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Squadron 42: Around the Verse - Holiday Special 2017

23 December 201702:12:411,920 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:21

    the top back thrust you're sticking we checked it sir didn't see anything that means either you miss something or I'm wrong we'll check it again sir [Music] sir who the hell are you

  2. 00:01:11

    stay frosty I'm your new wingman sir the name DS up you want me to learn your name do what I say and live long enough for me to care that's your Gladius you ready we'll find out sir let's go hello and welcome to our squadron 42 holiday special I'm sandy Gardner and

  3. 00:02:00

    I'm here with game director of Chris Roberts there you go hi everyone so what you just saw is the latest teaser featuring Mark Hamill as old man stay alongside the new squadron 42 section on the RSI website go check it out and while you're there sign up for the squadron 42 newsletter dedicated to sharing exclusive information and updates yes definitely do that when signing up you'll also hear some dialogue from the game correctly identify which star talent said it to receive a small reward if you don't get the answer you'll still be able to enlist for the newsletter if 250,000 people sign up by Monday January 15th then all current backers will receive a special in game squadron 42 t-shirt first star citizen a little like the one that Chris is wearing I like this one cool squadron 42 as a lot you have known has been in stealth mode for a while but

  4. 00:02:50

    starting with today's show we're turning the cloaking device off and we'll bring you updates on the game's progress once a month as we march towards the release also be sure to follow squadron 42 on Twitter Facebook and Instagram to keep the latest updates and images at your fingertips now you've met some of the key squadron 42 team members and past ATVs but let's spend a little more time meeting the leads working on squadron 42 at our various studios hi and welcome to the squadron 42 holiday livestream we're here in sunny warm Winslow in the middle of December in the United Kingdom and I'm actually flanked by the key directors on squadron 42 the only one we're missing is Hannah

  5. 00:03:37

    sappal who is in Frankfurt Germany he's our director of cinematics but to my right is Derek senior director of engineering as an engineer you you know you want to be challenged you want to do new things you want to problem-solve and this project is just because it's it's something that nobody has done before anything like the scale and ambition that has been done before it's all the new challenges that we've got to got to come up with solutions for on that what is what makes it so exciting and I have Nick Elms who's our creative director on squadron 42 I the thing that excites me most of all now about squadron 42 is the level of immersion that we're shooting for it was all supposed to be the spiritual successor to Chris's early Wing Commander series but 28 years on the

  6. 00:04:26

    technology that we've got our disposal is frankly jaw-dropping I have Nathan Disney who is our art director on squadron 42 main challenges are is huge team there's a lot of expectations from not only community but also Chris on what what he wants to live it but it's all the personal touches that that we expect as well in these areas which will make a difference it's a huge exciting project to work on there's a lot of stuff that's really kind of never been touched before anything from a ship that's working you know kind of floating through space is is the equivalent of a level in another game in detail to pretty much kind of having the whole system to be able to kind of fly around at any one time no loading screens nothing like that it's it's it's a huge undertaking and I have Phillip Melo who is our lead designer on squadron 42 everywhere it's an exciting project because this hasn't been done before

  7. 00:05:14

    there's nothing like this you know this it's just the SEC Rumble on about it but it's this scale you've never seen anything like it okay chaps let's go in and introduce the rest of the team here we go it goes alright so welcome to the third floor of Freedom House this is where the nerve center of the squadron 42 development happens it's not the only place that developments happening in the rest of the building we have audio that's down on the ground floor the audio department and the first caution

  8. 00:06:02

    42 we are in some way involved in everything that you hear so from music which is mostly done by our external composer Jeff Cinelli we edit that and make sure it all works and the game as it should sound design ships everything planets the whole gamut of audio is we're involved with it somehow and the same with dialogue we take the performances we Randol them in such a way that they work within the context of the game we have various people supporting it on the first floor so there's ship artists down there there's engineers but this is where the team that is fully dedicated to squadron 42 or you know almost all fully dedicated squadron 42 resides so let's let's meet a bit of the team Nate what should we go to your side on the up side then you gives you a bit of

  9. 00:06:49

    introductions everyone this is the art department squadron 42 we consist of approximately 21 artists at the moment we're strategically placed next door to the graphics department VFX department and design department that's generally a lot of communication goes on between those departments every day pretty much every minute to be honest the the we put everyone on this floor - yes to encourage that just to encourage a bit more collaboration generally this team will cover anything from idris and scale up to anything nebulae in scale for the game the ship team that exists still covers a lot of pdfs but it generally anything bigger is for this team so yeah there's there's an awful lot to get on with them a lot to see this year got

  10. 00:07:36

    some my surprises in store for you and yeah hope you enjoy the show yeah like say so as Nate called out we have the visual effects team here we have Mike Snowden who's a visual effects director and then over on this side is the graphics team with Ellie Brown who's our of graphics so the graphics team have a lot of unique challenges on squadron 42 that we don't necessarily have in star citizen the unique cinematic type of nature of the single-player experience means that we end up with a lot more focus on things like color processing and and setting a certain mood in the scene we also have some post effects that will feature prominently the particular interest was because of the cinematic nature so things like our depth of field is being improved and motion blur and things are this if we

  11. 00:08:25

    don't get them spot-on we won't achieve the cinematic look over here we still have some more of our graphics folks and Leo who's sort of the plug between visual effects and and the graphics department all right so let's we're gonna head back over here and have phil and nick and derek introduces to their general group so here we go alright lads now it's time to look at the rest of the team so Nick you want to tell us about who's on this side yep over here we've got John crew and his Tech's on Team let's put in square r2 on the with the ships and the environments weapons combat items you name it anything technical these guys are on it we're involved in setting up all the unique assets such as ships characters weapons enemy archetypes that squadron use that aren't found anywhere else in the

  12. 00:09:14

    project as well as maintaining and adjusting all the existing assets that people use for persistent Universitat squadron also uses the squadron is a very different beast to the persistent universe it's more linear more cinematic a lot more story elements than the persistent universe so the way we set up and tweak things is a different rule set the persistent universe that's great and then over in the back we actually have some embedded QA here so we've trying to embed QA with a lot of our future teams so there's a better iteration between the engineers and the designers and testing stuff and seeing how it's working we still have big QA Department down on the ground floor who also do a lot of testing but the embedded QA is actually really good for development and I guess this way but see the rest of the design team and we have production bits over here hi I'm Zoe I'm gonna

  13. 00:10:03

    the associate producers on squadron 42 my role involves working with the other project producers on the day-to-day running of squadron as well as being producer for the squadron 42 level design team which involves helping them solve their day-to-day issues communicating with other teams and departments and other studios for the tools and technologies for the team and then Nick so what do we have here yep here we've got the level designers and scored a 42 head up with Simon Vickers over in the corner there generally my role is to coordinate the team of level designers making sure that they're getting the assets that they require providing feedback both from myself as well as from Chris and any of

