Star Citizen: Calling All Devs - Aspects of Flight and Landing
Transcript — every row opens the video at that moment
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hey everybody welcome to another edition of calling all Deb's the weekly Q&A series where I take questions from you the star citizen backer and posed them directly to our developers usually over Skype we are getting things started this week by going to our Manchester United Kingdom office and foundry 42 s own a Ross Hopwood there's a system designer working on well we're gonna find out in a second Ross how you doing man hello I'm good thank you I'm doing well now Ross is your first time I'm calling all Depp's well congratulations it is your first time right we've done that yetis some aanapisis yeah for those who may not have the man who you're who are you and what do you do for star citizen yes so I'm rough chop wood I'm assistant designer yeah the UK did UK office okay now we have a lot of systems
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designers what sort of things do you work on Oh a lot of the active feature team work so anything any play movement or that kind of thing okay well then I definitely have the right person then we've got a question from the backers this was submitted by the backers was voted on by the backers it says with it being so difficult to find a perfectly flat area to land will we eventually be able to grab and pull ourselves up to a landing ramp or elevator pad that may not fully reach the ground on uneven terrain okay yeah so not currently with because this would basically be monthly we have involved in a monthly assistance so being able to jump open over things or jump up onto things but currently everything is manually setup so we got a
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lot of manual Michael something that we do want to look into is procedural mark of all in language so the scenario that you've just described basically if the requirement the height requirement see you know the surface see what everyone sees of the lift is high enough to justify having two month or month then you know in the scenario where we have the procedural Michaels then you'd be able to do things so if it's low enough obviously you just jump onto it right yeah that's something that would hopefully be covered you know but this procedural method gotcha yeah this is used does this play into the motion walking thing I know we just highlighted that on a TV recently yeah yeah so then the last ATV we covered we basically used our current fault in a month Lynne system to
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prototype motion weapons so what that is is it's extended animations for periods of time so that you can have them you know you can extend whatever animation that it is that you want this can only work for animation driven motion by the way so it's anything that wants the animations plane it's going to move the player somewhere whilst the animations play so what we did was because all of our animations for vault in a mandolin were kind of specific to specific metrics yes to be able to jump over a specific wall specific that kind of thing now what we can do is have one animation that has every part of that soda part we climb the wall you know the going across the top of it and then the exit and then what we can do is mark this up now to extend it so we can say this wall is two times the length of
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what the animation would have been but the animation that section of the animation where you're climbing over the top can kind of be extended for this new depth so that's what motion Morpheus basically and we use that for fall in a month yeah that's cool it's a lot smoother like because previously the UH the segments of the animation but so now we're able to stitch them all together and it's like a very nice smooth transition between from one for the next course awesome and yeah and if you haven't seen it check out a TV I believe by the time this airs it will be the episode that just aired you'll see some some visuals since this is the show where we have visuals you'll see the visuals here all right Ross I'll let you get back to work man thank you so much okay just take all right thanks so much Ross now moving I
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just another floor I don't know if use a floor up or a floor down well we're going to David Koch names we're gonna David Colson a gameplay program but Dave how you doing man pretty good playing scary really glad you heard we messed up your name there okay I'm not great at names but when you mess up something like David you know you're especially special seems more acceptable to to mess up something almost nice to be here I know you're a gameplay programmer I think this is the first this is the first time we've had John clonal devs I don't think we've ever had you on a reverse the first either nope I don't believe so we're gonna fix that we're gonna fix that before the years that just just heads up well we just introduced Ross hopwood to the community
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let's take a second here I tell everybody who you are and what you do for star citizen so I'm David Coulson I'm a gameplay programmer that works on ifcs and flight physics and sometimes vehicles I hope out the you vehicle team as well well then I definitely have the right person we got a question that's a been submitted by backers has been voted up by backers I think it's probably a pretty quick answer but let's see if we can squeeze any more information out of you here the question is simply why can't we decouple at cruise mode anymore without losing speed so that's a bug plain and simple it's not the intention in fact the whole kicking you out of cruise is really not ideal and we're going to move toward a variation of cruise we that's not the case so I know there's situations
