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Around the Verse: Episode 1.44 (2015.05.14)

14 May 201500:33:35855 linesWatch on YouTube ↗

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  1. 00:00:02

    [Music] Hello everyone. Welcome to episode 44 of Around the Verse. I'm Ben Lesnik and I'm joined as always by my lovely co-host. Uh, actually I'm all alone this week. Sandy Gardner is in London shooting Squadron 42. We can't tell you who she's playing or what she's doing in the mocap, but uh, we have heard she's having a great time. We're very proud of her and uh we all miss her here. So, uh break a leg, Sandy. We will see you soon. This past week was a pretty big one for Star Citizen. If you were around Friday, you uh got the world premiere of Hyper Vanguard Force, our Star Citizen

  2. 00:00:52

    miniame created by Dave Richard and the folks at Behavior. It was kind of a passion project they were working on in their spare time, and we thought it was so cool that we wanted to bring it to everyone. So, go play some Hyper Vanguard Force. There's at least two badges to earn and all sorts of secrets in there. We also put out the long-awaited and ever so slightly delayed FPS status update post where we shared all the news about what's going on with Star Citizen's next module, Star Marine. You can see character models, you can learn about the backend work we're doing, the audio work. Uh Star is not just the folks in Phonic, although they're working very very hard. It requires the input of teams around the world and uh we're very proud of all the work everyone's doing. Please check out the post. It has uh more info than I could possibly relay here. And third, we put out the MISK Starfare update post to

  3. 00:01:41

    let players know what's going on with one of our earliest ships, the Starfare Tanker. The Tanker was actually one of the ships I helped design early in the campaign and very proud of it. The guys at Squadron 42 have taken it as part of the campaign and they've been working on gray boxing the model. We decided we would put it out for you guys. uh let you purchase it again if you like. We've also released the Starfare Gemini, the militarized variant of the Starfare produced under license by Aegis. The Starfare Gemini was originally a bit of flavor text during the campaign that players really latched on to, and so we decided we'd really build it. The Gemini includes higher armor, bigger engines, uh better weapons. It's an allaround impressive ship. it loses some of the maneuvering and the cargo capacity of the standard Starfare, but if you're

  4. 00:02:30

    going to be out there on the rough and tubble frontier, it's probably the tanker you want. We're doing a Q&A on the Starfare this week. If you have questions about the ship, post them to the forums or to Reddit, and we're answering them in a series of posts, the last of which will go out tomorrow. So, get your questions in. In other news, the crowdfunding campaign is going very well. We just hit 82 million, likely thanks to the Starfare sale. Uh, you know, I I say this every time, but thank you guys. We could not do Star Citizen without your support. And, uh, 82 million is just incredible. I I I remember the original campaign and it's it's it's so different today, but the company still has the same, you know, kind of values and core. Uh, it's it's I'm I'm rambling and this one wouldn't work. And speaking of game development, we had a very interesting visitor at CI Santa Monica last week. John and Brenda

  5. 00:03:19

    Romero stopped by. John is the uh father of the FPS, co-creator of Doom for ID Software back in the day. He and his wife Brenda now teach a game design master class, and they wanted their students to get a look at what game building is like here. So, we were very proud to show them around, and it was an awesome time chatting games with one of the masters afterwards. So, thank you for coming by, John. Uh we're here anytime. A huge congratulations to the Star Citizen subreddit, which hit 50,000 subscribers last week. We don't uh own or operate the subreddit, but it is a fantastic community that we love to interact with. In fact, it was Reddit that actually discovered Star Citizen before the game even went live. Uh there were seven users who registered for the site during a website test. And uh I'm I'm actually curious what those users

