{"data":{"id":14677,"title":"Design Notes: Cargo Interaction","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/14677-Design-Notes-Cargo-Interaction","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14677","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14677","channel":"Engineering","category":"Development","series":"Design 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Citizens,\nTo date, Star Citizen\u2019s Arena Commander module has put much of the focus on pure action: the thrill of deep space dogfighting. While space battles are a core element of the Star Citizen experience, they are the beginning and not the end of creating a vast, interactive world. And one of the next, most important steps is developing a cargo system that allows players to more fully interact with their environment than any previous space game.\n\nOn first consideration, making cargo sexy might seem like a difficult challenge. The excitement of combat is self-explanatory, while shipping goods from star to star is a different kind of challenge, potentially more of a slow burn. The average pilot would be forgiven for having more interest in a dogfighting module than a cargo demo\u2026 but the reality is, cargo is deeply important to expanding Star Citizen\u2019s gameplay. Whether you\u2019re using it to customize your environment, to build a shipping empire or to run black market goods from Advocacy patrols, a comprehensive cargo system is going to enable Star Citizen to build a real world full of varied gameplay opportunities.\n\nHow do we do it? In the past, space games have solved this problem by separating the player from what was being transported. Shipping a load of tungsten in Privateer or hydrocarbons in Freelancer meant selecting an icon in a menu and being told your ship had been loaded with that particular good. For Star Citizen, we wanted to do more than just give you a cargo manifest; it stood to reason that in our First Person Universe, you would need to be able to fully interact with whatever you happen to be shipping! With this in mind, we\u2019ve set out to create a system that allows for maximum interaction directly with in-game objects.\n\nHow Interaction Works\nThe Star Citizen design team has determined that there are five essential \u2018use cases\u2019 for cargo objects in the game environment. Each of these cases must be developed in the game to give you full control over your cargo and items. Uses cases are as follows:\n\nPlayer to Item: The player must be able to physically manipulate objects in the game world. Whether it\u2019s a frag grenade, a Chairman Roberts bobblehead or a Xi\u2019an space plant, your character must be able to grab objects with one or two hands and then place them where desired.\n\n\n\nPlayer to Massive Item: In development terminology, a massive item is any one that is too large for a player to reasonably interact with themselves. Think a ton of steel, a replacement Hornet wing or a multi-meter torpedo. Massive items differ from standard items because they will require in-game tools for handling: anything from cargo drones to loader suits.\n\n\n\nPlayer to Container: Current Star Citizen pilots are likely most familiar with the Stor*All container found on some models of Aurorae. Under the hood, there are two types of containers: crates and tanks. Crates are containers that can hold the loose items used in the previous use cases. You might fill a container (like the Stor*All) with anything: weapons, electronics, artifacts, personal effects\u2026 even live animals! Tanks are an alternative form of container that hold anything the player wouldn\u2019t naturally interact with: fuel, ore, scrap, nitrogen and the like. To simplify the loading process, every container in Star Citizen will include a port for a cargo jack allowing it to be manipulated directly using an array of anti-grav pulsers. Players will load their containers (or acquire them pre-loaded) and then position them aboard or attached to their spacecraft.