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Un nuovo videodiario su Star Citizen: Squadron 42.
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00:13Hello and welcome to another episode of Around the Verse. I'm Eric Kyron Davis.
00:18And I'm Dave Hedick.
00:19This week we're going to take a look at the design and implementation of ship scanning and radar systems.
00:25And go to Jared for some details on the Aegis Eclipse.
00:27That's right. But first let's check in with Phil Meller for our monthly Squadron 42 project update.
00:32Thanks guys. Hello and welcome to another Squadron 42 update.
00:37The weapon system has been receiving an overhaul and right now a lot of attention is being put on recoil.
00:42Weapon feel is of course incredibly important in any FPS experience.
00:46And Squadron 42 features a lot of on-foot shooting sequences where this new recoil will be seen a lot.
00:51So a ton of work goes into a seemingly small part of the overall package that a lot of everyday
00:56players may even take for granted.
00:58This started out as an animation in Maya focusing on the Bering P8 Assault Rifle as a starting point for
01:03the visual goal for animation.
01:05The variations of roundrunners are added to each shot.
01:08The amount the weapon kicks back.
01:09The horizontal and vertical movements of the weapon.
01:12This new system allows us to define a base recoil for each weapon.
01:16But the player affects it depending on their position, their state and other stats.
01:20As you can see a lot more customisation goes into this than you might think.
01:25Ship AI continues to come along with recent focus being put on smoothing out take-offs and landings on the
01:29Idris.
01:30Creating some canned flight formations to make designers' lives a little bit easier.
01:34A lot of progress has been made in this last area as we determine just how AI prioritises targets based
01:39on threat level, chance and personal character bias.
01:42The ship AI teams also continue to iterate on fighter and gunship behaviour with constant feedback from QA, along with
01:50a lot of back-end improvements helping us steadily improve ship combat in general.
01:54Also in the works is Odin Systems Spacescaping.
01:56Part of our recent focus on S-42 development has been working on our space scene overworld.
02:02Or as we call it within the project, our space scape.
02:06Through development on the coil, the engineers have been busy building the amazing gas cloud tech.
02:10But it isn't just confined to the mysterious coil.
02:13It's also been used throughout the campaign to create nebula and other pockets of interest in space.
02:18We can use this as a tool to drive the narrative forward in particular areas, and build areas in space
02:23much like a conventional interior level.
02:26Controlling colour, density and the style of simulation could add a huge amount of potential variety to the space scape.
02:32From angry, aggressive simulations like the coil, to softer, more serene bodies of gas just floating in space.
02:38This gives both art and design a great amount of scope to make our space scenes look amazing and convey
02:43a message or mood to the player.
02:46From a design standpoint, we aim to strike a balance between plausibility, reality and cool looking visuals.
02:52This tech, once perfected here in Squadron 42, will also be applied to various systems in Star Citizen's PU.
02:58The prop team continues to turn out control room sets for Chemline, with even more computers, screens and other monitoring
03:04gauges filling out the pieces.
03:06To really sell the abandoned vibe, we have done a damage pass, creating damaged variants of each asset, adding flexibility
03:12and reuse to the set.
03:13Work has started on Scrap House for an upcoming location.
03:17We can't go into too many details, but we are in early days on building out the texture set and
03:21geometry.
03:22Visual targets are now being built up on Chemline, along with several other S42 locations, with full concept art support
03:28to provide direction for the art and design team.
03:31Ship emergency and distress dates are being iterated on and polished, with critically damaged ships still in space environments now
03:37looking suitably beaten up.
03:39This is separate to the fully destroyed versions that have previously been seen crashed on planets.
03:56Work continues on the Bengal carrier as well, with new locations being built out in near final states.
04:00These include a brig, that although visually different, as you would expect from a different manufacturer, still echoes the functionality
04:07of the Idris.
04:08Because, at the end of the day, a brig is a brig.
04:11The animation team have been working towards getting variations into the NPC combat sets.
04:16Alongside the trained mercenary sets, we have been developing out the visual language for the untrained NPCs.
04:22The trained combatants will be confident in their actions, decisive and a much more difficult archetype to kill.
04:28The untrained sets will be more skittish and wild in their actions.
04:32With this in mind, we have been paying particular focus to how the different groups interact with the cover objects.
