Star Citizen: Reverse the Verse LIVE - New Flight Experience
Transcript — every row opens the video at that moment
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lots of Chris's Fred one Blondo fever Rob Burnett Robert Irvine centerline Cutlass thruster they've been watching following the project for a while you'll know what that one is blame James also old Russell's James Pew former wingman yeah repair bear welcome to reverse the verse the new fight experience I'm host Content Manager for global video production Jared Huckaby and we were playing with apartheid right before we started they've notice that we had our vandal against humanity game has been sitting on the set for a couple of years now this was gifted to us by a longtime star citizen backer Ken Shadow and I think we're long overdue for playing I think what maybe we'll play it
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before we send you back Dave you are the gameplay poor we were one of the gameplay programmers that have been working on what we've been billing sense citizen GaN as the new flight experience yep you've let model D for all do I experienced the way ifcs 2.0 it's a thing that's gone by a lot of different names we have you here in the studio you but you were here for a bunch of other work that was going on um as we mentioned in a TV yesterday we are we are working towards getting the first the new flight model into the hands of our evo kadhi we are hopeful that will happen very very soon very soon we're not but but there are top people working on that right now so we wanted to while
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you were here you know with that happening we wanted to take a tickets to take some time and set the table as ok let's talk a little bit about what the fight model is what the new fight model isn't and see if we can't in community management terms manage some expectations about what people can expect when this not only goes to evocati but goes to PTU and then to live with everybody with alpha 3.5 and then of course beyond that so right off the bat let's just start with a real simple real broad question here what is a flight model what is the flight model a flight model is like the set of rules that we use to to move the ships I guess that's
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probably the simplest way to do I mean that's like super broad right but underlying the underlying movement of the ship is a is a physics it is genuine real physics and we sort of have this set of rules for the mechanics of how how the ship is going to propel itself and how you're going to control it and that sort of link between your control and what the physics is doing is is the flight model right so in the case of ifcs it's it's a bit like a fly-by-wire system that you have in a modern jet fighter where you don't have direct control over thrusters or control surfaces or anything like that you just have your desired movement that you would like and then a computer
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simulation will interpret that input and move the ship for you and that little jump there of that interpretation is super super important to the gameplay it completely defines how the ship's fly and feel and I guess on that topic another kind of side part of they said what are the limitations of the ship it also comes into that because like obviously the ship can't do exactly what you asked because it has physical limitations and those physical limitations are also part of this this flat model okay so we you basic ship mechanic's you've got the the main thrusters generally found in the in the rear yep you've got the maneuvering thrusters dispense spread throughout the ship you know the each ship has a different kind of size and shape on whatever and we renew marine threshers will be in different places and ifcs
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what does ifcs stand for intelligent flight control system I don't actually know where that acronym came from a predated me start company where we have a well-established history of classic acronyms here in star citizen so ifcs take takes takes the input that you make on either a joystick a HOTAS two sticks exact dose and keyboard gamepad and then figures out the combination of effect of thrusters maneuvering thrusters how hard it needs to hit the main thruster to achieve a goal that's in line with what you're trying to do with your control scheme yes and within the limitations of the ship and within the limitations of ship what isn't a new flight model and we we posted me as will always we post a thread on spectrum where we collect questions throughout the week we will also be collecting questions live in the
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chat a lot of the questions that came in weekly don't always align with the subject that we're talking about so I want to think a few moments we know what a flight model is what isn't a flight model so I think one of the biggest things that is under this topic is because the flight model is obviously super core to how you fight in ships the flight model tends to get a lot of the the other combat related mechanics tend to be very tightly related fun to be really thought to be tightly related but the flight model is purely just moving the ship so things like the gunnery the weapon balance the shield balance armor all of that stuff that is not the fly model gotcha now there's something else
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so gain balance as it were whether this ship can beat this ship whether this ship you know is more maneuverable than some other ship that's not fight model yes my pipe model that's game balance that's handled by a series of designers but you got if you've been following the project you you've met a hundred designers over the course of star citizen's development those are the ones that will take the tools as something like the flight model provides them do and then tweak them and change them for each individual ship it's worth noting as well that those those things are not balanced in design in isolation from the flat model they're just different things so you sort of have like your shield balance and your weapon balance and your flight model balance and the combination of all three of those goes into the balance of combat okay so when we see a lot of questions
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about how will this ship fly or how will that ship fly that's not necessarily in the wheelhouse of you and your team you're you're working on the general overall aspects model and then the designers will go and take the model that you've provided that you did you your team has created for them yeah and then tweak them for the individual ship workers yeah gotcha we like I want to give the idea that how much of a like collaboration this is like obviously to get the best result out of the flat model I work with designers really really closely and I sometimes work with the other ship balance tasks just so that we can kind of make sure that everything is everyone's on the same page and while working towards the the larger goal that is the game it can sometimes appear because we have a
