Subliminal
arrow_backBack to results

Star Citizen: Reverse the Verse LIVE - The Shape of Ships

7 December 201801:35:342,306 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:06

    [Music] hi everybody welcome to reverse the

  2. 00:01:51

    verse live the shape of ships you just saw a little bit of the white box interior and exterior of the anvil Carrick let's go to the Carrick everybody Thank You JJ hi I'm your host a Content Manager Jared Huckaby and if you've never seen reverse the verse before where are you where have you been welcome welcome you finally made it for the last show of 2018 joining us on the show this week a very special show this week is none other than my partner in crime the end of my yang the read to my any other color whatsoever john crew john how you doing man oh yeah I'm good thanks that was quite an intro actually I forgot I was gonna call you overlord of the vehicle verse something something terrible like that overlord of the

  3. 00:02:39

    vehicle verse John crew hey Ben John I'm good he's a being off camera for a few days no I I haven't called you for calling all dad's in like almost four weeks at this point and I mean you're you're done in fact in it because we asked so much of you for an anniversary or ocean if you haven't seen the anniversary promotions there are eight roundtable discussions are available now on YouTube talking about all kinds of star star citizen spaceships and stuff I got a mute this thing because it's making noise right now check those out of course those videos were directed towards newcomers we had a big free fly during the anniversary promotion so the video content one with it focused on the flyable ships for the most part with a couple morsels here and there we can

  4. 00:03:26

    throw in for you guys but we know what you want the meat you know the meat and potatoes as it were so that's so John is agreeing to come on the show today and do a full kind of I don't feel sorry for anyone that's gonna transcribe this yes yeah it's gonna come thicken first oh yeah you're not I just went so you don't have to transcribe that we're gonna talk about all the ships outstanding in the pipeline now when I say all the ships let's qualify that a little bit before we get going there are current a hundred and thirty six ships in various states of being in the star citizen universe the one that you know of there's also the ones you don't know if 136 that you know of and well that there are eighty there are flyable games so there are thirty-six still

  5. 00:04:13

    outstanding we're not going to have time to hit every single one in depth which is fine because a lot of ships are in the ships have variants and that those variants are in the same state as their you know originals like when we get to the whole series we're not going to talk about the whole year the whole a we're gonna talk about the whole seat and what's applicable for the whole seat will pretty much apply to everything else since all see comes first and then everything else will iterate after that additionally if a ship is farther out in the pipeline we're gonna have less concrete or tangible information about that stuff like if it's a ship that's that's not scheduled to come in 2019 or maybe you know maybe it's a 2020 or possibly even a 2021 ship there's gonna be less that we can share about it now then we would then because obviously nobody's working on that ship at the

  6. 00:05:01

    moment so we often get past the question the single most common question is talk about that eyesore talk about that when we do when we don't is because we actually have information to share or we don't have information to share it's one of the big misconceptions about game development is that we have all the answers just figure it out ahead of time and that's not that would be game construction we're in game development this is the process of figuring out those answers developing those answers along the way so we will share what we have to share we will update them as many ships as we have to update on them on and we will try to fill as much of this hour and maybe a little bit more depending on what we need as we can with the breadth and scope of information that's available so John let's go we are just going to go down we're gonna that's

  7. 00:05:48

    my big intro we are going to skip we have we have an order of operations here so I'm gonna start this off I want to start right off the bat with reworks and improvements now we just we just had a big character we'll play it again later on for if anybody came in later in message but I want to start with something that affects a bunch of ships and try to get a couple bunch of things out of the way first reworks and improvements we've know what every guess we've seen reworks before the Carrick rework the 300 series is undergoing a rework but on the public road map available Robert Spanish common slash roadmap we see a lot of things that say improvements m50 improvements reliant core improvements and during our anniversary of motion you even mentioned possible Vanguard improvements as opposed to a rework and once you tell us

  8. 00:06:35

    what the difference between a rework and improvement is so a rework is pretty much you take what you have and you put it all in the bin and you start from scratch again you keep the style and probably the only thing we keep are the animation templates so how the person gets into the ship and how they sit down in the seat if it's a ship you directly enter the cockpit and then we rebuild everything else around that in terms of improvements that's usually focused to one specific area so it might just be completely redoing the interior of the cockpit but keeping the external shell of the ship the same maybe the cockpit screens are too small they're in the wrong place doesn't have enough buttons that would be an improvement for other ships it could be another room or

  9. 00:07:24

    something that we have to do on a lot of ships is go back and physicalize where the components are in there because when we build the ship we went yeah there are these components they need to go in the ship here there's enough space in the walls but don't worry about making hatches for them at this point because it may all change and variably it does and now we're at the point where those components aren't changing in size the amount of ship has isn't changing very much we can go right now is the time to go back take that generic wall panel you made and make a hatch in there for a cooler commit and that would be an improvement rather than a rework okay I imagine things like adjusting seat height would be it would be an improvement and when it's a big topic and on that that's my that's me shilling

  10. 00:08:11

    for next week's that are calling all Deb so you want to check out a Kirk coming out next week calling on Deb's for a great discussion on the sea type yes Redick yeah I know well you know what with this audience we can do shows about sea height you know about the game in the world would a show about the elevation of seats and cockpits but we do and it's one of my favorite things about this during the anniversary promotion you mentioned little tweaks for the Vanguard gave me elaborate on that yep so obviously we set a rework where's everything goes even in the bin for the Vanguard we don't want to do that so what we're doing little tweaks wise is we're starting with the interior central pod room and we're completely redoing that to make better use of the space of the ship I know there's a lot

  11. 00:09:00

    of complaints that the ship didn't seem to fulfill all the space available inside it the warden has the master bathroom doesn't it yeah yeah it's a bathroom larger than some other ships so we're with sourcing that room out first for the warden because that knocked on to doing the other variants and then as we go from there it sort of we're just in the turret that moves on to adjusting the the note not the note the next section because that's where the majority of the components going to go in that next section it explains why it exists should a lot of people thought oh it's just completely dead space and also the tail section for putting components in and then after that obviously making that pod wider has neurons to the

  12. 00:09:50

    exterior and we're not 100% locked down on what change is going to do to the exterior but we're going to fix the interior first and then sit down and review what changes we can do to the exterior in the time and I even have some pictures okay nothing we've got a whole section Vanguard variance we'll get there it's month little tweaks you can give it a little wave John okay in the realm of talking about reworks and improvements here we talked to a while back I think was probably a year ago now there was some discussion about potential changes to ships with a racer and interceptor role like the m50 I think it was around the time the razor was introduced with

  13. 00:10:37

    we we said we were considering like why do racers have weapons at all you know and stuff that has there been any further development on that at all no for me personally as developer if I wasn't in the position I'm in and I had no influence I would want them to be two separate things but that is not an official change we're doing at this time I would like to have an interceptor ship and a racing ship right yeah I remember when like capture the core was out there that yeah the m50 being able to to fly around and and take the core all over place was as intended but the fact that it could also you know draw a bead on people and and give people it was a bit it was a bit Opie yeah it's a what it's

  14. 00:11:28

    one of those great things on paper the way our ships distributed its you have the people that go yeah that'd be great for me because I get something out of it and then you've got the other half we're out of that ship ago no you've you've taken it all away from me and it's if we want to do something like that we need to do it in a way that both sides are happy with yeah and just to reiterate in case it gets lost in the conversation there that was that was John speaking of something that he would like to do but no plans have been done it's it's no decisions are made in a vacuum here there are lots of developers have lots of opinions about the things that they like and we have to recheck internal consensus before we do much of anything so that is not so John's saying that he'd like to build some separation it's not the same as us saying that we are

  15. 00:12:15

    going to do separation I want to make sure that that distinction is in there that has not been decided I have lots of bosses that need to sign off on things like that all right freelancer in each any plans or changes to the freelancer visibility none planned they that Beatty question is am I going to get people to move the dashboard playset there are no plans to do that the dashboard is the size it is for a few reasons so there will be components going behind that you can't because of the way you get into the freelancer so the pilot gets it you both get in from the middle

