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CitizenCon

CitizenCon 2953: Taking Flight

30 October 202300:48:561,094 linesWatch on YouTube ↗

Transcript — every row opens the video at that moment

  1. 00:00:20

    okay hello everyone is my microphone okay can you hear me fine uh these are the wrong slides hang on well hello everyone my name is Yogi clatt I'm a principal vehicle programmer at Cloud Imperium games and the focus on uh space flight and the um and space combat I really love my job so this is why I'm really excited to show you the progress that we did on squading 42 in the last two years so there's two things I need to say here first thing is we're doing a live demo and the build is about 12 hours old so there is a good chance there is a good chance for for bucks which um well if you see them just just look away it will be

  2. 00:01:07

    fine uh the second thing is um I'm not flying myself today it will be brand gunzinger [Music] he's using a setup of two vkb sticks so left and right HOSA setup from vkb and he's also using the Fantastic Toby device so we'll swap during the presentation between using hatw and not using hat wracking um yes so but the good thing is the relationship between you and your Starship it doesn't start when you take off it starts way before that there's a lot of stuff we do now in pre-flight um so please welcome back Ines kalas who will walk us through that [Applause] process this working yeah okay hello everyone it's a privilege to be here

  3. 00:01:57

    back on stage to tell you all about what do you can expect about the player interaction experience inside your cockpit if you like I've told you before how we've been working towards improving the player interaction experience all across our game and we wanted to bring this improvements to what happens inside the cockpit so we wanted to give you a greater immersion and okay okay yeah the slide on sorry about that yeah so you want to give you a greater immersion and have and give you a closer experience to what pilots go through in real life not only when you're flying around your ship but the moment you take your seat at the cockpit so to achieve this we've created when you enter your ship you'll be put

  4. 00:02:44

    in what do we call a new relax pose so in this pose you'll have free look enabl so you can easily look around the cockpit and your dashboard the promps will be showing over the button so you can easily find the ones you have to interract and you the pilot have to press all the different buttons to get your ship ready for flying and the car hands will be lowered away from the control stick so all of this Blends neatly into our new player animated interaction system whereby as any button is now physically pressed so this new system uses what we call a CD ik approach this stands for code driven ik or inverse kinematics and gives full control of the ik setup to the code so this among of things allows

  5. 00:03:34

    us to record the path of the hand relative to its Target so we can have more detail animations than just simply blending the hand into position so for example we can open a flap and then press the button but you know enough of me talking let's go jump into the demo and see all of this in action so now so brand very kindly will get us into the shape well you'll see the new enter sequence and you'll see the new animations we have been working on so you can see now that you won't

  6. 00:04:26

    directly grab the control stick you'll be put on to this free on this relax pose with free look enabled and you can see the different prompts appear over the buttons so let's get this show started and let get your ship ready for flying so Brent if you could close the canopy so we don't go flying around with that open power our systems look at that and finally turn our entrance yeah so we are you are now ready for flying so we will be be bringing all of this to all of our ships in our Fleet and that's all for me so please W join me in welcoming to the stage Tony to tell you all about the MU UI hi everyone my name is Tony I'm

  7. 00:05:25

    senior UI programmer here at C and I'm here to explain some of the spoilers that you saw yesterday about our new ship UI so are you ready to see the ship UI in action right bone play the demo the I mean brand continue with the demo so as you can see already this ship has less intrusive UI with more space to enjoy the standing Vistas that planets can offer and less clut views so you can focus during combat this also means than the UI elements are now more relevant to the situation linked to the operator mode for example when we change to scan mode the Crosshair has scanning information about your Target and even the mfds have changed some of these

  8. 00:06:14

    elements can be customize but we'll see more about that later for this demo we're showing the UI develop for this gladios basic information related to navigation will always be available on your view and this Gladius displays all of that with Holograms around the dashboard but other ships may have different layers and styles on brand with a manufacturer for example the Drake that makes more affordable ships rather than fancy and probably expensive Holograms may use physical screens dials and light indicators this dashboard shows your current speed the remaining afterburn and some decoys available on both far sides we have status indicators that will show things like if your landing