04:37As an example of this, the trained military sets will switch hands when entering the left side of cover, whereas
04:42untrained NPCs will remain right-handed.
04:45This allows the trained set to be more concealed when stepping out and firing versus the more wild and disciplined
04:50untrained set.
04:51There are also stark differences in the firing stances that the trained military will take versus their civilian counterparts.
04:57Details like these are what we aim to deliver to give a fully fleshed out variety and believability to both
05:02friendly and enemy AI sets for Squadron 42 and Star Citizen.
05:06We're currently still in an implementation stage as we continue to expand the AI combat behaviours.
05:11As we lock down all the technical details more, we'll take another animation pass to really tighten up the visuals
05:16on all the combat assets.
05:17The character art team are creating additional hero costumes for our major characters, such as Graves, played by John Rhys
05:23-Davis.
05:23A lot of effort goes into the styling of S-42's characters to infer their personality and history.
05:28Graves' jacket is from his old days, when he was part of the 118th Squadron, button-up shirt, work pants
05:33and heavy boots,
05:34painting the picture of a professional manager of security who works on a rugged mining base.
05:39And our artists have even added an extra little weight to this once-trimmed Navy pilot, I know that feeling,
05:45to emphasise his advancing years.
05:47So that's it for this month. We'll see you in June for another S-42 update. Now back to you
05:51in the studio.
05:52Thanks, Phil. An advantage of developing Squadron 42 alongside Star Citizen is that many features and mechanics can be shared,
06:01which we saw with a few of the items covered in this update.
06:04That's right. And one of the features that we'll be factoring into both games very soon are the shipboard scanning
06:09and radar systems.
06:10Yes, a lot of the early focus for these mechanics relates to the MISC, Prospector, and Mining,
06:15with that feature right around the corner in the PU.
06:18But eventually, all ships will have scanning functionality, including those highlighted in Squadron 42.
06:23Let's learn more from the designers themselves in this week's feature.
06:31Today we're going to be talking about some improvements we've made to the radar system regarding two adjoining systems,
06:39specifically our ping system and our scanning system.
06:43Right now in the game, you can see active targets that are within what we're calling our passive radar range.
06:50So that's your normal radar. What we want to do, though, is because the distances are so vast,
06:57we want to give you a way to get some info about things that weren't within your passive radar range.
07:03One way we incorporate that is by introducing a ping mechanic.
07:07So when you do a ping, it sends out a wave that is larger than your passive radar radius,
07:16and it returns to you the signal values of items that are outside of that range and within this larger
07:25ping range.
07:26And these are, you'll, I'm sure, discover that whether they're friendly or not by whether they turn and fire at
07:33you
07:33or whether they stay stationary or whether you're able to interact with them.
07:37And then as you fly up to them, holding your cursor over them will eventually give you some information
07:44that's important about that ship.
07:46So things like a ship owner, faction, what ship type it is.
07:50Then we're going to be expanding that gameplay after this first tier of implementation.
07:56So we can do things like, you should be able to scan, like the crew manifest, how many crew members
08:02are on board,
08:03what cargo do they have, are they worth commandeering, do you want to take them out, take their cargo,
08:08are they some kind of, are they faction-based, you know, do I really want to attack them
08:14and upset a particular faction? So we can make decisions about that.
08:18The cool thing is the way that we design this whole infrastructure is,
08:22if we have a vehicle, we could provide four bits of surface information on that,
08:27its name, its health, its status, and its faction.
08:32And then as you scan further into the detailed scan, you can uncover the crew, their health,
08:39you can uncover sub-items, you can uncover cargo, and you can build in this big manifest.
08:46And then with this manifest, you could store it for later, and maybe in the future, who knows,
08:52maybe for information running, you could package this information up, and then sell it if you'd like.
08:58And that idea is that you could send out a big wave of mystery, energy, game, game logic.
09:06It sends out a big pulse, and you light up like a Christmas ball, so it's kind of a dangerous
09:12thing to do.
09:13It's not dangerous to use the radar, but it's dangerous to use the ping,
09:16because you've now shown the world where you are.
09:19It's also good for stealth gameplay.
09:22Since everything's based on how much power you're using,
09:26and how much energy is getting turned to your, we call it heat or infrared,
09:32if you throttle your settings down so they're not consuming as much power,
09:38and they're not generating as much heat,
09:39your radar signature goes down.
09:43Because it goes down, people aren't able to detect you at greater distances.
