Star Citizen: Around the Verse - Can You Hear Me Now?
Transcript — every row opens the video at that moment
- 00:00:06
[Music] hello and welcome to another episode of around the verse I'm Sandy Gardner and I'm Eric Kiren Davis this week we'll dive into to flight AI audio design and get a lot of this asteroid mining but first let's see what players have been up to in the verse recently a strange monolithic Effigy appeared in the unforgiving dear desert dubbed the dear Rocket Man this emergent art project was the culmination of 10 players working to position a bunch of ships including 40 gray cat
- 00:00:54
buggies into the shape of a huge and seemingly happy human Sandy can you name all the ships used to construct said Rocket Man yes I can constellations caterpillars there's a couple star yeah there you go at any rate impressive work there now let's march on to development updates we've been following the development of asteroid mining for a while now and the mechanic is now feature complete yay with the gameplay team making final tweaks to space friction here's Dan truffin to take us through a full gameplay Loop hey I'm Dan truffin I'm the lead system designer uh in the Frankfurt office and uh I'm going to show you some of our work on the on the asterid mining basically it's an evolution of our planetary Mining and the next logical place to take it would
- 00:01:42
been space so here it is we are here in the asteroid belt around yella we're going to find a rock and try to extract various important minerals from it uh generally rocks are going to be a bit harder to find in space at least usable rocks they're going to be a lot further apart generally we use new assets for this but we also manage to reuse some of the existing rocks with just with a nice texture they went again through our minable Rock pipeline they have a different texture and on the inside of them uh they also when they break they they look different from the rocks on the planet the mining process basically works very similar to how you guys are used to you just aim the mining laser and try to keep the rock energy level
- 00:02:30
where it needs to be in the optimum Zone you try to keep it in the green zone and not go in the red zone as I am right now going in the red zone is a lot more detrimental in space because once the rock explodes the pieces will end up going in every direction since this is space they take a while to stop there's no ground to stop them as you see they'll be flying and flying and flying so if you do a bad job you really will have to run after every piece of Rock provided you guys don't mess it up and do what I did you should be able to extract valuable resources if you manage to keep your extractor beam in the same position you'll extract faster if you move it around on the Rock they'll extract slower so obviously a rock that is hurtling through space is going to be
- 00:03:18
slower to extract that's about it I'm really not going to spend time searching all of these rocks they might take a while to get all of them but uh hope you guys enjoy this that's not all from the exciting world of mineral extraction new Surface side rocks are being introduced as well the environment team has been working on minable formations for the acidic biomes will see on Hurston and its Moon Arial they've been improving the existing Rock generator pipeline to create a variety of different shapes faster not only does this help when creating new types of minerals it also helps improve the look of existing minable rocks and adds clear visual differentiation between their exterior and interior textures the audio team has been working
- 00:04:06
on a feature that lets the player Focus their listening this will allow you to listen to specific cues or conversations even if you're in a crowded room or noisy area let's go to Bob Rolo and Simon price for more on this feature so listener focus is a new feature we're working on to mimic the phenomenon that happens when you focus intently on something you get this sense of tunnel vision you kind of focus on what's in front of you and everything behind you starts to blur out well we want to do this with audio the thing that you're looking at intently comes sharply into focus in the mix and then everything else drops back into the background and it allows for better immersion it really kind of has that realistic feel to it cuz it's a natural phenomenon The Listener Focus effect is sometimes
- 00:04:53
called the cocktail party effect so I thought I'd load into Cafe Misan to demonstrate it to today so here we are in game I'll enable some debug commands so we can visualize what the audio engine's doing the gray balls represent a neutral Focus because we're not paying attention to any person in the bar right now I'll play a little dialogue so you can hear the reference levels what do you want whiskey beer or whiskey can hear the bartender struggling over the music and art over the other side is barely audible now imagine we're really thirsty I set the focus to be on the bartender the music dies down and there are red bulls represent negative Focus what do you want whiskey
- 00:05:42
beer or whiskey we can hear the bartender clearly now if we Zoom back out we can hardly hear art at all imagine we're not thirsty we're looking for a mission we're here to meet someone I set the focus on to eart the green green balls represent a positive Focus so here I'm using the effect additively I'm not only bringing down sounds that we're not interested in but we're raising eart so that we can hear him from all the way across the bar look at and that's how the listener Focus effect works we've previously taken looks at some of the background effects and details the various teams have been developing to make lorville feel like a bustling kinetic location one such detail that is being worked on currently is the presence of AI Control
- 00:06:29
old non-combat ships taking off and landing at the city's Interstellar Transit hubs here is Andre beu to walk us through the process of getting these ships into and out of lorville hello my name is Andreu I'm a senior system designer on Star Citizen at the moment for 33 I am working on enabling civilian AI ships to appear over lville then make their way down to the city touch down stick around for a bit take off again make their way back to orbit and then Quantum travel somewhere else what I can show you here is in a test environment what this looks like so this is a star farer coming down from orbit via a spline which is basically a pre-placed path once the
- 00:07:17
star farer has reached this placeholder landing pad it will switch over to the takeoff and Landing system which is powered by uh the ifcs it will then touch down stick around for a few seconds though this is still placeholder in the final version they will stick around for longer the ifcs lets it take off again and then it switches back to the pre-placed spline the path which will take it back to orbit launch sequence complete this is the environment where the city will be but with everything else but the splines made invisible the spines are those blue paths they are coming down from the orbit to the surf surface of the planet where the landing zones are which are those lzs here and then there are
- 00:08:06
more splines going back into orbit what I'm doing right now is I'm trying to give the ship a more cinematic feel by adding something that looks like the air bre that ships usually do in other cinematic products so in this case for example this is the orientation of the ship which I can adjust on the spine so I will pull up its nose a bit and on the next point maybe a bit more and then on the final one it goes down a bit again and this is when ifcs takes over and on the next spine everything is already taken care of by the automated system but if for example I wanted it to fly a bit more
- 00:08:53
straightfor a bit I could do this or to bank around so this is what we're working on for 33 we hope you like it and see you in the verse here we see more of the props in this case cable sets being polished and implemented into utilitarian hangers and other locations around lville designers continue working on combat AI for FPS situations with attention being given to Sharp turns Guard and Patrol behaviors using new idle animations hit reactions both in and out of cover and search path logic anyone joining us on October 10th in Austin Texas for citizen con 2948 should take advantage of a fun contest
- 00:09:43
we have going right now yeah you can enter your best ideas for new emotes on Spectrum the winner will get to direct professional map actors live at citizen con where their winning emote will begin its Journey towards in-game implementation just imagine every Star Citizen we'll be thinking of you whenever it is you're doing the Hoke Pokey or really other dance types yeah okay and with that we say goodbye for this week don't miss reverse the verse back in the USA and streaming live on Twitch tomorrow big thanks to our subscribers who sponsor the shows and of course thank you to our backers yes thank you until next time we will see you around the thanks for watching for the latest and
- 00:10:39
greatest in Star C in Squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at www. robertsspaceindustries.com thank you very much for watching
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

