Subliminal
arrow_backBack to results

Wingman's Hangar ep018 . April 26, 2013

26 April 201300:33:14825 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:07

    hey everybody Welcome to wingman's hanger episode oh well it's 18 episode 18 coming at you I can't believe it either we've made it this far we're going to keep chugging along we've got the weekend review we have Forum feedback Alistair joins us this week with a nice reading and classy rendition is only he can do of our fiction we've got wide world news and of course the interview with our audio director Martin Galloway actually really in depth you'll want to stay tuned for that it's pretty cool so let's get right to it shall we the week in review boy it was a big week this week at Cloud Imperium we've got a lot of stuff today's probably the biggest Friday we've ever had as far as stuff we're releasing out there to you guys we have the Aurora brochure coming out today we have jump Point coming out for subscribers um and there's some new stuff that the Aurora is coming out we

  2. 00:00:56

    want to call to action for you know a lot of folks in the forums I think we've got about 40,000 people that are there chugging along with us enjoying what we're doing but they haven't actually decided to become a backer and so we might have something special going on that might help you tip that scale hopefully um we have Jeff cavitt joined us this week and Ted berson two artists unbelievable we've also got some more programmers coming and so and four more people coming in the next two weeks it's growing like a weed not to mention the LA office is going up and running it's it's just stinking amazing what's going on here uh we also we got an Austin Pizza gift from Joseph Browning Incredible Pizza over here don't go the pizza there it's over here

  3. 00:01:43

    Pizza room yeah come on follow me we go scraping they give me crap scra your chees piz this is my nice and the fans who has the best fans in the world gar you went right to the pepperoni and garlic thank you very much thank you than to Joseph Browning baby thank you very much thank you thanks for making me fatter [Music] that incredible and for those of you wondering you you I mean it's a lot was made of this and i' I've started a diet right little Weight Watchers going on I can still have pizza it's not actually Weight Watchers it's more of a low carb thing but I can still Pizza um I just have to scrape the top I just don't eat

  4. 00:02:33

    the bread still working out well let's take a look at where we're at now we started at 236 lb I know that was huge and then we were down to 222 last week how did we do this week well two more pounds baby yeah I know I know I'm excited about it too and by the way thank you very much for some of you've written in and said that um there's a bottle of Scotch waiting for me at the end of this at 185 you if there's nothing more motivating to me than scotch I can tell you that right now incredible thank you very much for that and I am going to chug there and we're going to have some nice Scotch drinking together maybe on the show can't get any different can it maybe uh also we've got uh vodka came in this week from Fireball and Merc Corporation looks like we got another package fellas and it says must be 21 to

  5. 00:03:21

    open so that LE skeleton out oh oh let's see it's from first first first let's see um thanks to everyone from Imperium games Corporation for bringing back space combat Sims and developing our game cheers the M Corporation PS er Team please leave something over for Chris Roberts uh no [Laughter] no oh dude hanger One nice one vodka that is no way bad ass hanger One spice pear hanger One Straight well that leaves you out Mark thanks a lot guys thank you thank you thank you the world app it works over let's drink again your generosity is overwhelming and of course we're going

  6. 00:04:10

    to save some from Chris he just might be here next week you know you never know it's time for a little Chris Roberts action I believe that takes us you know what to this segment Forum feedback let's take it away from waltar he says if planets are the right size will there be asteroid belts around them so we can spend days there prospecting and Mining yeah of course I mean anything you can see in in the universe nowadays um you know asteroid bels rings around planets things of that nature nebulas you know we're going to have all of that in Star Citizen and if it's there we want to put gameplay into it so yeah absolutely they'll be mining around planets they'll be mining an asteroid belts they'll be mining nebulas you know they'll be mining all kinds of just just mining there be stuff to do and all the

