Wingman's Hangar ep024 . June 7, 2013
Transcript — every row opens the video at that moment
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Hey everybody, welcome back. Eric Wingman Peterson inviting you to come take a look with us with Star Citizen, everything related to Star Citizen and the community. It's a nice fun look, weekly look at what happens around Cloud Imperium Games. And you know, come on in and sit down on the couch and enjoy the ride. We have a very, very interesting show this week. We have the weekend review. We have forum feedback. And we have wide world news, tidbits from the real world at large. And of course, we have an interview with 3D vehicle artists Jeff Kavitt. Let's get started. Well, guess what, peeps? You're not going to believe it. We are in HD as we stream. That's right. Just take a look. Let's get a little close and snuggle up. Take a look at that. Isn't that cool? Now, if you haven't gotten the 3D image, make sure right around this area here,
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there's a little gear you need to select. Just select the 720p and you you're going to see every stinking wrinkle in my stinking face. I can't help it either. But hey, we're we're finally streaming HD. Thanks a lot to YouTube for giving us that opportunity. What else is happening this week? Well, Chris is in town. That's right. What does that mean? It means forum feedback is going to be incredible this week. We're actually going to extend it and make it a little longer. Um, and we're looking at new office space. Chris is going to help us look for new office space here in Austin. Why? Well, we're a bit like a clown car in here. We've got elbows and heads hanging out windows. We've got about 30 to 31 people in about 2,800 ft. And so, this space is lease is coming up and rather than extending it further, we're going to look for new space and we got some pretty cool ideas
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of where we're going to be and we'll take you along for the ride. In fact, I think this is a good time for Little Wingman's nose cam. Why don't we take a look around the office and just see how crowded we really are. Let's turn the light back on. Let's go. We're going to take a little slow roll here. Adam's over there. There's Rico. This is why we're all crowded in here. Look at Look at our server room, man. This is just crammed in here, isn't it? Server room. Server. Server room. Right. Right. We are elbows in a clown car. There's Ron. Jeff. What's up, Harry? How you doing, buddy? Cool. There's Jason checking doing some work on the Oculus Rift. Woohoo. They got Jeff with the hair. The dreaded locks, baby. There's Brendan hiding the bear. Tom, we'll take a look around
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there. Look, we've had to put up dividers here. We're just so crammed in here. Let's go around the other way, though. Check this out. Here's the artist room. We have actually seven people in this room, generally speaking. You know, there's Morland's chair. There's Eli sits right there. It's just crazy crowded in here. 2,800 square ft. There's Brian. We'll have some more stuff on the mocap going on. Oh, there's What was that, Chris? Do you have something to say? It's crazy in here. It's crazy. Cool. And then you got You got the show. Start the show. You got Rob over there, Nathan. Kyle's over here. You can see Ben and Britney. Look how close Ben and Britney are. And then we got Justin in there. Justin's backed up to John. I mean, that's a tiny office in there, man. Then we got Pete. And there's the other side of the Origin deals. And then, of course, the man himself. What's up, Chris? How you doing, buddy? Office.
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Yes, Chris's office right there. Right out there in the middle of the pit. You can kind of see we're we're crazy. Almost saw the star map there. Woo! Just had a little bit. There's Chris Olivier. Oh, hey. Hey, watch the camera jiggle. And there's Mark Skelton in here. So, we are just all Hey, John. Go back to the little hole over there, buddy. Anyway, so you guys can see what it's kind of like here, you know. There's our massive kitchenette. What's up, Chris? Having a little cappuccino back in there? Yeah. Making myself a little cappuccino. Beautiful. Beautiful. So, that's You guys can see we are crammed in here now. We only have a one-year lease, so we're about ready to go and and check out some new space. So, come on back. Wow. You guys can see that is crazy. We are unbelievably crowded here. And um it gets a little bit odiferous, if you know what I mean. So, it's going to it's going to be fun looking for new office
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space. Again, we're going to videotape some of that stuff and they allow it to videotape. I guess nobody does that anymore. We're going to be filming a lot of the stuff we'll be looking at. And I think there's one in particular that we're dying to get. Um don't want to give too much away yet, but trust me, when you guys see it, beautiful. We're taking Chris out there tomorrow to take a look. I think he's going to like it. We're also a big big week this week at Cloud Imperium. We hired Harry Jarvis as a new art outsource manager. Joshua Alway starts in July as a new gameplay programmer. In our Santa Monic office, we hired a technical artist, Dave Opresca. So, three new hires and we still got two or three more to go, you know, along the way. And Behavior is up to about seven to 10 people and they're growing. And then we have another company that we haven't announced. They're going to be doing Planet Side stuff for us. We'll be introducing those to you, too. They're out in uh San Francisco. So, um it's
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going to be really cool. And they might just have some veterans from some original wing commanders working there. That's right. Very, very cool. Getting the gang back. So, now what do we look at? It's time for Wingman's weight. Well, we started at 236 in glorious pounds. Last week, we made it all the way down to 214. Yeah, baby. So, where are we this week? Oh, yeah. Sorry. Excuse me there. How did I gain a pound? Well, I haven't been cheating so much, but um I did have a big dinner last night, so perhaps let's hope that next week's a little bit better. I apologize for my transgressions. I may actually have to start exercising. Oh my god. Exercise and the winger. We'll just see how that
