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Reverse the Verse

Star Citizen: Reverse the Verse LIVE - Scanning and YOU

1 June 201801:03:431,527 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:11

    greetings citizens and welcome to another all-new edition of reverse the verse live the only show whose season taco meat filling tastes exactly better than the real thing I'm your host Content Manager Jared Huckaby on the show this week we've got Kirk til May and Mark Aben on the show to discuss all things scanning and radar with regards to squadron 42 and the persistent universe in this special subscribers edition show now for those of you who don't know what a subscribers edition RTV is that's one of 12 shows a year where we open the forums to questions exclusively from our development subscribers now to find out more about becoming a subscriber you can do so at robert's space industries comm slash pledge slash subscriptions but before we get to that let's go ahead and check out our Week in Review

  2. 00:00:58

    now last week we had Jeremiah league Corey Johnson engage Holman from the character art team here to discuss their work updating our legacy armors and how they go about clothing and designing the characters of the star citizen universe now as always it was a delight to have Corey engage on the show and they're welcome back any time they want to return over the weekend we had a special misc razor promotion with the e^x and LX black and white variants now it's a good-looking ship from our UK sheep ship team and stylish additions to star citizens ever-expanding lineup of spacecraft now I think there are small handful of variants with exclusive serial numbers still available but it's also possible they've disappeared in the time that I've been doing this so check the website now to find out more Monday salt with it the release of another

  3. 00:01:45

    episode of our weekly question and answer series show calling all deaths focused on player facing ship modularity user interface updates why ships come dirty and if we're going to be stuck in our seats during quantum travel for the rest of our lives calling all devs is your chance to submit questions and vote on which ones you want to anse want to see answered each and every week so you know check that out Tuesday was Laura day in the star citizen universe and this week's post featured a new edition the plain truth series of articles called the fair chance fail where hosts Park Otero visited an old scandal to expose the ue e ue government and its failure to protect oh so - oh so - which was also which was recently featured on an episode of Laura makers guide to the galaxy it's writers man they love making crap up Wednesday was the last day to

  4. 00:02:32

    submit entries to our arena commander and star marine tutorial contest which saw lots of great submissions as well as some we're just gonna call them additional submissions it was a fun chance to earn yourself some free ships and help the continuing development of star citizen in the process I keep an eye on spectrum for the announcement of who won once voting has concluded finally Thursday was the latest episode of around the verse featuring not only a squadron 42 project update a ship shape detailing the current work on the Aegis Eclipse but also a feature pulling the curtain back on mother but on the development of our scanning systems and when we return from our break we'll be sitting down with Kirk and mark to answer your follow-up questions about scanning live so stay tuned we'll be right back [Music]

  5. 00:04:40

    and we're back joining us on the show today lead gameplay programmer yes oh my gosh lead systems designer correct Oh mark Abed Kirk tell me hey guys do it man good yeah oh this is your first time on the new art TV this year I believe this is the first time um for me being on TV ever really not that I can call happy yes I think so what's now of course if it is your first time for viewing our TV reverse the verse this is our live question ancestors where we got two of our designer and an engineer on the show to talk to talk about various gameplay

  6. 00:05:29

    aspects that starts this and today's focus is the recently revealed scanning feature which we debuted on around the first yesterday we will be taking questions for this special subscribers edition our TV exclusively from our subscriber chat up on spectrum so if you're watching live on Twitch log into spectrum if you're if you're watching not live on YouTube afterwards congratulations on having better things to do but if you are inspection check go to the subscriber chat and you can submit your questions there you can preface your questions with the word question in capital letters surrounded by bracket that's brackets that's going to help our our good friend Tyler wick and pull them out from the conversation now before we get started because every show is somebody's first show why don't we take a few minutes and tell everybody who you are and what you actually do for

  7. 00:06:17

    star citizen we'll go ahead and start with mark the first what is it you actually do I'm one of two lead engine gameplay engineers here at the LA studio and my responsibilities are mostly ship related so ship systems getting them functional making them work talking to other developers when they're working on anything relates to the ships something's happening to the ships on the code side text set up anyway I need to know about it or I have some hand in it or anything like that okay and how about you so lead systems design well until recently I was in the same boat as Marc but regarding design so we were designing and implementing ships and

  8. 00:07:05

    ship features now I'm in charge of three of our scrum teams one of them is specific to vehicle features so in that regard we're still designing any type of gameplay features or methods of implementation for ships and there's also a gameplay features team that I'm the product owner of that is more system like game systemic features that particular team right now is working on our group system and how it's going to be integrated with Mobe glass chat and being able to just better work with other players and so you can group up in and do things together and then the ship implementation team which is responsible

  9. 00:07:55

    for actually getting the ships in the game know so you actually get your hands on quite a few pots as it were yeah I'm not the office a lot less than this guy all the time I know it's when I first started here when I first started here and I was still living an hour and a half away I just have to leave very very early in order to get through traffic because that hour half was a normal Drive and then with traffic would be three so I used to I used to get in here like 6 o'clock in the morning and I used to come in it would just be mark you yeah mark market anyway in the morning yes you can't get here I'm like do you also live 90 minutes like no no you just hear this only two hours away and it's not that far which is sad LA traffic yeah

