The Inside Star Citizen episode Dynamic Range - Spring 2021 was published on June 17, 2021 on CIG's YouTube channel.
Topics and timestamps[]
Topic | Timestamp |
---|---|
XenoThreat Incursion, build upon Assault on Stanton | |
Nine Tails Lockdown | |
Sprint Report - Company logo: Eclipse Mutual | |
Sprint Report - Company logo: Tax Collection Bureau | |
Sprint Report - Company logo: Cousin Crows Custom Craft | |
Sprint Report - VFX: Thruster dust system | |
Sprint Report: Fire - Directional vector fields | |
Sprint Report: Fire - SDF fire and smoke venting | |
Sprint Report: Retaliator Bomber Gold standard pass and rework | |
Sprint Report: Redeemer interior greybox progress | |
Sprint Report: Ares Starfighter Inferno exterior greybox progress | |
Sprint Report: Drake Interplanetary themed canvas slice HUD | |
Sprint Report: Loot generation (preview for Star Citizen Live: EU PU Gameplay Features) | |
Sprint Report: Prop placements Colonial Homesteads | |
Sprint Report: Grim HEX Hospital early whitebox | |
Sprint Report: Space station clinic whitebox | |
Sprint Report: Orison exterior lighting pass |
Video[]
Transcript[]

1 00:00:05,120 --> 00:00:10,880 right now we're in the process
2 00:00:06,879 --> 00:00:10,880 of improving zeno threat
3 00:00:10,960 --> 00:00:14,320 one of the reasons we want to do this
4 00:00:12,719 --> 00:00:16,480 event again is because
5 00:00:14,320 --> 00:00:17,920 we've always known our community is
6 00:00:16,480 --> 00:00:20,160 fantastic
7 00:00:17,920 --> 00:00:23,760 they need a chance to play together and
8 00:00:20,160 --> 00:00:23,760 that's what we try to do with this
9 00:00:24,800 --> 00:00:28,640 dynamic events are things that draw
10 00:00:27,359 --> 00:00:31,599 people into the game
11 00:00:28,640 --> 00:00:32,719 they could be large they could be small
12 00:00:31,599 --> 00:00:35,280 it's also useful
13 00:00:32,719 --> 00:00:35,920 for testing core systems like the law
14 00:00:35,280 --> 00:00:38,399 system
15 00:00:35,920 --> 00:00:39,760 spawn timers the cargo system ship to
16 00:00:38,399 --> 00:00:42,559 ship communication
17 00:00:39,760 --> 00:00:43,680 your hud ui the possibilities are pretty
18 00:00:42,559 --> 00:00:46,719 much endless
19 00:00:43,680 --> 00:00:48,320 the remaster of the xeno3 event has
20 00:00:46,719 --> 00:00:51,120 so many improvements based on the
21 00:00:48,320 --> 00:00:53,520 feedback from the last event
22 00:00:51,120 --> 00:00:55,360 there was a kind of reaction to the way
23 00:00:53,520 --> 00:00:57,680 the phases as we call them
24 00:00:55,360 --> 00:00:58,640 the resupply phase and the showdown
25 00:00:57,680 --> 00:01:01,680 phase
26 00:00:58,640 --> 00:01:04,320 which was previously broken into
27 00:01:01,680 --> 00:01:04,960 two pieces you were ramping up to a big
28 00:01:04,320 --> 00:01:08,080 fight
29 00:01:04,960 --> 00:01:09,280 and then it just repeated the resupply
30 00:01:08,080 --> 00:01:10,960 and then you
31 00:01:09,280 --> 00:01:12,640 moved to showdown and it was just a big
32 00:01:10,960 --> 00:01:13,920 fight and it was a big fight for days on
33 00:01:12,640 --> 00:01:16,799 end
34 00:01:13,920 --> 00:01:17,119 what you get now is that basically you
35 00:01:16,799 --> 00:01:20,320 are
36 00:01:17,119 --> 00:01:22,159 resupplying the javelin that will then
37 00:01:20,320 --> 00:01:24,320 take you to the battle
38 00:01:22,159 --> 00:01:26,080 and should you do a really bad job of
39 00:01:24,320 --> 00:01:28,080 keeping its health up
40 00:01:26,080 --> 00:01:31,360 what you'll end up with is a smoking
41 00:01:28,080 --> 00:01:34,479 javelin on the other side
42 00:01:31,360 --> 00:01:37,600 so that's the major um like i'd say the
43 00:01:34,479 --> 00:01:40,799 headline change to the event itself
