The Inside Star Citizen episode Introducing Inside Star Citizen - 3.5 Ep. 1 was published on April 25, 2019 on CIG's YouTube channel.
Topics[]
Topic | Timestamp |
---|---|
Lighting system - Decoupled lighting | |
Preview Vanguard series - component rooms | |
Public Telemetry Dashboard | |
Orison concept art | |
Alpha 3.5 published on PU |
Video[]
Transcript[]

1 00:00:04,460 --> 00:00:09,679 [Music]
2 00:00:07,120 --> 00:00:11,840 welcome everyone to inside star citizen
3 00:00:09,679 --> 00:00:13,519 i'm your host jared huckabee now each
4 00:00:11,840 --> 00:00:15,519 week we'll invite you to come
5 00:00:13,519 --> 00:00:16,640 inside our studios and join our
6 00:00:15,519 --> 00:00:18,240 developers as they
7 00:00:16,640 --> 00:00:20,160 share their latest work bringing the
8 00:00:18,240 --> 00:00:22,320 star citizen universe to life
9 00:00:20,160 --> 00:00:24,160 with interviews about specific features
10 00:00:22,320 --> 00:00:25,599 demos of the latest game systems that
11 00:00:24,160 --> 00:00:27,439 are currently in development
12 00:00:25,599 --> 00:00:30,080 and semi-regular updates on sprint
13 00:00:27,439 --> 00:00:31,920 progress from teams around the world now
14 00:00:30,080 --> 00:00:34,079 to get things started for us this week
15 00:00:31,920 --> 00:00:35,920 let's check in with simon and daniel as
16 00:00:34,079 --> 00:00:37,520 they share with us their work on a new
17 00:00:35,920 --> 00:00:39,520 lighting model for particles
18 00:00:37,520 --> 00:00:41,120 that's both better looking and less
19 00:00:39,520 --> 00:00:44,079 resource intensive
20 00:00:41,120 --> 00:00:44,719 kind of like me let's check it out today
21 00:00:44,079 --> 00:00:47,360 we're going to
22 00:00:44,719 --> 00:00:48,800 talk about the new lighting system for a
23 00:00:47,360 --> 00:00:51,060 gpu particle system
24 00:00:48,800 --> 00:00:54,849 called decoupled lighting
25 00:00:51,060 --> 00:00:54,849 [Music]
26 00:00:55,840 --> 00:01:00,719 it's part of our ongoing process of
27 00:00:58,719 --> 00:01:03,440 essentially replacing the old
28 00:01:00,719 --> 00:01:04,720 cpu particle system with this new gpu
29 00:01:03,440 --> 00:01:07,119 particle system
30 00:01:04,720 --> 00:01:09,119 the difference between the old particle
31 00:01:07,119 --> 00:01:11,280 system the new particle system is that
32 00:01:09,119 --> 00:01:13,680 now we have implemented some new
33 00:01:11,280 --> 00:01:14,560 features which allows us to focus much
34 00:01:13,680 --> 00:01:16,479 more on the
35 00:01:14,560 --> 00:01:18,080 visual quality of the particles than on
36 00:01:16,479 --> 00:01:19,759 the performance
37 00:01:18,080 --> 00:01:21,439 like started off the beginning of this
38 00:01:19,759 --> 00:01:24,320 year on the gpu particles
39 00:01:21,439 --> 00:01:25,119 each particle had its one single sample
40 00:01:24,320 --> 00:01:26,799 of lighting
41 00:01:25,119 --> 00:01:28,799 for example in shadows the the whole
42 00:01:26,799 --> 00:01:31,759 particle either in shadow
43 00:01:28,799 --> 00:01:33,520 or not in shadows now the method we
44 00:01:31,759 --> 00:01:36,799 based it on it is a technique
45 00:01:33,520 --> 00:01:39,920 invented by idtech and we took that
46 00:01:36,799 --> 00:01:44,320 technique and we also pushed it
47 00:01:39,920 --> 00:01:47,119 further you can see very nice shadows
48 00:01:44,320 --> 00:01:48,799 on the old system if we wanted to use