  10. 00:08:44

    well also it also helps not to get kid too far at the point but because we're got this distributed worldwide development the earlier you're here the easier it is to sync up with us check your opinion in quarantine definitely yeah it takes care of like this stuff because we're doing some things across studios with this mining scanning so it's always good to come in early and go hey we have this problem how do we sort this out five minutes Skype call takes care of some that a email takes two days to cover yes yes that's true and also like like you just pointed out because the the pinging and scanning system are tightly woven into well we the de team is going to be showcasing with their mining gameplay it does help to be able to talk to that miss machine because they're two hours ahead the UK studio which is already are they you know it's

  11. 00:09:34

    only one hour it was two hours when they both did daylight savings time differently but nicely packed okay great like 5:30 it's like 2:30 over there welcome to discussion of time zones time zone manager jared huckaby all right now both of you mentioned scanning and mining in the same breath now I do I do want to emphasize that they are different feature the scanning feature is much bigger than just mining it's the scanning feature is besides being an integral feature to squadron 42 scanning feature is just as important to the persistent universe you're not just using it with mining you'll use it for Explorer and you'll use it for for you know discovering you know uncharted you know you know areas of space and you'll

  12. 00:10:24

    use it in missions all kinds of scanning is will be an incredibly factor outside of just - right for the purposes of this conversation we have two of the gentlemen who worked on the scanning portion list as you just said the de team is focused on the mining portion so while a little bit of mining discussion might sleep slip in here and there I do want to emphasize that this is a discussion about scanning we are will do our best to have a you're on mining you know on its own because it's a feature that deserves its own focus absolutely in the future I think one way to kind of talk about this in light of the work we're doing is we're really working on the the pinging and scanning features as the the latest additions to 3-2 so in a nutshell I know we just did a whole segment on it but

  13. 00:11:14

    for because it just came out yesterday and not everybody has been around maybe not everybody seen a TV yet give me the the dime-store version of being scanning sure so like in the game especially the PU and what we'll be implementing into it's quite a 42 you only have information about about entities that are just a run ship in your passive radar the exception being the you know quantum travel points because they're so far away so it's oftentimes rather difficult to know about things that are outside of that that made our distance so what we wanted to do was give you some idea of you know hey is there are there objects around me that might be interesting to me in this first tier of our pinging and scanning

  14. 00:12:03

    feature implementation we give you the ability to do a pinged so you have a a ping item on your ships now and when you do do a ping it it basically sends out a 360-degree ping that gives you some general information about objects that are outside of your passive radar radius but within this new larger ping distance so when you do ping out basically what you're doing is you're searching for signals EMI are and we just don't meted something called our RF which is the resource signature so when you're able to detect those signatures that are outside of the radar distance but within the ping distance you get back some

  15. 00:12:51

    basic info about these entities and we represent them as blogs so the entities that you detect will be put together if they're close enough to each other as this blob entity that gives you a general idea of like where like in what direction these things are but not exactly all the information that you need to know specifically about it so they're kind of breadcrumbs and then when you get these bits of these blob identifying markers you can then make a decision to go you know what I want to check that out so you can fly toward it and it will resolve when it gets it within your you know radar distance right now we're implementing a feature in which you can actually do a more focused ping

  16. 00:13:39

    so what that'll do is it'll give you a better resolution on that particular item if it's if you focus enough and it's within your within this larger range of ping and the signal strong enough then you'll actually get the same information as if it was in your radar so it could be really far away but yeah you do a general ping you kind of know where it is you start focusing your ping on it and if it's if it's within a certain distance and a signal strong enough you'll get for that ping duration some an actual like position and some some data about that object so you'll know if the ship you'll know it's a multiple walk and those are two things that we have implemented so far in our

  17. 00:14:27

    initial tier zero right limitation right now we've actually got a treat here I don't I honestly can't remember if I told you or not but we do have a clip of kind of an entire the entire flow of scanning as it applies to mining in this case so I'd like to go ahead and play that Tyler and if you can see it on the screen right here and why don't you tell us what we're looking at here so obviously we are flying in a this looks like a prospector but based on that that's correct yep you're playing a prospector Tyler I want you're gonna move the control over to the over the chat so we can actually see the video okay thank you area all right so we're flying along the surface it's just like selling to me mm-hmm you got your standard a prospector hide up above is there anything specific that we're looking at right now is

  18. 00:15:15

    I don't believe so I think we're right now looking for targets and how are you how would you identify a target here like so far ok we're getting some of the AR markers I so go ahead and pause right here Tyler now I see this rock is discolored or it looks it looks colored slightly differently I don't think that is the the particular feature we're looking for yak I think because I haven't seen it in yet I don't really should have played this for you that's fine well probably get to a section in which we go to the V scanning or the mining UI okay I think that's where we'll see the highlight for them for the we go I suppose here so we just switch to the scanning UI here

  19. 00:16:06

    correct this is actually the as I stated before we integrated scanning into the mining UI and so the this is the mining interface and it's it utilizes what we've implemented as far as County is concerned to give you the composition of that particular Rock okay and some of the information that we're seeing here we're seeing the power transfer graph again this gets a little too bit too into the mining stuff it was a away from them I so like what we have implemented is the info on the top right it gives you the the percentages of composition for that particular Rock so that you can determine whether it's worth mining in this case schedule you're talking about the mass field there where shows titanium right quartz the other portions

