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Wingman's Hangar ·
Published on this date.2013-12-06
· 19 Q&As

Wingman's Hangar ep048 . December 6, 2013

Developers cover PBR materials on the 300i, 3Lateral facial scanning, ship overclocking, radar signatures, and a hangar expansion with living quarters. They also discuss dogfighting module scope, the PvP slider, Aurora upgrade tokens, hardware specs, Oculus Rift, and Squadron 42 release plans.

Transmission log

Full answers

Do you want to walk them through what we've got here [with physically based rendering]?

TL;DRAn early, unfinalized comparison of a ship engine in the old renderer versus physically based rendering shows materials separating more realistically, and the plan is to apply it to everything, including ships and hangars.

Forrest StephanCG Supervisor

Yeah, so I actually took the engine for the 300i. It was a great model that our very talented artist Chris Smith put together for us, and took the original version that's in the engine now and then ported it over to the PBR stuff. Just a little disclaimer, this is an early look at it. And there's a lot of things in there that aren't actually finalized in there yet. So this is more of a look at how we can separate materials a little more realistically as to what it was before.

So the one on top is the PBR. And so this is the engine, and you can tell the difference. The one on the bottom looks a little gamey, doesn't it?

Forrest StephanCG Supervisor

Yeah, it does. I mean, it does have all the detail and it looks good with all the scratches and everything, and that's one thing that we don't have in this version. And it has baked AO, which we also don't have in the PBR version. If you notice in the one that's the bottom right, it kind of all looks like metal, all the way across the board. If you look at the one on the top left, you obviously have your leather, it went with a dull anodized dark metal with some aluminum, then you got your little chrome rings. So again, this was another example of just how much detail that we actually put into the models, and I think that the PBR does a good job of actually demonstrating that. So here's another example. This was the chrome before. This is the chrome now.

Now, we're going to be doing this to not just the engines, but to the entire ships themselves, the hangars, to everything, right?

Forrest StephanCG Supervisor

Everything.

Wingman's Hangar·
Published on this date.6 Dec 2013
Art & graphicsShips

What is your role here at Cloud Imperium?

Sean MurphyArt Outsource Manager

I'm the art outsource manager.

There's a lot of art in this game.

Sean MurphyArt Outsource Manager

There is a whole lot of art, and there's going to be a lot more.

Wingman's Hangar·
Published on this date.6 Dec 2013
Art & graphics

Why don't you describe to the folks out there what's going on with 3Lateral and what we're doing?

TL;DRThey are talking to 3Lateral about facial motion capture and high-resolution head scanning, with testing about to start on a few heads, using a rig customized to match theirs and gear from stretch goals.

Sean MurphyArt Outsource Manager

Yeah, so that's kind of a hot topic right now. We are talking to 3Lateral about doing facial motion capture and doing really high resolution scanning. We've been looking at the quality of facial animation in Ryse and we want that to be our baseline for what we're going to see in the game. So we went to the people who did the best we've seen so far and we're talking to them about, we're getting ready to start some testing with them. I think we're looking at four heads right now and getting some really high resolution scans and testing out the conversation system.

So what they do is they take the scan of people's heads and then they create a mesh underneath and they basically skin the head on the mesh, and then they make sure that all the morph targets or morphs line up to when I'm speaking to you and it's going to look like that in game, right? And all the movements, eyebrows, eyes, everything.

Sean MurphyArt Outsource Manager

Yeah, they shoot, they have this whole cloud of cameras that sit around an actor or a model's head. And they have them create all these different expressions, which is pretty hilarious to watch. And then they use that as the basis for animating. We'll shoot actual animation later and actors recording dialogue. They'll use that to create the animation.

So the cool thing for subscribers and pledgers and everybody out there is we're getting to use a lot of the things that they've actually pledged for. They got us a motion capture studio. We're using that with facial head cams to capture that.

Sean MurphyArt Outsource Manager

With the facial rig capture system that we're doing with them that we're going to be using for this, that's something they also got for us in a stretch goal. And one of the nice things is that 3Lateral is actually customizing their rig to match the one we've got. So what we see in the test is going to look like what we're going to create. Again, high poly, extremely, lots of triangles.

Wingman's Hangar·
Published on this date.6 Dec 2013

Can you eject before your ship is destroyed?asked by Tortuga

Dev1Forum Feedback co-host

I think you better eject before your ship is destroyed, because after it's going to be too late. Little bits of you ejecting everywhere, not so good.

