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Star Citizen: Around the Verse - Cockpits: Enhancing the Experience

13 October 201700:45:201,076 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:15

    hello and welcome to another episode of around the verse our weekly look at star citizen's ongoing development I'm sandy gardner and i'm chris roberts yes and on today's show we open the canopy and climb into the pilot seat to check out all the changes being made to cockpits so stick around to see the latest enhancements to the flying experience yes but first as you all know the ever cuts you got their hands on 3-0 last week and ever since they've been busy reporting issues and helping us track down various blockers as well as allowing us to focus on areas to optimize so the team has been poring over their feedback and thanks to our new Delta patch oh we've been able to easily release fixes an issue of data builds almost every single day which is pretty cool thing so let's see how this expanded team of testers as affected

  2. 00:01:04

    this week's burn down welcome back to burn down our weekly show dedicated to reviewing progress on issues blocking the release of star citizen alpha 3.0 we've not only been delivering updated 3.0 builds almost daily to our evocati testers we've also begun closing down necessary bugs and tests to improve our cargo and shopping experience so let's see how the team is progressing mccartey on Thursday for the first portraits is really really good so thank you to everyone that was involved with making that what it was we also put out another update on Friday as well with some further vital fixes the main ones being there was a a physics fix to try and help the performance and also an update to the crash handler so to

  3. 00:01:52

    actually start getting crashing the reports back because it wasn't working previously the new patch er meant that people were getting their their update anywhere between like 30 seconds five minutes depending on internet connection so they need patter is really really going down well with the community they are loving not having to download 20 gig at a time every single time one of the reasons that we've been able to push every day and it's been so successful is because of the Delta patcher and what that means is that instead of having to redownload entire pack files we can just download what's changed and so this has brought the patching time down from hours in some cases to minutes one of the other advantages of the Delta patcher is that we can actually downgrade builds as quickly as we upgrade to them so if we put out a build and there's something spectacularly

  4. 00:02:39

    wrong we didn't catch in testing we can just roll back to the previous version and then find out what what was what was wrong the main focus lately has been on performance bushings specifically requests from Chris Bolton usually what all happened is we will be getting a QA TR or a test request from Chris to say he's putting some new code or he's changed some things up to help improve the performance of staunton system and what we'll do is we'll grab his latest binaries and put those into the latest build we have and start doing usually a full-blown barrage of tests on everything so that being like Stanton that'll be in the other sections as well but specifically statins which has been

  5. 00:03:28

    struggling lately especially with the Rings and paralysis the performance when 24 players go crazy on the server this is something which internally we have struggled to always reproduce the reload of Soviet system and then exactly this feedback loop I think and a finger player we had like 200 entities active and 16 players just joined so all of our players we had like 500 entities active now I looked at the server from a vacati he was 24 players playing for some time we have 5000 entities active residing in a not optimized friend rate and this is basically is a fun for the next few

  6. 00:04:16

    weeks to actually figure out why we update so many entities do we need to update them what is actually necessary and we need to do more testing with 24 actually players but it's not really practical to have 24 players constantly testing all the game when especially if you want to have more players in a server just in much number if you actually managed to get thousand players and a server we cannot have thought 1000 craigers playing the game 8 hours a day this it's not really reasonable once we figured out the last 10,001 disconnect issue we've got a build here from the UK that just deployed from that was kicked off earlier this afternoon that should the fixes for the disconnects seem like they've taken we

  7. 00:05:04

    could get another code build done or a full build if we absolutely needed to go through the process of putting out to the evocati so that we can get them those fixes rolled out to them today which is good but it's important to feedback is filtered through Todd and we'll make priority calls ahead because there's some stuff like you know ten thousand and one error codes yes we're definitely fit with definitely fixing but then you know there's some subjective feedback there like I don't like this so I do like this or whatever now some of those issues that calling out we already know about already working at addressing I always get a bit worried because first of all we're getting kind of subjective feedback that sort of anecdotal and so you know

