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Around the Verse

Around the Verse: Episode 1.57 (2015.08.20)

20 August 201500:35:05857 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:00

    [Music] On the next Empire Report, after the overdose death of Nadine Rampino, her friends and family are saying it could have been prevented if Widow was legalized. Could lives be saved if the use of the drug was safer? New allegations emerged today during the equivalency score fixing trial on low. Testimony from former Imperial Department of Education worker Arthur Beno implies that the corruption may be even deeper than previously thought. We look at how many other systems could be involved. Zero G yoga. Will Terra's new fitness trend be good for your back or potentially break it? What you don't know could hurt you. All that and more on the next Empire Report at 2200.

  2. 00:01:13

    Welcome to episode 57 of Around the Verse. I'm Sandy Gardner and I'm Ben Lesnic. 57 just like the catchup. Oh boy. All right. Sandy is back from the UK. I don't think that was meant to be for me. I think it's probably my line, but uh you let's go with it. Yes, I am back from the UK. Uh it was a lot of fun. We we did a lot of hard work setting up Citizen Con. Um and of course we did some more performance capture work for Squadron 42. Um it was very Yeah, let's have Why don't you tell the story? Holy moly. Yes. Uh I went to the Citizen Con venue. We have been doing the tax setup, the seating plan. As you know, there is a Concord in there which is very cool. So quite a few of you will be able to go inside that and visit it. For those of you who are coming, we are a full event. So if per chance that you can't make it

  3. 00:02:03

    and you already have a ticket, please let us know as we are very full. After Gamescom, I went to London and Manchester. And in London, we were doing some motion capture and um some pickups there, which was pretty exciting. Um I shared a little bit on my Facebook page, but we can't really talk about it. And now you're back to Star Citizen Marketing here in Santa Monica, and you're looking for um you're looking for some help. Is that I wouldn't call it boring by any means. I have just done a forecast for the next 18 months of a marketing plan. So, I need help. So, it's a little different from other marketing jobs because we do I wear quite a few hats. So, if you're out there and you enjoy events, merchandise, um the CS is also involved in it. Uh

  4. 00:02:51

    marketing, branding, you know, all the traditional marketing aspects. And obviously, we're very front facing. We're involved in the community a lot. So, it's quite the exciting job I would say. And uh Chris Roberts is also back. He uh spent some time working on the performance capture and uh came back to the US only to do a presentation at Intel uh about one of their new hard drives they're launching. Here is a little trailer we put together for that. Heat. Heat.

  5. 00:04:18

    Preparations for Citizen Con are also now in full swing as well as Ben going to Dragon Con with Dave Haddock and David Ladyman. Yes, I will be doing a Star Citizen Q&A on Saturday during the con. That's uh Saturday of Labor Day weekend in about two weeks. Um and I'll be on a couple of their panels Sunday uh talking about community management, game design, all that uh fun stuff. And have you tested the Merlin yet? I have. Um, of course I got one with my constellation long ago and it's been great to fly it around and now everyone else can test it as well. Um, through Monday, uh, all existing backers can fly with the Merlin in Arena Commander. Uh, it's a fun, fast little ship and, uh, worth, uh, testing out. And the Gamescom freefly is also happening until the 24th, the Monday. Yes. Uh, this is a great opportunity for folks to bring

  6. 00:05:07

    their friends into Star Citizen. Uh, anyone out there can register for a free account. they can test out the game. They can see Arena Commander, fly a couple of ships, and uh kind of get a better understanding what we're doing here. Um so, you know, like Chris said, bring your friends, your family, your pets. We have thousands of new backers from the Gamescom promotion. So, welcome everybody and thank you to all the volunteers again who helped us out on the show floor because it was so busy. It was like 10 people deep, six people wide. We had a very small booth. Um but welcome to all you new backers. It was so cool meeting all the people um at the event around Cologne. Uh I I randomly went to dinner one night and got seated next to a couple of Star Citizen fans. Uh it was really cool. You just you came back with so much energy uh from you know people who understand the project,

  7. 00:05:54

    who care about what we're doing. Uh it was very cool. Welcome everyone. The team in Austin is working hard to get Star Citizen Alpha 1.2 aka the first release of the social module out for all of you guys. Yes, our first release is going to be to the PTU. We need to do some uh lower numbered stress testing. So, we're probably going to kick it off to about a th00and 2,000 backers at first before moving it on to everyone. We'll be announcing details of that uh as it happens uh which should be in the not too distant future. Now, let's go to our studios around the company for news from around the verse. [Applause] Hey everyone, welcome back to Southern

