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Reverse the Verse ·
Published on this date.2016-02-19
· 22 Q&As

Reverse the Verse: February 19th, 2016

The developers cover Star Citizen 2.2: the item-equipping system starting with coolers and power plants before shields, a first player-hostility reputation system, and the physics-based EVA. They announce the Polaris corvette, plan a temporary Sabre sale, and answer questions on the Starfarer, Casaba clothing and animation refactoring.

Transmission log

Full answers

I thought Jared was the community manager? [regarding the new community manager job listing]

TL;DRJared isn't being replaced; the company can have more than one community manager and is hiring help, preferably SoCal-based people who love space games and community building, since the work currently falls on the existing team.

Jared HuckabyHost, Community Manager

Yes, but we can actually have more than one.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Yeah, there's a thread on Reddit: they're going to fire Jared, look at his job listing. First of all, if we were going to fire Jared, we wouldn't put the listing up first. We're smarter than that. There's 1.2 million of you out there and only one of him.

Jared HuckabyHost, Community Manager

Yes, Ben was the original community manager. Ben, and even Pete Mackay was community manager for a while.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

We had James Pugh and Will Lewis. All sorts of people come and go.

Jared HuckabyHost, Community Manager

And absolutely we need more than one. Pete's now a designer. Ben, you're now Director of Community Engagement, Online Strategy and Spaceships. Oh, and we had Patrick.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Patrick had been our lead moderator, which is what a community manager does at most companies. So it all swirls together.

Jared HuckabyHost, Community Manager

So basically it's all on us at the moment, so we're looking for some help. If you're local to SoCal, that's a big help because that's where the position is, and if you're interested in helping out, apply online.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

We're looking for people who love space games, who get Star Citizen, who are passionate about community building.

Reverse the Verse·
Published on this date.19 Feb 2016
Community & events

Why are you adding items when we can't even equip shields?

Jared HuckabyHost, Community Manager

That's because this is the system that is allowing us to equip those items, and we're starting off with something smaller than shields: coolers and power plants.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

This is literally the fix to that issue.

Jared HuckabyHost, Community Manager

Yes. The shields are a bit more robust because the new system, and we'll get into it later, involves several shields that work at different levels and stuff like that, so it's a much more complicated system. So we're starting off with the easy stuff so we can get the equipping and swapping out, and then we'll move into shields in the next patch. So that's why we're doing this first before the shields, because baby steps.

Reverse the Verse·
Published on this date.19 Feb 2016
Ship componentsShips

Can people from out of state apply for the jobs?

Jared HuckabyHost, Community Manager

Absolutely, you can still submit your resume and your cover letter. Exceptional candidates will be considered from far, far away.

Reverse the Verse·
Published on this date.19 Feb 2016
Pledges & business

What sort of lighting setup do you guys use in the studio?

Jared HuckabyHost, Community Manager

We actually use what are called Kino Flo lights. We have three in front of us on boom stands and there's actually one behind us up here. So they're natural-light-replicating Kino Flo lights, the kind you would see in any television studio. So that's the kind of lights that we use.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Not to bring everything back to archive Wing Commander material, but we're going to use these same lights to take a really high-resolution picture of Chris Roberts' giant Wing Commander map, probably next week.

Thomas HennessyVideo Production

They are Kino Flos. They're four-bank Kino Flos. 5600K, we have four foot and two foot.

Reverse the Verse·
Published on this date.19 Feb 2016
Art & graphics

Will you be able to buy glasses at Casaba?

Jared HuckabyHost, Community Manager

What's going to be available in the first drop of Casaba is still being determined. It's part of what the PTU process is.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

But if the stuff I see going through Shotgun every day is accurate, it's a whole lot of pants.

Jared HuckabyHost, Community Manager

Yeah, there's so many pants. No cargo pants. Apparently there are no cargo pants 900 years in the future. So we'll have to wait and see exactly what's in the first drop of Casaba. And of course, things will be added to Casaba with successive patches. Even if what you're looking for isn't in the first drop, it'll probably come.

