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Star Citizen Live ·
Published on this date.2019-12-06
· 38 Q&As

Star Citizen Live: All About Spaceships

The ship team covers the Redeemer's shift to a pure gunship, the Carrack's swappable pods and feedback, and the MOLE's mining. They also discuss physicalized components, ship sabotage, the Hull C's blockers, the Starlifter order, and physics-based damage.

Transmission log

Full answers

Could you explain your plans for the AI Blade, NPC crew, and computer components for our ships?

TL;DRThe AI Blade and NPC crew are gameplay-designer systems, not the ship team's; the AI Blade will eventually be a vehicle item within the ship computer, but nobody is working on it currently.

Will WeissbaumLead Writer

Now, those seem to be very kind of separate questions and unfortunately the first two systems are for gameplay designers and not the ship team. But we wanted to mention it just because it was the top voted question and to inform the questions that come into live that we're trying to focus on more of the ship design and less on the gameplay function of this kind of stuff. Is the AI Blade as a ship component something that's in your wheelhouse, John?

John CreweVehicle Pipeline Director

It will be something that's in my wheelhouse eventually when we actively start working on it because it will be a vehicle item that's part of the computer item which goes in the ships. So yes, eventually it will be, but we're not currently as of this moment working on it.

Will WeissbaumLead Writer

Okay, so down the pipeline, all these computer components being able to swap in and out, including one of them being, hopefully, the AI Blade to slot in there.

John CreweVehicle Pipeline Director

Yeah.

Star Citizen Live·
Published on this date.6 Dec 2019
Ship componentsNPCs & AI

What can you tell us about the status of implementing physicalized components?

TL;DRPhysicalized components are progressing slowly as ongoing core tech: placement is planned at concept, groundwork for placing items in object containers is done, hopefully more next quarter, and the code should finish before the art.

John CreweVehicle Pipeline Director

Well, so that's something that we can both talk about. Because for a lot of the ships, we deal with a concept point now: we have the metrics for all the components.

Paul JonesArt Director

Yes, we do. So we have a new concept artist who started with us about five and a half months ago. So he started as a junior and so we've slowly been running him through the mill, as we say, and so we've been giving him components to look at. I mean, it's a lot better now that we've got actual metrics. Everything's better now that we've got metrics. And so it's really just sort of making our way through the massive list of manufacturers that you guys have made for us. Thank you, Will and Dave. And just figuring out what the style guide is, basically, from my side of things.

John CreweVehicle Pipeline Director

And then pretty much every ship in the last two, three years concept-wise has had the placement of them identified at concept. So when the production teams come to them, they're built. You would have seen it in sort of ships... The Terrapin was the first big one that really went to town with the component hatches, so you could see where they all go. And then everything since then has them and everything before then has a plan for where they're going to go in terms of actually putting the physical items in those places. So this quarter, one of the vehicle teams actually did the preliminary work to be able to place actual items inside the object containers, which can then connect to the vehicles, which gives us the ability to put them in place and then down the line gives us the ability to shoot them from the outside to do the physical damage to them. The stopping point has always been up until now, and still a little bit now, that everything inside an object container can't talk to the vehicle that it's within, which has stopped Retaliator modules from progressing because we needed to have the missile launchers inside the object container so it could all be swapped out with the entire bay. But we've got the groundwork for that now. Next quarter, we can hopefully do a little bit more. It's one of these long ongoing core tech tasks that you just chip away a bit every month and you slowly get close to the end. It's not a one line and bam, everything's done. You need to sort of re-archetype a few things. But it's still planned, still happening. We're slowly getting there. The biggest hurdle is really just the art debt from having to go back to these old ships and... The code will be done sooner than the art.

Star Citizen Live·
Published on this date.6 Dec 2019

For the larger ships, is it always all accessible from within, with the engineering compartments and stuff? Or are there some that you have to EVA out to?

John CreweVehicle Pipeline Director

We try and do the majority from the inside, especially the key ones that are going to get the most use, like power plants, coolers, shield generators, quantum drives, the ones that get used minute to minute in the gameplay, which you're naturally going to find wearing out quicker or their sub-items blowing sooner. Those ones we want on the inside, but there are still ones on the outside that on some ships you need to get to. I think the Vanguard was the limit of how much stuff we could fit inside a small ship. The artists on that had a field day trying to get everything fitting in everywhere.

Star Citizen Live·
Published on this date.6 Dec 2019
Ship componentsShips

What's up with the Redeemer? Can you share anything going on with that? Is there any new news?

John CreweVehicle Pipeline Director

Like we talked about in the past, we're moving it more towards a gunship rather than a hybrid gunship/dropship because the Valkyrie and the Vanguard Hoplite have sort of taken the thunder out of the Redeemer's dropship capability. So we pushed the Redeemer all the way to gunship and we have done a little bit more reconcepting on it. So we've made it look a bit more Aegis.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsShip combat

How did that translate into the concept [of the Redeemer] being more gunship-y?

TL;DRThe Redeemer concept keeps its familiar features but is simplified and made more uniform with Aegis styling, with extra weapons added, though this doesn't mean a redone ship is coming soon.

Paul JonesArt Director

I mean, it still looks like the ship that it was. It was very clear from the start from Chris that he wanted it to... It was a fan-made ship, wasn't it? It was basically from, what was the competition called?

