{"data":{"id":16829,"title":"Q&A: Anvil - Valkyrie","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/engineering\/16829-Q-A-Anvil-Valkyrie","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/16829","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/16829","channel":"Engineering","category":"Development","series":"Concept Ship Q&A","images":[{"id":11223,"name":"Valkyrie_Blue_Drop.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/u2x2f6gpr995lr\/source\/Valkyrie_Blue_Drop.png","alt":"","size":9274332,"mime_type":"image\/png","last_modified":"2018-10-31T10:55:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/11223","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/11223\/similar"},{"id":11224,"name":"Valkyrie_copper_Guns.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/81lqk5mv63trtr\/source\/Valkyrie_copper_Guns.png","alt":"","size":7985305,"mime_type":"image\/png","last_modified":"2018-10-31T10:56:08+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/11224","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/11224\/similar"},{"id":11226,"name":"Valkyrie_Copper_Flying.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/fnozpzhe5dfl9r\/source\/Valkyrie_Copper_Flying.png","alt":"","size":9137636,"mime_type":"image\/png","last_modified":"2018-10-31T10:55:59+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/11226","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/11226\/similar"},{"id":25004,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/w0shv2sobeaiw\/source.jpg","alt":"","size":927693,"mime_type":"image\/jpeg","last_modified":"2019-05-09T20:01:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25004\/similar"},{"id":25161,"name":"Anvil-Logo.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/dlq5kydh7ovxlr\/source\/Anvil-Logo.png","alt":"","size":49897,"mime_type":"image\/png","last_modified":"2017-12-07T01:24:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25161","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/25161\/similar"},{"id":26482,"name":"Shipdetail-Concept-Bg_bw.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/c2ae7q1c7cg63r\/source\/Shipdetail-Concept-Bg_bw.jpg","alt":"","size":1111159,"mime_type":"image\/jpeg","last_modified":"2017-05-24T19:35:00+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/26482\/similar"},{"id":38062,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/huwhfjtdvra4r\/source.jpg","alt":"","size":3377215,"mime_type":"image\/jpeg","last_modified":"2025-03-21T15:18:25+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38062\/similar"}],"images_count":24,"translations":{"en_EN":"Q&A: Anvil Aerospace \u2013 Valkyrie\n\nFollowing the launch of the Valkyrie from Anvil Aerospace, we took your community-voted questions to our designers to give you more information on the recently unveiled troop\/personnel transport.\n\nSpecial thanks to John Crewe and Todd Papy for answering these questions.\n\n\nIf the Valkyrie can\u00b4t hold cargo, how are the players supposed to transport small supplies (ammo, food\u2026) and weapons (like mortars or anti-tank weapons, railguns or RPGs etc\u2026) to the front lines?\nThe Valkyrie\u2019s purpose is to carry troops and a vehicle down to a location, drop them off, and provide close support via its weaponry. It is very much a dropship\/gunship rather than a resupply ship. While some dropships may simply drop off the team and jet, the Valkyrie is equipped to provide continued support for drop off and extraction. The troops onboard have a gunrack per seat alongside storage lockers for additional items if the crew are not using them. The combination of troops, FPS weapon racks, vehicle deployment, and the ability to provide close support, all makes the Valkyrie a strong candidate for when you need to get in and out planetside.\n\n\n\nWhat can we expect for drop ship gameplay? Can you give examples of missions or jobs that this ship could perform without having 10+ friends in game.