Subliminal
Around the Verse

Around the Verse: Episode 2.29

28 April 201600:43:35919 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:15

    [Music] this week the prospector Parks the Harald Angels Sing We ask quality assurance the tough questions like which glitch and Ben Lesnik writes my intro all this and more on this week's around the verse half a ship right now has destroyed on to the next Shield at full strength pretty much just dange the drive in a

  2. 00:01:08

    random Direction CU I was getting right this thing there's so much fire going on right now target has been destroyed well I got all of those guys good cuz uh like I said half ship a little bit of duct tape you'll be

  3. 00:01:58

    fine a lot of bit of duct tap okay another Cay safe for now hey everybody what was that hey everybody welcome to another episode of something on my face we're not cutting no hey something's still on my face hey everybody welcome to another episode of around the verse I am Sandy Gardner I'm man Lesnik and this is your weekly look

  4. 00:02:45

    at star Citizen's development from uh behind the curtain yep I'm glad you said that and uh Ben what is the latest version of Star Citizen well there was no uh no patch this week so we are still on Star seon Alpha 2.3.1 which allows access to the Crusader mini puu about 30 flyable ships uh who's Arena Commander dog fighting racing uh capture the core game modes um hanger to walk around our Corp to explore our planet side development and tell us what's exciting that's coming up well our next big release is Star Citizen Alpha 2.4 so what's so special about 2.4 well 2.4 is probably our biggest release since 2.0 you know we had the transition from aren Commander 2.0 back in December and it was you know night and day people seeing

  5. 00:03:32

    what you can do in the game we're thinking it's going to be about the same thing again with to jump to 2.4 um it introduces the initial persistence um the shopping it has Alpha ueec that you earn in the game rather than uh having to play Arena Commander or buy credits to the website it's uh our next big step into making this a fully functional internalized MMO and we'll also be saying goodbye to the holot table for now yes uh we know you all are going to miss it so much but the the holot table is going out for a while um it's going to be replaced with a system in which you use your Mobi glass to configure your ship holot table will return in a much improved form down the line but uh for now the hollow table is dead and our misk prospector is here and on sale right now it has been very very popular our little mining ship and we

  6. 00:04:21

    enjoy working on non-combat ships we do it's always good to introduce more than just fighting to Star citizens so anytime we get to do a mining ship or a transp support or a science ship we uh we really enjoy it uh but the prospector does seem to be going really well received people are loving the uh design and the just kind of the idea of being a single person mining in the Star Citizen Universe uh it's all come together really well we've got a uh Q&A on the site went up yesterday you can uh check that out for more details about the ship and its role and we'll have another one tomorrow so uh get to the forms ask your questions and uh they will be considered for inclusion and if you are a subscriber be sure and check out the Vault we released the first set of uh the very very initial uh prospector images that uh is where it came from it uh it evolved very rapidly the guys at

  7. 00:05:09

    founder e42 did a great job uh reacting to criticism and continuing to update it uh but go go check out where it started it was very uh orange that was a big mouthful and it's patch time I feel like a tease because it's not 2.4 patch time it is merchandise patch time these MK for your perspector Aegis what have you got RSI I've got Drake and RSI and Anvil Aerospace so these are in store today for subscribers and um tomorrow for everybody else yep these are going to be uh I think these are going to go quick and if you want to catch up with some Foundry 42 devs in July then there is brizen con which is being organized by a bunch of uk-based star citizens and uh here is the link to check it out if you would like to go br

  8. 00:06:00

    in.uk that is a July 23rd it's not an event run by us but we're going to send some folks there um seems like a really good group of fans trying to get starers and backers together and now let's check in with our Studios from around the world and find out what they've been up to how you doing guys my name is Ry Vasquez this is Colby Schneider all right so we're saying hello from the LA Studio we have in the news actually today actually this week a couple weeks I think now it's basically like we've been working on the caterpillar for art um we got some really cool Concepts we can't wait to show you guys the dragonfly we have the buccaneer that's been going design team here has been supporting with the um with like those Concepts and everything and with the

  9. 00:06:49

    white box for the caterpillar and a lot of people were like waiting for a bunch of these ships and then we also have the Reliant that kind of saw saw the hanger last time and then this new patch we're going to be showing hopefully some flight ready stuff so you guys can check it out later um if anything we have stations also going on engineering has been kind of steadily pushing on the item 2.0 stuff so what have you guys been doing QA have been working on 2.4 steadily how's that coming is it coming long it's coming long I think people are going to be happy nice you want to share promises making uh persistence is a big thing um so we're going to have a lot of modifications to the hanger some big changes coming up I think players are going to be happy the way things are working in the hanger ships mods uh Port modification that kind of thing awesome it's awesome um star FL fa should be uh