  7. 00:04:56

    features we put in in the the star c universe from reebook he says each of the ships we've seen I'll have what looks like a latrine um okay will there be an in-game facility for use of the ships quote unquote facilities when you gotta go you gotta go all right come on man we are not making a game about toilets the only potty humor you get around here are well this show from Atomic hawk they say with all the talk on the forums of player-owned housing does the dev team have any opinions about it will it be guaranteed feature as people are hoping yeah I mean absolutely if you think about it the hanger is your form housing it's just that you're going to

  8. 00:05:44

    get it way earlier than you would in normal time normally you'd be getting it when the game comes out or you have to buy it in the universe but we're doing the The Hanger now and and I got to tell you Forest some of the guys are hard at work and it it's stinking looking amazing and I can't wait to show it to you we want to get it you know just right we're very particular we want you guys to see how good it is uh so we can't show you too early you know we don't want to be letting the cat out of the bag to say so yeah absolutely the answer to the question is your housing your hanger will be your your in-game housing from Thor 3891 in regards to Star Citizen servers would someone in Australia be able to play on the American servers of West Versa and would our characters be able to be cross server or how would we be able to transfer them what would that mechanism be that's a really good question and it's

  9. 00:06:32

    something we're still working out um but if you think about it we are primarily a dog fighting game I mean so ping is going to matter so way we're thinking about it right now is that the proximity uh of where you are located physically in the world will be most of the players around you of course because we don't know you know the effect on dog fighting that 100 millisecond ping will have or 20 millisecond ping we seem to think The Sweet Spot is around 50 milliseconds but guess what you guys are going to actually help test it out and find out for us without you you know we would not know so this is kind of one of the reasons we're doing the dog fighting module is because we can discover these kind of things if somebody in Australia wants to play somebody in England you know what happens can can they play and does a dog fighting work and and you know is there a way for us to balance it to where everybody can play everybody or

  10. 00:07:20

    else do we have to localize or centralize around different servers so that's to be determined and we're really counting on you guys to help us out from sliver they say will the Aurora be the smallest cheapest ship we can acquire for standard travel or will it be something even more basic except of course board ships like the p-52 well the Aurora is the starter ship but that doesn't mean it's cheap uh the Aurora comes from the Robert Space Industries the same company that makes the constellation and it's going to be a pretty nice piece of equipment so don't think of it as cheap in fact when you look at it here on the brochure that comes out today I think you might just change your mind it is one sweet looking vehicle from CN KB will we be able to buy Lifetime Insurance with in-game

  11. 00:08:07

    credits or real Cash When the game comes out well that's a really good question we have a lot of questions about Lifetime Insurance the way it was was anybody that been an early Pledger got Lifetime Insurance we sort of cut that off at the date and we've had we've been inundated with folks saying I want Lifetime Insurance I want Lifetime Insurance um we're considering that maybe we'll open up a small window for those of us before the new site comes up H there might be another way to earn it let's say pay attention to what goes on on the website soon from sign to win or sin to win will the star map represent the true shape of a galaxy with a central core consisting of Min stars and black holes as well as spiral arms that Branch off the Hub well I mean that's a good question but the truth of the matter is you got

  12. 00:08:55

    with only 150 or 100 however many systems we have 100 115 150 whatever we end up getting on launch and we'll grow from there it's not going to be like the entire galaxy think of it if you're in the arm of the Milky Way you know you might have hundreds of systems right on on one of The Fringe elements out there that's kind of where we're going to be so it'll be spherical and it will be jump points can connect you know from system to system or they might wrap around and connect to another one based you know based on the fiction that we put together so um we're not going to create a Galaxy per se it's going to be more about the star system Universe which will continue to grow and maybe eventually that becomes a Galaxy if we're still talking about this 10 years from now yeah but let's hope that happens uh and uh here's an interesting video we just got in yeah this question is for the wingman last week somebody asked you a question

  13. 00:09:44

    about tracking ir and you answered with the Oculus Rift can you get it right please thank you come on I answered this last week of course we're going to have track IR support and that and it's now time for the newest segment on the show Hot Topics take it away Britney thank you Eric that's right our fans spoke and we listened so we killed hot topics from the show but you can't get rid of me that easily so here we are

