The developers discuss the upcoming Prospector mining ship, including handheld mining and detachable cargo pods, and the Hornet F7A. They also cover Reliant and Starfarer Gemini plans for 2.4, AI perception work, Caterpillar concepting and Orgs 2.0.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
No, one of the things we're trying to do right now while we have some availability for some of our top designers is do a bunch of kickoffs right now that will be taken up in later months. So it's not an indication that the 85X is coming right now. In fact, I did three kickoffs this week; the other two I cannot talk about yet.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Yes, this did not make it into the post because he was just coming up with the idea, so it's like, flesh it out more. It's actually not something he's just come up with. It's part of the whole planetary design they have. But you're supposed to be able to get out of the ship and you can have handheld mining, and you can find, I don't know, what do you mine that's really valuable? Space diamonds or something. So you're right into this especially valuable small thing. So it's going to have the ability to store that also.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Yes, I linked to the mining careers page in the new post. So if you missed that when we did the Orion, we've got our design spec. We had the guys in Germany look over it, make sure everything is still accurate, and they said, oh, yes, this is how we're doing it. So good.
And I talked to Chris Smith about it a little bit. This is like the 2946, this year's version of the Hornet, the F7A. So it's very sleek. It looks really cool. I mean, it's still in a very early stage, but even just in its shape language, it's still easily identifiable as a Hornet, but you can tell it's newer.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Yeah, and folks who have the F7A Hornet skin, it's not a skin, it's like a body upgrade, the body kit, they'll get that geometry. We had to answer so many CS tickets about that.
TL;DRThe F7A body kit, sold for a veterans' charity, is a cosmetic upgrade making an F7C look like an F7A while keeping the F7C's hardpoints and performance, apart from some geometry-related exceptions.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
This was an upgrade we did. If you can't afford a Ferrari or a Porsche or something, you can get a Ferrari body kit that you put over your Honda so it looks like it's that car. It was essentially that for the Hornet, and we did it for a veterans' charity back in, I want to say, 2014. And it basically makes your F7C look like an F7A.
They'll still have the hardpoints of the F7C. They'll still have the performance of the F7C.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Except where geometry defies performance, which is in some areas. If you remember Dan Gheesling, the community ambassador on TNG, he actually helped put together the post about the charity thing, and he did the fiction behind it, because he was here. He wanted to see how we did community management, and that was the first time we got to meet him, and it was fun. He did a good job writing.
TL;DRThe ATV segment showed AI subsumption perception lines for hearing, sight and last-known position, in what is the Squadron 42 vertical slice level, and the goal is AI with limited, fallible perception.
The ATV Fast Forward this week was the continuing development on AI subsumption, specifically the perception system. There's text on the thing, so you can read what each line does. But the blue line is where they can hear you, and that's where they think you are based on hearing. The yellow line is where they see you, where they actually physically know you are. The red line is where they saw you but they can't see you now, so this is where they're thinking you are based on where they last saw you and what they can hear and stuff. It's very cool, it works on multiple levels. As far as the actual level, I don't know what the level is. It's a gas station.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
So the big challenge for any AI: it's very easy to make an AI that will always get you. People are like, oh, the AI is stupid. The great challenge is to make AI stupid. If I'm a computer, I'm like, okay, X is Jared, and Jared is always this. I can always know where to shoot him. I can get him every time. The goal is to simulate AI characters who have some limits to their perception, who make mistakes, but then are still challenging.
They make the mistakes, but they have corrective measures so they can adjust for that and stuff. It's very cool, the work they're doing on the AI stuff, which I believe is being spearheaded primarily in Frankfurt now. So it's super exciting. That day when we have all the AI in ArcCorp, that'll be a great day, and it truly feels like a living, breathing place, and you can go through and watch everybody's little individual stories going on.
To be more specific, that level is the vertical slice level for Squadron 42, where they basically take a vertical slice of the entire game that has every little aspect of the campaign and have it in one level just for testing purposes. So it is a gas station where they basically have all the different Squadron 42 features jam-packed.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
No, no updates on that. We're focusing more on getting the stuff into the economy in the game right now. My guess is by the time we would be able to have folks working on that, it just wouldn't matter, because we won't have CCUs at all.
Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
I think it was all three, if I'm remembering the Q&A from back then, but it was so long ago. We'll check it out. We're going to check. Don't take that as gospel.