Will WeissbaumLead Writer

The Next Great Starship.

Paul JonesArt Director

Yeah, that's it. So we've kept all the familiar features, so it's just been sort of a nipping and a tucking and, with the lessons we've learned over the last years, it's just been sort of introducing a little more uniformity with the styling of Aegis. So when people see it, it shouldn't be a shock. We've had to obviously put some extra weapons on and stuff.

John CreweVehicle Pipeline Director

It's not like it was lacking guns and turrets.

Paul JonesArt Director

So I think it was probably more of a little bit of a simplification in places, just a little less noise. And so, yeah, we've done quite a lot of work. So we've used the kit from... what was the one that you just mentioned there that Joe worked on? Yeah, the Vanguard. So the kit from that, basically just to sort of reduce the workload, and so it gives the artist more time to focus on some of the trickier bits, turrets, etc.

John CreweVehicle Pipeline Director

Yeah, I'll just caveat all that with: just because Paul's team has done some concept doesn't mean that we're suddenly going to spring a fully redone Redeemer out of nowhere. When we have more stuff to show, we'll show it and talk about it.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsArt & graphics

We throw out the term gunship a lot. How does a gunship differ from just a normal fighter, per se, like in combat?

John CreweVehicle Pipeline Director

So the gunships in Star Citizen, they're less about dogfighting. They're more about sort of... I'm going to do the Chris arm-wave combat explanation. If it works. Our fighters sort of zip and zoom around all over the place, whereas the gunships tend to just stick on one path. They have a lot of weaponry that can point in a single direction or can converge on a single point, so they can just hammer around it. The modern-day equivalent is the AC-130 gunships that just hover around a war zone in a big loop; they can have all their guns on one side so they can just keep it all on target the entire time. And that's sort of what we have with our gunships. They have turrets, they have gimbaled weapons, and they can all align to one position to give a huge amount of firepower.

Star Citizen Live·
Published on this date.6 Dec 2019
Ship combatShips

Is there still a walkway door on top of the Carrack that you can walk around on?

John CreweVehicle Pipeline Director

Yeah, the very old concept just had this singular door that came out of it and went around the bay, which you can still do. That's still there. You can still walk around the outside bit of it. It's not suggested, like walking around on top of a spaceship is never a supremely wise thing to do, especially if it's moving, but you can. There's now two doors, so you can get to either side of the hangar railings.

Star Citizen Live·
Published on this date.6 Dec 2019
Ships

Do you have any news on the Drake Corsair?

John CreweVehicle Pipeline Director

It's not in active production, but like Paul says, the concept's done. It's a recent concept, so it should be a pretty simple one to just... Yeah, I'm looking forward to that one. It comes down to priorities, time, and the resources available. On one of the many times we've come and talked about the process: it's finding a slot of time where we have the right amount of people, the right amount of time to do something that size. And if it will fit in there, we'll put it in there.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsRelease schedule

Will the Banu Merchantman maintain its 3,500 SCU or will it need to grow?

TL;DRNo commitment on the Banu Merchantman's cargo because work hasn't started, but it will probably go down rather than the ship growing, since making it bigger would limit where it can go.

John CreweVehicle Pipeline Director

I'm not going to commit to anything either way there because we've not started work on it. We want to do a bit more concept work on it with the lessons we learned from the Defender. For its size, I wouldn't be surprised if it has less than that cargo capacity. Similar case with the Carrack when it went down from 1000 to 480 or 450-odd. We've learned a lot since those early days. The metrics have changed. That's a lot of cargo. It will probably go down because the other way, of just making the ship bigger to fit that... it's already pretty big. So it's already like 160 meters in two axes, which is, at this point, the widest ship we have because of those wings. If we start making it bigger lengthways to fit that in, then it's going to be humongous. And then you lose the benefits. Again, for the same reasons we tried to keep the Carrack at the same size: you make those ships huge, you limit where they can go, and it's a mobile trading outpost. It needs to be more compact to fit places.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsTrading & cargo

We heard of the MOLE at CitizenCon and it has been said that it will be flight-ready when released, but will it be gameplay-ready too? Will all the mining functionality be on board when it comes to light?

John CreweVehicle Pipeline Director

Yes. So it uses a lot of the same tech as the Prospector does. So it's got three mining cabs that use very similar multi-purpose... like they can mine and they can tractor beam. We had to do some code in the background to allow three mining beams to go into one cargo grid. But it does everything that the Prospector can do. It's got slightly larger... it's got what we're calling size two mining heads rather than size one. So they are stronger. They go further. They can do a bit more than a Prospector.

Star Citizen Live·
Published on this date.6 Dec 2019
MiningShips

When designing more industrial ships versus designing pure combat ships, is it easier because they have a specific role to imbue, versus general fighting, or is it trickier? How does the fact that it has a job that it's intended to do affect the concept?

TL;DRIndustrial ships are more complex to concept because the challenge is making them interesting and new without being too wacky, balancing novelty against the familiarity Chris likes, as an early silly mining-arm design showed.