Reverse the Verse·
Published on this date.19 Feb 2016

Did I miss the Star Trek watch-along? Is it still happening?

TL;DRThe Star Trek watch-along isn't happening as such; instead the team put up a poll of sci-fi options and will watch the top two as a double feature the next afternoon.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

It's funny you should ask. So we keep talking about how we want to come in on Saturday and watch. If you guys saw last year, we did all six Star Wars movies in one day. It was late last year, December. It was exhausting. It was fun. Somehow hundreds and hundreds of people watched that and enjoyed it. And people keep saying, will you do it again? So we're going to do it again tomorrow. We talked about doing a trilogy of Star Trek movies. We talked about doing Indiana Jones, all the Starship Troopers movies. And we kind of just settled on, hey, we just kind of want to hang out outside of work, but at work. So we've picked 10 possible options, things that are available on the US Netflix so people can watch along with us. And just before this show started, I put a poll up at the off-topic forum, that's the one at the very, very, very bottom of the forums, asking people to vote. And we will watch the top two. Tomorrow afternoon in California. We're probably going to start about 1 p.m. Pacific time. Do a double feature. We'll watch a movie, have some pizza, watch another movie, and call it a day, I think. It's all in the sci-fi genre or thereabouts. Some are classics and some are classically bad. It's anything ranging from Star Trek and Wing Commander and Starship Troopers to stuff like Space Buddies. We have a couple of options there if you want to troll us.

Reverse the Verse·
Published on this date.19 Feb 2016
Community & events

Will the Sabre be purchasable with the release of 2.2 when it goes to live?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

When it goes to live, we'll at least have a temporary sale: we'll bring back the Sabre and the Scout, and anybody who wants one can pick one up. But probably not for the PTU, although I think they're talking about giving the first wave of PTU folks access to the Sabre to test, just because we want to see it in action.

Reverse the Verse·
Published on this date.19 Feb 2016

Any updates on loot or rewards for doing missions in the game?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Not yet. That's all going to come when we start doing rep and economy and so on in Crusader. A little bit more on that.

Jared HuckabyHost, Community Manager

I think persistence is a big part of that, because you don't want a reward that disappears when you log out of the game.

Reverse the Verse·
Published on this date.19 Feb 2016

Can I still purchase previous subscriber rewards if I just became a subscriber now?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Yes, yes you can.

Alexis LesnickSubscription Manager

Yes, you can if you become a subscriber. And I saw somebody asking earlier about the Mustang flair from last week. If that's not in the store now, it should be, so I'll check after the show.

Jared HuckabyHost, Community Manager

Generally speaking, if you're a subscriber, all previous subscriber rewards should be available for purchase.

Alexis LesnickSubscription Manager

They're all there. If you become a subscriber, there's a whole store category with all of them there.

Jared HuckabyHost, Community Manager

Yes, and if you notice there's one missing, let us know. We'll fix it.

Reverse the Verse·
Published on this date.19 Feb 2016
Pledges & business

Any updates on the Reliant?

Matt ShermanSystems Designer

It's really cool. It's still just getting set up, and some work for Hangar Ready. I can't really say when that's going to be.

Jared HuckabyHost, Community Manager

I would suggest tuning in to 10 for the Developers on Monday. You might learn some stuff about the Reliant.

Thomas HennessyVideo Production

Just a preface: there are some issues right now with 2.2 and the 10 for the Developers, and making sure we get it out on Monday, if I can get Kirk Tome.

Jared HuckabyHost, Community Manager

Yes, 10 for the Developers is currently in danger right now because everybody's been crunching for 2.2. We haven't been able to shoot it yet. But it is scheduled to include Kirk Tome, who is currently hip-deep in the Reliant.

Matt ShermanSystems Designer

Well, no, he's hip-deep in a lot of things, but the Scout.

Jared HuckabyHost, Community Manager

Oh, no, yeah, it's the Scout. Never mind.

