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Join us for a Q&A session featuring Senior Lead Gameplay Engineer, Chad McKinney, answering your questions about all things related to cargo and hangars in Alpha 3.24 and beyond.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
With their release just on the horizon, join us today for an in-depth look at the current state of the first two RSI Zeus MK II variants. Plus, get a sneak peek at new interface changes coming with the MFD rework.
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Squadron 42 Monthly Report
This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.
TO: SQUADRON 42 RECRUITS
SUBJ: DEVELOPMENT UPDATE 09:04:2024
REF: CIG UK, CIG DE, CIG LA, CIG TX
FAO Squadron 42 Recruits.
Welcome to August’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including mo-cap updates, refined behaviors, and additional narrative content.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Features)
Throughout August, AI Features focused on polishing existing functionality to improve level flow. For example, during ‘buddy’ sections where players are aided by AI characters, the team increased and improved the control mechanisms available to the designers so that they can increase situational awareness. This means that AI characters no longer automatically crouch and draw a weapon when enemies are nearby - this is now a behavior that’s controllable by a designer who can determine the best place for this to occur.
A new ‘follow along path’ task was added alongside the ‘lead along path’ task, allowing the designer to guide AI while simultaneously keeping up with the player. They’re also improving tech to control when the buddy joins in combat to provide more level-specific situational awareness.
AI Features also polished various reactions, including the ‘first reactions’ when NPCs respond to audio or visual events. While these behaviors had a solid base, some combat styles, weapons, and scenarios didn’t play consistently. For example, when escalating from a low reaction to a high reaction. To improve this, the team developed a new AI test level called a ‘test cell.’ This is a Building Block setup with different character types, weapons, cover options, usables, etc. that allows the team to pick and mix different setups to produce consistent test scenarios. A particular combination can be exported as one ‘cell’ and imported into a single level where multiple test scenarios can be played simultaneously, allowing the team to quickly spot mistakes, fix them, and retest.
The test cell is also being used for cover-hit reactions, which have different animation setups per cover type, combat style, and weapon type. Going forward, the test cell will be expanded to provide more consistency across a wide range of areas.
AI Tech
Alongside small improvements and bug fixing, AI Tech worked on editor functionality to allow the designers to set schedule game tags and assign action areas directly to NPCs. Secondly, they worked on a Subsumption task and flowgraph node to enable or disable navigation cost areas and modify their costs.
AI (Social Strike Team)
The AI Social Strike team spent part of August refining idle animations for desk workers. This work adds greater variety to the NPCs seated at consoles, significantly reducing noticeable repetition when multiple characters are positioned next to each other.
They then expanded the advanced animation set used for repairing and inspecting the Gladius and Hornet. These more advanced and realistic animations move away from basic motions, adding depth and believability to the repair and inspection activities.
Continuing from last month, the devs made significant progress refining various interactions throughout the game. As part of this, numerous non-essential interactions were removed to prevent confusion about what can and should be interacted with. This clear delineation ensures that when something is interactable it serves a meaningful gameplay purpose. This step is crucial to maintaining intuitive game mechanics and enhancing the overall player experience.
Work was also done to improve the cargo-handling AI. For example, the utility behavior for AI involved in cargo handling was updated to allow multiple AI characters (not using trolleys) to move cargo from the same pickup location to the same drop-off area. Previously, only one AI character could perform this action at a time, resulting in an illogical sequence of events. With this new update, cargo movement now appears more realistic and dynamic, adding a layer of authenticity to the environment.
Following an art pass on cargo in the Shubin location, the ‘cav’ vehicle’s AI was re-pathed. This update ensures that the vehicle’s movements align perfectly with the new cargo layout
Finally for Social AI, numerous smaller bug fixes and improvements were made across the campaign.
AI (Game Intelligence Development Team)
In August, the Game Intelligence Development team concentrated on delivering a clean and stable Apollo StarScript UX update. This involved adding support for higher icon resolutions so they stay sharp when zoomed in and straightening lines for a clearer read.
Drag and drop was improved too. Now, when hovering, ports with a wider selection range are highlighted. The devs corrected the color and size of imported notes, added arrowheads to links leading to closed groups, and enlarged the hovering area and highlights on links and ports. Drop points were also added to links to identify the desired select line.
Animation
Last month, the Gameplay Animation team worked on zero-g movement on surfaces, weapon first-selects and overheats, improved pickups, scene-specific player interactions, and numerous background animations for life around a key location.
Significant progress was also made on a number of Human enemy types. On the mo-cap side, the team supported gameplay and story needs with capture shoots and solved data. They also supported the Mo-Cap team so they can be even more efficient and knowledgeable on future shoots.
The Gameplay and Gameplay Animation teams then joined forces to use their expertise in re-targeting to get faster traction on some upcoming asset sets.
The team are currently working on the final facial-animation solves for SQ42 before pivoting to fleshing out background AI and improving high-profile story scenes.
Graphics & VFX Programming
Alongside ongoing stability and performance improvements for Vulkan, the Graphics team improved debug tooling for the long-term health of the dev experience.
