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 | |
Refinery deck refinery kiosk | |
Mining HUD | |
Pre-Lighting pass for non-commercial overlays on space station | |
Habs - Light switches and motion detectors | |
Brentworth Care Center white box phase | |
Outpost Homestead white box phase | |
Arena Commander - VFX lightning exploration for Dying Star |
Video[]
Transcript[]

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