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works out. But I do appreciate all the support. Next week, I promise guys, I'll be better. We also have fan focus. This week, we're featuring several fans and their artwork. Hey, welcome back everybody. Now this week's fan focus, we decided to take a look at some of the really cool stuff you guys are doing in the forums, some of the stuff you're submitting. Let's take a look at that stuff now from from AIB 35GL. I've got a special person in here to look at that. What do you think of that, man? Wow, that's awesome. I know, right? That's that's some fan stuff that that's been submitted to us on the on the forums. And that's not all. We got we got like five of these. That's absolutely brilliant. I know. It looks Harold. Yeah, I know. Send your stuff to hrcloudarium.com. We we could use you. Uh the next one's from the called the Barracuda Bomber by
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Stronic Wanderer. Take a look at that. Wow, that's pretty awesome. Yeah. Although it feels it feels bigger than a bomber. It feels kind of like a small cap ship to me. But but yeah, it looks awesome. Yeah, maybe a torpedo bomb. Lot lot of detail. Well, it's just all the detail on the front. It kind of sort of Maybe those are meant to be small tiles, but it sort of gives it a sense of scale. And it looks like those radar domes on the top. It looks awesome. It does. It does look very cool. Uh the Gravis 400F by Rock. Wow. We got some talented We got some talent. Seriously. Yeah. That's awesome. I mean, I'm looking forward to seeing uh when we open up and we say, "This is how you build it. Here's the system to build it." Seeing uh some player generated stuff come into our universe. Look at the scale of that thing. That thing is actually really large. Unless that unless that guy is only an inch tall or something and realiz
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frigate by Hazard 65. Yeah, that's pretty damn cool. I think I've seen that before though. Hasn't that been out before? I saw on the fan art stuff. It's really Yeah. Yeah. I think I think it's in the fan art. We decided to highlight some of the famous Yeah. Yeah. No, we got we got a amazing uh community. Brilliant. Yeah. I think it looks cool. And the last one is the Strybog B Odin. Ah, yeah. The the the famous old Stry Bun that's come along. It's all textured now. Looks fantastic. Yep. Isn't that cool? So, yeah, that'll be it'll be fun to get these. Looks like it may have a few less weapons than when I first saw it. Ori originally it was like it was just basically a flying like mass of guns. Now it's got well quite a few guns but not quite as many as I think maybe before. I could be wrong. It looks great. So it's fantastic. All right. Well, that's kind of the cool stuff we get, right? Scooch you in here, man. Let's get you in here. That's hard with you, Eric. It's getting I know. You
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know, I actually went up a pound this week. It's not But thank you for bringing that up. Yeah, you didn't know, right? Yeah, I know. I went up a pound. I think it was a steak dinner I had last night. All right, so everybody's clamoring because it's good to have you in town because we can get a lot of extra form fibbit. So, we decided to like double up on the questions. You sure you're up for this? Ready? Let's do it. All right. From Zelinga, he says, "Will repair of ships be automated, repair bots, repair shops, or we'll be able to repair them ourselves to some degree?" Uh, so it's going to be a combination. So, we were thinking that generally for the heavy repairs, you have to be down on a planet and have proper repairs and your repair bot will be able to do certain level repairs, but we're also thinking about having a situation on the bigger ships that maybe there's some uh damage that you can go and sort of patch over and repair. You know, kind of think of the
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Millennium Falcon and getting the jump drive working. Uh or uh maybe even potentially, which I'd like to try and get and we'll see though. um some EVA, like you could like maybe get outside your ship and uh like patch up a few things so you can sort of limp to the nearest space and then have them properly uh repaired. So, a little of both is the uh is the correct answer. That'd be kind of fun to do actually get out there zooming around in space and somebody No, no, it would be cool. I mean, the we we you know, it's a first person engine. Uh we just have to do some stuff for the zero g maneuvering. We're going to have some of that already. So, then it's really a matter of getting in and out. Um, some ships it will be easier in than other ships um because they have like airlocks and stuff and we got to deal with the transition animations which just adds more sort of content we have to do on the animation side. But other than that, it should actually be quite doable. How Brian can do that though. One man animation gang, right? Oh, I think we're
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going to eat more. I know we're going to have more animators. I know. from N Paleman. He says, [Music] "How the hell could they have shipped me to Armitage? It is not even close to Earth. Those bloody stupid sons of Tabin." unit email. Consent feedback indicates that your retrieval message has been received. You may wait in front of the bay for pickup. Thank you, Jingo. You are a real bite saver. Dear Wingman, Jingo here is very customer friendly, but Armitage is also very dangerous. Will he and other shopkeepers be at risk
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from shoplifting and thieving pirates or plundering Vanduel? Or will the game mechanics prevent shops from being robbed? By the way, is that Mr. Robert sitting next to you? Dear Mr. Roberts, could you reveal something about the Avenger ship? Because right now I feel an intense need for avenging my delivery to Bloody Armmitage. Out. Who the hell are you? There it is. Grab it. I have it. Move out. It is. I know it is. [Applause] That was great. Very good. So, so will shopkeepers be at risk from shoplifting and pirates and stuff like that or uh uh well, no. So, so basic when you're down
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on the planets um pretty much that's sort of the safe zone. Uh so the danger of being in a sort of more lawless area is what happens as soon as you leave the planet and you know you can get jumped. There'll be people around and there'll be shady people on the planet. They'll be tracking you. Uh but not necessarily uh there'll be any like, you know, thieving or robbery happening down on the planets. Uh at least anyway at the beginning. I mean, who knows once we're live and we're changing things and we actually start to do more stuff in first person on the planets. But right now, the first person planet stuff is about buying, trading, talking, communicating, finding missions. Uh but it's a safe zone. There's no combat. Uh, so therefore, there's not going to be any sort of theft or anything like that, right? Um, and as we open it up, maybe some of that stuff is, but we don't have we're not supporting that game mechanics