44 00:01:37,600 --> 00:01:44,479 but we've made so many of the fixes
45 00:01:40,799 --> 00:01:45,520 we have made changes to the hostility
46 00:01:44,479 --> 00:01:47,680 system
47 00:01:45,520 --> 00:01:49,360 the ai would remember that you'd done
48 00:01:47,680 --> 00:01:50,000 something bad to them and even if they
49 00:01:49,360 --> 00:01:51,920 were busy
50 00:01:50,000 --> 00:01:53,200 saver javelin was busy fighting
51 00:01:51,920 --> 00:01:55,360 xenophren
52 00:01:53,200 --> 00:01:56,399 it could be like 15 minutes half an hour
53 00:01:55,360 --> 00:01:59,680 later
54 00:01:56,399 --> 00:02:01,680 that it remembers you know that you're
55 00:01:59,680 --> 00:02:05,280 someone who shot it and starts attacking
56 00:02:01,680 --> 00:02:07,280 you and you have no idea why
57 00:02:05,280 --> 00:02:09,520 now we've put this decay in what it
58 00:02:07,280 --> 00:02:13,040 means is if you do go above a friendly
59 00:02:09,520 --> 00:02:14,720 fire threshold you will turn hostile but
60 00:02:13,040 --> 00:02:16,959 that the the length of time you'll
61 00:02:14,720 --> 00:02:17,599 remain hostile will depend on how many
62 00:02:16,959 --> 00:02:20,720 times you
63 00:02:17,599 --> 00:02:23,840 you know did you sustain fire on them
64 00:02:20,720 --> 00:02:25,280 we've also massively reworked the way
65 00:02:23,840 --> 00:02:28,000 friendly fireworks
66 00:02:25,280 --> 00:02:29,440 because previously there was just one
67 00:02:28,000 --> 00:02:32,800 set of friendly fire for
68 00:02:29,440 --> 00:02:33,680 everything in the game now it's split
69 00:02:32,800 --> 00:02:36,879 into
70 00:02:33,680 --> 00:02:38,720 ai which we're much more lenient with
71 00:02:36,879 --> 00:02:41,920 and players which we obviously have to
72 00:02:38,720 --> 00:02:43,760 be a lot less lenient with
73 00:02:41,920 --> 00:02:45,200 one of the other ways we'll be improving
74 00:02:43,760 --> 00:02:49,040 xenofret is
75 00:02:45,200 --> 00:02:50,800 with new dialogue we had players who
76 00:02:49,040 --> 00:02:53,519 weren't quite sure of what they had to
77 00:02:50,800 --> 00:02:55,840 do from moment to moment
78 00:02:53,519 --> 00:02:57,519 the game is so deep but maybe people
79 00:02:55,840 --> 00:02:58,959 aren't understanding that like it's the
80 00:02:57,519 --> 00:03:00,640 first time we've done it like you can
81 00:02:58,959 --> 00:03:01,440 scan these wrecks and you can see that
82 00:03:00,640 --> 00:03:04,159 there are
83 00:03:01,440 --> 00:03:05,280 still cargo aboard and that there are
84 00:03:04,159 --> 00:03:07,360 enemies aboard
85 00:03:05,280 --> 00:03:08,720 before you even go on because that was
86 00:03:07,360 --> 00:03:11,040 one of the big complaints like
87 00:03:08,720 --> 00:03:12,959 they'd get to a wreck and find it empty
88 00:03:11,040 --> 00:03:13,280 so there's now dialogue lines reminding
89 00:03:12,959 --> 00:03:15,200 you
90 00:03:13,280 --> 00:03:17,599 you can scan these things before you're
91 00:03:15,200 --> 00:03:20,239 even anywhere near them
92 00:03:17,599 --> 00:03:20,959 one of the main um like criticisms we
93 00:03:20,239 --> 00:03:23,440 got was
94 00:03:20,959 --> 00:03:24,560 that there were no rewards we're now
95 00:03:23,440 --> 00:03:28,159 going to be
96 00:03:24,560 --> 00:03:29,120 giving rewards uh based on reputation
97 00:03:28,159 --> 00:03:31,680 because we've
98 00:03:29,120 --> 00:03:32,480 added reputation to zeno threat with the
99 00:03:31,680 --> 00:03:34,720 um
100 00:03:32,480 --> 00:03:36,239 you know addition of reputation we're
101 00:03:34,720 --> 00:03:39,760 able to start using that
102 00:03:36,239 --> 00:03:42,799 to um build reputation with the cdf the
103 00:03:39,760 --> 00:03:44,560 civilian defense force and like the more
