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Roberts Space Industries · transcript archive

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201 moments across 95 videos

  1. serving drinks at that point and security will come and we'll deal with intruder it's probably less less disruptive for the player wanting the drink because then you will have a player that just jumps behind the bar parting that

    Watch at 00:34:43
  2. certain points in development you know we like to call that's a problem for future us or whatever but we did collect the questions that we felt we could answer uh today and so we'll jump into those so right

    Watch at 00:04:54
  3. jumping around on topics. >> Um, let's go take a look at the the the command module. There's a number of questions in the chat about uh why the command module is such a critical weak point of the ship. What

    Watch at 00:12:09
  4. always like pointing the cameras out the windows and stuff uh we promised them we would we would package it all in a nice thing so we're almost there this year hopefully all right we're going to jump into

    Watch at 00:03:20
  5. point it's you know it's about doing the work and actually you know getting the work done now um one of the big elements of that uh that brave new worlds presentation was weather and I want to jump

    Watch at 00:08:09
  6. line is this is something I've never seen in 10 years here is this everybody's hit a point where we've all we finally reached a consensus that we've done it this way enough we have to try this…have to make this experience better you know uh uh famously we were watching Big streamer jumped in the game on Friday had like 177,000 viewers

    Watch at 01:02:32
  7. grip from like basically uh two ends there's the single grip one which is just one grip point which is what we're going to be using there's stuff like the you know the wheelchairs for hospitals and stuff…sorts um you know so for now what we're going to do is going to jump in here and plug in our geometry basically so this is going to be where we are where you link your your my brain

    Watch at 00:23:27
  8. shown off exactly the way that we want it to be shown off that's very in three point six is a step in the right direction it's a step towards that desirable final step means it correct you know…think you even preview games or you you sent me over one regarding ship prices and so I will jump to that one yep how our ships priced in the our ships price in the kiosks being determined are they random

    Watch at 00:40:32
  9. gonna go to you've got you've now done your smallest vehicle and you're about to jump to your largest vehicle uh with another return to aegis and the hammerhead so when when you first heard about the were…size and scope of this or did you just like give it to me let's go no at this point i think me and paul had been around the block enough to just get into things you know

    Watch at 00:31:11
  10. about halfway through the edge of the show already seriously let's jump into some backer questions let's jump into some bad questions so these were questions uh that were submitted uh on spectrum and voted…order here saw this one coming how do you expect to work through the backlog of ships and at what point in the game can we expect larger ships such as the Kraken Polaris and Perseus now those this

    Watch at 00:25:59
  11. cool but if we ever have to do any kind of interdiction or we want to see like trace point to where things are we kind of to know what they are to report to the clients and that gets difficult…Aranea range some of this data maybe we could put some of that information about how we're jumping to the back end so then we could be aware of all the players on the server so you know it's also

    Watch at 00:17:57
  12. folks away so tell us tell us about the development of this one your first alien ship at this point yeah this one really sits for me because i was going on my girlfriend's australian and i was about…well so i was about to go to australia so when i delivered this i basically dropped this and like jumped in a taxi

    Watch at 00:23:57
  13. looking more flimsy and flimsy and flimsy and when you're actually going to be escaping from pirates at some point you want to quickly be able to drop your pod and run because you're out is the pirate wants your…have a lot of weapons sounds like a good deal to me john let's let's jump into some let's jump into some uh higher level stuff so some broader features there are a number of things

    Watch at 00:32:16
  14. almost any path in game development it is I would go as far as saying it is the best entry point uh the best producers it looks like I'm patting myself on the back here but the best producers…pretty similar like when I made the transition to production it wasn't that big of a jump just because I had visibility on the entirety of the project how it was going when the patches were coming out how many bugs

    Watch at 00:22:02
  15. watching uh jeremiah and i are running on e so if you want to jump in and help us out that'd be good um all right so let's go ahead and start your screen share as usual it looks like…mood board is so uh i say this every stream uh never serve concept without a mood board some point of reference especially if you're trying to do actually no matter what genre um it could be from cartoony

    Watch at 00:02:27
  16. moment where This is also This is also a good moment because a lot of other programmers can start jumping in on this thing and starting to integrate. Whoever works on weapons needs to integrate this. Well…that builds power supply needs to work with it. So, we can start We're We're at the point where we can slowly start to bring in more people into this as as the groundwork has been has been completed

    Watch at 00:52:21
  17. something that we really, really want to do. And obviously, we plan on doing it at some point. Um but I think I may have said this before, essentially, we're trying to build out our more standard set of weapons first…build out uh while we've got our heads in the right space to do them, so we're not jumping all over the place. Um but yeah, it is the most exciting part of making weapons in my eyes when

    Watch at 00:14:24
  18. that fade and there are some that take longer and some that happen much quicker. And we'll kind of jump back and forth between the that set up levels, see what kind of transitions are going on, grab the the code…happen at slightly different times, um you'd use these kind of offset values to to trigger them at different points. When it works, that's how how it happens. Yeah, when it works. Yeah

    Watch at 00:34:46
  19. there's delays sending and receive we're now here are we actually going to interdict or is the interdiction point at a new location so the we use the back end service to kind of give us a hint and then…problem is not just with the device itself but how descend where the interdiction is where we're jumping to and have everyone be happy with the agreement that we actually did do an interdiction I think the general issues that

    Watch at 00:54:26
  20. that time frame and I think it's I think I mentioned it already at some point that what I like the most about the The Savage that was introduced with 318 so the hull scraping is that it is such…itemization planning and preparation and and stuff like that while uh Health scraping right now is uh you you jump into your your vulture or into your reclaimer you drive past some some debris pieces and you can just put on some

    Watch at 00:21:08
  21. look like they used to and and and um the timings get changed as well. So, from a design point of view it's really important that um they care about like the spool up time and and they care about…think next week in fact. I think that's his next task. He's he's going to be jumping on to uh concepting the the quantum travel. We've got some really good We've got some really good information from

    Watch at 00:12:04
  22. improve them at some point. Um we did a rework of them like a year ago, I think. That improved them quite a lot, but um there's definitely still a lot of work to do and I think there…with our QT mechanic cuz you know, they've mentioned Star Wars and Star Trek like the Star Trek warp jump is like a the ship's stationary then it's an instant into the warp bubble. Same with Star Wars hyper

    Watch at 00:15:19
  23. from a first person point of view like super important we have like scale references as well that we use quite a lot for human scale super important otherwise you'd end up making things far too big or far too small…here with him today like that come on yeah just uh finding any clipping issues as well like jumping into into game

    Watch at 00:33:32
  24. they're going to need some support from this team, ties into the content at this point. Uh and I at the start of the year it would it wasn't quite there but as we got towards…which is one of the smallest if not the smallest ship in the game and then we had the 890 Jump, which is 200 odd meters bigger than the uh Archimedes. So, um we learned a lot uh about those two different

    Watch at 00:03:17
  25. this point we're still now for the purpose of being alpha is that nothing is said or final words we're here experimenting letting you play watching you play and then making adjustments as we deem them necessary…will this speed of LEDs and stuff so it's it's one of the reasons why when we jump into the editor like this we can zoom out from a planet and zoom in from a planet

    Watch at 00:26:56

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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