Star Citizen: Around the Verse - Ready, Set, Mine
Transcript — every row opens the video at that moment
- 00:00:04
well it's a beautiful morning for a race gentlemen start your engines in 3 2 1 get after it [Music] and we have a winner hello and welcome to another episode of around the verse I'm sandy Gardner and I'm Chris Robbins the crew that organized a massive FPS team battle on yella highlighted in our last episode was added again last weekend yeah so team mitachi took on team the few in a twenty five versus twenty five brawl at Korea station this time around each team had one player for level four crime stat and the first team to clear the rating by hacking the
- 00:00:51
career computers took the match I'm coming up to you mean let's keep regretting move close at all get in get in get in get in get in get in get in get in we're coming in and it isn't just FPS battles being organized in the persistent universe a group of players in our German community recently held a timed mining competition each participant raised to collect as many minerals as they could within a two hour time frame every prospector was allowed a wingman by their side to protect the ship from attacks and the winning team ended up bringing in thirteen thousand
- 00:01:39
nine hundred and twenty-six alpha UEC and that was even after deducting repair refuel and claim costs so congrats to them and pretty impressive yes Congrats to them it's always fun to see the community engaging with new mechanics like that now let's look to the future and what the devs have been working on for upcoming releases yeah so the mission team continues to work on modular mission design and has refocused efforts on the scramble race or death race missions that we saw early tests up in previous updates get set go the first one to collect enough check boys wins outside of that see
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that's the miss grumble race is a weapons-free race there's a space version and a ground version this week we've been focusing mainly on the ground version we took it to a stage just the designers where we thought we you know we were happy with basically getting a lot of other QA and designers involved because it's it's up to a 16 player race the tests were really really positive actually and just a little bit of feedback like the wheeled vehicles need to have because they go slower and they have to avoid more rocks and you know we should bring in the checkpoints more words for gravel air vehicles you know we can spread them out wider so we're
- 00:03:15
there now and we have been getting the little bits of feedback from them but help us improve and get to the point of release and from there we'll be moving on to the space race for all you fans of star marine and arena commander the UI team has completed a wireframe pass on getting ship and item rentals integrated into both multiplayer game modes Darrell it's not an uncommon sight around the PU and they have been going through the process of having their setups updated into clean and efficient object container files ready for future expansions we are also updating these spaces with subtle fog and light probes to better sell the shape and form of the interiors and while environment teams working on
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perfecting those wrecks the ship team continues to develop ships for alpha 3.3 and beyond let's go to Jared for an update thanks guys it's been a big couple of weeks for ships so let's go ahead and recap on last Friday shipshape we detailed one potential layout being developed in white box phase for the 890 jump as well as announced that the origin 300 series has finally begun the process of being recon cept it ahead of its own rework now today I'm pleased to share some of the earliest images of this recon cepting going on right now as you can see much like the Mustang series gree work that's currently in progress our artists are looking to retain the iconic silhouette while updating it with accent scene in the 100 and 600 series also from origin as well as address
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long-standing issues like how do we load cargo into and out of the thing now we're gonna be checking in with both of these ships as their development continues throughout the remainder of this year additionally we also debuted the new Apollo medical ship from RSI now if you missed it you can check out either the standalone ship shape or the more robust hour-long RTV discussion that's not only about the ship but also about the future of medical gameplay for all in the star citizen universe both of those videos are available now up on YouTube that's it for me this week back to you Chris and sandy thanks Jared if you haven't given it a go yet head to the Apollo page and try out the Astro medics minigame fun fact it's based on one of the first games that Kris designed that was true a long time ago when I was like 12 or something go check
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it out the audio team has been working with the props team adding sound effects to physicalize props as seen and heard yeah physicalized props are props that have a physical component to them that allows them to move roll slide or bear gravity bounce and interact with other geometry in the world recently in the audio team we've been using this functionality to give a much more rounded audio experience to the props that are in the game previously we used a material system to express the audio of objects colliding with each other this would mean that something that's made out of metal would sound exactly like something else that was made out of thick metal if you imagine a sheet of metal it sounds very different if it's rolled into a tube so what we need to do is to express the sound of the object not the sound of the material this new system gives us the ability to have very specific sounds applied to the objects
- 00:06:43
in the game in addition we have code that can detect whether an object is rolling or sliding but in the specific case of rolling the code that we have is quite nice because it doesn't require an object to be spherical or a tubular to be rolling if an object has just one surface that is curved the the code can detect that that object is being rolled upon also if an object is bouncing along but rolling in-between bounces we can pick that up as well the logistics of pee-yew delivery lockers are being hashed out by the mission and narrative teams and we are now getting first
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glimpses of concept art yeah the lockers will be an alternate way for players to pick up and drop off goods related to certain missions in the position universe and save you from having to battle the admin to take your package past updates have given us an early look at lore VLEs mass transit system these concept renderings help our designers hone in on the right look and feel for some of the city's dingy er train platforms the hosted security stations are in white Park stage here's Fredrik - tell us a little more about this stage of the process security checkpoints are going to become very important as soon as we move away from the Armistice zones that we currently have in the game and when we switch to a more UN system and we're currently working on the high security version which is going to be needed for level but we can easily adapt
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it to other locations as well it's going to work very similar to how security checks in present-day airports work and they will come in different sizes and security levels depending on the there's a list of items that are illegal in the area beyond the checkpoint and players pass through scanner and if they're not carrying anything illegal they can just move through they are carrying an illegal item then they will be stopped and they will be asked to give up the item or store it they can choose to comply or they can choose to resist and then they will have to face the consequences skilled and clever players might be able to find ways how to circumvent security altogether in certain locations finally we take another look at the continuing
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development of a utilitarian lure Ville hats yeah the environments have now gone into white box as well and we can see the key concept art being rendered as a actual 3d space the white boxing process is all about establishing the correct forms and proportions of these cramped living spaces making them usable for AI and workable for modularity yeah and once we get those toilets working things are going to get interesting for the particle effects team thank you to our subscribers for sponsoring the show and to all the backers for supporting stars to business development until next time we will see you around thanks for watching for the latest and
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greatest in star citizen the squadron 42 you can subscribe to our channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

