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Star Citizen Live: Adventures in Spaceships

21 February 202000:52:521,361 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:03

    hi everybody welcome to another episode of star citizen live adventures and spaceships I'm your host Jerry uh could be and joining us on the show this week for a discussion of all things related to the vehicle experience are members from our UK and Frankfurt Studios Richard Tyler and yogi clad Richard yogi how you doing guys yeah I'm great thanks thanks pretty good good it's good to be here now we don't often we don't often get to do a show from multiple studios at the same time so we've got you up on the on the split screen here and you're all you're actually almost a little bit bigger than life-size right now as I look like I've got a big head and you guys are I know just yeah it's not good I have to special order my hats that's why that's my that's my hats are are

  2. 00:00:50

    such a like a a trademark for mine because I literally have to special order them online I can't walk into a store and buy hat so also I have neck problems alright so if this is your first time on start watching star citizen live you have to fight no stars and live is the show where we take our developers and we pose to them questions from you the star citizen community you can submit your questions in a number of ways you can if you're watching live on Twitch welcome you can submit your question in the chat by pressing your question with the word question in capital letters surrounded by brackets you can also do so on spectrum which is our communication platform available on Robert's space industries comm and then throughout the week we were collecting questions on spectrum for folks who couldn't be here with us live they also

  3. 00:01:38

    got to vote up which questions they wanted to see answered most now as always it always happens to some extent some portion of the questions that come in during that phase aren't necessarily accurate or correct for the the show the top of the show are the devs that we have one of the things that we discovered in the question gathering thread this week is that there's a we could do a better job explaining the difference between a vehicle content team which is you know it which is the folks who who make the spaceships the vehicle feature team which is the folks who who create features that go into space ships like the the component systems or scanning stuff like that and then the vehicle experience team which is who we're talking about today we're talking

  4. 00:02:27

    with today rather so to start things off what is vehicle experience make it make sense for all of us so yeah so the vehicle experiences it's about the feel of setting experiences from the game so it's the cockpit experience and the way that feels the way we translate g-forces and speeds accelerations and it's when we do that with the third-person camera but it's also the balance of the ships and the balance of the game in general and you know and then we're also looking at the combat experience it's how the combat works and feels and how we communicate that to the player and make it all feel good so really I just just grabbed it as the way things feel would you agree with that I have nothing to add no yeah it's it's the ethereal it's the ephemeral it's that it's that in in

  5. 00:03:17

    Hollywood here it's it's that it factor it's the thing that you can't always explain about it it's it's yes we got the team that makes all the parts so we got the team that makes the features and and art with with 2020 we could we've created this vehicle experience team because we recognize the need to focus on I don't hate using this word because it's literally the name of the team the experience the the when you get in there how it all feels how it all connects just we've said for years we want ships to have unique personalities to them you know we don't want we with with a hundred and sixty plus ships announced for star citizen at this point we don't want every single one to handle exactly the same to fly exactly the same so it's it's adding that personality into things

  6. 00:04:06

    and then the way in which it reacts to you and you feel in it it's it's a it so it's a wonderful thing that's why we're excited to have you on the show and if you want to learn more about the vehicle experience team besides what you're about to see for the next approximate hour don't forget to check out last week's episode of inside star citizen where we got to talk with Richard and yogi and other members of the team Johnny young and Rob Johnson and Who am I forgetting you are fake Lucy Lucy geez yeah it's all right she's only the person that brings you all together and make sure everybody's on task it's not an inconsequential part it just alright so with that we've done the intros we've explained how the show works we're gonna

  7. 00:04:52

    get into we're gonna get into the questions or digging through the metric a tonnage of Gib Carrick's that are in the chat it's on its way but it wouldn't say alright so right off the bat the number one most voted question in the thread from the throughout the week was what's the state of physicalized components we we already saw them a while ago what is keeping you from putting them in the game that's a question for vehicle features we just wanted to set that aside you know people like why are they ignore the most voted off question that's not a question for this team unfortunately so hopefully we've explained that we promise you'll hear more about that in the future I'm not gonna say one but we're working on a thing for vehicle components just hang

  8. 00:05:41

    tight on that so to the questions that are actually appropriate for our vehicle experience team can we please have the option to power on the ship from the ship entrance instead of having to go all the way to the pilot's seat to do that yeah sounds like a really cool feature to add I mean you know you can do all these cool things with cars you know you can even call your car now to you mm-hmm you know in this present time so you know it's obviously something you know we could consider going forward and so what do you think Yugi I would agree it sounds pretty cool but it's at the moment it's not on our own idea to do this yeah it happens with things like this and it seems like a really cut-and-dry thing I can i I can't call my car I don't have that nice a car but

