The Inside Star Citizen episode Storm Warning - Fall 2019 was published on December 12, 2019 on CIG's YouTube channel.
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1 00:00:05,279 --> 00:00:09,120 planetary effects
2 00:00:06,799 --> 00:00:10,240 whether that's drifting sand and dust in
3 00:00:09,120 --> 00:00:12,400 the deserts
4 00:00:10,240 --> 00:00:14,080 blizzards in the frozen tundra or
5 00:00:12,400 --> 00:00:16,000 rainfall in the wetlands
6 00:00:14,080 --> 00:00:17,760 using the various surface types covering
7 00:00:16,000 --> 00:00:18,160 star citizens planets and moons to
8 00:00:17,760 --> 00:00:20,320 create
9 00:00:18,160 --> 00:00:21,840 particle effects that can enhance the
10 00:00:20,320 --> 00:00:23,519 look and feel of location
11 00:00:21,840 --> 00:00:25,599 has been a goal of the project for some
12 00:00:23,519 --> 00:00:27,439 time that's why in this week's show we
13 00:00:25,599 --> 00:00:29,519 met with members of the vfx team to
14 00:00:27,439 --> 00:00:31,840 discuss this important milestone on the
15 00:00:29,519 --> 00:00:33,920 journey towards dynamic planet-wide
16 00:00:31,840 --> 00:00:35,920 weather and what backers can expect to
17 00:00:33,920 --> 00:00:36,719 experience to some degree on all planets
18 00:00:35,920 --> 00:00:39,590 and moons
19 00:00:36,719 --> 00:00:43,120 in the upcoming alpha 3.8
20 00:00:39,590 --> 00:00:44,640 [Music]
21 00:00:43,120 --> 00:00:46,239 these planet effects is something i'm
22 00:00:44,640 --> 00:00:47,120 really passionate about not least
23 00:00:46,239 --> 00:00:48,559 because
24 00:00:47,120 --> 00:00:50,719 even though it's like a big effort for
25 00:00:48,559 --> 00:00:51,760 the vfx team and and it kind of brings
26 00:00:50,719 --> 00:00:52,800 us all together and we have to
27 00:00:51,760 --> 00:00:54,239 coordinate really well
28 00:00:52,800 --> 00:00:56,239 it also brings us together with the
29 00:00:54,239 --> 00:00:56,559 other teams as well so obviously without
30 00:00:56,239 --> 00:00:58,960 the
31 00:00:56,559 --> 00:01:00,800 environment art team we wouldn't be able
32 00:00:58,960 --> 00:01:01,920 to generate ground effects so we have to
33 00:01:00,800 --> 00:01:04,320 work really closely with
34 00:01:01,920 --> 00:01:06,400 with those teams audio as well like you
35 00:01:04,320 --> 00:01:08,720 can't really have have like intense
36 00:01:06,400 --> 00:01:10,720 weather effects or storm effects without
37 00:01:08,720 --> 00:01:12,080 the good audio that kind of bring
38 00:01:10,720 --> 00:01:14,400 really makes it feel like you're in a
39 00:01:12,080 --> 00:01:14,400 store
40 00:01:15,200 --> 00:01:18,000 that's always been the appealing thing
41 00:01:16,320 --> 00:01:18,799 of working in games anyway it's it's
42 00:01:18,000 --> 00:01:20,400 working with
43 00:01:18,799 --> 00:01:21,759 multiple teams and all kind of coming
44 00:01:20,400 --> 00:01:23,280 together and just being able to release
45 00:01:21,759 --> 00:01:24,560 this product that is really kind of
46 00:01:23,280 --> 00:01:27,680 incredible
47 00:01:24,560 --> 00:01:30,640 so we were programmers artists
48 00:01:27,680 --> 00:01:31,520 qa all in the same team so we have a lot
49 00:01:30,640 --> 00:01:33,680 of back and forth
50 00:01:31,520 --> 00:01:34,960 especially with these things it's a
51 00:01:33,680 --> 00:01:37,520 process to get
52 00:01:34,960 --> 00:01:39,280 to these results the important thing to