\n\n\n\nPlayer to Pallet: Especially important for larger ships (like the Hull C, D and E) which would otherwise take ages to load, the player to pallet use case is how you will be able to stack alike containers. This allows containers to move as a group, as long as the stack is entirely within the locking plate on the top of the lower container. This holds true for grav pallets, which are giant mobile locking plates, and allows for cargo to be moved in bulk.\n\n\n\nPlayer to Cargo Bay: This final state is how players interact with their entire collection of cargo on any given ship. This is where we develop formal mobiGlas and environment tie-ins to give pilots control over their entire cargo manifest. From the manifest view, they can view and track all containers and items on a particular ship.\n\nAll of the above use cases are built atop one requirement: the ability for the player to manipulate individual component items at will. To enable this biggest technical hurdle, we have created a system called Grabby Hands. We\u2019ve put together four demos to show you exactly how Grabby Hands works and what it lets you do!\n\nLooking at an item and then pressing F will pick it up. The appropriate animation will play and the item will be attached to the players\u2019 hand. The item is now held! Looking down at the item again and press F will put it down. A raycast at shoulder height will determine where the item will be put, and the appropriate animation will play to put it there. While holding an item, look down at it and press and hold F will enter precision placement mode. In this mode, an AR indicator allows the player to choose the location where the item will be put. While in precision placement mode, clicking and dragging will allow the player to rotate the object around pitch and yaw. Make no mistake, this is more than just a system for picking up and putting down objects. With this process in place, we don\u2019t need to create a unique animation for every single object in the universe; the game adapts to interact with what you\u2019re doing, the way you want!\n\nTwo-handed objects are reoriented automatically when picked up to simplify the attachment points needed for these animations. Beyond this exception, two-handed objects work exactly like one-handed ones do.\n\nHere\u2019s where Star Citizen\u2019s physics engine really shines! By interacting with items, you can manipulate them in a realistic manner that takes into account your environment (and its respective gravity and other conditions.) What that means in this case is that you can use Grabby Hands to manually flip a coin! Moving up while releasing the coin will cause it to flip, at which point it can be caught again. Holding still or moving down while releasing will simply drop the coin. Multiple coins can be picked up and flipped simultaneously, causing it to rain coins and make a mess. Groups of coins set down together tend to be much more organized. But this isn\u2019t just about coins: it\u2019s about creating a system that gives players more control over their universe. It will create new ways for players to express themselves through their interactions in the \u2018verse!\n\nWhen holding a useable item, look down at it and double tap [F] to use the item. While an item is in use, double tap [F] to unused the item and return it to the cargo state. This means that any personal item you might use (such as a gun, or a flashlight) can also be stored as cargo.\n\nEvery container has two key statistics: Standard Cargo Units (SCU) and Number of Ports. These define everything the game needs to know about loading a container onto a pallet or attaching it to a ship. SCU defines the exterior dimensions of the container in cubic meter increments, while the number of ports defines how many discrete slots into which items can be placed are available. Ports are 0.25m spaces.\n\nIn this example, the container is a 2SCU, 63Port container (a 2.5m x 1.25m x 1.25m container with a 2.25m x 1.0m x 1.0m available interior space.) Items are also rated in the number of Ports they occupy when placed into a crate: a pistol is 1p, a rifle is 2p, a missile is 6p and so on. When an item is released inside the containment field of a crate, the item latches onto the nearest port and animates into place.