104 00:03:42,799 --> 00:03:46,879 missions you do or the better you do
105 00:03:44,560 --> 00:03:49,840 within missions uh with these
106 00:03:46,879 --> 00:03:52,000 in these events um the higher you'll go
107 00:03:49,840 --> 00:03:54,319 up through the standings with them
108 00:03:52,000 --> 00:03:55,280 and depending on what standing you're at
109 00:03:54,319 --> 00:03:58,840 when the event
110 00:03:55,280 --> 00:04:02,480 ends you'll get various different
111 00:03:58,840 --> 00:04:05,920 rewards so we're really
112 00:04:02,480 --> 00:04:09,040 looking forward to having uh the event
113 00:04:05,920 --> 00:04:10,239 uh work alongside all of the new systems
114 00:04:09,040 --> 00:04:11,840 we have coming online
115 00:04:10,239 --> 00:04:14,000 plus all the things we've added to the
116 00:04:11,840 --> 00:04:15,120 event itself so we have
117 00:04:14,000 --> 00:04:17,040 alongside we're going to have the
118 00:04:15,120 --> 00:04:20,560 capacitors we've got
119 00:04:17,040 --> 00:04:20,560 new scanning and pinging
120 00:04:20,639 --> 00:04:25,440 it's not just an event it's not just a a
121 00:04:22,800 --> 00:04:26,720 weak event that we then throw away or
122 00:04:25,440 --> 00:04:30,080 anything like that we have
123 00:04:26,720 --> 00:04:32,560 continued to work not to improve
124 00:04:30,080 --> 00:04:35,199 zeno threat but to improve the next
125 00:04:32,560 --> 00:04:35,199 fleet battle
126 00:04:37,440 --> 00:04:41,520 so our next dynamic event is going to be
127 00:04:39,759 --> 00:04:43,759 nine tails lockdown
128 00:04:41,520 --> 00:04:45,840 in ninetales lockdown the ninetails
129 00:04:43,759 --> 00:04:48,160 criminal gang is going to lock down
130 00:04:45,840 --> 00:04:49,440 a space station under the control of
131 00:04:48,160 --> 00:04:52,479 crusader security
132 00:04:49,440 --> 00:04:55,040 and both sides will then recruit players
133 00:04:52,479 --> 00:04:56,320 to help them to either end or continue
134 00:04:55,040 --> 00:04:57,840 the lockdown
135 00:04:56,320 --> 00:04:59,600 that's actually going to allow us to do
136 00:04:57,840 --> 00:05:02,560 some really interesting stuff with
137 00:04:59,600 --> 00:05:03,919 combining pvp and pve content and seeing
138 00:05:02,560 --> 00:05:04,479 how you all kind of interact with each
139 00:05:03,919 --> 00:05:06,479 other and
140 00:05:04,479 --> 00:05:08,800 honestly fight against each other in a
141 00:05:06,479 --> 00:05:10,800 more controlled ring
142 00:05:08,800 --> 00:05:11,919 nine tails basically breaks down into
143 00:05:10,800 --> 00:05:13,199 four phases
144 00:05:11,919 --> 00:05:15,600 in the first phase which we call
145 00:05:13,199 --> 00:05:17,360 prologue we're basically trying to get
146 00:05:15,600 --> 00:05:18,910 players online and let them know that
147 00:05:17,360 --> 00:05:20,880 something is about to happen
148 00:05:18,910 --> 00:05:22,960 [Music]
149 00:05:20,880 --> 00:05:24,639 eventually after phase one has been
150 00:05:22,960 --> 00:05:25,360 running for long enough it kicks into
151 00:05:24,639 --> 00:05:28,639 phase two
152 00:05:25,360 --> 00:05:30,720 in phase two uh basically
153 00:05:28,639 --> 00:05:33,120 crusader is aware that something is
154 00:05:30,720 --> 00:05:34,000 causing a quantum blockade around a
155 00:05:33,120 --> 00:05:35,759 station
156 00:05:34,000 --> 00:05:38,000 and is making it so that it is quite
157 00:05:35,759 --> 00:05:41,120 dangerous and time-consuming to get to
158 00:05:38,000 --> 00:05:41,759 and from that station they recruit
159 00:05:41,120 --> 00:05:44,320 players
160 00:05:41,759 --> 00:05:45,600 to protect ships that they will send out
161 00:05:44,320 --> 00:05:47,440 to scan
162 00:05:45,600 --> 00:05:48,960 for whatever is causing that quantum
163 00:05:47,440 --> 00:05:51,199 blockade however
