The Inside Star Citizen episode Out to Launch - Summer 202 was published on 3. September 2020 on the CIG YouTube channel.
Topics and timestamps[]
Topic | Timestamp |
---|---|
GP-33 "MOD" Grenade Launcher final art | |
Sprint report: Partical lighting, Security tower search lights in Lorville, Hard surface shade - ship paints, Planet paint tool updates, Cargo Deck exterior, Ship to space docking, |
Video[]
Transcript[]

1 00:00:05,839 --> 00:00:09,200 so in patch 311
2 00:00:07,120 --> 00:00:10,800 um we've got the bearing gp 33 coming
3 00:00:09,200 --> 00:00:12,240 which is uh the first grenade launcher
4 00:00:10,800 --> 00:00:14,000 that we've done
5 00:00:12,240 --> 00:00:16,160 what excites me most about the grenade
6 00:00:14,000 --> 00:00:17,760 launcher is how versatile it can be
7 00:00:16,160 --> 00:00:19,359 you'll be able to take this you know
8 00:00:17,760 --> 00:00:20,560 straight into a ship corridor and blow a
9 00:00:19,359 --> 00:00:21,760 bunch of people up in there and you'll
10 00:00:20,560 --> 00:00:22,960 even be able to take it out into the
11 00:00:21,760 --> 00:00:25,199 wide open spaces
12 00:00:22,960 --> 00:00:26,640 uh on planet surfaces and if you're good
13 00:00:25,199 --> 00:00:28,720 enough still be able to hit
14 00:00:26,640 --> 00:00:30,400 and do a bunch of damage to people so
15 00:00:28,720 --> 00:00:32,640 adding new damage types or delivery
16 00:00:30,400 --> 00:00:34,719 systems into star citizen is purely
17 00:00:32,640 --> 00:00:37,360 uh to link him with a long-term goal and
18 00:00:34,719 --> 00:00:40,320 that goal is to provide people with
19 00:00:37,360 --> 00:00:42,640 as much choice as possible in the way
20 00:00:40,320 --> 00:00:44,640 that they like to play the game
21 00:00:42,640 --> 00:00:45,840 so the grenade launcher is a very
22 00:00:44,640 --> 00:00:47,120 different weapon compared to what we've
23 00:00:45,840 --> 00:00:48,719 got in game at the moment
24 00:00:47,120 --> 00:00:50,239 and therefore it will suit an entirely
25 00:00:48,719 --> 00:00:51,840 different style of play
26 00:00:50,239 --> 00:00:53,520 right now most of our weapons we've
27 00:00:51,840 --> 00:00:55,039 either got like one of the spectrum
28 00:00:53,520 --> 00:00:57,039 which is the missile launcher
29 00:00:55,039 --> 00:00:58,559 or the rail gun which is like super
30 00:00:57,039 --> 00:01:00,399 heavy ordnance weapons and then we've
31 00:00:58,559 --> 00:01:02,399 kind of got more traditional
32 00:01:00,399 --> 00:01:03,600 ballistic and energy weapons that fire
33 00:01:02,399 --> 00:01:06,560 like very fast
34 00:01:03,600 --> 00:01:08,479 uh moving projectiles so the main
35 00:01:06,560 --> 00:01:11,040 challenge with the grenade launcher is
36 00:01:08,479 --> 00:01:12,640 really getting the bounce right um just
37 00:01:11,040 --> 00:01:14,000 because it is an explosive weapon it's
38 00:01:12,640 --> 00:01:15,759 very easy for it to go
39 00:01:14,000 --> 00:01:17,759 one way or the other of it's far too
40 00:01:15,759 --> 00:01:19,119 good or it's uh not good enough to use
41 00:01:17,759 --> 00:01:20,240 basically so
42 00:01:19,119 --> 00:01:21,840 we've compared that with a normal
43 00:01:20,240 --> 00:01:23,280 grenade which we've had a couple of
44 00:01:21,840 --> 00:01:25,040 bouncing problems with in the past like
45 00:01:23,280 --> 00:01:26,320 sometimes the the kill radius on that
46 00:01:25,040 --> 00:01:29,759 was far too big
47 00:01:26,320 --> 00:01:30,720 and the damage radius on it beyond that