  9. 00:06:29

    I can at least unlock the doors from from 50 feet away it's it seems like a rather obvious thing but you these things have to be exactly these things don't exist in a vacuum they have to be examined along with all the other systems you know and and then prioritized it's like it would be nice to be able to to start the ship up from outside the car but what other work can be done in that time period what other resources can be assigned to something else before it without pulling that person off onto this so it does seem like a really obvious and I'm gonna leave it that seems like a really obviously good and neat thing to do but yeah something to look into shortly after the introduction of snap aim to pip the small amount of auto gimbal and fixed guns it broke go to see AG's plan to fix this

  10. 00:07:18

    so that we can actually use fixed guns competitively in PvP I know exactly what this came from yeah me too so we have a plan a proper plan what exactly the plan is or how we are fixing it we won't say at this point from next week onwards we have a huge focus on the PvP gameplay and this includes checking out why certain things don't work where the how fixed and Kim both weapons and auto gimble's and how they should work and I mean the ultimate goal there is that we talk about these things collect them all together and then deciding on a course of action at this point so we cannot really tell

  11. 00:08:07

    you what exactly we want to do about them but we can tell that we want to like we're putting a lot of effort in the next couple of weeks to at least have a plan how to fix it yeah that might come up a couple times throughout the course of the show this week you you you guys have a summit about this literally next week next week yeah so Frank froze so lots lots of things to lots of things to consider obviously for those of you who do the stream you know keep doing that we see we learned I know folks learn a lot from watching content from from watching combat happen on on Twitch on YouTube obviously participate in the forums on spectrum part of what part of what's going on with the summit is we're collecting all this feedback

  12. 00:08:55

    you know bear is really great with those player experience reports and gathering on your feedback so please continue doing what you're doing guys it's helping towards everything that we're doing let's see from the live chat what factors do you take into consideration when deciding how a giant ship should fly so as so as far as the giant ship goes it depends on its overall mass but also its thruster layout and also its purpose as well so it can be a big ship but the big ships could have many rules know you can have an explorer ship you can have a cargo ship you have a fuel ship so you know there's certain characteristics we always try and apply to those type of ships of ship some durability so if so if we took the Hammerhead for example that's actually quite maneuverable

  13. 00:09:42

    because it's a combat ship where it ships like the staff there and much more slow and cumbersome because it's a big heavy fuel tanker so we try and put that feel into the ships that character in each ships got its own unique identity based on the balance but also we're but also whereabouts the sources are on the ship as well so that defends how it feels and how close the sources are to the center of mass on the ship as well can have an impact on the M feel the ship so there's several factors that come into it it's speaking of the speed can you elaborate on high speed combat there's currently a card for heist we found that on the roadmap what's that entail yeah so it's probably no secret now as soon as it was out on the forum you're the week that we were

  14. 00:10:29

    basically so it's basically some early experimentation that we were doing internally to change the speed of combat so so basically we want combat to engage at a lowest speed and it does now because the high speed that combat engage that the West did the worse the general experience gets so we don't want to fake it and just ah you know and artificially forced people to combat a lot of speed we want to look at the way that systems before them at high speed and how that would happen in the real universe you know sort of looking at shields and if you go faster you know how does the shield react on the outside of the ship you know and that would encourage players to engage in combat a lower speeds whereas at high speeds where perhaps is more risk have been taken out by an opponent so it's just to kind of encourage that kind of closer

  15. 00:11:18

    engagement in combat because we found that the experience in combat gets better if it's and which closer and at a lower speed and then high speed are your thoughts on but we yeah we are not entirely set what these things are going to be but part of our process for the coming weeks is to do a lot of gameplay tests to figure out how these actually can work so the dev ops team they supported us greatly by allowing us to create a like an experimental gameplay system so that we can easily just between us try out new game gameplay bills and try and iterate on these kinds of like small changes and the high speed combat changes that that debris of plant we can then test and check if they're if they

  16. 00:12:07

    work or not so there's going to be really exciting time soon okay yeah you have to think about the impacts on racing it all need to one of the questions that came in from chat is about racing and then is does the tuning to ships for combat adversely affect the tuning for them for racing you're gonna if you slow these ships down it's racing just gonna become boring and tedious so we don't actually slur the chips down it's just that certain things what perform maybe as well as they do at lower speed so in the relationships we'll still be able to go as fast as they go now so you know we don't actually plan to stop players from going quickly it's just as an element of risk involved in going quickly if you're in a particularly engagement with

  17. 00:12:56

    another player that's kind what we're trying to encourage whereas you know you'll still be able to go as fast as you can now with the racing ships yeah so it's more encouragement and forbidding something somebody attention day cat and rat type of dogfight that I'm trying to figure out with a castle that it's a scaredy cat all right I see some videos of rats that can get quite aggressive one of the questions from the thread we actually addressed it a couple weeks ago but it got voted up again have you considered allowing Weald ground vehicles to use the mouse scroll wheel for speed control the fact that this keeps coming up and keeps getting voted up there's a portion of people who are interested in this yes om so the difference occur at ground

