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Vediamo questo video aggiornamento sull'attesissimo Star Citizen, titolo esclusivo per PC.
Trascrizione
00:01
00:17
00:18
00:26
00:28È
00:29But before that let's go to Frankfurt for
00:32a studio update
00:34Hello, everyone my name is Brian Chambers
00:36and I'm the Development Director of
00:39Frankfurt officeof foundry 42
00:41this past month
00:42the team welcomed a few new members
00:44bringing us up to a total of now
00:4674 employees
00:48we routinely have visitors to the office
00:50and this month was no exception
00:52with people here from both our US
00:55and UK offices
00:56Most of the senior production staff
00:59From across all the offices
01:01Came together in one place
01:03For their annual summit
01:04Had some intensive meetings
01:05And discussed both ongoing and upcoming plans
01:09And we found that a few days
01:11Face to face without distraction
01:13Can actually go a long way
01:14So let's kick off this month
01:17With checking in with the AI team
01:20The AI team has worked on numerous items
01:23Over the past few weeks
01:24And I'll just mention a few
01:26And show you a few things
01:28They started a sprint focused on human combat
01:31With the end goal of improving
01:33All the combat work done in the previous months
01:35Into something that represents
01:37Our final quality
01:38They're initially focusing
01:40On all the shooting functionalities
01:42Making sure the basic controls
01:44For accuracy and friendly fire
01:46Are implemented correctly
01:47They're also diving into
01:50Improving the behaviors
01:52Related to the first initial reactions
01:53Of something non-friendly
01:55Seen or heard
01:56From a wide range of distances
01:59They also finished converting
02:01The ship AI
02:02To a newer updated version
02:04Meaning that weapons, shields
02:07And countermeasures
02:09Now work with the new
02:10SC Item 2.0 system
02:12For now it also supports
02:15The old ships
02:15To avoid any compatibility issues
02:17That may creep up
02:18This is part of an ongoing effort
02:21To move ships away
02:22From Kythera AI control
02:23And brings us one step closer
02:25To fully switching
02:27To subsumption based AI
02:28For all the ships
02:31Both ship and vehicle seats
02:33Can be controlled
02:34By either players, NPCs
02:37Or an AI module
02:38The past month
02:39The AI team did some work
02:40On the AI modules
02:42The AI module represents
02:44An item that can be attached
02:45To a seat
02:46Any seat of a spaceship
02:47Or a turret
02:48And execute a behavior logic
02:50Defying with this
02:51Subsumption editor
02:52You might think of it
02:53As a piece of custom software
02:55That could be instructed
02:57To take control
02:58Of the same items
02:59That are available
02:59To the player
03:00Sitting in the same seat
03:01It might work
03:03For example
03:04As an autopilot
03:05Or autonomously
03:06Take control of a turret
03:07And fire an enemy target
03:09This feature is crucial
03:11In multi-crew ships
03:12Where the pilot
03:13Might assign specific activities
03:15To the AI modules
03:16Instead of another player
03:17And PC
03:19The system design guys
03:21Have been pushing forward
03:22With the air traffic control system
03:24Adding conversations
03:26With the traffic controller
03:27And a smart system
03:29For allocating landing pads
03:31For pilots
03:31Wanting to land
03:32Or take off
03:33They also updated
03:35All doors
03:36To version 2.0
03:38Which now makes them modular
03:40And a lot easier
03:41To implement
03:42Each door
03:43Having switchable loadouts
03:45Ability to connect
03:46Two rooms
03:47So air can travel
03:48Between them
03:49And generally
03:49A lot more functionality
03:50Needed
03:51For new systems
03:52That are already
03:53In the works
03:54Such as
03:55Breaching
03:56And hacking
03:57They also started
03:59Reworking airlocks
04:00So they can work better
04:01With the room
04:02And atmospheric systems
04:04They did some
04:05Rough prototyping work
04:07On dynamic advertising