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team of over 500 developers around the world even though I'm very proud that we show more developers on our weekly programming than any game studio out there in the world we still don't show all of them we barely show a fraction of them so we can so sometimes the perception can come that you're the only person working up in the fight yep it's like this is just you right you're you this is all you nobody else is helping you and if anybody has any problem grades they can send their letters to Dave Coulston Kara no I'm afraid your that's not that's not how this works I am I am probably you would describe me as the technical owner technical lead of the flight model but other people work on it and obviously I'm not the primary designer either so yeah there's you can send me your
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complaints about weapon balance but I don't program weapons so I need to I can't do anything about that I need to give it to someone else yeah we mentioned that because what happens quite often when we have somebody on our TV or a TV or whatever is people will sometimes think that they're the only person responsible for that work when they're just the spokesperson that's been volunteered to become that they have and their spectrum in boxing and to fill up and anyway so we are taking questions we taking questions from two places one we've got the thread that's been up all week we'll take questions from there and of course you to submit your questions live right now if you're watching in one of two places either twitch or on spectrum the in the general chat please preface your question with the word question in capital letters surrounded by brackets and our special guest question moderator toast today I will pull your questions
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and he'll send them on to me like this so right off the bat let's start with the most voted up question from the thread I was every once in a while I'm pretty good at predicting the kind of questions they'll come in and everyone some others the what there's one that comes up to the point you're like really that's the way that we expect this the most voted up question says will physiological gene limits affect players and multi-crew ships who are not in the pilot seats most famously you can be flying a constellation doing a lot of hardcore maneuvers and you and the pilot will risk a readout or a blackout but a person who was standing three feet behind them it's just chilling it's okay so are we seeing any changes to that in the new fly model sort of but in this case no we're not gonna see any changes
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to this because it's in three point and yeah in three five we're not gonna see any changes to this it's really really difficult and well there's actually two parts to this right because there are multiple seats in ships and as far as I'm aware other seats can feel the G limits but there is there's been some bugs like for example if you are you're in a turret of a ship and you rotate the turret 180 degrees you will get G limits in the opposite direction or G effects in the opposite direction to what you're actually facing so that's obviously an issue that we need to solve and we will but obviously people walking around inside the physics carry of the ship is a separate issue and that's really hard not in terms of like physics or anything like it's easy to just apply a force to a character the issue is that you have to animate the character to react to that and that's what's really really
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hard and not only that but we could say do that maybe we have like the the the fair is animate so they're like doing this sort of thing but then it's just annoying like if you're inside a Cutlass the Cutlass can can maneuver quite hard and you're trying to go about your life inside the back of the Cutlass and you're just getting thrown around and constantly it's just impractical we talk a lot about how we want multi to gameplay to be akin to something like Star Trek or Star Wars where folks are running through the interiors of a ship to replace a component or whatnot and if there's if there's too much if there's too much shake if there's too much being thrown against the walls and the players inside won't be able to accomplish their goals yeah so there has to be a balance there between what might be super realistic and what is actually
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acceptable for the type of gameplay that we want to agender with multi group gameplay the conversation at the moment this is not something that we've gotten 3/5 but the conversation at the moment is that the inertial dampeners of the ship interior have limits and so for the most part in usual maneuvers you won't feel anything but if you get if you slam into an asteroid or another ship slams into you or you pull it a really hard manoeuvre then the character will react and you'll get a hit feedback or you'll be moved or whatever there's a threshold yes there's a threshold so above that limit the the inertial dampener just can't help anymore don't you that sounds like a way to kind of have our cake and eat it too I hope so but obviously this is like it's a difficult compromise to make and of course not something that's coming
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online with 3/5 and their fight model as it is now all right second question of the thread and then we get we got some of the live questions coming in here now will fighters have the acceleration to rotation rate ratio necessary to maintain an angular advantage against one another thereby enabling positional combat so if I and forgive me if I'm a bit under saying that so the basic alert I'm about is you've got a ship here and then you've got it you've got another ship they want to know whether this ship can position just out of their firing range and as they're turning if they can keep their positions and and basically stay out stay out of gun to gun range exactly okay yeah so yeah that is what is being talked about here and this is a really difficult balance because we have reduced the rotation velocities of ships in 3/5 but we've