  18. 00:13:45

    vehicles is the current graph we could actually do it go very quickly so it's not as critical but you know we do have several improvements that we want to do the ground vehicles and it's definitely something we consider you know because the moment that the ground vehicles kind of limited by the terrain in the current performance on that terrain but we're looking at several improvements to the suspension system and where the vehicle interacts with the environment to actually allow the ground vehicles to and to go faster so we're definitely you know kind of look at kind of having you know as you know a certain speed limit around those vehicles in the same way that it works on the ships as well and ever it makes sense on the term like in the gameplay sense like because we have the same the same scheme on an FPS that you select your mouse wheel to change your speed and I see no reason why we couldn't do this on ground vehicles as well and to answer the question from

  19. 00:14:34

    Atlas Navarro on Twitter why would you answer it again because several hundred people asked in voters up so obviously the aunt the answer from before it didn't get to the audience reach we were hoping and then at least you ever wonder why are they asking a question again or why are they receiving it it's because quite a few people asked it and voted it up so it obviously still needs to get out there what's next currently signature detection and stealth mechanics don't really matter equipping lower emission components shutting off components or using stealth ships don't really affect detection range enough to make a difference in the game what are we doing about this so we do have a balance plas currently planned you know we're going to look at giving

  20. 00:15:23

    components individual behavior so players can kind of spec their ships out to achieve a certain type of signature you know you can make your shipping you can fill it with stars components and you know we do need to balance that as far as what the stealth mean and you know and bounce all the numbers that actually generate you know the actual signal detection and reassure us so we you know so that's kind of part of the overall balance past that we have happening later this year okay how much does player feedback truly impact your work actually yeah so we spend a lot of time talking about in other community feedback together and you know we work with Mike as well to get the kind of lips feedback on the things that we're putting out there and stuff so you know it

  21. 00:16:10

    definitely makes a you know a really key difference and you know we also have a lot of interaction with the communities you know some members of people will be aware of that you know we're always open to talking to the community and you know really trying to get down deep as far as to understand what the players actually want from an experience and you know we've got a really good intersect community members actually you know a really good at providing feedback you know so it's a critical part of our process in developing features we're actually two instances where there's really helped as was with the edge working in to look ahead work where we write pretty early during ETF we put out the well the features out and they had a pretty reduced that's a set of like options and all that and a lot of feedback came from the community and they actually cost the feature to be

  22. 00:17:00

    extended in the way how they ended up in in the end so we really value feedback of course we cannot reply to every threat but we pretty much read everything and we are aware of the warriors of the community yeah it's an important consideration it's always it's always tough it's it's the time taken to respond to threads can be can be taken actually processing the feedback and putting it into into use it's it's always a it's always a difficult thing to balance that time we hear that from devs a lot it's you know it's between between the work of the player experience team and Austin there are community team and just you know even me just as they're sometimes I see something I just pass it along to somebody when I think it's like super valid and super helpful and it's like yeah we'll add that to the list and

  23. 00:17:48

    yeah we're currently working on that and stuff like that it's hard to take the time to sit there and reply to every single thing it's especially since a young it's like it's one it's one it's like that triangle between you can have things that are faster you know things are good you can have things that are quick pick two it's like we could we can we can we can we can read the feedback we can process the feedback we can respond to the feedback pick two is what happens quite a lot of time and I think at the end of the day well we all wish we could spend more time on spectrum writing out detailed responses it's more important that we get the feedback and that we process the feedback and then we integrate the feedback than it is that we can always respond all right this is coming up both in live chat and the thread it's it's it's it's it's euro

  24. 00:18:38

    wopo talk to us about turrets so what turrets so we're kind of looking at you know the way that we can kind of fundamentally improve turrets in terms of the way they feel in terms of the way you move the turret but hull but also how we communicate you know kind of the way you aim with turrets and also the way the interact with the ship and the way they move to enable the players to be market with turrets and also the general balance of turrets and how powerful in a kind of turrets are you know so we have that kind of right balance between like a hammerhead and like several smaller ships and trying to get that bombs where the turret so the right kind of bounce in the game so if you have a full in a kind of ship of hammerhead pilots needed got a pallet in

  25. 00:19:25

    you can fill the six turrets that are in that game ship sorry and that that's the right balance when you're fighting for or five gladiators or arrows or something if you get attacked you know so we're kind of looking at them from a fresh experience and you know trying to make them more fun basically infill right and you know we have several different types of turrets as well so it's making sure they're balanced correctly yeah but ultimately we want to we want to make sure that turret gameplay is is a valid choice right like we want players to actually having a hard time decide whether they go out go out with two Hornets or one Super Hornet where one one player is a dedicated dedicated I'm not sure not sure if that's a word but the people who the person who uses the turret so yeah there's a lot of work to be done we're aware of that and we