  20. 00:16:55

    you could think of as the scanning is the whole infrastructure is you have some object it could be the ship right here it has four layers of surface information depending upon what the thing is it's very detailed to that particular thing for the mine double Rock I think it was the mass and then some properties about what determines the gameplay aspects of when it will break and stuff like that then you have the extended information which is your detailed information which is for ships it will be your crew your weapons your cargo before the rock it will be the actual content so what's inside and that's the stuff that you see on the top right it how much Gold's in there how much just dust or whatever the core insides of it are so that's what we're seeing on this part yeah so we have two levels of scanning they happen in in cereal but the initial

  21. 00:17:45

    information is is rather easy to get and then you'll go into a section in which after after time elapses and you've the appropriate over the target you want to scan you'll get that real simple surface surface detail and then I'm sorry the surface info and then you go to the detailed info dump that you get from basically like focusing in on that target we can clear the clip now Kyla thank you and one thing to note too with like the mining UI we know what the very specific information that we're gonna pull so we organized it specifically to the mining infrastructure to basically give you information they'll help you break the rock and cover information there is another UI that's getting

  22. 00:18:34

    worked on which is the peer scanning where if you technically scan anything it shows the information more generically versed surface vers detailed so when you unlock stuff you get whatever that thing is here's some information for you while the mining is more specific to what the the gameplay around my right and we're implementing the the bits of information you get for each entity type per entity type and so we do need to take some time to determine exactly what info you get from say a shift versus a rock okay so and that's one of those things that will obviously iterate over time right you regardless regardless of however the this very first tier 0 implementation you know goes out to you guys it will be like any other aspect you will put out

  23. 00:19:21

    tier 0 will see their feedback you know we want this information on the ship want this and then we have to debate that internally do we want to give that information like you know it's you know what do we want them to have what do we not want than that what maybe what maybe do we save for upgrades stuff like that it's a it's a but it's one of the best things about having a live environment our game developers we can start with these tier 0 implementations and really continue our development based strongly on on what they're seeing right hey Tyler our monitor is about to turn off in 20 seconds you just push the button alright so we do have some questions coming in front from that from the chat here the very first one from the live chat says you literally do have to push any button on the back it's on the back

  24. 00:20:07

    on the right and I should go away thank you if we didn't say before Tyler Nolan is heroically filling in for our broadcast crew today our normal JJ's out on vacation can we see a lot of the scanning we saw in a TV we only had the clip of the mining but we saw some great visuals of just scanning space you know and the differ and the different blurbs that come it was all 3-dimensional the very first question of the chat says are there any 2d options for scanning um not at this time I think I'm not really sure how we we'd want to like I'm not sure if it's really great to like limit it to 2d one aspect we can talk about is what we want to be able to represent these blobs

  25. 00:20:58

    and these bits of info on your radar we haven't gotten to that particular stage in scanning or pinging yet so that's something that we want to actually you know we do show you where they are in space but transferring that to to the radar because we need to work with the UI team in order for that to happen we haven't gone to that stage in so I think that's one place where we can represent it in 2d right now in addition to taking questions live from the chat we also put up a thread in spectrum like we normally do the folks who can't be here watching us live people were able to submit their questions over the last 24 hours and vote on which ones they wanted to see answered most the number one question from that thread said will we be able to jam scanners on other ships in order to

  26. 00:21:46

    mask items of interest from others for mining or detection I would love to do that we haven't gotten to that stage yet but yeah I think it'd be super cool if you know we had that kind of you know that that Rochambeau gameplay where you wanted you want to do you know like what what makes this good and then like what's a way to counterbalance that so you can maybe defend against scanning because sure you know it's it's it's interesting to find out info about a ship maybe you don't want that info to you know be discovered so implementing things like you know stealth gameplay something which would be interesting would be if you had a ship that was really good at being a pirate ship and you wanted to smuggle cargo we could make you know sections of that ship

  27. 00:22:36

    which they're completely cloaked from that that or you know they can they can put out you know false signatures if you wanted to say you know just use caramel slag for instance yeah Chris has talked about that gamesmanship for for a long time yeah yeah it's it's it's it's it's it seems kind of obvious but it does it does bear mentioning sometimes that you have to design all the ways in which something is supposed to work before you design all the ways in which you're supposed to counteract those if something working first yeah it's it's it's it's it seems kind of obvious but it's it's in you know we all we all get excited we're all excited for things like pirate gameplay or or just straight out you know villainous gameplay it's like that and a lot of quote we deal with there's a lot of time where folks

  28. 00:23:23

    like you know tell us more about pirate gameplay and tell us more about about I just want to be I just want to be a giant ass that's fine thank you in the universe something and it's it's always it's always helpful to remind folks that we have to build all the ways in which lawful legal correct behavior are supposed to function and then we'll go to figuring out all the ways that you can circumvent it you can avoid it stuff like and one of those ways where prototyping is the idea we have the four layers of surface information what if you could disprove it so then we have ship when it appears on your radar it automatically just gives you the floor information friendly foe action such what if we had a way to provide players a way to tweak those settings so when it automatically comes up that pirate ship is actually claiming he's a UEC friendly

  29. 00:24:14

    police ship and then you look at me you're like wait a minute so you start scanning it's like oh no he's he's an he's gonna kill me he's a pirate I'm gonna go run away so there's some things that we're playing with to get that level of gameplay and one of those was the transponder so hoping to flush that out in the in the future but the scanning stuff is gonna bring some fun stuff right and then like one way we can we can pretty easily do some of this jamming gameplay in is because the pinging system is complete it's wholly dependent on signal if we we can either return back you know lower signals or just give you the ability to be more stealthy and because your signals will drop to the point where they're not detectable even by the ping you just won't show up as a as part of a

