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Reverse the Verse

Star Citizen: Reverse the Verse LIVE - New Flight Experience

26 October 201800:57:261,392 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:08

    everybody welcome to the first bow citizencon addition of reverse the verse live the only star that is a show where the rules are made up and the points don't matter I'm your host Content Manager for global video production Jared Huckaby and today on our TV with our no frills no intros no things no videos no news of the week we are jumping into a topic that I know is is a tried and true and very close to your heart so we're not gonna waste any time we're gonna start to getting to these guys these guys who perhaps need no introduction but I will do so anyway because I'd love to hear the sound of my voice starting immediately closest to to me right here is systems designer mr. David Colson David how you doing it I'm not a system designer but yeah I'm David Colson programmer Oh your gameplay programmer yeah just call it

  2. 00:00:58

    okay oh you're a gameplay programmer I remember I remember now and they're joining us John crew vehicle pipeline director how you doing man yeah I'm good thanks like was the systems designer you were systems designer way back in the day yeah yes no I it's a let's just say I'm still not entirely recovered from citizencon as will become apparent as this show goes on now today's topic of discussion is they do fight fight experience which we debuted at citizencon for lack of a better term that was playable down in our AT&T e gameplay lounge below the Dell Hall and of course you guys had a panel in the main stage where you guys talked about it for about an hour we didn't get to do when you kind of live Q&A at the event so we thought hey we bring you onto our

  3. 00:01:46

    TV and we'll put a thread up and we'll see if people have questions and sure enough yeah I can easily say that in the entire year that we've been doing this new format a TV or our TV rather this was the most participated in question thread of the entire year so so yes I think I think we guessed right that people would have questions about this and wants you to answer them so we're just going to jump right in we did take questions from that thread we're also taking questions live from our twitch chats and spectrum chats which are available now at robert space industry comm and of course twitch.tv slash star citizen so you please preface your question with the word question in capital letters surrounded by brackets that's gonna help tyler witkin our leave community matter who's here in the studio i can actually see him to the first usually use in austin

  4. 00:02:33

    but i can see a nice he's right over there he's gonna pull your questions for me and send him directly to me so let's get started with the single most up voted question in that thread and we had that threat up for almost two weeks right off the bat let's get to the biggest one they had please describe in visual language what you intend to fighters they say it's a hornets but don't think we have to do horn specifically what you intend to fighters dogfighting to look like in terms of positioning maneuvering etc etc etc that's where you have to paint a picture with words it's just saying our pictures and we'll use our words i was told not to use paper airplane and use hashtag chris plain so this is a really big question i think it means a lot to a lot

  5. 00:03:23

    of people because it's gonna sort of describe how we go ahead and talk about the new flight system and what the sort of expectations are out of it so i think the the the three different models that we yeah it's it's something to sort of we'll probably talk about this lots over the hour that there isn't just one thing and every simple vehicle is going to do that one thing there are there are sort of three different models or explanations i guess we'll call them three different combat styles yes i think depending on the ship depends on what they do so my design for certain ones are there's a design for multiples or some are just restricted to one it's it is worth pointing out that this is kind of a design challenge that is extremely

  6. 00:04:12

    difficult to try and balance this cuz yeah it's obvious that say six degrees of freedom like alien ship fighting against a ship that you know can't fly sideways is obviously gonna have a huge advantage right and this is the sort of thing that we have to yes a lot of that balance goes beyond the flight model it goes into the what people call the gunnery and that sort of stuff so you know the flight model is one layer of it and there are multiple layers on top of that or underneath it I think we can give a bit more detail than this because there's more than just like it varies between ship it actually varies between environment as well because I think the expectation is that the new atmospheric flight model is going to give us a lot more like aerial combat that you would get in like World War 2 flat World War 2 planes so you're gonna have a lot of forward movement an

  7. 00:05:02

    enormous amount of vertical turning acceleration so there's practically no slide in vertical especially in things like the Gladius and the Hornet and you can't really strafe if you try and strafe would say the Gladius the drag on the back of the ship and the tail will actually pivot the ship back into the airflow like it wants you to fly straight and the result is that that atmospheric flight is gonna feel like you're gonna be in turning battles and you're gonna be trying to get behind onto the six of other players and that's how you're gonna do the best but in space that's not the case right in the same ships I think for a lot of the human type ships we're going with the more main centric flat model so left six degrees of freedom and more lower

  8. 00:05:50

    maneuvering thrusters and a lot of our ships are visually built that way as well we don't I go here's a ship with a huge main rear engine it's going to be a great straight fighter now it sort of is get into that character so yeah that's definitely a lot of them main centric but then you do have those alien ships like the Scout yep that is it's it's supposed to be the strafe master it can strafe in any direction it that's its that's its element selling point in is big plus point the downside of that is because obviously that against something that is main centric that has a huge advantage it's relatively weakly gunned has no missiles yep yes you can outmaneuver them by doing all this visual movement that I'm doing here but you have to use that to your advantage