\n\nAs noted above, pallets are used to move more cargo in fewer trips. Loading fifty individual containers of ore would be no fun (and ultimately wouldn\u2019t be realistic) and so a system must be put into place to allow bulk loading of same cargo. The player will interact with very large containers and pallets, often so large that they will obscure visibility. To counter this issue, the cargo jack includes a UI interface depicting the local area to the player, much like the landing assist UI recently premiered in Arena Commander. This ultimately allows for precise and intentional manipulation of cargo.\n\nThe SCU value introduced earlier defines the exterior dimensions of containers, which is important to note because it allows the number of SCU a ship is rated for to actually correlate with the SCU value of all containers which can be placed inside that particular cargo bay. Containers are placed in a locking grid of sorts, which marks out (floor to ceiling) where cargo can be stored onboard a ship.\n\nThe technology that drives these locking plates only require power to change state, and will secure even unboxed cargo as long as it is fully within the locking area. This means that only cargo containers can stack while disallowing infinite bridges, and that turning off the power plant won\u2019t shred the ship with instant cargo shrapnel. Active locking plates are lit gold, although the light will change to red if there is something wrong: the cargo bay is too damaged to maintain lock, any of the items atop the plate cannot be secured and so on.\n\nShip\/Cargo Interaction\nFinally, as included in the final use case players must be able to interact with their cargo from the ship\u2019s onboard manifest. Using the manifest, you can activate and deactivate locking plates (to jettison cargo), set orders for arranging cargo and see the effect that all of your items are having on your center of mass (unlike previous games, your ships\u2019 performance will be tied to the mass and volume of what you decide to load aboard her!) We are in the process of developing the UI for this system today, and are proud to present a mockup of the current version.\n\nThis gallery of images were created internally to pitch the cargo concept to the team.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nBis heute hat das Star Citizen's Arena Commander Modul einen Gro\u00dfteil des Fokus auf reine Action gelegt: den Nervenkitzel des Deep Space Dogfighting. Raumschlachten sind zwar ein Kernelement der Star Citizen-Erfahrung, aber sie sind der Anfang und nicht das Ende der Schaffung einer riesigen, interaktiven Welt. Und einer der n\u00e4chsten, wichtigsten Schritte ist die Entwicklung eines Frachtsystems, das es den Spielern erm\u00f6glicht, besser mit ihrer Umgebung zu interagieren als jedes fr\u00fchere Weltraumspiel.\n\nAuf den ersten Blick mag es schwierig erscheinen, die Ladung sexy zu machen. Die Aufregung im Kampf ist selbsterkl\u00e4rend, w\u00e4hrend der Transport von Waren von Stern zu Stern eine andere Art von Herausforderung ist, m\u00f6glicherweise eher eine langsame Verbrennung. Dem durchschnittlichen Piloten w\u00e4re es vergeben, mehr Interesse an einem Dogfighting-Modul zu haben als an einer Cargo-Demo.... aber die Realit\u00e4t ist, dass Fracht f\u00fcr die Erweiterung des Gameplays von Star Citizen sehr wichtig ist. Egal, ob Sie es verwenden, um Ihre Umgebung anzupassen, ein Schifffahrtsimperium aufzubauen oder Schwarzmarktprodukte von Advocacy-Patrouillen zu betreiben, ein umfassendes Frachtsystem wird es Star Citizen erm\u00f6glichen, eine reale Welt voller vielf\u00e4ltiger Spielm\u00f6glichkeiten aufzubauen.\n\nWie machen wir das? In der Vergangenheit haben Weltraumspiele dieses Problem gel\u00f6st, indem sie den Spieler von dem, was transportiert wurde, getrennt haben. Eine Ladung Wolfram in Privateer oder Kohlenwasserstoffe in Freelancer zu transportieren bedeutete, ein Symbol in einem Men\u00fc auszuw\u00e4hlen und zu erfahren, dass Ihr Schiff mit diesem speziellen Gut beladen war. F\u00fcr Star Citizen wollten wir mehr tun, als Ihnen nur ein Ladungsverzeichnis zu geben; es lag auf der Hand, dass Sie in unserem First Person Universe in der Lage sein m\u00fcssten, mit dem, was Sie gerade versenden, vollst\u00e4ndig zu interagieren! In diesem Sinne haben wir uns vorgenommen, ein System zu entwickeln, das eine maximale Interaktion direkt mit Objekten im Spiel erm\u00f6glicht.