04:09Which will contextually
04:10Fill in the in-game
04:12Panels and screens
04:13Throughout stations
04:14With content
04:15That's reflecting
04:16The interests
04:17Of the player
04:18That enters its proximity
04:19The same system
04:21Could be used
04:22For showing
04:22Large-scale broadcasts
04:24And warnings
04:24Throughout the universe
04:25Based on what's
04:27Happening in the game
04:28At that specific moment
04:30Either globally
04:31Or locally
04:56Our lead lighting artist
04:58Chris has been continuing work
05:00On the surface outposts
05:02Particularly on the habitation sets
05:05As well as keeping in sync
05:06With the UK environment art team
05:08With all their updates
05:09To assets and dressing
05:11One issue lighting
05:12Has been trying to solve
05:13For 3.0
05:15Is how to improve
05:16The amount of visibility
05:17On the dark side of moons
05:19Previously
05:20Without any interest objects
05:22In the sky
05:23Relying solely on cube maps
05:25Would mean that
05:25The planet's surface
05:26Would be visibly too dark
05:28And the player really
05:30Wouldn't be able to see
05:30Any detail in the environment
05:32Around them
05:32So Chris worked
05:34With the engineers
05:35To add another layer
05:36Of atmospheric glow
05:37And a radiance
05:38The glow allows us
05:40To brighten the atmosphere
05:42Given a nice gradient
05:43That shows the shape
05:44Of the horizon
05:45And gives some depth
05:46In front of the player
05:47And the radiance
05:49Gives us a base level
05:50Of brightness
05:51And the actual surface geometry
05:53So the player can
05:54Faintly see themselves
05:56As well as the surface
05:57Around them
05:57Finally
05:59He's also been
06:00Providing support
06:01For S42 environment lighting
06:03And helping set
06:04Visual benchmarks
06:06For each of the levels
06:06The engine team
06:08Recently implemented
06:09The initial version
06:10Of our new I.O. scheduler
06:13This system
06:14Will improve streaming performance
06:16As textures
06:16Meshes
06:17Sounds
06:18Etc
06:18Are constantly being
06:20Streamed in
06:20And evicted
06:21Based on what's being used
06:23To stay within
06:24A certain memory budget
06:25Eventually
06:26It will also allow
06:27The job manager
06:28To better utilize
06:29CPU cores
06:30In cases where
06:31Streaming jobs
06:32Are waiting for I.O.
06:35Moreover
06:35It lays the groundwork
06:36For a version
06:37Of the scheduler
06:38Specifically designed
06:40For SSD drives
06:41To exploit their
06:42Superior random
06:43Disk access properties
06:44That will allow
06:45For multiple
06:46Concurrent data streams
06:47With high throughput
06:49All in all
06:50This ensures
06:50All data is
06:51Available in time
06:52For complex scenes
06:53To render
06:54Without having to
06:55Wait for LODs
06:56And all the
06:56Related artifacts
06:58Meanwhile
06:59The incremental
07:00Patcher
07:01Moved into
07:02An internal phase
07:03Of QA testing
07:04As previously discussed
07:06The system is designed
07:07To deliver builds
07:08Incrementally
07:09To devs
07:09And gamers alike
07:10So every time
07:11You update the game
07:12You'll only need
07:13To download
07:14What has actually
07:14Changed
07:15Or been added
07:16Since the last time
07:17And this update process
07:19Will therefore be
07:19A lot
07:20A lot faster
07:21We also revived
07:23Our internal memory
07:25Analysis tool
07:26For Linux
07:27Called Memory Play
07:29This was to help us
07:30Find out
07:31And fix memory leaks
07:32On server instances
07:34Much faster
07:34Memory leaks
07:36Are one of the
07:36Contributing factors
07:37For server stability
07:39And we want
07:39Fixed as quick
07:41As possible
07:41To make sure
07:42Our servers
07:43Can run
07:43For a long
07:45Long time
07:45Without any issues
07:46On the rendering side
07:48Several improvements
07:49Have been made
07:50To the atmosphere
07:51And night skies
07:52As I mentioned
07:53In the lighting update
07:54The night side
07:55Of the planets
07:56And moons
07:57Now exhibit more details
07:58Due to in-scattered
08:00Moonlight
08:00And a visible sky
