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Star Citizen: ATV Anniversary Special - Anvil Aerospace & Hawk Reveal

24 November 201700:44:371,024 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:15

    welcome to the first episode of our 8 day anniversary special of around the verse celebrating and Ville aerospace i'm sandi gardiner and i'm chris roberts so as a few you may remember the hornet was one of the very first ships we ever showed off because it was featured prominently in the original demo i did back in october 10th 2012 at GDC austin where we unveiled star citizen to the world so that would make anvil one of the very first ship manufacturers ever to be seen by anyone the name was actually a nod to my former game company digital anvil where we developed starlancer and freelancer so that's kind of cool as well a little history on valerio space it was formed in the late 28th century and while they became known for their combat military ships their fish it was actually the heavy Scout ship the

  2. 00:01:02

    Terrapin after the fall of the fascist messer family the Navy wanted to distance itself from a GI nameks whose ships became symbolic of that Dark Age the Horner unseated the Avenger as the Navy's go-to dog fighter and after decades of service and ville de gand expanding their designs to the civilian market continuing their rivalry with Aegeus dynamics anvil wanted to compete in a similar space with the Aegeus avenger today they are unveiling a brand-new addition to their lineup the home so the Hulk was conceived as a bounty on a specialist ship that emphasized weapons to give you all the tools you need to hunt down the most dangerous outlaws in the Empire I want to do that let's take a look at the design behind the hawk and some of the gameplay ramifications so the anvil Hawk is essentially a bounty

  3. 00:01:51

    hunter ship so this is quite exciting because this is well at least the first one I've worked on it's got a very distinctive silhouette and its main feature basically is that it has a spot at the back find your bounty whoever that is throw him in the back and then they get sucked up into sort of a little separate cubicle and you get in your ship and fly away so this is should be should be a fun ship in terms of equipment a bounty hunter ship is a ship that can bring another ship down without destroying it because generally the bounty hunting career seeks to capture alive not always but it's nice if it can work out that way it's good to have the options at least the inspiration was s the name says the hawk so I was just looking at some pictures of hawks and

  4. 00:02:42

    what colors on the bird for example for the exit color the hawk I used this typical yellow the birds have around how do you call this them at the mouth this one also quite unique thing about the hawk it has a foldable wings when it is in packing mode it it has a bit the vibe of a sitting Hawk and it's quite tricky too you know we have the foldable wing and the foldable the gear at the same time - too much eternal and doing the concept for it I definitely had this this thought of landing outside the town and peering and figuring out the lay of the land and then finding your mark and

  5. 00:03:31

    going for it one of the things that's also unique about the hawk is that we gave it a lower windscreen so you have we have all the the visibility stuff that we wanted above as well as a centerline window that would allow you to look down and somebody you might be chasing who's on the planet so giving a little bit more thought into pursuit from the air their wings in flight mode are pretty much standard like of an airplane a little airplane like a chestnut and then imagine when it comes down for for landing the wings are rotating first a rotating back and also downwards it is a relatively small shape so you know it's one man one sexy fighter you know it's got quite a lot of

  6. 00:04:19

    weaponry we're using similar sort of entry methods to the gladiator so this the seat comes down and you get back getting the seat and it takes you back up and we've sort of taken sort of abstract reference from a hawk essentially so you can see it in places in the landing and sort of the sort of pose that it strikes when it's in flight in flight mode and also in landing mode basically so it has sort of nods to sort of World War two sort of aircraft you know that you sort of see on aircraft carriers where all the wings are folded so it looks yeah it looks pretty cool even even though it doesn't have an interior space I always felt as were coming with the concept that I had a kind of lived in

  7. 00:05:06

    aspect to it of you just found nooks and crannies to put your stuff I mean you know maybe that holding cell can double as a bed if you're out there for too long very much a a feeling of being kind of on the road almost like a self-sufficient for the percentage positioning of four of the weapons I try to get the really aggressive feeling of it it should look really menacing and I think I got it quite well so you have to Baptist air one above and below the wings but behind so it's kind of something like this here and it's quite nasty huh it's kind of middle of the road in terms of its flight performance