  30. 00:25:03

    blob when you do do the ping out yeah start a little bit about that that calculus the the the ping goes out and obvious I don't know how much of this will be in the tier zero limitation let's just let's just talk experimentally here the ping goes out and you're in space you send a ping out and the ping hits mark ship now I imagine there has to be some kind of calculus involved what what is his trans whatever his am transmissions like you know determine whether he's going to show up how strong how much information is going to show up you know what whether he's going to show up at all guys like that look what we can we talk about like that is that's on this being thought of yeah so we get it really simply arterial right well I think this is just the the best way to to kind of understand how our signals that like the signal strengths and distances work I

  31. 00:25:54

    think in the past maybe there's a little bit obscured and it's kind of hard to figure out you know if I have a thousand DM what is that really mean so what we did was we just have a fall-off of e signal unit over over a meter so if you are emanating a thousand e/m it drops down to zero at a thousand meters out so you have this radius of signal that is constantly falling from your position the the there's your passive radar range and if if this is you and this is like saying you can look out ten thousand meters if there's a ship that whose signal fall-off is within your passive

  32. 00:26:44

    radar range it shows up on your radar so if that's say if that ship was emitting a thousand AM and your your radar radius was ten thousand then at just under 11 thousand you should be able to see meters away you should be able to see that ship because the signal from the e/m will drop down to one but will be within your passive radar well we did for the ping was there's a secondary radius that when you do the ping you can now detect signals that are at one or higher but within this larger radius so it's really just a simple calculation of what is your detectable range and what is the levels of signal strength that

  33. 00:27:36

    are without it and just adding those two values up means where they're going to be visible or not actually so and obviously you're detectable range will be determined by the sum total of your components and how you're running them how you got them tuned correctly like that yep and then the total of how far you've been paying or how effective will again your sensor package and whether you've got an upgraded something like from a Terrapin or whether you've got a less-than-stellar one and something right I don't want to yeah I don't know what ship has terrible scanning I don't know I said by a given name will have a read it right right and so like I think I think one one issue that we need to solve is that we're not great at messaging out all this data to the player and so we need to once we implement the system we need to work on

  34. 00:28:24

    the UI so that you can tell whether you're going to be detectable to the player or to you know other ships whether that's on the on your HUD or it's in your your signal MFD and we can give you like some simple maybe some kind of bar with what you need to be under so they are undetectable by ships with this value you know technically how far out someone would be able to see you right and if we have that ambient signature you know like this is talking about with no ambient signature so if it's a thousand eeehm i could see that person a thousand yeah but if you know the ambient signature is 500 you know you could be it basically cuts your signature down to 500 cuz it's subtraction so now you get that kind of

  35. 00:29:12

    stealth gameplay where if you know if you lower your signature just about right and you know what the ambient is you know how far out someone could theoretically see you engine and I do want to reemphasize that we're using numbers like five hundred and a thousand is just they're arbitrary examples guys before before somebody goes in there in theory crafts how terrible the game will be with only a thousand meters and stuff like this oh we're using round numbers too we shoot out these numbers just to play around with ideas in our head and since it gives us ideas of okay a thousand where's a thousand a thousand meters a thousand the M it just helps us as a human to figure out what's going on in our heads first what's going in the game right so returning back from the live chat there's a question how Queen DeFede active scanning is there an e war mechanic coming obviously like we just

  36. 00:30:00

    said you want to build the system first before we you figure out all the different ways to defeat it but III one might imagine that that scanner suite would be susceptible to a an EMP anything else yeah you can cut the power to the ship it cut the power to the scanners sure you should be able to shut it off you know there are other subtle ways we can do that when in which because again this is just simple math as far as you're detectability if we have a way just to reduce your signals or at least reduce your detectable signals and have a reduction in what you're you know what your ship is emitting that could be one real easy way to give you that kind of a way to counter counteract that being able to be pinged the sex question you already mentioned this well are we going to have the option of a shallow but widening opening versus a narrow but

  37. 00:30:48

    deeper pain that's exactly what we're pulling right now can we talk about how many different versions are in our tier 0 which I'll talk about one wide one narrow kind of thing know what I think it's like it goes up to 128 times which is just a and I think it goes up by a factor of 2 so 1 2 4 so it's like a slider you'll be able to write you'll be able to adjust so that it starts at 360 you know 180 I think it's yeah I think it's 180 and then it it starts going down to smaller increments I think might be the next one not I'm not exactly sure what our increments are but we'll have more than big yeah I think eight levels of scanning in which the the angle of your of your detect ability of the

  38. 00:31:37

    things that you're detecting becomes more narrow but the reward is that you're able to get results back from further away okay now when you narrow that that that angle can you've been also angle that around the ship good it doesn't always reduce to the front you have to turn your ship you can but yes you turn the ship but to do that I think what we'll be able to do is for ships that have the ability to have a scanner that's on a gimbal like sure or the ocula is another one that you'll be able to do these these pings and scans directionally without having to turn the entire ship that's the whole point of that from all through my chat will all ship to be able to scan that's a