Paul JonesArt Director

That's a good question. I think, I mean, the nature of Argo anyway is... it's a style that we all sort of enjoy anyway, it's that industrial kind of thing. So I guess it's more complex. I mean, the trick is really with this ship, we could have gone a really simple route and just turned it into a mobile mining platform, in terms of, it looked like an oil rig kind of thing, and it got some pods attached to it. But really the trick is how to make this interesting, right? How to make it into something that we haven't already seen before, because nobody wants that. That's always the sort of mantra: if it's been done before, we don't want to do it. But then there's always that familiarity that people like. Chris likes the ships to sort of behave how they should, how people expect them to be. If that makes any sense. And so it's just always that sort of tussle: how much can we push? How much can we shove? What can we throw in that Chris might like, that's new, but not too wacky. So we did have a really funny one early in the process. Remember Mr. Tickle? So we had it so that the arms... because you have the two mining cabs on either side and then one at the front. We wanted to give full accessibility. So we made the arms super long. So the one on one side could actually reach over and mine on this side. So we've got some really hilarious movies of just these huge arms. So it was named Mr. Tickle, basically. So it didn't stay. But I think where we ended up is really good. It's a cool looking ship.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsArt & graphics

Polaris, what's the deal?

John CreweVehicle Pipeline Director

It's not in active production, so there's no update on it at the moment.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsRelease schedule

What's the status of the Caterpillar door elevators?

TL;DRThe Caterpillar's doors don't lower fully because the transit and elevator system can't yet handle complex animated geometry; the team is expanding it to support multi-stop lifts, which would also improve vehicle loading.

John CreweVehicle Pipeline Director

That's an interesting one, because the reason they're out there, they clamshell open but they don't go all the way down, is because of a limitation with the elevator system we have at the moment, which we've not fully resolved, but we are on the cusp of improving, because essentially it needs to be a two-state elevator where the door opens, so you can have it like that, and then it goes down for the second one. The tricky bit is it has so much hydraulic piston work on this bit that our transit system, which you see in all the landing locations, can't deal with that at the moment. So we're having to expand the transit system, because the transit system is not just used for those trains that go between all the Lorville gates. We actually use it in the ships as well. So if you saw at CitizenCon, the Carrack has elevators, lifts inside with Building Blocks screens. Those are the lifts that have multiple stops, which is what we need for the exterior bit. But the current limitation is we can't do complex animated skinned geometry alongside that. When we do that, then we can get that. Then we can make all the ship doors like the Caterpillar main entrance lift, as well as a similar one where it's got a big piston system. And that means we can have grids on elevators, which means loading your vehicles in and not having them fly off into space becomes a lot more successful.

Star Citizen Live·
Published on this date.6 Dec 2019
Ships

With the elevator improvements that we've seen coming thanks to the new Building Blocks UI in the elevators, is that kind of stuff coming to the ships as well, with how we interact?

John CreweVehicle Pipeline Director

Any ships that have the Building Blocks, or have the transit system as their main elevator, will be able to now set up with the Building Blocks UI. So the Carrack will be almost certainly the first one that comes out with that, because when we've solved it all on that, that's our test case for doing it in ships. From a UI point of view, at least.

Star Citizen Live·
Published on this date.6 Dec 2019
UI & HUDShips

Going back to physicalizing the interactions for doors, what comes to mind is the Cutlass door that has that open/close panel right next to the ramp. Is that going back to interacting with that versus looking at the ramp itself?

John CreweVehicle Pipeline Director

Yeah, that's something we need to do a pass on across the board, because we've got a very unclear mix of look at the door, look at the button, look at either of them, look at somewhere outside. And as we've talked about, Chris always wants things to be physicalized. So we will probably go to the look-at-a-button to open all the doors. We just need to make sure that button is clear. We don't want to open the door here with a button that's over here. Everyone's just going to get really confused by just standing in front of the door, hammering it, trying to get out. Whereas we need to make it clear if we're going to go that way.

Star Citizen Live·
Published on this date.6 Dec 2019
UI & HUDShips

Is that something the concept team is thinking about now, that we're doing physicalized interactions and trying to get away from more of the magical inner thought?

TL;DRThe concept team does consider physical interactions such as button placement on tall vehicles, but it's a quality-of-life detail often missed under deadline pressure and they acknowledge they still need to discuss signposting.

Paul JonesArt Director

Good question. I mean, yes, we have... like on the, what was the towing vehicle, the SRV. We sort of considered it on that. It's one of the sort of little things that does affect quality of life that often gets missed out, in terms of... with the concept, there are so many things to think about, to try and solve just generally bigger issues. And so the deadline is just getting closer and closer and closer. But in terms of just functionality, yeah, I mean, we are sort of trying to make it easier on the interiors. I mean, normally the buttons go next to the door and that's it. It's just, excuse me, when it's a particularly tall vehicle...

John CreweVehicle Pipeline Director

Do we just have this magical thing that just drops down, like a button on a bit of rope?

Paul JonesArt Director

So, yeah, it's about how to signpost. If it's going to be on a landing gear leg or something, it's about how we sort of work it out. I guess we do need to have a conversation.

John CreweVehicle Pipeline Director

Any old Cutlass owners will remember the magical blue button on the rear landing gear leg to open up the rear ramp that people spent hours trying to find.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsUI & HUD

Will it be possible to sabotage a ship from the inside by removing or shooting components?