  10. 00:07:39

    flying pretty good that's awesome um been working on that quite a bit um excited about it um General ship tuning a little bit here and there just in general some ships are getting little tweaks tweaks here there cool well that's what we got for La anything see you guys in the verse hey guys Jake Ross here producer of the Austin studio and I'm here with you this week to talk a little bit about what's going on here in Austin so uh first off I want to talk about uh Port modification a little bit uh you've heard me talk a little bit about that uh in the past but I want to talk about um the stuff we're doing to the hangers themselves uh we we've made the app you can actually go in and uh and use the app in the mobiglass to uh to to change and customize your hanger uh but we

  11. 00:08:28

    actually have to make some changes to the hangers themselves to allow for that so uh we've kind of we've already revamped the hangers on the backend side but now we're we're we're switching out the uh item spawners and the hangers with the what we're calling item uh Port entities uh and what this will do is this will allow us to actually interact with these little interactor nodes on the uh on the item ports themselves uh so that then the um the mobiglass uh list will spawn with items you can actually put there uh we're putting uh type and and and subtypes associated with each of those item ports so that like you know the poster can only be on a uh uh an item Port of type wall um you know or something like that the fish tank can only appear on an item Port of type surface um you know so we we want

  12. 00:09:16

    to make sure that the we give you guys the creative control to customize the hangers how you want but it's still got to make sense within our universe so um you know we can't allow you to put a fish tank up on the wall sorry it's a just too big so um the uh same thing with the ships uh we actually are spawning uh or creating the item Port entities uh in the hangers for the ship so that if you similar to how it goes now if you spawn a constellation the other smaller item port for the smaller ships go away go away so you can't you know spawn a a hornet and a hornet and then put a constellation on top of them you know you have to the constellation will cancel out the other the other ports around it so we're linking the item ports up and and setting up the hangers that way so um we're so I talked a little bit last week about the Tryon camera for shopping uh so that when you actually go to purchase something you

  13. 00:10:05

    can before you purchase it you can go to try it on um and you'll zoom out you'll see yourself like with the clothing or the armor uh same thing with the weapons where we have an inspect mode where you can actually go into inspect mode and and they show the character um you know inspecting the weapons before you buy it so uh that's in progress able to wrap that up this week so we'll be a get to see a little bit of that which is cool um we're also looking ahead uh way far ahead to 12 months of shopping uh we want to now that we're getting shopping uh ready to release here pretty soon we want to actually kind of put a plan in place for okay what kind of shops do we want to bring online for the rest of the year what kind of content do we want to be able to put in those shops get you get in your guys hands um so uh we're in the planning stages of that so that's U we we'll kind of have a road map in place for for more shops here in the

  14. 00:10:52

    near future uh lastly I want to introduce a couple um new hires here oh won't introduce shooting them here on camera but hopefully you'll see their faces soon uh Andy Anderson and Nathan Howard are both two uh new members of the devops team uh here in Austin they'll be uh under help Ahmed Shaker who some of you guys know he's very active on on Discord and things like that so uh Ahad is was in desperate need of of uh of some more support um and we're getting it to him now uh we've had a couple new hires here so we're ramping those guys up this week as well yeah so um happy happy to those guys on board um cool so yeah that's all I got for you this week guys thanks see you around hi everyone this is Mickey over in the UK um so this week I've been

  15. 00:11:42

    working with the character art team uh in both the UK and over in the US and we've been looking at a lot of the hairstyles and the clothing that's going to go into the game uh in particular this week we've been looking at uh Sophie Woo's haircut for scorion 42 and hopefully we'll be able to put that in the Pu eventually um so that's all pretty exciting um the clothing we've got a lot of clothing going on um we've got basically each race has their own set of clothing so there's stuff for people of Earth Terror and there's the frontier vandals um and we they're doing like Society classes as well so each one has got a set of those so there's a lot of clothing going in um and my job

