The Inside Star Citizen episode The PTU and You - 3.5 Ep. 9 was published on June 20, 2019 on CIG's YouTube channel.
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1 00:00:05,200 --> 00:00:09,679 a famous person once said
2 00:00:07,040 --> 00:00:11,519 walk softly and carry a big stick and
3 00:00:09,679 --> 00:00:12,960 the universe of star citizen that might
4 00:00:11,519 --> 00:00:15,040 be best paraphrased is
5 00:00:12,960 --> 00:00:16,160 carry the right stick and you can walk
6 00:00:15,040 --> 00:00:17,680 wherever you'd like
7 00:00:16,160 --> 00:00:19,520 whether you find yourself walking the
8 00:00:17,680 --> 00:00:21,279 savannahs of hurston or beneath the
9 00:00:19,520 --> 00:00:23,199 surface of our corpse moons or even
10 00:00:21,279 --> 00:00:25,519 within the confines of massive ships
11 00:00:23,199 --> 00:00:27,680 like the reclaimer or the 890 junk
12 00:00:25,519 --> 00:00:29,279 when conflict arises it's important you
13 00:00:27,680 --> 00:00:31,279 have the right stick to the job
14 00:00:29,279 --> 00:00:33,280 whether that's a new pistol from bearing
15 00:00:31,279 --> 00:00:34,719 or a machine gun from klaus and warner
16 00:00:33,280 --> 00:00:38,239 let's go ahead and let johnny tell us
17 00:00:34,719 --> 00:00:41,200 more do you want to join the action shot
18 00:00:38,239 --> 00:00:42,480 so we're watching some of the videos
19 00:00:41,200 --> 00:00:43,760 from like four years ago that we did
20 00:00:42,480 --> 00:00:44,000 here and a lot of them were literally
21 00:00:43,760 --> 00:00:45,600 like
22 00:00:44,000 --> 00:00:47,680 camera behind them they turned around
23 00:00:45,600 --> 00:00:49,860 and i was like and then started talking
24 00:00:47,680 --> 00:00:53,600 it was great
25 00:00:49,860 --> 00:00:54,879 [Music]
26 00:00:53,600 --> 00:00:56,559 so what i wanted to do today was give
27 00:00:54,879 --> 00:00:57,120 you a bit of a sneak peek at the two
28 00:00:56,559 --> 00:00:59,680 weapons
29 00:00:57,120 --> 00:01:02,079 that we've got coming out for 3.6 this
30 00:00:59,680 --> 00:01:03,199 is the bearing it's 38 pistol and the
31 00:01:02,079 --> 00:01:05,840 class inverter
32 00:01:03,199 --> 00:01:07,200 lumen 5 smg just keep in mind that these
33 00:01:05,840 --> 00:01:09,119 are very work in progress at the moment
34 00:01:07,200 --> 00:01:10,159 they're not quite release ready so
35 00:01:09,119 --> 00:01:11,439 just take everything with a bit of a
36 00:01:10,159 --> 00:01:12,560 pinch of salt and anything that you see
37 00:01:11,439 --> 00:01:13,520 on here that doesn't quite look right
38 00:01:12,560 --> 00:01:15,040 will probably be
39 00:01:13,520 --> 00:01:16,799 fixed by the time you get your hands on
40 00:01:15,040 --> 00:01:19,360 them
41 00:01:16,799 --> 00:01:21,439 we'll start with the bering s38 pistol
42 00:01:19,360 --> 00:01:24,560 then so here it is in game
43 00:01:21,439 --> 00:01:26,400 so this pistol is kind of
44 00:01:24,560 --> 00:01:28,240 a bit of a middle ground between the
45 00:01:26,400 --> 00:01:29,040 lh86 the gemini pistol that we've
46 00:01:28,240 --> 00:01:31,759 currently got
47 00:01:29,040 --> 00:01:32,240 and the kastak arms coda which is the
48 00:01:31,759 --> 00:01:35,040 big
49 00:01:32,240 --> 00:01:35,520 old style revolver kind of 50 cal pistol
50 00:01:35,040 --> 00:01:36,880 that does
51 00:01:35,520 --> 00:01:39,040 you know really heavy damage fires
52 00:01:36,880 --> 00:01:40,880 incredibly slowly whereas the l86 you
53 00:01:39,040 --> 00:01:42,159 can kind of fire incredibly fast and it
54 00:01:40,880 --> 00:01:44,000 fires a bit lighter ammo so
55 00:01:42,159 --> 00:01:46,000 yeah like i say this one's a bit in