  14. 00:10:33

    to Premiere the MVP the most valuable post of the week we'd like to begin this new segment by celebrating one of our favorite Forum threads net Andy's guide to Star Citizen net Andy has put together such an incredible list of links so comprehensive that even the cloud Imperium team uses it to check their own facts so thank you net Andy you are RM MVP back to you Eric thanks Britney love the new segment think that's going to be a winner for us and now it's time for our own Alistair Fitz Smithy and some classy Star Citizen fiction this time he's reading a bit written by D and D game designer and novelist Douglas Niles take it way alist

  15. 00:11:44

    good evening all depending on your worldview well you know the rest today's prologue is the Calm before a rather nasty bit of business the void rats by Douglas Niles lieutenant Commander Nia Antoinette felt in her belly The Familiar flutter of jump Point passage as her F7 Hornet emerged into known space she banked up and around and stabilized her ship Lieutenant Jackson's droll voice immediately crackled over her Cal hey Skip what can go wrong Nia caught the brief flash of Jackson's thrusters as he veered in the opposite direction circling around to keep the shimmering jump point in his eyes and in his forward fire laser gatlings the other two pilots arked

  16. 00:12:32

    around with equal speed so that all four Hornets reached ready stations Nia was grimly resolved that she would do her job and see that her team did theirs no matter how long it took first order of business make sure the coast was clear and be ready to escort their support ship when it arrived africanas would either emerge from the jump or she would not probably she would but Antoinette's memory of that decrepit old warship did not Inspire confidence the story continues in issue number five of jump point I'm Alistair and Clair fit Smithy good afternoon good evening good morning and good night and now it's time for wide world

  17. 00:13:27

    news NASA astronomers continue to find earthlike planets in distant star systems this time two possible worlds are mere 1200 light years away Earth is the lone Oceanic planet in the family of the sun now imagine a planetary system with two of them astronomers may have found just such a system and the two water worlds orbiting there are among the closest analoges of Earth yet found the star Kepler 62 about 1200 light years away in the constellation lra is like our sun but smaller and cooler so the habitable orbits where water can be liquid are closer in each of the two candidate water

  18. 00:14:16

    worlds could be entirely covered by a global ocean according to astronomer computer models orbiting once every 122 Earth days Kepler 62e could be tropical humid and hot with a very cloudy atmosphere it's perhaps 60% bigger than Earth further out in a 267 day orbit Kepler 62f is about 40% larger than Earth and it's almost surely cooler in fact it could be an ice ball from pole to pole unless it has a lot of carbon dioxide in its atmosphere these two share their star with three less hospitable planets orbiting too close in and and so too hot for liquid water with no land masses and no chance

  19. 00:15:05

    for fire it's hard for us to visualize how any intelligent inhabitants could build a technological Society on a totally Oceanic world but imagine for a moment growing up on a planet from which you could see the lights of cities on another surely that would give you good reason to build spaceships for space.com I'm Dave Broody it's important to note that these speculations of earthlike watery worlds are just that statistical speculation based on the theorized habitable zone but isn't it cool planets well in space where else would they be and closer to home our very own weekly weather wizard Peter Macky is on the job in Beijing Peter how's the

  20. 00:15:54

    weather there you can really smell the ionized hydrogen exhaust and the general SE chicken back to you Eric thank you Peter looking really good and speaking of the weather we understand that tonight is a great time to check out the Aurora Borealis and that's your wide world news and now an existential break with our very own Mr hookah so if there's an exception to

  21. 00:16:43

    every rule is there an exception to that one wasn't that special and today's hanger guest is longtime sound designer Martin Galloway Sandy Gardner takes a moment to talk about how he became part of the team here at Cloud Imperium hi there I'm here with Martin gallway our director of audio hey Martin hi Su and and can you introduce yourself to the camera I'm Martin gway I'm the

