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Star Citizen Live ·
Published on this date.2020-05-22
· 36 Q&As

Star Citizen Live: Invictus Launch Week Vehicle Q&A

Developers answer Invictus Launch Week vehicle questions: SDF-based shields, AI blades, IFCS thruster and aerodynamics updates, 3.10 turret improvements, and docking. They also cover Merchantman, Polaris, Mercury, Hull C, Taurus and Vanguard plans.

Transmission log

Full answers

What can you tell us about the reworked shield tech? Is it still being worked on?

TL;DRThe reworked shield tech is still in progress, using automatically calculated distance data instead of hand-made meshes to make shield hits more reliable, and the same tech also helps visual effects.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

It is still being worked on. That reworked shield tech is mostly to do with SDFs, the idea that previously we would have the ship encased in a mesh that someone would make, but now that is calculated automatically with this SDF. An SDF, if you haven't heard of it before, is this data structure that lets you query how far away a point is from the ship, so you can effectively work out very easily if a bullet or projectile has hit the ship. It'll result in much more reliable shield hits and stuff like that.

Jared HuckabyHost, Community

Of course, SDF is being used for quite a few things, not just the shields. On ISC, SDF is being used for the new reentry effects. I'm trying to think of other things SDF is being worked on right now, and I'm blanking.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

VFX is a huge one. There's so much VFX that you really want to conform to the ship, and it's time-consuming to author all these effects for every different ship, so this automates a lot of it.

John CreweVehicle Director

Especially when you have to deal with animating ship parts and bits that fall off the ship, you get that. Not for free, but it's significantly easier than how the current systems work.

Star Citizen Live·
Published on this date.22 May 2020

Any movement on AI blades for turrets?

TL;DRAI blades are indirectly progressing: the team is planning a revamp of the ship computer items that hold them, with the base computer to come first and blades afterwards.

John CreweVehicle Director

Indirectly, yes. So something we're planning out at the moment is a lot of the precursor work. So anyone that was around before Item 2.0 will have been familiar with avionics motherboard items. So we're doing the planning for the revamp of those to go in the ships. And obviously a big part of that is all the blades you put in. So we obviously need to get the base computer item in first and then we can work on the blades. But that's all being planned out in the very near future.

Jared HuckabyHost, Community

Right, and just for folks who maybe have joined the project since the last time we mentioned AI blades, they are components that go into the vehicles that will allow you to automate the actions of the manned turrets.

John CreweVehicle Director

Yeah, so the vehicles will all have computers, small ones, medium ones. They each have a varying amount of blade slots in there, and you can put all these different sorts of blades in. The most popular one will be: I want to slave a manned or remote turret to the pilot seat. That would take up one of the blade slots, or more perhaps.

Star Citizen Live·
Published on this date.22 May 2020

What can you tell us about current plans for the Merchantman? We last heard that the Carrack team was going to move on to it. Is that still the case?

TL;DRThe Carrack team has not moved onto the Merchantman; it is being concepted more thoroughly first, with production to follow at some unspecified future time, while the team split to work on two other ships.

John CreweVehicle Director

So yeah, the plan was the Carrack team would move on to the Merchantman, but as we were coming towards the end of the Carrack, we had the team do a bit of pre-scouting of the Merchantman, and based on the work that we did on the Defender and all the problems we hit with that, which we discussed around this release, we wanted to spend a lot more time concepting it to make it a really solid ship. Because I know the Merchantman [backers] are known as super vocal about things. Looking at the concepts, you can see there's quite a lot of inconsistencies with some of them. I want to rule all of them out, have it all planned on paper, so to speak, before we start modeling it out. Paul Jones and those guys are going to be spending time tightening up the concepts, and then the production team will hit it at some point in the future. The Carrack team has essentially been split into two smaller ones that are working on two other ships.

Jared HuckabyHost, Community

We learned a lot of lessons with the Banu Defender about how to do the organic style design for the Banu as far as the ship. And I imagine there are a lot of lessons we had to take from that and apply to the Merchantman, which is a ship at a much larger scale.

John CreweVehicle Director

Yeah, it's like we have with other ships. You can do a ship at a small scale in a manufacturer and we have an idea of how it's going to work at a larger scale, but it's not a one-to-one translation.

Star Citizen Live·
Published on this date.22 May 2020
ShipsDevelopment process

Will future vehicles like the Mercury also come with associated gameplay like data running?

TL;DRThey are trying to release ship gameplay alongside ships where possible, but separate team schedules can prevent it, and for the Mercury they say data running is less critical and will be decided closer to the time.

John CreweVehicle Director

It's something that we're definitely trying to move more towards. In the past, it was very much, we've done the ship, so let's just release it. Starting this year, the end of last year, where we can, we try and release some of the gameplay with it. So the Cutlass Red was a good example in that we had a very basic form of medical gameplay in. The Mercury is obviously twofold. It's a cargo runner and a data runner. So it's not as critical to ship with data running because it does have another purpose alongside it. We'll see as we get closer to the time. Because data running is essentially cargo running with a data commodity.