  14. 00:10:52

    our higher-ups coordinating with the other departments and generally just representing the team as a whole these guys working all the missions everything you'll play in in squadron 42 is being pulled together by these guys this is our portrait of Phil Miller on the on the world just to instill the I thought that was reading a brooding oscar-winning actor Odyssey play is it Space Marine when did he Rover watch her alien squadron 42 all right thanks Phil in Nick there you want to introduce this to the programming team here we go so here we have the the programming team the the brains of the operation and they're located here these three rows of desks here led by yin's over there so and so as part of the FBS team there it's a lot of

  15. 00:11:43

    gunplay making sure you can take down the bad guys but for squadron 42 there's also a large social aspect you know you you're on a big ship you need to be able to see the crew go about the day-to-day business but you also need to be able to interact with them and build a relationship with them throughout the story also got embedded gameplay programmers and also animation programmers and some a ipod yeah and then the rest the AI teams in Frankfurt which you'll meet in the Frankfurt portion of this video okay great thank you very starik and all right so here's the this side of the floor so all here is our animation so as you can see there like to wear hats in the very corner hiding down here is a fuzzy

  16. 00:12:32

    he's our animation lead but he's a bit camera shy but he's leading this valiant team here and so and on this side is a tech animating team that is supporting most the squadron here so anyway it's ER so this is the squadron 42 for there's a lot of other people and other parts of the company working hard on squadron 42 but we thought maybe you could listen to them and that's the Skype call for me to go to a meeting there you are squadron 42 coil capture all right there you go I have to go welcome to Frankfurt office i am brian

  17. 00:13:22

    chambers i'll give you a quick tour and introduce members of the team that are primarily focusing on squadron 42 let's go first of all we have the VFX team say hi guys cool next up we have chris campbell our lead lighting artists a lot of the system designers right now are in a meeting so they're not at their desk but obviously system design is working on things across both so you'll definitely see some of the stuff or play some of the stuff that they have in squadron always need to show off production team production team always has a big hand and working with people on a daily basis tracking things up making sure schedules

  18. 00:14:11

    are where they need to be this corner we have the AIT focusing on both in DC and ship AI the difference between squadron 42 and the persistent universe is mostly that the AI doesn't only have to be emergent AI reactive to what the player does but the old son is to tell a story the biggest challenge that were and now we are focusing on is the integration of the systemic behaviors with the cinematic scenes we want the eye to still be complete systemic and emergent play their own normal behaviors their scheduled activities but there will be moments in which the different designers will create a storytelling moment the storytelling moment is most of all we call cinematics there would be specific

  19. 00:14:59

    elements that take control of the player character until the player decides to interrupt and the AI needs to be able to enters smoothly into the scenes and being able to tell the story to the player without breaking their normal flow in this room is the engine programmers there are obviously a shared resource working on the foundation across most of everything hello guys in this corner we have the weapons team focusing on both ship and

  20. 00:15:52

    yes weapons so yeah guys cool thanks this road right here this room right here were focusing their tech artists so it's everything from rigging characters weapons skinning issues cloth and so on and over on this end we have the cinematics team the responsibility of the cinematics team is mainly the sprawling story of squadron 42 with all of its performance capture that we already have in the can and we are kind of the guardians of that so we're making sure that it gets into the game unharmed of course we are a technology heavy game

  21. 00:16:40

    that is one of the biggest challenges we need to make sure that all of the new tech plays ball with cinematics so we can keep control over it which is also part of the fun because all of the new tech is fun to play with they're obviously fully focused on squadron not a shared resource at all let up - a floor leading the whole team - to pull off the amazing story of us hello and welcome to sunny Los Angeles which is also a lot warm with a Wims low in the UK and we thought we'd introduce you to some of the team members of

  22. 00:17:28

    working on squadron 42 that are based here in Los Angeles so if you head in with me I will take you inside all right here we are in well not so sunny inside but our lobby in our Los Angeles office behind the desk we have Chris and Leia who take care of the offices here for all of us and let's just go through the infamous door into development Wonderland alright and to the right we're gonna go this is towards the development area and offices here the other area is towards the community side and marketing and business side not as interesting especially for squadron 42 so here is

  23. 00:18:16

    the design and programming side of development area and if we head this way we'll go to a very important part of squadron 42 which is the writing room so here we come into the writers pit so probably know quite a few people here from lawmakers but his David haddock who's the lead writer here at cloud Imperium and Dave and we'll vice mafia both wrote the squadron 42 script together over quite a while and about sixteen seventeen hundred pages I think a few other if I don't know Adam I'm sure you have you contributed a few things for squadron so most of our lines from Adam mike is newest members of the writing

  24. 00:19:04

    team he just thought about a week ago and you know Sheree from lawmakers and she takes care of all our confluence pages is a lot on squadron as well as star citizen but this is where it all starts is where the the magic happens Springs from the imagination of Dave and will I think I'm most excited about basically that it's kind of taking down the the boundary between what was previously cinematic what was gameplay like having that ability to sort of walk around the ship and see all these sort of side characters living lives and having sort of storylines that don't affect the main story but are just there for the people who are interested in that kind of thing just making it feel believable in like kind of a cohesive world with like lots of layers and lots of things going on so we're gonna walk this way past so like I

  25. 00:20:00

    said this is designed on this side engineering here fair number of we do so there's the core of the squadron 42 engineering is actually in the UK office but as we said in the German office we do things like the AI a bunch of the cinematics and here is mostly what we do for sort of the vehicle sort of engineering so all the systems for the vehicles which we share between star student squadron and some of the environmental stuff like the room system or doors open environments and various other things so that all happens here then there's embedded QA on that side so if we head a bit further this way this is a little conference room that's my office in here and then - right in front of us which is currently quite dark because you know all the artists like to

  26. 00:20:49

    work in the dark like vampires is the LA art group where we do a fair amount of tech art for the characters you know pretty much all the characters have done here in Los Angeles and then we also do some ship and also kind of technical art set up for vehicles that's on the outside but the characters are you know obviously a big part of squadron 42 on the right hand side here is a well Shawn office who's a director of content I'm responsible for all the pipelines that get any of our digital assets into the game so whether that's a character coming through whether that's an environment piece prop anything that basically comes out of a 3d package and goes into the engine I'm responsible for that process and making it fast and easy

  27. 00:21:38

    because the squadron 42 vertical sights that we're going to show is very very character centric there's almost characters a unique ones within there we've been focusing mainly on the character pipe james coo over here is actually a principal character artist and so all the amazing characters in squadron that you see the a bola well that detail a lot of its because of james and dennis is senior producer here in charge of the kind of content side of stuff and if we head this way here this is Josh Sherman who is our art director for characters the biggest challenge of working on squadron 42 as compared to the PU is that it's just a raw meta characters I think in squadron 42

