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The Inside Star Citizen episode Report Purport - Summer 2021 was published on September 23, 2021 on CIG's YouTube channel.

Topics and timestamps[]

Topic Timestamp
Sprint Report: Loot generation - combination locked loot boxes
0:38
Sprint Report: Laser Trip Mines
1:12
Sprint Report: ASOP Terminal conversion from Flash to Building Blocks
2:36
Sprint Report: Displays/Monitors - Disconnect status (Interaction state)
3:15
Sprint Report: Mining - FPS Gadgets
3:55
Sprint Report: NPC Shopkeerper - Uniforms
4:37
Sprint Report: Theta Geo - Item combination based added visual geometry for modular armor
5:40
Sprint Report: Vehicle experience - Ejection seat camera
7:37
Sprint Report: Vehicle experience - Actor status intoxication effects
7:52
Sprint Report: Ares Starfighter Ion, Ares Starfighter Inferno
9:21
Sprint Report: Art - Animated glow shader
10:26
Sprint Report: Redeemer Final Art
11:16
Sprint Report: Vulture Grey box
12:03
Sprint Report: Hull A White box
12:30
Sprint Report: Hull C Updating existing model with current metrics, adding head lights, updating hard surface shader, adding VTOL Thruster, adding component housing
14:46
Sprint Report: Port Olisar moved to a geosynchronous orbit above Orison
15:51

Video[]

Inside_Star_Citizen-_Report_Purport_-_Summer_2021
basic

Transcript[]

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

1 00:00:03,880 --> 00:00:08,080 [Music]

2 00:00:05,279 --> 00:00:10,000 hi all me again three weeks in a row at

3 00:00:08,080 --> 00:00:12,400 the top of the show it must be

4 00:00:10,000 --> 00:00:15,360 citizencon travel season now with our

5 00:00:12,400 --> 00:00:17,119 last two episodes devoted entirely to

6 00:00:15,360 --> 00:00:18,800 game altering healing and inventory

7 00:00:17,119 --> 00:00:20,400 changes coming online in the upcoming

8 00:00:18,800 --> 00:00:22,880 alpha 315

9 00:00:20,400 --> 00:00:25,279 we thought we'd spend this week looking

10 00:00:22,880 --> 00:00:29,119 even further ahead with an episode i

11 00:00:25,279 --> 00:00:30,560 like to call oops all sprint report

12 00:00:29,119 --> 00:00:32,000 at least that's what i'm going to call

13 00:00:30,560 --> 00:00:33,600 it until i can figure out a word that

14 00:00:32,000 --> 00:00:35,840 rhymes with report

15 00:00:33,600 --> 00:00:38,160 the season is rhyming titles i don't

16 00:00:35,840 --> 00:00:39,840 know if you've noticed it anyway let's

17 00:00:38,160 --> 00:00:41,840 get to it

18 00:00:39,840 --> 00:00:44,559 starting things off this week let's go

19 00:00:41,840 --> 00:00:46,879 with the eu pu feature team now as part

20 00:00:44,559 --> 00:00:49,200 of their work on loot generation the eu

21 00:00:46,879 --> 00:00:50,960 pu ft has been working on a variety of

22 00:00:49,200 --> 00:00:53,440 locked crates for players to discover

23 00:00:50,960 --> 00:00:55,280 throughout the persistent universe like

24 00:00:53,440 --> 00:00:57,760 some that would require use of a cutting

25 00:00:55,280 --> 00:00:59,600 tool to open or in this case

26 00:00:57,760 --> 00:01:01,520 combination lock you'll have to secure

27 00:00:59,600 --> 00:01:03,600 the solution for elsewhere in your

28 00:01:01,520 --> 00:01:07,199 travels

29 00:01:03,600 --> 00:01:07,199 one two three four

30 00:01:07,520 --> 00:01:11,340 amanda remind me to change the

31 00:01:09,439 --> 00:01:12,880 combination of my luggage

32 00:01:11,340 --> 00:01:14,880 [Music]

33 00:01:12,880 --> 00:01:17,439 the same team has been working on laser

34 00:01:14,880 --> 00:01:19,759 trip mines feature requested by our

35 00:01:17,439 --> 00:01:21,759 turbulent team in montreal to help make

36 00:01:19,759 --> 00:01:23,840 the exploration of derelicts throughout

37 00:01:21,759 --> 00:01:25,880 the verse just a little more exciting

38 00:01:23,840 --> 00:01:27,520 and dangerous than ever before

39 00:01:25,880 --> 00:01:29,040 [Music]