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also reduced the accelerations of the ship and that is sort of bringing that ratio down and not really changing or bringing that the two numbers down and not really changing the ratio that much so it depends on the ship like we've obviously got some variation between the ships but for the most part it the ratio has gone off a little bit so that distance is a little bit further away but it's not a huge amount further away than it was previously and it's just purely because to get that ratio or to get that distance you need to be to be able to do that if we were to get that above 100 meters we would need rotation rates that are quite a lot slower that were comfort and more comfortable with right so what we're gonna try and do is we're gonna have larger fighters that have these slower rotational velocities and in that case we can do that and so the smaller
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lighter ships can probably can probably do this sort of thing or at least they will be able to track targets that are following them in certain ships won't be so to be you know this sounds like it'll be a case-by-case basis yeah what the what the situation is you know shipping ship pays some will be able to maintain that advantage and others may not yeah this is like this is something that is super it's super top of our priority when we go to epic Audion test this ash this is what it's like in the current iteration that we're gonna put out in a vacati and we are 100% up for changing this and shooting this in the next month or so yeah it's that's one of the advantages of having something like not just the evocati we throw the word evocati around a lot of times but you know anybody who joins in the PTU it helps us test these
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things for all the QA people that we have and we're gonna meet one here in just a little bit we can't match the sheer numbers and the sheer scope and sometimes sometimes the the capabilities of a lot of our players so being able to have this in their hands with the upcoming evocati build and then peach you well shock hopefully and it has in the past shine a lot of lights in a lot of areas that we maybe haven't seen before and to tweak this so so whatever the version that you get you know today or tomorrow or soon won't be the final but you may not be the final version we will take your feedback tool tweak a little twerking and all that good stuff but is at weekend to work in a nice okay roll with it alright with Hurston art Corp of art Corp and all the planets and their moons
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have a have vastly different atmospheric densities well the new flight model take that into account as well as the difference in density at ground level versus the edge of space I like this question this is probably my favorite when they came in from the ocean so basically the simple answer is 100% yes it's really really cool I'm really happy with it we have sick taken some compromises with respect to realism because the way atmosphere is scale off as you go higher is actually quite complicated and so at the moment we have an exponential decrease in atmospheric density as you go up which is somewhat realistic but it's not realistic because all sorts of weird physics things and so as you fly lower like I think that the
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easiest way to see this if you take a really aromatic like the Gladius and you make a tight turn low in the atmosphere you will get some really strong lift forces such that you can black out really really quickly and then if you fly a little bit higher in the atmosphere that ease is off and you can you can turn harder and use your thrusters a little bit more and not black out as much because there's not as much air and then as you get right to the edge of the atmosphere it scales into what is effectively space flight in a nice smooth kind of transition it's really really cool I'm really pleased with it well hopefully we'll get to see a little bit of that here in this time now we've got some questions coming in from the chat here how does the new flight model implement afterburner and boost so afterburner and boost are have been sort of combined what we did
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previously call afterburner which was this thing we press shift and if you're going in a straight line you would accelerate past your top speed and you would go into like crew speeds that gun what was boost is now called afterburner and it is also the same thing as as overpowering your thrusters right so you know we talked a little bit about this at citizencon is we're gonna effectively pump more power into these ion thrusters which will cause them to ionize more gas and you'll get more thrust out of it it is pretty much exactly as it was in boost previously it's a it's a an after burn kind of I guess not really like a gas engine afterburner but you get more acceleration as the point and we've also kind of tuned the heat systems of
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thrusters so that there's a limit on this so if you continue to hold down afterburner you'll get a warning on your UI saying thrusters are starting to overheat and you'll will start to get a bit more sluggish and if you keep doing it that it'll go full red your thrusters have overheated and your will just be like drifting not able to move and then you have to wait for it to cool down again and then you can kind of fly one of the big changes we've been talking about on a TV in the last couple weeks is trust your damage yeah is how thruster damage will affect your ship I mean it's talked to me about that because it seems like you know you're gonna have the way that your ship works in space yep and then you're gonna have the way that your ship works in atmosphere close to the ground you know the way that your ship works in the atmosphere high up in the sky and then
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the way your ship works in those three situations with damaged thrusters yeah that seems like a lot of variation one single ship handles quite will be able to handle quite differently in a number of situations yeah was that in place at citizencon how things change since we first showed this off and cities ago so in terms of that aside from the shooting and balance it actually hasn't changed that much because we found that it plays really really well some of the ships are a little bit hard to shoot the thrusters and we're kind of working with the ship artists to try and you know have thrusters that are exposed the weak elements and so when you shoot a thruster you start losing thrust and you get a reduced acceleration the new flat model