  8. 00:05:53

    someone can have a strong opinion but you know that could be their opinion and it may be different someone else's opinion else was broken up so it needs to go through the filter of us on the very high level of the kind of design side to make sure that you know it's something that we want to agree because a lot of times people can't see the big picture when they're making you know feedback because they don't know whether you know what it's missing I need this and we're like yeah no we know it's missing it's kind of like on our task list we're working on it right now and we understand that yeah it hurts your ability is don't fight if you can't see the status of your target or the status of your so so I just want to make sure we do that I'm a little worried that like we automated suddenly these subjective feedback get written up as a JIRA to get put in someone's book here maybe they get assigned and you know it's like we'll spend some time working

  9. 00:06:41

    on stuff that needs to have kind of direction and or priority called out and sometimes what people want to get fixed the solution is somewhere else to fix the issue that complaining about so on the subjective stuff I kind of want to make sure that so one of the best things about having their vacati testing the bills with us is that suddenly we have this testbed of 800 people on top of the people that we employ here and it means that the number of issues that we can test and the stress that we can put on the servers goes through the roof and that really helps putting the pressure on the servers that needs to be done and also if when we get to the stage where we are you're looking at where they were going to go I'll be nice and there what stuff

  10. 00:07:31

    is fixed today today as well yeah when they produc new features would that be good and then capacity will in those guys because they needed to tell people though I have no idea yep I think it's Tuesday's basically I think moving forward um Tuesday's will incorporate the live sink within the director sink and P will have to go first and people lastly listening to that kind of stuff and then that will be the way that Tuesday's has to kind of run and test is instead of 70 testers and we should be looking to deliver a build every day if we can to them because we have a delta function but the key is not

  11. 00:08:19

    so much about oh we've got this one blocker right there's a crash here or a deadlock yes I which was sort of the approach we were taking in like getting it to every party the key is like okay like what bits of the things we've still left to do have gone into this gun in Monday what I've got in Tuesday because I don't want to just only have like one blocker fix right because we've got people finishing content yeah doing lighting you know okay we you know if these these three areas now being lit are they funny as this is now being brought over to light for 2.0 as you've got it that's kind of think that's what we actually want to do is have a steady stream of you know things that are getting like finished off or fixed up putting in and one okay here's another Cuddy here's the things that have gone in that we think we fix because you're basically you've just got to sort of

  12. 00:09:07

    manage that over time so we've got to get into that mode as opposed to me you know what three boats do we have to fix before we can so the next steps for us here in cig is we're focusing on the shopping feature shopping and commodities as as a feature to present to the car to say this is now in a state where you guys can just go nuts go ahead buy sell do whatever you want or fixing bugs left and right we've got issues where certain clothing eye clothing and items aren't showing up in the shops right there's issues where you can't interact with an item through a glass case because the glass is getting in the way with the interaction system so we're trying to figure that out and we're trying to also work out some

  13. 00:09:55

    kinks with the Tryon mode where when you look to inspect a item like a ship component or something the character will look around like he's got look got gloves on and he's looking at his glove so like we're just ironing out kinks getting everything working really well so right now I'm focusing on a suite of different shopping related bugs and features that were trying to push out to the evocati soon today a couple of them are focused on the weapons being attached to the item ports on the shelves so we've got trying out a weapon in the shop drops it under the floor for remote players weapon models disappear after inspecting them these are the great kind of bugs because they are not 100% repro so they only happens sometimes which are always the best to find and solve so what we've done is we've taken our top issues we want to get fixed these are a collection of bugs

  14. 00:10:45

    and tasks we've gathered those together we've put them into the evocati fixed version in our internal JIRA tracking software and this is where we saw the burndown graph come from last time so when you see this report go out you'll see the the new list of numbers also the new total number so as you'd expect we're seeing new issues daily from our influx of additional testers that we're fixing immediately in order to improve this release and at the time of filming this we're at 23 must fix issues so come back next week to see how we're doing and to keep a close eye on the in depth details of the last remaining issues blocking the official SC alpha 3.0 release here on burned-down tune in next week to see how much progress we've made on the avvocato

  15. 00:11:32

    release you can explore more details about what we've accomplished by checking out the production schedule report on our website yes so now let's turn our attention to this week's feature so players are going to be spending a lot of time in the cockpit of their ship so it was really important for us to make sure it was as visceral and engaging as possible some elements like the player suffering a readout due to excessive g-forces are already in the game but we always knew we wanted to do more so we kicked off a series of Sprint's focused on the cockpit experience for you in star citizen and in squadron 42 these improvements involve designers animators VFX artists and many other disciplines across the company since the changes would utilize a lot of our new tech like the actor status system item 2.0 and other recently implemented systems yeah so

