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Around the Verse

Around the Verse: Episode 2.05

29 October 201500:41:26962 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:01

    This video made possible by the ICC stellar surveyors and subscribers like you. [Music] Hey everybody, welcome to Around the Verse. I'm Sandy Gardner. I'm Ben Lesnik. And this week on the ATV interview, Jared sits down with Pete Mackey and John Pritchett to discuss upcoming changes with Star Citizen's flight model. And we take a look at the audio work that brought the Ark Star map to life. But first, Star Citizen Alpha patch 1.3 is live for everybody. And I

  2. 00:00:52

    hear that people have been going nuts in their buggies. The buggies are a little buggy. Um, but it's helping us test a lot of the collision mechanics and other interesting things. Uh, 13 is largely a behind the screens patch. It's got uh it's the postmerge patch. All the different development streams that have been disperate these past few months are finally together. There's some other stuff for backers to play with in there, though. We've expanded uh Arc Corp beyond the original design. There's a new area to explore. We've added the buggies, of course. There's uh two new guns available through Voyager Direct um and mounts to use them with. So uh folks seem to be having lots of fun and we are uh on the road to 2.0. We are on the road to 2.0 and look forward to giving you an update on that and Star Marine tomorrow. And yesterday we had our special October subscriber edition of

  3. 00:01:40

    Reverse the Verse with members of the Santa Monica art team. That was a lot of fun. You know, if we could live stream 247 we would. Um but we can't. I'm not sure people would want to see that though. No. What? Yeah. People want to see me like getting ready for bed and right. You remember the first uh 24-hour or we did a couple of 24 hours. I think uh that that first one in November though. That was something. Is that the one where Fred showed up with the disco lights? Yes. We all flew to Austin. That was Yeah. Ben talks about how awesome that was. Okay. Good. We were doing so well. The community team is coming to Austin and I hope maybe I can come, but I'm not sure yet. We will be filming an entire episode in Austin two weeks from now. Oh yeah, we're going to catch up with the guys in Austin. You know, you you folks see the

  4. 00:02:28

    Santa Monica team pretty much every week. We want to uh share the love, show you some of the work folks in Austin and eventually elsewhere are doing on Star Citizen. Mhm. And I hear that there is a bar citizen group on November 8th at 73. No, 700 p.m., sorry. At Red's Porch in Austin. Yes, there is. Nailed it. Wow. Ben adds flavors. Just don't do too much there cuz you know what flavor? Don't oversell it. Now, let's turn it over to news from around the verse. Kachchow. Hey and welcome back to Santa Monica. Uh you're here with Eric Karen Davis and I have a special guest with us for this

  5. 00:03:16

    around the verse. Uh this is Vince Sinatra. He's our QA lead here in LA. Uh real quick, I want before we get into our topics, I was going to ask what are you going to do for us out here now that you're here? Well, I'm pretty much here to help the studio any way I can. Uh primary focus will probably be on, you know, ship design, ship building, uh making sure the performance is all up to specs, the way it's supposed to be. Awesome. That's great. Uh the other couple things happening in the studio, uh we got a lot going on. Um upstairs, uh our own Elwin Bacher, he's working hard on the Constellation Merlin docking bay to get that thing all done. LODs are rocking and rolling as well. And we also have Randy. He's working on Caterpillar tech design as well. So that's our quick update for around the Around the Verse from Santa Monica. You've met Vince and we'll see you next week. Hey guys, Jake Ross here, associate

  6. 00:04:04

    producer of the Persistent Universe, and I'm here with you this week to talk a little bit about what we got going on in the PU. Uh took a break, went was off for a week in the Smoky Mountains. That was lots of fun. So, thanks for Jason Hutchkins for filling in. Uh I'm here today to talk to you about shopping UI. Uh we are kind of undergoing a revamp on the UI side of things for shopping. um you know we have uh uh Tony working with Zayn and uh Carl Jones a designer in the UK to um to kind of revamp how the shopping interface works. So uh as we work towards our shopping milestone um you guys will be to see some kind of previews of of a little bit of that um you know the the shopping user interface flow how how it looks you know uh we we kind of got a good idea now of how