48 00:01:29,759 --> 00:01:32,240 was too small
49 00:01:30,720 --> 00:01:33,680 so we've actually revisited that got
50 00:01:32,240 --> 00:01:34,479 that feeling a lot better and then we
51 00:01:33,680 --> 00:01:36,640 based this
52 00:01:34,479 --> 00:01:37,759 grenade launcher and the damages these
53 00:01:36,640 --> 00:01:40,400 um
54 00:01:37,759 --> 00:01:42,000 propelled grenades actually do off that
55 00:01:40,400 --> 00:01:43,520 and initially they were one to one the
56 00:01:42,000 --> 00:01:44,640 same and we found that it was far far
57 00:01:43,520 --> 00:01:47,200 too powerful because
58 00:01:44,640 --> 00:01:48,799 the radius on the explosion was far too
59 00:01:47,200 --> 00:01:50,720 big for something that you could fire so
60 00:01:48,799 --> 00:01:53,360 quickly and had so much ammo for
61 00:01:50,720 --> 00:01:55,119 so we reduced that in a little bit and
62 00:01:53,360 --> 00:01:56,640 we extended the damage radius so you're
63 00:01:55,119 --> 00:01:58,000 still able to damage people
64 00:01:56,640 --> 00:01:59,920 and we've got it feeling quite good and
65 00:01:58,000 --> 00:02:02,560 play test within theaters of war has
66 00:01:59,920 --> 00:02:03,840 helped us tune this a lot um we've had a
67 00:02:02,560 --> 00:02:06,840 few play tests in the map
68 00:02:03,840 --> 00:02:08,879 and it's really kind of demonstrated uh
69 00:02:06,840 --> 00:02:10,560 how on our
70 00:02:08,879 --> 00:02:12,720 shooting range we initially tune things
71 00:02:10,560 --> 00:02:14,239 and sometimes that's at closer ranges
72 00:02:12,720 --> 00:02:16,239 and so when we've actually got a much
73 00:02:14,239 --> 00:02:17,840 more open area to fire up people where
74 00:02:16,239 --> 00:02:20,800 people are behind cover
75 00:02:17,840 --> 00:02:21,920 and they're like 50 to 100 meters to 200
76 00:02:20,800 --> 00:02:22,879 meters away and you're trying to hit
77 00:02:21,920 --> 00:02:25,360 them with a weapon
78 00:02:22,879 --> 00:02:26,560 it really starts uh kind of like calling
79 00:02:25,360 --> 00:02:28,000 out the situations that people are
80 00:02:26,560 --> 00:02:31,200 seeing more often um
81 00:02:28,000 --> 00:02:33,360 in the pu on planets especially um so
82 00:02:31,200 --> 00:02:34,800 it's really helped us push out the the
83 00:02:33,360 --> 00:02:37,519 ranges of a lot of our weapons and the
84 00:02:34,800 --> 00:02:39,360 grenade launchers included there
85 00:02:37,519 --> 00:02:41,680 and so where we're at right now the
86 00:02:39,360 --> 00:02:44,160 weapon is essentially fully functional
87 00:02:41,680 --> 00:02:45,360 um all the feature work is done um we're
88 00:02:44,160 --> 00:02:46,800 still awaiting
89 00:02:45,360 --> 00:02:49,040 some of the content to come in like
90 00:02:46,800 --> 00:02:51,040 final audio final animations
91 00:02:49,040 --> 00:02:52,720 uh as it kind of goes through to the end
92 00:02:51,040 --> 00:02:54,239 of the the content pipeline and
93 00:02:52,720 --> 00:02:55,599 obviously i can't wait to see what the
94 00:02:54,239 --> 00:02:57,760 backers actually do with this thing
95 00:02:55,599 --> 00:02:59,120 from like 100 meter plus skill shots on
96 00:02:57,760 --> 00:03:01,280 people to
97 00:02:59,120 --> 00:03:02,840 um accidentally killing themselves when
98 00:03:01,280 --> 00:03:04,000 trying to take a bunch of people out in
99 00:03:02,840 --> 00:03:06,400 corridors
100 00:03:04,000 --> 00:03:08,720 continuing to expand the various weapon
101 00:03:06,400 --> 00:03:10,159 types is just one more way the content
