Subliminal
Around the Verse

Star Citizen: Around the Verse - Stop, Hammer(head) Time

20 September 201800:12:17274 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:43

    [Music] and that was the winning entry in our

  2. 00:01:54

    recent misc prospector commercial contest yes very cool congrats to create a scenario and 7os Gard and June 10 zou excellent work yes indeed a perfect introduction to another episode of around the verse I'm eric kieron davis and i'm sandi gardiner this week we'll look at mo be glass app improvements mining the moons of our court and building out the stanton system plus Jared stops by for a ship pipeline checkup but first let's go back to that perspective commercial recently we launched a contest to see who could come up with the best commercial for myths dedicated mining vessel the community team had a really rough time determining the top three entries having received a supernova of stellar submissions yeah this contest really shines some star light on the amazing creative talents of our players make sure you head to

  3. 00:02:41

    spectrum to check out the two runners-up in all their glory and take a peek at the other great submissions moving into development updates work continues integrating navigation capabilities and route lists into players moby glass right now devs are figuring out how best to indicate your travel distance and how much longer you can travel along your selected route without running out of fuel this is but a potential exploration of the earliest versions of this mechanic in the persistent universe let's go to Rob Reiner for more route planning is the ability for the players to go into the star map and select any destination in the star map and what it does is automatically creates like a highway to that destination think like Google Maps you can pick any place in the world it will automatically tell you where to turn what points you need to go

  4. 00:03:28

    through in order to get to that destination so it's very similar to that right here you can see a concept that I worked up about a month ago this system will allow you to set a final destination and will automatically plot your route around various stellar objects additionally it will show you a list of all of the waypoints in your route here we have this red section which kind of demonstrates where you might run out of fuel if you have insufficient fuel to complete the whole trip and then that is kind of represent over here in the in the master Waypoint by Waypoint list or jump by jump lists the green section indicates the distance you have let get to travel and the gray area over here represents the distance that you have already completed with

  5. 00:04:16

    your little dude located right here showing where you are overall in the current journey and so over here on this screen we have some of that work in progress happening right here and so we set a route to a location and so as you can see this screen looks significantly different than this one I mean one of the things that I am definitely looking forward to with regards to this system is that I've been playing star citizen for years before I came on the team I'd only been here a couple months but I'm eager i've always been as a user eager to see updates to the star map and i know that there are a lot of other people out there like that so i'm really looking forward to getting feedback about functionality aspects that we're putting in and how they're received what

  6. 00:05:06

    kind of changes we can make to make this a really solid system now work also continues I'm adding multiple chat group functionality to the movie glass which will add to the social and group experience in the pu here we see explorations of voilá one of the moons of arccorp that we saw early concept art for a couple of weeks ago these icy formations have led to discussions of new mining types beyond the ship base mechanics that are currently in game yeah it's too early to confirm how these visual cues will inform new gameplay mechanics of course yes of course but it's fun to see how our design is key off the conceptual efforts of the environmental art teams when we add new planets moons and other celestial bodies into the game world there are tons of different things to consider yes there are is it just as

  7. 00:05:53

    easy as plunking a planet into Staunton's orbit multiple teams must collaborate to make sure that the design works from both artistic and logistical standpoint let's check in with Luke Presley for more on the process of building out a solar system so when we started building out stanton proper we realized for the first thing we had to do is agree on scale there may be technical limitations on how big you can build planets maybe art would like the moons to look more epic or the Sun to look because you remember that the star is art primary light for the entire level but you can't just be an art piece because you've got to fly around it has to be consistent across four levels the way we did that was by basically recreating our solar system using all the various scales so we ended up with planets and the distances between