53 00:01:37,520 --> 00:01:40,479 bear in mind is that a lot of people see
54 00:01:39,280 --> 00:01:42,720 this as weather
55 00:01:40,479 --> 00:01:44,079 but whilst weather is a big part of that
56 00:01:42,720 --> 00:01:46,720 the actual work that we were doing
57 00:01:44,079 --> 00:01:47,759 was planet effects so one of the drivers
58 00:01:46,720 --> 00:01:49,119 of the effects
59 00:01:47,759 --> 00:01:51,360 when we talk about rule sets one of the
60 00:01:49,119 --> 00:01:53,200 main things that we did there was wind
61 00:01:51,360 --> 00:01:54,560 the surface type kind of designates what
62 00:01:53,200 --> 00:01:56,240 is that effect gonna be so
63 00:01:54,560 --> 00:01:57,680 is it sand is it snow and then it's the
64 00:01:56,240 --> 00:01:58,719 wind that's actually gonna push those
65 00:01:57,680 --> 00:02:00,640 things around so
66 00:01:58,719 --> 00:02:01,920 when you've got the combination of wind
67 00:02:00,640 --> 00:02:03,920 and surface types together
68 00:02:01,920 --> 00:02:05,280 that gives us the ground storms and the
69 00:02:03,920 --> 00:02:07,439 things that really kind of make it look
70 00:02:05,280 --> 00:02:11,120 very dynamic and spectacular
71 00:02:07,439 --> 00:02:13,599 surface type we use to mark up
72 00:02:11,120 --> 00:02:14,319 our planet terrain basically we have a
73 00:02:13,599 --> 00:02:15,760 list of
74 00:02:14,319 --> 00:02:18,720 surface types that the planet can be
75 00:02:15,760 --> 00:02:22,400 whether that's snow sand soil
76 00:02:18,720 --> 00:02:22,879 rock metal and then that effectively
77 00:02:22,400 --> 00:02:24,959 takes up
78 00:02:22,879 --> 00:02:27,280 the top of our hierarchy for planet
79 00:02:24,959 --> 00:02:29,440 effects where we can tie
80 00:02:27,280 --> 00:02:30,319 a whole library of effects to one
81 00:02:29,440 --> 00:02:31,760 surface type
82 00:02:30,319 --> 00:02:33,760 and then with programming wizardry we
83 00:02:31,760 --> 00:02:34,560 can basically say okay well this whole
84 00:02:33,760 --> 00:02:37,200 area here
85 00:02:34,560 --> 00:02:39,519 is made of snow let's try and spawn all
86 00:02:37,200 --> 00:02:41,360 these snow effects in the library
87 00:02:39,519 --> 00:02:42,560 one of the most important things that we
88 00:02:41,360 --> 00:02:44,560 had to do for this was
89 00:02:42,560 --> 00:02:45,680 some system for level of detail when
90 00:02:44,560 --> 00:02:47,440 you're up in space it's kind of like
91 00:02:45,680 --> 00:02:48,720 different to when you're inside it
92 00:02:47,440 --> 00:02:49,920 plus we don't want to be spawning the
93 00:02:48,720 --> 00:02:51,760 same effects because it's going to be
94 00:02:49,920 --> 00:02:54,080 expensive and we don't want to
95 00:02:51,760 --> 00:02:54,959 melt people's graphics cards so from far
96 00:02:54,080 --> 00:02:57,599 away we can
97 00:02:54,959 --> 00:02:58,640 define a different effect that's maybe a
98 00:02:57,599 --> 00:03:00,159 bit cheaper
99 00:02:58,640 --> 00:03:02,400 looks a bit different and behaves
100 00:03:00,159 --> 00:03:03,440 differently so we can have up to eight
101 00:03:02,400 --> 00:03:05,200 levels of detail
102 00:03:03,440 --> 00:03:06,800 and the closer you get it'll switch out
103 00:03:05,200 --> 00:03:07,360 which level of detail is currently being
104 00:03:06,800 --> 00:03:09,440 spawned
105 00:03:07,360 --> 00:03:11,120 so until you get all the way in and then
106 00:03:09,440 --> 00:03:12,159 that's where a special lodge which is