Reverse the Verse·
Published on this date.19 Feb 2016
ShipsCommunity & events

Character customization, where's that at?

Thomas HennessyVideo Production

Austin.

Jared HuckabyHost, Community Manager

Forrest and Omar continue to work on character customization, as does the team in Austin. They're doing some fantastic work. Walking past their desk every day is a treasure. It'll be cool when it's here. XCOM 2 came out this week, and they have a pretty cool character creator, so a lot of us were looking at that. And I was like, oh, we're doing that, and oh, we're doing that. So I was like, cool.

Reverse the Verse·
Published on this date.19 Feb 2016
Character & clothing

Any updates on the Prowler yet, Ben?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

No updates now.

Reverse the Verse·
Published on this date.19 Feb 2016
Ships

How about the lobby system?

Jared HuckabyHost, Community Manager

No updates to the lobby system that I'm aware of. We're still working on it. I haven't heard anything in the last couple days, so I'll check when we're done here and see if we can't give you some more information.

Reverse the Verse·
Published on this date.19 Feb 2016
Networking & performance

Is there any update on the Starfarer?

Jared HuckabyHost, Community Manager

Starfarer continues to look amazing. It's not in 2.2, so no Starfarer in 2.2, but work continues on it. It's going to be another watershed moment for Star Citizen. It is a fantastic addition.

Matt ShermanSystems Designer

Just all the little hallways and rooms that are all putting the Starfarer together. If you think right now the Constellation's amazing for just how detailed that is, well, the Starfarer's a lot bigger than the Constellation, so it's going to be really fun to get that thing in.

Reverse the Verse·
Published on this date.19 Feb 2016
Ships

[Any news on] the Star Citizen HOTAS?

Sandi GardinerVice President of Marketing

We're going back and forth on the quality, so until that's where we want it, we can't announce.

Jared HuckabyHost, Community Manager

The question somebody asked about the Star Citizen HOTAS: we are going back and forth on the quality right now. So we're still working on it, and we don't want to say anything right now while things are still up in the air.

Reverse the Verse·
Published on this date.19 Feb 2016
Pledges & business

Can you tell us about what is going on with 2.2?

TL;DRVersion 2.2 adds a first-iteration player hostility reputation system that marks griefers for hunting, plus many bug fixes (EVA, ship entry/exit, physics grids) and a new mesh format whose roughly 300 asset errors might not all be fixed by PTU.

Sean TracyTechnical Director of Content

Have you guys talked about the player hostility stuff?

Jared HuckabyHost, Community Manager

Only mentioned it. Just that it exists.

Sean TracyTechnical Director of Content

Right, okay, so player hostility exists. There'll be a big write-up on it, and I don't want to try to explain it and get it wrong. Mostly it's like a reputation. It's not a very granular reputation system, but it's really meant to...

Jared HuckabyHost, Community Manager

It's the very first iteration of it.

Sean TracyTechnical Director of Content

Right. And again, with Star Citizen, we always want player-generated missions, because that's what gives us the emergent gameplay. So it's things like having a distress beacon and dropping a distress beacon. Now, maybe a player's actually in trouble and he drops a distress beacon. Maybe a player drops a distress beacon because he wants to bring people in. This is what I mean about emergent gameplay. So with the reputation system, if there's somebody griefing other players, they will go up in sort of a red reputation level to a point where there will be a bounty put out on them, I believe. I don't know exactly on the design side what you give the players for killing these guys, but they're basically bright red. They become a mission in themselves, basically, to go get rid of these guys. And it's not to get rid of them, but it's more of a challenge if somebody wants to put themselves up to a high reputation or a high... What's the wording we're using? I don't even know off the top of my head for the design side. But a high hostility level, basically. There'll be a mission and you can go hunt these guys down, you can group up with a couple buddies. Most MMOs have something to this effect, where a PvP player is going to be bright red. I played Lineage 2 for a number of years, and if you ever saw a bright red guy coming your way, you're going to take off and run, or you're going to try to group up with some people and try to go fight them. So that's pretty cool. It's a great system, gives a lot more gameplay, so that's fun.

