Subliminal
Calling All Devs

Star Citizen: Calling All Devs - Cap Ship Navigation & Death of a Spaceman

21 May 201800:18:15443 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:11

    hey everybody welcome to another edition of calling all Deb's our weekly Q&A series where I take questions from you the star system backer and posed them directly to our star system developers usually over Skype usually from the office and usually at all hours of the day starting us off this week we are going to Manchester United Kingdom in foundry 42 s own Jen's Lind Jen's hey you doing man I'm doing well thank you for taking the time to be on the show with us this week I got a question I got a question for you I appreciate that I appreciate that I told you the last time you said that I was gonna make you pay for it this is it all right so your question from the backers voted on by the backers says when running canned animations like ship entry or exit the character is currently teleported to the animation star position from wherever

  2. 00:00:59

    they happen to be do you plan on making this look smoother the direct answer is yes obviously teleporting is not nice and not something we want to do it's not something that's very safe to do in a multiplayer environment I mean someone else could be there so yeah it's what we really want to improve if you can and you know the ideal scenario is you guys are right on the money when you use your enter interactions and everything looks great of course you know we want to be generous we don't want you not to stand on my pinpoint accuracy to hit that ship and there you know get soda from the drink machine so yeah there's various things we're doing and some of the things should already be coming your way

  3. 00:01:48

    in free - and one of them would be like the ship and this used to be you set it going you can run away and then he teleports your bike now we shouldn't tell he pulled you back anymore you know if you run away that's telling us you don't want to get into that ship anymore yeah so and and then if you close enough we should so slide you into position a bit better and what we're hoping to do is more more the things we're doing when you when you choose to pick something up where it's actually walks the player over if it's close enough obviously you know at any time you should be allowed to pull out and say hey we don't want to take control away from you your go-to player you're in control the canned animation is the

  4. 00:02:36

    length of which we don't want you to have control even then wherever we can we should allow you to break out it it's a delicate balance like everything else with star citizen it's it's you you want it you want it to be as as diegetic and realistic as possible but you have you have to you have to measure that against time and technology and priorities and whatnot so so yeah some people are very happy with like if you click click to use a user vehicle it would just teleport you into the scene see it and off you go zero second delay kind of gameplay and and you know or animators for which we love you to see the beauty of the things they create I think that

  5. 00:03:28

    does it thank you so much I'll let you get back to work no problem all right enjoy your day okay bye all right so thank you so much to Jen's Linda had a foundry 42 Manchester no we were moving one time zone over to frankfurt office foundry 42 frankfurt and our own live director of star citizen live mr. todd papy todd how you doing man hey George I think it's yen's it goes by N's well I'm the stupid American they can't pronounce it amazing so I'm staying in character okay sorry good now we have to call yen's about yen's back and apologize Todd welcome back to the show it's been a while it's been a while I should I should tell everybody though just that this train is you haven't seen

  6. 00:04:15

    todd papy in a couple weeks doesn't mean his presence isn't felt this show is not possible without the weekly cooperation help happy setting up liabilities do all these different developers and stuff so thank you all right we got a question for you this is an Olli as an oldie but a goodie death of a spaceman now the question reads we've not heard much regarding the death of a spaceman mechanic since it was first introduced why should and you should read about the death of spacemen we're gonna put the link down below it'll be in the thing why should non role players care about that final death I don't know if non role players will care about that final death I think non role players will care about every single death and just like I think role players would care about every

  7. 00:05:04

    single death and that's just because of the items that they could be losing at that time now if they become attached to the character and the way that that character looks then I think that will influence more of their feelings towards losing that character but again you know through basically they're customizing of the character that I'm sure that they can get him back pretty close to that looking pretty close to that point okay so I just as a quick follow-up for anybody who is not familiar with the death of his basement mechanic and I encourage you to read it we're not gonna go through the entire mechanic here I give me give me this the nickel version of the death of death of space but it's it's perma death but the idea is that

