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Star Citizen Live: All Things Flyable

13 September 201901:01:291,425 linesWatch on YouTube ↗

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  1. 00:00:07

    [Music] hi everybody welcome to another edition of star citizen live all things flyable I'm your host Garrett I could be in joining us on the show this week we were getting right to it this week no three month three amigos jokes here we've got John Crewe and Dave Coulson John Dave how you doing man pretty good yeah good if we were the three amigos I would be a lucky day you would be Ned lien in Lander and you're definitely a I forgot the third one the bottom defense devadasi yeah you know you're dusty bottoms you're Ned Nederlander just so you know all right guys on the show this week we are talking all things flyable that's basically all your questions

  2. 00:00:56

    about any of the ships that are currently flyable in star citizen as well as the ships that are coming up in our upcoming alpha 3.7 as usual we spent the week collecting questions from spectrum our communication platform available on Roberts space industries comm where folks submitted their questions throughout the week and then voted them up we'll also be taking questions live from the chat where you can submit your questions with the word question in capital letters surrounded by brackets that's going to help our community management team pull them out from all the other conversations going on we are getting started right now number one John Dave you ready yep do it how do you plan to balance fuel usage and range for capital ships like the 890 jump that are designed for long-distance touring I have a feeling this question comes from from the excessive fuel use

  3. 00:01:44

    so we don't want to look the uses a lot of fuel for the ANU jump right now it's a big ship it is a big ship alright now I can hear myself with an echo that's weird so the the 890 fuel consumption is definitely a bug in 362 it's fixed in 37 as a combination of the field intakes not regenerating as much as they should have done and thrusters using more than they should have done so going into a state where is almost never regenerating fuel so we've fixed that which will help with that main issue but also the sort of the set up in 360 live is the worst possible case scenario for using big ships in that we don't have the in orbit or deep space locations to spawn these big ships

  4. 00:02:31

    and we don't have the places in space to refuel the big ships so to use them and reveal them you have to go in and out of atmosphere which is the most fuel intensive point of any journey and with the aforementioned bug it was leading to very undesirable behavior so fix the bug for three seven we should help things and then as the rest stops and other locations come online in the future that will help it be a more enjoyable experience they're always going to use lots of fuel they they will be able to regenerate fuel if they're suitably equipped which the 890 is and then from there it's just using analytics and balance tools to make sure it's performing where we want it it's an interesting balance now because we've

  5. 00:03:21

    said for a long time that operating these larger ships these capital ships especially you know a super yacht like this is going to be an expensive proposition you want it to consume a lot of fuel now and of course consuming fuel is only half of it you also we also want to provide the way for you to regenerate the fuel and stuff stuff all right easy-peasy moving on to the next one with the upcoming ship to ship docking feature include constellation snub docking or the caterpillars command section detaching the constellations no that absolutely will the the caterpillar is will eventually but it's more difficult because we have to effectively like disconnect disconnect the thing that controls the ship and then we like

  6. 00:04:08

    to lose the control of this ship so it's not like two ships docking but it's more like a part of one ship styling yeah yeah and getting that to work is a little bit more difficult but we do want it to work and it will work yeah because this sort of three distinct docking mechanics there's a two on the roadmap there's ship-to-ship which yeah that's the constellation Merlin or two other ships using their docking ports together their ship to station which is as it says and then there's like that side of it yeah which is like I guess you could call it a composite ship docking they've got like ships and pieces I guess and the Endeavour would be the same with the term for it because the caterpillar splitting and reattaching is not ship to

  7. 00:04:56

    ship docking because it's one ship so maybe a new term for that yeah it's a I'm sure I'm sure people will fill the comment section with their suggestions and hey starting to start a spectrum but what do you want us to call it I'm not promising anything but we'll look at ideas all right number three are there any plans to allow pilots to get up from the piloting seat without deactivating engines or propulsion yeah there's actually a bug a book that I have not been able to fix yet but it's a bug caused by the networking system where we need to the network system for ships we need to give control of the ship back to the server when you get out and so when that happens the server currently isn't aware isn't being correctly told what

  8. 00:05:45

    the controls that you were giving it that we're leading it to move and so when you get out the seat the server is like well what am I supposed to do with the ship and it just goes back to the default controls and then the ship will stop but yeah it's just a bug that we need to work through and figure out the best way to solve that and then it'll be fixed and just so not an intentional feature that when you get up the ship just shuts down yeah that's just a bug okay number four would burn and through these will the 890 jump receive the two additional dedicated point defense turrets and with the existing weapons be sized up one let's let's do the first one because we've talked about the first one a couple of times before John so let's talk about the point defense turrets for the 890 jump so there's no plans to add any additional turrets but what will happen will be some of the

  9. 00:06:32

    existing remote Turks will be automatically turned into point defense where is a I blades so they will function as the point of friends I think he's already got one or two more than the original very short amount had and that's what they're for yeah we talked a little bit about this the last time the three of us were all together back in July when I was in the Winslow studio but so people understand that eventually and you can actually check this out on the shipyard series of articles that are available on Roberts based industries communist literally it's just a lie main page just scroll down a bit you'll see a whole little bar with all the shipyard articles about how the stuff works ái blades will be a thing that you'll be able to install into ships in the future and you'll turn those remote turrets into automated turrets which are essentially the same thing as point