107 00:03:11,120 --> 00:03:14,239 the fog lodge
108 00:03:12,159 --> 00:03:15,519 start sporting which is the one that's
109 00:03:14,239 --> 00:03:18,480 immediately around you
110 00:03:15,519 --> 00:03:18,959 but we can fill it up with the fog lodge
111 00:03:18,480 --> 00:03:20,800 which is
112 00:03:18,959 --> 00:03:22,000 volumetric fog that we can change the
113 00:03:20,800 --> 00:03:24,720 colour of noise
114 00:03:22,000 --> 00:03:25,760 density whatever else and it gives it a
115 00:03:24,720 --> 00:03:29,280 bit more of a full
116 00:03:25,760 --> 00:03:31,360 feeling to it where you had loads of big
117 00:03:29,280 --> 00:03:32,640 blowing snow particles going past the
118 00:03:31,360 --> 00:03:35,440 camera
119 00:03:32,640 --> 00:03:36,799 so we already had a whole suit of
120 00:03:35,440 --> 00:03:40,000 particle effects
121 00:03:36,799 --> 00:03:41,360 visible on a planet surface but on its
122 00:03:40,000 --> 00:03:43,519 own it doesn't really
123 00:03:41,360 --> 00:03:46,720 sell the idea that you are inside of
124 00:03:43,519 --> 00:03:49,120 that storm or inside of that rain cloud
125 00:03:46,720 --> 00:03:51,120 that's why it was very crucial to add
126 00:03:49,120 --> 00:03:53,439 another layer of that
127 00:03:51,120 --> 00:03:54,799 realism where when you are flying
128 00:03:53,439 --> 00:03:58,159 through a snowstorm
129 00:03:54,799 --> 00:04:01,120 you would see actual tiny molten
130 00:03:58,159 --> 00:04:01,360 pieces of snow on on the visor or if you
131 00:04:01,120 --> 00:04:03,280 are
132 00:04:01,360 --> 00:04:05,040 outside of your vehicle would be your
133 00:04:03,280 --> 00:04:06,080 your uh so it would be canopy on a
134 00:04:05,040 --> 00:04:08,080 spaceship
135 00:04:06,080 --> 00:04:09,519 but divisor on your helmet if you're
136 00:04:08,080 --> 00:04:12,000 outside
137 00:04:09,519 --> 00:04:13,920 and that actually binds these two
138 00:04:12,000 --> 00:04:14,480 elements together where you see all
139 00:04:13,920 --> 00:04:16,720 these
140 00:04:14,480 --> 00:04:18,320 storm effects outside and then you
141 00:04:16,720 --> 00:04:20,479 actually see that affecting
142 00:04:18,320 --> 00:04:22,400 you as a player because it sits
143 00:04:20,479 --> 00:04:24,880 literally on your visor
144 00:04:22,400 --> 00:04:25,440 it affects your vision essentially which
145 00:04:24,880 --> 00:04:27,120 is
146 00:04:25,440 --> 00:04:28,880 not directly affecting the gameplay as
147 00:04:27,120 --> 00:04:30,560 well because
148 00:04:28,880 --> 00:04:32,080 it's not a statistic where the
149 00:04:30,560 --> 00:04:34,479 visibility is reduced
150 00:04:32,080 --> 00:04:35,440 it's actually you having problems seeing
151 00:04:34,479 --> 00:04:37,120 objects
152 00:04:35,440 --> 00:04:39,759 so i think that's that's a really nice
153 00:04:37,120 --> 00:04:42,160 way of using visuals to drive to
154 00:04:39,759 --> 00:04:44,639 gameplay but also making you feel
155 00:04:42,160 --> 00:04:45,600 as if the temperature was low it was
156 00:04:44,639 --> 00:04:48,639 actually
157 00:04:45,600 --> 00:04:50,000 you've in the winter so what's the
158 00:04:48,639 --> 00:04:52,240 difference between
159 00:04:50,000 --> 00:04:53,600 planetary effects and weather well
160 00:04:52,240 --> 00:04:54,960 really there is no difference in terms
161 00:04:53,600 --> 00:04:57,600 of the effects themselves
