Around the Verse: Episode 1.05 (2014.07.10)
Transcript — every row opens the video at that moment
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[Music] Hey everybody, welcome to episode five of Around the Verse. I'm Sandy Gardner and I'm Ben Lesnik. What did you do this week, Ben? Uh my wife and I had a Planet of the Apes marathon to get ready for the uh new movies. What What did you uh What did you do? I went to the League of Legends Championship Series with James Pew on Friday. Why are you laughing? God, I that was five hours of esports fun. And then I did a couple of boxing workouts on the weekend and I sucked. I thought I
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was going to die halfway through. What else did I do? And I watched the World Cup soccer aka football. Well, let's uh jump back to Star Citizen. Uh we have 200,000 backers now uh able to access multiplayer in Arena Commander. That's uh quite a jump from the 60,000 it was last week. And uh this change has taught us quite a bit. We're we're seeing a lot of lag in areas, some rubber banding, all issues that uh we're working to resolve right now in 12.5, which is our next patch. Mhm. And 12.5 also adds something else, something quite deadly. That's right. There there's another new Van duel enemy out there and it's up to you guys to find him. Uh so once 12.5 has been patched to your arm commander, get out there and try to be the very first person to uh grab a screenshot and uh survive
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him. Shame. I thought it might be female, but anyway. Okay, 10 for the chairman logo competition continues. We've seen some impressive submissions, but you could top them all. So, yep. You got another week. Uh post your submissions to the forum. Uh, somebody out there is going to create the new Tim for the Sherman logo. Could be you. Gamescom tickets are just about sold out, so it's going to be quite some party. That's 2000 Star Citizen fans. Uh, it's going to be quite an event. Well, let's go over to customer service where I believe they have some cool new merchandise for us to check out. Hi, I'm Alexis. And I'm James. And we are here with this week's customer service report. Sweet. This week I have an update on some of the merchandise that we've been working on. Uh, we are going to be having these very cool personalized Star Citizen dog tags. Thanks.
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Some playing cards, which are still in progress. Thanks. And this very cool towel, uh, which the finished version will be black with white embroidery because we realized that a white towel for a bunch of guys probably isn't the best idea. Thanks. And if you're a subscriber, this week you'll get your monthly subscriber flare. Uh, this month is going to be a very cool juke box for your hanger. and you'll be able to load up your MP3s into it and play your own music. And that should be in every subscriber's hanger tomorrow. Uh, and we also have to say thank you to one of our backers for dropping us off at the office this week. Thanks. Oh my god. Thanks. And now it's time for news from around the verse.
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[Applause] It was a short week for Star Citizen's team, but still a very busy one. Let's uh look at this module by module. Arena Commander bug fixes, bug fixes, and bug fixes. Team is working to resolve a lot of the lag issues you're seeing with Arena Commander right now. And we expecting that 12.5 is going to put things right in a lot of areas where they're not right now. team in the UK is fixing issues with AMD processors and some other more minor graphical glitches. Work continues on New Horizon as well. And while certainly a lot of the focus has been on fixing bugs, uh we're also working to get new ships into the game. Uh the damage states for the Cutless are in progress and we're working on modeling the Mustang in engine. We finished an update for the Vandal Swarm mode which you can play
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with 12.5. Get out there and see what's changed. Two Squadron 42. The team over in the UK has finished their script review for mission 4, and they're also working on some of the more advanced technologies for more complex missions. They're also reviewing some new technologies that will help us build a better single player experience, including the character customization technology from our friends at Warhorse. And finally, they are whiteing the interior of the Schuban mining station. You probably saw the external shots earlier in the year, and now they're building the insides. Wonder what those could be for. Persistent Universe. Tony Zurvacc is visiting the team in Canada this week, organizing our next push into Persistent Universe development. Meanwhile, the team in Austin is drilling down on version 2.0 of the game design document, working out things like missions, mining systems, commodities,
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contraband, and of course, the economy. We've also created miniature star systems to simulate the first five locations. That's part of the process for creating a system layout tool. And now for the part you all really want to hear about. Ship development. Team in the UK has been gray boxing a veritable armada of military ships including the Gladius, Gladiator, Javelin, all the cool uh UEE naval focus ships that are going to be used for Squadron 42 and incidentally will be available in Star Citizen. They've also begun concepting the F8 Lightning and a ground vehicle that you will be seeing more of in the very near future. Austin and Behavior are doing 3D concepting on the 890 Jump, Carrick, Herold, Caterpillar, and Vandal Collector. Meanwhile, modelers all over the company are working on bringing the Mustang Cutless and Constellation
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variants into the Cry Engine platform. The team at Turbulent is working on our online store and the leaderboards. Great thing about leaderboards is it's going to take uh Star Cizen to the next level. You'll be able to compete with your friends. you'll be able to see how you compare to the rest of the world in uh various multiplayer and single player modes. It's going to be cool to have that in. Let's go over to William for this week's MVP. Hey everybody, I'm lead moderator Will here to bring you this week's MVP. This week's MVP goes to Xenoshaft for his thread about 100% true Chris Roberts facts. Here's a few of my favorites. Sharks Watch Chris Roberts Week on TV. For his first science project, Chris Roberts created the force. Thank you
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very much, Xenos Shaft, you're this week's MVP. Hey everyone, welcome back to Bug Hunters. What's the name of the show? Bashes. So, as you can see, the Freelancer freaking out, and this is what you would see in your hanger in the little display case model. Um, it's pretty much just the LODs freaking out. And LODs are the level of detail. And it's, you know, we have high meshes and low meshes. And we switch between them depending upon certain variables like how far are you? Is it you know on the left side of you?
