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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
0:00
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,
3:28

Video[]

Inside_Star_Citizen-_Out_to_Launch_-_Summer_2020
basic

Transcript[]

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

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

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