General / Off-Topic [PLEASE HELP] Create subtitles for "Elite: Dangerous Progress Diary #2"

[PLEASE HELP][COMPLETED] Create subtitles for "Elite: Dangerous Progress Diary #2"

Hi all again.
Again, I turn to you with words of support.
Yesterday David Braben answer questions from players in the video.
I want make sound for clip in Russian, but first I need to create subtitles for videos in English that I can translate.

I am grateful to all those who will be able to allocate their time to help me.

P.S. Subtitles complete. Many thanks pilots ianw and Quietus !

0:06 Hello and welcome everybody to the second dev diary since full development
0:09 started on Elite Dangerous umm, very very exciting the team is really coming together
0:14 now we've got more and more people working on the game
0:17 and we’re moving towards lots and lots of new topics some of which we'll touch on now
0:22 so as with the previous dev diary we're gonna structure this round answering
0:25 questions that have come up on the forum
0:27 so I'll get cracking with that straight away the 1st one is from burned2k
0:32 which is "will trade routes in elite dangerous have any continuity with the
0:35 older games"
0:37 now this is an interesting question coz it also throws up the issues with the galactic
0:40 map
0:41 so umm the simple answer is to some extent yes
0:46 but one of the things that I did in frontier was to take as much real data
0:53 but for practical reasons flatten the galaxy
0:56 now unfortunately this brought a lot of real life stars closer to each other than
1:00 they really are in real life
1:04 now um that is slightly problematic not only
1:08 would it have moved their virtual position in the night sky
1:11 but also - I mean it was great for the game because it meant a lot of real life stars
1:14 were in the game
1:16 but we're not doing that now we're returning something that's umm
1:19 a lot more
1:20 close to real life so this will change some of the
1:23 umm distances and more importantly it will change some of the trade routes
1:28 a lot of them it won't change but some of them will change but we'll do our
1:31 best to get as much continuity as we can
1:36 umm I find the wholes galactic map thing very interesting anyway because umm
1:40 as things have moved on we now know of the positions both more accurately and
1:45 also a lot more
1:47 stars than we did
1:49 umm back in around 1990 when I got all the data
1:54 for the galactic map together
1:56 and I think it's important that we move with the times - what’s really interesting though
1:59 is a lot of the
2:00 planets that have been discovered since are already in frontier so that's something
2:04 I'm very proud of if you like
2:06 so hopefully that answers your question - so the next question is from
2:10 SoleSong
2:12 which is "The milky way has two small satellite galaxies, the Magellan Clouds
2:16 will it be possible to travel there"
2:18 So
2:20 I'm afraid the answer for that is... is no
2:24 but if you look at our galaxy
2:26 and look at the typical distances you are able to travel If you
2:31 imagine a full sized screen shot of the galaxy
2:33 even within one pixel
2:35 the amount of traveling you do is prodigious. If you think how far people manage
2:39 to travel in First Encounters and in Frontier
2:44 was absolutely tiny, so
2:48 i think there's no loss there
2:50 the actual, the challenge that we've got is keeping the richness of the
2:53 galaxy for the vast amounts of things you can visit
2:56 my fear would be that there would be
2:58 no real change in doing that even if we allowed it
3:01 so the simple answer is no. Or at least not to start with, you know?
3:06 Saying never is a long time but certainly we have no
3:09 plans to do that at the moment I'm afraid.
3:12 Okay, answering the next question which is from
Username could be Patrick_68ooo if that's easier for translation? --> 3:15 Patrick underscore sixty eight thousand, can't imagine
3:18 where he got that number from.
3:20 Will you be able to track and follow other commanders' hyper space jumps?
3:25 Well yes, I think we've already said that a little bit in the same way you did in
3:29 uh... Frontier
3:30 and in First Encounters. You'll be able to...
3:33 We have several mechanisms... What we're trying to do is bring players together so
3:36 absolutely it's something to do but whether you're traveling with a
3:39 colleague
3:40 uh... and there would even be a benefit to essentially slip streaming through a
3:43 hyper space uh... jump with another player in that you won't have to spin up
3:47 your drive quite the same way is as the first guy did.
3:51 um... We're trying to balance it so that it's not really frustrating. Hyperspace is
3:54 still a way out of combat
3:56 but if the following player wants to take a bit of a risk they can jump into