162 00:04:54,960 --> 00:04:59,040 it's basically building a system for
163 00:04:57,600 --> 00:05:00,720 planetary effects that will
164 00:04:59,040 --> 00:05:02,479 feed into weather when we do get dynamic
165 00:05:00,720 --> 00:05:04,240 weather further down the line the v4
166 00:05:02,479 --> 00:05:05,520 tech really enabled us to do a lot of
167 00:05:04,240 --> 00:05:06,000 that stuff that we couldn't previously
168 00:05:05,520 --> 00:05:08,880 do with the
169 00:05:06,000 --> 00:05:11,039 with planet tech v3 and the actual the
170 00:05:08,880 --> 00:05:12,560 things that drive the effects are really
171 00:05:11,039 --> 00:05:14,320 the important part of this process and
172 00:05:12,560 --> 00:05:17,280 one of those drivers will be weather
173 00:05:14,320 --> 00:05:19,680 so what we've actually got in 3.8 is we
174 00:05:17,280 --> 00:05:22,800 have surface types and we have the wind
175 00:05:19,680 --> 00:05:25,840 so we have this global wind map
176 00:05:22,800 --> 00:05:26,720 this is right now the the best way for
177 00:05:25,840 --> 00:05:28,560 us to control
178 00:05:26,720 --> 00:05:30,000 where there will be wind and where there
179 00:05:28,560 --> 00:05:32,880 won't be wind and to change
180 00:05:30,000 --> 00:05:33,680 when dynamically this is a texture
181 00:05:32,880 --> 00:05:35,600 wrapped around
182 00:05:33,680 --> 00:05:38,080 the planet and it defines the wind
183 00:05:35,600 --> 00:05:40,960 direction and wind speed
184 00:05:38,080 --> 00:05:42,080 with this wind map it's quite easy to
185 00:05:40,960 --> 00:05:43,919 change
186 00:05:42,080 --> 00:05:45,360 for artists to say like we want to have
187 00:05:43,919 --> 00:05:48,479 like strong winds in a certain
188 00:05:45,360 --> 00:05:49,120 position but we can also rotate this
189 00:05:48,479 --> 00:05:51,520 wind map
190 00:05:49,120 --> 00:05:53,199 and that's what we used in citizencom to
191 00:05:51,520 --> 00:05:55,520 make the storm
192 00:05:53,199 --> 00:05:57,280 appear for 3a we will also have these
193 00:05:55,520 --> 00:05:58,160 rotating mint maps to create some kind
194 00:05:57,280 --> 00:06:01,520 of dynamic
195 00:05:58,160 --> 00:06:03,039 weather on most of the planets even with
196 00:06:01,520 --> 00:06:04,479 all the kind of planning in the world
197 00:06:03,039 --> 00:06:06,080 there's always going to be things that
198 00:06:04,479 --> 00:06:07,199 you realize as you're making things so
199 00:06:06,080 --> 00:06:08,560 to be honest
200 00:06:07,199 --> 00:06:09,919 as a process it's been really
201 00:06:08,560 --> 00:06:12,080 interesting there's been lots of new
202 00:06:09,919 --> 00:06:14,160 ideas that we've had as we've been
203 00:06:12,080 --> 00:06:16,160 implementing existing ideas it might
204 00:06:14,160 --> 00:06:17,840 have been there's several examples where
205 00:06:16,160 --> 00:06:19,600 we kind of thought better ways to do it
206 00:06:17,840 --> 00:06:20,720 there was new optimizations that came in
207 00:06:19,600 --> 00:06:22,319 that we hadn't really thought about
208 00:06:20,720 --> 00:06:23,759 previously but became very obvious as we
209 00:06:22,319 --> 00:06:25,039 started to see the effects covering
210 00:06:23,759 --> 00:06:28,639 planets and from
211 00:06:25,039 --> 00:06:28,639 providing space and things like that
212 00:06:29,360 --> 00:06:32,880 when using particle system to spawn this
213 00:06:31,840 --> 00:06:35,919 high number of
