This post is a transcript of 10 for the Developers: Episode 14, material that is the intellectual property of Cloud Imperium Games (CIG) and it’s subsidiaries. INN is a Star Citizen fansite and is not officially affiliated with CIG, but we reprint their materials with permission as a service to the community. INN edits our transcripts for the purpose of making the various show participants easier to understand in writing. Enjoy!
10 for the Developers: Episode 14 – Full Transcript
Forrest Stephan (FS): Hey citizens, welcome to another episode of 10 for the Developers. My name is Forrest Stephan CG Supervisor, and to my right.
Cherie Heiberg (CH): I am the Archivist Cherie Heiberg
FS: And we’re going to be answering your questions today and we would like to personally thank all the subscribers to make this show possible because without you, we would not be able to answer such awesome questions.
CH: Thank you.
FS: Thank you very much
CH: You’re awesome.
FS: Why don’t you kick it off Cherie?
[0:54] Quantum Eclipse asks: When fleshing out a system, do you work individually or in teams? Do you determine the physical properties of the planets/solar masses, or is that carried out by game designers?
CH: This is a complicated question. There are a lot of steps in the system design process. At the start it definitely originates with the Lore team and we work together to do this. We all sit down together and we discuss what kind of system that we want. We start usually from the star and we work our way out with what kind of planets we want; how many planets are going to be in the system; whether there’s a cool science thing that we read about recently that we want to include in it; what’s going to make the system fun for the players, like landing zones, different of attractions, how it ties into the lore. We all participate pretty equally in this process, we all have suggestions that get shot down or accepted in pretty equal measure. Dave Haddock is the final arbiter of these decisions and once he gives a “yes” or a “no” then we have something solid where we can start as far as a system.
Once we’ve had that discussion it’s my responsibility to get that all written out. And I send off this information to our astronomers who we work with. And they go over the information that we provided them and they provide us with actual cool math that someone with a huge amount of experience and education can do, someone who is … has been an astronomer for a while. They do things like … they take into account orbital residence … resonance … and solar masses and spacing the planets out, axial tilts, perihelion and aphelion, whatever else …
FS: I’m just trying to figure out how to do that in the actual game.
CH: Well …
FS: And that’s the fun part right?
FS: Once you get everything down and then you implement it into the game.
FS: And we’re building a lot of tech to support all that awesome stuff.
CH: Yeah, exactly. And once we get this astronomical data back, I usually … not usually … I always go over it and see if they have followed the specs of the system that we want. If they haven’t I’ll send it back and we get a correction, but this is never anything that is done on purpose. It’s usually like a misunder … miscommunication, sometimes.
And the astronomers will also suggest thing to us that we haven’t thought of. For example Gonn is the first planet in the Oberon system: that is based on a dead stellar core. It’s a dead stellar core right? That’s really cool! Because there have been recent discoveries in the past ten years of dead stellar cores orbiting neutron stars and we wouldn’t have come across that idea if not for our … one of our astronomers. Brilliant idea.
Once we have the final numbers, this is just like you were talking about, we generally work with Design or the tech artists and we try to find a way to get all this math and all this information into the game and so that it’s fun for the players. And Design and Chris Roberts are the final say on what does and does not go in the game.
FS: And I would say a lot of us are super excited about the procedural planet stuff that we see coming online and flying around the PU with the Large World, but this bring a whole other excitement value to those techs because that is what actually makes this stuff possible. So for you I expect you have a whole other appreciation …
CH: Oh, I do.
FS: … for that awesome tech that’s coming. And to get actually to start testing this stuff in the game environment is going to be super cool. And getting it out of paper. Cool. Awesome.
FS: Anything else to add.
CH: No, no. That’s the process of creating a system.
FS: Alright. That’s an excellent answer. Hope people enjoyed that. I know I did.
Alright, so we have a question form Raining Light.
[4:25] Raining Light asks: Any plans for a Hornet visual pass? It’s showing it’s age, particularly in its oddly small size. I imagine it will need to be updated for SQ42, so I imagine it’s got to be on the docket. I’m not asking for a date, just a confirmation one is planned. It’s also lacking the new damage tech and whatnot, excited to see that implemented.
FS: So, I do know the answer to that question, so I will go ahead and answer it. In fact I will broaden the answer a little bit. The Aurora, the 300i, and the… and the Hornet are going to be getting new versions.