  10. 00:07:19

    defense turrets yeah this said point defenses of the old name that we used to call them by and people still use it but yeah turrets can be multiple will be able to be modified in the future so a man turret you can man it with a human if you don't have any human friends on board you could hire an NPC or you could use a blade to slave it to the pilot seat or you could use a play to automate it and it's the same for remote so it's really what we've done is we've taken turrets that originally were only automated and we've now given them the opportunity to be automated or remote control yes so it's actually an upgrade thank me yes all right cool next question well with the new stability assist feature coming online I believe we're calling a proximity assist coming online how does it differ

  11. 00:08:08

    improve upon hover mode does it replace our mode or is it meant to complement it it's meant to replace hover mode in the sense that it is gonna get closer to the goal that we wanted with that sort of the sacrifices that we had to make with Hama mode Machamer mode was a really cool mode in terms of how it controlled but it just turned out to not really be suitable for a game there is just so many situations where it wasn't really ideal and you know a lot of levels and stuff and wave ways we've set up things weren't designed around flying with Harbor Road and so it introduced just a whole host of problems so proximity assist will replace ish such that the VTOL animation

  12. 00:08:55

    that we currently have in hover mode where you go into hover mode and it will automatically play the veto animations that's now separated to a button that is a mode it's a button that will event be a button in the cockpit as well at some point where you press the button and the veto thrusters rotate by themselves now or they rotate when you press the button and that's separated from proximity assist so you can have that then we rotated down without having proximity assist on and then when proximity assist is on you it's it's it's quite a subtle system it's very easy to forget that it's even there which is how it's been designed the idea is that as you're flying low to the ground and near stuff the ship just controls nicer and more accurately and unless you are really you know finely attuned to the your ship's

  13. 00:09:43

    thrusters you almost forget that it's there um you can think of it like an assist like it's just helping you fly low and close to things without you know flying around like you're a hummingbird or something right right I think this speaks to one of the greatest benefits of running a live environment in the middle of our development that we're able to take a patch you know a section like 3.6 try out a drastically different feature you know and then and then see it in the wild with thousands and thousands of people running it through a multitude of situations you know far beyond what our already dedicated QA team can do and we could see it out in the wild and observe it for an for a period of time and then make these changes like you've done so I think this is a wonderful example of the entire

  14. 00:10:32

    sources and development process working yeah so it's there's more there's one thing I want to mention on top of that is that there's a piece as well that we haven't gotten three seven that will also be coming to help replace what Hollywood was which is the system where we are going to scale down the strength of thrusters in atmosphere and that seems like you know subtle unless you you you kind of think about the ramifications that for a second you realize that that's really significant and what we can do with that is for ships say that have VTOL thrusters we can set their efficiency curves such that they're barely able to hold themselves up in atmosphere unless they rotate their veto thruster is done and so that is what gets us this you know not being able to hover on your end with a ship

  15. 00:11:23

    that has those rotating thrusters because it's just that those front thrusters won't be strong enough in atmosphere to hold you up so you have to rotate your shoulders down and then you have to kind of stay level and then in space nothing changes obviously because there's no atmosphere there mm-hmm but yeah that's an important component that I want to like make sure is is understood that that's also part of this because it may seem initially that we're making a backward step with taking out harbor mode but it's just us more carefully reevaluating it and getting closer to that goal that we originally wanted here and I say it will get us back to the goal of stopping ships moving around lying right hummingbirds and whilst also pointing those down so we've done the first bit which we reduce the hummingbird stuff and the next bit

  16. 00:12:11

    will be that hopefully without all the the panes of hover mode of all the ships being upside down off smashing into hangers or no-fly zones yep absolutely I was never very good at landing to begin with and it did hopefully Proximus this makes it much easier now should have less of a problem it looks like it I haven't been able to give it a try yet going back to the second part of the 890 jump question John will existing weapons be sized up one level to be on par with smaller ships like the constellation 600 high end Corsair it's something we're keeping an eye on for the 890 a lot of its progress is in its defensive capabilities and be able to tank that and just avoid combat avoid a long duration combat we can't just simply

  17. 00:13:02

    size up the guns because they're they're built to fit into those cavities exact on the ships and they don't fit in if we were going to do a offensive increase we probably quad mount the guns on those turrets instead which would give you a similar effect also though ships like their 600 iron constellation are always being looked at in terms of whether they are punching above their weight class well it would be very hard for the aina a jump to punch above its weight class yeah its weight class is pretty insane I'd be afraid of that ship if it punched above its weight class yeah we're always looking at all the ships and where they sit against each other and sometimes things need to change sometimes we just want to weather it a bit before doing