49 00:01:47,119 --> 00:01:52,159 shadows then we had a
50 00:01:48,799 --> 00:01:54,000 huge impact on the performance so
51 00:01:52,159 --> 00:01:55,360 with the new one there is no worries
52 00:01:54,000 --> 00:01:58,719 about the performance
53 00:01:55,360 --> 00:01:59,119 but only to focus on the quality aspect
54 00:01:58,719 --> 00:02:02,560 of the
55 00:01:59,119 --> 00:02:03,840 particles lighting means that we can
56 00:02:02,560 --> 00:02:05,840 borrow color from the sun
57 00:02:03,840 --> 00:02:07,040 from the environment also from the cube
58 00:02:05,840 --> 00:02:09,679 maps and then
59 00:02:07,040 --> 00:02:10,560 this will translate actually in making
60 00:02:09,679 --> 00:02:13,040 the particles
61 00:02:10,560 --> 00:02:13,680 the the assets belong to this
62 00:02:13,040 --> 00:02:16,480 environment
63 00:02:13,680 --> 00:02:17,840 or to this planet so the way it will
64 00:02:16,480 --> 00:02:19,760 improve the player experience
65 00:02:17,840 --> 00:02:21,520 because it benefits the performance so
66 00:02:19,760 --> 00:02:23,120 that means that you will be running at
67 00:02:21,520 --> 00:02:24,560 better frame rate because we have a
68 00:02:23,120 --> 00:02:27,520 control how there's
69 00:02:24,560 --> 00:02:27,920 overall total resolution of the atlas
70 00:02:27,520 --> 00:02:30,959 that
71 00:02:27,920 --> 00:02:33,280 sort of defines the worst case so so
72 00:02:30,959 --> 00:02:34,720 we get more control with performance
73 00:02:33,280 --> 00:02:37,760 better performance
74 00:02:34,720 --> 00:02:39,280 the lighting will be much better uh
75 00:02:37,760 --> 00:02:41,760 so it looks better and better
76 00:02:39,280 --> 00:02:43,680 performance basically better frame rate
77 00:02:41,760 --> 00:02:45,120 and i don't like it punch it you ever
78 00:02:43,680 --> 00:02:46,879 punch it up real quick no i don't like
79 00:02:45,120 --> 00:02:47,920 this nearly as much as sean tracy does
80 00:02:46,879 --> 00:02:49,440 this
81 00:02:47,920 --> 00:02:51,440 i'm convinced the only reason we ever
82 00:02:49,440 --> 00:02:51,840 got sean tracy to do atv was because of
83 00:02:51,440 --> 00:02:54,640 this
84 00:02:51,840 --> 00:02:57,200 this is uh isc los angeles soon there's
85 00:02:54,640 --> 00:03:00,319 going to be isc miami and isc
86 00:02:57,200 --> 00:03:02,840 uh a special victims unit
87 00:03:00,319 --> 00:03:04,720 he's sitting in the chair while he works
88 00:03:02,840 --> 00:03:06,480 okay spaceships
89 00:03:04,720 --> 00:03:08,480 more than just a means of getting from a
90 00:03:06,480 --> 00:03:10,319 to b they're a great way to make your
91 00:03:08,480 --> 00:03:12,000 mark in the persistent universe
92 00:03:10,319 --> 00:03:13,760 and members of our ship teams work to
93 00:03:12,000 --> 00:03:15,040 bring additional vehicles to life in
94 00:03:13,760 --> 00:03:18,319 every major patch
95 00:03:15,040 --> 00:03:20,640 including the upcoming alpha 3.6 now
96 00:03:18,319 --> 00:03:22,239 it might be a bit early for this we
97 00:03:20,640 --> 00:03:24,720 thought it'd be cool if we took a look
98 00:03:22,239 --> 00:03:26,400 inside the even sides of the upcoming
99 00:03:24,720 --> 00:03:28,560 vanguard series of variants
100 00:03:26,400 --> 00:03:29,599 with our ship team's very own joe
101 00:03:28,560 --> 00:03:31,680 neville
102 00:03:29,599 --> 00:03:33,200 so the objective of this exercise has
