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10 For the Chairman Episode 25. June 16th, 2014

16 June 201400:33:201,003 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] hello everyone welcome to another episode of temp for the chairman for those that you don't know what temp for the chairman it is it's where I take 10 questions uh from subscribers and answer them to the best of my ability uh the subscribers are the portion of our community that um contribute extra money every month uh to enable us to do extra uh Community content um do things like jump Point um we're now doing some kind of fun little flare stuff for the hangers and uh video shows like this um used to be Wing's hanger we've now got around the verse for doing an LA and we got some other stuff uh that we've gotten uh in the works so thank you very much for letting us do all this and um be able to invest uh

  2. 00:00:49

    additional money in making I think uh Star Citizen the best sort of community uh driven uh game certainly in a level of like interaction and and conversation um so anyway I just want to take a little bit of time to thank a bunch of you because I actually just got back from Europe I was over there um for the uh Squadron 42 Summit that we were doing where we're discussing all things Squadron 42 uh how it factors into the other aspects like the space combat or the first person uh shooter part um you know what we need to do on Art what we need to do on motion capture what we need to do on story what we need to do on technology and and how all that interfaces with the other various parts because obviously Squadron 42 touches a lot of game systems that are also in all these other aspects so we had uh you know quite a lot of people over in the UK uh you know there was a fair number

  3. 00:01:37

    of people from the um Santa moniker office there so people like Paul Randal Don Tracy um we had Alex ma over there and then from the Austin office we have people like Mark Skelton Chris Olivier Eric Peterson uh Jason Spangler didn't go because he was busy making sure that we got the dog fight build system out uh but um uh it was it was a it was a good it was a good sum had lck done uh but came back on uh the Friday and ran right off to uh do the next great Starship uh you know last um weekend and uh so now this is my first opportunity to sit down and do 10 for the chairman and um anyway U thank um various people for sending some nice things so Viking sent me a nice little birthday card here thank you very much Viking uh had some licorice that came here from uh Ramsey zinar

  4. 00:02:27

    hopefully I didn't butch other way thank you for the licorice very much and then I had a couple of books here that um uh came from um White Fang I think that' be easier than me sing Sher Edmund um but it's uh some questions he's asked for 10 for the chairman which I don't know I'm actually answering this time because I think we're pretty dog fight focused and then also have this really kind of cool book instructions for American serviceman in Britain 1942 which is pretty awesome uh a little book about how to uh how to uh um Fly and don't be a show off it says here so thank you very much for that which would be vectoral AKO Joey Lanford thank you very much um all right so um I'm about ready to get in for 10 for the chairman but uh today is a a pretty uh interesting day

  5. 00:03:15

    because we're going to also have a very big in-depth post about the um flight model the physics system what how we're simulating what we're doing what the ifcs does uh because uh We've really put a lot of work into this and we're doing some really uh interesting stuff with it but like anything when you're trying to do something different uh you know it's you know you can't can't make an omelet without breaking a few eggs is the way to say it but uh is is slightly different than say the way that my past games uh you know the wing commanders Privateer freelance are being in terms of a flight model so uh you know there's some people that are still getting used to the flight model let's say uh in a I would say in a nice way I mean there's been fair amount of debate on the forums about um you know how people like the flight model whether they like it they don't like it uh I think there was a pretty interesting uh uh good post that said the the uh the physics simulation

  6. 00:04:05

    was so accurate that the flight model is perceived as bad uh which is which is correct so I actually here with my little um uh aircraft uh to sort of maybe do a little bit of an illustration I'll just talk a little bit about it and then I'll get into time for the chairman but essentially you know when we started um uh Star Citizen when I started star S I was thinking very much about well you know I have to build this game and this game is going to have to sort of handle small very small ships you know all the way from the Aurora all the way up to very big ships like the Bengal carrier and and they need to sort of feel and handle differently because you know in the real world that's what happens I mean in the real world you know cars handle differently planes handle differently ships handle differently um and the other issue is that really in sort of a player versus player like you against other players you sort of need