164 00:05:48,960 --> 00:05:52,000 on the other side of things nine tails
165 00:05:51,199 --> 00:05:54,479 is going to
166 00:05:52,000 --> 00:05:56,479 be recruiting to have players go and
167 00:05:54,479 --> 00:05:58,319 destroy those ships and seeing those two
168 00:05:56,479 --> 00:05:59,600 sides kind of collide with each other
169 00:05:58,319 --> 00:06:04,319 is where we're hoping to get a lot of
170 00:05:59,600 --> 00:06:04,319 the interesting gameplay in that stage
171 00:06:04,479 --> 00:06:08,080 we've seen some really interesting stuff
172 00:06:06,720 --> 00:06:10,000 in uh phase two
173 00:06:08,080 --> 00:06:12,560 uh just from player tactics and such
174 00:06:10,000 --> 00:06:15,360 that have been very enjoyable to watch
175 00:06:12,560 --> 00:06:17,039 for some of our qa testing actually they
176 00:06:15,360 --> 00:06:18,720 employed at one point because
177 00:06:17,039 --> 00:06:20,479 the scanning ships are somewhat fragile
178 00:06:18,720 --> 00:06:21,039 a hammerhead is almost a shield wall
179 00:06:20,479 --> 00:06:23,440 physically
180 00:06:21,039 --> 00:06:24,400 blocking missiles and fire against those
181 00:06:23,440 --> 00:06:26,560 scanning ships
182 00:06:24,400 --> 00:06:27,919 and deploying chaff and such in order to
183 00:06:26,560 --> 00:06:30,880 reroute the missiles
184 00:06:27,919 --> 00:06:32,000 which made for some very interesting
185 00:06:30,880 --> 00:06:33,680 tactical discussions
186 00:06:32,000 --> 00:06:36,240 right before they would test for that
187 00:06:33,680 --> 00:06:38,000 day we're hoping that players will begin
188 00:06:36,240 --> 00:06:39,120 to develop similar strategies in order
189 00:06:38,000 --> 00:06:43,360 to counter each other
190 00:06:39,120 --> 00:06:45,120 in this more sandbox style of pvp
191 00:06:43,360 --> 00:06:46,560 as for phases three and four i'd love to
192 00:06:45,120 --> 00:06:48,880 give you more detail but
193 00:06:46,560 --> 00:06:50,400 jared won't let me um we want to leave
194 00:06:48,880 --> 00:06:51,759 some things for you guys to discover and
195 00:06:50,400 --> 00:06:53,199 there are little pieces of content
196 00:06:51,759 --> 00:06:54,800 scattered throughout the event
197 00:06:53,199 --> 00:06:56,400 that aren't going to be explicitly
198 00:06:54,800 --> 00:06:58,479 handed to you or told to you
199 00:06:56,400 --> 00:07:00,160 in a mission description that i'm really
200 00:06:58,479 --> 00:07:01,440 excited to see you guys discover as
201 00:07:00,160 --> 00:07:03,199 you're playing through this over and
202 00:07:01,440 --> 00:07:05,199 over
203 00:07:03,199 --> 00:07:06,960 it is a smaller event it is only going
204 00:07:05,199 --> 00:07:07,919 to last for about three to four hours
205 00:07:06,960 --> 00:07:09,360 most likely
206 00:07:07,919 --> 00:07:11,440 be completed over the course of an
207 00:07:09,360 --> 00:07:12,720 afternoon and it is the first of many
208 00:07:11,440 --> 00:07:13,840 events that we're hoping to kind of
209 00:07:12,720 --> 00:07:15,919 build into
210 00:07:13,840 --> 00:07:17,680 a stable of these smaller events so that
211 00:07:15,919 --> 00:07:18,400 we can make it so that this weekend is
212 00:07:17,680 --> 00:07:20,240 that one
213 00:07:18,400 --> 00:07:22,820 and the next weekend is the next just to
214 00:07:20,240 --> 00:07:24,400 keep players coming back to the game
215 00:07:22,820 --> 00:07:26,639 [Music]
216 00:07:24,400 --> 00:07:28,560 ninetails lockdown is slated for release
217 00:07:26,639 --> 00:07:29,919 with 314 we hope to run it several times
218 00:07:28,560 --> 00:07:31,759 throughout the course of that patch and
219 00:07:29,919 --> 00:07:33,280 in future patches as well
220 00:07:31,759 --> 00:07:35,199 we're really excited to see you guys