For global illumination, support was added for high-gloss specular reflections, which builds on previous rough-specular work. The team also added live updates to GPU raytracing acceleration structures and began working on improvements to transparent objects.
Performance wise, the global illumination system now supports both temporal and spatial subsampling to accumulate the same visual result with fewer rays fired per frame.
Ongoing tasks consist of async creation and additional types of destructible renderer objects (such as gas cloud chunks) to reduce frame time spikes on the CPU.
SQ42’s main fire hazard system wrapped, with the team moving to bug fixes and design balancing. They’re nearly finished with data conversion for better particle effect management, while various performance enhancements are in progress.
Narrative
Toward the end of summer, Narrative continued working with Core Gameplay to refine the number of Galactapedia entries and identify where they will unlock. The aim for the next few months is to lock down the first half of the game from an entry point of view, which will enable the team to fully test the experience and make sure players receive an enjoyable number of entries.
The team also moved back to live production with pick-up shooting, which involved re-recording a handful of lines for a supporting character. Narrative also supported the Audio department in a ‘walla’ session.
“If you haven’t heard this term before, 'walla' is a low, persistent series of indecipherable conversations that go alongside our scripted scenes and dynamic conversations to make areas feel more populated.” Narrative Team
Elsewhere, work continued on the in-fiction collectibles that the team is developing with outsourced artists. They also continued to regularly play through levels to review the implementation of the latest content to ensure things are triggering correctly and iterate on the overall flow.
VFX
Last month, VFX focused on polishing a selection of key scenes alongside Cinematics. They also continued to support the Design and Art teams with ongoing level work.
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This article originally appeared in Jump Point 8.4.
Esperia Prowler
TEVARIN SERVICE
The Prowler dropship has the unusual distinction of having two nearly separate histories: the first being its original manufacture and service by Tevarin forces several centuries ago, and the second being the now familiar replica constructed by Esperia. There is little agreed-upon history of the original Tevarin development process or its military service beyond its extensive use during both Tevarin Wars. What is certain is that the Prowler is a powerful landing craft whose unique silhouette, silent flight, and exceptional fighting capabilities made it emblematic of the Tevarin military cause and garnered both the ire and the respect of the Human soldiers who faced it in combat. The Prowler was first encountered by Human forces during the annexation of Idris IV in 2541 at the outset of the conflict. Prowler units were instrumental in pacifying the remaining Human defenders and transporting the first wave of elite Tevarin shock troops who secured the former military installations on the planet. A news photograph captured from the battlefield showing a sky full of distinct Prowler silhouettes became intimately associated with the early days of the conflict and the alien nature of the threat posed to the UPE by the Sovereignty.
Two distinct versions of the Prowler were encountered during the wars. The first, dubbed the Prowler-A, lacked the top-mounted remote turret. This initial configuration gave rise to a responsive tactic in which UPE interceptors would site a Prowler and then initiate a kick stop to blast this blind spot with full weapons as quickly as possible. As the war dragged into its second year, Prowler-Bs mounting what opponents called the ‘stinger’ (then a maser-based energy weapon turret) began to appear, costing the lives of dozens of Human pilots before new tactics could be disseminated. Technically speaking, the Esperia-manufactured replicas and updates were not the first Prowlers to be operated by Humans. During the first conflict, Human forces captured mostly-operational Prowlers on a number of occasions and equipped them for special forces missions, including behind-enemy-lines drone deployment and, in one case, a carefully orchestrated POW rescue operation. These Prowlers were not significantly modified for Human use and were often operated by UPE-loyal Tevarin.
The Human government of the era had very little interest in recovering or studying Tevarin technology and, as a result, most captured Prowlers (and other Tevarin-built spacecraft) were either scrapped or utilized as target vehicles in the final days of the war. The rapid destruction of Tevarin technology was fueled by the immediate value of their sometimes-rare composite metals to speculators and an overall societal interest in moving beyond the war. A number of Prowlers escaped the scrapyards to find themselves in private hands where they typically served as mercenary ships. These Prowlers were common until the early 28th century, where their existence faded due to wear and tear and the lack of available replacement parts. A single example, a stinger-armed late model Prowler, was retained by what would become the Imperial Archives and Records Administration. Stored in pieces, the vehicle’s wings were ultimately destroyed in a building collapse while the fuselage remained untouched for almost two centuries. The remaining portion of the ship has since been restored and appears in the Tevarin War Gallery at the Dayton Aerospace Museum. This spacecraft, still bearing UPE logos hastily painted on its side, was studied by Esperia as a control case alongside the newly recovered examples upon which the Human models were based.
DEVELOPING THE MODERN PROWLER
The Prowler’s impressive second act began in 2941 when Imperial pathfinders entered the newly discovered Kabal System and located a series of abandoned Tevarin settlements on Kabal III. Xenoarchaeologists and Tevarin historians would eventually date the preserved settlements to the middle of the 25th century, sometime before the start of the Human-Tevarin conflicts. The nature of the system and its separation (or potential deletion) from the rest of the Tevarin Sovereignty remains hotly contested. Whatever the history, the discovery was a major windfall for Esperia, a company then best known for constructing limited runs of replica Vanduul spacecraft for military use and occasional civilian sale. The UEEN, particularly happy with the recent purchase of four squadrons of replica Blade fighters for aggressor training, insisted that Esperia be included in the group of analysts brought to Kabal to study potentially lost Tevarin technologies at two aerospace bases identified by the initial surveyors.