  16. 00:12:31

    basically this week has been to take these assets and try them out in the game so that's the like QA side of stuff that I'm doing so yes that's what I've been doing this week um as for the character art team and production they are planning a shoot for next week which is a performance shoot and they'll be doing uh the facial captures of the actors that haven't already been done so uh they'll be doing that um they'll also be shooting some remaining scenes for Squad from 42 and they'll be doing more map so any additional animations they need like going in and out of ships um stuff like eating drinking all that sort of thing that will all be done in the shoot next week so uh yeah I think that's

  17. 00:13:18

    everything I'll see you in the first bye hey everyone I'm Brian I work in Frankfurt uh give you a rundown on the team this week at least most of the guys um starting off on the weapons end uh they're working on some remaining artwork for um big plasma weapon um addressing some feedback an additional uh blocking out the mesh on a concept that just got approved a final concept um it's part of the pipeline obviously things go you think of the function ity then it goes concept and then it gets blocked out and then they refined and so on um also working on Final textures for a big uh laser cannon

  18. 00:14:10

    um yeah looking pretty cool AI um covering most of stuff that we've already discussed over the time these are kind of big long tasks that are going to take a while um they're going over metrics again having discussions on those to make sure all the metrics uh between design and and art and level and all those are going to work with what's being speced out um working on the workflow settings for usables uh looking at bugs um obviously more on subsumption because subsumption is is huge as far as the life of AI and the variety that we're going to get um also the unifying properties with usables and interactors so we can limit the amount of data entry we have for data Forge

  19. 00:15:00

    um and optimizations I think I maybe already mentioned that on the engine side um some discussions on stuff that we haven't just revealed yet um so I can't just yet um and I know that's always a little crappy oh Brian said stuff but he didn't say anything so sorry but you know all things will come um in time um looking at performance and optimization always looking to make things more efficient and run smoother uh vsync support um more progress on the procedural Planet Tech um not only on the general Tech we have but on the atmospherics um getting really cool looks on those which is awesome um also

  20. 00:15:48

    working on ship and player planetary alignment uh for those uh with these planets as large as they are they definitely come with some unique challenges but we're able to to separate each one and Tackle them and um yeah we're making great progress on there uh physics grid always working on physics always seems to be edge cases that come up on those and bugs uh still doing work on facial dialing that in to get it be exactly where it needs to be um so on and so on and so on um pushing some over some stuff but it's it's some of the detail isn't extremely important right now uh VFX um working on some bugs for 2.4 which crept up um they started

  21. 00:16:37

    prototyping here some um effects for the high-tech weapons um because they'll have a different Unique Look to them which is pretty cool um on the Cinematic side we're prepping for a shoot that's coming up uh starting next week I think we'll be shooting for a couple weeks out in elen studios again uh myself and hus um and Judith who's our new senior cinematics producer we were all in the UK last week meeting with the team there talking about blocking of characters reviewing the scripts with the writers and and so on and making sure everything's where it needs to be um so when we get there that we'll we'll be fully prepared day one to just get rolling um that's about it for the team I know I passed over design stuff but

  22. 00:17:25

    I'm just trying to kind of condense it and I'll jump more on design last uh next week as far as kind of overview as well we also have uh Steve Bender our animation director from the US from the LA office he's here he's been here for a couple weeks working with the team here and also close with the UK um so it's good to have him here um and we also have Chris here this week for a few days so he's actually in a meeting right now with design uh they're meeting all day yesterday on the planetary Tech and that road map and when when you guys will see a little bit more and when you'll be able to feel a little bit more and so on so uh thanks again for all the support and uh you'll hear from me next week cheers what's this we're getting a com link from the team at Drake

  23. 00:18:12

    interplanetary it's the latest on their data Runner let's check in with Josh Coons to see how the herald is coming along in ship shape hey everybody on this week's episode of ship shape we're sitting down with what what your title Josh uh 3D artist 3D artist Mr Josh Coons out of our Austin Studio how you doing Josh I'm doing good we didn't rehear this ahead of time now Josh is normally out of our Austin Studio he's here visiting in La we do these syns from time to time uh cuz for all the Skype conversations and all the emails sometimes there's nothing better than face to- face meetings so you're here in town and currently you're

  24. 00:19:01

    working on the Drake Harold correct all right now the Drake Harold's we we've seen work on the Drake Herold for some time like we we we began building it last year and then uh it got put on hold while other things were prioritized but now you know the wheel of development is swung back around we're we're we're back to working on the on the Drake now and that's Fallen to you correct so uh what can you tell us about the Drake Herold and what you're working on now uh Drake Harold so uh we did a constellation right after constellation we went straight to uh Gan Scout so significant size decrease so now uh uh this one will be my first Solo solo Venture ship um so I'm doing the whole thing interior