  8. 00:06:44

    California. Uh we are here at the Santa Monica Cloud Imperium Games office. I'm Narian War Morlick. I'm Lisa O'hane. And we are here with this week's Around the Verse news update. Uh so post gamescom uh we've been having a series of postmortem meetings with the production staff design engineering on a global level uh trying to find out what we can do uh for Citizen Con, what processes we want to improve and that's also led to a series of what technologies we want to implement and stabilize for our Citizen Con demo and Arena Commander 2.0. Uh so that's what we've got for the design and engineering side. Uh on the art side, well actually let me start with this. Take a step back. So we have been work doing a lot of work on our ship schedule not just for art but for all disciplines between here we've been working with the UK to make sure that everything is syncing up with what they're doing over on their side and that's uh hopefully

  9. 00:07:31

    going to predict uh more or less what next ships we're going to be doing over the next year. Uh we also have been factoring components into that. So we should have a better idea of what components we'll be able to deliver by the end of the year in the coming weeks. Uh artistwise, we've had a lot of people since Gamescom just taking a week or two focusing on fixing a lot of bugs that have just been existing around the game in general. So in your hanger in Arena Commander, you should be seeing a lot more of those fixes coming in. We also have some people working on the Herald. It's looking pretty good. Oh, one more thing. We've got Kaix doing his magic on our balance pass, making sure that we're integrating all the feedback from our player input. Uh making sure that everything's getting tweaked to perfection like we do every other patch. Think that's it for me. It is. Yeah. Thanks, guys. I'm Darren Warlick. I'm still Lisa O'Hanian. Still. Bye.

  10. 00:08:27

    Hey guys, uh Dave Lingers, lead producer here at Alphonic. And hey, Jason Hutchkins. I'm a senior producer. I'm normally I'm working out of Austin and I'm in Denver this week with Dave. Mhm. Uh so this week got a couple things to talk to you about. Uh the first one is the Arrowhead sniper rifle. Uh so multiple tweaks and uh small changes and new features going on with that weapon. So one is we're adjusting the recoil. Um is bouncing up way too much when you're aiming down sight. So we're kind of dialing that in. Uh the charging mechanic is also going through some changes. We're adding an overheat stage to it so that if you charge too long, uh, it will start shaking and kind of wigging out on you and then eventually overheat, which will disable the weapon for a small amount of time. But the

  11. 00:09:14

    closer you get to that overheat point, the more damage you'll be able to deal with the weapon. Uh, I've also been making uh small changes to the scope, um, some of the actual uh, texture work that's on the scope itself. And uh the last change we've been adding to it is a variable zoom back in so that when you scroll the mouse wheel, you'll be able to toggle between uh a couple different zoom levels depending on what your range is. And uh we're here with uh Todd Papy, the uh first person shooters design director. He uh was here last week as well working on the cover system. Um that work's continuing. Uh this week we finished up doing the hipfire uh peakout. So if you're like uh in cover and you're peeking out around a corner, you can uh hit a key to step out and uh

  12. 00:10:02

    and take a shot from the hip. Mhm. Um another thing we've been working on is just various gadget place issues. Um so we're working on a the new rig right now and coming along with that we've had some issues with gadgets getting stuck in players hands or getting stuck in walls, getting stuck in stairs, just a host of like edge cases. So, we've been working through those issues to make sure the gadgets are always getting placed down properly every time you you click that action button. My favorite one was when the uh shield got attached to the torso like this was awesome. Shields the upper half of your body. That's Yeah. Splash card. Uh let's see. And then um with the new uh rig for the skeleton uh we are also reparing the weapon uh to the hand. uh previously was

  13. 00:10:51

    closer to the spine uh on the new rig and this is going to help us um the new rig is going to help us with a ragd doll and uh any kind of hit reaction animations that we're doing as well. So, we're excited about seeing that coming online. Mhm. Yeah. What we had before uh when it was parented to the spine was the hit reaction animations would play but the weapon would stay frozen in space because it wasn't attached to the hand instead of the spine. So, looked very very goofy, but uh yeah, that's getting fixed up now as well. Um, I think that's all we have for you guys this week. Thanks again. Bye. Hey guys, Jake Ross here, associate producer with Persistent Universe. And here with me this week, I have the brand new What is your name and uh occupation?

