Star Citizen: Around The Verse 3.5 – UK

Star Citizen: Around The Verse 3.5 – UK

Closed Captioning provided by the Imperial
News Network. Phil Meller (PM): Hey everyone and welcome
to season three episode five of Around the ‘Verse. I’m Miles Eckhart Lead Designer here at
Foundry 42 Wilmslough. Mici Oliver (MO): And I’m QA Tester Mici
Oliver. PM: And the big news this week is 2.5 is live
for all the backers. If you haven’t grabbed it yet make you sure
you head to the launcher and check it out, and congrats to the whole team of getting
this patch out including all the backers who worked so hard to help us test the builds
and get everything stable. MO: Definitely a big thanks to the backers
and the avocados on the PTU. Working in QA I know what a struggle it is
to get through all those bugs, but the fact that we have so many players looking at it
has really helped identify the issues so thank you! PM: And 2.5 brings some great new changes
to the Alpha. There’s a new landing system that makes
touching down a lot easier and there’s also two new ships to fly. MO: We have the Argo utility craft and the
Reliant Kore, both are quite different ships than what we already have in the game so it’s
really exciting to see them in and flight ready as well. PM: Yeah, but the biggest addition has to
be our new location Grim Hex. Outlaws finally have a place they can call
home. MO: With it comes outlaw themed stores which
includes outlaw armour and guns and we also have some more clothing which is counter culture
shirts, bandanas, that sort of thing. PM: Another reason for the player to explore
is being one of the core directives of Star Citizen. If you want this piece of clothing then you
might have to fly to this specific store. So Mici there’s been something you’ve
been helping out with. MO: Yes I made a PU clothing wardrobe which
is for the Designers so they can see all the clothing that’s been completed by the Art
Team. So if they want to dress a character they’ll
look through all the shirts available and all the pants and mix and match and this is
how a lot of the NPCs were dressed for the demo. PM: Yeah I had to dress my, well dressed Miles
Eckhart that week and it was easy. MO: Yes, that was unusual. PM: It was really handy. So in addition to 2.5 we also have the monthly
subscriber Town Hall held right here at Foundry 42. MO: Yes members of our Audio team have been
taking live questions from the subscribers. To find out a bit more about what Foundry
42 has been up to this week he’s Nick Elms with this week’s Studio Update. PM: Yeah let’s check out his shirt this week. Studio Update Nick Elms (NE): Hi everyone, welcome to another
UK update. We really hope you enjoyed the Gamescom demo
as much as we did, we’re just getting back to action here now and we’re just going
to start today with Will Maiden talking to you guys who wanna be budding cargo haulers
and pirates and salvagers about the basics of the cargo system. Will Maiden (WM): OK, so for 3.0 we’re going
to have the ability to pick up the box, take it to your ship, put it in your ship and take
that ship to market – which will allow us to sell whatever you find. Now it’s going to either come from salvage,
ships you find out in the debris field; stuff you take off other people’s ships that you
pirate; stuff you are going to get given on missions. You can also go to market – pick up whatever
you want to buy, whatever they’re selling, that’ll automatically get put in your ship
and you can take that out to sell that as well. We’re hoping to get all sorts of trade routes
– buy stuff from here, sell it to there, take stuff from there, go somewhere else – traders
will go to port and they will just buy from a computer two-hundred- Video Commentator: You can both manually pick
up and drop cargo as well as automatically load and unload onto full service spaceports. WM: to three-hundred units of steel or whatever
and that will automatically be generated on your ship. So they have a really time of just buying
what they want, getting back into space and trading whereas salvage players, pirates – they
can physically walk up to a box, pick it up, manually take it over to their ship, or take
it to a market and sell it. So they have a much more lengthy gameplay
but it should be fun for them to be able to see what they are taking and individually
picking what they want. We’ve obviously already got cargo boxes
built, we’ve got ships where the interiors are already set up – so we can start placing:
here is where cargo will fit, here is where we can store it. Those will probably come along side-by-side
and then we should be good to go. We’ll be able to see very quickly once it’s
down inside your ship, it gets locked to that ship. Then all we need is on the other side, markets
being set up – we’ve already got a few at Port Olisar, GrimHex and we’ll be seeing
some at Levski – places where you can take those items. Instead of talking to someone and buying a
gun you’ll be able to say “Hey I’ve got ten tonnes of cargo in the back if you
want to buy that”. So with having trade routes that gives us
then the opportunity of pirates, finding out about those trade routes. Coming and camping on them, waiting for transports
to come in. Grab them, steal their cargo. So then we’re going to have, hopefully,
