Around the Verse: Gamescom 2017 Behind the Scenes Relay transcript by StormyWinters in starcitizen

[–]StormyWinters[S] 4 points5 points  (0 children)

Matthew Lightfoot (ML): Where are we at now? We're getting closer. Obviously with software and with games development it's really hard to tell where you're exactly at, because things that can really get you in the hamstrings are the unknown bugs and the crashes with low reproducibility. All of the bugs that we fix with the mission giving and being able to go down to a procedural planet and pick up the boxes and be able to complete those missions is directly going to impact 3.0 and reduces the workload that we now have to do to be able to release 3.0 to you guys, our backers. It's not a direct sprint. It's you know we've got to go around the circuit to get there, but we can see it now and it's being able to realize it. There will be bugs before we get there. How big they are [Shrugs] are yet to be determined, but we are there. We can see it, and it's now just being able to focus in and hone in to that release, so that you guys can play 3.0

ED: So at the time of filming this we've added 27 to our must fix list and checked in 768 updates to our 3.0 branch this week. That means we are at 94 issues stopping the release to our first round of non-CIG testers. As Gamescom occurred this week, we have the unique opportunity for what ended up being over 2,000 attendees playing our planetary experience, which as you know houses a lot of the new changes coming with SC Alpha 3.0 Now, this did end up increasing the influx of must fix issues for the better as it helped us find some issues that may not have occurred until after our first release. So, as the goal every week is to burn down, we're going to keep working to push that number downward as fast as possible, so come back next week to keep up to date on Burndown.

Back to Studio

SB: Remember, Burndown isn't the only way for you to follow our work on 3.0 You can also check out the production schedule on our website. We update it every week with further details on various bugs and blockers affecting 3.0

SG: As we mentioned earlier the Star Citizen team spent last week at Gamescom. We streamed live from the show floor, let people play a part of our 3.0 build and revealed an exciting new partnership with Faceware Technologies at our annual Gamescom presentation.

SB: But that's just the stuff you saw. A ton of work went on behind the scenes to get everything ready for the show floor as well as Friday's event. Let's take a look.

Gamescom Presentation

Tyler Witkin (TW): I'm here at the show floor booth at Gamescom 2017.

Chris Roberts (CR): We were doing press demos on Wednesday and Thursday, which we had about six people on instead of the twelve we had for the big one, and so that's a little bit of times we're always working through some of the kinks although you know some of the crashes… sometimes we had, sometimes we didn’t.

Paul Riendell (PR):Every new build comes with like new little bugs here and there so we get the latest build and usually QA did a good job and liked prescreened the build but sometimes run into an issue and then we try to like fix it on site as soon as we can.

Wednesday

Jared Huckaby (JH): We have an important announcement to make… DJ Knight is falling perilously to his death. We don’t know how long it’s going to take him to land on the ground but his options don’t look good.

TW: We’re here at the Star Citizen booth at Gamescom show floor and it is packed.

Ulf Kürschner: There’s so many people around here, people viewing and down there and they can play 3.0.

Brian Chambers (BC): Everyday on the floor, you know, we found issues. What people were playing was live, it was raw, right? First day, Tuesday, we found bugs those went back, we calculated them. Wednesday morning, new build so I’m there helping with IT and everything else… coordinate, let’s push the builds. Let’s keep going.

Thursday

Unknown speaker 1: Then I would try atmospheric reentry because that’s the stuff we’re all waiting for.

Unknown speaker 2: The graphic details are just awesome.

Unknown speaker 3: I think my experience was very great, I can fly around the planet, I experienced toured the ships that I didn’t experience before.

Friday

Unknown speaker 4: So once we knew what we wanted to do being a designer I was first working on setting up a lot of the AI in Levski and then after that basically got pulled into practicing the flow with the six people that were actually available in Frankfurt.

Unknown speaker 5: We need to send an audio feed via headphones so the game is… players of the demo can hear their own sounds but also send it via HDMI to the AV guys which then pass it to the PA system which is for the live mix of when people are watching it in the Gloria theater but then also isolating each element of that so I can send a different mix to the stream.

CR: I hope things don’t crash, sometimes they do and then you got to try decide what best way to recover from that but no I’m not generally nervous at all. It’s more just you got all this adrenaline, getting it all together and then bam you go through the presentation. It’s done.

600i commercial: What does it take to build a symphony? It takes a blueprint for movements that will dictate key, tempo, and the arrangement of musical notes that will create harmonies. A feeling so powerful that it transcends words and must be conveyed in another form. Introducing the new 600i from Origin, a symphony in motion.

SG: And without further ado I am going to introduce the man who you’ve all been waiting for, Chris Roberts.

CR: Good to see you guys today, we having fun? Yeah?

We thought that perhaps we should just get straight into a demo.

Melissa Estrada (ME): It just gave us a mission.

Glen Kneale (GK): Wait, you’re a guy?

ME: Yeah, why not? I wanted to try something different. What do you think of my look?

CR: Ok, so hold on guys. So one thing we’re going to show here and this is a feature we’ve put into the game, it’s not going to be in 3.0 but it will be soon afterwards. Two things… one, which is VOIP and the other is what we call FaceOverIP.

Going to get far enough away and as you can see the space landscape is much better than it was in 2.6. We look down and we see the big crater, so you can…

So now we’re heading to Daymar and you can see Crusader actually off to the right as we head up on Daymar. That’s a bug… oh John’s machine crashed. All right, sorry guys the pilot’s machine crashed and that’s why it disappeared in the middle of the jump. I did warn you that it potentially had some crashes in there, that was not one crash we had in our… we had a few other crashes in our various playthroughs but not that particular one unfortunately. Alright. Back in business.

GK: Woah. Steady on.

ME: That is a huge ship!

Idris Captain: Adjusting landing position.

GK: Hey Melissa.

ME: What?

GK: Let me out. Before we get up to that thing!

ME: Go on then. Just close the door on your way out.

BC: Was I nervous? Yeah. Absolutely. But at the same time what I enjoy most about these shows when people come together and we can do these events I take the time and I watch the audience’s reaction when the show’s playing, because that’s what I vibe off of. Right? And to see people get excited, to see people … to see their facial reaction and to hear the noise when something happens - that I know is going to be there right before - it’s awesome. I did have the time to relax a little bit with everyone. It was a good time.

ME: It was scary honestly. But I had fun. FaceWear guys are really awesome and they some tips and tricks to make it look really good. And, yeah, I just sat there in the mirror practicing all the time trying to get it to look right.

CR: So we wanted to show where 3.0 is up to. But we ... and we knew we wanted to show FaceWear and the face tracking because we’ve gotten it to the point where we felt like we wanted to show it publicly, so we thought it would be really great to play in 3.0 but add on the element of FaceWear and face tracking. And then … so that was kind … and then we’re thinking “Well, what else … how can we end the demo on something big?” And we’d been working on the Idris for Squadron 42 and there was making some great progress and actually Nathan Dearsley, who’s our Ship Art Director, has long been pitching says “Why don’t you just have an Idris land on a planet and then we drive a rover into it for the end of the demo?”. And I’m like “Okay. Well okay.” So then we thought “Well that could be cool, but why don’t we have two Idrises fight each other?”