56 00:01:44,000 --> 00:01:47,439 between the two so you won't quite get
57 00:01:46,000 --> 00:01:48,399 the same five speed as you can from the
58 00:01:47,439 --> 00:01:50,000 l86
59 00:01:48,399 --> 00:01:51,439 you can still fire quite fast at shorter
60 00:01:50,000 --> 00:01:52,320 ranges and it's still reasonably
61 00:01:51,439 --> 00:01:54,079 accurate from the hip
62 00:01:52,320 --> 00:01:55,520 but you'll also find that it's actually
63 00:01:54,079 --> 00:01:57,200 pretty accurate longer ranges as well
64 00:01:55,520 --> 00:01:59,520 you're still hitting reasonably reliably
65 00:01:57,200 --> 00:02:00,159 at 30 40 even 50 meters with this
66 00:01:59,520 --> 00:02:02,719 handgun
67 00:02:00,159 --> 00:02:04,000 if i if you eat if you eat while doing
68 00:02:02,719 --> 00:02:08,000 it
69 00:02:04,000 --> 00:02:09,840 i could feed you if you want
70 00:02:08,000 --> 00:02:12,319 all right right right all right let me
71 00:02:09,840 --> 00:02:12,319 just uh
72 00:02:12,959 --> 00:02:16,160 so this one is the classroom burner
73 00:02:15,200 --> 00:02:18,720 lumen5
74 00:02:16,160 --> 00:02:20,480 laser smg here it is in game so as you
75 00:02:18,720 --> 00:02:21,920 can see yeah it kind of looks like
76 00:02:20,480 --> 00:02:23,440 the other classroom on weapons with a
77 00:02:21,920 --> 00:02:24,959 bit of a twist it's much shorter the
78 00:02:23,440 --> 00:02:26,400 front's a lot more different and there's
79 00:02:24,959 --> 00:02:27,920 kind of a few extra different
80 00:02:26,400 --> 00:02:29,760 bits and pieces on there that
81 00:02:27,920 --> 00:02:30,879 differentiate it from the others so this
82 00:02:29,760 --> 00:02:32,480 one's actually very interesting when it
83 00:02:30,879 --> 00:02:33,760 comes to fire behavior because it's a
84 00:02:32,480 --> 00:02:34,720 fire mode that we've never really played
85 00:02:33,760 --> 00:02:36,560 around with before
86 00:02:34,720 --> 00:02:38,640 we've been calling it a full auto burst
87 00:02:36,560 --> 00:02:40,400 so it does fire in bursts
88 00:02:38,640 --> 00:02:41,599 kind of like the uh classic runner
89 00:02:40,400 --> 00:02:42,560 assault rifle and a couple of the other
90 00:02:41,599 --> 00:02:44,080 weapons that we've got
91 00:02:42,560 --> 00:02:45,840 you can hold the trigger down to keep
92 00:02:44,080 --> 00:02:47,120 looping the burst fire
93 00:02:45,840 --> 00:02:49,040 so it behaves a little bit more like an
94 00:02:47,120 --> 00:02:51,040 smg but you get the burst behavior that
95 00:02:49,040 --> 00:02:53,040 you would from a classroom burner weapon
96 00:02:51,040 --> 00:02:54,560 so as you can see yeah at shorter ranges
97 00:02:53,040 --> 00:02:55,440 like five meters you can just have put
98 00:02:54,560 --> 00:02:56,879 the hammer down
99 00:02:55,440 --> 00:02:58,720 keep firing these rounds out and do a
100 00:02:56,879 --> 00:03:00,159 devastating amount of damage or at
101 00:02:58,720 --> 00:03:02,800 longer ranges
102 00:03:00,159 --> 00:03:03,200 you can you know even 40 50 meters again
103 00:03:02,800 --> 00:03:04,560 like
104 00:03:03,200 --> 00:03:05,840 you're still reasonably accurate with
105 00:03:04,560 --> 00:03:07,040 these bursts if you control them
106 00:03:05,840 --> 00:03:08,560 manually
107 00:03:07,040 --> 00:03:10,640 so that's what we've been working on for
108 00:03:08,560 --> 00:03:11,680 3.6 we're really excited to get these
109 00:03:10,640 --> 00:03:13,680 weapons in your hands
110 00:03:11,680 --> 00:03:15,440 so we've got the s38 pistol we've got
111 00:03:13,680 --> 00:03:16,400 the lumen5 smg
112 00:03:15,440 --> 00:03:17,840 and we're working very hard on
