The Inside Star Citizen episode Alpha 3.10 Approaches - Spring 2020 was published on 26. June 2020 on the CIG YouTube channel.
Topics and timestamps[]
Topic | Timestamp |
---|---|
Vehicle Experience Team - Ship flight in combat and atmospheric flight | |
Turret improvements | |
Patch Report - Alpha 3.10 upcoming features |
Video[]
Transcript[]

1 00:00:00,300 --> 00:00:03,379 [Music]
2 00:00:06,480 --> 00:00:09,589 [Music]
3 00:00:13,840 --> 00:00:16,960 we have a lot of teams at cog
4 00:00:15,360 --> 00:00:18,480 they all work in slightly different ways
5 00:00:16,960 --> 00:00:20,160 so content teams work differently to
6 00:00:18,480 --> 00:00:23,039 feature teams
7 00:00:20,160 --> 00:00:25,279 but from playing the game and seeing how
8 00:00:23,039 --> 00:00:28,080 you guys play the game it was clear that
9 00:00:25,279 --> 00:00:28,720 it was not quite working for flight and
10 00:00:28,080 --> 00:00:30,320 combat
11 00:00:28,720 --> 00:00:32,559 so to rectify that we created the
12 00:00:30,320 --> 00:00:34,160 vehicle experience team
13 00:00:32,559 --> 00:00:36,399 we're kind of like a small kind of
14 00:00:34,160 --> 00:00:38,399 specialist team so we've all kind of got
15 00:00:36,399 --> 00:00:39,840 kind of core interests and that really
16 00:00:38,399 --> 00:00:42,320 allows us to kind of provide good
17 00:00:39,840 --> 00:00:42,320 feedback
18 00:00:43,200 --> 00:00:47,360 the really heavy ifcs bug right and we
19 00:00:45,680 --> 00:00:48,800 were like oh my god we fixed it we fixed
20 00:00:47,360 --> 00:00:52,559 it it was like oh i heard it and i was
21 00:00:48,800 --> 00:00:52,559 like oh my god we fixed this thing right
22 00:00:52,879 --> 00:00:57,199 a lot of our other internal teams are
23 00:00:54,719 --> 00:00:58,800 just dedicated to developing features so
24 00:00:57,199 --> 00:01:02,399 they get the brief feature they make the
25 00:00:58,800 --> 00:01:04,479 feature they move on to the next feature
26 00:01:02,399 --> 00:01:06,320 we created some kind of basic designs
27 00:01:04,479 --> 00:01:07,920 that allowed us the freedom just to
28 00:01:06,320 --> 00:01:09,680 tackle them in a way that
29 00:01:07,920 --> 00:01:11,840 it was more about trying to discover
30 00:01:09,680 --> 00:01:13,439 what was wrong and how we could improve
31 00:01:11,840 --> 00:01:16,159 it and how we could implement
32 00:01:13,439 --> 00:01:17,439 it right basically this time so you know
33 00:01:16,159 --> 00:01:18,640 that was kind of one of our goals was
34 00:01:17,439 --> 00:01:19,759 just to improve the kind of core
35 00:01:18,640 --> 00:01:21,119 experience
36 00:01:19,759 --> 00:01:23,040 you don't know upfront what's going to
37 00:01:21,119 --> 00:01:24,479 be fun right you have to experience
38 00:01:23,040 --> 00:01:26,479 these things and so we kind of embrace
39 00:01:24,479 --> 00:01:28,000 that kind of uncertainty now
40 00:01:26,479 --> 00:01:29,600 so i'd say that the experimental kind of
41 00:01:28,000 --> 00:01:30,400 sad so is how it's kind of plus the
42 00:01:29,600 --> 00:01:32,479 minuses
43 00:01:30,400 --> 00:01:33,520 this way of working with like rough
44 00:01:32,479 --> 00:01:36,880 design goals
45 00:01:33,520 --> 00:01:37,840 meant that we get very short iteration
46 00:01:36,880 --> 00:01:40,560 loops and very
47 00:01:37,840 --> 00:01:43,439 very short steps towards the the actual
48 00:01:40,560 --> 00:01:45,280 combat experience that we want to have
49 00:01:43,439 --> 00:01:46,880 as downside it does actually add to the
50 00:01:45,280 --> 00:01:48,479 kind of timeline because we end up kind
51 00:01:46,880 --> 00:01:50,880 of
52 00:01:48,479 --> 00:01:52,960 putting time into things possibly we we
53 00:01:50,880 --> 00:01:55,119 you know we work ship as a feature
54 00:01:52,960 --> 00:01:58,640 but you know overall we think that's a
55 00:01:55,119 --> 00:01:58,640 better kind of process