  14. 00:11:42

    Hi. So, my name is Ali Ali Seafuri and uh my occupation is a technical artist and a tool engineer. So yeah, uh Ally joins us from Orlando, Florida, right? Yeah. So, uh new to Texas and uh new to the Texas heat, although pretty hot down there in Orlando, too. It is, but here is hotter than me. Yeah. Uh so, yeah. Yeah. We got to give you a little update on the persistent universe. So, um, this week we have our animation team starting, uh, on a, uh, specific custom bespoke skeleton for a character in Squadron 42, who shall go unmentioned at this present time. But, um, uh, all that to say, we are starting on kind of these new custom skeletons for each for each of our hero characters in Squadron 42. So, they'll be different sizes and we'll

  15. 00:12:28

    get a little bit more proportionate to the to the people that played those characters. So, uh it'll be it'll be like the they'll be the actual sizes of those people. So, that's pretty cool. Um we're also starting kickoff on uh our next planet side landing zone which will be microte um also in the Stanton system. So, it'll join ARC Corp um in in that regard. Um so, yeah, we're going to be working on that here pretty soon. So, uh look for some concepts and design work there. Um going to pass it off to Ally. Ally, tell us a little bit about yourself and um and uh what your near-term focus is going to be. Sure. So, about my background. So, I have been u in visual effects since 1998. Mhm. I started uh as a self-taught artist and uh actually my background was in physics, but then I went to Malaysia.

  16. 00:13:16

    I got my bachelor's in animation and I was working there for a while as a visual effects supervisor. And then I uh came here with a student visa actually to United States and I studied u visual effects I got my master's degree from SCAT and um after that I started directly you know just right after that I started working with EA sports as a technical artist and my focus over there was procedural tool creation for artist and um for a short period of time I was working for an architectural visualization company where which were you know using um real-time technology to uh implement all the you know um what is it called like architectural aspects for luxury hotels and everything in uh for the users and uh right after that I came here so I'm here as a technical

  17. 00:14:06

    artist and tool engineer as my title uh says we're kind of between artists and um engineers so that uh you know we can facilitate the art uh pipeline and uh we create tools tools for for artists so that um they can create their assets easier, they can access to the engine easier. So mainly my focus would be on Python and C++ for Cry Engine. So that's the background. Cool. And then what's your uh current task that you're working on right this second? Right now I'm creating a selection filter so that uh the the users can just uh filter the selections based on uh what they need the object type you know for example if it is a light based on their field of view based on their radius or you know it's it's just a ongoing test because

  18. 00:14:54

    later on we're going to add to it more and more. Yeah. Awesome. All right guys well that's all for you. Um and we'll see you next time. Thanks. Bye. Uh my name is Alistister Brown. I'm the director of graphics engineering here at Foundry 42, responsible for the graphics team here. And uh I'm just here to talk to you today about some of the work we've been doing for the recent Gamescom demo and uh and the next release of Arena Commander. So we worked on three main features for the Gamescom demo. Um the first one was the quantum drive. So, our VFX artists did a lot of great work trying to really sell the speed of the quantum drive, but um we needed a little bit of bespoke tech to uh to really make it shine. And uh one of them was the the

  19. 00:15:43

    blur effect, which you probably saw on the demo. It's particularly noticeable when you slow down as you approach the asteroid field. And we had a bespoke shader written for that. So, it really got the the sense of speed. Um that was written by one of our new graphics uh engineers here called Ben in the UK. Um, another piece of tech we worked on was for the asteroids. Um, the sheer number of asteroids in the demo causes a bit of a performance problem. Um, because we haven't quite finished all the tech we need to support the number of asteroids we want. So, uh, we used the mesh merging system which was recently being completed here in the UK, which is a system that allows us to combine many meshes together to, uh, increase the performance and reduce the burden on the CPU. Uh so we managed to use that system to get the cost of uh sorting and uh rendering the asteroid field down from about 20 milliseconds down to 1

  20. 00:16:31

    millisecond. Uh which is crucial to actually make this you know the performance viable and to be able to get onto your machines u at a sensible frame rate. And the third feature we worked on was the multi- crew uh damage system. So, the new ships like the uh the Taliator and some of the other ships that are becoming uh flight ready soon, things like um the Constellation and the other big ships, they all needed um a bit of extra work for the damage system because they have these modular pieces and we need to make sure that the damage system will work no matter what modular pieces you plug into your ship. So, that required a little bit of extra work. Um yeah, so that there were the three main areas we had to work on for Gamescom. Uh, only hope you liked it. That's it. Thanks, guys. Thank you to our students from around the world. Uh, things are