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yet. We've already got a enough of other stuff to support to get this game out there. Amen to that. So, uh, what about the adventure ship? Do you want to tell them a little about that? Uh, well, I think, uh, now's not the right time. We're going to be disclosing the Avenger um, uh, when the new website comes online. So, there might be something big coming up at the end of the month. So, uh, yes. Uh, so that's not very far away from now. So approximately about 3 weeks you can wait and then uh we'll uh have details of the Avenger and actually quite a few other cool things that we're going to show you that we think you're going to be quite excited by which we're pretty excited to show you. Exactly. Now this is from Rubeno2. He says, "Will citizens who own a number of the same ships be able to see them all in the hanger? And what will happen to my Corvette? From the recent hanger preview, it appears they will be too big to fit." Uh so the the the simple answer is yes.
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Um, and uh, the I think we've discussed it, but there are different levels of hangers. So, the hanger that we were showing in the very early preview is the base level of hanger. So, that's the hanger that's really for uh, if you've just got an Aurora and um, basically an Aurora, not much else. Uh the next level of hanger up I think. I'm not sure if it starts uh at the 300i. It may start at the uh horn at a freelancer level is uh one level up and then there's another level of hanger above that that uh where the constellation would fit inside. So uh they all built to design and fit the ships and they all sort of modularly scale depending on how many ships you've got. So yes, we were we we we're trying to support uh some of the crazy number of ships and configurations we have out there. Um, I can't warrant that the frame rate is going to be amazing in the
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first drop if you happen to have 50 ships sitting in it. Uh, because we're not we're not really working on the LOD aspects of the engine right now. Um, and in the first iteration of the hanger, we probably won't have every single ship. Like for instance, we won't have the Idris Corvette and a few other things that you can have in the hanger and have access to in the first drop. Eventually, we will. We'll iteratively do it. So the the drop of the hanger that will be in um the August and Games Con is the one that will have all the ships uh that were the base pledge ships. So you know Aurora 300i um Hornet Freelancer Constellation may or may not have the cut list. We don't know cuz that's sort of on the edge of potentially being done or not. Um and there's almost there's a very small number of backers that only have a cut list. I think there's like 200 out
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of you know the hundreds thousands of all you guys. Um, and then as we go on, as the new ships are finished, they'll automatically get dropped into the hanger. And we're also going to expanding the hanger location. So, it's all part of our iterative um development. Never been done before. Never been done. So, we'll see. Uh, so so this will be good. But yes, uh, Reuben, don't worry. Your constellation will have plenty of room and, uh, room for its friends. Now, we know Reuben, too, because he's the completionist. Yeah, he's a completionist. He's got quite a few ships in his hanger. Big thanks. Uh, so big thanks to Definitely big thanks for doing that. And um just make sure you have a fast machine because that's going to be a lot of polies to draw. That's true. And I got go out there and get the top of the top of the line. From Zja01 or one, it says, "What kind of character custom customization options will we enjoy when the hanger module is released? Will we
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be able to create our first avatars?" Um so in the first iteration of the hanger, no, you won't be able to create your avatar or dress them up. I think we're just going to allow you and it won't be you won't be able to choose male or female. It's just going to be a male avatar. Uh I think it's only just going to be the RSI space suit. Uh but as we go along, again, sort of referring back to what we're talking before, those are all features that will be coming online. Uh you know, you don't have to wait till the final game comes out. It'll be sort of coming online. I can't remember on which one of our iterative release schedules uh the customization is. I think it kind of involves uh the planet side stuff, too. So, uh, that would probably, I would think, be debuting more in sort of 2014, early 2014 versus, um, uh, this year. Uh, but
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it's it's part of our iterative release schedule. So, we we basically are going to have a basic hanger, uh, that cover the the sort of necessities and you can do some ship modification and then we'll sort of be adding more items you can modify to your ship, more ships, more variety of hangers and more functionality. then the dog fighting, then the planet side module. And so basically, just think of it as like a lot of the functionality being added and added and added and added. And then by the time we've got most of it done, we'll be ready for the single player alpha of the story and the uh beta of the um system universe. Yeah. You know, and we're kind of that's it's kind of helping us test that process because I nobody's ever done this. And so, you know, this adding and adding and adding, that's what we're going to do to the final game as well. And it it forces us to have our ships polished much sooner, game functional. Uh and hopefully we'll
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deal with configuration issues. Uh you know, we'll be for the very first version of hanger, it'll be our first version of our client downloader and patcher and all these things. Just the process of efficiently downloading new patches and all the rest of stuff. Over time, we'll get this all honed. So by the time we actually start the full the full games ready to go, hopefully it'll be fairly uh a smooth process. Uh, but at the very beginning, don't expect it to be all perfect and flawless because, you know, this is this is the beginning. So, you're going to be at the rocky path at the start and then it'll get better and better and better and by the time the final game's there, it will be hopefully really smooth. Exactly. And and we're we we need your your input to help us out with that process, too. So, from Pyos, how high of priority is combat on planets stations? It would be awesome to have Han Solo Greo type encounter. Well,