Wingman's Hangar·
Published on this date.6 Dec 2013
ShipsShip combat

Can you overclock your power core and run it above the red line to increase power to the thrusters and/or energy-based weapon systems, or even to feed more power to your shields, at the risk of damaging or destroying the power plant or reliant components?asked by Mason Grimm

Dev1Forum Feedback co-host

Okay, that's a really good question. I think we've actually had something similar to this before.

Talked about the systems before.

Dev1Forum Feedback co-host

But yeah, basically, it's not just weapons. You can overclock different components on your ship. So the important thing there is that you have to be careful because you could burn it out, destroy it, or just run with a lot of extra heat, which makes you easier to spot.

Wingman's Hangar·
Published on this date.6 Dec 2013

I've had a Level 2 inspection done in the past [as a trucker], but that brought up the question in my mind: will there be inspections in the verse as well?asked by Gray Lobos

Chris RobertsCEO / Game Director

It's not a bad idea. I mean, it's not something we've really thought about too much, but I think it sounds cool.

Chris RobertsCEO / Game Director

Yeah, I think, what do you think? We're building those way stations for the jump points.

Dev1Forum Feedback co-host

There we go. Scan you on the way through, make sure you're not carrying anything illegal.

Well, the UEE is going to want to know if you are friend or foe.

Dev1Forum Feedback co-host

I think they're going to want a piece of the action, too.

Wingman's Hangar·
Published on this date.6 Dec 2013
Law & crimeJump points

Something I've been wondering: will we get some sort of livable area? I mean, the hangar is cozy and all, but is there a possibility of living somewhere like an apartment or an inn? A house planetside?asked by Michael Slivern

Dev1Forum Feedback co-host

We are going to do something like that. We're going to do a hangar expansion system.

Yeah, that's true. That's a good point. We are currently working on a hangar expansion system. And so you'll get a taste of that as we go through the next few months, where you'll have living quarters and we'll be building out from the hangar on these things. We have multiple teams, don't forget, in multiple locations. Some are working on dogfighting, which is Santa Monica's primary responsibility. We're working on the livable player universe here in Austin. And then Erin's obviously doing Squadron 42 and stuff over there. So we do a lot of that together, but we're all building the experience together. So yes, is the answer to the question.

Wingman's Hangar·
Published on this date.6 Dec 2013
Player housing & hangars

If I have an [Aurora] LN and an LX and I apply an LN token to my LX when my boys are covering my six, could I then remove it later when they're at school or football or out with their dates and just use the LX as my exploration ship? Or does that burn that token and turn it into another LN for good?asked by Irina

Chris RobertsCEO / Game Director

And the answer is that once it's used, it's used. The upgrades aren't something you're going to pick up in the game. You're actually going to apply them to your ships starting today. On the website, you can go in and turn the ship in your package into whatever the upgrade you purchased was. We'll have details on the Comm-Link this afternoon. And another person also asked, it's one upgrade per ship. You can apply multiple upgrade packages to a single ship. It's not a good way to get cheap equipment.

Wingman's Hangar·
Published on this date.6 Dec 2013
Pledges & businessShips

In the event of damage, for instance failure of one engine on a dual-engine craft or damage to the output nozzle of an engine, damage that would make the ship want to veer off course, will the ship's flight computer adjust the output of the maneuvering thrusters in such a way to keep the ship flying straight while the controls are at neutral? Or will it be the pilot's job to compensate for such disturbances and fight the controls to keep the ship flying in a straight line?asked by Gabriel Agate

Dev1Forum Feedback co-host

I think it's going to try to compensate as much as it can, but there's a point of no return. At some point, you just don't have enough thrusters left, so your ship starts going.

Wingman's Hangar·
Published on this date.6 Dec 2013

I'm curious to know about the hardware setup required to run Star Citizen in full HD on max details.asked by 10

TL;DRRoberts can't give a definitive spec this early, but aims for today's very high-end hardware to be mid-level at release, running max details at 1080p, with 4K needing newer top cards or two in SLI.