  8. 00:05:55

    it's not a big tank bruiser it's not the ultra agile ships are super super fast but it kind of goes for versatility in that regard did you don't know what environments are gonna be and you don't know who you're gonna be up against better to have options then to always have just the one answer especially because you came alone probably nothing about the ship prevents you from flying in a wing but it's also very much built to allow you to fly alone you have to be quite careful with this one it's it has power and when it comes to weapons because it is six yeah six weapons weapons lots but the armor is quite it's not too much I think in in fights you have to be really careful and

  9. 00:06:46

    and it also has a EMP you know this typical round disc shape in the in the center of the ship because it is the first ship that has any focus on pursuit from the air getting in that lower windscreen was important for the design and kind of a new challenge for art like that's not there's no precedence for that so they had to react a little bit on that front as they were working with getting the sturdy anvil aesthetic to fit with the new spiky bounty-hunter motif without losing that of that anvil outside of it and get this new thing that no other ship has of the lower windscreen so we

  10. 00:07:36

    we've definitely gone through a couple iterations on figuring out the cockpit and figuring out what that visibility was going to be I mean it's a mall isn't it so you know like all the other manufacturers we know we now have our style guide that were working to sew and all his classically large intakes normally normally say to two to four intakes generally two large intakes fairly sort of plain our kind of cockpits you know it's quite sort of flat glass the whole ship is sort of quite geometric and then there's always a sort of essentially a circular motif in the center of the ship and that changes in size depending on the type of ship and the the role it takes but you know when you put all these ships

  11. 00:08:23

    together should be and the Ray is now a common thread basically so be able to look at each one and go okay that's that and that's that the design is pretty close to what we want I mean that's kind of sort of it's our thing now I mean it we know we do spend a little extra time on concepts because we try and work out as much as we can before against the our production team there's always things that going to change and that's the beauty is that we can we'll take as far as we can concerning the deadlines which are always pretty tight and it's art isn't it there's no end you know you always really just want to as much as you can just keep going and going but there are there are times where you just have to stick a fork in it and say this is done so once the design is done you know and we've

  12. 00:09:12

    figured out everything basically it's been signed off second part that's when we then moved on to the promotional art we're going to brief from ben lesnick and then then it's then where we can get really sort of creative on this one pushed it in deliberately sort of pushed it towards in the direction of later in a style sort of imagery I've been pulling in all sorts of people for help you know getting specific characters in specific poses really sort of trying to sell that sell that feel of a bounty hunter what we'll be doing in the future is releasing bounty hunting mechanics that will be focused on subduing the player or actually when you kill them and getting payment back in the future

  13. 00:10:02

    when you subdue a player the idea would be that you would need to take their body put them into the cargo hold or into the stasis containers that we have and then basically deliver them to the advocacy office for your payments and that payment will be different than if you actually kill them and then return them that way so if a player is captured and then they're taken back to the advocacy office the idea would be that you're waking up in a prison and at that point you will have to serve your time so whether that's is breaking rocks or doing other menial tasks around the prison then you'll have to do that or you can risk actual jail break and and if you and your friends want to try to

  14. 00:10:50

    break yourself out and then from there you'll continue as a wanted man with capturing the player the idea is that you're taking them down with a non kill way at that point you're dealing with an incapacitated player and you're dragging them you're taking them back to your ship to put them into the storage unit so with the reward structure we'll be dealing with how did you capture them are they alive are they dead and if they're alive then more likely that we'll pay more just because of the risk that the player took upon themselves to actually deliver them alive versus if they're dead I think that bounty hunting as a career in general is going to be quite interesting you'll end up in a lot of varied

  15. 00:11:38

    situations and having a ship that specializes in versatility that specializes in not being a specialist kind of seems intriguing to me visit our website for more information on the hawk and download a brochure you should also try your hand at the observer test for the chance to win a free Hawk all the rules are on the website and you don't even need to be a backer to participate finally anvil aerospace is full lineup including some of their limited ships are all available for sale now until December 4 with a week extension on the hawk until December 11 there you go so besides the hawk we have some updates to share on the Terrapin Kerik and the hurricane so let's check in with Jared