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not only where you get kicked out of crews because you're in decoupled but you get kicked out of crews because you're say using a dual stick setup and you slightly move your left stick or whatever and then you get kicked out which is really frustrating so end goal is that you actually don't get kicked out at all and you can cruise and move around slowly because you know you're going really fast but that was the intention and right now you know decoupled kicking you out of cruise is absolutely a bug that's definitely not what we want so yeah we'll just try and fix it and hopefully you can you will hopefully able to do that and in the future you will not get kicked out of cruise at all which I think will feel a lot nicer oh I do we have that on our roadmap yet I haven't tried these I don't actually know bugs I don't think
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small bugs like that would be on the roadmap right right right right right but it's on our to-do list anyways yeah my to-do list okay well I'm sure I'm sure we'll have we'll have an update late as as we get closer to whenever it whenever that comes on because I know that I know they kick in when you said they'd do a stick thing that was like yes I've heard that for that experience is frustrating at the moment because I think the way that cruise was designed as it is now is that you need to be traveling forward to get into cruise speeds but that means if you're using a dual stick setup and you slightly move your stick to the left you're not strictly traveling forward so it kicks you out it's just annoying so we'll get that fixed I like dual stick setup but most the time when I when I play and I don't get
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to play a whole lot I'm confined to mouse and keyboard cuz I'm at a workstation it's covered with a bunch of stuff I don't have a room for a purse up but the few times I do get to play with it with a with a little stick so much fun yeah yeah it's I mean not get so toss people you know is throttles classical selected I just I just like the dualistic side all right man I'll let you get back to work thank you so much dude and bro keep an eye out keep an eye out for that our TV and right it's coming Nakamatsu very much alright thanks so much David moving to yet another floor in our Manchester UK office any Nicolson systems designer at a foundry 42 UK Andy hey doing it hey Jared I'm good thanks it's systems designer right it is now yeah just this week it is systems change alright so I
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have a question from you this is from the backers voted on by the backers with Hurston being planned for release in the near future currently scheduled for alpha 3.3 we are are we going to see a big change in atmospheric flight now this comes up this comes up quite a bit you know I think I can remember from the beginning of the the project here you know the big debate about you know how ships will handle in space versus how they will handle in the atmosphere of planets that of course have atmosphere not every planet has atmosphere those changes haven't well I'll let you talk I'll let you talk about you know are there differences between atmospheric flight and and outer space flight now are we happy with them and what can we
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say about the future yeah okay I mean they are they are very different states for the ships to be in and I think there's a lot more to do and I know we're kind of not happy with where things are at the moment I know people like community backers unhappy with the differences between the two states between space flight and atmospheric flight a lot of that comes down to [Music] a tuning of the ship's we've we've got like two very different systems in place so they are ha like the tuning of the ship is very different it's just that it's not different enough we've got like we have drag for instance is the obvious one that is affecting
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ships and it wasn't so noticeable noticeable before I think three two with the last big batch of ifcs improvements that John made really made it a lot more noticeable it's really just as I say it comes down to the performance of the ships and allowing the atmospheric differences to to affect the ship's more and that's all working towards the 3/3 so it's looking unlikely little beat that much difference but we are working towards updates and improvements to it now when you say it's not likely to be that much updates that's because the Herson that we intend to roll out with three three is what we commonly referred to as a tier zero implementation it's
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it's it's you know 33 is more about getting the planet itself in and the object container streaming and all the assets and stuff like that moons current moons we have like ela and selling and and whatnot don't have a whole lot of atmosphere at the moment so so the big atmospheric changes haven't been absolutely necessary at up into this point while Hurston we do intend her said to have a breathable atmosphere you know I was asking around in this so forgive me for jumping on with this but you know our first 3/3 implementation won't have the full atmospheric flight changes that we're intending but we are intending them I think that's the more that's the more valuable part of that any was ifcs isn't done by any means I'm
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still working on it we still gonna talk about how it should work and what going to do next atmospheric flight we need to come back to it we need to especially from the design point of view just making sure those ships are different enough and as you say the density of the atmosphere is going to be much higher on Hurston them in the movies we have already so we need to really notice there needs to be considerable consideration of pilots so so not something that folks should expect four three three oh you know maybe we'll be surprised but I wouldn't I wouldn't expect it forth for the four three three and the rollout but it is something that that we want to work on it is something that that I know I've heard Chris talk about in the past he wants that tangible different that sense
