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The Inside Star Citizen episode Driving Force - Winter 2021 was published on March 11, 2021 on CIG's YouTube channel.

Topics and timestamps[]

Topic Timestamp
Ground vehicles physics
0:05
Refinery deck refinery kiosk
6:40
Mining HUD
7:10
Pre-Lighting pass for non-commercial overlays on space station
7:37
Habs - Light switches and motion detectors
8:50
Brentworth Care Center white box phase
10:00
Outpost Homestead white box phase
11:23
Arena Commander - VFX lightning exploration for Dying Star
13:24

Video[]

Inside_Star_Citizen-_Driving_Force_-_Winter_2021
basic

Transcript[]

The transcript was created automatically and needs to be proofread. Words may have been transcribed incorrectly.

1 00:00:04,799 --> 00:00:08,400 so ever since i was

2 00:00:06,160 --> 00:00:09,280 like a kid really i was interested in

3 00:00:08,400 --> 00:00:11,200 cars

4 00:00:09,280 --> 00:00:13,040 and that interesting cars went to

5 00:00:11,200 --> 00:00:14,880 building them

6 00:00:13,040 --> 00:00:16,480 and then i ended up kind of racing

7 00:00:14,880 --> 00:00:18,640 competitive esports for a while

8 00:00:16,480 --> 00:00:19,680 and that kind of got me into the game

9 00:00:18,640 --> 00:00:21,920 industry which

10 00:00:19,680 --> 00:00:23,119 allowed me to combine pretty much all my

11 00:00:21,920 --> 00:00:24,080 passions really that i have about

12 00:00:23,119 --> 00:00:27,119 vehicles and

13 00:00:24,080 --> 00:00:30,480 build them in video games that's

14 00:00:27,119 --> 00:00:32,800 basically dream come true for me

15 00:00:30,480 --> 00:00:34,079 i've been a fan of both planes and

16 00:00:32,800 --> 00:00:37,600 spaceships and cars

17 00:00:34,079 --> 00:00:39,920 in equally for years it's definitely

18 00:00:37,600 --> 00:00:41,280 something that i am invested in and i

19 00:00:39,920 --> 00:00:42,000 really want to make it good and

20 00:00:41,280 --> 00:00:44,079 everything

21 00:00:42,000 --> 00:00:45,680 my background is physics and so

22 00:00:44,079 --> 00:00:47,520 spaceship physics or grand vehicle

23 00:00:45,680 --> 00:00:50,719 physics it's all physics to me it's it's

24 00:00:47,520 --> 00:00:50,719 excellent and it's a lot of fun

25 00:00:52,320 --> 00:00:56,079 you know making the ground vehicles

26 00:00:54,079 --> 00:00:58,800 better they give us this ability to have

27 00:00:56,079 --> 00:01:00,719 a more varied experience in gameplay

28 00:00:58,800 --> 00:01:02,960 like they're never obviously gonna match

29 00:01:00,719 --> 00:01:04,640 the maneuverability and

30 00:01:02,960 --> 00:01:06,159 abilities of a spaceship but they serve

31 00:01:04,640 --> 00:01:07,840 a different purpose

32 00:01:06,159 --> 00:01:09,360 with a spaceship you can fly around you

33 00:01:07,840 --> 00:01:11,760 can get an overview of the planet

34 00:01:09,360 --> 00:01:12,799 but if you go down on the ground you get

35 00:01:11,760 --> 00:01:15,119 a much

36 00:01:12,799 --> 00:01:17,360 greater sense of the detail and the

37 00:01:15,119 --> 00:01:19,520 skill the universe

38 00:01:17,360 --> 00:01:21,119 at the moment i've been supporting the

39 00:01:19,520 --> 00:01:22,720 work that bjarni's been doing

40 00:01:21,119 --> 00:01:24,159 on ground vehicles which is really

41 00:01:22,720 --> 00:01:25,840 really exciting the

42 00:01:24,159 --> 00:01:27,040 the physics model entire model that he's

43 00:01:25,840 --> 00:01:30,560 been working on is one of the most

44 00:01:27,040 --> 00:01:32,799 interesting things i've seen in a while

45 00:01:30,560 --> 00:01:34,640 so right now we're working on a more

46 00:01:32,799 --> 00:01:37,200 physically based tire model

47 00:01:34,640 --> 00:01:38,640 it's actually built on empirical data so

48 00:01:37,200 --> 00:01:41,360 like real-world data from

49 00:01:38,640 --> 00:01:42,479 from tires so the tire model uh handles

50 00:01:41,360 --> 00:01:46,159 how the

51 00:01:42,479 --> 00:01:49,280 the wheel contacts to the ground and um