103 00:03:31,680 --> 00:03:35,840 been to redevelop
104 00:03:33,200 --> 00:03:36,959 and incorporate components into the
105 00:03:35,840 --> 00:03:39,440 vanguard
106 00:03:36,959 --> 00:03:40,959 the first year behind the cockpit is now
107 00:03:39,440 --> 00:03:41,680 going to be the component room behind
108 00:03:40,959 --> 00:03:44,080 every wall
109 00:03:41,680 --> 00:03:44,799 you can have various things like coolers
110 00:03:44,080 --> 00:03:46,879 shields
111 00:03:44,799 --> 00:03:49,280 power plants under the stairs here we
112 00:03:46,879 --> 00:03:52,319 have a radar
113 00:03:49,280 --> 00:03:52,959 after working on the component room it
114 00:03:52,319 --> 00:03:56,319 was the
115 00:03:52,959 --> 00:03:58,879 task to redevelop the modular
116 00:03:56,319 --> 00:04:00,159 interior of the ship so this is the new
117 00:03:58,879 --> 00:04:00,560 warden interior you're going to have
118 00:04:00,159 --> 00:04:02,000 your
119 00:04:00,560 --> 00:04:03,519 little sailor station here that you can
120 00:04:02,000 --> 00:04:04,239 interact with the ship with again this
121 00:04:03,519 --> 00:04:07,280 has
122 00:04:04,239 --> 00:04:10,080 components in this slot here
123 00:04:07,280 --> 00:04:10,640 we've redesigned the bathroom and all of
124 00:04:10,080 --> 00:04:12,959 the
125 00:04:10,640 --> 00:04:14,159 storage around there and then across
126 00:04:12,959 --> 00:04:16,160 here you've got a new
127 00:04:14,159 --> 00:04:18,000 new gantry next to these things here we
128 00:04:16,160 --> 00:04:18,959 have the gun racks
129 00:04:18,000 --> 00:04:20,720 that where you can store all your
130 00:04:18,959 --> 00:04:21,519 weapons in and then on the other side
131 00:04:20,720 --> 00:04:24,880 you also have
132 00:04:21,519 --> 00:04:27,040 a space for a locker
133 00:04:24,880 --> 00:04:28,000 you can put all your clothes and things
134 00:04:27,040 --> 00:04:30,160 the objective of this middle
135 00:04:28,000 --> 00:04:31,759 room here was to build a framework where
136 00:04:30,160 --> 00:04:34,639 we could build a
137 00:04:31,759 --> 00:04:35,520 modular pod in the sense that when you
138 00:04:34,639 --> 00:04:37,280 buy a vanguard
139 00:04:35,520 --> 00:04:39,520 the cockpit the component room and the
140 00:04:37,280 --> 00:04:40,960 rear room are all going to be the same
141 00:04:39,520 --> 00:04:42,400 uh basically whenever you buy a variant
142 00:04:40,960 --> 00:04:43,840 for the ship you'll be able to change
143 00:04:42,400 --> 00:04:46,160 out this middle section here
144 00:04:43,840 --> 00:04:46,880 i've also been working on the harbinger
145 00:04:46,160 --> 00:04:49,600 variant
146 00:04:46,880 --> 00:04:51,040 and the harbinger variant is the torpedo
147 00:04:49,600 --> 00:04:51,840 ship and then here again you've got
148 00:04:51,040 --> 00:04:54,960 space for
149 00:04:51,840 --> 00:04:56,320 crew you have a bathroom another gantry
150 00:04:54,960 --> 00:04:58,400 here with the
151 00:04:56,320 --> 00:05:00,000 weapons locker next to it and then
152 00:04:58,400 --> 00:05:02,720 inside this one here we also have
153 00:05:00,000 --> 00:05:03,280 a big torpedo bay so that whenever the
154 00:05:02,720 --> 00:05:06,160 pilot
155 00:05:03,280 --> 00:05:07,600 is uh deploying the torpedoes you'll be
156 00:05:06,160 --> 00:05:08,080 able to see these top ears get loaded
157 00:05:07,600 --> 00:05:10,720 down