  26. 00:20:14

    can't tell you when we're gonna do that work but it's gonna be us who do the work if I'm allowed to play back or advocate here a little bit over the years well we've we've we've heard a lot we've heard multiple teams all you know that you know we're gonna take this stab at turrets and we're gonna make turret gameplay better it can it can kind of seem like Lucy with the football and in peanuts like okay this is the time we're gonna we're gonna we're gonna make turrets better why is turret why are turrets such a such a difficult thing what can I hit the point is they're very difficult to do because the dirt just require you know kind of one axis because like you've got several influences in the turret itself you've

  27. 00:21:02

    got the ship movement itself you've got the movement of the turrets but you've also got the movement the guns on the turrets as well and then the way that works with the aiming system is that's a very very difficult thing to bounce and to get right so you know that's so like players out struggling to move the turret in the right place you know where they're trying to aim something so they're trying to aim a moving target while the turrets moving while the ships moving and that's just something that's very very very difficult to do because you know it's fair so that turrets don't really work that well in real life for that reason so it's just very difficult but you know for the challenge again and you know hopefully we can make those improvements they will eventually work properly it's it's it's I know I know it's it's last I was I was playing

  28. 00:21:52

    advocate there for a little bit it's definitely something where we're tremendously committed to its I know it's I Chris believes in it a lot everybody believes in a lot it's it's definitely it's it's a core element of you know of multi-crew gameplay we want the choice between flying one ship with turrets versus flying three individual ships to actually be a choice you know it's it's just a it's just something that's gonna take the someone's going to take some time to do but you know I feel I feel good about your chances I don't know I'm not gonna stay here and promise that you guys are gonna be the ones to get it but I feel good about your chances okay we've heard a lot about the new UI tech what can you say about actual improvements to ship user interfaces um so um so as far as

  29. 00:22:44

    featured imma go so um so we're back in much closer with UI to communicate the actual underlining feature that we've developed as designers and how we communicate the levels of that feature to the you you know to the player so they can see and feel what's going on you know and also you understand it very quickly so kind of trying to do a better job on our side i'm messiah is to explain the feature in denise and actually break it down of all at the different aspects of what we want to communicate to the player and at what points and to make sure that's communicating with you i seen a lot of questions about the parking cameras or landing cameras and that's probably a vehicle feature thing as opposed to a vehicle experience thing but do you have

  30. 00:23:32

    thoughts on parking cameras i mean we like we have them in cars now you go in reverse and a camera comes on you see it on your screen is that something you'd like to pursue is there is there a reason you'd be against it no so as far as so as far as the development of new cameras goes we put the new cameras in the fest and third-person and these are kind of like the first iterations of these new cameras for us but also now we're looking at the future am i going you know actually what features do we want to include now in the camera you know going forward for future versions of it you know and these can include kind of parking cameras where the camera moves you know based on the landing pad or you know the way you're landing but also just general features even for ground vehicles where you know is you know it's the way that camera moves when you're driving up hills you know it

  31. 00:24:21

    doesn't work the same way it does for ships so we've got to develop different systems on top of the current camera to kind of support different vehicles and that can include different you know playstyles you know terms of parking ships and you know packing ground vehicles and how it works with collisions which is quite a complex form to saw which is one of the kind of key things we did in the last year and the study she was looking how we commit the camera work within all the complex kind of landing zones we have where if you're moving the camera somewhere it can actually collide with various objects and various of the ships and it's how the camera deals with that collision so it still feels right so it's not snapping or is it clipping objects you know so we you know we've got a lot of features planning for the camera going forward we haven't you know Jim it was a question for someone who watched last

  32. 00:25:09

    week's iousy are you really a glider pilot yogi or do that I won't say what the second half was the this person is incredulous about whether you're actually a real-life glider pilot or not I am in training I'm making a I'm in training like I'm I don't have a license yet but I'll continue to do my license in May yeah but it's good to get that experience in real life you know you kind of flying gliders and stuff you know and I flew in a helicopter and stuff like that and it happy it really helps give a sense as far as the fuel experience goes of just what you're feeling inside a real object you know like a real plane or a real helicopter you know and just the feeling the sensations you get it's very different in real life yeah the feeling of motion

  33. 00:25:57

    is is quiet is very very intense and of course you don't have that on when you when you play on your PC right so any kind of like like tiny motions or something like that can really help to sell the feeling that you that you are accelerating forward or backwards so that kiddie like thrown around or something like that I mean there's other things like oh you can easily get sick or dizzy I'm not sure if you're gonna go down that route but I've been sick I thought for like for like three days before I got over it back actually I wanted to quit after the second day I was like no third day I'm trying and then and then was okay I I got to fly a Cessna back in like 1989 not take off and land just one that says