113 00:03:16,400 --> 00:03:19,680 attachment so hopefully those will be in
114 00:03:17,840 --> 00:03:22,000 your hands very soon
115 00:03:19,680 --> 00:03:23,440 building the best damn space sim ever is
116 00:03:22,000 --> 00:03:25,440 a collaborative process
117 00:03:23,440 --> 00:03:26,879 not just between the teams in our five
118 00:03:25,440 --> 00:03:28,720 studios around the world
119 00:03:26,879 --> 00:03:30,480 but with the thousands of star citizens
120 00:03:28,720 --> 00:03:32,560 that participate every quarter
121 00:03:30,480 --> 00:03:34,000 in our public test universe the place
122 00:03:32,560 --> 00:03:35,599 where each patch goes through an
123 00:03:34,000 --> 00:03:37,280 extensive shakedown process
124 00:03:35,599 --> 00:03:39,040 and the dually deputized members of our
125 00:03:37,280 --> 00:03:41,120 community that's you
126 00:03:39,040 --> 00:03:42,640 help us identify and prioritize the most
127 00:03:41,120 --> 00:03:43,200 egregious of blockers that must be
128 00:03:42,640 --> 00:03:45,200 cleared
129 00:03:43,200 --> 00:03:46,799 before moving to our live environment
130 00:03:45,200 --> 00:03:47,920 this week we talked with members of our
131 00:03:46,799 --> 00:03:49,920 player relations team
132 00:03:47,920 --> 00:03:51,280 to find out more about how you can help
133 00:03:49,920 --> 00:03:54,560 this development process
134 00:03:51,280 --> 00:03:54,560 with every major patch
135 00:03:55,840 --> 00:03:59,120 so what is public test universe and why
136 00:03:57,920 --> 00:04:01,040 is it important
137 00:03:59,120 --> 00:04:03,120 well in our development pipeline right
138 00:04:01,040 --> 00:04:04,560 software gets built it gets tested by
139 00:04:03,120 --> 00:04:06,319 our internal qa
140 00:04:04,560 --> 00:04:08,000 and then before it gets to live it needs
141 00:04:06,319 --> 00:04:08,879 a little bit of massaging and extra
142 00:04:08,000 --> 00:04:11,360 testing
143 00:04:08,879 --> 00:04:12,560 it goes up to an external server the ptu
144 00:04:11,360 --> 00:04:14,239 public test universe
145 00:04:12,560 --> 00:04:16,160 and that's where volunteer players can
146 00:04:14,239 --> 00:04:16,799 go check out the new content and we can
147 00:04:16,160 --> 00:04:20,160 do
148 00:04:16,799 --> 00:04:21,840 several updates uh sometimes uh a lot of
149 00:04:20,160 --> 00:04:23,840 updates before it gets out to the live
150 00:04:21,840 --> 00:04:25,280 audience yeah another thing we can do
151 00:04:23,840 --> 00:04:26,720 with the ptu is we can actually be a
152 00:04:25,280 --> 00:04:29,040 little bit experimental and a good
153 00:04:26,720 --> 00:04:30,960 example of that was during ifcs testing
154 00:04:29,040 --> 00:04:32,479 we can tune numbers and give it to
155 00:04:30,960 --> 00:04:33,520 players see what they think about it and
156 00:04:32,479 --> 00:04:34,720 then tune them again
157 00:04:33,520 --> 00:04:36,080 and give it back and see what they think
158 00:04:34,720 --> 00:04:38,080 about it and kind of work iteratively
159 00:04:36,080 --> 00:04:40,400 from there so we have several waves the
160 00:04:38,080 --> 00:04:42,080 first wave is the evocati wave
161 00:04:40,400 --> 00:04:43,680 and these are usually our most dedicated
162 00:04:42,080 --> 00:04:45,199 testers they spent the most time playing
163 00:04:43,680 --> 00:04:46,880 the game they spent the most time on the
164 00:04:45,199 --> 00:04:48,240 issue council they're very familiar with
165 00:04:46,880 --> 00:04:50,479 the game and the systems
166 00:04:48,240 --> 00:04:52,320 and we throw them basically our ross
167 00:04:50,479 --> 00:04:54,160 product this stuff is very new
168 00:04:52,320 --> 00:04:56,000 it's very fresh it's very buggy but