  9. 00:06:39

    to delay and multiple successive hips on to stuff that cannot do that yep I think another concern that I've seen a lot in the community is that going with the the heavily Maine centric model is going to end up in an just justing fights right and that's definitely something that we we don't want that to be like them the major thing we'd like we don't want this to be boring yeah we want it to be believable and realistic but not boring so we can do things like like we're not going to reduce the angular the angular velocity such that it's more like the world war 2 but if you try and just too much this is sort of the more difficult thing that we're still kind of working on is how to how to make this not so effective so we can first of all we can increase the maneuvering thrusters just

  10. 00:07:28

    to the the very limit such that it it's not the dominant method I think probably you're gonna have inexperienced pilots who come and like just fly past and they have like a short window to do their combat and then they're gonna drift off and it takes a lot longer to slow down yeah in in the new ships than it does previously so you just can it you're going to carry on drifting past and the hope is that we can balance that search that that's not boring and it's not like just straight-up jesting like that is not yeah and again you've got such a small tiny window to do stuff with our current weapon setup there are people that they only need that tiny amount of time on target to destroy other people

  11. 00:08:17

    yep which is something obviously we want time to disable to be a thing and time to kill to be significantly longer than that yeah it's really good if you're just jealous think you're just gonna be you then half mental a you come back oh it's gonna take absolutely forever to do anything effectively so yeah that there's always going to be with a joust there's always going to be people that circle strafe there's always people that are going to turret is that the most effective way to fly in the game probably not and it's all about working out in my current scenario in my current environment with my current ship what is the most effective thing yep yeah absolutely you mentioned that there are there are three I want to put a little different definition of this the

  12. 00:09:04

    three types three kinds of yeah a flight I do do we have just because this is this is a conversation that will continue beyond this episode in whatever do you have a terminology for those three the names that we can stick to them given that I'll go with what the discussion in the community has been recently because I think that'll you know it's easy to relate to we have pretty much the World War two flying which is low angular velocity turn models which is the atmospheric flight we have the straight six degrees of freedom like move in any direction you you want and then we have the like means ya the asteroids main centric model and I think to be to be reasonably clear a lot of the human centric ships are going

  13. 00:09:54

    for that style these eccentric yeah the main centric lower lower strength maneuvering thrusters model yeah the a lien stuff will like this year and stuff again will be more than six ways yep and standing atmosphere they they all sort of certainly the human ones then go back to being the world war two in space or in space but you know atmosphere in atmosphere yeah so they'll now be so now instead of every ship you know we have a you know a present you know flyable we have something like sixty ships and anything in the game now and then ships that have been revealed to the community we're upwards of about hundred forty ish right now so they're not all going to apply the same it's we're taking all 140 plus

  14. 00:10:42

    ships and basically assigning them to one of these three groups kind of thing like these tips will be will be more a world war two style this ships will be a more asteroid style and this these ships will be a more six degrees of freedom style I would I would say it's more like human-like design ships like the Gladius in Hornet they're always going to be that main centric model with obviously variations between them and then the more alien weird ships are going to be the six degree of freedom but balanced so you know they're not overpowered and then atmospheric flight is going to be will will be the world war two style I imagine it'll be some crossover like you have things like like mist that uses shion technology like with Orellana so they'll be dope yeah we'll play with

  15. 00:11:30

    some crossover between there and on that note I think the reliant is actually a really weird ship because it's it's significant like lifting aerofoil is vertical so yeah it flies very strangely an atmosphere yeah a little bit interesting and what about capital ships what about capital ships like these are these these are fine for dog fighters it's like that when do capital ships have a different type of flight do they do they are they more mainline staff so I think there actually is a question about how the large ships so the the capital ships have really high momentum so low acceleration they feel really really heavy and the expectation is that you are not gonna be like fighting those

  16. 00:12:20

    they sit still and they to fire turrets yeah and as people found out with the reclaimer when we introduced it which was really the first big ship with a huge amount of mass the amount of people I saw just going down oh I'm gonna fly down onto this moon now and they didn't realize had to stop it so far it's gonna be like that but even if you're gonna be moving these things it's a serious effort and it requires a serious amount of for planning to work out where you're gonna stop if you choose to in the atmosphere if they even get into atmosphere naturally you know they're going to be a handful they're going to need big VTOL thrusters orientated correctly to even stand a chance of staying in the air or gate you can get back out because a lot

  17. 00:13:09

    of them like super big ships that don't have landing gears if you're gonna start dragging them into atmosphere and gravity it could be a really bad time to try and get back out yep absolutely I'm going off of what you just said we have a question from the live chat that says since weight is a factor in flight behavior will cargo ships with full cargo holds end up having planets where the gravity will or will not allow them to land or even fly an ammo absolutely yep that's one of the really cool things about the new flat model is it it's very reactive to mass so you can add more mass and it you know mister feels more sluggish you can also well actually currently you can't do this but the hope is that you can put all of your your cargo on one