Chris RobertsCEO / Game Director

So that's a really good question. It's hard to definitively say that now because we're still early in the development process and new hardware comes out every year. So generally, we've been aiming that the very high end of hardware now is kind of what we think the sort of mid-level will be by the time the game is fully finished. So that would have been a GTX 680 or now a 780 on the Nvidia side, or on the AMD side a 7970 or now the R9 290X. And you should be able to easily run the game in the highest of details in 1080p. If you want to move to 4K, you'll probably need the very high-end cards that will be available next year to run smoothly in 4K, or maybe current-day high-level to mid-high-level cards, but two of them in SLI. And the engine scales really well, so it will take whatever you can give it in whatever resolution you can give it, but you can also scale it down and it still looks pretty good. So if you don't have quite that high-end hardware, it'll still be a pretty good experience. So I hope that answers the question.

Wingman's Hangar·
Published on this date.6 Dec 2013

Now that CIG's development infrastructure is ready, are you planning or toying with new ideas for future projects after Star Citizen is released? Some vague schedules for bigger expansions to Star Citizen, Squadron 42, or even non-Star Citizen related projects?asked by Matt Burrus

TL;DRThey are focused 100% on Star Citizen, plan frequent content updates and more Squadron 42-style story experiences for years afterward, and have no plans for non-Star Citizen projects.

Chris RobertsCEO / Game Director

So the answer to that is we're 100% focused on Star Citizen here, and the way that Star Citizen is being created is, once it's released, that won't be the end of Star Citizen. We're actually planning to be releasing content on a very regular schedule. We're actually hoping to almost be weekly if we possibly can. So we'll be constantly updating the Persistent Universe, adding new features, locations, ships, characters over hopefully years and years and years. I mean, obviously that relies on people playing the game and it still being a viable enterprise, but EVE Online is still going 10 years later, so we would love to be in that same position. And then we'll also do some additional story segments, very much like Squadron 42. So Squadron 42 won't be the only single player experience we do. We will be doing additional experiences like that, that people will be able to play inside the Star Citizen universe. So the answer is, yes, we are going to do a lot of stuff in Star Citizen, but we don't really have any plans for non-Star Citizen stuff, because we sort of view Star Citizen as a... It's not a short-term commitment, it's a very long-term thing, and hopefully you guys will all be playing and enjoying it many years to come.

Wingman's Hangar·
Published on this date.6 Dec 2013

Will radar shadow be present in the game?asked by Buran

TL;DRRadar shadow will definitely be in, with heat, electromagnetic and reflective signatures, and players will have ways to hide such as using asteroids, shutting down systems or coating the ship.

Chris RobertsCEO / Game Director

So yes, the answer is yes, radar shadow will definitely be present in the game. We have all different kinds of radar signatures you can have, whether it's sort of a heat signature, electromagnetic signature, reflective signature. And we're also thinking of different ways that you as a player could shield yourself from someone else detecting you. So there will be an aspect of being able to play sort of a stealth angle. Maybe you can shield yourself behind an asteroid, or maybe you can shut down a bunch of systems so your signature is really small. Or you could coat your ship in a certain kind of armor that would give you a much lower reflective signature. So we'll definitely have radar shadow be part of that. And we're hoping and think it's actually going to add a lot of fun to the gameplay and nuance, because there's just a lot of different options for people to take things in space, and that's kind of part of the thing that we're pretty excited about with what we're doing with Star Citizen.

Wingman's Hangar·
Published on this date.6 Dec 2013

Is the plan to just make dogfighting an arena-style shoot-'em-up, or will there be some specific scenarios to test?asked by Whiplash

TL;DREarly dogfighting will mostly be arena-style shoot-ups, possibly with AI and teams, with scenarios maybe later, since its purpose is testing multiplayer infrastructure, ship balance and flight model, so early versions will be rough.

Chris RobertsCEO / Game Director

Okay, so the answer on that is in the very first iterations of dogfighting, there will be mostly just an arena-style shoot-up, head-to-head, or flying in some AI, maybe two teams, red and blue would be sort of the standard teams, although we think we may switch that up to be a bit more fun than red versus blue. And then maybe later on we'll do some scenarios. But the idea of the dogfighting test isn't really to deliver a fully fledged game like you would normally expect. This is really for us to test the back-end infrastructure for multiplayer, the balancing of the ships, seeing if the flight model and everything is fun. So it will be an iterative process. So the early parts of any of the modules are obviously going to be a lot rougher than the final polished version is, but it's all in the effort of making the game as good as possible. So I guess bear with us on those.

