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Inside Star Citizen: 890 Reasons | 3.5 Ep. 4

16 May 201900:10:34275 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:05

    they say a ship is more than the sum of its parts and part of the fun of spaceships is putting yours against others in the persisting universe now we all know the joy of utterly destroying your opponents in a spirited spectacle of space but sometimes you'd rather disable them and leave your options open like maybe searching through those ship's parts and that's exactly what Matthew and Patrick are working on right now preparing ships for the sub system targeting of components let's check in with them and see where they're at we've been helping out the I FCS team with the thruster items helping them with the damage there's about a hundred twenty thrusters that you've been going through uh yeah so far so good so the first thing I did was actually I went through and I did all the individual thrusters so now every single thruster item which

  2. 00:00:53

    has its own health also has its own proxy which is collision yeah that is a collision mesh which means that's what dictates that damage happens to the asset after I finished all the thrusters I had to go through every ship and then heat ship needed to be accessible so like for example like over here we see there's a concavity now where the thruster sits it's that way we can strike it directly yeah so you could see that over here on the prospector that was actually flat now but you can go in and you can actually shoot it damage it individually get right in there and in the debug here we see these green bars or the health is actually going down as you shoot basically when we're shooting the thing these little health bars go down which are also represented on the mesh so each individual thruster can show me where it is how much health it has and I can see the damage transfer through that asset into others and that's similar how players

  3. 00:01:42

    will see in their MFD they'll see the thruster glow from yellow and into red as it's like about to be destroyed mm-hmm and mains for example have some V effects that happen as they slowly degrade they take some damage they emit more particles so that's kind of how those are getting set up now no right now like you have to shoot into these recesses to actually strike the thruster right correct but like in the future we'll be able to shoot through the hole with our Pierce ability to and then strike the thruster that's under the hall when you're attacking someone they'll slowly degree their performance and that's kind of the end result is to create Ward like a dynamic gameplay flow and you could see in this mission particularly capped so I had to go in and sort of chisel the whole back come in extrude these out that way you

  4. 00:02:30

    can shoot each thruster individually same thing goes for the rest of the ships down the line alright so is that good is that is that pretty much what you wanna do all set yeah all right okay can I actually get back to work now ever get things to do I got a lot of thrusters to do the proxies to model the public roadmap is your tool to see what features are in active development heading your way each quarter but oftentimes some of the less flashy features can get overlooked I'm looking at you game object extensions conversion or at least I would be if you had a visual component to look at with that in mind we asked Jen's and Gordon to sit down and talk with us a little bit about what client-to-server actor networking rework means hi sir I almost got through it let's find out more

  5. 00:03:17

    [Music] the first step for this was the server decline actor Network can rework so this is changing how the clients our client server serves client yeah the client server this is changing how the client talks the server when we released on marine one thing we found this every we really wanted to improve was lag or the person perception of like Tim poor improved the PvP experience currently were Philly quite assertive and so that means when I press forward in my machine and my actor runs forwards to meters it works out his new position in that position set up the server which is fine that's an okay wait in there the networking and we're switching to being separate oh yeah essentially on the server you're just teleporting around instead of everyone else seen you

  6. 00:04:05

    teleport around said the way around so it's no use Excel weren't around so your experience is degraded rather than every other player in the server having their experience degree just about finished client server the next one server decline improving the communication down the way and so at the moment for instance we've got an artificial core of a second rewind time injected into the system and to try and smooth over note and the idea is to reduce that significantly don't to maybe a frame or two so when I'm hunting you install marine where I see you are is where you are what you do no longer bunny hopping around when you're trying I may turn on your chief this server is gonna punish you when you're trying to hunt me in story and yes it will be a much better experience for you we would shoot me much easier good so why do you think well I mean it's an important

  7. 00:04:53

    thing that we need to be talking about it has no visuals though I wish to episode had more of a punch to it a punch like what do you mean well it would have been really cool to do a sprint report this episode but we didn't me didn't get it in in time camera racer hmm for the camera Wendy little button there's been in camera right there you mean do a spree report right now that was unplanned and not in the original host why not I mean let's do it hey it's our show here's your sprit report the EU gameplay feature team continues their sprint on clustered harvestable shown here with some test assets provided by the art teams the new tech on display here is the ability to spawn clusters of harvestable entities and varying degrees of density and distance from one another and this tech can

  8. 00:05:40

    potentially be applied to additional features like surface side my novel entities and even asteroids in space now it'll be a while before you see this tech in the game but this is an important milestone that lays the groundwork for future development now a couple weeks ago in the RSI weekly newsletter you may have noticed this image of a new helmet with hologram imaging coming to subscribers in quarter three of this year it's part of an initiative we're taking to revamp the subscriber program in general starting with unique decorative items that you won't be able to find anywhere else also slated for cuerda 3 is this Centurion s helmet and to those of you that have been asking both will be completely wearable by players the US vehicle team is working on materials development for the band new defender you know follow-up to our segment a couple weeks ago what you're seeing here is essentially an untextured version of

  9. 00:06:28

    the exterior as the team explores a variety of alien material types that have to work in a multitude of environments and lighting situations finally the environment art team is continuing their work developing the shared resources that will make up much of micro Tech's buildings and interiors referred to internally as the high tech common elements set now here's one potential exploration of what a transit hub might look like and well these these trains these trains might be placeholder they're they're almost certainly basically that's a hotdog spaceships come in all shapes and sizes from the tiny Argo MPU V to the massive Aegis javelin and beyond their cornerstone to the star citizen experience and one of the most

  10. 00:07:16

    anticipated ships on our roadmap is the 890 jump from origin this massive luxury ship is being worked on by multiple team members ahead of its intended release in alpha 3.6 and Peter it was kind enough to give us a tour of some of the interior areas that he's been working on this week let's take a look currently on the 890 jump we're at the final art phase which means we've took all their gray box geometry that's been well established and we've worked out all our car styling and we just add in all the final text years that lighting all the bells and whistles that pull it together now Nova fins in there at fan alert but what we have here is the fire area that leads you into the social hub of the ship this is where you do all

  11. 00:08:06

    your entertaining so as we go through your father's they've got your toilets got your bar area you'll notice here we've got a little side room and this is your service lift that the crew who look after the guests that used to come and bring you your drinks in your food really notices it's quite can a bit of a change of the palate from the rest of the ship and this is intentional that may feel more relaxed this is import from feedback from the 600 community felt it was a little wasteful with a space that used the styling it's a bit more fancy because it's a luxury ship after all rather than an exploration vessel like the 600's so that's the bar area and we go through to the dining area this room ended up being a little larger than we first planned and that's

  12. 00:08:57

    because I was here sir ship wood decks and changes of knock arms and we wanted a pool in here actually I was showing this to a backer he was actually part of an 890 Club and I can use that to bring Romi 819 marries and we can discuss our plan for things planned for get-togethers basically that's what this ship is all about it's you your partnership where you're going up your mates around you're gonna have fun you can use it for different things but that's essentially what it's about so what do we learn this week we learned that we're another step closer to the greater gameplay opportunities provided by disabling ships instead of blowing them up performance improvements are made in a variety of smaller features that add to the overall whole and the

  13. 00:09:45

    eight ninety jump is big enough to fill eight hundred and ninety segments gonna drag this thing out because we still have a lot of shows to fill every quarter to our subscribers will see some of you tomorrow for our live studio audience edition of star citizen live in to everyone else out there in backer land we'll see you next week 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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