09:49So if you turn it all the way down, you could go under the cover of people's radar,
09:55but you're limiting yourself.
09:56You know, you're throttling all your power down.
09:58Your shields might be down.
10:00Your weapons might not be as powerful.
10:01So if someone sends out that ping pulse wave and detects you,
10:05they could go immediately fly over there and start dropping all sorts of lasers on you before you have a
10:11chance.
10:12However, since he lit up like a light bulb, you know,
10:15hey, there's someone out there.
10:17I don't know if he found me, but he's searching.
10:21So it gives that interesting gameplay where the predator is searching for the prey,
10:27and the prey doesn't know if he should run or fight type of deal.
10:31Scanning may not be the friendliest action in the world.
10:33And so as you do go up to a ship and then you scan them,
10:37you know, the entire crew should be alerted.
10:39Hey, you're being actively scanned.
10:41So what you do from that point can be up to you.
10:43Is this an aggressive action?
10:46Are they friendly?
10:48You know, why the heck are they scanning me?
10:50If they're looking over my cargo,
10:52then we can incorporate gameplay where you get informed of that.
10:55And then you can take a base of action.
10:59You can counterattack them.
11:01In the PU, radar and scanning are also used for mining.
11:04Right now, radar finds only mineable rocks.
11:11We artificially added some non-mineable rocks in the mix
11:15just to create a bit of element of do I find it, do I not find it.
11:20But this is only for longer distance.
11:22As you get closer, the radar will be able to better understand
11:26if it's a mineable or not a mineable
11:28and to eliminate the ones that are not mineable.
11:30You don't have to scan it until you get close.
11:33So you already know you have a mineable rock
11:35when you're pretty much in visual range.
11:38and at that point, it's just about finding out
11:42how good of a mineable rock is.
11:44Is there something super valuable in there
11:46or is it just something that you work for one hour
11:48and get just pennies for it?
11:49Radar was mainly used in order to find objects in the universe,
11:55whether they're a hidden thing that players have to find
11:58or a ship or a wreck or something like this.
12:02And scanning is the finding of details
12:05of what that object is made of, what the components are.
12:08So you do your ping, find out generally where things are.
12:12You fly up to them.
12:13As you get close enough to them
12:14so that they're in your passive radar range
12:17and so they're now active entities,
12:18if you fly up to them close enough,
12:20in this case, we have the prospector working this way,
12:23you can go up to it.
12:24You'll switch to your mining UI.
12:27and then as you hover your fly cursor over this mining resource target,
12:35over time, there'll be a little indicator
12:37that shows you what percentage that scanning ability is at.
12:43And as you progress through the scanning indicator,
12:45it'll eventually give you exactly what the resources available
12:50in that mining entity are.
12:53So that'll give you an idea of,
12:55hey, this is worth mining,
12:56or you know what,
12:57this isn't exactly what I was looking for,
12:59let's go find other targets.
13:00When you get to that point,
13:01do another ping,
13:02get some more general information
13:03about where things are around you,
13:05and then start heading off toward those targets.
13:08I know the mission guys are really excited.
13:10they want to start using this post-3-2,
13:13because 3-2 is mostly going to,
13:15is all going to focus on the mining aspect.
13:18But after that,
13:19we want to start opening it up to all the ships
13:21other than the prospector
13:22to use it in the general scanning,
13:25so you can start scanning whatever you want.
13:28Really cool stuff, guys.
13:29As you can see,
13:30the functionality currently being fine-tuned for mining
13:33will have various uses
13:34when it's applied to different ships and situations.
13:37Yeah, and in Squadron 42,
13:39radar is factoring into missions and situations
13:42in fun ways,
13:42adding realism and elements of flight simulation
13:44to the proceedings.
13:45Yeah, and while we're on the subject of radar,
13:48a certain ship plan for Alpha 3.2 release
13:50is particularly adept at flying under it.
13:54That's right.
13:54Let's go to Jared right now
13:55for a new installment of Ship Shape,
13:57exploring the stealthy Aegis Eclipse.
14:03Greetings, citizens,
14:04and welcome to another edition of Ship Shape.
14:07where we take a look at what's on the ship pipeline,
14:09who's working on what,
14:10provide interviews with developers,
14:12and continue with our brand new bi-weekly cadence
14:15that means smaller but more frequent updates.