  9. 00:07:02

    gear is on or any any other flight systems what mentioning that we have prototyped these for the demo so right now they're Holograms but on the final design these are going to be physical screens on the far left on the top of the dashboard we have the indicator of which Master mode and operator mode are you on so let's change that to combat and talk about this new mfds so we have reworked all of these mfds from scratch with brand new views using our UI Technology Building Blocks we can still navigate through these mfds using the classic Mouse interaction holding F and then moving the mouse on the left here we can see the scanning view which is going to show information that you obtain when you scan a Target it may show information about the ship name the pilot name or even the current

  10. 00:07:51

    operator mode of your target so you know if they are just chilling around or they are ready to fight you cycling to the left one we have the target status which will focus on emissions damage and orientation of your target we'll see that in action later the next one continuing to the left will be the self status which is contextual so during navigation that will show your current fuel but during combat like right now we show information about your guns you can click on the gun and you can see basic information about that you will see the name and you can also see in which group they are assigned which Yogi will explain later on the MFD on the right side we have the power management where we can distribute the power of different systems of the ship you can click on the triangle and

  11. 00:08:38

    move it around to change the distribution and you can turn down the total power of the ship that will generate the classic key Bindings that you all know already works so when you change the power management you will see now a triangle on top of the radar to show you the changes now now instead of using Mouse you can also use key bindings to select mfds and cycle through the views which might be faster when you are in certain situations like during combat and for those Pro players out there we have added about a 100 key bindings and I mean a 100 to navigate through all of these systems so you can fully customize how you want to navigate through them and I really hope that's more than enough to use on your keyboard on your

  12. 00:09:27

    hotas or even on your game glass setup but if you need more just let us know anyway I think you're not going to need even th many shortcuts for each operator mode we now persistently Save which views are shown on each mfp so you can customiz what's important to you for every situation so as an example during combat you might want to have Target information on your mfds but maybe when you change to Quantum travel have your current fuel spend some time on the configuration screen for example let's talk about this configuration screen we're going to have now here a variety of options from customizing UI elements to enable systems of the ship we maying some of these later in action with

  13. 00:10:15

    ji these settings are now available on this screen not in the global settings of the game for quick access so just as a warning expect changes on the settings that you already know but we'll tell you all about it when we have it ready and the important bit about this is that they will persist to your ship so you can keep different setup of which UI elements and even ship systems enabl for how you personally use each of your ships now some of you might be thinking that these gladio stes have enough mfds can we enable the top setting for those of you that you want to see even more information you can now cast versions of these mfds to your

  14. 00:11:15

    helmet for this you're going to need to equip the appropriate helmet so it's connected to your ship and get I can get all this information you can use the key bindings as I mentioned before so you can select which cast do you want to control and how to cycle through them so you can pin views that are important to you with with your that will move with your camera so as you have seen if you're AIT at the Target or if you're moving with your head trackers those views are going to be always with you with all this tools you can customize your experience and have it ready for every situation that you encounter with your ship always displaying the relevant information to you so for example during combat you may want to have all the U elements enabled all all the peeps all the crosshairs so the information of your ship on the

  15. 00:12:03

    physical mfds and maybe focus on the target information on your cast so they're always on your view but maybe when you go to Quantum travel you can turn those cast off so you can enjoy the vistas that's all from me now we have mfds reies and let bring Yogi back to tell you all about flying your ship thank you very much okay at this point our ship is fully fully powered up ready to fly pre-flight is complete so Brent please uh take off put the landing gear in and bring us out have you seen the interaction this is great isn't it okay so um one of the problems we always have in uh Space

  16. 00:12:53

    Games is to produce a sense of speed space is is big and the sense of speed is always produced by you know small things going around you so although it's not very visible here the VFX team has actually added space t so in the future you can tell where your ship is going even by uh even without looking at instruments another thing we're focusing on as well is uh GeForce reactions uh so brand if you could jump come to a stop for a second when your ship is sitting like that and you strave left and right you have these small head motions uh that basically make your head and your body react to the gForce they're currently enduring we're actually increasing them now we also added rotational g-forces into the mix so if brand is now rotating the ship to the left you also can see that your

  17. 00:13:40

    head is swaying a little bit things get a little bit more interesting um when Brent is actually taking boost into the mix so if we um now boost forwards we now added camera Shake we added uh fov changes um and this all then plays together with the other things like you know the other exhaustion effects that we have so overall the ship should now feel a little bit more reactive than before the same thing sorry at the same time we reduce the um extensions that your uh that look ahead code is does uh is doing so um we basically narrowed it down a little bit so it mixes better with GeForce reaction so that even when you don't have a hat tracker or something like that it will still feel uh pretty good but this is just a minor change