158 00:05:08,080 --> 00:05:11,600 and deployed and then we've also
159 00:05:10,720 --> 00:05:14,240 redeveloped the
160 00:05:11,600 --> 00:05:15,440 hoplite variant which is introducing uh
161 00:05:14,240 --> 00:05:17,919 more space for
162 00:05:15,440 --> 00:05:19,199 storing weapons away so you have almost
163 00:05:17,919 --> 00:05:19,919 like an armor at the side here where you
164 00:05:19,199 --> 00:05:21,360 can put all your
165 00:05:19,919 --> 00:05:24,560 assault rifles and shotguns and all
166 00:05:21,360 --> 00:05:27,280 kinds of cool stuff and also space for
167 00:05:24,560 --> 00:05:28,880 uh introducing heavy weapons too so you
168 00:05:27,280 --> 00:05:31,120 can really kick this area out and um
169 00:05:28,880 --> 00:05:33,759 be able to uh turn it into uh quite a
170 00:05:31,120 --> 00:05:35,840 versatile arsenal workshop
171 00:05:33,759 --> 00:05:38,479 yeah so the uh the objective of this
172 00:05:35,840 --> 00:05:41,039 exercise has been to
173 00:05:38,479 --> 00:05:43,199 make a modular vanguard which allows
174 00:05:41,039 --> 00:05:44,639 developers to
175 00:05:43,199 --> 00:05:47,440 build variants a lot more rapidly in the
176 00:05:44,639 --> 00:05:50,800 future and also it gives the
177 00:05:47,440 --> 00:05:53,680 end user a much more versatile and
178 00:05:50,800 --> 00:05:57,840 richer experience telemetry now
179 00:05:53,680 --> 00:06:00,720 webster's dictionary defines telemetry
180 00:05:57,840 --> 00:06:01,520 hey dave what's up man what's up what's
181 00:06:00,720 --> 00:06:04,800 going on
182 00:06:01,520 --> 00:06:08,240 uh we're shooting the shuffle
183 00:06:04,800 --> 00:06:10,960 can i help you shoot what should
184 00:06:08,240 --> 00:06:12,319 we do here yeah yeah we don't want to do
185 00:06:10,960 --> 00:06:12,960 it on the stage anymore we want to be
186 00:06:12,319 --> 00:06:17,039 inside
187 00:06:12,960 --> 00:06:21,600 development and everything oh cool
188 00:06:17,039 --> 00:06:24,880 that's cool yeah uh
189 00:06:21,600 --> 00:06:26,319 cool so are you like hosting it now yeah
190 00:06:24,880 --> 00:06:26,800 yeah you know everybody's busy we
191 00:06:26,319 --> 00:06:28,479 figured
192 00:06:26,800 --> 00:06:30,000 i do this and it frees you guys up to
193 00:06:28,479 --> 00:06:31,600 focus on like
194 00:06:30,000 --> 00:06:33,120 actually making star citizen yeah yeah
195 00:06:31,600 --> 00:06:37,120 totally totally it's cool
196 00:06:33,120 --> 00:06:40,400 it's really cool all right so
197 00:06:37,120 --> 00:06:41,039 go to work uh let's go now to keegan
198 00:06:40,400 --> 00:06:42,720 stanifer
199 00:06:41,039 --> 00:06:44,560 who can tell us about a recent update to
200 00:06:42,720 --> 00:06:46,840 the telemetry page currently available
201 00:06:44,560 --> 00:06:49,759 on robertsspaceindustries.com
202 00:06:46,840 --> 00:06:51,919 hey we recently published an
203 00:06:49,759 --> 00:06:52,960 update to this dashboard that includes a
204 00:06:51,919 --> 00:06:54,880 few new features
205 00:06:52,960 --> 00:06:56,000 and some additional filters that you can
206 00:06:54,880 --> 00:06:57,520 look at the data with
207 00:06:56,000 --> 00:06:59,120 this allows you to drill down on the
208 00:06:57,520 --> 00:07:00,880 heat map to see
209 00:06:59,120 --> 00:07:02,960 all the data that we display and divide
210 00:07:00,880 --> 00:07:04,000 it not only by the different resolutions