  16. 00:13:02

    and you split out like that if you were to put the seats any further forwards they then need to come closer together at which point you start running into issues where if both players at the front get out at the same time they can't they start hitting into each other so to move them forward and to Shawn the dashboard means changing the exterior profile of the share probably unless you get make the front of the ship you know wide like yeah like my face as opposed to narrow like your face yeah nobody wants a hip it looks like me all right so no plans this time and while we're finally while we're on the topics of improvement and reworks has there been any consideration of a retaliate er rework it's nothing planned at this time I know there's quite a few concerns with

  17. 00:13:52

    the layout of it again going back to no one would build a ship this way it doesn't make sense it's just a figure of eight but with holes cut out of it there are no current plans to do anything with it it's without really changing the ship massively there's not a lot you can do with that because it is a long thin ship with two huge voids that swappable and a bit in the middle where you get in there's without changing it from what it is there's there's not a great amount and there's no plans to add another bed for the seventh person captain goes down with the ship right so yeah so basically I wanted to get those rework and improvement questions out of the way right off the bat you know we've been

  18. 00:14:40

    collecting questions in two different threads on spectrum both the calling all devs thread and the and the thread specific for our TV I just wanted a front load a bunch of the hey what about a rework on this what about rework on this now I would do want to stress that no plans to do that now it's not the same as we will never really it just means that yeah I mean it demeans that right now there's no plans to do it doesn't mean that nobody Toronto Saturday but next week there won't be a meeting where we decided to prioritize that or whatever but it just I wanted everybody to be on the same playing field know how things are today it's the best we can never offer in the middle of a games development that's how things today no plans for a retaliatory work no plans for to adjust the freelancer visibility at this time and as quickly to touch on the the improvement side of it people

  19. 00:15:29

    some people have noticed that retaliate actually had that past done on it patro two ago in the all the hatches for the components were cartel they're not the real components put in there but they are ones at the same size and shape and type to simulate that so that is a great in-game example if you look at the retaliate err in 2.0 versus three point three or three three seven whatever it is on at the moment you will see the difference is there in those corridors and the component hatches moving on from reworks and improvements i want to go to another kind of tangent lee related the redeemer is it true that everybody gets the IG just hates the Redeemer not everyone hates the Redeemer that I'm

  20. 00:16:18

    sure there's someone who likes it talk to me about reading it's it's a weird ship obviously it was came out of the next great starship series and we hide some of the developers on it and at one point it was used in squadron quite a lot so it was all there ready to go and just as the pipeline progressed we sort of found more and more problems with it as a ship that we didn't catch in the original pass on it partly because those those metrics or systems that exists so it's no fault of the people that did it that they didn't account for future designs and it sort of you get to a point with some ships where you're just

  21. 00:17:07

    nibbling away doing them going I need to do a bit here and it's a bit there where it becomes economical to spend the time just patching them up and you go right this this needs to be completely redone from scratch it doesn't fit metrics it doesn't fit all the gameplay it's supposed to go in it it's not an optimal for performance layout and it's it's a weird gunship dropship hybrids it was in squadron because of the dropship aspect not of the gunship aspect but it only could carry six people I think which isn't a great dropship so when we came to the realization - right we need to do this on scratch it was a case of if we're doing it from scratch it needs to be better than this but are there other

  22. 00:17:56

    things we could do and that's where the top light came from because we had that chassis built and it was relatively quick to get the interior of that stripped out pertinent one in it was the same dimensions it just slotted in and then over time we saw when actually it would be great if it could have more than the Vanguard public carries and that's where the Valkyrie came from so the Valkyrie has taken its place inside the Valkyries why don't we - yeah the Valkyries taking this place is the dropship and so I start it's Gordon 42 and go back to when we redo the Redeemer it will be coming back as a proper gunship right the last time we talked about the Redeemer you mentioned comparing it to an ac-130 yeah that's just a modern military reference for

  23. 00:18:45

    those that care about planes it's not gonna look like an ac-130 it will always have all its guns sticking out one side it's just that it's there it's it's circling around providing relatively close support to things on the ground or aren't Space Station's asteroids whatever okay all right that's anything else you can tell us tell the Redeemer fans out there there are quite a few of them out there it's a it's a lot of people's favorite it was my dad's favorite ship when he got into star citizen anything you want to leave Redeemer fans with before we move on uh I'd be personally curious whether you see it as an age of ship or whether you see it as a different manufacturer ship it's that's another one of the sticking points we have internally on the outside is it's ageist but it doesn't look like any

  24. 00:19:34

    other ages ship so when we come to do it it may not stay as ages may move to another manufacturer or it may radically change in styling to fit more like pages so more traditional Aegis engines and intakes okay I think III think and I think in order to keep it somewhat close to the original profile I think many people would prefer to just switch manufacturers and not have to do just that if that keeps much of what folks fell in love with yeah I mean obviously some things are going to have to change regardless yeah if we can keep it if changing the manufacturer keeps us closer to its original thing I think that's probably where most people would think but we'll see what they say the nutcrackers are divisive maybe like maybe the drake redeemer or the or the

  25. 00:20:22

    grey cat redeemer whatever JJ okay we are going to I just want to see if it was there I saw something moving there before we get to the band guard variants which are coming up next I want to start with I want to go to the Reliant variants reliant parents which are on the road map right now Robert Space Center's calm slash roadmap can we finally with the Reliant variants on the in the works I can we just talk about the Reliant variants person I'll get to my questions tell us tell us about the Reliant variants so you got three variants you've got the I could never remember the names of which one to switch but you've got the the science research one there's the news van one there tanner and to combat one I see yeah I got I got I got all send attend and yeah there's the Mako Mako yeah and the one that's

  26. 00:21:11

    out there is the core yep so they primarily load out in skin changes externally internally as well lieutenant furniture the Mako is that okay yeah the externally the big differences are livery changes loadout changes internally it's really that rear section which is why we're spending the time this quarter to I think what the community calls and beginning ending the lack of it again it's an improvement not a rework purely for time constraints there is the majority of the improvements done on that back section to make it suitable for someone to stand up with comfort and to fit all the the gear that's going to

  27. 00:21:59

    go in the back of those variants so I saw a few people complaining the other day on the forums and on Reddit going well why didn't they're only making it have this much more seu it's not as good as insert ship here why didn't they just completely readership this we're happy with the rest of the ship it was just that rear area and there were some there are some technical challenges with the reliance the questions I have here can we finally get the ability to manually change the state or rotation of the ship right now we have to drop a landing gear and go in the landing mode whenever we want to rotate the ship in three four no you won't be able to do that but in three five in fact this week Dave Coulson's started he's proved working on the the ICS improvements he's started on

  28. 00:22:49

    the a very rough version of the first vehicle state machine which allows you to and kind of think of English words now to a couple d couple vehicle animation states from flight states so you'll be able to have your ships with VTOL engines do their veto stuff without putting the landing gears out be able to like the sabre or Italian or sabering vanguard but their wings out without being in landed mode and the same for the reliant that's that's huge I've we've been we've been waiting for an update of the vehicle state step 4 for over a while now yeah it's it's going to be a big change I don't want to commit to every single ship is going to have all their animations done because obviously the moment to get that to work we've had to bake the animations for

  29. 00:23:36

    every ships landing gear and vehicle parts and there's a lot of ships that have had that done so we'll try and do as many as we can Thor 35 but not all of them might hit they want but eventually with that statement when that vehicle state machine is is up and running we'll be able to rotate the reliant without having to go into landing mode you'll be able to switch that's something like the Xian scalp yep without having to do that it'll affect the santockki I sure I did it she can't hear me but yeah it affected a lot of those ships being able to being able to change their states and then the big one beat all you know being able to you know rotate the engines without having to go into landing mode and stuff that's yeah and it it also is one of the the blockers first ship we'll talk about

  30. 00:24:26

    later oh yeah will anything be done to let us get out of our seats and move around while in flight right now because of that transition you know the ship's got to be in its horizontal mode in order to get out of your seats we can is that gonna stay at the moment that's staying the the state stuff will help you to some extent because you'll be able to freely change the orientation but it's sort of a an inherent flaw with the design of that ship that it's like that there's nothing planned to do about it at the moment I agree it's less than ideal but there's nothing scheduled to do anything about it this time okay and what with the work on the the news