John CreweVehicle Pipeline Director

Absolutely. So you'll have different levels of sabotage. So you could just flat out... if it's a size one or size zero vehicle item, a small item, they're man-portable. So you could literally open the hatch, pull the entire thing out. Chuck it out the window if you want to be really trollish. Or you can damage it. You can shoot it. It will damage it a bit more, degrade the performance. Or you could just pull out the sub-items inside, which give a buff to the item's performance, which the player's probably used to using. So you take out all the buffs, then it starts going down, and you damage it a bit more, weaken it a bit more, just go around the ship tinkering with all these things.

Star Citizen Live·
Published on this date.6 Dec 2019
Ship componentsMulticrew

Can you restrict access [to stop saboteurs on your ship]?

John CreweVehicle Pipeline Director

You'll be able to restrict access. So with the security panel, you'll be able to say, I'm locking all the doors. Some joker's on board my ship doing something, so I'm going to lock all the doors. Then I, as the captain, will just unlock them one by one and go, nope, nobody in here. That's restricted to the main doors in the ship, not the individual hatches on it.

Star Citizen Live·
Published on this date.6 Dec 2019
MulticrewShips

Has the recent feedback on the Carrack exterior altered your plans for the ship going forward?

TL;DRCarrack exterior feedback is leading to some minor, easy-win tweaks while sticking to the release date, but the ship won't return to the original concept's thinness because that would mean cutting promised features.

John CreweVehicle Pipeline Director

We talked about this a lot in our CitizenCon panel as well, because we sort of preemptively knew that there would be a hubbub about it. So we spent a lot of time on it in our CitizenCon panel, which is now available. Even since that, there's been a few extra things that we want to look at just based on the feedback.

Paul JonesArt Director

And I think also because the ship wasn't finished, but we were showing it. So it creates confusion about what our final target is going to be.

John CreweVehicle Pipeline Director

The lighting in certain aspects of the demo that was shown as well washed out a lot of the detail on the exterior. Actually, it was a lot more detailed than you can see on the stream, which didn't help.

Paul JonesArt Director

We've done some stuff actually today that you've not seen, I don't think, that I need to run past you.

John CreweVehicle Pipeline Director

We want to stick to the release date rather than go, let's spend another six months changing everything. We want to stick to that release date. So we're doing some very minor sort of low... I was going to say low budget.

Paul JonesArt Director

Low-hanging fruit.

John CreweVehicle Pipeline Director

Low-hanging fruit.

Paul JonesArt Director

I guess obviously you have two camps of people: you have the old school and the new school. You have people who like what came out originally and what was shown. Everyone always likes the thing before. I think it's just a matter of, for me, I'm just talking me personally here, I'm not representing anybody else, but there were some things that I think were missed off. There are easy wins that we can implement back in. And it's just, again, when you really drill down and look at some of the lines and how some of the surfaces interact with each other, there's lots of simple things we can do to bring it back, lose a little weight, and add what I think fans are sort of expecting on this ship.

John CreweVehicle Pipeline Director

It's absolutely not going to go back to the thinness of the original concept, because to do that we would have to cut features wholesale from the ship, and if it comes down to cutting the visuals a bit versus cutting gameplay that's been promised... Well, it's not even cutting the visuals.

Paul JonesArt Director

Yeah, it's not going to be a massive... I'm not talking like I'm going to transform into looking like John Crew. It's not that kind of level of transformation. I can never be that good looking, but I think there's some easy wins in there for sure, definitely. We're going to do some firkling. Firkling, not finagling.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsRelease schedule

Speaking of the Carrack, we talked about swappable pods during the presentation. Can you talk a little bit more about their function?

TL;DRCarrack pods are modular, but only the standard cargo pods are planned and committed for release; other types such as a science lab are only ideas, and the ship can fly without pods.

John CreweVehicle Pipeline Director

I can talk very high-level, loose, about the function. We build them as modular ones. The ones you saw in our panel and you'll see at release are the bog-standard cargo ones. They have an elevated gantry through them so you get more cargo underneath. In one of the earlier versions we had no gantry, and the SCU capacity of the Carrack at that point was low 300s, high 200s. So putting that gantry in gave us almost 200 extra SCU across the ship, which is good. But like I say, they're modular. So we can do other versions in the future. One we've thought about, but it's not going to come with the release, is a Ballista actually fits lengthways in those things. Squeaky, squeaky tight, but it does fit. So you can do that. There's been talk of doing a little science lab area. I think that was in one of the original texts that you and Dave wrote, perhaps, on the Carrack mini story. So a science lab on an exploration ship, it makes sense. You drop off a little science pod to do your experiments on the surface, and hightail it out of there. But for now, all we're planning and committing to doing is the base cargo ones. Like the Caterpillar, we'll talk more about those pods when we're at a point where we're actually going to physically make them.

Will WeissbaumLead Writer

So you could drop off all three pods?

John CreweVehicle Pipeline Director

You can drop off all three if you want, and you can still go around the ship because there's a lift at both ends of where the pods drop off. You don't need those pods in place to fly.

Paul JonesArt Director

We haven't even looked at what the ship looks like without the pods.

John CreweVehicle Pipeline Director

Yeah, it's going to look interesting.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsTrading & cargo

With the Hercules Starlifter on the roadmap for 4.0, are all the variants being worked on simultaneously or just one variant?

TL;DRThe Starlifter base variant will be worked on first, with the other two after it, either soon after or possibly bundled together in one delivery depending on how the base ship goes.