  7. 00:04:55

    uh A system that I think has more finesse and options than say the old sort of wing Commander style so the old Wing Commander the Privateer style you know even the freelancer style they very much uh followed a simplified atmospheric model and I would say that most other space games do exactly the same thing um which you know it's great you know like most space games tend to be sort of feeling like World War II in space that certainly was a big inspiration for wi Commander for me uh but you know in atmospheric flight as you fly around I mean you have air flowing off over your your you know your various Wings you know surfaces which gives you lift and you know if your air loines or flaps or whatever go down you know instantly on a stick you have a pretty much one toone correlation you pull down the air flow goes down that goes down and you'll start going up because you've got all this area that's getting um you know Force against it

  8. 00:05:42

    well of course in uh space you don't have that there is there is no atmosphere in space and so what we do and this was you know a conscious decision from the beginning was that we essentially physically and I've been saying this for a long time we are 100% physically accurate and we don't cheat anywhere so what we do is we take the the ship and all the items that we get added onto it they get added on with their mass and that affects the the overall Center of mass the mass the moment of inertia of um the spaceship and whenever we need to turn you know it's not sort of an instant turn we actually have to apply thrust at different points and we apply thrust exactly at the points the thrusters are with linear thrust so it's all going in it's all getting calculated 100% correctly inside the physics system and

  9. 00:06:30

    so it's actually a bit of a challenge because you don't have it's it's not simplified like the win Commander system was you know sort of like every ship could pitch at a certain rate roll at a certain rate Ure at a certain rate and could accelerate at a certain rate and have a certain top speed and so the way you would make ships feel differently was essentially just by altering that okay well this ship can turn a little faster it can turn a little slower it can accelerate a little faster it can accelerate a little slower which is fine in a much more simplified system but uh it doesn't have the nuances that I think we really needed for St Star Citizen because you know we've got such a range of ships plus you can have a range of various um equipment you can put on it and that can affect how you're flying like if you put heavy guns on the outside of your wings versus putting them on the inside that would actually change how your ship should handle and fly and so we we really spent a lot of time uh Building A

  10. 00:07:19

    system that actually could handle that and there's a huge amount of um engineering that goes into the ifcs which is the intelligent flight uh control system uh and and essentially that's basically a fly by wire system uh like you would have uh in a modern jet fighter and because there is no way that any human pilot can sort of control eight or nine thrusters all at the same time and move themselves around I mean in asteroids it was hard enough flying yourself around and you just had one engine that you had to turn around so what happens is the ifcs sort of takes your input on your various control interfaces whether it's a joystick or a mouse or the keyboard or a Gamepad or something and then goes oh well you know what Chris wants to pitch up so then I will move the thrusters the appropriate position and create thrust to allow you to do that but the the issue with with that obviously is that as you create

  11. 00:08:06

    thrust you know there's no resistance so you sort of you know you start to turn and you have inertia as you're turning well if I let go of the stick well you know the ifcs isn't Clairvoyant it doesn't know when I'm going to let go of the stick it doesn't know when I want to go the opposite direction so at that point it goes oh he wants to go the other way so then it has to deploy the thrusters the opposite way to do counter thrust to retrograde your your your rotation and then you know maybe if you want to go the other way get you accelerating that direction so what there is is there's a lot more inertia in the turns than there would be traditionally in say an atmospheric flight model and so you know a lot of what I think people um are having you know getting used to is essentially the idea of like you can't something like when you let go of the stick you don't stop instantly you'll you'll sort of fly past it and obviously the faster you're turning the more that will happen uh but

  12. 00:08:54

    it's very much like a car like in a car you if you're going 50 m an hour and you come up to a stop sign you do not hit the brake when when you come to the stop sign you hit you start to feather your break as you're approaching the stop sign so you'll stop by the time you get to the stop sign and and that's sort of a Nuance of it's a different way of uh flying um that I think you know can take some time getting used to but at the end of the day um I think this system is going to generate a lot more unique feel to the different ships because you know for instance I give you an example you can have a ship with exactly the same mass and the same engines with the same thrust but if a ship's compact versus spread out and the thrusters are in different positions it will differently it's very much like a car having an engine same horsepower engine but it has it in the front or it has in the back of the car they will handle differently and so there you know I think what will happen over time especially with our vast range of ships the ships truly will