\n\nWie funktioniert die Interaktion?\nDas Designteam von Star Citizen hat festgestellt, dass es f\u00fcnf wesentliche \"Use Cases\" f\u00fcr Frachtobjekte in der Spielumgebung gibt. Jeder dieser F\u00e4lle muss im Spiel entwickelt werden, um Ihnen die volle Kontrolle \u00fcber Ihre Ladung und Ihre Gegenst\u00e4nde zu geben. Die Anwendungsf\u00e4lle sind wie folgt:\n\nSpieler zu Gegenstand: Der Spieler muss in der Lage sein, Objekte in der Spielwelt physisch zu manipulieren. Ob es sich nun um eine Fragranate, einen Chairman Roberts Wackelkopf oder eine Xi'an Raumstation handelt, Ihr Charakter muss in der Lage sein, Objekte mit einer oder zwei H\u00e4nden zu greifen und sie dann an den gew\u00fcnschten Ort zu bringen.\nPlayer to Massive Item: In der Entwicklungsterminologie ist ein massiver Gegenstand jeder, der zu gro\u00df ist, als dass ein Spieler vern\u00fcnftig mit sich selbst interagieren k\u00f6nnte. Denken Sie an eine Tonne Stahl, einen Ersatz-Hornet-Fl\u00fcgel oder einen Multi-Meter-Torpedo. Massive Gegenst\u00e4nde unterscheiden sich von Standardgegenst\u00e4nden, da sie im Spiel Werkzeuge f\u00fcr die Handhabung ben\u00f6tigen: von Frachtdrohnen bis hin zu Laderanz\u00fcgen.\nSpieler zu Container: Aktuelle Star Citizen-Piloten sind wahrscheinlich am besten mit dem Stor-All-Container vertraut, der bei einigen Modellen von Aurorae zu finden ist. Unter der Haube gibt es zwei Arten von Containern: Kisten und Tanks. Kisten sind Beh\u00e4lter, in denen die in den vorherigen Anwendungsf\u00e4llen verwendeten losen Gegenst\u00e4nde untergebracht werden k\u00f6nnen. Sie k\u00f6nnen einen Beh\u00e4lter (wie den Stor-All) mit allem f\u00fcllen: Waffen, Elektronik, Artefakte, pers\u00f6nliche Gegenst\u00e4nde.... sogar lebende Tiere! Tanks sind eine alternative Form von Containern, die alles aufnehmen, womit der Spieler nicht nat\u00fcrlich interagieren w\u00fcrde: Treibstoff, Erz, Schrott, Stickstoff und dergleichen. Um den Ladevorgang zu vereinfachen, wird jeder Container in Star Citizen \u00fcber einen Hafen f\u00fcr einen Laderaum verf\u00fcgen, so dass er direkt mit einer Reihe von Anti-Grav-Pulsern manipuliert werden kann. Die Spieler laden ihre Container (oder erwerben sie vorgeladen) und positionieren sie dann an Bord oder an ihren Raumschiffen.\nSpieler auf Palette: Besonders wichtig f\u00fcr gr\u00f6\u00dfere Schiffe (wie die Hull C, D und E), die ansonsten eine Ewigkeit zum Laden ben\u00f6tigen w\u00fcrden, ist der Player to Paletten Use Case, wie Sie gleichartige Container stapeln k\u00f6nnen. Dadurch k\u00f6nnen sich die Beh\u00e4lter als Gruppe bewegen, solange sich der Stapel vollst\u00e4ndig innerhalb der Verriegelungsplatte auf der Oberseite des unteren Beh\u00e4lters befindet. Dies gilt auch f\u00fcr Gravitationspaletten, die riesige mobile Sicherungsplatten sind und es erm\u00f6glichen, die Ladung in gro\u00dfen Mengen zu bewegen.\nSpieler an Frachtraum: Dieser Endzustand ist die Art und Weise, wie die Spieler mit ihrer gesamten Sammlung von Fracht auf einem bestimmten Schiff interagieren. Hier entwickeln wir formale mobiGlas- und Umweltanbindungen, um den Piloten die Kontrolle \u00fcber ihr gesamtes Ladungsverzeichnis zu geben. Aus der Manifest-Ansicht k\u00f6nnen sie alle Container und Gegenst\u00e4nde auf einem bestimmten Schiff einsehen und verfolgen. Alle der oben genannten Anwendungsf\u00e4lle sind auf eine Anforderung ausgerichtet: die F\u00e4higkeit des Spielers, einzelne Komponentenelemente nach Belieben zu manipulieren. Um diese gr\u00f6\u00dfte technische H\u00fcrde zu nehmen, haben wir ein System namens Grabby Hands entwickelt. Wir haben vier Demos zusammengestellt, die Ihnen genau zeigen, wie Grabby Hands funktioniert und was es Ihnen erm\u00f6glicht!