211 00:07:02,960 --> 00:07:05,599 that people are running
212 00:07:04,000 --> 00:07:07,520 as well as the different versions of the
213 00:07:05,599 --> 00:07:09,599 game that we've published in the past
214 00:07:07,520 --> 00:07:12,160 additionally we added some statistics
215 00:07:09,599 --> 00:07:13,599 about loading times for our game
216 00:07:12,160 --> 00:07:15,759 the loading times that we're displaying
217 00:07:13,599 --> 00:07:16,639 not only track your average loading
218 00:07:15,759 --> 00:07:18,800 times
219 00:07:16,639 --> 00:07:20,560 as well as you can take a look at the
220 00:07:18,800 --> 00:07:22,880 community's average loading times
221 00:07:20,560 --> 00:07:24,400 divided not only by the different
222 00:07:22,880 --> 00:07:25,199 versions of the game so you can see how
223 00:07:24,400 --> 00:07:27,440 loading times
224 00:07:25,199 --> 00:07:29,199 change as we publish new versions but
225 00:07:27,440 --> 00:07:31,280 you can also take a look at what
226 00:07:29,199 --> 00:07:33,840 percentage of the community uses
227 00:07:31,280 --> 00:07:35,599 ssd versus hdd and how that affects
228 00:07:33,840 --> 00:07:37,120 their loading times as well
229 00:07:35,599 --> 00:07:38,720 another thing that we've added to the
230 00:07:37,120 --> 00:07:40,960 public telemetry dashboard
231 00:07:38,720 --> 00:07:41,759 is the ability to see your average ping
232 00:07:40,960 --> 00:07:43,440 compared to
233 00:07:41,759 --> 00:07:46,240 the average ping of the community so you
234 00:07:43,440 --> 00:07:48,479 can see generally where you lie
235 00:07:46,240 --> 00:07:49,280 along the lines of the average player
236 00:07:48,479 --> 00:07:52,080 for your
237 00:07:49,280 --> 00:07:52,720 connectivity and finally we've also
238 00:07:52,080 --> 00:07:54,080 added
239 00:07:52,720 --> 00:07:55,840 data about the stability of our
240 00:07:54,080 --> 00:07:57,680 different game versions this is shown
241 00:07:55,840 --> 00:07:58,960 via the stability score which contains a
242 00:07:57,680 --> 00:08:00,560 tool tip that you'll be able to read
243 00:07:58,960 --> 00:08:03,280 more information about how this
244 00:08:00,560 --> 00:08:04,639 stability score is generated with all of
245 00:08:03,280 --> 00:08:06,319 these new data points added to our
246 00:08:04,639 --> 00:08:09,520 public telemetry dashboard
247 00:08:06,319 --> 00:08:10,720 it means you have an increased number of
248 00:08:09,520 --> 00:08:13,680 metrics
249 00:08:10,720 --> 00:08:15,280 to really dig into how your gameplay
250 00:08:13,680 --> 00:08:16,720 performance relates to that of other
251 00:08:15,280 --> 00:08:17,440 players and how it's changed over the
252 00:08:16,720 --> 00:08:18,400 lifetime
253 00:08:17,440 --> 00:08:20,879 of the different versions we've
254 00:08:18,400 --> 00:08:21,120 published in star citizen and just like
255 00:08:20,879 --> 00:08:23,039 us
256 00:08:21,120 --> 00:08:25,039 as developers we know too that our fan
257 00:08:23,039 --> 00:08:27,360 base is very data driven as well
258 00:08:25,039 --> 00:08:28,720 and loves to digest all of the very
259 00:08:27,360 --> 00:08:30,560 specific details
260 00:08:28,720 --> 00:08:32,560 so that's why we want to provide all
261 00:08:30,560 --> 00:08:34,719 this data to you
262 00:08:32,560 --> 00:08:36,159 each quarter inside star citizen will
263 00:08:34,719 --> 00:08:37,039 focus on the patch currently in