14:18I'm your host,
14:19content manager Jared Huckabee.
14:21Now on the show this week,
14:22we'll be sitting down with some of the team members
14:24working to bring the stealthy Aegis Eclipse to life
14:27in the upcoming Star Citizen Alpha 3.2.
14:31Let's check in on the progress
14:32of this torpedo-delivering dynamo now.
14:37The inspiration for the Eclipse has been primarily
14:40things like the B-2 stealth bomber.
14:43It's like a flying wing.
14:46It's designed to be this stealthy,
14:49secretive, capital ship killer.
14:51Its role is to kind of fly into the battle,
14:54fire some giant torpedoes,
14:57hopefully try and take down the capital ships,
14:59and then fly away intact.
15:00It's based around Aegis,
15:01so there's a lot more angles,
15:02a lot more, you know,
15:05fillets and soft curves.
15:06Looked at things like the Sabre Raven,
15:08and tried to kind of complement
15:11things like the holes in the wings,
15:12so you can see the same kind of designs
15:14being implemented within the Eclipse.
15:17It's just a single-seat spaceship.
15:18It's just a cockpit and an exterior
15:22and a lot of torpedo bay.
15:25The interior of the cockpit's very utilitarian.
15:28It has a lot of quite heavy,
15:34technical cladding, almost.
15:36When you get inside this thing,
15:38you feel like you're kind of
15:40a small part of this,
15:43like, you know,
15:44really complicated bomber, really.
15:47Climbing into these things
15:48is almost a bit of a challenge in itself.
15:53I think when you actually get inside
15:54the cockpit for the Eclipse,
15:57you feel very encompassed by it.
15:59When the canopy closes around you
16:01and the computers come towards you,
16:03you feel like you're sat in a bomber.
16:05The Eclipse has three different modes,
16:07essentially.
16:09There's not code support for it yet,
16:10but the intention will be
16:11that it has, obviously,
16:12an atmospheric mode
16:13where all the wings fold back
16:15and the fins fold up
16:16and it kind of transforms
16:17into this, like, really quite agile shape.
16:20And the space mode
16:22is kind of the typical triangular shape
16:26of the B-2 that you'd normally see.
16:27But it also has quite an interesting
16:29landing mode as well.
16:30When the Eclipse comes into land,
16:32all the wings fold upwards
16:34and when the canopy opens,
16:36it kind of forms a shape
16:38which is quite almost beak-like.
16:39if you look at the shape of the B-2 aeroplane,
16:42it's kind of based around birds of prey.
16:46I think it's based upon a falcon.
16:48And if you look at the side profile,
16:50it has quite an avian feel to it.
16:52So we kind of tried to replicate that
16:54on the Eclipse to a degree.
16:56You know, as wide as two to three gladiuses,
16:58it's a wide ship.
17:00I think it's as wide as it is long,
17:02if not wider.
17:04So, yeah, I think if it's flying up ahead
17:06and you've got a keen eye,
17:07you'll definitely see it.
17:09But I think by the time that you've seen it,
17:11it'll be too late
17:12and it'll already wipe you out.
17:13I think primarily when I was building the Eclipse,
17:16I wanted to try and focus upon the animations.
17:19I wanted all of the ship
17:21to just feel very technically intricate.
17:24So from the way the cockpit opens
17:26and the ladder folds out
17:27to the way the torpedo bay delivers its payload.
17:32If you look at the way the torpedo bay,
17:34it delivers missiles
17:36and has this kind of almost cylindrical
17:38delivery system inside it,
17:40which is quite complicated.
17:43So the initial torpedoes themselves
17:45get lowered just below the ship
17:47by this quite complicated mechanical arm.
17:50And once they're below the ship there,
17:53then they have like a forward firing motion.
17:55So right now, this is still probably
17:58the biggest issue that we have
17:59with the Eclipse at the moment
18:01is that this is a new kind of torpedo launcher,
18:05like in terms of animation on how it works.
18:09And this is something that wasn't exactly
18:11how it was in the game before.
18:12Like for the Atelier Eater,
18:14it's basically one torpedo on each launcher.
18:18It's like several torpedoes like this.
18:20Whereas for this one,
18:22it's a torpedo launcher
18:24and basically it can choose the torpedo.
18:26So and put it in the middle.