40 00:01:27,520 --> 00:01:31,520 one of the big things to work out

41 00:01:29,040 --> 00:01:33,759 besides proximity detonations was to

42 00:01:31,520 --> 00:01:36,000 properly physicalize any of the items

43 00:01:33,759 --> 00:01:38,479 being used to detonate them like these

44 00:01:36,000 --> 00:01:41,840 boxes so that they react to the force of

45 00:01:38,479 --> 00:01:41,840 the explosions themselves

46 00:01:41,920 --> 00:01:45,840 now these crates are currently at a high

47 00:01:43,759 --> 00:01:47,360 health value for testing but you can

48 00:01:45,840 --> 00:01:49,439 expect them to be tuned just a little

49 00:01:47,360 --> 00:01:51,920 bit so they too will be damaged or

50 00:01:49,439 --> 00:01:53,840 destroyed when used in this manner

51 00:01:51,920 --> 00:01:56,079 and then of course when physicalized

52 00:01:53,840 --> 00:01:58,000 damage comes online later down the road

53 00:01:56,079 --> 00:02:00,000 the lifespan of these crates will simply

54 00:01:58,000 --> 00:02:03,520 be determined by things like material

55 00:02:00,000 --> 00:02:05,200 makeup and construction type

56 00:02:03,520 --> 00:02:06,960 while this test level is designed just

57 00:02:05,200 --> 00:02:09,280 to play with a multitude of ways for

58 00:02:06,960 --> 00:02:12,319 disposing of mines this is also a

59 00:02:09,280 --> 00:02:13,840 pre-vfx pass so you can expect things

60 00:02:12,319 --> 00:02:16,400 like the lasers and effects you're

61 00:02:13,840 --> 00:02:18,640 witnessing to continue to evolve beyond

62 00:02:16,400 --> 00:02:20,400 what you're seeing here

63 00:02:18,640 --> 00:02:22,480 and because the team is smart and has

64 00:02:20,400 --> 00:02:24,239 played online video games before they're

65 00:02:22,480 --> 00:02:26,560 also experimenting with the potential of

66 00:02:24,239 --> 00:02:29,040 rube goldberg chain reactions that will

67 00:02:26,560 --> 00:02:31,040 inevitably be created by players

68 00:02:29,040 --> 00:02:34,160 because why kill someone with a single

69 00:02:31,040 --> 00:02:37,840 explosion when you can use seven

70 00:02:34,160 --> 00:02:37,840 that's what grandma always said

71 00:02:38,160 --> 00:02:41,680 checking in with the ui team they've

72 00:02:40,000 --> 00:02:43,599 recently completed a sprint converting

73 00:02:41,680 --> 00:02:45,599 the aesop terminals we all know and

74 00:02:43,599 --> 00:02:47,920 tolerate from their original flash

75 00:02:45,599 --> 00:02:49,280 implementations to everyone's favorite

76 00:02:47,920 --> 00:02:51,200 building blocks

77 00:02:49,280 --> 00:02:53,280 now while the overall look here may

78 00:02:51,200 --> 00:02:55,519 appear similar at this moment this

79 00:02:53,280 --> 00:02:57,599 switchover will not only allow us to

80 00:02:55,519 --> 00:03:00,239 improve the styling and functionality of

81 00:02:57,599 --> 00:03:02,400 it going forward but also make it much

82 00:03:00,239 --> 00:03:04,879 easier to fix many of the bugs that have

83 00:03:02,400 --> 00:03:07,519 plagued asop over the years

84 00:03:04,879 --> 00:03:09,440 also it'll just run faster in building

85 00:03:07,519 --> 00:03:11,680 blocks instead of flash and when it

86 00:03:09,440 --> 00:03:14,720 comes to performance in a game this big

87 00:03:11,680 --> 00:03:14,720 every win counts

88 00:03:16,080 --> 00:03:20,000 in other screen news a smaller task

89 00:03:18,319 --> 00:03:22,080 completed recently was the addition of

90 00:03:20,000 --> 00:03:24,480 disconnection screens for a variety of

91 00:03:22,080 --> 00:03:26,640 monitors throughout squadron 42 in the

