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The Inside Star Citizen episode Storm Warning - Fall 2019 was published on December 12, 2019 on CIG's YouTube channel.

Topics and timestamps[]

Topic Timestamp

Video[]

Inside_Star_Citizen-_Storm_Warning_-_Fall_2019
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Transcript[]

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

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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