CH: Yes. [nods and makes the okay sign with both hands]
FS: They’re not going to be revamped. They’re actually going to be new versions, and I know the Hornet specifically is very much already underway, and it looks awesome. Our ship artist, Chris Smith, over in our Austin office has been working on it. I’ve seen the sneak peeks and it is super cool looking.
CH: It’s pretty rad. [giggles]
FS: It’s super slick. I’m super excited, because, you know, one thing that I think that we really wanted to do or just kind of happened naturally is, you know, it’s like when you have like a Mustang from 1969, it’s kind of a classic. Right? Then you have like the new Mustang, right?
FS: And I think a lot of that people would kind of think it would be cool if like you had the old Aurora, you had the old 300 or you had the old Hornet instead of trying to spruce up all the old ships constantly and continually be like we have the one Hornet and it just keeps getting better and better and better as far as the models go to keep up with all the other games.To be able to say, “That is the Hornet from that year” and come out with the new one later that kind of has more bells and whistles…
FS: It’s a little slicker or whatever, right? Would be pretty cool. Cause then you see like in the galaxy you’re flying around and like, “Oh, they’re flying the new Hornet”…
FS: Or “They’re flying the more classic model.”
FS: Yeah, so might be… I love… hopefully kinda works out that way. Then also the Cutlass Black is being revamped as well. The only thing that is going to be revamped on the Hornet, 300i and Aurora, the current gen, is to just make sure that they have the damage states and whatnot. [finger quotes] That should answer the question.
CH: Very cool.
FS: Let’s move on to the next question.
[6:51] Rufus Ultra asks: I was hoping if you could explain that on the Loremakers or here in Ask the Devs. The question is about the size of star systems with the AU numbers. After my research I found out that our Sol system have 51 AU, most of the Star Citizen systems I checked have been smaller, even as small as 8 AU. It would be nice to have a good explanation about the star system size.
CH: Well, like I said before, Star Citizen size is something we do decide on during the initial lore process when we’re coming up with the system. We want our star systems to reflect both real world physics and playability. So we want something that takes both of these into account so you actually enjoy yourself when you’re playing the game. The systems themselves are designed to stay within a rough range that keeps them small enough that they can work with the technology that we have, but they’re large enough so you can actually enjoy being in them and exploring them.
So we have a little balance between fiction and reality. which is something we’ve done with the systems in the past like Vega for example: there is a real star Vega, which is an A-type main sequence star in the lyra constellation. However our star: Vega, an ingame star that’s made up completely for the game is a G-type main sequence star much like our own sun. So that I feel like that’s a really good example of the balance we strike between what is real and what is in our game, but takes inspiration from reality.
FS: And I think that also kind of… that’s this games niche that I think it does so well is the consistency that it keeps between pure simulation and pure game and it has this beautiful in between kind of towards the simulation, but it still has so many of those game aspects that makes it fun to play and that’s what kind of makes this game I think, it’s going to be pretty special and awesome.
CH: So to answer the core of your question. Our system are a wide range of sizes, but they generally like some of very small, some of very big, generally we go between I’d say between 5 and 15 AU on average, but they can range far outside of those.
[9:11] Daz asks: What concept ship are you most excited to enter the pipeline… and why is it the Banu Merchantman?
FS: So I love the Banu Merchantman, but I’m going to go with another ship. I’m most excited about the Polaris Corvette and I call it a Corvette because it’s a Corvette, but it’s really just the RSI Polaris. Which is gorgeous, it is big, and like kind of chunky, and kind of slick; It has that well mechanically engineered feel, it’s bigger than the Constellation and it’s kind of taken my favourite because I love the Constellation, it was my favourite and now this Polaris is super awesome.
CH: Ooh, stealing the crown.
FS: But it’s still smaller than the Idris so it has kind of the best of both worlds. So it’s just a super cool looking ship. It’s being art directed by Paul Jones and Nathan over in the UK studio and it’s just looking awesome. So I’m super excited to see that enter the pipeline, I cannot wait. It’s already getting there so I’m really excited about that.
Next question from Daz, I just threw two in there.
CH: Just threw two together and just like combine the questions, why not.
FS: Yeah why not.
[10:24] Daz asks: What are the next ships expected to hit hangar ready?
