Subliminal
10 for the Chairman

10 for the Chairman: Episode 81

4 April 201600:36:11985 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:07

    [Music] hello welcome to another episode of 10 for the chairman this is where I take 10 questions from the subscribers answer them to the best of my ability um I'm Chris Roberts who uh uh is the CEO of C Imperium games and um I guess director of Star Citizen and subscribers are the subset of our um community that have uh pay extra money every month or or contribute I should say extra money every month to help us do enhanced Community content so this show around the verse a whole bunch of the other video segments this uh monthly magazine we do called jumpo that is usually

  2. 00:00:54

    somewhere between 50 and 70 pages in length of behind the scenes um background on how we built ships or designer system has fiction uh and sort of law descriptions of various parts in the Galaxy it's well worth the read and uh also subscribers get some fun rewards for also helping us out and doing this extra content like extra flare items in the hangers and availability of certain merchandise that um sort of relas St subscribers um so um but you know thank you very much for helping us uh be able to do all this kind of additional content and um I'm going to say I'm happy to be back in Los Angeles for a few weeks I've as you know I'm sort of spending my time between Europe and uh uh the US uh you know so here in LA and actually going to go out to Austin for a

  3. 00:01:40

    few days uh next week uh but it's nice to be back in u the US and La where obviously I live um but of course I'll be back in uh in UK uh mid April and also spending go I tend to spend one week in Germany and two weeks in the UK and then back here for two to three weeks and sort of rinse and repeat and that'll be sort of ongoing this year uh while we're working to get Squadron 42 out as well as pushing forward uh the persistent universe and Star Citizen so there you go so it's nice feedbacks you'll get a few of these from me before I head back to the other side of the P so let's get to it uh the first of the questions is from mortis riger who asks for ships with both vertical and horizontal flight mechanics The car2 Owl and the Reliant will these flight modes be manually activated or will each

  4. 00:02:28

    flight mode be for landing or flight exclusively I would say right now obviously the car2 the flight mode is either your vertical when you're flying and then you sort of switch to be sort of more horizontal in the landing mode uh the Reliant itself has sort of a vertical mode and a a horizontal mode and I would say that potentially those could not necessarily be limited to landing and flying um not sure about our very first flight uh implementation of how we're going to do that cuz the default is the horizontal for the landing and then vertical for mostly flying but the idea would be there would be reasons to for instance be horizontal say if you went down and you were flying close to a planet you wanted more in an atmospheric waddle You' probably want to be sort of horizontal and we're going to definitely allow you to have a lot more

  5. 00:03:15

    interaction with your ship and control of the flight modes and ifcs as time goes on I mean we've kind of in the middle of what we call this big item refactor we've talked about that has a whole Us usability refactor in terms of being able to switch on your her turn off um you know power um or you know switch off various systems you have and look around and interact in the cockpit and so when most of that functionality on it allow us to allow you to sort of have more control over some of the features of whether it's your you know flight system or other features of your ship and so that would probably be uh you know you potentially could have two stages of something like the Reliant where one it's just sort of vertical for flying and then horizontal when it lands and then later on when all that deploys and we sort of upgrade the kind of

  6. 00:04:03

    interactions and cockpits um you'll be able to maybe have more precise control of oh I'm I'm in landing mode I'm not in landing mode oh I'm in you know vertical mode or I'm in vertical flight mode or horizontal flight mode but ultimately that was kind of where we would be at um uh and the Reliant is actually built to be able to fly in both modes uh the CAU Al less so much that's more about flies normally in vertical mode and then deploys this way to sort of land uh so anyway hope that answers the question for you the next question comes from Schwarz cop who asks when activating a distress Beacon for whatever reason is there a chance the Banu or Jean will come to your rescue or is it strictly for humans well we haven't fully uh decided on that we don't have Banu or Janu flying Jean flying around right now but I would think that a distress Beacon