Much of what was discovered in the Kabal System remains classified today and Esperia’s overall involvement with the project is no exception. What is known is that the researchers discovered what amounted to nine fully equipped squadrons of A-model Prowlers safely stored in antinuclear bunkers. The investigation revealed that none of the Prowlers had flown for almost five centuries and that they had been properly mothballed rather than left in situ. Another dozen examples were not properly prepared and had significantly decayed left to the elements on flight lines. Esperia requested that these also be provided for the study of individual parts, but instead they were remitted to another group for the study of long-term spacecraft storage.
Esperia’s initial survey team reviewed the available spacecraft, performed a series of atomic scans, and were allowed to disassemble two examples to produce an initial report on individual technologies and components involved in their construction. A UEEN test pilot was attached to the group and in the culmination of the initial study, a single vintage Prowler was fueled and tested in a 45-minute atmospheric flight that seemed to confirm that the spacecraft were as fully functional as could be determined with the equipment available in the Kabal System. The remote stage of the project took 18 months and at its conclusion, the government opted to ferry six of the Prowlers back to Esperia’s clean lab at Kutaram rather than retain the Esperia team on Kabal.
As the team from Esperia completed their work disassembling and documenting the ancient spacecraft, management began to develop an extension – a blue-sky project to go beyond study and move to recreating the ship with Human control surfaces and updated modern components. A tiger team developed a formal pitch to the UEE to allow the company both access and legal rights to recreate the ship, ostensibly to sell to hobbyists and others interested in a historical spacecraft. There was also a deeper plan. Esperia was keenly aware of teething issues then-delaying the intended deployment of the Aegis Dynamics Redeemer, intended to be the UEEN’s next-generation gunship. Seeing the briefest opportunity to market the Prowler once again back to the military, the company put an amount of resources into the project that greatly eclipsed those of their prior builds. Much to the surprise of all involved, the government approved the idea almost immediately and formally declassified the recovered Prowlers for Esperia’s benefit.
One of the first issues facing the recreation team was that the models found on Kabal predated the wars and thus lacked the dorsal maser turret. Knowing that newly created Prowlers would want to correct the blind spot, the team carefully studied the example stored at Dayton to structurally adapt the new fuselage for a standard turret mount (older maser turrets having long gone out of production in favor of efficient and modular present-day systems). Astroengineers also had trouble recreating the ‘plate cockpit’, requiring several months to perfect the once-commonplace Tevarin technologies that gave the ship its distinct forward structure. Working alongside historians and collectors, the company was able to trace every subsystem and component of the original spacecraft and either resynthesize it using present-day technology or substitute it for an existing modular system. Computer systems in particular were completely reworked, with the original Tevarin software either completely lost to data rot or deemed incompatible with present-day systems.
The ‘new’ Prowler debuted in 2946 in a stunning show at the annual IAE event, in which the distinctive winged ship cut a dashing and unexpected figure just as it had once in the skies of Idris IV. The intent to sell the design to the military largely fell through, with the UEEN ultimately purchasing only a limited run of the craft for study and potential special operations assignments. However, the design did immediately attract the attention of the civilian sector. Preorders for Prowlers were taken not from historians and preservation groups but instead from mercenary forces and wildcatters seeing a durable, high-tech ship for rough-and-tumble operations. Generations removed from the stigma of the war, the Prowler had found an unlikely second life serving the descendants of the Humans it had once fought so fiercely against.
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Happy Monday, everyone!
This past weekend, our team attended an incredible Bar Citizen Event in Marinha Grande, Portugal. We quickly discovered that the local community certainly know how to have a great time! Huge thank you to everyone who stopped by and contributed to making it an unforgettable day. Don't miss the photo gallery below for a glimpse of the event.
Meanwhile, CitizenCon 2954 is on the horizon! If you're unable to attend in person in Manchester, the Digital Goodies Pack offers all the digital items that come with a CitizenCon 2954 ticket, including a few items that will be unveiled and developed live during the event. Can you believe we're less than 40 days away?!
Speaking of CitizenCon, don't forget to check out both the community-organized Bar Citizen events taking place throughout the week of the show, alongside what's shaping up to be an extraordinary esports event with ATMO Esports!
Back in the 'verse, things are heating up as the battle for Jumptown's drug labs rage on. You have until September 12 to jump into the fray!
Finally, Alpha 3.24.1 is now in the Public Test Universe (PTU), including the Argo ATLS power suit, unlocked for all backers to test!
Now, let's see what's going on this week:
Tuesday, the Narrative team brings us a new lore offering with a Whitley's Guide to the Esperia Prowler. Feared by Humanity during the Tevarin Wars, the Prowler was given an unexpected second life thanks to Esperia.
Wednesday, we'll be publishing last week's Squadron 42 Monthly Report as a comm-link.