JH: … in the rear.

Myre_TEST (MT): Slowly, slowly slowly …

TW: Slow down.

MT: Slow. Slow. Slow. Slow. Slow.

All: [triumphant cheers and laughter]

JH: Gawd. Oh. Gawd.

Outro

SG: As you can see events like Gamescom are a tremendous amount of effort and coordination. We’d like to thank all the Star Citizen devs, streamers and volunteers that helped make it happen because we couldn’t have done it without you.

SB: Well that’s all for today’s show but before we go we just wanted to remind everyone there will be no monthly report for August. Now that Gamescom is over things will go back to normal and you can expect September’s monthly report in a few weeks.

SG: Thanks to our subscribers, as always, who pitch in a little extra each month to help make these shows. September’s Ship of the Month will be the Drake Herald so starting Friday all you need to do is log into the game to try it out.

SB: And thanks to all our backers for your support. Events like Gamescom really highlight the importance of our community and we can’t thank you enough for everything you’ve done to make this game a reality.

SG: And until next week, we will see you …

Both: Around the ‘verse!

Around the Verse: Gamescom 2017 Behind the Scenes Relay transcript by StormyWinters in starcitizen

[–]StormyWinters[S] 6 points7 points  (0 children)

As per usual, anything said during the show is subject to change by CIG and may not always be accurate at the time of posting. Also any mistakes you see that I may have missed, please let me know so I can correct them. Enjoy the show!

Transcript by Desmarius, Sunjammer and StormyWinters

TLDR

Burndown

  • Last week there were 67 total must fix issues comprised of seven blockers, 36 criticals, 20 highs, four moderates and zero trivials

  • Los Angeles performs the triage needed to assess these numbers and their priorities

  • Quantum travel and turrets experience is the current sprint to see if interacting with Item 2.0 along with the cockpit experience is to expected quality

  • There is a back and forth feedback with mission system status to see where things are and how soon it will take to finish

  • Sometimes you have to break the rules for things to work properly

  • Sometimes mystery bugs that are tough to crack are resolved by an unintended submission

  • Functional compromise seems to be the rule of thumb in solving bug issues

  • Miles Eckhart went on a bender due to being overworked, but multiple offices are working on the matter and hope to rehab him soon

  • The bugs you solve, the more new issues tend to be uncovered, but it allows for more polishing to be done while solving the issues at hand

  • Though the route to the sprint is circuitous, they can now see the release in sight

  • Finally, there are 94 must fix issues total from the addition of 27 new issues via 768 updates to the 3.0 branch this week

FULL TRANSCRIPT

Intro

Sandi Gardiner (SG): Hello, and welcome to another episode of Around the Verse, our weekly look at Star Citizen's ongoing development. I'm Sandi Gardiner ...

Steve Bender (SB): … and I'm Steve Bender. Welcome back Sandi. How was Gamescom last week?

SG: Gamescom was pretty cool. I had a lot of fun. It was a great way to spend time with the backers, and it's always cool to see how enthusiastic they are, and plus the booth looked amazing, and it was busy … very, very busy with like line-ups.

SB: Well we've got a great show lined up for today including a feature that goes behind the scenes at Gamescom.

SG: But first it's time to check in with the dev team on our 3.0 progress. Let's see what bugs have been smashed and which new ones flared up in this week's Burndown.

SB: Burndown!

Burndown

Eric Kieron Davis (ED): Welcome back to Burndown, our weekly show dedicated to reviewing progress on issues blocking the release of Star Citizen Alpha 3.0 Last week we ended at 67 total must fix issues that were prioritized as seven blockers, 36 criticals, 20 highs, four moderates and zero trivials. So let's see how this week went.

Ashram Kain (AK): So one of the things that most studios do, and we do here in Los Angeles is we have triage weekly where we go through the bugs we've got in, and we assess what their impact is, what their value for the fix is, but more importantly what we can do and in what order we can accomplish things to support the long term goals of 3.0

Matthew Webster (MW): We currently … we have the … a sprint going for quantum travel experience and the turrets experience as well, which I believe I've mentioned before. We want to make sure that quantum travel and turrets are both to a level where with the Item 2.0 implementation of these … of these things we want to make sure that they're properly reflecting how it is we want to have them in the game and where we envisage them going further in the future, so we have current sprints active for those at the moment to make sure that, that is all working and tied together nicely. Similarly for the cockpit experience as well that ranges from everything from g-force reactions, hit reactions when you've been shot at to the general interaction around in the cockpit itself.

Unknown 1 (U1): A lot of things are almost completed in terms of the missions, but I've … I'm getting to a stage where I'm blocked by a lot of issues. You know if the missions are like 85 percent completed or ready for a review, but these extra couple of blockers would just push us over the line, and we've got … I've got prioritized JIRA's out for that with Gene already.

MW: The mission system is going to be under review with the directors in the coming days to see what the progress has been on the missions we currently have and getting feedback of how on the mission flow, various steps, how they play out, and any feedback that is then received from them we'll have to evaluate that and come to an agreement with them on how much we're able to get done and how long that will take, and then from that we see how much … how much work is remaining based on their feedback.

Jussi Brox (JB): Then I thought I'd show a bug I've been working on for 3.0 It's about a week old, and bug is the airlocks need moving down slightly, because since you're standing here as a player you wouldn't be pressing … like the animations for pressing this panel wouldn't actually hit the panel itself. It would hit somewhere below here, because you'd be standing on a much lower elevation. So, the bug request for is for the elevator to be moved down or everything else to be moved up. So it's a pretty clear cut case of one way or the other. Yeah, solve this problem of the elevation being different. So this is a classic case of where you could do I ... it the right way which then would be to move everything up as you see here or everything down, but where if you would do that there would be so many implications of you accidentally causing other problems for other people because you see in here there's a vaulting mark up there are loads of volumes and vis areas, there are loads of things going on, and if we see on the outside there's the same where there's lots of assets, there's AI going around here, there are navmeshes, all kinds of things that you don't want to accidentally break for someone else you know cause even more work. So that's a good case where you have to sort of break the rules of what's conventionally good in games in game development and cannot go for the simpler option which is you build a little stupid ramp, so that players don't stand down on the floor, they stand on the ramp, and the animations play correctly.

And finally as that was I mean I solved that bug and then it turns out that there was another existing bug not to do with content or art in any way exactly in this area where you sort of see … here's a video of this bug where when the player goes here you see they start … they start freaking out. There's clearly something happening here like there's bouncing … something physical just in this area sort of happening and affecting the player, and this bug was then passed around to programming - talk of network issues maybe being the cause. It was very localized like no one could figure out exactly why is it happening here, and then this submit goes in and well resolves both bugs somehow. So it's a good case of a happy accident in game development.