102 00:03:08,720 --> 00:03:13,280 and feature teams are working
103 00:03:10,159 --> 00:03:15,280 to provide more player agency for star
104 00:03:13,280 --> 00:03:16,720 citizens as they choose how to make
105 00:03:15,280 --> 00:03:17,519 their way through the persistent
106 00:03:16,720 --> 00:03:19,440 universe
107 00:03:17,519 --> 00:03:21,680 and you can bet the work won't stop with
108 00:03:19,440 --> 00:03:23,760 either last quarter's electron weapons
109 00:03:21,680 --> 00:03:25,360 or the upcoming grenade launcher in
110 00:03:23,760 --> 00:03:27,519 alpha 3.11
111 00:03:25,360 --> 00:03:29,760 but up next it's time for another sprint
112 00:03:27,519 --> 00:03:31,680 report so let's get to it
113 00:03:29,760 --> 00:03:34,159 in the first of two lighting updates
114 00:03:31,680 --> 00:03:36,319 this week one of the existing challenges
115 00:03:34,159 --> 00:03:38,799 of our current particle lighting model
116 00:03:36,319 --> 00:03:40,400 is that the particles can get very very
117 00:03:38,799 --> 00:03:41,440 bright depending on the lighting
118 00:03:40,400 --> 00:03:43,519 situation
119 00:03:41,440 --> 00:03:46,319 far brighter than they should be in real
120 00:03:43,519 --> 00:03:48,000 life and that's why the graphics and vfx
121 00:03:46,319 --> 00:03:50,239 teams have been working together
122 00:03:48,000 --> 00:03:51,360 to move the existing particle lighting
123 00:03:50,239 --> 00:03:54,319 model closer
124 00:03:51,360 --> 00:03:54,959 to a physically based rendering one yep
125 00:03:54,319 --> 00:03:57,519 pbr
126 00:03:54,959 --> 00:03:59,120 is coming for particles too this new
127 00:03:57,519 --> 00:04:00,080 systemic solution will ensure that
128 00:03:59,120 --> 00:04:02,000 particles are
129 00:04:00,080 --> 00:04:04,480 no longer brighter than the light source
130 00:04:02,000 --> 00:04:06,959 that hits them and as an added bonus
131 00:04:04,480 --> 00:04:07,680 will not only look better but will save
132 00:04:06,959 --> 00:04:10,000 vfx
133 00:04:07,680 --> 00:04:12,400 artists time when they no longer have to
134 00:04:10,000 --> 00:04:14,799 manually balance the particle brightness
135 00:04:12,400 --> 00:04:16,880 in each scene because every particle
136 00:04:14,799 --> 00:04:18,320 will now simply work in all the various
137 00:04:16,880 --> 00:04:20,400 lighting situations
138 00:04:18,320 --> 00:04:21,359 throughout the persistent universe
139 00:04:20,400 --> 00:04:23,680 better looking
140 00:04:21,359 --> 00:04:27,040 and less work remember that we're going
141 00:04:23,680 --> 00:04:27,040 to come back to it again later
142 00:04:27,680 --> 00:04:32,560 additionally the work of updating the
143 00:04:30,240 --> 00:04:34,000 day and night cycle looks for existing
144 00:04:32,560 --> 00:04:36,880 landing zones continues
145 00:04:34,000 --> 00:04:37,840 with l19 in lauraville and a recently
146 00:04:36,880 --> 00:04:39,759 completed sprint
147 00:04:37,840 --> 00:04:42,240 exploring the effort to get those
148 00:04:39,759 --> 00:04:44,800 massive security towers up above
149 00:04:42,240 --> 00:04:46,880 to search for troublemakers and security
150 00:04:44,800 --> 00:04:49,680 risks to hurston's prosperity
151 00:04:46,880 --> 00:04:51,360 down below it's a small touch but it's
152 00:04:49,680 --> 00:04:51,919 one more way the lighting team is
153 00:04:51,360 --> 00:04:53,840 working
154 00:04:51,919 --> 00:04:55,840 to give each landing zone its own
155 00:04:53,840 --> 00:04:58,160 distinct look and personality