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Is it on the right side of you? Is a little tiny piece on your screen? Then we don't need to render this whole big high quality mesh. Instead we could render this little tiny small mesh to increase your frame rate. And in the hanger, this little guy was just switching between the high mesh and the low mesh like every other frame, which is not ideal. And as you can see right here and in the engine, as I move around, he's flickering like crazy. What this is, if I turn on a little debug, debug draw, you can see two colors rapidly going back and forth, and that is representing two different types of logs. So, what we have here is our LODs are flickering like crazy
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there. This bug was actually assigned to one of our graphics engineers here in LA uh named Oka. Um from what he found was in this particular um instance of the rendering the log calculations were getting calculated twice. once in one area and then once in another area. And what was happening is it was taking the calculations of the first, you know, a lot of calculations of which one it should use based on distance, angle, blah blah blah, and it was taking that information to do the same thing. But this time, because it already picked the information, it was
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already diluted. So when it tried to determine which log to pick it was picking the wrong one. We also have the issue of floatingoint error in this case because the values that were changing were so minute that every other frame it would be a little bit it would be one or be zero or be one or be zero or be one or be zero and it just happened you know all the time after these little fun calculations. All right. So, this guy was actually a little tricky to find, mostly because this only happened on static geometry. If we actually threw this into a real ship, it wouldn't flicker. It work correctly. But if we actually created
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this thing called a geom entity, which mean it's it's going to be a static mesh, then the error would start happening. And what we had to do in order to investigate that was literally look through all the interesting parts of where log calculations were happening. Pop on our debugger, tell the frame to advance, step through all the code, and then look at all the information that was happening. In this case, in this particular frame, I got load zero, which means it's going to choose the highest mesh. And this time I got one. Oh, I got three. What else are we gonna get? Two, three, two. So, yeah, it's flipping back and
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forward. Um, in this particular area of the code, we're noticing, you know, the loads are rapidly changing. So we had to step through the call stack, step all the way back to see where this law variable was getting calculated. So if we read actually this little comment that Oka put in, it'll better facilitate what was happening and I quote, uh, the min distance affects the values of ant distance real that is passed to this function possibly to bias the log level for pre-catching materials. But for static objects, the log calculation above is a prediction that may not match the actual desired log level when min distance is in zero. As objects alternate alternate between the two nodes stacks from frame to
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frame, this result into LOD flickering. In plain English, the previous LOD calculations were more of a prediction to figure out, you know, maybe I should be this loud, maybe I should not be this LOD. And then down the road in this particular area is where it'll be it has all the actual facts that it could actually reliably calculate the LOD before sending it off to the renderer. And as you can see with the the fix Oka provided made sure that the prediction LOD um calculations weren't getting used were not used and instead we made sure that we use actual real calculations and what load we wanted. Woo! No flickering and it's now rainbow colors.