Jared HuckabyHost, Community

I think it's important, and we've touched on this topic before a couple of times in the past. Obviously, when things can align the way we hope they do, yes, we would always like to release a ship with its associated gameplay. But as is often the case, the associated gameplay is done by teams that are outside the ship team, for instance, and different schedules and different workloads and different priorities. Sometimes those two don't always align and the ship is ready to go before the associated gameplay. I think one of the bigger examples is the Reclaimer.

John CreweVehicle Director

Yes. So it's when you have that asset just sat there, ready to go, beyond any gameplay. It's a very hard decision to go, well, shall we just keep this to ourselves for another 3, 6, 9, 12 months? Or do we give it?

Jared HuckabyHost, Community

And I imagine that plays some factor into your scheduling, too. When you're trying to schedule what ship is going to be built next, you have to look at, well, is there a chance that the associated gameplay can come online with it? And if there isn't, maybe we don't prioritize making that ship sometimes.

John CreweVehicle Director

Yeah, and the vehicle content schedule is currently mapped out 12 months from now, and I literally sent an email just before this call about what things we are going to put in the next slots after that.

Star Citizen Live·
Published on this date.22 May 2020
ShipsTrading & cargo

Any news on the Hull C?

TL;DRThe Hull C is held back by technical hurdles including docking, multiple and dynamically scaling physics grids and vis areas, and cargo performance needing larger boxes, most of which are in progress or imminently so.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

Yeah, there's a lot of technical obstacles to that. Some of them we're actually making progress on, like you need docking and stuff for the Hull C to be useful. And John can speak to all of the other stuff. There's just so many technical hurdles to get that ship out.

John CreweVehicle Director

Yeah, so docking is obviously a big one, which we're handling on the vehicle side. Then the other things really are having multiple physics grids in a ship and having vis areas and area shapes scale dynamically at runtime. Area shapes are basically just a markup that we can use to define a room's volume, or how large a room is, so you can have the audio tied to it, the air tied to it, and vis areas control the visibility in those areas. The engine assumes they are always static and they never change. All you can do is you can turn on and off a portal to look in or move in and out of them. Obviously, the Hull C has this big section that expands in the middle, so these rooms have to dynamically scale at runtime, which is something the engine was never designed to do, and it needs adjusting to do that. It's the same for physics grids. At the moment, we have one physics grid per ship. Having multiple ones for the front and the back is a relatively easy change, but having that third one that then dynamically scales at runtime is the other big issue. So docking and those core engine problems are the big first hurdles, and then we move into performance and optimization. At the moment, SCU is a one-to-one match, so the Hull C is like 4,000-odd SCU of cargo. At the moment, that would be 4,000 boxes stuck to the outside of the ship, which is not going to be great for performance. So we need to have the cargo system, which is another team outside the vehicle team completely, work on using the different sized boxes. So if I buy 32 SCU of stuff, don't fill my ship with 32 individual boxes. Fill it with one 32 SCU box. And then that just scales for the Hull C. So instead of having 4,000 boxes on, you might only have 100 boxes. And that pretty much touches on them all. So a lot of those, they've been in limbo for a while. I'd say the vast majority of those are either in progress now or going to be imminently in progress.

Star Citizen Live·
Published on this date.22 May 2020

Do you have anything new to share about the Drake Corsair?

John CreweVehicle Director

Not really. That's the short answer to that.

Jared HuckabyHost, Community

Not every ship is being worked on at every moment.

John CreweVehicle Director

There's a lot of ships and only so many people.

Star Citizen Live·
Published on this date.22 May 2020
Ships

What can you tell us about operating costs for vehicles, like maintenance, fuel, etc., especially as it relates to a solo player's ability to operate a large capital ship like an Idris or Javelin?

TL;DRRunning a large capital ship solo should be technically possible but prohibitively expensive, so it is realistically a group job, though the speakers expect some wealthy player to do it anyway.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

I think the discussion with that is that it should be almost prohibitively expensive, such that you could do it by yourself, but it's just so much money that it'll cripple you. If it's spread over a group or an organization, it'll be much more feasible and manageable.

John CreweVehicle Director

It's technically possible, but not realistically possible. Yeah, you can fly one of those ships by yourself. You could hire an NPC crew instead of other human players. That just adds more cost. If you fill it with humans, they're going to want some share of whatever you're doing. It's realistically not something that you use as your daily driver around the 'verse. Although someone will. There's always someone that will have their Javelin out every day.

Jared HuckabyHost, Community

Let's not kid ourselves. There will be some magnate who corners the market on Quantanium or something and is a Star Citizen billionaire. And they will, just as a matter of status and a matter of effort and a matter of 'I'm going to do it the hardest possible way', they will be solo operating a Javelin out there. And it will happen.

Star Citizen Live·
Published on this date.22 May 2020

What can you tell us about vehicle customization: components, AI blades, tuning, etc.? It's been a while since we've heard anything.

TL;DRComponent, thruster and other customization is still planned, with core vehicle support largely done and plans in the very near term for at least one ship to offer two purchasable thruster sets.

