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Roberts Space Industries · transcript archive

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688 moments across 357 videos

  1. mate you show the thing thing you B postage are we putting the uh are we putting the uh jump jump point out today uh uh I believe so is it to everybody or just to subscribers um I think the first

    Watch at 00:39:19
  2. fixed it whenever you just did all right I so here we go little jump Point stuff little quick thing

    Watch at 00:40:08
  3. they explore around enough time and they find a space anomaly and then they manag to navigate a jump that jump point

    Watch at 00:03:56
  4. game and it's got 50 star systems for instance and you know uh two weeks in a jump Point's discovered for another system and someone navigates it and Bam we've got a 501 system

    Watch at 00:04:44
  5. space games generally and you know our game up to this point really has been you jump from point A to B so if you wanted to get from planet to planet B for example you're just gonna go into orbit…take a jump that's okay for the most part but for a story a heavy story driven game it's extremely boring so the coil gives us the the facility to almost kind of like design routes and design pacing

    Watch at 00:20:48
  6. getting the ships there no problem getting there safely has been the issue if two people want to jump at the same point there were chances of them colliding asteroids getting in the way stuff like that so our biggest issue…about to hit something and stopping soon enough we've had several several issues where people would jump to the same point and arrive on top of each other and just explode the big one we had for a while was people

    Watch at 00:11:27
  7. wearing suits it's like that traditional well-dressed businessman of that era and that kind of was our jumping off point it's got a much different feel than a lot of the zones because of that

    Watch at 00:02:27
  8. couple of hours just crashed out some shapes and and from there that was that was basically our jumping-off point it's a very common shape we don't the slideshow JJ thank you it's a very common shape

    Watch at 00:30:20
  9. going to be exactly ancient Rome everywhere. It's taking influences and building on it and yeah, just creative jumping off point. Yeah, and for storyline, it's not it's not the actual like we're not running around with little

    Watch at 00:09:40
  10. terrain and the dark Bedrock so jumping to this point here what I want to highlight is the improvements that we made to our ground textures so previously like two three years ago we had to rely a lot on ground cover

    Watch at 00:07:25
  11. here they feather into like these longer Ridges of bedrock before it becomes smooth down here and if we jump to this point

    Watch at 00:18:54
  12. episode of calling all Deb's this time with questions about animations beat changes to VTOL linking multiple quantum jumps as way points death of a spaceman and the future as in the future of a potential career as a capital ship

    Watch at 00:51:04
  13. other problem was iscs was taken into account you know your rotation your position so when you jump from this small point to this huge large point a lot of the ISC calculations were just freaking out and um our physics programmer

    Watch at 00:22:49
  14. third one down here is on the absolute opposite side of the orbit and then you get the stronger point here about sixty degrees either side of where the planet is and what you can see from this is actually it gives…would be absolutely stuck because you can't jump through the Sun and there's nothing to jump around it but these Lagrange points give us that ability to always be able to jump kind

    Watch at 00:19:12
  15. sharp Bend of a river was a pinching effect in the middle here where the terrain would jump from referencing a point somewhere here on the spline to reference single point somewhere here on the spline so you can see that they

    Watch at 00:03:14
  16. here. This behavior is going to be there. But sometimes you kind of have to just jump in put break points put in messages and try to track it down. The art of debugging is a really, really, really complicated

    Watch at 00:09:08
  17. games like that so we know the genre pretty well we think and and if I can jump in and even point out the fact that uh you know it's a other side that has their Kickstarter starting

    Watch at 00:01:39
  18. ever since three point ever since 3.0 came out backers have lost the ability to blind quantum jump they will do that in two point six we've had this question come up on our TV a few times that Todd addressed…points marked on the map yeah well so eventually we want to have the concept I like shipping lanes being like a more sure bet between places so as you like we want to have a blind jump that allows

    Watch at 00:01:00
  19. back in and we have what you see here so again the beginning of the process at this point we're able to jump in start throwing in cargo interacting with doors getting in and out of beds maybe

    Watch at 00:13:19
  20. been traveling but there are a lot of people really uh jumping at the chance to uh point out some new things that weren't in the patch notes for inside Star Citizen I'm Jared Huckaby thanks for letting us share

    Watch at 00:12:48
  21. updates to it internally and hope you are as well and now we are just at the point of scheduling when we can jump it into production it's naturally a large ship slightly larger than

    Watch at 00:10:31
  22. start with this one they're right I should have planned this out ahead time regarding Quantum Jumping and the release of three point three will radar give us an intelligent travel distance feedback for example if we select the planet Hurston

    Watch at 00:07:26
  23. game as well where you're in open space and there isn't necessarily a quantum travel point in order for you to just jump to you're going to need to traverse a large distance in a shorter amount of time

    Watch at 00:03:09
  24. bunch of pirates or maybe one or two pirates but with more pirate reinforcements ready to jump in and join them so at that point it becomes a much more procedural living universe rather than the designers specifically saying hey every time

    Watch at 00:12:18
  25. mining mechanic new weapons and various quality of life improvements you're definitely gonna want to jump into the PU and check out what three points you has to offer there will also be newly flyable ships

    Watch at 00:09:07

Transcripts come from YouTube’s automatic captions, so they are accurate on ordinary speech and rougher on Star Citizen jargon. Search matches words rather than meaning — a phrase nobody actually said will not be found even if the idea was discussed. Timestamps link to the official videos on the Star Citizen channel; nothing is rehosted here.

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