  18. 00:14:30

    um we also improve the flight controls themselves so take a look at the speed gauge for example it's a little bit uh trdy today what that speed gaug is telling you the number that's currently moving is what kind of speed goal brand is actually putting in if he puts his stick all the way forward the left one you will now be able to see and read the number that you're asking ifcs to speed and forward momentum this also allows us to bring back the sticky throttle we had uh pre 3.5 where you now if you play with mouse and keyboard you can press W and S to increase and decrease your speed and that go of the key and the ship will not automatically come to a stop of course this is all completely configurable so you can enable that or not if you want okay Bren give me some hot flying

  19. 00:15:23

    now like a blackout and all that okay so um another thing we changed in the SL model is that we actually looked at the tri coding exploits these are really important for PVP and racing uh players among you because Tri coding gives us a mathematical problem that we're trying to resolve on some ships when you tri cord you get actually up to 50% more acceleration that huge difference uh actually makes a lot of the ship difference meaningless so we're cutting back on those so um a first implementation of that is already available in the master mode testing areas in 3.21 I think um but we're improving the um algorithm right now so that it actually is L uh is less punishing um in future Master mode builds uh this actually a current version so as long as you go roughly forward you get the full G's um from

  20. 00:16:12

    your from your back from your back engines okay so now the biggy in the room we're talking Master modes Master modes is by far the biggest change we're doing on the ship gam playay in general all of your ships will be put into or will get a master mode set up and the master mode is affecting basically everything surrounding uh everything on the ship the ship itself the the the flight Model A little bit but specifically the items and what they do um and there are two Master modes we're going to talk today about one is semm which stands for space combat maneuvering and the other one is navigation so let's look into uh sem sem is the mode that brand currently has um has active so you see the um Bren can you go into the uh indication please for the master mode just point with a mouse there if you

  21. 00:17:01

    can yeah so this is your current Master mode it says semm when you're you use sem for basically all the gaml that is not raval so combat mining salvaging using it for that you have full access to your combat system your Shields are working your Thruster boes is fully active your weapons are working it's the high performance High alertness mode that you're in however we will heavily restrict how fast we can go um we we can go with your ship okay Brent go to um full Max Speed so this Gladius on max speed and SC can reach about 225 m/s that might seem slow compared what you have in the Pew right now but it's still pretty fast however you can extend that speed um brand if you just go forward and boost so the Gladius can extend up to 500 550 m/ second on this slide here you

  22. 00:17:53

    can see the speed gate uh the speed spaces we're talking about so if you're just walk U flying around in sem which is like the max speed of your of your ship you can reach the 225 m/s if you boost you can reach up to 500 or 550 however that boost space is not spheric that means if you boost forward you reach higher speeds than if you boost backwards that is really important for space combat maneuvering because or for dock fighting in general because it discourages back strafing it actively actually punishes back strafing and it creates more interesting combat maneuvers um the PVP players among you they basically call this uh encouragement to closing the gap which is basically more forward Centric combat which is much much more exciting than back strafing and just trying to get some shots on it

  23. 00:18:41

    also forces you as combat players to uh to commit to the decisions you did earlier in the fight so it's going to be uh we think it's much more exciting so in short you pick semm when you need to fight when you want to fight or when you need to fight right um the thing with the master mode switches is that they do not happen instantly they take a while to move over so um we're now going to put our ship into uh the second mode which is navigation so navigation mode is basically the opposite of SCM what uh this does it gives you a high speed low performance mode your Shields they will collapse your weapons will not be able

  24. 00:19:29

    to fire your defensive systems will will not be functional um but you have higher speeds so in NF mode you can still speed uh reach the speeds of uh what you have currently in the Pu something I mean depending on the ship sometimes thousand meters or 1400 m/ second um but all your regenerative systems so regenerating the weapon capacitor your Thruster boost will be inhibited so this means when you want to go fast you need to be very very careful when you want to swap over so imagine you're in a fight and you want to escape you should not do it right away because if you just swap to navigation mode in the hope to flee you're being left with no Shields and the first thing that will go offline when you're hitting with Distortion guns is the Quantum Drive and that is important because the Quantum