221 00:07:33,280 --> 00:07:37,599 play it we're excited to see which side
222 00:07:35,199 --> 00:07:39,919 you pick be a crusader or ninetales
223 00:07:37,599 --> 00:07:44,240 and coming up next jumptown too so keep
224 00:07:39,919 --> 00:07:46,560 an eye out for that
225 00:07:44,240 --> 00:07:48,479 perhaps one of the biggest additions to
226 00:07:46,560 --> 00:07:50,080 the star citizen universe this year
227 00:07:48,479 --> 00:07:51,599 has been the inclusion of our new
228 00:07:50,080 --> 00:07:53,360 dynamic events system
229 00:07:51,599 --> 00:07:55,360 where teams are continuing to work
230 00:07:53,360 --> 00:07:57,199 improving old returning favorites
231 00:07:55,360 --> 00:07:59,680 as well as developing new adventures
232 00:07:57,199 --> 00:08:01,440 alike and yeah we're going to talk about
233 00:07:59,680 --> 00:08:02,240 jump down 2 when the time is right don't
234 00:08:01,440 --> 00:08:04,479 you doubt it
235 00:08:02,240 --> 00:08:05,280 but before that and up next it's sprint
236 00:08:04,479 --> 00:08:08,160 report time
237 00:08:05,280 --> 00:08:10,000 so let's get to it let's start things
238 00:08:08,160 --> 00:08:12,400 off by jumping back into the world of
239 00:08:10,000 --> 00:08:13,919 brand recognition and logo generation
240 00:08:12,400 --> 00:08:15,680 with this review of several new
241 00:08:13,919 --> 00:08:16,960 corporations making their way into the
242 00:08:15,680 --> 00:08:20,240 persistent universe
243 00:08:16,960 --> 00:08:22,400 alongside the related gameplay systems
244 00:08:20,240 --> 00:08:24,160 like eclipse mutual the high-end
245 00:08:22,400 --> 00:08:26,479 personal health insurance designed to
246 00:08:24,160 --> 00:08:28,560 allow for a wide range of features
247 00:08:26,479 --> 00:08:29,919 covering everything from the number of
248 00:08:28,560 --> 00:08:32,479 times you can be cloned
249 00:08:29,919 --> 00:08:34,320 to a robust choice of replacement limbs
250 00:08:32,479 --> 00:08:35,039 and all the way down to preferred
251 00:08:34,320 --> 00:08:36,880 hospitals
252 00:08:35,039 --> 00:08:39,039 to maybe even waking up in your own
253 00:08:36,880 --> 00:08:40,880 habit
254 00:08:39,039 --> 00:08:42,399 and for those who want to know more be
255 00:08:40,880 --> 00:08:44,159 sure you tune in next quarter
256 00:08:42,399 --> 00:08:46,720 ahead of player healing scheduled
257 00:08:44,159 --> 00:08:48,480 release in alpha 315.
258 00:08:46,720 --> 00:08:50,800 there was also a push on further
259 00:08:48,480 --> 00:08:53,440 developing the tax collection bureau
260 00:08:50,800 --> 00:08:54,000 a branch of the uee government in charge
261 00:08:53,440 --> 00:08:57,519 of tax
262 00:08:54,000 --> 00:09:00,240 legislation accumulation and regulation
263 00:08:57,519 --> 00:09:02,320 but don't worry if you can't pay the uee
264 00:09:00,240 --> 00:09:04,399 is always looking for volunteer service
265 00:09:02,320 --> 00:09:05,200 as a means of squaring your debt to the
266 00:09:04,399 --> 00:09:07,760 emperor
267 00:09:05,200 --> 00:09:08,640 now at review time it was decided option
268 00:09:07,760 --> 00:09:11,360 4 was
269 00:09:08,640 --> 00:09:12,800 most in line with existing uee branding
270 00:09:11,360 --> 00:09:14,880 and will proceed further into
271 00:09:12,800 --> 00:09:17,040 development
272 00:09:14,880 --> 00:09:19,279 then we've got cousin crows which
273 00:09:17,040 --> 00:09:21,519 specializes in customizing ships with
274 00:09:19,279 --> 00:09:24,160 paint jobs and special modifications
275 00:09:21,519 --> 00:09:26,320 as well as crew uniforms and accessories
276 00:09:24,160 --> 00:09:28,560 to deck your ship out with
277 00:09:26,320 --> 00:09:29,519 now some of you will no doubt recognize
278 00:09:28,560 --> 00:09:31,120 cousin crows