  28. 00:22:27

    there's probably like I think we have at least 150 characters I know that in the vs we're showing it at least a minimum of 100 characters so that kind of gives you the scope of how much that we're really trying to put into squadron and especially what we want to show you guys in our vertical slice that's a major part of squadron and then Steve bender who's our very relaxed not surly animation director who's over all the animation in both sauces and and squadron one of the things I'm most excited about in what you're going to see in the squadron 42 demo is the combat AI and this is very work in progress this is really our first big drop of this but what we're seeing now is we're starting to get them to where they're they're reacting to us they're running into cover they're popping out they're shooting they're repositioning

  29. 00:23:15

    they're talking to each other and this is very early stage sort of stuff so animation wise we've been going in and cutting up these these assets readjusting their timings and things like this but what it's doing is it's giving us a basis from which we're able to start looking at and going okay well we're going to reshoot this we're gonna repose this we're going to add in when when guys are getting into cover we're gonna add different ways that they get into cover where perhaps they'll scramble into cover and things like this animation is is not really a self-contained unit because we're making a game there so many different aspects that feed into animation and that animation feeds into so for instance from from the art side

  30. 00:24:05

    art creates a character content tech puts the the character skeleton into it and we do an animation but that's not the end of the process that animation then needs to go into systems that layer those animations to play in a certain way depending upon how you respond to the animation and game code is involved in this the AI code is involved in this so if I want a character to go from point A to point B and I shoot at that character it's not just an animation that's playing it's also the AI logic the passing between it the blending of certain things various different layers of animation that are playing all at once to create sort of the final result

  31. 00:24:56

    and Josh do you want to just give us a little bit of a quick tour yeah your guys on the car beyond stop Susan I think 90% of all the character work is done here in LA we do have one or two other artists they've been in the UK before but pretty much all the character team and the character concept team resides here so you've already met James who or lead character artist Cory is here as well but all the character concepts that we're working on all that includes aliens that includes faunas creatures and bigger stuff that has been teased before that's all coming out of this area so we're working really hard on squadron 42 you can see some of the stuff that we're working on different characters that were really excited to show you guys with James and then here we got another disgrace isn't it dead fit I think yeah I think that's

  32. 00:25:46

    better all right and so that is it for the very quick la studio tour and let's get to it of course the talent involved in squadron 42 doesn't stop with our devs the game also has an all-star cast of actors including Gary Oldman Mark Hamill Gillian Anderson and Mark Strong just to name a few yeah and it was pretty amazing working with that cast and using the cutting-edge full performance capture technology to translate all the subtleties of their performance into the game for you guys to enjoy in squadron 42 you'll be stationed aboard various ships filled with characters that have their own distinct personalities stories and aspirations and while walking the halls you can stop to chat with a character over here part of the

  33. 00:26:33

    conversation with someone else or just they focused on the mission at hand previously we showed off an initial demo of arriving on your first posting and what's become known as the Meritor now we're ready to highlight how this system has evolved it's evolved quite a bit so the section of squadron 42 gameplay we're about to premiere begins aboard the Yui s stance and a little later in the story than when you we showed the Meritor as you start your shift so let's check it out you after actual this is the you EES dancin

  34. 00:27:32

    updated status we are nearing of transition later I'm doing an unofficial survey was the

  35. 00:29:02

    food from the Masshole do a number in your stomach - I don't know what it is but merely yes hello so sir if you're not too busy I was

  36. 00:30:14

    wondering about the combat you saw during your last mission what about it well it's kind of funny I'm a Marine but I haven't actually seen any action yet and here you are pilot taking on outlaws face to face guess I'm just curious what it's like super fun just part of the job I just try to focus on the task at hand and try to get through it without getting myself for anyone else counting on me hurt less I'm worried about not even my own neck or anything I just don't want to let anyone down I'm starting to think that feeling never goes away good to know thanks for your time sir this idiot shrooming pilots a fine way

  37. 00:31:53

    to lose Sayle captain wants all personnel on battleship rotations I need you to send out scheduled updates to everyone's glass these OMC seem to be riding pretty noisy let's load in a few more of the sweep trackers into the proxy's standard boom lieutenant hi nice to meet you my name is

  38. 00:32:44

    lieutenant Val encom's sorry lieutenant back to work Santa here chimera go for priority comm traffic lieutenant copy that chimeric have to lieutenant lieutenant if Morrow's right about the new le

  39. 00:34:12

    layout should be able to have the pull on the filtration system i haven't-- in a bang-up job lieutenant it's not a poo I thought the same thing when I first saw it it's a Hydra fluid bath design to keep the temperatures of the antimatter

  40. 00:35:00

    generator stone we can make the bass for too long in building [ __ ] whose energy conduits are probably one of the more fatal pieces of what we do see generating the power no that's the easy part the trouble is getting the right amount of power to the right place at the right time so blowing everything up basically everything in here could blow the ship up we should probably get raised don't you have somewhere to be

  41. 00:36:10

    all pilots report to the briefing room all pilots to the briefing room and I sincerely appreciate the offer captain could you tell enough already humans more than capable of handling this situation you're already dispatched as security forces and I'm sure they'll find the starfarer and you misunderstand mr. Wexler wasn't seeking your approval on the matter I was merely informing you of my intent out of courtesy while your involvement is welcomed and strongly encouraged it is entirely optional our involvement however is not Lee's OMC

  42. 00:36:59

    attacked a Navy ship and ueb spacing until the threat is neutralized the Stanton will be remaining at Shubin and we will be assisting in rescue operations you're not listening Cathy human and ourselves are very important coming in the Yui is coming with many many connections I'm sure that High Command is gonna be very disappointed to hear this overprotective buggery I look forward to hearing from them thank you for your time mr. Wexler well you were right Colton that man is a complete ass why protest so hard against our help on you'd be surprised a lot of these distant stations see paying

  43. 00:37:47

    protection to various gangs as a standard cost of business Wexler knows that with us here we'll be forcing a fight that means unknown risks which brings us back to the mission at hand care to join us lieutenant the Staunton will be staying in this current position to offer protection to the civilians aboard Shubin station while you do a full offensive sweep of the surrounding area to clear out any remaining O&C capture if possible but treat them as an extremely hostile threat and the missing star fair that will be your secondary objective we've

