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Star Citizen Live: All-Vehicles Q&A

19 August 202201:04:211,770 linesWatch on YouTube ↗

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  1. 00:00:00

    star citizen live the all vehicles q a starring jared huckabee and special guests hi everybody welcome to star citizen live our all vehicles q a i'm jared uh that's ben say hi ben hello i'm ben and that's john say hi john hello ben ben the only one who's brave enough not to blur out his background applaud sorry no no no no no i've been having camera issues it keeps flickering so i'm trying to fix it neither john or i have any time or interest in cleaning up our room so i just it's just toys and children's stuff sorry i've never actually asked you what's what's in any of those things um maybe like just boxes of like kids cars and stuff

  2. 00:00:51

    we're off to an excellent start if you've never seen star citizen live before it's where we take about an hour at the end of our week and we go through the rubbish drawers of our guests um no where we take questions from you the star citizen community and put them directly to our developers uh for the last uh or you're blowing it out i didn't see it it was all blurred john what was it it was a blurry box that's a blaze uh for the last two and a half years we've been doing it over over zoom uh but soon tm maybe in quarter four once we're moved into the new office and everything maybe we'll be able to return back to in-person stuff i'm anxious i'm waiting i'm ready i'm ready to do it so uh this week's show uh celebrates ship showdown which is our yearly our annual

  3. 00:01:39

    uh showcase of the all the great vehicles and spacecraft that star citizen has to offer uh it's your chance to submit posters uh videos uh i saw an amazing song about the pisces i saw i heard an amazing song about the pisces uh where you guys you guys get to advocate for which ship or vehicle you like the most and then uh that gets voted up through the community hub and stuff i don't i don't really understand how it works that's why we have a wonderful community team who does all that stuff uh then we get like a sweet 16 and then you guys vote uh every day and narrow that down to a final four and then the winners get nifty uh uh paints uh that that our good friend uh ben curtis and his team uh have to create and it's it's been it's been pretty good

  4. 00:02:26

    so far like every day the art team have been just finding the stuff and retweeting it and looking at it and yeah there's been some good good stuff so far yeah and pro tip if you vote for ships that don't already have or that haven't already been converted to the paint system uh you can force ben curtis and his team to convert them to the face now please don't vote can i do a pitch an apple which was not to vote for everyone votes for the mule we're all good yeah mule scorpius we're good ptv yeah the the the meal seems to be the the current meme choice right now although there is a real strong pull for the grey cat ptb after our uh arena racetrack segment from from a week and a half ago uh they saw that saw interest in the pgb just uh spike up

  5. 00:03:14

    after that um honestly it's as long as as long as everybody's having fun and everybody's uh celebrating our we've got to be nearing 200 ships and vehicles and star citizen at this point uh if we haven't passed it already uh it's all good by me um i did we do bit i did get really close to winning the internal bracket last year though like i i had the best bracket like i was winning every single round i was good until the end and i thought i thought the character was going to pull out at the end i thought the meme was only only going to go so far and i was wrong i underestimated the community against the internet it won't happen again that's such a good bracket all right in our all questions uh q a show if you're watching live on twitch you can submit your questions with the word

  6. 00:04:01

    question in capital letters surrounded by brackets that's going to help us pull it out from all the other conversation we also as we usually do put up a thread on spectrum where we collect questions we collect questions uh throughout the week and let people vote up most uh i'm gonna tell you right off the bat you know full disclosure every time we do one of these shows the most common and recurring uh a question is what's the status of this and what's the status of that and can you give me an update on which i'll call it and we're not going to do any of those this week until the end we're going to save them all and do them all at the end i got because we're jerks those are jigs so you can dump those into the chat and whatever we're just gonna save them

  7. 00:04:48

    we're gonna do a whole big update on everything we can think of that's currently in the pipeline towards the end uh so with that let's jump into the questions from the thread and uh uh let's start with let's start with an oldie but a good goodie here will landing gear ever become decoupled from wings john crew uh yes uh that's it's only like that at the moment just because of a pure uh tech limitation that is quite low down the list of things to solve um basically they're all they're all just skinned meshes and attached to the vehicle in one go rather than three separate well however many landing gear you have in the case of the caterpillar they all just get essentially compounded into one object and put on the ship so they don't go with the bit

  8. 00:05:36

    that comes off with it uh and we do want to fix that because it does look terrible yeah when you lose a wing or on the eclipse's case uh where you see behind the scenes of all the other things that we make landing gear to get around things working um so yes do you want to do it um there are some bits and pieces in the pipeline that may help us with this in the in the near term but it's not like hey here's a block of time on the schedule we're going to fix landing gear it's going to be on this day it's uh we're doing other things in the area it might fix it it might not fix it is the landing gear on the reliance still tied to its transformation think so now um i know we did a bunch of work uh a while back to try and split it up and

  9. 00:06:23

    very aware of the bug where people would log back in and the ship's in the wrong state and then you can't get to the cockpit and we're we're looking there as looking at solutions for that which is likely going to be like a little button just on the top on the cabin side of the cockpit so you can press the button and then rotate it back nice it's always just with that one specifically i always thought it would be cool you know but the transforming nature you know different flight modes you know sometimes you want to fly vertical but sometimes you want to fly horizontal and it would have been cool it'd be cool for like canyon runs and stuff to be able to switch that's just me um let's see what other old goodies let's stick back the caterpillar cargo doors and lifts uh uh long time uh backers of the project know the caterpillars uh big cargo doors are

