big time investment so something that's going to get done but it it's when we can find resources to actually do it because like you said with the ramp up every time we try and expand the team we're losing resources to actually train the new people that are coming in so we work entire complete rework for the return for the reclaimer Tyler I was trying to make a joke and then I got the names mixed up there's certainly a lot of room for improvement with the

  56. 00:44:30

    reclaimer like the rear cargo lift and everything yeah the whole rare section of everyone's favorite multi-stage elevator wait did you say star fair or reclaimer reclaimer okay so start first perfect stuffer is not perfect Starfire is having its insights pulled out redone completely can I watch that watch can I watch absolutely okay so we have personal feelings too um let's see uh we talked a lot about the uh Capital ships things like this um one of the most voted up questions here is about the Polaris simply put is the Polaris actually in production it shows that it is on the progress tracker

  57. 00:45:17

    but the Apollo was once in the progress tracker at one point as well and priorities change and yada yada yada so uh I want to go to camera John here but that's very fun camera John there we go that just sounded like Ben wanted no no thank you let's talk about Capital ships and whether in development so Polo the Apollo is now a capital show yeah yeah Polaris is in I said it's more in pre-production like we are spending time investigating at the moment as we've already kind of hinted on when it comes to our Capital ships we want to make sure that we're tackling them in a way that allows us to scale up to not just do one capital ship and we can tick off a few more from from the lineup

  58. 00:46:05

    um it's it is like literally the last couple of weeks we've been looking at it breaking down the concept breaking down what um is involved with actually delivering it I think what people need to understand as well is you know this is quite an old ship the concept is quite old there's a lot of gaps in it as Corey mentioned so really we're just doing our kind of um you know our sanity check on everything make sure we've got everything in progress it will be going into for full production very soon shortly yeah very very soon very soon TM so Chris deleted the old interior setup level for it this afternoon ready for the new one so that's how soon it goes we are we are working on it yeah it's just yeah it's a full team on it yeah we're doing the pre-productions yeah yeah that's the pipeline last time there's been a lot of pre-planning changes to like help us further not have us trip over ourselves so it is in

  59. 00:46:54

    production in that sense yeah it hasn't it hasn't started like um adding assets to the editor and stuff but we are basically doing a full breakdown of what we've got working out how we're going to tackle it trying to get the plans in place and answer them the the questions um you know there's some holes in the concept which we could do with a little bit more work on and they're a bit loose um so it's just kind of breaking down that stuff but we're not like we haven't got a team of artists that working on it we have uh one and then I look at every software I'm curious it's his nose and it's just you know it's us trying to we want to come to a point where we can come together have a proper kickoff with the team that are working on it and go okay we know what we're asking you to do rather than being like hey everyone let's have a look click this is cool yeah and to touch on the roadmap bit something that often gets overlooked on

  60. 00:47:42

    the roadmap is it it doesn't particularly show like people moving on and off projects or tasks like so you could have like someone on a on the Polaris for one week and they go off it for a week and then they go back on it for another week that will show us three weeks continuous or you could have one person come on one person go off then another person comes on and that'll show two people for that entire time uh in conjunction with that we've as part of all of our pipeline work we've been moving away from our previous scheduling method which is what the roadmap uses to being more in jira because that live updates with the data as we're working through things and then at some point we go back and put it in there so there is there is a bit of lag in how the roadmap updates so yes people have been working on it but it's not

  61. 00:48:29

    like a hey we've got eight artists working on it since two weeks ago when the roadmap said yeah I was gonna say like with the apology Apollo with mixture as well is that's pretty much what we've done on the Apollo we had one artist working on doing all the pre-production work making sure it was in a good State answering all the questions that were unanswered on it so it's ready to go into production it is not in production yeah we haven't got a whole team of artists working on it but is we've done all that preliminary work and that's why it's only been on the road map because someone's been allocated to it they've been chipping away at it and getting it ready um let's see next question says some ship designs have flaws with component swapping how will this be addressed on Legacy ships and especially where components won't fit past doors or airlocks and things like ladders looked at Marco instantly I can go with

