(Chris here) Yeah I exited on the pyro side right next to the station I'm pretty sure even if you told me exactly what would happen I wouldn't have been able to stop or avoid the station in time, feels pretty unfair and hopefully will get fixed soon, (I'm guessing you exit on both sides within a probably spherical area with some randomness to heading and facing) also exited the jump point once while a server was about to enter server error, so I was locked at 2000m/s, and I couldn't enter SCM mode to slow down or slow down in nav mode, I could only ping to see the asteroids in the dark and dodge, sadly that video is from a prior build that's under NDA, so can't share it, but it was over 45 seconds of dodging rocks in the dark with an internal monolog that would just be a series of bleeps on youtube.
Bizarre that in the previous video people were going "I hope we keep the high exit speeds!" without considering the actual consequences of it whatsoever
Try jumping with a ship that has ha huge hangar and a second ship inside. When inside the tunnel try to fly the small ship out of the big ship and see if you can maneuver with SCM.
Wouldn’t work. As carrack is still moving through jump point so unless the small ship is still moving with large ship after taking off (before leaving ship) it will just smash into the back of hangar.
@@SinfulRxvenbut it can be tested on the C2, on the internet has some videos of using a snub fighter inside the C2 in quantum, probably can do the same thing on the tunnel
@@ivensauro I would vote for C2 as well as you can just drop off the back assuming you can open the doors in the tunnel. Maybe a hover bike off the Nomad? I do assume you'll just instantly drop off the tunnel when doing this, but might also end up in limbo like ejecting did here.
Katie: the on the list of "known issues" is the fact that the ships often egress the tunnel while still going tunnel speeds. SOMETIMES switching to SCM slows you down quickly enough, other times not so much. The ships need to egress the tunnel at exactly 0 m/s and no faster. Because CIG has coded in random egress points to prevent tunnel camping, you might come out into the Pyro system with a clear shot and enough time to slow down. Other times, you might not and, well, you got to see what happens there. I did two jumps from Stanton -> Pyro last night in large Origin ships: the 890J and the 600i. In the first one I exited the tunnel with enough space around me to kick into SCM and stop the ship. The second time? Well, my 600i became one with a nearby asteroid. CIG's still got quite a bit of work to do here. And we need light from the Pyro star to illuminate the asteroid field, too. It's been that way since we first visited Pyro.
Is it possible to jump from Stanton to Pyro in a capital ship like 890J? I saw a video where the Reclaimer can't jump through the wormhole, but Reclaimer is not capital. Did CIG change it?
Beautiful sequence, I can't wait to start making these jumps! I think it makes perfect sense that the Carrack would handle very well in wormholes though, and I'm glad to see it feeling good to fly, since plotting new jump routes and navigating them is one of its primary roles.
I've kept telling myself I wasn't going to watch any video's of these play tests for like 5 days now. That when I see it for the 1st time I've wanted to experience it for myself. But damn it I can't wait any longer. 1st fully backed in 2014. 10 years I've been waiting to do this and it looks freaking EPIC!!
To be honest it's always refreshing to watch your videos because you're testing what they are doing and what they have currently in game. Not what they talked about in the future. It's nice that you're not getting on the complain train like everybody else seems to be.
I need CIG to make a Hell realm at some point. I gotta scratch that Event Horizon itch! "Fell out of the spacewarp tunnel? Believe it or not, straight to hell!"
I'm assuming the reason why it feels slower in 3rd person is the lack of reference with the moving particle effects compared to the 1st person perspective, the sci-fi "Dust" used in star trek, star wars, and many others are to give a frame of reference and a sense of speed, But since you're further away from that reference, it doesn't feel as fast. Similar to if you fly high in the sky vs low to the ground, you can move the same speed but the sense of speed feels different.
Just the concept of this the way CIG visualized inside a game is already WOW by itself, but the way they make it happen and all the details on the animations and sound design is literraly mind blowing, these guys are mastered the visuals, people dont realize how gorgeous is this game already, imagine after it uses all the computer power and servers running smoooooth, will be like take LSD and stay sober.