18:28Hopefully in the future,
18:29you should be able to equip different torpedoes
18:32and choose the order where you're firing the torpedo.
18:36Like you could get a regular torpedo in the middle,
18:38like a different torpedo on the left
18:40and a different torpedo on the right.
18:42And say after firing this torpedo,
18:45I want to fire the left or the right.
18:48Whereas usually it would be torpedo one, torpedo two, torpedo three.
18:52So but maybe you could say,
18:55oh, yeah, I want torpedo one first
18:56and then torpedo three, but not torpedo two.
18:59So even if it seems like a relatively simple ship,
19:03the torpedo launcher is a bit more complicated
19:06than other systems before.
19:08The landing gear is quite intricate too.
19:09So when this thing moves and transforms,
19:11it feels just just very technical
19:13compared to some of the other ships.
19:14But if you think if you look at it
19:15when it's transforming,
19:17the entire thing just feels alive.
19:19So it's got all this cool bells and whistles
19:20and that the final will see this and think,
19:22oh, you know, it's a cool piece of kit.
19:24Like it all moves like, you know,
19:25it's going to feel badass.
19:26It has very minimal armaments
19:29in terms of the weaponry it uses.
19:31The entire ship is basically just three giant torpedoes.
19:34I think it uses size nine torpedoes.
19:37So it's quite big missiles.
19:38The same size as what's the use on the Retaliator.
19:42So if you actually look at the size of the torpedoes
19:45compared to the ship itself,
19:46they're almost as long as the spaceship is.
19:48And it's got three of these.
19:49So it's going to be, I think,
19:51quite a force to be reckoned with.
19:53The whole point of this thing is that
19:54it's probably part of a convoy.
19:56So when you're flying along,
19:57you'll have your escort with you,
19:59you have, you know, other fighters around to protect you.
20:00And you have one sole mission,
20:02which is to, you know, fly to your destination
20:04and just deliver these size nine torpedoes
20:08to just wreak maximum havoc.
20:10You need your friends around you, really,
20:12to give you kind of the ample protection
20:14to make sure that if the fighters try and destroy your ship,
20:17that you have people to defend you.
20:20So it kind of almost welcomes a team play element to it
20:24because you need this protection
20:26to be able to deliver the missiles.
20:28I think if you just flew this ship
20:30to a capital ship on your own
20:31and had, you know, say the Idris has fighters around it
20:35and they see you, you wouldn't stand a chance.
20:37If you look at the exterior of the ship,
20:39it's quite dark.
20:40It's all very kind of, you know, matte paints,
20:42there's very kind of dark colour schemes.
20:45But we want us to kind of contrast this
20:47with having the interior of the ship
20:49having this quite bright white paint.
20:53Anywhere the ship opens up, really,
20:55is white inside,
20:56obviously excluding the cockpit
20:57because if you're flying through space
20:59with a giant bright white cockpit,
21:01then people are going to see you coming.
21:03A couple of ballistic weapons.
21:04It has a couple of smaller,
21:06I think, size 2 or size 3 guns.
21:09But primarily the big focus of this ship
21:11is just the torpedoes.
21:13The fact that it has three size 9 torpedoes
21:16kind of speaks for itself.
21:18So when you buy this thing,
21:20you know what you're getting into.
21:21There's no, you know,
21:23misconceptions of what this thing is.
21:25It's a bomber, straight and simple.
21:26It's going to wreak havoc, destroy everything.
21:29We made sure that the Eclipse
21:31could fit in a Nidris as well.
21:34So this is an important one.
21:37So this is something,
21:38if you have the wings deployed,
21:40you won't be able to go in a Nidris.
21:42So you need to get into the landing mode,
21:44which basically will collapse the wing tips.
21:49We will be like this,
21:51the landing gear goes there.
21:52And basically, you can still fly
21:54on land in a Nidris.
21:55So this is important as well, obviously,
21:58because if you get a Nidris,
22:00you can use it as a mobile base,
22:03go somewhere,
22:04then deploy some Eclipse,
22:06do some reconnaissance work,
22:08or do some attacks,
22:09and obviously use the Nidris
22:12to keep enemies at bay.
22:14I think the flying wing design
22:16is pretty interesting as well
22:18in terms of shape and in terms of maneuverability.
22:22It should be a bit different
22:23since it's really flat.
22:25The design in atmosphere
22:27won't behave like the Sabre, for example,
22:29or some ships that are relatively the same size.