\n\nWenn Sie sich ein Element ansehen und dann F dr\u00fccken, wird es \u00fcbernommen. Die entsprechende Animation wird abgespielt und der Gegenstand wird an die Hand des Spielers geh\u00e4ngt. Der Gegenstand ist nun gehalten! Wenn Sie erneut auf den Gegenstand schauen und F dr\u00fccken, wird er abgelegt. Ein Raycast in Schulterh\u00f6he bestimmt, wo der Gegenstand platziert wird, und die entsprechende Animation wird abgespielt, um ihn dort hinzustellen. W\u00e4hrend Sie ein Objekt halten, schauen Sie nach unten und dr\u00fccken und halten Sie F gedr\u00fcckt, um in den Pr\u00e4zisionspositioniermodus zu gelangen. In diesem Modus erm\u00f6glicht ein AR-Indikator dem Spieler, den Ort zu w\u00e4hlen, an dem das Element platziert werden soll. Im Pr\u00e4zisionspositioniermodus erm\u00f6glicht das Klicken und Ziehen dem Spieler, das Objekt um Neigung und Gieren zu drehen. Machen Sie keinen Fehler, dies ist mehr als nur ein System zum Aufnehmen und Ablegen von Objekten. Mit diesem Prozess m\u00fcssen wir nicht f\u00fcr jedes einzelne Objekt im Universum eine einzigartige Animation erstellen; das Spiel passt sich an, um mit dem zu interagieren, was Sie tun, wie Sie es wollen!\n\nZweih\u00e4ndige Objekte werden beim Aufnehmen automatisch neu ausgerichtet, um die f\u00fcr diese Animationen ben\u00f6tigten Befestigungspunkte zu vereinfachen. Abgesehen von dieser Ausnahme funktionieren Zweihandobjekte genau wie Einhandobjekte.\n\nHier gl\u00e4nzt die Physik-Engine von Star Citizen wirklich! Durch die Interaktion mit Gegenst\u00e4nden kannst du sie auf eine realistische Weise manipulieren, die deine Umgebung (und die jeweilige Schwerkraft und andere Bedingungen ber\u00fccksichtigt.) Das bedeutet in diesem Fall, dass du mit Grabby Hands eine M\u00fcnze manuell werfen kannst! Wenn Sie beim Loslassen der M\u00fcnze nach oben gehen, wird sie umgedreht und kann dann wieder eingefangen werden. Wenn Sie beim Loslassen stillhalten oder sich nach unten bewegen, wird die M\u00fcnze einfach fallen gelassen. Mehrere M\u00fcnzen k\u00f6nnen gleichzeitig aufgenommen und geworfen werden, was dazu f\u00fchrt, dass es zu Regenf\u00e4llen kommt und ein Chaos entsteht. Gruppen von M\u00fcnzen, die zusammengelegt werden, sind in der Regel viel besser organisiert. Aber es geht nicht nur um M\u00fcnzen: Es geht darum, ein System zu schaffen, das den Spielern mehr Kontrolle \u00fcber ihr Universum gibt. Es wird neue Wege f\u00fcr die Spieler schaffen, sich durch ihre Interaktionen im Vers! auszudr\u00fccken.\n\nWenn Sie ein brauchbares Element halten, schauen Sie nach unten und doppeltippen Sie auf [F], um das Element zu verwenden. W\u00e4hrend ein Gegenstand in Gebrauch ist, doppeltippen Sie auf [F], um den Gegenstand unbenutzt zu lassen und ihn in den Ladezustand zu versetzen. Das bedeutet, dass alle pers\u00f6nlichen Gegenst\u00e4nde, die Sie verwenden (z.B. eine Waffe oder eine Taschenlampe), auch als Ladung aufbewahrt werden k\u00f6nnen.\n\nJeder Container hat zwei Kennzahlen: Standard-Frachteinheiten (SCU) und Anzahl der H\u00e4fen. Diese definieren alles, was das Spiel \u00fcber das Beladen einer Palette mit einem Container oder die Befestigung an einem Schiff wissen muss. SCU definiert die Au\u00dfenabmessungen des Containers in Kubikmeter-Schritten, w\u00e4hrend die Anzahl der Anschl\u00fcsse definiert, wie viele diskrete Steckpl\u00e4tze, in die Gegenst\u00e4nde eingesetzt werden k\u00f6nnen, zur Verf\u00fcgung stehen. Ports haben einen Abstand von 0,25 m.\n\nIn diesem Beispiel ist der Container ein 2SCU, 63Port Container (ein 2,5m x 1,25m x 1,25m x 1,25m Container mit einem 2,25m x 1,0m x 1,0m verf\u00fcgbaren Innenraum). Gegenst\u00e4nde werden auch in der Anzahl der Ports bewertet, die sie belegen, wenn sie in eine Kiste gelegt werden: eine Pistole ist 1p, ein Gewehr ist 2p, eine Rakete ist 6p und so weiter. Wenn ein Gegenstand innerhalb des Eind\u00e4mmungsfeldes einer Kiste freigegeben wird, rastet der Gegenstand am n\u00e4chsten Hafen ein und wird an seinem Platz animiert.\n\nWie bereits erw\u00e4hnt, werden Paletten verwendet, um mehr Ladung in weniger Fahrten zu bewegen. Das Laden von f\u00fcnfzig einzelnen Containern mit Erzen w\u00fcrde keinen Spa\u00df machen (und w\u00e4re letztendlich nicht realistisch), und so muss ein System eingerichtet werden, das eine Massenverladung derselben Ladung erm\u00f6glicht. Der Spieler interagiert mit sehr gro\u00dfen Containern und Paletten, die oft so gro\u00df sind, dass sie die Sicht verdecken. Um diesem Problem entgegenzuwirken, verf\u00fcgt der Wagenheber \u00fcber eine Benutzeroberfl\u00e4che, die dem Spieler den lokalen Bereich darstellt, \u00e4hnlich wie das Landeassistenten-UI, das k\u00fcrzlich in Arena Commander Premiere hatte. Dies erm\u00f6glicht letztlich eine pr\u00e4zise und absichtliche Manipulation der Ladung.