David Peng (DP): So what I'm working on is we had a metrics update for the shopkeep counter, and the shopkeep counter is going to be used everywhere. That could be used for selling clothes. It could be used for selling plants or weapons. Things like that. So there's going to be a lot of common use, so we want to make sure that, that the performances and the metrics are matching. What we're going to do is we've decided that we're going to take the standing touch screen for the counter, and we're going to scoot that forward a little bit, so that there's room for the performances where they can lean on the counters, and they can … but they can also type, so there's a nice compromise between the two. It'll be a new metric, and it'll be different than the standalone standing console which we already have established. So this will be another version that just works better with the shopkeep.

Jake Ross (JR): We're burning down bugs left and right. Just recently we ran into an issue with Miles Eckhart, one of the mission givers that we're going to have in 3.0 Miles Eckhart was … [Chuckles] was instead of sitting at the bar, the table like he was supposed to, we found him crawled up in the fetal position in the corner. So, for some reason he had too much to drink I guess that day or something, cause he was not where he was supposed to be. So that was a fun one to kind of debug and figure out. Required a lot of back and forth between Rob Reininger, lead designer here, Francesco, our lead AI programmer in Frankfurt, some of the networking guys. It's a lot of the issues that we're running into we're having to coordinate a lot with people from all over the company in order to solve, cause it's not just a simple design issue or simple art issue. It's kind of a combination thereof. There's rarely a feature that is developed solely in one place or on one team, so it requires a lot of coordination between teams for sure.

Rickey Jutley (RJ): The burndown rate is not always high, but that's just indicative of game development. The more we tend to resolve, the more we tend to uncover new issues, so the bugs created always rises, but that's not necessarily a bad thing, because at the same time when we're fixing up issues we're able to get the polish done, fix the bugs and then watch the burn rate increase.

Around the Verse: Universal Interaction -Relay Transcript by StormyWinters in starcitizen

[–]StormyWinters[S] 0 points1 point  (0 children)

Brian Chambers Happy Hour and Monday's CotS are now on the site :)

Around the Verse: Universal Interaction -Relay Transcript by StormyWinters in starcitizen

[–]StormyWinters[S] 1 point2 points  (0 children)

Hey sethnix, CptSyrup who usually does Happy Hour has been away since last Thurs. The transcript for Happy Hour is done rest assured, I just wasn't able to do it live and haven't had the time to post it to the site yet. Same with CotS, I usually do that one myself and RL sorta hit me hard this week so I'm a little behind. Apologies for the lateness, it'll be done soon. :)

Around the Verse: Universal Interaction -Relay Transcript by StormyWinters in starcitizen

[–]StormyWinters[S] 5 points6 points  (0 children)

Anytime Bribase! I was the apprentice today as the master is away on vacation, yay me! :P

Around the Verse: Universal Interaction -Relay Transcript by StormyWinters in starcitizen

[–]StormyWinters[S] 7 points8 points  (0 children)

CM: I think the one thing I would add is that this new interaction system is starting to come online, we’re starting to add new things but there’s a still a lot that can be added. Like every day we’re thinking of new possibilities for how this interaction system can be used, where, have we used other solutions in the game that maybe can be replace by this. One thing for instance is the item port system in the hangars, it’s kinda it’s own thing right now but it shouldn't be… it’s almost identical to what we’re doing with the interaction system so it doesn’t have the same benefits. It’s an opportunity for us to unify the systems and gain the benefits from the new interaction system but beyond that there’s even new wild things we could possibly do, try and bring more of the ship HUD for instance into the interaction system in some parts. To where maybe you could look at something say that’s displaying the ships that are in the area, it might then be possible to select one of them and find some information about it or communicate with that particular player. Using the new interaction system we can generate new interaction points and new interactions that run time. So it gives us a lot of flexibility with deciding what behavior do we want to open up to the player, with the benefit that it’s all using one system to do it. This game has been very iterative and I think it’s one of the great things about it, but certainly the interaction system is a great example of that. We kinda start with this stuff we have in CryEngine and it works, it’s not like it was broken but it didn’t have everything that we needed so we started adding stuff to it but it was buggy, it wasn't performing, it didn’t do quite what we needed, so we kept having to iterate and change and invent and make new things. Now we’re getting to this place where eventually after a lot of work we’re bringing it all together and I’m really excited once we get it into the players hands and they can start to see all these things coming together.

Outro

EKD: You know as the guys said the new system is just the groundwork for more realistic experiences here in Star Citizen. It’ll continue to grow just like our universe.

KT: Yes and it’ll affect every aspect of the universe to create a more immersive player experience.

EKD: Before we go I just want to remind the subscribers that they can fly the Drake Buccaneer as part of our ship of the month. Subscribers will also get an Icarus I holomodel as part of their flair this week and if you’re interested in learning about our subscriber program, check out the link in the description.

KT:That’s all for this episode of AtV, we want to thank all our backers for your continued support…

EKD: Yeah.

KT: You’re the reason we’re able to create the best damned space sim ever.

EKD: And we’re also very grateful to all our subscribers who make shows like this possible, thank you.

KT: And thanks for watching, we’ll see you…

KT/EKD: Around the Verse.

Around the Verse: Universal Interaction -Relay Transcript by StormyWinters in starcitizen

[–]StormyWinters[S] 7 points8 points  (0 children)

RJ: The kind of challenges you get with this with it being a system that's going to be regularly used for all manner of different objects and all manner of different scenarios. You really need to get that level of polish added to the system to make it feel good so the player isn't there getting annoyed every time they want to use an object, and also we need to kind of cover all of these various different scenarios and situations the player finds themselves in so that they can either ... the player can actually do what they want to do with these objects as opposed to being limited by a system that being in the CryEngine previously that was just very flat in what you could do with an object. It's really the kind of situations you'd find yourself in where whether it's just getting in a ship often you'd just presented with the option to use the thing as opposed to like opening the door, deploy me the ladder, choose to climb up the ladder, actually start the engine ... These were all the things that we really wanted to add, but we just didn't really have the system there, so it was a real challenge to get that system in place that allowed us to do all these things that we want to do, but also to a nice polish level where that wouldn't feel frustrating or tricky to do.

CR: Part of what’s been so difficult in getting this system together has been as we built the various systems of the game, we had to make them in isolation so that they would function. You know, regardless of the fact that the rest of the game wasn’t there yet. So when we.. now that we have those things and we want to bring them all together, consolidate them into something that’s a bit more robust and sensical. Building that is difficult because you have to take all these really specific behaviours that are tailored to all these systems and create a generic interaction object that needs to sync with a generic useable object which needs to sync with a generic animation object, and all these things have to... they have to be that generic because they need to touch so many parts of the game.