52 00:01:46,159 --> 00:01:52,479 so we simulate that actually with uh

53 00:01:49,280 --> 00:01:54,560 this curve that um that

54 00:01:52,479 --> 00:01:55,520 is calculated from the the slip of the

55 00:01:54,560 --> 00:01:58,560 wheel now

56 00:01:55,520 --> 00:02:00,960 the slip of the wheel is actually

57 00:01:58,560 --> 00:02:02,560 is how how fast the wheel is turning how

58 00:02:00,960 --> 00:02:04,479 fast the engine turns the wheel

59 00:02:02,560 --> 00:02:05,840 relative to the ground that's moving

60 00:02:04,479 --> 00:02:07,520 beneath it

61 00:02:05,840 --> 00:02:09,840 the tire model that we're using right

62 00:02:07,520 --> 00:02:11,120 now works fine but it's a little bit too

63 00:02:09,840 --> 00:02:13,760 arcadey

64 00:02:11,120 --> 00:02:14,640 and we want to explore moving into a

65 00:02:13,760 --> 00:02:19,520 more physical

66 00:02:14,640 --> 00:02:21,520 based one so each of the ground vehicles

67 00:02:19,520 --> 00:02:23,200 all are like wildly different ground

68 00:02:21,520 --> 00:02:26,720 vehicles right

69 00:02:23,200 --> 00:02:29,120 having more flexibility over how

70 00:02:26,720 --> 00:02:30,640 you can tune the vehicles and a more

71 00:02:29,120 --> 00:02:33,280 physically accurate way to tune

72 00:02:30,640 --> 00:02:35,280 the vehicles will result in a more

73 00:02:33,280 --> 00:02:37,599 believable experience that is easier for

74 00:02:35,280 --> 00:02:39,519 us to achieve

75 00:02:37,599 --> 00:02:40,640 and as a result it's kind of pushed us

76 00:02:39,519 --> 00:02:43,599 to

77 00:02:40,640 --> 00:02:44,480 improve the system so the result for the

78 00:02:43,599 --> 00:02:46,080 player is that

79 00:02:44,480 --> 00:02:48,160 you will see more vehicles that are

80 00:02:46,080 --> 00:02:50,959 behaving in the way that you expect

81 00:02:48,160 --> 00:02:51,680 um they sort of interact with the

82 00:02:50,959 --> 00:02:53,519 terrain

83 00:02:51,680 --> 00:02:55,760 much more correctly you can slide them

84 00:02:53,519 --> 00:02:58,319 and also have periods of grip and so on

85 00:02:55,760 --> 00:02:59,840 that is what you expect and it's easier

86 00:02:58,319 --> 00:03:00,319 for us to achieve that so you'll get

87 00:02:59,840 --> 00:03:04,159 that

88 00:03:00,319 --> 00:03:05,360 more often so each of the ground

89 00:03:04,159 --> 00:03:06,800 vehicles

90 00:03:05,360 --> 00:03:08,720 you know all the ground vehicles we've

91 00:03:06,800 --> 00:03:09,700 made so far have have very different

92 00:03:08,720 --> 00:03:10,959 roles

93 00:03:09,700 --> 00:03:12,319 [Music]

94 00:03:10,959 --> 00:03:14,239 uh where can the rock improve grand

95 00:03:12,319 --> 00:03:15,840 fields because it was the first

96 00:03:14,239 --> 00:03:17,360 kind of ground vehicle to have a

97 00:03:15,840 --> 00:03:20,239 specific kind of

98 00:03:17,360 --> 00:03:22,080 purpose and place where it needed to be

99 00:03:20,239 --> 00:03:23,599 because it had to be placed in difficult

100 00:03:22,080 --> 00:03:25,120 places to mine

101 00:03:23,599 --> 00:03:27,120 um so we definitely kind of look back

102 00:03:25,120 --> 00:03:28,319 over the technology we had and

103 00:03:27,120 --> 00:03:30,720 we definitely made some improvements

104 00:03:28,319 --> 00:03:33,040 there it definitely feels better across

105 00:03:30,720 --> 00:03:34,480 the surface

106 00:03:33,040 --> 00:03:36,640 and also it's the first ground vehicle

107 00:03:34,480 --> 00:03:37,920 that we properly tuned the camera for

108 00:03:36,640 --> 00:03:39,120 that we had developed previously for the

109 00:03:37,920 --> 00:03:40,879 spaceships

110 00:03:39,120 --> 00:03:42,799 so we've got a camera that communicates

111 00:03:40,879 --> 00:03:44,000 when the vehicle is sliding

112 00:03:42,799 --> 00:03:45,120 when you're flying around the corners in

113 00:03:44,000 --> 00:03:47,840 that vehicle you can really feel the

114 00:03:45,120 --> 00:03:47,840 grip that it has

115 00:03:48,040 --> 00:03:51,760 [Music]