156 00:04:55,840 --> 00:05:00,400 not just between themselves but within
157 00:04:58,160 --> 00:05:02,400 their own days and nights
158 00:05:00,400 --> 00:05:04,400 each quarter the vehicle content team is
159 00:05:02,400 --> 00:05:06,960 converting more and more ships to the
160 00:05:04,400 --> 00:05:09,039 use of our updated hard surface shader
161 00:05:06,960 --> 00:05:11,039 now this conversion is essential to
162 00:05:09,039 --> 00:05:12,000 implement not only the wear and tear
163 00:05:11,039 --> 00:05:13,360 that will occur
164 00:05:12,000 --> 00:05:15,680 from the continued use of your
165 00:05:13,360 --> 00:05:17,520 spacecraft but the eventual addition of
166 00:05:15,680 --> 00:05:20,000 new paint schemes and libraries
167 00:05:17,520 --> 00:05:21,840 that will bring much color to the verse
168 00:05:20,000 --> 00:05:23,520 the examples you see here are just
169 00:05:21,840 --> 00:05:25,520 common development themes used for
170 00:05:23,520 --> 00:05:26,880 testing purposes but we're going to keep
171 00:05:25,520 --> 00:05:28,160 an eye out for the paints that will
172 00:05:26,880 --> 00:05:31,680 reach in-game shops
173 00:05:28,160 --> 00:05:34,240 in future updates up next
174 00:05:31,680 --> 00:05:35,919 is better looking and less work part two
175 00:05:34,240 --> 00:05:37,520 now you may have heard about recent
176 00:05:35,919 --> 00:05:39,759 improvements to the organics painting
177 00:05:37,520 --> 00:05:40,320 tool that looks to continue advancing
178 00:05:39,759 --> 00:05:42,800 the tech
179 00:05:40,320 --> 00:05:44,560 our artists use to populate star
180 00:05:42,800 --> 00:05:46,880 citizens planets and moons
181 00:05:44,560 --> 00:05:49,120 and here we've got sample images showing
182 00:05:46,880 --> 00:05:50,080 the repainting of existing locations in
183 00:05:49,120 --> 00:05:52,479 stanton
184 00:05:50,080 --> 00:05:55,199 now as you can see the updated painting
185 00:05:52,479 --> 00:05:57,600 tool has a greater range of variation in
186 00:05:55,199 --> 00:05:59,600 assets and overall provides a more
187 00:05:57,600 --> 00:06:02,560 interesting combination between
188 00:05:59,600 --> 00:06:04,400 rock and brush and tree and color and
189 00:06:02,560 --> 00:06:05,199 everything else that can dot a planet's
190 00:06:04,400 --> 00:06:07,600 surface
191 00:06:05,199 --> 00:06:09,280 as with previous updates the new tool
192 00:06:07,600 --> 00:06:10,479 doesn't just get us a better looking
193 00:06:09,280 --> 00:06:12,960 brush of terrain
194 00:06:10,479 --> 00:06:14,800 it's also faster and more efficient to
195 00:06:12,960 --> 00:06:16,720 use than ever before
196 00:06:14,800 --> 00:06:18,720 important advancements necessary to
197 00:06:16,720 --> 00:06:20,240 finish off the planets and moons of the
198 00:06:18,720 --> 00:06:24,240 upcoming pyro system
199 00:06:20,240 --> 00:06:26,479 and beyond up in space
200 00:06:24,240 --> 00:06:28,560 teams are finishing up work on the cargo
201 00:06:26,479 --> 00:06:29,280 deck exteriors ahead of their intended
202 00:06:28,560 --> 00:06:32,160 inclusion
203 00:06:29,280 --> 00:06:34,240 in the upcoming alpha 311 now we'll hear
204 00:06:32,160 --> 00:06:36,960 specifics about the what and
205 00:06:34,240 --> 00:06:38,400 how and the why in a dedicated segment
206 00:06:36,960 --> 00:06:40,560 here in the coming weeks
207 00:06:38,400 --> 00:06:42,240 but these things just look so cool we
208 00:06:40,560 --> 00:06:43,120 wanted to squeeze a few of them in here