  8. 00:05:52

    you pass on your your belongings to your next of kin and with death of the spaceman the idea is that you can die you know so many times and but and basically be revived but you've lost a lot of your equipment that you took out on that journey and you can be revived and and then you'll be Dean imaged you know it'd be similar to like Luke losing a hand or or arm or basically Thor losing his eye kind of thing spoiler alerts for me for people so especially Luke losing his hands that's that's a that's a good spoiler from there you you basically have your body adjusted and modified and you get older through through the game and it's more

  9. 00:06:42

    just looks and and I don't think it'll affect your reflexes right yet or anything like that or stamina but then they'll become a certain point in time where you basically have to create a new character you know and the your old character dies and passes it passes on and and now you're playing your new character and it won't have all the scars and and you know be battle warrants old and jaded like we are they'll be the new young young pups yeah and just to assuage any any fears because this is that this will be the first time many people have heard about that we've gained a lot of star citizen's since the death of a spaceman article was first published when you talk about lose items you're talking

  10. 00:07:28

    about losing the items that you have physically on you yeah at that time the stuff in your in your bank or in your hangar what not those be crimes you character correct it is basically about your local inventory and what you take out on let's let's say you die going and exploring the Sun okay well yeah go go explore the Sun or go and explore you know let's say a jump point between pyro and Stan if you die in there then you're losing the equipment that you took on that journey and you know we'll we'll have to worry about is it there for X amount of time so there if you if you revive and you hurry back there it might be there that's something that we would

  11. 00:08:16

    still need to work out but the idea is that you lose that and so you want to be careful about what you're doing you know we want to create that sense of urgency if I want to stay alive I don't want to lose what I have all right and of course they like I said that's alone that's only the the nickel version we're gonna encourage you to read the post that the Post published several years ago it's it's still our intention we had our concierge party just a couple weeks ago and that came up twice in the concierge party and you and your sentiments just now echoed Chris's sentiments that he gave at the party so he's fantastic yeah just just in case you were wondering if you were still on track it's your struggles exactly what Chris said two backers two weeks ago so uh so yeah so check that out guys that's still

  12. 00:09:05

    still a good read still important read about the the future design of star citizen's and your player in the universe so Todd thank you so much I'll let you get back to work already took care take it see ya all right so thank you so much tom happy calling all Deb's MVP I started there because I wanted to say citizens of the Stars up next back here in our Los Angeles studio and Chad McKinney a real I'm calling all Deb's all-star Chad how you doing man hey mentor well nice to see you yep I got another question for you another question is submitted by the backers voted on by the backers this one actually came in in a couple formats separate questions that were voted up I'm kind of combining them they're about waypoints basically in its simplest form

  13. 00:09:55

    in the future will it be possible to select multiple quantum travel points at once in order to create waypoints instead of having to reopen the star map and select a new destination every single time we enter an exit Quantrell that's a great question so the feature team that I'm a part of right now has been working a lot on improving quantum travel in a lot of different ways and this is something that we were seriously looking at amongst the discussion about the ways that we can improve quantum travel it is definitely something that we want to address that the idea is basically that you could be able to say open your mobiie glass and say you want to go to whatever Delamar some other moon

  14. 00:10:43

    and the path to get there actually requires multiple jumps but perhaps because of obstructions or because there's a sub node that's involved and the idea is that we could actually construct a path dynamically based on where you are and where you want to go and then in kind of a further iteration we would allow the players to then modify that path so if they wanted to say reroute it so maybe you didn't go through pirate space because I was a less direct route the safer or something like that then you would have the capacity to do that but yeah we definitely want to have multi jump path selection available and then the idea is that not only would it make it easier for you to jump but also now that we're getting quantum linking in the game it'll make it easier because otherwise

  15. 00:11:31

    just the process of getting a whole group doing this whole thing over and over it's gonna be madness it's it's a it's a bit laborious yes yeah I mean it's something that definitely it's on our radar and we want to do it we've already done actually I've already done some of the work to make this happen in fact just before you called me I was working on something that used it previously we didn't have any kind of relationship that was established really between the the nav markers we had some kind of implied relationship between them but it wasn't codified in code in a way that was an accessible data structure but actually this is something I actually just made recently for some of the changes that we needed for 3.2 and so that is actually a really good step now we have a hierarchy that is the