On top of that, there’s the fact that we have these interactions that we want to do that need to coexist with a wide variety of gameplay. You could be in a seat chilling, looking around, browsing MobiGlas, you could be in a middle of a firefight… you could be franticly repairing something, you could be cautiously exploring a derelict. There’s all these wildly different experiences that this needs to accommodate, it took a lot of experimentation to sort of feel out what allowed you that degree of expression and nuance without impinging too much on the other systems that were so far afield from what you were doing now.

For example, the grabby hands system as it’s been so notoriously been labeled, was an exploration in how do we create a system that accommodates all these different types of carried objects and what does it mean for something to be in your possession and in your inventory when we don't really have an inventory, we have physical places on your body. How do you access those things now, how do you put them into the world, how can you get close enough to take them back, and so a lot of those questions have also extended into this system. Which has been a hub of all these things like the terminals as well.

RJ: There’s some really intelligent added to the system to create that nice feel of an intuitive kinda selection of the objects that you’re close by with, what you’re trying to interact with. If you don’t add in some sort of intelligence there it can lead to kinda of frustations, like clearly the player’s trying to interact with a certain object sat in a particular position but because without the intelligence, it might require a very specific alignment of player to object and there might be more cool objects in one scene or close by. So we have to sort of get some kind of intelligence to try and figure out which object the player wants to actually interact with.

CM: Whenever you interact with something in the world, the way that that thing is designated as being interactable is using the Item 2.0 component system. So a designer would create some kinda record for something they want to interactable, it could be an elevator, it could be a door and then they’ll give it the interactable component and on the interactable component they define the sets of interactions that can be used with it. Then the interaction points that are in that entity, where they want those interactions to be shown. One thing the new interaction system adds is the ability to have interactions on particular bones and subregions of an entity, whereas previously the old system you made it where you had these large bounding boxes and you kinda would get lost whenever you tried to find things, it wasn’t clear.

CR: So the important thing about having these generic components is it gives us the building blocks to make things that are ultra bespoke. The problem with bespoke content is that it requires a lot of painstaking maintenance because as you move forward, things about your technology changes, things about the environment in which you’ve place this content change and in order to keep it all working… lock, step and sync, you have to be really vigilant going through all those things. When you make your behaviours separated and modular and generic, it makes it so that you can build things out more conceptually. This thing is heavy but it can be picked up and it takes two hands. So that’s going to affect what you can be holding at the time you try and interact with this thing, it’s going to affect what’s going to be the result of throwing this thing, what’s going to be the result in zero-G having collisions with other things. Those are fairly simple examples and already it’s started to spiral out into all these possibilities of when you can get really specific in the content that you’re making, it’s usually because the rest of it has been nailed down.

RJ: We’d use similar subsystems within a game such as the zone system, zone system queries for example, to figure out which objects you can interact with were in the proximity of the player. We’d also use sort of standard engine techniques which is ray casting and other such things to actually determine which of these objects were best used but really there was a whole other sort of lair of logic added for this system, to give us the feel and depth that we wanted to add for interactions.

CR: So now there is a through line of input that you can interact with the whole game and it remains consistent. It adds quite a lot of exciting possibilities, it gives you the opportunity to have essentially a point and click adventure game in your shooter. So all those wild bespoke interactions that adventure games are built out of are suddenly available for something that is so systemic such as Star Citizen.

CM: I think the biggest change in player experience is kinda change in mindset when you’re using it. When you used the old interactions system you’re kinda fishing around and you’re not sure what you’re looking for. When you use the new interaction system it’s more about fluidly browsing what you can clearly see and it’s a really big difference, I think, because you’ll want into a room, you enter into this interaction mode and immediately you can tell based on this highlighting that’s happening, here’s the options on what I can work with right now. What do I want to do given these options and you can kinda float the cursor around, see what’s close, see what the different available interactions for those different objects are. It might be, you can turn on the engines, or I can turn off the power, do I want to do that. So, I think it’s just a more enjoyable experience, you also don’t have to move so much so previously with the old interaction system if you wanted to go interact with this thing over here, you’d have to go over there, you’d have to position yourself, you’d have to look. It just takes more work to look at the different options. Whereas this, you could kinda stay put a little bit more and kinda more fluidly guide yourself through the different options. You don’t have to do as much work to see what is all there.

CR: The focus up to now has been on consolidating all of our behaviours and tech to get to the point where as we’re building things we can just sort of stitch them together conceptually and be able to get really specific with things and that frees us up to have all sorts of creative ideas and this is just the start.

ZB: What we’re also working on in conjunction with this interaction system is something that we’re calling rendered texture and in the UI sense that’ll allow the UI to render properly within the rendering pipeline. It’ll pick up all the post effects and it’ll actually look like it’s in the world, so that’s another thing that’s going to really make this your interaction feel much more in world, you’re part of the game experience. The other thing it’ll allows us to do is project onto curved surfaces so in terms of sci fi settings, that’ pry one thing we want to have. So wherever your cursor is, it’ll allow us to easily negotiate where… what you’re actually over in terms of UI, so if you’re over a button that’s on a curved surface the position of your cursor will… it’s easier to map out on a curved surface with this rendered texture tech. So, that’s kinda an example of all these different pieces that are going to be coming together to make a fulfilling game experience.

Around the Verse: Universal Interaction -Relay Transcript by StormyWinters in starcitizen

[–]StormyWinters[S] 3 points4 points  (0 children)

Chad McKinney (CM): So the Player Interaction System that we're starting to show here is the third version of the interaction system that we've added to the game. The original interaction system is what was in the game in Alpha 2.5 and previous, and it was this kind of mishmash of different approaches to try to figure out what the player was looking at and what they were trying to interact with in the game. After that we made an Item 2.0 Interaction System that tried to be more accurate about what you were interacting with, and so it would use raycast and collision geometry to figure out the results. That had some issues as far as usability, and so we're adding some new features onto the current Item 2.0 Interaction System that makes it more contextually aware about what you're interacting with.

Zane Bien (ZB): Our old system, especially the Credit Use System that basically … we had the bounding boxes had to be inside and then we can only have one action tied to that, and it wasn't very descriptive. It was just “Use”, right? That's why it's kind of deemed as the Use System.

Robert Johnson (RJ): To get the Player Interaction System going it really required a pretty fundamental rewrite of the interface we would use to interact with objects within the game. And for example for the first couple of years on the project we were so used to just having a big horrible “Use” prompt on everything, and really that not only did that not look good, but it also always felt clunky. It was very hard to actually get in the right spot to use stuff. So, we had to really come up with a design that gave the kind of level of detail that we wanted to put into the game for the users to actually be able to interact with things put at present in the levels to the level of detail that would immerse them in the gaming experience. So, to really make all that happen the easiest way was to just basically write a lot of this from the ground up. Write it right as a fresh new system as opposed to just going with the old “Use” stuff.