56 00:02:01,520 --> 00:02:04,880 so over the past few weeks we've kind of
57 00:02:03,759 --> 00:02:08,319 been putting the final
58 00:02:04,880 --> 00:02:09,280 tweaks on on the atmospheric flight and
59 00:02:08,319 --> 00:02:11,280 the
60 00:02:09,280 --> 00:02:12,640 source efficiency it hasn't been kind of
61 00:02:11,280 --> 00:02:14,480 a smooth journey but we've been working
62 00:02:12,640 --> 00:02:15,760 with the tech team to kind of
63 00:02:14,480 --> 00:02:18,239 improve some of the problems we've
64 00:02:15,760 --> 00:02:19,760 discovered along the way
65 00:02:18,239 --> 00:02:21,360 so we want the atmospheric flight and
66 00:02:19,760 --> 00:02:22,000 combat to feel completely different to
67 00:02:21,360 --> 00:02:23,840 space flight
68 00:02:22,000 --> 00:02:26,080 in combat it shouldn't just be the same
69 00:02:23,840 --> 00:02:28,160 model but with some drag applied
70 00:02:26,080 --> 00:02:29,280 you want to feel more like the the world
71 00:02:28,160 --> 00:02:31,280 war ii
72 00:02:29,280 --> 00:02:32,560 flight experience you want that combat
73 00:02:31,280 --> 00:02:33,840 ranges in closer
74 00:02:32,560 --> 00:02:36,800 you want it more visceral and you want
75 00:02:33,840 --> 00:02:38,560 to have a more dynamic experience
76 00:02:36,800 --> 00:02:40,319 a big challenge with the atmospheric
77 00:02:38,560 --> 00:02:41,519 flight is the kind of wide range of
78 00:02:40,319 --> 00:02:43,040 planets we have
79 00:02:41,519 --> 00:02:44,720 so we've got a place like laurel where
80 00:02:43,040 --> 00:02:46,800 you come in and you've got
81 00:02:44,720 --> 00:02:49,040 like 60 000 feet of atmosphere to come
82 00:02:46,800 --> 00:02:49,040 down
83 00:02:49,280 --> 00:02:52,080 and if you're carrying like a knitting
84 00:02:50,560 --> 00:02:53,920 now you jump into that atmosphere you're
85 00:02:52,080 --> 00:02:56,239 really going to ask yourself
86 00:02:53,920 --> 00:02:57,599 do you really want to do this because it
87 00:02:56,239 --> 00:02:59,120 takes a lot of effort and a lot of
88 00:02:57,599 --> 00:03:00,640 planning to kind of
89 00:02:59,120 --> 00:03:03,680 land that ship correctly and then you've
90 00:03:00,640 --> 00:03:07,760 got to take off and leave the atmosphere
91 00:03:03,680 --> 00:03:09,519 so the shape of the ship and the wings
92 00:03:07,760 --> 00:03:11,680 affect pretty much everything on the
93 00:03:09,519 --> 00:03:13,120 ship handling and this is like
94 00:03:11,680 --> 00:03:15,599 something that's really important to me
95 00:03:13,120 --> 00:03:17,599 personally because now i can
96 00:03:15,599 --> 00:03:18,720 i need to take care of my ship i cannot
97 00:03:17,599 --> 00:03:21,040 just like
98 00:03:18,720 --> 00:03:22,480 speed up and and hope that ifcs will
99 00:03:21,040 --> 00:03:23,760 correct all the errors that i'm doing
100 00:03:22,480 --> 00:03:26,879 with my piloting skills no
101 00:03:23,760 --> 00:03:29,200 ifcs cannot over correct everything the
102 00:03:26,879 --> 00:03:30,959 shape of the ship affects the lift and
103 00:03:29,200 --> 00:03:33,440 drag these debug planes
104 00:03:30,959 --> 00:03:35,040 we size them to either increase or
105 00:03:33,440 --> 00:03:37,360 reduce the lift and drag
106 00:03:35,040 --> 00:03:39,680 in any given axis and then that will
107 00:03:37,360 --> 00:03:42,319 increase or decrease the maneuverability
108 00:03:39,680 --> 00:03:43,280 of whatever axis you're traveling in it
109 00:03:42,319 --> 00:03:45,680 gives the ships
110 00:03:43,280 --> 00:03:46,640 a lot of characteristics so just to just
111 00:03:45,680 --> 00:03:48,400 to say they're still
112 00:03:46,640 --> 00:03:50,400 very controllable compared to like
113 00:03:48,400 --> 00:03:51,440 planes or so but they're acting more
114 00:03:50,400 --> 00:03:54,480 like planes
115 00:03:51,440 --> 00:03:57,360 and this is like like this