  18. 00:13:49

    snap changes to it so I think that the constellation originally on those nacelle guns was only size threes so ice falls and over the years it's crept up 95 yeah well the whole scale of our weapons have changed since there since it was originally introduced and for a lot of our ships just just because day one when they were announced they said they had these sized guns than these amounts doesn't mean they will always end up with those if at the moment of the game they need to change them will change them and for those watching at home yes we said fine to our weight class so drink it's where are we at I lost where we're at okay ships like the Buccaneer and the 325 AR quote-unquote interdict errs but don't have EMP stock

  19. 00:14:38

    distortion weapons or any speed advantages over light fighters what attributes separate an interdictor from a light fighter or any other role I sing this question name wise interdictions into dictor's is probably the wrong name for those they perhaps would go back to I think we used to call them interceptors so we would probably look at changing that it just as a phrasing because yeah I mean introduces should really have that loadout changes that were suggested there but in law they're always supposed to be better in a straight line so like like real-world interceptor craft like the old line aids acceleration yeah they're faster - they're designed to get from point A to point B fast do some damage whilst everything else turns up they would also

  20. 00:15:29

    in terms of balancing gameplay above SCM speeds they would also have an advantage yeah so they're able to be more effective at higher speeds even though they might not have that different of a speed cap they're just better at higher speeds ya know the 300 series has generally been pretty good on the straight line that's where the that's where the differences between the 300 series in the m50 always were in 50 was more I'm just remembering the days racing through record speedway okay next question what will be what will be the advantage what will be the advantage of rotating thrusters on some we are kind of already talked about this well the advantage of rotating thrusters on smaller ships like the Reliant the

  21. 00:16:16

    Cutlass and the Terrapin if all ships seem to be able to keep be capable if I bring in place we already yeah that's that's pretty much answered by the efficiency curves why have why do you hate Drake ships I don't hate yeah they've got a very conflicting statements in a lot of their original law for me they they are armored they are tough but when you compare them against like dedicated military armored craft they are we could I would say no is good very good good in certain roles you get into trapped I call in to yep so some of them are weaker by virtue of their design like

  22. 00:17:07

    the Buccaneer has one of his main engines on one of its very large proportionally to its size wings so if you lose that then they that is a problem but they're also armored appropriately for their role that the color is quite tangler I think the Cutlass is looking at the analytics are second or third most played ship by actual time really good job there with the Vanguard which is if you're judging things purely on their armor those those two are pretty pretty tough and I wouldn't say the Cutlass is weak sort of it has other attributes to make up for it as a follow always about armor yeah as a fob that why would somebody want to

  23. 00:17:55

    fly a Drake ship they are generally cheaper in terms of maintenance costs they have less things on them they have cheaper items to replace they're often lighter and more maneuverable they and I say they do other things like the Cutlass can carry a large amount of cargo you can get a vehicle in the back of it other competitors can't really do that I think you could easily be argued that the Cutlass is probably one of the most versatile ships in the game right now speaking unclearly it from a personal standpoint yeah it's it's got a Scot cargo it's got space for lots of people on board I can solo it you can multi-crew it it arguably does everything I feel like it has a very large sized cargo area

  24. 00:18:43

    compared to its size yeah not that far on their ships the freelancer which those two are always twinned yeah in law next question why do you hate Drake ships no any updates on the banner defender /ban you merchantman interplay into the plane nothing yet we we will talk about this when we actually start more production on the Marchman because I don't want to say something now and then it not to happen but there is plans and some people have correctly guessed what it is on Specter ground rail it okay people have a field day with that one let's go to the new Vanguard how do you envision the AR cockpit on the

  25. 00:19:36

    Vanguard Sentinel working and affecting the Sentinel in combat how will it work compared to the battle Bridge on the a-10 you jump so I wanted to use this question to talk a bit about the the Vanguard variants in general 437 also the Sentinel so it is not a release coming with a few of the things that it is announced with one of them being dar cockpit the others being the decoy missiles and the Ewok pod and sort of the Ewok pod and they are cut better tied together in the we didn't want to spend time building these things from an outside without really fully knowing and having something demonstratable in-game for those mechanics so at launch it doesn't have that cockpit and when the

  26. 00:20:27

    mechanics are there we will go back and adjust the cockpit same for the wall pod decoy missiles aren't something we have in game so it just has a regular missile loadout and it does have a MP device on it so it was pitched as having a as an EMP charges so it has a EMP generator pretty much identical to the Warlock at the moment but again will change and tune that as we go and it has a very heavy currently as I speak all distortion blowed out but we're going to look at that when it hits ever Carty and PTU and see where they need to adjust that Harbinger is pretty much as it was spectacular in the torpedo Bay inside we

  27. 00:21:18

    we tried to fit more in but really there wasn't enough space without doing even more work it's got more armor it's slightly slower and less maneuverable to make up for it Sentinel is slightly lighter and slightly weaker than the base warden and hoplite and the nose guns because people keep asking me about that there will be each of the variants now comes with different nose cannons so the Walton comes with the laser counters that were always been on it the hoplite comes with some ballistic repeaters at the Sentinel comes with some distortion repeaters and the Harbinger has ballistic cannons on there and then also in the shops there are distortion cannons and laser repeaters says