John CreweVehicle Pipeline Director

We're just going to work on the base one, the C2, I think, is the base one. I've got so many ship names in my head at the moment. We're doing the base one first and then we will do the other two after that. They may not be straight after it. They may be straight after it. It depends how the base one goes. And if for some reason that ship moves around in the schedule, it's probably because we're going to just lump them all together and deliver them all as one chunk rather than individually.

Will WeissbaumLead Writer

That really makes sense, to do it that way, kind of sequentially: get your core ship done, because you learn so much during that process that if you're doing all at the same time, you would just be redoing work multiple times.

John CreweVehicle Pipeline Director

Yeah, the A2 and the M2 have so much in common with the base one. You can't really start them before you've done the base one. When I say moving around or delivering more at once, I mean more that we would do all three, or do the C2 first, then the other two, and then hold them until one patch and give them all in one go, rather than the C2 in one patch, the M2 in another patch, the A2 in another patch.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsRelease schedule

Will scanners/radars that can detect mineables be purchasable in 3.8, or is that something for a later patch? Because right now only mining ships can scan for mineables, correct?

TL;DRMineable scanning is currently locked to certain items, though some scanners may already be buyable for non-mining ships, which needs confirming; in future all ships might detect mineables with varying range.

John CreweVehicle Pipeline Director

It's correct, but I believe there are some items already that allow you to. You can buy some radars or scanners from certain shops that do that already, because I have seen people on Spectrum and Reddit using non-mining ships to detect them. So that is more of a gameplay...

Will WeissbaumLead Writer

Oh, that's more of a gameplay question? That's fine. So we'll have to confirm that. They might already be in.

John CreweVehicle Pipeline Director

A very similar answer is in the Pisces Q&A, which I recommend everybody checks out. So at the moment, I think it is locked to some items, but in the future, we perhaps want to give it to all the items and just vary their ability at doing it. So maybe all ships could detect mineables in the future, but maybe that's only 10 meters away for a really rubbish one. Whereas if you got the super duper turbo scanner, you could detect it 10 kilometers away, rather than buying 'this scanner can do it, this scanner can't do it.'

Star Citizen Live·
Published on this date.6 Dec 2019

MISC Endeavor: what's up with that?

TL;DRNothing is active on the Endeavor; it needs new concept work because it's an old design whose metrics and door sizes no longer fit, so corridors would have to widen.

John CreweVehicle Pipeline Director

Again, nothing's active on it. It's one of those ships like the Carrack where we're going to have to go back and do a load of concepts for it because it was done a long time ago. The metrics may not be the same as they were when that was done. I can't remember who did that.

Paul JonesArt Director

Was it Jim? Jim or George? I think it was Jim. But I think the overall style is good. I think it's just a matter of, can we walk through the thing, and are the rooms in it that need to be in it, and will they fit in that body?

John CreweVehicle Pipeline Director

Yeah, I love the older ships we've come to. We've found the doors are not quite human-door-sized anymore. They just come up to here. So as soon as you start fixing all the doors, then all the corridors have to get wider.

John CreweVehicle Pipeline Director

Yeah, that's quite a big one there, right? That's more like an end-level kind of...

John CreweVehicle Pipeline Director

End-level explorer science hospital. It's a big spine with a ship on the front that you can outfit however you want.

Paul JonesArt Director

I mean, generally, we're sort of starting small and making our way up the scale.

Star Citizen Live·
Published on this date.6 Dec 2019
Ships

As our skills improve and our ships become more impressive, how has it been going back to those old concepts? Is it a fun challenge? Is it a little bit daunting because of all the attachment and feelings that go with these old concepts?

Paul JonesArt Director

It depends on the ship. I mean, the Redeemer was quite a nice one, actually. Touch wood, for me, it went smoothly. But there are other ones that are just really quite tricky just because they're so sort of fundamentally broken, possibly. The knock-ons are just massive. And so it's always a little bit hard working on the older stuff because you've got to...

Will WeissbaumLead Writer

There's attachment to those older ones.

Paul JonesArt Director

Yeah, there's attachment. And then it's also, okay, knowing where you can push, where you can shove. Because obviously Chris will have his favorite points as well. So we don't want to remove those by accident. And they shouldn't be fundamental shifts, but when things get larger or fatter or longer, then obviously the vibe of the ship changes. And so that can have quite a knock-on. So then it's, okay, how do we visually rebalance it?

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsArt & graphics

Will ships functioning as carriers be able to refuel and possibly rearm the vessels they carry?

John CreweVehicle Pipeline Director

I think that's an answer for an upcoming Kraken Privateer Q&A. It may not be live at this point.

John CreweVehicle Pipeline Director

I'm pretty sure. The answer there is yes, but it takes it out of the motherships.

Star Citizen Live·
Published on this date.6 Dec 2019
Refueling & repairShips

Some of the Best in Show ships have bugs with their decals. Is that going to be fixed?

TL;DRYes, the Best in Show ships' decal bugs should be fixed in 3.8, after those ships were rolled back to an earlier version for the 3.7.2 patch.