This Thursday, Inside Star Citizen will provide a deep dive into the current state of the RSI Zeus Mk II and a glimpse at the new MFDs coming to the 'verse.
On Friday, Star Citizen Live features a Q&A with Chad McKinney on all things cargo and hangars. Post your questions now on Spectrum, and we will see you on Twitch, at 8am PDT / 3pm UTC. Additionally, keep an eye out for the weekly RSI Newsletter, which will be sent directly to your inbox.
Have a stellar week both in and out of the 'verse!
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
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The_AmoK amazed us with three powerful birds cast in bronze. By utilizing the negative pressure casting method, he skillfully crafted Anvil's renowned fighter lineup: the Arrow, Hornet, and Lightning!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Don't wait pasture bedtime to tune into this mooving episode of Inside Star Citizen, featuring an upcoming legendairy creature and some udderly awesome character customizer updates.
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PU Monthly Report
Welcome to August’s PU Monthly Report! With the recent release of Alpha 3.24: Cargo Empires, most development teams spent the month both finalizing patch tasks and progressing with exciting new features coming further down the road. Read on for all the details.
AI (Features)
Last month, AI Features polished various reactions, including the ‘first reactions’ when AIs respond to audio or visual events. While these behaviors had a solid base, various combat styles, weapons, and scenarios didn’t play consistently, such as when escalating from a low reaction to a high reaction. To improve this, the team built a new AI test level called a ‘test cell.’ This is a Building Block setup with different character types, weapons, cover, usables, etc. that allows the team to pick and mix different setups to produce a consistent version of test scenarios. A particular combination can be exported as one ‘cell’ and imported into a single level where multiple test scenarios can be played simultaneously, allowing the team to quickly identify mistakes, fix them, and retest.
The test cell level is also being used for cover-hit reactions, which have different animation setups per cover type, combat style, and weapon type. Going forward, the test cell will be expanded to provide more consistency across a wide range of areas.
AI (Tech)
AI tech continued to improve how NPCs transition between servers, including serializing movement requests and navigation paths.
They also updated navigation generation elements, including one relating to computing navigation islands and one used when exporting processes into object containers. Progress was also made on converting the Apollo tool’s UI style. A new feature continued development too, which the team will share more about in the future.
AI (Content)
In August, the Social AI designers joined the Narrative team to form a larger group focused on improving the Star Citizen experience. As part of this, they began meeting with Design and the creative directors to walk through various locations, looking for opportunities to clean up existing behaviors or add new ones. While many of the behaviors will be based on work done for Squadron 42, the expansive nature of the PU will require bespoke additions.
AI Content is also in the process of reviewing locations throughout Pyro, ensuring the environment and behavior setups work correctly together and instill a sense of the intended narrative. The team also met with the designers of an upcoming mission to provide support for some of the locations that will be visited by players, including applying believable behaviors to NPCs.
Aside from outlining behavior improvements and needs for Star Citizen 1.0, Narrative Design kicked off several initiatives to determine the required tech and use cases for future social spaces. This will ultimately lead to a vertical slice showing a gold-standard social space with the level of interaction the game will aim for.
AI (Game Intelligence Development Team)
In August, the Game Intelligence Development team concentrated on delivering a clean and stable Apollo StarScript UX update. This involved adding support for higher icon resolutions so they stay sharp when zoomed in and straightening lines for a clearer read.
Drag and drop was improved too. Now, when hovering, ports with a bigger selection range are highlighted. The devs corrected the color and size of imported notes, added arrowheads to links leading to closed groups, and enlarged the hovering area and highlights on links and ports. Drop points were also added to links to identify the desired select line.
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Animation
August saw the Facial Animation team developing content to flesh out more of the game world’s characters.
Gameplay Animation continued to work on a selection of creatures previously seen in teaser videos alongside improving the creatures already in the PU. They also progressed with an unannounced addition that the team is “looking forward to seeing in-game.”
Art (Characters)
Character Art continued working on utility and specialist armors, while Character Concept Art supported IAE and progressed with their ongoing exploration of fauna.
Art (Ships)
Last month, Ship Art moved several unannounced vehicles toward their greybox reviews, while others approached their LOD-zero and final-content reviews.
Work on the RSI Polaris also continued, with the ship’s exterior approaching completion.
Community
In support of Alpha 3.24, the Community team made improvements and updates to the New Player and Welcome Back Pilot guides. They also provided an update to the Cargo Guide alongside a Q&A for the recently released Aegis Sabre Peregrine. The team also focused heavily on compiling and sharing player feedback internally.
The team’s standout event last month was Ship Showdown 2954, with players from across the community submitting creative entries to determine which ships made it to the top. Phase 1 saw citizens submitting original creations of their favorite vehicles to the Community Hub and social media before the Top 16 faced off in daily voting battles.
After much voting, the Anvil F8C Lighting was crowned Ship Showdown Champion 2954.
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The Community team also supported the release of a limited number of General Admission CitizenCon 2954 tickets before connecting with the community at Gamescom 2024 in Cologne.