  25. 00:19:50

    exterior uh Drake Harold is a technical single seater but you can bring a friend along for the adventure um and it's a it's a data gather transporter um a data Runner is what I'm calling it now where was the where was the ship left at when you came aboard it so it was uh as far as like a blockout it was it was pretty fleshed out um there were still some unsolved uh issues with the ship uh and some functionality was missing as well uh I had to add that in uh and start refining it down um on the higher poly count side uh and when I say that I mean they're just the higher poly count isn't

  26. 00:20:39

    utilized the best uh I needed to push the polyes out to where the player can see them gotta and uh we had some uh metrics uh issues making sure everything's in metric so everything works you can climb climb into the ship you get in the seat you can swivel in the seat without cutting your kneecaps off all that good stuff it's one of those things where when we started building it out we knew this much about how to make ships and now that we're back to it we know much more about making ships so that's that's one of the benefits of sometimes waiting to build a ship is you end up learning a lot more along the way and you can apply those lessons to the building of the ship yeah so this is part of our pipeline now where and this this is the stage one and we call it the white box second stage is gray box and

  27. 00:21:28

    white box we don't go overboard now what you're seeing on the screen right now because I already started out with something that was fleshed out a little bit more this is a whole lot more detailed than what a typical white box would look like um but the white box affords us time it saves us a lot of time in terms of uh when design has a problem or if something doesn't fit or the metrics are off we can change and iterate more quickly and with less wasted man hours when something needs to be changed which is good for everyone involved in this process so what are some of the things you've had to do here in the white box

  28. 00:22:16

    space so one of the main things that was requested was the main cockpit uh outer hle shape it was a little too needl noosed so I have pulled it out and gave it a more uh interesting curved shape um the interior was cramped which affected the exterior so to get the interior metrics for instance there's a console in the middle of the ship where someone can sit but if the pilot wanted to get behind him and go back towards the back of the ship he didn't have enough room which meant the exterior hole needed to come out wider so the ship has been widened by I'd say about 5

  29. 00:23:06

    to 10% somewhere in there okay um that pushed things out so that it changes the angles so all those have to be adjusted um the landing gear was just not uh it wasn't enough for a ship of this stature um so and this is a good example of uh what white box Doo should look like so very simple uh very easy to change if something messes up we do our blockin animations so we make sure everything is going to work um not the final animation yeah uh the animation team will will get their run at this and uh uh polish it out and make it look even better than it already is um there's still some uh functionality

  30. 00:23:56

    as far as uh our uh data modules on the side still being worked out so that is roughed in and I'm leaving that alone until things are finalized that looks like a really elaborate bicycle lock yeah thumbs and you select the combination that was actually brought up uh before is that that does look like a uh uh a bike lock for a combo that's how we keep your information safe it's it's by a gigantic combination best encryption of all time uh one the the biggest thing that wasn't implemented that needed to be implemented was uh the and I'm just calling it the satellite array for now um so for the gam playay of uh transmitting transmitting deep space or

  31. 00:24:46

    receiving uh it needed to deploy this satellite array and we had many Concepts on what that should look like so waited for final say um uh Roberts picked the one he liked and I executed it and blocked in the animation for it so you'll be hovering out in space transmitting at about that stance right there it's like a data version of death Blossom yeah uh the uh entry was not on Metric uh this is very important because you're dealing with uh unnown known which which was the ground the ground does not changed that's at a level so when the ground's evolved you have a n metric which is

  32. 00:25:37

    absolute absolute ground so that dictates the metric of entry and exit uh this used to have kind of a um small like private jetliner esque type fold down stair and it was not metric um actually wouldn't work at all so uh going back to the style guide for Drake um we push it back into an automated ladder uh then a slip cover door Drake's a very and seal utilitarian just what works yeah what do we need to get to work and then stop there how do we get them in there ladder done now what are these inside the uh the intakes here so those are another change um those are upgrades from the

  33. 00:26:29

    previous design of the wing size one missiles and uh we went with a size two and upgraded more uh more missiles to that now do we know were you part of the discussion of why they upgraded the missiles or do you just hey they told me to upgrade the missiles and I did so as far as how that came about if I pull up a concept for you so we have these Concepts and we had this this little bit that you can see here and um I had asked about it and I'm like are those missiles are what are those and I knew we had a a wing