22:32I guess Eclipse is a stealth bomber
22:35that will be really useful
22:36for groups of players, I think,
22:39especially because it can act both
22:41as a reconnaissance ship,
22:43because it's stealthy,
22:44it's relatively fast as well for a bomber,
22:48and if needed,
22:49it can destroy something.
22:51but it can also be used as a support role,
22:54like if you have some fighters
22:56that are already there,
22:57like trying to harass or destroy a big ship,
22:59like a Staffer or a Reclaimer,
23:01you can come in,
23:02fire your torpedoes,
23:04do massive damage,
23:05then come back, refuel, rearm,
23:08then do the same again.
23:10Having these nice roles
23:12really adds to the gameplay.
23:14I think if you had,
23:15you know, every ship could do
23:16every type of combat
23:18and could mine
23:19and, you know,
23:21could do everything,
23:21build bases,
23:23then suddenly ended with a lot of ships
23:24which basically just exactly the same
23:26with no kind of defining characteristics.
23:28So I think it's important
23:30to have a range of vehicles
23:33which deliver different types
23:35of user experiences
23:36and also things
23:37that kind of encourage teamwork
23:38and collaboration.
23:41You know,
23:41it's kind of going on a bottom mission
23:42with your friends,
23:43you know,
23:43when someone's in trouble
23:44or you've seen that there's
23:45some kind of capital ship
23:46in the system
23:47that you need to take care of,
23:48being able to kind of get your friends together
23:50and say,
23:50look guys,
23:51we need to try and take this down.
23:52It's just a fun thing to do.
24:00Once upon a time,
24:01I was falling in love.
24:03Now I'm only getting torpedoes
24:05shot at my javelin.
24:07There's nothing I can do.
24:08It's a total eclipse of my ship.
24:12No worry about YouTube content ID matching that one, huh?
24:16The Aegis Eclipse is making its way
24:17towards release
24:18into the upcoming Star Citizen Alpha 3.2.
24:21As for other ships in the pipeline,
24:23we can see that the Anvil Hurricane,
24:25the Vanduul Blade,
24:26and the Aegis Avenger variants
24:28are all in the flight prep phase,
24:29getting ready to join the eclipse,
24:31while the Origin 600i
24:33is currently in final art review.
24:35But don't worry,
24:35I hear there are designers and engineers
24:37already getting ahead
24:38on their flight prep work
24:39to make its scheduled 3.2 release.
24:42With these five different ships
24:43coming online at the end of June,
24:45they're pretty much the focus
24:46of most of the ship art
24:48and tech teams at the moment.
24:49But once they make it into your hands,
24:51a brand new wave of ships
24:52will begin making their way
24:54towards release
24:54in subsequent patches.
24:56We'll have more about those ships
24:58in the coming months.
24:59For Ship Shape,
25:00I'm content manager Jared Huckabee.
25:02We'll see you in about two weeks, everybody.
25:05Thanks, Jared.
25:05That ship will make a deadly addition
25:07to many fleets out there
25:08once 3.2 hits the PU.
25:11And for those of you
25:11who would prefer an in-your-face dogfighting
25:13to sneaky surprises,
25:15we still have a contest
25:16for Arena Commander
25:17and Star Marine aficionados.
25:19You can make your own tutorial video
25:20for either of those modes
25:21and compete to win prizes
25:22and have your work up
25:23on the official Star Citizen website.
25:25Yes, and then tune in
25:26to Reverse the Verse
25:27live on Twitch tomorrow
25:28at noon
25:29for our monthly subscriber
25:30Town Hall episode.
25:32Jared will be back
25:33with Kirk Tomei
25:34and Mark Abent
25:35answering subscriber questions
25:36following up on today's scanning feature.
25:38So make sure you get your questions in.
25:39Yes, and make sure you check out
25:40this week's Calling All Devs
25:42if you missed it on Monday
25:43for answers to questions
25:44about dirty ships,
25:46UI updates, and more.
25:48Thanks, of course,
25:48to all our subscribers
25:49for sponsoring the shows.
25:51And thank you to all of our backers
25:52for making the development
25:54of Squadron 42
25:55and Star Citizen a reality.
25:56Until next time,
25:57we'll see you
25:58around the verse.
26:00and see you next time.
26:27www.robertsspaceindustri.com
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