  7. 00:04:51

    generally will put a distress out if you're listening for it um you know potentially you're someone that wants to earn some money by rescuing people stranded in space or just want to be a Good Samaritan um you can pick it up and you'll get a indication of where they are and you can fly to it uh it also potentially could be used by less than scrupulous uh people that may want to you know I don't know do something nefarious if especially in sort of unprotected area or potentially someone like the vanal if they're around and maybe they're listening for beacons and they would come over uh to see whether the beacon is if they're being especially dastardly which occasionally the vanal can be um so but it's still something thing that we're going to flesh out it's a uh one of the features that we're going to be putting in a proper um sort of distress Beacon system um for the future not um the next

  8. 00:05:41

    revision the next 2.4 which is the next one we'll have out but not very long after that we will actually have the sort of distress Beacon which is sort of um a fun it's not just going to be about the beacon it'll be about you able to to give your position to friends or other people that you're uh flying with so you can sort of coordinate meeting each other or you know if you're stranded in space someone coming to rescue it so that's actually part of um part of the system that uh we have scheduled to be flushing out um to allow you to sort of meet up or find people in the the middle of space which is obviously very big um so um there you go so you know potentially we may make it that if you're in a Banu area Jean area and you're godd dis speaking out if there is a Banu or Jean ship they may come and Rescue It if it makes sense for them all

  9. 00:06:31

    right next question comes from Jesse blue who asks during last month's subscriber RTV uh Dave hadock mentioned that he did not know how localization would work will Squadron 42 be available in localized versions on release day or will you first release the English version later add the version for other languages uh that's a good question we have built localization into the game so there is uh localization hooks uh for um you know everything like whether it's you know use prompts or people talking so it's all there and then this is really just going to come down to sort of a time um scale aspect so once we have everything locked on the uh you know English version then of course

  10. 00:07:17

    we'll start to do the translations some of them will'll do you know full dialogue and voice translations some will'll just do subtitles and then the question of whether it'll be sort of day and day all within the localized versions or we'll do the English first and the localized ones will come out later we just really depend on kind of how long that process will take and how we feel the base game is and if people are really eager you know maybe we'll give the version that's just English out to the backers so they can get it a little earlier and then the one the fully localized version sort of is like the commercial release version it's a little later uh but we haven't scheduled that fully yet or figured it out um we have a sort of plan for it and we have the hooks for it um and it's really just about like the amount of time it takes to uh finish doing the language

  11. 00:08:06

    translations especially the sort of dialogue which is kind of like dubbing uh if you were doing a film uh and getting that back into the game and pushing it out and and since you know we deliver digitally uh we don't really have the same uh criteria that maybe you would do if you had a box release like in the old days when I used to do a win commander and probably true on the console games you had to do all the localization then because you're putting in a box and it's going out um out the door um for us we're digital so you know potentially depending on schedules and timings uh we may feel like well the English version is amazing but it's going to be another four weeks before the German version's ready and maybe everyone wants to play something now instead of wait another four weeks and so we could release the English version early or we may decide Well we'd like those extra four weeks to do some extra polish and Bug testing

  12. 00:08:55

    while we're dropping in the the German and the French versions for instance um so not fully decided yet um but those are kind of the factors that come into play all right next question comes from not so accurate who asks will we get to see a ship mounted shotgun type weapon I'm talking high power in close range and low powered scattered at long range with potential to MIM ship components clear lesser asteroids and take out EV like their clay pigeons all right so I get it on the not so accurate sign with the not so accurate spread weapon there uh I think that's a pretty good idea I I know that we to my knowledge we don't have a sort of shotgun style weapon for a ship on the schedule in the immediate future but I would say that that would be an interesting type of ballistic

  13. 00:09:44

    weapon that you could have for sort of short range stuff so therefore you know like people are trying to Eva you it's sort of like an anti-personnel weapon you could deploy uh and uh you know kind of sort of wide hitting component damage on a ship up close would be pretty interesting um so it's a good idea so I I think we can put that uh sort of into the hopper I mean I will say that as uh we start to finish up our com the all the components in the implementation uh and we move towards the persistent Universe where things like ammunition you know uh whether it's your you know sort of ballistic weapon ammunition or missiles uh you know there'll be fuel all things that will actually be uh consumables basically when you're flying around you're going to have to earn