169 00:04:54,160 --> 00:04:57,600 they're able to identify those
170 00:04:56,000 --> 00:04:59,199 bugs easily and quickly because they're
171 00:04:57,600 --> 00:05:00,960 so familiar with the gameplay
172 00:04:59,199 --> 00:05:02,800 out of that we run several surveys to
173 00:05:00,960 --> 00:05:04,560 collect the feedback at the feedback at
174 00:05:02,800 --> 00:05:05,600 that point gets collected by michael
175 00:05:04,560 --> 00:05:08,000 bayor smith
176 00:05:05,600 --> 00:05:09,120 he coordinates with jake ross in
177 00:05:08,000 --> 00:05:10,800 production
178 00:05:09,120 --> 00:05:12,960 and we put all of that feedback into
179 00:05:10,800 --> 00:05:14,720 various silos that could be
180 00:05:12,960 --> 00:05:16,639 flight that could be missions it could
181 00:05:14,720 --> 00:05:19,039 be characters that could be grouping you
182 00:05:16,639 --> 00:05:21,199 name it well that goes into
183 00:05:19,039 --> 00:05:22,160 the development pipeline for for future
184 00:05:21,199 --> 00:05:23,919 updates
185 00:05:22,160 --> 00:05:25,360 when we go to wave one which is
186 00:05:23,919 --> 00:05:27,440 concierge subscribers we're usually
187 00:05:25,360 --> 00:05:27,840 looking for higher concurrency to let us
188 00:05:27,440 --> 00:05:30,000 test
189 00:05:27,840 --> 00:05:31,520 load on the systems let's test lots of
190 00:05:30,000 --> 00:05:33,039 players playing at once and lots of
191 00:05:31,520 --> 00:05:33,680 players pushing the services and all of
192 00:05:33,039 --> 00:05:36,080 our systems
193 00:05:33,680 --> 00:05:37,440 are very very high and then we expand
194 00:05:36,080 --> 00:05:39,199 from there when we want more and more
195 00:05:37,440 --> 00:05:39,919 players as we're going on into wave 2
196 00:05:39,199 --> 00:05:42,240 and
197 00:05:39,919 --> 00:05:44,080 finally to everybody so the whole wave
198 00:05:42,240 --> 00:05:46,080 system starting with evocati all the way
199 00:05:44,080 --> 00:05:47,440 through up to every one is a really good
200 00:05:46,080 --> 00:05:49,039 way for players to
201 00:05:47,440 --> 00:05:50,400 engage with the development and for
202 00:05:49,039 --> 00:05:51,680 development to see how players are
203 00:05:50,400 --> 00:05:53,360 playing the game and just work
204 00:05:51,680 --> 00:05:54,880 back and forth across that line to sort
205 00:05:53,360 --> 00:05:57,039 of build the product together and to
206 00:05:54,880 --> 00:05:59,360 test it together and make it better
207 00:05:57,039 --> 00:06:00,720 and we also are still listening when we
208 00:05:59,360 --> 00:06:02,319 go live that's when we're still
209 00:06:00,720 --> 00:06:03,600 collecting feedback we're still working
210 00:06:02,319 --> 00:06:05,280 iteratively we're still looking at all
211 00:06:03,600 --> 00:06:06,080 of your comments so that we can move
212 00:06:05,280 --> 00:06:08,240 forward into the next
213 00:06:06,080 --> 00:06:10,639 build and make corrections from there so
214 00:06:08,240 --> 00:06:11,520 recently we added about 1500 backers to
215 00:06:10,639 --> 00:06:14,479 the evocati
216 00:06:11,520 --> 00:06:16,960 so the evocati are selected by two ways
217 00:06:14,479 --> 00:06:19,680 it's most frequently played
218 00:06:16,960 --> 00:06:20,960 on on live and is from our issue council
219 00:06:19,680 --> 00:06:22,560 participation
220 00:06:20,960 --> 00:06:24,880 if anyone is interested in getting
221 00:06:22,560 --> 00:06:26,400 involved in evocati play more
222 00:06:24,880 --> 00:06:29,039 get on the issue council you're going to
223 00:06:26,400 --> 00:06:31,680 get selected on a long enough timeline
224 00:06:29,039 --> 00:06:33,440 hey everybody you know what time it is