  39. 00:32:26

    decision you ever made yet but any ship that has a ping or a scanner item on it should be able to sorry Argo pilots the are the entire Argo owners club go make a friend now I'm just pulled our go out of my but people just what will make from from back from the thread where the people voted on questions what will make the scanning skill based that you can improve yourself in that's good question I think there is an inherent skill in that because you do have the ability to do narrower scans and obviously reduces the angle which you can detect things so right right so you can want one feature we're having is that you do the general

  40. 00:33:17

    ping you kind of find at the blob info and then you can focus on those blobs do narrow scans and get more info back and that is one feature that we're implementing at the moment and one thing to note with the blobs is when you do a 360 your resolution isn't that good so if there's a bunch of objects here the blob might be just just gigantic thing you have no idea what's inside it we saw the images with all the different yeah you can see some big ones and them distance you don't know if there's one object and a dozen objects so it's like you do that high low resolution you see a bunch of things you have no idea what's in it yeah we're still balancing this but the general idea is the lesser signal you're getting the larger the blob image because it's you're getting less deterministic info about exactly where that the enemy might be and that's

  41. 00:34:06

    where changing your focus angle to focus in comes in because if you if all these things are on the table and it's just a gigantic blob and then I do a focus angle they'll cut through and maybe I'll have three blobs now of one for that one for this and then one for is drink so the more you focus in the more odds that you're going to resolve what it might be and shrink down the blobs as far as the different components will skin from live-chat says well scanning capability be based on his scanner type size like some of the other components like other component system we have we have size we have class and we have grade will there be size class and grades of scanners not for the first year but that is something that we'd want to do for the future the simple things like you know

  42. 00:34:55

    the the how powerful the scan is how how great the resolution is how much power they use when we eventually get to be able to damage internal items you know how much how many hit points it has what their wear is gonna be these are these are all things that we'd like to do like an industrial class scanners we can do more more charges per you know per hour without wearing down but I'm theorycrafting you could even have something where if you have a less powerful scanner maybe you can't pierce through a capital ship maybe you can't pierce through the shields I mean there's stuff there's also it's a fun stuff we could try out can you scan people that is part of the plan for the future we do want to

  43. 00:35:44

    be able to use the ping so that you can you can detect life forms as well but sure like you know I want to know what's in your pocket okay I could just see I could just see spending half my time doing internal scans to see if somebody's on my ship well somebody jumped onto my ship okay good like every five minutes somebody jumped onto my ship the fun part about this whole scanning system is the way that it was designed at least on the engineering side we could technically implement this thing two scans anything at least when we were testing it out this won't be in three two but we were using actors and items and vehicles and random stuff to scan see what we could do and in my testing I had an actor on the ground or player and I scanned him and I was getting all of

  44. 00:36:32

    his items and then I put him in a ship I scan the ship and I was getting the player and if in my further testings I even made it so I could scan further on that actor and get his items so the system allows us to be flexible and what we want to provide the players and we've been doing a lot of testing to see what we want to give and whatnot but at least four three two we we're not going to go that far but the system will allow it depend upon how far we want it's kind of a pre-emptive move the when we when this was first product that the the UI for the pinging scanning was on the the ship HUD and we moved it now to the player visor so that we see arete eclis could just put on the player and then have a very similar type of game

  45. 00:37:22

    plane which you scan yeah sure but your scan the targets are standing our people instead of instead of like others spaced entities continue on that to is like it's the interesting thing where we're trying to protect on a cover is like we have this thing called a data bank and that's the thing that holds all our information of what's active what you scan and stuff like that the player has one and the ship has one so when you sit down in the ship all the information goes to the ship and that relays it down to all the appropriate people the cool thing is we're still in the prototyping stage is but if you sit down on the ship and you start scanning something and it stores the information when you leave we have the ability to grab that information now store it into the player so there's some interesting things we could do where you go sit in the ship

  46. 00:38:12

    you uncover some information now it's in the data bank what if we could take this information put it on an item and then you can then give it to someone else who can then use that information and even like before that one thing we can do is you should be able to share that that same info off to other you know members your party or other crew members and so if I do find a target that I want to attack there should there should be no reason why I can't like everyone that's like in a church or is controlling some other weapon can't be given that same info and then it should show up on the radar and then we we need to work on the hood so that you should be able to message hey everyone attack this guy yeah there's this there's absolutely no shortage of work for our UI team yeah

  47. 00:38:59

    it's there are many teams who work tireless in star citizen's development in the the UI team I don't know if they worked the hardest but they're definitely they're definitely up there as far as busy oh yeah I mean every aspect of the game by some UI elements so they they touch every single aspect yeah you actually touched on the follow-up question I was going to have when you said you said you feed the information of the ship and the ship can feed it down to the crew members right which was which was a neat idea which was a which sparked the question about how yeah I think you just answer it where you do the scan and everybody in the turrets and he automatically gets the information sure it sucks instance appearing on their helmet visor the the next question from that from the chat the live chat says will we be able to share that information out with other ships you

  48. 00:39:46

    know in our group like we're flying a posse sure you know it we really like it and one of them is a Terrapin likely a Terrapin you're responsible for the scanning so the Hornet and the Sabre the freelancer they don't have to worry about scanning the Terrapin is doing on the scanning can you feed that information to the other there's no reason why we can't so the luck I mentioned the other team the gameplay feature team is working on the group system so there is no reason why once you populate your object data bank with some info that you can't share it to other members including other members that aren't in the same ship that are part of the same party that's that's cool it's I know it seems like such a skin you say it's can you does it