There's a lot of stuff on the tech side that we fixed up for 2.2. Tons and tons of bugs that we've rectified. Some of the bigger ones are surrounding EVA, getting in and out of the ships, transitioning between different physics grids. These are all kind of unsexy things, but very, very important to be fixed.

One of the other things that we're working on: even just two days ago, we were running a bunch of our assets through a build process. We use something called a resource compiler, and it's kind of a magic black box in the build system that takes all of our source assets and converts them into a target format. So you export a model from Max, it then goes up on Perforce, the build system pulls down from Perforce, compiles the asset, and it may or may not have errors, and then it ends up in the build. Now, what you showed very nicely on your Twitter the other day was a tomato man. So tomato man is actually just replace-me balls, is what they are. It's a really simple sphere that has one texture map on it that literally says 'replace me'.

So something interesting with that is that we have wanted to convert our mesh format for a while for most of our assets. In video games and real-time rendering, we use a certain floating point. On consoles, you kind of have to use a 16-bit floating point, whereas on PC, you can allow some assets to have a 32-bit floating point. When it comes to an asset, what that means is that the position of that vertex is accurate to a 32-bit floating point versus a 16-bit floating point. And as everybody knows, if you've ever converted an analog signal to a digital signal, there's quantization that happens. And quantization means converting 32-bit down to a lower fidelity, basically. What I mean by fidelity is the accuracy of the vert. So what happens to the artists is that they'll run it through 3ds Max, they'll export it as 32-bit floating point, but the build process will then quantize it down to 16-bit. And what that can do is it'll take a mesh like this microphone and it'll crumple it just a little bit. This vert will be just accurate to here. It's like rounding, is what it's doing. So when you round a mesh, it can destroy it. And our artists spend so much time on every single vert being just right, so when they see their asset in the build, they freak out. They're not happy, for obvious reasons: hey, I made this asset, it's really gorgeous, and now you've run it through your build process. You've made it optimized, great, but you also made it ugly, or whatever has happened to it. So basically, Carsten had worked on a new mesh format that we want to support, and this is a flat integer 16. And we're running all the assets through that. But of course, anytime you do that, you end up with errors. So we have about 300... QA was super excited about that yesterday, when I said, put a Jira, put a task for every single one of those issues.

Jared HuckabyHost, Community Manager

And Jake Ross came in this morning and saw a list of 300-some odd.

Sean TracyTechnical Director of Content

Right. And then they tried to tell me, maybe we'll just release with that. I'm like, no. We're not going to release with that. We're going to fix the issues. And here's the thing: they're all super easy fixes. It's not that they take a long time. It's just that QA is not happy about sitting there making 300 bugs. But I timed them. It took them 35 minutes as a group to create all those. So I'm like, you guys are doing fine. Didn't take all day. So we just got to get those assets fixed now. I think the idea is that we might not get through all 300 of them by the time PTU goes live. So there may be a missing asset or two. If there's a wall not there or whatever, then that's what's going to happen if we want to release it with the asset errors now. Will we get them fixed? Absolutely. It's just how long that's going to take, I don't know, and that's up to production.

Reverse the Verse·
Published on this date.19 Feb 2016

Tell us about some of the benefits of the new EVA system once it's all working.

TL;DRThe main benefit of the new physically controlled EVA is that it flies more like the ships, with rotation around the center of mass, thrust-driven thruster effects and thruster sounds that respond to throttle.

Sean TracyTechnical Director of Content

You're going to know it as soon as you try it. It's drastically different. It's a little bit apples and oranges because the control method is completely different. It's not animation-controlled, it's purely physical, which means it flies a lot more like the ships. And if I had to give a real benefit to it, it's more unified with how the ships move around. This was always kind of frustrating to me: when I jumped out of the ship, all of a sudden my control scheme was drastically different. There needs to be some level of unification when you go from EVA to ship to FPS combat. It's got to be similar. So probably the biggest benefit is that it's more like the ships. There are tons of other little add-ons to it that'll make the visuals of other people in EVA a lot cooler, and that's stuff I've talked about before.