John CreweVehicle Director

It's all still planned, those customization elements. People obviously have components in-game that they can customize now. There's going to be more of them. There'll be more variety of them. AI blades we talked about a few minutes ago. Tuning of thrusters is a good one. I know there's been some very early milestone or Kickstarter rewards with tuning kits that we'll deal with. Something that we do want to do is have different thruster sets for ships, which I don't know if Dave and Rich want to touch on.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

We've done a huge amount of the prerequisite work to support that, and we're pretty much there in terms of the core vehicle system actually being able to do that. Now it comes to a matter of actually doing it and fitting it in with the economy and having the shops all supported and everything, which is a lot more work.

John CreweVehicle Director

Yeah, there's definitely plans in the very near term to have at least one ship support having two different thruster sets that you can purchase in-game.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

Not to mention as well that obviously having multiple thruster sets almost doubles the tuning work on the flight balancing of that ship, because now you have to make sure that ship works in a reasonable capacity for two different configurations.

Star Citizen Live·
Published on this date.22 May 2020

What is the status of the second half of the IFCS update that was planned: hybrid thrusters, thruster curves, atmospheric overheating?

TL;DRThe second half of the flight-control update, including overhauled aerodynamics and thruster efficiency curves, has been reviewed and is pretty much ready to go, described as almost here, with more detail to come.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

So they have [been paying attention]. And the exciting news is that I think everything that you just said, Jared, is pretty much... We've been reviewing it and making sure it's at a reasonable standard that we are happy releasing it. And all of it, we're pretty much happy to go. So there's the aerodynamics. We've overhauled the aerodynamics. And the efficiency curves obviously make a huge difference. If you haven't heard of them before, they apply efficiency curves to thrusters, so things like atmosphere, particularly atmosphere, will affect the output of the thruster. There's various other subtleties. There's loads of stuff happening in that. I don't want to go in too deep because we're going to actually have a more in-depth segment on ISC, I believe, coming up in the future. But suffice to say, it's almost here. It's really close.

Richard TowlerProduct Owner of the Vehicle Experience Team

It's been really fun to tune it as well. I'm really excited to get it in the players' hands and just see what they can do with it.

Star Citizen Live·
Published on this date.22 May 2020
Flight modelPhysicsShips

This topic is a good way to illustrate the difference between the teams: David's vehicle feature team creates the feature and then your vehicle experience team goes in and balances it, tweaks it, adjusts it, tunes it?

TL;DRThe feature team builds a system, then the vehicle experience team tunes it across all ships and gives feedback, and the two teams work closely together even while remote.

Richard TowlerProduct Owner of the Vehicle Experience Team

Yeah, so we're basically getting there, we tune it, we'll push it to its limits and bring it back and get ships working, and then we'll provide feedback to David, then we'll sit together and work on some solutions for the problems we've found with the feature maybe, and then we'll just carry on to improve it. And then it's kind of our job to really finish off the fine-tuning of all the ships and provide the unique character that we're going for in these ships, because we've got small ships and then we've got massive ships and they've all got a behavior in atmosphere. So it's about providing that kind of unique performance that these will have. And so I am excited to get that into players' hands and see if they enjoy it and see if they enjoy the differences as well.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

The big advantage we have with the vehicle experience team is that Rich and his guys have this really holistic vision over the design and feel and gameplay of vehicles. Whereas vehicle feature programmers and designers tend to be narrowly focused on doing their thing. What'll happen is we'll work on aerodynamics or whatever, but then Rich and his guys will have this perspective of how that fits in with this other thing and this other thing. It's their responsibility to make sure that the holistic experience is tip top.

John CreweVehicle Director

Before the event happened, the two teams were literally sat next to each other in the office, so it's very collaborative. It's not like one team does something, sends it off to another floor in the building, they play with it, send it back. Everyone's all just sat together collaborating on it. Normally.

Richard TowlerProduct Owner of the Vehicle Experience Team

Normally. We're basically just on Teams at the moment having lots of calls all the time, which is very different. But it's working pretty well for us.

Star Citizen Live·
Published on this date.22 May 2020

Any news on the Redeemer?

John CreweVehicle Director

Redeemer, so all I'm going to say is I would highly recommend people to check out the Invictus Launch Week when it's live, especially the Aegis days, and go look in the expo halls.

Star Citizen Live·
Published on this date.22 May 2020
Community & events

Is it still planned to add antennas to the Carrack, as well as the protection for the cockpit?

John CreweVehicle Director

Yes, still planned. The reason we didn't do them for the launch is we didn't have a nice way to trigger them. Obviously, the antennas were there for jump point mapping and without jump points in the PU, there was nothing to do with them. The protection for the cockpit was just we didn't have the time to skin and rig this incredibly complicated shield shutter system. So it's all designed out at the concept stage. If you watch the CitizenCon presentation that Paul, Steve and myself did, you'll have seen how it's going to look. It's not quite the same as the original concept, which was much like a shopfront roller shutter. It's more heavy plated, but it's definitely going to be a thing.

Star Citizen Live·
Published on this date.22 May 2020
ShipsShip components

Will the Mercury Star Runner be able to carry a rover or any vehicle other than the bikes?