  7. 00:04:51

    shopping is actually going to work um from start to finish. So, um, you know, we were had we're there for a little while and then, uh, kind of broke down and, uh, and now we've got some some new people coming in with some cool ideas. So, uh, yeah, so that's coming in coming along nicely. Uh, we've also got Cassaba outlet, uh, new clothing store in the works. Uh, you guys, I think, have seen some concepts uh, of that of that space and, um, now we are actually to the point now where we have it all laid out nicely. It's all white boxed um, and we can take it through to final art. Uh we we needed to make sure that, you know, players had enough room to to move around um you know, to actually access the clothing on the racks and um that there wasn't enough, you know, there wasn't like really tiny spaces where you couldn't get around people. So, we needed to make sure everything was laid out really nicely. So, Rob Ringer here in here in Austin uh handled that. So,

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    uh that's now off to behavior. They're going to they're going to art it up and make it look all pretty and uh you you guys will get to experience that and the shopping user interface uh all in the same go here in the near future. Um, last but not least, we're working on some camera dampening, first-person camera dampening for the emotes that you guys have already have out in Social Module. Uh, we've got heard heard some complaints of uh some rocking uh first-person camera motion uh as you guys dance and salute and uh a little bit more of the crazier uh animations. The camera goes a little crazy. Uh so, we're dampening some of that so you don't barf every time you uh dance on the dance floor. So, uh there's that. So, look forward to that. Um, yeah, that's uh all I got for you this week. Thanks, guys. Hi, I'm Tom. And I'm Simon. And we've

  9. 00:06:29

    been working on Star Citizen Alpha 2.0. Uh, you might have seen it at Citizen Con when Chris demoed it on stage. Uh, Simon, what have you been working on? Um, so I've been working on the first pass of the repair systems that we have in place. You may have seen the little gyroscopic robot guys that kind of pop out and come along and fix up your ship. Um, so it's very much important to us that we get a first pass of these guys into you. Um, so this isn't what will eventually be in the game for repair. It will be a much more involved process, much more physical, you getting your hands dirty with the bits and pieces of your ship and making sure that you are fixing up yourself. Um, I think for now it really adds to the sort of continuity of the experience though, having, you know, having the ability to go out, get in a load of trouble and then visit these stations and get repaired, you know, as part of the game as opposed to Exactly. It's it's um we've we're doing something really new for us here. We're

  10. 00:07:17

    delivering something to you and we want to get you back in the game and exploring as quickly as possible. So, it's important that we get something in, but not something that will take huge amounts of time when it's not the final thing. But yeah, and I've been working on creating background events that sort of help show the player the the the state of the system that they're in. Um, so when you visit certain locations like these refuel and repair stations, um, there's a chance that something will spawn in the background that sort of some AI ships or or something that just helps show you, you know, uh, what kind of traffic happens normally through through that part of the world or part of the galaxy, I should say. Um, so for example, in the in the map uh that we've been making for 2.0, O there's a sort of big conflict going on between the uh the pirates in the system and the UEE

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    forces. Uh so there's quite a lot of scenarios that can spawn that'll be a UEE patrol moving through the area or perhaps a pirate ambush or just you know normal independent traders trying to get on with their lives. Um all the ships will react, all AIS will react sort of systemically with each other. So if a if a patrol ship sees a pirate, it'll try and attack it and take it down. If a pirate sees a trader, it'll try and pirate it and steal its cargo. Uh the really nice thing about it as well is, you know, if a ship takes damage and it's coming in to land at one of the one of the refuel and repair platforms, you know, it'll refuel as normal, but Simon's little drones will come out as well and they'll repair AI ships just the same as they would player ship. So, it it really is sort of a fully functioning little diarama of of what the game will eventually become.

  12. 00:08:52

    Exactly. And these uh as you say, these these systems are going to be things that we're going to be iterating on and expanding on and kind of just making the world much more complex and rich and for you guys to explore. And we can't wait for you to be able to do that. Yeah. Can't wait to have it in your hands. Cool. All right then. Um well, see you in the verse. Thanks. Bye. Hey guys, Brian Chambers from the Frankfurt office. Um this week, instead of sitting down and talking to you in front of the camera, we'll run you around the new office. Uh but quick cuz we only have a few minutes. So here we go. Entrance way. There's Zenus. Say hi. Hi. Uh large conference

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    room. Um, outside of the lobby down here's the main corridor. Just got some artwork hung on the walls the other day. Here is our kitchen/ lounge. I'd say hi to Marco, but he probably wouldn't like that. I'll follow him around. Say hi, Marco. Hi. All right. Um, restroom. Restroom. Boring. Couple more images. Here's the engineers. I have to be quiet. It's the IT room. Say hi, Mars. Hi.