FS: So I’m going to try my best to answer that question for things I kind of know, right because I know people always want to have answers for when things are going to come out and stuff like that.
In general as far as my knowledge goes. The Reliant is going to be the ship that’s going to be coming up in the hangar next which is my favourite small ship and the Reliant is just so cool. Concepted by David Hoppins and it was passed over to Elwin and Dan Kamentsky and the ship team here to flesh out that ship and they just did an awesome job and it’s so cool looking, it’s a super… the way that it flies and like the cockpit turns and it’s just going to be super cool and I can’t wait to get that in the hangar and even more that’s just going to be so like, I’m gonna want to fly it as soon as I see it in the hangar and just bust through the hangar doors and I’m going to have to stare at it for awhile, but I can’t wait to fly that thing.
Then next up I think is probably going to be, and we’re talking more down the line, we’re not talking tomorrow, we’re talking down the line, will be the Caterpillar which is also a super awesome ship and it’s one of the first ships that’s going to be from an art direction standpoint, is a little different because it’s built very… it’s chunky, but it’s kind of used parts, it has like elements of it that are almost like painted on top paint and they’re just welding metal on top of wiring and stuff and it’s not just perfectly encased and built, its kind of been welded together and just taken parts that they had and built on it. So it has this very cool industrial kind of…
FS: Look, right? And it’s just super cool looking. Things are exposed and it’s just kind of heavy and you’re like I couldn’t even lift one of these panels off the wall, it’s too heavy, it’s not just made out of that slick material and so it is just cool looking. I’ve seen lots of shots of what that looks like inside, in the game already and so that’s super cool.
CH: I haven’t seen those, why haven’t you shown me?
FS: Then we’ll take a look at this afterwards, sorry about that.
FS: Further down the road, even further, further is going to be the Herald. That will be Later this year and I think that’s okay to say, it’s a safe bet. Later down this year and that’s being worked on also in Austin by Josh. So that’s going to be… I’m excited about that ship as well because that’s definitely a little different, it’s kind of a little more interesting looking, it has little satalite things that pop out so Josh Coons is no doubt making that thing amazing. Hopefully that answers that question.
CH: That’s good, good thorough answer
[13:24] BaconofWar asks: Have you caught up on the organizing? I know putting new stuff in is an ongoing process but as a benchmark has most of the ‘old stuff’ been archived? Have you found any gems yet that you had to run to the art department and ask why it wasn’t in game yet?
FS: That’s a great question.
CH: Well, I have actually caught up on most of the organising. I’ve reached several major benchmarks. One is that we are much, much, much better off now than when we started. And this is something that is obvious through use of Confluence. And you can … you can tell me.
FS: Yes! What’s funny is when Cherie actually first started, one of the first things I said is “The artists need help. We need help on the organisation side for our wiki page, Confluence.”
FS: And I said, “The artists have made an absolute mess in there …”
CH: Those artists!
FS: “… can you help?” And so she calls me over and says, “By artists do you mean do you mean ‘you’?” How many pages did I have in there that were just …
CH: Oh … at least two hundred.
CH: Like at least two hundred. Created by Forrest Stephan.
CH: Last edited by Forrest Stephan.
FS: Yeah. So it turned out it was actually me making the mess in there. So …
CH: In the artist section at least.
CH: What other major milestone I’ve reached is I’ve archived over two thousand pages. They are still preserved in our system. They are out of the search results so they don’t mess up if someone is looking for the latest documentation they don’t pull up something from two years ago and it doesn’t mess up their process because it just doesn’t appear any more. But it is still preserved and it is accessible if someone wants to reference it so they don’t make some mistake that someone made in the past, or take an old idea that has been disapproved, you know, that kind of thing.
And our current documentation …
CH: … is kept organised by team or asset, depending on the needs of what is being done. Which has helped the organisation of Confluence by … many miles.
FS: Yeah. And you … and you monitor it as well …
CH: I do, I monitor it.
FS: … because I know for a fact that Cherie has archived pages that specifically say “Do not touch” in giant red lettering …
FS: … because they are archived into the, you know, non-accessible zone.
CH: That’s right.
FS: And I found pages that I’ve tried to edit and bring back into the wiki page and I get a message within about one minute …
CH: Like “What are you doing?”
FS: … of editing the page saying “Why are you editing that page?”. And I’m like “Am I not supposed to?” and she says “Do you see the giant, red letters on the top says ‘Do not edit’?”