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is a little bit more lenient towards it balanced so previously you know if you were to shoot a thruster on one side of the shift and then every time you tried to move it would like spin because it was just out of balance we don't do that as much anymore we kind of you know we give you a free pass in that respect just to make the game a little bit easier to manage so what you will have what you will feel is reduced thrust in a certain direction will still be quite stable up to a point obviously when you just completely lose everything the ship will be quite stable and you'll just lose thrusters or you'll lose acceleration and so that the result is that it feels sluggish and you might find it that it's art that's like asymmetrical mm-hm so it's sluggish strafing in one direction and not the other which feels really cool it forces you to sort of change how you're you're flying in the
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middle of combat which is which is fun see a lot of questions in the live chat and from the threads I'm just gonna combine a bunch of them here into kind of an overall how will large ships behave differently in the new five my looks the most have seen things like the the reclaimer the giant Flying Brick I think if they get too close when they get too close to the ground they become really hard to control sometimes so everything changes there we are they don't they don't behave any different in terms of mechanics rush they're only different in terms of tuning and they're really slow and really sluggish and some of the really big ones are actually sews have so little thrust that they are impractical for atmospheric flight which is kind of what we originally wanted
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like if you have something as big as the Bengal you you can't come you can't come into the atmosphere when you could but it'll be sense yes I have something as big as the bed I don't get excited so I think the the example that's in 35 is the is the reclaimer that's the salvage ship if you come into the atmosphere in the reclaimer it really slowly like drifts down and you will like pump up as much as you can it'll just keep drifting down it just won't be able to don't bring it into the atmosphere I guess is the tip you won't be able to get out okay now you are you saying that you land to reclaim there's no way to get back up to space yes I guess that's why we have a tug ship don't take the reclaimer down planetside now is that intentional or is that just where the in digital okay
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there is sort of like a you know as ships get larger and larger they get slower and slower until eventually they reach a point like for example I think the the star fare can get out of the atmosphere but it's really slow like it's like you can see it struggling and struggling but it will do it it just takes ages okay now something like the reclaimer I mean has pretty obvious landing gear and stop being the whole beat all engines go and it has a landing profile to it yeah so if you're like on a rest stop in space then that works fine or if you're on a low atmosphere your planet like like Delamar I think it's pretty low out mister or the pretty low gravity sorry then it works fine and you can land and you can take off and it works as you might expect
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it's like Hurston for example like for example the star fair can't escape from damar but it can't escape from Hurston gotcha so we're not saying that he can't land on all planets all yes it's just the ones that have gravity strong enough they can't get out gotcha so a reclaimer could land on something like yellow or I'm blanking anymore don't actually I haven't actually tried that but okay I've tried damar so so what we're saying is that there will be some have planetary atmospheres where you're not going to want to take something like the reclaimer and live but other moons or whatever that don't have particularly atmospheres it still won't be the easiest sell in the world but you can do it okay that makes it a little more sense for me thank you so much alright what else we got here we've got you you about ready for us Chris you're about ready for inside we have
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got Chris Klein from here in our Los Angeles studio who's actually got a version of the bill that we're trying to get out to evocati right now so we're gonna go over there and see if we can't show a little bit of what we're what we're talking about so let's switch to Chris Chris and we're gonna take our chairs here professionals you've seen scene change here and you've got the I got you a slightly impractical and if you put your hand on top of my playhead all right is there not three it was a bit on balance zero you're just
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down there oh I see mm-hmm you're playing homeless down there on the floor this doesn't really feel like a flight Hamill I'll be honest all right you can take it out there and you can take yours out too okay I find it's great yeah you I contrast alright so we are flying in a Gladius correct yeah so David take us through some of this what are some of the first things we're gonna notice here so the first thing you'll notice is that the the throttle hug here is different from what it is at citizencon we've actually reevaluated the way the throttle worked since citizencon and we have a new method which I'm actually really excited about so now instead of how it used to be W and s or your default forward and back is actually forged straight which I know a lot of people used to previously find
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you for them back so when Christopher is pressing W he is actually strafing forward and if he lets go W he will actually slow back down to zero so you might wonder then how do I like cruise at a certain speed well if you press the cruise control button you'll see that little arrow pop up on the HUD and it will auto a thrust to whatever that speed limit is the newest seche and i know there is actually a question i've seen on this yeah about to ask if there's gonna be a true speed indicator that i'll show your actual velocity so this this Hut is now your true speed indicator a huge strafe left and right you just your velocity in any direction that you were going and furthermore as a result I think is another question there you can actually change that speed so Christopher if you if you move your scroll wheel up and down you can
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actually change that speed limit up and down and so the ship will try in a moment because you're restricting it is actually struggling to get itself back to the speed limit I fly this way but yeah you can actually change the speed live in that which is a pretty big change I know a lot of people have asked for that and so you can kind of set it what you want you also notice that it goes red when it goes red it means you're above the combat maneuvering speed which is the like recommended maneuvering speed for for combat now we've had different fight was before free sem you know super cruise yeah so if you wanted pre mode if you want to like come in and land or whatever you could reduce the speed limit to like actually as low as you