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We should just leave this mode on. have all the ships different colors depending upon how you look at it. Right, Dan? Yeah, he agrees. Why are they doing extension cords? I have no idea. Okay. And here's James talking to our lead technical designer, Dan Tracy. Hey guys, I'm here with Dan Tracy, lead technical designer on Star Citizen. How you doing, Dan? I'm doing great, James. How are you? Sweet. You want to get some questions from the fans? Yeah, sure. Let's do it. Awesome. First question comes from ISOGen. Can you shed some light on the challenges of getting the multi- crew ships into the DFM? A lot of the things with getting multi- crewed vehicles up and running uh with DFM range from anywhere from like the multiplayer, getting a lot of people set
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up in the same ships, uh getting everybody in the the same hanger to start with as well. But before we even get to that level, what we need to to really look at is like especially with the the multi crew chips like the constellation is a lot of the interior kind of physics. So the biggest problem with a lot of previous game titles is when you're walking around on a surface that's actually moving underneath you, usually with the network lag, it's actually like you're updating Oh, I got you. slower versus the platform underneath you. Uh that's usually weird looking. Yeah, exactly. That's that's usually due to two things is one the the physics update thread is not actually like updating you relative to itself. So we're actually coming up with a unique solution which is uh setting up like an interior physics grid and what that means is like you have your world just
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imagine a 3D kind of cube right you have your world space right and you have all the ships kind of flying around inside of it but each individual ship what we're doing is looking at separating out their interior physics. You're giving them like their own little physics inside of the grander physics of the actual not not quite inside of it but actually detached from. So think of it like uh a world within a world but it's actually separated from the exterior one. So what it does is like it removes everything from uh the world physics grid and moves it out to somewhere else on its own. So then that way you can actually move around on your own physics grid, but the renderer still updates as as if you were actually inside of so you visibly you see everybody walking around as if they're doing it normally. So that's one of the uh big multi- crew ones that we're running into. The second
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one that we're actually looking at doing is a lot to do with the ships. Like I know a lot of people actually found a lot of bugs with like the constellation freelancer just sitting in their hanger and they're just like, "Oh, I've been mucking around with something and like oh I made the chair kind of flip up and down." So the biggest problem that we found with that is that we don't actually have like a state machine to handle all these different states. So especially with multi- crude vehicles, a lot of people are going to be pressing buttons all at the same time. Right. So like everything inside of the constellation. Hey, I want access to to my turret. No, I want access to the turret as well. No, I want I want I want I want make sure all those variables fit together. Exactly. Creating a cacophony of garbage. Exactly. Like do you do you know what a state machine is? the state machine uh just to to to highlight exactly for everybody else for everybody else. I honestly didn't know I'm not I'm not I'll stop.
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So the state machine itself is we have like a series of events uh that need to play in a particular order. So it's just like a uh just like a a tree that actually uh strings together a bunch of different commands for what state it it starts with and then what are the um different conditions to go to the next state. So like is perfect example when I walk up to a door and I press the button and first ask the the door is the door closed. Okay. Is if the door is closed is it locked? If if it's not locked then I can press the button and it supposed to go into the open state. Okay. Then as soon as it goes into the open state then we can actually set up a bunch of different things. Oh is there a timer for it? Is there a sensor? you know, kind of a whole series of events that just go in like a particular uh order
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depending on, you know, your your your uh different questions that you're actually asking the particular state. So, it's like, hey, if it's locked now, okay, what can I do with it? Well, if since it's locked, I'm not actually trying not able to open it. Or another one could be like when I'm actually pressing the button, does it even have power to open in the first place? So, if it doesn't have power and it's not locked, then it's just still closed and you can use like a crowbar or something to actually like wrench it open. But if it's locked, then maybe you have to use like a breaching mechanic in in that and they actually have to like set up a charge so that you actually blow it open or the uh the drill mechanic uh to actually uh cut through the thing so that you can actually uh tear out the the lock and then get inside of it. So, that that spans to the whole ship. So it's like the constellation is a ginormous headache in regards to this
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because we have things like the Merlin that we have to consider down at the bottom, right? And then is the Merlin even there? Can I open the hatch because the Merlin's not there? Is it going to like open to to to space? Is it actually sealed? Yeah, that's kind of interesting because so if the Merlin's inside the constellation, does it the Merlin also being dictated by that physics engine you put outside of the normal physics engine? Uh it actually or the graph or the uh phys. Yeah, that's right. The interior physics grid. Exactly. Yeah. Yeah. So, the Merlin itself is actually uh going to be uh when it actually comes up and and is attached to the bottom side of the constellation, it's going to be actually bound to the ship's physics. Okay. So, it's actually very similar to what we do with like the items for the ships. It's just like a very similar process where it's going to be uh