  34. 00:26:45

    where you're in the air and then they let you they let you fly in and I inadvertently turned the plane upside down like within 10 seconds of flying at the very first time and I've never attempted to fly a plane ever again so how lost that's yeah I think it's very dark down there the experience I think after that okay all right now the trick question here Auto gimbal on a gimbal has been in this person's opinion a huge deposit into the game as much as others may want to may want an extremely high skill curve and I don't particularly mind having one from the Sun reading for this question combat was an absolute workout not only on your body but your equipment as well I don't gamble helps address this how will you guys address fixed weapons

  35. 00:27:32

    as I feel currently it won't be as enjoyable do the two to the extremely high aim requirements when using them okay that is a long question yeah I think I can shorten it up to what are you doing to help fix weapons so the same as before we we have a plan we have a couple of strategies laid out but we cannot really tell at the moment what the exact results are the implementations on solutions for that will be we we we are aware that that fixed weapons do not are not like especially a PvP contacts are not like competitively competitive oh sorry but like we should have a good picture how

  36. 00:28:20

    to fix those over the next couple of months I mean including that like we're currently investing a little bit more into analysis tools so we can trace back exactly how ships fly and how how bullets and missiles fly around and what kind of motions they say they do so that should help us to figure out what kind of like approach we we take I know that it doesn't exactly you know provide the answers that a lot of folks are working for trust me as I'm commonly known to say that this is a marathon not a sprint we'll be sure we'll find some point where we check in with yogi and rich from the vehicle experience named after you know after their summits after that you know they continue to develop stuff and well we'll get more information for you in the future

  37. 00:29:07

    Richard you mentioned flying a helicopter this next question is about hover mode what's the status of the hover mode replacement part two part one was the proximity assist is there a part two or is there just additional tweaks yeah so it's kind of more additional to actual flight model itself so M so going forward we're going to change the efficiency of the first is an atmosphere so they're gonna be more of a light on the aerodynamics of the ship and that's gonna make the ships of VTOL Foresters for example much more critical to their kind of atmosphere flight so it's kind of more where that that's kind of more the direction we're going where it's gonna feel like did aerodynamics are more important and it's a thrusters that are struggling to keep the ship up so that so it isn't really replacement for

  38. 00:29:55

    hover mode it's more just doing hover the way that ships hover more accurately now hmm you know so we're not kind of adding like this extra mode on top to solve a problem or actually just modeling what this ship would behave like so that's kind of you know important change going forward and the next question is actually about aerodynamic effects it's as currently certain aerodynamic effects don't have a significant impact on players for example the maximum airspeed of a ship can the maximum airspeed a ship can reach in a dive is nearly equivalent to the maximum airspeed in a climb what steps are being taken to iterate the aerodynamic flight model and make it closer to what players expect yep so M moving forward we like like I said with with them Dara dynamics is we're making the ships depend much more on the relay

  39. 00:30:46

    the real aerodynamics of the ship so that's no matter where the ship is ship so we've got fighters that look like jet planes and they're gonna fly more like a jet when it isn't going to be a jet plane because the ship still have thrusters so they're still going to behave differently but it's gonna be drastically different to kind of it fight we have now on planets and then obviously the challenge with that is balancing the ships on the way they look you know we've got loads of different shapes of in the game and the way that she has come is going to fundamentally change their character in atmosphere we're kind of excited to get that change out there we've been hearing some version of that for for a while now it's a it's been a common refrain we've always said we want a we want ships to behave differently in

  40. 00:31:35

    atmosphere than they do in in-flight do you feel like I don't want you to put a date on it no no dates here but do you feel like we're in a place to actually make some progress on that this year so I played a prototype from David and it's really amazing I mean it's it's still easy to fly like like hovering is still quite easy for a player but the characteristics of the of the ship stay they come into play once you once you go above a certain a certain speed and then then all the aerodynamics kick in and then it's it's like each ship has like a certain character that you need to learn to control so we have it like I'm having a good feeling about this right that's

  41. 00:32:26

    good that's whatever we got from the live chat here what a vehicle experience team only work on ships or could the expertise be used for something like oh this is okay this is a wingsuit it sometimes sounds like it's from Tyler I think just live chat I think we can so it is more for the active feature team but sure if like if it's about like some some g-force induced movements or something like that they can probably reuse some of our stuff okay do you feel a Hawaiian shirt wouldn't that's definitely from Tyler on here does vehicle experience focus on using MFD cockpit experience wondering how you feel about how often people use their