  25. 00:20:17

    Drive will spool automatically up when you enter Nerf mode and it will then unlock the higher speeds so this means when you're in N mode and you're fighting you're very vulnerable so you should get out as fast as possible luckily navigation mode not only allows you higher speed but also uh gives you access to the new Quantum travel experience which we're going to show in in a minute so that is enough point that you see there on screen this is the point we want to go to in Quantum travel to before we do that I need to quickly explain what this is about So currently in the Pu when you Quantum travel from A to B you're actually not not really moving you're going on a spline and you're teleported in every frame along that spline so there's basically no no

  26. 00:21:05

    meaningful gaml we can add there the new Quantum travel experience is fully physicalized physics is always on which means when you Quantum travel from A to B you are actually accelerating using our awesome physics engine and because it's physicalized it give us it gives us a lot more meaningful gameplay we can we can play with so Brent will start the quantum travel in a second what will happen then is your Quantum Drive will initiate the jump you will see an effect that distorts the space around you and you will accelerate forward during the acceleration process and this so this is the time until you actually reached your cruise speed the ship will experience forces and you as a player you're responsible to counter these forces so there is an element of failure okay Brent um let's show

  27. 00:21:55

    that ini and take your hands off thank you so what you just saw is is basically the failed attempt to Quantum travel Brad wasn't countering the forces therefore he was thrown out the the quantum bubble collapsed and threw you out your ship doesn't like that ifcs leads five six seconds to recover from that during which time you uh you just

  28. 00:22:43

    you're just tumbling right so um so and this is not just uh like dependent on your on your skills if you think selecting a proper Quantum Drive doesn't matter in the future think again you want to take care of your Quantum Drive you want to repair it and keep it in good shape so if you buy a cheap one your travel will not necessarily be faster but it might be harder okay so Bren shouts how it's done properly the B is locked you can now go hands

  29. 00:23:55

    off okay so there's a second variant of quantum travel and this is for short range jumps sometimes you jump somewhere or you go somewhere and you and you see the next point of interest is like 1200 kilm away we're not going to force you anymore to travel that by hand you will use a technique called Quantum boosting it's a Quantum based short range jump for like something between a couple of hundred kilometers to like 30,000 kilomet or so when you use quantum boosting the process is practically the same but the quantum bubble will not stabilize itself so you need to be hands- on for for the whole time and the speeds are naturally well slower but it's not slow it's still Quantum traveling right okay so Brent can you boost to uh oh reinforcement needed yeah let's go there let's boost oh actually sorry thank

  30. 00:24:46

    you okay so what brand is currently um showing here is I think I forgot to mention Quantum boosting Works in every direction you don't need KN points Brent is awesome thank you okay so now please boost to reinforcements needed so if there's knife point and you boost your Quantum travel system will pick that knife point to go to welcome to pyro 3 as you can see there's a lot of UI

  31. 00:25:36

    happening right now there's a lots of context there and this is not an online demo it's a single player so that means all these units there they're friendly at hostiles they're probably fighting with each other which is a good seg way to talk about AI improvements and there's one man who can tell tell you all about AI this is the man with the nicest legs at cig well please welcome Diego Marty Mason so who's excited to see the new AI changes hi everyone as Yi said my name is Diego Marty Mason and I am the AI programmer focusing on the fly combat over the past year we've been working on

  32. 00:26:23

    delivering a thrilling experience to the AI encounters let me first walk you through our journey we first started looking at the Kur behavior in the Pu we quickly realized how uniform fighting was and how we were not using all of the tech available to us to make a more interesting experience we had the foundations and we wanted to learn more about how you the players do your combat Encounters in the verse so we did this by getting combat recordings analyzing videos and internal play testing where we were hammering each other for hour hours it was fun unless you went up against experienced Fighters like be anyway with all of these data we started crafting the first prototype with the focus of bringing that human

  33. 00:27:11

    behavior into the AI brain when the first version was ready to be tested I handed it out to one of the best internal pilots in the team Yogi so Yogi what do you think about my first prototype it was an exercise of humility it was an exercise of humiliation I hated it and I blam Theo so this was due to the AI being able to keep a good range control and a perfect orbit run their target while maintaining a constant finding solution come on it's a computer we learned a lot from our initial prototype and it really help us to Define what we wanted to deliver a combat experience where the AI get challenging makes mistake just like us