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requesting to see, okay, is it actually going to be docked? And if it's docked, then it just binds itself to the vehicle. So then that way it's treated as one. Like the whole constellation plus the Merlin is treated as like one object, but it's still its own separate object that receives damage and then takes uh it has its own hit points and takes its its own damage by itself. So if you're actually still shooting at the Merlin when it's docked with the constellation, you can still damage both the the constellation um docking clamps as well as the the Merlin itself. Cool. So that yeah with the uh so what you're saying is it's it's well there's a lot to it as well and like the other ones uh that we're tying into which UK is actually helping us uh helping us out with a lot is a lot of the u multi- crude uh seat design. So
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then we we have different seat stations that actually perform different functions. So for DFM what we're actually looking at doing is setting up uh several different stations. So you have like an engineering guy, you have like an a tactical ops guy, you have the general captain or it could it could be somebody else who is actually the helmsman. So in that way each station is very very specific to what role that they're actually uh trying to trying to do. Other things that we're looking at doing uh we're we're going to look at starting with that. So we're assigning specific roles to different seats to see how it plays out. Mhm. But in the overall scheme of things, we're looking at maybe looking at doing upgrade packages so that we we can actually transfer control from one station to another. So, think of like very similar like like Star Trek where you actually
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Oh, there's uh people that have uh boarded us and they've taken over over the bridge, but we quickly turned uh taken all the helm control and put it down into the engineering section. So, we're looking at doing stuff like that, right? But we need, for example, we need the state machine in order to kind of drive that stuff. So that way we can actually push transfer uh different mechanics over to another. But looking at it more simplistically, we can have things like in the Super Hornet, you can have the pilot up at the front where he's actually flying around and then let's imagine he dies. Oh no, what am what am I going to do as the co-pilot in the back? Well, I need to transfer those controls. Otherwise, you're going to be, you know, out of luck. Oops. Oh. Oh, you're going to be so on that. Any any anything with that that
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you can actually transfer control. Even things as small uh as simple as like, hey, you're a co-pilot of me and the the Super Hornet. I'm going to give you like all all the missile stuff cuz I'm I'm too busy kind of flying the ship. I need somebody else to kind of lock on to the targets that were that were uh that were attacking. Or maybe I'm actually like uh taking a bunch of damage. So I'm going to transfer like all shield control to you so that you can actually buffer us in in the appropriate section. So it's like all front or all to the sides or we have missiles incoming. So I give you like uh countermeasure control so that way you can actually do something with that. So it's it's all about like this active uh control of being able to to uh assign different roles to different seats. So then that way you can maximize the capability of your ship because one person trying to do everything is really tough. Yeah. Yeah, as as as you know.
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But yeah, there's there's tons of challenges. So, sorry to go off on a on a ramble here. No, that was awesome, dude. Awesome. All right, what's the next question? Uh, from Azriel Dominov. I'm interested in the technology that will allow us to walk around our ships as they are flying without the game physics causing the ship to run us over. Can you explain how it works and how it's coming along? Oh, well, yeah, I kind of went over that already. So yeah, it was uh to just sum it up again, it's the interior physics grid and that is actually kind of extrapolated from the world physics itself. So that's actually the the the setup where you're going to be actually following the the physics of the vehicle itself and the interior and this goes to all all the ships that have an interior. So it'll be available for the 300i, the Aurora, of course, the Constellation, Freelancer, and also the
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cap ships. very very important that we have it for the cap ships as well. So then yeah uh all that will be updated also uh over the network so that that way you're actually making sure that you're on that particular setup that as well could be used now that I think about it. We could actually use that same setup for like a lot a lot of you guys probably noticed that with the the physics of the elevator where you're actually kind of clipping down through it. We could probably use the same thing for that as well. So that way you're actually specifically riding the elevator properly up and down on top of it. Look at that. We're problem solving here, too. Exactly. There you go. The next question is from Star Friend123. How do you plan to realize the initial without player control landing sequence from orbit down to planet with regard to loading the surfaces, visibility of the surface, and the weather? Will we always
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have cloudy weather on every planet? Is every planet Seattle? I don't want to get fired with this one. Okay. Well, okay. We we ran a bunch of prototypes with this and I did one myself actually with just uh some of the assets that I could use. I had like a a small moon. Um like this by no means are we like for sure going one way or the other. So this Yeah, this is totally a test. So I'm not going to say one way or another how we're actually doing it, but these are all these different engineering ideas that we're coming up with. is the one uh test that I did was uh kind of like this moon structure. Uh and it was like a small planettoid that was what was it? It was about like 30 km in diameter. Mh. Uh, so it's like representative of like kind of like how you would actually fly down to an asteroid, but it proves a point where