  42. 00:33:14

    screens is it optimal do you want them to use their screens more user screens less and so it's a bit balanced really so it's so in the heat of the battle the MFDs become secondary to the actual hood itself but obviously bring you in normal flight that's when you're looking at MF DS and you know you've got more time and more sensory time to actually look at the MF DS but also the way that I mean these become more critical is the multi crew experience and the way the ship is managed as well you know it's kind of exciting thing going forward now for a suit but it's a ball so the critical for us as far as communicating the actual bounce underneath that we do so when we create different types of power plants and different type of coolers it's critical that we communicate what that actually means for the ship and the way that performs you know so it's kind of

  43. 00:34:01

    one of the exciting things MF T's is we really want to kind of showcase the balance underneath and they're kind of critical to that yeah yeah but you wouldn't necessarily rebalance during during a fight right like and stuff that is that is vital through the let's say to the flying or the combat or where you have like we need to make quick decisions those things will always be readily available by a key or hotels commands or something like that I actually there's a question coming up it was a good time for it let me skip ahead to it several ship functions are not bindable and therefore unusable for joystick users such as shield hardening can we expect keybinds to be added for these functions in the future I think yes sorry it's it's actively for the answer but but like anything that that

  44. 00:34:51

    is just like a simple click or which makes sense and like that so if that function would actually be on a like easily reachable for a pilot or be somewhere on a hotel then we would offer a key point for it I know that there's like a couple of things are left there but I think ultimately we will be adding those we just talked about improvements to aerodynamic flight how is that gonna work when additional weather effects come online is it going to be impalas they're gonna make certain ships impossible to fly in atmosphere it's definitely gonna make some shapes more difficult to fly and ever going to feel the effects of a storm you know I've got you know obviously we've got different variations of storms as far as how fast the winds blowing but if

  45. 00:35:38

    it should you know it's just great real life you know because of the moment in the UK we've been having a lot of storms recently a lot of planes have been struck in to land enhancer about landings you know so it's definite impact on you know some ships more so you know so if you've got a ship what isn't very aerodynamically efficient or has deficiencies in the wings you know I said that just isn't shaped correctly for you know that type of flight it will struggle more in those storms it will straddle it will it's like it won't it won't stay on the ground right I mean you can still just go up by just twenty nose up and just push with everything you've got yeah from the live chat here does your team work on ground vehicles as well do you have any thoughts on how you would like or would you like to share how you feel hover vehicles are handling at the

  46. 00:36:25

    moment yes so as so as far as ground vehicles go we you know we'd love to kind of tackle those and improve those you know because as the planets have got better and better you know with the v4 planets now look absolutely amazing and you know it's it's great to drive on those planets as well and you know I take the bikes on those as well so you know I feel quite you know kind of strongly and passionate about ground vehicles so I Stephanie some of the vehicle experience team will be tackling going forward okay I mean rich is a former II can't you racing driver right so yes many many girls in a previous lifetime I used to play racing games quite a lot we're professional oh yeah would you say that would you say that ground vehicles in the past have had the same level of attention to them as

  47. 00:37:13

    spaceships I mean I know the answer I'm setting you guys up here it to my point of view anyway it's it seems like obviously you know starters and and it first is you know it's a spaceship game we obviously you know rewrote a lot of stuff specifically for our spaceship handling and stuff it doesn't seem to me like ground vehicles have gotten the same level of attention in the past would you say that was true um yeah that's pretty fast I mean the big crowd that is you know as a team you want to make the main focus of our improvements towards the fight model because that's what star citizen is you know it's about flight and flights these planets so you know there isn't any point in having amazing ground vehicles if the journey to those planets is terrible you know so our kind of focus

  48. 00:38:01

    getting the flight model to standard that we're really happy with and has the feature set that we wanted to and then once we're happy with that we can move on to the ground vehicles you know as you know as they become more critical because you know as more ground vehicles get released and the planets get better you could take these ground vehicles now around the universe you know and drought among all counter planets I mean that being said like some of the technology that was developed for for spaceships will also apply to ground vehicles an example for example would be like the learnings from the from the space spaceship audio classes like all those think I mean it cannot be copied directly but like lots large portions of that can be used on vehicles as well so it definitely speeds up the vehicle development as well printf can we please have an option to change missile missiles and torpedoes

  49. 00:38:51

    soon and ships like the gladiator for example you get stuck with one missile torpedo typing cannot change them unless the previous type runs out the arrows on the weapon HUD's do nothing yep so the answer to that question is yes you we built you in the future so we'd let's have a proper operating mode for the missiles so so in ships like the Vanguard for example you have several different types of missile you know you've got two deeper Sassanian missiles but you've also got a big top heater up there as well so what players to be able to select which one they want to fire because I'd say at the moment there is no where to select it so you just fire and whatever comes out comes out but you know if we definitely plays to be able to pick which weapons they're fire you know as you know especially as torpedoes a bigger and more critical to different aspects we don't want people