  34. 00:27:18

    missile and uh this is this is why we white box um we white booxed out the metric for a size one missile it is not at all this size and it just looked like this little little dainty accessory even smaller than what you see in this shot it's just it's so minuscule and small so uh right here there's a uh a gun mount now and on the bottom gun Armament they wanted the ship to be like uh super super fast um the Firepower as far as like guns not maxed out but it's it's got It's got a good payload of missiles and then it has a good a good amount of uh counter measures flare launchers which

  35. 00:28:07

    have been proxy in back here that's where they'll they'll deploy so I think 3 to one uh chaff and flare so two two flare and six chaff so lots of countermeasures and then you use these big bad boys to get out of those sticky situations every time I look at this I think about how people are going to use these as drag racers oh yeah that's uh another another design intent yep it's like then they may not be able to beat you on the turns but on the straightaways the Herold is going to haul oh yeah um I was working on this and I was like yeah this is like one of those uh the first initial rounds of Concepts I was like ah that doesn't look as cool as it could and it it literally

  36. 00:28:56

    reminded me of like a funny car just you know straight line let's go as fast as we can and uh that's that's part of my mission for uh once I get past the white box we go to the stage gray box and that's where we start refining uh the looks of it because the Design's nailed down now you said you were working on both the exterior and the interior correct have you begun work on the interior yet uh yeah it's a little rough right now um there was some stuff there previous ly I can pull that up as soon as Max is done saving why so

  37. 00:29:52

    late uh so for the interior we have uh like I said before we were having um uh metric issues for how cramped it was uh this will be the cockpit area that is still being um finalized uh since we have some new gameplay elements uh we're figuring how that affects the UI scheme uh up front or if it will at all so um I've elected to hold back on that until an answer has been uh figured out so uh entry door uh there will be a weapons rack here that was requested so I blocked out a space for that uh we have our console which is also being metric out as well finalized as

  38. 00:30:42

    far as uh how to look on screen making sure everything's like visible within uh one uh fov yeah that they're not just there to be cool that they're actually yeah you're going to be you're going to be doing stuff there um yeah the biggest problem was there was a a chair here it came out into the hallway and I'd say this used to be about there so not only could you not get by but if you sat in the chair and went in it would probably squeeze all of your intestines up through your throat uh from hitting that we call that emergent gameplay yes that is that's some good game play so uh pushing back uh these server racks these server racks actually hold other gameplay elements the

  39. 00:31:31

    um uh what do you call them uh the components I had to make sure all those have their spots so we've got some in the floor some in the ceiling uh some on the sidewalls they'll have to be accessible uh this is a rack for another set as is the matching on the other side we've got your base kitchenet yeah base kitchen net microwave um I'm GNA have to spiffy that area up a little bit all-in-one shower combo also this is being metric out um I prefer to spend my time making a ship look really cool and missiles and guns and stuff and less on uh the toilet right right now that showers down on the toilet paper this is a problem we

  40. 00:32:19

    had with the original starf blockout yeah do you uh do you pull or roll down which way does the the toilet paper roll go these are all decisions that have to be made toilet paper goes over and down if you're an under you're wrong I wonder if that's different per country I I don't I don't care uh we also had a uh what appeared to be a couch it appeared to be a couch in the back and uh need to get that more sci-fi so this little block here that is the metric for uh a single bed uh bunk so that's what that will turn into after I art it up so yeah that's that's as white box as it gets literally

  41. 00:33:06

    a box Lally a box it's actually not even a box there's two sides missing to it so that'll be where you sleep uh some Cabinetry uh today I'll be doing some ceiling passes uh finalizing where the ceiling is going to sit and then uh as the information's FED to me on screen details I will push pull those where they need to be and also the most important part the uh the captain's chair which I'm going to save for last and that is the interior thus far now now if I were designing this ship yeah and I'm the incredibly lazy person that I am MH there would be a track down the entire center of the ship and and

  42. 00:33:55

    the captain's chair would just move from the front all the way to the toilet all the way back you just you you could just go through the entire Ship Without ever getting out of the Cab's chair we got a little bit of that so you'll have I think you'll walk to about yay and the chair will slide back rotate you'll sit rotate comes back up and puts you in position cuz it gets a little tight back here can't exactly walk around um and that's everything on a hidden which probably makes no sense to anyone right well um hey man Josh thanks for taking the time to sit down and show us the the Drake Herold oh yeah uh obviously this this is still work in progress uh it's not going to be in your