  31. 00:25:15

    reporter one the news reporter reliant does that mean does that mean anything for the the news reporting gameplay so I would not expect gameplay for that and the researcher to come online with the ship in three five it's purely just gonna be the ships as much as we'd all love to drop the ships with the gameplay we can't always do that obviously the prospector came with it but we have like the Star Ferry and reclaimer they're waiting for their gameplay mm-hm so those those will come out before they gameplay yep alright alright now we move inning actually anything you want to leave anybody with about the band got the reliant various before we move on

  32. 00:26:04

    nope nothing for me and now we're moving on to the vanguard variants now I understand you have some you have you have some pictures I do okay there they're not specifically with the Vanguard variants after all this but it's that they're of the changes to the base Vanguard but I'm gonna try and share screens here okay that they were that okay nope well then I apologize we should have done it earlier JJ's go ahead and go to there thank you let's yeah okay I presume everyone can see this now hopefully yes so this is where we're at as of yesterday with the small tweaks to the base Vanguard pod so this if you

  33. 00:26:56

    imagine yourself stood at the top of the rear ramp looking towards the front of the ship you can see that we've extended the pod out wider so of this was the dimensions of the pod before we've done that for a few reasons one to make use of space two to allow the turret to come down and not completely block access through the rest of the ship whilst that's happening right one of the original concept ideas was that that turret was retractable yep and we're still looking at whether we can do that but that that's an exterior change so we'll be looking at that once we're happy with the interior but this this is for getting in and out of the turrets the mechanism the bathroom is no longer the size of a small ship the beds are the same as they are and on the other

  34. 00:27:43

    side will be the normal warden immunities as you can see slightly smaller bathroom now without its frosted glass door and next to it we have lockers for storing your clothes and suits and helmets whatever so this is a big thing that where we're going back through the ships adding just like people we've seen we've added weapon racks do some ships Kristin Tony Todd a very keen on having a physical eyes inventory so you have what's on yourself and you have what's stored on your ship or in your hab or and then there's your global inventory that you can send stuff to and retrieve it from different locations but there's all sorts of others yeah mr. lovely rack two of them as well so this is we're probably not going to put two

  35. 00:28:32

    on the warden because we've got space to move one of these elsewhere but for the sense no in Harbinger where the other side is completely taken up with torpedoes or the computer stations we're going to double stack the things here so it both crew can store their items on board this is looking back big change double door on the back when we started this process we had a good look at the hoplite and the warden and realized the two externally had diverged quite a lot more than we thought that they're actually two completely separate exterior meshes which means whenever we have a book to fix on one we have to fix it on both of them so as part of this we're going to be unifying the base mesh for all the Vanguard's and one of the good things of the hoplite is the larger

  36. 00:29:21

    rear ramp and the larger rear door so we thought let's put that on all of them because it just helps getting in and out this side still being fleshed out but this is where your mini gallery galley food kitchen area is and this is where currently the engineer station sits in the vanguard we've gone to the nose or next section cockpit remains pretty much unchanged at this point you can see we've put in these component hatches so these sweet little gift to or Jif depending on where you come from the internet shows how they they all unfold fold out so you have access to the items these are size 2 items so they're not removable by hand but what you will be able to interact with them on is opening

  37. 00:30:11

    them up and having sub components inside and these are the sorts of booster consumable items that you can customize per item to improve the gameplay of that specific item so on small ships where they're size 1 items you can pick them up size zero items you can pick them up and change them out yourself two and three you need to go to a repair station cuz they are too big to handle by yourself you might be able to have a little mini tractor beam to get them out but chances are they're not gonna get out the ship you have to go to a repair station size for capital items they're permanently a fixture of the ship so you have to go somewhere specific to get them repaired and this is just looking towards the nose of the ship I don't have a gift over here but these steps actually now retract into here and this opens up and another component comes out the floor because we

  38. 00:30:59

    actually ran out of space even with all the the the space around it that we were still struggling to fit everything we'd said in it because the Vanguard has essentially double of all the core components which is not a common thing we are struggling to fit them in and that's that's all I have the the Vanguard variants it's not particularly variant specific but this is improvements to the base Vanguard that we're doing first to enable us to not waste time with the variants thank you alright so the Vanguard Vanguard's one of you know III let the community choose my favorite ship and the community chose it was as the character and with that but realistically the Vanguard has actually

  39. 00:31:46

    been one of my favorite ships like I got to work with a girl MOC when he was doing the original concept doing of it here I can just see it it was like the first ship I got to see develop from the end and I act in it's always got a soft spot so when work on that the the war the improvements to the warden are done then work will begin on the Sentinel in the Harbinger yes okay has there been any feature changes to this Sentinel the Harbinger people might want to be aware of Harbinger very loose change with it if anything it will be getting more missiles or more torpedoes I think it only was scheduled to have three in that interior bay but you can probably will try and fit a few more in there size fives there they're big but

  40. 00:32:34

    they're not retaliator Eclipse sized and depending on how far we go with the exterior I know the original concept had retractable or hidden missile launchers which if we were to do that would go across all of them then Harbhajan would have more like underslung miss out rex but nothing confirmed their sense nowise sent over the one had the rocket pods on the turret i believe that's still planned what probably would change on the sentinel is it will have less of the really TV antennas and satellite dishes stuck to the outside of it in odd places we plan on doing something externally for it to give the same effect but it is probably not going to be if you look at

  41. 00:33:22

    the concepts there they're a bit awkward looking so we'll have something on there to reflect it's scanning any warfare that's in line with the patience of the ship internally it has a station and it has extra computing power and that the computers are actually front and center in that pod is a sort of feature piece before we move on from the vanguard branch we talked about this a little bit last year in our shipyard series of articles which if you haven't seen are available now on robert space industries comm that came out in like October 2017 eight or nine articles great resource for for the future of the ship pipeline of ship development one of the things that we stated in those in those shipping articles was that was a removal

  42. 00:34:11

    of the battlefield upgrade kits or the the bucks for those who we've gained a whole lot of people not just sent in the last year but in the last week in last what can you tell us about the what's happening with the battlefield upgrade kids that they're still removed but that's not to say they were a waste and people who've got things that they can't use we're still gonna be giving you the same contents the pod still swappable the external items will still be swappable the paint job still swappable so instead of having this I'm not even sure how we spoke item instead of like some item that you'll just attach and we'll swap everything out we're just gonna give you the collection of items yeah you have all the collection of what

  43. 00:34:59

    it was going to be anyway okay cool so you're still getting way people are still getting what they pledged for you know just yeah operate slightly different than yeah rather than just having one drop I've upgraded this for this to this instead of clicking once you might have to click three times so it'll be a turret it'll be us it'll be a library yeah got an internal not a room which I believe you still could have done with the books anyway because those talk about taking the turret off the Harbinger put it on the body of the water and with your Sentinel paint job so it's still the same in that regards it's just a different name all the same raw functionality yeah the stuff that people really should care about is all the same cool alright moving on from the Vanguard series let's talk about the

  44. 00:35:48

    whole series know we were seeing that the whole sea was virtually art complete a year ago and then it dropped off the radar it just it just stopped talked to us about what's going over there time time for the whole sea saga everyone pull up a chair and I do want to remind folks that we actually covered this topic with todd papy about four months ago I'm calling all devs so okay we'll get John's side of things yeah so I probably should watch that probably repeats it probation now we'll see if the story has changed at all yeah so art wise it's not 100% done it's not percent final art we're probably 80% of the way there 90% the way of the final what we called a lot zero are so that is the absolute high poly in game asset that you see close up what it doesn't have

  45. 00:36:38

    are all the loads which is what we need to do to make it run at an acceptable frame rate and we don't have any artwork for any bits that deal with the contraction and expansion of that central section so what we do have something in there it is not final art because we we simply don't know the technical setup at this point we can't give an artist a task go set it up this way because that's not actually how we may end up doing it and that would just be wasted work so art wise it's in final art it's not finished it doesn't have its landing gears fully done so people have only seen it in its expanded out flight state it's not optimized because we're waiting for all the code dependencies to be done and unlike other ships where you could just release them without them that's