  6. 00:04:09

    are up to these days. I'm rambling again. And welcome aboard to Patrick Prost, our new lead moderator. He is based in the UK at Foundry 42. You may recognize the name from some of your CS tickets. He is uh moving up in the world to moderate the forums. He's going to help us have a friendlier environment for everyone. So, post to those forums, guys. Now, it's time for news from around the verse. Let's throw it to the spectrum. [Applause] Hi everyone and welcome back to sunny Santa Monica, California for our round theverse studio update here from Cloud Imperium Games uh in Los Angeles. I am

  7. 00:04:58

    Travis Day. I'm Darren Vorlick and we're here to tell you a little bit about what's been going on in the studio. So I think first up, one of the things we're going to talk about is we have been doing some support for our boys at Ilonic. Um, we are taking the vehicle radar system and doing a little bit of a I wouldn't call it a rewrite, but a uh framework adjustment to make it more extensible and able to support things like audio events triggering radar blips. So, it's kind of I think best thought of as a new signature type uh being sound and sound output from all kinds of different events. So, different entities can broadcast different sound events. Uh materials can broadcast different sound events when they're impacted and they will show up on your radar. It's kind of got that aliens ping feel to it. So, it's it's coming along very nicely. And it's being tackled by Mark Ament. So, yes, our our famous bug

  8. 00:05:46

    smasher is kind of spearheading this. Yeah, he's not just a bug smasher. He's also a feature developer. So, don't put him in a corner. Another feature being worked on uh by our AI programmer Chad Zamzau. We mentioned last week that we're coming up with a series of new wingman commands where we spoke about uh he's working on a taunt where you can use a taunt mechanic to pull enemy ships off of you. So another one that we're working on is attack my target. So you give your wing command man this command and it gives you control over what target your wingman attacks. So therefore if you've got one particular van duel side that you want targeted uh use this command and redirect your wingman to attack that same target that you're using as well. So, thank you very much for joining us. This was our our studio update from Santa Monica. And uh we'll see you next time in the

  9. 00:06:42

    verse. Hey guys, I'm uh David Langelers here at Alonic. I'm the senior producer. Uh Chuck Bringer. Um previously Chad Bruner, you guys didn't notice. Anyways, uh yeah, so today I think we're going to talk about some gadgets and some strategy uh we've been finding during play tests. Uh so yeah, I'll I'll just jump in. I guess uh it's it's pretty funny. We we have this uh this hologram gadget. We also have the personal shield gadget. And um you know, you can usually select one on your loadout depending on your loadout. So if you're heavy, you can get a couple, but if you're um light or medium, you get you know, basically one gadget each. So, uh, some fun things to do with your teammates are actually drop these gadgets like the personal

  10. 00:07:29

    shield in the environment and then throw a hologram behind it. So, people are sitting there shooting at this like protected hologram and until you get closer, you don't really notice it's a hologram. So, you'll it's a really good way to kind of, you know, trap the other guys and and kind of, you know, lead them into uh kind of lead them into a little bit of a death march. So, uh, you know, hopefully we're not giving away too much cuz that was going to be my tactic when we get to play against the community, you know. So, yeah, it's been fun seeing that on play test. Just the guys figure out like these neat little interesting ways to use the gadgets and and items together. Um, another one we've seen a few times is uh like an entire team will kit out with the force propulsion grenades and uh try to draw the other team into the the warehouse

  11. 00:08:19

    area and once they get the gravity shut off, they'll just all chuck the grenades in at the same time. Um, and so get a bunch of players like flying all all kinds of directions. Um, makes it really hard to like uh organize your team when you're all getting scattered everywhere. But uh yeah, I think that's it for this week, guys. Uh, look forward to next week. Thanks. And we'll start dropping a little more game on you guys with uh how how how I guess you're going to beat us, right? No, I'm kidding. Hey guys, Jake Ross here, associate producer of the Precision Universe. And here with me this week, I have the Americun VFX artist on Precision Universe. And uh we're here with you this week to talk a little bit about the social module, latest and greatest, and as well as some of the other stuff