  21. 00:17:20

    looking great. James had a chance to sit down with one of our character concept artists, Jeremiah Lee. Take it away, James. Thanks, guys. We got the character concept artist, Jeremiah Lee. Jeremia, how you doing, man? Hey, what's up, man? Thanks for coming on. Good to be here. So, what you working on right now? So, I'm currently working on the Schuin Miners, uh, the EVA suit and, uh, the guys in Texas. That's right. They're talking about um grabbing minerals and stuff from asteroids and stuff. And so I'm specifically designing the EVA suit for the Schubin um Schubin guys and also kind of just developing just what the NPCs and also what the characters would be uh would be wearing when they go out to EVA. They have a specific outfit and a specific look. So are you doing any uh like NPCs or civilian concepts right

  22. 00:18:07

    now? You just working on like the mining stuff? I'm working on the suits uh for the uh the NPCs and also uh possibly for uh the players. Mhm. So, what were you working on before that? I was working on a lot of uh UE Navy outfits. Uh worked on the deck crew for a while. Um the EVA suits uh for the general crew. Um, like for instance, like the the Bengal you saw on the trailers before, let's say, uh, the Bengal got attacked or and there was a hole breach or maybe uh a side of the Bengal got hit and there's a giant hole there and they need to repair it. They'll send the deck crew out and they'll get on their EVA suits and so you'll see like NPCs just getting on some suits and EVA and just fixing it uh from the outside. And so actually designed uh uh well under the

  23. 00:18:55

    supervision of Rob McKinnon uh just also what the deck crew would be wearing for fire extinguishing inside the Bengal or inside. Um so we have all kinds of suits for uh the general crew. I also did some first pass concepts of just our hero characters um for Squadron 42. Some senators for the Terra fashion. I did some of those and the hairstyles. I did that as well. Terra fashion, man. It's the pinnacle of the fashion world right now. It's not terrib bad. Oh, that was that was terrible. That was terrible, dude. Oh, we got to cut that. No, stay in it. Keep going. Oh, no. So, what's it like working with CR as opposed to any other other directors you've worked with? Um, CR is uh very particular with what what he wants. um he's got a specific vision for

  24. 00:19:44

    especially when it comes to characters since he's worked with um since he did all the wing commanders and also a lot of films he has this vision in his head of this is what I want this character to look like and so it's it's a bit easier for us to kind of hone it to what he wants um but he's he's sometimes you know very lenient on he is that the right word lenient lenient right yeah it is um some like the peripheral like NPCs and stuff Right. Right. Right. So, anything that's based on especially Squadron 42, he's very particular what he wants. But when it's just like, you know, uh like a like a like some med pack that you put on, he'll be like, "That looks cool." Or be like, "I don't take it." But then he's he's a little more um hands on. Yeah. Yeah. But there there are some things where he just kind

  25. 00:20:33

    of lets the artist do their thing. Uh but but since I'm working on characters is a little rough because these are these are characters that you will see on the screen and you'll interact with and so it has to be very specific. Yeah. They're part to the story. Right. Right. And your experience in general. Right. Right. All right. So what do you really want to be working on? Like what what do you want to work on next? I really want to work on the Xian. The Jean? Yeah. Why? What is it about the miniatures you see? Um it's it's just first of all they're aliens. Aliens are always cool. Aliens are cool, dude. They are awesome. And number two is because uh they kind of remind me of the carians from Mass Effect. Um but a little bit more on the military style, but they have that elegance to it, right? Yeah. Which I really dig. Um so I really want to work on it, but would it be fun to like now

  26. 00:21:22

    make the the the Gian Capital fashion? Is that what you're all about next? I'm so dumb. But it really depends on my production designer. So, I'm at his mercy. All right, man. Well, again, thank you so much for coming on. Thank you. A blast. Your art's looking great. I'm hope glad we get to share some with you guys. Back to you guys. Speaking of which, let's check in with Omar Aea and see how our characters are looking. Hey, I'm Omar Aua. I'm concept artist over here at Cloud Imperium Games. And currently, for the past uh couple months, I've been working on helmets. Generally what we do is we get a concept art or like a quick drawing or something like that from either Rob McKinnon, Kelton or Jeremiah Lee, who I think you who I believe you saw earlier in um the

  27. 00:22:13

    episode. And when that happens, the 3D concept art can kind of move a little faster. So I'll kind of give you one example of something that we would get. We would kind of get a sketch like this from Jeremiah Lee and then the end product from me would be something like this. I just I just want to get Jeremiah under the bus. Okay. Well, starting off. So, me and Germuck use Maya. And the first thing I'll start to do is start to build general shape either out of ZBrush or Maya and make sure that we get it onto our base male character. So that as you can see here, the helmet actually fits into the head of our character. So we