  10. 00:07:11

    also supposed to function as uh lifts uh anything you can tell us about that uh this was actually something tech we're looking at the other day seeing whether we we can get somewhere with it um i could speak for hours about doors in video games um was in our game doors in star citizen uh anyone that's ever worked on video games knows how problematic doors are they they seem like they're a really simple thing but they they just go down a huge rabbit hole of uh questions and answers uh and in star citizen we essentially have three ways of doing doors or lifts or elevators however we want to call them we have a a simple door which is just basically an item that rotates between two states

  11. 00:07:59

    you see it on all of our internal doors simple back ramps and as long as it goes between open and closed that's good we can't use that for the caterpillar because it actually has two well it has three states it has open to horizontal and then down to the ground we have the elevator system which is used on a lot of our ships for moving between floors and transitioning to the outside of a ship um that has some issues uh if you've ever been on a 600i elevator in quantum and found yourself with the elevator in the middle of space that's one of the issues with that and then we have the new transit system

  12. 00:08:46

    which is primarily built for environments and you see that in a lot of ships but there's an issue with that at the moment uh a limitation that we're resolving soon where it can't go between zones so it can't be a lift inside a ship that then goes outside the ship so uh if you look at the carrick's lift for example that only ever goes internally that's a transit lift but transit and the legacy elevator system can't do complex synchronized animations with them which is what the caterpillar needs so they calculated on these like the original door system but expanded to have multi-state doors with complex linked animations because you can't use it it's it's a fun problem to solve for what

  13. 00:09:35

    looks like a relatively simple thing so we could we could change the animation to just go all the way down to the ground for all the doors and that will fix one set of issues uh and then people will ask like why can't why do i have to open the doors all the way every time um and you would likely run into the issues where because they will open all the way it will then the caterpillar is such a long nose you're gonna have to have a nicely flat surface along all those areas for those doors to not lift the entire ship up and somehow quickly is this a nightmare yes we want to do it because it's cool um but we hit this problem with a lot of our ships when we're we're in early stages in white boxing them and but oh yeah we're gonna do this bit here and then normally it's it's someone that slightly understands the the complexity

  14. 00:10:24

    of the issues comes in from design like yeah it's not quite work we have to change this but cool all right so yeah there's a bunch of um um really good articles on various video game websites about the complexity of doors in video games and especially if you have uh no insight into like game development from the outside like hey it's the door it opens it closes it's simple right uh but behind the scenes they are simultaneously one of the most complex things in games and two the most abused things in games to get things done anything that moves in the game's probably at all and then number two number two is elevators it's like the number one problem is doors number two a problem is elevators and this thing with like with the caterpillar is a combination of both yeah

  15. 00:11:15

    that platform that then has these pneumatic pistons that need to do complex so before going back to the mule marking had a great shot with the the mule loading up the cap here it looks amazing and it's like come on so before uh uh before that answer sends people doom and gloom uh uh to spectrum uh be hopeful i mean i'm honest i'm not saying tomorrow but but but you feel like we'll get it yeah but we'll absolutely guess it um i say i think a a sensible first step will just change the animation to be the full one uh and see how bad that turns out it may not be as bad as we think it's going to be but we'll see uh next question if you could go back and throttle the person that invented a

  16. 00:12:04

    combination door elevator for the caterpillar would you no but i'll do them in a different way all right um let's see we're we're starting to we're starting today's show uh are all vehicles q a uh q a with some of our old uh our old chestnuts the ones the ones that have been uh following us along through the star citizens through star citizen development for a while now uh here's another old chestnut here landing assistance ui will there be a landing assistance ui without an autopilot example a ui that tells or shows distance from the center of a hangar or distance from the walls a a bottom facing camera something uh yeah if you've been playing starters

  17. 00:12:52

    a long time uh you'll remember the old landing ui which displayed a little um version of your ship and then relative it to the landing pad we absolutely want to have maybe not that exactly come back but something approximate to that to give you that spatial context without you having to go into external camera review here's a question more about general ship theory in in you know in as we build out our library of what like i said we have has to be approaching somewhere near 200 ships i should have like asked a platform from a list before we started um we have ships of different sizes for the same profession is the smaller one just a stepping stone or will there be something that only small

  18. 00:13:40

    ships can do or fit in example a high value area that only prospectors can access that that may be a a a uh what what's let's orion can what's our thoughts here explain that progression i guess um it's there isn't one answer because it's not the same answer across all the different careers uh yes some of them are like stepping stones um but they're not like the sole way of of going up that career um for other ones uh we see like it's not gonna be like an entirely ship based career like you may have a ship at one point

  19. 00:14:28

    but then it may transition to a location based version of that if you think refineries now refinery is all done at stations and in the future we'll have the expansion game and people can do refinery now on the station so is that is that the starter or is the expanse the starter it's sort of what you make of it obviously with uh station-based ones you don't have as much flexibility as you will with the expanse and i'm sure in the future we'll have larger refinery ships but also it's there to sort of gate the progression in some way like a lot of people if you think of um like most rts's

  20. 00:15:17

    you have like your tech tree of uh maybe not vehicles but the buildings you can build or the troops you can make and it's sort of similar to that and that we don't want you to go straight in at the top ideally we want you to build your way through it but yeah there's i'm just waffling now but um completely lost my train of thought because there was a car going outside banging down the road yeah yeah no i i i think i get what you i think i get you're just saying that there is a progression there is a progression uh intended in in many instances but at the same time there are there are situations that we envision in this game that we're building where you might want two smaller things as opposed