  16. 00:12:21

    let's check out what changes are coming to your ships cockpit in this week's feature so the origin the cockpit experience sprint was started with Chris taking a look at the overall experience of the player within a ship cockpit and wanting to make that experience as visceral as possible he looked at looked at of sights and sounds and effects and just the overall feeling of it and wanting to make it real really feel special and so we all kind of got together and and brainstorm different things that we wanted to see Chris laid out his expectations and then John crew lead tech designer there in the UK and I partnered up to make this happen so John and I sat down and outlined Chris's

  17. 00:13:10

    goals into a sport called a sprint breakdown so we we started with okay here's our expectation for the first sprint then the next sprint the next sprint you know the in a sprint can be two weeks long two to three weeks usually around two weeks long and we've started with you know just what is it what does it feel like to be in a cockpit flying around and so we partnered up with animation lead ship animator Jay brushwood in Austin and we partnered up with audio team with visual effects engineering to make this just an overall amazing experience walls and fly on the ship we got our design laying out the expectations specifically breaking down the tasks based on the high level direction from Chris you know that included things like g-forces updated g-forces and how does that feel hit reactions in the cockpit so when

  18. 00:13:58

    someone's shooting and firing you're not just standing there static but you're actually reacting to the to the to the hits of the ship and then what happens inside that cockpit whenever you are getting hit by another ship so we have actual effects that play in the ship cockpit you know air air decompression and in flames sometimes and the lighting changes depending on you know whether you're just in default mode if you have auxilary power running or if you're in an emergency state you know it's time to get out it's time to eject so we definitely wanted to make that feel real and as if you were actually in danger at first we focused on just one cockpit type so we took the Gladius as a kid as a test-case which uses our specific cockpit type work on the HOTAS CL

  19. 00:14:47

    and there are seven or eight ships that use that cockpit type and we saw we focused just on those seven or eight ships and to make those really feel special so what we did was we took the Gladius cockpit it would say okay how can we change the interior of this cockpit to make it look really look make it feel and look different to the expectations that Chris is looking for so we actually shifted the the seat a little bit we have we changed the positioning of the of the throttle and enjoy stick we adjusted the position of the of the front weapon ship weapon so that when you're firing the weapon you can actually see the muzzle from where you're sitting in the cockpit and as a result you see them the muzzle effects as well so not only are you seeing what's going on inside your cockpit but you can

  20. 00:15:34

    actually see the effects of of when you're firing your weapon and stuff as well it's a it's a huge ongoing process we've obviously got so many ships that we just can't do everything we want to do with them all in one release 43.0 we're starting with what we call the who tests CL ships which is an animation template so that's Gladius Buccaneer Harald Cutlass saber Vanguard and there they're all getting a range of improvements to the cockpit which will hopefully make the overall experience much more enjoyable in previous versions of the game we had no visual cues on whether your vehicle was damaged or not we only had a simple implementation where we had some damage effects playing

  21. 00:16:25

    when your ship was about to explode but that was very simple and not very informative so we wanted to represent different stages of being damaged so slightly damaged Indian damaged heavy damage and we also wanted to inform player that their vehicle is actually being shot at this very moment so we created some the effects such as sparks smoke fire like the breed charges and things like that so whenever your vehicles are being hit you will see some effects playing also depending on the health level of your vehicle it will see more or less of these kind of damage effects so we took these effects I kind of place them manually and using

  22. 00:17:14

    basic implementation we incorporated that in the game to see whether it works whether it's giving enough information for the player and because it does we'll take it a level further we'll create like a proper implementation of that so the improvements first up we're tying in the actor status system so you've seen that with all the the breathing and stamina that's now tied into the g-force system from the ship's so as you suffer g-force from your actions in the ship it causes stress which builds up stamina makes you consume more oxygen it actually changes your breathing in the ship's so you get all the like you see fighter pilots have to do various breathing techniques to manage their breathing under high g-forces you're pulling high g-forces