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want you can go down to zero if you want to make it a nice really soft landing you can set the speed limits are like 1 and then the ship will really slowly move down and land or you can set the limit up to 1,200 didn't fly it what you study cruise now this is a good time to remind everybody that this is this is about the earliest we've shown a build for anything a long time so I say that as a hedge against this crashing wherever that we are this is what we're working on getting out to our evocati test flight in the very near future let's talk about rotational velocities you said earlier that some that we're slowing things down we were talking about rotational velocities why we're slowing down combat in general because we've made changes to this in the past
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we've sped it up we've slowed down again it's it's it's there's an interesting balance here because the combat that we have is still pretty fast-paced compared to other space games but it was previously like accelerations were so fast that it was almost too difficult and like for example when you were trying to aim it was almost impossible to get the target on someone because they could just like do this and you know it really struggled so by lowering the accelerations down we've sort of made that a bit easier and then the rotational velocities have also come down to try and sort of get that the better rotational to acceleration ratio that is a little bit higher so you know in certain larger fighters you won't be able to track targets that are moving
- 00:28:32
too close to you and too fast yeah and I think that was that was pretty much the the goal right we don't want this to be like if you have rotation of velocities they're super high and you have rotational accelerations that are super high it feels like an FPS computer and that's not what we want we want you to feel like there's some mass and you're cutting to swing your nose around and stuff it just makes the combat require a little bit more foresight a little bit more planning and tactical thinking rather than like twitch shooting so you're going to take us down into atmosphere so we see some of these atmosphere fight-fight behaviors we were talking about a question in the live chat we already answered if Chris Peters exists one of the things that people see in atmospheric flight from the game now is the flying another term like the the
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hub the hover balloon the the ships seem to just kind of hover and float sometimes in atmospheres much in the same way they do in space they have AI is that changing with 3/5 that is not changing with 3/5 it is something that's obviously on our radar and part of the reason that I actually came to LA was to try and prototype some solutions to this this issue and we're really excited about that and it is really really cool what we're gonna do with that to try and you know solve that issue we're not quite ready we're not we're not ready yet it will it will come in three six usually it's a good reminder that that a the new flight experience coming in alpha 3 provide was not the end of the
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it is yet the next step in our continuing evolution of flight mechanics for star citizen I hope it's a lot closer than what we we eventually want well the feedback in citizen Congress was was pretty good I was obviously very busy at citizencon but from what I'm from from the folks who found me in the anecdotal you know response that I could hear folks who knew me pretty happy with it anything I didn't see you know I know there are some changes to hover as well this is true is there changes to her after talking about how things like the Dragonfly or that or the or the NOx are gonna change with new 5 so we have completely redesigned the the actual hablar system and so it feels really
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really different now now we did do it an atv a month or two ago about this and I think it probably didn't didn't show it off as well as I would hope but hopefully we can kind of give you an idea of what it's like to play here and then you know shortly in in the avocado you will actually be able to try it for yourself and you'll understand how different that it really does feel somebody in chat is asking if there's like an actual like VTOL mode we've taken pre and SEM and certain result is there any child talk of it actually fetal mode this comes under the same topic of you know solving the issue of ships hovering at weird angles because the hope is that that the veto engines
- 00:31:47
would kind of direct all their thrust down and it would change the flight handling so we are gonna do that but not in three five okay so talk to me about this now what are we seeing this different I actually I'm gonna admit that I haven't flown a dragonfly and ages it might be close to a year at this point straight away you will notice that an it doesn't bump itself off every time it comes into an obstacle like it used to do so the hovering tends to be a lot lower than it used to be and you sort of get this like feeling of being a little bit more attached to the ground we also have like a variable grip effectively like obviously it's not tired grip but if you like lower the bike which you can do with control in space you can like change the hover
- 00:32:34
height if you lower the bike you actually get more like lateral turning grip so you can do tighter turns if you're lower and then you press space and you'll kind of hover a bit higher which is safer and you can you can travel without bumping into things but you also can't turn this tightly when you're hovering a bit higher you think we can teleport to an area that's got Sun what was that quick one that we did yesterday I'm gonna be perfectly awesome no idea I don't rotate manually oh it was a procedural planet rotation scale yeah gonna rotate the planet faster yeah do you know how to do it I've seen this cheese not available to players no this
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cheetahs not available to players oh you want an icon or rotation scale yeah just put like anything change its speed yeah are you sure cuz that's set to zero I think you I think this is the one you just change around I'll just change the time of day no just set the scale to two I think that was what we've tried yesterday yeah scale - I like this keyboard all right so back to the questions well you figured that out all right we'll project out impact it might have been because we're playing in any what kind of it might be oh it's really blocked out we'll projectile impacts be felts in the flight behavior yes if you for example well first of all the ship can be
- 00:34:15