  16. 00:12:28

    our artists and designers for shipshape to see where these ships are in the production pipeline greetings citizens and welcome to the brand-new shipshape where we give a quick rundown on what's in the ship pipeline who's working on what provide interviews with developers and bring you the most up-to-date news on your favorite ships working their way towards release into the star citizen universe I'm your host community content manager Jared Huckaby now behind me you see the ship pipeline an ever evolving network of phases milestones and requirements necessary before a ship can take its rightful place among the pantheon of star citizen vehicles whether it's from designed a concept from white box to

  17. 00:13:17

    gray box to final art and flight prep no ship will be implemented before its time and this is the process that's meant to ensure the best possible ship for your star citizen experience today's focus is anvil aerospace and there are a variety of ships already available in star citizen for you to fly around in game with right now whether it's the legendary Hornet line of multi-purpose craft with its stealth Pathfinder and fighter variants or the versatile gladiator bomber with its dedicated turret gunner in the rear and Ville has a strong presence in the star citizen universe today but there are many more ships the dedicated teams here are working on bringing to the game in the coming months let's take a look the Terrapin as a whole is meant to be a military exploration vessel that's that's its primary role is to be sent

  18. 00:14:08

    off into the deep dark uncharted space and just find out what's going on and report back home and so it's designed to be a ship that can take a beating because you don't know you know what kind of hazards you're gonna encounter you don't know if you're gonna start smashing into asteroids because there's an unknown asteroid belt within this nebula it is there's a lot of things that this ship would encounter first that it needs to be prepared for the Terrapin it borrows a lot from its name it's essentially like a turtle one of the things that's unique about it is it has a sort of locked a hunkered down mode where it will extend out it's it's armored plating and sacrifice some of its mobility - just amp up the survivability it a turtle going into itself especially if

  19. 00:14:59

    you're if you find yourself in an unknown situation you've just shown up on a planet and you're being attacked by who knows what it can really matter to be able to just have that extra time to step back and think about things well your Armour takes on the beating and gives you a moment to react so it comes packed with insane amounts of armor basically it can take a crazy beating it does not have much firepower though it can do a little bit of damage to try and defend itself but that's not its primary role it's not a combat vessel it's a vessel whose job is to go in get the information and sort of get out from military's perspective and specifically to do it for uncharted parts of space and as a result of that to emphasize how

  20. 00:15:49

    armored it is it's got a sort of two-stage mode to it where it's basic armor set is very powerful but in addition to that you can sort of like hunker down and turtle up and what that'll do is it'll bring armor plates that cover the canopy it'll sort of deploy those to protect a pilot even more than he already is and on the flip side of that it's able to obviously retract the armor and it's able to open up some of its armor plates to vent out heat because one of the things that it wants to try and do is reduce its heat signature a little bit of his trying to stay a little bit stealthy while it's doing some reconnaissance and then be able to open up to vent heat so the Terrapin is part of being an exploration ship focuses on having utility mounts to do various kinds of scanning and deeper

  21. 00:16:40

    material scanning and when you get to these faraway places that you're busy surviving you'll be able to come away with extra information about them and that'll key into mining careers and into jump point charting you'll be doing all kinds of scanning from so you will be able to use that to get really detailed information about whatever planet or derelict or who knows what else that you find out there and feels worth taking a look at the Turpin rule that you get will let you survive getting in close enough and you can get a really close look at it one of the things that we did really early on was we worked with tech design very very closely to make sure that everything was

  22. 00:17:29

    sort of to spec now through our production things have to change but once we finish the art on the Tarpan or any ship for that matter first goes to the tech design team and what they do is make sure that from a gameplay standpoint the ship ticks all the boxes basically right it it it fulfills its requirements for gameplay and from there it'll get sent out to the animation team and the special effects team and the sound team and everybody starts to you know work on this beast until it comes to life because it is a deep-space exploration vessel it comes with standard sort of a gigantic sensor dish on the back now the Tarpan is also an anvil ship and the sensor dish does two things for us one

  23. 00:18:18

    from a gameplay standpoint if you're attacking this harp and that's a target you want to shoot to knock down their sensors but - it brings in that sort of circle motif inside of an anvil ship bringing the families together because the the Tarpon looks very different than other anvil fighters because it isn't a fighter but we're still bringing in those same you know the same shape language the same colors the same lighting to keep the family you know identifiable so as we were starting to think about like what we were going to make envel interiors look like a lot of influences came our way we were looking a lot at star wars and alien and one of the things that jumped out immediately was the hexagon patterns so a lot of anvil interiors and exteriors