  12. 00:09:07

    that's coming up here pretty soon. Uh so right now we have our emote system uh in testing phase. So the guys at Behavior um kind of incorporated that into the chat system work they were doing. So now we can officially uh slash dance cheer/clap. Um so you'll be look have that to look forward to um when you guys are hanging out in your hangers uh together. You can show off your dance moves there. So that's pretty cool. Uh we also have the player info service and present service and code review and that's going to be going into our uh network backend work uh to help make the the game run a lot more smoothly. Um so I'm going to pass it off to Lee now. He's going to talk a little bit about the VFX work he's been doing. I've been working on Nick's uh it's a pretty large asteroid with a nice hole where you can land your ship and uh I've been working on the tunnel system uh with these nice water dripping down the side. Kind of

  13. 00:09:56

    looks like the sewers from Ninja Turtles. Uh, I've also been uh adding various things to the outer part of Nyx. Um, and just kind of making it look like a asteroid with a base inside of it. Yeah. Lots of fog and smoke and stuff. Smoke and steam and giving atmosphere. Yeah, it's it's uh it's be very cool when it's finished. Yeah. Awesome. What do they have to look forward to? Some of the kind of cool little things you did for Social Module. Um, I would say the most thing I've done recently was the flare. Yeah, the the crystal that was really cool. There's some very subtle effects in there. Um, if you wait for a little bit, you see like these tendrils come off of it. That's the the floating rock thing. The floating rock thing. Yeah. Yeah. Yeah. So, I did that. So, it's very cool to see that. Like, like I said, you got to stand there for a little bit of time to

  14. 00:10:43

    see it. It's very subtle. So, yeah. Good. Subtle's good. That was always good. Yeah. All right. Cool. Um, I think that's all we have for you for you this week, guys. So, we'll see you around. See you later. Thanks. Um, hey everybody. I'm Eric Kairen Davis and uh I'm one of the senior producers here at Cloud Imperium Games and I'm with uh for Stefan CG supervisor at Cloud Imperium Games at same place. That works out well for us. Uh I we are this is here in the UK office. We're out here in the UK and we're normally in the LA office but we came out here to help work on the character pipeline. That's been a big focus for us. Correct. We've been working specifically on the FPS character pipeline or characters in general. And what have we been doing with that? So uh we wanted to make sure that for the FPS release, one of the

  15. 00:11:31

    things that were up to the standards with everything else uh in the Star City universe were the characters. Uh so we've been uprising them, converting them to the PBR materials, uh just making them look better as a whole. And we found that, you know, like everything else in the Star City universe, we always want to raise the bar. So, uh, part of our efforts being out here with the FPS characters is to, uh, build some new tech to go along with it. And while all the new tech won't be on these characters for the FPS release, um, it's brought up a lot of new things that we can do in the near future to help raise that bar. Yep. So, uh, currently FPS characters coming soon. Uh, you guys already saw a video. Hope you guys like them. Um, but in the very near future, we're going to be really raising that bar and I think it's going to be quite exciting to see what the new character pipeline is going to be able to bring to

  16. 00:12:19

    the table for the visual fidelity for the uh upcoming characters. Totally. So again, I'm Eric and I'm Forest and that's our update. See you in the verse. See you around the verse. Rolling. Hey everybody, it's Sandy Gardner. I am here on the set of Squadron 42 in between scenes and I'm here with Chris Robertson. How's it going? Hey guys. Uh it's going good. Well, we're in our um fourth week of uh uh performance capture. So that's kind of like principal photography if you're on a film. Uh so um anyway, I'd like to tell you about the story, but you don't want to surprise it. Uh but no, we're having a good time. So I mean we I think we talked about like what motion capture and performance capture is. is, you know, performance captures when you're capturing everything on the face as well as the body motions. Uh, and u, you