  44. 00:38:35

    arranged your patrol in a search pattern around the wreck site as soon as you clear the coil I want you to contact agent trail hopefully we can find whether star Ferrara could have headed after the attack Webb what's the word in scanner upgrades well done web hopefully that'll help you find the star fare and any outlaw still lurking out there as soon as you're ready I want you to launch and begin your sweep once the prisoners arrived aboard we'll see if we can get any useful information out of them and keep you updated good luck and dismissed I better get down to the hangar then adjust my loadout see you down there kid lieutenant I know you're about to head

  45. 00:39:28

    out but I've been meaning to ask are you finding the Staunton so far it's been good sir let her hear it Stanton's a good place to start a career she was my first posting too which is a hell of a shoot this one Kelly said you performed well on your last mission that's quite an auspicious start tell me about yourself do you have family yes sir I do that's good having responsibilities outside the Navy cops ground you're thinking inside time is one of those funny things we

  46. 00:40:19

    only again the faster seems to go last time I saw my son he was getting his equivalency next week he's graduated in college I couldn't tell you where that time went point X I know that you're trying to make a career for yourself but don't let it get in the way of the rest of your life that's good advice you should do the same thing sir have you thought about seeing him that would be complicated I've kept it too long you're dismissed New Zealand got word from the hanger

  47. 00:41:28

    crew that your ships are ready to go just wait good to see you again lieutenant I'm looking for some new gear what can I

  48. 00:42:21

    get for you combat knife sure ulti flex Fiske 810 55 carbon steel blade simple durable effective is that all in the ballistic pistol sure the Gemini LH 86 solid balance a

  49. 00:43:13

    good choice for close-quarters but it does have a bit more kick than it expected phased plasma rifle in the forty watt range hey just what you see pal yeah I'm good

  50. 00:45:05

    best thing about everyone being of battlestations must be really clean without people getting in the way I'm almost done here kid just a few last weeks hey now that we've had a skirmish with the OMC and we've seen how they fly you might want to make a few adjustments of your own all right let's get them out of there

  51. 00:46:27

    Eddie up lager get the door now I've never been in one of these it's nice not as nice as a Bengal but nice moving I'll come on clear out what I please MCS gonna have to teach you screw tops and menace are you looking to start trouble always is ya know just trying to get a rise now did I'll get a rise out

  52. 00:47:16

    of you Aldo that's enough let's go over there a big ones coming out no saw the moose relax son naari yeah I'm not gonna be alone ain't no they're gonna be you know Ava what the hell you will go on about it's very simple we're LMC and I won't see belongs to Sarkar the sound car doesn't like people messing with his things you got me saticon say your boss are we supposed to be scared of him or something yeah Noel run up to the holding cells make sure

  53. 00:48:07

    everything's ready for us I don't know move them through the ship until we have to aye sir vex start the processing hi sir as for you three you move one single mass I'm gonna give trooper Braga here permission to make you regret it with pleasure hey finish the work on your scanner it

  54. 00:50:09

    should help you track down that missing chip fly safe ages can persist until hold position Systems brief at such ready deck crew

  55. 00:51:12

    our one waffle kappa now gentlemen fire square the day that's not out Oh yogi fruits pensions

  56. 00:52:58

    our actual remind you to test out the scanner appraised [Applause] still mass Mikado Bennett's better travel

  57. 00:59:16

    captain Donna Tartt nostalgia Bella Donna will you hear you captain go ahead the you years South rights log I am hereby informing you that we found this back in good faith I need you knows if you picked up any signs of a second starfarer the debris okay but I just want to make it 100% clear that this is legitimate Salvage I know what it means when officials come around all of this unclear I reckon I'm stealing evidence interfering with an official investigation we're just looking for help there is actually a long tradition

  58. 01:00:06

    establishes houses do you know anything about a second Starfarer you haven't seen anything our sweets and all the five boxes with fright oh my god here if we're not able to extract any time down here you got a lot to collect and it's not really smart for us something that is most of the oil we're good great cool let's clear the coils it doesn't rain agent really there got something for you

  59. 01:02:18

    hey no marking station shooting base right yeah they got hit by the old see they attack the station directly that place is huge they were able to something but that's not why I can't they also live one of Schumann's convoys earlier and we have a starburst so busy we're all do you might have heard something no nothing I'll put word out let you know if I can spot it Thanks actually you remember those slavers she dropped the S you know how it turns out there were a lot more Marsha Mason ever pretty extensive scanner race out up there so I've seen your loss [ __ ] good see you soon what do you say kit continue the patrol or me never try out

  60. 01:03:10

    Colin we got company up ahead run a scan got a

  61. 01:04:59

    fix cheers because let's do the basic patrol it says here she's a hundred and thirty-eight years old something's definitely not right clear trail this is cold

  62. 01:07:00

    what's your status we're coming in on the emergency Channel a to trade oh this is cold copy I hope we're not too late Travel initiated bottom travel complete agent trade oh

  63. 01:07:59

    this is cold and comeback trail is cold come back let's take a look around the area and got something come on that's true

  64. 01:10:18

    [Laughter] nobody here ship looks disabled keep

  65. 01:11:30

    searching found a datapad Trey who wrote the word slavers on it they took her let me check yep got something sending it now got it pack your [ __ ] kid I'll take a look at what's on these smiles

  66. 01:12:28

    it contains real surveillance on this Juwanna now see them so they started pulling out of the system is that she's right we have to move come on this chart about down the service we may not have much time really area trails right

  67. 01:20:49

    jails offline weapon systems offline Colden I got the power back on gonna

  68. 01:24:36

    head up now I'll keep you posted I heard the order from the banner just

  69. 01:28:06

    came in higher than expected it's good right and bad the Navy cost us one job now there's this agent not sure where we're gonna make the numbers out we could hold off on the shipment the Gaeta use that stock for the venue Gators not gonna like that data should pay on time then carlton i found the victims looks like

  70. 01:29:16

    they're prepping some more for cryo come on come on find him

  71. 01:31:22

    I lost stay alert you here somewhere basta keep looking okay Tring up

  72. 01:32:26

    oh sure and he said getting me out of these things Daris I don't get any meds do I think like everything I ever said about you Navy doing my stuff idiot skeet in the coton Trejo we're on

  73. 01:33:22

    the move agent Reyes who's Lieutenant Commander called himself leaving to the stump vision Trejo is insisting on helping clear the rest of the base secure understood hey make sure Trejo understands this is your op she goes off again like what happened at this team I'm calling it Oh looks like this is your show lieutenant lead the way now remember that this is still very work-in-progress and we have a lot of things to fine-tune but hopefully it gives you an idea of how fluid the story and gameplay will be in squadron 42 you