  21. 00:16:04

    to two larger things like that so so like anything else in game development there's really no simple black and white answer to the question it is a situationally based question there will be some professions and some things where yeah it'll be a very clear start here then go here then go here then go here as mission feature team develops things and and whatever stuff there will be situations designed to to encourage use of smaller you know you know lesser vehicles as opposed to big giant stuff like that so it's yeah it's it's with the game the scope of star citizen there's so many ways you can play it play it your way whatever franchise i've just stolen that from it's it's less about

  22. 00:16:55

    i guess hard gating but soft gating like we we don't stop you from doing stupid things we try and encourage you to go down the preferred path like you have a 1 billion uec no one's going to stop you buying an orion is your first shipping game by yourself and trying to run that you're probably not going to have a good time that's why the prospector's there to help you learn about things just renaming the show from we don't stop you from doing stupid things the name of the show from now on here we go okay uh yes and uh jake jake bradley who's in the meeting uh obviously you saw the pop-up for the public road map i'm not gonna be able to make it so if you can just delay everything for like a week uh so i can stay here and do this show let's be great thanks

  23. 00:17:44

    okay sorry my my uh outlook thing popped up right over your face for a second let's see what else we got from the chat here um has there been any more progress on drones for the ships that use them uh uh carrick reclaimer vulcan i think apollo apollo had some yes sort of the apollo um short answer no there there's nothing nothing to uh specifically talk about slightly longer answer is there are multiple scenarios in like squadron mostly like the the side uh missions that make use of them so they are on the

  24. 00:18:33

    vehicle feature team schedule in the near future to essentially do like a lightweight ship ifcs that is remote controlled that will be the foundational aspect of drones in the pu uh uh tom the dog says jared huckabee are you happy in the uk i am thrilled i am happier and healthier than i've been in years uh this was a long time coming uh just had to get around to doing it and uh come next quarter uh you're gonna see the next big chapter of me in the uk and that's if you don't get run down by cars if i don't get run down by a car again i got hit by a car two weeks ago

  25. 00:19:21

    that was a bit of a side side track there uh at least some cars are smaller over here so they're not gonna do quite as much damage like yeah no no i looked at it i'm like a skoda what the hell like you're gonna you're gonna come after the king come in like a like at least a toyota or something come at me with this now the time to mention i drive a skoda uh only for now until you get your eye on i i i did so they got written off the other the other week mysteriously um let's see uh let's go to one of the bigger topics here uh we've gone quiet on modularity for a while are you having problems what's going on death am i having problems in general i'm having problems with modularity uh

  26. 00:20:11

    uh we don't have time the team that was gonna the the team that was gonna work on it uh was the vehicle tech team uh that those of you who pay attention to the roadmap updates we'll see they were rebranded and reformed to the arena commander feature team so naturally doing like core vehicle tech is not particularly part of their remit anymore that transitioned to the vehicle feature team we had a look at what was planned to be done um we had a lot of other things to do first and around the same time as we were doing that uh eupu um started working on resource network which i think you briefly showed in isc

  27. 00:20:58

    this week last last week um and you'll hear a lot more of that soon and that is essentially quite a paradigm shift in how we set up the interiors of vehicles and environments and locations of everything so any of the work that we would have done for the modularity from vtt or vft we probably could have like rushed it through got it in now and then we'd have to redone it all anyway when resource network comes online so the work they're doing for resource network should as far as i'm aware and from all the meetings i've sat in and being part of allow us to do that out the gate uh so yep the assets they're all still there they're all just waiting for the dandelion tech not canceled not stealthily removing

  28. 00:21:48

    modularity from the game as some people constantly tell me i am now it's uh uh i was accused last week of having too many catchphrases but i one of the ones i repeat most often is the only constant in game development is change and uh john's mentioning of the resource network or resource management as i call it uh who knows what it'll be called like we're really good at naming things here uh ships used to have freight units remember when ships had a nephew number we're really good at naming things uh okay for you numbers uh uh the resource management system is the is the foundation for the future of multi-crew game gameplay uh we are uh we we first demonstrated a little bit of it uh back in our uh i think maybe two years ago three years ago the eup teams

  29. 00:22:36

    has been prototyping and building it behind the scenes you are going to get to see an updated look at where it's at um at prob you could probably guess i'm not allowed to tell you so i'm not gonna say it but if you thought really hard about where you might see it uh in the next couple months you could probably guess and uh it's it's it's it's it really is the beginning of where for me anyway the dream of star citizen starts really coalescing because i didn't back to be a dog fighter or a minor what i'd backed for that star trek multi-crew stuff i wanted on the bridge with people at different stations doing different jobs and having the ship damage having to run through the ship and repair stuff it's like that and

  30. 00:23:25

    that's what resource management uh is the foundation to getting us towards and like i said it unlocks everything like you said with modularity and stuff like that so i'm super excited about it it's i think it still uses all like the the same principles of like item ports and pipes but it's just like turbo yeah so yeah it's like i think everyone that's seen it because we've been looked into it you know starting to you know tickle away some some of the changes we need to make um and i think everyone's super excited about it yeah that's good remember we'll see if i don't get in trouble for this little diatribe here remember chris's letter from the chairman earlier this year uh uh uh uh our annual event that we do in october is not going to be the same as it is you know there's not