  13. 00:09:42

    feel differently I mean I already feel like you know you get in the aora in the arena Commander it feels very different than the 300i that feels different than the Hornet I mean the Hornet feels sort of big and powerful but it sort of it does have a fair amount of inertia cuz it's heavy and it and you know you can you definitely if you turn off things like com stab uh you know which is essentially this turn control uh you know and G safe you really sort of feel like it sliding around um and so I think that's ultimately going to be really good because people can sort of configure their ships and and have different ships depending on kind of thing they want to fly uh and and also in in multiplayer combat long term it's you know I mean we got some Kings to work out in the control systems uh but long term it's also going to have a big uh effect because there's a lot of different sort of dials and knobs you can turn as you're doing it so you know as I'm flying around I mean you know comab which is essentially turn control

  14. 00:10:30

    which means that it tries to hold a turn at a nice angle but of course um you know if you're going into it too fast well you can overshoot it so comab basically reduces your velocity to make sure you hold the hold the the turn and then as you get out the turn increases you very much like you know driving a car on traction control or something like that but you know sometimes like a like a race car driver a lot of times they want to turn off traction control because you know they want to do a power slide around the corner and you can those are all the kind of things you can do um you know we have the g-s safe mode which means that it will it will keep your velocity like if you're pulling a really tight turn it lowers your velocity to make sure you're not pulling too many G's but of course you can turn it off so you can keep your velocity up but of course the risk is you could black out from too many G's and so these are all the kind of uh dials and uh things that you'll be able to tweak like someone's on your tail and someone's you

  15. 00:11:17

    know turns off you know basically turns off com stab a g safe they're going to get a bit of an edge unless you counter it in the dog fight and you you try to keep on their tail and there's a lot more that can happen I mean obviously decouple mode is sort of the classic Battle Star Galactica mode um which I know people say is a turret in space but I will say all you guys were asking for the Battlestar Galactica mode and and decoupled Newtonian uh but I also don't think it's an invulnerable mode I I definitely think that there's a there's a lot of different things that make it's not so great because you as as some of you may have seen when I've demonstrated and nickname me crash Roberts um you know when you're doing things like that you don't quite know where you're going and you can Collide and stuff and also your trajectory is pretty um predictable because you're going in a in a straight Direction so yes you can turn around and shoot someone but if someone else can move and be more erratic or Dodge it um you know uh you're then going to be at a

  16. 00:12:06

    disadvantage unless you get out of that mode pretty quickly but it is actually quite a good way to bring your main Thruster to Bear to arrest your velocity um so those are all the sort of things that can play uh within the flight control system and I and I think there's a huge amount of potential there uh you know at the moment there's still a lot of stuff to be done I mean we're still thinking about ways that we can sort of balance the various controls input methods um you know the hotas setups all need to be uh we haven't finished with that we're working on um the sort of uh user definable key bindings uh and uh you know I want to play with how the Mouse stuff works I mean personally for me I don't like flying with a mouse I actually really dislike it I use either a joystick or a game pad uh and you know I will tell you inside our offices we have lots of people playing it and people have different PR some people

  17. 00:12:53

    like playing with the mouse some people like playing with a hot some people like playing with uh you know a gam pad some people like playing with a joystick so uh and you know actually on a full hotest set up correctly which a few of our programmers had uh you know you can do a whole bunch of stuff because you obviously have so many important controls so there I think there's just a lot of potential but it's very early in the process and so there's a lot of uh you know there's there's a bit of learning there's uh some stuff that we're going to be doing we're going to be playing with it because the system is fully physically correct so it's quite easy for us to sort of you know basically work with different aspects of okay well how about if we do this the ifcs does this aspect effect of it and because it's all simulated correctly inside physics it will sort of fall out of the system um so I think it has a huge amount of potential which is really great that we have it out there and you guys are all playing it I'm enjoying watching all the twitch streams uh which