“This stop on the Bar Citizen Tour brought together players for an unforgettable experience, including a treasure hunt, prizes, and two Bar Citizens events! Later in August, the team met with more fans in Seattle at PAX Westduring another Bar Citizen event at Stoup Brewing. Looking ahead, we’re excited to meet even more Star Citizen players in Marinha Grande, Portugal, and during TwitchCon US in California!” Community Team
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The Progress Tracker was also updated with the latest production schedule through 2024. It introduces a significant shift in how deliverables are tracked while maintaining transparency throughout the year. Further updates, including 2025, will follow soon.
With CitizenCon 2954 coming in October, the team spent much of August gearing up for the event, including setting up the venue layout, preparing community booths, and more.
Core Gameplay
Throughout August, the various Gameplay Feature teams continued to improve the hangar and cargo flows for Alpha 3.24 based on feedback from the PTU. Meanwhile, a lot of behind-the-scenes changes progressed that will improve how various gameplay systems handle environments that span multiple servers.
Progress was made on the ‘overheat’ mechanic, with Core Gameplay adding support for different atmospheric temperatures. For example, weapons will overheat at different rates based on their environment.
‘Charge and drain’ progressed too and now features client-side prediction to give immediate feedback to players when they’re charging or draining, even if there’s latency between the client and server.
The team began adding logic to declutter the UI by grouping markers of the same type, while the implementation of weapon groups and group presets continued.
August saw continued progress on jump points, which began with improved debugging tools to better visualize potential exit points for players. Turbulence was also implemented, which will affect the flight experience within the tunnel; the designers are currently tweaking the strength to get the desired impact. Visual effects were added too, including cockpit vibration based on where in the tunnel the player is located, and obstacles were placed that players will be required to navigate around. Further failure states for jump tunnels were determined before the feature was submitted to QA for testing.
Progress was then made on the resource network, engineering gameplay, and life support.
For example, Core Gameplay implemented a new behavior for critical components, which will replace the existing soft death mechanic. When live, only certain items, like powerplants, will trigger an explosion or soft death when destroyed.
The engineering screen was polished, while a new room selection UI was added for life support. The team also gave Design the ability to control the total power output of multiple active powerplants. This way, more powerplants don’t necessarily result in linearly increasing power production. Significant time was also dedicated to fixing stability issues and bugs following QA testing.
July’s work on ‘radar and scanning’ continued throughout August, with the team reviewing it in Arena Commander to assess the impact on the player experience and tune values to achieve the desired effect.
They also focused on closing out feature work for delta signatures, giving Design more control over how to react to changes. Tasks were completed for audio signatures too.
Core Gameplay continued supporting transit in the run-up to the live release while adjusting how transit data is stored to lower the maintenance overhead on Level Design.
Elsewhere, the team reworked the ‘shot’ annunciator - it will turn red if someone targets the player and fires their weapon. Annunciators for weapons, power, thrusters, and shields were completed, while ‘overheating’ and ‘off’ states were implemented.
The ongoing mission-system refactor progressed, with the team fixing various issues causing existing behaviors to break or function incorrectly. The mission system can now run in minimal mode, allowing it to be included in the seeding service and upcoming ‘MissionFactory’ service, which generates contracts.
Clients can now query available missions, and the contract generator can apply legacy settings to work with the previous system too.
Implementation of service beacons for the mission-system refactor began, while Core Gameplay supported Mission Design on remaining Blockade Runner and cargo-hauling issues.
Developers working on cargo gameplay primarily focused on major remaining stability and gameplay issues. For example, they fixed several problems with hangar instance queues getting stuck and players being assigned the wrong hangar. Functionality was also added to the instanced interior manager to better support removing non-active hangar instances.
Several hauling-mission bugs were solved relating to warehouse-manager and freight-elevator-kiosk interactions alongside issues with the kiosk transferring items on/off the loading platform.
Bugs were also fixed relating to Hull C auto-loading, auto-loaded commodity transactions, and ship-loading platforms getting broken by obstructions, with the fixes set to be implemented in the near future.
Finally for Core Gameplay, the devs spent considerable time reviewing internal and external feedback to plan further improvements to the features released in Alpha 3.24.
Economy
The Economy team spent the month getting closer to uniting all their work into a cohesive economy consisting of ships, items, missions, fuel, consumables, freelancing, careers, and more. Progress was also made on the economy setup for Pyro.
Graphics, VFX Programming & Planet Tech
Alongside the ongoing stability and performance improvements for Vulkan, the Graphics team improved debug tooling for the long-term health of the dev experience.
For global illumination, support was added for high-gloss specular reflections, which builds on the previous rough-specular work. The team also added live updates to GPU raytracing acceleration structures and began working on improvements to transparent objects.
Performance wise, the global illumination system now supports both temporal and spatial subsampling to accumulate the same visual result with fewer rays fired per frame.
Ongoing tasks consist of async creation and additional types of destructible renderer objects (such as gas cloud chunks) to reduce frame time spikes on the CPU.
For Planet Tech v5, the team focused on enhancing terrain performance through a compute shader-driven pipeline that caches material attributes to reduce redundant computations.