4:00 the unknown and uh... follow someone.
4:03 So, I think there's a lot of richness in terms of gameplay
4:08 that can result from this, and also in terms of sort of
4:11 combat "on the hoof", if you like, where you're actually traveling, chasing someone,
4:14 especially if if it's the reason you're chasing them is not just because of a random
4:18 encounter
4:19 but because
4:20 maybe you're trying to assassinate them or someone -
4:24 a passenger they're carrying.
4:26 So uh... yes you can and it would be very... There will be rich things to it...
4:31 You may have to buy an add on to make it possible
4:34 but yes we'll be doing that sort of thing.
4:37 So next question is from Marcus
4:40 What difficulties has the team found in updating the visual design of the
4:43 "classic" Elite ships?
4:46 So, with the newsletters we've been covering this little bit uh... we've
4:49 seen some imagery of the Cobra,
4:52 of the Sidewinder, we've also seen
4:55 the Viper Mark Two,
4:57 so that's all moving forward. It's been a challenge because essentially the
5:01 ships in two previous games were carved from blocks of cheese
5:05 with relatively little surface detail. Some surface detail was introduced in
5:09 Frontier, further surface detail in
5:11 uh... First Encounters where we saw things like undercarriages and all that sort of thing.
5:15 We're adding a lot more and we're also understanding the function of it, like
5:18 how do you fill up with fuel, where are all the thrusters.
5:22 I think this has made...
5:24 Hopefully with the imagery you've seen of the Sidewinder
5:26 uh... has made the ships feel a lot more solid you see how you get in and out, you see
5:30 where the hatches are, ladders, all of this sort of thing
5:33 and to me it really makes them feel real real
5:36 when we're designing the ships we're also designing the interiors so we know how big they are,
5:40 we know where you sit when you're flying it,
5:42 all of those sort of things. We know where the cargo goes, so that we can ultimately show
5:47 how the cargo is loaded and unloaded
5:49 So it brings a richness to it that
5:51 embraces the ships as they were before and we'll have some new ship designs as
5:55 well, some of which we've already
5:57 hinted at
5:59 but it also makes it feel real, you know, that some of the video we've released
6:03 of the Anaconda you could imagine walking around that even a very very
6:06 badly damaged one that you you saw in the salvage video,
6:10 that we released during the Kickstarter campaign.
6:14 So, I think we're preserving the feel of the original ships and with some more designs that
6:18 you'll see to come in the next few weeks you'll see that
6:21 again, as we show both small ships and large ships...
6:25 But also it fits with the spirit of the original ship. I think that's
6:28 what's really important. All of the ships should be immediately recognizable. You think "Oh, I
6:32 see, that's what all of that detail meant.".
6:35 So that's all to come. So um... we're obviously very very excited about it.
6:40 Okay final question is from
6:42 WYNDL
6:43 that's spelled W Y N D L uh... I hope that's how you're supposed to pronounce it.
6:48 Will it be possible to dock with capital stroke motherships?
6:52 So um...
6:54 the answer is yes.
6:56 So, the idea, just to sort-of expand a little bit on it,
7:00 we will have various kinds of capital ships both
7:04 uh.. giant freighters
7:06 and also in military ships.
7:09 Each of these, they won't necessarily have the full function of a space
7:12 station the the um... with most of them there won't be artificial gravity inside,
7:17 which obviously won't affect us to start with but you will be able to dock with them,
7:21 you'll be able to repair your ship, refuel,
7:24 and probably a few other things depending on the type of the ship. You
7:27 will also be able to dock with shipyards which will be separate from the space
7:30 stations
7:31 and they will each have different functions uh... you know that you might
7:34 be able to trade but in a very restricted way for example.
7:38 So, we're also planning ship to ship docking, which will be very very simple, where
7:42 you can exchange uh...
7:45 goods.
7:45 So, yes, we're planning for all of this but it won't necessarily... It won't have
7:48 the same
7:50 uh... you know, the the breadth of what you can do when you dock with a normal
7:53 space station.
7:54 So yes we're planning that. Yes uh... there'll be a lot of things you can do, and
8:01 all of that will bring a lot of richness to the game
8:03 so there we go
8:05 so thank you very much for listening
8:06 to this the uh... the second of the full development dev diaries
8:10 and look forward speaking to you again soon. Thank you.
thank_you_flower_sign_by_mirz123-d32cayv.gif
 
Last edited:
Here's some ...