  18. 00:13:41

    is brilliant because you know you get to see how people are are playing and what works and what people are doing and um so I'm actually looking forward to as we open up more of the multiplayer as we finesse some of these controls as we open up some of the uh management that you can do of your various items because that's another aspect that we haven't really uh sort of opened up I mean got it in I mean on the programing side on the debug side we can change power around and do a whole bunch on the Shields and all the rest but it's not particularly well implemented inside the HUD we've still got to get all the different uh interface to work well for that so we're working on also making the HUD much easier and more usable to use from the various control devices uh but I will tell you Brandon Evans who's our UI programmer he has his custom setting for his uh thrustmaster warthog and uh he's you know he's rearranging his Shields and energy all the time when he's in in a in a dog fight and it does

  19. 00:14:29

    make a difference and and that is kind of what the goal is the goal of the whole system is to have something that has all this potential because it's built as a system but has a lot of different aspects to tweak and turn and tune uh so that you know my goal is if you're just a you know you want to play it and have fun you can play it and have fun and it can be like Starcraft or Starcraft 2 where you can move the mouse around and move your units around and play the game you want to get really good and really sort of challenge someone you know sort of on that Esports level there's there's a whole bunch of layers you can get into and tweak and turn um so I I think it's got a huge amount of potential like I said we're super early days it's why it's great why all you guys are playing it getting feedback um and there is a bunch of stuff that we're going to play and experiment with tweak but the underlying system I think has a huge amount of potential because it's radically different than any other space game is really done it before and

  20. 00:15:16

    so it takes a little bit of getting used to but at the end of the day I think everyone's really going to be happy because you're really going to feel the difference between the ships and you can also even make your ship handle differently depending on the loadouts you do on it and you know anyone that's been playing Arena Commander like when you lose a win or you lose a Thruster an engine you can you can definitely feel it flies differently which doesn't really happen on on a lot of other space games on a lot of other space games you just sort of take some damage and then it's like oh well I'm 50% damage so I can pitch half the speed which isn't the same as having your Center a mass change and all the rest of stuff so there you go that's sort of my long um flight model uh explanation but there's a there'll be a huge write up we're going to have some videos uh today and I hope you all enjoy it and uh you know love your feedback um it's brilliant so okay 10 questions we get to right now uh so

  21. 00:16:04

    the first question comes from uh are ad Mundy who asks will we be able to scale the output and cap the max output of any individual or set of thrusters on the fly so when I slam on my joystick instead of the Thruster firing at full force it maxes out whatever I told it to yeah that's a pretty good question I mean actually we definitely have the ability to change the power to the uh thrusters on either an individual basis or a group basis and the power to the Thruster also controls how much the Thruster can fire um or the so I would say probably yes I don't know if you can if you necessarily can sort of uh dial like the amount of thrust you want out of it but that will be pretty interesting it would be something that um potentially I think we may play with

  22. 00:16:51

    because I sort of I mean I guess this is really saying hey I would like to balance the uh my my ship a little differently um which I think is should be allowable I mean to some to some level so uh you can definitely right now change the power distribution to any of the thrusters um okay next question comes from random task who asks now that Arena Commander is out and feedback from players is pouring in what are you guys taking away from it I've been reading a lot of the commentary from players and I'm very interested in knowing what you're hearing very general question I know well I think you know uh a lot of the feedback I mean is what I was talking about at the top of the show which is you know the most uh probably the most feedback is about the the flight model which I went into depth with so you hopefully have already had a really good explanation for that but but

  23. 00:17:38

    it sort of told us that hey you know we need to do a better job of explaining why it's this way um and also um in some ways do a better job of um tweaking it right because you know it's an it's ifcs I mean it's a complicated system so it certainly can uh be more efficient and be better or maybe we give it some more modes that allow people a bit more flexibility it's all things that were're we're tweaking with and then you know there's a fair amount the other big sort of um I don't know whether it's debate on the forums is about uh control methods right so there's a certain amount of well you know uh it's arcade Commander because you can just point and click the mouse and win and uh you know I would argue that that's not the case I actually don't like flying with the mice definitely the mouse does allow you a little more Precision in sort of aiming of your gimbaled weapons uh but there's a couple of modes and stuff that we have for the joystick and the hotest that didn't get implemented for v0.8 that