  22. 00:17:31

    director of audio and what does that mean for Star Citizen like what do you do well I'm responsible for making sure the audio in the game is top-notch everything from sound effects to music actor's voices character voices and all the way the the various audio elements are mixed together and you go a long way back with Chris Roberts that's right I uh worked with Chris directly in 1984 on a game I think that might take the cake I think that might take the cake over Eric Peterson as well absolutely you were saying you have a family background of music yeah my uh my family are basically other musicians or teachers of music so uh I knew a lot of musical Theory as I was growing up as a kid and uh when it came to starting as a computer programmer I was the only one who could program the computer to play music so I naturally was specialized into that what kind of

  23. 00:18:21

    computer was this the very first uh computer I made any sound on was a Vic 20 come to a Vic thank you Martin gway our director of audio and we're back uh and guess who's here live now we're a little different location this week because uh Martin you're not going to be here you're going somewhere here pretty soon I'm going on vacation next week and I'm actually going to visit a composer that we're working on a test with such a dedicated person on Star Citizen that you're actually going to take part of your vacation to meet with a composer I know but you yeah but you live audio man you've been doing this a long time mhm that's right now we've worked on a few games ourselves together we were uh we worked at origin together we worked at uh digital Anvil um and and then there we did star Lancer and Conquest Frontier Wars and we won an award on Star Lancer

  24. 00:19:10

    didn't we oh just a minute check this out let dust it off huh how about that look at that citizens this is the kind of level of stuff we can expect it's a golden reel a golden reel for Martin's work on Star answer thank you Scott we get we'll get two of those on the on Star Citizen though because we've got Squadron 42 we got two Chances with Squadron 42 and Star Citizen that's true yeah two different games totally different products yeah well you know two products within one product thanks a lot yeah so what what do you do on a daily basis I mean you're Auto Director people want to know I mean a lot of the things we do here is what what do various disciplines do now you've got a very interesting job a lot of what you do um as the Ambiance the immersion that Chris is looking for for in his products

  25. 00:19:59

    right right so you want to describe what how one of it works or how you set I mean uh our viewers are pretty familiar with games they have a lot of Foley representing uh what people do Foy is what now explain what that is Foy is a method of uh mirroring what you see in the on the screen by physically making the sounds yourself and so you watch a screen and you pick things up and bang them around or you shuffle your clothes around or you make uh footstep noises on the ground without without really walking anywhere and you get real close to the microphone and that's the standard technique for making character sounds now do we use some of those in Star Citizen are we going to be doing some of that we are going to be doing our own uh footfall libraries for different types of deck surfacing and that kind of stuff mhm Okay cool so you have one of those here

  26. 00:20:47

    you could show us right I just have a simulation from the time before we had any funding we did uh the demo in October we had to do do all that in a very very low budget and that's another thing you've been working on this game a long time time already yeah I started working on this in April of 2012 so that's one year ago today that's true it's right around now in fact I think a week ago did you see how fast we can work that math out it's unbelievable it's true he's very fast yeah extremely one year 12 months every day so let's let's see what uh let's see what it looks like let's check it out all right well in this example um everyone has seen the pilot climb into the cockpit of the Hornet I had to make a complete Suite of sounds for the Foley of the guy climbing in the the little stairway climbing in turning all the switches on um as we all know Chris wants an unbelievable level of detail yeah he

  27. 00:21:35

    does in in the show and uh that's what separates his games from everybody else's though to be honest right right so I have a complete set of uh Foley for the guy climbing in and putting on his little belts and all his hoses switching on all the switches of the of the craft and uh I don't have the sound of the engine powering up in this part but it's a different layer which is part of the uh the power plant uh part of the spaceship stuff so this is just the the guy climbing in um I also have the deck Rumble from the spaceship um here's what it sounds like that's the carrier Rumble just sounds like a big old flight deck and I have that in the background to uh work on levels make sure everything sounds pretty realistic so you have to balance all that right so it doesn't drown out other stuff and you can still hear the other but I'm really working on the fley here I have the the deck ambience in the background to just

