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Roberts Space Industries · transcript archive

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1,029 moments across 492 videos

  1. ship and for those that you don't know the hierarchy is basically a parent child relationship uh for instance it's like your hand being a child of your forearm your forearm being a child of your upper arm same thing…ship we've got all sorts of hierarchy structures where things can Branch out and do their own thing for instance with the landing gear the foot of the landing gear is going to be attached to the ankle of the landing

    Watch at 00:21:24
  2. instance, the room connector is connecting a room to outer space. So if I open this door, the oxygen levels in the room is going are going to drop. And if I walk into the room, we can get some debug output…connectors. Now, having a system like this is really nice because it allows for more emergent gameplay. I could, for instance, close this door and close this door off and keep the pressure uh or keep the depressurization localized to a certain

    Watch at 00:05:52
  3. door will close again. What's nice about this is it allows us to have self-contained behavior. So, for instance, in this case, a proximity sensor, which then can be hooked up to something else to build up a more complex…into an area and a door opening. But we can hook up the same proximity sensor to anything else. For instance, I could hook up the same proximity sensor to a trap that maybe opens a door and sucks out somebody into

    Watch at 00:09:52
  4. know your request goes to the backend servers and the matchmaker is taking a look at all the game instances that are currently running and tries to do a best-fit match you know for for your group to join a game…there's no game mode obviously then you know the the general instance manager will pull a server from the open pool and assign you to that and then other players will be matched to that over time like a third generation

    Watch at 00:12:15
  5. well hey when I'm happy and I believe in something I feel burning in my pocket you know for instance for instance you know I also like this really cool wedge Antilles I was wondering when it was going to come

    Watch at 00:31:22
  6. game servers into the database and um you know that sort of thing uh we also have uh the general instance manager which is um essentially in charge of spooling up and shutting down game instances and managing game sessions okay

    Watch at 00:05:49
  7. service that that that this the service is always available no matter no matter what so we'll have multiple instances of a particular service up at any given time and if one goes down there's another one available…load balancing aspect would be um just to distribute Pro nope across multiple instances of a particular service definitely want to apply the uh the the mega server um you know methodologies you know where you have a single login and just

    Watch at 00:25:13
  8. damaged during combat. You know what's cool is because you know each one of these items needs power for instance to operate and sometimes needs other things like I was saying it needs um say you know CPU um cycles…perhaps it needs uh you know like for instance if you have a you know life support like you're on a ship well you know we have like an oxygen pipe and that would come from the life support unit

    Watch at 00:04:56
  9. know like for instance you guys connect to Crusade right now and results from that will be pushed back up to the universe server and then that will sort of affect things like pirate counts and stuff like that so if there…Pirates on the universe simulator when you go back and fly that area back on the local game server instance um no longer will Pirates be a potential um you know

    Watch at 00:08:06
  10. performance things to figure out like how many NPCs we can have running in the same sort of area or instance as well as how many players can run in the same area instance so we wouldn't want to have sort

    Watch at 00:14:35
  11. ultimately have you know hundreds if not thousands of people all simulating essentially in the same instance um and then your real limitation is more about the client and what the client can render and see on its side…think uh ultimately better solution than what we talked before which was sort of much more uh sort of instance on top of each other and you can only see you can only ever see you know 30 other people

    Watch at 00:21:51
  12. know someone's flying someone's in a turret and someone's running around putting out fires for instance so um so you know likelihood is you'll last more than one to two minutes if you are doing that okay next…sphere or space sphere where you sort of see the nebula and all the stuff that like for instance you can see now in Crusader you can see in um the arena Commander modules and have that sort of dynamically built from

    Watch at 00:12:55
  13. right so each item slot will be specific for a specific size or a specific type of item so for instance um instead of having six magazines maybe you want uh six Med pens for instance for like the like the question

    Watch at 00:20:21
  14. explain what kind of behavior would be seen as griefing in Star Citizen you mentioned putting Griefers into instances together but what Behavior would flag you for that and what and would that behavior eventually get you banned well I mean…that don't quite understand how to play yet or the system and taking advantage of them so like for instance if someone was uh hanging you know right on the edge of the green zone and when a new player flies

    Watch at 00:14:29
  15. doing a big game like this what you have to do is you have to allocate a certain number of instances to a certain number of cores that's just it's a cost thing um so you pay per number…live development live development we don't even know how many servers sorry we don't know yet how many instances per cor we want to run right so we started

    Watch at 00:52:41
  16. pretty much all day pretty much today uh no you will not be able to create a private instance of 2.0 not in the first J to although one of the functionalities they're pushing for is you should be able…which instance your friends are in yeah and join them uh so if that doesn't make launch it should be pretty soon afterwards I would we're not going to tell you when

    Watch at 00:54:45
  17. area as shown in the social module and there was talk some time ago about a thousand players per server instance, how many landing pads will be on Art Corp? Uh how will selecting those pads, landing, and keeping those pads occupied…until there's a clear pad? Don't think there was ever really talk of a thousand players per server instance. I I know we've talked that we were hoping to get somewhere between 50 and 100 players ultimately

    Watch at 00:19:19
  18. have much more ships uh flying around. Uh so there wasn't really ever talk of a thousand per server instance. There was uh talk um you know which is a sort of longer range goal about the possibility of getting multiple…servers to work cooperatively together on one sort of big area instance and split it up. So if that

    Watch at 00:20:07
  19. number of players that can fit within a given map we have some core back-end technology you know multiplayer instances and our corp capped it at 25 players per for instance but we're looking to increase that over the coming

    Watch at 00:24:48
  20. talked a little bit about it and I think it's worth revisiting which is the new instance manager. So, the generic instance manager has been worked on by the Austin network engineer team and it's a very big core feature

    Watch at 00:23:38
  21. Rick's been out here about uh the concept of the you know kind of the mission generator or the instance you know instance action sphere generator uh and some of the mission types we've talked about even have been like

    Watch at 00:19:14
  22. going to be instant so there won't be a fact of other people running around your hanger in another instance it'll be like you'll only be able to fit so many people in your hanger and they can join…working and doing things that will all make this stuff have a lot more players um all in the same instances longer term so we're playing around with some ideas that um we can do back in the cloud infrastructure that

    Watch at 00:04:48
  23. talked a lot about this actually uh with Austin and pu and how we're actually going to instance out uh certain sections of star system so then that way you have like a local uh area that's actually instance

    Watch at 00:06:29
  24. total we don't know so we we haven't ascertained how many actual players we can get in one instance yet also do you own an Idis well yeah no we want to get as many people as possible no just…server side and the characters you're running so we can get as many people as many ships in an instance as possible but uh you know

    Watch at 00:10:55
  25. rest so um but you know definitely our goal would be to allow you to fly from instance to instance with um your group of friends and so therefore um you would have uh a group of them as you went went

    Watch at 00:13:35

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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