I think the reason why first person feels faster in the jump tunnel, is because the FOV seems to be increased for first person during the jump, but it doesn’t increase for third person, which makes it appear to be slower.
Thanks for the fun! I have to shout out to Kate and her Racoons. They were my first experience in the verse. Miss you guys and the shenanigans. Best ~AcidRaine
This looks so cool to do, I hope this comes out sooner than later. I'm glad CIG are allowing some of the EVO stuff be recorded. Makes me so excited to play.
Great video! I was able to make 4-5 sequential jumps tonight, back and forth… and it was really fun. The frame rate definitely took a hit while inside and there were lots of audio and other glitches… but I would say the build was a lot more stable than the prior builds.
So it's looking like the wormhole scales to the largest ship in the formation. If you are in a small to medium ship, it seems like you would want to go through in formation with the largest ship possible, so that you will have more room in the tube, making avoiding the cross pieces, and make steering easier over all.
i don't think the tunnels really change in size, I think they have purposefully made their size ambiguous with the way ships react and maneuver in the tunnel and the combination of disorienting effects and undulation of the tunnel itself.
When you exit the wormhole going like 2000m/s, try the space anchor. Space anchor is when you switch to gun mode from nav mode while going really fast. For some reason, your ship will pull like 500G's making sure you slow down to SCM speeds. Could work here.
The carrack is supposed to have some kind of advanced assist for wormholes i seem to remember. Something to do with its aerials deploying to help keep it away from the edges I think. Also, I'm curious if you could theoretically fly in real space between systems. I know it would realistically take too long, same as flying between planets, but is it possible, or are you loaded into a system when jumping.
I really don't like the magic brake when switching from NAV to SCM mode. It allows for all kinds of cheese and removes the need for skill in controlling your speed since you can always magically drop speed instantly just by switching modes (it also allows for really fast surprise attacks). IMO switching to SCM should require first braking to SCM speeds, auto-braking with the real braking capacity of the ship will just lead to loss of control. And of course the jump tunnel exit speed should be something sane so the "switch the SCM for instant magic brakes" -trick is not required.
And the "automatic precision mode" (landing gears, though I always disable that) *also* should not have magic brakes. All braking should be done within the real thruster capacity the ship has available (maybe auto-applying boost but again only within the boost pool capacity)
In fairness the landing precision mode will use thrusters to slow you down, but yes to the OP that Nav should be an option when you are in a transitional window of opportunity near the max speed
Saucy title 😜 Ps SCN and drop landing gear will help to really slow you down. Also the reason first person feels faster than 3rd person veiw is because you have increased your fov, which only effects first person veiw. And with a higher fov you will get a better sence of speed.
the reason 3rd person felt easier is because you have an automatically wider field of view of the environment, so visually you are moving slow but in reality, you're just seeing more.
Thank you for taking my suggestion about taking a larger ship into the jump gate. Most always shown medium ships until now, and it's good to know about the ejection part too. Lastly, I'm wondering how a fully Hull series ship fully loaded would fair going through the jump gate ? CIG showed it in a commercial they had shown earlier this year, so i'm wondering if that's possible.
its the FOV of inside or outside that may make speed seem dif. inside FOV in a worm hole seem to be fish eye FOV. with wide FOV u see more.thus stuff seems faster if flying low ect. in cockpit FOV auto warping when a ship is going fast is a on / off setting in opshions
Important note: leave Nav mode when exiting... or... pain will ensue. Fly through with a passenger and have them EVA... new form of "walking the plank"?
I have found that the new flight model that reduces significantly the force provided by maneuvering thrusters to be a major problem when combined with the speed that ships are ejected from the jump. It is as if no one at CIG had the common sense to NOT place a massive structure at the opening of what amounts to a inter stellar rial gun or to not point the end of the barrel through the asteroids while simultaneously cutting the brake lines to your ship. A failure is what it represents. Unless this is corrected by CIG I will not bother doing suicide runs through the jump points into an asteroid field. I have better things to do with my time.