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    That's our server room in there. Can't show you that. I think it's locked right now. Yeah, it's locked. And here's the main floor with everybody. That's kind of a good view. We have an outside area here, too, where we can uh eat if we want for lunch. And they have barbecues we can pull out. Um there's my office. We have meetings. Some of the guys you've seen, some new guys, some new faces. This meeting room. This is where we usually shoot the ATV every week. Um, more dudes over here. I'll go quick. We can't see

  15. 00:11:21

    everything. More dudes. There's Jason, Frank. There's Audrey, new senior tech artist. Caleb hiding in the corner. Talking about walking forward, walking backwards. Todd, Toby, Alex hiding in the corner. You remember Alex? Um, he refuses to do all these videos with me. And we're going to start this way. So, we're cool. So, short and sweet, but that's our new space. Um, we're up to 30 people now. Space can hold 49 right now. So, uh, got a bunch of good applicants still coming through. Um, yeah. Cool. Hope to, uh, show you more next week. Cheers. As always, a big thank you to our

  16. 00:12:33

    studios from around the world. Now, let's head over to our community manager Jared Huckabe, who's chats with game designer Pete Mackey and physics programmer John Pritchette to talk flight models in this week's ATV interview. Hey everybody, there's been a lot of talk lately about upcoming changes to the flight model. Uh so with me today are game designer Pete Mackey and physics programmer John Bridget and we're going to talk a little bit about the upcoming flight post that we hope to have out later today and uh basically give you kind of a a top level summary of what you can expect and what what we're going to do going forward. So Pete

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    uh John how you guys doing? Good. How are you? Good. All right. So let's start off by talking about the flight model as it is now. uh how did how did we come up with the flight model that exists in the game today? Okay. Uh the two main goals that I had uh from the very beginning for our flight model were um basically to make sure that our flight behavior was nice and smooth. You know, for space flight, you want that to to really feel like the ships have a lot of inertia. Uh and then the second thing is for it to be highly uh dynamic and adaptable to a lot of you know variations and errors uh you know unexpected conditions that we might encounter you know because we we from the very beginning we expected to have um you know thruster damage and and um

  18. 00:14:11

    things like that uh that kind of feed into the system and I didn't want to have to micromanage that. So um you know it seemed pretty obvious in the beginning I wanted to develop this as a as a real kind of a feedback control type system. Uh and so that's what I did. The uh the feedback control algorithm uh is basically an exponential uh type of a of an acceleration control or motion control. So um that gives us you know something better than instantaneous acceleration change that you would have with normal second order uh motion. So that you know our accelerations don't jump from zero to maximum in an instant. They actually change more gradually. Um so kind of the downside of that is that um you know the exponential uh settle time can be very long and and players have definitely

  19. 00:15:00

    noticed that in the in the long settle times for the ship is you know you go from maximum velocity down to zero and so that's that's something I wanted to improve on. Gotcha. Pete, what do you think about the current flight model? Yeah, I mean the uh mainly what uh players have reported in some cases that it feels sloppy and that's and that's you know kind of the side effect that you get from it. The exponential curve is that it's just a bit of extra slop at the tail. All right. So, uh it's been a while. We've had this flight model for well over a year now. Uh what makes now the time to change it? Do you want me to answer that? Yeah, go for it. Okay. Well, I mean, you know, it um took a little time to get it out there in front of people and just kind of start

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    getting the feedback and realize, you know, what it was that we did need to change. Um so, but then, you know, having realized that, you know, I didn't want to take a step back at all in terms of the quality of the motion and and the uh the adaptability of it as well. So, it took a little while to come up with the proper solution. uh you know what what we what I came up with was uh you know to use uh third order motion so we have u a change in acceleration it doesn't assume that the acceleration can change instantaneously uh and so you know it just took a little time to get that u functioning fully with the complex system that we have the very complex system we have now this was something that was always going to happen this isn't like a new idea we had a couple weeks ago you know the game development is iterative. This was