92 00:03:24,480 --> 00:03:28,879 persistent universe now while many

93 00:03:26,640 --> 00:03:31,280 screens already have a variety of states

94 00:03:28,879 --> 00:03:33,360 such as on and off damaged or

95 00:03:31,280 --> 00:03:35,840 disconnected when that signal was

96 00:03:33,360 --> 00:03:37,680 disconnected previously they just kind

97 00:03:35,840 --> 00:03:38,959 of appeared no different than the off

98 00:03:37,680 --> 00:03:41,200 state

99 00:03:38,959 --> 00:03:43,840 sure it's a small thing but just like

100 00:03:41,200 --> 00:03:45,840 the performance gains replacing flash

101 00:03:43,840 --> 00:03:48,239 these smaller interaction states are

102 00:03:45,840 --> 00:03:50,640 what often add up to make a universe

103 00:03:48,239 --> 00:03:51,920 that behaves and feels as players expect

104 00:03:50,640 --> 00:03:53,000 them to

105 00:03:51,920 --> 00:03:55,360 and that's called immersion

106 00:03:53,000 --> 00:03:57,360 [Music]

107 00:03:55,360 --> 00:03:59,439 go ahead and drink

108 00:03:57,360 --> 00:04:01,439 next up the ui team also completed a

109 00:03:59,439 --> 00:04:04,959 first pass in some of the interfaces for

110 00:04:01,439 --> 00:04:06,879 eupu's upcoming mining gadgets items

111 00:04:04,959 --> 00:04:09,360 we've discussed previously that can be

112 00:04:06,879 --> 00:04:11,360 placed directly onto the bigger or more

113 00:04:09,360 --> 00:04:14,000 formidable asteroids that will allow

114 00:04:11,360 --> 00:04:16,560 players to tackle the minable foes they

115 00:04:14,000 --> 00:04:18,320 otherwise may not be able to or to

116 00:04:16,560 --> 00:04:20,720 simply improve the results on others

117 00:04:18,320 --> 00:04:20,720 they can

118 00:04:20,799 --> 00:04:24,400 they're also a neat example of some of

119 00:04:22,479 --> 00:04:26,160 the ways the style sheet functionality

120 00:04:24,400 --> 00:04:28,240 of building blocks can make similar

121 00:04:26,160 --> 00:04:30,400 interfaces look different depending on

122 00:04:28,240 --> 00:04:31,919 the manufacturer

123 00:04:30,400 --> 00:04:33,919 keep an eye on the public roadmap for

124 00:04:31,919 --> 00:04:35,670 when mining gadgets will make their way

125 00:04:33,919 --> 00:04:38,320 into the persistent universe

126 00:04:35,670 --> 00:04:40,240 [Music]

127 00:04:38,320 --> 00:04:41,680 moving on over to characters

128 00:04:40,240 --> 00:04:44,000 if you ventured throughout the

129 00:04:41,680 --> 00:04:46,080 persistent universe i'm sure that you've

130 00:04:44,000 --> 00:04:48,479 noticed the the growing amount of

131 00:04:46,080 --> 00:04:51,040 branded locations popping up here and

132 00:04:48,479 --> 00:04:53,360 there but with the employees wearing

133 00:04:51,040 --> 00:04:55,280 seemingly random outfits

134 00:04:53,360 --> 00:04:57,919 well the time on the sprint wheel has

135 00:04:55,280 --> 00:05:01,280 come to begin early look dev on branded

136 00:04:57,919 --> 00:05:03,520 uniforms for those npcs you encounter

137 00:05:01,280 --> 00:05:05,919 the idea here is to create a series of

138 00:05:03,520 --> 00:05:08,000 modular options where the color palette

139 00:05:05,919 --> 00:05:11,520 and logo can be easily swapped from

140 00:05:08,000 --> 00:05:13,520 place to place or even unload to be used

141 00:05:11,520 --> 00:05:16,880 for random food carts

142 00:05:13,520 --> 00:05:18,160 or maybe even the surgeons in grimhex

143 00:05:16,880 --> 00:05:19,350 you know those folks don't have

144 00:05:18,160 --> 00:05:22,080 certifications right

145 00:05:19,350 --> 00:05:23,120 [Music]