players wanting to protect their cargo. They start hiring mercenaries to come and
protect them, and then bounty hunters to hunt down the pirates that stole off them in the
first place. So hopefully from having that initial cargo
route from one or another, we should be seeing a lot more careers being built around that. NE: Thanks Will. I hope you all enjoyed that and you can see
those systems start to come online with the gameplay possibilities are going to be expanded
for you guys in the Star CItizen universe. We’re going to move over now and take a
look at the Ursa Rover, which was one of the stars of the show Jort Van Welbergen(JW): When I got the brief
to work on the rover, basically it was my task to take Hobbins’ concept of the rover
that was shown in the cinematic and take it up to the new level of quality for the gameplay
and the systems that we put in place. Incorporate the all the cargo systems, the
new weapon systems, to a level that we have the ships at as well. It was really interesting experience to work
on. One of the main mechanics that I had to introduce
was, I had to find a way for it to, for a vehicle with enough ground clearance to be
off road capable and also for it to fit into the Constellation cargo ramp which was shown
in the cinematic. Problem being that the Constellation cargo
bay isn’t really fit for a six wheeled super big sort of rover vehicle. So I had to come up with a mechanics system
that the wheels basically fold on to the body of the vehicle and then deploy when it needs
to go outside to when it needs to do its off road duties. That as well as a deployable turret that deploys
via a rail system to be able to get the rover to be able to clear the ramp of the Constellation. Graeme Palmer (GP): So basically you’re
provided a few concept images that he’d done a paint over of and then I took that
into Max and cleaned it up as best I could and then modelled on top of that and then
from there we just refine the mesh and start adding geometry to get a better idea of how
it all works. And then on this particular one because the
space was so tight I also animated as I was going along so I could, there were certain
shapes I had to change, so they could fold up and work Tom Woodward (TW): The cockpit’s interior
consists of two chairs. One pilot one navigator. Both consoles for both people, sort of fold
away allowing more leg room to get in and get out. When the pilot will get in the console will
slide away and then rebuild itself around the pilot to sort of get in and drive. The cargo bay area consists of fold away seats,
weapon lockers. It’s got a couple of access points, so the
four standing crew can come in and out as they want. It’s sort of helps the planetary aspect
of Star Citizen come alive a bit more. Cause you can get to the planet’s surface
and you can explore more than you could if you were on foot. So say you wanted to get from one place to
another without the Rover you’d either have to end up getting back in your ship and sort
of fly up into the atmosphere and then come back down again, which you might miss something
interesting like a ravine or something, a crater that has some sort of interesting building
or something in it. Where as with the Rover you can drive around
and get much more in depth information on the terrain and stuff and possible find something
more interesting than if you were just flying around the atmosphere or orbiting kind of
thing. Up until now we’ve only had the Greycat
buggy and it’s not been a multi crew vehicle where as this is a larger, you can get your
friends, you can go down to the planet’s surface and you rove around. You can even do sort of drive by shootings
if you want to and have the back door open and two guys crouched down with machine guns
while you’re driving around. Which is pretty cool! MO: Yes, I got to QA test the Rover and it’s
really fun to drive across all the vast planets, new planets that we’ve got. And I loved seeing it going against the Dragonfly
at Gamescom, that’s really cool! PM: And to give us a more in depth look at
what it took to hatch the Dragonfly, let’s go to Paul Jones and his team Ship Shape: Dragonfly Paul Jones (PJ):: So the Dragonfly was basically
a new category of vehicle for Star Citizen. We’d worked with small spaceships, one seaters,
two seater; multi-crew. The ships were just getting bigger and bigger. And that was working for the universe but
now with 3 … well 3.0 coming up and us going planetside – which we’ve just shown in the
demo – Chris was really pushing for a personal vehicle. Essentially a space motorcycle. Like a space hog. And so with that in mind the Drake Dragonfly
is the perfect candidate because it’s styling is a little bit … it’s a little bit low
brow, it’s quite mechanically. Especially we’d just been dealing with the
Caterpillar. And so we worked with those requirements and
the Design team, with their brief that they gave us: they want something small, something
that can hover above land, something that can also fly in space, so you can just boot
it out of your Freelancer. And so this was a lot of fun. So this was a brand new … again it was like
carte blanche almost. And so this is always what us art guys want;
what the concept guys want. So you’ll see today through the process