  24. 00:19:08

    have 30 degree angles that need to form sort of hexagons that overlap each other which gives it this kind of like it's very strong structural look I'd say it's got these quaint little living quarters that you'll be you'll have your little bed you'll have your you know you have food the water there's it has it has storage space for repair items and med kits and it has a place for your suit your flight suit your equipment whatever little knickknacks we find of particular interests he'll be able to bring it's not a cargo ship but it does

  25. 00:19:58

    have some personal stories that'll let you bring back mementos or if you find something of a particular curiosity you can bring that back for any research or other kinds of gameplay that we'll be exploring in the future with other ships as well it has two stations but for the longevity that it offers it it's really a one-person you can bring others and work as a as a group but that'll start cutting into your your time out in the field it's not really a ship that that you're going to want to sort of have a party in you're not gonna bring a ton of friends

  26. 00:20:45

    along you might bring one so that they can do some of the scanning while you fly around and navigate asteroid fields and make sure that you're not crashing into anything but it is kind of a loaner ship because its primary role isn't isn't within combat so even within a fleet if you're working and you know in concert with an entire fleet you're still kind of doing your thing off on your own we've had to revisit the concept a little bit not least of all because the original concept didn't really fit metrics so it's grown in size a little bit we've tried to keep that down as much as possible and still have like a reasonable walking space we try to stay as true to the original concept as as we could but things like the implementation requirements of landing

  27. 00:21:37

    gear for instance which we had only vague notions of when the Terrapin went into concept requires a lot more clearance underneath the ship than the original concept gave then the original concept afforded it the other ships that transform for their landing mode wouldn't be able to land without doing so whereas this armor deployed doesn't change whether or not the landing gear is available but it does change characteristics of flights and does change characteristics of how it handles incoming damage and and how it reports the the state of the ship with the interior art to the lighting any any indication on your MFDs it the the armor

  28. 00:22:29

    does reduce visibility you'll still have you'll still be able to see outside but normally you have this huge open canopy to look out and the armor deploys over some of that that cockpit window the thrusters on the the Terrapin are able to articulate and so the mains double as the VTOL thrusters which means that they'll be able to handle hovering for basically any duration of time we have as we move forward with our flight concepts and our ifcs implementation we have heat engaging more and more with

  29. 00:23:17

    the simulation there and the need for specialist thrusters to handle sustained thrusts especially on these heavier ships which really all of our ships are are quite heavy they're quite they're a lot larger than than they might seem at first blush when you have this grand scope of planets but when you get down to it this thing is quite massive its by heavy it takes a lot of force to keep it in the air it's a it's all it's not a dynamic it's not an aerodynamic ship by any stretch it's a bits of flying brick and so it uses its main thrusters as V tall's to keep it in the air and keep it equally maneuverable kind of regardless of the situation it's never super agile but it doesn't either have a really a

  30. 00:24:08

    point of disadvantage for for its flight you could just use its mains the focus is on its survivability on its ability to take damage and so keeping everything encapsulated is not wings to shoot off there's not any anything out and vulnerable its able to sort of package itself up and hunker down for the long haul and in doing so it just needs to make sure that it has its thrusters in a position where they can keep it aloft for as long as you need to so they'll be able to do that this this one has been a challenge as well because this is our first and Vil with an interior walking space figuring out how to extend that art style of the canopy and the cockpit

  31. 00:24:57

    to also be bulkhead and the room layouts and what does an anvil door look like this is the first one so we had to spend some time thinking about that spend some time thinking about how an anvil ship reports the ship status when you're not in the cockpit how the lighting a lot of these these things come together to communicate into the player their current condition and what what gameplay options they have available to them what concerns they have pressing anvil has physical displays and so one of the things about like the distinction between anvil and Drake is that when Drake has a control panel it's a button

  32. 00:25:46

    that you're just gonna pound it into the wall and expect it to not break in doing and open whatever where anvil it will have a display it'll have you know these these touch screens but not something that would be nearly as fancy as what RSI would do they might start to incorporate holographic displays and things like that so it's it's a middle ground between the pure function of Drake and the aesthetic form of risk and RSI one of the cool things about anvil is it is like a military manufacturer so it's very utilitarian very cold kind of lifeless very utilitarian everything in the ship kind of has a purpose or should