116 00:03:49,680 --> 00:03:53,519 we're also working on the tank at the

117 00:03:51,760 --> 00:03:55,200 moment um this has been

118 00:03:53,519 --> 00:03:56,480 a big driving force behind a lot of the

119 00:03:55,200 --> 00:03:58,560 improvements we're making so we've got

120 00:03:56,480 --> 00:04:00,480 access now to a lot more parameters and

121 00:03:58,560 --> 00:04:01,599 it's the first vehicle to use the track

122 00:04:00,480 --> 00:04:04,799 physics which we have

123 00:04:01,599 --> 00:04:07,040 so it's not steering by wheels turning

124 00:04:04,799 --> 00:04:09,200 um it's steering by difference in speed

125 00:04:07,040 --> 00:04:11,599 between the different treads

126 00:04:09,200 --> 00:04:13,360 tech that's come with a tank is just

127 00:04:11,599 --> 00:04:14,480 some more fine-tuning options now that

128 00:04:13,360 --> 00:04:17,120 we didn't have before

129 00:04:14,480 --> 00:04:18,560 and that drastically improves the feel

130 00:04:17,120 --> 00:04:21,680 and also the ability of the ground

131 00:04:18,560 --> 00:04:23,840 vehicles to do things as well

132 00:04:21,680 --> 00:04:24,960 we're also working on the new cyclone mt

133 00:04:23,840 --> 00:04:26,479 which has

134 00:04:24,960 --> 00:04:28,080 you know kind of made us look at the

135 00:04:26,479 --> 00:04:29,759 kind of missile experience

136 00:04:28,080 --> 00:04:32,560 that we have with the ground vehicles

137 00:04:29,759 --> 00:04:33,840 and how it drastically changes the needs

138 00:04:32,560 --> 00:04:36,080 of the missiles

139 00:04:33,840 --> 00:04:37,199 and how they aim it's also basically

140 00:04:36,080 --> 00:04:40,320 highlighted the

141 00:04:37,199 --> 00:04:41,759 fact that we also need to massively

142 00:04:40,320 --> 00:04:42,720 change how we communicate the ground

143 00:04:41,759 --> 00:04:45,759 vehicle experience

144 00:04:42,720 --> 00:04:47,120 um you know overall with the ui you know

145 00:04:45,759 --> 00:04:49,440 because we don't have

146 00:04:47,120 --> 00:04:50,720 ui for the ground vehicles right now um

147 00:04:49,440 --> 00:04:51,759 you know to the same standard as the

148 00:04:50,720 --> 00:04:53,280 ships

149 00:04:51,759 --> 00:04:55,040 it's probably fair to say that the um

150 00:04:53,280 --> 00:04:56,400 it's probably my favorite um it's

151 00:04:55,040 --> 00:04:58,639 probably one of my favorite vehicles the

152 00:04:56,400 --> 00:05:00,320 cyclone so adding kind of missiles to

153 00:04:58,639 --> 00:05:03,360 that just adds an element of kind of

154 00:05:00,320 --> 00:05:03,360 funny destruction for me

155 00:05:07,600 --> 00:05:11,199 so as far as going because moving

156 00:05:08,880 --> 00:05:13,680 forward where we go is um

157 00:05:11,199 --> 00:05:14,479 we start with a core thai model

158 00:05:13,680 --> 00:05:18,000 improvement

159 00:05:14,479 --> 00:05:20,400 which will drastically improve

160 00:05:18,000 --> 00:05:21,680 the kind of overall physics that drives

161 00:05:20,400 --> 00:05:23,039 the ground vehicle

162 00:05:21,680 --> 00:05:24,240 they're basically on top of that we've

163 00:05:23,039 --> 00:05:25,759 already done some work on the camera

164 00:05:24,240 --> 00:05:27,600 system but we need to create more of a

165 00:05:25,759 --> 00:05:28,960 bespoke experience with camera so you

166 00:05:27,600 --> 00:05:30,400 know we're looking at improvements the

167 00:05:28,960 --> 00:05:31,919 car camera system

168 00:05:30,400 --> 00:05:33,759 and that all come just from a more

169 00:05:31,919 --> 00:05:35,360 realistic physics base we're definitely

170 00:05:33,759 --> 00:05:36,880 not going to go full simulation here and

171 00:05:35,360 --> 00:05:38,240 require you to have a full steering