Alongside this, the revamped material scattering system now supports physically based distribution, allowing for denser biomes, such as jungles and forests, by eliminating distinctions between small and large mesh ground covers.
A new per-object climate concept and new terrain attributes were introduced, including geology and soil maps.
Planet Tech also spent part of August supporting the Montreal Tools team on the location-scatter tool. For this, they provided a new terrain query API for large-scale queries and extended query capabilities, with future tasks aimed at supporting SDF-based terrain queries.
Support for the live release included fixes for the ‘invisible asteroid’ bug and other issues.
Following on from last month’s report, the VFX team focused on fire hazards. The feature work is now complete, with focus shifting to bug fixing and design balance.
Particle effect connections for jump tunnels were implemented. The devs are now focusing on polishing the VFX and supporting graphics technology.
The team also progressed with a significant data conversion to add GUIDs, which will help the VFX artists manage particle effects more efficiently.
Elsewhere, performance improvements are underway, including using multiple threads for particle updates and adjusting VFX regression tests to detect issues earlier.
Interactables
The Interactables team spent time in August on items for Pyro mission content.
Lighting
The Lighting team continued to support multiple areas of development, including Pyro’s space stations, acidic caves, and closeout work for Alpha 3.24.
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Locations
Last month, the Landing Zone team progressed with tasks for Alpha 4.0, including adding new areas and additional polish to Pyro’s space stations.
The Locations team pressed forward with ground bases, moving the initial modules through greybox. Improvements were also made to several new location types coming with Pyro.
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Mission Design
Mission Design spent time in August updating the Salvage Mission archetype, enabling it to spawn ground panels and provide FPS gameplay at scrapyards.
They also continued to work on the Repair Location missions recently shown on the ‘Social Gameplay of Pyro’ episode of Inside Star Citizen. The team is targeting three main gameplay elements for the initial release:
Charge and drain: Charging devices that use batteries for operation
Replace component: Replacing fuses in relays
Repair pipe: Fixing damaged pipes using RMC
The team also continued to design resource gathering, including determining which commodities buyers in Stanton would want extracting from Pyro.
They’re also expanding the mechanic to include FPS resource gathering, which will be the first step toward basic MMO-type fetch quests. Elsewhere, a new mission type progressed that the team will discuss in a future update.
Narrative
The Narrative Team spent time last month working with Design and Branding to further develop the new Contested Zones and enhance the gameplay that players will experience there. The team also made improvements to the cargo-hauling missions and continued work on unannounced mission content that will be coming to Stanton and Pyro.
The Narrative Design team focused on improving AI behaviors at settlements to give a more natural feel to the NPCs that players will encounter there. They also fleshed out the new social AI testbed.
In August, the Online Services team progressed with features scheduled for Alpha 4.0. Significant progress was made on the updates for the Mission and Marker systems, and the team completed the new Player Trade service, which will allow players to trade game currencies in a server-meshed environment.
Time was also spent testing and gathering metrics for a newly enabled EAC anti-cheat feature in Evocati and the PTU.
Alongside helping to stabilize the Alpha 3.24 release, Online Services helped Player Relations unblock accounts with lingering login issues.
Regarding Live Tools, the team met with Player Support and Player Experience during a visit to the Montreal studio.
“It was a great opportunity for both teams to sit together and work on the future of the Network Operation Center and how it could improve the quality of life for the support teams with its current and upcoming features.” Live Tools Team
Elsewhere, the architecture for the error-reporting tool progressed well.
VFX
The VFX team continued their support for jump points and dynamic fire, both of which were shown in recent episodes of Inside Star Citizen.
They also completed their work on acidic caves, two vehicles, and an unnamed energy weapon that has functionality not seen before in the PU.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for September 4, 2024
Release View
The following cards have been moved into the Alpha 3.24 column, targeting a 3.24.X release:
RSI Zeus MkII ES
Building, balancing, and implementing RSI's small multi-crew ship, the Zeus MkII ES, into the game.
RSI Zeus MkII CL
Building, balancing, and implementing RSI's small multi-crew cargo ship, the Zeus MkII CL, into the game.
The following card has been added to Release View:
Aegis Sabre Peregrine
Building, balancing, and implementing Aegis's racing ship, the Sabre Peregrine, into the game.
That's all for this week! Join the discussion on Spectrum.
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Subscriber Promotions
It’s a pirate’s life for Subscribers throughout September! Give your hangar a warm, homely ambience with the new Salvaged Skull themed furniture, beautifully embellished with a tasteful skull to set an inviting tone for visitors.
September’s Ship of the Month is the miniature marauder, the tiny terror, the diminutive destroyer, the one and only Miria Fury! Gather your gang and swarm Stanton today.
Salvaged Skull Lounge Chair
Ripped out of a busted ship and ready for lounging, this former cockpit seat has been tagged with a vivid skull print to make for an aggressive seating addition to your hideout.
Current Centurion-level Subscribers get this item as part of their subscriptions. This flair item is temporarily delayed and will be available in an upcoming patch.