\nWhile the ideal gameplay for this ship is dropping friends off into combat zones, naturally not everyone has that amount of friends available at all times to facilitate this being a common occurrence. Typical gameplay missions for solo or low player counts would be hiring NPCs for combat missions and transporting them to the location or retrieving groups of abandoned NPCs\/players from their own missions which may have not gone to plan. At its core, this ship is designed for transporting people and a vehicle from A to B, so missions will revolve around that concept, varying the location, duration and danger of pickups and drop-offs.\n\n\nWhat can the ship do when not carrying troops; will it always have rows of empty seats taking up space, or can those be repurposed to better fit a gunship role, or some other third thing?\nThe ship does not have any modular rooms that can be swapped out by the owner and there are no current plans to add that level of modularity to the ship.\n\n\nIs there a storage space for weapons, like weapon racks?\nEach of the 20 seats has a weapon rack for a single primary weapon up to size 4, for example an Arrowhead sniper rifle. These racks are alongside lockers on the back wall of the vehicle bay.\n\n\nDoes it fit in an Idris\/Polaris\/Javelin?\nIt does not fit in any of the above ships \u2013 it is too tall and too wide for the Idris to fit without breaking parts off. It is too long and wide to fit in the Javelin\u2019s flight bay, and is too big in every axis for the Polaris.\n\n\nHow is a \u2018vehicle pad\u2019, which presumably has either tie downs or a mag-lock grid to keep the vehicle in place during flight ops, different from a \u2018cargo grid\u2019, which would use those same mechanics to safely store SCUs of supplies or trade goods. Not every dropship mission is about bringing bodies to the fight \u2013 sometimes it\u2019s ammo, fuel, food, medicine, equipment etc etc.\nFrom the very initial design, we wanted the area at the back to be purely for vehicles and not used for storing commercial cargo. Technically speaking, we do not require a cargo grid to store a vehicle for persistence reasons, instead we use the physics grid, so there is actually no technical requirement to have a cargo grid to secure vehicles. In-game, we always require the magnetic cargo grids to store commercial cargo securely in ships, and the Valkyrie does not have this functionality. We\u2019re still finalizing the in-fiction reasons for the differences between securing cargo vs. vehicles.\n\n\nWill the door gunner arms be moved further center of the door to allow for better range of motion?\n\nWe are reviewing the current positioning of them and seeing whether we want to move them further out. However, the restriction being that we still want to allow 2\u00d72 exit of characters alongside the gun and as it is on an arm, the further out it is the more it blocks the exit. It was a conscious design decision to have the guns on that specific side to not allow them to have a full 180 degree arc, which the wing remote turrets cover instead. In addition, the door guns are the very first implementation of manned standalone turrets and we have plans for the future to make better use of blendspaces and IK to give a more natural pose and movement which will allow you to keep a line of sight down the gun regardless of the aim point.\n\n\nWill the ground vehicle \u2018hook\u2019 allow for multiple smaller vehicles (like 3 Noxes or 2 dragonflies) or it is a one vehicle only slot?\nOfficially the vehicle capacity is 1 vehicle and when you are able to prespawn vehicles inside there will only be one slot to spawn from. However, given our future persistence plans and indeed how it works currently, if you choose to manually load more in after that point then these are saved inside the vehicle in the position they were left at.