08:02Gradient
08:02In the distance
08:03When close
08:04To the terrain's surface
08:05We're also looking
08:07Into additional improvements
08:08For stronger
08:09Ground-based haze
08:10To further increase
08:11Visual cues
08:12For scene readability
08:14And to make
08:15Our lighting artists happy
08:16They also continued
08:18Working on the object
08:19Container streaming
08:20Soled
08:21As well as planed
08:22And rewrite
08:24Of the living entity code
08:25As previously mentioned
08:26Is on track
08:35The environment
08:36Our team
08:36Continued to work
08:38On the Levski exterior
08:40In combination
08:41With the level designers
08:42Both art and design
08:44Regularly work closely together
08:46To verify that the art
08:47That's being created
08:48Is made in a way
08:49That doesn't break
08:49Any portion of the design
08:51The last layout changes
08:53For Levski
08:53Are coming in
08:54And the set dressing pass
08:56Is close to being complete
09:20The area around Levski
09:21Is also being populated
09:22With slightly larger mining structures
09:25Than what we previously had
09:26Since the Levski exterior
09:28Has grown a lot
09:30Over the past few weeks
09:31It's also going through
09:32An optimization pass
09:33With the artist looking
09:35Into reducing memory consumption
09:37Wherever applicable
09:38And making each individual asset
09:40As efficient as possible
09:48The terrain of Delamar
09:49Is getting polished up
09:51And both the assets and rocks
09:53Are all being finalized
09:54We're also setting up
09:56The specific asset scattering presets
09:58For the different ecosystems
09:59To populate the asteroids
10:01With defined objects
10:05The planet tech
10:06Has gotten a couple of new features recently
10:08The overall amount of materials
10:10That can be used on the terrain
10:12Has increased significantly
10:14Therefore
10:14New materials are being created
10:17For the moons
10:17To make the surfaces
10:18Even more diverse
10:19From one another
10:21Along with that
10:22The moons also got
10:23A performance boost
10:24By optimizing which assets
10:26Are being drawn on the surface
10:28Of the procedural entities
10:30At any given time
11:11The tech art team
11:13Worked on multiple mannequin tasks
11:16Including animations
11:18For both useables
11:19And the cinematics team
11:20Mannequin is a tool
11:22Within Lumberyard
11:23That allows us to construct
11:24Complex interactive character animations
11:27Fairly easy
11:28They also refined
11:30Some of the earlier shown
11:31Pipeline tools
11:32By adding new features
11:33And fixing bugs
11:34To make them easier to use
11:36And more dependable
11:37They did a handful
11:39Of additional things
11:40Such as prototyping
11:41Vandal weapon
11:42Some physical simulation
11:44R&D for weapons
11:45And bug fixes
11:46To name a few
11:47The VFX team in Frankfurt
11:50Has been continuing
11:51To work on particles
11:52For the planet effects
11:53One of the new features
11:56We recently implemented
11:57Are animated decals
11:59This now allows us
12:00To project certain
12:01Animated textures
12:02On objects
12:03So it will follow
12:05The contours
12:06Of those objects
12:06Instead of having them
12:08On a flat plane
12:09That is roughly
12:09Aligned to the surface
12:11This helps to integrate
12:12Certain effects
12:13Into the world
12:14A lot more efficiently
12:15And with much better results
12:17Than what we could do previously
12:19The VFX team in Frankfurt
12:21Also grew by one member
12:23This month
12:23He'll primarily be focused
12:25On a large amount
12:26Of cinematics work
12:27That needs to be done
12:28For Squadron 42
12:29Including soft
12:30And rigid body simulations
12:31As well as destruction
12:33Particle effects
12:34And the scene setups
12:36To go along with those
12:37The QA team this month
12:39Grew by one member
12:40John Lang
12:41He got up to speed fast
12:43And soon became
12:44A primary point of contact
12:46For any game dev
12:47Client issues in Frankfurt
12:48Ensuring that he knows
12:50The current state
12:51Of game dev