  74. 01:34:10

    can be Doug fighting that one moment and then engaged in intense ground combat the next or back on your home ship spending time getting to know your shipmates speaking of ships let's go to Jared for a special shipshape greetings citizens and welcome to a special holiday edition of shipshape where we give a quick rundown on what's in the ship pipeline who's working on what provide interviews with developers bring you the most up-to-date news on your favorite ships working their way to release into the star citizen universe and sometimes just sometimes I get the chance to strut my stuff and answer some burning ship related questions I'm your host community content manager Jared Huckaby behind me you see the ship

  75. 01:34:57

    pipeline and ever evolving continuously refined network of phases milestones and requirements necessary before a ship or vehicle can take its proper place among the flight-ready of star citizen spacecraft whether it's from designed a concept from white box to gray box to final art in flight prep this is the process meant to ensure you the best possible accompaniment for your star citizen experience in this special episode I'm excited to report on two ships that play pivotal roles in the upcoming squadron 42 the single-player experience set within the star citizen universe up first let's take a look at the ship that started life as a Corvette but grew up to be the frigate we all know and love the Idris by Aegis dynamics the irises path of the ue flea so you

  76. 01:37:45

    got the Idris you got the javelin and I'll see you got the Bengal so they're they're the big boys the big guns as we called them the original kind of idea and concept came from a collaboration with Chris and Ryan church at the time it started off as a much kind of smaller ship to what it is now you can look back on the internationally and find and find you know the original kind of concepts for that ship is its small what we initially did was we kind of we set it up as a small ship basically so we followed all the guides for small ships so like it's divided into chunks body nose left wing right wing we put all the hard points on it just to make sure it could function like that and then we started working towards setting up the interior so we tried to get all the interior objects inside it but then that's where we started encountering some of the initial like early technical

  77. 01:38:33

    limitations we're loading the a dress was taking ages we were using they weren't object containers they were something else I've forgotten the name of them completely now but like what was happening is they were trying to load and they were loading just piles and piles of files they really should have been doing which was slowing everything down so he had Steve Humphries one of our coders he spent the one he set up creating these object containers which we could just compile a bunch of these items into like a chunk of the ship and then export that and Thea dress was the first ship we tried that on and we had to experiment with like how do we divide the ship up and we eventually like after a few months we settled on something there seemed to work quite well and it's just it's just kind of getting this kind of iterative process for all the new systems that are going in and yeah object containers is kind of like it's one of the biggest thing that happened with but there's loads more going on in there so pretty much every bit of new

  78. 01:39:22

    tech let's come into the ship pipeline or like an volumetric fog or anything like that has gone into the idris first it's been like the test ground for every other ship and it's the biggest ship and it's like the main hub being squadron 42 so and we want to get that right to set the standards for all other capsule ships it plays an integral kind of role in in squadron it's pretty much your home and that you kind of go back to an awful lot so it needed to facilitate a but more kind of a lot more a script a lot more gameplay so over time it coming group it was one of our obviously highest priorities so we had to work out from pretty much the inside out like the layout of the ship from scratch to facilitate not only kind of decent gameplay decent gunplay balance balancing the gameplay as well from a PU

  79. 01:40:12

    perspective but also facilitating all the things that are required in the script and that's really cool actually because you it kind of feeds your inspiration as to what kind of various areas can be so you know it feeds you know we need to react to room we need a briefing room we need a med bay we need all these things in it and it's kind of subconsciously fed into the design theory of every other ship that we've made since so we've got these kind of archetypes now that we really kind of push through as much as possible to make sense of of each ship and I think the idris did was the first to do that correctly beyond being a ship it's almost a flying level I mean there have been I've heard discussions of people being are we could totally turn this into like an FPS level in space because the ship's so big and maybe one day that'll happen maybe they'll they'll do something to that but like it's huge for a player ship when I first started on it I got lost in it I'm not ashamed to say

  80. 01:41:00

    I still get lost in it every now and then you'll walk out the kitchen and be like do I turn left or right to get to nose of the ship you know we were putting a bunch of things to increase usability so like the different sides of color code in one side green one sides red and we got we got a signpost everywhere I don't think people realize how much this ship has I think there is a lot of hidden places that people just don't realize like it pretty much every bit of the interior of the ship has been covered there is not that we are actually struggling to find places to put more things into it because we're limited on them and the exterior basically we needed to get em some airlocks into like the front section of the ship and we're okay where can we put these airlocks and just like what we can put them on the side because of the angle of the front of the ship so we've

  81. 01:41:46

    got supportin going up but there's a lot of space on the exterior part at the front but on the interior parts it wasn't the it's a bit tricky we have to juggle a lot of rooms around and stuff and remove certain sections of the ship that didn't make sense anyway and it's rooms into it and just reject things around and I think it's all for the better because the ship is like very heavily used in squadron the interior was kind of set in stone when I first went onto it so for other newer ships we've had setup we've kind of been able to set up like this is the engineering Bay this is the living quarters whatever for the address it's also very small it's not quite that clear-cut it's kind of everything's right next to each other and it's all very sort of tightly packed into the ship but I mean you start off with the hang of it that are the very base of the ship and it's huge you can

  82. 01:42:34

    fit three ships in there and there's cargo capacity along the sides of the hangar as well along with cargo lift to go up into the hangar bay on the floor above but you then have like a couple of staircases which will take you up to the main deck of the ship pretty much everything else on the ship is you've the nose you've got like turret rooms you've got the maybe bay behind that you've got like the living quarters the captains quarters the kitchen and behind that you've got the more engineering side of things so you've actually got the engineering room itself there's airlocks back there there's a briefing room as well if you like if you want to just like talk to people and sort something out for SDU crew and at the top of course got the bridge which is its own like self-contained beast with 11 seats in there plus a radar or the hollow globe it's just being complicated it had

  83. 01:43:22

    a lot of interesting challenges I think the original version of the hangar had for example like the main axis for the hangar was right in the middle of the hangar but these ladders came down out of ceiling which baffled me at the time so it is really kind of working out kind of interesting ways where you can you can clear that runway space and it is a runway at the end of the day but also open up access to is the heart of the ship so I open up access to the rest of the ship and was very kind of keen at the time to open up as many kind of portals of opportunity I kind of call them where where you can see through into other sections of the ship so you can walk out a hangar for example you can walk for a good five minutes and you kind of double back yourself and also you're looking back down into the hangar and there is there is a degree of you know when you land you look up and you

  84. 01:44:09

    can see these areas and it's like okay I want to get there which feeds into the narrative of certain kind of chapters in squadron as well so it's it's really kind of cool to just kind of kind of link all that together so when you're in this kind of hectic kind of hangar environment and you're looking up and you got it's kind of cool calm habitation area the two conflicting this is quite an interesting thing to look at and it makes the ship feel even though it's huge it kind of makes it a little bit more personal so we had to work we had many challenges because we had obviously squadron 42 which features heavily in squadron 42 is your home base it's where you come back to after each mission in the game and it's where you can have a lot of downtime to get used to talking to other other characters getting to know the people on the ship to try and get like this them like

