John Crewe · Vehicle Pipeline DirectorSo 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.