  24. 00:18:28

    would sort of cancel some of that um so we're still playing with all that but uh you know from our standpoint you know controls and the flight model all things that we're sort of working on I think the actual physics of the flight model is brilliant uh I think that the ifcs of it all you know we can be doing some more fine tuning and the controls we're working on I mean we're going to be doing um you know custom allowing people to do custom key binding that's one of the big things we're working on hopefully that will be in people's hands in two 3 weeks or so um and uh you know those are I think are the biggest ones I mean there's obviously a few little balance things but we're super early days and uh it's great I mean I you know it's positive with the negative it's all great cuz it's really helping is sort of hone in I know we're not going to be able to please everybody um because that's just the nature of the Beast especially with so many people but ultimately I think it's going to be

  25. 00:19:14

    something really special and uh it's going to be partly because of your guys feedback um okay smart Ace asks with within Squadron 42 will players be able to interact with other players in the bar or other public areas on the ship to swap combat stories or to look for a potential PC wingman for the next mission I think this would be a great in-law way of handling the PC wingman mechanic you described not within Squadron 42 but definitely um that's kind of what we plan for uh the presistent universe of Star Citizen Squadron 42 is very much much more a sort of focused Wing Commander narrative story and so the co-op uh will be sort of on some selected missions where your friends can join you and help you try and uh beat certain missions but it's not that your friends also are hanging out on the ship involving in the story

  26. 00:20:03

    as you're going along cuz that's really hard to do you can't sort of tell four or five narrative stories all at the same time because it's usually always focused around the protagonist which is you the player uh it is a cool idea but it is actually the way that we're going to allow you to sort of find meet people uh for the persistent universe is exactly how uh SM a suggests um okay next question comes from Willie Jones who asks with the release of Arena Commander can we get an update on the progress of track IR integration and I was also wondering the reasoning behind supporting the rift which is only a div Dev build at the moment before that of track which is released and available to all so we we have uh track is on the schedule um and we have an engineer that works on it when he has a when he has a chance uh and the rift supports really to be

  27. 00:20:54

    honest with you it's sort of like a a team passion we've got a fair number of people that are a sort of VR like VR heads let's put it that way and they were so excited by the rift that you know in a lot of ways they spent extra time to try and get stuff working um uh because they just wanted to see what it was like on the rift and that's kind of really why uh it was supported early because you know for me my my focus is really to get uh the game out in the hands of everyone in the base model so the rift's cool but obviously there's not that many people that have it so that's not really the priority but it sort of ended up happening because we've got some people that are very passionate about it um and uh you know so in some ways maybe more passionate than they are about track IR but track IR is absolutely on schedule I actually think in some ways it can be you know especially for sort of aiming uh and looking around it's it's great and in some ways you know if

  28. 00:21:43

    you don't want to have a um headset on you it's kind of nice right I mean some the headset could be pretty claustrophobic and you know the rift itself uh is got loads of potential but it's still got a ways to go I mean the resolution's too too low even on DK2 which is 1080p I mean because it's right next to your eyes you can see the pixels you really need at least 1080p on each eye probably I I know the the the ocus folks are working on trying to get more resolution um the crystal Co prototype which actually has positional head tracking will make it better so it's got a huge amount of potential but it's still got a ways to go um but anyway those are the reasons uh some passionate devs uh not any sort of cunning marketing plan or anything um okay next question is from cyber heads uh who asks with all the excitement around dog fight module I am personally more interested

  29. 00:22:30

    in the galopa do you have an estimated date on when the subscribers can begin updating editing reviewing the information there I really want to start reading up more on the law I don't have a really good date for you that is definitely on our Dev schedule uh we're having a sort of uh there's some pretty cool stuff that's happening on the website that hopefully will be out at the end of this month if not at the beginning of next month uh that involves some kind of 3D stuff which will be pretty cool um uh uh and then that's going to form uh the basis of some stuff that would roll into galac toia so after the 3D it's all part of like kind of like your the shop we're doing a revamp for the sort of pledge store which will allow you to sort of visualize and see some of the ships and all the rest of stuff uh and that's going to roll into the galop pedia so that'll be something we working on afterwards but I don't have an exact date uh right now I mean