  34. 00:28:00

    humans we want players to leave every combat encounter with a feel of Satisfaction by encouraging you to keep on the move and make use of the Vehicle Systems available to you so you can at least try to win the fight let's see how we brought this new iteration of combat to life we BR down in multiple stages the first one interception then the main engage phase which which we broken different tactics strafer jouster Chaser and finally disengage let's switch to the demo as you can see Bren has encountered a scar M let's talk more about the combat flow there okay we will start with

  35. 00:28:52

    interception after acing the target the prary aim is to close the gap with the target if the AI is already the target the inter interception phase is skipped completely if it's too far it will tell the AI to use the new Master modes to swap into navigation mode and make use of the fullest speit to chase swapping back to STM mode when we are in a Striking Distance that leads us to our second phase engage here the AA selects an adequate tactic based on combat environment these are choosing VI the traits and tactic selector system you've heard more about them in the previous to by Franchesco so let's talk about the straford as this is a six degrees of freedom game is the natural combat shape adopted by pilots we have to related the same behavior to our AI ensuring also that orbits are

  36. 00:29:40

    closed and adding variations to include rolling sters will break combat if they cannot keep an orbit so now we see how the Hammerhead is being attacked by Hornets this Hornet are jousters jousters consist of Performing stay in attacks while outputting a lot of Fire power blowing through smooth turning and repeating we added variations for the M skill Pilots like a skit roll attacks that provide a spider-like fly path Jers are also good at monitoring for back strifers so if they cannot get into strike distance they will just break and finally the Chaser now Bren is going to get there in a second but the Chas it is going to be the catus which is following one of the Hornets and it's Alli with the uh hammer

  37. 00:30:30

    head now we are really far far away 10 kilometers so the Chaser it will try to always stay on the target six the idea is to force the target into defensive stance by making them turn into the change this maneuver will be seen mainly in squats and atmosphere combat the Final Phase which can happen at any time depending on the combat situation is disengage this SP is trigger based on constantly listen to multiple events in parallel to name a few critical Health damage to Shields or weapons depleted there is also a shorter version of disengage that we call Pace breaks which occurs during long periods of combats due to fatigue nature of the

  38. 00:31:18

    combat encounters these space breaks are short and the main objective is to perform a simple maneuver to gain a new Advantage position in the strike again this new flow is what encompasses the code of our new AI fly combat experience in combination with AI trades that will give designers the tools to tailor each combat encounter in the vers like for example they can choose the a sta that will allow AI Pilots to make use of all of the ship's angular velocity so they can keep a more precise orbit so for some of you out there is going to be a good challenge while we've been while we've we've been mainly focusing on fighter Behavior we've also started to follow the same process to other ship types like gunships and capitals in the near future we want to deliver experience

  39. 00:32:07

    where going against a capital ship like an Idis is a tough fight that unless you bring the right combinations of tools meaning ships that are equipped to take down Capital ships you will get the mge by their powerful turrets now after all of the feedback in our first internal play t we've receive a lot of constructive and positive feedback and Yogi is not longer been destroyed by the AI so I think he likes toar a bit more thank you everyone I hope you enjoy the new Ai and back to you Yogi thank you Diego okay so now we're going to talk about uh we heard about how AI makes my life hard now let's talk about how to return the favor we're talking weapons so the weapon and aiming systems and squadrons they went through a lot of

  40. 00:32:55

    changes I can only mention a couple of them so I will go through them relatively quickly first thing on our to-do list is basically weapon tuning at the moment almost all weapons in the Pu are practically the same in scon that's not the case almost all weapons have different properties uh they're being they have like different projector velocities different DPS numbers but they're not just um different in terms of these numbers they also they also feel different remember the Cinch cannons from like a couple of years ago there were they were very powerful weapons but there were extremely easy to use which which made the meta weapons so we're going to bring the Cinch Canon back but we make sure that the amount of work you put into these cannons in order to employ them is on par with the other guns so there's a lot of stuff that we're going to do um to make sure that

  41. 00:33:43

    we like weapons have very a lot of pros and cons um and avoid uh meta specifically for this build Brent is equipped with a nose uh I think a Clos and run laser repeater can you fire it once yeah and the other weapon he has is a he has um two weapons on the wings which are um gats ballistics U sorry gats gats cannons uh size three with one push they're actually firing two so we also going to have uh burst weapons um and so on Okay cool so a problem we have in Space Games is controlling the engagement ranges because we want to bring the fights close but the problem is that well how do I put this um weapons usually in order to bring