John CreweVehicle Director

Yes, so this is something that I know there's been lots of discussion on recently, some of the changes to the Mercury. This is one of the instigating factors to that. It was so close to fitting one, it seemed wrong not to massage the interior slightly so that it could fit. Obviously the rear entrance was not quite large enough for it, so we increased that, which did have the unfortunate consequence of having to lose that central round middle engine, but the ship itself is not going to be any slower. We've added, I think, two extra smaller ones in the wings to compensate for it, and we readjusted the turret position so that there was length for a rover to go in there. The turrets themselves, they're not going to sit proud of the ship all the time. They're going to compact in like other ships.

Star Citizen Live·
Published on this date.22 May 2020
ShipsGround vehicles

Why can a ship change from the concept phase into the implementation? Sometimes there are drastic changes, like the Khartu-al losing a second seat, and sometimes they're incredibly close to the concept, like the recent Prowler. What are some of the reasons why these things change?

TL;DRShips change from concept because older pipelines ignored component placement and metrics and because engine understanding evolves, such as landing gear needing changes that knock on to the hull.

John CreweVehicle Director

A lot of it is just how the pipelines got better over time. So if you look at a lot of the older ships, a lot of them didn't really consider component placement or metrics. The Redeemer is a great example of a ship that didn't adhere to metrics particularly well. So when we get into production, things have to change to fit. And for the Mercury in particular, the concept did a great job of fitting everything in, but it's been a year plus since we did that concept, and things in the engine update over time. So when that concept was done, we were only just dealing with landing gear compression. So the landing gear that were concepted worked fine for how the game worked then. But now we've learned a lot of things. We need to beef up the landing gear, change their position ever so slightly so the ship settles better. Because you can make a nice asset in Max or whatever, but until it's a physical thing in engine and you see how it lands and settles on its landing gear, you're never 100% sure how it's going to work. So we had to beef up the landing gear, slightly change the placement, and all those things knocked on to: if you have bigger, stronger landing gear that perhaps have a greater length, so you have better compression, so it lands easier, you need a bigger volume to put these things into the ship. So that then has knock-ons to the hull, because you need a bigger thing. You need bigger doors to cover the landing gear. They need somewhere to go. One little thing like 'I want to have half a meter more landing gear clearance' can have huge knock-ons to the underside of a ship.

Jared HuckabyHost, Community

Because we don't cheat our ships. They are one-to-one. The interior fits in the exterior, unlike the Millennium Falcon. I also have to imagine, and I don't say this with any information, this is just a question, the air ducts, the compartments, getting around, one of the features of the Mercury, that probably necessitated some further development, just getting the player model to crawl through there and stuff.

John CreweVehicle Director

I would think so, yeah.

Star Citizen Live·
Published on this date.22 May 2020
ShipsDevelopment process

Do you think the Vanguard series urgently needs a revision to its weapons? It is currently a ship with little firepower in relation to its role as a heavy fighter and military escort.

TL;DRThe speakers disagree that the Vanguard lacks firepower, citing its strong kill analytics, and say they are happy with its layout and it will not get another rework, though bespoke guns might get tuning.

Richard TowlerProduct Owner of the Vehicle Experience Team

It's probably one of my favorite ships, the Vanguard, and I think it fits pretty well with the weapons it's got. It's got a good balance of weapons and missiles.

John CreweVehicle Director

I disagree with saying it's got little firepower.

Richard TowlerProduct Owner of the Vehicle Experience Team

Yeah, because it's got quite a good kill ratio in the PU really.

John CreweVehicle Director

Yeah, looking at the analytics in AC and PU, it is top three, top five at worst, patch to patch on the amount of kills it gets. I can see it's not ideal because it has the mix of fixed and gimballed weapons. So if you don't like that mix, your only choice is to go all fixed, which gives you more DPS, which only improves the situation. And when we did the rework, we had to make that decision at that point of, do we stick to the concept of those four fixed nose guns? And we talked with Chris a lot, and it was like, yeah, that's an iconic part of the ship. We decided to keep them, which ties us into various problems. I know there's been lots of solutions, like get rid of those nose guns, make them gimbal. If they gimbal, there's no way for them to gimbal. They're all going to clash into each other. Get rid of the chin gun, stick it under the wings. If you put it under the wings, there's no space for landing gear, no space for missiles. Where it is, we're pretty happy with. Maybe the bespoke guns could have some tuning to them, but it's not going to get another rework.

Star Citizen Live·
Published on this date.22 May 2020

Why do you think this person and others in chat would disagree with you? Why do you think they would think that the Vanguard isn't all that it could be?

TL;DRThey suggest players see the Vanguard as weak because turrets and fixed weapons have been weak, and that another ship overperforming may be the real issue, with fixed weapon fixes coming in 3.10.

Richard TowlerProduct Owner of the Vehicle Experience Team

So it's probably down to how we see it working in the future when we've got improved turrets, because it's got a turret on the Vanguard. And we've always got some improvements coming to turrets that are going to make them much more effective. So that's kind of where we see it going. So I think it's perfectly reasonable for them to feel it's probably not as powerful, but in the future, when we have a much improved turret experience and they're much more balanced towards actually working and being able to shoot rivals, I think that's kind of where we see it going.