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I mean, so I so I just mentioned that the my you know the previous answer that right there is no combat down on planets, right? Um and that won't be a feature in the game um until sort of post proper launch and eventually we'll bring some of that on and it's mainly a content issue because then we sort of have to have larger areas, more characters and we got to design sort of first person the equivalent of first person levels to have combat in. And just to do that with all the worlds we've got, with all the spaceships we got, and all the other action we got is just way too much animations for all the characters that got car, but the engine itself actually can sort of handle that. So that will be functionality we'll add on uh down the road. Um and uh but I I can't exactly say when it's going to be uh at the moment, but it'll be sort of a post-live uh you know, maybe it's an update a year after the initial game
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goes properly live. Uh there will be combat uh aboard ships. So the ship boarding and there will be combat aboard space stations because that's considered a or an asteroid base because they're considered sort of persistent locations in space. Uh so potentially you could get kind of a Greedo encounter if it was on a space station. Exactly. And uh so you're saying that sometime in the future a war might broke break out on the planet somewhere. Well, I don't know. Let's have to see. Let's Let's not Let's not get too Let's not get too ahead of us in front. Fair enough. Fair enough. From Miraluna, he says, "Hi, wingman. This is Miraluna from Star Citizen News Radio, a weekly German podcast. And here is my question. If a visitor is in my hanger, is he able to steal something?" By the way,
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congratulations for your new weight, 214bs. By the way, I just realized why I was shorter on camera than Eric because he had my seat down lower. So, now we're back. This is two two inches shorter than me. All right. At least two inches shorter, but not two inches shorter. Rounder round. You beat me under it. Yeah. Well, so he wants to know, can you steal something from the hanger? So, if you have visitors over, can they take stuff out of your hanger? No, you can't. Same same reason. I mean, the hanger is basically a safe area. Same that we're talking about on the planets. Yeah. And you want you want to have your friends come look at stuff, too. Check out your hanger. bling it out. Yeah. Yeah. No, we're not we're not playing a We're not We're not doing sci-fi thief at the moment. March tale or whatever. Okay. From Pawin, he says, "How restrictive will the NDA be once
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you guys release the hanger module for alpha and for beta? Will there even be an NDA?" Uh well actually that would that would be sort of an answer for our lawyers. But I will say that for uh the hanger um app and we're intending to sort of have a sort of uh use of term screen or something that says basically I understand that this is very very pre-alpha. There'll be buggy code. Uh there may be issues. I'm happy to report these etc etc. I understand it's work in progress in like a big, you know, in big capitals and you hit accept and then you then you can play the hanger because I mean the only thing I I don't want people to feel like is that the hanger is like completely finished and polished because obviously it's not. It's like the very first iteration and part of the reason we give it early is so everyone
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else can give us the feedback and and say what they like and they don't like or find configuration issues and we can find we can basically crowdsource bugs in a way that uh you know it helps actually save us money because if if otherwise you know we would have to have a lot of testers and we are going to have testers on it but um you know for something that's this ambitious and this big you know the only way we truly figure out what the issues are are getting out there super early. So doing it this way, we're hoping to avoid some of the problems that, you know, you saw like Sim City have uh on its release a few months ago. Ouch. From Aquar, are we able to officially name our ships in the persistent universe? Uh well, I think you're going to be able to name your ship. So you'll be able to give you you give give your ship a name. Uh I'm not sure um fully about whether you can
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actually have it sort of see it as a decal on your hull yet, although that would be a goal. So I think we probably would be able to do that too. Um it's just a matter of doing uh projecting lettering um as an applied decal on the outside of the hull. Um so what do we do about uh what are we going to do? I think I think perhaps but those names have to be approved. Let me promise it just yet. Those names have to be approved though. I mean oh well you definitely I mean if there was any public any public facing uh names have to adhere to our sort of policy of uh of our naming policy. The same as if you name a jump point or you name a planet that you discover or something like that. It has to conform to the naming policy which is you know obviously not any obscene or lude uh racist all that kind of stuff. Exactly. Fair enough. Okay. From Roma Potter says, "Are there any plans to develop a mobile app? I
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want to be able to engage with Star Citizen when I'm otherwise engaged." Uh oh, no, definitely. So, I mean, we had it as one of our stretch goals. So, we're planning on having a mobile app. Um, the mobile app that we're thinking of is sort of more a companion piece to sort of check on uh what's happening in the universe, get the news feed, uh maybe uh configure your ship, uh you know, sort of do some bering for missions, seeing if missions out there, accept it, all that kind of stuff. Um so that's what we're thinking the mobile app uh would do. And we're also investigating some sort of secondary screen um options where you could use it as a you know, a secondary sort of touch screen while you're in the cockpit. Uh but um we're definitely um uh planning to have sort of mobile uh support for the game. Cool. From TC McQueen. Hey TC McQueen here, the 127th Angels.