  14. 00:10:30

    money by earning missions and then you know so you'll when you if you fire all the rounds from your Gatling gun or you fire your missiles you're going to have to go and spend some uh ueec or Alpha UE in the in the sort of uh sort of pre um you know final you know the AL SC Alpha version of the game um to replenish them and so what's really going to happen is we're going you know the idea would be that the ballistics and the missiles are actually quite effective and probably more effective than an energy weapon but of course energy weapons don't have the same ammunition um sort of they don't you know they don't have a finite amount of ammunition a finite amount of shots uh they can you know you can keep on firing as long as your power plants activate active and you're you know you have enough power and you're not overheating and so what what you what should be the case is that the ballistic weapons and the missiles

  15. 00:11:19

    are in fact more effective in the future and we will make this adjustment um once they become sort of perishable as you know you have fin out amount of ammunition because the what the game playay should be is you sort of Juggle between either your energy weapons or your ballistic weapons or your missiles and you use them depending on situation so if you want to really sort of do some damage quickly and not get held up by shields for instance which is one thing that you do get Ballastic weapons as they will penetrate through Shields um you would use ballistics um but the downside of using a ballistic is obviously that you have a finite amount of ammunition and you'll have to go and replenish it when you get into the next um space station or land at the next landing area and so we want that kind of uh juggle between them and so uh you know it'll be kind of cool and so having

  16. 00:12:08

    some cool different ballistic weapons would also be interesting like a sort of spread shotgun uh weapon and I think there'll be more uh weapon management by players in the persistent Universe going forward especially once we have persistence in and consumables in and things like wear and tear and all the rest of the stuff that we're going to be starting to roll out um you know over the rest of this year um that will allow you to sort of manage your components and Equipment better and have different strategies depending on the situation you're in and I think that's going to make for a much more interesting uh long-term game uh so you know what you see right now in Arena Commander or potentially what you see right now in SC Alpha in terms of the weapon management isn't really what the what it's going to be once more of the features and persistence is in and of course you know the first stage of persistence will be the next release and then over the the

  17. 00:12:57

    subsequent releases will flesh it out more and more and I think uh you know the game play will become uh quite different and uh there'll be more variations and it'll be a bit more interesting so um there you go that's something to look forward to next question comes from in square brackets scum uh jizmak um who asks as a community we are already starting to see a splintering of players who prefer one brand of ship over another what is the possibility of the development groups giving updates for each particular brand in jumpo for example personally I'd like to stay a breast of all things a GS Dynamics yeah I think uh I mean to be honest with you I think I've seen that since the beginning so even back in the early days when we first launched a campaign in October of 2012 there was people that like were sort of origin fans or there was people that they were Anvil fans or

  18. 00:13:44

    people that they were um RSI fans and uh it's kind of cool because I mean the whole goal was to sort of go with this idea of you know ship manufacturers uh being very much like car manufacturers so you know you're into a BMW or you're into a Mercedes you're into a uh General Motors car or whatever whatever it would be and uh so I kind of like that uh we definitely have this uh subsection called the shipyard that's in our forums and um we're really uh going to be making a push we sort of Fallen away a little bit in the asto dev section in terms of people being active and responding so we're trying to bring that back uh more to the Forefront and focus our developers on spending a bit of time there I mean the problem is obviously there's a lot of work to be done as you all know and you know even though we've got a company of about 300

  19. 00:14:32

    people now um they're all very busy trying to get both Squadron 42 and um Star Citizen uh pushed forward as fast as possible uh so sometimes you know getting on the forums and asking questions is something when they're having to have a bug they have to fix uh fairly far from their mind but from our standpoint the community is kind of what made uh the game what's enabl us to get to where we are and uh you know I think that debate's really good um for you know not just the community but for us as well to sort of see people's ideas and thoughts and maybe take them on if if uh we agree with them so we are going to be stepping up a bit more like that uh I do uh you know longer term we're going to uh you know we we kind of want to establish the ships that we've got and then we really as the Universe goes on it should be like the way that Ford is and Fiat is and um you know BMW is or