knocked which I think it was able to do that previously so if you like get hit by a missile or whatever the will try to shake and be knocked around maybe it'll start spinning whatever then it'll recall you can go on but on top of that the ballads that we mentioned earlier is also you know coming into this so if you get bumped by a misael at the back of your Gladius and it destroys the thruster you'll you will feel that straightaway like the will feel more sluggish maybe it won't be able to you know strafe if you go to one side or whatever and so that is probably the sort of secondary effect that you'll feel out of bumping a ship with a missile or whatever I'm sorry was just acting me yeah give it other question then okay as
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a very discussions about here's question about ESP one of the things that I'd notice sometimes yeah watching the watching streams and whatnot is what when when you have a ship targeted ESP will sometimes pull you a little closer to that ship then maybe sometimes you want I think famously Tyler was playing once where he was trying to do a flyby of somebody and he had that person targeted so he could see where they were at he was just trying to like like skim the surface next to them and the ESP pulled the ship a little too close to him and he ended up colliding instead I talked about ESP and he changes to ESP in 35 so ESP has been weakened generally so that that effect is not as apparent as it once was you although I I think what we
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kind of want to do with ESP which I won't be in the first ever Carly but it is a super high priority and it'll be done like you know it'll be out in the next the next version is having a little bit more nuance to the control of ESP so for example if you try and pull off the target ESP we'll know straight away oh he actually doesn't want to target this person and it'll just back off or likewise if you're not putting any inputs at all then it will they will not do anything because it knows that you're not trying to aim right now all right that sounds I will make a time stuff live IP but why my people it's cool for things like formation flying you know when when people target the leader and they 5 and this be ups the formations and stuff I guess a little
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bit too annoying me or anything though this is what this is our priority right it's combat with the with the overhaul and grab love will you be able to make plan fall in one from low orbit in ground love yeah is the same can you can you think can you take a a dragonfly from space and take it down to the surface you can but you'd be an idiot because you'll you'll hit the ground and you'll block there's no more like previously gravel I've used to like thrusts from quite a heist to like to like you know soften you but now gravel lives don't work unless you're quite close to the ground and so you'll fall at full speed until you hit the ground
- 00:37:32
and there'll be a big explosion you can try it if you want but you're probably gonna die I'm certainly certain people will try and you've switched to a hammerhead obviously why are we in a hammerhead now this is a really good example of how the the bigger ships like work if you like try and turn you'll see straight away that it's so much slower than the Gladius it also is not nearly as erdan i so it's not getting so many of these sort of like lift forces that you get with aerodynamic ships and so it's sluggish and it's kind of difficult to control the ship actually has enough thrust to hold itself up in the atmosphere so you can escape but yeah it's just really really slow it's slow and
- 00:38:22
sluggish and you have to kind of think quite far ahead before committing to moves because you know let's by that bump into stuff let's go ahead and jump back into the glass so we can see it was obviously when we came down with a fortune the planet was on the dark side and we weren't able to see a whole lot the gamma on your monitor is up higher than than they give them the raw input into the stream and to look pretty dark on the stream so see if we can get that back back to the other questions will we be able to glide and rotate an atmosphere with no power to the engines you can't do that just if we can actually show it the issue is more that a lot of the ships are you know they're like jet fighters like if you cut the engine in a
- 00:39:09
Eurofighter in real life it'll glide but it's gonna fall quite quickly and you don't really have that much time to do anything about it so if you get up to speed and then you just caught the power the ship will glide but it will like start thank you you can see my hand right you'll sort of end up crashing because there's just no power there you go ship glides they will do this for quite a while and then it'll what have you done expert pilot yeah if it works you just don't have that much control and you will eventually crash it's been one of the most common
- 00:39:58
questions about stars is well why do all the spaceships have wings no yeah no here's got me see why does the flight model take into account distance from the surface to reduce the effect of gravity oh we have actually talked about this it does the the fly model it is different it closer to the ground yes so we just mention the wings where the question of the chances will ship profile will the ship the physical profile and actually affect the atmosphere explain like famously the I can think of right at the top ahead the paralti doesn't have much in the way of wings if we did this maneuver in the Harold would we fall to the to the ground faster than the innocence within the class absolutely we do stimulate what are
- 00:40:46
called lifting bodies so surfaces that are that have the sort of geometry to support lift but are not necessarily wings can generate some lift but not very much and you will kind of feel that difference so the Gladius can obviously glide a lot further than then something like the aurora we have that thing tremor was called by now the we used to have like an SCM limiter and an acceleration limiter we're gonna be able to control those yep so we mentioned that previously the the SCM limiter is the is the left bar that is moving up and down there that is controlled by the scroll wheel now at the Citizen Kong presentation we had the acceleration strength or the acceleration magnitude was controlled by
- 00:41:36
the scroll wheel we've actually removed that because we found that it just wasn't that useful you know in the middle of combat you always want to be at max thrust and it had like limited use cases of like maybe landing but really we found in play tests that no one used it and we found that modifying the speed limit was actually far more useful and so we've gone with that and said one of the questions in the chat has to do with the ultimate the altimeter I think right now the altimeter is set to sea level and not the actual ground level that's beneath you is there been a discussion about a like a like a actual altimeter from the ground that's below you versus in ultimate it's just at the heart sea level so we can do that it's a matter of what's important on the UI