12:52At any given time
12:53He's also been
12:55Heavily involved
12:56In various system testing
12:58This month
12:58Such as a new
12:59Stamina system
13:00Currently being worked on
13:02In both Frankfurt
13:03And UK offices
13:04Together with Glenn Neal
13:07They were able to begin
13:08In the initial testing pass
13:09In an effort to gather data
13:11For our game programmers
13:12To use for bug fixes
13:14And overall improvements
13:15To the system
13:17QA team's also been working
13:19On testing the patcher
13:20Itself
13:21The editor
13:22Server connections
13:23And the star citizen client
13:25Using the new pack system
13:27In order to catch crashes
13:28And differences
13:29Between builds
13:30Pulled with the old patcher
13:32Versus the new patcher
13:33It's an ongoing test
13:35That they perform daily
13:36To stay on top of
13:37Any potential issues
13:38That arise from build to build
13:40Additionally
13:41Additionally
13:41They also spent time
13:43Testing various multiplayer
13:44Issues for the Stamina system
13:46Which included
13:48Moon collision testing
13:49They work extremely close
13:52With the engineers
13:52And test very specific things
13:54In a very specific way
13:56To get the data
13:57That the engineers are after
13:58The engineers then
14:00Take those findings
14:01To work out fixes for issues
14:03And also improve things
14:04Such as stability
14:05And potential memory issue
14:07This month
14:08The FPS weapons team
14:11Was primarily focused
14:13On R&D efforts
14:14For weapon skins
14:16They spent time
14:17Prototyping
14:18Camouflage patterns
14:19Decals
14:20And material variations
14:22This will set us up
14:24For future weapon customization
14:26And allow us to
14:27Quickly and easily
14:28Create special one-off variants
14:30When we want
14:31The ship weapons artists
14:33Are currently working
14:35On the preacher
14:36Arminent
14:36Distortion Scattergun
14:38S1 to S3
14:39And started work
14:41On the Apocalypse
14:42Arms Ballistic Scattergun
14:44S1 to S3
14:45This past month
14:46The cinematics team
14:47Focused on
14:48Previz Pipeline
14:49With the goal
14:50Of getting most
14:51Of the cinematics
14:52Into the game
14:53Regardless of their
14:53Current state
14:54Either polished
14:55Or rough
14:56This will help
14:57Designers
14:58And directors alike
14:59Get a better idea
15:00Of the overall flow
15:01And pacing
15:02For the full playthrough
15:04Of Squadron 42
15:05Through the next few weeks
15:07They'll be working closely
15:08With facial and audio team
15:10To get a full representation
15:11Of performances
15:12Working in-engine
15:14They also spent some time
15:16Getting a small
15:16Motion capture system
15:18Set up in one of our
15:19Common areas
15:20With help from
15:21Kyle Moody
15:21From the UK
15:23For those that don't know
15:24Motion capture
15:25Or mocap
15:26Allows us to capture
15:28An actor's motions
15:29And map them
15:30To a digital character
15:31It's a way for us
15:33To quickly generate
15:33A base animation
15:34For the animators
15:35To then modify
15:36If they need
15:37We set up
15:3911 OptiTrack cameras
15:40In total
15:41Which gave us
15:42A small capture volume
15:43Of roughly
15:43Three meters squared
15:44The cinematics team
15:46Will primarily
15:49Use it
15:49To capture
15:50Background characters
15:51For individual scenes
15:52As well as
15:53Transition animations
15:54To help link animations
15:56That are not quite aligning
15:57It can also be used
15:59To capture quick animations
16:00That we can use
16:01For outstanding R&D tasks
16:02From our animation engineers
16:03And save the animators
16:05Some time
16:05The system won't be
16:07Set up permanently
16:08But once we have
16:10A small list of animations
16:11That we want
16:12The team can set it up
16:13In about an hour
16:14And quickly get
16:16What we need
16:16The game programming team
16:18In Frankfurt
16:19Has grown over
16:21The past few months
16:22Team is currently
16:23Of three people
16:24With one lead
16:25And two regulars
16:27This month