  20. 00:15:25

    Mercedes is where we will you know the different manufacturers will sort of buy for each other for certain markets and they'll do updates of ships so like longer term uh you know we we won't redo the ship anymore what we'll do is we'll have a new model of the ship just like you know there's you know oh here you know get the new 2016 Ford Escort or something uh which will have some different features maybe a little different body style uh but it'll be in the same sort of car category and uh so longer term that's actually some something that we're planning to do once we've got our base Foundation of ships in we're going to start to have fun with that to make it sort of much more like you sort of see in the real world and um you know again that will will be fun I think those are all the sort of elements where we take aspects of the real world and sort of weave them into the fiction

  21. 00:16:14

    and the fabric of the universe of Star Citizen it sort of feels sort of real because you sort of see analogies to stuff you know every day in life and uh and having rival sort of ship manufacturers in the way there's rival car manufacturers in the real world is is an element of that so uh there you go so I think you know and AAS right now is very strong cuz um they've uh they've been doing quite well the the UK the UK team um is um what you would call sort of the AGS team although they're now branching out and doing RSI stuff on uh on the the Bengal carrier and a few other things but um you know we got um the Drake team over here in the LA studio and um in the Austin studio is I think they're going to be they're doing some pretty cool stuff and and uh so we'll see what what happens we got to

  22. 00:17:02

    get back to doing some cool origin stuff and the MK stuff's been going well so so who knows lots of stuff to be done lots of Manufacturers to compete and lots of call ships to be made all right next question comes from torian who asks as more citizens try to join Port alisar the instance fill up there's no space for additional players will there be more slots in the instances around Crusader in the future so I'm assuming um that whether we're talking about the actual instance itself in terms of the fact that now we have 24 players and whether there's space for the ships or whether we're going to get above 24 players so the answer is yes longterm we are absolutely going to have more than 24 players in any single instance uh we will also open up some of the other spokes on Port alisar and there are actually 64 like sleeping

  23. 00:17:50

    habitations in Port Alistar um basically arrange between uh you know four groups of 16 and four Spokes and we're going to do connections between the spokes and add things like some shops and stuff on put alisar and by the way put alisar is sort of a template of a sort of way space station that you could stop off and you know trade or repair your ship and do stuff like that in the longer term persistent universe so we'll be fleshing out that giving it more functionality giving it more life um and uh we'll make it more functional to have more players and in the meantime we are working on backend stuff to um be able to have more players happening in any one instance and also have players sort of seamlessly sort of go between instances so the idea I've mentioned it before in 10 for the chairman is to sort of have a mesh of servers in the cloud

  24. 00:18:39

    that are dealing with one contiguous space say the Stanton system where Crusaders based and then the different servers um manage a certain group of players and as someone say travels from Port alisar to say Port carea um and we've got more than you know the limit that one silver can handle say right now uh we would maybe have a server sort of looking after the area around Port carea and a server looking after the are around Port alisar and a server looking after the area around covalx and as you move between these uh You' be handed off to the server that would sort of be authoritative in that area but that server would still tell the other servers where what your position is and kind of what your state was so any one server has a snapshot of all the entities or all the players in the system they're just only simulating the

  25. 00:19:27

    ones they have responsibility for and that's a technique that um you know we'll be able to increase the player count on a server the other thing is increasing the sort of efficiency of the code on the server and how it can utilize multiple cores because I think I pointed out before currently we run uh eight dedicated Game Servers on one actual physical server in the cloud so the physical server has uh 32 um logical cores so it's about 16 actual physical CPU cores and each one of our um game Ser DG s instances runs four logical cores so two two physical cores and um if you just decided no we're not going to run eight instances on this one physical server we're just going to run one instance right there and then you would be 8 * 24 so that's a you know

  26. 00:20:16

    fairly decent number right almost 200 players and that's without even scaling um you know better optimizations and performance and stuff so we are working on that it's all stuff that's happening um it's kind of a bit of a tradeoff because you can kind of that when we release a new like 2.2 or 2.3 sometimes performance goes down sometimes it goes up and a lot of the problem is that we sort of add some new features in and we don't really see the impact of them underload until it's actually out in the PTU or even out live because we don't uh you know in our internal test environment even with 30 odard testers it's not enough to stress it in the same manner that thousands of testers do in PTU or you know hundreds of thousands of people do when it goes uh Fully live uh so we're constantly sort of working on that we're working on sort of optimizing code but we're actually in the middle of a a massive um sort of backend rewrite like we're completely changing the way