279 00:09:29,519 --> 00:09:33,360 as the group responsible for the
280 00:09:31,120 --> 00:09:35,200 original kraken modification
281 00:09:33,360 --> 00:09:37,519 but this logo was in the pipeline at
282 00:09:35,200 --> 00:09:38,720 this time for all the other things that
283 00:09:37,519 --> 00:09:40,640 we just mentioned
284 00:09:38,720 --> 00:09:44,160 and at review the thinking was that we'd
285 00:09:40,640 --> 00:09:46,560 go with option number one
286 00:09:44,160 --> 00:09:48,000 moving along to vfx news the team has
287 00:09:46,560 --> 00:09:49,440 been working on an update to the
288 00:09:48,000 --> 00:09:51,600 thruster dust system
289 00:09:49,440 --> 00:09:52,959 that converts the existing particles
290 00:09:51,600 --> 00:09:55,600 from a radial effect
291 00:09:52,959 --> 00:09:57,360 to a new directional one that's actually
292 00:09:55,600 --> 00:09:59,279 based on the thruster direction
293 00:09:57,360 --> 00:10:01,360 to any surface normal that it may be
294 00:09:59,279 --> 00:10:02,880 hitting at any given moment
295 00:10:01,360 --> 00:10:05,440 now what you're seeing here is the
296 00:10:02,880 --> 00:10:06,320 effect changing not only by the raycast
297 00:10:05,440 --> 00:10:08,880 angle being
298 00:10:06,320 --> 00:10:10,880 perpendicular or parallel to the surface
299 00:10:08,880 --> 00:10:11,600 but also by the strength of the thruster
300 00:10:10,880 --> 00:10:13,360 output
301 00:10:11,600 --> 00:10:15,600 and soon by the type of the surface
302 00:10:13,360 --> 00:10:16,560 itself and the force of the surrounding
303 00:10:15,600 --> 00:10:18,399 wind volume
304 00:10:16,560 --> 00:10:20,160 now as they continue to push this tech
305 00:10:18,399 --> 00:10:22,079 towards its gold standard
306 00:10:20,160 --> 00:10:24,640 this means the overall effect will be
307 00:10:22,079 --> 00:10:27,279 far more accurate to what players expect
308 00:10:24,640 --> 00:10:27,760 and is one more way systemic systems are
309 00:10:27,279 --> 00:10:30,160 used
310 00:10:27,760 --> 00:10:33,040 to author the star citizen universe at
311 00:10:30,160 --> 00:10:35,519 every opportunity
312 00:10:33,040 --> 00:10:37,760 in other vfx news let's return to the
313 00:10:35,519 --> 00:10:38,320 current progress of shipboard fire in
314 00:10:37,760 --> 00:10:41,120 the verse
315 00:10:38,320 --> 00:10:42,959 oh i've missed you with this look at
316 00:10:41,120 --> 00:10:44,000 directionality and how it can help
317 00:10:42,959 --> 00:10:46,800 inform the player
318 00:10:44,000 --> 00:10:48,560 about things like the spread or or how
319 00:10:46,800 --> 00:10:49,360 it's being affected by the universe
320 00:10:48,560 --> 00:10:51,440 around it
321 00:10:49,360 --> 00:10:53,200 now in this sprint the team was looking
322 00:10:51,440 --> 00:10:54,320 into adding more dynamics and
323 00:10:53,200 --> 00:10:57,200 interactability
324 00:10:54,320 --> 00:10:59,440 to both the fire and smoke allowing it
325 00:10:57,200 --> 00:11:00,320 to be impacted by the various forces
326 00:10:59,440 --> 00:11:03,519 that may occur
327 00:11:00,320 --> 00:11:06,079 within a ship what you're seeing here
328 00:11:03,519 --> 00:11:07,440 is a vector field being used to bend the
329 00:11:06,079 --> 00:11:09,839 fire in the direction of
330 00:11:07,440 --> 00:11:10,959 whatever force we want to apply here
331 00:11:09,839 --> 00:11:12,720 switching between a
332 00:11:10,959 --> 00:11:14,000 simple radial force that comes out from
333 00:11:12,720 --> 00:11:17,519 the middle to
334 00:11:14,000 --> 00:11:19,600 a more spiral force and then back again
335 00:11:17,519 --> 00:11:21,600 now the idea for these vector fields is
336 00:11:19,600 --> 00:11:22,480 to be spawnable from the particle system
337 00:11:21,600 --> 00:11:24,880 itself
