1 00:00:09,687 --> 00:00:12,989 Chris Roberts: Hello everyone, welcome to another episode of 10 for the Chairman. 2 00:00:12,989 --> 00:00:14,712 For those of you who haven't watched it before, 3 00:00:14,712 --> 00:00:20,709 this is where I take 10 questions from our subscribers in general and try to answer them as best I can. 4 00:00:20,709 --> 00:00:25,853 For those of you who don't know, the subscribers are the portion of our community who 5 00:00:25,853 --> 00:00:31,639 kick in a little extra money every month to allow us to do a lot more community content. 6 00:00:31,639 --> 00:00:38,306 This show, Wingman's Hangar, Jump Point, which even though subscribers get first, 7 00:00:38,306 --> 00:00:43,229 eventually a lot of the articles and back ground information that we have in Jump Point, 8 00:00:43,229 --> 00:00:50,742 which is 50-60 pages each month, a pretty impressive magazine size, trickles down to the community as a whole. 9 00:00:50,742 --> 00:00:59,194 This is our way of giving back to the subscribers a little bit and saying thank you for enabling us to do all this. 10 00:00:59,194 --> 00:01:05,876 So I'll get right to it. The first question of the 10 comes from SlackR: 11 00:01:05,876 --> 00:01:10,384 In the DFM, where is our hangar located? Are we already in space on a station? 12 00:01:10,384 --> 00:01:13,637 If so, how do we get the ship out of the hangar without creating a vacuum? 13 00:01:13,637 --> 00:01:19,933 That is a good question, but the concept with the Dogfighting Module is actually that you're flying, 14 00:01:19,933 --> 00:01:23,737 essentially a simulation inside your hangar. 15 00:01:23,737 --> 00:01:27,524 So what will happen is, you'll be in the hangar, you'll get inside your Hornet, 16 00:01:27,524 --> 00:01:32,271 or any of the other ships that we'll have available for Dogfight v1, 17 00:01:32,271 --> 00:01:36,662 if you don't have any of those ships, we'll loan you a ship to fly in Dogfight v1. 18 00:01:36,662 --> 00:01:48,045 You'll climb in, and basically fire it up and at that point your HUD comes up and creates a "Joining sumulation" interface. 19 00:01:48,045 --> 00:01:56,636 So we mentioned Arena Mode as a part of the game, where it allows you to practice flying around, 20 00:01:56,636 --> 00:02:03,941 fighting with your friends, but not taking your actual ship out into space and risking loss of equipment or life. 21 00:02:03,941 --> 00:02:12,109 That is what we're calling "Arena Commander," it's a bit of a nod to a game I may have made in the past. 22 00:02:12,109 --> 00:02:18,525 You connect up through there and it's all done in fiction that you're connecting up to a battle net, 23 00:02:18,525 --> 00:02:20,704 and you will fight against other people. 24 00:02:20,704 --> 00:02:28,460 So what happens is you step into the ship in your hangar, connect up, then the outside of the ship once 25 00:02:28,460 --> 00:02:33,852 you've connected, you come back out, and bam you're out in a virtual space, flying around dogfighting. 26 00:02:33,852 --> 00:02:36,942 Once you've finished the battle, you return back into your hangar, 27 00:02:36,942 --> 00:02:40,355 and of course there won't be any bullet holes on your ship because it was all a virtual simulation. 28 00:02:40,355 --> 00:02:47,023 It is the beginning of the stub of the Arena Mode which will be in the game, throughout the game. 29 00:02:47,023 --> 00:02:55,331 So it's one of the features that will be useful, and I think longer term people would probably use this feature to 30 00:02:55,331 --> 00:03:04,545 do e-sports or challenge each other without having to lose their precious cargo or precious ships. 31 00:03:04,545 --> 00:03:08,378 So we don't have to worry about a vacuum at the moment because it's all virtual. 32 00:03:08,378 --> 00:03:12,360 Next question comes from Kallashnikov who asks: 33 00:03:12,360 --> 00:03:18,626 Given all the focus on the Oculus Rift, will similar time be given to technologies like TrackIR and CastAR? 34 00:03:18,626 --> 00:03:22,921 Do you expect basic head-tracking functions to be available for the DFM? 35 00:03:22,921 --> 00:03:27,303 We've already announced that we're gonna be supporting TrackIR, so that's definitely on our list. 36 00:03:27,303 --> 00:03:35,967 CastAR, I would have to take a look at 'cause we haven't announced support for it necessarily at the moment. 