  8. 00:06:42

    everything being 1/10 scale and moons being 1/6 scale so moons are bigger and sums themselves are just one-to-one scale so when you say on Mercury you'll feel like you're right next to the Sun so what you're noticing the stanton system is that the Sun is maybe twice as big as it was before Crusaders shrunken a little bit but you're what you're really notice is off with all the new stuff like the first time that you've seen a planet and you you're seeing the Sun through an actual thick atmosphere you're seeing its moons orbiting it these things hopefully appearing a little you know the sci-fi kind of Star Wars kind of scale as they go around rather than the little dot that they might you know should be jared is back in the studio and geared up with a ship pipeline update let's see what he's got for us now everyone just go

  9. 00:07:31

    hear back from his European with another semi weekly dose of ship updates for you to start things off the f8 Lightning Friday UE Navy well it got an update this week now Chris Smith and our austin studio stepped away from his work on the three in a series for just a little bit to make updates necessitated by recent changes to the enter and exit animation templates primarily of which included you know raising the pilot position up within the cockpit now you're not gonna see the fruits of this change in the persistent universe until after the ship makes its debut in the upcoming squadron 42 but I'll take any excuse I can to showcase one of the more storied ships currently in our development what can I say I like spaceships meanwhile here in our Los Angeles studio work continues in white box on building out the anvil Hawk a bounty hunting ship that was first

  10. 00:08:18

    introduced to the star citizen community during last year's holiday livestream the last year's holiday livestream not the one we don't talk about ever but the cockpit set work has moved into fleshing out the unique exterior before it moves in a gray box modelling sometime next month the anvil Hawk is being worked on by the same team that built my current favorite spaceship the anvil Terrapin so you can be certain that we're gonna be checking in on its development as it continues to the pipeline in the coming months because I love these guys finally the aegis hammerhead continues barreling its way towards its intended release in the upcoming alpha 3 point 3 with work continuing on its VFX and damaged states and I'm gonna encourage all of you to tune in to reverse the verse live tomorrow at 9 a.m. Pacific 4 p.m. UTC for the premiere of the Aegis hammerhead shipshape followed by an in-depth QA

  11. 00:09:07

    with designers and artists who are working to bring the ship to life now it's gonna be your chance to have your questions answered live by team members and get your best look yet at the current state of the Aegis hammerhead and here's a hint just to hold you over not only did it get bigger big surprise but it also got an additional second deck two rooms like Jimmy's I beat you so until tomorrow back to you in the studio thanks Jared finally we're back at the scramble races recent adjustments to graph lows have been a game changer with this mission type here is Edie fuller with more so the latest improvements that we've made to the scramble race feature are we have improved the lights for all ground vehicles we've improved the durability for the Cyclones wheels so that they

  12. 00:09:58

    stay on the vehicle and they don't fall off so quickly we've also made it so that travel lives are incapable of going into SEM mode so they can't take off they stay on the ground it makes for a better racing experience and we are working towards having the ability for passengers of dragonflies to be able to help out their pilot by providing covering fire and then also for their cyclones for the passengers to do the same those races look like they're shaping up to be really fun and we can look forward to seeing them hit the PTU a reasonably soon yes alpha three point three features are gearing up to endure evocati testing getting it into their hands as early as possible is an important step towards a wider PTU release yes and as we mentioned last week on reverse the verse this round of testing is a bit unique we've split

  13. 00:10:46

    object containers streaming out to its own build OCS is a big technical challenge that's going to take more testing and attention than the rest of the features and improvements planned for three point three and due to our date base schedule that has been split out so it won't hold up the release that means alpha 3.3 will be released on October 10th at citizencon with new ships features and gameplay you'll see things like FPS AI enemies for the first time and those scramble races we've seen in development making it into the game yes we'll get OCS and all the content that comes with it like Hurston and lore ville live as soon as it's ready via a dedicated patch or currently calling 3.3.5 you can look for that update on the roadmap tomorrow and that just about does it for this episode we'd like to thank our subscribers for sponsoring this and all of our shows yes and of

  14. 00:11:33

    course thanks to the backers for me development of star citizen and squadron 42 a reality that's right until next time we'll see you around the verse thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at

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

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