\n\nDer zuvor eingef\u00fchrte SCU-Wert definiert die Au\u00dfenma\u00dfe von Containern, was wichtig ist, da er es erm\u00f6glicht, dass die Anzahl der SCU, f\u00fcr die ein Schiff ausgelegt ist, tats\u00e4chlich mit dem SCU-Wert aller Container korreliert, die in diesem speziellen Laderaum platziert werden k\u00f6nnen. Die Container werden in einem Art Verriegelungsgitter platziert, das (Boden bis Decke) markiert, wo die Ladung an Bord eines Schiffes gelagert werden kann.\n\nDie Technologie, die diese Verriegelungsplatten antreibt, ben\u00f6tigt nur Energie, um den Zustand zu \u00e4ndern, und sichert auch unverpackte Ladung, solange sie sich vollst\u00e4ndig im Schlie\u00dfbereich befindet. Das bedeutet, dass nur Frachtcontainer stapeln k\u00f6nnen, w\u00e4hrend unendliche Br\u00fccken verboten sind, und dass das Abschalten des Kraftwerks das Schiff nicht mit einem sofortigen Frachtsplitter zerfetzen wird. Aktive Verriegelungsplatten sind goldfarben beleuchtet, obwohl die Leuchte bei Fehlern rot wird: Der Laderaum ist zu besch\u00e4digt, um den Verschluss aufrechtzuerhalten, alle Gegenst\u00e4nde auf der Platte k\u00f6nnen nicht gesichert werden usw.\n\nSchiff\/Fracht-Interaktion\nSchlie\u00dflich, wie im endg\u00fcltigen Anwendungsfall enthalten, m\u00fcssen die Spieler in der Lage sein, mit ihrer Ladung aus dem Bordmanifest des Schiffes zu interagieren. Mit dem Manifest k\u00f6nnen Sie Verriegelungsplatten aktivieren und deaktivieren (um die Ladung abzul\u00f6sen), Befehle f\u00fcr die Anordnung der Ladung erteilen und die Wirkung sehen, die alle Ihre Gegenst\u00e4nde auf Ihren Massenschwerpunkt haben (im Gegensatz zu fr\u00fcheren Spielen wird die Leistung Ihrer Schiffe an die Masse und das Volumen dessen gebunden, was Sie an Bord laden m\u00f6chten!). Wir sind gerade dabei, die Benutzeroberfl\u00e4che f\u00fcr dieses System zu entwickeln, und sind stolz darauf, ein Modell der aktuellen Version pr\u00e4sentieren zu k\u00f6nnen.\n\nDiese Bildergalerie wurde intern erstellt, um das Frachtkonzept dem Team vorzustellen.","zh_CN":"Greetings Citizens,\nTo date, Star Citizen\u2019s Arena Commander module has put much of the focus on pure action: the thrill of deep space dogfighting. While space battles are a core element of the Star Citizen experience, they are the beginning and not the end of creating a vast, interactive world. And one of the next, most important steps is developing a cargo system that allows players to more fully interact with their environment than any previous space game.\n\nOn first consideration, making cargo sexy might seem like a difficult challenge. The excitement of combat is self-explanatory, while shipping goods from star to star is a different kind of challenge, potentially more of a slow burn. The average pilot would be forgiven for having more interest in a dogfighting module than a cargo demo\u2026 but the reality is, cargo is deeply important to expanding Star Citizen\u2019s gameplay. Whether you\u2019re using it to customize your environment, to build a shipping empire or to run black market goods from Advocacy patrols, a comprehensive cargo system is going to enable Star Citizen to build a real world full of varied gameplay opportunities.\n\nHow do we do it? In the past, space games have solved this problem by separating the player from what was being transported. Shipping a load of tungsten in Privateer or hydrocarbons in Freelancer meant selecting an icon in a menu and being told your ship had been loaded with that particular good. For Star Citizen, we wanted to do more than just give you a cargo manifest; it stood to reason that in our First Person Universe, you would need to be able to fully interact with whatever you happen to be shipping! With this in mind, we\u2019ve set out to create a system that allows for maximum interaction directly with in-game objects.