  43. 00:34:41

    hangers anytime real soon but uh we are working on it we got uh we got this guy on the case interior exterior man this going be cool this ship was not my favorite and it is growing on me yes it it does that it does it's it's this weird ugly duckling that the more more you stare at it the more you work with it you just get Plus at certain angles it kind of looks like the brain bug from from stresser Troopers yeah when I uh first started on it I was looking at from the front like this thing looks like a tick it just looks like a big tick that's full all right I'm Jared hucker that's Josh Coons this has been ship Shake there you go everybody watch witch glinch

  44. 00:36:56

    now hey there and Welcome Back to Witch glitch I am Tyler Witkin the community manager in the Austin Texas studio and I am joined today by Mr Bryce Benton hey guys Robert gather how's it going Jeffrey bearded peas and Senior animator and our special guest Mr David Pang hi so we're always excited to do these segments so let's waste no time and Dive Right In number five we wow Private Dancer You Spin Me Right round baby right round heally stole apparently it's karaoke night I I didn't even have to do it this time number four cockpit Mosh Pit I think this one happened to you Jeffrey yeah this is actually one of David's animations I'm pretty sure yeah David how was how was

  45. 00:37:43

    the motion Capt Daniel or J number three break dance again easiest break dance of all time again with the spinning around in circles breaking yeah I'm surprised you didn't start off with singing again rela is ey way that's that one baby hold on let me right there go I don't know what's going on number two like a boss this guy does not here nope rid inside CH boys W this bug was actually awesome because the longer it went on the more he hung off the back and so we cut the video early but eventually he was like standing on the back with one arm reaching back over to the wheel we should make this we should make this a way that you can actually ride your buggy trip riding get a special chair attachment

  46. 00:38:31

    for this is totally how I ride my sailboat number one I'm out of here yet yet another one of the ones that I found what is even happening golf cart goes by and Sh just like nah uh-uh no and those are all the bugs for this week we hope you guys enjoyed them as much as we did we'll catch you guys next time goodbye goodbye goodbye goodbye goodbye so which glitch is your favorite I love all of them equally apparently but what I love more than glitches is our most valuable posters here's MVP hey there Tyler whiten Community

  47. 00:39:20

    manager in the Austin Texas Studio here to bring you this week's MVP a big and long overdue congratulations to engineer for his Star Citizen ship renders most recently the food Lancer Benny's truck Engineers content that he continuously puts out is fuel to the imagination and I can't wait to see what he puts out next so big congrats to you you're this week's MVP back to you guys I still feel that I am the original big Benny according to the writers the original big Benny was a pug dog but can a pug dog bring you ATV fast forward I think I can [Applause]

  48. 00:40:40

    be sure to tune in to reverse the verse tomorrow at 11 A.M on Twitch and do you like ATV and want to show us hit like And subscribe below with that thank you nope nope uh we would like to take moment though to thank our subscribers we would like to take a moment to thank our subscribers thank you subscribers uh thank you subscribers no if folks are familiar the uh the subscription program here um you meet imperator Centurion it it gives you a bunch of benefits and ships you fly in the game access to a jump point and the Vault and so on uh but what it really does is it provides us with the the ability to do shows like this uh do live streams and events uh and we we just want to say thank you we

  49. 00:41:27

    really appreciate the support folks who choose to subscribe give us yes we do it also provides our sets and thank you as well to all of the fans who send in all of our stuff um and there's one more um set being done isn't there yes check in next week possibly for uh a new ATV like to give a shout out to Luke barrows a uh young citizen who I am told watches the show every week um he if he's 5 years old he watches with his dad he said he recognized uh Ben Lesnik every week so I thought that was I thought that was fantastic that's cute so um we're sure you're going to be a fantastic space pilot someday well he's definitely got the name absolutely and uh with that we would like to thank all of our subscribers again for making this show possible we will see you next week on a

  50. 00:42:16

    round round the verse did you know that many of star citizens developers are on social media if you would like to follow Star Citizen on Facebook you can find us here or on Twitter here and even Instagram here and for a full list of developers personal accounts they're willing to share with the

  51. 00:43:03

    community check out this link you can find out uh what I bought at Amazon this week Star Wars stuff it yeah it was probably Star Wars stuff

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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