  18. 00:13:58

    side of the ship and the ship will actually be unbalanced and you'll actually feel that in the handling that's a little bit more difficult to do because it's in a different physics grid but yeah we would like to do that yeah Chris has mentioned that desire several times over the years so I mean it just quickly touchy on that before people have a heart attack if if you fill your ship so so much with hugely heavy cargo we almost certainly will have warned you before you do that before you spend all of your money getting your ship up with lead you know to the point you can't take off and then no one's going to buy it back right that will be a choice you have made and ignored all the warnings for this if you happen to land and you your buddies then fill your ship up with

  19. 00:14:45

    stuff for you that's that's beyond our control if they throw your ship with vehicles and tanks and it can't take off and make that stick yeah it the the learning process there will be half the fun yeah and then learning you know as more planetary bodies come online as more moons come online so like that and they all have varying atmospheres and varying gravities and one and well you know this load out on this ship flew great on on crusader but you know you take it you take it to some other moon and you can barely move especially one of the great things about the current stuff like the moons they all have very slightly different atmosphere and gravity so it does impact damar is very so much like Earth atmosphere I

  20. 00:15:34

    think so is very thick for a moon you know in - flying on earth it's a bit weaker than Earth but selling which has very little and very little gravity you know this so you have that atmospheric stating you have the space state but then it does blend yep in between the two you'll even have that like atmospheric handling changes in the upper atmosphere so if you like our dogfighting in a very high atmosphere it's gonna feel different - dogfighting like right at the ground down in the canyons and everything yeah and again you can use that to your advantage so if you know you're weak fighting in space but if you can get down to the planet's surface yeah that'll be good I'll be pilots will have to you know make judgment calls based not just on what they're flying but you know the who the aggressor is flying or whatever new and you might

  21. 00:16:22

    realize like you know in a hot an upper atmosphere I'm toast but if I can bring him down to the hard deck I've got a better chance of surviving because my ships more maneuverable down lower than theirs are yeah that'd be cool yeah all right second question on the thread the most voted up question I think it's a little outside your purview but it was it was a so we're gonna ask it and see what we get what tools are planned to help pilots see below the ship to help land without having to resort to external views so yes I'm really a fly fly I guess this is the leading question going towards can we have rented to textured MFDs to look outside our ship which the graphics guys always get very nervous about yep it's very expensive because essentially it's

  22. 00:17:13

    rendering the world twice unless you do a full-screen view at which point you might as well just be looking through it would be more doable to have some kind of like I don't know some small geometrical representation of the ship so that you can see its orientation and then if we have like a the landing pad shown on in theory we had this and the quite a while ago and it's something that we need for specific landing zones that landing had the representation of your ship and you lined it up and you saw come down and that's that will definitely come back for that but it won't help you with no North rise landings so that that essentially needs to be expanded that yeah yeah we could like my I can a are kind of thing yeah yeah okay a question from the live chat

  23. 00:18:02

    how does this new fight model affect ground vehicles or hover vehicles so that's a very topical because I'm literally working on on that right now I mean not right now back at my desk 20 minutes ago I was working on that so the atmospheric flight model will affect it to some degree but the the bigger thing is that gravel of itself is getting a lot of redesign in terms of how it actually feels right so it's it's not just like oh you know gravel a bike so you can be as they were but with extra atmospheric physics they're actually gonna feel quite different and we're kind of reevaluating that to try and make them feel more grounded and feel like they're interacting with the

  24. 00:18:49

    terrain a bit more more reliable yeah I think everyone's probably experienced unintended takeoff at some point absolutely in turn we also just want to hone in that feeling like it needs to feel like I think we made the analogy this week but it needs to feel like almost like a jet ski like you're you're sort of floating around and you can like you know drift and get the back out and roll a bit left and right and stuff and the hope is that that will make it feel more I guess yeah more definitely more grounded maybe I mean like more visceral and yeah we had a lot of goals for and some of them we hit and others were not quite there and there was lots of factors in that beyond ifcs contributed to it yep it's a story

  25. 00:19:41

    I sang good I sunk a jet ski once trying to take it from a Long Beach to Catalina Island well soaked it sunk it impressive yeah stop there inflate so that's where my brain went I'd see what else we got here collector grout load it about that you wheels will crap with wheels like the m50 or others be able to utilize them in roll for like things like rolling takeoffs or landing or even taxiing on planet surfaces eventually yes this is not a thing that's gonna be in three four though not in the initial release yeah we would like them to do that like in terms of the atmospheric flight you actually can't do that now if you say turn off a lot of your mouths but just

  26. 00:20:32

    have enough that you can rotate the ship you know you can actually like fly or just fly straight on the ground and then get enough lift and lift off that is already the case in the new flat model mm-hm but the problem is we don't have any runways and things like damar have pretty rough terrain trying to get the environment cars to clean a lovely stretch out of there beautifully crafted environments is so we've talked about this before because we don't want to be in a situation where there are some ships that are so useless that they can't they have to have a runway in which case we need to go in like add runways to all the landing a person in the world which is just unfeasible so yes you you should be able to do that but a lot of the ships also especially the smaller ships have the ability to do