CH: And he’s like “Wah wah.”
FS: So that’s super helpful too because I will still get into trouble …
FS: … if no one’s monitoring it.
CH: Yeah, and I think what’s most important is that because I’m moderating it I’m always available for questions and so people don’t have to dig for hours not knowing where anything is because I know where pretty much everything is and I can find something within about ten minutes because I am familiar enough with the system.
CH: And I have found some cool things in the game documentation, but I am not at liberty to speak about them. Unfortunately.
FS: Yes. We have a page that is things we have seen …
FS: … that is quite interesting …
CH: It’s a good page.
FS: … full of character bugs, which is wonderful. Maybe we’ll share it with you one day.
FS: Not today though.
Alright … so … excellent. Let’s move on. We have another question for Baconofwar which is …
CH: Oh, interesting.
FS: … one of my favourite forum names which I’ve seen so far. Let’s see …
[16:42] BaconofWar asks: How hard is it to wrangle art assets and minions from multiple sites and time zones? What systems do you use to keep track of it all?
FS: That’s an awesome question, because working with multiple studios: Frankfurt, U.K., U.S. … two offices in the U.S.: …[counts using fingers]
CH: Yeah, Austin, Los Angeles.
FS: … Austin and Los Angeles. Is a great challenge and you, it requires great organization.
CH: It does. I personally keep the director up to date, which is very important. So everyone can recognize everybody else, we’ve got little pictures next to names. That kind of thing.
FS: Yeah, then for art assets we use software called Perforce, and within Perforce it allows everybody to submit their art assess, art assets to the same location. And then we also use Shotgun software which allows us to keep track of all of our concepts and all of the theme backing, so on and so forth. Everyone has access to the same systems. It’s not segregated whatsoever, including confluence. And that allows us to work as one studio, nation …
CH: Internationally. Yes. [laughs]
FS: … internationally. Yeah, internationally.
CH: Across time zones.
FS: As far as wrangling each art asset, we have art managers and art leads and art directors in each studio. So you have your local art managers that manage each team locally. So we don’t have to cross manage too much, because we are in different time zones.
CH: Yeah. I mean, and as to that we do have global sync times that we try to stick to for meetings that are known throughout the studios.
FS: Right. Yeah, totally. And you know it, nowadays with Skype and the internet and the ability to share data over online it’s really not as hard as you think it would be. It’s almost sometimes you could be, it could feel like you’re working in the same studio.
FS: As far as managing art assets. I mean, you know what’s the difference if you’re not, besides walking over to the person, what’s the difference between being on one side of the building compared to the other side of the building or being on side of the building to another building in another country. There really is no difference to some degree other than the walking over and talking to them.
CH: To some degree. Although I would love to …
FS: Besides the time difference.
CH: I would love to, to walk over to someone in the U.K. office and just shake the back of the chair and say, “Hey! Look at me!”
FS: Yes, yes.
CH: That’s, that’s what I really want. I just want to be obnoxious. It’s good times. [laughs and makes okay signs]
FS: [laughs] Secretly fly you over there and you could shake everybody.
CH: Like, I work here now. [laughs]
FS: Yeah. Alright, so hopefully that answers your question.
[19:25] Daz asks: Can you explain how work on the Galactapedia is progressing? What is the look and feel of the system that is being designed and will we access this both in game or from the website?
CH: The answer to that is everything is spiralling outwards towards the Starmap. The Starmap is basically the cornerstone of the Galactapedia and we are planning on releasing the first bare bones version of the Galactapedia very soon actually. We’ve been in meetings with Turbulent, they have made wonderful mock ups of how they want the Galactapedia to look.
What we’re going to do is first, define all the in-lore terms we have used in the Starmap. You’ll be able to click on those terms and you’ll get a definition or a bare bones encyclopedia entry that’s meant to be a foundational text that will be built up as we’re able to populate each page to the extent we are satisfied with. You’ll be able to access this both in Starmap and from a UI that’s not the Starmap, like from our website.
There will be a search tool you can use, there will be a glossary you can click and you can see all the terms we have.
FS: That’s so amazing.
CH: It’s wonderful, I’m very, very excited to be able to give you this news and be able to share the mock ups that Turbulent has given us. Some of the design is still subject to change, we are very close to being able to release something that is accessible to you and that we can take care of.