214 00:06:32,880 --> 00:06:38,000 particles in order to do that we need to
215 00:06:35,919 --> 00:06:38,960 implement a number of optimization
216 00:06:38,000 --> 00:06:41,840 techniques
217 00:06:38,960 --> 00:06:42,800 one thing we had to do was implement a
218 00:06:41,840 --> 00:06:44,880 technique called
219 00:06:42,800 --> 00:06:46,479 hof rest and the way it works is you
220 00:06:44,880 --> 00:06:49,840 only render to a fraction
221 00:06:46,479 --> 00:06:50,960 of full resolution obviously reduces the
222 00:06:49,840 --> 00:06:53,919 quality
223 00:06:50,960 --> 00:06:55,360 and in order to combat that we have
224 00:06:53,919 --> 00:06:57,680 implemented some
225 00:06:55,360 --> 00:06:58,880 custom filters that we apply when we
226 00:06:57,680 --> 00:07:02,000 scale up
227 00:06:58,880 --> 00:07:05,039 and this results in hardly any visual
228 00:07:02,000 --> 00:07:08,319 difference but a considerate
229 00:07:05,039 --> 00:07:09,199 boost in performance so pre-aged
230 00:07:08,319 --> 00:07:11,360 particle is a
231 00:07:09,199 --> 00:07:13,039 new feature that we're we're
232 00:07:11,360 --> 00:07:14,240 implementing right now it's going to go
233 00:07:13,039 --> 00:07:16,720 in the immediate future
234 00:07:14,240 --> 00:07:17,919 right now when we move a certain
235 00:07:16,720 --> 00:07:20,880 distance away
236 00:07:17,919 --> 00:07:21,919 from where we were 10 seconds ago those
237 00:07:20,880 --> 00:07:24,560 particles
238 00:07:21,919 --> 00:07:25,759 could still exist which is expensive so
239 00:07:24,560 --> 00:07:26,800 instead what we're going to do is you
240 00:07:25,759 --> 00:07:28,800 move away
241 00:07:26,800 --> 00:07:30,160 those particles get deleted because you
242 00:07:28,800 --> 00:07:31,919 don't see them anymore
243 00:07:30,160 --> 00:07:33,360 and now we're going to spawn particles
244 00:07:31,919 --> 00:07:34,400 that have already aged a bit and give
245 00:07:33,360 --> 00:07:37,520 the impression that they
246 00:07:34,400 --> 00:07:39,680 already existed rather than them
247 00:07:37,520 --> 00:07:41,039 being born and aging from scratch we
248 00:07:39,680 --> 00:07:42,240 should give the impression that the the
249 00:07:41,039 --> 00:07:44,720 planet is
250 00:07:42,240 --> 00:07:46,080 constantly spawning these effects and
251 00:07:44,720 --> 00:07:49,919 they existed even though
252 00:07:46,080 --> 00:07:49,919 they weren't in your render distance
253 00:07:50,400 --> 00:07:54,080 so the work that we've done on on
254 00:07:52,560 --> 00:07:55,360 planetary effects through the year
255 00:07:54,080 --> 00:07:57,280 really even from the very start of the
256 00:07:55,360 --> 00:07:58,960 year it's been a really long road
257 00:07:57,280 --> 00:08:00,560 we've put everything into it really as a
258 00:07:58,960 --> 00:08:01,919 team we've been really focused
259 00:08:00,560 --> 00:08:03,360 we had that kind of high level goals
260 00:08:01,919 --> 00:08:04,720 right from the start and we've stuck to
261 00:08:03,360 --> 00:08:06,720 them we've been really true to what we
262 00:08:04,720 --> 00:08:07,919 wanted to achieve
263 00:08:06,720 --> 00:08:09,440 it's been a it's been a kind of long
264 00:08:07,919 --> 00:08:10,160 journey i guess but we're really excited
265 00:08:09,440 --> 00:08:13,440 to see
266 00:08:10,160 --> 00:08:16,319 their results in 3.8
267 00:08:13,440 --> 00:08:18,319 spaceships for all the various aspects
268 00:08:16,319 --> 00:08:20,479 that make up the star citizen universe