  27. 00:21:20

    eat whole just because it's so impractical to have runways everywhere and so what you're talking about that reminds me of this video we didn't show it says and con that a lot of people came up to me afterwards asking about was sort of landing and takeoff and we had a video that we showed internally of you using the thrust magnitude yeah so that's really cool just having it hovering off the deck like 20 meters and then just scrolling it down to the point where the thrusters no longer had the capacity to get up in the air so it gently settled down and then scrolling it back up to move it really nicely up and down rather than just the current sort of coming down coming down I just slide a bit into the ground I don't know if I can use an M 54 granaries and m54 a ground race it's got wheels

  28. 00:22:09

    it's got wheels in a really big engine on the back it's gonna you're gonna have to resist it taking off though it's gonna be it's gonna water flood I just want it to lock the flaps in place somebody will try it something for me because I'm a terrible pilot all right and to the other spectrum from the live chat there have you considered having some ships require a rocket style takeoff in heavy gravity you literally just like point straight up and take off if they're too overladen or gravity of the the planet requires it do that our ready like with the it's a less open well in some ways it's a more optimal Vito the problem is a lot of the ships

  29. 00:22:57

    are not really designed to sit on their tail yeah they again using the reclaimer as the example at the moment in game when you're in Vito mode you keep up and then you see this weird dance where they try to get high enough to go out of landed mode to put your engines back whilst aiming as high up as possible and kicking it into normal flight just before they hit the ground I think I would much rather if you do a runner and get lift off of your wings and then pull up and carry on like that just sitting on your tail and taking off we like the ships are just not really excited to do that they can struggle I'm taking a great cat and and and wedging it underneath I'm sure people have seen people do that all right a will open

  30. 00:23:49

    doors hole holes hole holes holes in the hull and hold damage affect flight with the new model not really but there's a caveat to that right for first start in the interest of this game actually functioning and having a reasonable frame rate we don't actually simulate all the intricate details of the air dynamical shape so when you're an atmosphere and you make a hole in the ship it's not really gonna change much just simply because we just don't simulate to that degree it's just you know it's necessary however if you lose chunks of your hip and the mass changes that will affect the handling magic so shoot it more yeah as a follow-up to that from the live chat how are you calculating drag is that based on the ship's actual silhouette or are you tuning that variable per ship

  31. 00:24:38

    yourselves so pretty much we we voxel eyes the shape of the ship to these big like they're about 1/2 meter yeah 1/2 meter wide voxel squares and so we've oxidized the shape of the ship and then we take the the area of the of those voxels in each direction so it's kind of like a very simplified silhouette it's not completely accurate but it's fast and we need good frame rates so yeah that's there is the constant struggle you know in all of stars involvement is you take it to the point of of you know realism and then you have to bring it back to fun you have to bring it back to performance so it's a constant give-and-take I think the OGS guys would be upset if you undid all their their work on performance yep absolutely by simulating

  32. 00:25:26

    holes in the hell yeah from the from the thread will a true velocity indicator be added when this shows true speed and not just a longitudinal yeah absolutely that was one of the feedback things that we got from a lot of people yes Susan con so yeah absolutely so so how do you do we do we know how that's going to manifest itself is it just gonna be another take on that on the UI here so we still haven't really decided because again this came out of feedback from citizen continent but the options are pretty much to replace the current velocity indicator with the true velocity indicator or to have to mm-hmm and have the true velocity one and then the Ford one order back to make maybe that's something that can be customized

  33. 00:26:15

    through that component the component system you'll be able to choose probably more front-end option yeah that component sizing it's sort of there's there's arguments for both options and in scenarios like that is usually easier to put it in the options menu and let people pick what they prefer yep for sure I can't see I can't see the chat right now but I'm sure that people are praising appraising whatever deity they want at the moment thanks votes want for the first option - for a second with little to no restriction on speeds up - up to the cruise velocity cap what game mechanics will be implemented to force players to slow down and for dogfighting to occur well

  34. 00:27:04

    we in our panel we talked about it now yeah if you get up to those velocities you're you can really not turn yeah well we're very handicapped at that speed even in decoupled you really like you just drift for miles and miles because the ships don't you know I'm nearly the acceleration they once did so you just you just drift and it's it's useless so you know the option is there to it to escape and if people want to escape fights and and maybe someone can chase them like the hope with this was also that you could chase them like like one of the topics that came out of removing a b2 was if we get rid of that acceleration limit and we let you accelerate in all directions uniformly you can actually chase people and we would like that to be a thing but for for slower dogfighting