  31. 00:24:12

    going to be a big keynote or a demo over here everybody's focused on pes and 318 and server meshing and and getting all the and getting this most important year of start citizen development yet you know done so it'll be a much smaller thing but uh within the smaller thing i think you can look forward to resource management that's that's the thing i'm it's the thing it's the thing that gets my engine running anyway all right someone asked a question about the 400i doors bug on the tins yes it drives me crazy so whoever answers that uh it's fixed it gets broken it gets fixed it gets broken drives me crazy and and we can never reproduce it internally as well no the other fun thing we think we fixed it and then it'll go and pity you

  32. 00:24:59

    and we won't see it for days and then there'll be one person who has it 100 of time all the time every time so while we're on the topic of of of things people have been waiting around for a while for like the modularity let's talk about the larger capital ships the address the polaris stuff like that this isn't going to be a status update because there isn't a status update what it the question is what is needed what is needed tech and resource wise before we can start adding larger capital ships like the polaris or the address to the game there's there's a bunch of optimization work uh naturally ships of that size they they have a cost to them um

  33. 00:25:48

    and as they uh like idris and javelin specifically they are going into squadron first and being adjusted to squadron's needs where they can be a bit more generous uh with performance than star citizen can so aside from that we're obviously somewhere at the mercy of those teams we don't want to have the pu idris and the squadron interest uh just to use use a wild example that is not true say uh squadron want to make the address 50 meters longer for whatever reason we then have to take that on the pu side so we want to be absolutely sure nothing else is changing on those ships before we bring them into players hands because otherwise it's just it's a waste

  34. 00:26:36

    of time for both uh teams internally uh from a gameplay side we don't want them to just feel like hey this is just a ship that is big and handles slowly and i sit in the pilot seat and i can fire all the addresses guns from my pilot seat but i move at 10 meters a second and i rotate it five degrees a minute which is all it would be if we put it into yes it would just be like a big fat slow things things like resource network are critical to having a fun multi-crew experience on board a ship like that because that gives you all that engineer gamepl [Music]

  35. 00:27:34

    uh sorry we have refueling refueling is like an advancement on the docking system that we put in game player controlled atc is a refinement on top of refueling and you need that like the interesting javelin for controlling bringing ships in and we want to put these ships in in game in players hands when they bring a worthwhile uh noticeable like gameplay to them we don't want to just treat it as like a box ticking exercise go hey idris is done shove it in game i think also like you know these ships are a big investment of internal art and design resources and all the other teams that it takes to kind of make a ship and like say if all that investment is going into just making a big empty experience it's kind of not great but ben i'm

  36. 00:28:23

    reading in chat right now from jengalath he says the address has been done for three years hasn't it been done for three years i think he's lying that's what jingle laughing the chat says because if it is done then great because we can just scratch off a massive amount of time in our schedule yeah yeah no it is not done no it's not fun like what we've shown of it and you know there is there is areas of the ship that look great uh it is not ready to go out but but as john was just saying it's not just a question of whether even even if it was geometry done it's not a question of just the geometry being done that's not all that is involved in making a ship of that size and that scale and that play type you know viable for the game so it's not enough and if if everyone is happy with what they've seen in games so

  37. 00:29:13

    far and the classing that has done then also that's cool because that takes a lot of time off our schedule as well all right let's see what else do we got from the let's go back to the chat here let's see uh we'll do a follow-up question of that so we've discussed why the polaris and the address these bit these bigger ships that folks have been waiting on for a while they're not in the game today they need all these other gameplay systems all these other features to go with them in order to make them something more and somebody said i was bashing the kanye i'm not bashing the connie i love the connie the connie phoenix is like my ship so i wasn't i was i was saying it would you don't want it to just be a big version you want it to be more exactly it's got a hot tub

  38. 00:30:01

    actually it's more of the aquariums in the hot tub personally okay and the bar and the bark um but uh there are other ships besides those that folks have been waiting for for a while uh this question is simply what is the plan on getting the older concepts out the door in a reasonable time frame some of the 2015 ships are seven plus years old like the endeavor yeah um at the end of the day comes down to priority and and scope and resources which is fun boring management stuff that i have to deal with on a daily basis um the the vehicle team and i think i've talked about this in the past like we work to like a 18 to 24 month ahead of time schedule and we get sort of fairly locked into that um a lot of the other teams in cig are

  39. 00:30:50

    a lot more agile so to speak but we have quite a long lead time because these ships take a long time to make and uh if there's any artists in chat they'll know that like chopping and changing on a weekly basis is just terrible for your your concentration and getting into the zone of doing things the the worst thing we can do is go hey you're working on an agent ship for three weeks oh by the way now you're working on an origin ship for three weeks oh by the way now you're working on a drake [ __ ] for three weeks uh so we like let's we like to wherever we can and there has been exceptions in the past uh once we start a ship we see it through to the end of release we don't tend to start ships now in production um without fairly firm guarantees that the gameplay is going to come with

  40. 00:31:39

    them at the end that was different way back in the past we would just work on a ship we'd ask for the gameplay if the gameplay wasn't there we'd shove it out example staff error that's that's not how we want to do things these days and hopefully people have seen that over the last i don't want to say three four years where we deliver ships with uh their gameplay because it improves the experience for everyone um so a lot of those big ships that have less standard gameplay i can't think of a better word i'll say the endeavor because everyone's banging on about the endeavor in chat it's it's gonna be very hard for me to try and convince todd or tony to go hey stop working on pyro let's do farming or let's do science