116 00:03:54,480 --> 00:03:58,319 it just feels real like you you you feel
117 00:03:57,360 --> 00:04:01,040 the
118 00:03:58,319 --> 00:04:02,319 you feel the air you're going through um
119 00:04:01,040 --> 00:04:04,560 so in terms of like
120 00:04:02,319 --> 00:04:06,159 atmospheric like the feeling just flying
121 00:04:04,560 --> 00:04:07,200 over the atmosphere now or flying over a
122 00:04:06,159 --> 00:04:10,000 planet
123 00:04:07,200 --> 00:04:11,519 is immensely great now so these
124 00:04:10,000 --> 00:04:13,519 aerodynamic changes what we're really
125 00:04:11,519 --> 00:04:16,639 kind of going for is
126 00:04:13,519 --> 00:04:19,440 the ability of ships to be different
127 00:04:16,639 --> 00:04:21,120 which means if you've got an m50 it's a
128 00:04:19,440 --> 00:04:22,720 racing ship it's a light ship you can
129 00:04:21,120 --> 00:04:24,160 pull some really extreme g in the
130 00:04:22,720 --> 00:04:26,720 corners but you can also pull some
131 00:04:24,160 --> 00:04:28,160 really cool maneuvers
132 00:04:26,720 --> 00:04:30,240 so when it comes to racing that's really
133 00:04:28,160 --> 00:04:31,759 good to define kind of the racing
134 00:04:30,240 --> 00:04:33,520 experience once we have racing on
135 00:04:31,759 --> 00:04:35,440 planets
136 00:04:33,520 --> 00:04:37,040 but also it's going to kind of take into
137 00:04:35,440 --> 00:04:39,120 consideration the larger ships and
138 00:04:37,040 --> 00:04:41,680 just adjust the differences in
139 00:04:39,120 --> 00:04:44,720 performance of these ships and how
140 00:04:41,680 --> 00:04:47,120 the players compare them in atmosphere
141 00:04:44,720 --> 00:04:47,759 you'll want to bring the right ship for
142 00:04:47,120 --> 00:04:50,160 the job
143 00:04:47,759 --> 00:04:51,199 with regards to planets if you've got a
144 00:04:50,160 --> 00:04:54,000 supply mission
145 00:04:51,199 --> 00:04:54,880 on a planet with thick atmospheric
146 00:04:54,000 --> 00:04:58,080 density
147 00:04:54,880 --> 00:04:59,360 to avoid any knocks or any turbulence
148 00:04:58,080 --> 00:05:01,919 throwing your ship around
149 00:04:59,360 --> 00:05:03,759 and potentially causing you to crash you
150 00:05:01,919 --> 00:05:04,320 might want to bring a beefier heavier
151 00:05:03,759 --> 00:05:06,000 ship
152 00:05:04,320 --> 00:05:08,400 so you can have a more streamlined
153 00:05:06,000 --> 00:05:10,720 journey to your destination
154 00:05:08,400 --> 00:05:13,039 weather's going to play a big part in
155 00:05:10,720 --> 00:05:15,680 how players approach atmospheric flight
156 00:05:13,039 --> 00:05:17,120 as uh let's say you were on a microtech
157 00:05:15,680 --> 00:05:20,080 with very strong winds
158 00:05:17,120 --> 00:05:21,039 the wind is going to blow your ship in
159 00:05:20,080 --> 00:05:22,240 certain directions
160 00:05:21,039 --> 00:05:24,240 and you're going to want to counteract
161 00:05:22,240 --> 00:05:24,960 that but it also means that as you're
162 00:05:24,240 --> 00:05:28,080 flying
163 00:05:24,960 --> 00:05:29,840 these forces are going to change how you
164 00:05:28,080 --> 00:05:30,960 control your ship so you might do a
165 00:05:29,840 --> 00:05:33,120 sharp right turn
166 00:05:30,960 --> 00:05:34,400 and then the wind slightly overcooks it
167 00:05:33,120 --> 00:05:36,320 meaning you'll crash if you're not
168 00:05:34,400 --> 00:05:39,520 careful
169 00:05:36,320 --> 00:05:40,960 if you crash or damage your ship or
170 00:05:39,520 --> 00:05:43,039 a rather managed to take out one of your
171 00:05:40,960 --> 00:05:45,280 thrusters it's really going to pull
172 00:05:43,039 --> 00:05:46,720 in one direction and as a player you've
173 00:05:45,280 --> 00:05:48,240 got to counteract that so you've got to
174 00:05:46,720 --> 00:05:48,800 try and count a balance and missing
175 00:05:48,240 --> 00:05:50,560 thruster