  35. 00:27:52

    you're just so useless if you're not at the slower speed yeah this I need to slow down cruise combat or combat or crew spaces must like its own separate style of combat to regular dogfighting if you want to have that talk abouting experience you can't really do it a cruise speeds if you do it crew speeds you're in this probably in this weird scenario where you're two ships chasing each other decoupled yep right turret essentially turret up high loss T in one direction shooting each other until one of them decides to uncouple yeah in go well yep more accurately just slide off into the distance okay we still have all the same flight modes pre SEM cruise because I think we lost free didn't we

  36. 00:28:40

    yeah we lost pre and well we've kind of lost crews as well yes this is the SDM living room yeah Priya's been replaced by the acceleration limiter the idea being that you can you can slow yourself down like not in velocity but if you slow yourself down in acceleration you have more control over the ship and that should remove the need for pre where that was though well I appreciate that see first I don't want to say how many times I flew I didn't know I'd never noticed that I was stuck in pre and I was it was really you know it was like two years ago in the toy and that when we did those team anvil vs. team ages which I should say a still one it was my team versus Tyler's team and since he's

  37. 00:29:28

    sitting right there that's a good time to bring up that my team did win this despite me a little stuck in pre the entire combats period and make it he threw something at me let's see with the new ifcs do you also review ship masses folks are pointing out in chat that you know that Valkyrie is listed at like 75,000 K where the warden is listed it like 238 K yeah there's there's there's lots of weird things going on with Mass in just our citizens history there's some quirks with the old system didn't didn't particularly like extremely high masses which led to this scenario yeah a lot of lot of those thank you for getting back to my camera didn't we can

  38. 00:30:20

    really put their true mass and their true mass was still like a design derived value that we had to go calculate by hand but because we were limited to a certain scale we had like the mass on paper that it should be versus the mass we could put in game to make it function you know and then if someone was updating the stats page like it would I don't trust the thing that's written on this page here I'm going to go check the value that's in the XML in-game oh this is different I'll put that one on because that's what's in games that must be right yep but no for this new FCS I think pretty much every ships masses being put to near enough the correct one the vowel creep mass there sounds like it's the two lights version

  39. 00:31:10

    that the Vanguard one is the closer closer to their light when we did that past a lot of the ships got heavier and everyone was whoa what's what's happening here that is towards the heavier end of stuff and and for for stats Hawkes I can tell you that we're working with our turbulent in our platform team right now to to attempt to basically pull those stats directly from data Forge instead of asking lovely people like John crew to go in and continuously audit them over and over and over and over again in addition to all of his other duties so yeah that's just it because everyone loves to moan about the stats page though everyone keeps saying well why don't they just do that anyway and it's because we have items on the stats page that don't exist in game yes like jump drives and try to

  40. 00:32:01

    think the computers have gone missing for a while so we've we've always been in this position where you can just do it from the in-game stats so they're always had to be that man you bet so till we have all those items in the ships and we can do that it's there's always been a manual process and as we all know where there's a manual process there's sticks there's a route for human error yes I don't want to say soon or anything like that but I say that we're approaching a period where we can actually start actively working on on that link all right can we expect to see a separated VTOL without landing gear mode with the new flight experience basically yeah people people want to hover around without having to to lower the landing gear all the time or being forced to lower the landing gear absolutely the reason why

  41. 00:32:50

    this actually came up I thought was really interesting and some of the really big ships that have low accelerations like a well I'm thinking of the javelin but that's not in game the Idris is actually also an example of this it's so heavy and it's accelerations are so low that it not hold itself up if it's not in VTOL mode literally at all it will fall so the need became apparent to what if we actually have VTOL and a different control so that you can go into veto mode when you're entering atmosphere not necessarily landing mode and then then the interest can can hover and without it you know yeah you can't and so that's gonna go across all the ships that have veto modes Cutlass there's loads of them actually yeah specifically saying veto doesn't specifically mean engines that

  42. 00:33:38

    rotate and do crazy obvious things there are ships that have built-in veto thrusters in the I can the underside at the starfarer actually has some big under underbelly veto thrusters so visually they look like yeah giant maneuvering thrusters yeah so if you hear a ship saying oh it has to be tolled mode now we're not done some secret we worked at big spinny thrusters left right and centre to everything yep I was just remembering the days when the constellation whether or not comes later when the Cutlass thrusters in the back we're constantly doing this yeah ideal another thing that I think is useful to bring up here is the constellation fans and the aurora fans yeah so they were

  43. 00:34:28

    gonna make those work as well and they're kind of a unique case there's a special kind of thruster because they depend on atmospheric density so we're making a new type of thruster which you've never had before which is a thruster based on the atmosphere which are those funds and so they will thrust in atmosphere when there is enough air and as you go higher and higher in the atmosphere they will actually become weaker and weaker and weaker which is really cool so those will work in the Aurora and the consolation now the Starliner think house well some game though is it no yeah yeah Charlene has a big fans and wings soon as the represent we've not forgotten about you have forgotten about me everybody's like karabast eyeliner hey I