  62. 00:49:20

    it um so gold not a lot of that's what gold standards for um so when we go through and do gold standards the using the Retaliator as an example a lot of the components wouldn't fit through the doors of the Retaliator as you attracted beam them out and move them so the doors and things have been widened so they would actually fit another thing is what components are actually meant to be tracked taken out with tractor beam so it's size three in capitals obviously aren't meant to be tractor beamed out you're supposed to go to a dry dock and someone else will take out for you because they're too large of components to do because theoretically to get to them you need to cut parts of the hull out because they're just too large for a person to lift so the the size zero one and two you should be able to track to Bear Outdoors that don't fit currently gold standard will address that but until we do gold standards on the Interiors of a

  63. 00:50:09

    lot of the ships that maybe does but you can't get them out or places you can't get the components through there is a couple like random occasions where like we get like as artists like oh can you jump on this ship for like you know it's like a half an hour fix to allow you to get your components out your ship and like we have those we've got all of the ships like divvied up amongst ourselves so like even though people leave and people join there's like the list of all of the ships and it's like okay you're responsible for these so if there's a component swapping issue on like a particular ship that like one of mine I forgotten which one it was but I had to um like re-re-move around a little bit of the room nothing players would really notice but like it's just enough to make the Collision um a bit more comfortable to move it out so you get occasions like that where you'll get like a random like bug come through and it's like oh if you've got

  64. 00:50:56

    to spare 10 minutes do that you quickly look at you like oh yeah that's a really quick fix that will hopefully make your lives a lot easier so we do try to even though we're like you know I'm on this ship for x amount of time I will disappear for like an hour or two if it saves you guys the grief you know it depends on the amount of work right yeah yeah if it's like a massive overhaul like obviously that takes but if I can like sneak it in like I'll try you know some of it's really quick wins like when the ship was initially um modeled or when someone created a component base they just forgot to like cut a hole in the equation for the components so it's literally impossible to remove it because it's like behind the Collision of the exterior I think a lot of our ships were made before we had like there was no Feature work at McDonald's we didn't know how we were going to tackle it so we were just making the best decisions we could at the time yeah and now we know better

  65. 00:51:43

    yeah sorry about that pipeline is evolved and yeah some of them are super quick some of them are like they still has no animation it has no mechanics to do the animation there's just a hole behind it and they're the ones that take a bit more time you know they need a proper art pass proper design pass why they call it game development not game construction yeah following the vanguards a good example right had that little railing which from that point looked nice having that real really you think's the way it does look real or not yeah yeah easier to do but like at the time when we did it looked good from that at some point no one really thought oh that railing's gonna get in the way the components because it wasn't some of the people actively with some of the component hatches that have doors that sort of climbed your open yeah they were done so they opened it looks nice and cool and like yeah it'll fit out there you can go there when it comes to actually taking it out they're a centimeter not far open enough yeah yeah

  66. 00:52:32

    so there's all sorts of little little things that you don't spot and this is the kind of stuff that happens with any video game it's just usually we they don't have a live environment in the middle of their development yeah yeah it's it's kind of it's just tacked out really like you know the feature comes online it gets proved now and then if we have to re-implement that into a bunch of like existing assets you know we try our best to anticipate what kind of features will be coming but we don't necessarily know how a feature will work so you know the part of the challenge of being sort of a um a team that's affected by a feature is you have to then retroactively support it you know so I think that's a big part of what gold standard is it's these are all the features we need to support in our vehicles and it's basically making those Vehicles comply with those features we had it with

  67. 00:53:20

    Savage as well right like yeah it was like exactly the same thing where it was like oh there's like loads of quick fixes we can do or like okay we need to dedicate some time to this and then when Salvage first came online we like had quite a few of us working on it to really try and like get that stuff sorted out and other ships that were made maybe more recently or whenever like particular ships you'd go to fix it and you're like this is fine yeah great it becomes a part of your um you know your validation it becomes a part of the like acceptance criteria for the ship is it needs to support this feature so you know we would bring those features into the like review process and basically make sure actually if we're making a new ship it should you know should I physicalize components Etc that all of the features that exist for the ship will be you know validated um as a part of the you know review process so it's more the older content