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    always going to be the next step at some point. Well, actually, I mean, going back from the beginning, I had hoped that um I could just, you know, use the system uh as a feedback system. So, whenever, you know, your input changes your velocity, we would set a new set point for velocity and then the air the feedback control system would just sort of smooth out the error between your current velocity and your new velocity. But um that's what sort of introduced that lag time that we see and the sloppiness in the behaviors. So you know having recognized that uh the goal was to go ahead and to introduce a more optimal u motion profile to you know to take full advantage of the acceleration and the velocity that the ship has available to it so that it can change you know from one state to the other in the least

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    amount of time and and optimized for what the ship can do. So, and um as far as the time it's taken, um this is something that we've uh me and John have been talking about. I mean, we've had initial conversations about it, you know, going back to uh December or so of last year. Um and then we officially pitched it to Chris in I think April or May. Uh and then we got the green light to start working on it. Um, so it's really been just since May that we've been like, you know, full on developing this this, you know, the full not just this third order motion that we're talking about right now, but the whole right the whole package of, you know, what we're calling IFCS 2.0. Gotcha. Uh, great segue. So, let's talk about what's

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    coming with with uh with 2.0. Um, who wants to start? So on top of uh the work that John's been doing on uh the motion control algorithms, uh we're also doing a bunch of other uh gameplay improvements. Um we're adding three new flight modes uh to IFCS. Uh and what that gives us is uh a lot a lot more control in various uh circumstances. So the the three that we we have are uh precision flight mode which puts a cap on your maximum velocity and then scales your acceleration based on your throttle input. So it gives you a lot more control when you're near a landing pad or uh mining an asteroid or performing

  24. 00:19:02

    salvage like any of those scenarios would be where you might want to use uh precision control mode. Uh and then we have um uh SCM mode which is called uh space combat maneuvering mode. And on the surface it's pretty similar to the the spaceflight mode that we have in the current currently released game. Um it uh it basically is your normal combat mode. And the but the main difference is that whereas before your top speed was um statically defined um now top speed is uh dynamically determined by uh your accelerations. So, anything that alters your uh

  25. 00:19:52

    capability to accelerate can potentially alter your uh maximum speed. So, anything that changes your mass like through loadouts or adding cargo, um upgrading your thrusters, these will now potentially change your your the maximum speed that you're allowed to fly at. So, it's fully dynamic. Um and then the uh third mode is cruise mode which basically uh we say in for SCM mode it really is about what how much speed you can control with the thrusters that you have. Uh with cruise mode it's about uh velocity at the expense of that control. We basically say, "Okay, you realize that, you know, going these velocities near any other object is hazardous to

  26. 00:20:42

    your health, but here here you go. You can do it." So, uh, in in cruise mode, um, the maximum velocities are significantly higher than SEM mode. Uh, right now, all the ships are right around a thousand meters a second in cruise mode. We're still, you know, fine-tuning that, trying to trying to figure out what's actually really going to work for for the PU. But right now, they're all around a thousand. Uh, and um, at that velocity, it's really easy to black out. And it's really hard to recover from a slide. So, what we do is we enforce turn rate limiting, which means that uh, your ship rotation is locked to your velocity vector. So, um,

  27. 00:21:31

    maneuvering at cruise mode is less about turning and more about just making course corrections. Yeah. So, that's definitely you don't want it to use it, you know, in an asteroid field or nearest, you know, place where there's a ton of other ships flying around. Challenge accepted. Oh, and the the one other thing that I did forget to mention is along with SCM mode is that we have uh we have after burner. Um yeah, we get that with with the way the SEM is calculated. So because SEM uh your speed will dynamically raise in relation to your available acceleration and because boost raises your available acceleration, now your top speed will also dynamically raise. So, the way that that works is in afterburner mode, you'll get a uh a

  28. 00:22:20

    boost of speed and maintain the same relative control of your ship at that new speed. Um, but we also know that boost itself is very useful um because it gives you a lot of control uh slide control near asteroids and what have you. Uh so, we didn't want to lose that functionality. So, we actually now have both of these modes, the afterburner mode and the the boost mode where in in the boost mode, we don't allow we give you the acceleration boost without raising the cap on your velocity. So, you get uh more acceleration but the same speed, which results in better control. And then in afterburner, you get the same control at a higher velocity. So, now you actually have this choice uh of how how you can spend your boost fuel. Do