146 00:05:22,080 --> 00:05:25,039 ian

147 00:05:23,120 --> 00:05:26,960 i'm begging

148 00:05:25,039 --> 00:05:29,360 please let me walk into a hospital in

149 00:05:26,960 --> 00:05:32,720 grimhex and see a dude with a bloody

150 00:05:29,360 --> 00:05:35,840 whammers apron on doing work

151 00:05:32,720 --> 00:05:35,840 i don't ask for a lot

152 00:05:36,240 --> 00:05:40,080 sometimes i do

153 00:05:38,639 --> 00:05:42,320 the character team has also been

154 00:05:40,080 --> 00:05:45,039 developing a system for what we call

155 00:05:42,320 --> 00:05:47,199 theta geo which is additive geometry

156 00:05:45,039 --> 00:05:49,919 that only appears when one or more items

157 00:05:47,199 --> 00:05:51,759 in a set are combined on the player

158 00:05:49,919 --> 00:05:53,840 it's like the reverse of zone culling

159 00:05:51,759 --> 00:05:55,840 which some of you might remember hides

160 00:05:53,840 --> 00:05:57,759 the the puffy shirts from clipping

161 00:05:55,840 --> 00:06:00,080 through and appearing outside of the

162 00:05:57,759 --> 00:06:03,120 slim jacket you wear on top of it what

163 00:06:00,080 --> 00:06:05,120 theta geo allows us to do is to maintain

164 00:06:03,120 --> 00:06:07,759 modularity that allows you to wear

165 00:06:05,120 --> 00:06:09,360 almost any helmet with any chest or arms

166 00:06:07,759 --> 00:06:12,479 or legs you want

167 00:06:09,360 --> 00:06:14,720 but add a specific visual flare when you

168 00:06:12,479 --> 00:06:16,720 choose to wear armor or clothing of the

169 00:06:14,720 --> 00:06:18,720 same thematic set

170 00:06:16,720 --> 00:06:21,120 now you can see here a player character

171 00:06:18,720 --> 00:06:23,039 already wearing the upcoming rrs light

172 00:06:21,120 --> 00:06:26,160 specialist helmet while equipping a

173 00:06:23,039 --> 00:06:28,720 non-matching torso this works as normal

174 00:06:26,160 --> 00:06:30,800 helmet from one set torso from another

175 00:06:28,720 --> 00:06:34,160 but when the player equips the matching

176 00:06:30,800 --> 00:06:36,400 rrs torso found in box number two the

177 00:06:34,160 --> 00:06:39,199 additive cowl that's part of the helmet

178 00:06:36,400 --> 00:06:41,199 is now displayed it's tech like this

179 00:06:39,199 --> 00:06:43,360 that will serve to unlock our character

180 00:06:41,199 --> 00:06:46,800 artists to go bigger and bolder in their

181 00:06:43,360 --> 00:06:46,800 designs than ever before

182 00:06:46,880 --> 00:06:51,360 and speaking of the new rrs light

183 00:06:49,280 --> 00:06:55,080 specialist armor let's go ahead and take

184 00:06:51,360 --> 00:06:55,080 a look at it in action

185 00:06:55,200 --> 00:07:00,870 [Music]

186 00:07:06,880 --> 00:07:11,739 so

187 00:07:08,540 --> 00:07:11,739 [Music]

188 00:07:17,100 --> 00:07:24,030 [Music]

189 00:07:24,639 --> 00:07:28,720 if you want to learn more about the new

190 00:07:26,160 --> 00:07:30,319 rss light specialist armor you might

191 00:07:28,720 --> 00:07:32,080 want to check out the new digital

192 00:07:30,319 --> 00:07:34,479 citizencon webpage that goes live

193 00:07:32,080 --> 00:07:34,479 tomorrow

194 00:07:34,720 --> 00:07:36,960 hint

195 00:07:37,680 --> 00:07:41,280 meanwhile the vehicle experience team

196 00:07:39,360 --> 00:07:43,120 has been working on several features

197 00:07:41,280 --> 00:07:45,440 including bombing which we'll discuss

198 00:07:43,120 --> 00:07:48,350 next week and beyond but here's a fun

199 00:07:45,440 --> 00:07:51,529 look at progress on the new eject cam

200 00:07:48,350 --> 00:07:51,529 [Music]