John CreweVehicle Director

And there's always the wild card of when a new ship comes into the game and upsets the meta. The Prowler is overperforming compared to what it should be doing, which knocks into the Vanguard owners' territory. So is it that the Vanguard sucks or is it the Prowler is too good? And I would say that the Prowler is too good.

Jared HuckabyHost, Community

I think a lot of people would say that fixed weapons in the current meta, whatever the current meta is, are somewhat limited.

John CreweVehicle Director

Yeah, that's actually another good point and something that we're fixing for 3.10. We know fixed weapons have been pretty rubbish, certainly compared to gimbal assist and gimbals. It's something we've worked on and it seems to be a viable choice now between the two.

Star Citizen Live·
Published on this date.22 May 2020
Ship combatShips

We've been hearing about turret improvements for what seems like forever. What can you tell us?

TL;DRTurrets have been largely reworked from the ground up for 3.10, early playtests were very positive, and a post detailing the combat and flight changes is expected before release, though no guarantee is made.

Richard TowlerProduct Owner of the Vehicle Experience Team

Well, I can't promise we're going to solve the world with this, but we feel for 3.10 it's a really good step. Best I've ever played. So we've had some really positive playtests within the group where we've got in a Hammerhead, for example, and we've felt like kings, basically, so that wasn't possible before.

John CreweVehicle Director

We had one person flying a Hammerhead and two people in the turrets. So one was in the top turret and one was in the side turret. And we were just constantly spawning waves of AI. And within about five minutes, we'd killed 50 people just with turrets, which is pretty unheard of with how turrets have been. And there's a whole slew of turret improvements. It's not just one thing we've done. We've pretty much reworked them from the ground up. And I believe, if we're not doing an ISC episode on it soon, there is going to be a post detailing a lot of the combat and flight changes for 3.10 that will come before 3.10 that will explain it all.

Star Citizen Live·
Published on this date.22 May 2020

The Constellation Taurus is the last of the Constellation series to be finished. Compared to the speed with which other ships in the series came into play, is there a specific problem related only to the Taurus?

TL;DRNothing specific is blocking the Taurus; other ships simply took priority, it is more work than it seems, and it is back in the schedule and will go on the roadmap once a release date is certain.

John CreweVehicle Director

It's time to get those conspiracy theories about the Constellation Taurus out of the way. There's nothing really in particular that's stopped it beyond other ships have taken priority. At the end of the day, it's another cargo ship. We have cargo ships in the game already. It's more work than it seems to do it because it has exterior hull geometry changes and significant interior changes. Unlike the Phoenix, where the changes were constrained to one central section of the ship, it has that second secret cargo area in the front and the extended middle section. So there's a lot of work there. And when it comes to do we finish the Taurus or do we get the Prowler in game or do we get something else in game, the poor Taurus always seems to lose out. But it is back in the schedule. When we're confident of the release date, it will go on the roadmap and all the Connie variants will be closed out. There's no secret entire rework of the Connies on the cards.

Star Citizen Live·
Published on this date.22 May 2020
ShipsRelease schedule

What can you tell us about docking? Is it going to be universal, or is it just certain ship types to certain ship types and stations?

TL;DRDocking will use two incompatible port sizes that must match, with stations having varied sizes, work is ongoing, and several ships are special cases that still need working out.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

So docking requires ports on the ships to match up. We're planning on two different, effectively, metrics or shape sizes of docking ports that are not compatible with each other. And so if you want to dock one port to a matching port, then they will work. If you want to dock that port to another size, then it won't. And I think most of the ships already have their docking ports there. I think, for example, the Constellation has the smaller docking port size on the sides, the round one, and then there's a larger docking port size. And then the stations will have docking ports of varying sizes, so that ships, particularly the larger ships that maybe are too big for the landing pads, will just dock with the station, particularly rest stops and things like that. But otherwise, yeah, docking is progressing. We're working on it at the moment and trying to resolve a lot of the issues that come up with it. There's some, shall we say, special cases where, for example, the Merlin docking with the Constellation, that's a special case because it doesn't use either of those two metrics. Another special case is the detachable command pod on the Caterpillar. So things like that. I think the Hull C is also an exception. So we need to work through how those are going to work and how we integrate them with the rest of the system.

Star Citizen Live·
Published on this date.22 May 2020
ShipsShip components

Is there a kind of ship you've wanted to create but haven't been able to yet?

TL;DRThe speakers name ships they would like to make, such as a space A-10, historical ships, a racing truck, and a beat-up junker, which is a lighthearted wish list rather than plans.

John CreweVehicle Director

For literally years, I wanted to do the space A-10. And it was like, no, nobody wants that. I was like, I want that. So let's do it. And finally, we managed to get the Ares out. So I haven't got a new one that I want to do, because that took a long time to get through.

Jared HuckabyHost, Community

Although it's heartening to know that even you have to fight to get a ship into the game.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

Top of my mind is older ships. I like the idea that our universe has this whole history. I would love to see some historical ships in the lore of the universe, kind of showing you how the development of technology has progressed. That is a very high-flying ambition, though, but it just appeals to my sense of lore in the game's universe.