\n\nHow Interaction Works\nThe Star Citizen design team has determined that there are five essential \u2018use cases\u2019 for cargo objects in the game environment. Each of these cases must be developed in the game to give you full control over your cargo and items. Uses cases are as follows:\n\nPlayer to Item: The player must be able to physically manipulate objects in the game world. Whether it\u2019s a frag grenade, a Chairman Roberts bobblehead or a Xi\u2019an space plant, your character must be able to grab objects with one or two hands and then place them where desired.\n\n\n\nPlayer to Massive Item: In development terminology, a massive item is any one that is too large for a player to reasonably interact with themselves. Think a ton of steel, a replacement Hornet wing or a multi-meter torpedo. Massive items differ from standard items because they will require in-game tools for handling: anything from cargo drones to loader suits.\n\n\n\nPlayer to Container: Current Star Citizen pilots are likely most familiar with the Stor*All container found on some models of Aurorae. Under the hood, there are two types of containers: crates and tanks. Crates are containers that can hold the loose items used in the previous use cases. You might fill a container (like the Stor*All) with anything: weapons, electronics, artifacts, personal effects\u2026 even live animals! Tanks are an alternative form of container that hold anything the player wouldn\u2019t naturally interact with: fuel, ore, scrap, nitrogen and the like. To simplify the loading process, every container in Star Citizen will include a port for a cargo jack allowing it to be manipulated directly using an array of anti-grav pulsers. Players will load their containers (or acquire them pre-loaded) and then position them aboard or attached to their spacecraft.\n\n\n\nPlayer to Pallet: Especially important for larger ships (like the Hull C, D and E) which would otherwise take ages to load, the player to pallet use case is how you will be able to stack alike containers. This allows containers to move as a group, as long as the stack is entirely within the locking plate on the top of the lower container. This holds true for grav pallets, which are giant mobile locking plates, and allows for cargo to be moved in bulk.\n\n\n\nPlayer to Cargo Bay: This final state is how players interact with their entire collection of cargo on any given ship. This is where we develop formal mobiGlas and environment tie-ins to give pilots control over their entire cargo manifest. From the manifest view, they can view and track all containers and items on a particular ship.\n\nAll of the above use cases are built atop one requirement: the ability for the player to manipulate individual component items at will. To enable this biggest technical hurdle, we have created a system called Grabby Hands. We\u2019ve put together four demos to show you exactly how Grabby Hands works and what it lets you do!\n\nLooking at an item and then pressing F will pick it up. The appropriate animation will play and the item will be attached to the players\u2019 hand. The item is now held! Looking down at the item again and press F will put it down. A raycast at shoulder height will determine where the item will be put, and the appropriate animation will play to put it there. While holding an item, look down at it and press and hold F will enter precision placement mode. In this mode, an AR indicator allows the player to choose the location where the item will be put. While in precision placement mode, clicking and dragging will allow the player to rotate the object around pitch and yaw. Make no mistake, this is more than just a system for picking up and putting down objects. With this process in place, we don\u2019t need to create a unique animation for every single object in the universe; the game adapts to interact with what you\u2019re doing, the way you want!\n\nTwo-handed objects are reoriented automatically when picked up to simplify the attachment points needed for these animations. Beyond this exception, two-handed objects work exactly like one-handed ones do.