  28. 00:23:03

    try to make sure that even when it get our when it's our concept art, when we give it to the modelers, they have the proper scale and reference for the helmets. And we try to keep our topology pretty clean. And then once we get a design that we like or is approved by Rob or who'sever in charge of the concepts, right now it's Rob McKinnon who's our production designer and he's the one doing all the designs for the costumes. Once they like the general shape, what we'll do is we'll bring it into this uh program called Keyshot. And then right before I do that, I'll make sure that all the materials are called out. So each color represents a separate material. And when we do this, it just helps me understand what is what. Like I know this is going to be painted metal. I

  29. 00:23:50

    know this is going to be glass with a HUD on it. Uh these are going to be steel. The colors here don't actually mean anything. It's just the fact that there's a separate material. So here is what we come into. This is a different helmet. This is the reva helmet. And when we were designing this one, the objective was to have a much less obstructed view. Okay, so one of the reasons why uh every time I rotate this, this is essentially just a way to put materials on an object and then get a good image out to start before we paint over. Keyshot is really great at that because it's super quick. But a reason why it starts to be all frazzly is because it's a progressive render, which means over time it's gathering more and more samples. So the longer I don't touch it and I don't move it, the better the image quality will be because it's

  30. 00:24:38

    constantly sampling and constantly growing, growing, growing. So then we give it like time limits. We be like, "Oh, this image takes about 5 minutes to render or something like that." So, we can have a good base to start with. And then where I kind of derive a lot of my inspiration from these helmets are mostly uh vehicle design. And this helmet, I wanted to make this helmet pretty sleek. But then at other times, like we talked about earlier with style guides and depending on the characters position and what they do, you have to get a little bit more industrial. All right. So once we uh get a nice image out of a keyshot, it'll probably look something pretty clean, something similar to this. And then with Photoshop, we kind of try to give it like a little bit of story or just a little bit of grunge and something that we can do really, really quickly. So as

  31. 00:25:27

    you can see, this adds a little bit of glow. It tells what kind of pass this is. This is the very first pass of this one. Obviously, they're going to be working, so it's a little bit dirtier. You have dust on the lens. And then once we get some nice images and the helmets approved, we can start to move forward to either the character is being designed, the outfit for the character is designed previously and there's a rough helmet done or there's a helmet done and sometimes we'll design the outfit off of the helmet and depending on a certain situation which me and Jeremiah will talk and figure out something for that. So, for this one there, Jeremiah did a quick sketch and then I ended up modeling it. And here is kind of what it starts to look like once we get our hands on it. And this one was pretty interesting because it has an

  32. 00:26:14

    oxygen mask that can be taken on and off during certain situations. So, if there is an emergency, it can be EVA capable. And also, we we do the interiors of all the helmets as well. And this one has a pretty decent look of the uh interior padding and everybody knows what it is. So once we get something that's a a concept that Rob approves and that he likes, then we can integrate it into the character designs. So then Jeremiah will put it on one of the characters that him and another artist Mark Decker worked on so you can see what it looks like uh or what it may look like in game. So since a lot of these are 3D models, they're

  33. 00:27:01

    pretty accurate to what we'll end up seeing or what our end goal is. So Jeremiah does a really great job of kind of pulling it all together with the call outs of the types of fabrics which also help the monitor and he'll take my helmet and snap it snapshot it from different angles so that he can kind of photoshop it right in there. It ends up looking pretty cool and you have a fully fleshed out concept all the way from the interior of the helmet to the outfit to the clothes underneath the outfit to what their function is. And obviously, you know, the deck crew is yellow, but it can be a bunch of different bunch of different colors. And also, the lights will glow and blink in different types of patterns and stuff like that depending on what they're doing or the operation that they're actually taking that moment. Uh, thanks a lot guys for listening. I hope it was informative for you to kind of see uh my process for

  34. 00:27:52

    doing helmets and how we are kind of moving forward things in CI and the level of uh fidelity that we try to achieve and of course the immersion of the game. So thanks a lot for watching and hope you guys enjoyed. See you. Thank you Omar. Those are looking slick. You can tell that James Pew wrote my dialogue for this. Lisa returns. Take it away. Ship shape. Hello everyone and welcome to this week's episode of Ship Shape. This week we're going to be talking about all of the hard work that goes into our ship releases. We're going to be talking about the people involved when new content comes out and also highle