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Listen, we got these vanels all over us before we even know what happens. They're on the address in the starfares before we can even get away from the ship. Tell us, what do you have as far as probes or satellite that's going to help us find and see these guys before they're right on us? We need some extension of range. Yeah. Yes. There we go. Wow. That's pretty Hope he's all right. Yeah, definitely. Um, new satellites, probes. Uh, well, I mean, we're going to let you have a there's a lot of uh different equipment packages, avionics
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you can in in terms of that uh scanning uh for different ships, what you can detect, the range are all sort of upgrades and and uh different features you can do. So, you you can uh and you know, that's going to be sort of bit of a sort of mix and match and give and take. So, if you using a lot of your slots up for like really sophisticated scanning equipment, which maybe you would as an explorer, if you're trying to figure out where a jump point is or do long-range scanning, uh you won't have as many slots for other things like more combat oriented stuff or more maneuverable uh oriented stuff or, you know, power energy oriented stuff. Uh but yeah, now we're having a lot of I'm, you know, not necessarily sure about so probes or satellites, but there's going to be huge amount of different sort of radar and scanner packages that you can uh customize your ships with. Cool. Um, from Sixeron says, "When two groups of
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ships encounter each other, will you be able to tell which are NPC controlled and which are real players?" H, that's a good question. Um, I mean, the default is always that you can tell what a player um, ship is and what NPC ship is. I mean, I think generally because of the sort of handle situation, you probably will be able to, but we haven't really made a choice yet. Uh, I'm actually kind of in favor of immersion. So, I think it would be kind of cool that you didn't know that a ship was an NPC ship or a player ship, but I don't really want to commit one way the other way just yet until sort of see it and play with it and see kind of how it works. And it also has to work with a handle system. Um but yeah, I mean you know my goal would be that you would see the universe getting simulated and people going about their business doing trading runs being you know police actions piracy and uh you know
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potentially you know you don't it's not obvious it's not night and day that one's an NPC and one's a player. Uh but like I said I don't really want to commit one way or the other way um until I've had a chance to sort of see what it what it feels like. Um, the default is obviously you would know, but uh, if we could make it more immersive, it would be cool. I totally That'd be really cool. From Coral, what level of detail will the ship damage have? I know we can't target any part of the ship, but are we able to destroy a wing? Cause massive dents, mess up the paint. So, you'll definitely be able to destroy a wing. Um, I'm not sure we're going to be doing physical simulation of uh damage on like parts of a wing, like you were pushing in a side or you were flying and you deformed a bit of your wing because you clipped something. Uh, but there will definitely be damage levels for
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different parts. So, you can target individual parts, you can damage individual parts, they can break off, they can explode, they can do all that sort of stuff. So, there is a very high amount of damage fidelity modeling that will be on the ships. Uh, and so you should be able to see just by looking at a ship kind of what bits are working, what bits aren't working. Um, so I hope that works as a good answer. I think it did. All right. From vicious luggage, will we be able to change the articulation type of a thruster? I know we can't cram a TR3 into a TR1 slot, but we can change. Can we change a fixed thruster to a flex thruster of the same TR value or add thrust vectoring to a ship's main engine? Uh that's going to really depend on kind of what the ship itself will will be set for. So the way the thrusters work is um the the basically it takes the thrusters
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type rating uh and if it can articulate its range of motion and then the hard point that it matches up to also has like a range of motion allowed on it and then it will take the the the subset of those basically which whichever is least of the the two. Um, so theoretically, um, you could maybe mount a fixed thruster where an articulated thruster is. Uh, I don't know whether necessarily it would be the other way around. Uh, it's sort of going to depend on a shipby- ship basis. I mean a lot of the way the thrusting is working out is uh most of them would probably be articulated and if not it would have to be replaced by sort these are the maneuvering jets a sort of fixed thruster that would have the standard sort of ability to sort of look a little like the um the lunar lander thruster where you can see sort of a nozzle up nozzle um you know out and
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left and right and down and so on like that. Um so it sort of all it all depend on on a ship basis. So it's kind of hard it's kind of hard to say. Um but potentially you absolutely could be able to put a uh you know a different type of thruster on um you know like if it defaults with a fixed thruster uh and the ship allows you to put a uh upgrade it and have a jointed thruster there you'll be able to put that on the uh the hard point. Cool. So from Mac Jerv Eric he says are we hit more or less John I'm sorry they got us. Yeah. If he shoots like that, why
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wouldn't he want to be my uh my wingman? Yeah. No, he could be your wingman every day. I know, dude. That's pretty much how I see it in the back of your there. They're already giving me the Nerf ship, so you know. You sure you want to be in there? Listen, I want to thank you for joining us and uh now it's time for Britney and the most valuable post. All right, take it away, Britney. Right. Exactly. Take it away. Thanks, Eric. Raven EVO started this thread asking the community for tips on playing space sim games. The Star Citizens came out and answered the call with everything from don't crash to eloquent in-game play strategies. Being a novice gamer myself, I especially appreciate the thread. Thanks, Raven Evo, and everyone who participated.