Jared HuckabyHost, Community

Like a '57 Chevy or something, like a classic version of an existing ship. I'm with you. What about you, Richard?

Richard TowlerProduct Owner of the Vehicle Experience Team

Yeah, so I'd probably go for a mix of an M50 and the Herald. So something kind of bigger, beefier, with massive rockets on, but that can also really perform as well.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

Would that be a racing truck?

Richard TowlerProduct Owner of the Vehicle Experience Team

Yeah, like a racing truck.

Jared HuckabyHost, Community

I gave up on my Origin stealth ship, the 404, a spaceship not found. But no, I still want the jalopy. It's actually kind of like what Dave wants. I want an old, beat-up ship that you can't pledge for. You can only get it in the game. It is an absolute junker, and it's the kind of thing that you'd buy to get from A to B, like when you're stranded on one planet and all your ships are somewhere else. But then there could be a whole quest line where you can restore it, all completely in-game. And then it would be a point of pride at the end. You'd have that old junker completely restored, and people would know that you put 100 hours of work into restoring it. Either that, or the one racing type ship that we don't have yet is our demolition derby. I want an Anvil racer that's just got junk plates attached to it. Your M50 can do the maneuvering and your 350R can beat you on the straightaway, and then a demolition derby racer will go through them.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

I'm thinking of the trucks from Mad Max, a spaceship version of that.

Star Citizen Live·
Published on this date.22 May 2020
ShipsLore

Why can't we turn the lights on or off or change the red alert state on our ships?

John CreweVehicle Director

It's something scheduled, but in the grand scheme of things, compared to some of the other tasks like docking, it's quite low down the list. A lot of the systems are in place, because they obviously work automatically. It's just exposing that to the user and then making it behave with the automated systems. So it's something that's planned, it's just not in the immediate future.

Star Citizen Live·
Published on this date.22 May 2020
ShipsShip components

When designing ships, do you design them for one specific purpose, or do you consider that they can be customized into additional roles down the line?

John CreweVehicle Director

Depends on the ship. Some are very single-role focused. The Ares is a good example. Even though it has two variants, they're just: how differently do you want to kill something? You can't do anything but shoot with the Ares. But other ships, yeah, we do go, right, how customizable do we want this to be? Do we want it to be very lightly user customizable, so that they could just change the components and the weapons? Or do we want to go further and talk about modules swapping out and things like that?

Jared HuckabyHost, Community

So then you've got the other end of the spectrum, you've got the Endeavor.

John CreweVehicle Director

And then there's the Endeavor. What ship do you want to attach to your ship?

Star Citizen Live·
Published on this date.22 May 2020
ShipsShip components

Any updates on the Mustang Alpha cargo hold?

John CreweVehicle Director

It's pretty much one of the same technical blockers as the Hull C, on a wildly different scale, in that at the moment we can only have cargo grids inside a physics grid of a ship. Obviously the Mustang Alpha's is on the outside of the ship, and so is the Hull C's, and that system does not currently work when it's not inside the ship. So when we do the work for the Hull C, then the Alpha will get the same support.

Star Citizen Live·
Published on this date.22 May 2020

Will the F8 Lightning be available to pledge for during Fleet Week?

Jared HuckabyHost, Community

The F8 Lightning was featured prominently in our advertisements for Fleet Week. It will not be available to pledge for during Fleet Week. We've made several statements before. We don't intend to make it available for pledge. It's just a military ship with a lot of mystique around it, so we thought it would be fun to use it in the promotional materials, kind of like having the Bengal in the original promotional video for Star Citizen, but there is no intention of making it available for a direct pledge.

Star Citizen Live·
Published on this date.22 May 2020
Pledges & businessShips

With all the tools CIG has developed, is building and creating ships faster now than it used to be?

TL;DRBuilding ships is definitely faster now thanks to live tuning tools and shader-based damage, though ships have also grown more complicated, so there is more to do.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

It is definitely a lot faster. I know back when we did the flight presentation at CitizenCon 2948, I think it was, we showed off all the new flight tools, and we continue to improve them. There's new tools for the aerodynamics and all sorts of stuff. And I know there's various other new tools for the other aspects of ships, but I think John mentioned the other day that our ships have also gotten more complicated. So there's more to do, but the tools are definitely years ahead.

John CreweVehicle Director

It's definitely quicker. Using the tuning example, when I first started, it was pretty much you open the XML and you look at these sets of numbers and you just type some of the numbers in there and play it and go, no, that doesn't feel quite right.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

You would have to stop the game, though.

John CreweVehicle Director

Yeah, stop the game, type it in the XML document, restart the editor, go. And then over time, it got live update and then coming out of Excel. And then now we have all the cool tools that Dave's written and Rich uses day in, day out that do it live and give you all sorts of information. And then on the art side as well, obviously the old way we used to do damage, you would essentially model the ship four times. And as each one went down to 75, 50, 25, 0%, you would swap that part out. Now we have the UV2 shaders. We just model the ship pristine. We model some gubbins inside and let shaders do all the magic in between.

Star Citizen Live·
Published on this date.22 May 2020
Development processShips

Bikes need to go much, much faster on the ground and in atmo. Can we turn up the speed, please?