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you can actually use do do you know like for um we actually call it streaming so that you're actually uh similar to LODs where you're actually popping in certain uh LODs and you're you're you're populating the environment as you get level of detail. Thank you. So so as I say LODs so you're actually streaming in a bunch of different assets. So you're populating them from afar so that you don't really see like what's going on, but when you get closer and closer and closer to it, more detail kind of comes in. So then that way you have like more things that are that are appearing uh right next to you. So for instance, like let's let's take the example of when you're looking down on Broken Moon, you have the big terraformers that are shooting down onto the planet. Imagine that you're actually able to see the the planet surface uh and you can actually
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see one of the cities. What is imagine what it looks like from like outer space from like looking down on one of the cities. It's it's kind of just like square and there's just some gray bits, you know, there's there's not much to it there. That could easily be like like a a texture maybe with some basic uh cube geometry on different locations just to give you the the general idea of like what's there and then any major shapes that you see from afar that that's what they should be. And then when you get closer and closer and closer to them, then they actually detail in. Exactly. So, what we wanted to do with that with the idea with the the cloudiness and maybe even like going through um uh the atmosphere when things are all burning up, right, is we wanted to kind of obscure the pop that was happening with like transferring those art assets into
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more detailed assets. But there's other things that we can use with the Cry Engine already, which is actually um the LOD uh dissolver. So what that means is like when you're actually looking at something coming in, it kind of like it looks it's like inverse dissolving so that you have like different specks of it that are actually slowly kind of bleeding in so that they're actually like one pixel at a time swapping in and out, right? So then that way it's not just a hard pop from like you know you see something that's like four and then it pops to like five or whatever slow gradual change. Exactly. So really understandable image. Totally. Totally. And there's other other uh techniques that you can add on top of that. So that way it's like less intrusive as to seeing oh I can see the individual pop between all these different LODs. So
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there's the the other kind of standard one that we used in in Crisis as well where you're actually overlapping some of the LODs on top of each other. And so they're actually double drawing each other, but that's kind of dangerous. So that's why there's a little bit of the dissolve that's happening. So you still see both of them at the same time, but they're coming in and overlapping gradually on top of each other. Okay? But you still see them kind of on top of and basically inside of uh one another. So, as they progress more and more into their details, the the trick is you ultimately want to have art have it so that their silhouette never changes and the overall color scheme never really changes. So, then that way any of the details that are coming in is just refinement. So, you could have like just a cube of that has a texture of windows and then you build out the windows from
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there. So then that way like the lighting doesn't change, the silhouette doesn't change, the overall kind of model doesn't change, but the detail just comes in further and further. Now just expand that to a macro level and just think of like an entire city has to do that all at the same time. So that's a monumental amount of work. Uh the thing that I did as well for the planettoid was terra is a beautiful city. Yeah, exactly. So there's there's a lot of unique shapes especially with terror that we got to consider when we actually go forward with this. So, it's just a huge undertaking trying to set up all those environments. But again, going back to the the idea of like everything has like the cloudiness or like um when you're going through atmosphere, the bigger question is like what do I do with moon planets that that don't have atmosphere, right? So then we have to have we have to come up with a creative solution for that. So again, like these
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are ideas that we're using for all this uh uh setup and we've even looked at other uh world kind of streaming engines and games that have done it prior to us and we're looking at kind of re-engineering a similar style approach with that. Cool. But yeah, dang. Awesome, man. Cheers. Next question comes from Silver with two Vs. In regard to massive objects like planets, moons, massive asteroids, and stars in particular, what kind of scale can we expect to see in the final game? Is the planet from the broken moon arena commander map a good measure? Also, there is there any news on the subject of planetary objects, i.e. planets, moons, etc. orbiting its solar system or will they be static? So, I guess uh he wants to know, so yeah, two-parter. What are basically size of the planet and do