  68. 00:54:09

    that was kind of you know when we first started out we were kind of discovering Watership it's why each one of these that we make yeah we get better at it yeah ideally yeah hopefully yeah it's fun no terminate it cut them off was that the emergency yeah kill it the Salvage thing was a really good example of how some things you just can't plan for ahead of time like Savages coming online we know it's going to use the uv2 damage system we've done all that for the ships already because that's what damage does when you shoot ships so we're good and then when it came online we're like oh boy we're not good yeah we didn't we didn't realize

  69. 00:54:57

    quite how much of the uh like the visuals would affect the actual data so you know the the parts of the ship that were like slightly uh you know wouldn't necessarily take as much damage and they'd look fine when you'd blown this thing up but then it was meaning that you could never like 100 Salvage this because you couldn't Salvage like certain panels and obviously it just looks a bit weird that you know you'd be salvaging along and it would just stop and it's like oh no yeah when there was stuff behind it it would make you see through like yeah yeah or Savage like the left wing and then like the rear right fin would just disappear and you're like what's going on no uh uh in chat they're debating whether I did that on purpose when I mentioned the uh uh my absolute adoration for the rock DS uh no I did not do that on purpose if I had done that I would have said how much I really really really really really really

  70. 00:55:44

    really really really really really like the rock DS and then this would have happened um let's see what was that time to see how many more questions we can get in there uh the C1 spirit is marked to have an S3 tractor beam will the C1 be able to attract smaller vehicles and what's the difference between an S3 and an S5 this goes to Europe yeah but that that's what I was talking about before it's supposed to it's not supposed to track the vehicles it's with a 32 Su Cog is the size two so it it's getting changed to a size two but it's just part of the refactor of the track beam size it's still just as powerful as it was it's just yep it doesn't do any last so more than we said it was going to do originally it's just that the numberings change because we we're now doing component grading instead of weapon grading does that mean it can so if you've got like a PTV that's like

  71. 00:56:34

    super small can that be picked up by a size two 32 Su contains uh what was set as the maximum you'd have to actually up you full of what though gold that's you people it's their feature oh Mark give us the answers so so all right I'll just go ahead is the pdb smaller or larger than 32 well physically it's smaller yeah and it would weigh less definitely yeah I feel like I'm getting someone in trouble here he's a redacted thing quick cool thorsten online so that's confirmation that the new tractor rooms will be able to lift a gray cat s yeah what all right you had to know this one's

  72. 00:57:21

    coming what does the fury and cutter shutters mean for the Carrick it's not as cool we'll do them at some point who's taking it and me I guess um I want to put them on it I just need to find time to do it I was told today after um learning of it because I again I'm one of the newer members of the team so I didn't actually know that Carrick needed these shutters and stuff that's for like these guys who know it inside and out to tell me so I was informed today because the carrick's one of the ships I look after it's like oh Dan if you get time you know you can um put the blast shields on the on the character on the Carrick and I was like oh and you're gonna say it on live as well now I'm gonna get bombarded on Twitter until it's done so are you've confirmed it yeah so yeah if you find Dan on Twitter on Spectrum if you can dig out his email address no don't don't

  73. 00:58:10

    just don't I will try for you guys but yeah it's just a case of time and like I don't understand his own priorities yeah yeah when we talk about like you know when you jump on foreign it kind of comes back to like the Salvage stuff or like the the tractor beaming of components like if I look at it and I go oh that's a quick fix it'll be a quick thing but if I look at it and I'm like that is not a quick thing I need to ask for some time because it will affect my other work then then it becomes yeah I mean you did say that you could have a look at it and see how much work it is and if it yeah if the file's already been set up all the animation date is there it's all ready to go and it's just a case of we just need to afford it and do it and cool but if it's going to take you away from the character or you're on for a week or two then when the characters developed we did yeah it's nice to fix bugs As a treat