  23. 00:18:03

    you're going to hear that physical change on on your character if you ever got to the state where you were pulling so much g-force and you suddenly got out of the ship you you would feel that stamina effects you're not instantly getting at the ship back at full full stamina you're paying the price for your actions previously another aspect is ensuring the UI screens on the cockpits are very consistent and minimum size on screen because a lot of our cockpits were done two three years ago and the UI is significantly changed with 3.0 and we need to make sure there's a minimum amount of screen space dedicated to these UI elements so you can actually read them without having to zoom in because there's lots of issues with some ships way to sort of to read them you have to zoom all the way in to read the

  24. 00:18:53

    text which in the middle of combat it's not something ideal so we've got templates for all the screens going across those that's why you'll have seen in previous atvs things like the Gladius cockpit screens have changed they were way too small to be visible so he brought them closer to the player made them larger we've angled them in towards the player to reduce reflections and added more of them we're also bringing back the combat visor interface which you see up on the top left and top right of your screen so you can have there essentially support screens so you could move information from your support screens up to those if you want but by default they're your self status and the target or pin target status so you can

  25. 00:19:41

    get an overview of those another thing is we've worked with the animation team about the poses in the cockpits so across all of our 60 plus ships we have about six to ten different poses so every ship fits one of those poses there's a few that are unique like the NOx but pretty much every other one is used across multiple ships which dictates the throttle seat control or yoke status as well as a range where they can interact with within the cockpit so over time we've picked templates for certain ships model the ships around those as we found they they've been adhered to in various levels of accuracy so you'll find one

  26. 00:20:29

    ship had the template put in when the artist was modeling their way they thought well maybe if I move the joystick one centimeter to the left that that looks better in this cockpit which it's fine the iocai solution can deal with that but then what happened was the next artist came along and went well that ship uses that template so I will use that template that they've got in that ship so I'll take their geometry oh but this is actually move like if I move this another centimeter to the left it fits this ship better so over time some of the joysticks have got further and further away from the player so when you get in the seats and the animation plays which is the same animation of grabbing they're grabbing the sticks you get this horrible snap where they go to the actual poses so for those ships earlier they listed we've redone all the controls they've all come back to the

  27. 00:21:18

    default position which we actually change so every ship had to change to match it because what we're decided was the template actually wasn't as good as it could be so all the ships have of their joystick certain throttles changed slightly they've all been remodeled to fit the hands better they've all got buttons on the on the control input so we've got enough geometry and animations to play with for firing your guns you can move buttons on it using afterburner or boost you can use buttons on the on the sticks we've gone through all the screens which are now larger they now all have buttons on there so all the future actions will be interacting with the cockpit have have space one of Chris's goals was someone that only knows how to use

  28. 00:22:08

    interaction mode can sit in the cockpit and just use that to work out what everything does in the ship so they'll be able to go into interaction mode and work out how to turn the ship on just by looking around the ship looking at the buttons the highlight looking at the feedback they get and be able to do everything from that primarily what the animators are doing is we're working on you know tuning in the GeForce experience so it feels properly where the camera sits in the cockpit in relation to you know where you see all your UI and stuff like that finalizing of finger poses adding in you know idols and you know kind of fidgets you know and anything that kind of you know can breathe life to the cockpit I mean it's something that that we've been focused on over the last three or four

  29. 00:22:57

    months and there's still more work to do there's always room for improvement but I think for the three over lease we're gonna be at a healthy spot that'll give a lot of players some satisfaction flying around we're improving our technology and we're improving the the animations that we're doing but we're also putting in these systems that can rely on the overall health state of the ship so you know the UK programming team have implemented hit reaction animations that happen based off of what direction you're getting hit from from all six axes and they they blend together and basically you get jostle around in the cockpit on the direction that you're going and that gets overlaid on

  30. 00:23:45

    top of the character animating his hands and you know throttle and joystick and in addition to that the the overall posing fighting of g-forces that we have for the third-person so it's kind of a culmination of a lot of different things there is like a lot of Technology overlap between animation and design and and the programming team you know to get the overall desired effect and you know we have review gate meetings where we we all take a look at it look for ways to improve it think about new features like oh and maybe your health the healthier ship gets to you know a certain percentage then the red lights start blinking there's fires going on there's