172 00:05:36,880 --> 00:05:40,000 wheel setup but we want

173 00:05:38,240 --> 00:05:41,360 the same feelings and emotions to be

174 00:05:40,000 --> 00:05:41,759 expressed with the ground vehicle so

175 00:05:41,360 --> 00:05:44,720 that

176 00:05:41,759 --> 00:05:46,000 it feels right and then a big part of

177 00:05:44,720 --> 00:05:47,360 the ground vehicle experience that we

178 00:05:46,000 --> 00:05:48,240 would definitely want to improve is the

179 00:05:47,360 --> 00:05:50,479 lack of the hood

180 00:05:48,240 --> 00:05:52,080 to be fair to be frank with you um and

181 00:05:50,479 --> 00:05:53,440 also just bring the ground vehicles up

182 00:05:52,080 --> 00:05:55,039 to the same standards in terms of all

183 00:05:53,440 --> 00:05:57,199 the systems then in the future add the

184 00:05:55,039 --> 00:05:59,600 missile operator mode ui as well

185 00:05:57,199 --> 00:06:00,720 so you'll have all the same systems that

186 00:05:59,600 --> 00:06:02,080 the ships do

187 00:06:00,720 --> 00:06:03,680 and then someday we'll have coordinates

188 00:06:02,080 --> 00:06:05,199 the compass on the hood as well so um

189 00:06:03,680 --> 00:06:06,479 you don't get lost

190 00:06:05,199 --> 00:06:08,319 because i get lost quite a lot on the

191 00:06:06,479 --> 00:06:10,479 planets but that's just because i end up

192 00:06:08,319 --> 00:06:13,360 landing somewhere random and

193 00:06:10,479 --> 00:06:15,280 you know just go for a drive and i just

194 00:06:13,360 --> 00:06:17,759 watch the sunset go down

195 00:06:15,280 --> 00:06:18,319 star citizen is more than just a space

196 00:06:17,759 --> 00:06:20,800 game

197 00:06:18,319 --> 00:06:22,639 it's a means to explore the cosmos and

198 00:06:20,800 --> 00:06:24,880 make your way through the universe

199 00:06:22,639 --> 00:06:26,720 charting a path that's uniquely your own

200 00:06:24,880 --> 00:06:27,120 and wherever that path happens to take

201 00:06:26,720 --> 00:06:28,800 you

202 00:06:27,120 --> 00:06:30,479 you're likely to need a ground vehicle

203 00:06:28,800 --> 00:06:32,720 at some point along the way

204 00:06:30,479 --> 00:06:34,639 but when you're not adventuring maybe

205 00:06:32,720 --> 00:06:37,360 you'll spend your time in your hab

206 00:06:34,639 --> 00:06:38,960 your outpost or your local hospital

207 00:06:37,360 --> 00:06:40,560 let's take a look now at how some of

208 00:06:38,960 --> 00:06:42,720 those are progressing and more

209 00:06:40,560 --> 00:06:43,919 in this week's sprint report starting

210 00:06:42,720 --> 00:06:45,840 things off this week

211 00:06:43,919 --> 00:06:48,160 let's begin with some smaller updates

212 00:06:45,840 --> 00:06:50,800 from the eu pu feature team

213 00:06:48,160 --> 00:06:52,080 who just completed a sprint on bug fixes

214 00:06:50,800 --> 00:06:54,240 and visual updates

215 00:06:52,080 --> 00:06:55,199 to existing systems like the refinery

216 00:06:54,240 --> 00:06:57,759 kiosks

217 00:06:55,199 --> 00:06:59,919 including this new welcome splash screen

218 00:06:57,759 --> 00:07:00,240 and a fix to the close window button

219 00:06:59,919 --> 00:07:02,639 that

220 00:07:00,240 --> 00:07:05,039 well wasn't working before they also

221 00:07:02,639 --> 00:07:07,120 added an auto log out for those people

222 00:07:05,039 --> 00:07:10,160 who go to the library and like to leave

223 00:07:07,120 --> 00:07:12,080 their email open for anyone else to see

224 00:07:10,160 --> 00:07:14,479 they also continue to work on the mining

225 00:07:12,080 --> 00:07:16,400 ui in line with the new sub components

226 00:07:14,479 --> 00:07:18,160 we talked about last week

227 00:07:16,400 --> 00:07:20,560 the new additions allow for the display