264 00:08:36,159 --> 00:08:39,839 development
265 00:08:37,039 --> 00:08:41,519 but occasionally sometimes if the star
266 00:08:39,839 --> 00:08:42,240 is aligned and things work out the way
267 00:08:41,519 --> 00:08:44,159 we hope
268 00:08:42,240 --> 00:08:46,080 we can take a look ahead at something
269 00:08:44,159 --> 00:08:48,160 that's a bit farther down the line
270 00:08:46,080 --> 00:08:49,839 like we get to do this week so let's go
271 00:08:48,160 --> 00:08:50,240 now to robin from the environment art
272 00:08:49,839 --> 00:08:51,760 team
273 00:08:50,240 --> 00:08:54,080 who's been working on additional look
274 00:08:51,760 --> 00:08:58,640 dev for orizon the first landing zone
275 00:08:54,080 --> 00:08:58,640 for the planet crusader god city
276 00:08:59,680 --> 00:09:03,519 orizon is quite a unique location it's
277 00:09:01,839 --> 00:09:05,200 the second planet in the stanton
278 00:09:03,519 --> 00:09:08,000 universe
279 00:09:05,200 --> 00:09:08,959 it is owned by crusader industries they
280 00:09:08,000 --> 00:09:11,760 have created this
281 00:09:08,959 --> 00:09:12,480 giant shipyard it's quite high up into
282 00:09:11,760 --> 00:09:14,720 the clouds
283 00:09:12,480 --> 00:09:16,320 that exists out of a network of floating
284 00:09:14,720 --> 00:09:18,080 platforms
285 00:09:16,320 --> 00:09:19,839 the main function of the location is
286 00:09:18,080 --> 00:09:20,560 generally to create the big commercial
287 00:09:19,839 --> 00:09:24,000 airliners
288 00:09:20,560 --> 00:09:25,040 from crusader industries it's floating
289 00:09:24,000 --> 00:09:26,480 in the air because of the
290 00:09:25,040 --> 00:09:28,640 unique properties of the planet it
291 00:09:26,480 --> 00:09:32,080 really gets you those nice sunset
292 00:09:28,640 --> 00:09:33,360 sunrise colors and feeling everything
293 00:09:32,080 --> 00:09:35,680 floats by itself so
294 00:09:33,360 --> 00:09:38,000 instead of making it in space which
295 00:09:35,680 --> 00:09:39,200 would require spacesuits it's like an
296 00:09:38,000 --> 00:09:42,480 ideal place to
297 00:09:39,200 --> 00:09:43,200 actually do something like this the key
298 00:09:42,480 --> 00:09:45,680 features
299 00:09:43,200 --> 00:09:47,440 are mainly of course the shipworth
300 00:09:45,680 --> 00:09:50,480 itself that exists out of like
301 00:09:47,440 --> 00:09:51,839 refineries dry docks or like flying dry
302 00:09:50,480 --> 00:09:53,839 docks of course
303 00:09:51,839 --> 00:09:55,440 housing for the people themselves to to
304 00:09:53,839 --> 00:09:59,040 get that utopian
305 00:09:55,440 --> 00:10:00,560 feeling of parks and like a lot of green
306 00:09:59,040 --> 00:10:02,720 a lot of trees
307 00:10:00,560 --> 00:10:04,079 and then there's of course also the
308 00:10:02,720 --> 00:10:05,839 flying hub
309 00:10:04,079 --> 00:10:07,360 for the transport because everything is
310 00:10:05,839 --> 00:10:11,200 being transported with
311 00:10:07,360 --> 00:10:13,279 trains so we're trying to hone down the
312 00:10:11,200 --> 00:10:15,040 key functions that we need for this
313 00:10:13,279 --> 00:10:17,600 environment i think it's going to
314 00:10:15,040 --> 00:10:18,640 look quite amazing with some very
315 00:10:17,600 --> 00:10:20,800 interesting views
316 00:10:18,640 --> 00:10:22,640 looking out over the horizon like sun
317 00:10:20,800 --> 00:10:25,120 setting that kind of stuff