  28. 00:22:09

    ballistic laser and distortion cannons and repeaters available for Vanguard owners to play with and I know that until we actually start development on the AR Cockburn stuff it might be hard to say but what can you tell us at this point how you envision like like what what are the advantages of the AR cockpit it's very hard to say we looking back at the original design because this is sort of very early designs there was never really a huge amount of design put into it and there were never any concepts for it so we haven't really decided on how it ties in with it I know there was speculation that the entire front of the ship would be sort of shielded and you can see out that's probably not gonna be the case if I was to speculate on something I would

  29. 00:22:59

    suggest there would be more all the the MFDs that they're currently would be all ripped out the cockpit would be a holographic projection ones and then there would be extra full-sized like you have on capital ships MFDs like there is in the engineering station in the back available to the pilot right but until we until we start doing anything yeah almost I want to stress that's literally john crew sitting here right now speculating but until development actually begins on the AR cockpit until a designers attach to it that that feature and starts to flesh it out we're not going to be able to tell you concretely what it will entail yeah we didn't want to spend the time now just making on speculation without yeah as the gameplay teams doing that part first I when we have physical ship components

  30. 00:23:49

    earlier some don't have some I presume that is aimed towards the internal items so there is work turn this quarter by the US vehicle feature team allowing us to spawn item ports inside object containers so and use the reality for example if you walk around that you can see items in the ship they are they're simply brushes they're not the actual items so what that teams done this quarter they've allowed that to be replaced with the actual items what needs to be done next is actually hook them up to the ship control the ship can't see what they are so if we swap them over now the ship wouldn't work because it go I've got no power plant I've got no cooler so that's going to be worked on next and then when that

  31. 00:24:36

    is done then we can go through the ship's and put the physical items in the right places and then we can look at sub component targeting all those items penetration to hit those items and damage them yeah and I think we're probably what the question is referring to you like when we when will we reach the day that I've got three three spare coolers in the cargo hold and I can go and rip out rip out the damaged cooler throw it away grab one for my cargo hold and put it back into the ship easy to do yeah the tricky thing was we could sort of fake it now but what we'd have to do from the design that setup side is guess in max where the hard point for the ship item is relatively interior and sort of line it up and then it has weird

  32. 00:25:28

    problems those items would be lit because they would think they're part of the exterior they would like them as though they're on the outside of the ship so you'd have these either glowing or pitch-black items in the ship and you because they're on the ship which you're in but you're inside the object container which is a different zone all sorts of all sorts of weird stuff happens so they need to be items inside the object container attached to the ship and the ship talking to them for it to work let's talk about boxes falling through the floors of our ships what are what what what what are we doing what can we do to work to prevent that quite the question from the live chat is talking about a continuous collision detection is a possibility but what are we doing I don't think that's an issue with continuous clean detection it's

  33. 00:26:17

    more like bugs with the the physics grid inside the ship yeah it's just kind of issues with like we have a lot of we have a class of bugs to do with physics grids and zones and getting entities in the right zones such that they interact with the correct physics objects and stuff and so if there is say a bug with something like that you can end up with something inside a shipped grid but the physics system thinks that it's on the outside and then it doesn't interact with stuff on the inside and stuff like that yeah it's one of those books that it's not one personal one team to fix because it could be physics good it could be a networking site if the servers running at low FPS and it's only

  34. 00:27:05

    updating every so often it could be the actor side or it could even just be a basic shape has no problem we we have had problems before where artists have set the wrong collision proxy on the floor and it's good enough for players but not good enough for anything else so you have to because they're not what it may seem a hundred percent to some players it is not 100 percent on a single ship in a single place so it takes a long time to dig down into it right yeah I can see how from an outside perspective from a from the perspective of those of us who have to deal with it it seems like it's the same problem it's just it's just one problem it's stuff falling through ships but as you were just saying there are a myriad of potential to class causes yeah there's a class of problems that all manifest with

  35. 00:27:54

    the same type of results which there are actually other bugs that are the same have similar causes they just manifest in different ways like you know particle effects appearing in the wrong place or lighting being wrong on an item where it's like seeing the space dust from outside inside your ship I bet something we're working on yeah yep any timetable of course we're not gonna say when when cargo pods on certain ships will be usable for missions the Hornet cargo pod being usable for retrieving the black box after executing an NPC missions stuff like that are the saddlebags on the prospector basically all these all these bespoke cargo things that are attached to ships that are not just a

  36. 00:28:41

    big empty room on the inside I suspect that will be similar tech to the caterpillar detaching I was some of them anyways some of them yes definitely the the limitation on at the moment is the pickable mission items can't be snapped into cargo grids and cargo grids themselves have to be inside physics grids of ships for them to be registered so these ships that have them on the outside of ships don't work currently but I think a big thing that will help will be the inventories that are being worked on for FPS mining and other mechanics where you will be able to sort of transfer your item to another item we have that I think we