how we’ve developed it. Gary Sanchez (GS): The ship it was interesting
to design first because it’s small. It’s allowed go everywhere on ground, on
planet, and we can also go in space with it so we have different functionality contrary
to some other ship that are bigger or different. So the Drake manufacturer is also interesting
because of this kind of low tech industrial look. So it was also a challenge to try to do something
iconic but with a … not too design a bike. So it was very interesting to do. Joe Neville (JN): So the Dragonfly was challenging
at times purely because there are so many expose components to it. It basically means that the … it was a lot
more expensive as an asset. With a lot of the bigger ships you can hide
components away whereas with the Dragonfly everything is exposed. You have to model everything. There’s no smoke and mirrors here. Steve Turberfield (ST): Essentially when I
get given the model from the guys in the Art team, my job is essentially to start breaking
that down into the separate items, such as the thrusters, and all the general parts of
the ship itself, such as the nose, the body, and beginning to break them … make them
detachable and add damage effects and things like that. Overall we begin just by doing a real rough
whitebox flyable state on it. So we’ll just get the model flying before
we start breaking it all up. In the Gamescom demo we essentially showed
off the basic setup of the ground mode and also the spaceflight mode, where we were essentially
showing it going off in space, landing inside the Freelancer, going planetside, getting
out again and being useable in its ground mode. We have a lot more to add to that so we’re
doing further work on the ground mode flight systems – just really tweaking it, making
sure that it feels spot on when you are riding on the planet. In addition we also need to set up the rear
seat for a rear facing passenger. So you will essentially have your buddy on
the back, running along with you and we are eventually going to implement them being able
to hold a weapons. So while you are in any chase sequences or
modes you’re essentially able to have your guy at the back shooting people off who are
approaching from behind. And the final thing that we are looking to
implement is a third mode that the Dragonfly has which is a compact mode where essentially
the ship nacelles retract and it basically enables you to store it in it’s smallest
possible state on any of your cargo ships. Darren Lambourne (DL): I went with Harley
Davidson for the kickstart sound, originally, which was heavily processed obviously to just
get that “bah-dah-dah-dum” coming … okay you know it’s a motorbike but heavily processed. And then it was a matter of finding out essentially
what made motorbikes different from cars or spaceships or airplanes. It’s the connectedness with the environment:
you’re racing along really near the floor. So the ground rush, particles, rocks, anything
like that, that’s going to hurt if you hit it hard enough and the wind rush and stuff. I wanted to really to get all of that stuff
in there for the Dragonfly. So it was in stark contrast with the other
ships and vehicles we have in the game. The planetside stuff, the in atmosphere flight,
the sort of terrain traversal in wheeled vehicles and hover vehicles like the Dragonfly… I think provide a brilliant contrast between
what we’re used to, the sort of… the space travel aspect where you’ve got points of
sound very sharp contrasty points of sound, very clean in the void. Then on planetside we’ve got this much more
grounded… when there’s an explosion it’s going to echo around in canyons, you feel
close to the ground, you feel much like footsteps different surfaces… surface types and stuff
you’re going to have to feel that through the vehicle and it just gives a… I think it’s a case of, you know, the total
is great and the sum of the parts, really. The space travel and the planetside stuff
and those two things contrasting with each other I think sort of reinforcing each other. So, it’s kind of picking what we can emphasize
like the ground effect stuff, like echoey stuff off canyons and mountains and things
like that to give you a sense of where you are and the two things will provide a brilliant
much, much enhanced experience I think to just space flight, you know ST: So, I can honestly say that the Drake
Dragonfly has been my favourite ship to work on so far just because of adding new things
we have never done before in there and I’m really looking forward to seeing our backers
get their hands on it and do all kinds of crazy stuff while on planets. Back to Studio MO: Speaking of great content, a ton of the
backers have been working on their own Star Citizen related projects to tell us the latest
is Tyler Witkin with this week’s community update. Community Update w/Tyler Witkin Hey everyone, Tyler Witkin, Community Manager
in the Austin, Texas studio here to bring you this week’s community update. First and foremost, patch 2.5 is now live
and available to all backers. This patch brings a whole slew of new content
bringing us one step closer to the gaming experience that we’ve all been craving. 2.5 release sale will continue through Tuesday,
September 6. We’re really excited to introduce the MISC