  29. 00:23:08

    you want to spend it in after burner or do you want to spend it in boo boost? And uh both of them are available uh with a press of a button at any time. That's cool. So I I I guess this means there's going to be some UI changes for the new systems, I would imagine. Yeah, we have some new changes uh that Zay and the uh UI department's been working on um that will kind of help along with that. They'll show you your current flight mode. They'll show you the flight mode that you'll be switching into next when you use the flight mode button. Um, but I think, and I don't want to speak for Zayn, but I think he actually has some more long-term plans uh to actually Yeah. to to make this uh to to fully display uh all of the

  30. 00:23:58

    capabilities of the system. Yeah, I'm going to try to hunt down some screenshots. If we don't have them ready by the time the post or this video goes up, guys, uh you'll see them when 2.0 drops. They're really cool. They are really cool. Uh now, the post is very long. We're not going to cover everything in the post. You know, leave something to read. Uh John, I wanted to get uh some words about uh error before we we turn in for the night here. Uh what can you tell us about the the error system? Oh, okay. Well, I mean, one of the issues we have uh up to this point with the system is really just uh it's too perfect. you know, uh the motion can be so mechanical looking that it just it obviously seems like a computer game. So, um a major, you know, goal of the system from the beginning was to uh to have the ability to deal with unexpected conditions and error

  31. 00:24:46

    conditions. And so, you know, we're starting to really kind of take advantage of that now where uh, you know, you have the the third order motion profile that I said, you know, that I'm using now that tells you how the ship should move, but there's no expectation that the ship will actually move that way uh for a number of reasons. And uh, so one of those those things would be um, you know, imperfections in in thruster response and that can increase as thrusters become damaged. So you might you may tell the thruster to thrust on a certain vector at a certain level, but it's not going to do that perfectly. And so that kind of comes back as uh turbulence in the motion of the ship. And uh you know, we're kind of working on that as being more or less just a cosmetic thing, just kind of a a nuance. We don't really want it to to uh be a major impact on how the flight, you know, the flight control

  32. 00:25:33

    works for players. And so that's something we need to tune over time. But uh that's the goal with it. We just, you know, we want the ship to kind of have a little bit of movement and just not seem so stiff. Yeah. And we want every ship to to have its own personality, not just in its look, but in its flight characteristics as well. Definitely. So, yeah. Cool. So, um, going forward, this is not the end of flight balance changes. This is just the beginning of the next phase. So, um, we're going to throw up a a forum post on the forums where folks can give their feedback on on the new flight model experience that they have when 2.0 drops. And, uh, you guys have graciously agreed to pop in from time to time and and answer some folks concerns, get the get the feedback directly from them, you know, find out what's relevant and what and what you can incorporate and what

  33. 00:26:21

    goes along with your design direction. Um, what can folks do to help you going forward? Uh well, we we'll be looking at all the feedback um whether it's specifically, you know, directed to us or just, you know, maybe off-handed comments people make. Uh but but basically, you know, one, we uh let me back up a little bit. The the the change from from the current exponential model to the third order model is quite significant in terms of feel. um even giving ships the exact same performance uh in terms of how much time it takes to complete an action, the feel of that uh it's not even really possible to make them mimic each other

  34. 00:27:09

    because it's so different. So the the feel of the ships is definitely going to change and so we definitely want to use that to give each ship their own personality. So we'll be looking at you know uh really on two different you know vectors. one, does the gameplay balance work for the ships? Uh, and two, do the ships feel like, you know, does, you know, if you have two ships that are tuned to be identical in terms of uh flight performance, do they still have their own personalities? Can you tell just by sitting down to the controls that it feels like you're flying two different ships? Uh, so those are the two main things that we're going to be, you know, uh, looking at. So it, you know, any feedback that we get on that