Jared HuckabyHost, Community Manager

Like the change in the center of mass?

Sean TracyTechnical Director of Content

That was an ugly one. When you rotate around the feet, that looks ridiculous, so now you always rotate around the center of mass, regardless of what's on your body, which is pretty cool. So if you have a helmet, it actually adjusts a little bit. If you don't have a helmet, which, okay, that's not going to make a lot of sense out in space, but just to give an example of the weight distribution on your character. And then on top of that, we've got parameterized thrusters. This just means that the amount of thrust, the effect that comes out of the back, is actually driven by the amount of thrust that you're applying. So if you just apply a tiny bit of thrust, it's just a tiny little effect. And if you're sitting there pedal to the metal, then it's...

Jared HuckabyHost, Community Manager

And the UK audio team have redone all the sounds for the EVA thrusters.

Sean TracyTechnical Director of Content

That's right, which are also parameterized. So every time we send some sort of throttle into it, you get a different sound. So it's not the infamous psst, psst, psst. It adjusts based on how much you're throwing in.

Reverse the Verse·
Published on this date.19 Feb 2016

[There are a lot of questions about procedural generation, since Sean presented the initial demo.] Who did work on the procedural generation?

TL;DRProcedural generation was mainly worked on by three named team members, and the speakers stress that the work is a team effort of many people, with presenters not necessarily being the makers.

Jared HuckabyHost, Community Manager

I haven't even worked on it that much since then, to be honest with you. Marco Corbetta, Carsten Wenzel, and a guy named Pascal was doing a lot of the art. The main three, anyway. But again, it's a team here. There are bits and pieces every month.

Jared HuckabyHost, Community Manager

That's an important thing that gets lost lots of times. You may see the same people in front of the camera giving you this information, but this is a team of over 300 people just in our company, and then all the outsourcers that are working on this. It is definitely a group effort. You may be the one to present something, or Matt may be the one to present something, or us.

Sean TracyTechnical Director of Content

Right. Doesn't mean we actually made it. And trust me, those are real uncomfortable demos when you've not had anything to do with anything and then you're the one having to show it. Luckily, the procedural one I had a little bit of say in.

Jared HuckabyHost, Community Manager

I like that we were showing procedural generation for the first time and the thing you were most nervous about was being able to land.

Sean TracyTechnical Director of Content

I'm not good at landing. But I would argue it's because our landing system is not good, not because I'm not good. People were watching my video of the landing, like, why didn't you just go decoupled? What you don't know is that the thrust of the ship was 4,000 times what it was meant to be, so I had to be real touchy with it. Some really cool stuff got working on the planets this week. We've shown some physics stuff with it, so we had talked about the fact that we have physics on it now. There's been some really nice work on the gravity for the planets, so that's really cool. But with Chris being out there in Frankfurt with the guys directly, I can imagine that every day he was pushing something that they had to get done. So, some great work this week anyway.

Reverse the Verse·
Published on this date.19 Feb 2016

Any updates on the new FPS animations?

TL;DRFPS animations are being moved to a new export pipeline, which needs all legacy animations re-exported, and a hunch is being turned into an upper-body additive while a placeholder grab animation gets fixed.