225 00:06:31,680 --> 00:06:36,240 it's sprint report time
226 00:06:33,440 --> 00:06:38,000 what the hell was that use that we're
227 00:06:36,240 --> 00:06:40,560 using that one go
228 00:06:38,000 --> 00:06:41,919 trains everyone loves trains and our eu
229 00:06:40,560 --> 00:06:44,160 feature teams have been working on
230 00:06:41,919 --> 00:06:46,400 transit tech improvements like this demo
231 00:06:44,160 --> 00:06:48,080 of a new train manager that expands the
232 00:06:46,400 --> 00:06:49,120 number of cars that we can have on a
233 00:06:48,080 --> 00:06:50,880 single line
234 00:06:49,120 --> 00:06:52,479 i'm looking at you lauraville now this
235 00:06:50,880 --> 00:06:53,039 new system will let designers set an
236 00:06:52,479 --> 00:06:54,720 interval
237 00:06:53,039 --> 00:06:56,240 of how often they want trains to appear
238 00:06:54,720 --> 00:06:57,759 at a station and the system will
239 00:06:56,240 --> 00:06:58,639 automatically generate the appropriate
240 00:06:57,759 --> 00:07:00,800 amount of cars
241 00:06:58,639 --> 00:07:02,560 and time them to achieve their goal in
242 00:07:00,800 --> 00:07:04,240 ship damage news have you ever noticed
243 00:07:02,560 --> 00:07:05,919 how you can damage a ship and strip away
244 00:07:04,240 --> 00:07:07,520 the outer hull but once you separate
245 00:07:05,919 --> 00:07:09,120 apart like a wing the personalized
246 00:07:07,520 --> 00:07:11,199 damage you've done is gone
247 00:07:09,120 --> 00:07:13,520 well not anymore because our us feature
248 00:07:11,199 --> 00:07:14,960 teams have been working on shared uv2
249 00:07:13,520 --> 00:07:15,680 damage between ship hulls and their
250 00:07:14,960 --> 00:07:17,199 debris
251 00:07:15,680 --> 00:07:18,720 so when you write your name in the side
252 00:07:17,199 --> 00:07:20,479 of someone ships with your weapons you
253 00:07:18,720 --> 00:07:20,800 can rest comfortably knowing it'll stay
254 00:07:20,479 --> 00:07:23,919 there
255 00:07:20,800 --> 00:07:23,919 once you finish the job
256 00:07:24,000 --> 00:07:27,120 and finally we've got updates from the
257 00:07:25,520 --> 00:07:29,039 vfx team's current sprint
258 00:07:27,120 --> 00:07:31,199 starting with the first pass vfx for the
259 00:07:29,039 --> 00:07:32,479 neutron repeater an upcoming ship weapon
260 00:07:31,199 --> 00:07:33,759 scheduled to make its way to you in
261 00:07:32,479 --> 00:07:35,840 alpha 3.6
262 00:07:33,759 --> 00:07:37,520 now besides the sweet colors on display
263 00:07:35,840 --> 00:07:38,160 what's really neat here is the glow in
264 00:07:37,520 --> 00:07:40,240 the back
265 00:07:38,160 --> 00:07:42,080 is directly tied to the heat exchange of
266 00:07:40,240 --> 00:07:43,599 the weapon so it changes color depending
267 00:07:42,080 --> 00:07:46,160 on how much exertion you put on it
268 00:07:43,599 --> 00:07:46,160 kind of like me
269 00:07:48,080 --> 00:07:52,000 this next clip is an exaggerated example
270 00:07:50,240 --> 00:07:53,520 of progress being made on a bucket list
271 00:07:52,000 --> 00:07:55,919 item for the vfx team
272 00:07:53,520 --> 00:07:57,759 tinted impact effects now it's a small
273 00:07:55,919 --> 00:07:59,039 thing but many times when you fire a
274 00:07:57,759 --> 00:08:01,120 weapon into the ground you'll see a
275 00:07:59,039 --> 00:08:02,400 nondescript puff of gray smoke or debris
276 00:08:01,120 --> 00:08:02,960 that looks like it could have come from
277 00:08:02,400 --> 00:08:04,720 anywhere
278 00:08:02,960 --> 00:08:06,639 but early work has begun on this new
279 00:08:04,720 --> 00:08:07,919 feature that will allow particles to