16:28They did a pass
16:29On improving the functionality
16:30Of doors
16:31Then started working
16:33On airlocks
16:33Both the doors
16:35And airlocks
16:36Need to be set up
16:37As simplified
16:37As much as possible
16:39And integrated
16:40With the latest changes
16:41Of item 2.0 system
16:43They also added
16:44A few small features
16:45To the weapons
16:46Such as the ability
16:47To have different
16:48Muzzle flash effects
16:49Or different vent effects
16:51Based on the current
16:52Fire mode
16:53As well as
16:54Fix numerous bugs
16:55They also started
16:56Planning the work
16:57Needed for the improved
16:58Weapon system
16:59This new system
17:01Is based on the
17:02Item 2.0 system
17:03And will allow
17:04The designers
17:05To create a wider
17:06Variety of weapons
17:07More easily
17:08It will also address
17:09Technical issues
17:11Such as client-side
17:12Prediction
17:13And server authority
17:14It's still in the
17:16Research phase
17:17And it is a
17:17Long-term effort
17:18However, we're confident
17:20That we're on the
17:20Right track
17:21And implementation
17:22Can begin within
17:24The next few weeks
17:26So that wraps it up
17:27For Frankfurt
17:28This month
17:28Appreciate all the support
17:30You enable us
17:31To do what we love
17:33To do
17:33And I will be back
17:35Next month
17:35With another update
17:36See you in the verse
17:40A lot of interesting
17:41Stuff in that update
17:42Imagine being stuck
17:43On the dark side
17:44Of a moon
17:44When they didn't
17:45Add that atmospheric
17:45Glow
17:46It might be pretty
17:48Realistic
17:48But not very good
17:49For visibility
17:49Yeah, and that's
17:50A good example
17:51Of how game design
17:52Works
17:52We figure out a way
17:53For one sun
17:54To light an entire
17:55System
17:55Only to create
17:56This new problem
17:57So considering
17:58How the environment
17:59And art teams
18:00Work
18:00To make this game
18:01Look beautiful
18:02It would be a shame
18:03If you couldn't
18:03See any of the
18:04Textures
18:04Yeah, exactly
18:05But let's talk
18:06About something
18:06That's supposed to
18:07To be hard to see
18:08The Aegis Eclipse
18:10This new stealth bomber
18:11Has several great features
18:12Including different
18:13Wing positions
18:13For atmospheric
18:14And space flight
18:15Here's a ship shape
18:16For more details
18:17On this exciting new ship
18:26My name is Paul Jones
18:27I'm one of the art directors
18:29Here at Foundry 42
18:30I'm Jeff from Tech Design
18:31Technical designer
18:32That made the Eclipse
18:33Or made the spec
18:34For the Eclipse
18:34Aegis is meant to be
18:36One of the older
18:36Companies
18:37You know
18:38Sort of law
18:39Basically
18:39Generally sort of
18:40Long
18:42Long sweeping lines
18:43You know
18:44Quite clean
18:44Sort of body
18:45You know
18:46Always well thought out
18:47Not greebly
18:48Not like
18:48It's not industrial
18:50You know
18:51There's a certain level
18:52Of clean industrial design
18:53That have gone into these
18:55The Eclipse
18:55Was the first ship
18:56I got to actually create
18:58In Tech Design
18:58So I've been in Tech Design
18:59For about a year now
19:00And I've picked up
19:01A lot of other people's ships
19:01Like the Argo
19:02And the Idris
19:31But this was the first ship
19:32Sweeping lines basically
19:34And then as we've developed
19:37We kind of shifted away from that
19:38And went more towards
19:39A sort of
19:40Saber styling basically
19:41Initially
19:43I kind of envisaged it being
19:44A descendant of the Avenger
19:47So it would have lots of the
19:48Similar tellings of the Avenger
19:49The smooth shape
19:51Like the long profile
19:52But as the ship design went along
19:54The ship became a bit more angular
19:56Much like the likes of the Saber
19:57You know
19:58In the sort of
19:59In the concept process
20:00You know
20:01We're starting with
20:02Well we start with a rough shape
20:04We then started pushing towards
20:06Saber styling
20:08And then
20:08It was
20:09You know
20:10It's always really about
20:11That top profile