  31. 00:24:34

    sparks flying you know emergency lights are going and and then that way you know you have to you know hit the eject button the g-force animations and the blend spaces we're using are all hooked into the ifcs system that that drives the ship so we're using actual g-force simulations that that results in a blended animation state for a particular set of g-forces coming from X Y & Z the objective is to make it feel like a living breathing vehicle it's not just you you press a random button on your keyboard or HOTAS and stuff happens it's that's tied to a specific action which will have a in game reaction to that so you press the

  32. 00:25:23

    engine on button in the cockpit roll move and rotate and long term your character will go out and interact with that automatically to do that when you press the button so you your finger will reach out and touch it twist it whatever the button is the first step is getting all those buttons mapped out in the cockpit and interactive the next step is those buttons animating themselves so you do the action in interaction mode or you press the shortcut key you see a physical reaction for those things and then the final step is the whole player leaning out touching it which is another reason why we've had to adjust all the cockpit screens so they're all within arm's reach of you because we don't want the player to you press a shortcut key whilst you're flying to change something you don't

  33. 00:26:11

    want your character leaning forward bent double trying to reach a button that was too far away because that's just going to it's going to mess with your view it's going to be unpleasant to deal with on top of the animation unification we've also changed how enslavement process works between seats and players which massively simplifies setup across the board so when you sat in a seat that allows you to do other actions that you could do standing up so for instance you it instantly allows you to do upper body animations that are set up anywhere else you don't have to set up say for the Gladius and the moat for saluting that would have had to be a Gladius specific emote whereas now we can have a hotel a moat that works across all those ships

  34. 00:27:01

    in probably and in fact across all of them so the actor enslavement has changed which is great so we've had a lot of new kind of technology in place specifically for the cockpit to make it make you feel a lot more visceral Romulan Espinosa is one of our gameplay programmers in the UK has been a really huge help with that changing kind of the way the seats are set up the way the the I K and the in the arms work so that you can have a little bit more reach and and and things like that so you know there's been a lot of different new features developed just for this sprint that enable the artists and the animators and the visual effects artists to make their stuff look as great as possible and feel as great as good as possible for the

  35. 00:27:50

    experience we had to implement on different type of enslavement so what we were doing before this new enslavement we were using the old one so for the old one what we had was to a TVs and DVD system animation database with all the animations we use for entity so in the old enslavement we had one for the vehicle one for the city and then all the animation animations were being put there other point with that is we were deactivating the player basically so was the seed who was saying I need you to play this animation which is stored on my database but in this case that's for our project that's madness because if you need any animations on the animation on the player you need to copy those animations

  36. 00:28:39

    into this if you need to play image you need to fire your weapon while you are seated or whatever you need to add all those animations into every single adv and we have a bunch of advs one for seed per C so it's impossible so we created this new statement which is the city is still in charge is who says I want you to play this animation but the player is still active so the player itself can play animations so we don't need anymore to add those animations into every single ADB we just say I want you to play this animation player and because it's not you it's up to you to play it so the player is just gonna do it you have two options really you can just leave the player to the seed or on the other way around but in this case the

  37. 00:29:28

    seed can move or we have these animations with the canopy opening and stuff like that so you want the player to move accordingly to the seed and not only our way around we don't want the player to stand up and then they see move or wherever what you want is you want to move the seed and then the player react according to that movement so that's why we enslaved the player to the seed and not only other way around another part of the sprint is setting the setting of the light group and like group transitions for cockpits so it's something we've had in multi-crew ships is the damaged States the effects and lighting triggers so when your ship is damaged you have all this cool the effects and lighting of the ship in a

  38. 00:30:15

    motorcy state but we never really had that on the single-seaters so we've started that in those ships so rather than just purely relying on the UI element telling you you're your low end health which when you don't have the CBI in two six three is incredibly hard to tell where you now have you've got the cockpit lights flashing red we've got all the damage effects smoke flames coming in the cockpit so it really does hammer at home what state your ship is in and then when you repair it all goes away it's all goes backwards and forwards for the cockpit experience for the VFX team is more about the damage specifically directional feeling of the damage so currently in the game we do have interior damage but it's more it's not really a directional so you don't really get a proper sense of where the attack