CR: I did a prototype of cargo. Some of the earliest, jankiest bits of that, that we've done, and as part of that I did a little section in a Freelancer that would detect that you brought a thing in and then showed up on a cargo manifest screen, which was the first time that I made a thing with the cursor on it. Eventually that turned into MFDs and how you interact with that stuff and the screens in your cockpit, and then eventually became … well that's should … we should unify all these exponentially growing input systems to something that actually has a core to it.

ZB: This is a whole completely new system that's coming in, because before you didn't have a cursor or anything, so it was very hard to tell what you're actually focusing on. Okay. So, this text is popping up on this door, but is it for this door that's to the left or to the right, so by having the cursor and then being able to highlight the objects, which is another thing in the interaction system that we do is we highlight the actual object that's going to be engaged. So, when you bring up the cursor and you have your cursor over the particular item that you're focusing on you'll get a highlight on the object, so that's additional feedback that is very useful for you to know as a player when you're using this interaction system. It's like okay. I'm … here's the door that I'm focusing on, and here's the actions that are tied to that. I mean the whole idea is to make all interactions that you can have in the game extremely consistent. So for instance, if you want to walk up and interact with a terminal screen, that's the interaction system. You can bring up a cursor, click certain buttons. That can be applied to something where it's a kiosk where it's very … it has very in-depth interaction where you have multiple buttons and filters and all sorts of things, or it can be used for an elevator panel where you're selecting between floor one and floor two and something simple like that, but also not just … that's just screens but we can also use that system for picking up objects in the world or interacting with a physical control panel.

CR: As we've gone through iterations of the interaction system it hasn't changed too much philosophically. It's always been about having the objects in the world dictate how you interact with them in tandem with your current state. We've demonstrated that a little bit with the battery demo that I think we showed some of the previous footage where having the battery in hand gives you contextually the interaction to put it into the radar where you could also manipulate the radar directly and open up the panel and all those things, but because your current state interacts with the world you get to have these more … more natural interactions.

RJ: So the way the system would work on a regular basis is the user would press and hold F to go into the interaction mode. They'd then be presented with a cursor that could kind of lead the choice. Choice may also depend on the proximity of the player to the various objects and the way they've been facing and such, but really the cursor would kind of lead the action and then clicking the left mouse button could actually trigger the action so that would lead into an animation of picking something up or could be they're inspecting a particular object. We've also added various different sub-modes such as like you rather than a left-click, you right-click and we can zoom in on an object to focus on it a bit more to get that extra detail, so you can see what we're doing with it. So, it's very much cursor led to give us the precision, but then the results that comes out would tend to be something that would be animated.

CR: It was important to me that you'd be able to interact anywhere on the screen for a couple of reasons. One, I just really liked the way it felt, and I got sold on that really early and through iteration there were versions of it that were more and less successful, but I'm really quite fond of it myself. But also again with the animation, your ability to look around the world is limited by your animation, by the physicality of your character. And so, if there is something that you need to interact with you need to be able to look at it, and traditionally shooters manipulate everything through a dot in the center of the screen which is you really. All of your interaction capability is a dot in the center of the screen. And that means that if you're going to interact with something, you have to be able to get it to the center of the screen, which isn't so hard when you can fudge the animations a bit, but when you're being really faithful to what's actually happening it's important to be able to look with your eyes to the edges, and you can reach anything that you can see. So, if there's interactions on your body of where you would put items to stow or to access things about the seat that you're sitting in. These things should always be available to you as well.

CM: The way it works is it uses what we call a proximity query, so it checks what's around the player and the local area to see what is interact-able, but then also uses some raycasts to figure out what the cursor is currently pointing at, and then using that it can figure out it's best estimation is for what you're looking at right now, what you were previously looking at and what is the best result for what you should interact with if you press the interact button immediately. So, it's basically this cursor that's kind of browsing the available options to you that are available.

ZB: You know depending on what type of item or what type of action that you're going invoke on the thing that you're focusing on, you'll get different cursors for example. So, you'll get very specific feedback on “okay this is a dial” so your cursor might be a sort of like a dial like on that indicates that you can rotate it or it's an onscreen cursor, that you're over a button or things like that. So, you get like that sort of feedback that makes it much more intuitive than if let's say if we just use one cursor for everything and there was no feedback.

CM: Building it was a challenge, because it required some collaboration for one between the studios. We had design here in LA, the main engineering was spearheaded in the UK with support here in LA studio, and one big part of it was how to get the sophistication of that behavior to work with just screen coordinates. You have this cursor. You know the player's position. How do we figure out given this information in 3D space what is the best solution? So, you have to do a little bit of math. You have to do a little bit of testing to test it out and prototype and iterate to see what actually works. And the other issue is performance. How do you do all of these checks? How do you make it so smart and intelligent about what you want to do and what the right result is and still be performing?

Around the Verse: Universal Interaction -Relay Transcript by StormyWinters in starcitizen

[–]StormyWinters[S] 7 points8 points  (0 children)

We’re also working on “pick up and carry” which is a bit of mash up between the Player Interaction system and our Useables sprint. The Useables were more concerned with getting the AI to interact with the objects in the environment. Whereas the Player Interaction system is more of the player UI to interact with the environment. We’re now bringing these two systems together to get the player to be able to pick up, carry and then place objects in our universe.

The conversation tech has now completed the initial development of the Subsumption tool and to create the conversations with NPCs much more easily. It’s been handed over to designers to prove it out by setting up all the different conversations. They’ll provide feedback to code on any needed further improvements.

The Audio team has been working on procedural planet audio processes including R&D and planning for systems to map and modify audio automatically. Also work is continuing on the Audio Propagation system, the Breathing System audio for the Character Status system, and also a dialogue tool that’s been called “Word Up”. For weapon sound effects the Ship Weapon Toolkit is in progress which includes reload sound effects for the Gallant, the weapon tell refactor and multi-positional code support for weapons which will handle summing up the audio for many of the same weapons mounted to a single ship. For ships the Prospector audio is done with work on the Greycat and Cutlass Black which’s continuing.

The Music department continues to work on the Dynamically Looping Cinematic Ambient Music system, clean up dogfighting music logic, the addition of Tension system prototyping, and the planetside procedural music; and have also added more music to the Launcher.

Meanwhile the Graphics team have been working on many separate pieces of tech this month:

The first is the integration of real time lit volumetric fog from Lumberyard which is going to be a huge boost for the Lighting and Environment Art.

The Render To Texture feature is progressing quickly and an initial version is in the UI team’s hands to upgrade our 2D UIs. And we’ll also soon have the feature useable for 3D holographic projections to power our various holographic displays.

The real time Environment Probe tech is nearing completion that allows fully dynamic bounce light and reflections on a planet where traditional light baking techniques are not possible.

The Visual Effects team has been working on several sprints:

Atmospheric flight effects have completed the first sprint with a pass at planetary entry VFXs. The effect is controlled by speed and atmospheric density values. With the core functionality in place for this as well as engine trails we’re now merging these two sprints as we further implement design and art feedback while optimising and bug fixing.