20:12That sort of delta
20:13Cockpit
20:14And then your intakes
20:16And so we've
20:16You know
20:17We started off with
20:17The traditional two intakes
20:19And then we sort of
20:20Decided to sort of
20:21Bisect them
20:22And then have two intakes on the top
20:23Two intakes on the bottom
20:24See what that does
20:25And then I was like
20:26Okay I don't like that
20:27So let's try four on the
20:29Four on the top
20:31Which make
20:31You know
20:32A real sort of
20:33Striking feature of the ship
20:34And then
20:35That was pretty much it
20:37That was it
20:37That was kind of like
20:38Okay that's
20:39That's the one we're going for
20:40Because this is meant to be
20:42Stealth bomber
20:43Of the future
20:44Kind of sort of felt it worked
20:46It worked better
20:47To sort of push in that direction
20:48So this even more so
20:50Than the Sabre
20:51Is going to be
20:51A very stealthy vessel
20:52But unlike the Sabre
20:53It's no dogfighter
20:54You know
20:55We've stuck fairly close
20:56To the brief
20:57And you know
20:57We gave Chris's options
20:58Of you know
20:59Slightly wilder ones
21:01You know
21:01Ones that were sort of
21:02Entring probably more
21:02Into Batman territory maybe
21:04Basically Chris was like
21:05Oh no
21:05Like you know
21:06Like this one
21:07From there
21:07Off we go
21:08Basically
21:08It's a
21:09How can we take
21:10Something familiar
21:11How can we advance it
21:12But still keep it
21:14Recognisable
21:14The Eclipse is
21:15It's very much
21:16A military ship
21:17I was looking at a lot
21:17Of the stealth fighters
21:18Obviously that exist
21:20The B2 was a very heavy
21:21Inspiration for the design
21:22Of the ship
21:23Just looking at the ship
21:24From the front
21:25You have this clean profile
21:26Where you've got the wings
21:26And it just kind of
21:27Bulbs out of the body a bit
21:28And that's kind of
21:29What I wanted to echo
21:30With the Eclipse
21:30Because having it loaded
21:32Loaded with loads of bombs
21:33And loads of guns
21:34Dangling off it
21:34All over the place
21:35It wouldn't look stealthy
21:36And in a way
21:37That minimalist design
21:38Is kind of menacing
21:39You know
21:39You'll see the shape
21:40Coming and you'll know
21:41Immediately what it is
21:42Currently the way
21:43Stealth works
21:44Is your ship has
21:44A cross section
21:45And that's kind of
21:47How easy you are
21:47To detect
21:48And basically
21:49Yeah
21:49A lot of that's radar
21:50One of the guys
21:51In QA actually
21:52Used to play
21:52With the
21:53Hornet Ghost
21:54Where you could
21:55Turn off
21:55Loading systems
21:56Like you know
21:56Your engines
21:57And you could turn off
21:57Your shield generators
21:58And it reduces loads
21:59Of your signatures
22:00So much
22:01That you can only
22:02Detect it
22:02When you're looking
22:03Basically directly at it
22:04And that was one
22:05Of his favourite strategies
22:06In Arena Commando
22:06And that's kind of
22:07The sort of thing
22:08I was kind of
22:08Thinking of with
22:09With the Eclipse
22:09Is when you're
22:10Flying towards a target
22:11If you know roughly
22:12Where they are
22:12You fly towards them
22:13And you go dark a bit
22:14You know
22:14You'll turn off
22:15Any systems you don't
22:16Need right now
22:16And then when you get closer
22:17Light everything up
22:18And try and get them
22:19You know
22:20We've got a bomb bay
22:21That holds three torpedoes
22:23They're size nines
22:24The same as the
22:25Retaliator
22:27And while a lot of
22:28The space on the interior
22:28The Retaliator's
22:30Occupied with its torpedo bays
22:31In the Eclipse
22:32We had to kind of
22:33Tone it down a bit
22:34Keep it a lot more compact
22:35So we've created a new
22:38Torpedo firing mechanism
22:40Basically
22:40Which is just like
22:41It's like a tube
22:42Inside the ship
22:42Which will have
22:43Three torpedoes inside it
22:44And it'll fire one torpedo
22:45And then rotate
22:46And you can fire another one
22:47And then sort of
22:48Also featuring in
22:49Sort of functionality
22:50Adding to the ship