Was kind of suppressed they allowed ships without jump drives to make the jump from Stanton to Pyro, I was under the impression you needed a "jump drive" to make the jumps between systems.
If they were allowing ships without jump drives to jump it was likely only to facilitate testing. Making sure as many people as possible that tried to jump could jump, to test the system. Afaik jump drives will absolutely be a requirement.
I wonder what would happen if you launched a ship from the carrack's bay while in the tunnel. I'd try a pisces and a snub, so we can see what happens if you're in a ship with no quantum drive!
(Chris here) Yeah I exited on the pyro side right next to the station I'm pretty sure even if you told me exactly what would happen I wouldn't have been able to stop or avoid the station in time, feels pretty unfair and hopefully will get fixed soon, (I'm guessing you exit on both sides within a probably spherical area with some randomness to heading and facing) also exited the jump point once while a server was about to enter server error, so I was locked at 2000m/s, and I couldn't enter SCM mode to slow down or slow down in nav mode, I could only ping to see the asteroids in the dark and dodge, sadly that video is from a prior build that's under NDA, so can't share it, but it was over 45 seconds of dodging rocks in the dark with an internal monolog that would just be a series of bleeps on youtube.
Chris...Roberts? 👀
@@WaterdropGirl Heh no there is more than one Chris XD There were 3 of us in my 5:th year class of 20 people.
Yes, the devs said in an ISC that exiting a jump is random in order to avoid campers just waiting to ambush you when you drop out.
Bizarre that in the previous video people were going "I hope we keep the high exit speeds!" without considering the actual consequences of it whatsoever
Did you try dropping the landing gear to slow down?
You should stand on the outside of the carrack or 890 jump as it's going through the jump point.
Doesn't the Corsair elevator stop on the roof?
@@dawnfire82 yes, but I'm not sure if it has a gravity area like the carrack or 890 jumps.
@@kaimeraprime Yes, it has.
also zeus docking port
That opening sequence is stunning. Just gorgeous. Thanks for sharing.
3:40 That entire sequence looks straight out of a horror movie. Especially that section where you can only see the asteroid by pinging.
Anxiety inducing indeed! yeesh!
Finally get to see a real black space scene.
Real nice to see jumping working better and better each time
Being lost between two systems sounds like a horror movie lol. Nice video, can't wait to go through a jump point myself.
Try jumping with a ship that has ha huge hangar and a second ship inside. When inside the tunnel try to fly the small ship out of the big ship and see if you can maneuver with SCM.
Wouldn’t work. As carrack is still moving through jump point so unless the small ship is still moving with large ship after taking off (before leaving ship) it will just smash into the back of hangar.
@@SinfulRxvenbut it can be tested on the C2, on the internet has some videos of using a snub fighter inside the C2 in quantum, probably can do the same thing on the tunnel
@@ivensauro I would vote for C2 as well as you can just drop off the back assuming you can open the doors in the tunnel. Maybe a hover bike off the Nomad?
I do assume you'll just instantly drop off the tunnel when doing this, but might also end up in limbo like ejecting did here.
3:57 love how silent you went when all those asteroids were scanned
Pucker factor over 9000 right there😂😂
Was thinking the same thing. I hope they don't automatically lower the speed on exit and actually force us to manually switch to SCM to slow down.
Katie: the on the list of "known issues" is the fact that the ships often egress the tunnel while still going tunnel speeds. SOMETIMES switching to SCM slows you down quickly enough, other times not so much. The ships need to egress the tunnel at exactly 0 m/s and no faster. Because CIG has coded in random egress points to prevent tunnel camping, you might come out into the Pyro system with a clear shot and enough time to slow down. Other times, you might not and, well, you got to see what happens there.
I did two jumps from Stanton -> Pyro last night in large Origin ships: the 890J and the 600i. In the first one I exited the tunnel with enough space around me to kick into SCM and stop the ship. The second time? Well, my 600i became one with a nearby asteroid.