37 00:03:35,967 --> 00:03:43,074 If something's cool, we're pretty peripheral agnostic, we want to support a lot of different options. 38 00:03:43,074 --> 00:03:55,915 Whether it's a HOTAS outfit, or keyboard and mouse, gamepad, regular joystick, Oculus Rift, TrackIR, 39 00:03:55,915 --> 00:04:03,720 rudder pedals, that's part of the spirit of PC gaming, so CryEngine is quite good at having a lot of different inputs. 40 00:04:03,720 --> 00:04:10,769 In the Dogfight Module, when you play you'll be able to have your HOTAS set up, and a mouse and a keyboard, 41 00:04:10,769 --> 00:04:14,389 and all the rest, you can be flying them all--using them all at the same time if you want. 42 00:04:14,389 --> 00:04:24,154 So we'll do that. As far as the head-tracking functions for the Dogfighting Module, I'm not sure about Dogfighting v1. 43 00:04:24,154 --> 00:04:28,656 We'll probably have the Rift working for it, 'cause we already have the Rift working in the hangar, 44 00:04:28,656 --> 00:04:31,655 but we're really trying to do some extra stuff on the Rift to have proper 45 00:04:31,655 --> 00:04:37,756 stereoscopic dual rendering as opposed to a post-stereoscopic rendering. 46 00:04:37,756 --> 00:04:40,386 And there's still some head lag issues that we're dealing with. 47 00:04:40,386 --> 00:04:46,501 We've made it better, but there's some that we're dealing with at the engine level that we're working with Crytek on. 48 00:04:46,501 --> 00:04:53,467 I don't think we'll have TrackIR and stuff ready for the Dofight v1, but that is definitely on our list of stuff to work on. 49 00:04:53,467 --> 00:05:00,218 So you can see that come in along the line when we start to patch stuff. 50 00:05:00,218 --> 00:05:05,044 Ok, next question comes from Jomanda who asks: 51 00:05:05,044 --> 00:05:08,195 What do you envisage the "end game" to be for the industry side of the game? 52 00:05:08,195 --> 00:05:11,895 Especially for players that are more focused on that aspect? 53 00:05:11,895 --> 00:05:17,809 Well first of all I hope there isn't any particular "end game" in Star Citizen. 54 00:05:17,809 --> 00:05:21,419 I don't think people think there's a necessary end-game in EVE. 55 00:05:21,419 --> 00:05:25,727 Maybe it's running your corporation, but there's always someone trying to take your spot, 56 00:05:25,727 --> 00:05:30,727 or push you off that top perch, which is pretty much the way I think Star Citizen is gonna work. 57 00:05:30,727 --> 00:05:36,514 So I think if you're into the economy side and you want to be more of an entrepreneur, 58 00:05:36,514 --> 00:05:45,388 and build up businesses or industries, that's really going to be around buying and owning a production node. 59 00:05:45,388 --> 00:05:50,559 Which essentially is a factory, and then running that in terms of making sure that you're getting the right raw materials, 60 00:05:50,559 --> 00:05:54,242 and you're doing well, then perhaps you can expand and 61 00:05:54,242 --> 00:05:59,078 buy another production node somewhere else and build up your economic empire. 62 00:05:59,078 --> 00:06:02,472 In that case I would think you would probably be spending a fair amount of time 63 00:06:02,472 --> 00:06:07,430 managing resources and hiring other people to do the work. 64 00:06:07,430 --> 00:06:12,638 Like bring cargo from A to B, have people to defend it, and all that stuff. 65 00:06:12,638 --> 00:06:18,473 So I would say that would be the high level game if you're interested in that level of the game verses 66 00:06:18,473 --> 00:06:20,352 just the flying around, combat side. 67 00:06:20,352 --> 00:06:25,390 Next question comes from Elijah "ZoolooS" Parsons who asks: 68 00:06:25,390 --> 00:06:33,767 Will I be able to see pilots/organizations agression status in relation to myself/my organization? 69 00:06:33,767 --> 00:06:41,698 (Like red = foe, orange = pirate, green = friendly, grey = neutral, blue = friend, etc.) 70 00:06:41,698 --> 00:06:47,196 The game tracks all the relationships between the organizations. 