228 00:07:18,160 --> 00:07:22,160 of precise benefits from each component

229 00:07:20,560 --> 00:07:23,599 and also work for the previous

230 00:07:22,160 --> 00:07:25,440 consumables as well

231 00:07:23,599 --> 00:07:27,360 so players can better and more

232 00:07:25,440 --> 00:07:28,800 knowledgeably tune their mining

233 00:07:27,360 --> 00:07:30,400 experience

234 00:07:28,800 --> 00:07:32,960 they're also working on animating the

235 00:07:30,400 --> 00:07:35,120 scan bars as part of an overall push

236 00:07:32,960 --> 00:07:37,599 to expose more and more information to

237 00:07:35,120 --> 00:07:37,599 the player

238 00:07:38,319 --> 00:07:42,080 members of the modular content team

239 00:07:40,400 --> 00:07:44,080 recently completed a sprint

240 00:07:42,080 --> 00:07:45,199 on the non-commercial overlays for

241 00:07:44,080 --> 00:07:48,160 refinery decks

242 00:07:45,199 --> 00:07:49,199 coming to alpha 313 what you're seeing

243 00:07:48,160 --> 00:07:52,160 here at the moment

244 00:07:49,199 --> 00:07:54,000 is a pre-lighting pass which always does

245 00:07:52,160 --> 00:07:57,120 a lot to sell the proper mood and

246 00:07:54,000 --> 00:07:59,199 atmosphere of industrial areas like this

247 00:07:57,120 --> 00:08:01,520 what they did here was take some of the

248 00:07:59,199 --> 00:08:02,560 more common traversal areas in several

249 00:08:01,520 --> 00:08:04,879 of the stations

250 00:08:02,560 --> 00:08:06,479 and began ripping out many of the

251 00:08:04,879 --> 00:08:09,440 adverts that were present

252 00:08:06,479 --> 00:08:11,360 exposing more of the layered industrial

253 00:08:09,440 --> 00:08:14,000 guts that were previously hidden to the

254 00:08:11,360 --> 00:08:16,160 player from underneath

255 00:08:14,000 --> 00:08:17,440 also gone are some of the seating areas

256 00:08:16,160 --> 00:08:19,680 plants decor

257 00:08:17,440 --> 00:08:22,000 and other amenities found in the larger

258 00:08:19,680 --> 00:08:24,879 stations and a more utilitarian

259 00:08:22,000 --> 00:08:26,560 and functional space is left in its wake

260 00:08:24,879 --> 00:08:28,800 now this isn't being applied to

261 00:08:26,560 --> 00:08:30,720 every station but only a few select

262 00:08:28,800 --> 00:08:32,640 smaller ones with refinery decks

263 00:08:30,720 --> 00:08:34,479 in an effort to distinguish them a bit

264 00:08:32,640 --> 00:08:37,599 more from their flashier

265 00:08:34,479 --> 00:08:38,159 more commercialized cousins now it may

266 00:08:37,599 --> 00:08:40,240 be a bit

267 00:08:38,159 --> 00:08:41,839 flat looking at the moment but once the

268 00:08:40,240 --> 00:08:43,919 lighting pass changes are in

269 00:08:41,839 --> 00:08:45,680 it'll begin to bring out the personality

270 00:08:43,919 --> 00:08:49,360 a bit more in the smaller

271 00:08:45,680 --> 00:08:49,360 more industrialized stations

272 00:08:50,000 --> 00:08:53,600 if you remember our segment on the

273 00:08:51,760 --> 00:08:54,160 interaction zoo with calyx from last

274 00:08:53,600 --> 00:08:56,000 year

275 00:08:54,160 --> 00:08:57,279 you may be excited to hear that folks

276 00:08:56,000 --> 00:08:59,839 from the lighting team

277 00:08:57,279 --> 00:09:02,160 have begun to dig into his toy box of

278 00:08:59,839 --> 00:09:04,720 technical knickknacks and play things

279 00:09:02,160 --> 00:09:05,360 to set up a habitation test bed of their

280 00:09:04,720 --> 00:09:07,360 own

281 00:09:05,360 --> 00:09:08,720 starting with splitting all of the

282 00:09:07,360 --> 00:09:10,959 existing lighting

283 00:09:08,720 --> 00:09:13,120 into sectional circuits that can be

284 00:09:10,959 --> 00:09:14,720 controlled or affected by the player

285 00:09:13,120 --> 00:09:17,279 individually

