Star Citizen: Around the Verse - Spaceport Passport | 3.4 Ep. 8
Transcript — every row opens the video at that moment
- 00:00:09
hello and welcome to another episode of around the verse I'm Eric Karen Davis and I'm Josh Sherman today we're dropping in on area team spaceport taking a look at improvements to gimballed weapons and getting the scoop on the misc reliant variants coming in alpha 3.5 first let's check out some stream highlights from project Nomad a series of PvP events organized by detox TV in these events players are tasked with the objective of arriving undetected at the jump town drug lab and disrupting the flow of the widow all well disguised as the nomads of year 3 it's always a crazy time of Junktown on 10 development over the past few weeks we've gotten several looks at the development of art Corp but this week we head back to the city planet to look in its primary spaceport located on the outskirts of area 18 here's Joel as a party and Nicolas Etheridge with more so we're going to look at the spaceport and the the first
- 00:00:57
thing about the spaceport is we we looked at the existing one and then we looked at what works really well with Louisville and what what not so well Orville so one thing that we wanted to address when working on air 18 was to bring those areas slightly away from each other so that kind of helped with performance but it also helped with a quite an interesting transit route because it's not just a straight into a team there's a more weaving in and out of that so we're going to look at that a bit more detail with Joel as a party one of our environment ice-t's so this is area 18 spaceport it's the main transport hub for people coming in to the city and leaving the city we've got a variety of different landing pad sizes from extra large hangars all the way
- 00:01:48
down to small hangars and we've got a mixture of burros AI landing pads and player hangars so it always feels busy because art Corp is a very dense and busy planet we're looking at different ways of doing traffic not just not just one thing so it all depends on you know the distance you're seeing this from you've got the stuff that's really far away hundreds of years you know with that we can get away with like a scrolling texture but the more closer you get obviously a scrolling taste is no good so so we're looking at other things like AI ships coming down to land so we've got specific landing pads around the actual vistas of the spaceport so we can see lots of comings and goings of different ships as well as the actual player we've gone for a sort of minimalistic approach with the design of the spaceport and it's really twofold
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what one you know from the design point of view like you know less is more visual rest is good and especially in such a dense planet so once you come to the spaceport you'll be getting a transport system similar to Louisville but more of a shuttle bus or they know like a train system so you'll come out to an area like this and the shuttle will take you along through this runway towards the city and it kind of really sells the sense of scale and distance of this planet you know you see your just destination towards the end so with the transit system we look to kind of stuff we did with the you know the demo in 2017 and just that alone it was really cool you know flying in and out of the
- 00:03:28
buildings and having that weaving stuff and getting a real feel of the city instead of a train system we went for the shuttle bus service so it's a real opportunity to have that kind of feeling have you weaving in and out of skyscrapers you know going over the tops of rooftops and in between buildings and even going down into like the trenches and seeing like the traffic below and bridges and things like that this is where you would come and you'd take the shuttle and you'll derive here at this point you would go through security every spaceport is going to have security to safeguard the citizens of that planet make sure you're not bringing in anything illegal or banned on that planet and then this would be the main lobby of the spaceport so you have your your ship
- 00:04:18
terminals just ship kiosks where you can spawn earned or rented vehicles and we'll have lounges over here so we're going for more of a commercial vibe with with the our Cobb spaceport so we've been doing some lighting tests for the interior trying to get these these light shafts to come in through the atrium windows when you're here you've got this light drawing you to the atrium now out until this Vista that's your first view of our clock we're looking to create some interesting views from those areas getting like the real silhouette and skyline or sprawling you know metropolis but I think it's really looking cool and it's a really cool kind of area to fly around Eric you know what if there's one
- 00:05:06
thing we like talking about here on a TV it's turrets that's true yeah we've covered many improvements to turret gameplay some might say we've had a terrible torrent of turret talk you know Jared or Mike wrote that one for you yeah that's what I thought that said it's important to keep making tweaks to really lock in a fun and satisfying gameplay experience very true and as the new flight model makes its way closer to the live game and we continue to look at the elements being developed that will bring it all together one such element is improved gunning and gimble assist is a big part of that let's go to Kirk Tony for more we've made some significant improvements to controlling turrets especially in the direct input from the player to where the turrets actually end up aiming one additional feature that we wanted to add was that while the
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sensitivity of the turrets was adjustable by going to the options menu it's not the most optimal solution to basically pause the game and then make my new changes to how fast your mouse or joystick input are in relation to how quickly the chart turns well we add was we added a couple of controls one there is now a HUD element that shows up above the the cursor in the turret which will show you your current angles for pitch and yah and will also allow you to via either hotkey or a dashboard control that you use with the interactive menu to on-the-fly increase or decrease the sensitivity so while you're chasing the target around you can hit a few keystrokes and then slow it down so that it's much more minut and then when the target flies away from you quickly increases so you can turn quickly and
- 00:06:41
then aiming your target so on the roadmap we see a new feature called gimbal system it basically allows you to fire at targets without the air cursor controlling both where the guns are firing and where the ships are aiming towards so to demonstrate how this works basically you target an enemy just like you wouldn't normally while the target is within those constraints your gimbals will start aiming toward that target independent of where you're actually moving your cursor to fly so you can be flying toward the right but if the targets to the left within the new gimbal assist aim circle size your gimble's will start turning toward that new target and then depressingly the fire button will fire toward where the game was in our aiming using a feature