  37. 00:29:31

    showed it on yes yeah it will be the same basic mechanics as that but on a one scale up you're transferring something that has things in it in your hands to another container which will be the shipment okay I get to that school that a little of things like the store all for the Aurora the the cargo pod for the Hornet saddlebags for the prospector you know all those things that aren't you know in an interior physics grid to be usable yep I think things like the whole sea as well as also need so on a big scale I was I say the whole thing needs a couple things yes we'll talk about path I imagine the next time we do this show we'll be able to talk about that hopefully yeah all right

  38. 00:30:19

    well they're obviously well they're but we talked about the nose bands for the vanguard is the ability to change the amount coming in 3.7 yes and technically you can already change them if you just don't have anything to change them with so they all the the four variants all come with different nose marks by default and they're all available in the shops so if you're not happy with what comes with a ship by default then you can go to the the kiosks and swap them out for other things yes they've all got a unique Geo they've all got different audio and VFX for them what does that do to the the livery library the the the guns themselves are generic the coloreds do

  39. 00:31:09

    not interfere with any of the paint jobs on their parents okay with the release of the evening a jump and the existing 600 iron constellation Phoenix are there plans to add VIP passenger transport missions or mechanics to make use of these upscale adornments and amenities of the ship so this is more a mission feed routine questions yeah but yes because that's not gonna be your bread and butter way of paying for these ships just like the real world view own a big yacht we've got very rich people wanting it's useful a period of time which most people would think is a saddle waste of money come on at the same class as the I forgot the name of the passenger transport ship I have the star Genesis

  40. 00:31:57

    airliner it'll be the same type of missions over there is that it always have a special place it was it was my it was my first it was the first ship Russian I worked on when I hired in here was the first one they just like Jared II run this promotion so it's a it's a it means a lot to me I got you to thank for the Mixmaster then no no that was that was a tone easy surprised that would that was that oh here so Auto Gimbels are intended to help new players but many starter ships can't use Otto gimbals effectively due to the weapon gimbal sizing mechanic are there any changes to audio camels or the weapon gimbal sizing mechanic plant a two-part

  41. 00:32:46

    question so first part yes we're looking at some changes to auto gimble's they they don't quite behave how people expect them to behave so we're working on cleaning that up and making them more intuitive to use that won't be in 37 that will be the layer patch starships not being able to use them because obviously they have size one guns and there isn't a gimbal for in 37 we've broken our own rules on gimbal sizing and there is now a size 1 gimbal mount that can attach a size 1 gun to it specifically for those sort of ships so the Aurora prospector dragonfly Knox there's a few more out of the box will come with this gimbal mount on with the guns they had on on it so they'll be able to use gimbal assist straight away if they want or they can stick to using

  42. 00:33:34

    fixed or gimbal yeah that's that's a sort of solution for that it's the only it's a special mount that ignores that size restriction we're not going to go through all the other gimbal mounts and go here's a size six gimbal mount that allows the size six gonna like we did it specifically for those size ones and I'm trying to think of what the Lister ships that we'll be able to use that are there's quite a few with size ones on them the hawk being one but that doesn't we decided not to put that on it by default because the rest of the guns on its default loader are fixed and where possible we don't want to mix fixed and gimballed weapons in the default loadout right there's a few exceptions but by and large we we try and keep them all

  43. 00:34:21

    either fixed stock or gimbal stock thematically similar yeah this question specifies the hurricane but I think it applies to quite a few ships why would two players choose to fly in a hurricane instead of taking two ships such as two sabers or two arrows which would give them more firepower unpredictability greater maneuverability and the ability to surround a target yeah this is one of those topical questions yeah short term right now in the game it it may not seem like there is a reason to do that and whether that's true or not is not for me to say but long term you have both players will then have the cost in terms

  44. 00:35:13

    of degradation where maintenance repair for repairing two ships which is going to be twice as much as repairing one ship turrets are not where we want them to be we're working on changes for that to make them more competitive so in the Huracan example the turret player should be as effective as a person the second ship you're gonna give me three more turret future update segments that is the ignition and also not everyone is going to have all these extra ships to play with if I as a new player just have a starter ship like in aurora and dave his mr. mr. cool with his hurricane me flying along an aurora is probably not

  45. 00:36:02

    gonna be much help as much help as a Sabra or something like that so show it great if you've got two players with those sort of ships maybe it would be better but for the majority of time it's gonna be much more affected for me to jump in a ship with someone else and Albert helped out yep I look forward to doing more turrets exit segments turret improvements victim I haven't talked to Curt on my in a while let's see will we be it will this is a win question so it's not when but it's forget the win but what are what our thoughts our plans our current ideas about being able to further customize our ships with loadouts colors and

  46. 00:36:50

    decals and stuff like that it's something we want to do we're still looking at the data from the 300 series because there's still of activity going on with that the short answer is there's a lot of development time on the asset production side that went into the 300 and we want to make sure when we do it again that we put effort into the places that people actually care about because there was a lot of areas that we as developers thought that's surefire people gonna love doing that and then nobody did it mm-hmm and the stuff we thought of nobody's going to do that everybody did the coffeemakers flew coffee makers so we want to we want to make sure and we