  42. 00:34:31

    them close what the games game usually do is they just restrict the ranges like in the Pew a lot of the weapons have exactly a range of 1,400 kilometers which means often the fights occur at 1,399 M um this is not for this is not a good um way for us to control the weapons um and we we tried out things like damage fall off so that uh bullets get more damaging the closer you are but the problem there is how do you communicate that to the player so we're going to do a couple of different things with that in the future let's see when the graph comes on okay so show fans or show which of you has an Aries okay as an Aries pilot you might uh know the following problem you have a Target you're going to aim at it um and then you

  43. 00:35:22

    um this is what the okay I need to go back okay there's actually some stuff not not there anymore I don't know what happens when you aim with your Crosshair on the over the PIP um is that you actually not aiming at the PIP the Legacy system gives you a pip which does not show you where the PIP where the weapon needs the PIP the new aiming system actually produces the PIP space them where the weapon sees them and rejects them on the Target that means the aiming information you're getting is actually much much more precise and uh this is a very interesting um sorry I said the completely wrong thing I'm sorry I'm nervous okay controlling weapon ranges sorry I'll do

  44. 00:36:12

    it now sorry okay sorry okay controlling ranges in the future all the weapons will get much much longer ranges size one weapons will fly to up to 5 or 6 kilomet before the despawn the way how we do this wait the way how we do this is we're adding spread because spread is for us is a very good indication on how to control the ranges this is not a onetoone uh relationship there so don't worry you won't get like spread with like 20° offset or something like that don't worry right but if we compare the spread of the uh spread of the weapon with the target size we know when the weapon is in range we know when the uh when you actually are close enough so that the

  45. 00:37:00

    majority of your hits can hit and we're telling that we're telling you that via the um by the aiming system now so Brent let's go back to the demo if you get a green pip and a green Crosshair it means you have a high chance of your weapons hitting hitting the target if Brent takes a little bit of a step back and waits until the Pips and the crossair turn red this does not mean that the ship is out of range you can still hit it but you might waste bullets um this also has the benefit that I'm not sure if you saw that before but if you look at how many how many bullets are in the air you actually getting a lot of bullets uh uh a lot more bullets and it just looks a lot better okay Brent just just kill these guys now bam oh

  46. 00:37:53

    well okay so um that was was the this one okay the thing you might have seen is that um brand has is loaded with size three guns on size three gimbals that means we're removing the M minus one system that the reason for that is the original intention of like controlling the performance between joystick and mouse players just didn't work out and the new aiming system is flexible enough to deal with these differences so we're just removing it and keep going so next Point pip grouping if you have different weapons of different with different projector velocities you will get different Pips because merging the Pips makes no sense for us anymore because the weapons going

  47. 00:38:41

    to have vastly different projectile speeds so if brand for example enables all the weapons now you get separate Pips so let's talk a bit about pip optimizations here and this is the thing I messed up before again who is an Aries if you aim at your target you get a pip right your a owners know that you aim at the PIP you shoot you miss and this is because the PIP is not being shown where you need it in the future we're actually offsetting the PIP where the weapon sees it and then reproject this onto the Crosshair like that and when you then hit you hit no when you then shoot you hit um and this is of course also communicated by the aiming system so

  48. 00:39:29

    when the when the Pips turn green and when the when the Crosser turns green just shoot okay so now to the actual best part we cannot take down this Hammerhead it's too big for us we need but we can it the weak points on the Hammerhead are the turrets the way are we going to do this in the future is with Precision targeting mode Brent enable phys targeting mode there we go what this does it does three things you get this full zoom on the target um you get a lower RPM of your weapons which increases or decreases the spreads for more prision and to get the painting mechanic anywhere where you put your

  49. 00:40:17

    Crosshair on that on that ship it will tell the gimbal system where to aim at so if friend now attacks the turrets your aiming system will automatically lead the shots bam one through it down Okay so this Hammer had now understood that is not good that doesn't stand a chance right now but this will be the way how you in the future will will uh fight um against sub targets and so on the good thing about this it also works even without um painting the target directly so you can do very very precise warning shots um and and there's no aim