71 00:06:47,196 --> 00:06:52,955 Either the game defined ones, which will be the NPC ones, or the player ones. 72 00:06:52,955 --> 00:06:59,766 It tracks whether you're friendly or you're not friendly, and all of that will translate, when you're flying around, 73 00:06:59,766 --> 00:07:06,200 in your radar you'll see the friendlies, the default friendlies would be green, and a hostile would be red. 74 00:07:06,200 --> 00:07:14,147 So the status of relationships between organizations whether it's NPC or player, 75 00:07:14,147 --> 00:07:21,801 is mapped to friendly/not friendly/neutral, and that maps to colors in your HUD. 76 00:07:21,801 --> 00:07:27,092 I think it's automatically handled would be the best way to say it. 77 00:07:27,092 --> 00:07:30,686 You can of course in your organization say "I'm not friendly with this organization," 78 00:07:30,686 --> 00:07:35,023 and when you see them they will come up as enemies or hostiles to you. 79 00:07:35,023 --> 00:07:39,807 So to that level you could potentially set the aggression status. 80 00:07:39,807 --> 00:07:42,314 The next question comes from ShoGun who asks: 81 00:07:42,314 --> 00:07:47,948 Will the Mustang and other ships not yet available for pledge be made so before the alpha? 82 00:07:47,948 --> 00:07:52,732 It looks pretty cool and I would like to add one alongside my Aurora LN and Cutlass. 83 00:07:52,732 --> 00:07:57,643 We are working on all the ships that we've announced at some level. 84 00:07:57,643 --> 00:08:03,374 Some are in the concept stage, some are in the modeling stage, but there's a lot of work happening. 85 00:08:03,374 --> 00:08:09,314 We've got a lot of artists, but there's even more work than we've got artists, and also for the Dogfight, 86 00:08:09,314 --> 00:08:15,480 there's a lot of extra work that goes into building all the different damage parts and models of the ships, 87 00:08:15,480 --> 00:08:21,445 and LoD's, which you don't necessarily see the benefit of until you're in the Dogfight. 88 00:08:21,445 --> 00:08:23,698 So a fair amount of our artists are focused on that. 89 00:08:23,698 --> 00:08:27,818 But the idea is as the ships get built and put in the engine, 90 00:08:27,818 --> 00:08:31,025 we'll make them available in the hangar, and then you can fly them. 91 00:08:31,025 --> 00:08:40,882 So when they're available in the hangar, you should be able to pledge for it and put it in your own hangar, 92 00:08:40,882 --> 00:08:48,645 and then once we have all the damage states and the LoDs, you'll be able to fight with them in the Dogfight Module. 93 00:08:48,645 --> 00:08:53,397 I would say that they'll probably be available before the game is finished, definitely. 94 00:08:53,397 --> 00:08:56,649 Probably not by Dogfight v1, but probably sometime thereafter. 95 00:08:56,649 --> 00:09:01,683 So the Mustang we are working on right now. 96 00:09:01,683 --> 00:09:05,854 Next question comes from Garrosian who asks: 97 00:09:05,854 --> 00:09:11,891 If I happen across some cargo that has "fallen" off the back of a Freelancer, 98 00:09:11,891 --> 00:09:16,625 is it fair game to any who can pick it up, or is it considered stolen? 99 00:09:16,625 --> 00:09:20,817 Will "stolen" merchandise be automatically identifiable by the authorities and other players? 100 00:09:20,817 --> 00:09:22,537 That's a good question. 101 00:09:22,537 --> 00:09:28,918 We've actually had a debate about that because we're in the process of fleshing out the cargo system. 102 00:09:28,918 --> 00:09:37,144 That would be what the standardized sizes of the cargo are, how you load and unload your ship, 103 00:09:37,144 --> 00:09:44,350 how you're able to dump it in space if a pirate says "give me your cargo or else I'll kill you," 104 00:09:44,350 --> 00:09:48,106 how are you able to bring cargo in from space back into your hold. 105 00:09:48,106 --> 00:09:52,443 We've been working on all those aspects, some pretty cool design stuff. 106 00:09:52,443 --> 00:10:01,311 So one of the things we were talking about was, you could have a fancier basic cargo container. 107 00:10:01,311 --> 00:10:05,668 Think of our basic cargo containers as containers in the real world right now. 108 00:10:05,668 --> 00:10:11,757 If you see what gets put on trains or container ships or trucks driving around, 109 00:10:11,757 --> 00:10:17,980 normally for example someone makes a bunch of TVs in Korea, they pack 'em up and put them in a big container. 