TL;DRThey want bikes faster and are trying, but rough terrain forces a balance on hover height, and they are only comfortable-ish now, perhaps able to go a little faster.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

Yeah. We're looking into ways of doing this. Particularly in atmosphere, it's a lot easier. But part of the issue is that our terrains are quite rough. And so we're carefully caught in this balance of: we want these low-riding, exciting ground speeds, but the planets are filled with all sorts of stuff. And so we have to kind of go, OK, well, we could increase the height that they hover and then you can go faster. But it's this weird balance where we're trying to push them as high as we can without it being annoying that you're just constantly hitting stuff. It used to be a lot higher when we first did it with IFCS 2. And then it was just really annoying, so we had to lower it. But we're trying. We want it to be faster, and we're trying to make it faster.

Jared HuckabyHost, Community

Have you ever considered just increasing the speed and then going to the environment team and being like, that's the slowest we can make them, guys, you need to clear some of these rocks out?

Richard TowlerProduct Owner of the Vehicle Experience Team

I've tried it.

John CreweVehicle Director

Yeah, we have tried that. It's one of those weird things as well. You get it in the real world. If you're driving in a low-down car versus an SUV... We could make you be higher, but you have to go so much faster to get the same sense of speed as just skimming along the ground. We have the same problem in-game. So where we are is sort of comfortable-ish.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

We could probably go a little bit faster and just let you have a little bit more responsibility about not hitting stuff. And then we'll see all the threads about why we hit stuff.

Star Citizen Live·
Published on this date.22 May 2020
Ground vehiclesPhysics

Will vehicle quantum fuel be normalized by tank size rather than a seemingly random number per vehicle? For example, the Pisces gets more range than the Terrapin with the same size quantum fuel tank, using the same quantum drive.

TL;DRQuantum range depends on fuel usage rate and the drive, not just tank size, and tanks are eventually meant to become bespoke physical parts, with the current size matching only a loose approximation.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

The range is not purely based on the fuel tank size, though. Obviously, the usage rate of the quantum fuel is different for each ship. So that's a primary factor, but there's various other reasons why it's not as simple as just the fuel tank size, right?

John CreweVehicle Director

Yeah, you've got the drive that factors into it as well. And another thing which gets confusing is the ship matrix, and it says this ship has one small quantum fuel tank and this ship has one small quantum fuel tank. And eventually we want to have those tanks be physicalized things on the ship you can target, which means they need to not just be a metric box like all of our other components, because of fitting them in everywhere. Like in a real spaceship, you have it all in the wings, you have it under the floor, wherever you can find space for it. So long term, they'll be bespoke to the ship and they'll be almost modeled. So you can see them wrapped around, and it'll be a combination of the drive you have in and the size of the tank, which will be bespoke to the ships. The current system of one size one versus one size one is just a very, very loose approximation of that for the short term.

Jared HuckabyHost, Community

I think in a simpler sense, though, they're saying that the Terrapin is a ship for exploration and it should have a longer quantum range than the Pisces.

John CreweVehicle Director

If there's stuff like that, then stick it on the Issue Council and we'll look at it.

Star Citizen Live·
Published on this date.22 May 2020

Can you tell us the technical reasons why vehicles jiggle and fall out of the elevators when trying to load them onto some ships? Can you offer any insight about when this might be fixed?

TL;DRVehicles jiggle on elevators and ramps because those animated, teleporting platforms confuse the physics system and cannot use physics grids; it is a hard problem still being worked on, with no date.

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

So I do have an answer for this. Having moving objects at rest on moving platforms is a really hard problem. And obviously physics grids solved this problem for inside ships, but elevators and ramps and stuff, they don't use physics grids. And it's partly because the way the physics grid system and vis areas work means that having exterior physics grids has some weird issues. Like the vis areas will cause shadowing artifacts and other issues that we haven't been able to resolve yet. There's also the issue that John mentioned earlier that we can't have multiple physics grids on one ship. The alternative is then to not use physics grids, but then we have these elevators which teleport their position because they're animations, like the ramp is an animation and stuff. When you have teleporting objects trying to interact with a physics collision system, the system gets very confused, because the objects move in ways that are not predictable to the system. If it was just a velocity, it would be predictable, right? And so if you imagine a really complicated suspension system sitting on a teleporting platform, the collision system gets quite confused. So we either need to break out those parts and simulate them manually with velocity and everything, or we need physics grids to work in a more complicated way. It's a really, really hard problem to get that right. We're still trying to work through the issues that we have with getting that fixed.

Star Citizen Live·
Published on this date.22 May 2020
PhysicsShips

With the new wind bug in 3.9, we saw some ships being blown away by the wind, as if the ships had no mass at all. Can you tell us why that was?

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

So ships actually do have mass, but the bug in 3.9 that you were seeing the result of was actually that the wind was crazy strong. The wind at points in Lorville was gusting up to like 150, 200 kilometers an hour, which, I'm pretty sure if you put a 747 in winds like that, it would start moving. It's crazy, crazy fast. So that's been fixed. They've been moved down. But there is also the bonus that the wind aerodynamic simulation wasn't as advanced in 3.9. Obviously, in 3.10, it'll be much more advanced, and the way ships interact with wind will be more realistic. And so I guess from those two angles, the result should be a more believable behavior.