  35. 00:27:56

    is is gold. Gotcha. So be sure you uh you include what ship you're flying. Um once the item uh system is in, you can start swapping out components like thrusters. Be sure you include your loadouts and uh yeah, and we're always reading. Yeah, definitely. I know I am. All right, guys. Uh thanks a lot. The post will go up uh later today and and this video should be embedded in that post in case you didn't watch it in ATV today. Uh John Pete, thank you so much for taking the time to arrange this uh video conference call to do this. It's it's not always the easiest thing to do across the country, but I'm glad we made it work. And uh thanks guys. Thank you. We're just going to end it here because

  36. 00:28:42

    I'm done with talking. Take care everybody. All right. Thanks guys. I guess with changes to the flight model, maybe Ben will stand a chance when we play. Ben retorts talks up the flight model post later today. Talk it up, Ben. This is one we know a lot of folks out there have been waiting for. The uh great big Star Cizen flight model post. It's talking about some of the changes that have gone into 1.3, some of the changes you'll see in 2, and some of our uh hopes and dreams for the future in terms of Star Citizen's flight model. Uh I know Kaix and uh Pete and John put a whole lot of work into this. Please check it out and uh tear it apart on the forums. Next up, the Ark Star Map has been nominated for web awards across the internet, including winning the CSS design awards. This week, the ATV behind the scenes takes a look at the audio

  37. 00:29:30

    work that went into that from the folks in the UK. Hey, I'm Phil Smallwood. I'm one of the junior sound designers here at Fun 42. When we were tasked up with uh designing sound for the star map, me and Matt kind of sat down. We were both brought on board and we kind of divied up the assets half and half. Um happy to uh kind of com combine our forces. One of the first things I was tasked with was the uh one of the jump points. What that is is like a wormhole that you travel from one place uh through to another. Um so uh that came out like this. Cool. Uh, so the way I went about designing that, uh, to start with is

  38. 00:30:20

    pulling in a bunch of bunch of sounds from our copious amounts of libraries that we've got, laying them all in a row here. Um, so as you can see in the markers, I've got some wind, some rumbles, thunder, stuff like that. I actually got some sounds from the the Rosetta Stone uh comet that would sound pretty cool but couldn't use them for copyright reasons. So what I wanted to try and achieve was have an elemental aspect to it um as well as have more digital aspect uh because it is a digital repres representation of space and these connections between these galaxies but I needed to give it some weight but also kind of have some sci-fi to it as well. So very much elemental with or like a UI element to it. What I the first thing I did obviously was listening to the sound uh that feel

  39. 00:31:10

    already created. So what I do typically is just drag in a bunch of assets um and then just process them a touch to bring out some um different almost kind of sci-fi elements of them. Um, so typically I'll just bring like an explosion here. It's cool. And then I'll just bring up like a processing chain. Um, I'm a big fan of like crystallizer uh and the Fab Filter plugins. They're they're great. Uh, especially uh Volcano. Uh, that's a great plugin just to add some extra texture to the to the sound. Um, I'm on Matteo's machine. He's not got my RV verb. So can't even activate that. I got I got less plugins than everyone else. It's all right. We'll sort you out.

  40. 00:31:57

    We'll sort you out. Yeah, that's fine. Um, so after I started messing with them, let's see if I can find some of the cooler sounding explosions I've got. Is that one of them there? That's just processed. Thunder. Where are they? Uh, let's try that one. So, that's got a bit of chorus on that. Uh, I think that came from the volcano. And then old school just started making some whooshes. old school trick of just getting like an

  41. 00:32:49

    explosion and then just uh duplicating it and reversing it. I try not to think too much about it and just like create some sound and see and see how well it goes with the actual images. Um, one problem that we had at the beginning is that we when when we create those sounds, um, especially like Phil when he created the the jump points and the the zooming and the zoom out of the solar system, they were way too powerful once after that we put the music in. Um, which again the music is so droney and ambency. So when we put those sounds, it was it sounds it sounded like it was a bit too powerful. So we had to actually go back and tweak them out. So what we have here is just like um it's a combination of different sounds. Um I usually on the free time I I try to

  42. 00:33:37

    create my own sounds and um just like bounce them out and reuse them whenever I need it. So that's the case for this sounds over here which actually has been renamed sci-fi weapon. Um I designed this sound specifically for um for drawing up a weapon. So he has that sci-fi element. But um when I went back and when I went to look back to the the sound design that I did previously like few days ago, I kind of like this one and uh yeah, I just wanted to be to be there. Um the other layers usually it's a combinations of different um synthetizers. Um basically mostly I use Massive um more than anyone else. When we start designing sound for the