176 00:05:48,800 --> 00:05:52,639 if you lose like a main thruster and the
177 00:05:50,560 --> 00:05:54,560 ship's got two you're gonna have to pull
178 00:05:52,639 --> 00:05:56,720 the ship slightly in one direction to
179 00:05:54,560 --> 00:05:58,960 still move forwards
180 00:05:56,720 --> 00:06:00,880 so in terms of like feel of flight this
181 00:05:58,960 --> 00:06:03,440 is a massive step which really really
182 00:06:00,880 --> 00:06:03,440 excites me
183 00:06:04,720 --> 00:06:09,199 so we want combat in star citizen to be
184 00:06:07,280 --> 00:06:11,120 a varied experience we don't want there
185 00:06:09,199 --> 00:06:12,400 to be just a single way to win we don't
186 00:06:11,120 --> 00:06:14,720 want people to be
187 00:06:12,400 --> 00:06:16,639 min-maxing stats we don't want people to
188 00:06:14,720 --> 00:06:18,479 just rely on alpha strikes
189 00:06:16,639 --> 00:06:20,160 and that really promotes player choice
190 00:06:18,479 --> 00:06:21,039 over just ship selection and item
191 00:06:20,160 --> 00:06:22,400 selection
192 00:06:21,039 --> 00:06:24,400 so with everything being a lot closer
193 00:06:22,400 --> 00:06:26,240 and more dynamic and hectic
194 00:06:24,400 --> 00:06:27,520 we needed to do some improvements to how
195 00:06:26,240 --> 00:06:29,520 targeting works
196 00:06:27,520 --> 00:06:32,000 we're moving towards a more look-based
197 00:06:29,520 --> 00:06:33,520 targeting system than an aim-based one
198 00:06:32,000 --> 00:06:35,759 you can use head tracking or you can use
199 00:06:33,520 --> 00:06:36,560 free look to look at different targets
200 00:06:35,759 --> 00:06:39,360 and
201 00:06:36,560 --> 00:06:40,000 scan around the around your space and
202 00:06:39,360 --> 00:06:42,000 see
203 00:06:40,000 --> 00:06:43,280 which ones are most interesting to you
204 00:06:42,000 --> 00:06:43,840 and then when you've found one you can
205 00:06:43,280 --> 00:06:46,960 either
206 00:06:43,840 --> 00:06:49,919 lock it or you can pin it and locking it
207 00:06:46,960 --> 00:06:51,520 is uh effectively it has it gives all
208 00:06:49,919 --> 00:06:52,720 the combat information available to you
209 00:06:51,520 --> 00:06:54,720 that you would expect
210 00:06:52,720 --> 00:06:55,759 so you get shields you get targeting
211 00:06:54,720 --> 00:06:57,599 pips you get
212 00:06:55,759 --> 00:06:59,199 mfds you can only have one of these at a
213 00:06:57,599 --> 00:07:01,039 time but you will need
214 00:06:59,199 --> 00:07:03,360 additional targets that you might want
215 00:07:01,039 --> 00:07:04,080 to care about you know friendly targets
216 00:07:03,360 --> 00:07:05,280 or
217 00:07:04,080 --> 00:07:07,840 enemies that you might want to deal with
218 00:07:05,280 --> 00:07:09,840 later things like this that's what pins
219 00:07:07,840 --> 00:07:12,000 targets are for
220 00:07:09,840 --> 00:07:13,599 pinning is something that we had in the
221 00:07:12,000 --> 00:07:14,720 early arena commander patches and which
222 00:07:13,599 --> 00:07:17,199 was lost over time
223 00:07:14,720 --> 00:07:18,960 because of the uh maintenance overhead
224 00:07:17,199 --> 00:07:21,199 of the old ui tag
225 00:07:18,960 --> 00:07:22,800 so with the new ui technology the
226 00:07:21,199 --> 00:07:24,400 building blocks we can bring pinning
227 00:07:22,800 --> 00:07:26,080 back
228 00:07:24,400 --> 00:07:27,440 though we will have them in a somewhat
229 00:07:26,080 --> 00:07:29,039 different format than we had before
230 00:07:27,440 --> 00:07:30,960 the main aspect of pinning is that you
231 00:07:29,039 --> 00:07:32,800 can persistently
232 00:07:30,960 --> 00:07:34,000 target something and share it with your
233 00:07:32,800 --> 00:07:36,400 crew
234 00:07:34,000 --> 00:07:37,520 so it's not finished right we also want
235 00:07:36,400 --> 00:07:39,360 to have something like