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You've made the most valuable post. Back to you, Eric. Thanks, Britney. And now it's time for Wide World News. One private space company has big plans to prospect and mine asteroids. But while reaching deep into space is going to take a little bit of time to accomplish, they do have one mission planned a little bit closer to home. I'm Chris Lewiki, president and chief engineer at Planetary Resources. In addition to mining asteroids, we came up with another big idea. An idea to bring space within reach for everyone. one that will transform the way that we interact with our cosmos and our own planet. And here it is, the world's first crowdfunded space telescope for you to
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control. Not only will you be able to join the search for potentially hazardous asteroids, examine distant galaxies, or inspect our own solar system, you'll be able to send a picture of yourself into space for the entire universe to see. As part of our mission to identify and mine asteroids, we've made every aspect of the spacecraft smaller and more efficient than previous space observatories. The Ark has a comparatively large main optic, deployable solar panels, specialized communications antenna, onboard screen, and a camera arm so it can take pictures of itself orbiting the Earth. This project bridges the gap between the Earth's surface and outer space, both physically and psychologically. All of us down here are going to be doing something together up there. While our primary mission is to prospect and mine asteroids, we also want to inspire a new generation about space and all of its
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potential. We've come a long way, but we need your support to get this idea off the ground. Make your pledge and join us as we invent the future. If you'd like to get your very own space portrait or perhaps book observation time on the Ark and Space Telescope, visit the Kickstarter page to back the project and re reserve your place in space history. And now, let's take a look back in time with this week in space. June 2nd, 1966, and America is about to set foot on another planet for the first time. Even if it's only the footpad of a lunar probe, Surveyor 1 descends from direct trajectory from Earth. No parking orbit for this little guy. This animation shows how Surveyor 1 looked as
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it came in for a soft landing on the moon. The date, June 2nd. As evidenced by these photos, a spacecraft can land on the lunar surface and probably a man can walk on it. Some of the terrain is very similar to our soil. A man would leave footprints as he would in sand. Many rocks dot the moonscape. Future flights will photograph other possible manned landing areas and carry instruments to measure surface hardness, information needed before men land there. Surveyor 1, America's first lunar landing in space. And that's your wide world news. And now, a thoughtful break with our
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very own Mark Skelton. So, how do you handcuff a one-armed man? H. Remember, if you have a hazy thought, post it in this thread here. We just might use it. Keep it original and keep it hazy. And now it's time for our own VP of marketing, Sandy Gardner, interviewing Jeff Cavitt. Take it away, Sandy. Hey everybody. I'm here with Jeff
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Kavitt, our vehicle artist. Hey Jeff, tell us what you do on Star Citizen as a vehicle artist. Basically, I make ships. Any of the vehicles that the people be flying around in and blowing each other up. And we have quite a few ships. Yes. You're a busy man. Very busy. But I'm I'm loving every minute of it. Awesome. And where did you come from before you came here? Uh before I came here, I was over at a company up in Dallas called Terminal Reality. I was there for about eight and a half years. Uh worked on Ghostbusters, the video games, Star Wars Connect, uh The Walking Dead. Cool. Cool. Before that did a little bit of stint in uh visual effects and post and commercials and stuff. Okay. So, you do play video games, right? Oh, yeah. Totally. And you you've heard of Chris Roberts? Oh, yes. Oh, yes. Played any of his games? Uh, I played uh one of the Wing Commander series at my friend
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Steve's house. Uh, growing up, you know, I didn't have my own computer, so until pretty much getting into college. Okay. But, uh, so I had to go over to his house and and check it out. What what ships are you working on right now on uh we're back back to back to your vehicles vehicles and ships. It always confuses me because it's like right I think of cars as soon as I hear vehicles. It's going to be all inclusive. Yeah. I mean if there's any groundbased ships I'll be working on those too or vehicles. So we've got the Aurora. I mean I'm we're going to have the Aurora, the Constellation, the uh 300i. They're all going to be out for the hangar app. So you're you're probably crunching right now. right now. Um toying around with actually working a little bit with helping flesh out the uh then I heard just heard recently I'm going to be helping out flesh out part
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of the as well. So exciting news. Thank you Jeff. Hope that wasn't top secret. And guess what? Of course he's right here with me. How you doing, man? Doing great. Cool. That was a really nice video there. And Sandy didn't have the red shirt. So, you're obviously one of the newer employees here at Cloud Imperium. How did you get here? Wow. Uh, basically, uh, in a car, right? Well, yeah. Yeah. Basically, when I saw the Kickstarter, uh, I I just knew immediately that I wanted to work on this game. That's cool. Um, and of course, December rolls around, I hear Brian Brewer is interviewing with you guys, got a job. I'm like, let's do it. Got to get there, huh? Yeah. They said basically if you hear anything just let me know. I'll be there in a heartbeat.