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like this which allows you to fly and fire disparately will will be a great advantage but we still do want to bounce it so that ultimately if you are using either fixed or the regular gimbal mode you'll be able to have I think a lot more freedom to be able to fire at larger angles but this will give you a little bit of assistance if you want to go ahead and concentrate more flying and then let your let your guns hit the targets they're in front of you from ship weapons to ships three point five will include the other variants of Miss reliant that's right known for its unique transformation from horizontal to vertical flight each of the new reliance offer a fun twist on the core model for the artists and designers tasked with bringing them to life we should start all right you start and then I'll go you
- 00:08:22
just say your name and then I'll say my name and then I'll say what part of or or what do you want tell me what you want Jared usually it's an interview ok good guy hi I'm Stephen and I'm Owen and we're part of the misc internal development team and we've been working on the Reliant for the past couple of months trying to bring to life all of the new variants that we've promised from a long time ago so it's been quite a while last week we gave a presentation internally to the studio just to give an update to where things were and we'd like to share that with you now as part of the presentation we put together a little video just to show the team exactly what we've done this is the modified version that we released in 3/4 it's got some extra cargo so we could
- 00:09:11
expand it and fit the rest of the variance yeah and to be clear this is obviously not the full amount of cargo it can hold it was only able to previously hold for scu and we've expanded that out to six so now you can carry 50% more cargo which is pretty cool we took the interior of the cargo hold and retrofitted so that it has a small habitation mm-hmm enough to house two beds a bunk bed these are extremely tiny yeah they're very small they're smaller than the regular beds but they fit and so we decided to use them yeah and one would say they're almost coffins yeah we also have obviously as you can see here a little sort of bathroom and shower combo and on the right side of the ship we've got an avionics unit and then we've also got a station I'm going to pause here real quick just so we can
- 00:09:58
kind of look at this a little bit this station was sort of inspired by the news van or like a surveillance van and we kind of wanted to have sort of a wall of screens but being that this is misc and they have a lot of what we're gonna eventually have a lot of holographic displays we wanted it to be sort of kind of like Minority Report organs literally just a wall of floating displays it's gonna look super cool so let's continue with the video here and we're gonna have the Mako version which is what we're looking at transition over to the Tana yeah so the Tanna actually has 1su of cargo so you can actually put some mission boxes in there it's also gonna have an armored Locker and some weapon racks so you can put some weapons in
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there yeah don't let the gold shirt inside of the arm Iraq for you that's actually meant to be for armor and you can hold specifically at the moment three rifles three rifles that's right yeah and obviously you still have the beds and you still have the the bathroom in there so it's kind of a cool versatile we're actually I think this might be the most versatile ship we have of the starters I agree yeah continuing on this is gonna transition over to our fourth variants ascend the send this is a science station let's pause that right here as well to kind of just take a look real quick so the Sun version is an interesting version because at the moment the gameplay for that is still being developed that's true so in order to represent you know the scientific part of the ship we've gone ahead and built a little workstation
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with kind of a microscope type of setup yeah and also when I call them that area yeah a little contained area so this is like a vacuum box yeah I don't actually know the real name of it it's super cool that's where you'll pull your alien specimens and hope you don't get infected so that's kind of cool it's also got a little support station so you can be on the the computer you know looking at your samples or what have you yeah and now we've got a couple of turntables of the original you know the original core which is pronounced core a I believe and we're looking now at one of the exterior attachments this is for the science firm yeah that's the science version it's it's supposed to be a sensor array of some sort that you can remote into and then you can do your sensor gameplay yeah you can see that
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here attached at the bottom as well we're gonna transition over to the dual mount yeah cool weapon mount so this one is specifically for the military version I believe so I think it also goes on the core version in the original concept so we're going to add that on to the core I'm gonna pause it here actually real quick cuz I do have a question which is notice how on the top we have a single mount yeah bottom we have a dual mount yes can I also just put a dual mount on the top if you have to do whole mounts then you can swap them if you want cool alright let's keep going with this we're gonna transition over to our last variant here which is the Mako the mako yeah and this one's kind of cool because this is kind of like the science version but I saw the prototype of this in game of you actually looking through that kit so you can actually remote into the
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camera and then use that to capture your footage and it's gonna have a nice little overlay to show you just that you're in a remote view cool and that's it that's the demonstration we gave internally to the team just to kick more updated we hope you like it yeah and the the gameplay for the science version and the news reporting version aren't in going to be in 3.5 but we played the ground floor at work for it and we hope you guys enjoy it those guys are having way too much fun yes look for those ships hitting the space lanes in 3.5 and remember the new Argo SRV tug ship is still available and we just released a QA all about it on the website so check that out for more insights and info and speaking of alpha 3.5 we're working to release a patch to the PTU forever coding testing yes this
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patch won't be the full 3.5 content release but it will be a way to start testing our new flight experience and we're looking forward to getting your feedback and for more on the new flight experience make sure you tune in to twitch.tv slash star citizen tomorrow a new pacific for a new episode of reverse diverse gameplay programmer David Coulson will be in the studio to give us a look at the new flight model in action and answer your questions live thanks to our subscribers for sponsoring all our additional community engagement and thanks to all of our backers for supporting development until next time we'll see you around the verse [Music] thanks for watching for the latest and
- 00:14:46
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Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