  41. 00:32:28

    and even if i could do that that would still be like many many months ago same for the orion the orion whilst it's a mining ship doesn't or is not planned to use the current mining system it's going to use like a much larger scale version of it so putting it in game now to try and mine the current space rocks we have be like just trying to scoop up peas with a shovel or something equally bizarre again it it would not do the ship uh the justice it deserves having waited that long yeah i i i think it's i think it's fair to say we've gotten better there are it would also be fair to say that we've taken a couple diversions every once in

  42. 00:33:15

    a while and like it's it's we we we embarked on an initiative to to only develop ships that have you know relevant gameplay and stuff and for the most part we've held to that with a couple minor hiccups every once in a while but uh it's still a worthwhile endeavor for lack of a better term i said it again twice in one twice in one shot so yeah uh as always we can continue to do better but i think we're doing pretty good overall uh let's see what else do we got from the list here vehicles on the atlas platform don't currently share paints is that intentional kinda kinda but no yeah um it's not uh it's

  43. 00:34:04

    not how we want to do it it's just how we've got to do it with the moment with how the ballista is uh kind of set up kind of technically on the outside um we will revisit the ballista when we can slot that in and allow it to take the additional paints on the atlas platform and then um they will be happy and shared um just not not quite sure when that time is going to crop up yet yeah and that's part of one of one of the fun marketing legal fund loops of whilst we do want to do that we can't put that in writing okay what do you just do something i wasn't supposed to said nothing uh are you still considering adding a

  44. 00:34:54

    second entry to the star runner get rid of all those jeffree's tubes that ben so loves i think it'd be nice again i don't know when we would do it but it's there's there's a space where we could sneak in at some point i would like to add more jeffrey's shoes as many ships as we can but john hates me for it uh let's see can we have an update on what cig intends to do with vehicle flare we've had the option to customize the 300 series for quite some time however new newer ships such as the nomad have come pre-furnished i don't know why they called that one out but okay uh what is the intended goal here thanks

  45. 00:35:44

    so an intended goal i guess from from my my point of view is yeah we want players to be able to customize our ships their heart's content um we the kind of part mine and uh erwin to kind of focus on on what we want to kind of try and tick off the list this year is um getting our our customization plans um fully developed and kind of committed to for what we want um i think um we're in a little bit like when we come to do a release ship you you you know you get a ship all done and you kind of you know start walking around it and looking at it and it's like cool it's great it's empty because there's no dressing in it and then we start to dress it and then we get the oh this is cool but we want players to do this and we can't like we're not quite at that point where we can support that fully um yet um you'll notice on some of

  46. 00:36:33

    the more recent ships we've started to you know get a few freebies when you get your ship you get your bottle of beer in the fridge and some space snacks and you're kind of tied over um but yeah we do want to kind of um allow much more customization of the interior ships um it's just not fully um we can't fully support it just yet and we've kind of like dipped our toe in and kind of lukewarm so yeah we'll jump in fully hopefully by the end of the year or something soon yeah there's there's we're in a weird like middle ground of tech as well that will help us like pez uh persistent entity streaming uh will in theory allow you to like grab anything put it in your ship and it will stay there till the end of time for that ship's life

  47. 00:37:19

    so that that will give you sort of a way to customize your ship and that goes back to what ben said maybe at that point we will start not bringing in ships with all this dressing and allow people to do it or they'll be able to buy all the cute fluffy bunnies to put in the corner from shops in-game or there'll be subscriber ones like uh recently we've done the bobble heads and that uses the current like item port system and that's why it doesn't work across all the ships because there's a lot of ships where there is nowhere to put them that's in like a nice place but with pets people just shove them anywhere they want you could have like 50 stuck on a table in the back of the ship somewhere

  48. 00:38:06

    so pez will will help do that as well resource network again will add a sort of level of interactivity to those things the team working on that showed a nice little demo i want to say tuesday but maybe it was last tuesday where it's really simple but it shows the promise of it so there's a desk lamp that you could pick up and move around and depending on the power state of that room it sort of wirelessly connected into that room state so your cool little custom desk lamp that could change color turns on and off depending on where it is in the ship like if that area of the ship had gone down the power it turns off it's not like this nuclear-powered desk lamp so there's there's lots of things coming and we've we've tested the water in various ways like the 300 series one um

  49. 00:38:55

    and when we settle on it we'll make sure we hoover up all the changes to work like anyone that's got their coffee machine in the 300i that item as it stands will probably get changed to a different item but behaves the same way and looks the same way to allow it to to function with whatever the final system is and i think yeah when we have kind of experiment with this stuff so far there's been a lot of a number of bugs where yeah you can drop a water bottle when you're shipping it explodes or you know we had a a rogue beer bottle that would uh cause lots of physics issues because he would never never go to sleep um so yeah there's a lot of a lot of things to work forever rattling uh let's follow that up with another curiosity that appeared and seemed to disappear for a while uh what's happened

  50. 00:39:43

    to ship naming why aren't we seeing more i'll go first we rolled out on limited ships at the time uh and we learned a lot from it not just on like the the content side um but also on the platform side of how how to deal with like the waves of naming um but primarily on the content side uh there was a lot of issues we thought would happen that did happen and we we don't have a good solution to them like hey i've named my ship a four-letter word and it's teeny tiny screen whereas someone who's named it 32 characters looks