\n\n\nIs the ladder to the upper Habitat open to the rover bay? What about planets without an atmosphere, or poisonous\/corrosive atmospheres? Will we suffocate in bed?\nThe ladder hatch and the upper area is indeed open to the rover bay, meaning if you open the doors it will vent all the living quarters. This as an intentional design decision. The ship is designed for operations down to planets with breathable atmospheres with the crew compartment there to make the crew comfortable if they have to wait for troops to return. Obviously, if you are away and dropping into a dangerous atmosphere, you can suit up in advance to prevent injury.\n\n\nCould this ship be used practically for boarding action in space?\nWhile the ship is designed for dropping troops in breathable atmospheres, provided the troops are suitably equipped for EVA, there is no reason the Valkyrie couldn\u2019t be used for boarding actions in space.\n\n\nThe commercial for the Anvil Valkyrie calls it a \u201cmultirole ship\u201d. How is the Valkyrie understood to be multirole?\nThe Valkyrie is capable of dropping 20 troops plus a vehicle as well as providing a good level of weaponry for close air support to those troops. As mentioned in the trailer, it blurs the line between dropship and gunship.\n\n\nReal life dropship concepts (Blackhawk\/Huey) have very good visibility under the pilot\u2019s feet so they can see where are they landing. The Valkyrie does not have any visibility for below ground. Will it be equipped with some kind of below camera or something to help land it efficiently?\nThere is actually a window beneath the pilot\u2019s seat for visibility down under the ship. However, given constraints with our character\u2019s movement versus how much you can move around in real life there are limits to how much you can see out of it. We know people are keen to have some kind of external camera that isn\u2019t the third person view for our ships, and we are looking at ways of implementing that.\n\n\nWill Valkyrie get a medical module for Combat Search and Rescue (CSAR)?\nDuring concept, we looked at potential variants to the Valkyrie and the CSAR one was one of the most liked options. Ultimately, we chose to just create the one ship from the concept phase with no modularity available. In the future, if we choose to do anything, they will most likely be full on variants, but there are no plans to do this at this time.","de_DE":"F&A: Anvil Aerospace - Valkyrie\n\nNach dem Start der Walk\u00fcre von Anvil Aerospace haben wir Ihre Fragen an unsere Designer weitergeleitet, um Ihnen weitere Informationen \u00fcber den k\u00fcrzlich vorgestellten Truppentransport zu geben. \n\nBesonderen Dank an John Crewe und Todd Papy f\u00fcr die Beantwortung dieser Fragen.\n\n\nWenn die Walk\u00fcre keine Ladung aufnehmen kann, wie sollen die Spieler dann kleine Vorr\u00e4te (Munition, Lebensmittel...) und Waffen (wie M\u00f6rser oder Panzerabwehrwaffen, Railguns oder RPGs usw...) an die Front transportieren?\nDer Zweck der Walk\u00fcre ist es, Truppen und ein Fahrzeug zu einem Ort zu transportieren, sie abzusetzen und mit ihren Waffen eng zu unterst\u00fctzen. Es ist sehr viel ein Dropship\/Gunship und nicht ein Nachschubschiff. W\u00e4hrend einige Dropships einfach von der Mannschaft und dem Jet abgesetzt werden k\u00f6nnen, ist die Walk\u00fcre so ausgestattet, dass sie weiterhin Unterst\u00fctzung beim Absetzen und Extrahieren bietet. Die Truppen an Bord haben einen Gesch\u00fctzst\u00e4nder pro Sitzplatz sowie Staur\u00e4ume f\u00fcr zus\u00e4tzliche Gegenst\u00e4nde, wenn die Besatzung sie nicht benutzt. Die Kombination aus Truppen, FPS-Waffenst\u00e4ndern, Fahrzeugeinsatz und der F\u00e4higkeit, enge Unterst\u00fctzung zu leisten, macht die Walk\u00fcre zu einem starken Kandidaten, wenn es darum geht, auf dem Planeten ein- und auszusteigen.\n\n\nWas k\u00f6nnen wir f\u00fcr das Drop-Ship-Gameplay erwarten? Kannst du Beispiele f\u00fcr Missionen oder Auftr\u00e4ge nennen, die dieses Schiff ausf\u00fchren k\u00f6nnte, ohne mehr als 10 Freunde im Spiel zu haben?