0:06 Hello and welcome everybody to the second dev diary since full development
0:09 started on Elite Dangerous umm, very very exciting the team is really coming together
0:14 now we've got more and more people working on the game
0:17 and we’re moving towards lots and lots of new topics some of which we'll touch on now
0:22 so as with the previous dev diary we're gonna structure this round answering
0:25 questions that have come up on the forum
0:27 so I'll get cracking with that straight away the 1st one is from burned2k
0:32 which is "will trade routes in elite dangerous have any continuity with the
0:35 older games"
0:37 now this is an interesting question coz it also throws up the issues with the galactic
0:40 map
0:41 so umm the simple answer is to some extent yes
0:46 but one of the things that I did in frontier was to take as much real data
0:53 but for practical reasons flatten the galaxy
0:56 now unfortunately this brought a lot of real life stars closer to each other than
1:00 they really are in real life
1:04 now um that is slightly problematic not only
1:08 would it have moved their virtual position in the night sky
1:11 but also - I mean it was great for the game because it meant a lot of real life stars
1:14 were in the game
1:16 but we're not doing that now we're returning something that's umm
1:19 a lot more
1:20 close to real life so this will change some of the
1:23 umm distances and more importantly it will change some of the trade routes
1:28 a lot of them it won't change but some of them will change but we'll do our
1:31 best to get as much continuity as we can
1:36 umm I find the wholes galactic map thing very interesting anyway because umm
1:40 as things have moved on we now know of the positions both more accurately and
1:45 also a lot more
1:47 stars than we did
1:49 umm back in around 1990 when I got all the data
1:54 for the galactic map together
1:56 and I think it's important that we move with the times - what’s really interesting though
1:59 is a lot of the
2:00 planets that have been discovered since are already in frontier so that's something
2:04 I'm very proud of if you like
2:06 so hopefully that answers your question - so the next question is from
2:10 SoleSong
2:12 which is "The milky way has two small satellite galaxies, the Magellan Clouds
2:16 will it be possible to travel there"
2:18 So
2:20 I'm afraid the answer for that is... is no
2:24 but if you look at our galaxy
2:26 and look at the typical distances you are able to travel If you
2:31 imagine a full sized screen shot of the galaxy
 
The rest:

