Roberts Space Industries · transcript archive
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37 moments across 18 videos
screen there's the buy-in which is obviously you buying in these ones are the most powerful the max instances max players per instance and Max instance per play this is where we can play around with how many
Watch at 00:21:56 ↗your hangers which presented the team with some unique challenges to address and overcome starting with the next iteration of instanced hangers instanced hangers solve a particular problem how do we have people spinning an extended period of time in their Hangar
Watch at 00:05:37 ↗very useful for that sort of stuff next up I'm going to send an event to a mission instance and the mission instance is going to be the parents
Watch at 00:22:50 ↗about how something that's happening is not that's not what a person is going to do like for instance the other day we had an instance where the uh the passing code we noticed had characters going forward and then
Watch at 00:20:32 ↗encounter to another trades in Tech tech-wise are just traits and tags that we can apply to character instance character classes but code can also apply them automatically based on specific rules for example if you see somebody you know with
Watch at 01:47:06 ↗some of the things in here aren't in the current life build of Star Citizen uh uh like for instance at the very beginning I don't know if you noticed the conductor with the hair blowing and the Tails blowing
Watch at 01:00:40 ↗might come across a cave that no one else has ever set foot on before what will happen in this instance is your radar will incrementally update your map and it will incrementally reveal uh your environment and save that to your
Watch at 04:53:25 ↗like certain benefits to using something that's like specially geared towards the ship they're using like for instance um like networking like if you're if you're if you have like a lot of crew members that
Watch at 00:10:31 ↗think we've also made some great uh visuals beyond the UI so yeah I mean like like for instance the the the new ship Huds like we've taken like the the effort to try like clear up the the view
Watch at 00:27:35 ↗encounter to another traits in Tech tech-wise are just traits and tags that we can apply to character instance character classes but code canot Supply them automatically based on specific rules for example if you see somebody you know with
Watch at 00:36:41 ↗might come across a cave that no one else has ever set foot on before what will happen in this instance is your radar will incrementally update your map and it will incrementally reveal uh your environment and save that
Watch at 00:17:38 ↗physical geometry instance and then identifier to be able to uniquely identify it within the universe so your Gladius Wing is your Gladius Wing we added physical material and damage properties that can now be replicated across the the network
Watch at 01:02:00 ↗that that has happened already since and since May and I got a component move because of that exact instance so I think moving further up Upstream in terms of representation and presence
Watch at 00:38:12 ↗well and last week we shared the first part of its next iteration with a discussion of freight elevators instanced and persistent hangers varied cargo boxes and a new cargo grid that will expand the possibilities of your ships
Watch at 00:02:24 ↗system that's coming out there but we'll continue this work of adding these things like freight elevators Hangar instancing persistent hangers inventory containers all of that and continuing into subsequent releases so I hope you enjoyed hearing about
Watch at 00:12:15 ↗gave them the thread and we said, you know, pull the ones that you actually have answers for. For instance, questions like how's the 600i rework coming along? That's a question for the vehicle content team, the people who make
Watch at 00:01:57 ↗part one of our design brief on the cargo career. Lots of big changes coming. Freight elevators, the instance and persistent
Watch at 01:02:47 ↗trying to load their ships and unload and all trying to do that in the same space so we have instance hangers as a way to to put you in an area where you can feel comfortable you can take the time
Watch at 00:06:25 ↗tell you when you go back to the screenshot so we're going to boot our server now in this instance uh booting an internal server takes a while we talked a little bit about that uh last week we have
Watch at 00:37:21 ↗spawn closet spawn which is this and essentially all this one's gonna do is send event to Mission instance like that
Watch at 00:29:20 ↗something I think we had a recent example that um we've talked about the ship trespass feature for instance so we had a full blown schedule for the feature on a task level we knew when it would be ready
Watch at 00:12:18 ↗team he's just as much part of the of the mission feature team's leadership as Elliot is for instance he's not getting
Watch at 00:40:29 ↗light fighter then there's going to be some very close similar attributes Beyond visuals but in that very specific instance no I don't think so that's not enough ships yeah as well doesn't it because you have
Watch at 00:11:21 ↗gunny thing that was instance it was it was essentially Arena Commander you could say it was a simulation kind of thing this is obviously not this is in the Pu was there a consideration of of making the new player experience
Watch at 00:43:04 ↗Tristan uh when folks in uh on the YouTube or the redditor Spectrum you comment on inside Star Citizen for instance like why are why are they not talking about this or whatnot the answer is almost always
Watch at 00:26:00 ↗