\nW\u00e4hrend das ideale Gameplay f\u00fcr dieses Schiff darin besteht, Freunde in Kampfzonen abzusetzen, hat nat\u00fcrlich nicht jeder die Menge an Freunden, die jederzeit verf\u00fcgbar sind, um dies zu erleichtern. Typische Gameplay-Missionen f\u00fcr Solo- oder Low-Player-Z\u00e4hlungen w\u00e4ren die Einstellung von NSCs f\u00fcr Kampfeins\u00e4tze und deren Transport zum Einsatzort oder das Abrufen von Gruppen verlassener NSCs\/Player aus ihren eigenen Missionen, die m\u00f6glicherweise nicht nach Plan verlaufen sind. In seinem Kern ist dieses Schiff f\u00fcr den Transport von Personen und einem Fahrzeug von A nach B ausgelegt, so dass sich die Missionen um dieses Konzept drehen und Ort, Dauer und Gefahr von Abholungen und R\u00fcckgaben variieren.\n\n\nWas kann das Schiff tun, wenn es keine Truppen tr\u00e4gt; wird es immer Reihen von leeren Sitzen haben, die den Raum einnehmen, oder k\u00f6nnen diese umgewidmet werden, um besser auf eine Kampfhubschrauberrolle oder eine andere dritte Sache zu passen?\n\nDas Schiff verf\u00fcgt \u00fcber keine modularen R\u00e4ume, die vom Eigner ausgewechselt werden k\u00f6nnen, und es gibt keine aktuellen Pl\u00e4ne, das Schiff um diese Stufe der Modularit\u00e4t zu erweitern.\n\n\nGibt es einen Stauraum f\u00fcr Waffen, wie z.B. Waffenst\u00e4nder?\nJeder der 20 Sitze hat einen Waffenst\u00e4nder f\u00fcr eine einzelne Prim\u00e4rwaffe bis Gr\u00f6\u00dfe 4, z.B. ein Pfeilkopf-Scharfsch\u00fctzengewehr. Diese Racks befinden sich neben den Schlie\u00dff\u00e4chern an der R\u00fcckwand des Fahrzeugraums.\n\n\nPasst es in einen Idris\/Polaris\/Javelin?\nSie passt in keines der oben genannten Schiffe - sie ist zu hoch und zu breit f\u00fcr die Idris, um ohne Abrei\u00dfen von Teilen zu passen. Er ist zu lang und breit, um in die Flugbucht des Speerwurfes zu passen, und er ist in jeder Achse zu gro\u00df f\u00fcr die Polaris.\n\n\nWie kommt es zu einem \"Fahrzeugpolster\", das vermutlich entweder \u00fcber Niederhalter oder ein Magnetschlossgitter verf\u00fcgt, um das Fahrzeug w\u00e4hrend des Flugbetriebs an Ort und Stelle zu halten, anders als ein \"Frachtgitter\", das dieselben Mechanismen verwenden w\u00fcrde, um SCUs von Lieferungen oder Handelsg\u00fctern sicher aufzubewahren? Nicht bei jeder Dropship-Mission geht es darum, K\u00f6rper in den Kampf zu bringen - manchmal sind es Munition, Treibstoff, Lebensmittel, Medizin, Ausr\u00fcstung usw. usw.\n\nVon Anfang an wollten wir, dass der hintere Bereich nur f\u00fcr Fahrzeuge und nicht f\u00fcr die Lagerung von G\u00fctern genutzt wird. Technisch gesehen ben\u00f6tigen wir aus Persistenzgr\u00fcnden kein Ladegitter, um ein Fahrzeug zu lagern, sondern wir verwenden das Physikgitter, so dass es eigentlich keine technische Anforderung gibt, ein Ladegitter zur Sicherung von Fahrzeugen zu haben. Im Spiel ben\u00f6tigen wir immer die Magnetladungsnetze, um kommerzielle Ladung sicher auf Schiffen zu lagern, und die Walk\u00fcre hat diese Funktionalit\u00e4t nicht. Wir sind noch dabei, die fiktiven Gr\u00fcnde f\u00fcr die Unterschiede zwischen der Sicherung von Ladung und Fahrzeugen zu ermitteln.\n\n\nWerden die T\u00fcrsch\u00fctzenarme weiter in der Mitte der T\u00fcr bewegt, um eine bessere Bewegungsfreiheit zu erm\u00f6glichen?\n\nWir \u00fcberpr\u00fcfen die aktuelle Positionierung von ihnen und pr\u00fcfen, ob wir sie weiter nach vorne bringen wollen. Die Einschr\u00e4nkung besteht jedoch darin, dass wir immer noch den 2\u00d72-Ausgang von Charakteren neben der Waffe zulassen wollen, und da sie sich auf einem Arm befindet, ist sie umso mehr blockiert sie den Ausgang. Es war eine bewusste Designentscheidung, die Waffen auf dieser speziellen Seite zu haben, um ihnen nicht zu erlauben, einen vollen 180-Grad-Bogen zu haben, den die entfernten T\u00fcrme der Fl\u00fcgel stattdessen abdecken. Dar\u00fcber hinaus sind die T\u00fcrkanonen die allererste Implementierung von bemannten, eigenst\u00e4ndigen Gesch\u00fctzt\u00fcrmen, und wir haben Pl\u00e4ne f\u00fcr die Zukunft, um Blendspaces und IK besser zu nutzen, um eine nat\u00fcrlichere Pose und Bewegung zu erm\u00f6glichen, die es Ihnen erm\u00f6glicht, eine Sichtlinie unabh\u00e4ngig vom Zielpunkt die Waffe hinunter zu halten.