  30. 00:23:17

    I'm hoping that we can have some stuff on that towards uh towards the later part of the year um okay next question comes from Pash who asks will there be opportunities in the first-person experience to perform Co actions for example if a Trader is not paying attention while loading cargo into a ship to fery supplies to his organization's Bengal carrier could I as a player hide in one of the cargo containers smuggle myself on board the carrier and then perform acts of sabotage On Vinyl Systems in order to make it easier for my own organization to attack the ship uh that's a pretty awesome scenario um so uh I don't know so we're definitely so we're definitely going to have experiences in first person um on planets uh that will allow you to sort of do more than just walk around and buy stuff and sell stuff and talk to people

  31. 00:24:04

    in a bar uh so we're actually going to add some sort of PVE style stuff like you go down a dark alley and potentially get mugged uh or you know someone tries to you know pull a gun on you in a bar but they would all be more dpcs because we don't really want to have sort of unauthorized PVP on planets because that wouldn't be that much fun for a lot of people um but we're going to make it sort of richer uh for people uh you know in this particular example right now I would say that uh probably not uh in term because this is if it's a matter of like paying attention getting out cargo with some other person getting on a ship on foreing going onto another ship um I don't think we're going to get to that level of fidelity uh at the beginning uh but it's a pretty cool goal I mean uh we're still we're still debating like the mechanics when we're on Planet Side

  32. 00:24:52

    like um you know if you want to follow another person or you want to you know like say you make a person of interest you know how exactly is that going to work um you know do you go can you follow them leave them from the bar follow them to go over to Landing Pad as they get into their ship or uh do you just get a notification saying that they're about ready to leave for space and you better get to your ship and leave for space so we're still going through a little bit of that those the mechanics and design stuff um uh but we definitely want to make sort of the the environment the first person stuff uh kind of cool like there's like a whole environment people are going about there doing this stuff and you know you can get into encounters uh you know you get a fist in a bar and stuff like that which would be pretty cool um I don't know about sneaking aboard a Bengal carrier but we will keep it in the back of my mind um okay so Blas asks can you share some details on how you came to

  33. 00:25:40

    the current balance between Mouse and other controls like what does the team believe of the current pros and cons between the control screams is there perhaps something that the general user base has missed ah well see this is goes to the uh conversation and debate about um uh the control schemes which I think I was mentioning uh on a previous question um so you know like I said everyone here flies on a whole bunch of different Stu some people fly on keyboard mouse some people fly on hotas some people fly on game pad some people fly on joystick uh so there isn't like any one like it's not like everyone's like oh this one control method is the best and you know like I said myself I don't like flying mice at all Mouse at all but some other people do like flying mouse it sort of I guess it sort of falls into well you're a freelancer player or a win Commander player um but we're still wanting to refine it so

  34. 00:26:27

    we're not happy with with the mouse control I mean I don't actually like the fact that um you sort of fly and look at the same time um but you know we do recognize that like on like low small Precision stuff you know having the mouse is easier for some some of the gambling uh gambling weapons uh so we're sort of trying to balance it we got like like I said in the previous question there's some stuff that's going to come online for the joystick and hot Tas that will make that better um for on that that side of it and there's also going to be some stuff that we'll do on the Mouse stuff that will that will sort of maybe decouple the the movement from the Lu stuff but it's still early days uh we're still working on it we're still thinking about different ways to do it it's kind of why we want to get it out there we sort of feel like kind of what worked or what didn't work for people I know there's definitely always counts right there's the M these keyboard mouse FPS crowd versus the you know old school get off

  35. 00:27:17

    my lawn I've got a joystick and I've been playing that game since 1980 which would be pretty much me um but uh uh you know my goal is to balance it in a way that that you know you have advantages with any one of the control interface there won't be one that will be dominant um uh so anyway we're not quite there yet but uh we're definitely working on it um okay so next question comes from knight uh who asks while Planet Side aspects are down the road still I was wondering about the infamous Monsters of the Galaxy Star Wars has a Rancor the wamper and the Cry Dragon we we will we be seeing similar monsters on Star siis worlds also while I have the most most respect for the lore at all times could a person of lesser moral standardized lesser moral standard organize hunts of