  51. 00:40:31

    fine or it's on an area where there's no lights shining on it or i put a paint on it and it now i can't see it so uh we decided with the platform team to stop like the public facing rollout of that until we figured out what's going on with it but every ship that's been released since that time has the tech there to enable it and you'll see it on uh you'll know if your ship supports it because you'll see serial numbers popping up on the ship in various places because it uses the same system behind the scenes but we have a lot more control over it because we know it's always going to be this amount of characters um so yeah if you see a serial number on your ship you're pretty safe from the knowledge that that ship is ready for ship naming when we solve the visual issues alongside it yes

  52. 00:41:19

    i think i think you know naming your ship is quite a big deal and and you know the kind of attachment that brings and um you know feeling like the that is part of the whole experience and then like say when you get it and it's you know spacebob and it's like this big and you can't even see it unless you get the light just right that it's catching on the glass so you can actually see so i think um yeah we definitely want to make make better use of the the the feature um and improve the kind of uh the quality and the experience that the player gets to see have you ever considered any food trucks i would love to do a noodle truck i suppose space noodle van space ice cream

  53. 00:42:07

    van definitely yeah okay yeah it's it's actually on the on the list of um ideas we have internally that are somewhat on the yeah this this is a valid ship idea trust me this list is we could fill a book with the ideas that we've had internally and taken externally of hey wouldn't it be cool if this ship was a thing and a food truck is actually quite high up on the list of things that hey that actually makes sense for the would have benefits it's just finding a time and place for it i'm a manufacturer and a manufacturer right who would you want 70 burgers can can you imagine the articles that would get written

  54. 00:42:55

    star citizen after however long and whatever like adds a food truck i think the press would get well i'm just thinking like if we had a food truck and a drink truck then you probably need a waste truck as well and toilet truck what's a toilet truck ben just like when you go to glastonbury and it's got a whole row of uh outdoor toilets do i look like space all right uh as far as while we're talking about maybe vehicles here uh uh what are your thoughts on some kind of artillery ground vehicle yeah it's uh something that comes up quite a lot uh it's something i personally

  55. 00:43:41

    would want to have happen um again coming back to the gameplay side of things probably makes more sense when we have and this is something almost every time i see chris in person in the uk office he asked me when he's going to get his forward observer role for vehicles for relaying data from scanning targets and that is that's the thing that would take an artillery truck from yeah i can point my gun in that direction and blindly fire to an actual usable hey i've got my guy in a bike who's a scout spotting the rounds or laser designating targets so they'd land accurately maybe

  56. 00:44:31

    sounds sounds promising why do some ship why can some ships light up an entire soccer stadium at night but others can't can barely light five meters in front of them i think um we we things change over times people's um opinions change um different different teams yeah at different times um i think you know we've got remember that there is ships that have been uh worked on a long time ago they're ships that have you know obviously putting out every every few months um and you know we we don't necessarily or we haven't necessarily gone back and kind of unified all of that across across the

  57. 00:45:18

    board um there is some you know exceptionally uh there's a wide range of of uh lighting on some of our ships um what i can say is yeah we um we've got guidelines now that we've set in place and um you know venom put from the lighting team um to unify as much of this as we can i think the other thing is um with game development of game of our size um quite often things can be set one way and you think they're good and you know you move on and you kind of you know two years down the line you've worked on 10 different ships since then someone's small change in one area of the game has impacted something that was unexpected in other areas of the game um and so uh yeah that everyone loves their skills

  58. 00:46:10

    we use them in the design play tests we send someone in a scout ahead of everyone else at night time to light the way for the scout yeah true um that i think there was there was uh to follow up on ben's point about people changing things in unexpected places i'm sure years ago there was an issue where uh the graphics team changed something with like lights and it broke a bunch of them and a lot of the ships at the time used them exclusively and i can't remember which way it made them go but it either made them go really dim or really bright so we we went from like you could have two ships that were released at the same time and one use projector lights or the projector textures suddenly became wildly different to the other one and there's also the the forever battle between design and art over art want it to look nice and not blow out the

  59. 00:47:00

    division of the train and design going hey we want this bright enough that i can fly at full speed in the middle yeah i'm pretty sure at some point there was some some non-arty people that weren't innovative but then i guess i'm taking the it's more important whereas john's probably taking the no you should be able to see where you're going so it doesn't matter if it's pretty if you're dead from smashing into a mountain i remember which time but i can't remember which way it went either anyway it'd all be solved by night vision what's up ali brown i'm gonna get an email all right so while we're talking about ships made at different times and and and from different eras and stuff um here's a question that's thematically

  60. 00:47:46

    appropriate realistically will there will there be a lot of work involved getting the older ships up to standard in terms of newer design practices in upcoming tech i.e relay cabinets airlocks bulkheads etc etc or have they been designed in such a way to easily add these things with minimal alterations i think uh it's a bit of both so um from very early on in in you know project's life metrics were established for what we thought was all the ship items we would require um and you know from from that point we made sure that they were accommodated into the ships we were designing um it's sometimes impossible to have like a crystal ball though and see that far