  44. 00:35:20

    even send back todd papy and talk to him about a personnel a people transit system and like like I was like I don't know why but it's well I dunno why but it's just a it's just a place close to my heart all right since we're talking about vetoes if the power and endurance of maneuvering thrusters is being reduced overall how will some of the larger ships that don't have vetoes be able to take off and land without burning them out if they don't have a veto but they can take off it's pretty much the answer there is there is a line that can be crossed where things become a one-way yep one-way trip yeah there's there's no way around it I again this comes back to what I said before like just because they don't look like they have big brito

  45. 00:36:08

    thrusters doesn't may not have them doesn't mean they don't have them so but things like the javelin yeah when that if that decides to go in atmosphere that's that's going down as people have seen on de mer and that's not coming back up again yep for sure yeah all right from the live chat anything you tell us about how missiles are affected by the new flight model currently they're not if I'm being quite honest missiles are not on ICS team they're on another team - they are getting some attention at the moment hence why we asked for that feedback in the the PTU section I think a long term after you know we released this new FCS III I

  46. 00:37:03

    think it would be nice to include missiles in the atmospheric system and to try and get them a bit more in line with the rest of flight so that you know we have a very unified set of flight physics that's not gonna happen for the next release anyways yeah sure from the thread will an experienced player in a more maneuverable ship like the m50 be able to gain an angular advantage like I think that means like getting above below or behind on another larger fighter like a Super Hornet or Vanguard it's a very specific question but it was fun I know we had a lot of votes so the situation was a very specific situation that got a lot of votes so I think yes and I say think

  47. 00:37:55

    because I haven't played tested that situation their specific situation yeah yeah but on paper on paper yes yeah okay here's one for you guys that you okay I can already feel John crew twitching fixed maps controls are considered to be in a rough spot in contrast to Gamble's which allow for much smoother control are there any plans to change basic controls for a mouse so I guess there is somewhat related to ifcs and it's really a ting we would fly over all flight experience yeah because like we talked about combat is not just flying it's about shooting there are changes we want to do to that like combat and gunnery and interacting with

  48. 00:38:47

    aiming aiming and how you aim and how gimbals work yeah I don't want to commit to anything here and now but we will be doing some form of update yeah that is a that is a currently ongoing discussion that's that's an active discussion we're having with Chris at the moment about potentially some very big changes to how aiming and interacting with game work yeah yeah well I'm going to what I'm going to recommend to viewers apart TV is that we're gonna try to get Chris on the show one more time before the end of the year we've been trying for a quarterly cadence we'll see if we can put that question to Chris when we get them on there and if not we'll be right than that calling all tips did you have something you wanted adder when when we've got something

  49. 00:39:35

    the reason hesitant took is because we haven't physically done any changes yet towards it hardly even decided yeah they were going to do there's some options on the table some some very big changes from what's been done in the game since day one and really until we've got them in and played with them I don't want to get people's hopes up from way or the other yeah it's one thing we're always talking about stuff on the show and calling all devs or a TV that are also always subject to change but when we do decide to talk about something this is a good time to talk about this we talk about it when we're pretty confident on what our current intention is you know as we talked about that's like even though it may change after testing after feedback from you guys and it tells us it should be something different we talk about things when we have a confident idea of

  50. 00:40:23

    what our intention is with something like this with the mouse control and stuff we are still determining what our intention is and those that we're still examining different possibilities and deciding internally what that intention will be and then we have to start developing and stuff so when it's in that kind of situation we don't usually play the cards a little closer to our vest just because it's not fair to our viewers to get half of them have other hopes up or something that turns out to not even be something we're going to attempt yep yeah when we go something will we can do this again or we can do calling or dos or maybe Krystal answer if you can manage to get one yeah so so let's put a pin in that one just just so people don't start going crazy like Oh everyone say no we're still we're discussing what level of change if any will be will be attempted all right what

  51. 00:41:13

    else we got and decoupled and b-cup are coupled in decoupled modes can we expect rotation rate to be the same in both of those yes well it was it not previously it should remember I'm just going to say I thought it was but I'm by no means the expert pilot so given how the system works right now they should be exactly the same and if they're not what is it from the live chat how will the new flight model treat asymmetrical ships when in atmosphere yes I really badly that's pretty much it it's the price you pay for yeah having these these older quirky ships that they do do odd things yeah they they fly they

  52. 00:42:07

    fly strangely and I think one of the best examples is the counter of the name of the vanduul ship that has one we're so excited besides it it has a tendency to turn and roll you know so the thrusters will try and counteract that because you know I FCS is job is to keep the ship stable it'll try and counteract it but you'll see the thruster it's fighting that yeah this is a good time to mention that this is also going to be dependent on the severity of the asymmetry you know a you know something like the scythe is very clearly and like this well something like the star runner for instance you know is immaterial asymmetrical you know to a lesser extent yeah the the star runner is is almost symmetrical with very minor differences too it's like you