  46. 00:37:27

    not an option with the whole sea because it's a cargo ship it's a cargo ship that has to be expanded to carry its cargo which means it could not land which is our current in-game only way of being able to sell that cargo and load that cargo onto your ship so we could release it as it is permanently expanded but you would never be able to load cargo onto it or sell cargo from it which is kind of pointless in many areas and also there's nowhere to spawn it because you can spawn on a landing pad because those have gravity and now this spindly ship is going to fall out the sky and land on it and probably explode so there's a few really big ko tasks that we need to do one vehicle state machine which we talked about earlier and to be able to

  47. 00:38:15

    drive extra states outside of landing gear because we could set up as in the old way with landing gear but then you've only got those two states where you actually need sort of landing gear in out and expanded as this third state so that's in progress from a performance side it carries I think 4096 s eu of cargo we currently only have the worn seu cargo boxes so all the great work the network guys and code guys have done to streamline entities and object containers would just be obliterated when this one ship and 4,096 other entities turn up on it so what we need to do is have the super-sized cargo or the enhanced cargo functionality and

  48. 00:39:04

    that will benefit the entire game so if you order 16 seu of cargo it's not gonna fill your crate or your cargo bay necessarily was 16 individual boxes it might just do one box and that's that would actually give you more of the raw materials because you're not dealing with all the dividing walls so we need that for performance reasons and then from a pure technical setup reason we'll have the way to trigger it but we have these things called local grids just what essentially gives the localized gravity to the parts of the ship and allows the ship to spin round in space and you to be walking around inside it normally those are static at the moment and obviously the whole sea is not a static ship so we need a way to have the front section the back section and a bit in the middle that either stretches or animates out to join the

  49. 00:39:52

    two so the animating part we can't do at the moment schedule with the German engine goes they they know how they want to do it they just need to get round to doing it object container streaming has been a big sort of delay on a lot of those things so not only is it transforming physics grids but it's also having moving ones as well because either the whichever way you set it up either the front or the back is going to have to move and we don't support that in a single ship again learn about on the backlog will be fixed and then the last piece is sort of tied in but it's more for the visual side of it so we have things called viz areas and portals and they essentially clip lighting to certain areas and prevent if you're

  50. 00:40:44

    inside of his area and there's no portals you can't see out so you may have seen on some ships when things go wrong like the Avenger you open the back door and it's just a blank or like yes that's that's the viz area of the portal not working correctly as soon as you go in and there's nothing physically to stop you you see everything as normal those again a static and we need that central section to be able to morph with it otherwise if we do everything else aside from that you'll look at the whole sea and it will expand out and then there'll be this section that is the length of the contracted version that is perfectly lit and it will just be black with a portal to another realm just halfway down the corridor and everything beyond it will be completely unlit and it will probably also affect the outside so you have half of the ship lit correctly and the other half will be

  51. 00:41:31

    just pure black so a lot of technical depends gara ship like the hall and you didn't even mention docking and yep lastly is docking so a way of spawning it somewhere that isn't on landing gear not only do we not have the ability to do that yet that's planned because we need for the the carny and the Merlin so the first step will be shipped to station docking because that only relies on one thing moving the station's don't move or relatively they don't move and that's a simpler task than doing ship to ship which will come after and that will unblock Connie and Merlin the cap hello come on module coming off for Caterpillar and also we need a location to spawn that because obviously olisar doesn't have a docking jetty or something for you to spawn on

  52. 00:42:20

    so the larger truck stops we have in game and there's even larger ones coming have that built into them so it's this unlike some ships where you can release it without the gameplay some you can release with some of it the whole sea is this perfect storm of we need all these pieces to come in in one quarter yeah and then have the art time to finish it off to do it and for a variety of reasons no-one's no one departments fault just they have not been able to be scheduled to come in at the same time all right but still on its way still on its way we would really refer to as soon yeah it's it's probably the one ship that Chris asked me about the most like when when am I getting the whole sea yes he walked

  53. 00:43:10

    he walked out in one of the one of the anniversary promotion videos we were doing it you don't you don't see on the camera it wasn't in the Edit but he walked out he asked us about that alright moving on from the whole series let's talk Polaris you know Polaris there's not a whole lot of RSI ships out there you know we've got the constellation in the in the the aurora obviously the Polaris introduced at citizencon it was like 2016 I think captured a lot of imaginations got all the hearts and minds what can you tell us about the development of the layers so if klaris is not in active development there is no one physically working on the ship but that doesn't mean the ships not coming along

  54. 00:44:00

    because like a lot of our ships we build the style guide and we build up so the work for the character which we'll talk about has been helped by doing the Valkyrie which was helped by doing the Terrapin so we built up slowly this is what an anvil fighter looks like is a small moody crew here's a medium multi crew his large multi crew and we're sort of doing the reverse what we're doing both sides of it with the Polaris so we've got the Connie's they've set sort of one style of RSI and then we have the Bengal which we're fleshing out pretty well for squadron on the other end and the Polaris sort of fits in between the two the actual concept used a lot of the bengal design and it used a lot of the constellation design and just sort of fuse them into two one ship so the developments on each side of it helping

  55. 00:44:50

    streamline that ship when we get to actually having some artists on it and building it they're not going to have to spend time sort of noodling around trying to figure out what the style guide for this ship is because they'll have all these pieces to pull from but there is no one physically working on it directly and there is it's not in the near-term schedule to have anyone to start work on it but that's all I'm afraid okay one of the questions I was in the thread had to do with a ship armor well not exclusively related to the Polaris I'm gonna go ahead and throw it in here since we don't have a whole lot to talk about with the players we mentioned a while back that ship armor what was the stats you know the ship's obviously have like hit points and when we were using kind of like a hit points system now but we don't actually have we want a ship armor stat but it's not

  56. 00:45:39

    completely integrated into the game yet has there been any update on that yeah we we do have a farmer in the game but as you say because we're a hit point system at the moment armor is just really a sort of multi player on that it doesn't have its own health poor it doesn't degrade the more you shoot it it's just a completely flat per damage type so physical damage will do be reduced by this amount and you'll be reduced by this amount and then it lets the rest through to the so that's not where we want it to be and neither is the hit point system so Chris very keen for us to do the whole physically-based damage stuff it's not as simple we're gonna change from hit points to doing it physically it's a

  57. 00:46:26

    ongoing thing that's going to take a lot of time and effort to do but it will make everything more systemic and less away from just I'm gonna add ten points here to do this I'm gonna do a hundred points here that it's it's based off the geometry of the ship the armor itself will then be not visually physicalized but it will be a stat that can degrade and actually have some real impact on it and then we can perhaps look at a way of reflecting that on the ship because at the moment it's very it's very binary and it does something where it doesn't do something and it's not a great stat to put on the website like it has small armor it has size one size to arm oh it's not it doesn't fit in that section and then the technical specification

  58. 00:47:15

    section it's not how we how am I going to describe this hour in one set of numbers does it just reduce by this amount sure I could put that in but it's not it's not useful information without the rest of the information yeah so it's not to say that it's not something that it's not a stat that won't get added to the ship matrix at some point it's just doing it right now wouldn't be very effective it's it's almost like it would give you more useless information than it's worth to put on there okay all right moving on from the players where we yeah we're gonna we're going to start hustling a little bit let's touch on the interest real quick the interest we've talked about the interest at length you thought you saw a lot of the interest in

  59. 00:48:03

    the squadron 42 playthrough from last year's holiday livestream and whatnot so we're not we're not gonna spend too much time on the address I do want to I want I want to hit two points with the address one that we know that there's some that there's a lot of discussion lately about the differences between the address and Espie and and what the the procedure from going from one to the other and upgrading them and becoming militaristic I'm gonna go ahead and and head that off right now and say that this discussion is actually still happening internally so we we don't have anything approved or signed off to share today I've seen people ask about item I've seen spectrum I've seen the forums I've seen I've seen reddit so I know people are keen to learn about that we're gonna make a post