  47. 00:37:39

    also want to do it on ships that make sense at a sort of a concept stage or not just for new ships of concept but also for some of the larger ships like the 890 and Carrick when we start production on them weird now redoing or not redoing we're doing a second concept pass to bring them up to the same standard as the current ships when they go the concept we're incorporating customization into those stages so if that ship is something that is going to have customization at launch or release we we sort of have the time spent identifying avenues there rather than having to sort of retrofit it in well the way we quantum travel into an out of atmosphere change in any way are we happy with where it is now in general

  48. 00:38:29

    where there's a lot that we want to improve about quantum travel and how long do you have talked about yeah there's a lot of stuff we want to do to quantum travel of that particular question I'm not so sure there's a quick easy answer to that because I'll give us a long answer Dave there's lots of things we can tune on it it's reading something on I think it was read it earlier today someone's confused as to why they didn't have that Miss America entry effects anymore it's because the quantum travel distance had been changed to put you into atmosphere miss the so you miss it because you're going through a quantum spline jump speeds which means you get closer to the thing you want to do which

  49. 00:39:17

    is good because you're not spending as much time doing stuff but you miss out on all that effects yeah and then it was a 50/50 split of people going well I'd like that effect I want to go through that it's a important feeling when you come to a planet is to come down through it and that's been taken away and the other side I don't care I don't want to save that four minutes it takes to get there so there's there's always going to be lots of back and forth I think there is a bug the reverse way that used to be able to quantum out of atmosphere much lower than you can now yep when we were playing yesterday you can quantum out of cool I I 8,000 odd I think at one point the height that you quantum jumped in was the same height that you could quantum you're bad but that's broke in the

  50. 00:40:05

    moment but yeah you you would be able to jump from a lower height and yeah we also had this issue one of the hoverboard issues that came up was that you previously used to be able to hover in the sort of upper atmosphere and then point the ship at a quantum target and jump but you can't do that because you can't have the ship not pointing level so that'll get resolved yes I next question are you currently happy with the current models are you or we still change and we still tweak and we still adjust and we're still changing we're still tweaking we want to do a so that the thruster efficiency thing is obviously a

  51. 00:40:56

    pretty large change for atmospheric flight and it will result in a lot of the atmospheric balancing changing because obviously if the thruster forces changing atmosphere that means the drag values have to change as well so we're gonna rebalance the ships for atmospheric flash and then we are going to rebalance the ships for spaceflight combat as well we're just taking a little bit of time to sort of solve some design problems with combat that we not 100% sure we're gonna do how we're gonna proceed with that but once we're it's sort of more confident about that we will rebalance the accelerations as well and the drag for atmosphere we're also going to do stuff like um we have the ability now to control the drag in different directions to a greater degree

  52. 00:41:46

    so we can you know encourage the ship to fly in certain directions if in atmosphere by tweaking say the drag on the right side for like a ship that's like asymmetric for example then you're gonna have more drag one direction than the other and stuff so yeah there's there's more tweaking to do I wouldn't say there's some huge fundamental no big thing not like the change that we with three five two Isis there's nothing that level no it's mostly it's mostly balancing and potentially some smaller mechanics changes to encourage certain types of combat yeah we want to get the combat closer rather than being pickle shoes and people fighting it above SCM speeds but we want to keep the sort of the maneuverability that we have at the

  53. 00:42:34

    moment so you can dodge a maneuver and have positional combat but a shorter range that's slower speed at slower speeds yeah and that's sort of it layered there's if that's not just ifcs or flight changes that's changes to weapons that's changes to perhaps shields and hit points on the hulls and eventually that we physical are just damaged its changes to i've completely forgot I was gonna say it's changes it changes to sort of how your ships behave at higher speeds just not just incentivize you from trying to fight at those speeds but using systemic methods to do that we have like part of the issue that we have at the moment is

  54. 00:43:21

    that it's balanced such that you end up at quite high speeds such that you you can't really change your your velocity vector very quickly and you end up in these like circling circling around each other and if the ships are forced to fly it slower speeds that becomes less of an issue because you you end up closer and you end up able to change your velocity vector quicker and so you get more movement in those fights and less sort of drifting around each other I feel like we go through this I feel like if you follow the project since you know flight was first introduced with arena commander you'll see a lot of I think you can divide it into a couple different areas where where speeds got

  55. 00:44:10

    really fast and we were Jostein when speeds were slowed down and it became you know circle stripes and then and we sped it up but we we slowed it down we seemed to lessee we seemed to chew continuously changing sense where we're trying to find this right mix between wanting to give ships the speed and capabilities that you know they should have while still one in that close quarters combat that III think we're all interested and we want we you want to be able to see the ships you want it you want it you want them close enough that you that you can see that you can see the character and the personality of a ship and combat but it's an interesting challenge it's an interesting challenge yeah I don't think we're that we're definitely not there yet it's an

  56. 00:44:57

    extremely hard problem you because it ultimately amounts to having realistic physics but not like hard sci-fi realistic space combat and so we're like we're in that balancing act of finding that right middle point between realism and you're the comment that we want yeah yeah well great grace has always said you know what we'll take it to the point of realism and then we'll bring it back to the point of fun yeah so yep and like you say over the years we've tried different things some of worked some of not worked and I think we're sort of where we're getting much closer to where we want it to be but there's still that that last hurdle to overcome because in those previous examples when we've done things like that the community always