236 00:07:37,520 --> 00:07:40,960 pinning shared with other with other
237 00:07:39,360 --> 00:07:42,479 ships and all that
238 00:07:40,960 --> 00:07:44,080 but that of course will have to happen
239 00:07:42,479 --> 00:07:45,599 in later releases for now we have a
240 00:07:44,080 --> 00:07:46,400 solid first step which we can iterate
241 00:07:45,599 --> 00:07:48,560 easily on
242 00:07:46,400 --> 00:07:50,720 so if a pilot pins a target the turret
243 00:07:48,560 --> 00:07:52,720 is going to see what this target is
244 00:07:50,720 --> 00:07:58,960 and they can then talk about it and
245 00:07:52,720 --> 00:08:01,680 coordinate their attacks based on that
246 00:07:58,960 --> 00:08:02,160 one thing that we learned in the past is
247 00:08:01,680 --> 00:08:04,080 that
248 00:08:02,160 --> 00:08:05,919 you cannot ship a new feature if you do
249 00:08:04,080 --> 00:08:08,800 not have appropriate ui support
250 00:08:05,919 --> 00:08:10,240 so for the turrets we created a very
251 00:08:08,800 --> 00:08:12,160 bare bone ui
252 00:08:10,240 --> 00:08:13,360 that turret ui will tell you exactly
253 00:08:12,160 --> 00:08:15,199 where turret is pointing
254 00:08:13,360 --> 00:08:16,720 it will tell you about the state of the
255 00:08:15,199 --> 00:08:17,039 turret it will tell you what kind of
256 00:08:16,720 --> 00:08:18,800 like
257 00:08:17,039 --> 00:08:20,800 modes on the turret you have enabled for
258 00:08:18,800 --> 00:08:22,240 example combined versus staggered fire
259 00:08:20,800 --> 00:08:22,879 turrets are now a threat they deal
260 00:08:22,240 --> 00:08:24,720 damage
261 00:08:22,879 --> 00:08:26,319 and so players are really going to have
262 00:08:24,720 --> 00:08:28,479 to reconsider how they might have
263 00:08:26,319 --> 00:08:31,919 approached combat scenarios
264 00:08:28,479 --> 00:08:32,320 the new turret system allows multi crew
265 00:08:31,919 --> 00:08:35,440 to be
266 00:08:32,320 --> 00:08:36,719 more viable in game play we added a
267 00:08:35,440 --> 00:08:38,000 thing called fixed assist
268 00:08:36,719 --> 00:08:39,760 and this is not just for the turrets
269 00:08:38,000 --> 00:08:41,680 it's also for the fixed weapons
270 00:08:39,760 --> 00:08:42,880 it takes an angular offset between your
271 00:08:41,680 --> 00:08:45,680 current aim
272 00:08:42,880 --> 00:08:46,560 and the aim direction of your target and
273 00:08:45,680 --> 00:08:48,880 then
274 00:08:46,560 --> 00:08:50,959 based on that ratio and if you are
275 00:08:48,880 --> 00:08:51,519 within certain thresholds it nudges your
276 00:08:50,959 --> 00:08:53,920 bullets
277 00:08:51,519 --> 00:08:54,880 a bit towards the target as for the
278 00:08:53,920 --> 00:08:57,519 control method
279 00:08:54,880 --> 00:08:58,240 we're included a v joy star control
280 00:08:57,519 --> 00:09:00,320 scheme
281 00:08:58,240 --> 00:09:01,600 which is the same that we're using in
282 00:09:00,320 --> 00:09:03,360 ships so um
283 00:09:01,600 --> 00:09:04,959 you have you're gonna have like a v-joy
284 00:09:03,360 --> 00:09:06,880 cursor on your
285 00:09:04,959 --> 00:09:08,160 around your crosshair of the turrets and
286 00:09:06,880 --> 00:09:10,000 by slaving that
287 00:09:08,160 --> 00:09:12,000 veto around your turret will follow the
288 00:09:10,000 --> 00:09:15,680 motion
289 00:09:12,000 --> 00:09:17,360 we also added a velocity limiter so
290 00:09:15,680 --> 00:09:19,360 with your mouse wheel just like in any
291 00:09:17,360 --> 00:09:21,920 other situation the game you can
292 00:09:19,360 --> 00:09:24,080 adapt your your velocity and the turrets
293 00:09:21,920 --> 00:09:27,200 that would be the rotational velocity
294 00:09:24,080 --> 00:09:29,120 and um this hookup with all the axis
295 00:09:27,200 --> 00:09:30,399 bindings makes makes actually quite nice
296 00:09:29,120 --> 00:09:32,240 to control turrets with