  17. 00:13:08

    know, if you can see people moving things around here, we can't really tell you what the set is, but um, you sort of block out sort of elements that are the same size as the digital uh, props or sets are, so the actors know where to touch or where to interact. Um, so it's fun having a having a good time. We're on the Imaginarium uh motion and performance capture volume here at Eling Studios, which is where we're shooting Squadron 42. Um and uh we're capturing lots of cool behind the scenes footage. So when the Squadron 42 comes out and you guys get to play it, you can also see a lot of more of the behind the scenes, which I think you guys will appreciate. But I think you'll appreciate the fact that we're not sharing it all right now. So you can sort of discover the story and the characters and the plot. But I will say that I'm really excited by what we're doing because I think we're going

  18. 00:13:56

    to sort of take the the the sense of like being on a ship and interacting with various people and characters to a level that hasn't been done before. I mean, you know, uh you know, the very first Wing Commander sort of had that sort of promise and things went from there. But I think right now we're doing something that's going to be really fluid and and maybe more immersive than uh has ever been done before um on anything I've seen. But that could be just maybe uh my hyper ball, but I hope not. But it feels really good. And uh so we've still got a bunch of tech to work to make it all work properly. But they're definitely capturing some great stuff and some sort of more uh personal emotional stuff, characterization stuff. So hopefully your crew, you'll really have time to sit, interact with them, talk to them, get to know some of them,

  19. 00:14:44

    and therefore when things happen later on the story, then that'll have some impact on you as a player because you're most you're emotionally invested in the people that you're serving with. So uh it's a lot of fun. We're having a good time. Uh Dave is videoing this right now, a trusty lead writer who uh with uh Will being responsible for writing the Squadron 42 script. And you're doing an amazing job. It's so far about 450 pages. cuz I think it's going to end up at about 550, which will make it more pages than any one of the ones I've done before, including Wink Commander 4. So, and I'm being told I should stop now. And by the way, it's 400 be about 500 p 500 odd pages solid because the Wink Band 4 script is formatted differently. So, page count was higher, but not actually um scene count or line count. Anyway, that's it. And there's the update for you guys. Thanks, guys.

  20. 00:15:35

    Thank you guys for all the hard work. We could not do it without you because you are literally the ones doing it. Well, now let's kick it to ship shape with Lisa O'Hanian. I'm going to stop saying kick it. A cute. Okay, kick it. It is. I like it. Hey guys, welcome to Ship Shape. I'm Lisa O'Han and I have here with me this week Mark Tusano. Uh he is our lighting and look development artist for all of our ships here at Cloud Imperium. He's going to talk to us a little bit about doing lighting for all of our ships. So, to start off, Mark, why don't you tell us a little bit about your process? Uh, well, normally what we would do is we would get the ship from modeling and, uh, we would put it into what we call a gray room, which is a neutral environment. It's literally a

  21. 00:16:23

    gray room. Um, we put it into a neutral environment and, uh, then just kind of work from there. just kind of highlight the ship and accent body parts and things like that and just kind of make it look cool. So, what are the basic lights needed for a Star Citizenship? Uh, for Star Citizenship, we've broke it down into four categories. Uh, we would break it down into navigation lights, uh, which would be your running lights or your strobes that you would see like on any kind of aircraft or, uh, naval vessel. Uh then what we would call uh accent lights, which would be lights to highlight logos or certain parts of the ship or just like little nooks and crannies just to give the ship a little character. And then what we have is what we call beauty lights. Um if it would if

  22. 00:17:12

    it's a military ship, uh your beauty lights would be your formation lights. Um, if it's a non-military ship, it would be uh even more uh more lights to highlight the ship and the body and the overall look. So, you mentioned earlier giving ships character. What are some of the things that influence the character and style of different ships? Uh, things that would influence the character and style of the ship would be what kind of ship it is. Uh, for example, uh, the Mustang uh has has four or five variants. that has a civilian model, a military model, and a racing model. Uh, for example, the military model is probably going to be a lot more subdued. You might just have running lights, maybe a strobe or two or navigation light. And the exact opposite would be