FS: There’s just so much data and so much lore and to have a way to easily access it all, in a way that is organized by the time that it all takes place, is just super exciting.
CH: Yeah, I’m very excited to be able to do this and to be able to share this news with you.
FS: I’m sure you all, also love this. Thank you for sharing that, that is wonderful news, I love that.
[21:19] Fang Of Asgard asks: How goes the Character Creation pipeline? Any light the artists can share on what we the players will be able to change on our future citizens? I know it’s still impractical to hope for different height character skeletons but I can dream! P.S Any designs for pressure sealed hood mask designs instead of traditional helmets for space wear?
FS: I love that, I love that question.
CH: Space… [Stares]
FS: That’s a great question. So let me answer the first one. We are still heavy, heavy, heavy in developing the tech for customisation. So I do not have any direct answers, however what I can say is we will support the ability to get facial reconstruction and to change and customise your face.
FS: And we all know you will be able to customise your clothes to barely no end.
CH: Yes I have seen you customising your clothes.
FS: Yes and it’s coming and I’m talking about it all the time and you’ve seen a taste of it now. So there will be the ability to customise your character’s without a doubt. In regards to different heights for skeletons that’s a whole tech we have not solved yet and there’s lots of different ways that games solve the ability to scale. Unfortunately with CryEngine, the way that the animation system was built, it’s a significant task. Its is not built into the engine, there’s significant code that needs to be rewritten to support different heights for characters. It’s something we will eventually have to tackle, but it’s a much bigger task than it may seem or maybe it doesn’t seem.
It’s tough and it’s tricky and it’s something that we do eventually probably will need to solve, but hopefully we get that in the near future.
Any designs for the pressure sealed hood mask designs. So I don’t know if this exactly falls under this category, but we are currently designing the OMC’s. We all know, or maybe we don’t know.
CH: I don’t know.
FS: What OMC’s are, but they are an organisation in the Squadron 42 universe. I don’t know how much people know so I won’t say anything else, but one thing that I will say, I just said I wouldn’t say anything else, but I can’t stop talking.
FS: They have very cool outfits and their outfits are slightly different than the marines and infact the OMC will be similar to… when you currently play the Persistence Universe and you’re running around with the marines and you see those other characters that are “the pirates.”
CH: The pirates…
FS: Okay, those are temporary characters that are getting replaced with the real characters with are the OMC and so those characters will have hood mask designs that are slightly different from the traditional spaceware because a lot of the art direction goes in the direction of… you know they don’t just have brand new armour, they take previous armours. They’ve done some scavenging where they’ve got different parts and stuff and they customise everything. So maybe you don’t have a full helmet, maybe it is… they built it and it’s hand built and it’s pressure sealed hood mask and they’ve created it and it’s not something you just would generally pick off the shelf and get, maybe it’s something they got multiple things they picked off the shelves and then created and that’s kind of the visual direction that the OMC is.
CH: They’re creative, they did it themselves, DIY.
FS: DIY, very DYI
CH: DYI culture.
FS: And I think that you will see some pressure sealed hood mask designs that are slightly different than traditional helmets spaceware and that’s a great opportunity to implement those designs so I think we’ll see that and it’s going to be super cool. We already have some concepts in the works that are in the art direction phase and right now being looked at by Josh Herman, our new Character Art Director and Chris Roberts, obviously who’s driving the vision and their going through the concepts and designing them right now and they’re heading towards that direction so you should see something very cool in regards to that question.
[25:33] Algared asks: I love the Loremaker’s guide section, you and the other Loremakers have been doing. 1)Will we eventually see a Loremaker’s Guide for every system? 2)Have you found any holes in the Galactapedia which required additional lore written? If so, can you share any examples and have you specifically written any lore?
The answer to that is “Yes, we are absolutely trying to do every system.” There are quite a few systems that we have yet to cover so we should be doing this for a while now. We’ll continue to take turns giving our own perspectives on the systems. I usually like to cover the sciency angles, Will and Dave and Adam like to cover the lore aspect, and Adam will often sneak in some good science stuff. And I think we all work together very well as a unit, being able to discuss all these systems. And we … we just want to do this until we’re satisfied that the systems are as fleshed out to you as they they are to us.