280 00:08:06,639 --> 00:08:09,280 inherit their color
281 00:08:07,919 --> 00:08:11,440 from the particular surface you're
282 00:08:09,280 --> 00:08:12,400 shooting at an incredibly small but
283 00:08:11,440 --> 00:08:14,240 powerful tool
284 00:08:12,400 --> 00:08:15,919 that will support the massive variety of
285 00:08:14,240 --> 00:08:16,960 star citizens planets and moons in the
286 00:08:15,919 --> 00:08:19,039 future
287 00:08:16,960 --> 00:08:20,560 and then there's decoupled light which
288 00:08:19,039 --> 00:08:21,360 we told you all about at the beginning
289 00:08:20,560 --> 00:08:23,360 of this quarter
290 00:08:21,360 --> 00:08:25,039 now honestly for what this does to add
291 00:08:23,360 --> 00:08:25,360 realism to the way our lights interact
292 00:08:25,039 --> 00:08:27,680 with
293 00:08:25,360 --> 00:08:31,199 everything around them i'm just gonna be
294 00:08:27,680 --> 00:08:31,199 quiet and let the footage speak for
295 00:08:38,839 --> 00:08:41,839 itself
296 00:08:46,800 --> 00:08:52,720 parasite craft snub fighters little
297 00:08:50,000 --> 00:08:53,440 ships that go inside big ships whatever
298 00:08:52,720 --> 00:08:55,279 you call them
299 00:08:53,440 --> 00:08:56,880 these spacecraft are intended to bring
300 00:08:55,279 --> 00:08:57,760 additional functionality to the ships
301 00:08:56,880 --> 00:09:00,560 that carry them
302 00:08:57,760 --> 00:09:02,160 from the 85x to the 890 jump to the
303 00:09:00,560 --> 00:09:04,320 pisces and the carrick
304 00:09:02,160 --> 00:09:05,839 these ships bring additional character
305 00:09:04,320 --> 00:09:07,760 to the star citizen universe
306 00:09:05,839 --> 00:09:09,279 and this week owen takes us on a tour of
307 00:09:07,760 --> 00:09:09,920 the current updates to our original
308 00:09:09,279 --> 00:09:12,000 snubs
309 00:09:09,920 --> 00:09:13,600 the merlin and archimedes from kruger
310 00:09:12,000 --> 00:09:15,279 intergalactic
311 00:09:13,600 --> 00:09:16,880 we've got two cool ships coming to star
312 00:09:15,279 --> 00:09:18,720 citizen very very soon
313 00:09:16,880 --> 00:09:20,320 one of them is an update to the merlin
314 00:09:18,720 --> 00:09:21,760 which has been out for a while but we've
315 00:09:20,320 --> 00:09:23,120 had some changes we had to make because
316 00:09:21,760 --> 00:09:24,560 we made updates to our animation
317 00:09:23,120 --> 00:09:26,160 templates
318 00:09:24,560 --> 00:09:28,320 had to fix the cockpit so on and so
319 00:09:26,160 --> 00:09:30,160 forth the next one is the
320 00:09:28,320 --> 00:09:31,360 archimedes which is a variant of the of
321 00:09:30,160 --> 00:09:33,279 the merlin which looks
322 00:09:31,360 --> 00:09:35,680 super cool because it's luxury let's
323 00:09:33,279 --> 00:09:38,240 take a look
324 00:09:35,680 --> 00:09:40,080 so this is the merlin that you know and
325 00:09:38,240 --> 00:09:42,160 hopefully love
326 00:09:40,080 --> 00:09:43,920 but not really because we've made some
327 00:09:42,160 --> 00:09:46,000 changes
328 00:09:43,920 --> 00:09:47,519 to the exterior of this ship it's very
329 00:09:46,000 --> 00:09:48,800 minor in terms of the geometry it's all
330 00:09:47,519 --> 00:09:50,800 essentially the same thing we've just
331 00:09:48,800 --> 00:09:52,560 kind of optimized it a little bit
332 00:09:50,800 --> 00:09:54,959 the main difference is that we've given
333 00:09:52,560 --> 00:09:56,240 this a real clear coat shader
334 00:09:54,959 --> 00:09:57,920 so you can kind of see here the
335 00:09:56,240 --> 00:09:59,279 reflection i mean it's hard to see the
336 00:09:57,920 --> 00:10:00,560 reflection in this environment but you
337 00:09:59,279 --> 00:10:02,800 can see the speck highlight
