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The response to that will be "then put it into the PU and let us see it", but it's going to stay in Squadron 42 for a while so you can focus on specific ships before expanding it to all the ships of the PU. [Why?]

TL;DRThe new flight feature stays in Squadron 42 for now because bringing it to the PU means retuning every ship and component, multiplayer testing and finishing the UI, and it will likely be tested with Evocati before wider release.

Richard TowlerVehicle Feature Team

Yeah, and that's the big thing for us, is that this is a lot of work. Releasing it to the PU is a massive feature for us, because it changes almost every single component in the game. It changes every single ship in the game as well, from a ship performance perspective, to make sure that ship is within its performance window, but also its health as well, and just how it behaves in the game. We have over 100 ships now you can fly in the game, and that takes a lot of testing and a lot of tuning to do. And also we've got a lot of multiplayer testing to do. We've got to make sure it looks correct, so the players understand the master modes on the UI. So there's a lot of work to bring this feature together, but we've got the fundamental feature together in terms of S42 now. It's in there, you can change all the speeds, but that's on a very limited amount of ships and on a very limited amount of components right now. So to get it in the PU is a lot more work, because we don't just want to release this as a work in progress and say, right, this is on five ships right now, go try it. It's just not something we can do, because it's so fundamental to the entire component structure we have in the game.

Yogi KlattVehicle Feature Team

Just to add to this point, there are also heavy downstream dependencies, because right now most of the master mode UI, for example, is beautiful coder art. And if you ever saw coder art, it's very simplistic, right? It doesn't respect the aesthetics that certain other people in the company would like to see. It's functionally working, right? But it wouldn't be fun at the moment in the PU, because, A, we have only tuned a couple of ships for it, and B, most of the nice UI is missing. And there's a couple of other things in the PU as well which don't add up well yet. For example, travel distances: we likely would need to tune them slightly differently for Squadron versus PU, because in the PU you're going to freely jump from planet to planet; that's not strictly always given in the frame that Squadron gives you, right? So it will be a while until players can see it. But when we're ready, we're probably not throwing it right in. We will try to test within the Evocati groups and so on to get feedback on whether or not it's working in the PU, and then do adjustments before we release it to the wider public.

Star Citizen Live›Master Modes·
Published on this date.9 Dec 2022