John CreweVehicle Pipeline Director

Yes, they should all be fixed for 3.8 when that comes out. There were a few problems that we had. We literally were at the venue at CitizenCon on the Friday night, about an hour before we were pushing the 3.7.2 live build, and we found a load of problems with the Best in Show ships that we had to roll back to a previous version just to get the patch out, because we were ready to set QA off testing the patch, and we found this. The Caterpillar stopped flying, for example, which is a pretty big problem to have. So we had to roll them back, and then we fixed it again for 3.8. So you should see the vast majority of those bugs fixed. The decals are not quite aligned. The Cutlass has some of the fuchsia in the wrong place. So did the Caterpillar, and some of the intensities of them were not quite right, but that's all fixed for 3.8.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsArt & graphics

What is the current plan for spawning vehicles with other vehicles inside? Would we choose these to spawn at the same time, or, once the ship's loaded in, do you have to put it in?

TL;DRShips carrying other vehicles will handle them as an item port, like the existing customization system, with a default vehicle that can be removed or swapped, and changes after spawning requiring a store and respawn.

John CreweVehicle Pipeline Director

So it's going to be identical to how you customize your ship through the VMA, PMA. It's just going to show up as essentially another item port that the vehicle is attached to. So in the Constellation and Merlin scenario, the Merlin would come attached to that item port by default. You could unattach it if you didn't want to drag it around, or you could swap it out for the Archimedes if you wanted to. Same for ships that carry ground vehicles. They would just have an item port in the ground that goes, I'm a ground vehicle item port, that's size one ground vehicle, so I can put in a Cyclone, I can put in a PTV, I can put in a Rover, that might be size two, but it's the same restrictions as we have on the VMA and the other customizations. So if you haven't spawned a vehicle yet, you bring up your mobiGlas, change it, and then when you spawn it, that's what comes in. If you customize it after you've spawned it, then you have to store it and respawn it. Or just load stuff in willy-nilly afterwards.

Star Citizen Live·
Published on this date.6 Dec 2019
Ground vehiclesShips

What are the future plans for the 600i Explorer interior?

TL;DRThe 600i Explorer and Touring interiors will get a dressing pass in the future, based on backer feedback, but it is not a priority.

John CreweVehicle Pipeline Director

So yeah, this is another one that sort of fell into the 'we showed something and backers weren't too enthused' with the 600i, and we learned a lot for the 890. We said we're going to go back and do stuff to the 600, which we will.

Paul JonesArt Director

I mean, it's more of a dressing pass, right?

John CreweVehicle Pipeline Director

It's dressing. I know there were a lot of suggestions for that central area where people wanted like a big glass bottom to look out the bottom of the ship. They wanted more windows. They wanted like a double-story shark tank or something like that. Just to make it feel a bit more customizable. The Touring one, especially. The Explorer has got some weird quirks that we learned as we went through. It will have a pass. Both of them will have a pass in the future, but it's not a priority to do.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsArt & graphics

What's happening with the Hull C?

TL;DRThe Hull C still needs docking, supersized cargo and runtime-transformable physics grids, plus a few months of art work; one blocker, the physics refactor, is now removed, and Squadron 42 can use it sooner.

John CreweVehicle Pipeline Director

So we are one step closer now to doing it on the tech side. So we've got rid of one of the blockers that we had. So now we're down to: we really need docking, which is a step closer since we fixed the last blocker, which is actually CR's big physics refactor that he's been working on and is now in the game. So docking is now a lot simpler to do, which really helps, because it was a big pain before that physics refactor. We need the supersized cargo done. We don't want to spawn a whole C with 4,000 individual SCU boxes. That's just going to tank the framerate on the server. So we need cargo to come in bigger than one SCU boxes, which benefits the game as a whole. And then the last bit, which the engine team will be working on soon, is allowing physics grids and vis areas to be transformable at runtime. So obviously the Hull C goes like that. We need that central spine area to have its physics grid go with it, because otherwise you're going to go halfway down it and then you're going to fall out into space. So again, those three big tech hurdles need to be overcome. And then we need a few months on the art side just to finish off. So we've got it essentially to final art, which is the 100% pristine version of the ship, done. Squadron use that for their scenarios that need it. So you'll see on the Squadron roadmap the Hull C's there, but I'm not sure it's on the PU one now, or they're on different progression amounts. It's because Squadron don't need the docking. They don't need the supersized cargo. They don't need to see it land; they can just get by with what we have. But the PU needs everything for it to function.

Star Citizen Live·
Published on this date.6 Dec 2019

I love when we add that secondary kind of movement on ships, like the Hull expanding, or the Reliant with the wings transforming. That's always something that emerges from the concept phase, right?

TL;DRSecondary movement does emerge from concept's drive to be new and interesting, but reusing existing assets is more efficient, so new animations or parts are used only where they're essential to the ship.

Paul JonesArt Director

Yes, totally. It's always, like we mentioned earlier, it's always that: how do we make it cool? How do we make it interesting? How do we do something that's hopefully not been done before? And then, how do we make John's life difficult? So there's always a, hey, John, can I do this?

John CreweVehicle Pipeline Director

Please don't.

Paul JonesArt Director

So yeah, it's always pushing and shoving. So that's the part I like.

Will WeissbaumLead Writer

Interesting thing with the pipeline is that now that we have so much established stuff, it's always a little more efficient to go with what has already been done before, like reusing the seat or the cockpit from a previous ship and saying, this is a stylistic choice. But then at the same time, we always want to push ourselves and we enjoy the more interesting kind of diversions from that.