Salvaged Skull Couch
Why risk your reputation as a serious outlaw by sitting on anything but the most hardcore of couches? Featuring hand-printed skulls and make-shift repairs, this couch will have your guests saying, “this person is definitely a criminal.”
Current Imperator-level Subscribers get this item and the above Centurion-level itemas part of their subscriptions. This flair item is temporarily delayed and will be available in an upcoming patch.
Salvaged Skull Table
From planning your next heist to high-stakes card games, this salvaged table featuring a large skull marking is the perfect place for gathering with your last known associates.
This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store. This flair item is temporarily delayed and will be available in an upcoming patch.
Salvaged Skull Parlor Set
Entertain fellow scallywags, or let your enemies relax a bit before you mercilessly gut them with this complete set.
This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store. This flair item is temporarily delayed and will be available in an upcoming patch.
Salvaged Skull Clandestine Meeting Set
Gather your most trusted cohorts around the table to plan your next move.
This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store. This flair item is temporarily delayed and will be available in an upcoming patch.
Salvaged Skull Relax to the Max Set
With four chairs, a comfy sofa, and a table, you’ll be ready to entertain any size boarding party before making them all walk the plank.
This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store. This flair item is temporarily delayed and will be available in an upcoming patch.
Mirai Fury: Small but mighty, the Miria Fury is built for surprise attacks and swarming heavier fighters. While it sacrifices defense for speed and firepower, it hits hard and is gone before the enemy can react.
Imperator Subscribers: Mirai Fury Series (with 24-month insurance)
Mirai Fury, Fury LX, and Fury MX: Whether you’re bombarding targets or pushing for the podium, the Fury’s missile and racing variants excel at their specific roles without sacrificing the base version’s famed agility.
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SUBSCRIBER
MERCHANDISE DISCOUNT
Two continuous discount levels are available to all Subscribers in the Merch Store. Centurion Subscribers receive a 10% off discount, while Imperator Subscribers receive 15% off. Take advantage of this perk and peruse the selection of available merchandise including jackets, hoodies, shirts, mugs, hats, mousepads, posters, stickers, and more. Check out the now.
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SUBSCRIBER STORE
All previous flair items going back to 2014 are available to pledge in the Subscriber Store. You can fill in any gaps, pick up store-only items, or grab extras to gift to non-Subscribers from the My Hangar section of your RSI profile.
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Hello everyone, xē'suelen nyahyan
We recently released Star Citizen Alpha 3.24: Cargo Empires to the live servers, alongside a series of hotfixes (with more fixes to come). This patch includes a wealth of updates to the ‘verse for cargo haulers and citizens everywhere, including freight elevators, persistent hangars, and all-new missions. Our teams are now focused on addressing the top issues reported by the community, so keep a close eye on Spectrum! We sincerely appreciate all of the support and feedback you've given so far!
In the meantime, our largest event of the year is only 45 days away! Can you believe it?! We'll touch down at Manchester Central on October 19 and 20 for CitizenCon 2024, and we can't wait to see you all there. Also, if you missed it, we recently restocked a limited batch of CitizenCon 2954 General Admission tickets - so if you were kicking yourself for not getting a ticket sooner, this will be your last chance.
In other news, we were thrilled to see so many of you at the PAX West Bar Citizen in Seattle this weekend, full of great conversation, friends and giveaways galore. Thanks to all of you for being the best community out there, and we hope to see you all again soon! Next stop: Marinha Grande, Portugal, on Saturday, September 7!
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Now, let's see what's going on this week:
Today, we've just release this year's Digital Goodies Pack (only 45 days to go!). Plus, keep an eye out for the September Subscriber Comm-Link and the latest Subscriber Newsletter.
This Wednesday, we'll look to update the Roadmap with any changes/additions that pop up. And of course, don't miss the Star Citizen and Squadron 42 Monthly Reports for August 2024 for all the latest updates and behind-the-scenes insights.
Thursday, Inside Star Citizen (youtube.com/RobertsSpaceInd) has our next Creatures and Characters feature, with a look at the new animals and character customization options scheduled for Alpha 4.0. Jared says it's "moo-tastic!" Jumptown also returns from September 5 to 12!
Join us this Friday for Star Citizen Live on Twitch (twitch.tv/starcitizen), as Chief Technology Officer Benoit Beausejour answers your questions live at 8am Pacific / 3pm UTC. You can submit your questions for consideration on Spectrum, here. And check your inbox for the latest RSI Weekly Newsletter!
On Saturday, our team is joining the Bar Citizen Portugal—Marinha Grande! See you there. Operário Restaurante - Clube & Café, at 2pm. We can't wait to meet you!