CIG's still got quite a bit of work to do here. And we need light from the Pyro star to illuminate the asteroid field, too. It's been that way since we first visited Pyro.
Is it possible to jump from Stanton to Pyro in a capital ship like 890J? I saw a video where the Reclaimer can't jump through the wormhole, but Reclaimer is not capital.
Did CIG change it?
Kind of fitting that the Pyro side of the JP is a massive death trap.
actually makes it more interesting at least it makes the JP scary.
Move the station to the left but leave a huge asteroid field to dodge ha ha 😈
It would have been so cool if she had said while EVA'ing in the wormhole, "My god...its full of stars!!!" 🤣
The jumps are getting better. Let's hope for 4.0 soon. We need more systems!
first of all we need enough content and gameplay loops
Should hopefully release during IAE along with the Polaris (and a few other ships IIRC)
@weisthor0815 we're all going to be trying to hijack peoples Polaris and Idris' soon
9:00 the music REAAAAAAAAAAAAALLLY fitted this very gorgeous moment we saw.
All the tests CIG throws at us need to be broken, everything must be checked!
Beautiful sequence, I can't wait to start making these jumps!
I think it makes perfect sense that the Carrack would handle very well in wormholes though, and I'm glad to see it feeling good to fly, since plotting new jump routes and navigating them is one of its primary roles.
Kate, I gotta hand it to you. The music. The editing. The camera angles. All top notch. Chef's kiss! ❤❤❤
I'll forgive you for abandoning your Arrow into the depths of the void in the quest for human knowledge.
This iteration of the jumpoint mechanic certainly improved visuals and control. We are not far away from something tangible for use
The opening sequence gave me goosebumps, reminded me of Interstellar... simply beautiful.
That was really cool. Love the "for science" mentality lol
I've kept telling myself I wasn't going to watch any video's of these play tests for like 5 days now. That when I see it for the 1st time I've wanted to experience it for myself. But damn it I can't wait any longer. 1st fully backed in 2014. 10 years I've been waiting to do this and it looks freaking EPIC!!
It's gonna be so cool once they get Nyx ingame as well, so we can compare and contrast the different jump points with each other.
The Lady between two worlds!! that eject into the Jump Tunnel was an awesome sight!!
To be honest it's always refreshing to watch your videos because you're testing what they are doing and what they have currently in game. Not what they talked about in the future. It's nice that you're not getting on the complain train like everybody else seems to be.
Whoever does the music for your videos... WELL DONE! That Carrack jump made me tear up.
I need CIG to make a Hell realm at some point. I gotta scratch that Event Horizon itch!
"Fell out of the spacewarp tunnel? Believe it or not, straight to hell!"
They could call it the Star-Immaterium... I'm sure GW wouldn't say a thing...
@@MadTPot Imagine if ships needed to have a Gellar fields to do jumps safely. :P
I'm assuming the reason why it feels slower in 3rd person is the lack of reference with the moving particle effects compared to the 1st person perspective, the sci-fi "Dust" used in star trek, star wars, and many others are to give a frame of reference and a sense of speed, But since you're further away from that reference, it doesn't feel as fast. Similar to if you fly high in the sky vs low to the ground, you can move the same speed but the sense of speed feels different.
Just the concept of this the way CIG visualized inside a game is already WOW by itself, but the way they make it happen and all the details on the animations and sound design is literraly mind blowing, these guys are mastered the visuals, people dont realize how gorgeous is this game already, imagine after it uses all the computer power and servers running smoooooth, will be like take LSD and stay sober.
I think the reason why first person feels faster in the jump tunnel, is because the FOV seems to be increased for first person during the jump, but it doesn’t increase for third person, which makes it appear to be slower.
Wow the view from the station is amazing
The beginning of that video was amazing
I'm so excited for 4.0, I have high hopes we will see it this year going by how well its going in these videos.
I noticed at the start the "Jump Point Detected" marker, probably a glimpse as to how we detect transient jump points in the future.