  60. 00:48:52

    of some kind whether it'll be a spectrum post or a comlink we don't know yet when we have that information in that design better fleshed out and signed up so we don't have anything to offer about that topic today I didn't want to avoid it though so that that's our comment on that what John can talk about here though is we don't see the Idris on the roadmap now a long time ago we in an ad be there was it there was an errant line about how we had something like only the missile room was left and it was almost final art complete final art is not the end of the of a ship's development and let's talk a little bit about that why isn't the address something that we see on the on the roadmap right now even though it was so close to final art complete a year ago so as you say final art complete is not it's it's only

  61. 00:49:40

    probably about three-quarters of the way through the actual pipeline because we have there it confuses some people who have the final stage and then we have the release prep stage afterwards because the final art stage essentially gives you the hundred percent complete intact model that needs all its optimization and their needs all the other departments to make that go from something that's in 3ds max to an actual in-game asset to something that can be used as a ship and then looks great with lighting audio VFX UI all that stuff can be daunting rest on the rest of the fight the other departments final state is all of that and then you have the release state which is doing all the Lord's doing all the damage during all the bug testing so when something's final art it's not a week away from being released it depending on the size

  62. 00:50:29

    of the ship it could be months or even years from where it is but specifically that missile room is still not done so that is still there to be done and part of it is Chris and Aaron have talked to me a lot about we want to save the address for squad room we want your your first experience with it to be in squadron learning the crew and having that great experience and for me that's still the case so that's the reason why it's not on the roadmap because it will come out after squadron is done another road map only covers the next few quarters and I've also forgot the other reason I was going to say that there's still stuff changing because of squadron

  63. 00:51:17

    in that so you will have noticed in the livestream last year we had these pilot ready rooms they were a new thing last year that we rewrote to chunk of the ship around to add so that there's still a little bits going in yeah it's the it's the heat it's like the hero asset of squadron 42 it's your it your players home it's it's it's probably the the location that you'll see more than most locations I would imagine that that's safe to say yeah the story where it's it's about you learning the ship and learning the crew and exploring it as as a pilot on board whereas if you've been given it in the PU and you know that shape inside out because you've spent hundreds of thousands but I was running around it in the PU it sort of takes away the charm of similar squadron and as I imagine

  64. 00:52:08

    we're gonna be tweaking and adjusting and improving the address right up to the point where we have to push it out the door with the squadron because you have such an important part of that game yeah and there's also bits that the PU needs the squadron doesn't need so once squadron are happy with it we can finish off the rest of the art pipeline and then from there we need to do all the extra bits the behind the scenes for PU support now we're talkin on that that's just you know art in some sand and a lot of technical stuff but I imagine it's it's something like the address in capital ships in general are gonna be reliant on systems like NPC crews yeah you know we're gonna we're gonna you know it's it's one thing to have the rich health of the the reclaimer and your timber can be reclaimer can be piloted by one person and flowing

  65. 00:52:57

    through the persistent universe yes we savages it in this does not hole that you can do with the reclaimer for green all cards on the table but it can still be flown around and operated and shown off with one person the idris is going to need some help oh the interns going to need to have and we talked a lot about we've said a lot in the past about how the hitters can be operated solo and I want to take this opportunity is a good thing to define that there's just two kinds of solo there's solo in the universe and there solo in the game solo in the universe you know is one physical being in control of the ship and operating the ship and being able to bring the ship or may to be and then Solo in the game is you as a player or by yourself with the assistance of an NPC crew but that's

  66. 00:53:46

    still multiple people in the game world so the interest is one is the latter while the reclaimer is the former you know the camera can be piloted with by one person by themselves to get to A to B but the interest is gonna interest I imagine is going to need the use of an MPC crew yeah it's like male you if we if we were naughty people when we stole a cruise liner or an aircraft carrier sure one of us could steer that thing yeah but you can't run it by yourself without the assistance of others yeah good you can run it but it is not optimal yeah it's one of the it's one of the things we even I wish we I wish we could find a different terminology for it but there's two kinds of stall those out there you know there there there there there's Harrison Ford there's Alden Hinrich you know a trans Gaston

  67. 00:54:35

    was referencing it's kind of solos out there and they'll both be in star citizen would not but if the address requires the other kind of solo in order to be used in the game and if we put it in there before then like what's the point it'd just be a big lump of sitting there yeah alright moving on from the idris let's talk about the vulture that's its jump ahead we've been even talking about some stuff that are kind of older let's jump ahead we're gonna start jumping around here because we are well we're already at time but I'm gonna prove I'm gonna prove a bit of overtime here we've been hearing about salvage gameplay how it's coming for a while a lot of people have a question about you know when Salvage gets added you know are we gonna have a ship is everybody gonna have to have a reclaimer or does this affect the vultures place in the pipeline it somewhat affects the the vulture and

  68. 00:55:26

    that we're trying to tie the vulture in with Salvage it's it's one of those ships where it's not too big that you can be quite reactive to where salvage gameplay comes in and that we can sort of line up the cards but the the reclaim is there and just like we did for the mining of the prospector we'll probably do the base implementation around what the reclaimer has if the vulture is ready at the same time great that will go out as well but it's it's it's higher up the lifts than some other ships but it's not jumping massively yeah so we might see it sooner than some other ships as far as far as I know one of the big questions that comes online is how we prioritize these ships in the

  69. 00:56:15

    pipeline angle why don't we just make them in the order in which we introduce them for instance in fact let's take a couple of moments to talk to talk about that just as a as a topic why don't we just make all the ships in the order in which they were introduced a few reasons one a loss of those older ships their concepts very I don't say crewed cruises the wrong words they're not as in-depth as the modern concepts are so when we do concepts now we do full interior breakdowns for light emplacement breakdowns a lot of those older ships do not have that stuff that the character being a great example mmm a load of great exterior shots and the only shot of the interior you had was that cutaway which showed the bridge so when we did

  70. 00:57:04

    the carrick we had to figure out the rest of the ship so the time needed to do a big old ship is way more than doing a new ship of the same size it's not because we're trying to bury smaller ships because people don't like them it's just it so efficiency of time the more we do the quicker we get and it also gives us time to get concept support from Paul and his guys and girls out there and to help us block out the bits we don't know right when you have one artist coming free yeah you used to say we've got one artist obviously having one guy start on something the size of the merchantman with the scale of work on the version one is not very efficient but you can take the one guy and put him on the reliant variants yeah

  71. 00:57:53

    for instance and so that so those get moved up because he is gonna be free because his work is cleared up quicker I'm like like I said earlier about the players having the Bengal and the colonies to pull from and the character having the Valkyrie and the Terrapin to pull from the same is true for the merchantman we're doing the defender now so we can solve a lot of the artistic technical questions on a small scale before doing it large-scale the endeavor if we try to do the endeavor Cameron Bush came first this staffer or the Endeavour mister ever before if we try to do the endeavor soon after the Star Ferry we only really had that one big mischief and I know a lot of people don't like the layout of it and I'd like to think that we've learned a lot about interior layouts since then yeah so the Endeavour could

  72. 00:58:44

    have turned out quite differently if we just got this is next in the line let's let's do it now yeah the endeavour they were the star affair and the retaliator were two of the first ship interiors that we that we did and I think one of the big challenges that we though we that we that we encounter as development goes on is you know folks having to wait for their ships wait for their ships time to come and pipeline to be done and the the best thing that I can offer to people and you've heard me the people have heard me offer this over and over again it's still true is that we get better as we go as we do this you know I think I don't think anybody will argue that the ships we made and in 2015 we're better than the ships were made in 2014 and sixteen better than 2015 in 2017 but interesting you know and also on and so

  73. 00:59:32

    on so the weight is actually in many ways one of the best things that can happen for your particular favorite ship you know the more we get done before we do your ship the more experience we have the more common elements we have the more people we have the more resources in general that we have and ultimately I think you get a better result for it for everybody that's been waiting for the character you know I want to you know blow it out of proportion and thing but I think the character that you're going to get you know hopefully next year it will be better than the character would have gotten if we had made it two years ago and I think I don't think I don't think anybody would argue with me in that point so I in some cases in many cases the weight is better for people I just it doesn't make it any easier it doesn't make it any more annoying but