297 00:09:30,399 --> 00:09:34,160 a with a hotels as well so you can just
298 00:09:32,240 --> 00:09:35,040 have like your left hand on your on your
299 00:09:34,160 --> 00:09:36,320 throttle
300 00:09:35,040 --> 00:09:38,480 which is then just controlling the
301 00:09:36,320 --> 00:09:39,760 turret speed where and
302 00:09:38,480 --> 00:09:42,240 with the rest you just control the
303 00:09:39,760 --> 00:09:43,760 turret direction so in the past it was
304 00:09:42,240 --> 00:09:46,160 quite easy for a group of
305 00:09:43,760 --> 00:09:48,240 uh small fighters to be able to kind of
306 00:09:46,160 --> 00:09:50,320 overrun one of the larger ships despite
307 00:09:48,240 --> 00:09:52,880 its many turrets available
308 00:09:50,320 --> 00:09:54,560 whereas now you might find that you're a
309 00:09:52,880 --> 00:09:55,519 little more careful you're a little more
310 00:09:54,560 --> 00:09:58,800 considerate
311 00:09:55,519 --> 00:10:00,880 and maybe try and uh talk about your
312 00:09:58,800 --> 00:10:06,640 combat scenario before
313 00:10:00,880 --> 00:10:06,640 engaging a large ship yeah it's got one
314 00:10:07,120 --> 00:10:12,160 two more guys going
315 00:10:10,240 --> 00:10:14,800 one more you're nearly done nearly
316 00:10:12,160 --> 00:10:14,800 what's going to be
317 00:10:16,880 --> 00:10:23,360 you did it yay there we go
318 00:10:19,920 --> 00:10:24,959 yeah so the changes in 310 are the next
319 00:10:23,360 --> 00:10:26,000 step in the flight and combat experience
320 00:10:24,959 --> 00:10:27,519 they're not the first and they
321 00:10:26,000 --> 00:10:29,760 definitely won't be the last
322 00:10:27,519 --> 00:10:32,160 we don't want there to be a single way
323 00:10:29,760 --> 00:10:34,480 of just winning combat no matter what
324 00:10:32,160 --> 00:10:35,279 we don't want dps races or min maxing
325 00:10:34,480 --> 00:10:37,760 stats
326 00:10:35,279 --> 00:10:39,519 we want you as a player to have as much
327 00:10:37,760 --> 00:10:41,920 influence over the outcome of combat
328 00:10:39,519 --> 00:10:43,680 as the ship you've selected we know some
329 00:10:41,920 --> 00:10:45,040 players embrace change a lot and some
330 00:10:43,680 --> 00:10:45,519 are very scared of it but we do
331 00:10:45,040 --> 00:10:47,360 encourage
332 00:10:45,519 --> 00:10:49,440 everyone to get in game and test it out
333 00:10:47,360 --> 00:10:51,040 for yourselves we're really excited for
334 00:10:49,440 --> 00:10:52,399 these changes for star citizen
335 00:10:51,040 --> 00:10:54,720 and we look forward to seeing what you
336 00:10:52,399 --> 00:10:57,040 do with them
337 00:10:54,720 --> 00:10:59,120 the way that ships fly and fight their
338 00:10:57,040 --> 00:11:00,959 way through space and atmosphere alike
339 00:10:59,120 --> 00:11:02,800 is at the heart of the star citizen and
340 00:11:00,959 --> 00:11:05,519 squadron 42 experiences
341 00:11:02,800 --> 00:11:06,240 and as john said these changes for alpha
342 00:11:05,519 --> 00:11:07,920 3.10
343 00:11:06,240 --> 00:11:09,440 are the next step in that continuing
344 00:11:07,920 --> 00:11:10,959 evolution for both
345 00:11:09,440 --> 00:11:12,800 if you'd like to learn more about what's
346 00:11:10,959 --> 00:11:14,320 happening you can check out the conlink
347 00:11:12,800 --> 00:11:16,240 that's currently available now
348 00:11:14,320 --> 00:11:18,320 on the robertsspaceindustries.com
349 00:11:16,240 --> 00:11:20,399 website as well as keep an eye out for
350 00:11:18,320 --> 00:11:21,040 when wider pg testing becomes available
351 00:11:20,399 --> 00:11:22,800 for all
352 00:11:21,040 --> 00:11:24,480 so that you can get in and try it
353 00:11:22,800 --> 00:11:26,079 yourself with that
354 00:11:24,480 --> 00:11:27,519 we'd like to bring this quarterly season
355 00:11:26,079 --> 00:11:29,120 of isc to a close