Reliant and a pair of Argo variants. We believe these ships bring a unique twist
our current line up of available ships and look forward to seeing you fly them in the
‘Verse and if you’re looking for some additional stopping power, make sure to check
out the all new Behring M7A laser cannon, available now with patch 2.5. Since 2.5 released live on August 25, we’ve
seen a lot of awesome content posted on the Community Hub, YouTube and Reddit and we’re
looking to feature more gameplay videos from you the backers so keep them coming. As far as content goes this week, make sure
to explore the Baker system with Senior Writer, Will Weissbaum in an all new episode of Loremaker’s
Guide to the Galaxy which was posted on Tuesday. Yesterday we had our Subscriber’s Town Hall
with the UK Audio team which is definitely worth checking out and remember that these
are a great opportunity for subscribers to jump in and get their questions answered and
this week would not be a complete without an update to our Sub Vault which will add
some additional pictures to take a look at the early Anvil Terrapin. Looking ahead all our studios have been coming
together to finalize August’s Monthly Report which should be in your hands later next week
so look forward to that. Unfortunately we’re not going to be at DragonCon
this year but we hope everyone attending has a great time and hopefully we’ll be there
next year. Lastly it’s time for this week’s MVP award,
a huge congratulations to Alysianah for her extraordinary efforts in creating If you have even the slightest interest in
Star Citizen’s lore, you’ll easily find yourself entranced within the pages of detailed
information and lore tidbits all extracted from our web based Ark Starmap and into an
easy to read table format. So congratulations again, you’re this week’s
MVP. Originally we were not going to have an RtV
tomorrow but all the pieces fell into place and it is a go so we will catch you live tomorrow
on Make sure to check the weekly Comm-Link schedule
for all the details. We hope you have a nice holiday and we will
see you in the ‘Verse. Back to Studio MO: Staying with ships a little longer, another
highlight from the 3.0 demo was the Starfarer wreck, the ship team put so much work into
making the vehicles look great, it’s fantastic how amazing they can look when they’re all
blown up. PM: Let’s take a behind the scenes look
when taking the Starfarer from space worthy to scrap worthy. Behind the Scenes with Nathan Dearsley Nathan Dearsley (ND): Myself and Chris have
had quite a few discussions regarding the dead ships. We, we’re also quite both passionate about
having planets that potentially completely dedicated to ship salvage. So, with the derelict ships there’s always,
as explained, we want to take the stuff that already exists in the game, which have broken
up parts of the ships, that once a ship suffers catastrophic damage it breaks apart. How can we reuse these assets and, kind of
be very creative with them. The stuff they saw in Gamescom was very much
the first step of that. We are already progressing further with it. So, the work that we’re doing, is we’ve always
explained, is always got a longer path or so we go kind of 3.0 coming due at the end
of the year. The work that we’re doing does fit into that. Again it’s really kind of about kind of creating
these, options for designs to have. So, if you come across a derelict ship in,
space, don’t be shocked. It’s not a bug. It was always supposed to be there. It’s something that we want to push more. The stuff in space is, I wouldn’t say it’s
easier, because the, dressing of, all that is you don’t have to worry about like impact
points and all that kind of stuff. It’s, it’s there. If you think about the opening to Episode
VII where you see a lot of derelict Star Destroyers and whatnot in the desert, we can totally
focus on doing that. The asset here and essentially man-hours work
that go into that. They’re fundamentally less now, so we’ve got
kind of challenges how we are going to blend them with the terrain. The terrain is very much early days, but I’m
very excited to kind of experiment with, what would happen if we took a Starfarer and buried
it in the desert. How something erodes and decays in the desert
is very different to how something would erode and decay in a swamp. So you’ve got those challenges to think about
as well, but the high level goal is for sure is to have these in space in … by the end
of the year. Then when the planetary tech comes more on
board then we can, start collaborating with design and the environment guys and get these
nice pieces on planets for you as well. Outro MO: Well, that’s our show for this week. Thanks to the subscribers that have made it
possible and to the backers that are supporting us and to all the devs who took the time to
show us what they are working on. PM: We’ve got so much great stuff in the
pipeline working 2.6 and 3.0 is well underway and not to mention CitizenCon that’s just
around the corner in October. MO: I bet the SQ42 team is really excited
to show off their stuff as well as the backers are to see it! PM: Yeah, for sure, we just need to top 3.0. MO: Yes. PM: Right, finally yet, thanks for watching
and we’ll see you next time on.. Both: Around the ‘Verse.