338 00:11:22,480 --> 00:11:27,600 making anything from fire extinguishers
339 00:11:24,880 --> 00:11:30,000 to to full-scale room decompression
340 00:11:27,600 --> 00:11:31,839 act upon the flames in a realistic and
341 00:11:30,000 --> 00:11:34,160 expected way
342 00:11:31,839 --> 00:11:35,920 we also have this brief look at sign
343 00:11:34,160 --> 00:11:38,079 distance fields being used
344 00:11:35,920 --> 00:11:40,959 to direct the venting of flames and
345 00:11:38,079 --> 00:11:43,360 smoke throughout the hall of a ship
346 00:11:40,959 --> 00:11:45,680 and speaking of ships work has begun on
347 00:11:43,360 --> 00:11:47,600 revisions to the aegis retaliator
348 00:11:45,680 --> 00:11:49,360 bringing it up to the gold standard
349 00:11:47,600 --> 00:11:50,639 including changes to the internal
350 00:11:49,360 --> 00:11:54,000 metrics needed for
351 00:11:50,639 --> 00:11:55,760 successful mpc traversal moving the
352 00:11:54,000 --> 00:11:59,040 docking caller
353 00:11:55,760 --> 00:12:00,959 adjusting the lift dimensions and more
354 00:11:59,040 --> 00:12:02,959 work also continues on the aegis
355 00:12:00,959 --> 00:12:04,800 redeemer grey box interior
356 00:12:02,959 --> 00:12:06,399 with these looks at the remote turret
357 00:12:04,800 --> 00:12:08,839 bay
358 00:12:06,399 --> 00:12:11,740 further changes to the habitation
359 00:12:08,839 --> 00:12:20,480 section
360 00:12:11,740 --> 00:12:22,160 [Music]
361 00:12:20,480 --> 00:12:24,240 and development of the internal
362 00:12:22,160 --> 00:12:26,220 machinery that keeps this floating
363 00:12:24,240 --> 00:12:29,450 gunship up in the air
364 00:12:26,220 --> 00:12:29,450 [Music]
365 00:12:30,320 --> 00:12:34,320 we also have this look at the continuing
366 00:12:32,399 --> 00:12:36,560 gray box progress of the airy
367 00:12:34,320 --> 00:12:38,560 starfighter from crusader industries
368 00:12:36,560 --> 00:12:40,560 a ship that's coming together rather
369 00:12:38,560 --> 00:12:41,279 quickly based on all the previous work
370 00:12:40,560 --> 00:12:44,720 completed
371 00:12:41,279 --> 00:12:47,120 for the mercury and the hercules
372 00:12:44,720 --> 00:12:49,200 next up with work on converting all
373 00:12:47,120 --> 00:12:51,120 flyable ships to the canvas sliced hud
374 00:12:49,200 --> 00:12:53,200 in 314 continuing
375 00:12:51,120 --> 00:12:54,480 designers and artists have begun
376 00:12:53,200 --> 00:12:56,880 concepting out
377 00:12:54,480 --> 00:12:57,680 additional manufacturer based heads up
378 00:12:56,880 --> 00:12:59,519 displays
379 00:12:57,680 --> 00:13:01,200 like this proposal for drake
380 00:12:59,519 --> 00:13:04,560 interplanetary ships
381 00:13:01,200 --> 00:13:06,160 seen here in several color variations
382 00:13:04,560 --> 00:13:08,160 now we're still pulling together other
383 00:13:06,160 --> 00:13:10,160 proposed layouts and color schemes
384 00:13:08,160 --> 00:13:12,160 but it's another exciting step forward
385 00:13:10,160 --> 00:13:13,200 in diversifying the flight experience of
386 00:13:12,160 --> 00:13:16,639 our spacecraft
387 00:13:13,200 --> 00:13:19,360 made possible by our ui tech team
388 00:13:16,639 --> 00:13:20,320 tomorrow on star citizen live we'll have
389 00:13:19,360 --> 00:13:22,399 dan truffin
390 00:13:20,320 --> 00:13:24,240 and members of the eu persistent
391 00:13:22,399 --> 00:13:26,639 universe feature team on the show
392 00:13:24,240 --> 00:13:28,480 to answer questions about their work and
393 00:13:26,639 --> 00:13:29,120 one of the new aspects they're currently
394 00:13:28,480 --> 00:13:32,240 working on
395 00:13:29,120 --> 00:13:33,760 is loot generation seen here in testing
396 00:13:32,240 --> 00:13:36,240 on correa station