  50. 00:41:07

    assist that kind of like destroys your aiming processes okay so the fight is over sorry I need to rush this a little bit because I messed up stuff before and you're going to look at pyro 3 okay Brent switch to na mode and bring us down to that landing spot so pyro 3 is also called Bloom it's a very big planet with a nice atmosphere and um oh something wrong with throttle oh well something's wrong with a throttle we try to go down as fast as possible though I said gameplay demo might have bucks okay going to go there now okay

  51. 00:41:59

    yeah steeper angle that works okay so the um the thrusters on your ship they do not like the they do like the vacuum of space they're we're talking spaceships here right and we have thrust efficiency curves on these thrusters so at some point especially the me thrusters they will cease working because they don't like atmosphere they will overheat very very quickly so there's the question what happens when you go down to a planet and you want to rotate your ship with your thrusters off well we'll see can you go to external view can you wagle your tail okay back first person okay so what you see here is the

  52. 00:42:48

    new aerodynamics model because obviously our uh left stick is somewhat damaged or so we can't be as fast as we want um actually Bren can you try W and S on the keyboard instead oh it doesn't work ah why would add no doesn't yep okay no the stick is uh is the stick is uh affecting us okay anyways we're going to go down as much as as far as possible so the new aerodynamic system is a complete replacement of the aerodynamic system that you currently have and you need th um you need to control surfaces to actually uh turn the ship around it simulates the airflow over your lift surfaces and therefore the slower you become the less effective those uh control surfaces will be in order to turn your ship so we can demonstrate

  53. 00:43:35

    this so if brand just sits here and Ys left and right you will see he cannot go uh further than that that is in line with what real airplanes uh also experience when they're trying to use the rudder to your left uh left uh left and right so what brand can do here is he can roll and he can pull to actually change um his Direction okay so just for this demo we added a button the button is called thrust a disconnect because um at the moment in the Pu when you go through a planet you're using the thrusters to rotate we're not doing that anymore so Brent disconnect the thrusters please and put the ship into a purposeful stall a stall happens when the air flow over a wing

  54. 00:44:24

    seizes um or over a lift surface ceases and then at some point you will not have any Authority anymore and your ship will not turn and so on and you will basically fall out of the sky that is naturally a state that every plane wants to avoid naturally right and this is happening right here Brent is not able to to use the control surfaces right now because the ship is in a in in a process of stalling however the airf flow will pull the nose back into the wind and once you have enough speed he can actually well he gets Authority back over the control surfaces that means for you as players what what you can actually do you can do Arrow breaking you can do pure gliding if you want to uh you can even do like competitions like I don't know like Drop

  55. 00:45:12

    ships out of orbit and then see how fast far they Glide this is all possible with a new system so let's talk about the problem how do you come to a stop now to come to a stop with a new system you need to purposefully put the ship into a stall but don't worry when we don't have the thrusters disconnected ifcs will help you so you're going to bring down the speed more and more until you're reaching stall speed which is about now and then the thrusters will kick in and and catch you that means however you are now in a state that the thrusters don't don't like right so at the moment we have turned this up but in the future you will not be able to hold this for long so if brand for example now from a hover strave his

  56. 00:46:00

    left more left more left more left the wind flow again pulls the ship over and you go forward again okay so now brand Now show us uh how to come to a hover and uh do we have some water here oh yeah there's our Point okay W okay so there's our Landing Point can become a little bit slower I don't know 100 m/

  57. 00:46:49

    second so we're trying to land somewhere here whoa look at this yeah that water's great like awesome okay so now we're coming to a uh so now brand will try to land with a broken throttle and yeah he's aided a little bit here by uh by the landing gear so he has landing gear out I think because that

  58. 00:47:37

    automatically enables Precision mode at the moment so that you're a little bit slower but you can of course like turn this off as a player and then you come smoothly down to a landing the best way to land your ship is in decoupled because you can just like very smoothly landed on the surface and clonk and now you're going to power down the ship using the new interactions engines are first then we're in the relaxed pose again as in showed before power off and the canopy off uh no open not off don't don't put the canopy off and get out of the ship

  59. 00:48:28

    and probably go for a swim or something okay that was a bit of a buggy bumpy ride but um thank you for taking um the time with us and we'll see you in the verse thank

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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