356 00:11:27,519 --> 00:11:30,720 but before we let you go for the next
357 00:11:29,120 --> 00:11:32,560 few weeks we wanted to
358 00:11:30,720 --> 00:11:34,959 try something new and run down some of
359 00:11:32,560 --> 00:11:37,360 the features fixtures and fixes coming
360 00:11:34,959 --> 00:11:39,040 your way in the upcoming alpha 3.10
361 00:11:37,360 --> 00:11:40,399 in a new segment we're creatively
362 00:11:39,040 --> 00:11:43,519 referring to as
363 00:11:40,399 --> 00:11:45,040 the patch report let's get to it in no
364 00:11:43,519 --> 00:11:46,640 particular order we've got
365 00:11:45,040 --> 00:11:48,160 vehicle impounding where different
366 00:11:46,640 --> 00:11:49,920 infractions can have various
367 00:11:48,160 --> 00:11:51,760 fines and durations meaning lighter
368 00:11:49,920 --> 00:11:53,680 penalties for blocking pads
369 00:11:51,760 --> 00:11:55,760 and a longer duration forfeiture for
370 00:11:53,680 --> 00:11:58,079 crimes like pad ramming
371 00:11:55,760 --> 00:11:59,440 also players lingering over landing
372 00:11:58,079 --> 00:12:01,600 areas without permission
373 00:11:59,440 --> 00:12:03,360 should now see a countdown timer warning
374 00:12:01,600 --> 00:12:06,639 them of imminent impounding
375 00:12:03,360 --> 00:12:07,600 should they not withdraw delivery
376 00:12:06,639 --> 00:12:10,240 mission improvements
377 00:12:07,600 --> 00:12:10,800 where alpha 3.10 begins the process of a
378 00:12:10,240 --> 00:12:13,040 complete
379 00:12:10,800 --> 00:12:15,200 overhaul to the way they work starting
380 00:12:13,040 --> 00:12:17,600 with local deliveries which now have
381 00:12:15,200 --> 00:12:19,920 multiple pickup and drop-off locations
382 00:12:17,600 --> 00:12:21,360 of course there's also a new drug
383 00:12:19,920 --> 00:12:21,920 delivery mission for those who enjoy
384 00:12:21,360 --> 00:12:25,839 visiting
385 00:12:21,920 --> 00:12:25,839 the darker corners of the verse
386 00:12:32,240 --> 00:12:35,680 vehicle paint schemes are coming to
387 00:12:33,920 --> 00:12:37,920 vendors throughout the stanton system
388 00:12:35,680 --> 00:12:39,200 allowing players to personalize the look
389 00:12:37,920 --> 00:12:42,800 and feel of your vehicles
390 00:12:39,200 --> 00:12:44,880 for auc earned in-game
391 00:12:42,800 --> 00:12:47,120 electron damage weapons like the axe cap
392 00:12:44,880 --> 00:12:48,959 sniper rifle and uberoff pistol
393 00:12:47,120 --> 00:12:50,720 bring an electric new way to take out
394 00:12:48,959 --> 00:12:54,560 your enemies outside of their
395 00:12:50,720 --> 00:12:54,959 ships and vehicles body dragging will
396 00:12:54,560 --> 00:12:57,120 allow
397 00:12:54,959 --> 00:12:58,880 unconscious or deceased characters to be
398 00:12:57,120 --> 00:12:59,519 dragged around the environment by other
399 00:12:58,880 --> 00:13:01,279 players
400 00:12:59,519 --> 00:13:06,959 and i'm certain won't make for some
401 00:13:01,279 --> 00:13:09,440 amusing videos from the community
402 00:13:06,959 --> 00:13:11,279 restricted areas v2 where we've finally
403 00:13:09,440 --> 00:13:12,480 done away with the last remnants of the
404 00:13:11,279 --> 00:13:14,560 ugly red areas
405 00:13:12,480 --> 00:13:15,600 and implemented a new spline based
406 00:13:14,560 --> 00:13:17,279 landing system
407 00:13:15,600 --> 00:13:19,200 that will help guide pilots to their
408 00:13:17,279 --> 00:13:22,880 correct destination and away
409 00:13:19,200 --> 00:13:22,880 from places they shouldn't be going
410 00:13:23,040 --> 00:13:26,480 new thruster efficiency curves that
411 00:13:24,800 --> 00:13:28,240 lower the strength of thrusters in
412 00:13:26,480 --> 00:13:28,880 atmosphere depending on the thickness of
413 00:13:28,240 --> 00:13:31,040 the air
414 00:13:28,880 --> 00:13:32,959 which then in turn feeds into a complete
415 00:13:31,040 --> 00:13:36,560 overhaul of vehicle aerodynamics