  35. 00:28:41

    strategy and the ground level strategy when we're releasing new content to you. So to start off, there are three people who really drive all of our new ship releases. Those people of course are Sandy, Ben, and Alyssa. Sandy is our VP of marketing, and she deals a lot with our highle strategy. We try to have a long-term schedule, and she's the one in charge of that, making sure that we're prioritizing getting new content out to fans. Second is Ben, our director of ships. He helps out Sandy a lot with the highle strategy and also directs all of the ground level strategy. For example, he'll help Sandy decide when our next three ships are going to be coming out. And he'll also make the decisions about making sure that one is a fighter and one is a mining ship and that they're well spaced and we're giving a good variety of new content as we move forward.

  36. 00:29:29

    Third is Alyssa and she's the associate marketing producer. She works very closely with Sandy and Ben to make sure that the decisions they're making are actually happening. She works a lot with the development team and other crossf functional groups to make sure that we have all of the different pieces from our artists and our designers to give the content to you guys. Now, a little bit about our highle strategy. As you know, we aim to have fresh content to you guys about every two weeks. And this can vary anything from something being flyable ready to a hanger ready ship to concepts. Now, we try to keep a schedule that covers the next 18 months, but as you guys know, things can change around here pretty quick, and that's our fault, the producers on the development team. Thankfully, those guys are really good

  37. 00:30:17

    about being flexible and working with us and understanding that we need to focus on the game needs as a whole rather than just what we can get ready in the next two weeks. And for this reason, the two weeks thing is more of a guideline than a rule. For example, sometimes we'll have content ready sooner than normal, more often a little bit later than normal, or we'll have an event coming up, and we'll know we'll want to hold on to something for a week to make a bigger deal out of it when we know people are going to be watching and excited already. Now, let's take a look at how we prepare for ship releases on the ground level. I have here for you guys an image of a template that we use for our concept releases. You'll see that for every ship, of course, we're going to need beauty shots showing it in a unique situation. We'll need product shots showing off the ship itself. We'll want some videos. We'll

  38. 00:31:06

    want a blueprint image to share with you. These are things that we need for every concept release that we have. Now, this template is only a starting point. We're going to need, of course, different situational shots for each ship that we release since they're all different. And for ships with special functionality, most recently the Starlininer, we released some additional images such as flight attendants to help people understand the lore and get them excited about how this ship is going to fit into our universe. All right, I hope you guys enjoyed this little look behind the curtain. As you can see, there's actually a lot of work that goes into bringing our new content to you guys on any level. Hope you enjoyed it. Back to you guys. Good to have you back, Lisa. Ben, did you hear we are high level? High five. All right.

  39. 00:31:57

    I always fall for it. Okay. Next, moving right along. And uh it's time for everyone's favorite MVP. High-tech envelope. Drum roll, please. Miss Gardner, would you like to do the honors? Wow. Somebody was using their Sharpie. Black Cat Jack. Woo. Black Cat Jack has a fantastic role playing thread on the forums that is uh incredibly civil. So, we uh thank you very much for doing a great job of setting that up and uh keeping it good. The big surprise this week is we have a couple of variants coming online. Um starting next Friday, the 28th, we'll be offering two variants of the Vanguard. Um you'll have to tune in next week to see all the uh exact

  40. 00:32:44

    details, but uh uh Germach has been working on these and they look really cool. We uh look forward to sharing it with you. Can we give them an art sneak peek of that? I think we can. Check it out. Be sure to tune in to Reverse the Verse tomorrow at 11:00 a.m. Pacific on Twitch. We'll answer your questions about that sneak peek and everything else Star Citizen related. But I will say that one of the most frequent questions we get on Reverse the Verse is uh where is my ship? Where is uh where's

  41. 00:33:33

    what's the status of the caterpillar? What are you working on on the Idris? How far along is the Avenger? Uh we have created a forum thread. Uh it's in the announcements area of the general chat that uh lists the status of every single ship. Um and we're in the process, thanks to Sandy's insistence, of turning that into a static website. Uh Turbulent's going to do something fancy for us that will tell us uh where your ship's at. Where is your ship at? When your ship's going to get in the hanger, when it's going to be flyable. So everything from the little Merlin to all the way up to the Javelin. Mhm. So, u that should answer all your questions and uh it'll be a very quiet reverse verse uh in our dreams. We will see you tomorrow. Uh thank you to all the subscribers for making this show possible. We will see you next week on Around the

  42. 00:34:21

    Verse. Look at my hand. Come on.

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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