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of difference between flight and atmosphere as for what that will entail and for what the deets what details and how that will present itself I'm gonna say stay tuned we've got some stuff in the works for you as far as far as far as getting that information to you so I'm not gonna go too far I do it right here but just stay tuned alright Andy I'll let you get back to work man I know this is your the absolute highlight of your day when you get asked to do this stuff so I appreciate you taking a few moments to do this with the pace it's sadly true I'll see you there alright thank you so much Andy Nicholson now finally done with Manchester United him coming back to our own Los Angeles and Kirk dome a system designer here at if I
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was gonna say foundry for a to LA but nope never my Kirk how you doing man very good every subject I'm alright anything other than names man alright so Kirk I got a question for you it's from the backers I know even the company name I just I was messing up the company from the backers wrote on the backers this one comes up quite a bit this is an oldie but a goodie but goody here will there be a way to pursue and evade people traveling through quantum oh so he haven't actually gotten to designing or everything that feature yet but I know that that we we want to do is we ought to be able to have a system which you can scan or to somehow detect the the con travel trails that people leave so they just you should be able to
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see that a ship has taken that that particular QT course and you now that we have curved QT trails like that has you should be able to like determine where that courses I had led them to and I think we got to do things like be able to detect like you know maybe ship type other things like depending on what we do for like an invasion or stealth skills might be able to detect it is like the owner of the ship of the pilot the faction of the ship maybe were it's like last-known destination was and when it traveled to that time so it it you know like generally the snapshot in time
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of when that ship had actually traveled that course and whether it's worth pursuing them I think once we get that system and then the legitimate way undo for evasion so you know waste in which you can mask that data or mass the trail itself maybe have it tied into movie the quantum drive itself or some kind of technique which you actually do the kornev travel the calibration for it could be tied to it but we haven't quite to that point and then of course we've talked about in the past just the the scale and grade of the items themselves like like maybe and just pulling letters and numbers out of my out of the air here like a like a great see scanner can
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detect quantum travels travel trails from a quantum drive of great C or lower but if you've got a quantum drive of B maybe it's the Asians are less than you can't do you know a mix of think components used to find things and components used to do things yeah it's after the great of them and like the you know quality can determine maybe signal strength level that's the ice cream minimum minimum level value so that we can detect these things I think something be interesting with being if there are really common like routes that people take for trading and you see it you know you see a whole bunch of very very close together quantum travel trails I might be a good place to put
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some kind of a quantum introduction it might feel like actually next next guy that's during some some cargo transport and you know catching under spider the spider web very cool yeah virtues of of commonly traveled lanes versus the the virtues of not you know because you might even be able to if it's a commonly travel lane that might even be a way for you to mask yourself in okay yeah yeah yeah it's it's in some cases it would be dangerous because yeah that's where people would put you know in traditionals but in other cases if you're trying to hide in plain sight you might choose to do something illicit in a in a commonly traveled thing so that your trail masts in with all the others right we were
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talking about some ways in which we could have smugglers like bins inside not deters are some of the ships so you can put cargo in there that you don't want to be Detective either by scan or and I suppose by by this column travel trail detection so even if you do get in addicted get boarded and scanned you know you don't it'll find your you're salacious cargo that I'm good yeah we there might even be something coming up in the near future that might take some advantage of some of that and that's all I'm going to say at this point just not knowingly all right all right Kirk thanks so much I'll let you get back to work man well that's it for this week's show
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special thanks to Ross and David and Kirk and Andrew I did it for names for taking their time to be on the show with us this week remember you can submit your questions for consideration each and every week up in the thread up on spectrum and don't forget to vote that's the two-prong plan you guys submit your questions you got a bunch of questions there's a brand new August thread up now so I never had a better chance then right towards the beginning of the month to get your questions seen and voted on so for calling all devs on Content Manager for global video production Jared Huckaby we'll see you next week everybody thanks for watching for the latest and greatest in star citizen squadron 42 you
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can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