397 00:13:33,760 --> 00:13:38,079 now we'll talk more about how it works
398 00:13:36,240 --> 00:13:40,000 what can be found inside and how it
399 00:13:38,079 --> 00:13:41,199 interacts with the upcoming advances to
400 00:13:40,000 --> 00:13:44,720 play our inventory
401 00:13:41,199 --> 00:13:44,720 tomorrow so check that out
402 00:13:47,600 --> 00:13:50,959 and wrapping things up this week with a
403 00:13:49,360 --> 00:13:53,120 look at some environment work
404 00:13:50,959 --> 00:13:54,399 we have this look at potential prop
405 00:13:53,120 --> 00:13:58,000 placement overlays
406 00:13:54,399 --> 00:13:58,000 for the exteriors of our colonial
407 00:14:00,839 --> 00:14:04,720 outposts
408 00:14:02,560 --> 00:14:08,880 an early look at white box progress of
409 00:14:04,720 --> 00:14:08,880 the hospital being built out for grimex
410 00:14:13,839 --> 00:14:17,680 as well as white box progress on the
411 00:14:15,839 --> 00:14:19,519 smaller clinics that will populate
412 00:14:17,680 --> 00:14:21,320 several of the various space stations
413 00:14:19,519 --> 00:14:26,770 found throughout the stanton system
414 00:14:21,320 --> 00:14:26,770 [Music]
415 00:14:28,720 --> 00:14:32,480 and lastly a look at the continuing
416 00:14:30,639 --> 00:14:33,279 lighting pass going on throughout
417 00:14:32,480 --> 00:14:35,120 horizon
418 00:14:33,279 --> 00:14:44,079 the upcoming landing zone for the gas
419 00:14:35,120 --> 00:14:45,760 giant crusader
420 00:14:44,079 --> 00:14:47,839 now we'll be talking more about
421 00:14:45,760 --> 00:14:48,639 everything that goes into bringing auras
422 00:14:47,839 --> 00:14:51,600 into life
423 00:14:48,639 --> 00:14:52,560 from the lighting to the vfx to the npc
424 00:14:51,600 --> 00:14:55,199 costumes
425 00:14:52,560 --> 00:14:56,079 the signage and the iconography and even
426 00:14:55,199 --> 00:14:58,959 the music
427 00:14:56,079 --> 00:15:01,440 next week in our quarterly season finale
428 00:14:58,959 --> 00:15:03,839 so stay tuned for that
429 00:15:01,440 --> 00:15:06,000 so what did we learn this week well we
430 00:15:03,839 --> 00:15:07,680 learned that dynamic events are not only
431 00:15:06,000 --> 00:15:10,320 a fantastic way to
432 00:15:07,680 --> 00:15:12,480 add activity and conflict to the players
433 00:15:10,320 --> 00:15:14,720 in the persistent universe they can also
434 00:15:12,480 --> 00:15:15,680 move story and features forward for
435 00:15:14,720 --> 00:15:18,240 development
436 00:15:15,680 --> 00:15:19,600 and provide much needed and essential
437 00:15:18,240 --> 00:15:22,079 testing opportunities
438 00:15:19,600 --> 00:15:23,120 that may not arise as frequently on
439 00:15:22,079 --> 00:15:25,120 their own
440 00:15:23,120 --> 00:15:27,120 that they come in all shapes and sizes
441 00:15:25,120 --> 00:15:28,079 from both weeks long to a simple
442 00:15:27,120 --> 00:15:30,720 afternoon
443 00:15:28,079 --> 00:15:33,120 and that their effects in improving the
444 00:15:30,720 --> 00:15:35,600 overall persistent universe as a whole
445 00:15:33,120 --> 00:15:36,480 persist long after the events themselves
446 00:15:35,600 --> 00:15:38,079 conclude
447 00:15:36,480 --> 00:15:39,759 now be sure you keep an eye out for the
448 00:15:38,079 --> 00:15:41,279 results of all the various
449 00:15:39,759 --> 00:15:43,360 alien week festivities that have been
450 00:15:41,279 --> 00:15:44,160 going on and remember that digital
451 00:15:43,360 --> 00:15:46,560 citizencon
452 00:15:44,160 --> 00:15:48,560 is on its way at the end of next quarter
453 00:15:46,560 --> 00:15:49,440 for inside star citizen i'm jared
454 00:15:48,560 --> 00:15:55,839 huckaby
455 00:15:49,440 --> 00:15:55,839 see you all next week
456 00:15:57,600 --> 00:16:12,639 [Music]
457 00:16:10,560 --> 00:16:12,639 you