  23. 00:17:59

    the racing model. For example, on the racing model, you want to highlight the company that that uh is sponsoring the ship. You want to highlight the logos. Uh you want to basically make the ship look really, really cool. So what I'm hearing is the manufacturer impacts the look of the ship a lot. Yes, actually the manufacturer does influence the ship. Uh we're currently putting together uh style guides for each of the manufacturers so that uh for instance like Aegis will have a certain look. Uh Anvil will have a certain look. Uh Robert Space Industries is going to have a certain look. Um, and even though it's in the galactic world of Star Citizen, um, everything is going to have a standard like navigation lights and things like that, each company or each manufacturer will have a certain look to

  24. 00:18:49

    it. So, what is your favorite thing about doing ship lighting for our ships in Star Citizen? Uh, it actually goes back to the style guides. It goes back to you get to define um you get to define the overall look of everything in Star Citizen. Cool. Well, thank you so much for joining us today. Again, I'm Lisa. This is Mark Tusano. And guys, don't forget to tell us in the comments or in the forums what you want to see on future episodes of Ship Shape. Thanks. I guess you could say that was one of our lighter segments. Oh god, what I wrote was better. That's impossible. No, it's not. And with that, let's go over to our own James Pew, who's interviewing Kirk Toé. Thanks, guys. I'm here with Kirk Toé,

  25. 00:19:39

    senior technical designer. How you doing? Terrific. Thanks for coming on. Thank you. So, what are you working on right now? Currently, we're we're developing a system uh called Ghost. Um, in the past what we had done was um to hardcode um ship systems, things like um opening the canopy, entering the ships, entering the cargo areas of of ships that had them. Um they were all preset in ways that were um a little unmalleable. Um and can you give an example real quick? Sure. um the um Avenger for example um the way in which you open the rear um cargo area and then enter the ship through the various uh interiors by opening the doors and then going into the um the seat itself. Um they're all systems in which uh the

  26. 00:20:29

    animations and the behaviors were all set in stone. Mhm. Um and so as we come about making new ships, um the amount of interactions we can have with them are are becoming more and more limited. So what Ghost does is it gives designers like me, um the ability to um incorporate actions that are specific to u components, especially the new ones that come aboard. Um, this is really important for ships that have large interiors s such as the capital ships in which we'll make more interactions like um new types of beds or the shower or getting into turrets. Um, all those uh interactions we can make um specific to the the um interaction on that ship as we see fit. So instead of it being a

  27. 00:21:18

    pre-anned thing, it's almost like it's everything gives me its own specialized one, right? And we can do it on an interaction to interaction and station to station object to object basis. If we make a new item, we can just go ahead and implement that um um almost immediately. So it's almost like it's freeing you guys. So instead of instead of bringing down the ladder and getting in the cockpit, you bring down the ladder and animation. Then you can go through the animation to get in the ship. Correct. Correct. In the past that was a a oneoff animation and and experience. Now, if we choose to, we can um go ahead and make um that interaction a little different by giving the choice to um stop after the ladder has uh deployed and then choose to enter the cockpit or the uh co-pilot's seat. Interesting. So, it's almost like you're

  28. 00:22:05

    allowing you're opening up the possibility for more interactions, right? Especially for ones that we haven't created yet. Um, and we know we're going to have a lot more of those as we as we go further along and make ships that have uh functionality that we haven't implemented or even haven't thought of it yet. What was the impetus for the ghost system? Um, well, Dan Tracy knew that uh going forward um the our our limited system uh our limited um hard-coded systems that we had in place wouldn't be enough. Mhm. Um and so we worked with um our UK office and got uh this go system up and running. It's right now in its infant stages, but as we work with it some more um we'll figure out ways in which we can make it um a lot easier for designers to utilize and then start uh employing it on our