  49. 00:40:36

    doesn't seem like a real sexy feature but what it can provide play I know it just can be like huge I know it's it's I'm sorry I don't often kind of fan out but but seeing these these baseline features that just open up so many avenues of gameplay gets me that it's like right now 4 3 2 were just getting like the base core stuff in but we're designing it with all these indicted these in mind that we could try out this stuff that's like alright the information that we're storing all the scan data is so lightweight and tiny that we could transfer it to other players then the question becomes how do we do that and that's when we can start playing with it oh we have this fleet system now let's start using that to send information it opens up yeah I can't wait that's like getting this

  50. 00:41:23

    information encapsulating it into like this this item that's in you know object a the bank allows us to do gameplay like you know what does what this selling of information mean what is data actually I mean as far as a commodity and so we can you know a mission could be go find out precisely what what the coordinates of this target are and then you know come back to me with that info and I'll give you some UVC for it then once we have it working we find out how we break it Danny how could someone is allow you have two packets how could someone change the day have half the questions that are coming in are people wanting to know how to break it can we send out ich euch a king a natural rate rich and your environment why not the way that the data it we

  51. 00:42:12

    called encoding once the data is encoded we don't have any information of what that target is anymore because we're supposed to be able to have this information offline so if you have a way of just disrupting the data or falsifying the data there's no way that other player would know so it opens up that interesting gameplay if we could unlock that something else unless they somehow had a better scanner suite than your decoy scan so yeah it's always a game of cat-and-mouse games and shift its you know like you said with a decoy you know I get a grade C asteroid decoy thing that I put out there and it transmits like it's an asteroid and design it and it'll fool off all sensors grade seer below you know that it thinks an asteroid but if I come in with this with a you know I up to my power plant

  52. 00:43:01

    so I can afford a sensor great be you know I'm gonna see that asteroid but it's gonna be a little fuzzy it's gonna be a little like the studio doesn't quite look right if I have an a it just tells me that's a decoy you dumbass again I'm theorycrafting here but that's the kind of that's the kind of a gamesmanship that we've been talking about yeah that seems super mean but but it's just data so yeah there's no reason why we can't give you the ability to manipulate that so you know we could do things with hacking you know you you can't spoof that data by hacking it or you can maybe even hack actual the data you get back from your own your own scan and so you're spoofing it on an item level or even more three others if you scan something you're not supposed to you have the information and then someone comes onto your ship

  53. 00:43:50

    corrupts all the data because you shouldn't have that information then leads off into the night it opens up some fun possibilities actually you know what you're out of a point too so one one aspect of scanning that we we have scheduled in the future is you know I don't but I don't often times want to be scanned and so we need to inform the anybody that's in a ship that's being scanned hey you know someone's scanning you right now the ability of scan is automatic but you know alarm bells should go ringing as soon as you're being scanned because it's usually kind of a threatening gesture so if you have you know huge a huge pirate ship that's that's scanning the contents of your cargo bay I kind of want to know that information what about the difference a

  54. 00:44:39

    big sci-fi trope the difference between passive scans and active scans you know a passive scan that might not let the the the recipient of your skin know that they're being scanned versus and it returns a little bit of data it sure says a active scan which will return a lot more data but inform the person that goes with the idea of the the transponder that we're toying with where it provides the information but if you turn it off you have to actually scan it to uncover it mm-hmm and that also goes into the gameplay of you falsify it that's how someone could go oh he's it's not a UEC pirate he's not UEC he's a pirate and we can like also allow you to either but marking these items or the categories of items

  55. 00:45:27

    as active scannable or passive scannable or and then even allow gameplay in which you can actually change the status of of that type on your ship by doing things like you know getting getting a better jammer or having a ship that inherently has more stealth capability in that regard right now I'm just thinking about flying around the universe with a fake transporter that's a transplant of this isn't tyler witkin i don't know why he doesn't want to be tyler witkin Tyler Nolan has some bonds about that all right what else we got we are we are fast approaching the end of the show guys let's see you're doing great you're actually covering quite a

  56. 00:46:14

    few of these questions ahead of time well scanning be attached to the ship Hut or the helmet head we already covered that it's the helmet HUD we assume you can ping and scan objects on planetary services but can you ping and scan below the surface or inside buildings I'm assuming if we're talking about being able to scan inside ships at some point being able to scan inside buildings want to be too far sure right I think that's something that we would want to implement and you know I think we'd want to do other interesting bits of that along with that feature like you know maybe it is harder to to penetrate buildings that are of like stronger material and give you some kind of some gameplay that isn't just you know a is a scandal or not here's an interesting

  57. 00:47:02

    question watch at will there be a delay between pings so that you can't just spam yes it's it's part of the ping item itself at the moment we haven't quite gone to balancing that yet obviously when we're developing it we want to be able to ping as quick as possible to see the results yes but yeah that that is a feature in which they'll be a cool-down time so that you don't you can't go crazy with the pings at the same time I mean we're talking about the idea of paying maybe you spiked up our little one so if you continue to do it maybe you're gonna drain your power and then someone's gonna go hey there's someone pinging over there comes up to you but you're not prepared because maybe your overall am emissions go up with each paint ideally you wanna weigh their EMS go down a bit before you ping otherwise