  61. 00:48:33

    into the future if we take the the resource network stuff that's you know going on at the moment that's a great example of um we knew we needed an item in there we thought we would need one item of a certain size so that's the item we accounted for um now that feature is starting to be developed and and you know design documents being written and um people are starting to actually develop and play test and see what it's like um we realized that actually it wasn't gonna be particularly fun or or they're featured in the workforce it wasn't gonna be simply fun so from their point of view oh yeah it'd be great if we could add this and add that for especially on like our larger multi cruise ships so i say it's a a core element of what star citizen is is is this multi-crew kind of gameplay um and i think we um there's certain things you can kind of

  62. 00:49:20

    just go actually yeah you know what it's it's a little bit of a compromise but we're happy with this for the amount of time it would take um but in this case personally i would much rather make it fun and make it good and if it means that we need to put a little bit more time into doing it i think that's fine um in in general we're lucky that a lot of our larger ships have some space like you know we've allocated space for them and there's there there's you know if we need to if we've got something that's you know hammerhead sized or whatever and we need to go in and add some additional items that are relatively small and can be swapped out and the player can kind of carry them that's not too much of an issue um it becomes more of an issue when we we've got a ship that's

  63. 00:50:08

    right at the limit of its kind of size class and uh so we want to take the power plants from the back and move them to the front because we want to add a bit more kind of um excitement into the gameplay uh then that if there's not room for it it means that well we need to extend the exterior of the ship and if that ship is extending it means it might bump up a size class and if that ship is supposed to fit in another ship's hangar then it no longer fits in there and so there's a lot of knock-ons that you know you would think of as quite simple change of um just being able to oh can we just add an extra meter here can we just shift this room about a little bit if it starts kind of really impacting the exterior of the ships and the size of the ships it just causes a lot of headaches um that's not to say we'll we'll never be doing it um

  64. 00:50:59

    it's just we want to kind of we've only got a finite amount of time and we want to make sure we spend that time wisely and i think we focus it on on stuff that's going to kind of really improve the the fun of a feature um on rambin so to give a good example uh of how things change over the years um as soon as we're aware of a gameplay feature coming in that affects the ships we we work with that team to try and mitigate any knock-ons for us but some sometimes things are just wildly out of our control so the example is probably five years ago we used to have a radar item on a ship and we made the metric for it and it was basically a cube at some point after that

  65. 00:51:47

    was decided uh another team was like hey no we're not gonna have a radar item we're gonna have a radar and a scanner right here and i'm like well we just spent all this time carving out this space in all the ships sure we can do that but what we'll do is we'll carve that metric in half and then you have these oblong or rectangular protagonal that's a new word rectangular boxes one for the radar one for the scanner relatively recently that team has got actually we're just gonna have the radar now we're not gonna need a scanner i was like oh fine we've got these all these spaces now that uh have no use and handily uh the resource network came along going hey hey guys uh we need a space on every ship to put at least one relay like huh have

  66. 00:52:34

    i got the space just for you to put these relays in so sometimes it works in our favor sometimes it doesn't but that's that's game development game development is rectangular chat was giving me some crap about saying that connie phoenix is my ship the the genesis starliner is not out yet people when the genesis styler comes out like that that that's that's my wanted [ __ ] but when i talk about like my like my vote for like shift showdown and stuff i don't get one because i'm an employee uh mine would always be the connie phoenix let's see we're almost at a time let's squeeze a couple more in before we do the updates on everything at the end uh well ships with docking collars on top such as the constellation be reworked in the future or will there be a way to use these i don't see how we can reach them just got a belief

  67. 00:53:27

    ideally uh we'd have them all on the side um and i think as we go through the gold standards on a lot of ships you you'll see that happen um but if for some reason we can't and they're on the top or they're on the bottom um then uh the maybe not per room but per sector of the ship gravity control will help you in that instance and that you will be able to turn off gravity for that area and then you can just see this this is all like news to me because i'm sure john said to me in the past that no no you've got to go on the side and i'm oh god all right yeah now you give me that hope chance every time i'm going to come to you and be like no you're trying to change it's fine it's good and then then you can answer to whoever asks that question and tell them why they can't use them just jump

  68. 00:54:15

    just be taller it wasn't an email i got a team's message i'm in trouble all right uh we're at the end of the show so let's let's do our big wrap up let's talk about let's let's update on some of the ships that that uh folks know are currently in the pipeline uh some of the ships that some folks think are still in the pipe are in the pipeline some ships that were in the pipeline but then were out of the pipeline because of one thing or another uh let's start with the whole c what can you tell us um oh you're gonna go there you go okay from my side uh it's getting pretty close to being complete um we we've spent a a we had to spend a bit of time bringing it up to kind of metric standard and you know that ship was was an example of what we

  69. 00:55:03

    were talking about earlier how you know we would much rather finish a ship um and put it out than have to kind of keep jumping on and off and on and off there and that ship got parked a reasonable amount of time ago when we came back to it realized that um you know our standards have changed in terms of some of the the way we approach things and metrics were much more important than um what they may have been um so there's been a decent amount of um effort putting into bringing it up to how we would expect it to be now um but it's getting pretty close um got a couple of hours just just finishing off chad says you might say got put on hold maybe the whole day wouldn't it that was that was dawn steeler it wasn't me uh the ranger oh oh okay

  70. 00:55:52

    that's it for wholesome questions we got we got lots of ships to update on what about what can you tell us about the ranger if anything naturally blocked by uh the tech of two wheels uh we did some work on the feature team to scope out the work needed um pitched it to chris uh i was like hey here's what it's gonna take to do it and here's the other things that we need to do in that time and we're doing the other stuff so it's it's a shame um but it's sort of understandable when you have the the priorities that we have i read on the internet you could just take the the the hoverbike make it touch the ground oh sweet we'll just do that then i hate thinking the rocks on a bike without roads uh 600i rework