201 00:07:53,120 --> 00:07:57,360 and a look at the ongoing progress of

202 00:07:55,120 --> 00:08:00,479 integrating actor status intoxication

203 00:07:57,360 --> 00:08:02,319 effects into vehicle operation such as

204 00:08:00,479 --> 00:08:03,599 applying them to the player's control of

205 00:08:02,319 --> 00:08:05,440 their spaceship

206 00:08:03,599 --> 00:08:08,000 now in the debug text you can see in the

207 00:08:05,440 --> 00:08:09,680 upper left the raw reading is what the

208 00:08:08,000 --> 00:08:11,919 player is actually doing with their

209 00:08:09,680 --> 00:08:15,039 controls and for these demonstration

210 00:08:11,919 --> 00:08:16,639 purposes that's not much or barely

211 00:08:15,039 --> 00:08:18,879 anything at all but the number to the

212 00:08:16,639 --> 00:08:21,199 left of that is the actual values being

213 00:08:18,879 --> 00:08:23,919 applied by your player character to the

214 00:08:21,199 --> 00:08:26,400 ship by their sluggish and imprecise

215 00:08:23,919 --> 00:08:27,280 reflexes

216 00:08:26,400 --> 00:08:29,280 yeah

217 00:08:27,280 --> 00:08:31,360 don't drink and fly my friends

218 00:08:29,280 --> 00:08:34,159 but definitely do walk up behind your

219 00:08:31,360 --> 00:08:36,240 pilot in a hercules or a constellation

220 00:08:34,159 --> 00:08:38,240 and shoot that new healing drug ray of

221 00:08:36,240 --> 00:08:41,039 yours at the back of their head

222 00:08:38,240 --> 00:08:44,159 for some real happy fun times

223 00:08:41,039 --> 00:08:46,160 tell them disco sent you

224 00:08:44,159 --> 00:08:49,080 and if intoxication and atmosphere isn't

225 00:08:46,160 --> 00:08:51,440 enough here it is in space

226 00:08:49,080 --> 00:08:55,120 [Music]

227 00:08:51,440 --> 00:08:57,600 and in ground vehicles

228 00:08:55,120 --> 00:08:59,920 and finally even in turrets

229 00:08:57,600 --> 00:09:02,480 where some of us can still work pretty

230 00:08:59,920 --> 00:09:04,880 well like this

231 00:09:02,480 --> 00:09:07,600 hi steve bender

232 00:09:04,880 --> 00:09:10,560 flying along as ships showdown barrels

233 00:09:07,600 --> 00:09:12,480 towards its thrilling conclusion

234 00:09:10,560 --> 00:09:14,320 and y'all already destroyed my bracket

235 00:09:12,480 --> 00:09:17,279 this year so

236 00:09:14,320 --> 00:09:18,720 viva la argo cargo i say let's go ahead

237 00:09:17,279 --> 00:09:20,640 and take a look at some of the ships

238 00:09:18,720 --> 00:09:23,279 that will no doubt be competing in next

239 00:09:20,640 --> 00:09:24,959 year's event like the airy starfighter

240 00:09:23,279 --> 00:09:26,560 where the team has recently completed a

241 00:09:24,959 --> 00:09:28,720 sprint detailing out all of the

242 00:09:26,560 --> 00:09:32,580 component bays making certain they're

243 00:09:28,720 --> 00:09:41,119 all labeled and animated correctly

244 00:09:32,580 --> 00:09:41,119 [Music]

245 00:09:41,519 --> 00:09:45,040 as well as completing a pass on the

246 00:09:43,680 --> 00:09:46,480 landing gear that makes them feel

247 00:09:45,040 --> 00:09:48,399 appropriately

248 00:09:46,480 --> 00:09:50,720 super chunky and stout

249 00:09:48,399 --> 00:09:51,230 in the words of the inimitable ben

250 00:09:50,720 --> 00:09:56,309 curtis

251 00:09:51,230 --> 00:09:56,309 [Music]

252 00:09:56,640 --> 00:10:00,240 of course what you really want to see is

253 00:09:58,560 --> 00:10:03,040 this look at the final art stage

254 00:10:00,240 --> 00:10:05,450 exterior for both the aries ion

255 00:10:03,040 --> 00:10:07,440 and the ares inferno

256 00:10:05,450 --> 00:10:08,720 [Music]

257 00:10:07,440 --> 00:10:11,040 and you know what

258 00:10:08,720 --> 00:10:12,880 this is still work in progress

259 00:10:11,040 --> 00:10:13,920 are crusader ships the best looking

260 00:10:12,880 --> 00:10:16,160 ships

261 00:10:13,920 --> 00:10:18,800 let's go for an all crusader final four

262 00:10:16,160 --> 00:10:20,160 next year ship showdown

263 00:10:18,800 --> 00:10:21,680 because uh

264 00:10:20,160 --> 00:10:22,300 that means john crew has to make my

265 00:10:21,680 --> 00:10:24,079 genesis

266 00:10:22,300 --> 00:10:26,000 [Music]