  33. 00:26:35

    look like it has a purpose as an exploration ship it's one of the smallest that gives you the ability to go anywhere it might be the kind of thing where you you go explore and once you know where that thing is maybe you come back with backup or maybe you go out and you find cool new locations for for outposts the Terrapin is the ship for would-be explorers to set out on their own see what the universe is like and have a decent assurance that they're that they'll survive it for entry-level explorers Andale provides the rugged Terrapin currently being worked on by the ship team members here in our Los Angeles studio I'm very pleased to report it's progressed all

  34. 00:27:22

    the way to the final art phase where it is currently in the tech setup stage after a successful gray box period now seeing this sturdy looking ship work its way through the pipeline here in our LA studio has made me a fan all over again and you can bet when all is said and done you're gonna see me tooling around the stand system and one of these hearty ships or Mandal of course with exploration is such an important part of stars of the stars of the experience we can't all be flying Terrapins around although I'm willing to try if you are for those of you looking for something a bit more robust an iconic anvil we'll have you covered with one of our fan favorite ships let's hear from the team currently working on the anvil Kerik the Carrack is the first ship in production for deep space exploration one thing

  35. 00:28:12

    we've learned on our bigger ships and that we've done before is that everything is being driven by interior there is no point starting the exterior work until 100 some happy that the interior works exactly as it should it doesn't create any problems all the VIS areas are working fine there is enough room for everything nothing is to be shifted because before on the first ships we've made we kind of try to build both at the same time and that started causing conflicts and you had to go back and redo quite a lot of things which we kind of stopped doing fairly recently and starting on the reclaimer and now Carrick and and few other ships that we are building on right now exterior always started a little bit after everything else think of honeycombs have

  36. 00:29:00

    only come stacked with each other which one I won't develop all the flaws in the rooms to feel like they're and the stacking with each other inside this honeycomb design we're trying to stick to like no no degree corners it's all 30 and 60 degrees all the floors are raised up all the pipework and machineries all underneath the lighting we're going to go for a very blue overall feel with their ever red accent color I am certain places and it's very heavy military-inspired right now I'm kinda know that the ship could a little bit bigger than what it was originally planned and as usual this is caused by the difference between the initial block out and how much room we actually need as artists like put some nice layering on walls like whenever you have pipes

  37. 00:29:49

    whenever you have stuff cutting into it even if player cannot you cannot get there you can see this stuff and the deeper it gets the more layers you get the more interesting it has especially in style like animals kind of interior which hasn't really been shown before to the public yet no one actually seemed unreal capital ships this is going to be the first one this is going to be the big one so the visual style is very very it's very layered it's very kind of utilitarian it's very militaristic it's much more militaristic I would say than what ages does so just because when the ship was planned out every kinda room they we had like well I'd say 25 centimeters for every wall and then another room started we need about two meters between those rooms because we

  38. 00:30:38

    need at last at least a meter to start putting things in that different that pushes things a little bit likely it's usually uniform so the ship even if the ship gets bigger it doesn't get bigger than in one direction it basically just scales up by 20 percent or depending on the ship really and animal style so so the exterior visually isn't going to change much the way we build the interior seems to be fairly consistent with what we wanted to do with the ship originally it follows the original guidelines quite close and then the exterior except it's gonna be a little bit bigger we're just moving on to detailing up certain areas we've got three nine core okkk types we've got engineering and medical land habitation 'el and technical and we're picking

  39. 00:31:26

    three different areas from those and we're doing pure max concept work for what these areas could look like so the the length of the ship has got bigger and for example for that we're be the drone room we use in the reclaimer as the basis for how big this drum room can be and the first initial designer block out for that was literally almost like a cupboard in size so we've just had to increase that and on the length of the ship and basically it's pretty much like that on every single room and it's just got slightly larger a larger a larger but it's not it's not crazy large I think he's got and things got there 30 meters longer than it was before the ship contains its own little Scout ship for where neater and I think it just covers a planet it can use its Scout ship to obviously next