  74. 00:58:59

    it's just there's more to it yeah you made sure it would work but that's okay okay all right I thought you're gonna say yeah when I take five minutes no no no no no no no what I'm saying is but we just proved out the spacing the animation mechanism and stuff like it's gonna need ub2 it's gonna be large it's gonna need more detail and popping like all that stuff not gonna take five minutes then no I mean he did manage to build the entire Fury all by himself on a single weekend in memory of Alex in memory of Alex I've seen the chat see um a long time ago in the shipyard articles you mentioned different component types we talk about sizes industrial military Etc and the ability to tune them is this still the plan and if so can you give us any hope for the future of tuning uh love twin go oh

  75. 00:59:47

    that's your car yeah let's talk about the twango for the rest of the time uh it's sort of more of a eupu thing now um definitely plans to have those different types grades uh sort of like performance windows for different items and they have a pretty comprehensive engineer slash tuner slash repairer gameplay proposal that they're working on as part of some of the other features they're doing so it's sort of tuning items is part of that role so it's definitely planned let's see anything else um normally we're just about a time normally we do kind of a just to kind of do a round robin on ships that are in

  76. 01:00:37

    production right now because like you said sometimes the public roadmap Falls a little bit up Sync It's like this um can you just can you just give us an update on ships that are what you would consider an active production as opposed to like pre-production we know the Polaris is it what we considered pre-production somebody's on there scoping out the work necessary before it moves into production but what's an active production rate we're in the danger zone here now yeah I'm gonna slowly do it and look at John's okay so there's there's redacted that's on Josh yeah there's Adams when I talk about one I'm trying to think what Adam's doing Spirit yeah yeah I was pretty sure I was pretty sure that one was safe

  77. 01:01:24

    um so I've got the spirit in what else do we have SLV just finished Art and Design yeah yeah obviously he'll see yep at the end in its final teething we've got some just more more redacted that we're on Chris well what else is it what the US work what's your next one's about to start I don't know uh thank you that's had a little bit of work done already but yeah the storm is storming through you get it no it was in the segment it was in the episode yesterday oh oh yeah now uh we actually uh we missed the narrative business again the sum of things that missed through it's like in case you guys didn't catch it from the from the episode uh you know the the the temple storm is in a

  78. 01:02:12

    constant promotion right now as part of it make this but it is already in production with the uh LA weather it's looking good that stuff you saw at the end that was not concept part that was the actual white box and well in the gray box uh stuff it's looking great so far they're doing the sun talk high as well um we'll be updating for the scent we'll be showing you an update on the santak yai for alien week in just a few weeks uh Montreal working on some variants of an existing ship uh I'm starting to mentally go around the floor Retaliator stuff we're doing we talked about before g12 g12 will be going so in in the next year backlog ships that will be going into production caveat things can always change uh Polaris Apollo

  79. 01:03:03

    g12 raylen X ones I'm noticing something conspicuously absent so we'll talk about the merchantment briefly uh because we we discussed like how how we want to do the backlog of capital ships uh so we want to want to start with RSI uh because doing the Polaris first helps reduce the amount of work needed for the Perseus and the Galaxy so uh those three will likely be like a chain of dependencies from each other kind of shared assets yeah there's a lot of shared assets between them obviously exteriors are quite different but you do an RSI Hall kit or Corridor kit floor kit doors doors beds yeah it

  80. 01:03:54

    all gets reused across them maybe with some slight material differences uh so there are a few things that were problematic with the bmm firstly everything is unique everything so it's not like we do one Corridor modular yeah it can't it has to be unique nothing on the ship can be modular every Corridor everywhere everything's unique so the amount of time investment I mean there's some chairs but even then some of the chairs we couldn't reuse because of the shaping of the rooms molded something yeah right so they did lots of things it was so yeah we had a lot of people on there we had some unfortunate people leaving which they've been here quite a while so we'd lost a lot of sort of that team knowledge and part of rebuilding the team uh obviously effectively again like we said you don't get a new staff