Thanks for the fun! I have to shout out to Kate and her Racoons. They were my first experience in the verse. Miss you guys and the shenanigans. Best ~AcidRaine
This looks so cool to do, I hope this comes out sooner than later. I'm glad CIG are allowing some of the EVO stuff be recorded. Makes me so excited to play.
Great video! I was able to make 4-5 sequential jumps tonight, back and forth… and it was really fun. The frame rate definitely took a hit while inside and there were lots of audio and other glitches… but I would say the build was a lot more stable than the prior builds.
That looked a lot better than the first time I saw it
The original trailer looked way better than this actually. ua-cam.com/video/VkhBfB6z2v8/v-deo.html
What an epic experience! I cannot wait until this tech is ready for live!
So it's looking like the wormhole scales to the largest ship in the formation. If you are in a small to medium ship, it seems like you would want to go through in formation with the largest ship possible, so that you will have more room in the tube, making avoiding the cross pieces, and make steering easier over all.
i don't think the tunnels really change in size, I think they have purposefully made their size ambiguous with the way ships react and maneuver in the tunnel and the combination of disorienting effects and undulation of the tunnel itself.
Big brain move putting a space station directly Infront of the exit of a wormhole 😊
When you exit the wormhole going like 2000m/s, try the space anchor. Space anchor is when you switch to gun mode from nav mode while going really fast. For some reason, your ship will pull like 500G's making sure you slow down to SCM speeds. Could work here.
i feel the only thing is missing is a nice space horn to announce you arrival/departure
Despite being evo, this seems rather smooth! Gives hope it'll work well when it gets out. Would have been nice to see a Reclaimer jump though 😉
That Carrack is the right ship for the right job.
4.0 looks soooo COOL. Can't wait for 4.0 to go live to PU!
That new UI is looking sick
Was Totally looking forward to this.
Thank you for sharing this. it gives me hope for the future of the game.
9:00 you see galaxies in that point of view.
The carrack is supposed to have some kind of advanced assist for wormholes i seem to remember. Something to do with its aerials deploying to help keep it away from the edges I think.
Also, I'm curious if you could theoretically fly in real space between systems. I know it would realistically take too long, same as flying between planets, but is it possible, or are you loaded into a system when jumping.
The jumptunnel is a sort of loading screen, so without it yoj are hurtling into a void of nothingness
Thanks for sharing the experience.
I would have liked to be at that station as her Carrack went screaming by. Seems like it would have been funny looking.
Kate is now the Emissary!
LOL @ 3:51 People on the station: "Ummm, was that Carrack"
20 seconds later, huge explosion: "Yup"
Oh damn, that throwing out of a jumpgate is soo cool. Hope it becomes a bit manageable and they don't just outright remove it.
this is really useful, thanks- as always!!!
you should eject right before you get to the end of the tunnel and see if you can eva through the exit into pyro/stanton
Can you dump cargo out your ship when travelling through the wormhole?
The ultimate in trash disposal.
Is this in game music!? Holy shit!!!!
that it is not :)
@@Leispada sad
I really don't like the magic brake when switching from NAV to SCM mode. It allows for all kinds of cheese and removes the need for skill in controlling your speed since you can always magically drop speed instantly just by switching modes (it also allows for really fast surprise attacks).
IMO switching to SCM should require first braking to SCM speeds, auto-braking with the real braking capacity of the ship will just lead to loss of control.
And of course the jump tunnel exit speed should be something sane so the "switch the SCM for instant magic brakes" -trick is not required.
And the "automatic precision mode" (landing gears, though I always disable that) *also* should not have magic brakes. All braking should be done within the real thruster capacity the ship has available (maybe auto-applying boost but again only within the boost pool capacity)
In fairness the landing precision mode will use thrusters to slow you down, but yes to the OP that Nav should be an option when you are in a transitional window of opportunity near the max speed
Bruh
Good bit of science Kate.