269 00:08:18,319 --> 00:08:21,440 things always seem to come back to your
270 00:08:20,479 --> 00:08:23,520 spaceship
271 00:08:21,440 --> 00:08:24,479 for some a ship can serve as a home away
272 00:08:23,520 --> 00:08:27,280 from home
273 00:08:24,479 --> 00:08:28,160 for others simply a means to an end
274 00:08:27,280 --> 00:08:29,919 rather still
275 00:08:28,160 --> 00:08:31,360 maybe just a way to show off to your
276 00:08:29,919 --> 00:08:34,560 friends and enemies
277 00:08:31,360 --> 00:08:35,360 of star citizen's 160 plus spaceships
278 00:08:34,560 --> 00:08:37,200 and vehicles
279 00:08:35,360 --> 00:08:38,880 it's pretty easy to find a ship and
280 00:08:37,200 --> 00:08:40,560 reason that's right for you
281 00:08:38,880 --> 00:08:42,159 and the folks at crusader industries
282 00:08:40,560 --> 00:08:43,839 have a new offering that they think
283 00:08:42,159 --> 00:08:45,760 you're going to be interested in
284 00:08:43,839 --> 00:08:47,680 that's why we sat down with john crew
285 00:08:45,760 --> 00:08:50,000 and paul jones to find out more
286 00:08:47,680 --> 00:08:52,320 about the recently announced aries
287 00:08:50,000 --> 00:08:55,040 starfighter
288 00:08:52,320 --> 00:08:55,839 so the aries starfighter is another
289 00:08:55,040 --> 00:08:58,160 heavy fighter
290 00:08:55,839 --> 00:09:00,399 that fits in our universe to complement
291 00:08:58,160 --> 00:09:02,880 the vanguard and the f8
292 00:09:00,399 --> 00:09:03,680 so this was going to be relatively small
293 00:09:02,880 --> 00:09:06,959 craft
294 00:09:03,680 --> 00:09:09,760 but with a massive punch and that
295 00:09:06,959 --> 00:09:11,120 in a nutshell was what is what we were
296 00:09:09,760 --> 00:09:13,920 given
297 00:09:11,120 --> 00:09:16,000 the ares with its size 7 gun is great
298 00:09:13,920 --> 00:09:17,760 for tackling large and capital ships and
299 00:09:16,000 --> 00:09:20,000 heavily armored ground
300 00:09:17,760 --> 00:09:21,760 targets it's the star citizen equivalent
301 00:09:20,000 --> 00:09:24,080 of the a-10
302 00:09:21,760 --> 00:09:25,200 it also has a big complement of size
303 00:09:24,080 --> 00:09:28,080 through missiles
304 00:09:25,200 --> 00:09:29,040 held in both external missile pods or
305 00:09:28,080 --> 00:09:32,080 missile racks
306 00:09:29,040 --> 00:09:34,240 that can be customized and then it also
307 00:09:32,080 --> 00:09:35,920 has some internal bespoke racks
308 00:09:34,240 --> 00:09:37,760 that keep it all internally inside the
309 00:09:35,920 --> 00:09:40,480 body and just feeds them out in a big
310 00:09:37,760 --> 00:09:42,560 magazine style launcher
311 00:09:40,480 --> 00:09:44,560 we did quite a lot of variations with
312 00:09:42,560 --> 00:09:45,440 guns in different places in the center
313 00:09:44,560 --> 00:09:48,959 on the side
314 00:09:45,440 --> 00:09:51,519 we even looked at going to an s6
315 00:09:48,959 --> 00:09:52,959 which is only one drop of one number but
316 00:09:51,519 --> 00:09:55,839 in terms of
317 00:09:52,959 --> 00:09:57,279 meters it's quite big and then when you
318 00:09:55,839 --> 00:10:00,000 went to an s6 the ship
319 00:09:57,279 --> 00:10:01,279 then it looked more like a ship with a
320 00:10:00,000 --> 00:10:05,360 gun attached
321 00:10:01,279 --> 00:10:06,720 rather than a gun with a ship attached
322 00:10:05,360 --> 00:10:09,200 so we have two variants for the