I specifically have written some lore. I was part of the team that create the descriptions that are currently in the Starmap. As there are hundreds of descriptions I can’t say off the top of my head which ones I did write, because there’s just so many of them. But I can say that I wrote all the descriptions for the moons of Terra and the moons of the Caliban system because those are something … some things that I did very recently. So you can look that up and know that’s … that came from me. That was me!
And I’ve also had some hand … a hand in some lore that has yet to be released. Ooo! Mystère … so interesting.
FS: Would you say you’re the hand of god …
CH: Ah, no.
FS: … for the galaxies?
CH: Well in the galaxies I am akin to that.
And not all systems have been fully developed. Also there are systems that we have yet to create. And there are holes that remain to be filled to answer that part of your question.
FS: Black holes?
CH: There is a black hole.
CH: In Tamsa.
CH: It’s good.
FS: What’s your favourite, like, thing in space. Black holes, stars, planets, moons? What do you like? If you have to write a description for something what’s your favourite thing to write a description for?
CH: I really like talking about stars.
CH: Stars and general, like, the lifecycle of stars.
FS: What’s you’re favourite type of star?
CH: I really like the red dwarves because are everywhere. They are the most populous star that we know of. They last, as far as we know, forever: we’ve never seen one burn out. They’re very small and they try very hard and they’re good candidates for life and the cool planets that can be around them, like … like Horus for example. I was big on pushing for the creation of Horus as a system that had a planet that was tidally-locked to the red dwarf so there was life around the solar terminator.
FS: Very cool.
CH: I thought that was pretty cool. I just like so many things. I like nebulae and galaxies. I like black holes. I like the cool diamond planets that we’ve been finding that are kind of related to the stellar cores that I was discussing earlier. Oh man, I like that there … our solar system as far as we know is very different from almost all the solar systems that we’ve seen. I love that we are in the young childhood of the exoplanet discovery planet … exoplanet discovery phase of NASA, like Kepler is doing such a great job thousands of exoplanets have been discovered through the persistent efforts of a very, very few people. It’s just a really wonderful time. I can’t believe that the first exoplanet was only confirmed in like 1995. That’s absurd. That’s such a short time ago.
FS: Yeah, it was.
CH: We have so much left to discover. It’s wonderful.
FS: Yeah. So that’s fantastic.
CH: That was a bit tangential but thank you for asking me that question. It was really fun.
FS: Alright. No thank you for the answer. That was wonderful. Alright … is that the rest of … is that all of that question?
CH: Oh yes. Absolutely. Now it’s your turn. You can answer this question and then we’re done.
CH: Yeah. Lextor.
FS: This is an easy one. I saved the easiest one for last.
[29:46] Lextor asks: Will there be a new skybox?
CH: And that’s from Lextor?
FS: Lextor, Lextor will there be a new skybox? Lextor there will not be a new skybox because we have procedural skies now.
CH/FS: Oh! [Hands in the air]
FS: So we’re going to have a full time of day system. I’m not sure how the planets… and here’s what exciting right? And here’s what still need to figure out if this is a thing, if this is a thing, but it’s something very cool to dream about and, I think could be doable is: and I’m sure you have the same question, if you’re on a planet and that planets relation to the star, does that affect sky on the planet itself? If you’re on the back side of the planet, is it night time? If you’re on the side of the planet facing the star at that particular point in the orbit, is it daytime? Is the star and the position of the planet going to affect the sky and the reason that we don’t want to do the sky box is we want it to be a fully… a real simulation. We want it to react as much to real life as possible and in order to do that, we didn’t want to do a skybox solution.
CH: And we do have the number to support this from the astronomers. That’s one of the things that we came up with was realistic day-night cycles on planets, we know how long the solar day is, we know how fast the planet moves around the star.
CH: we got the these numbers available we just need to …
FS: I think it’s just a matter of tech …
CH: Yeah it’s a matter of tech.
FS: … and if we can write the tech and we can implement the tech and … One thing I learned about this project is never say “never” and it’s amazing what’s possible.
FS: So we’ll see how that turns out. Alright.
FS: Well, I think that wraps up today’s show, thank you so much Cherie for joining us.
CH: Thank you so much for joining us.
FS: Your awesome answers are, I’m sure everyone loved them, I know I did and all right. So, thanks again to the subscribers…
CH: Yes, thank you so much for all that you do. We really appreciate it.
FS: All right, and see you next time.