  53. 00:42:59

    know it's probably going to be a fairly good atmosphere because it's got quite essentially a large delta wing shape ish so you get away even the scythe looking taken away the aerodynamics of it the the center of mass isn't hugely off center it is off center and forwards a bit but it's not like it's out at the very tips of the wing which if we had a ship like that I don't think we do yeah that would be almost unplayable in atmosphere you know I remember I remember in a lot of the early meetings with with Paul Jones and and oh my gosh why am i blinking on her name Sarah Sarah geez Sarah McCauley we were talking we were talking about the you know the severity

  54. 00:43:47

    of the asymmetry and what and you know you want enough to give it a unique silhouette you know it's something that's easily identifiable as a star runner but at the same time you know you didn't we didn't want to it in certain situations so so before people start running out an asymmetrical ships are globally going to suck in atmosphere remember that it will be a like most things it's a measure of degrees as I said I have CS we'll try and counter it and in some cases it'll be minor enough that Isis will cope with it and you'll only feel it very minor ly mm-hmm it also depends how you fly as well let's Jeff during Full Tilt you're a big high end of that from that from the thread there will the new flight model make it almost impossible for a planet for a pilot to hold an immobile ship at

  55. 00:44:36

    a weird angle ten meters off the surface of the planet they're talking about the things when you see the Gladius just floating ten meters above the surface of a planet like this so that depends on the ship on the planet yeah and it depends on the planet obviously if you're in like Delamar which is barely any atmosphere well it was Paul behind us if you're in Delamar with hardly any atmosphere you can't do that it's no different to being in space essentially well actually correct myself I don't mean less atmosphere I also mean less gravity that was a mistake yeah when there's less gravity you can do that in places like Hurston where the gravity is really strong a lot of the ships really struggle and generally they struggle the bigger they are so

  56. 00:45:23

    something small like the the Merlin can do that and something like a Cutlass is gonna struggle and you'll see if you say what my hands not high enough if you roll over in the Cutlass such that it doesn't have as much thrust anymore there's your vetoes are now not pointed down the thing will start doing this and you do it more it'll start drifting down more and more and more and then you'll rotate it back again and it'll kind of study itself so yeah yes you can no longer do that but as I said it depends on the ship for sure the Gladius actually can hover like this because the mains are really strong they're so powerful like if you get into that not balancing point it can stay there yeah the main thrusters are just firing at 40 as long as the main thruster is below

  57. 00:46:11

    but if you're you know as long as you're like this but if you're like this I've seen ships hovering we didn't note with their nose you know ten meters off the ground so that will drift down for sure and you should see like when you've got your Gladio is hovering like this you see all the thrusters firing to let keep it steady we're just which is cool yeah any plans for an autopilot so we actually already have an autopilot but it's it's not for player use I guess we use an autopilot for all of the AI flesh so we have this internal autopilot where you can you can queue up commands and the ship will go and execute them and the AI flight AI team uses that to control the ship's do sort of use it I guess for the automated landing yeah

  58. 00:47:00

    treant the automated landing and takeoff uses the same the same autopilot and for small ships I can't ever well sequence is it's like you should really be doing that yourself for multi-crew ships I would imagine we would remember yeah your task when AI crewmembers to folks oh yes it would be doing autopilot but it's by proxy oath yep there's a NBC in the seat there's no plans currently for a player authored autopilot like I'm gonna sit in my ship and plan a route and then sit back and watch it fly that's that's we don't have any plans even even on the big cap ships where you you would plan your route but it then sends it to the helmsman to go or intend to this direction for this amount of time they've now changed to this one you know just hearing you say that there's

  59. 00:47:48

    auto takeoff also Vantage as it is I don't think there is four players we do have the takeoff system but I think it's AI ships are using it okay theoretically we could do it yeah I mean it might be something that we want to do for squadron we had a very rough version of it for the squadron livestream just because it makes it nicer than to show off than laying players in the Gladius in the in the addressed hangar in the Gladius that's obviously a very confined bass to hover up and then go out the front so that that bit was automated during that live stream but that could be done well that can be done manually

  60. 00:48:37

    at the moment is the purposes of showing it off it's much nicer to automate it so I'm thinking about Laurel restricted areas I'm thinking about Laura ball getting into and out of Laurel there's more people more people go to Laurel and Stephanie and so I mean just where we're pontificating you're saying that the tech exists but there's no currently planned implementation for an auto take off for players so nope no tech exists for AI but not players we would like you to fly the ship yourself generally speaking whenever we can of questioning the live chat we're almost wrapped up here what do you think of a possibility to allow us to save presets like to save a different throttle or

  61. 00:49:24

    thrust of settings so we can activate them in specific like environments this was something that came out of citizencon feedback a lot of people asked for this it's definitely something we're discussing yeah for sure it's got got some benefits obviously downsides is stuff that we hadn't planned on doing so it's not in the original scope of work yeah we're talking about it but I'm really I think the thing that a lot of people talked about was a presets for the for the power MFD mm-hmm so you can yeah you know you can hit a button and overclock specific thrusters which we might need to have them yeah I agree with that we briefly touched on it in the panel talk that this was literally the