  40. 00:32:15

    check out the planet or debris or space wreck whatever it is that they find and it also has a hangar for a and Ville style escrow ver which is it's going to be created yes but and it's also got three modular pods on the back which can be customized by the player at the moment we are currently just doing the cargo units for those modular pods and design will tell us what there is a specs are for the other pods that can be switched shaved it's pretty much a Prometheus from from the movie of our universe this is the explorers ship this is the ship that you can basically just get crew of other five people and just go on an adventure of exploring planets and you can spend on this ship month or

  41. 00:33:05

    year it's just you just go and it's self-sustaining it's it's really really mobile you can modify it or like you can customize it to some extent depending do you want to do like a deep-space exploration or planting exploration or do you just want to hold some cargo into a very very long distance there is there will be a possibility to play around with that it's it's also fairly well-armed so it can defend itself if it's going to get attacked it's quite good at it it has possibility of food exploration so it has a rover because it is the exploration ship of the universe the whole interior is going to feel very very open the canopy that you can basically

  42. 00:33:52

    on top of the visual like a lot of windows a lot of nice visual like open rooms especially on the top deck even possibility to work easily on top of the ship like the top airlock is going to be connected to connected to a set of balconies that kind of be going around the hunger for for the smaller ship you can kind of go just water and instead of forcing yourself there will be just room for players to work around it which is gonna be really really nice so the entire ship is done white box and the only part hasn't been done yet is the bridge because that's going to be needed to be done in conjunction with the exterior because it's heavily tied in with that so when that gets kicked off at the end the bridge will be done to white box standards other than that and it's pretty much ready for us to go onto

  43. 00:34:41

    and final art in all the areas and take rooms it's a final everyone's excited about the ship this is like this is the best ship like this is probably the most anticipated ship at least on the reddit community it seems to be everyone's loving it I love it I think it's a really really nice concept I think is a really really nice design and I'm really really into just building it and making it and I have quite a few ideas of how to makes some of the yet unresolved stuff on the concept work obviously with support of other artists and I know yeah everyone everyone just loves this ship and this is this is gonna be something something else I'm happy to report to the anvil Kerik which entered production at foundry 42 UK recently has

  44. 00:35:29

    successfully completed its white box review and is currently moving into their earliest stages of gray box phase now for a ship this size there's still a fair amount of work to be done but it's beyond thrilling to see this beloved ship currently making its way through the ship pipeline stay tuned for more information as it becomes available now not everyone is interested in exploring the cosmos in fact if my time an arena commander has taught me anything it's that many of you like to bring the painting down on others with a torrent of blistering firepower and few fighters can match the raw armament of the anvil hurricane let's check in with the ship team here in LA to find out more so the hurricane and conceptually has been around for some time I actually went through concept

  45. 00:36:17

    work right as I was in the middle of production for the caterpillar and that ships whole purpose is to sort of be a bit of a glass cannon we wanted a turret centric fast attack ships so it has a custom turret mount on it where it has a couple more guns than we normally put on a manned turret and then that turret is bolted on to a sleek fast airframe that we'll be able to get a good top speed without being too imbalanced in its own self it's job is to fly right in into combat bring in massive amounts of firepower and then try to get out before you know things go wrong essentially it's not going to be the most nimble handling ship it'll be capable but it's

  46. 00:37:05

    really going to be set to make sure that the pilot is lining up their turret gunner for the best possible shots so the turret gunner can just unload with the massive cannon array up there and when I say massive the ship right now expect it a total of six size three guns so two of those being on the ship itself that could be either a gimballed size 2 or the fixed size threes and then for size 3 guns on the turret itself that can just point and scream in something's direction and make it disappear there's a couple of key things that we try to stick to with anvil specifically they're fighters they have features on them that are pretty identifiable which is somewhere on the ship towards the body they tend to have sort of a ring type of

  47. 00:37:56

    design so if you look at the Hornet you've got the ball turret in the back and that gives you sort of the ring motif on it the hurricane has the same thing it's got the turret the actual man turret in the back which has that the gladiator also has an exhaust in the back which is that sort of same type of shape they also tend to have oversize intakes on the size of the cockpit it's kind of something that they do and they have blunt noses so their ships don't tend to end on a smooth nose it's usually chopped off so it's like sort of a flat nose then we've also got other things which are really cool where our lighting setup for anvil is very high contrast cold and hot so what that means is that inside of anvil ships you'll notice that there are it's mostly sort of a cool blue and those are the