  74. 01:00:21

    maybe that's something to hold on to anyway alright we've got to start motoring Genesis Starliner why aren't you making it you coward some reason we don't really wanna in the current schedule we're probably gonna tackle all the Crusader ships one after another we'll probably start with the star runner because it's the smallest allows us to solve a lot of issues and then we'll go I think at the moment the star lifter and the Starliner simultaneous on two of the UK teams to be done after the star runner how is my star aligning man not not next year unfortunately he's a Mixmaster still thing it's not being removed so I guess yeah that that's a calling or devs question for todd papy

  75. 01:01:12

    specifically okay alright so start running I'm gonna I made a guess we just update on all Crusader ships right though I'm sorry you make a noise oh I think Justin's playing Smash Brothers okay so Chris Crusader ships we're gonna try to work on them all around the same time not the immediate future anything it tell us about the the Nova tank not really yeah it's it's on the schedule it's it's one of those nice little vehicles that can be done by one person to fill a block of time so they they align back with a group of others who can then take on a big ship gotcha one of the questions we had was whether

  76. 01:01:59

    the Nova has a sealed environment and life support like it can the Nova Nova operate in space we just saw this article online about how the Navy is strapping an artillery to the to the ends of aircraft carriers to defend against you know smaller pirates and stuff and then we there was a great image online of a Kraken with far too many tanks strapped to the base of that will that doesn't Nova have it so unless of course cannon operating space I'd have to check the specs by who to expect it to be sealed so you could use it in space but it is not designed for that so as soon as you open the door it's going to vent the entire interior no there is no little mini airlock to get in and out nicely cuz it's not a space tank all right let's talk about the Endeavour the

  77. 01:02:48

    Endeavour is a big ship endeavors a big ship and probably the two ships it's three ships it's it's it's a number of ships depending on how you configure the the pinnacle of us pushing the concept of modularity at this point talk to us about the Endeavour and how you see the Endeavour and star citizen and then we'll get to some specific questions I didn't really have an answer to how I see how I see in Star says and it's well it's going to be at a modular ship right we're not planning on getting rid of modularity as much as the conspiracy theories on the dark sides of the internet think we are they still gonna have all the modules that you can swap in and out it still got the detachable front sections go off and explore some where'd leave to the workshop up in

  78. 01:03:38

    space so it's nothing's progressed on it since the original concept pledged time I know a lot of questions the biggest question for the endeavor is the hangar and what fits in the hangar and I don't have an answer for that at this point it's something we get to build it because it was originally going to hit two cutlasses and then we remade the Cutlass and the Cutlass got so much bigger yeah it's I would be surprised if it still fits to the current size cutlasses but we'll we'll know more when we get close to again like you said the start it's it's a way out so no one's particularly thinking about it at this time all right then that's because the endeavor is still quite a ways away and we're definitely not when you say soon let's talk a little bit about ship

  79. 01:04:26

    modularity itself then what it should an Enhanced ship modularity was one of the original stretch goals in star citizen's kick crowdfunding campaign what does that entail it's never been there's a definition of it off on the on the on the website but as development changes and expands and whatnot that that description hasn't changed so so what does enhanced ship modularity mean is it is it just big giant things that attach to the outside like it is with the endeavor is it the interior rooms like we have with the retaliate ER and and supposedly the caterpillar and or is it everything including like the components that we're putting in all these ships so I say it is all one and the same so you

  80. 01:05:17

    get modularity from the component system being able to change in and out your power plants and cooler shields whatever all those things that can be done on any ship or vehicle you can tailor that to your heart's content the the ships like the Endeavour with the modules the retaliator modules the proposed caterpillar the Vanguard pods those are really just items or they will be items when they're made and just like a component you can swap them in or out so it's just a scale thing they're all physical items and talking with Tony and Chris that they're a physical item you own you have in your inventory we wanted at one point to have light

  81. 01:06:04

    they're going to take up space in your home base hangar so if you've got all the Endeavour modules you can have this huge hangar because they're physical things you might not have them on your ship at all the time you're gonna open this hangar door and there is all your endeavour modules arranged in this big warehouse just there waiting maybe you've got all spare items and spare ships in there as well but that their physical modular items that you can own they persist and you attach them to your ships just like any other item whether it's a smallest all drinks can sized sub item that goes in a shield generator to a shield generator to retaliate a module to an endeavour module it's all these things that can be swapped what so while we're talking about modularity and we

  82. 01:06:54

    move from the endeavour to that caterpillar modules anything you can offer us are they still a thing do we know it are we've not spent any amount of design time coming up with anything in particular the we still want to make the caterpillar modular in that you can customize their cargo modules on it but there's nothing at this time yeah there's nothing in the roadmap to make or there's nothing in the schedule to go we're going to do oh we're going to do the pirate broadside one that everyone wants where it's just two guns sticking out each side and you can do that with a cyclone in there now just I've seen I've seen the posts yeah yeah but I want to piss but I want an actual caterpillar broadside My Little John I'll put it on the list with your other ideas we've got

  83. 01:07:45

    to hustle we're let's jump to the 890 jump jump I understand you've got some images for us I do that's good right to him let's I'll spend one second on each side okay watch this it's back we're in Oh teams fight press the right button oh we're gonna try to do this as long as we can guys we've still got a lot of ships we're gonna try to get as many in before we absolutely have to go we do have a heart out right so these are in a random order this is on the lower deck of the 890 jump so this lift goes up to the sort of the bar area but behind this door here is the 890 jumps little medical Bay rich a lot of people have been asking does it have one what happens if either party related accident and I break my leg or

  84. 01:08:33

    something it does have onboard medical facilities and that's behind that door we're working on the corridors in the lower section so these answers luxurious is the the main guest areas but guests do traverse through here so they are quite fancier than the engineering section so this is round wrapped around the back back of the ship it's the current state of the exterior or 200 meters of it so you see that the back engines have changed quite a lot from the original concepts these are more like the the new origin style guide for the the 600 and what the 300 series is having right luxurious features include a 25 metre swimming pool and steam room and sauna on that side master is a bit

  85. 01:09:27

    dodgy this is the the atrium area so this is we still have the lift that comes up the back between the engines and this is your sort of main on surface entrance to the ship so you come into the the atrium into this area obviously in white-box staircases to the decks the guest rooms are wrapped around the edge this is engineering down at the back so the lift sort of goes behind the wall behind you here this is where your cargo bay is where your cargo is stored again even though it's the the dirty engineering bay area it's an 890 jump so it's a pretty shiny cargo area will be there and that all just drops down more of the engineering crew quarters so have these shared bathrooms around the place

  86. 01:10:20

    the crew relaxation area so they they have their own bedroom pods that are all sealed off and like that six hundred eyes ones which I know there's a lot of planes that people didn't like the the shared living aspect of it so on the 890 they're all tucked away so you've got your private area for your crew and then you've got a communal desk eating area desk and the TV and couch chow line to get your food from that's it for the 890 yeah that's that's back in production because we paused the entire team that was working on that to work on the carrot they're cracking or Susan con yeah now a lot of those images you see us adjusting the brightness we crank the brightness up a lot of those images are we're really rough kind of just get in there and take pictures or not slick

  87. 01:11:08

    marketing images with all the lighting and stuff like that you'll see you'll continue see images and better images of a tan any jump on a TV in the coming weeks and months sober get worse if its development that was just that we wanted to try to get in there and literally I was that was John and his guys in and you're just taking snapshots real quick to get us someone so we do appreciated John I got one question on the eight and a jumpin we're gonna have to go you made a post on the about the ETA jump being able to hold 285 X's and an x1 can you give us any other updates on its stats features so that that was either poorly set up my par or misinterpreted as per the original brochure the 890 jump has capacity to hold 285 X's yes but it only comes with one yet a standard so if you

  88. 01:11:57

    own an 890 jump you also own an 85 X that comes with it and that's what will be in there day one when you sworn that ship if you have a second 85 X that you've got separately or stolen if that's your thing you'll be able to store that in the hangar as well as I showed the cargo bay there there is more than enough space to have some X ones or ground vehicles on the cargo grade on the cargo bay in place of home some cargo you could almost lift them up move them off there's enough storage there to store them but it doesn't come with an x1 there isn't a neck specific x1 hanger it is just there is more than enough space for you to put one on there if you say wish yeah all right now generally when we do these shows we're in go come minutes here when I don't ask a question