  85. 01:44:58

    emotional like connection with everyone you to main base essentially so squadron 42 is probably one of the main ones we've been gearing it towards and then the persistent universe just come it's just stemmed from from the squadron 42 version of the ship collaborative gameplay is probably like where this ship is going to excel in compared to other areas you're going to need a big crew to run the ship it's not like any other ship in the game you're gonna need a hefty crew support with this ship you can't run it on your own it is it's so big this to get from one point to another can take em five minutes and you're gonna need to be able to communicate with the rest of your party you need a crew to really fly this thing we've got a bunch of like seats on the bridge and what we've done is each seat

  86. 01:45:47

    has a different priority so the pilot seat has priority over the engines and if the pilot's seat is any left unoccupied if you have a co-pilot sitting in the copilot seat they have priority on the engine so the pilot can either no I think it killed and Gorgo away or something then the copilot will take control and do a lot of flying for you but they also will be able to do their own thing with their terminal then you have the weapon seat which controls the gun but the pilot can also control the gun if the weapon C isn't being used there's there's this sort of inter laying like dependency on the seats so it's worth having multiple people just because it's going to be a lot to do and one person won't be able to do it all it's pretty much got what other ships have boys just such a larger scale that I think it's going to really it's going to hit people's like in nostalgia of old star wars movies I think it's gonna it's that's my most exciting path we have a

  87. 01:46:34

    kind of ongoing little giggle about it it kind of is good at everything like there's there's nothing that I don't feel it's particularly weak at for that size of ship you can carry obviously three three kind of Gladius small size fighters in the Hangout we also have the Argo utility vehicle which it tucks into like a sub deck underneath the ship which is really interesting it kind of drops down like the aliens drop ship scene which is sweet and then you've got yeah you've got pretty much everything else that it is you can do as well you've got multiple turrets across the top and the bottom of the ship you've got a huge railgun at the front plenty of cargo space to the side of hangars it's a level like it's there's so much stuff in this ship that's actually physically flying through the universe with people sat in it and all the VFX is staying with it and all the

  88. 01:47:22

    all the folks staying with it and all the user balls are staying with it and all the components are staying with it everything everything in there moves and it is interactable and this thing's flying that Lightspeed through space so it's really impressive and you just get these moments like when I when we were we were we were playing you know that demo over and over and over again in the run-up and then you get these breakthrough moments where they switch the camera to one guy at QA and he was just sat there looking out the side window of the bridge and they were just leaving orbit and you're just like okay like but you get these moments that completely kind of change your attitude to to two things and and it kind of makes you want to go even further it's hard like it is really hard to do that stuff and you can kind of it takes its toll on you as an individual but then you get these

  89. 01:48:11

    moments and you're just like yes this is what makes it all worth it the Idris originally envisioned by a celebrated concept artist Ryan Church is one of the signature ships appearing in the upcoming squadron 42 I'm pleased to announce that much like the javelin we discussed last month due to its size the Idris is in all of final art phase we're in the hands of the squadron 42 art team they're currently working on the various set dressings and special lighting setups necessary to turn it into one of the many cinematic locations you'll visit in the game it's this combination of immense size and impressively cinematic squadron 42 game needs that means there's still plenty of work left to be done before this vessel moves into flight prep but you could be certain when that time comes we're gonna let you

  90. 01:48:59

    know moving along to another ship playing an important role in the story of squadron 42 let's take a look at the current rework of the little penguin that could the aegis Avenger the Avenger is one of the original way back in the day ships that went into the game it was actually me that kind of concept of that one I think it was in record time back then it's funny the original uses it was it was essentially like an old school police vessel back in a day they got repurposed it was at the time it was so very kind of favorable to bounty hunters because of his large cargo space at the time in the back over time that progressed where we've got you know several different modules that you can plug into the rear so you got the cargo space the bounty hunter space and the EMP stuff which is which is super

  91. 01:49:48

    interesting but as as with all things in the UK we decided that the ship wasn't big enough so we decided it needed to be scaled up there wasn't just for the sake of doing it like the main the main reason for that is since you know three and a half four years ago you know the game's progress an awful lot a lot of the ship mechanics to come in that we didn't we we didn't really kind of know about back then so for example like the ship components had gone in and by the time for the ship components into what was a small ship you got no room to maneuver and it was very tight anyway the original Avenger had that kind of crouched space in the middle so we wanted to get away you know do away with all that and basically make the ship easily traverse of or either in gravity or in zero-gravity by expanding the middle section and kind of building that out so it can you know

  92. 01:50:36

    accommodate all the components from tech design you can sleep there you can you can walk there basically rather than having to go into this kind of crouched pose which created all sorts of condition issues yeah that's all gone now the changes we've been making on the avenger have been bringing the textures and shaders up to a higher quality adding more adding a little bit more grunge because it's it's it's kind of one of those workhorse ships of the ua years it's the it's the advocacies main combat vessel and i wanted to look like it's it's been around a bit longer and seen a bit of its in a bit of action effectively so you wanted that the textures had a little more grunge things look a little bit more worn a little bit kind of more more used effectively and

  93. 01:51:27

    we wanted just to polish up the the geometry on the ship as well just give it a slightly cleaner aesthetic without kind of losing any of the design cues that people enjoy about our ship already biggest challenges with the Avenger was scaling it up whilst not kind of distorting the design in any way you still wanted the the cockpit and spaces to feel quite enclosed but we didn't want to change their proportionality between the bounds of the cockpit and the ship itself because it's all quite intrinsic in the the proportion of the design so a lot of that has had some reworking some back and forth but I think we're quite happy with various is currently the interiors got a lot bigger there was whilst we've done this rework we obviously wanted to fix the component

  94. 01:52:14

    issues we wanted to sort the the middle section out so it's traversable easily the cockpits generally got a little bit bigger so the cameras got a bit more room to maneuver in in there and we've also sorted the rear ramp out so you know there's no collision issues there now especially with a new compression system coming in because we're finding with a lot of ships once they can press that whole metric that you were to kind of goes out the window so you have to give yourself a bit more of a buffer to work with which we've done here so you know should you should you LAN quite heavy on the rear he's still gonna be able to get in that ship no problems the Avenger before we before we ever built the interior for it wasn't meant to be meant to have an interior in the first place I think it was just the cockpit and then that was kind of retrofitted and and now revisiting this ship we felt that making a little bit