  43. 00:34:25

    star map, we basically were given a list of placeholder assets that we had to start replacing. There wasn't really a priority order uh in which we had to do it. Um but what we kind of did is went through and found that the coolest visual things in the map and like I'll do that first. Uh so I got the jump point, so I did that and a couple of zooms in and zoom out. Uh and then between me and Matteo, we kind of just uh divvied up the rest of the assets. Um, but yeah, we kind of dealt with the coolest ones first. And again, there's no um it's it's kind of difficult to go back to what what we actually did. Um, because basically what what we did most of what we do most of the time, you just like hit the recording button and just like start glitching stuff and so that you just come out with with, you know, this really long regions and you just go back

  44. 00:35:14

    and listen to it and start cutting it up. Yeah. Um, so you choose all the cool elements basically and then just start piling them. It's like an element of performance in it, isn't it? Really? It's kind of just letting Reaper record and you just change your parameters and plugins and stuff like that. You know, a lot of it's happy accidents, but a lot of it is kind of really trying to perform what you want. Yeah. But the difficulty is when you want to try and recreate it, it's like, well, what was I doing? What kind of frame of mind was I in? Like what what what settings was was I manipulating? we kind of wanted to push it into a almost like a new direction that there are some things you you pull back on some pop culture references and stuff like that. Again, it's not it's not rules and and since we're talking about sound in space, um you just want to make it kind of a beautiful artistic piece that goes well

  45. 00:36:01

    with the music rather than um rather than trying to go, you know, too um rather than trying to go too specific. to Mario in the middle and create something that's special. [Applause] This is Alan Nova from the Empire Report with some breaking news. We've just

  46. 00:36:50

    begun receiving reports that a large industrial explosion has occurred on Mars. We now go to Victoria Hutchkins who was on another assignment when the explosion occurred. Victoria, that's right, Alan. Uh it was about an hour ago that I was awoken along with many others in Port Renadus by a loud explosion. While details are still unconfirmed, a large plume of smoke appears to be rising from the Schuban Interstellar Refinery, who runs a very busy geological operation here. Again, no further details about the extent of the damage or injuries have been made public as of yet. Back to you, Ellen. Thank you, Victoria. Keep it here for further details as they come in and expect a full update on tonight's Empire Report 2400C. I hope everyone is okay on Port

  47. 00:37:39

    Retainus. Retainus? I just met us. No. And no. And now it's time for this week's MVP. Come on, Ben. Give us the envelope. Here we go. Who is it? It's the Stargazer who flew as part of the French Space Agency and brought along his constellation model to fly in zerog. Check it out. She took my line. Check it out. That's not your line. Where does it say that's your line? No, it says beds color. Oh, orange. We'd also like to thank the members of Operation Pitchfork for sending in signed copies of their operations manual. Why, that's the operations manual right here. Um, they they sent us a whole bunch of copies uh to our

  48. 00:38:27

    writers and Chris and everybody. It's it's a really cool manual. even has like the the different patches that they've created. Uh Pitchfork is a pretty cool project that we look forward to slaughtering mercilessly. They are a very organized organization cuz I got I got a pin at the um Citizen Con and uh we all have t-shirts here in the office. They're they're on it. Ben says something. Say something, Ben. I think you did say something. And finally, here's your art sneak peek. Heat. Heat.

  49. 00:39:34

    Be sure to tune in to Reverse the Verse tomorrow at 11:00 a.m. Pacific on Twitch. We'll be talking about that art sneak peek and uh all sorts of other stuff you can peek at. Of course, thank you as always to subscribers for making this show possible. We will see you next week on Around the Verse. around the verse with Ben's new haircut. My sporty new haircut. Mhm. Um, so you guys have seen all the uh

  50. 00:40:28

    exciting graycat buggy action in our corp. Uh, some of you may know that the uh the actual Graycat company is named after my parents' gray cat, named Graycat. And uh my dad was kind enough to send some video of her so you can see the uh namesake of the buggy. Here it is. I'm not horrified though. I quite enjoyed that. You would? Yeah.

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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