Wingman's Hangar·
Published on this date.6 Dec 2013

I'm interested to learn what Chris's personal preference is for his hands-on throttle and stick with Star Citizen. Does he prefer pitch and roll on the stick, or pitch and yaw?asked by Herné

TL;DRThe default is pitch and yaw on the stick with roll on pedals, but because of g-force effects on pilots it may change to pitch and roll on the stick with yaw on pedals.

Chris RobertsCEO / Game Director

So that's a pretty good question. Generally in the past in Wing Commander, it's been pretty much a pitch and yaw setup. But I'm playing around with the idea that we have g-forces on pilots in our dogfighting part. And obviously in that case, just as a human being, you can take greater gravity in the vertical than you can eyes out, eyes in, or in the lateral G's. So that's why a modern pilot will roll and then pitch if he wants to. I mean, he could do his rudder and do this, but he'll do that because he can actually do it quicker. So that would probably affect whether it would be pitch and yaw or pitch and roll. Right now the default is pitch and yaw with a roll on the rudder pedals, but that may actually change to be more accurate to a real plane, which would probably be pitch and roll on the joystick and then yaw on the rudder pedals.

Wingman's Hangar·
Published on this date.6 Dec 2013
Flight modelPhysics

Can you clarify the PvP slider? I see a lot of threads where people believe this affects the whole game, whereas I believe it to only affect the random encounters during the autopilot.asked by Ice

TL;DRThe PvP slider is one matchmaking input, alongside ping, friends and skill, that biases whether AI or real players stream into your instance; it can't be changed on the fly, and no-holds-barred areas still exist.

Chris RobertsCEO / Game Director

Okay, so the PvP slider is an input to the game's matchmaking system to give it a hint of who it should be matching you with. So what happens is when you fly around in space, you're in your world view, your universe view, and the server up there is basically looking at where you are and is looking at everyone else and all their different machines, and basically seeing where everyone else in the galaxy is. And if it feels like, oh, there's someone close to you or there's an AI that's close to you, it basically would tell your local client, okay, this person's close to you, and that person would be streamed into your instance, or that AI would be streamed into your instance. And so the PvP slider is essentially an extra variable for the matchmaking criteria. So the matchmaking criteria is on a whole bunch of things. So it's on things like ping, which is, obviously we don't want to be putting people together where there's a huge latency. It's on who's your friends, who's your enemies, who's your people of interest. Also, it would have some level of skill rating in there. So we'll kind of track, are you a new player or are you a super experienced one? And based on that, in most of the areas, because some areas there won't be any, it'll be whoever's there versus whether it's PvP or not. But if you basically said, hey, you know what, I would prefer to have more PvE than PvP, it would give a preference to the AI flying around rather than a real player. So if there's an AI pirate and there's a real player pirate, it would drop the AI pirate into your instance to fight if you were more towards PvE than PvP. You definitely would get other players streaming into your space that wouldn't be hostile, say maybe a friend of yours or something, so you could definitely get a co-op kind of feeling. That's going to be an ongoing process, but the whole idea with it is you should be able to fly around the game, and if you wanted that more sort of Privateer, Freelancer experience, that's kind of what will happen to you. Mostly you'll see AI, and then if there's other players, they'll be probably friendly players. Or if you're in certain areas of space where it's no holds barred, then it definitely could be an unfriendly player. But you'll sort of know that those are the dangerous areas. So if you're a new player and you don't really want to be dealing with... I would like to say one other thing: you definitely can have NPCs that are tougher than any player could ever be, since it's a computer that runs it. It knows exactly where you are and it could calculate the correct firing solution much better than a player could ever do. So I think it is a bit of a misnomer to think that NPCs aren't necessarily as tough as real players. In some cases NPCs could be tougher than real players. But essentially the slider just allows you to affect the kind of people that stream into your space as you're traveling across the galaxy. And hopefully that'll mean that if you want to play the more Privateer-style game and just by yourself, you can have that experience. If you want to play with your friends and sort of co-op against other AI, that can happen. But also, if you want to mix it up with other players, that will also happen too. And we'll have some other stuff. I mean, I know that there's always a question where people are always worried, well, is that an exploit, and can you change it dynamically? And we're not going to let you change that dynamically while you're flying around. So it's kind of a setting that you have as you fly around. And like I said, there are some areas that are no holds barred, and those areas will also have some really cool stuff in them. I'm hoping at some point, like, you get brave enough and you get good enough, you would go to these areas to, I don't know, get this one particular kind of weapon that you can't get elsewhere, or salvage an alien wreck. But you have to take some risk to get there. So it's a sort of risk-reward basis. So I hope I answered the question on the PvP slider.