416 00:13:32,959 --> 00:13:38,399 you just heard about high-speed combat
417 00:13:36,560 --> 00:13:39,279 changes designed to bring your opponents
418 00:13:38,399 --> 00:13:41,360 in closer
419 00:13:39,279 --> 00:13:43,040 by slowing the slew rate of gimballed
420 00:13:41,360 --> 00:13:44,560 weapons and the lock-on time for
421 00:13:43,040 --> 00:13:46,880 missiles at top speeds
422 00:13:44,560 --> 00:13:49,440 encouraging a more engaging combat
423 00:13:46,880 --> 00:13:51,199 experience
424 00:13:49,440 --> 00:13:53,279 new targeting methodology that should
425 00:13:51,199 --> 00:13:55,279 help players better find and keep track
426 00:13:53,279 --> 00:13:57,040 of their targets
427 00:13:55,279 --> 00:13:58,800 turret improvements which bring a new
428 00:13:57,040 --> 00:14:00,320 control scheme to bear that pilot should
429 00:13:58,800 --> 00:14:02,240 already be familiar with
430 00:14:00,320 --> 00:14:03,440 in an effort to make riding passenger
431 00:14:02,240 --> 00:14:06,720 and multi-crew ships
432 00:14:03,440 --> 00:14:06,720 more fun and exciting
433 00:14:07,600 --> 00:14:11,440 ai improvements like cover usage shotgun
434 00:14:10,399 --> 00:14:13,199 assault tactics
435 00:14:11,440 --> 00:14:14,639 and a better sense of when to move and
436 00:14:13,199 --> 00:14:16,639 hold position all
437 00:14:14,639 --> 00:14:18,079 aim to make fps engagements with
438 00:14:16,639 --> 00:14:19,839 non-player characters
439 00:14:18,079 --> 00:14:22,240 more dynamic and interesting than ever
440 00:14:19,839 --> 00:14:22,240 before
441 00:14:22,399 --> 00:14:26,560 visual improvements to the m50 and
442 00:14:24,560 --> 00:14:27,760 balance changes to the cartoon wall
443 00:14:26,560 --> 00:14:29,680 mean there's something new to look
444 00:14:27,760 --> 00:14:32,800 forward to for owners of these speedy
445 00:14:29,680 --> 00:14:35,040 and nimble spacecraft respectively
446 00:14:32,800 --> 00:14:36,880 grimhex is getting a new shop new
447 00:14:35,040 --> 00:14:38,880 hangars and a new viewing area to
448 00:14:36,880 --> 00:14:40,399 support the future release of scramble
449 00:14:38,880 --> 00:14:42,320 races
450 00:14:40,399 --> 00:14:44,079 not to be left out new babbage is
451 00:14:42,320 --> 00:14:45,920 getting hangers and perhaps a more
452 00:14:44,079 --> 00:14:47,920 impressive new shop of their own
453 00:14:45,920 --> 00:14:49,920 with the upcoming factory line in its
454 00:14:47,920 --> 00:14:52,079 new array of moby glass variants players
455 00:14:49,920 --> 00:14:54,639 can purchase
456 00:14:52,079 --> 00:14:56,160 then the various planets and moons all
457 00:14:54,639 --> 00:14:58,560 throughout the stanton system
458 00:14:56,160 --> 00:15:00,560 are seeing the return of outposts
459 00:14:58,560 --> 00:15:02,639 derelicts and caves that were lost after
460 00:15:00,560 --> 00:15:04,880 the conversion of planet tech v4
461 00:15:02,639 --> 00:15:05,839 but now with improved lighting exterior
462 00:15:04,880 --> 00:15:07,360 dressing and
463 00:15:05,839 --> 00:15:09,519 protection from the weather elements
464 00:15:07,360 --> 00:15:12,000 outside
465 00:15:09,519 --> 00:15:13,040 i feel like i'm leaving something out i
466 00:15:12,000 --> 00:15:14,639 mean sure we didn't cover
467 00:15:13,040 --> 00:15:16,480 everything that's in the upcoming alpha
468 00:15:14,639 --> 00:15:18,720 3.10 but
469 00:15:16,480 --> 00:15:19,600 there's something else i'm sure you'll
470 00:15:18,720 --> 00:15:21,519 figure it out
471 00:15:19,600 --> 00:15:22,959 uh for another quarterly season of
472 00:15:21,519 --> 00:15:24,959 inside star citizen
473 00:15:22,959 --> 00:15:27,120 i'm your host jared huckabee thank you
474 00:15:24,959 --> 00:15:41,839 for watching thank you for playing
475 00:15:27,120 --> 00:15:41,839 and we'll see you all next month
476 00:15:49,040 --> 00:15:51,120 you