  89. 01:12:45

    like people do why didn't they talk about this or why didn't they talk about that it's almost always and certainly because I already know that there's no information to give if it if a ship is an inactive development there's no new information to provide since the last time we talked about it we're gonna hit a couple of those ships now and just check in and and so expect some of those answers here Orion nothing active in development we started on it it got bigger I think we posted about it getting bigger but it's paused again and the guys are working my little stuff okay oh the big addition one of the big additions this year is Kraken anything anything cracking with the Kraken nothing cracking with the Kraken we we made the exterior for citizencon and the commercial but that's been paused to go back and work on the character Nate 90 okay rover's out

  90. 01:13:37

    staying Rovers are the links which it was supposed to come with the Phoenix and of course the origin Rover that was provided with the 600 i anything anything on the Rovers they should be in production in the next 12 months whether or not they're releasing the next 12 months is a different thing the the the Lynx is sort of the the luxury version of the RSI Ursa and the the 600 I know the origin Rover is almost like a luxury version of that so they're whilst they're three Rovers they they could Rove the different quality and material differences between them it's a good time to remind folks that what's on the public road map is what we intend to release in those windows not what's in development so that's why you don't see

  91. 01:14:24

    something like the carrot on the roadmap right now even though it's in development because it's it's not going to release in the we have the first two quarters I think we have 35 and 36 on there now it's not in those windows as we know what window it will release and we'll add it to the amendment so x1 anything nothing still looks like a gun all right Prowler Elwyn is super psyched to work on this and it's going to be him in the la la guys where but I took have any more info than that the power is gonna be remade here in LA yep so I get to see it every single thing yep makes me happy we talked a little bit about about the the new flight model and how six degrees of the three different

  92. 01:15:14

    kinds of things that's the sixth period of flight model and the main centric model obviously the Xian ships will utilize six years the six degree more than others what can you tell us about that the benefit we like the Prowler and the and the defender are those still gonna be more maneuverable than humans because they kind of seem main centric in there yeah that that mostly main centric the Vandal stuff is very similar to human created stuff the Prowler I expect to handle quite differently just because the Tabar in a very different in their technology it's not gonna be full like strength power like the G and stuff but it will be sort of different I guess is the best way to describe it the banner are scavengers so they steal and incorporate stuff wherever possible so

  93. 01:16:03

    the defender actually has GN engines and GN thrusters maneuvering thrusters so whilst it's in a more main centric layout they do have different engines so it will handle a little differently but it's not suddenly gonna be six teams DAF I recommend merchantman it will be in production next year doesn't mean it's coming out next year and it'll be in production it's currently slated for the people that work on the character to move on to too much human afterwards gotcha so as things are configured right now and again priorities shift all the time as all these we talk about these dependencies this ship needs this game system this game systems of the dependencies changed based on how the work is doing right now the current plan

  94. 01:16:51

    we've shared the current plan a number of times and the current plan has changed so we're gonna do it again the current plan is that the team working on the character will move to the merchantman after and what is what happens to the bad new defender people they Josh in trust Koons in Austin's working the defender so he's doing a lot of prep okay first the style guide now it's built he's going back on to some other ships okay so I'm not talking about yeah so you can expect more merchantman information sometime after the Carrick is done is basically what we're over yeah that's the current as the Carrick is a team of five I believe and it's not gonna be all five work on it and then all five done

  95. 01:17:38

    hands off all five start on the motion they will sort of tailor rough as it gets towards the end and they will move on to doing the murchman so there will be a crossover period and I'm certain will show stuff in a TV yeah I'm just trying to set some expectations I know that I know the folks a lot of these folks were laying for a while on their ships and it kills me to see them you know cause it please give us more please but I'm like we can only give you what exists and the merchantman there won't be any new information for some time until it production all right constellation Phoenix now we talked about on our TV before we've talked about it on spectrum before there's a big low post for me if you want to read about the the Phoenix and the history of its and I wanna get this right sensor dampening cargo pocket now without going into the whole history of the thing because it's available on spectrum you

  96. 01:18:26

    can read the spectrum what can you tell us if anything about the sensor dampening cargo cargo area for the Phoenix so that came well it's it's hard to go talk about it without going into the history but briefly there was a lot of crossed wires from the development side we don't want to take away stuff that it's being accidentally promised but it was never supposed to be in there but because we've said it's in there what we're gonna do is you can have shielded cargo a lot of ships make use of that but you can also have hidden cargo and the two whilst linked are not the same thing so shielded is it's a known place it can be found but it takes extra effort to discover what's inside it via scanning hidden is it's an

  97. 01:19:16

    unknown place and if it shielded as well and requires extra effort so the Phoenix cargo bay is shielded between anyone knows it's going to be shielded if anyone knows the Phoenix they're gonna know there's probably Calgary in there but they can have to spend time doing it being giant cargo be in the same place as it is every other yeah consolation what's different with the Taurus and where it was actually supposed to be from is it lost that underside turret and you have to do a bit of special disbelief and not think why is that turret missing I wonder what could be there but for NPC and AI behaviors that is the shielded hidden cargo bay so that thing is the really secret area and we talked about this for the star runner yeah okay so it has its it has its normal huge cargo bay which

  98. 01:20:04

    is bigger than all the other ones and then it has that secondary shielded and hidden area that you can put your watch put whatever you want in there but I presume it's not gonna be good stuff so to just sum up the Phoenix will have its cargo bay a shielded it's not a it's not a bespoke component it's gonna be like the materials that the cargo bay is made of well yeah it deflected into the scanning interface was scanning I think so it'll be harder to tell what's in the cargo bay of a Phoenix then it would be you know like a freelancer or something while the Taurus will have its it's hidden compartment where the bottom turret yeah is usually on the on that on the constellation like antenna so so it'll be a little PCs won't know to look there yeah obviously we can't do anything about plays yeah players are gonna be players yeah so alright so

  99. 01:20:53

    that's that let's see what else anything about the star lifter Apollo nope nothing about them yeah just the print debris they were introduced this year they're done in active development of this alright lastly we started the show with a with a video a tour of the carrick we're gonna we're wrapping back up we're coming back to the to the Carrick I understand you've got some pictures that video was actually taken a couple weeks ago if I might or at least a week ago and whatever we've had some development since and so I understand you've got some pictures for us yeah so that that video we did for the anniversary sale so there's been a few weeks worth of development since and I'll try and share something so something I've talked about in the anniversary sale that probably people is I said the the carrot got bigger then it got smaller but it's

  100. 01:21:42

    still bigger mmm so the original concept I believe was 123 meters and when we worked on it last about 18 months ago it the internals of it so I've got two 170 meters which is quite big first expression ship and the main consideration and implication of that is it changes the landing pad size so it's available to be spawned in less locations so what we did is we had a look at how the interior layer is and I'm sure everyone's grabbing screenshots of this right now to do some frame-by-frame analysis so this is how it was and then when we started back on it again we decided let's try and get it back down to close to where it was because extra-large landing pad size is a length of 128 meters above that you go

  101. 01:22:34

    on to the same size landing pad as the reclaimer idris and those are not populous or well populated throughout the universe so the smaller the ship can be the easier is to get in places so we got it down to 125 with the worst provider than the original a be 2 meters longer than it was an original concept with all the interior figured out which was no small feat by the art guys so we've got a side-by-side here and you can see what we've done in a lot of the interior that we've taken out some of the connecting corridors and just directly connected rooms together ok so taking longer to run from one area to another now it'll be shorter because it's the short one where it before it yeah won't take longer the engine room has got slightly shortened the the front half of the mid-deck is where the

  102. 01:23:26

    majority of the distance went so this is all now much much more tightly integrated together with everything got everything we just still got absolutely everything that was promised we just shrunk the rooms down the little shook the cargo bay you can see it still got those three modular detachable pods it's just got everything but it's slightly smaller scale them is slightly less air between it more a patient so that's a quick overview of it some exterior shots I think we used for the the preview for this one thing people noticed is we changed the landing gear so if you're familiar with the original concept the landing gear were sort of external and