Wingman's Hangar·
Published on this date.6 Dec 2013

Are you willing to redesign cockpits, size of displays, fonts, field of view, et cetera, once the final specs of the Oculus Rift consumer version are known, if you think that is needed for it to be playable and enjoyable with the Oculus Rift?asked by Roberto Elena

TL;DRIf the Oculus Rift works correctly they don't expect to redesign cockpits or assets for one peripheral, and are confident the current setup will work well with it.

Chris RobertsCEO / Game Director

I would say that if the Oculus Rift works correctly, we shouldn't have to do that, and we would not be redesigning ships or cockpits or anything for one peripheral that we're going to work with, even if it's a peripheral that everyone's excited about, and we're excited about it. It's sitting right on my desk right now. I will say that we're pretty in sync with the Oculus folks. We have the HD prototypes in Austin and here in LA. And obviously the new stuff coming out, we sort of get to see it at a very early stage. I would say that our current setup is going to work really well with it. We're focused on making that VR aspect of the game work, having the stereoscopic 3D work really well. I don't think we'll need to redesign our assets, we probably wouldn't. We're pretty confident it's going to work well with the way everything is shaping up as it is.

Wingman's Hangar·
Published on this date.6 Dec 2013
UI & HUDArt & graphics

In the dogfighting module, how will ammunition and missiles be handled if there is no store or economy to reload?asked by Ron Miel

TL;DRIn the dogfighting module you pick your loadout at the hangar holotable before each battle and cannot reload in space, which reuses existing game systems instead of custom module-only ones.

Chris RobertsCEO / Game Director

Okay, so the idea with the dogfighting module is that you'll start in the hangar, and in the hangar you'll be able to load up the holotable, and then you'll basically use that to decide what your loadout is on your ships, what ammunition you've got, etc. And then you get into the cockpit of your ship and you fire it up, and then the outside of the cockpit sort of, I don't know, turns into the holodeck, and now you're in space and then you fight there. But while you're flying in the dogfight module, actually out in space, you can't reload your missiles or anything like that. But between battles, you'll be back in your hangar and then you can adjust your loadout. And that's kind of the fiction. It's sort of the fiction as you climb into the cockpit and it goes into simulation mode. But that allows us to leverage the stuff that we already have in the hangar, because the whole point of this is to build on game systems. So we don't want to do custom stuff just for a module, we want to do it the way we do in the final game.

Wingman's Hangar·
Published on this date.6 Dec 2013

What module do you plan next after dogfighting? Care to share what you are planning?asked by Naktabar

Chris RobertsCEO / Game Director

So the module we're planning to do right after dogfighting is the planetside module. And that one is the module that's more focused on planetside environments, going into, say, a space bar or into shops to buy and sell items or goods. Sometimes I think we refer to it as a social module, because that's one of the modules we're focusing on to let other players be in the shared space and test our MMO back end, and maybe interact with other players on a sort of avatar social basis. So that will be the next module that we do after the dogfighting module.

Wingman's Hangar·
Published on this date.6 Dec 2013

Is the plan to release Squadron 42 and the Persistent Universe at the same time, or will one come out before the other?asked by Bess

TL;DRThey want to release Squadron 42, or part of it, before the Persistent Universe is finished, possibly episodically in polished batches of missions, though this thinking is still in process.

Chris RobertsCEO / Game Director

Good question. I mean, from our standpoint, I think we want to give you Squadron 42, or at least part of it, before the Persistent Universe is finished, so to speak. And we're kind of toying around with how we can do this with Squadron 42 in a way that sort of falls into the methodology we're using, our sort of development methodology, because I think giving you the whole Squadron 42 as just an alpha may not work as well, because it's a story, so it needs to be fairly polished as far as that goes. So one of our thoughts is to take Squadron 42 and sort of release it episodically. So before the game is fully finished, you play the first X number of missions that are nice and well done and polished, and then the next X number of missions a month later, and so on until you've worked your way through Squadron 42, which would lead you up to the sort of beta of the Persistent Universe. So that's currently our thinking. It's still in process right now. But we'll see. But when the game is finished properly, obviously Squadron 42 and the Persistent Universe, Star Citizen, would all be sort of in as part of the package.

Wingman's Hangar·
Published on this date.6 Dec 2013