  28. 00:22:24

    keep it company and make sure everything sounds good together okay so so um without that playing we have this enormous list of things so he switched on the spaceship by now adjusting LCD displays and that's it wow that's an amazing now how many in that small clip you just did how many different types of sounds did you did you have to create uh we could count that it looks like quite a few like it looks to be about 50 50 sounds in just that one scene now can you imagine and I'm sure you have imagined can you imagine that we're

  29. 00:23:12

    going to have X number of ships to have to do that you'll have to create that that level of detail for each one of them right it's pretty hard because uh I'm using a conventional post- production Editor to put these sounds together against a recording of the animation editor playing the sounds but each sound has to be individually separated out and then connected to the correct part of the Pilot's body um so as he climbs in it's in the right uh place in the surround field so like when you're doing it is a lot of work so when you're doing like Foley like a guy walking around the hanger deck do you attach the sound to his foot or do you attach the sound to the floor to where when the foot hits the floor that section of the floor actually makes the sound to the audience it looks you know like the sounds made the end results exactly the same the sound emanates from

  30. 00:24:00

    the point where the foot touches the ground right y but it's actually on the foot itself so okay uh but how would you know if it's gravel or grate or um cement or how would you know how would the foot know I work with the artists to uh delineate every single panel on the ground in the game everywhere you can walk in fact even surfaces that you can bump into um have the kind of surface type wow uh written down so that uh if you if you accidentally walk into the wall it'll make the right kind of sound that's fantastic again more immersion right and then probably we'll have the guy going ow or something like that so that's even more sounds yeah that's a that would come up from his uh head area not from the ground that's exactly and now that'll be wherever the camera is at the moment will that will that will you get different sounds or different feels

  31. 00:24:48

    for it like exactly you'll hear um that that kind of footfall technology is on all the NPCs walking around the deck as well as your own character and your own you know if you if you're in a multiplayer scenario and you see your teammates standing there you will hear all of their footsteps from the right place on the the loudspeakers so if someone walks from right to left you'll hear the sounds go from right to left so you're working on the hanger then right you're you're going to be doing some effects for that so what kind of cool sounds can we expect and maybe not day one you know but as the as the hanger evolves well in order to give the idea that you're in a really working world there's a lot of other hangers in addition to your hanger and you can hear the sounds coming uh through the wall through the hanger door it doesn't open um so to to get you really tantalized you'll be standing around going you know what is that is

  32. 00:25:36

    that people arguing on the other side of the door is that a ship flying by those forklifts you know heists what is that public address person saying you a lot of that it's basically Air Traffic Control you know letting people take off and land and that kind of stuff that's kind of cool um there'll be a lot of those sounds inside the hanger you will hear a very you know a fairly quiet Ambience of your own ship as it kind of ticks over and it's in a standby mode ready for you to get into it you may hear some steam vents or whatever's going on and when you get when we finally allow you to get into the ship wherever version that ends up being then you'll have the sounds attached to that too so yeah climbing in and uh activating your ship in the engines very very cool it's going to be a fun it's going to be fun to do I mean we've done games together as we talked about before but I don't think we've ever done anything this big no this is certainly

  33. 00:26:23

    going to be the biggest game and uh the the deepest level detail mhm so what are you looking forward to the most what what are you personally looking forward to about Star Citizen what's what's what's what do you think I think uh well I have a great badass sound setup and uh I'm really looking forward to being in a dog fight and uh I would say hearing Shel and pieces of the ship you just blew a fly from front to back as you fly through the explosion cloud and you can actually hear it going a lot of older games just have an explosion sound it's kind of a mono wavefile it plays over there if the explosions over there or right in front right but our explosions are going to be fully in surround and full of little shrapnell bits that kind of tinkle and Fizz they tinle the ship's still on fire basically whatever the remnants are

  34. 00:27:09

    exploding Tinkles exactly whatever the remnants are of the ship you just blew up will kind of fly past you if you keep flying on straight through the so if you bump into a body it's going to give a thir sorry about that or not meant to do that right so that'll be pretty cool um there'll be music and lots of other sound effects going on but it'll be nice to really get visceral with explosions right I mean we're pushing the envelope as far as look as far as feel and obviously Audi we're pushing it as well now you've also done a few voices in games true true do you plan to be inst start citizen all that's part of my plan I don't think Chris has seen that plan yet but my plan is to do about 75% of can I get on that plan too you can do the other 25% okay that's fine 25% is great now we've done voices together we we've done Voice work like that so um