22:51Part way through the process
22:52So it's got
22:54Multiple configurations
22:55Basically of the wings
22:56When the ship is
22:59In atmosphere
22:59The wings
23:00The wings actually
23:02Sort of fold back a bit
23:02And when it's in atmosphere
23:03They'll fold out fully
23:04So it's got the full
23:05Flat profile
23:06And it's got a handful
23:08Of little fins
23:08On the nose
23:09And towards the back
23:10And they'll be
23:11Popping out basically
23:12To give the guys
23:13That it flies better
23:14In atmosphere
23:15And if we can
23:16We'll definitely be giving it
23:17That kind of
23:19Profile and update
23:20But in space
23:20All this stuff's
23:21Going to pop back in
23:22And the wing's
23:23Going to tuck back
23:23A little bit
23:24And which should
23:25Make its profile
23:26Just slightly smaller
23:27So it'll be
23:28Slightly harder to shoot
23:28Slightly harder to detect
23:30You know
23:30And then the other
23:31Defining feature
23:32Was basically
23:33Its landing state
23:34So it's a very
23:35You know
23:36It's quite a wide ship
23:37And so
23:38It wasn't going to work
23:39For a lot of landing areas
23:40And so this basically
23:41Kind of riffs off
23:43A lot of what
23:43The military do anyway
23:44On like
23:45Aircraft carriers
23:46So we've got
23:46Folding wings
23:47It isn't
23:48You know
23:49It isn't quite
23:49They don't fold over
23:50As far as military
23:51We've kept
23:52You know
23:52We've gone for a very
23:53Certain sort of
23:54Graphic style
23:55Cuts a very
23:56Noticeable sort of
23:57Silhouette
23:58And then the landing gear
23:59Is sort of part
24:00Of the folded wings
24:01It's one of those
24:02That like
24:02It's going to have a niche
24:04It's definitely
24:05Not going to be
24:05You know
24:06You're not going to
24:06You're not going to
24:06Have it like a hornet
24:07And take it
24:08Basically anywhere
24:09And see what you can do
24:09If you take this
24:10Off fighting
24:12Regular pirates
24:12Near a station
24:13You're wasting your time
24:15Because those size 9
24:15Torpedoes
24:16Are going to take
24:16Forever in a day to hit
24:17They're going to
24:18Take forever to lock on
24:19You've only got
24:19Two size 2 guns
24:20And the ship doesn't
24:21It doesn't
24:22Like
24:22It can
24:24Dogfight at a pinch
24:25But it's no dogfighter
24:26It's one of the key things
24:27I kind of wanted to stress
24:28Is it's kind of
24:29Not so much ponderous
24:30But definitely
24:31It's not agile
24:32But then if you do know
24:33Where a big target is
24:34If you can get a
24:35Constellation
24:35On its own
24:36You can kill it
24:37It's going to be
24:38A really cool ship
24:39To watch
24:39Sort of just come in
24:40And then wings fold up
24:42And then it's
24:42Sit on the ground
24:43So it looks really
24:45Intimidating
24:45Which is kind of
24:46What we were driving for
24:48What you want
24:49As a stealth bomber
24:50Isn't it
24:50You want something
24:51That's going to
24:52Cause trouble
24:53And look like it too
24:55Great work guys
24:56If you want to add
24:57This stealth ship
24:58To your fleet
24:59The Aegis Eclipse
25:00Is on sale until
25:01Friday
25:01June 2nd
25:02And subscribers
25:03Can also learn more
25:04About the Aegis Eclipse
25:05By checking out
25:05The latest edition
25:06Of Jump Point
25:07And visiting the vault
25:08For some concept images
25:09Awesome
25:09We also answered some questions
25:11About the Eclipse
25:13Earlier this week
25:13So check out the ship
25:15Q&A for more information
25:16So that's it
25:17For this episode of ATV
25:19A big thanks to
25:20All of our backers
25:21For your support
25:21We couldn't build a game
25:23Like this without you
25:24And thanks for watching
25:25We'll see you
25:26Around the verse
25:55Thank you for watching
25:56So if you want to keep it
25:57With the latest and greatest
25:58In Star Citizen and Squadron 42's
26:00Development
26:00Please follow us
26:01On our social media channels
26:03See you soon
26:10We'll see you soon
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