\n\n\nWird der Bodenfahrzeug-Haken mehrere kleinere Fahrzeuge (wie 3 Noxen oder 2 Libellen) zulassen oder ist es ein Platz f\u00fcr nur ein Fahrzeug?\nOffiziell ist die Fahrzeugkapazit\u00e4t 1 Fahrzeug und wenn Sie in der Lage sind, Fahrzeuge im Inneren vorzubereiten, wird es nur einen Platz zum Spawn geben. Wenn Sie sich jedoch angesichts unserer zuk\u00fcnftigen Persistenzpl\u00e4ne und der derzeitigen Funktionsweise daf\u00fcr entscheiden, nach diesem Zeitpunkt manuell mehr zu laden, werden diese im Fahrzeug in der Position gespeichert, in der sie belassen wurden.\n\n\nIst die Leiter zum oberen Lebensraum offen zur Roverbucht? Was ist mit Planeten ohne Atmosph\u00e4re oder giftigen\/korrosiven Atmosph\u00e4ren? Werden wir im Bett ersticken?\nDie Leiterluke und der obere Bereich sind tats\u00e4chlich zum Rover Bay hin offen, d.h. wenn Sie die T\u00fcren \u00f6ffnen, werden alle Wohnr\u00e4ume entl\u00fcftet. Dies ist eine bewusste Designentscheidung. Das Schiff ist f\u00fcr den Einsatz auf Planeten mit atmungsaktiver Atmosph\u00e4re mit dem dortigen Mannschaftsraum ausgelegt, um es der Besatzung bequem zu machen, wenn sie auf die R\u00fcckkehr der Truppen warten muss. Nat\u00fcrlich, wenn Sie weg sind und in eine gef\u00e4hrliche Atmosph\u00e4re fallen, k\u00f6nnen Sie sich im Voraus anziehen, um Verletzungen zu vermeiden.\n\n\nK\u00f6nnte dieses Schiff praktisch zum Einsteigen im Weltraum eingesetzt werden?\nW\u00e4hrend das Schiff f\u00fcr das Absetzen von Truppen in atmungsaktiven Atmosph\u00e4ren ausgelegt ist, gibt es keinen Grund, warum die Walk\u00fcre nicht f\u00fcr das Einsteigen in den Weltraum genutzt werden k\u00f6nnte, vorausgesetzt, die Truppen sind entsprechend f\u00fcr EVA ausger\u00fcstet.\n\n\nDer Werbespot f\u00fcr die Anvil Valkyrie nennt sie ein \"Mehrrollenschiff\". Wie wird die Walk\u00fcre als Multirolle verstanden?\nDie Walk\u00fcre ist in der Lage, 20 Truppen plus ein Fahrzeug abzusetzen und ein gutes Niveau an Waffen f\u00fcr die Nahunterst\u00fctzung dieser Truppen zu liefern. Wie im Anh\u00e4nger erw\u00e4hnt, verwischt es die Grenze zwischen Dropship und Gunship.\n\n\nReal Life Dropship-Konzepte (Blackhawk\/Huey) haben eine sehr gute Sicht unter den F\u00fc\u00dfen des Piloten, so dass sie sehen k\u00f6nnen, wo sie landen. Die Walk\u00fcre hat keine Sicht auf den Untergrund. Wird es mit einer Art Unterwasserkamera oder etwas ausgestattet sein, das ihm hilft, es effizient zu landen?\nEs gibt tats\u00e4chlich ein Fenster unter dem Sitz des Piloten, um die Sicht nach unten unter dem Schiff zu erm\u00f6glichen. Allerdings gibt es angesichts der Einschr\u00e4nkungen bei der Bewegung unseres Charakters im Vergleich dazu, wie viel du dich im wirklichen Leben bewegen kannst, Grenzen daf\u00fcr, wie viel du aus ihm herauslesen kannst. Wir wissen, dass die Leute daran interessiert sind, eine Art externe Kamera zu haben, die nicht die Sicht der dritten Person f\u00fcr unsere Schiffe ist, und wir suchen nach M\u00f6glichkeiten, dies umzusetzen.\n\n\nWird Walk\u00fcre ein medizinisches Modul f\u00fcr Combat Search and Rescue (CSAR) erhalten?\nW\u00e4hrend des Konzepts untersuchten wir m\u00f6gliche Varianten der Walk\u00fcre und die CSAR war eine der beliebtesten Optionen. Letztendlich haben wir uns daf\u00fcr entschieden, nur ein Schiff aus der Konzeptphase zu erstellen, ohne dass eine Modularit\u00e4t vorhanden ist. Wenn wir uns in Zukunft daf\u00fcr entscheiden, etwas zu tun, werden sie h\u00f6chstwahrscheinlich voll mit Varianten sein, aber es gibt derzeit keine Pl\u00e4ne, dies zu tun.","zh_CN":"Q&A: Anvil Aerospace \u2013 Valkyrie\n\nFollowing the launch of the Valkyrie from Anvil Aerospace, we took your community-voted questions to our designers to give you more information on the recently unveiled troop\/personnel transport.