Sean TracyTechnical Director of Content

It depends on what animation. We're always updating them. So yes, the locomotion sets have been in there for a while, I think. One of the big refactors that we're doing, and this is super behind the scenes, is that we're changing our animation pipeline. I hate to just throw out the word pipeline because it's so nebulous, but we're changing the tools that we use to actually export these animations. Doing that requires a ton of work. The problem with it is that we've got something on the order of 3,500 animations across the project. That includes ships, characters, anything that moves in the game. So whenever we do a change like this, we have to make sure that we support all the legacy assets. Basically we've got to batch export all these things. It requires a lot of tools work that is, again, a very unsexy thing to be working on, because you've done your job right when you have exactly what you started with, which seems very strange. But you are then on the new pipeline, which is quite nice. And again, this is all about scalability. You get those animations done in the first place; they took you two and a half years to do. The hope is that as you improve your pipeline, it takes you half the time. Then you take another half off that. Then you take another half off that. As long as you can scale a lot going forward, then it's a good thing. And that's the idea with the FPS animation. So we've been converting this over to another pipeline.

And having said that, one of the things that Steven's actually working on today is we have a whole state for the hunch. People have probably noticed this: in the hangars, when you walk under a ship, they wanted to have a whole movement state. But it makes no sense for this thing to be an entire movement state in itself. Most of our animations are split up between sort of a full-body or an upper-body kind of animation, and we author them very differently. So when you go walking around the hangar and you walk under a ship, your guy hunches like this. What's actually happening behind the scenes is you're going from a normal relaxed walk locomotion to the relaxed hunch locomotion. But a locomotion set takes about 96 assets for the full body. And with the hunch, you don't walk that much differently than you do when you're just walking relaxed. So why is the hunch a whole separate motion set, when it could just be an upper-body additive? What I mean by an upper-body additive: you take exactly what your relaxed walk is and then you add one layer on top of that that says, oh, hunch a little bit. So rather than initiating a whole other set of 96 assets that you've got to stream in or keep up to date, we're just going to put in an upper-body additive. So the state still exists, but you're actually reusing what the relaxed no-weapon set would be. So that's one thing. The other thing he's working on is a bunch of the grab animations. Somebody put a placeholder grab animation in at some point in the project and it's just stayed there forever. So anytime you go pick up a weapon, there's something really, really strange happening right now. So he's going to fix that up today with the new pipeline.

Reverse the Verse·
Published on this date.19 Feb 2016

Many folks have been asking about the Polaris. What, if any, information are you willing to share about the Polaris at this time?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

None yet. Even the name is not locked down. It's just what we were throwing around earlier in the week. It's an ICBM, and it's a star, which is what's important for RSI.

Matt ShermanSystems Designer

We just had an initial planning meeting on it. We've got some ideas on where we want to take it. Like Ben mentioned at the beginning of the show, we're looking at it being an RSI, looking at calling it the Polaris, but not much else to share yet.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

Essentially, the goal is for it to be the ship the Idris was originally announced as, before the UK turned it into a mega dreadnought.

Matt ShermanSystems Designer

Flying fortress.

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

We're shooting for about 100, 110 meters. And we have some ideas; we'll share them as we go.

Reverse the Verse·
Published on this date.19 Feb 2016
ShipsLore

Is there a concept yet for this [the Polaris]? Does it exist?

Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships

We did a concept kickoff on Tuesday or Wednesday, and I think design is working on their brief for the artist now. This is one Chris has been talking about forever and ever and ever. I guess he promised very, very early on that there would be a Corvette even though we'd upgraded the Idris, and everybody's been asking about it since then. Finally we have a place in the schedule for it.

Reverse the Verse·
Published on this date.19 Feb 2016
ShipsDevelopment process

So it's a capital [ship] though?

Matt ShermanSystems Designer

Yeah. Probably the smallest capital-size combat ship right now.

Jared HuckabyHost, Community Manager

The Starfarer is getting close.

Matt ShermanSystems Designer

It's not combat, though, is it?

Jared HuckabyHost, Community Manager

No, I mean close to capital size.

Matt ShermanSystems Designer

Oh, yeah. This is more capital-size combat stuff, because I think the Reclaimer and the Orion are most likely going to have a capital-size power plant on them for their big industrial purposes. Not sure about the rest of their parts, but yeah, because we have some giant ships in this game.

Reverse the Verse·
Published on this date.19 Feb 2016
ShipsShip components