267 00:10:24,079 --> 00:10:27,760 please

268 00:10:26,000 --> 00:10:29,760 work also continues in the aegis

269 00:10:27,760 --> 00:10:32,160 redeemer which was recently the first

270 00:10:29,760 --> 00:10:34,720 recipient of a new developmental work on

271 00:10:32,160 --> 00:10:36,880 the glo shader which previously didn't

272 00:10:34,720 --> 00:10:38,480 allow artists to turn them off when they

273 00:10:36,880 --> 00:10:40,399 wanted

274 00:10:38,480 --> 00:10:42,000 this tended to limit the place and

275 00:10:40,399 --> 00:10:42,880 manner in which they could be used on

276 00:10:42,000 --> 00:10:45,040 ships

277 00:10:42,880 --> 00:10:49,200 that's important because glows like this

278 00:10:45,040 --> 00:10:49,200 are made at the vehicle material layer

279 00:10:50,000 --> 00:10:53,760 and while there will still be vfx

280 00:10:52,160 --> 00:10:56,720 layered on top of them in the final

281 00:10:53,760 --> 00:10:59,200 product these underlying material glows

282 00:10:56,720 --> 00:11:01,360 can save on vfx particle budget when

283 00:10:59,200 --> 00:11:03,519 appropriate and that means artists can

284 00:11:01,360 --> 00:11:05,200 use them in new ways and places where we

285 00:11:03,519 --> 00:11:07,680 don't necessarily want something to

286 00:11:05,200 --> 00:11:09,839 appear on it all the times

287 00:11:07,680 --> 00:11:11,600 and maybe get some vfx performance gains

288 00:11:09,839 --> 00:11:13,600 along the way

289 00:11:11,600 --> 00:11:15,680 special shout out to rob dickinson for

290 00:11:13,600 --> 00:11:17,680 his work here

291 00:11:15,680 --> 00:11:19,920 on the redeemer's inside the team

292 00:11:17,680 --> 00:11:22,000 continues to work on final polish all

293 00:11:19,920 --> 00:11:26,560 around while building their work list

294 00:11:22,000 --> 00:11:30,530 for final tweaks before it's go time

295 00:11:26,560 --> 00:11:30,530 [Music]