\n\nSpecial thanks to John Crewe and Todd Papy for answering these questions.\n\n\nIf the Valkyrie can\u00b4t hold cargo, how are the players supposed to transport small supplies (ammo, food\u2026) and weapons (like mortars or anti-tank weapons, railguns or RPGs etc\u2026) to the front lines?\nThe Valkyrie\u2019s purpose is to carry troops and a vehicle down to a location, drop them off, and provide close support via its weaponry. It is very much a dropship\/gunship rather than a resupply ship. While some dropships may simply drop off the team and jet, the Valkyrie is equipped to provide continued support for drop off and extraction. The troops onboard have a gunrack per seat alongside storage lockers for additional items if the crew are not using them. The combination of troops, FPS weapon racks, vehicle deployment, and the ability to provide close support, all makes the Valkyrie a strong candidate for when you need to get in and out planetside.\n\n\n\nWhat can we expect for drop ship gameplay? Can you give examples of missions or jobs that this ship could perform without having 10+ friends in game.\nWhile the ideal gameplay for this ship is dropping friends off into combat zones, naturally not everyone has that amount of friends available at all times to facilitate this being a common occurrence. Typical gameplay missions for solo or low player counts would be hiring NPCs for combat missions and transporting them to the location or retrieving groups of abandoned NPCs\/players from their own missions which may have not gone to plan. At its core, this ship is designed for transporting people and a vehicle from A to B, so missions will revolve around that concept, varying the location, duration and danger of pickups and drop-offs.\n\n\nWhat can the ship do when not carrying troops; will it always have rows of empty seats taking up space, or can those be repurposed to better fit a gunship role, or some other third thing?\nThe ship does not have any modular rooms that can be swapped out by the owner and there are no current plans to add that level of modularity to the ship.\n\n\nIs there a storage space for weapons, like weapon racks?\nEach of the 20 seats has a weapon rack for a single primary weapon up to size 4, for example an Arrowhead sniper rifle. These racks are alongside lockers on the back wall of the vehicle bay.\n\n\nDoes it fit in an Idris\/Polaris\/Javelin?\nIt does not fit in any of the above ships \u2013 it is too tall and too wide for the Idris to fit without breaking parts off. It is too long and wide to fit in the Javelin\u2019s flight bay, and is too big in every axis for the Polaris.\n\n\nHow is a \u2018vehicle pad\u2019, which presumably has either tie downs or a mag-lock grid to keep the vehicle in place during flight ops, different from a \u2018cargo grid\u2019, which would use those same mechanics to safely store SCUs of supplies or trade goods. Not every dropship mission is about bringing bodies to the fight \u2013 sometimes it\u2019s ammo, fuel, food, medicine, equipment etc etc.\nFrom the very initial design, we wanted the area at the back to be purely for vehicles and not used for storing commercial cargo. Technically speaking, we do not require a cargo grid to store a vehicle for persistence reasons, instead we use the physics grid, so there is actually no technical requirement to have a cargo grid to secure vehicles. In-game, we always require the magnetic cargo grids to store commercial cargo securely in ships, and the Valkyrie does not have this functionality. We\u2019re still finalizing the in-fiction reasons for the differences between securing cargo vs. vehicles.\n\n\nWill the door gunner arms be moved further center of the door to allow for better range of motion?