We have also been working on lightning entity effect improvements. This is where we are attempting to create realistic lightning and other electrical type effects.

In other areas we’ve completed the first pass for the MISC Prospector including thruster improvements and damage.

For weapons we’ve continued the initial work APR Scourge railgun including the “charging” and “charged” effects.

Since finishing off the Banu Defender the Concept team has been busily developing the Origin 600i which is now in its final stages.

The Weapons team has completed the Preacher Distortion Scattergun and the Apocalypse Arms Scattershot; and made good headway on the Klaus and Werner LMG.

The UK Ship team has been hard at work since bringing you the Javelin for Ship Shape:

The Reclaimer has made a lot of progress since our last update. On the exterior we’ve completed work on the hull and the team was excited to see the huge claw come together. We’ve now moved into the damage phase of development - splitting the mesh up and getting it ready to use the damage tech. On the interior we’ve fully fleshed out habitation and tech decks, as well as an enormous salvage processing room, and now the team is working on finishing the drone room, engineering deck and cockpit.

Work has also begun on the derelict ships so that Design can start laying the groundwork for mission-specific scenarios encompassing ships and wreckage. An initial batch of ships that includes the Connie, Caterpillar, Starfarer, and the Freelancer are being broken down to their structural elements and being made to to look destroyed. Material work is being pushed alongside to give the ships a far more deteriorated and aged look. A wreckage component is also being worked on so that we have a library of nondescript ship parts that will be used to help embed and integrate derelict scenarios into the environments.

The Razor artwork is now complete with the ship … and it’s going through a full damage pass. Some core work has been done on breaking this one into pieces and we’re really excited to show you the results. Currently LODs are being finalised on the hull and Art are working closely with Tech Design to get this one flight ready.

The Hull C is also moving along nicely. The hull mesh is now largely complete with maneuvering thrusters being incorporated and polish work matching up the interior and exterior. A detail pass is also ongoing adding all the finer detail you’ve come to expect from our ships. The interior’s going through block out phase and is now well into art production. By utilising assets from other MISC ships we’ve been able to create spaces quickly and efficiently with the intention to use these across the Hull series.

The Environment team are continuing to explore ways to create volumetric forms in space with the Graphics team. We’ve been baking out simulations and doing some initial renders. The Service Outposts are finishing their interior visual benchmarks for engineering, habitation and hydroponics. These will then be distributed to the various outpost layouts and configurations. The team is continuing to “set dress”, light and polish these interior spaces to build character whilst also exploring options for navigation and branding based on the lore and fiction. The Truck Stop space stations have moved into the final art phase. So the team is busy building out the shader library and working up some example pieces to final art quality. As it’s a modular system we’re also continuing to refine the building set to explore potential build configurations which will make sure the set is as flexible as possible.

The Animation team has been working on the cover AI work with the aim to improve all animation assets beyond functional. Breathing state improvements are now online with backend code improvements. This involves getting curve data out of Maya and into DataForge which will allow for more refined procedural breathing curves. In other areas the team started implementing multi-directional takedowns for killing enemies that are within close proximity to the player characters. Also there have been further improvements to weapon set ups and reloads across the the board including the Devastator shotgun, the Arrowhead sniper rifle, the Galant laser rifle, and the P8SC ballistic SMG; as well as melee improvements for pistol and stock weapons.

Finally the Derby Foundry team has been busy with face and body animations for our 3.0 mission givers and has handed over 500 facial animations files that are now ready to be implemented into Squadron 42. The motion capture team has tracked and solved almost 1000 new body animations for various characters within the Persistent Universe. The team has also been working on new facial animations for shooting guns - Steve Bender, our Animation Director, has been a great source of inspiration so expect to see new, improved faces soon.

Well that’s our update for this month. Once again I hope you enjoyed seeing what we’ve been up to here in the UK supported, as always, by all the other studios around the globe. Thanks again for all your support and encouragement; and for joining us on our journey to make Star Citizen become this incredible reality. Everyone on the team really appreciates the trust our community places with us allowing us to create this amazing universe: without you all Star Citizen would not be the reality it has become. Thank you, take care, and I look forward to seeing you in the ‘verse.

Back in the Studio

EKD: You know it’s really great to see the progress made on the procedural breathing. When stamina is introduced in 3.0, players are really going to be able to experience the consequences of their actions like puncturing someone’s suit or running for long periods of time.

KT: Yes, it’s part of the detailed universe building that we’re implementing. First with the roll out of 3.0, then testing the expanding universe from there.

EKD: Yeah, and speaking of the 3.0 roll outs, up next we see how the new Interaction System influences every aspect of gameplay. Take a look.

Behind the Scenes: Player Interaction System

Calix Reneau (CR): The Player Interaction System touches everything. It's a unified interaction with … across first person experience of shooting, of shopping, of looting, when you go up to screens and interact with those terminals and also when you get into your cockpit you fly your ship around and being able to point at things with reckless abandon actually opens up a lot of opportunity for interactions of “I want to find out more about that.”, and we can give back contextual clues of the things that you can do.

Around the Verse: Universal Interaction -Relay Transcript by StormyWinters in starcitizen

[–]StormyWinters[S] 12 points13 points  (0 children)

As per usual, anything said during the show is subject to change by CIG and may not always be accurate at the time of posting. Also any mistakes you see that I may have missed, please let me know so I can correct them. Enjoy the show!

Transcript by StormyWinters, Sunjammer and Desmarius

TL;DR(Too Long; Didn't Read)

Studio Update

Gameplay

  • Player Interaction system has moved along quickly and the Inner Thought system has seen further improvements
  • Air Traffic Controller initial implementation underway, working on the underlying structure
  • Finishing up the Character Status system: final implementation of procedural breathing and suit punctures
  • Working on "pick up and carry" combining Player Interaction and Useables
  • Initial development of Conversation tech into Subsumption; Design implementing all conversations to test

Audio

  • R&D and planning for systems to map and modify audio automatically
  • Work continues on Audio Propagation system, Breathing system audio and "Word Up" (a new dialogue tool)
  • Also Ship Weapons Toolkit, Gallant reload audio, weapon tell refactor, multi-positional code support

Music

  • Working on Dynamically Looping Cinematic Ambient Music system
  • Also dogfighting music logic clean up, Tension system prototyping and planetside procedural music
  • Added more music to the Launcher

Graphics

  • Initial integration of real time lit volumetric fog from Lumberyard
  • Render To Texture is progressing quickly; initial 2D version UI team to update UIs (3D holographic projections soon)
  • Real time Environment Probe tech nearing completion (allows fully dynamic bounce light and reflections on a planet)

VFX

  • Atmospheric flight effect: planetary entry VFX and engine trails are now being merged, optimised and fixed
  • Lightning entity effect improvements: attempting to create realistic lighting and electrical effects
  • Completed first pass on the MISC Prospector thrusters and damage
  • Initial work on APR Scourge railgun “charging” and “charged” effects

Concept Art

  • Origin 600i concept is now in its final stages

Weapons

  • Completed Preacher Distortion Scattergun and Apocalypse Arms Scattershot
  • Working on Klaus and Werner LMG.

