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Inside Star Citizen ▾
25 moments across 18 videos
throughout the remainder of this year, we intend to deliver the newly reworked and fully instance debut of Siege of Orison, the new Genesis-built planets of the Nyx system, Starware and Star Architect goodness, the enormous multi-stage instance Municipal Works
Watch at 00:08:08 ↗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 ↗that's well underway, because we always enjoy every opportunity we get to meet you and hear your stories. For instance, I'm going to Amsterdam in a couple weeks. Come find me and tell me how your TSG experiences went
Watch at 00:08:56 ↗that's where you can buy your Commodities or sell them and then you can return right away into your instance hanger and then go off of your trip from there you can also access the external freay elevators to easily load
Watch at 00:04:05 ↗close out and and you know finish off some of the the bigger bugs which has mainly been hanger instancing related we've also taken the opportunity to work on um the quality of life Improvement that we wanted
Watch at 00:10:34 ↗also adding uh a bunch of hauling missions uh that also utilize the freight elevator and instance hangers we're going to get with the introduction of freight elevators we can now make missions that we were never able to make before
Watch at 00:05:36 ↗providing a a variety of fallback cases in order to help you best understand how to get somewhere so for instance if we ask the AI system and it can't return you a path via it nav links and nav meshes
Watch at 00:05:47 ↗more about the ones you'll start and come back to now hangers whether they're persistent instanced personal or staging make up the next Frontier of cargo gameplay and we went to Chad and his team for an early look
Watch at 00:00:00 ↗start with persistent hangers what are they and what does that mean so a persistent hanger is an instance hanger that is going to be assigned to you whenever you select your home location when logging into the game for the first
Watch at 00:00:58 ↗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 ↗brief cargo career foreign [Music] Apu and the foreseeable future is going to include features such as freight elevators and instance hangers as well as persistent hangers bright elevators are one of the biggest changes to Cargo that we've seen
Watch at 00:02:26 ↗walls because 318 is have it's got a lot of content coming um with would say like Pez for instance um it has been a bit more of a challenging release just because obviously the new issues that are coming
Watch at 00:04:01 ↗part it's been like the usual occasional Collision issue we had to fix up um also there was like instances where
Watch at 00:04:04 ↗that in the sabre for instance the damage mesh like damage mesh could needed a bit of tweaking we added and a bunch of lighting so you can uh still read the ship from afar but not make it too bright
Watch at 00:08:03 ↗including poor performance and poor scaling effects. But due to recent R&D by the team and the use of instanced scale multipliers and ribbons, the team has not only found a way to author these
Watch at 00:09:02 ↗going to control a lot of things like whether or not they want to attack you or help you for instance and then there's confidence career confidence is exclusive to mission givers and it kind of says how good they think
Watch at 00:01:39 ↗number of things um we even have so talked about some fun stuff where like constantine hurston for instance is a bit of a snob you walk in wearing a bad coat or like some weird clothes he might think less
Watch at 00:04:02 ↗field battle you're going to be shot by rockets of course we've got god mode in this instance so when you get by the rockets you kind of like fly sideways so what i'm going to do next
Watch at 00:07:16 ↗Squadron 42, where all dialogue lines will played in real time, as it adds that next level of immersion. For instance, maybe your wingman is calling you that needs to get pirates off his back and he's getting shot at left
Watch at 00:08:07 ↗with. The determination of whether something goes live or not is basically dependent on the quality of that experience. For instance, when we have um a typical feature or a game loop, we want to make sure that a lot of what
Watch at 00:05:39 ↗grounded so there's a sense of realism as well as so it's not too much like say for instance Star Trek or something like that we've tried to convey the level of power
Watch at 00:06:19 ↗finished client server the next one server decline improving the communication down the way and so at the moment for instance we've got an artificial core of a second rewind time injected into the system and to try and smooth over
Watch at 00:04:05 ↗