  27. 00:21:07

    the serialization works to a much uh more efficient logical way um which is you know the item Port the item 2.0 system we've talked about which has been sort of ongoing is a fundamental part of that because we're restructuring sort of the the way entities are set up so we're changing it uh completely away from the way it was done in the all cry engine to a more sort of very component based setup and much more lo logical and we're only really serializing data that we need to serialize instead of big Globs of data it's not nearly as um uh I guess fixed as uh the old system was because the old system was really built for sort of a small you know 16 player or eight player multiplayer game sort of Death Match uh you know FPS shooter style whereas you know we've got something that we need to be up for long times you know hours or days of time have the

  28. 00:21:56

    server up and have hundreds of people on it and so our ability to scale needs to be much bigger so this is something we've been working on for quite a long time um and we're still working on it we're getting close to having sort of the fruits of it being born um uh you know in the near future so this is very much analogous analogous to us using you know when we did the zone system and the moving to 64bit math instead of 32-bit math uh and all those things sort of paid off and it's what you you know what allowed us to be able to do Crusader and the local physical grids and all the cool stuff that you've seen from 2.0 onwards and so a lot of this other backend stuff to working on is going to make the experience much better much smoother uh for you have a higher frame rate on the server one of the reasons why people see desync issues now and maybe some imprecision issues is the actual server when it's under load is

  29. 00:22:44

    running at actually a fairly low frame rate even compared to client so you could be on a client running at 40 or 50 frames yet the server is only running at 10 or 15 frames now the server running at 10 to 15 frames is simulating physics only at 10 to 15 frames which means there's big steps between each frame whereas on your local machine you've got much smaller steps and so what could happen is um you know in on the server you could be here this is something that happened in the Eva situation and the next frame of the of what the server thinks you're doing is like your player's like halfway in the wall of the ship he's moving outside but on your local client you haven't because you've got all the Fidelity you that hasn't happen but on the server it goes oh look he's sort of halfway in the world so I'll give him a big impulse to try and get him out whereas the server isn't in the same position and so you get a big impulse on the server uh which basically

  30. 00:23:33

    catapult catapults your Eva person and could potentially kill him from the damage and that was one of the things that was creating say some of the uh deaths that you would see in sort of an Eva transition going in out and partly that was because the the server on the physics side step was running at a much slower frame rate than the client of so we're sort of working on things to make all that better it's work in progress um it will take a little while to get going but once it does I think it will be better and there'll be a lot more people in the instances and we'll be moving smoothly between them so these are all things that the network team is working on I wish we had more members of the network team and we have essentially uh about four Engineers that work on the sort of game server Network side and then we have another um three that are working sort of in the backend Services

  31. 00:24:22

    side uh but if any of you out there are network engineers and want to work on a really ambitious game let us know because we've had open positions for this for quite a while and we're always looking for good people because uh you know the things that we need is you know network is a is a big need for us on the engineering side uh AI is a big need and um and physics if there's any physics Geniuses out there but I if you talk to anyone the game business those are all the areas that are generally hard to to to to find people but um we're moving along and it's going to be pretty cool when it's all said and done because we're basically building a system and I've talked about it before that's sort of the next generation of how you build these online uh sort of cloud driven system so we can distribute across many servers and process more than you would in a traditional sort of single uh server setup so so anyway probably long answer

  32. 00:25:10

    for uh whether or not there'll be spaces for more additional play players but there you go okay next question comes from jufer who asks what can we expect going forward with regard to yet to be placed into concept ships ships like the starter RSI Zeus to the rumored new pirate Interceptor and the much speculated Corvette well I don't think the RSI zo will be a starter because it's a old Legacy ship I think it was one of rsi's first starf fairing ships I think there's a model that you can get in your hanger for it um the um there is a you know there's a fair amount of work that we're going we' got some concept ships uh that we've sort of we've looked and you know obviously we've got a few that we owe so um you know the Corvette is uh basically replacing the spot that the Addis left um and that's going to be an RSI ship we're calling it The RSI