  29. 00:22:55

    legacy ships and then all our ships going forward. So it's almost like you're laying the foundation to allow the freedom to decide what someone wants to do. Exactly. Interesting. So besides the go system, what else are you working on? Uh I am currently uh implementing the white box for the constellation uh taking it from the hanger ready ready status that it was to flight ready. Um I had done that previously with the gladiator and uh took it from hangar ready to flight ready and it's it's currently in the game. Another thing you work on which our fans are really excited about is balance. What can you tell me about missile balance? One uh missile that was recently balanced was the Talon. Um thanks to the community, we had discovered that it was very difficult to avoid. Not not impossible

  30. 00:23:43

    really. Um what had happened was the um Talon being a cross-section type missile. Uh we mistakenly gave it the ability to see through um noise um quite a bit. And what that resulted in is that avoiding it was incredibly difficult because of the uh ability for it to see through chaff, almost any amount of chaff. So what we did was um we took the uh the factor um of the ability for it to see through through noise and we tweaked it so that it was much closer to what uh the other missiles had. Um, another another set of balances we did was we made its turning rate and it its maneuverability um, we ratcheted it uh,

  31. 00:24:32

    slightly down so that it would not be such a incredibly overpowered missile. Is that fine? Um, so after you balance the missile, uh, how do you kind of rectify because you don't want every missile to be the same because that's not fun. How do you kind of keep, you know, what that missile is supposed to be in mind when you're trying to make it more aligned with the rest? It's really not a case of making every single missile unique. It's really about balancing the various aspects of each missile. So, it's really shades of gray. Um, for example, with the the missile type itself does a lot, whether it's an uh EM missile or a strike missile or it's a um in this case with a Talon a cross-section missile. All we do is we really tweak the various

  32. 00:25:20

    sensitivities um and the its behaviors in ways that are significant enough for you to notice. So nudging a number here, making it perhaps slightly slower, making it more powerful when it explodes, making the shock wave that it creates uh more powerful so it pushes objects away, making the the radius of the explosion that it creates so that it can hit multiple ships. All those packaged up make a make each missile unique. That sounds really interesting. Uh Kirk, thank you again for joining us. It's been a pleasure. Great. Thank you. Back to you guys. Thanks, James. Now, if there's one thing that really makes spaceships go, it's thrusters. We sat down Pete Mackey and John Pritchette to talk about just that.

  33. 00:26:08

    Hi, I'm Pete Mackey, a designer from the Austin studio. I'm John Pritchette. I'm a physics programmer at the LA studio and I work primarily on on flight mechanics and control. Awesome. So, today I guess we're going to talk a little bit about your flight control software that you built that actually makes the ships fly. Yeah. Yeah. I'd like to uh discuss a little bit uh the the the algorithms that I use for controlling the ships. um you know start out with what's currently in the game so people can maybe understand a little bit better about how the ships are controlled and then start talking about the next step where we're going to start adding in uh you know algorithms for autopilot and way points and things for the larger ships. Can you like start us off by giving us a highlevel view of you know kind of how the system works and some of the the key features of what

  34. 00:26:57

    makes the flight control software what it is. Okay. Sure. So the uh current flight control system is a feedback control system. So um it's based on the idea that um it's velocity control. So usually you know you're controlling the joystick or the throttle and you're either setting a linear or angular velocity for your ship. And based on the velocity set point, it uses a feedback algorithm feedback control algorithm to determine what accelerations the ship needs in order to achieve that that velocity. and maintain that velocity uh over time. And uh that works well for you know really dynamic control where you're you know frequently changing the the set point for velocity or or something like that. I don't know if we can show a graph of