296 00:11:32,880 --> 00:11:38,720 the team also spent a little bit of time

297 00:11:36,320 --> 00:11:41,040 experimenting with adding some motion

298 00:11:38,720 --> 00:11:42,480 aspects into the interior but

299 00:11:41,040 --> 00:11:44,880 well

300 00:11:42,480 --> 00:11:46,959 let's just say some people like it

301 00:11:44,880 --> 00:11:48,560 and some people don't

302 00:11:46,959 --> 00:11:50,639 and we're still going to play with it

303 00:11:48,560 --> 00:11:52,560 but don't be surprised if it doesn't

304 00:11:50,639 --> 00:11:54,320 make it into final release

305 00:11:52,560 --> 00:11:56,639 a big part of development is

306 00:11:54,320 --> 00:11:58,720 experimentation and it will remain to be

307 00:11:56,639 --> 00:12:00,720 seen if some version of

308 00:11:58,720 --> 00:12:03,120 steampunk choo choo survives until the

309 00:12:00,720 --> 00:12:05,279 finish line

310 00:12:03,120 --> 00:12:07,360 the eu vehicle content team is also

311 00:12:05,279 --> 00:12:09,760 making their way through gray box on the

312 00:12:07,360 --> 00:12:11,440 drake vulture the entry-level salvage

313 00:12:09,760 --> 00:12:14,240 ship intending to make its way into the

314 00:12:11,440 --> 00:12:16,639 persistent universe next year now grey

315 00:12:14,240 --> 00:12:19,120 box is mostly about experimenting with

316 00:12:16,639 --> 00:12:21,600 detail either adding it to the places

317 00:12:19,120 --> 00:12:24,000 that work or removing it from where it

318 00:12:21,600 --> 00:12:25,839 tends to get too busy all while laying

319 00:12:24,000 --> 00:12:27,839 the groundwork for final art phase to

320 00:12:25,839 --> 00:12:30,880 begin soon after

321 00:12:27,839 --> 00:12:30,880 looking good vulture

322 00:12:31,519 --> 00:12:36,000 from final art to graybox let's go back

323 00:12:34,079 --> 00:12:38,240 to whitebox where i'm proud to announce

324 00:12:36,000 --> 00:12:40,720 work has begun on building out the hull

325 00:12:38,240 --> 00:12:43,200 a entry-level variant of the famed hull

326 00:12:40,720 --> 00:12:45,760 c from musashi industrial and starflight

327 00:12:43,200 --> 00:12:48,000 concern now in white box phase this

328 00:12:45,760 --> 00:12:50,560 process began by importing the recently

329 00:12:48,000 --> 00:12:52,240 revised 3d concept mesh in the engine

330 00:12:50,560 --> 00:12:53,360 and ensuring that it itself is

331 00:12:52,240 --> 00:12:55,040 functional

332 00:12:53,360 --> 00:12:57,279 now you might be saying

333 00:12:55,040 --> 00:12:59,440 recently revised concept

334 00:12:57,279 --> 00:13:01,440 yeah some minor changes had to be made

335 00:12:59,440 --> 00:13:03,120 because player and ship metrics have

336 00:13:01,440 --> 00:13:05,440 evolved quite a bit since it was first

337 00:13:03,120 --> 00:13:06,800 introduced and important studies have

338 00:13:05,440 --> 00:13:08,639 shown

339 00:13:06,800 --> 00:13:09,570 players like to fit inside their

340 00:13:08,639 --> 00:13:10,959 spaceships

341 00:13:09,570 --> 00:13:13,360 [Music]

342 00:13:10,959 --> 00:13:15,279 on the inside in its collapse state it's

343 00:13:13,360 --> 00:13:17,120 looking very similar to the size of the

344 00:13:15,279 --> 00:13:21,839 prospector players are already familiar

345 00:13:17,120 --> 00:13:21,839 with complete with a cockpit in front

346 00:13:22,240 --> 00:13:27,429 a component area just behind

347 00:13:24,190 --> 00:13:27,429 [Music]

348 00:13:27,519 --> 00:13:30,320 an airlock

349 00:13:30,560 --> 00:13:35,120 and then habitation in the rear of the

350 00:13:32,399 --> 00:13:37,360 front half

351 00:13:35,120 --> 00:13:39,360 and as whitebox work continues the team

352 00:13:37,360 --> 00:13:41,360 will be evaluating space for the various

353 00:13:39,360 --> 00:13:43,920 components as well as a potential

354 00:13:41,360 --> 00:13:46,880 reduction in cst

355 00:13:43,920 --> 00:13:49,519 that's cockpit struck thickness a melody

356 00:13:46,880 --> 00:13:52,160 that can strike any misc or rsi ship at

357 00:13:49,519 --> 00:13:54,000 a moment's notice

358 00:13:52,160 --> 00:13:55,839 in one origin ship

359 00:13:54,000 --> 00:13:58,000 but we fix that there's also a

360 00:13:55,839 --> 00:14:01,360 re-examination of bathroom space going

361 00:13:58,000 --> 00:14:03,040 on as ai npc passengers need just a

362 00:14:01,360 --> 00:14:05,519 little more room to do things than

363 00:14:03,040 --> 00:14:05,519 players

364 00:14:05,600 --> 00:14:08,720 yeah

365 00:14:06,880 --> 00:14:09,760 eventually pooping ai will be on the

366 00:14:08,720 --> 00:14:12,800 road map

367 00:14:09,760 --> 00:14:14,800 you can bug jake bradley for the win

368 00:14:12,800 --> 00:14:16,639 white box phase is also where we test

369 00:14:14,800 --> 00:14:19,279 things like landing gear positions so

370 00:14:16,639 --> 00:14:21,360 the ship doesn't fall over which is

371 00:14:19,279 --> 00:14:23,440 extra special important with the hull a

372 00:14:21,360 --> 00:14:25,920 because of its expanding and contracting

373 00:14:23,440 --> 00:14:28,399 substructure where timings are being

374 00:14:25,920 --> 00:14:30,320 adjusted and especially the clearances

375 00:14:28,399 --> 00:14:33,199 because the hallway is intended to

376 00:14:30,320 --> 00:14:35,680 successfully make landing both collapsed

377 00:14:33,199 --> 00:14:38,240 and with its cargo racks fully extended

378 00:14:35,680 --> 00:14:38,240 and filled

379 00:14:41,920 --> 00:14:46,320 but disco what about my whole c

380 00:14:44,720 --> 00:14:48,160 well the team has also brought the

381 00:14:46,320 --> 00:14:50,399 original beast out of the mothballs it's

382 00:14:48,160 --> 00:14:52,320 been sitting in for a while and begun to

383 00:14:50,399 --> 00:14:55,120 update it to modern vehicle art

384 00:14:52,320 --> 00:14:58,360 standards including an updated thruster

385 00:14:55,120 --> 00:14:58,360 trim sheet

386 00:14:58,560 --> 00:15:01,100 nice

387 00:14:59,600 --> 00:15:04,160 new headlights up front

388 00:15:01,100 --> 00:15:05,360 [Music]