338 00:10:00,560 --> 00:10:04,560 very strong so we've got more of a car
339 00:10:02,800 --> 00:10:05,440 paint that actually looks like real car
340 00:10:04,560 --> 00:10:07,360 paint
341 00:10:05,440 --> 00:10:08,720 actually working on this thing and in
342 00:10:07,360 --> 00:10:11,279 conjunction with that we've
343 00:10:08,720 --> 00:10:12,000 uh gone ahead and updated the wear on
344 00:10:11,279 --> 00:10:14,160 this
345 00:10:12,000 --> 00:10:16,640 so while you will not receive it this
346 00:10:14,160 --> 00:10:18,320 way when you buy it hopefully
347 00:10:16,640 --> 00:10:22,160 eventually we'll be able to sort of rust
348 00:10:18,320 --> 00:10:23,600 away and get extremely worn
349 00:10:22,160 --> 00:10:24,959 uh so there's a little bit of work that
350 00:10:23,600 --> 00:10:25,839 still needs to go into this thing so
351 00:10:24,959 --> 00:10:27,279 that way
352 00:10:25,839 --> 00:10:29,040 we don't get the spec highlight in the
353 00:10:27,279 --> 00:10:30,320 wear areas but
354 00:10:29,040 --> 00:10:32,160 it's looking really really cool and the
355 00:10:30,320 --> 00:10:33,360 text working really nicely
356 00:10:32,160 --> 00:10:35,519 another thing that we ended up doing
357 00:10:33,360 --> 00:10:37,760 here also was going through and sort of
358 00:10:35,519 --> 00:10:40,880 redoing the cockpit lighting
359 00:10:37,760 --> 00:10:42,640 and we did that because when you do
360 00:10:40,880 --> 00:10:44,720 sort of video conferencing from one ship
361 00:10:42,640 --> 00:10:46,800 to another it was lighting characters in
362 00:10:44,720 --> 00:10:48,720 the cockpits incorrectly
363 00:10:46,800 --> 00:10:51,519 so we went through and changed the
364 00:10:48,720 --> 00:10:53,279 lighting inside the cockpit so that
365 00:10:51,519 --> 00:10:55,120 it still looks super cool from a third
366 00:10:53,279 --> 00:10:56,880 person view but from
367 00:10:55,120 --> 00:10:58,800 if you were sort of video conferencing
368 00:10:56,880 --> 00:11:00,000 the character would be lit in such a way
369 00:10:58,800 --> 00:11:03,279 that he or she wouldn't be blown
370 00:11:00,000 --> 00:11:04,880 out in the other person's camera we also
371 00:11:03,279 --> 00:11:06,800 did a little bit more tweaking on the
372 00:11:04,880 --> 00:11:08,560 lighting here in order to get
373 00:11:06,800 --> 00:11:10,640 the glass for the hud to show up a
374 00:11:08,560 --> 00:11:13,120 little bit better which is kind of cool
375 00:11:10,640 --> 00:11:14,560 and we've also did a little bit of mood
376 00:11:13,120 --> 00:11:16,079 lighting for the weapon in the front
377 00:11:14,560 --> 00:11:17,120 because it's always nice to see
378 00:11:16,079 --> 00:11:19,920 the thing that you're going to blow
379 00:11:17,120 --> 00:11:23,279 people up with anyway that's the
380 00:11:19,920 --> 00:11:24,800 merlin and i'll swap over now to
381 00:11:23,279 --> 00:11:26,720 the archimedes so you can take a look at
382 00:11:24,800 --> 00:11:28,160 what that looks like
383 00:11:26,720 --> 00:11:30,000 so as you can see here this is the brand
384 00:11:28,160 --> 00:11:32,720 new archimedes
385 00:11:30,000 --> 00:11:33,040 it's got the nice white car paint it's
386 00:11:32,720 --> 00:11:36,959 got
387 00:11:33,040 --> 00:11:40,320 brand new racing thrusters in the back
388 00:11:36,959 --> 00:11:41,760 because it's much faster than the merlin
389 00:11:40,320 --> 00:11:43,839 we no longer have the gun in the front
390 00:11:41,760 --> 00:11:46,000 for this one instead it's just uh
391 00:11:43,839 --> 00:11:48,560 an additional intake to cool off those
392 00:11:46,000 --> 00:11:52,560 brand new engines that we've got