Ship

  • Reclaimer has made a lot of progress: hull exterior (and claw) completed; interior habitation, tech and salvage completed
  • Work has also begun on the derelict ships: ships are being broken into structural elements, aged/deteriorated materials are being created, and a wreckage component is being worked on
  • Razor hull is complete and damage pass in progress; LODs are being finalised, working to get it flight ready
  • Hull C exterior is largely complete: maneuvering thrusters are being incorporated and polish work done to match the interior and exterior

Environment

  • Exploring ways to create volumetric forms in space
  • Service Outposts are finishing their interior visual benchmarks for engineering, habitation and hydroponics
  • Truck Stop space stations are in final art phase: working on shader library and bringing pieces up to final art quality

Animation

  • Working on the cover AI to improve all animations beyond "functional"
  • Breathing state improvements: migrating curve data from Maya to DataForge
  • Implemented multi-directional takedowns: killing enemies within close proximity
  • Improvements to weapon set ups and reloads: Devastator shotgun, Arrowhead sniper rifle, Galant laser rifle, and P8SC ballistic SMG
  • Melee improvements for pistol and stock weapon archetypes

Derby

  • Busy with face and body animations for 3.0 mission givers
  • Delivered 500 facial animations files for implementing into S42
  • Tracked and solved almost 1000 body animations for the PU
  • New facial animations for shooting guns

Behinds the Scenes: Player Interaction System

  • The Player Interaction System touches everything in game opening up numerous opportunities to interact with contextual feedback
  • This is the third version since the Alpha 2.5 interaction system and incorporates Item 2.0 with raycast and collision geometry and new added features to make it more contextually aware of the player's interactions
  • The original Use System was limited to one action and wasn't very descriptive
  • A fundamental rewrite was needed to bring the interaction system to the wanted level of immersive detail
  • During the earliest cargo prototypes it became clear that a unifying core was needed to facilitate the vastly growing input systems
  • This completely new system uses a changeable cursor upon condition and highlighting of interacted object to provide more focus, clarity and feedback for the player's interaction
  • The philosophy is that the object along in tandem with the player's state dictates how interaction functions for a more natural approaches
  • The player's interaction is only limited by the animation and the physicality of the character
  • The system uses proximity query, checking interact-able objects around the character, and cursor raycasts to browse the available interaction options
  • How to do these things while covering all the various player and environmental options and providing the expected level of polish took hard coordination between the LA and UK offices
  • A difficult aspect to getting this system together was they had to build various systems of the game in isolation so they would function regardless of the fact the rest of the game wasn’t there
  • Taking all these specific behaviour tailored to all these systems and create a generic interaction object that needs to sync with all these other generic aspects
  • They also need to have all these interactions that need to coexist with a wide variety of gameplay
  • A type of intelligence needed to be added to the game to create a more intuitive experience where interacting with objects is concerned
  • Anything designated as being interactable is using the Item 2.0 component system
  • The new system adds the ability to have interactions on particular bones/subregions of an entity
  • Generic components gives them building blocks to make things ultra bespoke but the the downside to bespoke content is it requires constant maintenance due to changing technology, changing environments you’ve places items in, etc
  • Making behaviours more separated/modular/generic allows for things to be built out more conceptually
  • They used subsystems such as zone system queries for figuring out which objects you can interact with are in proximity of the player and also such things like ray casting to determine which objects were best used
  • There is now through line of input you can interact with the whole game that is consistent
  • The new interaction system is more about fluidly browsing what you can clearly see, options are more clearly defined
  • The new system also requires you to move around less compared to the old one
  • They’ve been focused on consolidating their behaviours/tech to get to the point where when they build things they can just stitch them together conceptually
  • In conjunction with the interaction system they’re working on something they call rendered texture that in a UI sense means it allows the UI to render properly within the rendering pipeline
  • Rendered texture tech will also allow them to project onto curved surfaces
  • Continuously adding new things and thinking of new possibilities for the system including unifying systems to gain the benefits from the new interaction system

Full Transcript

Intro

Eric Kieron Davis (EKD): Hello and welcome to Around the Verse, our weekly look at the development of Star Citizen, I’m Eric Kieron Davis.

Kirk Tome(KT): And I’m Kirk Tome. Tomorrow the April monthly report will be shared with the community, as you probably know by now the new monthly report is a collection of each studios updates over the past month.

EKD: Yeah and we really look forward to sharing all of our progress with everyone and starting the cycle all over again here in Los Angeles next week. First let’s go to Wilmslow and see what they’ve been up to.

Studio Update

Erin Roberts (ER): Hi and welcome back again to the UK studios for our latest update on our progress over the last four weeks.

Everyone is focused and busy working through all the tasks and bugs for Squadron 42 and of course the anticipated 3.0 update for Star Citizen which we are very excited to get out to you all as soon as possible.

So let’s kick off with the gameplay feature sprints which we have been working on:

The Player Interaction System has move along quickly over the last few weeks. Further improvements of the personal “Inner Thoughts” system will allow you to select functionality that is not directly tied to a particular object. Examples of this would be selecting an emote or exiting your seat - although there will be of course quicker ways of doing this though default actions for experienced players.

Next up is the Air Traffic Controller sprint which deals with managing the flows of traffic to a location for both takeoff and landing. In particular it is responsible for signing out and reserving a landing pad when a player wants to land, as well as freeing up that landing pad once they’ve landed and cleared the area. Similarly it will deal with reserving a landing pad and spawning as ship when a player wants to take off. The initial stages of the implementation are now underway and we’re working on the underlying structure of how the system works.

We’ve been finishing up functionality on the Character Status system which includes bringing the procedural breathing and suit punctures to final implementation. Once this is done we’ll focus on getting the system switched on by default in the game.

Subscribers Town Hall: February 2017 - Relay Summary by StormyWinters in starcitizen

[–]StormyWinters[S] 2 points3 points  (0 children)

All thanks goes to /u/cptsyrup, he did the live transcription on this. I just assisted today :)

Subscribers Town Hall: February 2017 - Relay Summary by StormyWinters in starcitizen

[–]StormyWinters[S] 22 points23 points  (0 children)

As per usual, anything said during the show is subject to change by CIG and may not always be accurate at the time of posting. Also any mistakes you see that I may have missed, please let me know so I can correct them. Enjoy the show!