286 00:09:14,720 --> 00:09:19,680 such as a proximity sensor in the foyer

287 00:09:17,279 --> 00:09:21,680 to light and delight the entrance

288 00:09:19,680 --> 00:09:25,040 a master control panel with different

289 00:09:21,680 --> 00:09:27,200 lighting states for the entire hab

290 00:09:25,040 --> 00:09:31,360 localized controls for each distinct

291 00:09:27,200 --> 00:09:33,200 area like the kitchen or the bunk

292 00:09:31,360 --> 00:09:35,279 and then in case you still weren't able

293 00:09:33,200 --> 00:09:38,160 to set exactly the mood you're looking

294 00:09:35,279 --> 00:09:38,880 for control of the individualized prop

295 00:09:38,160 --> 00:09:42,000 lights

296 00:09:38,880 --> 00:09:43,760 like lamps giving players unprecedented

297 00:09:42,000 --> 00:09:46,080 control of how they light their own

298 00:09:43,760 --> 00:09:46,080 space

299 00:09:46,800 --> 00:09:51,440 the next step in this prototyping is to

300 00:09:49,120 --> 00:09:53,519 explore integrating the destructible

301 00:09:51,440 --> 00:09:54,640 and replaceable colored lights from the

302 00:09:53,519 --> 00:09:56,560 interaction zoo

303 00:09:54,640 --> 00:09:57,680 providing even more customization

304 00:09:56,560 --> 00:10:01,440 options for players

305 00:09:57,680 --> 00:10:03,200 going forward let's check in on the

306 00:10:01,440 --> 00:10:05,440 continuing white box progress of

307 00:10:03,200 --> 00:10:06,160 hospitals by stepping into new babbage

308 00:10:05,440 --> 00:10:08,320 once more

309 00:10:06,160 --> 00:10:10,320 and seeing where they're at now this is

310 00:10:08,320 --> 00:10:11,519 the view when you leave the service ward

311 00:10:10,320 --> 00:10:13,360 and enter the lobby

312 00:10:11,519 --> 00:10:15,279 and right off the bat we can see the

313 00:10:13,360 --> 00:10:16,000 ceiling has been altered since the last

314 00:10:15,279 --> 00:10:18,560 we saw it

315 00:10:16,000 --> 00:10:19,680 to reveal even more of the aspire grand

316 00:10:18,560 --> 00:10:22,000 up above

317 00:10:19,680 --> 00:10:22,959 the pharmacy is still on the right but

318 00:10:22,000 --> 00:10:25,120 now on the left

319 00:10:22,959 --> 00:10:27,200 we have new information and security

320 00:10:25,120 --> 00:10:28,800 stations as well

321 00:10:27,200 --> 00:10:30,880 now if we head back into the wards

322 00:10:28,800 --> 00:10:33,279 themselves we can find nice communal

323 00:10:30,880 --> 00:10:35,279 areas like this gorgeous view of the new

324 00:10:33,279 --> 00:10:37,680 babbage skyline

325 00:10:35,279 --> 00:10:39,600 off to the left and right leads to nurse

326 00:10:37,680 --> 00:10:41,440 and doctor and trio stations

327 00:10:39,600 --> 00:10:43,760 and many of the kinds of areas you'd

328 00:10:41,440 --> 00:10:45,600 expect to find in a fully functioning

329 00:10:43,760 --> 00:10:47,279 hospital

330 00:10:45,600 --> 00:10:49,440 now even though this is still in white

331 00:10:47,279 --> 00:10:51,760 box phase you can imagine what it'll

332 00:10:49,440 --> 00:10:53,760 look like with new babbage's trademark

333 00:10:51,760 --> 00:10:54,880 signage helping to distinguish between

334 00:10:53,760 --> 00:10:58,079 the various

335 00:10:54,880 --> 00:11:01,279 recovery rooms surgical theaters

336 00:10:58,079 --> 00:11:03,040 storage areas blood labs and more

337 00:11:01,279 --> 00:11:04,560 and if you play like i do you're going

338 00:11:03,040 --> 00:11:06,320 to spend a lot of time here

339 00:11:04,560 --> 00:11:07,680 so it's important that it can handle the

340 00:11:06,320 --> 00:11:10,399 load

341 00:11:07,680 --> 00:11:11,519 did i make that same joke last time you

342 00:11:10,399 --> 00:11:13,920 bet i did