  57. 00:45:46

    goes down the middle and - I love this I hate this previous patch was better no this is great and then we will try some of the benefits of this development style is we can try these big changes and then all the previous patch was better moves one patch along as new people come in it's it's an interesting change and I think what we're going to be doing will help yeah yeah you say right there it's what it's one of the benefits of the way of running the live game development yeah Game Servers in the middle of our development is that we can put these things out we can make these changes we can see the feedback we can go when you talk to star citizens you'll find that they all have their favorite patch where they think you know flight was right

  58. 00:46:32

    there were people that are like you know two points you know dark bunny was best point six or her doctor mine was best in 1/8 or whatever yeah it's a continuously evolving thing and it'll be nice when we get there yeah we will sooner a little later yeah let's see will there be retractable turrets for the Vanguard's in 3.7 no that won't they'll be again will probably tackle that when we go back to do the Sentinel stuff there was someone asking about the Harbinger rocket pods so by default it will have some of the rocket pods that people have seen the sort of swappable rocket pods that Delta has is another it's also a size 3 one that has 9 or 18

  59. 00:47:22

    rockets on each side it doesn't have the reloadable rocket pods but when we do the retractable turret bit when it goes in it will reload them there because if you look at the harbinger concept it's a very interesting mechanism it has there to reload those rocket pods it's ER is both a retractable turret and a physically connected via rocket reloading tube and a turret that can spin 360 degrees it following that concept would create something that does not work in reality and so we just put the generic module of rocket pods on it they are fixed so you'd need to reload with them they are pretty spicy in terms of damage but yet you'll need to go and restock somewhere the way that we

  60. 00:48:15

    concept it I think anybody has noticed that you know as development has gone on so has the way that we concept ships and and the entire process that we in which we concept of ships changed pretty dramatically shortly after the the Vanguard series I forgot to mention as well without the Sentinel turret also in the the original launch of it all the concept images had such like antennas tourist looks like somebody welded their TV erial to it that is not happening with so it's got guns on it which was also promised in the brochure and the launch pages for so when we came to do that we thought well on one hand we've said it comes with these satellite dishes on the

  61. 00:49:04

    other hand we've said it comes with these guns will pick the guns because that's the more useful side of the ship talk to me about the retaliate er trade ship are we happy with it are we I know there's there's a lot of folks it was one it was one of the first ships with a with an interior for citizen we've learned a lot since then there's a very long question here with a bunch of suggestions about what they want us to do but that's not really how this works what are our thoughts on the retaliate er and where we want to go are we happy with it as it fills its role I personally would like to see it have a bit more of a torpedo loadout when it

  62. 00:49:53

    was made six torpedoes was well that's a lot of torpedoes these days it's not a lot of torpedoes but the mechanisms for launching those torpedoes are fairly fixed in a nice world where I had time and the artistic skills and power to pull people off of doing more important things to change it I would probably swap them to be rotary launchers like the Eclipse has unlike modern day like b-52s have for launching cruise missiles just so it can pack more torpedoes in there I don't think it needs some more suggesting work in a size 6 gun that the pilot controls that's that's not going to happen again the turret question we talked about earlier in the future you have to slave those turrets or automates them which will make it be a very

  63. 00:50:42

    different experience to how it is now it's the other question that people always ask is the interior layout the interior layout the shields aren't particularly robust I think the shields are ok for it is it's pretty armored and tanky Aegis the interior layout I think it's a level hate thing I don't particularly mind it I could see why people don't like the interior in terms of the efficiency of space but it's not like the Vanguard where there were there were some big problems that we had to solve with it it doesn't justify a full rework at this point you know eventually those need to be some work done when with them when when the modular system

  64. 00:51:29

    comes online so that you can use the Italian modules the living module and stuff like that those are still planned and in the future and stuff right yeah we're I mean we've built the art for those the ship itself is ready to go for taking them and what I mentioned earlier with us vehicles doing item ports and Sarge object containers also gets as one step closer to doing those because we can now load the we would split more they asked but already those two bays object containers and we'll be able to have the items inside them be set up where it falls down still is we we have to move those missile or torpedo launchers off the actual ship exterior into those object containers so I could

  65. 00:52:17

    now go back to my desk and split that all out put them back in and it will look identical to how it is you just would lose control of those two puido it's because it can't communicate between the two and you could have modular swapping out of rooms but the retail later would be really useless without its torpedoes so that's why they're not there yet but it is a step closer than the last time we talked about it Dave yes yep are we happy with it are there any plans for Rupert changes in the future there are there are some plans not as drastic though it's it's in it's in a not as bad as it's been let's put it that way and there's some bugs at the moment particularly around like disabled ships and damaged ships seem to make it go a