2:33 even within one pixel
2:35 the amount of traveling you do is prodigious. If you think how far people manage
2:39 to travel in First Encounters and in Frontier
2:44 was absolutely tiny, so
2:48 i think there's no loss there
2:50 the actual, the challenge that we've got is keeping the richness of the
2:53 galaxy for the vast amounts of things you can visit
2:56 my fear would be that there would be
2:58 no real change in doing that even if we allowed it
3:01 so the simple answer is no. Or at least not to start with, you know?
3:06 Saying never is a long time but certainly we have no
3:09 plans to do that at the moment I'm afraid.
3:12 Okay, answering the next question which is from
Username could be Patrick_68ooo if that's easier for translation? --> 3:15 Patrick underscore sixty eight thousand, can't imagine
3:18 where he got that number from.
3:20 Will you be able to track and follow other commanders' hyper space jumps?
3:25 Well yes, I think we've already said that a little bit in the same way you did in
3:29 uh... Frontier
3:30 and in First Encounters. You'll be able to...
3:33 We have several mechanisms... What we're trying to do is bring players together so
3:36 absolutely it's something to do but whether you're traveling with a
3:39 colleague
3:40 uh... and there would even be a benefit to essentially slip streaming through a
3:43 hyper space uh... jump with another player in that you won't have to spin up
3:47 your drive quite the same way is as the first guy did.
3:51 um... We're trying to balance it so that it's not really frustrating. Hyperspace is
3:54 still a way out of combat
3:56 but if the following player wants to take a bit of a risk they can jump into
4:00 the unknown and uh... follow someone.
4:03 So, I think there's a lot of richness in terms of gameplay
4:08 that can result from this, and also in terms of sort of
4:11 combat "on the hoof", if you like, where you're actually traveling, chasing someone,
4:14 especially if if it's the reason you're chasing them is not just because of a random
4:18 encounter
4:19 but because
4:20 maybe you're trying to assassinate them or someone -
4:24 a passenger they're carrying.
4:26 So uh... yes you can and it would be very... There will be rich things to it...
4:31 You may have to buy an add on to make it possible
4:34 but yes we'll be doing that sort of thing.
4:37 So next question is from Marcus
4:40 What difficulties has the team found in updating the visual design of the
4:43 "classic" Elite ships?
4:46 So, with the newsletters we've been covering this little bit uh... we've
4:49 seen some imagery of the Cobra,
4:52 of the Sidewinder, we've also seen
4:55 the Viper Mark Two,
4:57 so that's all moving forward. It's been a challenge because essentially the
5:01 ships in two previous games were carved from blocks of cheese
5:05 with relatively little surface detail. Some surface detail was introduced in
5:09 Frontier, further surface detail in
5:11 uh... First Encounters where we saw things like undercarriages and all that sort of thing.
5:15 We're adding a lot more and we're also understanding the function of it, like
5:18 how do you fill up with fuel, where are all the thrusters.
5:22 I think this has made...
5:24 Hopefully with the imagery you've seen of the Sidewinder
5:26 uh... has made the ships feel a lot more solid you see how you get in and out, you see
5:30 where the hatches are, ladders, all of this sort of thing
5:33 and to me it really makes them feel real real
5:36 when we're designing the ships we're also designing the interiors so we know how big they are,
5:40 we know where you sit when you're flying it,
5:42 all of those sort of things. We know where the cargo goes, so that we can ultimately show
5:47 how the cargo is loaded and unloaded
5:49 So it brings a richness to it that
5:51 embraces the ships as they were before and we'll have some new ship designs as
5:55 well, some of which we've already
5:57 hinted at
5:59 but it also makes it feel real, you know, that some of the video we've released
6:03 of the Anaconda you could imagine walking around that even a very very
6:06 badly damaged one that you you saw in the salvage video,
6:10 that we released during the Kickstarter campaign.
6:14 So, I think we're preserving the feel of the original ships and with some more designs that
6:18 you'll see to come in the next few weeks you'll see that
6:21 again, as we show both small ships and large ships...
6:25 But also it fits with the spirit of the original ship. I think that's
6:28 what's really important. All of the ships should be immediately recognizable. You think "Oh, I
6:32 see, that's what all of that detail meant.".
6:35 So that's all to come. So um... we're obviously very very excited about it.
6:40 Okay final question is from
6:42 WYNDL
6:43 that's spelled W Y N D L uh... I hope that's how you're supposed to pronounce it.
6:48 Will it be possible to dock with capital stroke motherships?
6:52 So um...
6:54 the answer is yes.
6:56 So, the idea, just to sort-of expand a little bit on it,
7:00 we will have various kinds of capital ships both
7:04 uh.. giant freighters
7:06 and also in military ships.
7:09 Each of these, they won't necessarily have the full function of a space
7:12 station the the um... with most of them there won't be artificial gravity inside,
7:17 which obviously won't affect us to start with but you will be able to dock with them,
7:21 you'll be able to repair your ship, refuel,
7:24 and probably a few other things depending on the type of the ship. You
7:27 will also be able to dock with shipyards which will be separate from the space
7:30 stations
7:31 and they will each have different functions uh... you know that you might
7:34 be able to trade but in a very restricted way for example.
7:38 So, we're also planning ship to ship docking, which will be very very simple, where
7:42 you can exchange uh...
7:45 goods.
7:45 So, yes, we're planning for all of this but it won't necessarily... It won't have
7:48 the same
7:50 uh... you know, the the breadth of what you can do when you dock with a normal
7:53 space station.
7:54 So yes we're planning that. Yes uh... there'll be a lot of things you can do, and
8:01 all of that will bring a lot of richness to the game
8:03 so there we go
8:05 so thank you very much for listening
8:06 to this the uh... the second of the full development dev diaries
8:10 and look forward speaking to you again soon. Thank you.
 
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