343 00:11:11,519 --> 00:11:16,480 it's a test to see if anybody's paying

344 00:11:13,920 --> 00:11:20,720 attention to what's being said here

345 00:11:16,480 --> 00:11:22,320 fidelity immersion bespoke

346 00:11:20,720 --> 00:11:24,959 the hospital will really punch above its

347 00:11:22,320 --> 00:11:24,959 weight class

348 00:11:25,600 --> 00:11:28,800 now it wouldn't be a sprint report these

349 00:11:27,200 --> 00:11:31,360 days without a continuing look at the

350 00:11:28,800 --> 00:11:33,200 progress of our colonialism outposts

351 00:11:31,360 --> 00:11:34,399 so here's a look at further whitefox

352 00:11:33,200 --> 00:11:36,000 progress

353 00:11:34,399 --> 00:11:38,079 most of the work this sprint was in

354 00:11:36,000 --> 00:11:39,440 determining all the things whitebox is

355 00:11:38,079 --> 00:11:41,519 normally used for

356 00:11:39,440 --> 00:11:42,880 such as working out how all the various

357 00:11:41,519 --> 00:11:45,600 modules will connect

358 00:11:42,880 --> 00:11:47,360 and function with one another figuring

359 00:11:45,600 --> 00:11:49,360 out how to set up the necessary vis

360 00:11:47,360 --> 00:11:51,279 areas while adapting for the sloped

361 00:11:49,360 --> 00:11:53,519 exterior walls

362 00:11:51,279 --> 00:11:55,519 continuing to work out all the necessary

363 00:11:53,519 --> 00:11:58,079 runtime environment probes needed

364 00:11:55,519 --> 00:11:59,680 to allow lighting from the exterior to

365 00:11:58,079 --> 00:12:00,480 creep in through the windows to the

366 00:11:59,680 --> 00:12:02,399 interior

367 00:12:00,480 --> 00:12:03,519 and potentially the other way around as

368 00:12:02,399 --> 00:12:05,440 well

369 00:12:03,519 --> 00:12:07,360 basically it's work preserving the

370 00:12:05,440 --> 00:12:08,839 necessary modularity so that these

371 00:12:07,360 --> 00:12:11,120 outposts can work in multiple

372 00:12:08,839 --> 00:12:11,920 configurations while adapting the

373 00:12:11,120 --> 00:12:14,240 blendtec

374 00:12:11,920 --> 00:12:17,760 to properly allow for spill into each

375 00:12:14,240 --> 00:12:19,680 room without noticeable lines everywhere

376 00:12:17,760 --> 00:12:20,959 folks also want to take another pass at

377 00:12:19,680 --> 00:12:22,480 this bathroom area

378 00:12:20,959 --> 00:12:24,959 which is currently feeling a bit too

379 00:12:22,480 --> 00:12:27,440 much like a spaceship and not what we'd

380 00:12:24,959 --> 00:12:29,360 expect to see in a frontier outpost

381 00:12:27,440 --> 00:12:31,920 they're also working with design to mark

382 00:12:29,360 --> 00:12:32,800 out interactable areas or future spaces

383 00:12:31,920 --> 00:12:34,800 for players

384 00:12:32,800 --> 00:12:36,959 to customize their space further with

385 00:12:34,800 --> 00:12:39,760 equipment or even decorative flare

386 00:12:36,959 --> 00:12:40,880 all their own the social space in the

387 00:12:39,760 --> 00:12:42,720 sender has gone through

388 00:12:40,880 --> 00:12:45,360 several iterations in the last couple

389 00:12:42,720 --> 00:12:47,519 weeks as things sometimes do

390 00:12:45,360 --> 00:12:49,279 it began to balloon in size before it

391 00:12:47,519 --> 00:12:51,680 was decided to bring it back in

392 00:12:49,279 --> 00:12:53,360 to a more intimate setting here we see

393 00:12:51,680 --> 00:12:54,880 one of the various connection collars

394 00:12:53,360 --> 00:12:55,680 that can link to a number of different

395 00:12:54,880 --> 00:12:57,600 modules

396 00:12:55,680 --> 00:12:58,720 including this garage we first showed a

397 00:12:57,600 --> 00:13:00,320 couple weeks ago

398 00:12:58,720 --> 00:13:02,000 the current thinking here is that there

399 00:13:00,320 --> 00:13:04,720 should be an airlock here so that the