110 00:10:17,980 --> 00:10:23,727 Then the container gets taken by a truck to the train station. The train station takes it to the boat and puts it on. 111 00:10:23,727 --> 00:10:31,311 The boat comes across to America and then they unload it and it gets put back onto a train and then 112 00:10:31,311 --> 00:10:38,164 it goes to a distribution center, then on a truck and it's in Best Buy, an electronics store, or Amazon delivers it to you. 113 00:10:38,164 --> 00:10:46,486 So we have the same concept of containers, just because it's simpler to have uniform sizes. 114 00:10:46,486 --> 00:10:53,141 There can be bigger ones and smaller ones, but they all have volumes that are defined that our holds are built for. 115 00:10:53,141 --> 00:11:00,817 And the fancier ones, if you want to invest in a more expensive container, 116 00:11:00,817 --> 00:11:06,014 we were considering having tracking, like Lo-Jack on it or something. 117 00:11:06,014 --> 00:11:17,567 But most of them won't have that. Most of them, if the cargo's floating out in space and you come across it and 118 00:11:17,567 --> 00:11:21,410 take it in, then at that point it's finder's keeper's unless it's marked. 119 00:11:21,410 --> 00:11:28,414 Obviously if you were the person that forced the cargo to be in space by illegal pirate attack and you're in a 120 00:11:28,414 --> 00:11:36,561 well regulated or policed areas and someone saw you do this or the ship you attacked got a distress call out, 121 00:11:36,561 --> 00:11:40,138 then you probably will be wanted for the piracy act. 122 00:11:40,138 --> 00:11:47,814 So there you are, I guess if you happen to find some cargo floating there because of some other battle, 123 00:11:47,814 --> 00:11:54,067 and you pick it up, you'll be ok so long as it's not tagged with the more fancy container stuff. 124 00:11:54,067 --> 00:11:59,039 Alright, next question comes from Gharskull who asks: 125 00:11:59,039 --> 00:12:04,397 Regarding star maps: Will organizations be able to apply their own markers & notations on the star map 126 00:12:04,397 --> 00:12:09,539 so that all selected members of the organization can share information such as resources, 127 00:12:09,539 --> 00:12:13,400 nodes held by allies/enemies, troop movements, etc.? 128 00:12:13,400 --> 00:12:19,009 Yeah, one of the ideas with your navigation map is, as you fly around... 129 00:12:19,009 --> 00:12:28,650 Most navigation have the basic trade routes or locations noted down. Like the main planet in the system or whatever. 130 00:12:28,650 --> 00:12:32,278 But there's a lot of the system that will not be mapped in your basic navigation map, 131 00:12:32,278 --> 00:12:36,145 and if you fly around, this is one of the things that explorers can do. 132 00:12:36,145 --> 00:12:41,566 If you fly around in different areas, you may find an asteroid field which isn't on the navigation map or something else, 133 00:12:41,566 --> 00:12:51,668 then you essentially map that on your map and you have it as your localized navigation point/coordinate/area of interest 134 00:12:51,668 --> 00:12:58,007 and you can write your own notes about it, then share it with members of your organization. 135 00:12:58,007 --> 00:13:03,424 So if you discovered an asteroid field that has some rich minerals to mine, and no one else has seen it, 136 00:13:03,424 --> 00:13:07,979 you can broadcast that to everyone else in your organization and say "hey let's go here an do this mining," 137 00:13:07,979 --> 00:13:10,400 and everyone else won't know about it. 138 00:13:10,400 --> 00:13:17,280 Now of course you would be able to sell some of that to a general cartographer company. 139 00:13:17,280 --> 00:13:26,451 Think of the navigation computers as a modern day GPS, you get an updated the disk of locations to drive in. 140 00:13:26,451 --> 00:13:32,173 So another option is explorers could go around mapping stuff out, then when they've mapped out the system fully, 141 00:13:32,173 --> 00:13:35,169 they can go and sell that and that could become available for purchase for 142 00:13:35,169 --> 00:13:38,585 a large group of people in the same way that we talked about for jump points. 143 00:13:38,585 --> 00:13:47,315 That's all things you can do, so you should be able to share map information between the members of your organization. 