318 00:10:22,640 --> 00:10:25,839 looking down seeing this big gas giant
319 00:10:25,120 --> 00:10:28,240 um
320 00:10:25,839 --> 00:10:29,200 looking like around you you'll see these
321 00:10:28,240 --> 00:10:32,880 big platforms
322 00:10:29,200 --> 00:10:34,079 creating ships uh buzzing transport that
323 00:10:32,880 --> 00:10:35,519 kind of stuff
324 00:10:34,079 --> 00:10:39,040 yeah i think it's going to be pretty
325 00:10:35,519 --> 00:10:40,959 cool last week alpha 3.5 completed its
326 00:10:39,040 --> 00:10:41,680 journey through the evocati and ptu test
327 00:10:40,959 --> 00:10:43,279 phases
328 00:10:41,680 --> 00:10:45,680 on its way to publish on our live
329 00:10:43,279 --> 00:10:47,360 environment to discuss how that went
330 00:10:45,680 --> 00:10:48,560 and because we'll take every opportunity
331 00:10:47,360 --> 00:10:49,200 to have these two on the show that we
332 00:10:48,560 --> 00:10:50,880 get
333 00:10:49,200 --> 00:10:52,399 let's welcome chris roberts and sandy
334 00:10:50,880 --> 00:10:56,240 gardner to the show chris sandy
335 00:10:52,399 --> 00:10:57,200 hi hi i'm well but you have to tell me
336 00:10:56,240 --> 00:10:58,079 what's going on here what are these
337 00:10:57,200 --> 00:10:59,760 shirts yes
338 00:10:58,079 --> 00:11:01,600 thank you to our aussie fans who
339 00:10:59,760 --> 00:11:04,000 organized the crux cup yep
340 00:11:01,600 --> 00:11:05,279 yep and sent us some tim tams and
341 00:11:04,000 --> 00:11:07,440 maltesers which were
342 00:11:05,279 --> 00:11:08,800 enjoyed by the office here as well as
343 00:11:07,440 --> 00:11:10,720 sandy as well as myself
344 00:11:08,800 --> 00:11:12,079 thank you very much all right so we got
345 00:11:10,720 --> 00:11:14,399 a few minutes with you i want to ask
346 00:11:12,079 --> 00:11:15,120 3.5 just made its way to live uh how'd
347 00:11:14,399 --> 00:11:17,440 that go
348 00:11:15,120 --> 00:11:18,880 uh well many brave bugs died to bring us
349 00:11:17,440 --> 00:11:19,920 the release and we appreciate their
350 00:11:18,880 --> 00:11:22,160 sacrifice
351 00:11:19,920 --> 00:11:23,760 many cups of coffee were drunk and a lot
352 00:11:22,160 --> 00:11:26,079 of uh
353 00:11:23,760 --> 00:11:27,519 late night hours were burned by the team
354 00:11:26,079 --> 00:11:28,880 and the testers all the community out
355 00:11:27,519 --> 00:11:30,959 there working really hard so
356 00:11:28,880 --> 00:11:32,399 uh last few days uh the game's pretty
357 00:11:30,959 --> 00:11:34,320 stable people are having
358 00:11:32,399 --> 00:11:35,760 some uh like fun and a lot of the
359 00:11:34,320 --> 00:11:36,480 missions are now starting to work well
360 00:11:35,760 --> 00:11:38,720 which is good
361 00:11:36,480 --> 00:11:40,240 so uh it's nice i really like watching
362 00:11:38,720 --> 00:11:41,279 all the videos everyone's making and the
363 00:11:40,240 --> 00:11:42,720 stories of
364 00:11:41,279 --> 00:11:44,640 the various things they're up to it's
365 00:11:42,720 --> 00:11:46,399 great there's been some whispers of a
366 00:11:44,640 --> 00:11:48,160 revamp to the subscriber program coming
367 00:11:46,399 --> 00:11:51,680 up anything we are ready to share
368 00:11:48,160 --> 00:11:53,360 just yet whispers whiskers um
369 00:11:51,680 --> 00:11:55,440 yes i mean as more of the game comes
370 00:11:53,360 --> 00:11:58,480 online which 3.5 is