John CreweVehicle Director

And actors currently aren't affected by winds. And if they were, you would have been blown kilometers away.

Star Citizen Live·
Published on this date.22 May 2020
PhysicsFlight model

Any updates on being able to spawn ships with their parasite vehicles inside?

John CreweVehicle Director

I think we briefly talked about that earlier. Yes, we are working on it.

Star Citizen Live·
Published on this date.22 May 2020
ShipsGround vehicles

Will the ship HUD rework finally allow our ships to retain what we set the MFDs to?

David ColsonGameplay Programmer, Product Owner of the Vehicle Feature Team

Eventually, yes. That is part of the MFD rework that we have been working on for quite some time. We absolutely want that. You'll have persistence on the MFDs and the pages on the MFDs, and you also would be able to customize your HUD a little bit and have persistence on that as well. But that will come as the MFD rework eventually comes to fruition.

Star Citizen Live·
Published on this date.22 May 2020
UI & HUDShip components

Has the cargo changed for the 890 Jump? Why is this bug taking so long to tackle? It has been known for over two patches.

John CreweVehicle Director

As I briefly mentioned earlier, the cargo system is not owned within the vehicle team, it's on another team, so I don't want to speak for their priorities, but it's a bug to do with how the cargo system works out what's in a ship. Pretty much every ship except the 890 has all of its cargo grids attached in one way or the other, either in the ship or attached to a ramp on the ship, whereas the 890 has both. And the cargo system just doesn't know to combine those two methods together to give you the proper number. So at the moment, I think it only shows the amount that are in the hangar, not the ones on the actual lift. So when that bug's fixed by that team, it'll go back to what it's supposed to be, which is like 448.

Star Citizen Live·
Published on this date.22 May 2020
Trading & cargoShips

What can you tell us about the future of ground vehicles, specifically the way they handle and operate? They don't seem to have gotten the attention that spaceships have.

Richard TowlerProduct Owner of the Vehicle Experience Team

So ground vehicles are definitely one of my passionate subjects, and we definitely see them as not up to the standards of the spaceships, but we want to get the spaceship experience and the combat experience and the turrets, everything, up to a really high standard that we're happy with. And then once we're not adding loads of features on top of that experience, we can move those resources onto the ground vehicles. So it's definitely going to be a focus in the future. And we're already in the early design phase, laying out what the requirements of ground vehicles are to build them technically within our engine. So we're already thinking about it, but as soon as we move those resources on, we'll start to see some progress with the ground vehicles as well, which I'm really excited about.

Star Citizen Live·
Published on this date.22 May 2020
Ground vehicles

In the Fleet Week promotional materials we've seen the Javelins, the Idris and the F8. Conspicuous by its absence is the Polaris. Can you give us any kind of update whatsoever on the Polaris? Is it even in active development right now?

John CreweVehicle Director

It is not, as of this moment right now, in active development with production artists and designers on it. As I mentioned earlier, the Carrack team had planned to move on to the Merchantman, but we wanted more concept work done. We're also doing the same with the Polaris to make sure it's in a good enough state that we can hit the ground running with it. And it requires significantly less concept work than the Merchantman. So make of that what you will.

Star Citizen Live·
Published on this date.22 May 2020
ShipsDevelopment process

How's that second polish pass on the 600i coming along?

John CreweVehicle Director

It's not come on anywhere. We've got a clear idea of what we want to do. We know there's things from the 890 that we want to bring over, just that level of material and lighting. We know the areas of the ship that we want to give more than just a touch-up pass to: making the crew quarters less cavernous and open, reducing some of the wasted bridge space, improving the flow around the ship. So it's probably going to turn into one of those things like the Vanguard touch-up, which turned into a full rework. So it's going to be more work than we originally planned. But as the ship exists and functions, it's low down the list of priorities.

Star Citizen Live·
Published on this date.22 May 2020
ShipsArt & graphics

Any updates on the enhanced ship modularity that was mentioned? It's one of our original stretch goals. Several ships, like the Retaliator, have modules that were made available for pledge.

TL;DRSwappable modules need items like the Retaliator's missile racks to become part of the vehicle's interior containers, and that work is scheduled for the upcoming quarter, but release timing is not confirmed.

John CreweVehicle Director

One of the big pieces that is missing for that is the ability to have items, such as the missile racks of the Retaliator, inside the object containers of the vehicle, which are essentially the rooms inside the vehicle, attached to a vehicle and all communicating together. The inside of the vehicle currently doesn't talk to the outside. I think we're going to talk about this more in a future episode of Calling All Devs. At the moment, the missile racks on the Retaliator are attached to the outside of the ship. So if you took away that interior room and put the dropship module in, you'd just have these two torpedo racks still stuck on there. So we need to make those items be part of the object containers and swap in and out. And the work for that is actually scheduled in the upcoming quarter. Whether it's going to release in that quarter is not for me to say now.

Star Citizen Live·
Published on this date.22 May 2020
ShipsShip components