209 00:06:42,240 --> 00:06:44,800 this week
210 00:06:43,120 --> 00:06:47,280 now not only are there multiple
211 00:06:44,800 --> 00:06:49,199 variations to go along with the multiple
212 00:06:47,280 --> 00:06:50,800 stations that are populated throughout
213 00:06:49,199 --> 00:06:53,440 the stanton system
214 00:06:50,800 --> 00:06:55,199 take special note of the colored cargo
215 00:06:53,440 --> 00:06:57,360 containers sprinkled within
216 00:06:55,199 --> 00:06:59,440 discussions are currently underway now
217 00:06:57,360 --> 00:07:01,280 to explore parity of metric
218 00:06:59,440 --> 00:07:03,599 and function with the same kinds of
219 00:07:01,280 --> 00:07:06,160 containers players will one day carry
220 00:07:03,599 --> 00:07:07,840 on their hull series spacecraft and
221 00:07:06,160 --> 00:07:09,840 while we're talking space stations
222 00:07:07,840 --> 00:07:11,840 it's been a while yet didn't think we'd
223 00:07:09,840 --> 00:07:13,520 forgotten about docking did you
224 00:07:11,840 --> 00:07:15,680 so let's take a look now at some
225 00:07:13,520 --> 00:07:18,400 concepts currently being explored
226 00:07:15,680 --> 00:07:20,000 for ship to station docking the team
227 00:07:18,400 --> 00:07:22,000 recently completed a sprint
228 00:07:20,000 --> 00:07:23,840 exploring potential options for
229 00:07:22,000 --> 00:07:26,319 extendable docking arms
230 00:07:23,840 --> 00:07:27,280 that can be used to allow spacecraft
231 00:07:26,319 --> 00:07:29,759 that are maybe
232 00:07:27,280 --> 00:07:31,360 a little too big to fit on landing pads
233 00:07:29,759 --> 00:07:33,360 or inside hangers
234 00:07:31,360 --> 00:07:34,639 safe traversal between vehicle and
235 00:07:33,360 --> 00:07:37,360 hanger now
236 00:07:34,639 --> 00:07:39,360 as it's said every time we show concepts
237 00:07:37,360 --> 00:07:42,080 and this will be no exception
238 00:07:39,360 --> 00:07:44,160 these are explorations of idea and theme
239 00:07:42,080 --> 00:07:45,520 used not only to identify the direction
240 00:07:44,160 --> 00:07:47,919 we want to move in
241 00:07:45,520 --> 00:07:49,360 but also to determine those we do not
242 00:07:47,919 --> 00:07:52,080 just as well
243 00:07:49,360 --> 00:07:54,160 now a bit beyond the normal concept is
244 00:07:52,080 --> 00:07:56,400 this animatic that's being used
245 00:07:54,160 --> 00:07:58,000 to further explore the visual intent
246 00:07:56,400 --> 00:08:00,720 this particular approach was going
247 00:07:58,000 --> 00:08:02,479 for now as this bridge extends out the
248 00:08:00,720 --> 00:08:04,720 idea here is to avoid
249 00:08:02,479 --> 00:08:06,960 something that seemed too structurally
250 00:08:04,720 --> 00:08:08,960 sound while at the same time
251 00:08:06,960 --> 00:08:10,800 avoiding the sense that you were merely
252 00:08:08,960 --> 00:08:13,440 just walking through a catwalk
253 00:08:10,800 --> 00:08:15,360 exposed to the void around you and could
254 00:08:13,440 --> 00:08:18,160 easily be knocked out by
255 00:08:15,360 --> 00:08:20,240 some kicked up space dust this
256 00:08:18,160 --> 00:08:22,400 extendable concept would also have
257 00:08:20,240 --> 00:08:23,759 buffer arms at the end designed to
258 00:08:22,400 --> 00:08:25,840 absorb impact
259 00:08:23,759 --> 00:08:27,759 and a second stage connecting collar to
260 00:08:25,840 --> 00:08:28,960 make that final seal to the newly
261 00:08:27,759 --> 00:08:31,840 arrived ship
262 00:08:28,960 --> 00:08:33,760 it's basically a two-stage soft dock and