323 00:10:06,720 --> 00:10:10,720 starfighter uh one more energy focus one
324 00:10:09,200 --> 00:10:13,360 ballistic focused
325 00:10:10,720 --> 00:10:14,000 that they are full hull variants they're
326 00:10:13,360 --> 00:10:16,720 not uh
327 00:10:14,000 --> 00:10:18,720 just sort of named variants the the
328 00:10:16,720 --> 00:10:20,560 energy one the ion
329 00:10:18,720 --> 00:10:22,240 has an energy cannon by default but it
330 00:10:20,560 --> 00:10:24,240 also has an additional
331 00:10:22,240 --> 00:10:26,000 power plant shield and cooler to power
332 00:10:24,240 --> 00:10:27,920 that because it is essentially
333 00:10:26,000 --> 00:10:29,760 a capital size weapon on a medium ship
334 00:10:27,920 --> 00:10:31,360 so it's well outside the normal
335 00:10:29,760 --> 00:10:33,920 parameters for a ship
336 00:10:31,360 --> 00:10:36,160 so that is quite a difference to the
337 00:10:33,920 --> 00:10:38,720 inferno ballistic version which has a
338 00:10:36,160 --> 00:10:40,480 ballistic repeater sort of gatling gun
339 00:10:38,720 --> 00:10:41,200 on it that doesn't need the extra power
340 00:10:40,480 --> 00:10:44,079 plant
341 00:10:41,200 --> 00:10:44,959 and cooler to function so it trades that
342 00:10:44,079 --> 00:10:47,200 out for
343 00:10:44,959 --> 00:10:48,240 extra ammo capacity it has much heavier
344 00:10:47,200 --> 00:10:51,360 armor which the
345 00:10:48,240 --> 00:10:52,640 ion doesn't have because it
346 00:10:51,360 --> 00:10:53,839 needs those extra components to function
347 00:10:52,640 --> 00:10:56,240 so it can't deal with the extra weight
348 00:10:53,839 --> 00:10:58,480 of armor on top so you have
349 00:10:56,240 --> 00:11:00,720 one ship with two different play styles
350 00:10:58,480 --> 00:11:04,880 within the single gun
351 00:11:00,720 --> 00:11:06,560 ship range so what we learned this week
352 00:11:04,880 --> 00:11:07,920 we learned that the biggest and baddest
353 00:11:06,560 --> 00:11:09,279 of features can often take the
354 00:11:07,920 --> 00:11:11,040 collective efforts of teams and
355 00:11:09,279 --> 00:11:12,720 disciplines across the world
356 00:11:11,040 --> 00:11:14,320 that planetary effects are the first
357 00:11:12,720 --> 00:11:15,040 major milestone on the road to
358 00:11:14,320 --> 00:11:16,959 full-scale
359 00:11:15,040 --> 00:11:18,079 dynamic global weather making its way to
360 00:11:16,959 --> 00:11:20,079 star citizen
361 00:11:18,079 --> 00:11:22,240 and that crusader spaceships aren't just
362 00:11:20,079 --> 00:11:24,000 intended to excel in their given task
363 00:11:22,240 --> 00:11:25,279 they clearly want you to look cool as
364 00:11:24,000 --> 00:11:27,200 all heck doing it
365 00:11:25,279 --> 00:11:29,640 for inside star citizen i'm jared
366 00:11:27,200 --> 00:11:34,289 huckabee we'll see you next week
367 00:11:29,640 --> 00:11:34,289 [Music]
368 00:11:37,440 --> 00:11:40,959 thanks for watching for the latest and
369 00:11:38,880 --> 00:11:42,720 greatest in star citizen squadron 42
370 00:11:40,959 --> 00:11:44,560 you can subscribe to our channel or you
371 00:11:42,720 --> 00:11:48,079 can check out some of the other shows
372 00:11:44,560 --> 00:11:48,079 and you can also head to our website at
373 00:11:48,839 --> 00:11:56,880 www.robertsspaceindustries.com
374 00:11:50,240 --> 00:11:58,959 thank you very much for watching
375 00:11:56,880 --> 00:11:58,959 you
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