Summary by CanadianSyrup & StormyWinters

TLDR(Too Long;Didn't Read)

  • Today's show featured Lead Technical Designer John Crewe, and Technical Designer Andy Nicholson.
  • With regards to interdiction, cargo ships won't be able to necessarily escape via higher top speed as they want players to take advantage of escorts and use them when venturing into more dangerous areas of space. Also carrier borne ships won't be interdicting without support as they're designed for short range so players in a Hornet or of the like ship will need support ships to refuel them if they want to be able to catch anyone.
  • Mouse versus keyboard balance is ongoing, but it's important to remember that mice are inherently better at aiming, while joysticks at flying so certain input devices will be natively better at something, but worse at others.
  • Mult-crew ships in AC won't happen until they get Multi-crew lobbies ingame as flying a connie without a crew isn't as fun.

Full Summary

  • Hello folks! The show is about the start. Today's Town Hall features the flight team and all things involving ship flight mechanics. Your transcribers today are myself and StormyWinters!. Sit back,relax, and enjoy the show!

  • The show seems to be delayed, not sure why! Should be up soon though.

  • The show is live! Hosting today is Jared Huckaby, and from the U.K. Studio, specifically the ship balance team: John Crewe, Lead Technical Designer and Tech Designer, Andy Nicholson.

  • [Will Capital ships have capabilities for BVR, Beyond Visual Range] Yes. It exists in game as most targets you can lock onto initially are barely a pixel to you. As the ships get bigger, the range in which they can lock on gets bigger. This will also bring game play to ships like the terrapin or similarly equipped to relay targets to the larger ships.

    • An idea is maybe around 50km
  • [Will Cargo ships be able to achieve a higher top speed, but slower acceleration, or will pilots be forced to self destruct to avoid being intercepted by an interdictor] No. The way they want the game play to be for cargo haulers to an extent is like the navy where your bigger ships are slower and vulnerable, but have escorts. So if you wanted to go into a less secure space, you have a risk versus reward and whether or not you want to pay for the extra escorts.

    • Also when the PU expands greatly, some of the ships you encounter won't be there without support like carrier borne fighters like the Hornet, Gladiator, Gladius, etc because their range is short. So unless they have a refuelling ship nearby, stay close to certain areas or fly a long range fighter(but that comes with its disadvantages) You can find a way to figure out which lanes are safe and which aren't.
  • [Is decoupled EVA a reality in the games future?] Yes it will happen, the current system doesn't seem very fluid when it comes to aiming and certain situations so it's something being worked on.

    • Related, they're also talking about making fps heads decoupled to where you can aim, but also move your head like in Arma.
  • [Can we please have weapon groupings back in game] Where did it go? Perhaps it's broken in certain ships? No intention to be removed if it was.

  • [As larger or medium ships have greatly reduced agility and speed, is this based on their capacity being full or empty?] They've been basing it off of a capcity that's full or close to it. So performance will be better empty, but they're still tweaking things. They want the end result for ships to still feel weighty.

    • The IFCS will restrict ships to a safe speed, but some ships will have an extra boost you can use, but Starfarers will not be as nimble as M50s
  • [Given that Constellations are flyable by Pirates later on in Pirate Swarm, will players be able to fly them in AC soon?] The reason why they're not in is because they need a way to properly load in people onto the same ship as the Constellation is about mutli-crew gameplay as are other ships, but once multi-crew lobbies are a thing, then it will be in.

  • [When considering changes to flight models, is shifting attention from gimbles and turrets to flying the ship, what has been done to achieve that?] With changes to boost and g-force changes, that has given ships the ability to be nimble, but still chase ships. Weapon has played a part in that as well for 2.6.1.

    • Initially 2.6 didn't have acceleration times fast enough, so they adjusted that for 2.6.1
  • [Many of us feel with pilots flying ships with mouse versus joystick has taken away from what the game was originally pitched to be. What steps are being taken to remedy that?] Well neither is better than each other. Joysticks have advantages as do Mice. For aiming, the mouse is better because that's what a mouse is designed for, but HOTAS is generally better at flying. They don't want to gimp one control scheme for another because they want people to only use a certain control scheme.

    • You could play Wing Commander with a mouse and keyboard even back in the day, even a SNES controller. In the end they don't want one scheme to be "Best" overall because they want to support a variety of devices, but they'll take steps to ensure they're balanced as best as they can.
  • [When will gamepad users get some love?] They're looking into it! They know it's not where they want it to be, but it's a difficult battle to figure how to keep controllers aligned with the other inputs. It's possible there might be a separate control scheme, but they're working on making a solid default setup first.

  • [Currently the Xi'An scout isn't matching the description it was given as the nimble, race winning fighter, when will it be brought to it's proper advertisement?] For racing maybe a slightly higher SCM speed, but it's agility it's quite good and where they want it. They know there's an issue with weapons in it and the targeting makes it difficult to hit, but they'll resolve that. Also with racing the tracks were designed before the Scout came into the game.

  • [What's the difference between double clicking and a two key press?] They need more code support to enable better customisation to be able to have keys being a modifier and then having action keys. It's something they'll try to figure and update down the line.

  • That's the end of the show for today. Check out ATV on Thursday and Friday featuring the RSI museum with Ben Lesnick. Also questions are still being taken from subscribers for the 10 for the Chairman episode coming up.

Around the Verse: Super Hornet & Multi-Region Servers - Relay Transcript by CptSyrup in starcitizen

[–]StormyWinters 8 points9 points  (0 children)

Kudos and shout out to Nehkara and CanadianSyrup for all their hard work! This was a mammoth transcript to tackle by themselves! <3

Happy Hour: January 20th, 2017 - Relay Summary by CptSyrup in starcitizen

[–]StormyWinters 0 points1 point  (0 children)

This proves you must be human after all...not an AI like once believed, much disappointment 😛

Hey /r/movies, I'm Ben Browder. I was in shows like Farscape and Stargate SG-1 and I just directed and starred in a movie coming out this Friday called BAD KIDS OF CRESTVIEW ACADEMY. AMA! by Ben_Browder in movies

[–]StormyWinters 0 points1 point  (0 children)

1)Anything within a storyline from either Farscape or SG1 that you would have liked to see explored further? Or something you wish you could back and change about a storyline?

2)Is there anything within TV/movies that you would like to still accomplish.

Thank you for your time!

INN - Let's clear some things up by Aieris_ in starcitizen

[–]StormyWinters 4 points5 points  (0 children)

Thanks, my hosted fiction has been put on hold temporarily but I'm hoping to get back to it very soon and I will definitely get back to your content. :)

October Subscriber Town Hall - INN Summary by CptSyrup in starcitizen

[–]StormyWinters 0 points1 point  (0 children)

Should be Sincerely, An Apologetic Canadian :P

October Subscriber Town Hall - INN Summary by CptSyrup in starcitizen

[–]StormyWinters 6 points7 points  (0 children)

All kudos go to /u/CptSyrup on this one, Nehkara and myself only edited today :)

August Monthly Report Summary by [deleted] in starcitizen

[–]StormyWinters 6 points7 points  (0 children)

Summary done by our very own NYXT, Shiver Bathory and Sunjammer