  48. 00:38:45

    lights that we'll have and then the points of interest will be highlighted with bright red lights and that night that gives you a nice contrast in there which is pretty cool and it's pretty unique to anvil they're they're the ones who tend to do that the most so the the turret assembly on the hurricane is really going to be its its defining characteristic where it's a bespoke setup for that ship where I mean anvil has other ships with turrets out there the Super Hornet has a remote turret set up the gladiator has a little man trouble bubble on the back of it but the hurricane is very much know the the core of this ship's armament and its killing potential is going to be built into that turret housing so making sure that it's going to be as just vicious as possible

  49. 00:39:36

    for the damage it has to put out specifically and it's mechanically it's taking a lot of inspiration from the gladiator so the gladiator has it's a bit of a controversial feature but it's got a bottom loading pilot seat and gunner seat and so this ship has the same thing so you've got a bottom loading pilot seat which what that means is in order to get into the ship you don't climb into it the way you do a typical fighter the the seat itself descends from above so you go under the ship you look up you say I want to get into this ship and then the seat comes down on a bit of an elevator sort of rig you sit on it and then strap in and it pulls you right in and then comes to life as you enter the cockpit so the same thing happens with the gunner so both loading from the bottom what's cool about this ship though is that there's

  50. 00:40:23

    quite a bit of space between the pilot and the gunner and so there's no interference on the hurricane getting in and out independently so you have complete freedom to get in as a gunner you have complete freedom to get in as a pilot and they don't interfere with each other so do you want to do a strafing run against the ground installation may want to hurricane do you want a couple of just like forward attack ships before you send in a larger fleet to soften up some hard targets you may want to hurricane because you know you have a say you're coming against an enemy Idris well send two or three hurricanes down and just pepper the sides of it do do some strike passes against it don't try and just sit in front of a and keep shooting but but keep doing some passes against then you're gonna start shipping

  51. 00:41:11

    that thing down while the rest of your force gets up there and it's like alright now we're gonna just blow up this capital ship because these hurricanes have helped weaken it and just drain its combat potential what's also really cool about the hurricane is that in addition to having the bottom loaded elevator rig we are planning to find a way to allow you to sort of Eve EA out of the ship through the canopy as well so you'd be able to sort of slowly get out without having to use the elevator to get out now that's not currently setup but that's sort of what we're trying to accomplish with it and we're also attempting to accomplish ejection on both the gunner and the pilot so if you really need to get out in a pinch just press the button it'll shoot you straight out because the hurricane is benefitting from work already done on ships like the anvil

  52. 00:41:59

    Hornet the gladiator and the Terrapin the hurricane is making solid progress throughout the pipeline and is currently in the gray box surfacing stage with this progress we're moving steadily toward the day when citizens can bring its six powerful guns to bear on targets in the persistent universe and arena commander it's a it's gonna bring the pew pew let me tell you well that's all I have for you today but on our site website we've got the observer test running where you can have your chance to win a brand new bounty honey ship the anvil Hawk it's a no purchase necessary and the full rules are there on the website for those of you who are interested I'll be back again tomorrow when we discuss one of our most prolific manufacturers in the star citizen's history aegis dynamics back to you Chris and Sandy Terrapin is looking great and it's cool to get a look at the early

  53. 00:42:49

    stages of the hurricane and the caring yes it is that's it from anvil aerospace for day one be sure to check out our store as well to receive 20% off all of our merchandise until December 4th for those of you who are celebrating Thanksgiving we hope you have a very happy holiday yes be Thanksgiving as always thanks to all of our backers for your ongoing support and feedback it's really appreciated we're going to have a special happy hour next Friday to celebrate us all and have you vote to create a brand new drake ship to go into star citizen tune in tomorrow for our next a TV special where we take a look at AG s dynamics and what they've been up to definitely do that cuz I think you'll be pretty cool until then we'll see you around this

  54. 00:43:45

    [Music] thank you for watching so if you want to keep it with the latest and greatest in the star citizen the squadron 42 development please follow us on our 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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