263 00:08:31,840 --> 00:08:34,800 hard seal kind of deal this concept is
264 00:08:33,760 --> 00:08:37,200 going for
265 00:08:34,800 --> 00:08:37,919 as with most things in the star citizen
266 00:08:37,200 --> 00:08:40,240 universe
267 00:08:37,919 --> 00:08:40,959 when the various other disciplines like
268 00:08:40,240 --> 00:08:43,839 lighting
269 00:08:40,959 --> 00:08:44,800 vfx sound and dialogue and more come
270 00:08:43,839 --> 00:08:47,360 into play
271 00:08:44,800 --> 00:08:49,839 it's easy to imagine how a relatively
272 00:08:47,360 --> 00:08:51,920 mundane task like ship docking
273 00:08:49,839 --> 00:08:55,279 can become a rich and cinematic
274 00:08:51,920 --> 00:08:57,600 experience when all is said and done
275 00:08:55,279 --> 00:08:59,440 finally with some time left at the end
276 00:08:57,600 --> 00:09:01,920 of their sprint and not content
277 00:08:59,440 --> 00:09:04,240 merely with an impressive animatic the
278 00:09:01,920 --> 00:09:05,360 team went ahead and brought this concept
279 00:09:04,240 --> 00:09:07,600 mesh directly
280 00:09:05,360 --> 00:09:09,279 into engine to better gauge what this
281 00:09:07,600 --> 00:09:11,920 option might look like
282 00:09:09,279 --> 00:09:13,839 expanding out from an existing station
283 00:09:11,920 --> 00:09:15,040 while validating the distances that are
284 00:09:13,839 --> 00:09:16,959 being discussed
285 00:09:15,040 --> 00:09:18,800 what you're seeing here is the exact
286 00:09:16,959 --> 00:09:20,720 same thing our developers saw
287 00:09:18,800 --> 00:09:23,120 when they first brought this concept in
288 00:09:20,720 --> 00:09:24,880 and it's a it's safe to say it got a lot
289 00:09:23,120 --> 00:09:26,640 of our team members excited about the
290 00:09:24,880 --> 00:09:27,360 possibilities of ship the station
291 00:09:26,640 --> 00:09:30,080 docking
292 00:09:27,360 --> 00:09:30,480 in star citizen's future you can just
293 00:09:30,080 --> 00:09:33,200 about
294 00:09:30,480 --> 00:09:33,760 see the advertisements along the wall
295 00:09:33,200 --> 00:09:38,560 does
296 00:09:33,760 --> 00:09:42,480 stanton have a salt lick no
297 00:09:38,560 --> 00:09:42,480 texans all know what i'm talking about
298 00:09:42,560 --> 00:09:46,160 so what did we learn about this week
299 00:09:44,399 --> 00:09:47,760 well we learned that new weapon types
300 00:09:46,160 --> 00:09:50,160 like grenade launchers are about
301 00:09:47,760 --> 00:09:52,160 more than just blowing people up they're
302 00:09:50,160 --> 00:09:53,920 about providing more choice for players
303 00:09:52,160 --> 00:09:55,600 when they go into combat
304 00:09:53,920 --> 00:09:57,440 that when building a game of star
305 00:09:55,600 --> 00:09:59,279 citizen science and scope
306 00:09:57,440 --> 00:10:01,360 it's not enough to make tech that just
307 00:09:59,279 --> 00:10:03,279 looks better you need systems that make
308 00:10:01,360 --> 00:10:05,360 work faster to go with them
309 00:10:03,279 --> 00:10:07,440 and that sometimes a concept is little
310 00:10:05,360 --> 00:10:09,279 more than a series of thumbnail sketches
311 00:10:07,440 --> 00:10:11,360 and other times there are impressive
312 00:10:09,279 --> 00:10:13,680 animatics you import into engine and
313 00:10:11,360 --> 00:10:16,079 walk around to check the scale
314 00:10:13,680 --> 00:10:17,760 they're both good for inside star
315 00:10:16,079 --> 00:10:33,839 citizen i'm jared huckaby
316 00:10:17,760 --> 00:10:33,839 we'll see you next week
317 00:10:45,200 --> 00:10:47,279 you