  16. 00:12:20

    relationship between these points what's next is just a way to be able to be in one location and select another and then have some pathfinding algorithm figure out the most direct path and then we build up a user experience around that path awesome that's that's everything I needed man great I'll let you get back to work great thanks for calling thank okay and finally for this week's show we're going back to Manchester United Kingdom and our own vehicle pipeline director John crew who's gonna answer questions about navigator rules and VTOL thrusters John how you doing man hello good sign thank you welcome back to another another round of calling all that yes another one yes the more you get promoted man the more I you're the person I come to sorry

  17. 00:13:07

    they should've told H I should have told you wasn't a job description alright so I got two questions for you we just talked to Chad McKinney about quantum travel points and being able to to link them in a series of waypoints this question goes a little bit deeper and I thought I deserved a separate breakout are there any plans to include things typical of a navigators role on a ship like setting the waypoints or plotting courses through space or on planets and moons creating quantum travel destination markers charting mapping locations have discovered objects resources basically a career just as as a navigator yes oh yeah that is okay go through all of those things but at a high level yes the navigator role is going to be a thing and the

  18. 00:13:58

    day-to-day duties of doing that is is what it is it's not going to be like something people on single seater ships have to do all the time to get anywhere it's it's a role that sort of scales that with the size of the ship as you have to sort of split up the functioning of the ship between multiple people the navigator role becomes more and more important so by the time you get into interest javelin size stuff that is a full-time role of plotting those points making sure what you've potted is suitable for that ship to do right will it even fit there like where you're plotting these points with the size of your ship rather than I'm gonna small GLaDOS I'm just gonna fly there and just do it anyway well that's good now you say for capital ships I am assuming that

  19. 00:14:49

    satellite ships parasite ships that are good they're going with the capital ships will be able to take some kind of advantage of that for quantum linking instead yeah and through quantum making Lord radar and scanner system it's it's just feeding data into the the ship's object databank and sharing that and that's sort of how the herald and other data ships work is a commodity that is shared or intercepted awesome that's yet another thing to look forward to as far as capital ships go next question has to do with VTOL thrusters it's been stated that the veto thruster systems would be significantly stronger than other maneuvering thrusters is it planned that some less agile ships would have their maneuverability severely decreased when flying non horizontally in atmosphere

  20. 00:15:38

    absolutely so it's something that's actually started to get in game with the latest patch for three one three one four there were so many the lost track of lost track of them the big ships reclaimer especially now you have to be in veto mode or you have to have your engines orientated appropriately to counter that and other ships of similar ilk that if they're big they're heavy they either need retail foresters or you need to pay attention to where your thrusters or entities relative to the gravity of the planet otherwise bad times awesome now of course this is we've talked we talked to John Pritchard a couple weeks ago and this is just the next step in an ongoing series of

  21. 00:16:27

    revisions and adjustments and whatnot so you know don't I just don't want anybody to think three one four is like it yeah that's what it is and we're done when you're working on it mr. fly will continue to hitter eight will continue to to tweak and modify and take your feedback into consideration and this patch and future patches yeah a great taster of how it behaves as a been reading a lot of the feedback there's a lot of people going this is great this how I always envisioned it and then there's the people that haven't realized this is a thing yeah and smashing into planets left growing center and then they realize it's a thing yeah I learned the hard way all right I'll let you get back to work thank you so much man totally no problem

  22. 00:17:14

    I take it by well that about wraps up this week's show special thanks to yen's and Todd and Chad and of course John crew for taking their time to be here on the show this remember you can submit your questions for consideration each and every week up in the thread up on spectrum and of course don't forget to vote that is the two prong plan you got to submit your questions you got to vote your questions that's how we know which questions you want to see answered most so for calling all Deb's I'm content manager for global video production Jared Huckaby we'll see you next week everybody thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can

  23. 00:18:01

    check out some of the other shows and you can also head to our website at www.uvu.edu/library

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

LiveSQ42 Launch Subathon

$2,094of $3,000

Getting Sub to Manchester for the Squadron 42 launch

Next giveawaySubscriber Store pick
$6.27to go