  35. 00:27:58

    you know maybe maybe we'll put some decent some we'll hide some in there for some you know well Chris will never look at everything it's funny my friends always seem to be able to recognize my voice yeah mine too that's one or two lines here and there my voice comes out and they're like oh yeah we're going to have lasers in the game and we're going to have alien lasers so how would one supremely incredible audio director go about making an alien laser well you think about the the science fiction and the technology behind the alien lasers and our vanuel uh race are in my view um fairly well understandable technology they have a lot of metal pieces moving animation um it looks like they're you know built in factories they're not like squirted out of some energy field and you know floating around by some magical

  36. 00:28:47

    energy it's not magic it's like a real spaceship that has pieces sure and so there's a lot of uh mechanism type feel to it and at the same time we want to still have that uh other worldly science fiction feel so I use a bunch of elements that have half of a kind of a mechanical feel and half of that SciFi um alluding to you know yester Year's aliens in some cases okay and that's what we've got right now can we hear Let me let me show you the various elements I'm not sure how uh uh I'm not sure how going show it yeah interesting this is going to be but we'll go through the various sounds okay that's pretty standard one there so these are all the different

  37. 00:29:35

    sounds you're using to blend together you can't hear these individual elements when you hear them all you hear the main right and and I'm counting 13 of them up there yeah and theyve got the volume balance to get the most important ones to play louder right right I fade them out how long would it take you to to make a to make this sound effect for instance to make just this one laser sound this particular one is actually scouring through a bunch of sounds and making individual elements and you you kind of a lot a budget of time you say to yourself I'm going to spend 2 hours honing this kind of stuff right um and you collect a whole bunch of elems together and you substitute you take them out you put them in you bring them in and you know line them up and you can also if you slide them around in time relative to each other you can certainly

  38. 00:30:22

    change the character of the sound it can be kind of aing or it can just be a b you know everyone if everything plays it once just a and a sharp punch then that's a different kind of thing to uh a more an elongated one that has multiple well let's hear let's see what they all sound like together then all right here we go so this will be the final and then and out of that comes you you condense that into one wave file One Mono file wow and that goes into the game and and so you have 13 elements creating just one right that's one of the weapons that you can fit to the vanuel fighter when when you fly that so there'll be two or more of those Sounds playing from each wing of your ship many chrm um you know and you'll hear a lot because it it also repeats quite a bit so you hear a lot of stuff very incredible all right and everything else

  39. 00:31:10

    that's that's cool so everybody that's Martin gay say hi to everybody hi everyone he's if he's the one the audio is going to be amazing it's his fault we're all happy about that sorry about that it's going to be great all right let's go back to the set thanks Martin that was really interesting want to thank him for joining us today Joseph Fireball and MK Corporation for their generous gifts subscribers and Pleasures without you guys there is no us always thanks to everybody coming up next week we have a Montreal Invasion our partners from Behavior are down and don't forget jump Point comes out today we have the Aurora brochure and we have a just wait watch the Comm link today there's some pretty cool special stuff coming up and don't forget the after show wingman's hangover about 15 minutes after the show come into the chat roll we'll sit there

  40. 00:31:57

    we'll chat we'll do a little broadcast and we'll talk you guys can tell us what worked what didn't work what you thought of the new segments what you thought of the you know did you miss the old ones stuff like that just come on in the chat roll and we'll talk directly it's kind of like a Skype interview kind of thing remember if you want your stuff featured on wingman's hanger send it in we just might use it see you in the verse a

  41. 00:33:13

    yeah

Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

Squadron 42

LiveSQ42 Launch Subathon

$2,100of $3,000

Getting Sub to Manchester for the Squadron 42 launch

Next giveawaySubscriber Store pick
$50to go