\n\nHere\u2019s where Star Citizen\u2019s physics engine really shines! By interacting with items, you can manipulate them in a realistic manner that takes into account your environment (and its respective gravity and other conditions.) What that means in this case is that you can use Grabby Hands to manually flip a coin! Moving up while releasing the coin will cause it to flip, at which point it can be caught again. Holding still or moving down while releasing will simply drop the coin. Multiple coins can be picked up and flipped simultaneously, causing it to rain coins and make a mess. Groups of coins set down together tend to be much more organized. But this isn\u2019t just about coins: it\u2019s about creating a system that gives players more control over their universe. It will create new ways for players to express themselves through their interactions in the \u2018verse!\n\nWhen holding a useable item, look down at it and double tap [F] to use the item. While an item is in use, double tap [F] to unused the item and return it to the cargo state. This means that any personal item you might use (such as a gun, or a flashlight) can also be stored as cargo.\n\nEvery container has two key statistics: Standard Cargo Units (SCU) and Number of Ports. These define everything the game needs to know about loading a container onto a pallet or attaching it to a ship. SCU defines the exterior dimensions of the container in cubic meter increments, while the number of ports defines how many discrete slots into which items can be placed are available. Ports are 0.25m spaces.\n\nIn this example, the container is a 2SCU, 63Port container (a 2.5m x 1.25m x 1.25m container with a 2.25m x 1.0m x 1.0m available interior space.) Items are also rated in the number of Ports they occupy when placed into a crate: a pistol is 1p, a rifle is 2p, a missile is 6p and so on. When an item is released inside the containment field of a crate, the item latches onto the nearest port and animates into place.\n\nAs noted above, pallets are used to move more cargo in fewer trips. Loading fifty individual containers of ore would be no fun (and ultimately wouldn\u2019t be realistic) and so a system must be put into place to allow bulk loading of same cargo. The player will interact with very large containers and pallets, often so large that they will obscure visibility. To counter this issue, the cargo jack includes a UI interface depicting the local area to the player, much like the landing assist UI recently premiered in Arena Commander. This ultimately allows for precise and intentional manipulation of cargo.\n\nThe SCU value introduced earlier defines the exterior dimensions of containers, which is important to note because it allows the number of SCU a ship is rated for to actually correlate with the SCU value of all containers which can be placed inside that particular cargo bay. Containers are placed in a locking grid of sorts, which marks out (floor to ceiling) where cargo can be stored onboard a ship.\n\nThe technology that drives these locking plates only require power to change state, and will secure even unboxed cargo as long as it is fully within the locking area. This means that only cargo containers can stack while disallowing infinite bridges, and that turning off the power plant won\u2019t shred the ship with instant cargo shrapnel. Active locking plates are lit gold, although the light will change to red if there is something wrong: the cargo bay is too damaged to maintain lock, any of the items atop the plate cannot be secured and so on.\n\nShip\/Cargo Interaction\nFinally, as included in the final use case players must be able to interact with their cargo from the ship\u2019s onboard manifest. Using the manifest, you can activate and deactivate locking plates (to jettison cargo), set orders for arranging cargo and see the effect that all of your items are having on your center of mass (unlike previous games, your ships\u2019 performance will be tied to the mass and volume of what you decide to load aboard her!) We are in the process of developing the UI for this system today, and are proud to present a mockup of the current version.\n\nThis gallery of images were created internally to pitch the cargo concept to the team."},"links_count":0,"comment_count":438,"created_at":"2015-04-25T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-11 22:35:20","valid_relations":["images","links"],"prev_id":14676,"next_id":14678}}