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    Ryan Brown

    wow, worst light placement, the guy is a terrible anchor, he looks way far away from the camera to obviously read, slowly, the cards behind the camera….come on….

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    Can we get a Drake "Mule" something that can pick up limited cargo but carry a couple of people with the same concept or look as the "Dragon fly"? Think the land vehicle from Fire Fly.

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    Try having issues or points that need hitting on the teleprompter and perhaps what order they need to be discussed. I think it would make it seem more organic and perhaps make the presenters feel more relaxed.

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    The package prices are a fucking joke. £1000!!! are you lot sitting their in you chairs stoned as fuck laughing your heads off at the mugs that pay that? yes im aware there are packages for £35 ect but from then on the prices become a joke!

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    If something seems too good to be true, it usually is. I find it hard to believe that all of this will be in the game, I'm hoping it is, but I'm not going to allowed myself to get hyped up again.

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    Okay, I'm being a colossal nerd here but the idea of physically having a cargo on your ship that you can look at and pick up is the most fantastically exciting thing I've heard so far about this game:)

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    Daniel Röttenbacher

    Can you talk to Bioware if they would be okay to give the rover a skin that makes it look like the M35 Mako 😀

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    those are some beautiful looking crades, especialy the liquid storage ones. also the folding wheels on teh rover is a real life concept for an armoured vehicle that can fit in the back of a V22 osprey. it actually used electric motors!

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    gotta love everyone complaining about the cargo…"but it's not the exact way i wanted it!".

    folks, this is all a work in progress. everything gets refined as time goes on. the wrong thing to do is complain that some game mechanic is not exactly how you want it, especially before it's even in the game! the correct thing to do is get excited that a cargo mechanic is getting into the game sooner rather than later, which will expand what we're able to do in the pu now!

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    The picking/lifting up.of cargoes opens up a new player interaction dynamics. I can imagine big time traders looking for teams of player labourers/cargo handlers to help them offload cargoes to save time.

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    Arnold Hoppe

    I think the Dragonfly could use a weak "jump" function. Just to be able to gently push you a bit higher, so you can avoid the dents from the crater.

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    Que pena que no esté en español D: Creo que RSI deberia empezar, al menos, a subtitular los videos en español dada la enorme comunidad hispanohablante 🙂 aprovecho para dejar un código (STAR-HHZF-X26R) Si lo ponéis al crearos una cuenta en la página de RSI ( os dará de regalo 5000 UEC que nunca vienen mal jejeje, os lo dan solo por registraros y meter ese código, no es necesario comprar el juego, si lo compráis de aqui un año vuestros UEC (moneda del juego) seguirán ahi 🙂 un saludete a [email protected] [email protected]!!!!!

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    I have a question.I have just stumbled upon this game and was considering getting it.I have played EVE online and quit because of all the trolling and ganking going on and making it impossible for an inexperienced player to fully get involved.I know this is more geared as a FPS,but to what level would a inexperienced player learn this game? For example,if one gets killed will you lose everything you accomplished or own and need to repurchase everything,basically having to grinding currency,equipment etc.? Or does it respawn? Is there a easy learning curve or are you tossed in with the gank squad players just constantly getting raped,if you will? The game looks amazing and I would love to be part of a decent gaming community.

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    Would be cool if there was some kind of player rating system after a job is done. Let's say you post a job and you need protection because your hauling some valuable cargo. You get some request and by looking at their rating you can decide which bodyguard you think is best for the job. So if the protection is a real asshole or has the tendency of not finishing a job, you'll know, because of the rating he has gotten from other players. This also gives a high rated player the opportunity to sell his services for a higher price and you will directly know why.

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    carry stuff!!? That's SO 2015… should have some sort of levitating device that tethers the item behind you so you can use a weapon. or at least make it a piece of personal kit you can purchase.

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    Quick question if you fill your ship with cargo and your ship gets destroyed, do you lose your cargo? Or does it respawn in your cargo hold on your ship when you get your ship replaced?

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    Chad M.

    So in theory if there was a large player battle over a planet, a team could place in derelict ships in orbit and maybe even crash landed? Neat.

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    Damn I Love this Developers – also Cargo Interior generator is amazing! love it
    love vehicles – Sound design is Outstanding

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    Ryan Duff

    if they added small stabilizing thrusts mods to the ground vehicle, with small bursts they could make it so it doesn't get caught on things.

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    I still think it would be awesome to have some sort of wall running alien specie in the game, imagine roaming the desolated ship or satellite or a colony on a some sort of mission where u know alien form has escaped its container or something like that… or just a unexpected close encounter with it… Id like to see some non-humanoid scary specie in the game

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    Try not to be looking on the ceiling when reading the autocue its really disconcerting but nice piece of info thanks.

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    Football and Scifi Watch it on Wifi

    eeeehh look at meeee, i have piercing under my nose, pinky hair .look at meeeeee..i need some attention … retarded girl …

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    Aurimas Maldzius

    theyre talking about pirates being able to camp on trading routes, what are they doing about quantum travel? cant you just travel from planet to planet and insane speeds never encountering any traps/ambushes/pirates what are they doing about that? lets say youre about the initiate quantum travel just finished mining, and you get surrounded by a bunch of pirates, whats there to stop you from just blasting off at 1/10th light speeds and leaving them in the space dust ?

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