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So, and that's kind of what happened. And you were you came from terminal reality, right? You came down here reality. That's very cool. We're very lucky to have you. Um, you have some interesting hobbies. Apparently, you like fishing. Oh, yeah. Love fishing. Any chance I can get uh which is very limited lately, but Right. Well, that's Sorry about that, but you know, we're gonna have to make this game. What What kind of fishing do you like fly fishing? Do you like uh reel fishing? What what's deep sea? What's your favorite kind of thing? Oh. Uh, bass fishing. Bass fishing. Bass fishing. Now, do you eat them or you catch and release guy? Oh, catch and release every time. Yeah. So, you don't eat fish at all? Well, not like salmon. And that that would be a goal, actually. Oh, catch and release salmon. Of course you got to eat those guys. That is a goal. One day just go camping, go to a river, catch a great salmon, go up to Alaska. Oh man, that'd be really cool. That' be awesome. So, you have uh cars, man. You're currently
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into cars. You uh is that one of your favorite things? What's your dream car? Oh, god. Dream car. Well, I guess originally my dream car was probably a 1996 97 Dodge Viper GTS coupe blue without racing stripes. Actually saw one driving around with Brian the other day. Um, actually my wedding ring has racing stripes on it based on that car. So, you're really are you like a NASCAR fan, too, or you just like cars in general? Uh, just cars in general. Not so much racing. Um, don't have much time to keep up with that right now, but I'm I do enjoy catching it from time to time. Right now, that kind of ties into what you're doing with us, right? You're the vehicle guy. You're making a lot of vehicles. Um, so what is your favorite ship or what have you been working on here at Star Citizen on a client of period? A lot, right? A few things. Uh, but mostly as the most thing that's
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known right now is the M50. The M50. Cool. And you did some work on the Starfare, too, I believe. Right. I did touch the Starfare for a while. So, yeah, that's cool. I mean, that that just happens. I mean, we're we're sort of a kind of like a Ford assembly line, right? We move things through this through the pipeline. And you're also a gamer, man, because I see every time at lunch I'm walking by and you're playing what exactly at lunch? Oh, I don't know. Whatever. You are like a World of Tank holic at lunchtime. And you don't even eat like in golf. That way you can have some time to play World of Tanks. You like that game? Of course. Yeah. Like I can't get enough World of Tanks. Is that Is that your favorite game or That's favorite game for right now. Uh just my main focus. Just try to try to limit how much, you know, keep keep time dedicated to making art and and keeping up my craft. But when I do get some spare time, I partake in some Are you in a clan at all or you just Yes, I am. Yes,
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I am. Cool. Do you wanna just recently shout out to your clan members? Uh TKO. Is is are all the TKO members uh part of Star Citizen? I'm not sure. I can ask. Not sure. You better ask Jeff or else you're going to be Jeff over there. I'm just kidding. Obviously, sort of. So, you also like our movie afficionado, right? Oh, yeah. I love going to movies. That's that's my favorite thing to do. But you but you had an interesting take when we were talking when I was you know writing up the stuff earlier we're talking to you. Why do you like movies? I mean it's sort of an interesting reason for it's just I mean the escape the you have no control over it. There's no someone's screaming pause the show. Hey, you know you need to do this or that. It's just you get in. It's the escape from just the day-to-day life. Uh yelling pause the show. That sounds like a man with kids. Yes. Two two boys. Me
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too. And uh pause the show happens quite a bit. Thank god for DVRs, right? Yes. Have they not changed the way you watch television now? What would life have been like without it with these kids? I don't know. We just had to just deal with it, you know, growing up. Now, do do any of the movies inspire you and your artwork and stuff? Oh, of course. Of course. Uh love going to sci-fi movies. Obviously went and saw Star Trek. That was fun, wasn't it? Oh, it was awesome. Yeah, it was good. I liked it. Lot of lot of nods to the uh We don't need a spoiler alert here. A lot of nods to the original. I think it apparently it says you are a fantasy football guy. Well, I used to be. try not to really now. See, I play I'm in the fantasy football leagues. Oh, I just I just came to a point after like 14 years where there was a moment that happened watching a a playoff game with Aaron Rogers and after that moment I realized, you know, I take this way too