144 00:13:47,315 --> 00:13:55,230 The next question comes from Otack Kulandinglar. Kulandinglar, that's quite a mouthful of a word: 145 00:13:55,230 --> 00:13:57,938 Can you share any of the plans for orgs 2.0? 146 00:13:57,938 --> 00:14:03,700 As an org leader, I have concerns about how multiple org memberships will work, and how I can manage my people. 147 00:14:03,700 --> 00:14:09,209 Unfortunately I'm not the best person to answer that, because that would really be Ben Waur at Turbulent, 148 00:14:09,209 --> 00:14:16,003 but the stuff that we've talked about for orgs 2.0 is multiple organization membership is a must. 149 00:14:16,003 --> 00:14:22,503 We're not going to have a friend's list per say, so basically you'll be members of multiple organizations, 150 00:14:22,503 --> 00:14:25,211 and one of the organizations can be "my friends." 151 00:14:25,211 --> 00:14:29,344 There will only be one primary organization, 152 00:14:29,344 --> 00:14:37,957 and then the other organizations will be affiliates of the primary organization that's the authoritative boss one. 153 00:14:37,957 --> 00:14:40,790 Whoever runs the primary one can say 154 00:14:40,790 --> 00:14:45,818 "if you're a member of this organization, I won't accept you," "You can't have that as an affiliate." 155 00:14:45,818 --> 00:14:52,616 So you can dictate as an organization, "you can be part of my organization and a member of the merchant's guild, 156 00:14:52,616 --> 00:14:57,456 that's ok, but you can't be part of my organization and a member of the pirates guild." 157 00:14:57,456 --> 00:15:02,742 Or whatever it is, I don't know if the pirates would have a guild, but that's the approach you could do. 158 00:15:02,742 --> 00:15:14,681 So I think as an org leader, you can control who are members of different organizations. 159 00:15:14,681 --> 00:15:22,283 And there's some other mechanics that we haven't quite revealed in that which I think we'll make some fun of. 160 00:15:22,283 --> 00:15:31,574 I'll just say there's a concept that could potentially be a "Special Ops" side of an organization, 161 00:15:31,574 --> 00:15:38,075 where you can do some sort of clandestine spying stuff, and misrepresenting some stuff. 162 00:15:38,075 --> 00:15:40,549 Anyway, we're gonna put tools on both sides, 163 00:15:40,549 --> 00:15:43,180 'cause we think that could be a bit of a meta game and it could be kind of fun. 164 00:15:43,180 --> 00:15:47,383 We're not revealing too much of that just yet, so there you go. 165 00:15:47,383 --> 00:15:50,051 Next question comes from Zengrinn who asks: 166 00:15:50,051 --> 00:15:55,901 Given how the universe/instance server is being setup to match-make on the fly and determine who will see who when 167 00:15:55,901 --> 00:16:01,990 entering a given area of space, are we guaranteed to instance with pilots in our friends list & organization 168 00:16:01,990 --> 00:16:06,284 (preferred method), or will there be some gameplay mechanic (such as creating a squadron 169 00:16:06,284 --> 00:16:08,742 or something similar) required in order to force that to happen? 170 00:16:08,742 --> 00:16:14,708 No, the whole point of having organizations and being members of them like I mentioned in the previous answer, 171 00:16:14,708 --> 00:16:20,877 essentially your friends list would be an organization, it would just be a less formal organization. 172 00:16:20,877 --> 00:16:24,964 Here's my list of friends, and that would probably be something you would keep as an 173 00:16:24,964 --> 00:16:28,008 affiliate organization when you're a member of a primary organization, 174 00:16:28,008 --> 00:16:32,096 which would would be the Imperium or something like that. 175 00:16:32,096 --> 00:16:38,519 So what it does when it match makes and you're flying around, it looks around and says 176 00:16:38,519 --> 00:16:45,606 "I'm going in here, and these are the other members that are a part of your organization," 177 00:16:45,606 --> 00:16:49,151 and it tries to put people together that you know, 178 00:16:49,151 --> 00:16:53,906 it tries to put people together that you've designated as a person of interest. 179 00:16:53,906 --> 00:17:02,241 You can also, before you start out, you can basically hook-up and say we're flying as a group. 