  81. 01:04:43

    members go hey welcome to the bunny merchantment here's a completely that does not follow any of our existing art guidelines yeah and all the time we would have put into that was would be just for that ship we get no reuse from it so yes we will we will do it again but personally I think the time is better spent on other Capital ships to get people up to speed and then we can start putting people back on it yeah there's definitely a lot of love within the team for them and I think it's except for the picture Mark took of it I'm never going to hear the end of that no no okay um but yeah I think yeah there's a lot of excitement there for it it's just making sure that again like we said that the team set up to succeed with it and we can actually deliver it to the standards that we expect can you imagine training new people and developing brand

  82. 01:05:31

    new art style friendship because like it I I generally think Merchants could be one of the hardest ships we ever do just because of all the additional factors that involve with it the the scale of it the the fact that nothing is really reused it's all unique molded all the rooms all the floors it's it's that it's a different cool art style of modeling as well right in terms of our like actual discipline of like how we make more Organics yeah it's like more like traditional vehicle modeling like than it would be like a hard surface where it's hard surface meets organic and it's weird we've worked on that process and we had a good process in place and it was unfortunate that someone chose to they've chose to go from Chase new adventures and you know we wish them the best of luck and you know the big loss to the team but um you know that that initial kind of pre-production was done

  83. 01:06:19

    and it's and it's there it's just we just need to get to the point where we can still deliver our current like lineup of ships we want to deliver and we want to be able to do it justice and just takes a bit of time and keep on top of both backlog feature support because we're constantly supporting other feature teams like you've got the track there's a lot of work with the tractor beam there's a lot of work with the Salvage and there's other features coming online that we have to support and all of them are time lots of time investment from our side actually Implement them in the ships and stuff like the the resources we didn't get to it one of the things we discussed about that I want to talk is I want to talk about how we balance those things it's like this we'll we'll we'll do another one of these when it comes time for uh IE probably in November but we I definitely there's definitely a place for a

  84. 01:07:06

    in-depth discussion of how we balance that workload the balance between new ships and ships that are already on backlog balance between giant Capital ships or ships that are an entirely unique uh art style versus that's the same people at the same time could crank out four other ships in the same period of Time how do you balance that and then of course you know all the gameplay balance indications at 197 different Vehicles now and everything you know and adding more and more you know balancing you know their capabilities and stuff so there's there's a there's a video like this that can just be all about balance and I think we'll we'll probably pursue that uh down the line because it's a conversation I would really like to have and I think the community would benefit from it um but that does it for today uh gentlemen thank you uh for taking the

  85. 01:07:53

    time to be here with me to hang out on on at the end of a Friday um I'm gonna need your help putting everything back up as you can see there's a big giant change the set so I'm gonna need you here for the next two or three hours just to move furniture and put everything back um be good sure okay uh first I said this in live I'm Jared uh that was that was John and that's Corey and that's Chris and that's Ben and that's Mark and that's Dan uh enjoy the rest of Invictus uh I think there's more promotions of the last uh a weekend and so like that if I had thought about it I would have looked it up and told you about it but I'm not good at my job and uh I'll see you next week uh tune in for insight Star Citizen uh next week uh

  86. 01:08:43

    we are talking about the the resurrection Like a Phoenix of Arena Commander next week and there's a lot of really cool stuff coming so stay tuned for that and I think we should just send it there we haven't done Curry's introduction of rules oh yeah I'm sorry Corey would you like to introduce yourself hi the one that was funny colors everyone was complaining on Reddit about like a thousand upvotes on Reddit yeah yeah so it's all visible and it's nice I'm Gonna Roll it back though because everyone's been really mean to me today that wasn't mean to you only us I saw

  87. 01:09:32

    someone actually making a remark about my beard that I found quite hurtful is it that it's not impressive enough yeah yeah it's not very good I ain't even got one okay you know true story the very first video I did the very first episode of around the verse back in like 2014 the number one comment was his beard has too many colors and it shook me for like two weeks like I'm like what am I supposed to do about that I can't help how many colors so it's just too many colors don't yeah Too Many Colors don't don't you don't no don't use if I had to be a single color but no just don't don't read YouTube comments I thought you maybe don't like it yeah rainbow beard or something no no just like salt and pepper it's just his face just my face all right we're really going now everybody bye bye

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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