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seriously. So, you rooting for him to fail or you rooting for him to No, I was rooting for him to he was the number one quarterback in for two seasons running and great points every single week, week in week out and goose egg. He had a bad day. Yeah. Well, one, you got a concussion. You can't help that. But he's got to get back in the game, man. Yeah. You He's on your fantasy team, Aaron. Get off the turf. Shake out the cobwebs. Get back in the game. He's got a game to win. Yeah, I understand. There's no discount double check that day. No, just got to double check. Exactly. So, um, what do you hope becomes a star citizen? If you could look 10 years in the future, what would where would you be and what do you think? I know, right? Wow. That's a deep question. We're going to need a little bigger answer than woow, I think. Okay. Uh 10 years in the future. Although woow would be an interesting
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answer for 10 years in the future. If we could have a chunk of that success, that would be Yeah. I mean, it's I mean, the goal here is that we we become a persistent universe that lasts, I don't know, for as long as we can make it last. And we keep adding bits and pieces along the way. Right. Right. And you'd be happy working in Austin during that time. Oh, yeah. in this crowded office. It works for now. Right. Right. Well, listen, I wanna I want to thank Jeff for joining us and uh thank Chris for being here and um we got to we're going to have to get out of here. Thanks a lot to subscribers and pledgers for uh everything you guys do. Without you, there's no us. And so, we totally appreciate that. Uh coming up, uh later on today, we've got Strike Commander featured in the RSI Museum with Ben Listic. I got to tell you folks, you've really got to check out. There'll be a comling post about it. This is probably
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one of the best video updates we've done. It's with Chris and Rob. It's about Strike Strike Commander when it was being made. Um the party afterparty was, you know, maybe one day you guys will get me drunk in an event and I'll tell you what happened specifically with Aaron because it's stinking hilarious. Um we're finalizing this week. We're also finalizing the list of uh testers or website testers because we're going to start opening that up here in a couple weeks because you know we got the big event coming on the 28th of June, right? Yep. And uh also man join our website. Join I mean join not only join the website obviously but join the YouTube channel. Get in the process. Find out what goes on whenever we post a video like the com link that's coming later today. You'll be in the know. You'll get a snap. You'll get right to it. Uh don't forget the after show. Wingman's Hangover starts about 15 minutes after this show. You know, it's kind of like an informal look at what went on today and we get a it's kind of like Skype calls. We talk to each other. We hang out. Get on the chat roll on the
- 00:43:06
RSI site and um and hang out and we we'll go back and forth with it. Um also thanks very much to Chris for joining us. This show is absolutely amazing and and I got to tell you when he's here it's in, you know, thanks a lot to Chris. We appreciate it. Um and remember if you want your stuff featured on Wing Miss Hanger, send it in. We just might use it. See him where? In the verse. In the verse. Heat. Have you ever been as angry as Paul
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seems to be right now? Do you remember how quickly it happened and how you wished, as Paul does, that you could take your anger out on the person who made you angry? Angry feelings should be gotten rid of one way or another, but always without hurting someone else. But let's go back and see what made Paul angry. The Vulcan never lived to had an ounce of integrity. You're a traitor from a race of traitors. Disloyal to the core. Rotten like the rest of your subhuman race. You belong in the circus. Right next to the dogfaced boy. Things like this happen to all of us. Everyone gets angry now and then and feels like destroying or hitting something. Paul wished he could forget his anger.
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But the more he thought about Pete, the angrier he got. Perhaps we can understand better how Paul felt if we understand what happens to all of us when we get angry. It's as if suddenly many parts of our body work harder and faster. We feel great excitement. Hearts beat faster and the blood seems to rush quicker through the body. Sometimes a lot of blood rushes to the head. Our face gets flushed. Sometimes blood rushes to the stomach. Anger makes us feel sick all over. Sometimes we clench our fists or bite our nails. Often we feel as though we were like kettles filled with steam. The angrier we get, the stronger the
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pressure inside of us. Like the kettles, we must find some way to let the pressure out. Anyhow, with his feelings taken out, Paul may have found that he wasn't angry anymore. That evening, Pete telephone to apologize. He knew that he'd been wrong. When Paul told him how angry he'd been, Pete asked if he could come right over, so they had a good time together after all. Because it is important to let out our angry feelings, let's think of some different ways of getting rid of them.
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All these are good ways to get rid of anger. They free us so that we can start having fun again. You see, the important thing is to let out our anger in some active way by running or jumping or hitting the punching bag. And perhaps when we get angry, we'll think of the best ways to work our anger out of our system. Heat. Heat.
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