\n\nWe are reviewing the current positioning of them and seeing whether we want to move them further out. However, the restriction being that we still want to allow 2\u00d72 exit of characters alongside the gun and as it is on an arm, the further out it is the more it blocks the exit. It was a conscious design decision to have the guns on that specific side to not allow them to have a full 180 degree arc, which the wing remote turrets cover instead. In addition, the door guns are the very first implementation of manned standalone turrets and we have plans for the future to make better use of blendspaces and IK to give a more natural pose and movement which will allow you to keep a line of sight down the gun regardless of the aim point.\n\n\nWill the ground vehicle \u2018hook\u2019 allow for multiple smaller vehicles (like 3 Noxes or 2 dragonflies) or it is a one vehicle only slot?\nOfficially the vehicle capacity is 1 vehicle and when you are able to prespawn vehicles inside there will only be one slot to spawn from. However, given our future persistence plans and indeed how it works currently, if you choose to manually load more in after that point then these are saved inside the vehicle in the position they were left at.\n\n\nIs the ladder to the upper Habitat open to the rover bay? What about planets without an atmosphere, or poisonous\/corrosive atmospheres? Will we suffocate in bed?\nThe ladder hatch and the upper area is indeed open to the rover bay, meaning if you open the doors it will vent all the living quarters. This as an intentional design decision. The ship is designed for operations down to planets with breathable atmospheres with the crew compartment there to make the crew comfortable if they have to wait for troops to return. Obviously, if you are away and dropping into a dangerous atmosphere, you can suit up in advance to prevent injury.\n\n\nCould this ship be used practically for boarding action in space?\nWhile the ship is designed for dropping troops in breathable atmospheres, provided the troops are suitably equipped for EVA, there is no reason the Valkyrie couldn\u2019t be used for boarding actions in space.\n\n\nThe commercial for the Anvil Valkyrie calls it a \u201cmultirole ship\u201d. How is the Valkyrie understood to be multirole?\nThe Valkyrie is capable of dropping 20 troops plus a vehicle as well as providing a good level of weaponry for close air support to those troops. As mentioned in the trailer, it blurs the line between dropship and gunship.\n\n\nReal life dropship concepts (Blackhawk\/Huey) have very good visibility under the pilot\u2019s feet so they can see where are they landing. The Valkyrie does not have any visibility for below ground. Will it be equipped with some kind of below camera or something to help land it efficiently?\nThere is actually a window beneath the pilot\u2019s seat for visibility down under the ship. However, given constraints with our character\u2019s movement versus how much you can move around in real life there are limits to how much you can see out of it. We know people are keen to have some kind of external camera that isn\u2019t the third person view for our ships, and we are looking at ways of implementing that.\n\n\nWill Valkyrie get a medical module for Combat Search and Rescue (CSAR)?\nDuring concept, we looked at potential variants to the Valkyrie and the CSAR one was one of the most liked options. Ultimately, we chose to just create the one ship from the concept phase with no modularity available. In the future, if we choose to do anything, they will most likely be full on variants, but there are no plans to do this at this time."},"links_count":1,"comment_count":333,"created_at":"2018-10-31T00:00:00+00:00","created_at_human":"7 years ago"},"meta":{"processed_at":"2026-04-25 06:43:03","valid_relations":["images","links","translations"],"prev_id":16828,"next_id":16830}}