  95. 01:53:04

    bigger and making this Basin side more practical was was worth the effort so we've gone back in and we've done we've done these changes here we've got the three different variants we've got the stalker which has the prison pods in the back and it's somewhere you know you can put people in there we've got the the Titan where it's the cargo ship so you can put a limit it's not got the biggest cargo capacity could still a fairly small ship but you can put cargo in there and then we also have the warlock which has replaced the entire back area with an EMP device that whole kind of system came about really from the retaliator stuff that we've done where we started to think it about like you have like different versions of the ship in the game should we say without having to kind of going and redo the whole ship all the time obviously that's very kind of labor-intensive and and kind of its intensive on the engine as well so three

  96. 01:53:52

    by kind of swapping the sections out as quickly as possible so the EMP was nothing it was done you know three three years ago now and it's massive like its main the ship's main kind of weapon shall we say it completely replaces the whole cargo space all that all the bounty hunter space cargo space is what it is I mean it's just not too much more I can say about that and then the car the the Bounty Hunter what's what's really interesting about that is the way that you can configure the rear of the ship so you can have six of these pods cryo sleep pods where you kind of check people in or you can take out three on one side and then clear the other side for cargo vice versa so it's kind of quite customizable which is kind of interesting but it's also not incapable when it comes to combat it's quite it's it's a medium-sized sort of ship so it's quite maneuverable and it'll be quite

  97. 01:54:40

    versatile when it comes to finding yourself in in a in a combat scenario and I think it's one of those where it'll make quite a good sort of entry level fighter so anyone that's just sort of just got into the game you're quite enjoying work yeah you start to ship and you be like I want to I want we want to a bigger ship I think the Avenger if you don't spend as much as on the Gladius a the vendor it'd be quite a good next step for you and also if you want a ship that can do a few things it's like get the Titan it's got cargo space so if you want to move some cargo you got a ship that can do a bunch of things and it's not too expensive I thought I believe obviously yeah there's go to be missions where you're gonna have to kind of go out and capture people long term solution with obviously within the PU now I mean that's definitely for squadron that's that's something that will come about so those kind of mission mission types will I

  98. 01:55:30

    imagine to end up in the game like I said I'm not I'm not a designer so I don't speak for those guys but also I I can imagine that there will be wanted kind of wanted signs up for various people like real players and so if you can catch them which makes it quite exciting and and whatnot so yeah you be swinging them in the back of the Avenger or the new hawk I imagine so yeah one or the other I find myself wanting to put a giant bullhorn on top of it and fly it around the galaxy like I'm a I'm a blues brother and the Bluesmobile is the only the only one it's one of my favorite movies don't judge me with a continuing development of squadron 42 necessitating a rework on the Avenger the ship is currently with the squadron 42 art team and in the final art phase specifically the final

  99. 01:56:18

    modelling a surface tweak stage now when that team has completed their work it will move back to the star citizen art team where they will make any adjustments necessitated for the specific use within the persistent universe before it then moves on the flight prep and then its eventual release into your hands I just need to convince them to add an item port to the top so I can advertise my own rhythm and blues music review it's a good movie from the soaring adventures of squadron 42 we travel through the tough terrain and terrestrial trade of tumbrill with an interview about the latest concept offering from our newest manufacturer the tumbrill tank let's take a look so the timbrel nova this is our first sort of trip into looking at large military vehicles land-based vehicles so

  100. 01:57:06

    the heavy tank it's a really really big tongue it's bigger than many tanks I think exist right now this is like a 12 meters long five meters tall nine meters wide tank so this is pretty big this allows the player to stone right in the tank we won't have to crouch or to have some weird stance like inter over some other makers so this is built by tumbrel which is a relatively new company in terms of the sort of art style that we've been working with and this is like this is the large battle tank basically so this is like the size of a small British house temple apparently has been making tanks has been making well military yard where a

  101. 01:57:55

    long time ago we've introduced it with a cyclone and at the time I think we've teased that it did tanks in the past and this is well one of the best designs this is a super IV tank it's really well armed really well protected as well um yeah it's obviously good against other accoun vehicles but also made to be able to different itself against spaceships if needed we got three different weapons on that Nova tank we got a big ballistic cannon at the front like Mustangs where basically you can fire it's made for con vehicles because it will be probably too slow to track spaceships on sapphic this we got two laser repeaters which is basically the same load out that surrounds all the most turrets or stuff

  102. 01:58:44

    like this and then we got a new kind of missiles that is on the tongue on such is made to different itself against Russia the ships it has also some concern measures but this is more like if you get a missile earlier formats from a spaceship you can defend yourself against this but yeah this is just basic difference it's sort of very modular you know modular construction so we're going to be able to swap out the main turret for different abilities the modularity mainly is in just the two sections so you've got the main tour and then the body so the body is the sort of the main rolling chassis and we can we can swap that out you know maybe that you have two huge rail guns maybe you've got anti-aircraft maybe it's like a you know just a whole salvo of missiles

  103. 01:59:32

    I guess that's to be that's to be sort of worked on and figured out it's part of the whole gameplay experience and in terms of construction you know it's quite you know there are there are similarities with the buggy you know with the with the cyclone you know the cyclone was the first of the tunnel vehicles and that one had a very sort of signature sort of exoskeleton almost like you had a you had a framework that was very visible that ran around and then everything was sort of bolted on to it obviously with the tank you you want it to be heavy you want it to feel more burst so that frame isn't visible from the exterior but it is from the interior so you there are so a lot of the sort of line work and design theory is more visible on the interior so again it's

  104. 02:00:22

    got that sort of almost modular feeling so like if you wanted to repair right you could sort of you could just swap parts I have volt them back in the eggs area is a bit special we wanted to show that while this is and everything so it have a big armor plate the turret is separated from the body so the gunner is not going inside the turret like in some tongues that we we know actually the Saguna might be close to the turret this is not the case here Saguna is in a separate home this that is under so tight but not linked to the toilet at the phone sales at either on gunner world that works on other systems there is enough space inside to take care of the components like if a component start to overrate or whatever you can repair

  105. 02:01:10

    it or change it while you are inside the tank there is a next external door that is utter failure you got a mini hump and basically a door this is a relatively easy on three point this is not like tanks where you have to go from the top all this kind of stuff on the side of the tongue sails side-skirts protection stage skirts that would be linked to suspension so if you move the society obviously won't stay at the same position it will move a tree wise up Whizzer with a suspension of the trikes we haven't gone wild with this it's more of a natural progression tumbrel isn't a wild manufacturer so we've tried to keep it in fiction and so you know you look at it you know it's it is pretty solid but it's not you know it's not full of

  106. 02:02:00

    trinkets it's you know hasn't got a reactive armour plastered all over the sides this thing has a shield so we don't you know we don't need to worry about that you know have got obviously in terms of its construction it looks solid way to you like it could take a hit even if your shield goes down but beyond that you know it's relatively straight you know it's relatively straightforward I guess you know it's got countermeasures you know it's got some anti-personnel guns on it it's got this main it's got its main barrel which i think is an s4 and then some like a salvo of missiles basically for aircraft etc and that's and that's pretty much it I mean I think that's that's going to

