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Wingman's Hangar ·
Published on this date.2013-12-20
· 9 Q&As

Wingman's Hangar ep050 . December 20, 2013

The developers explain a hangar maintenance patch and preview the next one, adding the Avenger and Cutlass as walk-in ships, a space crab, new fish and a weapon firing range. They also cover loadout presets, alien space and reputation, and CryEngine editor tools.

Transmission log

Full answers

Last week we did a maintenance patch. Do you want to tell people what that means?

Ron LaJoieHangar patch lead

So we pushed hangar patches out a couple months ago, and everybody's kind of been full steam on dogfighting, so it's just kind of been sitting by the wayside, a little bit of code rot, so we had to bring it back up to speed and fix a bunch of bugs and make sure it was stable. So it was kind of just a maintenance patch to make sure everything was working as it should.

Right, and to get ready for this week's patch. The big thing last week was client-side persistence, obviously, so fans can update, change their ship around and see the changes on their ship. And eventually that'll lead to being able to place things in the hangar the way you want to, but not yet.

Wingman's Hangar·
Published on this date.20 Dec 2013

So what are they going to be able to see [in this week's hangar patch]? What are we doing this time?

TL;DRThe hangar patch adds the new Avenger and Cutlass to walk around in, plus a space crab, jellyfish and a sucker fish, and some UEC to test client-side persistence; the ships aren't PBR yet.

Ron LaJoieHangar patch lead

So we're going to add a couple ships. We're going to add the new Avenger and the Cutlass. They're going to be in the hangar. They're going to be able to get inside of them, walk around, check it out, do all that kind of stuff.

They look really good. Now, they're not necessarily PBR'd yet because we still don't have that code drop from Crytek to make that all happen. What else is going on in the hangar?

Ron LaJoieHangar patch lead

So we're going to add a cute little space crab.

And now one of the things we're doing, we're adding some different fish types that you can have and put into your fish tank. We'll give you some UEC to buy some stuff. And the reason we're doing that is that we want you to kind of start changing things around in your hangar and then check out the client-side persistence for us. So there'll be a space crab, some jellyfish, and there'll be a sucker fish, like a cleaner fish.

Ron LaJoieHangar patch lead

The crab's got a little house, the grotto. Runs in there and hides.

Wingman's Hangar·
Published on this date.20 Dec 2013

And then is there anything [in the new hangar patch] that you might be able to interact with?

TL;DRThe hangar gets a firing range for testing a few weapons on targets, with more added as effects, animation and sound come online; a room system, with the asteroid hangar first, is expected sometime in the new year.

Ron LaJoieHangar patch lead

Just a little thing. We're calling it the firing range. So basically you'll be able to plop a weapon down on it and test it out. A few targets there in the hangar that you can blast away at. It will be limited for this initial release. There's only going to be a few weapons, but as we get effects and animation and sound online, we'll patch those in as we go.

Yeah, and we might even move that to its own room at some point. We don't have the room system in there yet that's going to allow us to expand the hangar out. Right now it basically expands in one direction.

Ron LaJoieHangar patch lead

Cramming everything in there right now.

Eventually the hangar will be just a hangar, and we can move everything out. We'll put room systems attached to it and stuff like that. So that is coming. And I believe the first iteration of that is going to be the asteroid hangar, which will kind of ship in the new year sometime.

Ron LaJoieHangar patch lead

Yes. But we are going to be putting that into the room system, which will then allow PBR and other things that will go in there. So the asteroid hangar will be the first iteration of that.

Wingman's Hangar·
Published on this date.20 Dec 2013

Will we see the Cutlass in a single-ship game package before all the alpha slots run out?asked by Maul218

Ben LesnickCommunity Manager

I guess it depends if the alpha slots run out before later today. Yes, there should be a Cutlass package in the store now. Check it out.