- 00:42:24
like it's pretty easy I think we actually have that value internally we use it for things like ground effect turbulence and stuff like that so if we wanted to show that on the UI it would be trivial but it's a matter of is this important information that like you know we don't really want to clutter the UI and it becomes this question of is this useful information that is worth taking space on the UI for and right now I don't think it is but I'm opened it to discussions on that and you know in future iterations maybe maybe we will revisit that and a longtime viewer if any of our program will know how how how important UI is to every single aspect of star citizen you I suppose the one department that touches everybody's everybody's work so yeah you can you go
- 00:43:15
to spectrum and you can let us know if they if a relative ground you a altimeter if something's like as opposed to a to see the proximity I think I know what the answer is but I'm not going to stop you from making your posts that's let's see late a question here about turret aiming that's one of those things what we talked about how it's not related to the flight model is that this fight will have any impact on turret aiming at all I'm afraid not I'm afraid not and we just and actually if you haven't watched it yet yesterday's atv has it has a segment on some changes to my apology for a second there's a really good example here the the presser is overheating so Christopher is holding his finger down an afterburner right now and the thrust has already have extra work to do
- 00:44:02
because there an atmosphere they're trying to help you supplement you know gravity and their overheating or their overheated and the result is that you kind of struggle to move a bit more let's let's show the the dragon flying in doing the dragon fly that would immediately really didn't get to see the grab live in action well it was dark like that so what I'm saying if you're curious about how becoming changes to turret UI and how you can adjust the sensitivity on the fly you can check that out on any TV obviously we've done many improvements of turrets it's an important aspect of multi-crew gameplay and we will continue to make those improvements as development continues we just oh that's the same question what does TBI and a TBI know that is total velocity indicator gotcha
- 00:44:53
I'm not actually sure what eighty guys the I'm sure shots gonna tell us in a second yeah will we get an arrow or some other indicator to show our direction of motion within our field of view or when the TBI and this is a TV IR off-screen Oh aunty TV I that's what it is it's for going backwards gotcha yeah it tells you the opposite of your velocity anyways yeah we want to do this it's not gonna be in three five probably it requires a little bit more thought in how we're gonna do this in a way that's both useful and also not totally you know intrusive on the screen like we've seen some games that have like these like streaks on the screen which we explored but we decided that it was just
- 00:45:42
too much clutter on the screen so we're exploring ways to do that right now and in a future a future version of the game we will absolutely do that and of course everybody knows the collision of TBI and anti TBI is how warp drive is created this is a Jared's take on lore here watch the Star Trek I don't know if this is quite new house but it's interesting question that curious if you have an answer to it out will we see aerodynamics moving parts in the future like ailerons and flaps this has been under discussion it's it's pretty difficult to do not in terms of like implementing it it's difficult to do in terms of it would be quite a large change to the flight system and how the flight system manages the ship and so we
- 00:46:34
have to be quite careful about thinking if it's actually really something we want to explore but it's definitely on the talent on the table so we'll continue exploring it and we'll kind of decide it is worth it one of the questions comes in I know this this isn't a question for you it's actually a question for design this is how we'll be able to tell which ships can leave atmosphere and which ones can't the smart aleck answer is trial and error but I think that's I think the easiest way to do that there's a G meter on the hub now and so if you just maneuver out in space you can see what the accelerations are and you would think okay so this ship is only accelerating at 2 meters a second upward
- 00:47:22
it's clearly gonna struggle when I get into damar which is three and a half G it's 5 meters a second as resources that the less smart aleck answers as resources like the Glock Capilla come online as more information about the different destinations of of the start of the scan system and they're by extension to star suzanne universe come online i just like a normal toilet would have to prep for any jury brittany journey you know you'll have to sit there say okay I'm going to my route takes me to this to this what is the local gravity on that and you know what what are my landing options and what ships do I have that can even complement that it'll it will the answer is planning and forethought right now in the state the game that the
- 00:48:10
game is currently in that would be a little more difficult that's where they get the drivers finding bugs what up that's a very big shot I think it hit a rock right maybe blocked out yeah expert pilot but ultimately going back to the point I do when we intend to have all kinds of resources for you available to you the collective pedia your discussions with other players like that to get you the information you need to make the most important decisions in that regard let's see can the Dragonfly and other hover bikes use decoupled flight no in the case of gravel EV it doesn't really make that much sense in terms of flying you know on gravity it doesn't make that
- 00:48:59
much sense because you've got all sorts of other like air dark effects and and stuff like that in space yes in space they function just like a spaceship and so they have they have decoupled flight in space it's just on on gravity if it would make them almost impossible to use because there's so much going on to try and keep you hovering and keep you stable but it would you just crash immediately if you had be cold let me say the first person at least to me and admittedly I'm no expert on this but it looks like it's taking the rocks better than it used to yeah it really hugs the ground and so we this
- 00:49:46