  58. 00:47:50

    you're just you're just broadcasting your own location right here I am like but that you know that that's the whole push-pull gameplan panic of yes you're getting information back about the things you want to find but you're also making there cellphone Apple target by announcing to everyone that you're there so to piggyback on the the notion again this was this is an interior of being able to skit to share your scan information with other ships assuming we get to that point you know we've talked about how that's our and our intention or a desire what about what do we think about the possibility of combining the information like like you're you're like here's the standard system you know Terrapin one is in this quarter quadrant Terrapin twos in that quadrant well you know all scanning and then sending our data so they all show up in some kind of

  59. 00:48:38

    collective an extent that so I've at least in these scanning encoding section I've already been anticipating liking merging stuff together so when you would basically encode the information of something that you have in locked we timestamp it with the server time and so when we merge stuff together we try to make sure we get the latest information so if someone scans Stanton two days ago where someone's scanned it an hour ago when you merge the information we're going to have the latest so combining stuff is definitely part of the infrastructure but how we go about doing that from a gameplay standpoint well when we get there we have to scratch our heads today we can merge it this way sure but like have it having like a database that represents you know the

  60. 00:49:25

    sum total of all the info you want is I think totally desirable and it does have to happen at least for the player and the vehicle because they said they have two data banks if we have two sets of scan information we have to merge them somehow that makes sense to the player sorry you started laughing because I was laughing I wasn't having that you're Sam laughing because at the sheer number of questions of people they just want to want to know how to defeat scanning it's it's like it's like these people are excited about the scanning system and they should be but there's so many people are like yes but how do I beat it this person wants to know about you know Aurora cargo boxes that can skim that could shield from scans this person wants to know about the effectiveness of things like the eclipse or the horn or the the Hornet ghost in being able to avoid scans and stuff like that

  61. 00:50:15

    it's it's it's it's exciting I mean it's just remember Alan yeah I mean yeah if you have a ship that's supposed to smuggle stuff you want to be able to hide it so when someone scans it they're not going to see it but at the same time if you're in a section where you have a very high-powered scanner you should be able to detect it if the appropriate gameplay settings oblige because that's the idea of balance push you have your way of hiding but someone has a higher way of detecting it's going back and forward I'm sure there's going to be a lot of iteration on it to get that feel and fund out of it but it's yeah I think I can see that our first goal after getting this basic scanning and pinging in the end 3 2 is find a way to tie to

  62. 00:51:05

    missions so you know you want to be able to use your ping to generally find out where a target might be and then as you as you start doing more focused pings and then eventually scan it that that will be the the mission completion because yeah you got basic info of where things are and then now you're trying to find out which thing that you found is the correct target and that's scanning to complete a mission you know I was I was actually talking to oh I'm so bad with names Oh Luke I look Pressley mhm yeah about the possibility and nothing committed but the possibility of using scanning to find mister missions like Mike messages in a bottle kinda the old ICC missions were where you went you went into the

  63. 00:51:54

    building you found something that triggered a trigger to make sure but instead of it being in the same location every time it's you know it's an item out that spawns randomly throughout space and you know missions that can only be fine found and begun through exploration and through scanning a simple way you could do that is if you know hey we make an emergency transponder right so like yeah it's it's somewhere in space near near stem and so yeah go fly around it I want Stan do your pings yeah you'll find some some maybe in worthwhile candidates for the targets eventually you resolve one that you scan in is is that are you looking for and that spawns the mission for you will scanners use a utility hard point or they I guess they're a physical item

  64. 00:52:44

    on the exterior the ship currently their internal items just like power plants and shield generators ships like the Aquila have a giant scanner suite that comes up out of the top correct it's that's not fully implemented in fact the imitation we have I know people know it's just a turret without came here that's her without any weapons on it but I think we want to implement it by putting it on the actual turret yeah the tier zeros get it flush what is yeah location there's a little Hollywood fakery yeah to get it to get the system going I mean that's what we've done with systems in the past so we're actually able to get their actual physical location so further out yes you're gonna have locations on them especially when you just say thank you it you don't want

  65. 00:53:34

    to try saying I well I was Acula or Aquila I guess oculus something directly but yeah I would say my rule of thumb if it sounds like tequila but yet regarding regarding you know externalizing these items I think that my personal thing is until we get the ability to to damage internal items it's it's we need to get to that step first because you know I want to be able to knock out people's power plants and the shield generators from outside the ship and I think when we get that to that point then whether the the scan item is defeatable by you know shooting the the scan item that's

  66. 00:54:24

    internal on the ship or by destroying the the church itself on the ocular the Aquila will be a thing I think it goes back to get it working and then worked towards how we can break it and move it around a bit and after that yeah one of the one more questions only have time for two more try sweet in here what about the we've talked about being able to flip to to to alter the range you know either from 360 down in there you know 316 kind of a short range to you know 45 degrees and a farther range kind of thing what about altering the type of skin like versa for skinny for heat versus IR versus e/m versus stuff like that yeah so something we have teared up in a

  67. 00:55:12

    future a future tear is the you do want to be able to filter out the results and so yeah if I'm only looking for a resource signature give me the ability to you know go on my radar and go you know the thing is only is only for resource please that is something that we have planned and we love to implement just not for zero and I would imagine if you're gonna filter yeah you get like maybe a better resolution result for that thing why else would you would you filter something down you you know if it's all the same results without between filtering not feel sure as well scan for everything right case you know so you know I think the filtering will probably be on the not what you actually get as far as the results of the ping