  103. 01:24:13

    just dragged behind the ship like daddy longlegs legs flying through space we weren't really a fan of the visuals of that and more importantly wherever possible on our ships we try and call the landing gear when they've retracted because they are outside of the cockpits one of the most expensive assets because they're they've got all that animation and compression on them so they very highly detailed and if we kept them as they are there was a large proportion of the ships budget just gone on to those landing gears so they're now all integrated into the body of the ship it's probably better in case you lose a wing anyway yeah if you lose a wing now it doesn't matter as much you'll still be able to land so it's it's a bit lower to the ground it's a bit more stable it doesn't have these gangly looking legs

  104. 01:25:02

    all over the place the turrets are still there I know some people were complaining that we thought we'd got rid of the terrorists they're still there and I'll quickly show off some interior shots the bridge slightly changed from the concept if you're familiar with the concept there is a big charting table on there now but we're looking at using a big 3d projected hollow sphere like you see on the address in Bengal that seems to just fit the style better so this is at the back of the bridge looking forward yeah so so you went from just a flat table to a whole 3d National sphere yep so you'll be able to see it's the same content because the the table would have been projecting something out on it anyway but this is integrated into the ship downstairs on the bridge still got

  105. 01:25:52

    the three hanging seats on the roller coaster tracks going towards the front of the ship so you can look down I know there were questions about the armored shutters on the exterior bridge we're still trying to do that there is technical performance issues that we're looking at doing that because it's gonna have to be because of the shape of the I don't want waving my hands cuz you probably can't see me this the shape of the nose isn't conducive to having sort of armored panels slide over it without them being incredibly segmented or like a roller shutter blind right so it's finding a way that we can do that and obviously if you do a roller shutter type like the concept that is a lot of meshes and a lot of animated meshes to deal with so we're still trying to do it

  106. 01:26:40

    we're just not quite sure how we're going to do it at this point right it's not now it's definitely on the list of stuff we want to put it in it we're just not quite sure how we're gonna do it in engine living quarters the break room so this is behind the the bridges off to the right side of here I believe I'm sure someone will correct me looking at the images but there's these central corridors that go on the two main decks on coming off the middle of the room so you've got the crew relaxation area upstairs you have the drone launch a room immediately behind the bridge which contains the drones and they will get fired out the side of the ship I've got a full medbay this is going to be quite a high tier Medical Bay so you have to

  107. 01:27:30

    do quite a lot of it because you're going to be out for a long period of time it's not gonna be a a bare-bones just keep you alive isn't be able to do some form of surgery whether it can do the full absolutely reconfigure my character probably not that will still be restricted to unlikely Apollo land-based locations where they have the big hospitals but this will be able to do as much as you need out in exploring specifically went here I do not know specifically what's here at this point a very rough block out of the this is on the opposite side to where the pool table was and that's it for the interior at the moment the video we showed at the start had some of engineering and the hangar bay okay and I think there's there's not

  108. 01:28:23

    much more else to sharpen yeah no no I want to I want to I want to I want to do some clarification here for for folks there look a lot of people get hung up on the size of a ship like the size like a bigger ship somehow it makes it better and that's not the case a bigger ship that means more resources are necessary to operate a bigger ship means more people are necessary to operate it a bigger ship provides all kinds of challenges to a ship to a ship and when they when they get bigger it makes it slower makes it less maneuverable there are penalties to ships getting bigger we meant you you managed to keep the ship to the same size it was with the original the original concept on two meters bigger you still couldn't help yourself getting a little bit bigger though yeah we don't just make things bigger for for a laugh it's generally for a reason but on this occasion we looked at when actually that's that's

  109. 01:29:14

    too big we we we put all these things in and didn't think enough about the consequence of it so yeah it was a hard battle to convince the artist to try and shrink it back down again but a pre game it was it it's going to be wise it's significantly better yeah and there's gonna be some aspect and just because I've been with this community for a long long time there's gonna be some aspect of folks who were who got it like no I wanted 170 or 180 because I don't know why you know it's just everybody just equates bigger with automatically better you know but uh the reality of it is I think they're gonna be a lot of people that are very happy that we were able to keep it you know where it was supposed to be so it still maintains the maneuverability still maintains the performance still maintains the crew complement still maintains the the what

  110. 01:30:03

    what they always expected of the ship and I think that yeah I think that's a good thing and I'm proud of you guys if I probably might have an opinion on it it's not to say like they I talked about the landing pad sizes mm-hmm that's a lot of those ships we have in game we try and get them into those sizes because of the complexities of spawning them in hangars like you see in hearse in Louisville we have specific hangars with a very specific size hole in the ceiling to get out of when you're in London mode we need to fit into those sizes right when you're out of landing mode you can go beyond it so one of the things that was missing on that image was all the antennas and prongs sticking out the front and all the some of the

  111. 01:30:50

    shielding on perhaps the back of the engines we have to do interesting ways of getting the ship down into that that volume for the landing state once you're out of that landing state we can then bring those retractable prongs back out maybe the the shielding on the engine connect extend a little because I know some people were concerned where the back of the ship looked a bit squat because little scaling their 2t but that's purely to get it in that landing volume and we might not do it we may do it with where we're we're arrived it it's still got a lot of work to be done yep still many moments though and and and over the course of the next couple months to at least half a year you're gonna hear to see updates on the carriage as it continues to go along and I'm sure it will it will change some

  112. 01:31:38

    from obvious it will change some from what you've just seen today in the video at the beginning we saw a what looked like a Merlin inside there's anybody that wasn't a Pisces just to head that off at work on the Pisces hasn't started yet right now work on the Pisces starts next year in the current plan given all the caveats that all stat subjects change and it's purely in there because we we know roughly what we want the Pisces to be and the Merlin is a very close approximation to it it's not going to be a big ship like a 300 series or a Cutlass or anything like that it is the character snug ship so it has some constraints on it and that Bay on the top is designed for the Pisces so a

  113. 01:32:27

    Pisces will fit in there and else is guaranteed to fit in there and then of course in the in the end then a garage down below a nursery over yes okay well it's got its got the two ramps the ramp on the front and ramp in the back it's got the ramp on the front and there will be another access point of the back okay all right cool that's it we went a little bit past our heart out guys if there's if there's a ship that we didn't mention it's because it's one of those that we don't have an update for them like the crucible it's just not an active development and stuff like that so really we have hit every single ship that we have information for that with that is in active development that is in lots of ships that are not in active development that are just kind of little forward away if we didn't talk about any particular ship it's because

  114. 01:33:16

    there's just no information to provide on it at this time like that a run we did with the x1 and and stuff like that John we did it man I know you've got a meeting to go to yeah thank you it's good to get all that information out there hopefully some people happy our last are happy to inside last our TV of the year guys I just because this will be the last time I address you those will be a calling all devs next next week next Monday it's it's already been filmed there'll be another calling all Deb's after that it's already been filmed this is actually the last time I'll be talking to you for a while I'm taking a vacation in January my first vacation in the four years that I've been here taking almost the entire month of January up so so we'll be back with more reverse diverse and calling all Deb's

  115. 01:34:06

    the last week of January or maybe even the first week of February we'll see when we get there so so yeah so you'll still get a TV like normal we've got a great team here that can do that can do a TV without me I'm hardly needed for that anymore so but yeah thank you so much John for taking time no problem that's it it's a good job I really like working every guy that was on the psycho goodbye I've like it's not goodbye I'm coming back I'm coming back I just I've never taken a vacation so I have no idea how to had to say goodbye for a month right now and I probably should have for her something that's it that's John crew usually points on TV we're not on the TV is John crew over there over there vehicle pipeline director I'm Jared Huckaby content manager of a global V your production I hope you enjoyed this

  116. 01:34:54

    and I'll see you in 2019 everybody [Applause] thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at

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

Squadron 42

LiveSQ42 Launch Subathon

$2,100of $3,000

Getting Sub to Manchester for the Squadron 42 launch

Next giveawaySubscriber Store pick
$50to go