is tight balance between do we want to like hug the ground and be really tight or do we want it to go a little bit higher and be kind of lenient so you don't bump into rocks like as you can see what happens when you bump into a rock sometimes is not entirely desirable so there's a really difficult balance between like you know getting really close to the ground and also just being practical and fun there was a point where you hit every single Rock yeah and it was just not fun because you you couldn't move anywhere does new for my own include any changes to ground vehicles things like the Ursa or the cyclone I'm afraid not that will be for future punches let's see what else do we have here so again
- 00:50:37
you're watching gantley program if you have it Coulson and Kris I don't your table is I'm just the tester just nobody is just a tester we can't do this without our QA testers vehicle features I work with vehicle features team and I test and break their stuff so they can fix it again and then make it good for y'all that is true programmers don't test nearly enough this is the thing I've noticed okay so let's go back to some space questions here we mentioned that you know the hover bikes don't actually do decoupled have there been any changes to decoupled mode in general that we want players to know about not in terms of like gameplay mechanics it functions like it did except we fixed loads of bugs with it like there was an
- 00:51:27
issue where when you were in a decouple and you came back into coupled it would convert your decoupled speed into your coupled throttle switch back doesn't doesn't do that anymore lots of issues with swapping between the two modes causing the ship to like nullify your input sword there's just a lot of issues with it that it wasn't a very clean nice experience and so we just cleaned it up and try to make it we've also got another option in the settings which is not on my default but if you want it you can turn it on that will it will make decoupled be a hold action so you press down the button and hold and it'll be decoupled and then when you let go the couple will disengage again which
- 00:52:15
is an interesting way to fly it differently so that option is there now if you want at trying to think of the application of that what are you I'd like to phone a spaceship before right that's why you're here yeah but I fly when I was actually a really cool thing that he just did there that shows off the atmospheric flight and he decoupled and then cooled down I think and he had the full force of the air hitting his ship which resulted in a super super strong hit of of cheese and he read it out see is there a heart and speed limit to these things or is it different for all the ships it's different for all of the ships and this is mostly for gameplay balance
- 00:53:08
because say for example you have like a I don't know an interceptor ship that's designed to catch up with other ships it's it obviously needs to have a higher speed line so they can catch up to things and we kind of justify this as certain ships are better at coping with with higher speeds and are better able to control their their accelerations at higher speeds and so they get they get higher speeds seen a couple questions about banking turns you know we all know that star wars the combat famously has you know you know the banking even though in space there's no atmosphere whatnot is it possible to do banking turns and 3 and 3/5 it is actually
- 00:53:56
preferable like what is happening right now in atmosphere and you can turn harder like this then you can't if you just you all for a second you'll you'll see straight away can you like rotate with your - y'all you'll see that the ship kind of gets pulled back into the air and you can't turn nearly as tight as you were if you were to roll and turn here in space it kind of depends on the acceleration of the balance of the ship so ships that have stronger downward accelerations will be able to turn tighter if they roll and other ships may not have that capability we are almost at a time does hover work any differently over water than it does over
- 00:54:43
land and 3/5 I don't think so I think it'd ok I think it just hovers over as it would over land there's just no obstacles okay how about collisions differ collisions handled any differently ship collisions ship on ship and say ship on asteroid collisions have a dampener purely for gameplay purposes because otherwise the ships just spin uncontrollably and so we try and nullify situations where the ship would just be spinning out of control like that was a bug that we saw previously that needs to be addressed on that topic and then in terms of the actual like collision resolution I know we have some bugs like sometimes you'll crash into the planet and it just
- 00:55:31
bounced yeah you just bounce those are just bugs we need to just fix those well I'm getting the still in you you have a meaning to go to so we're gonna wrap this up around here at time anyway before we let you go is there anything any final words any final thoughts you want to leave community with before this actually makes it into their hands very very not not a huge amount and I'm hoping that we sort of get a lot of feedback and can can nail down this experience over the next month that's my biggest hope right now like we put a lot of work into testing this and making sure this is as good as it could possibly be when we actually go to a vacati but you know I don't think we're I don't think we're done with this right we can we can sort of keep working on it and and make it even better with the
- 00:56:20
feedback that we get from players and that's what I'm hoping for well that would be the quintessential star citizen development experience right there all right so for reverse the verse that's it that's our show remember you baccata members keep an eye on your emails we are working to get that into your hands very very soon so keep an eye out on that and then of course it'll go from there I'll go to PTU and then everybody else then we'll add all the other 3.5 futures remember as we stated in a TV yesterday this will be this first evocati build will just be the game that you know with the new flight model so you won't have R Corp or the character creator or any of the other awesome features that are coming online with 33.5 those will be added in over the course of the next month or reverse the first this is Chris Klieman your first reversed averse thank you so much you're like I'll do it if I don't have to talk and I got you I got you I game play programmer David Coulson I'm Jared
- 00:57:10
Huckaby we'll see you next week everybody you thanks for watching for the latest and greatest in star citizen squadron 42 you can subscribe to our Channel or you can check out some of the other shows and you can also head to our website at www.uvu.edu/library
Transcript from YouTube’s automatic captions — punctuation and Star Citizen jargon are approximate. The video itself is hosted by CIG on the official channel.

