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Roberts Space Industries · transcript archive

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115 moments across 74 videos

  1. beginning is that we when when we create those sounds, um, especially like Phil when he created the the jump points and the the zooming and the zoom out of the solar system, they were way too powerful once after that

    Watch at 00:32:49
  2. updating more constantly. - Concept artists are working more on clothing lines and props. Some of those’ll be visible in jump point

    Watch at 00:03:54
  3. year, we are looking at some major traffic hitting the entire system. We'll take a look at which jump points will

    Watch at 00:00:02
  4. update will be live tomorrow as you saw last week the merger was a success and progress is being made jump point will also be live tomorrow I've got an article in there it's the history of interdimensional systems should

    Watch at 00:25:22
  5. bumpers for the show subscribers can look forward to a brand new episode of jumpo this week um jump point it's what's for dinner eventually that's going to make sense but not now we like to thank Aris

    Watch at 00:26:18
  6. answering the best of them tomorrow evening. And check it out. Tomorrow will also bring subscribers a new issue of Jump Point. And we're going to end the week with a free fly for everyone. Uh all backers will be able

    Watch at 00:29:18
  7. this week. I think I did okay by myself, but I sure hope Sandy gets home soon. This is a jump point week, so subscribers can check their subscription areas. It'll be out tomorrow evening. Even features an article by James

    Watch at 00:30:54
  8. their particular cargo management and how they're going to be uh taking on bigger asteroids that are at Jump points that are long long ranges away and we needed to come up with a larger ship in order to fulfill that

    Watch at 00:33:35
  9. also have an inside cig piece on our map shoot and and for subscribers we have jump point yay should be a crazy day for Star season backers and you're all going to have a lot of fun I love David

    Watch at 00:43:08
  10. begun visual effects you saw at the uh Town Hall some of the uh previs we did for the jump Point effect from Chris Olivia he's also working on the uh Quantum travel effect that we need both for squadron

    Watch at 00:04:11
  11. accommodate new gameplay that we've added like for instance Chris talking about the differ size jump points well we hadn't really Incorporated that when we first built the star so given the needs for the persistent universe and given that

    Watch at 00:22:40
  12. work with David ladyman that's my big claim to fame uh so I work with uh art for jump point and for the uh ship brochures which you guys see every time we do a ship sale and most

    Watch at 00:18:23
  13. nose here you have a large antenna array and they're all for kind of helping to find Jump Point openings and help move your way through space then moving back you have a docking collar to so that you can link

    Watch at 00:09:08
  14. does we'll let you know on the forums persistent Universe cig Austin has created the design for jump Point scanning

    Watch at 00:12:05
  15. have a good authority that in the very near future people are going to see their first art of a jump point O foris was telling me he really wanted to create a black hole from Interstellar I think everybody has Interstellar

    Watch at 00:12:52
  16. Redeemer brochure oh yeah the um Arena Commander manual the Gladius brochure and an issue of jump Point yeah uh he was he was still up at 11:00 a.m. the next morning working so cuz we were here till about

    Watch at 00:03:16
  17. universe in very weird ways you know like the the book report and the movie review and talking about uh jump Point Discovery and stuff like that were just sort of fun ways to that what didn't feel

    Watch at 00:10:36
  18. basically all share the wealth. Persistent Universe Art has been working on VFX for the new hangers and the jump point effect. The design team in Austin has just been going crazy working on their game design documents. Uh in fact, they

    Watch at 00:04:01
  19. persistent Universe our technical designers in Austin are working on nebula effects designers completed gdds on cargo repair and jump Point Transit this week and work is Ono on an Eva prototype which is going to take the uh stuff

    Watch at 00:05:37
  20. important. Um you know, different ideas we've had for exploration is, you know, find the jump point before the other team does. So, then all of a sudden, you want a ship that's kitted out on your team for exploration

    Watch at 00:24:10
  21. 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
  22. 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
  23. 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
  24. 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
  25. 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

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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