389 00:15:04,160 --> 00:15:07,680 nice

390 00:15:05,360 --> 00:15:09,680 and crucially upgrading the materials

391 00:15:07,680 --> 00:15:13,839 all over with the recent hard surface

392 00:15:09,680 --> 00:15:16,000 shader in a comparison you can see here

393 00:15:13,839 --> 00:15:17,130 may we never speak of the ilum shader

394 00:15:16,000 --> 00:15:18,320 ever again

395 00:15:17,130 --> 00:15:20,320 [Music]

396 00:15:18,320 --> 00:15:22,320 they've also gone back and added vtol

397 00:15:20,320 --> 00:15:24,560 thrusters missing from when the ship was

398 00:15:22,320 --> 00:15:26,959 last worked on because while it won't be

399 00:15:24,560 --> 00:15:28,959 able to land fully laden like its hull a

400 00:15:26,959 --> 00:15:32,480 little sibling you can still expect to

401 00:15:28,959 --> 00:15:34,720 do so in its collapsed state

402 00:15:32,480 --> 00:15:36,959 inside the ship work continues making

403 00:15:34,720 --> 00:15:40,399 many of the same types of upgrades to

404 00:15:36,959 --> 00:15:42,160 materials signage and general scale

405 00:15:40,399 --> 00:15:43,519 including cutaways from many of the new

406 00:15:42,160 --> 00:15:47,440 components that have been developed

407 00:15:43,519 --> 00:15:47,440 since the hull c was last worked on

408 00:15:52,480 --> 00:15:57,920 finally olisar is moving but only a

409 00:15:55,759 --> 00:16:00,639 little bit now that crusader is fully

410 00:15:57,920 --> 00:16:02,160 integrated into the stand system osar

411 00:16:00,639 --> 00:16:04,560 kind of stood out because it was the

412 00:16:02,160 --> 00:16:06,720 only major planetary station not in

413 00:16:04,560 --> 00:16:08,959 geosynchronous orbit over its landing

414 00:16:06,720 --> 00:16:11,440 zone so it's being moved over to the

415 00:16:08,959 --> 00:16:14,480 left a little and the views

416 00:16:11,440 --> 00:16:14,480 have never been better

417 00:16:17,600 --> 00:16:21,279 so what we learned this week

418 00:16:19,360 --> 00:16:22,880 well we learned that exploring derelicts

419 00:16:21,279 --> 00:16:24,399 are about to become a lot more

420 00:16:22,880 --> 00:16:26,959 interesting and dangerous with the

421 00:16:24,399 --> 00:16:29,199 addition of laser trip mines

422 00:16:26,959 --> 00:16:31,360 that theta geo will unlock the maximum

423 00:16:29,199 --> 00:16:33,680 potential of this already talented and

424 00:16:31,360 --> 00:16:34,720 amazing character art team

425 00:16:33,680 --> 00:16:37,440 that you

426 00:16:34,720 --> 00:16:39,040 probably really shouldn't drink and fly

427 00:16:37,440 --> 00:16:41,120 and that work on the upcoming cargo

428 00:16:39,040 --> 00:16:43,440 refactor means that it's finally time to

429 00:16:41,120 --> 00:16:45,680 turn the eye of development sauron back

430 00:16:43,440 --> 00:16:48,079 to the whole series don't forget digital

431 00:16:45,680 --> 00:16:50,320 citizen gun is coming up on october 9th

432 00:16:48,079 --> 00:16:51,519 i'm not allowed to tell you what's in it

433 00:16:50,320 --> 00:16:54,399 so uh

434 00:16:51,519 --> 00:16:54,399 just look at my face

435 00:16:56,160 --> 00:17:02,440 for inside star citizen i'm jared

436 00:16:57,920 --> 00:17:02,440 huckaby we'll see you all next week

Screenshots[]

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