  33. 00:25:59

    Polaris at the moment uh and then the parrot Interceptor is to sort of allow you to sort of quicker more maneuverable just straight dog fighting ship if you're a pirate because the cutless is cool but it's kind of a jack of all trades it can absolutely fight and it's pretty tough but also carries um you know can carry people or a little bit of cargo around and so it's kind of good for maybe boarding actions and stuff like that but so it's almost more a bit more like it's a sort of like fighter SL drop ship uh whereas you you know if you're a pirate you may also need some um sort of interceptors and maybe you don't want to just be sporting a hornet or something um so that's going to be the Dr Buccaneer that we're working on uh but um yep there's a lot of u a lot of cool stuff and uh the uh the next one uh we are um going to probably focus on is a sort of a much smaller uh mining

  34. 00:26:49

    ship I know people have been looking for ships that aren't just necessarily combat oriented and also evolve different roles and with our procedural Planet set up we we've been looking at like how we can have uh sort of ships that players could go down and say maybe fly around and scan and pull in some minerals uh because we'll make that part of the gaml when the procedural planetoids uh sort of uh roll out which is going to be in the near future and so some of them will just be sort of Rocket Rocky planetoids made with minerals on um you know some will you know be a bigger planet with oceans and all the rest of the stuff on uh but one of the things we think we could do in a large procedural area sort of look for minerals and and Sal Scout you know basically uh mine for them and and so the idea is that the um the misk

  35. 00:27:39

    prospector um will be sort of a oneperson version of that because the RSA Iran which is the big mining ship uh is very much built for sort of the bigger mining operations in massive asteroid fields and it's a super cool ship but it's a really big ship and isn't so inclined to working down on sort of the you know planetary surface stuff looking and Mining and strip mining materials so that's really what the misk uh prospector is and the misk prospector is going to be built to pull up and gather in minerals and then maybe take the containers and put them on another ship like one of the whole classes that you can you can fly off somewhere that needs the minerals and uh it should be pretty cool um so the Design's coming along well and uh hopefully you guys will be excited and like I said it's non combat ship so I know that fair amount of people ask for that I think it's one of the cool things

  36. 00:28:26

    of Star Citizen is that it's not just about dog fighting and fighting people there'll be many other ways to to make money and you maybe there's people that have to protect the mining operation and there's people that are doing the mining operation and these all be great ways to make money uh next question comes from heroic Frog who asks the Vault shows various component manufacturers can we expect same company Synergy bonuses when choosing components such as an AAS cooler would work better with an AIA ship or will thirdparty component companies such as jpan and when Castle have better overall stats due to component specialization uh that's actually a very good question uh right now we aren't conceiving of uh same uh company Synergy sort of bonuses and there certainly could be a case where there will be some equipment that say aeria ship Works has an the only

  37. 00:29:14

    kind of cooler that fits is an a GS cooler which is kind of the case in the real world in some cases so be there's that uh but I would say that in general you would look at the stats of the component and its uh sort of quality level um and that would sort of dictate on you know how it performs and how it would help in your ship and uh you know whether or not there was a bonus because the GS works better with the you know a GS component works better than a GS ship I don't know yet that's actually something that I will actually bring up because we're sort of in the middle of sort of finalizing a lot of our component stat so that could potentially be kind of a cool thing like maybe there's a as an extra feature that you get with an aia's cooler in a AIA ship that it still operated as a cooler on another ship but you just want have the the extra sort of like I don't know uh Fidelity or read or you know reading

  38. 00:30:04

    which can happen sometimes where you can have a cooler like on a computer and if it works you know put the Corsair cooler in the Corsair case it's like built for it you can take the Corsair cooler and put it somewhere else but um it maybe isn't you know quite as quite as good of a fit or Works quite as well next question comes from Witcher who asks how will larger ships like the address be controlled by the player for flight will it be controlled by a cockpit style seat control or more like a strategy layout via a hollow map what size ships will these control interfaces if different uh begin from Carrick or larger will the Idris also have a form of manual control to manage flight through tighter spots So the plan for the big Capital ships is much like uh what happens on a big seaf fairing ship in today's world