  35. 00:27:45

    the uh controller response curve that I have that shows a typical proportional differential controller and that's what I use in the game for the feedback control. So that type of a control response is not optimal, which is something, you know, we've got a lot of feedback from the community about because, you know, they wonder why I'm not getting like the maximum amount of acceleration out of my thrusters at any given time, right? When they're ramping up to a certain velocity or going back down to zero. And the reason for that is this uh this type of a curve here. So, okay. So, so which which part of the curve are we looking at? Well, I mean that this is just to demonstrate the the form of the of the curve. It's basically a exponentially limited cosine. So based on the the the gains that you choose it can have it can be overdamped so you have oscillation. We want to try to

  36. 00:28:32

    avoid that or in order to avoid that you know you want to decrease the damping so that the settle time takes longer and but if it's under damped it takes too long to settle into your set point to your velocity or whatever. So there's a critically damped point that we try to achieve that gets you there as quickly as possible you know given the given this uh this formula. Okay. So looking at this graph, it looks like the dotted line here is the the you've set the velocity to 100 meters a second and you're starting at zero and you're starting from zero and the flight control software on the red line tries to get you there as fast as possible and it overshoots and oscillates back down until it finally settles out. Is that right? Correct. Okay. And then so what's going on with the blue line? Yeah. So that's if you've uh you've tuned it so that there that you don't have any

  37. 00:29:18

    oscillation, but you know it's under damped so it takes considerably longer before it settles, right? So it looks like with the red line, you get this crazy overshoot, but it actually settles out to the target velocity a lot faster than where the blue ends up, right? All right. Yeah. And in a real control system, you know, you want to try to tune it so that there's just about 2% overshoot and before it starts to settle. And that kind of gives you your optimal settle time. But but for our practices uh because of the fact that it's a discrete uh system rather than you know time varying system and the instabilities that come out of uh you know numerical error and things like that uh I I tend to work with a truly critically damped system just to try to keep things stable. Well, you've made something really cool and I'm glad I got to, you know, talk to you a little bit

  38. 00:30:06

    uh on camera today so we could, you know, share it with everybody else because, you know, I've, as long as I've been here, I've been super impressed by what you've been able to do cuz I mean, starting from the very beginning, I saw the initial phases of the implementation and, you know, it was a lot of hard work and, you know, I think it's great. So, it's really cool that I get to, you know, help you show it off today. Well, great. Thanks for the opportunity. I've really It's nice to finally get an opportunity to talk to the fans a little bit about it and get into some details. Great. Well, back to you, Ben. Thrusters. It's been great seeing those guys while they're here. Uh if anyone remembers years and years back, there was actually a point where the entire company was just me and Pete in a room without a desk. Those were good

  39. 00:30:54

    days. That about wraps it up for Round the Verse this week. I think I did okay by myself, but I sure hope Sandy gets home soon. This is a jump point week, so subscribers can check their subscription areas. It'll be out tomorrow evening. Even features an article by James Pew. And speaking of James Pew, he's going to be running a charity live stream this weekend on our CI community Twitch. So if you're interested in watching James and some other CI employees play a bunch of games for a good cause, check that out. If you're in Germany next week for FedCon, one of our great Star Citizen organizations, Phoenix Interstellar, has volunteered to spread the word with demo units. So, stop by, check out Star Citizen, and meet some of our most dedicated backers. Thanks, guys. We really appreciate you doing this. And if anyone else out there is interested in

  40. 00:31:42

    showing off Star Citizen at their events, post on the forums. We'll be having another freefly unlock this next week. All ships in the Aurora and Mustang lineup will be available for anyone to test. So try out some different variations, let us know what you think, and uh keep hunting for bugs. Now, it wouldn't be an around the verse without a art sneak peek. Here you go. What the heck was that? Tune in to Reverse the Verse tomorrow at 11:00 a.m. Pacific time to find out. We'll be chatting about the art sneak peek and answering your questions and having a

  41. 00:32:30

    general grand old time. And with that, this is Ben Lesnik signing off. Thank you to subscribers for making the show possible. Thank you to everyone for making Star Citizen possible. And we will see you around the verse. I miss Sandy. Hey.

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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