371 00:11:55,440 --> 00:12:01,440 you know we're getting somewhere uh then
372 00:11:58,480 --> 00:12:02,720 we're going to revamp and gear it a
373 00:12:01,440 --> 00:12:04,240 little bit more
374 00:12:02,720 --> 00:12:06,320 in that direction a bit more better
375 00:12:04,240 --> 00:12:08,000 balance to in-game stuff to
376 00:12:06,320 --> 00:12:09,760 sort of out of the you know jump point
377 00:12:08,000 --> 00:12:11,360 or whatever just you need to revise
378 00:12:09,760 --> 00:12:12,560 these things as things change and when
379 00:12:11,360 --> 00:12:14,240 we start about putting things into the
380 00:12:12,560 --> 00:12:15,839 game that has to be
381 00:12:14,240 --> 00:12:17,680 i love how he changes over my question
382 00:12:15,839 --> 00:12:19,440 okay so i'm just saying yeah i just
383 00:12:17,680 --> 00:12:21,519 i added you asked you added you threw it
384 00:12:19,440 --> 00:12:22,639 to me
385 00:12:21,519 --> 00:12:24,639 because i'm not doing enough hand
386 00:12:22,639 --> 00:12:26,399 movement that he just feels left
387 00:12:24,639 --> 00:12:28,240 out his time is over and it's my time
388 00:12:26,399 --> 00:12:29,920 now so okay so you guys just
389 00:12:28,240 --> 00:12:31,279 take off from that i'll see you we'll
390 00:12:29,920 --> 00:12:33,920 check in with you all right
391 00:12:31,279 --> 00:12:39,839 bye jerry no we will see you and we'll
392 00:12:33,920 --> 00:12:39,839 see you what we'll see here
393 00:12:40,160 --> 00:12:44,480 so what did we learn today uh we learned
394 00:12:42,800 --> 00:12:46,959 that you can make particles look better
395 00:12:44,480 --> 00:12:48,560 while costing less the interior the
396 00:12:46,959 --> 00:12:49,680 vanguard variants have so much more room
397 00:12:48,560 --> 00:12:51,839 for activities
398 00:12:49,680 --> 00:12:53,360 telemetry is great until you see that
399 00:12:51,839 --> 00:12:54,959 everybody else's computer is just a
400 00:12:53,360 --> 00:12:56,639 little bit better than yours
401 00:12:54,959 --> 00:12:58,560 and we're not so far away from the day
402 00:12:56,639 --> 00:12:59,680 that our characters can live amongst the
403 00:12:58,560 --> 00:13:01,680 clouds
404 00:12:59,680 --> 00:13:03,440 now if you enjoyed this week's show you
405 00:13:01,680 --> 00:13:05,680 can thank our subscribers for making
406 00:13:03,440 --> 00:13:08,320 each and every one possible
407 00:13:05,680 --> 00:13:09,440 and if you didn't like the show my name
408 00:13:08,320 --> 00:13:11,600 is mike conchella
409 00:13:09,440 --> 00:13:14,000 and we'll be back next week until next
410 00:13:11,600 --> 00:13:16,880 time we'll see you
411 00:13:14,000 --> 00:13:18,480 in star citizen inside stuff oh yeah
412 00:13:16,880 --> 00:13:19,920 inside
413 00:13:18,480 --> 00:13:21,150 we're working on it's a work in progress
414 00:13:19,920 --> 00:13:31,029 yeah
415 00:13:21,150 --> 00:13:31,029 [Music]
416 00:13:32,959 --> 00:13:36,480 thanks for watching for the latest and
417 00:13:34,399 --> 00:13:38,240 greatest in star citizen squadron 42
418 00:13:36,480 --> 00:13:40,000 you can subscribe to our channel or you
419 00:13:38,240 --> 00:13:43,600 can check out some of the other shows
420 00:13:40,000 --> 00:13:43,600 and you can also head to our website at
421 00:13:44,360 --> 00:13:49,839 www.robertsspaceindustries.com
422 00:13:45,760 --> 00:13:49,839 thank you very much for watching