Wingman's Hangar·
Published on this date.20 Dec 2013
Pledges & businessShips

I was wondering if we'd be able to set presets, for example the energy loadout on our ships or the equipment in our hangar, because it would be pretty tiresome to keep having to change every single thing at once. It would be very easy to just set it up and then change between different settings.asked by Jetroid

Rob IrvingForum Feedback co-host

We've talked about a lot of different types of presets, in fact. Presets for different loadouts for your ships that you can store in your hangar, or presets for which weapons fire, power settings.

Yeah, I mean, if you're being chased by a bandit or something, you may want to hit a hotkey and boost up the shields and the booty.

Wingman's Hangar·
Published on this date.20 Dec 2013

How are we expected to survive in first-person combat without a proper shooting range to practise our defence with handheld weapons?asked by Marek

Rob IrvingForum Feedback co-host

Well, maybe he's implying that firing range and shooting range are different, because, well, they are.

I agree with that. And so what'll happen there is, if you guys want to see a handheld weapon firing range or something of that nature, a shooting gallery sort of deal, put it up in the forum topics. We've got a post up there about what you want to see in the hangar. Who knows, we might just listen to that. But we'll have to wait till all the first-person shooter stuff is in before we get to that.

Wingman's Hangar·
Published on this date.20 Dec 2013

Can I pursue targets into alien space?asked by Marcus Impalementpolis

Well, there's always a question of can versus should.

Rob IrvingForum Feedback co-host

So can? Sure. Should? Sometimes they might react differently. It depends. But a lot of that kind of draws from the fiction. So if you've been keeping up on our fiction on the website, there's a lot of discussion about the tensions between the UEE and Xi'an, for instance.

So you might have to be a little more careful. There will probably be ways to make arrangements. So you can't be doggedly not worrying about where you are in space. It's going to matter. Your reputation, what's going on, the actual area you're in space is going to matter. And aliens may enforce different laws than humans. Aliens are, well, alien.

Wingman's Hangar·
Published on this date.20 Dec 2013
Law & crimeReputationLore

What's the goal on the weapons range? Will it be guns we own or do we get access to all of them?asked by Sun Apollo

That is a good question. It's something we've been wrestling with internally as well.

Rob IrvingForum Feedback co-host

For now, the goal is to have a limited set of weapons available, the ones that are most ready, of course. And that limited set of weapons will be limited even further by weapons you have on ships you own or that you have purchased in the Voyager Direct store.

Yeah, that's a good point, too, is that while we're making these weapons, it's not just a matter of taking the weapon and maybe we've recreated the actual gun or laser itself. We can then go, okay, it's mounted to the mount, we need effects, particle effects for it. We need VFX. We need sounds. So it's a little more than just stuff of that nature.

Wingman's Hangar·
Published on this date.20 Dec 2013

[Some community members have imported the hangar module files into the free CryEngine editor, but importing the ships with working animations via the CGA files freezes or crashes the editor with duplicate animation errors.] Could you provide some guidance on how we can work around these issues with the free editor to get the animations working, if it's even possible?asked by Parias

TL;DRThe developers give no workaround for the editor animation errors: the team is busy with other work and a move, helping fans is not yet a priority, and releasing tools or an editor is a long way off.

Rob IrvingForum Feedback co-host

Well, he kind of answered it himself. I mean, that's part of it. We're working on several different facets of the game at once, and a move, and staffing right now.

So we haven't been able to push that forward right now. But at some point that is going to become first on our priorities, and at some point we'll start working on that and try to release more information, I'm sure. But today is not the day for that. But it is really cool. It's a great video. We'd love to see our fans do as much of that sort of thing as possible. And as it becomes possible for us to help out, we absolutely will. Making the tools that will allow you to do that or releasing our editor, that's a ways out. And we've got a lot of stuff to do still. But we would love to; if it was ready, we'd do it today. We only have one Brian Brewer right now, but down the road when we have like six or seven, then...

Wingman's Hangar·
Published on this date.20 Dec 2013