  50. 00:39:39

    wasting torpedoes on something that they shouldn't be firing torpedoes up yeah next questions about distortion damage what's the path forward many players feel it's not really worth equipping distortion damage weapons over traditional weapon types do you agree with that and that's kind of tricky thing because the certain they're sent ships and sank combinations you can use for actually distortion damages quite effective it disabled in a ship but it's the question is whether we're communicating that well enough at the moment you know that's probably the question for us on that said you know but as we've been at the recent combination to ship what are quite effective at using distortion to disable a ship and then you can choose what you do with that ship once it's disabled

  51. 00:40:27

    yeah I think what happens at least sometimes III don't get to play as often as I like because it's work but when I watch streams and when I see sometimes distortion damage doesn't get through the shields and I'm not sure at all it always works the way it's supposed to with shields and stuff like that it's I don't really know where I was going with that but it's kind of something for us kind of on the bounce side is it might work fine with some components but it might not work fine with doesn't it might you know it might not have the intended saying which is worthy kind of you know analysis of the combat side for is is going to come in where you know we're triggering set events when this happens so we can understand actually what's happening to these systems when distortion Jews and is it having the

  52. 00:41:14

    effect that we want it to you know and is having the right strength so actually bigger shield down you know so that's kind of more kind of deer analysis on our side to do you know when we're looking at combat and the type of combat that players use and how effective it is well Chad as I'm looking at Chad Chad's not agreeing with us at the margin not agreeing with you at the moment we'll put it that way so so maybe that maybe that's something worth taking some greater look at yeah yeah Chad see Chad seems to Chad seems to think distortion is uh well I'm not gonna use the words they're using for broadcast so it might be something more I mean it's looking for tonight I mean if it doesn't work we'll we'll fix it at

  53. 00:42:02

    a bench okay are you gonna do anything about the horrendous oversteer on the constellation series then so we've currently yeah so so it's a big ship how's what mass you know so you know so is it gonna feel as agile as some of the smaller you know kind of medium fighters but we do have a kind of Big Bounce process here where we're looking at all the ships together and we're looking at how they fit together and whether sent ships have the right performance for their class type and their purpose so it's definitely subject to change going forward I suppose that probably goes the same for shields currently shields and fires are quite powerful given their ability to evade especially the a SAS one the

  54. 00:42:52

    step the stealth shields do we expect to see changes in shield balance yes so I'd say expect to see changes and as the kind of yoga said we're having the summit to kind of really decide what those changes are going to be and see if the ideas that we have are actually end up with the result we want you know or do we have to go a different direction but you know that's what this summit is about and this is what all the analysis we're doing is about you know it's understanding the systems and the way they interact with each other you know to get the game player that we want with aerodynamics playing a big role in handling should we expect to see things like flaps or panels to help slow ships as opposed to just things like the space break that's an interesting question yes right yes essentially if you if you're

  55. 00:43:41

    going forward a lot and you actually manage to like just just let's say you've like a class you fly Gladius and then you just really harshly pull up and you just expose the whole surface of the ship against the against the wind you will slow down a lot so yes and have you started working on the vehicle experience for the Ranger yet and or and if you have or have and how hard do you expect that to be and so we haven't started yet but yeah it's got its own unique challenges you know that's the same as anything in the game is you know it's always a challenge getting that right feeling yeah this I know this question I don't actually have the names for people but sometimes you can just

  56. 00:44:29

    tell currently 31 of 36 fighters this person is tested have higher retro thrust than maneuvering thrust even though most retro thrusters aren't visibly larger than maneuvering thrusters and some of these ships don't even have dedicated retro thrusters to begin with why are the ships like this and do we expect changes in the future yes so m3 some are ships like this is the ship's a very fast acceleration on the y-axis so you can go very quickly but if we made it that the size of the first third D found the actual thirst itself some of the retro thrusters would you would take a long time to slow down so the ship would move for a quickly in a straight line going forwards and and move it real quickly its rotations would be very quick but but it would feel terrible trying to slow down so it feel

  57. 00:45:17

    really strange it's part of the kind of overall balance we're looking for is to have ships that can actually slow down as fast as we want to but it but it depends on the type of ship as well I mean you know we've got some ships like the Hammerhead for example that has its two retros at the front and that does actually take quite a long time to slow down but then you've got fighters which have kind maneuverable thrusters as well as the fixed forces that can help slow it down but you know it's just like a car it's kind of the opposite really so with the car you have acceleration up to a certain speed but it can slow down almost four times quicker than it can accelerate for example so you know obviously we don't on that with the ships but that's kind of you know kind of one of the feelings beyond is we don't want ships to feel like the tech forever to slow down you know because we really had to engage at that point you