180 00:17:02,241 --> 00:17:06,799 Say me and this friend, this friend, and this friend, this is our little unit that's flying as a group, 181 00:17:06,799 --> 00:17:11,156 to let the game know that you're flying together. 182 00:17:11,156 --> 00:17:19,264 Then it will do things, like determining based on ping would be another criteria, 183 00:17:19,264 --> 00:17:22,770 but of course if you say "I'm flying with this group," that takes priority over everything else. 184 00:17:22,770 --> 00:17:27,275 Then also what your preference is in terms of combat, 185 00:17:27,275 --> 00:17:33,945 whether you want to be doing PvP or want to be fighting NPCs in PvE. 186 00:17:33,945 --> 00:17:39,659 That depends on what sort of area of space you're in, but we're not going to match up someone who just wants to be 187 00:17:39,659 --> 00:17:44,568 doing PvE in a fairly safe area with someone who just wants to be doing hardcore PvP, 188 00:17:44,568 --> 00:17:51,160 'cause that wouldn't necessarily be a lot of fun for the PvE side, and on the PvP side, 189 00:17:51,160 --> 00:17:56,012 there'll be plenty of opportunities to fight other people because we're making sure that 190 00:17:56,012 --> 00:18:00,851 there's a lot of benefit to being in the less regulated areas. 191 00:18:00,851 --> 00:18:05,435 More risk, more reward so to speak. 192 00:18:05,435 --> 00:18:10,740 But all those criteria are factored in when we're doing the instancing. 193 00:18:10,740 --> 00:18:17,031 So we decide, this group of players is coming from here to here, and they may intersect this other group. 194 00:18:17,031 --> 00:18:22,118 You run through the matchmaking criteria, and if you determine that they should see each other, 195 00:18:22,118 --> 00:18:29,993 you create an instance, you put the groups into it and let the conflict resolve itself, then they go back onto their journey. 196 00:18:29,993 --> 00:18:35,043 Ok, so last question comes from Commander Keen who asks: 197 00:18:35,043 --> 00:18:41,846 Question about PC touch screen support (not tablet). With PC OS such as Win8 now natively supporting touchscreen, 198 00:18:41,846 --> 00:18:46,490 has there been any thought put towards allowing this same support in Star Citizen directly? 199 00:18:46,490 --> 00:18:47,890 No, not yet. 200 00:18:47,890 --> 00:18:52,143 It would probably be something that we would consider, although everyone hates Windows 8 here. 201 00:18:52,143 --> 00:18:55,648 We're mostly developing on Windows 7. 202 00:18:55,648 --> 00:19:01,976 I have it on a few of my laptops, it's kind of cool to scroll around, but most of the things that have the touch screen 203 00:19:01,976 --> 00:19:08,652 don't usually have the--they're the small sort of tablet like or netbook like computers-- 204 00:19:08,652 --> 00:19:11,355 which don't have the computing power to do Star Citizen. 205 00:19:11,355 --> 00:19:16,871 So that's not necessarily a focus of ours, I'm not saying that we wouldn't potentially do some 206 00:19:16,871 --> 00:19:22,831 exploration in support of it down the road, but I would say that would be a later task. 207 00:19:22,831 --> 00:19:27,170 I mean already the game's got a huge amount of stuff to get done, and there are so many features to do, 208 00:19:27,170 --> 00:19:35,518 that would be one of the less critical ones, and would probably fall to once the game has finished. 209 00:19:35,518 --> 00:19:39,600 Maybe we'll take a look at it, and who knows, Windows 9 could be much better. 210 00:19:39,600 --> 00:19:46,272 It's always the odd ones that are the good Windows and the even ones suck, so we'll see. 211 00:19:46,272 --> 00:19:50,105 Alright, so that's been another episode of 10 for the Chairman, thank you guys for listening. 212 00:19:50,105 --> 00:19:57,072 Hopefully my answers were informative to all of you out there, and again I want to thank all of the subscribers for 213 00:19:57,072 --> 00:20:01,272 basically providing the funds to allow us to do a lot of this community content, 214 00:20:01,272 --> 00:20:09,128 and the backers and community in general for supporting the team, helping us build this hugely ambitious project. 215 00:20:09,128 --> 00:20:15,435 We're having an immense amount of fun doing this with all your guys participation, so I will check in next week. 216 00:20:15,435 --> 00:20:16,738 Thank you very much, bye.