Saucy title 😜 Ps SCN and drop landing gear will help to really slow you down. Also the reason first person feels faster than 3rd person veiw is because you have increased your fov, which only effects first person veiw. And with a higher fov you will get a better sence of speed.
So this is a medium jump tunnel between Stanton and Pyro. Going to be interesting to see the difference between a small and a large jump tunnel.
you should try leaving the hanger of you carrack with a smaller ship while in the jumpoint
The speed particles in first person give the illusion of going faster than you really are.
the reason 3rd person felt easier is because you have an automatically wider field of view of the environment, so visually you are moving slow but in reality, you're just seeing more.
Find a way to null stop in the space between with the ship that makes space stations and you could be the first interstellar gas station
Drop the landing gear and flip backwards so you use your main thrusters to stop
Keep the tests coming.
Jump gates look amazing.
Can’t wait till they do a gold pass on the Carrack.
Thank you for taking my suggestion about taking a larger ship into the jump gate. Most always shown medium ships until now, and it's good to know about the ejection part too. Lastly, I'm wondering how a fully Hull series ship fully loaded would fair going through the jump gate ? CIG showed it in a commercial they had shown earlier this year, so i'm wondering if that's possible.
its the FOV of inside or outside that may make speed seem dif. inside FOV in a worm hole seem to be fish eye FOV. with wide FOV u see more.thus stuff seems faster if flying low ect. in cockpit FOV auto warping when a ship is going fast is a on / off setting in opshions
thank you, awesome video
Important note: leave Nav mode when exiting... or... pain will ensue. Fly through with a passenger and have them EVA... new form of "walking the plank"?
thank you for answering the hard questions. :P
Thanks for sharing
What would happen if you have a pisces in you carrack and you fly it out during the jump ?`
YAY
Ejecting in tunnel ! U were finally free !
Lost in space. Kids never jump out of a moving vehicle xD
The crashing at the end is an issue…, but it should be fixed for sure soon
wow
Have you tried dropping landing gear after exiting the tunnel to slam the brakes?
Wormhole travel really reminds me of Farscape
good question
This is it boys. This is the update that is going to silence all the naysayers and haters.
keep dreaming 😅
Those guys will never stop
I think people want gameplay more then anything; now that sandworm will be cool.
There's 2 sides for everything you know? preaching is as annoying as haters, just saying!
Thanks for science!
I have found that the new flight model that reduces significantly the force provided by maneuvering thrusters to be a major problem when combined with the speed that ships are ejected from the jump. It is as if no one at CIG had the common sense to NOT place a massive structure at the opening of what amounts to a inter stellar rial gun or to not point the end of the barrel through the asteroids while simultaneously cutting the brake lines to your ship. A failure is what it represents.
Unless this is corrected by CIG I will not bother doing suicide runs through the jump points into an asteroid field. I have better things to do with my time.
Very epic!
Getting answers to the real questions gamers seek
Please try getting Picses out of Carrack hanger while in warmhole/jump.
Was kind of suppressed they allowed ships without jump drives to make the jump from Stanton to Pyro, I was under the impression you needed a "jump drive" to make the jumps between systems.
If they were allowing ships without jump drives to jump it was likely only to facilitate testing. Making sure as many people as possible that tried to jump could jump, to test the system. Afaik jump drives will absolutely be a requirement.
Is that the in-game score or Kate's music during the first jump?
I wonder what would happen if you launched a ship from the carrack's bay while in the tunnel. I'd try a pisces and a snub, so we can see what happens if you're in a ship with no quantum drive!
Thank you
Looks awesome, but I don't like that CIG made wormholes into an obstacle course. That sux!
It seems ok imo and it's really just a distraction. The bridges in the tunnel annoy me tho. They look silly
What's the experience like for someone walking around the Carrack whilst jumping?
So are weapons active in the wormhole? Would combat be an option inside the wormhole?
No, you have to be in NAV mode,
So epic!!!
I wonder what would happen if a c8 or a fury was to launch from the carrack while going through the wormhole.