TL;DRThere won't be an artist-specific 10 for the Developers; the series will keep mixing disciplines, with specific developer pairs named for upcoming episodes in the coming weeks, after a Chris Roberts one next week.
You will see 10 for the Developers. That was one of the better ideas that Thomas Hennessy had, and I'm still super proud of him for it to this day, where we take people from the different disciplines and combine them together to get a more robust Q&A.
So we'll get some artists in there, we'll get some designers, we'll get some engineers, we'll get some producers. So we mix them up. I think we get much better results when we mix them up. So 10 for the Developers.
TL;DRThe patches are iron-on or sewable, with a small sewing kit included; suggestions include ironing from the back of the fabric or paying an embroidery shop to attach them, especially to curved items like hats.
It's just an iron-on. You can iron on or sew them. And if you just Google ironing on patches... I'm not sure if you need to put something over when you put the iron on them or what.
I will tell you what I did with mine. I got the original Army, Navy and Marine patches, and I got them put on hats, like the old military hats. I Googled embroidery and took them to an embroidery/seamstress place, and just gave them and said, would you put these on, someone who knows how to do it, and it was like $8.
TL;DR'Concept' is still used for the Caterpillar because interior concept art, paint-overs and some exterior changes are ongoing before it's built in the engine, and concept work continues throughout development.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Well, I think they're still making concept art. Stanton's been sharing concept art of the interior. We're still concepting out the entire interior. They do their art in 3D, but it's not being built into CryEngine just yet. So they're still developing it, doing paint-overs, figuring out lighting schemes and color palette and stuff like that. And then even on the outside, there's been some minor changes. Things got bigger, things got wider and whatnot. So they're reconcepting the stuff that fills in all that stuff. So concept isn't just something that happens at the very beginning and then you stop.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
You continually do a little bit more concept throughout, especially for some of those earlier ships where we didn't do the interior at the same time as the exterior.
TL;DRThe hosts name varied personal preferences: gamepad for one, HOTAS for flying plus gamepad for walking for another, and a mix of mouse, keyboard and gamepad for a third, welcoming controller-agnostic support.
Yeah, that's the thing. I'm personally annoyed by having to switch. It's just a personal thing. So I tend to gravitate towards a gamepad because it can be used for everything. And I don't talk to people online, so I don't need the keyboard. But yeah, you're a big HOTAS guy. We do our Wing Commander streams. He sits there, he goes, all right, test this before we're doing it. He does the keyboard, and he destroys everything on the keyboard. He just runs through the levels. He goes, all right, now bring me my joystick. He's absolutely capable of annihilating the game on the keyboard alone, but he's always like, no, bring me the joystick. And then we couldn't get that joystick working. I'm like, well, you just used the keyboard. No, I need a joystick. And we had to go get another joystick. Ben's big on the joysticks.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Ideally, I would have an original Thrustmaster F-22 and a TQS and rudder pedals.
Well, the cool thing about the gamepad, at least for me, with the social aspects of the game, is the variable movement with the thumbsticks. So you can walk really slow and then speed up. And so I like that. Mostly probably mouse and keyboard plus gamepad for me, swapping between the two.
Yeah, that's one of the things I'm curious about too. We'll find out when the cargo system comes online, I suppose.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Well, because they have two different concepts of cargo. There's the basic one SCU of cargo, and it's a box that fits in a particular space, but then you have personal cargo, you know, weapons and ammo and whatever you carry with you, and that seems like stuff you could cram other places. Let's see how they get it working.
Yes. It's actually already broken out. It's staged up on our YouTube. A lot of the things like the Which Glitches are broken out. Things like Loremakers are broken out. The Wonderful World is broken out. Big ticket interviews like Erin and Brian Chambers are already broken out. We release them on Tuesdays and Wednesdays when there's not a Bug Smashers, a couple weeks later, so it's easy to find on its own in the future without having to remember which episode of ATV something was in.
It looks very cool. If we get to accomplish half of it, it's going to be amazing. And Orgs 2.0 is much bigger. It's a whole revamp of our entire communications platform.
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Ben LesnickDirector of Community Engagement, Online Strategy and Spaceships
Yeah, they're building their own forum stuff in-house, their own live chat. It's going to be good.