  36. 00:28:05

    outlawed species okay so I don't know about hunts of outlawed species uh but we're definitely going to have some um space whatever you want to call it monsters so you know that this sort of goes to what I was saying we're going to try to have some sort of PVE combat encounters uh that go beyond just flying your spaceship so like if you come across a space wreck and you're exploring it you know maybe there's some NPC pirate AI pirates that are there that will you know they're trying to jump you and Jack your ship or perhaps there's some alien creatures scaring in the you know scaring around the ceiling um so that's so we're going to kind of try and do that I mean we're going to have some places you can land and do some exploring and maybe some monsters or creatures down there um so we want to add a lot of color to sort of the persistent world that way so and that's the kind of stuff we can now do because

  37. 00:28:52

    we we've obviously had a lot more um funding than we thought we would originally so that's in the I'm not saying that's day one um but that's definitely all stuff that we're planning on doing uh content wise and and really sort of embracing the fact that we have a very powerful first person engine so we want to use it for more than just you know going into bars and talking to people and going into shops and buying and selling stuff um okay uh canra asks once the Pu is live we making modifications and repairs to your ships remain instant or will there be a wait time imposed for example I would imagine that swapping out the power plant or engines on Connie would not be a 5-second job I how would it be how would it balance immersion versus fun um so yes we've had this a debate on the design side um you know between the make it realistic

  38. 00:29:41

    because things don't change out instantly to hey we don't want to have someone sitting around for two days before you know the power plants changed um so I'm not sure we've made a full decision on it um you know right now like in the hanger you change out weapons pretty instantly uh there may be a case on some bigger uh definitely on repairs and some modifications there will definitely be some timeline stuff so you'll land on the ship and your ship shut up and you'll go and say I need it repaired and say okay I'll get repaired come back in you know 5 hours or a day which by the way when I say five hours or a day I mean game time um and so you can go out and then you should walk around the environments and do some stuff maybe buy and sell some stuff talk to people then go back to your Shipp and be ready to fly again um so we'll probably do it on some of the bigger

  39. 00:30:28

    things some of the simpler things like weapon load out changing and stuff like that maybe that's kind of instance or it'll be very short um but we sort of talked about having repairs and modifications like you in the shop and you can sort of like maybe see like some Sparks and stuff happening in the distance while they're working on it and then when it's finished you you know could maybe get a notification on the Mobi glass um so that's kind of how we're doing it um and but like anything else we'll just uh you know we're going to sort of fall on the side of what we think ultimately makes the game fun so we definitely would want to make it too long doing that kind of stuff okay last question comes from hot who asks one of my favorite features in Arena Commander already is the computerized voice indicators will we be able to customize our own personalities into our ship's AI or is this more of a stretch goal also

  40. 00:31:15

    if you find time in your busy schedule would you consider having a go at voice acting I would love nothing more than to hear my ship computer cry out this is right as I punch out uh so I don't know about this is but this is um uh we're definitely going to have uh different uh we're going to have the ability to have different voices for like your HUD or computer AI so you know if you want the sort of proper British accent or you wanted the American one we we're going to have that so that's sort of down the road of uh customization we're going to allow you to be able to customize your hard uh change out voice packs basically um to do that and uh you definitely uh I will be in Star Citizen Squadron 42 somewhere I've always put myself in all

  41. 00:32:04

    the games I've done um so I don't know whether it's uh the AI Voice or it will be somewhere else but I'll be in um so there you go that's the answer all right so that brings us to an end of another uh episode of temp for the chairman a little longer than normal because uh took a bit of time to talk about um sort of the flight model and controls and kind of what our goals are and really ask you all to read the the big post that we have today CU I Think It's really informative I mean John Pritchett um you know is uh well he's pretty much a genius on all that sort of physics and mechanical engineering stuff and he's done a really nice write up on um you know what the ifcs does and explaining some stuff and I think hopefully you read it and everyone realize kind of the sort of crazy passion and love that we're all putting into this game um and uh I'd

  42. 00:32:53

    like to thank everybody out there uh that has backed the game enabling uh us to to make this crazy ambitious game thank you very much thank you to subscribers for um you know kicking in extra money every month to allow us to do these kind of shows and I will talk to you next week goodbye

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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