Paul JonesArt Director

Yes, definitely. So I think you can get a little bit hamstrung, if that's the word, because you don't want to be creating extra work for downstream teams. But then there are just some vehicles that are just like, okay, we're just going to have to create something new for this. Because it's one of the main ingredients. So without it, it just wouldn't be as cool.

John CreweVehicle Pipeline Director

Yeah, there's times you just have to bite the bullet and you go knocking on Bender's door. You go, please can we have a new character animation for this super cool entrance. You never know what reaction you're going to get from that.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsDevelopment process

Have you ever considered adding the ability to vault into the Cutlass side door?

John CreweVehicle Pipeline Director

Yes. So we have that sort of on the Valkyrie, but it's set up in a less than ideal way. There are actually ledge grabs on there and it's something we want to do for the Cutlass as well. It's quite a way up. The Valkyrie has a little side step that folds down to enable it. On the Cutlass, you're going to have to be fit to jump up there to muscle up into the ship.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsShip components

What are the systems required for Star Citizen ship combat to move to time-to-disable over time-to-kill, particularly for multi-crew ships? Or is the system we have currently the intention for the final game and we're going to stop working on it?

TL;DRThe current combat system is not the final intention; moving to time-to-disable needs physicalized components and a physically based damage system where impact energy and penetration weaken parts instead of draining a health pool.

John CreweVehicle Pipeline Director

What we have now is definitely not the final intention. Two big things to move to time to disable over time to kill. One, physicalized components, like we talked about earlier, so we have to have the items in the right places and be physicalized so you can target them. And two is moving to a more, I'm going to keep saying, physically based damage system. So something we've talked about in the past and we're still going to do it. So rather than bullets doing 10 damage, they come with a velocity, they come with an energy and a mass, and the game works out how much impact that is, which gives the penetration, which over time weakens the structure of bits of the ship rather than just ticking down a health pool. So when we have all that, then you naturally get items failing, which impacts other areas of the ship, rather than just, I hit the Gladius on the nose with my fist a million times and eventually it explodes. Whereas this will just be, you'll be hitting it forever and it's like your impact is not enough to do anything.

Star Citizen Live·
Published on this date.6 Dec 2019

In terms of implying how tough a ship is, how does that balance between the design and the art of how a ship looks? Is that in the discussion, like 'this is supposed to be a tougher ship, so we want to make it look that way with more bolted-on parts or thicker joints'?

Paul JonesArt Director

Yeah, I guess we factor that in quite a lot. I mean, there's always that discussion of what design want, and it's like, what's the ship's special ability or what's the hook? And so, if something has extra armor or can take a pounding, we generally try and put that in the visuals. So like the Terrapin, the Nautilus, they all have that sort of heavy feel. I guess we've got one maybe coming out soon that's got some of that too. So, yeah, that's always taken into account.

Star Citizen Live·
Published on this date.6 Dec 2019
ShipsArt & graphics

This physicalized damage system that we're talking about: do you have any view on when that might be coming to the PU? It's on the S42 roadmap, apparently. Is that this year or next year?

John CreweVehicle Pipeline Director

People have started doing the initial groundwork on it. So from a design side, we've worked out all the formulas and the parameters that we need and the materials that are going to impact it. We're in the very early stages of having some very brainy programmers work out all the math behind it.

Will WeissbaumLead Writer

So it's definitely slowly progressing. We don't know quite when it's going to hit yet, but it should have a pretty cool impact on the game when it comes along.

John CreweVehicle Pipeline Director

Yeah, it's going to change a lot.

Star Citizen Live·
Published on this date.6 Dec 2019

Will players have the ability to hail their ship when they're in a runabout, like a smaller vehicle, a snub craft or a ground vehicle, and have the ramp or the hangar open up?

TL;DRHailing your ship from a runabout or vehicle seems like something they should do, but there's no commitment or timeline, and it would need to be built as a general gameplay feature rather than vehicle-specific.

John CreweVehicle Pipeline Director

Personally, that's something I think we should do. I mean, you can do it now with your Tesla and your cars. You can get them to come to you and turn on the engine and start. So it seems like something we should do, but it's not one of those things that I personally can go, yes, we're going to do that and we're going to do that next week.

Will WeissbaumLead Writer

So something to explore possibly, as a cool option of having like a mini ATC aboard your craft that you can hail.

John CreweVehicle Pipeline Director

Yeah, because one of the traps that people fall into is they think that this thing, like that example, using it on your vehicle, is a vehicle feature. It could be, but we need to build it in a way that the whole game can benefit from it. If we built it in vehicles specifically, you could be outside your research station that you've built with your Pioneer trying to talk to it on your mobiGlas, and it would just go, well, I'm not a vehicle, so I don't care. So it needs to be built with a general gameplay team so it works in all the scenarios. So I could be stood and call a hangar to open. I can call my ship to open. I can call my buggy to open. I can call my habs to change the air in them or do something.

Star Citizen Live·
Published on this date.6 Dec 2019

Will the Prowler's phalanx shields be functional when it goes flyable?

TL;DRThe Prowler's shields are meant to work like the Defender's Banu-style ones rather than full phalanx shields, moving quickly around the faces and hardening to block all damage when a second person manages them.