  39. 00:31:03

    is coming from all the VFX are coming from the cockpit model itself we are not creating the cockpit we are taking whatever is being created and we are making sense out of it so you won't see random effects coming from random places it is thinking about what would happen like what devices are on in the cockpit and what type of destruction you would see in an actual vehicle of that type there's a lot of thought put into into that placement of effects has to be done manually so each vehicle has a different cockpit so I need to manually place these effects so it makes sense we don't want for example fire coming of a fire extinguisher unless it's made in UK but that's a

  40. 00:31:54

    whole nother story so yeah the placement is done manually but we are creating like library of effects so I can use the same effects I made for ladies on another vehicle but it will look different just because the the context is different these VFX are coming from different objects and locations so it is making a huge difference when you're in the cockpit the type of effects you're gonna see will be Sparks smoke nothing that's gonna be to kind of in your face so you can't see where you go in because you're not going to want that necessary unless you really are in big trouble and that is new compared to what we currently go in the game currently in the game it's either the damages either on or off really so you don't really get a sense of where anything's coming from so for the cockpit experience we are we we always

  41. 00:32:45

    try to give the player more feedback so we decided to create like different blend spaces for hit reactions and pass out and wake up animations so basically blendspace is just it's an asset that allows us to have any number of animations blend between them according to different input so for instance if I pass out and I want to give the player like different impulses according to the g-forces we cannot just create 100 animations we can have like ten different animations or maybe five different animations and according to the input in this case the g-forces we can play we can blend between those assets and they are really nice animation in between them so we did that for the pass out and wake up and

  42. 00:33:34

    for the he reaction is the same thing so in that case the input are the distance of the impact from the ship and then there's hope heavy is the thing that is impacting the ship so it's not the same to be on a Gladius and someone throw you a fork or throwing you one of the big-ass missiles so we needed some kind of different animations to give the player some kind of feedback for the impacts apart from that we worked on animation driven 9k animation driven okay we have two different systems in place one is the limb by K and the other one is the

  43. 00:34:21

    animation to you and I K the base for both is the same thing but the way they are activated is different so for the animation driven NK is the animator who says I want to use AI K at this point in animation I don't want to use this okay what is that gave for so when you try to read an object or in this case for the cop but the throttle logistic or maybe the steam will because the those objects are moving we need their hands to move with them otherwise you will see some kind of delay that you can see in other games so that's why with this idea we can like put together like glue together the hands on those objects and that's why the animation driven I guess for bulimia is the same thing but we activated in code before the official sprint kicked

  44. 00:35:09

    off we did about 2-3 weeks with myself J and VFX guys just going over various alterations so we picked Gladius as the test case because it's used by far the most in squadrons so you're going to be sat in there for a long period of time so it needs to be something that's good and an easy place to understand so we went through so many iterations of is this seat in the right place move the seat up-down left-right backwards forwards move the screens forwards move the canopy bars around move with the buttons we had a list of 2025 actions that we knew we would need in every single cockpit so that's that's in the new guidelines and then there's about another 10 15 that need to go on the

  45. 00:35:57

    control input so either you stick and throttle yoke or any combination of those things we've built more in for redundancy so anything in the future that needs an action that currently doesn't we've got space to do we don't need to go back and read it all again there was a lot of backwards and forwards with multiple departments on getting to where we are most we could do this with the the old item 1.0 ships it would have been a huge amount of sort of throwaway work so whilst we were we were in the process of doing the conversion to 2.0 as we started doing this this sprint sort of managed to tie them both in together but with item 2 below makes it all incredibly quick and you set out for one ship it's it takes minutes to to set it up on the next ship rather than hours or days having to manually

  46. 00:36:45

    duplicate everything would have had to have done before I think that the most challenging thing was the the amount of ships that we have to deal with because there was some pretty big decisions we had to make what's doing it knowing that if we change this template that means we have to go revisit 1015 ships and it's guessing or the directors and leads on board and agreeing that as they if we do this it's it's a big change your department can have to see lots of work but it unifies everything nicely and in the future any changes that we have to do automatically happen across all ships you don't have to do that change 15 times anymore you do it once and it it just works but it means you don't get to work on these other cool features so it's no one likes going back and feeling