  71. 00:56:43

    uh the concept totally complete for the 600i rework looks sweet you mentioned a upcoming event uh that we can't talk about um it won't be shown there but maybe i can twist jared's arm to show a event after that upcoming event that we can talk about it's just too cryptic for me just to make sure that i can follow the logic yeah i got you i got you for folks talking about the polaris look at the asking about the clarisse look at the earlier questions about multi-crew and what's necessary for the big capital ships is there anything more you can add on the polaris other than it needs all those other multiple systems first same as the 600 i had a full reconcept pass um again maybe we'll show that in a upcoming event

  72. 00:57:34

    but but like we just got nothing yeah there are no artists or designers actively putting it into production both the 600i real work and the polaris are purely concept redone at this point okay folks asking about the apollo was the apollo supposed to go start start work recently and then it didn't was on the roadmap yeah i know he's on the road map it was going to start uh and we are so the team uh that would work on it which is the u.s vehicle team uh they're finishing off the corsair at the moment and we have a few options of what they will go on to next the apollo is one of them i'm not promising that it will stay being the apollo it might be something else but

  73. 00:58:22

    you will see you will see that change uh on the roadmap when that's decided uh anything for the perseus or the nautilus uh i think they are where they were when they were last shown at concept okay uh trying to remember every ship that we've shown that's actually in pipeline uh which retaliator rework we we showed a while back yeah so the um again the retaliator we did a decent amount of um work on that getting the interior up to kind of scratch um just making sure that um corridors were wide enough and ship items fit where they needed to fit um doors could fit ai carrying things through and all that sort of fun stuff um we this is the one that we moved the the uh don collar to the side on the interior

  74. 00:59:11

    um unfortunately uh we had to shift around some some kind of um some resources internally um so we paused it so interior is probably like 90 done uh exterior we need to put some work into yeah there's a pretty much just bringing the exterior up to to modern standards and accounting for the changes we made on the interior which was that docking collar being on the side rather than top and bottom and lift yeah the luckily that ship we did have space to do all the change we need to and not make it any bigger which was great um because it's it's a very beautiful ship it's just uh yeah john tell me how to move the docking collar now i'm learning i might not have to uh for the corsair and the banana

  75. 01:00:00

    merchantman i'm going to say that you'll see updates on those in the other show that we do or somewhere else maybe uh in the coming months uh besides everything we've asked is there anything else that's currently actively in the pipeline that's not a secret for some big event or something that we haven't touched on uh i get confused it's what is and isn't a secret so i'm just going to keep a danger segment um yes i think yes sir we just we showed you updated on the srv and uh yeah he's trucking along um i saw a question go flying up chat about the crucible that absolutely will get a concept rework like from scratch it will still look like your favorite

  76. 01:00:46

    flying space crab it will have some changes to account for all the changes that have happened with the game and the mechanics since then yeah in general folks this is this is my opportunity to remind you all to take a look at the public roadmap uh not just the release view but the but the progress tracker part of it that is your best estimate about what ships are actively in development uh the only secrets that are hidden from that are the ones that you don't even know exist yet you know you know upcoming concepts and stuff like that so if you don't see your favorite ship on the progress tracker uh chances are it's not an oversight it means it's not an active development so you can you can you can take from that uh how to manage uh uh the wins

  77. 01:01:34

    i love the fact that everyone in chat is asking for a different update on a different ship as well so it kind of proves how hard the the decision of uh prioritizing which ones we work on and there's a lot of chads in chat that are that we're asking for the genesis starliner on my behalf but i'm not even going to do it it's it's going to be your time in prison it'll be when it's time comes uh i i've said this before i will continue to say it again that this team gets better with every single ship they make for for for me who loves the genesis starliner they can take as long as they need because it just means it'll be better and better the real question for chat is which one shall we do last so it's the best that's all which ship should be last

  78. 01:02:22

    all right that's it for this week's show everybody uh thank you john and ben for taking your time to hang out with us uh uh this week remember ship showdown is ongoing now uh there's a bunch of uh social media stuff going on where you you can help influence which ships make uh the the the the the sweet 16 i think that's what they call it uh i'm not a sports person uh so check that out on the robert space industry.com website for all the details and the rules and stuff like that and remember to uh to vote for which ones uh make it to the final four and get uh sweet new uh ship showdown uh paints the paints have also been improving uh uh so i i haven't seen i haven't seen this uh this year's uh one but i don't know what the ship is yet jared so i can't do anything with it

  79. 01:03:09

    oh yeah okay yeah make sure it's the video and i think we're gonna raid somebody jake are we gonna raid something you're setting that up right because i don't even have the buttons for that stuff so yeah so take care everybody we'll be back uh next week on isc um i can't even remember what the topics are right now but it'll be another week oh remember uh ise is a seas it's a whole quarter long it's ten episodes every quarter leading up to every patch two two stories in every episode so when you're like where's where's this and i wanna see this and i wanna hear about this remember we gotta we gotta fill that whole thing and the stuff that that you most anticipated usually comes towards the end so keep that in mind love you all take care goodnight everybody bye did i just say i love everybody you

  80. 01:03:58

    did yeah you think i'm holding you to it you'd think i'd be better at this after so many years

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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