John CreweVehicle Pipeline Director

So it's going to be like the Defender, where they're going to have not the full phalanx shield behavior, but a very... it's either unique or it's not very unique... a different behavior to our current shields. So the Defender ones, which I'm sure you can correct me if I'm wrong, are Tevarin inspired.

Will WeissbaumLead Writer

Yeah, the Banu borrow from all sorts of cultures.

John CreweVehicle Pipeline Director

Borrow. They have a very quick sort of... you can move them around the faces very quickly, which sort of gives that phalanx shield, and you can also harden them very quickly, which, to get the best of, you need a second person sort of managing your shields. But the upside of that is they block all the damage. Unlike all the other shields, they block 100% of ballistic ammo coming through. They block 100% of energy ammo. So if you've got that second person doing that shield management job, you can do pretty well with them. And it's going to be that same sort of stuff in there in the Prowler for release.

Star Citizen Live·
Published on this date.6 Dec 2019

Art-wise, how has it been approaching the xeno ships versus the human-manufactured ones?

TL;DRAlien ship art is harder than human ship art because it means pushing in unfamiliar ways, and the team says more work remains on the Prowler, Defender and especially the Merchantman, which is next after the Carrack.

Paul JonesArt Director

It's tough. They've just been kicking our ass. Just by the very nature of them, they're complex, because me personally, I don't want to fall into that trap of, okay, so the race built their ship and their architecture and their cups and saucers all in this specific way. It's always nice to sort of have that breadth of their universe. Obviously with the human stuff, we're all familiar with it, so it's a lot easier. Like, okay, this is industrial, this is luxury, this is whatever. So we've done a lot of work, and we still need to do more work, basically. I think it is just tough because you're just having to push in different ways the brain just isn't used to. And I think where we've ended up for the Prowler is super awesome. We took what we did years ago, and we were time-bound at that point. We did the best we could. But what's happened to the interior now and how that sort of expanded in terms of its style is a real nice feature that we can put on any other ships. The birdcage.

John CreweVehicle Pipeline Director

Something that was never there in the original concept and adds a huge amount.

Paul JonesArt Director

Yeah, and the same with the Banu. The Banu took quite a while for us to get the Defender to where it is.

John CreweVehicle Pipeline Director

The production side of the Defender, obviously, we talked about it before, it just took a long time just because the style on the inside is very different visually to the outside. The outside is sort of this beaten copper metal crab shell and the inside is like a full-on Giger-esque interior. And normally you just wouldn't have those two things next to each other, but we had to somehow make them transition without just looking like someone just slapped a metal shell on an alien.

Paul JonesArt Director

So there's definitely a lot more work that we can do. It was either last year or this year, time just flies, we did a whole other pass on the Defender interior spaces. That's moved us along certain amounts, and now we need to do essentially what I hope will be the last round, where we properly define for the artists, okay, everything works like this. Engineering is like this, habitation is like this, lighting is like this, the materials are like this.

John CreweVehicle Pipeline Director

Do you mean the Merchantman, not the Defender?

Paul JonesArt Director

Oh yeah, sorry, the Merchantman. I was like, we're going to reconcept it?

Will WeissbaumLead Writer

Yeah, because even though the Defender had helped set some kind of Banu guidelines, the Merchantman is more of a civilian ship versus the more military combat ship of the Defender. So there's differences there, in just so many more areas than you have in the Defender.

Paul JonesArt Director

Yeah, and it's just knowing where to experiment, basically, what to push on, what to retain. So it's just that constant iteration and refinement. I think once the Merchantman comes out, it should be pretty special. But it's going to be complex.

John CreweVehicle Pipeline Director

Once I can sleep again after the Carrack is done, the Merchantman is the next one.

Star Citizen Live·
Published on this date.6 Dec 2019
Art & graphicsShips

If you could just quickly give the status of all ships.

TL;DRNo real status list is given; ships sit somewhere between not started and done, and with only about five vehicle teams working at once, some ships take a long time to appear.

John CreweVehicle Pipeline Director

Somewhere between not started and done.

Will WeissbaumLead Writer

I think a point here, and little notes from Jared, is just that we can't work on all the ships at once. I know there's a lot of ships that you put a big investment in, as a purchaser, a supporter of this one ship, and you can't wait for it to come out. And sometimes it can be a little frustrating waiting for it, but we are moving our way through the pipeline. We're seeing stuff come out.

John CreweVehicle Pipeline Director

Yeah, it is. Essentially, the vehicle team globally is about five individual teams. Those teams could be one person. They could be five people on a team. So at any one time, we can only really be working on five things. And given our quarterly release structure plus our Squadron requirements, sometimes you won't hear from us for a while. That's probably because we're doing something for Squadron or we're working on something that people don't know about. And if one team's working on Squadron, one team's working on a straight-to-flyable that isn't announced, that only leaves three people. And usually we're six to nine months, if not 12 months, ahead: the stuff we're working on now, you won't see released until the middle of next year. So there's only so much we can do at any one time, and things do change. It's a very fluid situation.

Paul JonesArt Director

But I think the upside is that we're solving a lot of problems, aren't we? So basically when the ships do come out, we'll be maintaining that quality bar that we're trying to hit.

Star Citizen Live·
Published on this date.6 Dec 2019