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they orbit? um size of the planet. Realistically, we don't know. We have to try it. We have to find out. Um we hope to get something as as large as Broken Moon. Uh but like I said with the the test that I was doing, the planettoid of being only 30 km, that's nothing. Yeah. Nothing. Uh I remember there's that bug. Could be a space station. There's that bug we put up where uh there was that planet, then there was a hornet and just the scale was all jacked up. So the hornet was like the size of Asia and on the silhouette of the planet. Yeah, exactly. That was an awesome bug. Exactly. Oh, that's totally it. So yeah, we've uh been playing around with uh the ideas, but the other biggest problem that we've had with that and actually touch base on that a little bit is the size of everything. The size of of space
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and time. Space space is kind of big, right? The space is huge. So Chris talked about a lot where where we're looking at moving over to what's called double bit precision. So essentially what that what that allow us to do is utilize uh a space that theoretically can have like 1/100th scale of Earth to Pluto. That's still huge. That's massive. That's massive. So what again I don't want to say that we're confirming that we're doing this. It's just stuff we're looking into problems and we're trying to find solutions. Exactly. So we might we might do something that's similar to like 1/100 scale of actual size of planets possibly. But it's hard to say cuz uh especially with all the
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unknowns that come with like changing over to to double precision. uh like I'm not actually that I'm not a physics programmer so I couldn't actually like talk to you about the intricacies about that stuff and a lot of that stuff still goes over my head is but it'll allow the designers to actually set up these massive uh areas so that we can actually go between uh these massive levels so that they're actually just like sectors within the solar system so that they're kind of hot spots. So, it's like this area has, you know, a golden horizon space station. This area is like, you know, Terra or whatever. And then you would have uh probably different sections that would allow you to go down to the planet. Uh but the actual worlds themselves, it's hard to it's hard to say. They could be anywhere from, you know,
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30 km to several thousands of kilometers. So, again, we have to we have to try something and figure out where we're actually going to go with it from from there. Cool, dude. Yeah. So, it'll be it'll be quite it'll be quite awesome in the next coming months. Awesome, man. Um, so what about the second part of the question? Is there any uh news on planetary orbits? So, planetary orbits is a tricky one cuz especially with what we're looking at is with the interior physics and how we're moving everything around. So, the the biggest worry is like everything that's actually happening on the planet side. Can we actually extrapolate that and use maybe similar to the interior physics where we're actually removing that from the world physics? So then that way that stuff is all moving relative to itself possibly. But the biggest worry with that as we transition going forward is like if we
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go into atmospheric flight coming in from orbit, right, dynamically changing that over, when's that? That's right. At what point do you leave the world physics to the the compartmentalized physics? Yes, that's that's that's even even without having the whole all the planets actually moving and orbiting. That's already a big big concern for us. And now on top of that, you have to throw in the idea that these planets are still moving within space. So this is something that we're definitely going to have to investigate. And we don't know right right now. So we'll we'll we'll we'll keep you guys up to date as to to what we find out. So, well, uh, okay, dude. Well, thank you so much for joining us. I know you're usually pretty busy. Oh, you totally, dude. I'm probably got like a million emails already now. Well, then, aren't you happy we kind of took you out of it for
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a bit? A little bit. It's actually really nice and nice and comfy down here. I think I'm going to sleep here. Dude, don't sit back. Well, first of all, I can't even touch the ground if I sit back this far. That's all right. All right. I'm going to sleep here. All right, guys. Thanks for joining us. Cheers. Later. Next week, we'll sit down with another technical designer of ours, Kaix Renault, and we have a surprise announcement. That's right. Uh, a couple weeks ago in this space, we showed you the first concept images of the Gladius Light Fighter, and we are now far enough along in the concepting process that we feel comfortable offering it up for sale. So, we are doing a concept sale this weekend, running for a week. The uh Gladius will be available in the ship viewer. You can uh check it out, see the stats, uh learn why this ship is so cool, and if you want, pick one up. I don't have one of those. I think I
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might get one. I don't have one yet. and yet is the operative term. They're going to be really cool in the uh dog fighting once we get them in, which may happen sooner than later. You've got a retaliator, right? I do have a retaliator. It probably be a little while until we uh Ben and I are pushing all of these ships along to get them in the hanger, to get them flyable. We crack the whip in these meetings. Yeah, we you saw the like 12step process for getting a ship into Star Citizen last week. Sandy and I are like steps one through nine. It's It's uncanny. That's it for Round the Verse this week. Uh, tell your friends. We don't have traditional marketing. We We don't stick Star Citizen signs on the side of a bus. We rely on our backers to spread the word about how cool this game is going to be. So, uh, but now that you mentioned that, Ben, that's quite a good idea. We should have Star Citizen on billboards. Better than that nasty the
- 00:34:32
strain one. That's Have you seen that? You probably don't see that. Well, I've noticed that Hollywood has uh billboards that are totally different from anywhere else in the world. So, yeah, there's one with this eyeball and a Yeah. Anyway, yes, that is it from around the verse. Come join us next week. See you around the verse. See you around the verse.
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