  68. 00:55:59

    but more the info that you see so I want to filter out the everything but the resource signatures and so you kind of get rid of that the other noise that you may not be looking for and last question it's a bit ahead so you know I don't expect to have an answer here but what about what do we think about different atmospheric or spatial effects that will affect scan like like the old Star Trek to I'm in a nebula those sensors don't work or this person's I'm you know I'm down on one down on de Mar and there's a sandstorm coming what would I think I'm yes yeah that ties up with the ambient we have a immune system that's not quite into the game yet but future it's like

  69. 00:56:49

    on the planet would have different levels of different campaigns infrared e/m that's basically all over in pockets and there was the idea of having the echo systems have different levels so that when you're on the planet and you're going over and scanning stuff maybe different things appear because you're gonna swamp there's heating pits or something that and increase the ambient temperature versus if you're in the top atmosphere there's more stuff than if you're below but if you're below maybe the cross-section increases because that's how you hiding the planet but yes there are things we're toying with with the ambient system I think maybe one simple way to look at it is the immune system but would almost be like a reverse effect of what you might how the math works and so say something some point is

  70. 00:57:39

    emitting like a thousand DM it what that may actually mean is that it reduces the e/m detection by by that amount for things that are just around it so they they act as a mask exactly so if going with that if you had a pocket of likes and maybe it creases a cross-section and away it's a bunch so if you're inside of that no one can really find you yeah and you know that that's ultimately the game played wanted we want to accomplish like you know I want to be able to hide behind an asteroid or you know I want to I want to fly near near a star and that makes me less detectable or II or EMRI are but I'll melt but hey you want to do the Kid Icarus thing go for it yeah right now all I want to do is is the interest versus interest in a nebula you

  71. 00:58:29

    know and you know after years of getting used to scanning every after everybody's like living and dying by their scans you know then these situations that blow the results out of water like yet so what's water and being forced to you know get everybody used to this and make it a normal everyday part of their life you know scanning is integral to everything then you find ways to take it away and obscurity and make interesting gameplay alright well that about does it guys we're gonna play a short video and when we get back we'll do the wrap-up so stay tuned I'm excited as the thing wanted to do for so long so haven't we get to end our 2017 with this we are going to pick here between us and with you guys watching at home the next straight shift-enter the kick that the

  72. 00:59:17

    ship pipeline you are going to have your chance to vote on three options to be Drake's next shift in the drop pipeline a one-man Salvage starter ship no drone drones but plenty of on-board storage to help with PVA salvage operations but when you don't have to care about operator safety you can explore so many more options also it fits in perfectly with the Drake family you just you just need one of these guys in there for the small fights to just you know when and cut out what's important it just makes perfect sense Drake competitor to the constellation the rough-and-ready multi crew Explorer it differs from the 600 I by its crude basic construction and from the constellation by its lower missile count I feel we don't really have with any of our ships but would totally fit Drake

  73. 01:00:04

    would be survey a broadside er like what I was thinking about was exactly what you said having everything on one side all the firepower on one side it just creates this high-risk high-reward gameplay right finally viewers choice three more choices that you will vote on today right now in the show to be the third option that we then send to the entire community for the next week so scout carrier right off the bat Drake's capital ship entry space to park and store a few mediums medium or large ships like maybe it up to a freelancer max and transport them around the verse and a star lifter capable of transporting ground vehicles from space to ground and back but not much else unable to fully land with the underslung

  74. 01:00:52

    vehicles think a Russian you know transport helicopter that would I pick up tanks and the third option a medium storage runner the herald of cargo running big engines for fast point-to-point travel with a moderate amount of storage to offset the speed somewhere between an Avenger and a cutlass and SVU capacity great for getting goods from A to B fast where those of you wondering when you can vote on these three ships the salvage ship the the the multi-crew Corsair or the Scout carrier Kraken that boat will go up later today that that I'll go up as a comlink on the RSI website and that will be open and available to everybody from later today to December 11th so will be collecting your votes there yeah so with that thank you so much Ellen thank you so much Matt Sherman thank you so much Matt bitchery

  75. 01:01:39

    I hope you guys enjoyed it I do fun and thank you for joining guys well we'll see you next time thank you for supporting absolutely that beard will never come back ever ever ever oh I miss it well that about wraps up this week's show especially thanks to mark and Kirk for taking their time out of their busy schedules to be here with us in the show this week some quick housekeeping before I let you go though the Hercules star lifter promotion is still going if you somehow miss the either the shipshape segment the full RTV dedicated to it or the QA posts you can learn all about it now on the Roberts paste editors comm website and then on Monday you can come

  76. 01:02:26

    right back here for another all new answer series calling all Deb's this time featuring responses to your backer submitted back or voted on questions about life support on spaceships how to tell people apart without nametags potential changes to the freelancer updates to the stats of the constellation Phoenix and a chat with Clive Johnson about the continuing work on network buying calling man only in star citizen would have chat on network buying calling be considered exciting content I love you guys it's you're the reason I do all this most of you anyway for calling all Deb's I'm content manager for global video production Jared Huckaby we'll see you next week everybody thanks for watching for the latest and

  77. 01:03:24

    greatest in star citizen 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

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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