Roberts Space Industries · transcript archive
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ship pipeline in the past I was wondering if non artistic elements of the pu undergoes a trigger for instance storylines and mission generation if there's a pipeline of writers to designers to programmers for such a assets
Watch at 00:24:13 ↗have to travel around the universe and some places is where you you know like for instance you probably won't be able to buy an M50 everywhere or certain kinds of weapons and so hopefully it it will uh force people
Watch at 00:11:44 ↗universe constantly with their movements and actions tracked in a limited fashion will they be randomly generated as players enter instances zones how will this calculate into the economy emission system we actually have a full universe simulation that runs
Watch at 00:07:13 ↗enjoy it um okay next question comes from Aragon BH who asks will the number of players allowed into an instance change depending on location for example would it be possible to interact with more players on a station or Planet Side
Watch at 00:17:45 ↗possibility of having sort of um servers in the same data server all working together on the same area or instance and essentially sharing the workload of simulating that area and sharing the workload of telling their the clients they are resp
Watch at 00:19:24 ↗huge distances with nothing in and then we can have uh small areas with lots of data in like for instance inside a big capital ship um so uh one of the issues uh which I'll be able to show
Watch at 00:02:20 ↗brief update about what's going on here in Austin uh we're working on testing uh the generic instance manager or for short uh it's in test testing phase right now but we're wrapping that
Watch at 00:06:46 ↗know amongst all of us to determine what would be the right one to keep um in this in this instance we decided that it would be better to keep with the internal lore because it was helped Astra physicist helped develop
Watch at 00:04:54 ↗leave certain parts damaged if you for instance prefer the handling of the ship without the Cosmetic parts then could you just ignore it yeah um one of the nice things that we're trying to make sure with the repair systems
Watch at 00:00:52 ↗mean and then like we started thinking about the different features that were going into the ship itself for instance we didn't think about like safety features we didn't think about how long it would travel to like it take
Watch at 00:20:41 ↗think development of Star Citizen will become more stable parenthetical better to predict the timeline after the FPS instancing large world and AC 2.0 are finished or will
Watch at 00:00:02 ↗yeah so to answer your question really some of the things you highlight in here are things like FPS instancing particularly large world and what we're really talking about when we talk about those things are new features and they
Watch at 00:00:52 ↗while still keeping that damage calculation efficient when there's 50 guns 60 guns however much in an instance of combat and everyone's just shooting at each other like crazy uh yeah the longstanding notion has been that uh there
Watch at 00:18:41 ↗looking at sometimes a particular feature in the game and then it brings us back to controls for instance and says hey how can we do better to like balance everything exactly keeps
Watch at 00:05:38 ↗things like I know people have seen my interview or Chris's interviews talking about the zone system, the instancing system
Watch at 00:05:58 ↗specifically what kind of crazy rig do you have so as you can see I have the g a couple instances of the game running on my dedicated server runs pretty well for development build uh let me show you what
Watch at 00:00:58 ↗ship. Uh we're currently putting together uh style guides for each of the manufacturers so that uh for instance like Aegis will have a certain look. Uh Anvil will have a certain look. Uh Robert Space Industries is going to have
Watch at 00:17:59 ↗really hope so because we're one of the things we're doing is rebuilding the matchmaking system the global instance manager and moving to this entirely Cloud solution that we've talked about in the past that will be premiering with
Watch at 00:14:23 ↗wonder that exact question so I direct animation which means that it's a whole bunch of stuff so for instance uh motion capture I'll direct motion capture I was just in England for about uh 3 weeks I think
Watch at 00:28:43 ↗combat enter which is as if you're scrambling units and we have emergency enters and exits so for instance you would use this as if you standing there and all of a sudden you turn around and there's a horde
Watch at 00:31:11 ↗player behavior. Uh you would have things like an ion storm for instance that you're going through that's going to affect your power plant or your shields. uh or you could be going through a nebula that is highly volatile
Watch at 00:09:52 ↗stuff and you know trigger animations or other kinds of things so the whole point of it is like for instance to walk around your ship and um you know you know in case
Watch at 00:20:03 ↗stuff I mean that's one of the things that we have on the road map for hangers for instance where you can have a basic hanger and then you can add extra modules and space stations would be kind
Watch at 00:04:00 ↗probably have has at least as many they just haven't to be attaching extra things so like for instance a good example would be the Orion which we just had and was in a previous question but you know you could
Watch at 00:12:00 ↗Gamers Nexus he talks about the new zone system and uh you know basically for anybody interested in instancing local physics grid and how we're kind of changing the way that that's done uh it's a very interesting
Watch at 00:07:28 ↗