400 00:13:02,000 --> 00:13:06,880 garage can be depressurized if necessary

401 00:13:04,720 --> 00:13:07,920 on certain planets or moons as well as a

402 00:13:06,880 --> 00:13:11,120 hatch up above

403 00:13:07,920 --> 00:13:12,959 for the very same reason

404 00:13:11,120 --> 00:13:14,639 ultimately it's just nice to follow

405 00:13:12,959 --> 00:13:15,519 along with the continued progress of

406 00:13:14,639 --> 00:13:17,839 these outposts

407 00:13:15,519 --> 00:13:19,600 that'll first be used in npc settlements

408 00:13:17,839 --> 00:13:21,519 across stanton and pyro

409 00:13:19,600 --> 00:13:24,320 and then eventually be rolled out to

410 00:13:21,519 --> 00:13:26,480 player use after that

411 00:13:24,320 --> 00:13:27,760 finally before we let you go this week

412 00:13:26,480 --> 00:13:29,839 there are sprints

413 00:13:27,760 --> 00:13:31,360 and then there are tiny experiments devs

414 00:13:29,839 --> 00:13:32,160 do from time to time to see what's

415 00:13:31,360 --> 00:13:34,399 possible

416 00:13:32,160 --> 00:13:36,399 and recently someone on the vfx team

417 00:13:34,399 --> 00:13:38,720 tried revisiting our existing

418 00:13:36,399 --> 00:13:40,000 lightning effects ahead of some expected

419 00:13:38,720 --> 00:13:42,480 work on pyro

420 00:13:40,000 --> 00:13:44,560 and then combining that with our new and

421 00:13:42,480 --> 00:13:45,199 upcoming emissive particle lighting

422 00:13:44,560 --> 00:13:47,519 system

423 00:13:45,199 --> 00:13:49,120 to see if they could improve the look of

424 00:13:47,519 --> 00:13:52,320 one of star citizen's

425 00:13:49,120 --> 00:13:53,440 oldest assets the dying star from arena

426 00:13:52,320 --> 00:13:56,079 commander

427 00:13:53,440 --> 00:13:57,040 now this is literally a vfx doodle done

428 00:13:56,079 --> 00:13:58,720 during a meeting

429 00:13:57,040 --> 00:14:00,720 but it's got others excited about the

430 00:13:58,720 --> 00:14:02,000 possibilities not just in improving

431 00:14:00,720 --> 00:14:04,320 existing maps like arena

432 00:14:02,000 --> 00:14:06,320 commander but applications elsewhere

433 00:14:04,320 --> 00:14:07,199 like in gas clouds in the persistent

434 00:14:06,320 --> 00:14:08,800 universe

435 00:14:07,199 --> 00:14:11,360 and at the center of the forthcoming

436 00:14:08,800 --> 00:14:14,240 pyro system which was the inspiration

437 00:14:11,360 --> 00:14:16,240 for arena commander's map to begin with

438 00:14:14,240 --> 00:14:17,680 so what we learned this week well we

439 00:14:16,240 --> 00:14:19,519 learned that there are many ways left to

440 00:14:17,680 --> 00:14:20,480 improve the ground vehicle experience in

441 00:14:19,519 --> 00:14:22,160 star citizen

442 00:14:20,480 --> 00:14:23,519 and that some of those are already

443 00:14:22,160 --> 00:14:25,199 underway right now

444 00:14:23,519 --> 00:14:27,120 that there's a new cyclone variant on

445 00:14:25,199 --> 00:14:27,839 the way and driving improvements for all

446 00:14:27,120 --> 00:14:29,920 vehicles

447 00:14:27,839 --> 00:14:32,399 alongside development of the nova tank

448 00:14:29,920 --> 00:14:34,880 and the recently released grey cat rock

449 00:14:32,399 --> 00:14:36,560 that habs may someday let you light up

450 00:14:34,880 --> 00:14:39,120 your life any way you want

451 00:14:36,560 --> 00:14:40,160 and that those outposts just can't come

452 00:14:39,120 --> 00:14:42,399 soon enough

453 00:14:40,160 --> 00:14:44,560 but they'll be worth the wait for inside

454 00:14:42,399 --> 00:14:59,839 star citizen i'm jared huckabee

455 00:14:44,560 --> 00:14:59,839 see you all next week

Screenshots[]

References[]

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