  58. 00:46:06

    know and I could just swing the ship around and just you know slow down with you mins but that's not something we really want to play staff to do to slow down yeah and also say that the idea that the retro thrusters have to be larger in order to counter the the other the four momentum is a bit of a fallacy it's it's that the size of them is not something that's bigger is not automatically more powerful and something that's smaller is not automatically less powerful than something that's bigger yep yep so on a typical ship you have like four thrust of these and four forces on top and you know let's say to the front you know when you're flying the shipping you're rotating this ship it has those four thrusters moving so you know that you know so the issues are what of energy whereas with the you know kind of retro thrusters you and using two

  59. 00:46:53

    thrusters to slow down you know so they can actually have more power you know defense those two thrusters in the axis and then things like the the card to wall don't have retro thrusters at all it just rotates the the main thrusters right yeah and got lots and lots of little thrusters around the ship as well oh we're almost done here how is missile evasion intended to work should you always need to use countermeasures or is evasion also intended to be an option yes of course it's like it it would be pretty frustrating that just because we run out of countermeasures that you always have a guaranteed hit from a missile so no evasion will be I mean definitely an option I mean it depends on how fast you can accelerate from it and then finding the right point when to exit load away

  60. 00:47:41

    but yeah it's definitely an option okay [Music] several ship we already did that one is your team the one tackling ship configuration except persistence and I know it can be very annoying sometimes what we're actually just about to wrap up here to have to continuously reconfigure your ship a lot of the settings don't persist from from time to time is that something your team is doing or is that vehicle features or gameplay or yeah so that's that so that is it something I would see me responsible for but it's something we can you know kind of communicates where the teams as far as you know a feature request on our side you know to help improve that okay yeah I think it's it's it's calyxes team if I'm not mistaken

  61. 00:48:31

    but as I'm thinking about it more do the weight of weapons impact the total mass of a ship when calculating when calculating a ship and we know that mass affects the way ship handles do that does the mass of the weapons contribute to the mass of the ship in the way that it handles and so you work so a lot of the weapons are fit to a certain size port on the ship so they're all kind of very similar sizes so the mass difference you would feel would be very every miner on that but the mass of the items can be more critical to that you know because we've got different types of items on the ship you know for that you know for different reasons and I guess the same goes for for cargo and balancing something like a cargo ship do you have to test it with a full load of

  62. 00:49:19

    cargo versus empty yes so it's gonna get more critical going forward because ships are gonna be relying much more on their veto forces so you have big ships like the reclaimer you know kind of coming down in the atmosphere put larger stuff in it can you tick off you know we you know we've got to make sure we cover that with a toonie you know because we don't want a big ship like that stuck on the planet yeah we are just wrapping up here from the chat you know another the vehicle experience team hasn't been together for very long but are there any particular breakthroughs you guys have made so far that you're especially proud of as far as so far I am you know I'm pretty proud of the effort the team put in with developing the cameras you know yogi did a really good job and Johnny did a really good job of bring in lots of

  63. 00:50:07

    different systems together to get a feel across for the cameras that was kind of our first features as a team together you know so it was kind of you know a really good film wouldn't that we're now and it had generally quite a positive actually from the community you know you know and I Fergus Adelie it was great to get feedback from the community as well you know and that helped to develop the future as well and you know kind of support the community in allowing the players to tune the camera to feel how they wanted to feel so we provide the experience in the camera then the players can actually phantoon that themselves to their own needs so you know that was a really good feeling getting now I would concur with that it was a pretty good run so far wasn't that a long run but it was a pretty good one and I thought like pretty much everything we kind of try it out so far

  64. 00:50:54

    worked out okay so far though like the really big the really big things are really ahead of us now with the with the with his base combat stuff I just can't say it again I'm really excited for the end of 2020 when a lot of that stuff will be done I would love to just look forward now but yeah I hear you I hear you oh that that wraps up this week's show guys thank you so much I know we've all got we've got to get ready for another call that we've got in at the top of the hour so I'm gonna let you guys go yogi Richard thank you for taking the time out of your day towards the end of a Friday I know we're not done yet like I said we got we all got a thing that we had to go do but thanks so much for being here on the show remember guys you can check out inside star citizen every

  65. 00:51:44

    Thursday we got stars in life here on Fridays and a special thing starting in just about two hours we've got Luke Presley and Eddie Hilditch from the mission feature team from the environment art team they are doing a live AMA on spectrum starting at around 11 a.m. Pacific I don't know what that is a GMT or UTC but two hours from about this moment right now they'll be live on spectrum doing AMA about the upcoming prisons gameplay and the prison systems that are coming online with alpha 3.9 so you should check that out on spectrum so Richard for you Richard and for yogi I'm Jared see you next week average take care you

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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