  66. 00:53:08

    little haywire it gets confused about the direction that it should be helping you in so we want we want to fix that stuff up and then once the the tuning for ships that I mentioned earlier once that's in then it becomes easier to to balance them a bit we're also doing some work at the moment on the actual weapon aiming systems to try and make the pips and the weapon name be a little bit more consistent and predictable and that will obviously have a knock-on positive effect on ESP what else there was one other thing I wanted to mention um yeah pretty much yes we will over the networking is the other thing I'm we did a lot of work around three five to get

  67. 00:53:57

    the networking a lot better and we did a great job as far as I believe we did a great job and made the the pips behave a lot nicer just simply out of better networking of AIS and other players such that the target that you're pointing out with the SP is moving more predictably and less erratically like if you get the theme there's less work on ESP specifically and more work on everything else that kind of surrounds it because it's it's like it's it's easily affected by other systems it's only as good as the data that goes into it and if that data is not good then it's never going to be good itself yeah I think in terms of the actual algorithm that ESP is

  68. 00:54:43

    running it's it's way better than it used to be it has a lot more emphasis on the dampening effect and less on the sort of auto aiming which seems to seems to be better than it was before and we have a lot more control in how we control that and tweak that now so if we get to the situation where we've done some tuning and we want to improve that the algorithm we actually don't even need to change yogam that much we can tweak the values to get it a lot better with that without having to you know redesign it completely alright as the Vandal ships are needed for squadron 42 where are we likely to see any bug fixes updates to the scythe the glaive of the blade in the near few I'm positive we will see updates to

  69. 00:55:33

    those ships I can't say when okay there was a there's a there's an easter egg in some of the in some of the Nautilus imagery with them with the blade that I haven't seen anybody noticed I even after I heavily suggested it at the the talk in Frankfurt I saw speculation on spectrum and read it as to what it was and don't think anyone actually noticed I had someone ask me on Twitter I thought it's just trolling people about it I thought it was there are changes I thought it was gonna be totally obvious there there there's there's a I can't not see it when I ever look I know it's like it was right there in front of us and I'm like I'm like oh okay well people are gonna pick that up people

  70. 00:56:20

    gonna realise that's different and I haven't seen it haven't seen a single mention of it I saw someone on Reddit get very close to it and then was persuaded by other people that it was not right oh no that's not that's not different it's like no that's different yeah and there'll be similar changes to that the sizin glaive like obviously they they're from a older period the two vandal aesthetic has changed at least twice yeah since they were made so they will be brought in line with the other vandal ships then of course the vandal aesthetic is you know scavenging and taking from many different sources anyway so the even within the Vandal ships that can be a fair amount of a variety yeah so let's see

  71. 00:57:09

    we've talked you've talked about this a couple times they're gonna be an improvement or any changes to the 600 I after the release of the enemy jump yeah we learned a lot of things during the well learn a lot of things after the 600 I released and its reception and the during the development 90 so we're gonna at some point in the future is not a priority to go back and do it right now look at some of the especially the material and shape language and lighting that we did in the eight ninety in put that back into those 600 I the it's not gonna be like a massive exterior rework changes I think the exteriors in a pretty good state is purely gonna be sort of limit its interior updates so many in the chat room just compared reddit to the

  72. 00:57:58

    Cheesecake Factory you know my favorite it's basic that's not a surprise to anybody I like The Cheesecake Factory it's a part of the schedule to fix fine behavior of ships like the razor series the P 42 in the P 72 which cannot fly but straight at speeds above 100 milliseconds yeah so this is a this is a this is a bug with the atmospheric system it's caused by the center of prey so basically where we we apply the drag to a point on the ship that is not necessarily the point the center of mass of the ship and it it's used to create interesting like motion effects and how the ships moving atmosphere but there's a bug with

  73. 00:58:47

    how that is set in the Indo ships that is meaning that when they get off axis and not aligned with the airflow they get pushed hard enough that they oscillate to the opposite side and then that drag force will essentially oscillate backwards and forwards and hold the ship pointing in a certain direction so yeah it's a bug we can actually look into fixing that fairly soon it's one of the things on our radar a balloon and in fact the the razors the razor variants and the Merlin and Archimedes that I know of I don't yeah the very light small ships tend to be more susceptible to that because they're easier for the wind flow the airflow to push around when you're flying it out fear and that is also highly dependent

  74. 00:59:36

    on the planet you're in that's true or moon because on some some moons they have very little atmosphere and some have more so it can it's one of those things you hear about any go ask not sure I just jump in jump in yellow go test know when when fast no problem yep then you try Hearst that it's like nah it's all part of having systemic a systemic atmospheric effects yep gentleman David congratulations you've done your time we've done your penance thank you so much for joining us here on another star citizen live this week as usual your answers are always candid and illuminating and if I can speak for the community we certainly appreciate you taking the time to talk with us and answer our questions for the for this

  75. 01:00:22

    week cool ending to it he's done my first day at work all week I've been out sick with the flu all week I came back for this all right John Dave thanks so much for being here everybody we'll see you next week for another episode of star citizen live who knows what it'll be about I've got a week worth of catching up to do take care we'll see you next week you thanks for watching for the latest and

  76. 01:01:10

    greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at

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

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