  62. 00:50:12

    existing UI at the time yeah with all this stuff jammed in whereas if we were doing this from scratch we would have a different interface and from talking with the UI guys even in the original concepts for what's in game now there was this runner just being one humongous list of items it was essentially grouped grouped all the items together and then that group had its own toggle yep he could toggle off all the coolers in your shed or he could toggle off all the power plants in your ship rather than just have to go click click so you could for example change the power settings on all the manoeuvre thrusters as a group yeah and then all them all the mains as a group but that I guess that would be the end goal yeah I could use that last but I think here are we ever going to

  63. 00:51:05

    see a return to dynamic speed caps like when the thrust of mass ratio affects how fast I FCS will let you go for maximum cruise speeds so not in you know not in space but we do have a dynamic speed it's not really a speed cap but there's a speed limit in atmosphere that is dynamically like stumbled on because of the drag so if you like overclock all your thrusters and stuff you can actually increase the top speed just because you can push against the air harder but in space I'll never forget all those people on the landing pads are loose are just going up to their ships and taking off all the weights and just leaving them on the landing pads just to go slightly faster ya know so pretty much though we're not gonna do that it's

  64. 00:51:55

    if we if we were to do it in the future not that there's any current plans to there there would be some restriction on that still and I I don't think we'd ever consider just an infinite expanse of it there would be if you took off one thing it made it x percent faster if you took off everything it would only be a little bit more rather than dynamically scaling that that's what happened before and people proved why they weren't allowed to do that somebody just say I look like the lovechild of a book Abe Vigoda and Leslie Nielsen and I can't help but laugh because he's kind of right before we let you go anything any final thoughts you want to share with the

  65. 00:52:41

    community about your work on the new flight experience not usually I think one of the big takeaways from today we should really be the first question we answered which is our goal here yeah this is the the main centric lobe maneuver where we're going to find some balance where we make that experience fun but also you know realistic and this and the scale so yep to learn so all the pro pilots out there have something new to learn it's not going to be like how it was a sort of today drops everyone's going to be back to to square one and if you want to challenge then the challenge is going to be learning how your ships fly and how to maximize them I think because you've

  66. 00:53:30

    learnt definitely the case that when this flat model drops is gonna be a lot of relearning how to fly which i think is exciting mm-hmm I don't know if that's everyone's gonna be too antes but I think it's really exciting and it's really cool that we can it's good to finally talk about it because we'd sort of yeah being quiet about it for a long time and now people hopefully know why we were quiet about things yep as with any change this is any change to anything in the world but star citizen is no exception there will there will be resistance when it first comes up from from from people who just resist change in lawless forms but from my perspective and seeing what you guys are worked on and I think I think if people give it the chance people give it the chance of

  67. 00:54:17

    people it participate in the feedback hits spectrum then both the chat and the forums you know go to go to the streams you and talk with the talk with your fellow players who are playing and stuff like that I think there's I think this is a this is an exciting opportunity to to grow from here because what you know when this goes but when this goes live this isn't it this isn't the it's out in 3 3 or 3 4 and then we're done it's this move to you to iterate this will continue to evolve but I think this is one I think this is one of the most exciting revamps that we've had to start a citizen and that would like to add that you know there's a point that we want to get to with this flip model where we can tentatively call it finished like we we have the vision that we have that we've laid out today and we're gonna work toward making that vision fun and the

  68. 00:55:09

    hope is that iteration will get smaller and smaller and smaller over time until it decays - it's done and you know we're happy with it we can leave it alone yeah we don't want to keep revamping the flesh delivery lives forever and never never never reports from people to relearn every genders ok gonna get it to a fun state and then we're gonna call it a day remember you said that alright that's it for the show for the show this week guys thank you so much for joining us John crew and David Colson as far as housekeeping for everybody else a reminder that we have two different a community contests that are about to start in just a few minutes we are approaching Halloween so there is a Halloween pumpkin carving contest we do that just about every year I think we've done that some variation of that every year I know that a kin shadow usually brings a game when under that so I'll be

  69. 00:55:58

    looking forward to that one specifically and then of course we have a new fort contest you face over IP contest allowing people to send us screenshots of well you can find all the details out on spectrum so look there lots of fun stuff to to to win the some you know honestly you guys have been killing it this year with the amount of you know interactive stuff for the community so that's that's our community management team so he's right here so I have to tell him he's been doing it cuz he's been doing a great job I'm not involved in any of that stuff and they're doing way better with it so alright guys that's it for this week I'm Jared that's David that's John we'll see you next week can you tell you what we're doing next week next week I think next week we have a Shawn Tracy and Josh Sherman we're gonna be on to discuss the follow up so they're saying on panel the bringing

  70. 00:56:46

    characters to life so you're not gonna want to miss that lots of cool stuff there so take it easy we'll see you next week everybody you 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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