  47. 00:37:36

    like they're redoing stuff but sometimes you just have to bite the bullet and revisit what you've done to make things better for the future in our game getting to a seed is not just I press a button and I get in there no we need to move the ladder we need to open the canopy we need to move the dashboard we need to move the seed we need to take a seat we need to push some buttons all the sequence you need the player to be enslaved and I think that's the most difficult thing in our game which is do you play all that sequence and still don't lose control of the entire sequence and the entire thing and I think that was quite challenging is the animation driven I K we had to basically reward the entire thing that we were using for animations we had to basically

  48. 00:38:26

    reinvent all the the way we were processing all the animations in order to get rid of that one frame delay we were having so basically we were having an object we were having our hand we were trying to reach this object so basically the hand was always behind because this object this pan was moving first but then the object so we were always one frame behind but in the case of these new animations even I K after our changes what happens now is because I'm enslaved my and is kind of enslaved to this object I'm gonna leave the object to move first and then without up-to-date position when I move the hand and then we are in sync all the time in this case was kind of a broad force a gigantic email

  49. 00:39:17

    between all the clever people chris Roberts evil Jen's Balti everyone in the company was trying to get these things right because this disco has been there forever but if we break this code nothing is gonna work in the game absolutely nothing and everything is going to break mannequins and I've been to war the character - it's not going to work da leaders never into war of course the game is not going to work so the plan for right now is to release the various features as part of the khakhra experience in chunks or phases so the changes we're making on the cockpit experience sprint or were things that were always kind of in the work so we're always planned to have happened really it's been Chris's vision from the very beginning but because it was it required so much attention from so many different

  50. 00:40:06

    teams across the whole project there was never a considerable focused effort between all those people at the same time to make it happen and so really what it took this this kind of gathering of people coordinating everything that everyone into a sprint structure to get everyone focused all at once into making the decock experience really to the same high quality standards that chris has had since the very beginning so as you saw smoothing out animations adding hit force reactions and damage indicators are just some of the ways that we've upgraded your flying experience yes it's very cool and you'll see some of these features in 3.0 while others will be coming in later releases and squadron 42 so once all these features are in it'll help create the immersive gameplay experience that we've all been striving for especially me it sure will

  51. 00:40:54

    and that's it for today's show we'd like to thank our subscribers for supporting all of our shows October's subscriber flare will be released this week so scout how to spot in your hangar to display the next set of ship schematics yeah and finally it's been just over 5 years since we first announced star citizen at GDC in Austin October 10th which was two days ago and it's incredible to think how far we've come in such a short amount of time and it's only being possible because you support us along the way so a big thank you to all the backers out there and for all the you've done over the years it's really really appreciated and actually in the light of you guys backing it there's a couple of cool little gifts that we got recently so if I pull them out here one we got a very cool patch

  52. 00:41:46

    from SF c'moon who has just returned from his tour in Iraq and he I think even arranged a bar citizen or I get together at least in in Baghdad so it's pretty amazing how far that we have yeah we're all like we're everywhere it's very cool so yeah thank you very much for setting this very cool patch and much appreciated and then also a really sweet letter from Louis carrion who is obviously French and Corrigan's pronounces a last name far better than I can who his father is specia is the I guess biggest French collector of meteorites and also has a I believe a kind of mineral yeah and he will open

  53. 00:42:37

    this on camera but anyway he said ever since he was four years old his dream was to go and explore the moon and as he got older explore the entire of space and he's you know always thought he was born a hundred years too early and then he discovered star citizen for a few years ago and it was a relevation and and you know in in in a way his dream is going to come true so he you know he was a fan of Wing Commander in the days and freelancer and he's really thankful and so he sends this gift and with the book that was written by his father and also a very cool we'll see well I'm across honest

  54. 00:43:27

    I started I'll finish B and say meteorite very cool thank you very much Louie that's a really really sweet gift and thank you very much for your support and thank you to everybody for your support it's pretty amazing to be here and building the game at the scale and scope that we're doing and it's all down to you guys so thank you very much looking forward to you know many more years of expanding the star citizen

  55. 00:44:16

    universe and you know giving you amazing stories to experience and Alexis squadron and beyond so thank you and until next week we will see you around [Music] thank you for watching so if you want to keep up with the latest and greatest in the star citizen the squadron 42 development please follow us on our

  56. 00:45:03

    social media channels see you soon

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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