  107. 02:02:47

    give you a good you know good shot at staying alive and if there's a few of you in these things then you know she'll be pretty imposing you know sort of looking forward to the day when players are playing the game and you're on one of the moons or one of the planets and you're sort of looking the horizon and then this whole battalions sort of starts creeping over I think that's going to be you know that's kind of like a classic world war two bay windows new you know sort of sort of Sahara based kind of thing I mean I mean it's going to happen in all sorts of world doesn't it you know different you know you can have cold moons you're gonna have Sahara sandy desert it's gonna I guess you know ultimately in the future we're gonna have foliage and all that sort of things so yeah I think it's gonna be it's gonna be it's gonna be pretty cool every kind of

  108. 02:03:36

    player wants to talk at some point because well this is my staff in a game if you can't make a tone copiously you need to make a point at UNK at some point on many players want to talk but I think many developers wanted to talk as well so we already appear I'm really excited about working on the tank because this is not like a simple hover cycle a bike or whatever this is where you've got a big tongue big protection begins so hopefully we get big explosions inspiration wise and obviously we have you know we're pulling from the tumbrel work that we did in the cyclone and continuing to push on that I

  109. 02:04:27

    mean I've said it again it for me it's always the tie you know it's the timelines and they're tricky so you know there's a there's a lot of stuff that you want to cover and you want to try and figure out you don't necessarily have all the time so you know that's why I sort of see this is are sort of you know entry into this side of things and we'll and we'll continue pushing it and continue pushing materials and sort of working on the tumble manufacturer influence and you know in terms of real-world reference as the beauty of the Internet right in terms of you know there's no shortage of information on tanks apcs futuristic old-school stuff and it's just sort of picking picking what works best for star citizen in terms of our influences and then sort of

  110. 02:05:17

    okay well that's cool but how do we know we advance that how do we move it forward how do we how do we make this tank look like it's not built in five years time people still want it you know people everybody knows what a tank should look like you know so it's kind of you know you're always you know always tried in that line of sort of provide people want to see in terms of traditional sense and then I think you know if we want to do the while the stuff that's when we know we start using other manufacturers that's you know that's what we can really sort of start pushing out of the bounds of what people expect the time to be I already like tongue so I'm really happy to be on the first hunk of the game so this is a super I've eaten I think if we make other tongues later on it will probably

  111. 02:06:05

    be smaller after that and probably closer to what we have where you don't really have a really interior to the tank you get from the top you get inside on your on your seat whereas this one is a really big chunk you get inside you walk inside you can change the components you can go see if there was a cumin bias fire now just open the door on fire through the door this kind of stuff so yeah this is not your usual kind of tongue in games and this is not your usual kind of tongues that you could see in real life as well unless you you are talking about some crazy prototypes that never came out or whatever so yeah this is this is really cool on the name the name is nice as well

  112. 02:06:51

    Tampa Nova so I I think we got some really interesting law about the tongue as well we get some copper gun figures on that so tank is coming this soon into the game this would be really really nice for every kind of situation as I say like if you want to attack a base or if you want to to do a surprise to some player so defend yourself against ships this will be really nice like yourself if we kind of situations that has been planned outside of you say of falling from space or going into the water these girls are so pretty much now we're at the point where we're wrapping up concept art which I always really enjoy and I think you know we're sort of really pushing on sort of sort of stories that we're trying to

  113. 02:07:39

    tell in our promotional images these days we've sort of leveled up in the last sort of six months I would say you know go back through design make sure that we've we have here all the beads then with any feedback from the community we can tackle and then hopefully they'll be a seamless experience and knowing is half the battle gee they won't they won't let me say it the tumble Nova has completed concept phase and is currently available to pledge for on the robert space industries website it's an exciting addition to star citizen and i'm looking forward to the day when we can see battles waged across the land sea or air yeah finally before we let you go I had one more update for you about a ship we

  114. 02:08:27

    covered last month the origin 600 I in the November monthly report currently available up on the RSI website we shared an image of the interior cockpit of the ship in grey box phase and due to the camera positioning way back near the rear of that section the cockpits trucks that have been a part of the model since its original inception and concept reveal appeared much closer to obstructing the forward view of any potential pilot those struts can also be found inside the concept hollow viewer model when you pivot the camera inside of the ship so that you can approximate a cockpit perspective for the grey box image we showed in the monthly report here's a look around inside that very same model all that said I'm very pleased to report that in keeping with the continuing evolution of origins style and profile

  115. 02:09:17

    artists on the ship team working on the 600 I have decided to remove the struts altogether and provide this luxury ship with an unparalleled view of the galaxy that owners deserve I do say stay on old chap we'll have that ship in shape in no time and that's not just cricket with that this episode of shipped comes to a close but you haven't seen the last of us we'll be back in the new year with more ships more ship updates and more things that only I think are funny for ship shaped on community content manager Jared Huckaby I'll see you next time on ship Shapley there's a graphic they're probably not interests owners will want

  116. 02:10:11

    to hold on to this capital ship after seeing just how massive it is also if you don't own an avenger now's the perfect time to pick one up it's available as one of the discount starter packs unveil over the holidays yes the temporal Nova brings another dimension to ground combat in star citizen it's heavily armoured and features devastating weapons that can be used against targets on the ground or in the air the tank first made a name for itself during this second - Baron war and remained a battlefield force for centuries before tumbrill went out of business recently a group of investors bought and revived the tumbrel brand after successfully bringing the cyclone back to the civilian market they turn their attention to the iconic Nova the original tank was so well designed that only minor updates were needed to make it ready for the modern battlefield if you're interested in owning this versatile war machine the tumbrill Nova

  117. 02:10:59

    is on sale from now until January 15th yeah very cool so to learn more about the Nova head to our website and read the brochure which profiles some of the famous battles where the tank distinguished itself if you don't own star citizen or squadron 42 yet then this is the perfect time to pick up both we're currently offering discount starter packages for star citizen over the holidays if you grab one then you can also get squadron 42 for only fifteen dollars with the supersize me add-on the deal is available until January 31st and after that the supersize me price will increase to $20 yeah that's all for today so anyway I wanted to thank the subscribers for supporting all the video content that keeps they brought up-to-date on the game be sure to vote in our subscriber poll to help shape your 2018 perks and of course thank you to all of our backers this game would not be possible

  118. 02:11:47

    without your passion and support thank you very very much thank you guys very very much let's go to a special message from our studios happy holidays everyone and until next week we'll see you around the road

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

Squadron 42

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