393 00:11:48,560 --> 00:11:55,760 um and in addition we've got
394 00:11:52,560 --> 00:11:58,320 pretty snazzy a little bit more
395 00:11:55,760 --> 00:12:00,079 luxurious cockpit
396 00:11:58,320 --> 00:12:01,760 uh we've got that white paint continuing
397 00:12:00,079 --> 00:12:03,600 on to the inside
398 00:12:01,760 --> 00:12:05,600 and we've also got some custom mood
399 00:12:03,600 --> 00:12:07,680 lighting in there which you can see here
400 00:12:05,600 --> 00:12:08,959 a little bit of a nice mood lighting on
401 00:12:07,680 --> 00:12:11,360 the inside it's a little bit
402 00:12:08,959 --> 00:12:12,880 warmer as opposed to the merlin which is
403 00:12:11,360 --> 00:12:15,519 much cooler
404 00:12:12,880 --> 00:12:18,079 with all the blues the other thing you
405 00:12:15,519 --> 00:12:21,040 can notice here too is uh the wings
406 00:12:18,079 --> 00:12:21,920 this ship has a winglets on the edges so
407 00:12:21,040 --> 00:12:23,440 it's got a little bit better
408 00:12:21,920 --> 00:12:25,360 maneuverability as well
409 00:12:23,440 --> 00:12:27,839 overall a really cool ship it would be
410 00:12:25,360 --> 00:12:29,680 very hard to get shot down on this thing
411 00:12:27,839 --> 00:12:31,279 so that was a quick look at the merlin
412 00:12:29,680 --> 00:12:32,720 and the archimedes
413 00:12:31,279 --> 00:12:34,399 the artwork is being done by daniel
414 00:12:32,720 --> 00:12:36,000 kaminski one of the good artists on my
415 00:12:34,399 --> 00:12:38,639 team
416 00:12:36,000 --> 00:12:40,320 yes go daniel uh doing very very cool
417 00:12:38,639 --> 00:12:40,880 work so i think it's looking really cool
418 00:12:40,320 --> 00:12:42,399 i hope
419 00:12:40,880 --> 00:12:45,839 you guys really enjoy it it should be
420 00:12:42,399 --> 00:12:47,920 coming out in alpha three six
421 00:12:45,839 --> 00:12:49,200 um so stay tuned it should be playable
422 00:12:47,920 --> 00:12:51,360 for you guys very soon
423 00:12:49,200 --> 00:12:53,040 so what did we learn this week we
424 00:12:51,360 --> 00:12:54,880 learned it's impossible to have too many
425 00:12:53,040 --> 00:12:56,160 options when it comes to fps weapons
426 00:12:54,880 --> 00:12:58,320 that are right for you
427 00:12:56,160 --> 00:12:59,839 that your participation the public test
428 00:12:58,320 --> 00:13:01,600 universe and issue council
429 00:12:59,839 --> 00:13:03,680 makes for a better overall startup
430 00:13:01,600 --> 00:13:05,519 citizen experience when patches go live
431 00:13:03,680 --> 00:13:07,360 and the merlin archimedes weren't
432 00:13:05,519 --> 00:13:09,360 actually named after the wizard of owl
433 00:13:07,360 --> 00:13:12,240 in that animated movie from my childhood
434 00:13:09,360 --> 00:13:13,040 my headcanon still says otherwise to our
435 00:13:12,240 --> 00:13:14,560 subscribers
436 00:13:13,040 --> 00:13:16,560 our thanks each and every week for
437 00:13:14,560 --> 00:13:17,279 making the show possible and to the star
438 00:13:16,560 --> 00:13:20,639 citizens
439 00:13:17,279 --> 00:13:34,079 in over 170 countries around the world
440 00:13:20,639 --> 00:13:35,600 we'll see you next week
441 00:13:34,079 --> 00:13:37,360 for watching for the latest and greatest
442 00:13:35,600 --> 00:13:39,120 in star citizen squadron 42
443 00:13:37,360 --> 00:13:40,959 you can subscribe to our channel or you
444 00:13:39,120 --> 00:13:44,480 can check out some of the other shows
445 00:13:40,959 --> 00:13:44,480 and you can also head to our website at
446 00:13:45,240 --> 00:13:49,839 www.robertsspaceindustries.com
447 00:13:46,639 --> 00:13:49,839 thank you very much for watching
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