  39. 00:30:51

    so there's a Helmsman position and the difference between the sort of bigger ships is that you'll have multiple uh crew stations multiple seats where people you know one person's just a Helm the other person's doing coms the other person's doing weapons the other person's doing radar and potentially you have like a captain seat and they're giving instructions to the various people manning the different seats um so uh I would say it's a bit more um you know it'll be sort of I don't know whether it's a cockpit style seat control because potentially the interface uh for you controlling the ship is a little different but it'll be very much like a a helmsman's station on a sort of a Navy ship that you would see in today's world and that's how we've set up the uh the the Idris and how we're setting up the Bengal and and I would assume that would be there there

  40. 00:31:39

    may be a mode that we'll do because we've talked about several different kinds of modes one you know sort of like moving your ship around um you know and because the the big ships are sort of going to be sort of slow it's like moving a slow ferer tank around uh there may be a mode you can switch into where if you've got the certain kind of flight control system besides just sort of maneuvering the engines and position your strafe position on your ship you also could maybe have sort of a holographic display and you could click and say I want the ship to go to this area or that area um and then the if you know the the cap ship version of ifcs sort of tries to get you there and then you could manually take it over and adjust the courses so that's that's kind of what we set up I mean John Pritchard already has a task for him um to sort of do that second second stage so stage one of the cap ship stuff is sort of the big

  41. 00:32:26

    massive ship handling which uh we're sort of in progress for we need it for the staff era and then obviously the address afterwards and then the second stage will be sort of a kind of a more sort of goto positional mode that you could do where you could say ah you know I want to go 100 meters to this spot 100 meters ahead and the system tries to maneuver you there um so you'll have those you'll be able to switch between both of them um so I hope that answer the question all right last question comes from premium shank who asked will some parts on the glaive be able to be used to repair the SI even though they are human made and not Vandal made yes I think that would probably be the idea I mean the idea with the aspara stuff is they've sort of Taken captured real Vandal ships and fabricated as close as possible the parts um for sort of these

  42. 00:33:16

    um you know uh you know whatever you want to call them sort of um red flag versions that you're going to fly and fight against um and so uh you should be able to use those parts to to Interchange I don't know whether there'll be sort of a difference or a bonus between you know if you repair your captured side with human parts if it's quite the same as getting captured Vandal parts we hav't made a decision on that but you definitely should be able to repair your si um with sort of existing sort of uh aspara parts that they've manufactured to be duplicates of it uh all right so there you go I hope you that um those 10 questions were ined thank you uh for um spending time listening to this thank you everyone out

  43. 00:34:03

    there as a subscriber for contributing money every month and enabling us to do this enhanced Community content which I think is one of the big reasons why star isn't does so well and and you know why uh you know we have such a great Community is because there's a huge amount of interaction between us making the game and you guys helping a support make the game in a way that you know you're an extended part of the development uh team and part of the way we do that is you know having the resources and time to film this and film other things and uh you know having a fairly large community team that can spend time interacting with you and also in helping the interface between you guys and the developers um so we sort of all trying to build the game of all our dreams which is really honestly what Star Citizen is so thank you very much thank you to everyone that's a part of

  44. 00:34:51

    the community and Backer out there because without you guys we wouldn't be able to be where we are um I'm every time having a massive amount of fun it's a lot of work traveling between here and Europe back and forth but uh it's actually really cool we've got an amazing team we have you know 300 people now on a worldwide basis and there's a huge amount of talent and I see things on a regular basis every day that I go yeah it's going to be so awesome so um thank you guys and I will see you uh next week bye hey guys thanks for watching um temp for the chairman uh if you guys would like to uh see more episodes go here if you guys would like to subscribe to our YouTube channel and always keep up to

  45. 00:35:39

    date with all our video content go here and uh if you guys would like to watch episodes around the verse go here please and I will see you in the verse for

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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