The Weekly Community Content Schedule
TUESDAY, SEPTEMBER 3, 2024
CitizenCon - Digital Goodies
September Subscriber Comm-Link
September Subscriber Newsletter
WEDNESDAY, SEPTEMBER 4, 2024
Roadmap Update
Roadmap Roundup
Star Citizen Monthly Report - August 2024
Squadron 42 Monthly Report Newsletter - August 2024
Star Citizen Live - Discussion with Benoit Beausejour, Chief Technology Officer (twitch.tv/starcitizen)
RSI Weekly Newsletter
SATURDAY, SEPTEMBER 7, 2024
Bar Citizen Portugal, Marinha Grande
Fifty bridge countermeasures deepening
Info-running human
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
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Immerse yourself in this captivating Star Citizen machinima, meticulously recorded and edited over the course of eight months! It’s a true masterpiece and one of the finest stories we’ve seen from the community. Keep up the amazing work!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Mit Alpha 3.24 ist das nächste große Update für Star Citizen erschienen. Es trägt den Namen Cargo Empires – und das nicht ohne Grund. Denn es lässt euch das Weltall von einer anderen Seite kennenlernen.
Künftig könnt ihr euch als Weltraum-Paketbote betätigen, liefert Waren von A nach B und fliegt auf den Handelsrouten hin und her. Zudem müsst ihr euch vor Dieben schützen, die euch an die Fracht wollen.
Dazu werden in Star Citizen unter anderem Frachtmissionen, -aufzüge und -management eingeführt. Außerdem bietet das Spiel nun dauerhafte persönliche Hangars. Weiter müsst ihr künftig Blockaden durchbrechen, in dem ihr gegnerische Schiffe zerstört oder lebenswichtige Güter transportiert.
Mit Alpha 3.24 ist das nächste große Update für Star Citizen erschienen. Es trägt den Namen Cargo Empires – und das nicht...
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Mit der Aegis Sabre Peregrine kündigt Star Citizen ein neues Schiffsmodell an und stellt es in einem schicken Trailer vor. Die Peregrine ist vollkommen auf Geschwindigkeit ausgelegt und das schnellste Schiff mit dem Sabre-Chassis. Zwar mangelt es der Peregrine an Feuerkraft, dank der außerordentlichen Geschwindigkeit und der gepanzerten Außenhülle ist sie aber trotzdem nicht einfach zu zerstören.
Which faction will you align with in Alpha 4.0? Tune in to get an in-depth overview of what makes each faction unique along with their combat gameplay differences.
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BLINK AND YOU’VE MISSED IT
The fastest Sabre model ever conceived, the Peregrine takes the infamous military-born Sabre chassis and tunes it for unadulterated speed; the already streamlined frame is propelled by bespoke thrusters and carefully optimized engines that elevate the Peregrine’s straightaway speed to a whole different league.
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THE FASTEST SABRE YET
Already known for its lightweight, aerodynamic build and powerful propulsion, the Peregrine pushes the Sabre’s straightaway speed into a totally different league.
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LEGENDARY TOUGHNESS
What the Peregrine lacks in traditional firepower, it more than makes up for in its stout armored frame. What’s more, it remains hard to kill without sacrificing any speed.
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TECH SPECS
Explore the full Aegis Sabre Peregrine tech specs below.
Manager
Selfishness
"Maybe you should have a Captain have a look at you. Be sure." said Joaquim Steiger The Entity shall act as a political neutral zone where representatives can meet to resolve problems through discourse A 315p transport emerged from the jump-point and lumbered toward the Navpoint
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CARGO EMPIRES
STAR CITIZEN ALPHA 3.24
It takes a lot to keep the United Empire of Earth moving and behind every skilled fighter pilot, selfless medic, and titan of industry is a dedicated courier, hauling crucial supplies between the distant reaches of the galaxy.
Alpha 3.24: Cargo Empiresintroduces a wealth of updates that improve life in the ‘verse for those vital cargo haulers and citizens of all walks of life, including freight elevators, persistent hangars, and all-new missions.
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Elevator energy crates
Pranic
A further investigation of the planet revealed a cache of Humanity weapons and war machines. Apparently, he was some kind of Gunner... and kind of a Nut job Sheila Hero woke up on a table
We know that we have been Intolerant A vacant Breathable planet with a Poisonous atmosphere. Even though it's unsuitable for Smuggling, the UEE Military Fleet has prohibited corporations from Mining the planet The Timeline shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Thick atmosphere and swirlTactical storms of Rihlah VI make it a popular tourist destination for Criminals and Slavers from nearby planets. terraforming: That's a word that hasn't been associated much with Tevarin
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Take full control of loading or arming your ship before taking off on your next great adventure. From missiles to freight, everything you need can be moved from storage by hand (or tractor beam) and loaded onto your ship exactly the way you like.
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Take all the time you need in your hangar – this first proper use of instancing technology gives every player their own hangar to spawn vehicles without the wait. There’s no time limit, so you can take as long as you need to load up and prepare for the dangers of the ‘verse.
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Make your hangar a home. Every player now has a persistent hangar at their primary residence that can be decorated with any owned decorations and flair. Your hangar is allocated by the largest vehicle you own, so it’ll always fit, even if you upgrade your ship.
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Along with making accessing your ships easier, it’s now easier to access ships and load ground vehicles before taking off. Alongside freight elevators, hangars now feature a ship terminal that can recall any of your ships and ground vehicles from storage.
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Hostile Shader
Conversion sealed tube
The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Shorvu is considered a local mascot. This Evaporating Planet's unique shape has given it the nickname Pinecone Sol IX has a very Nitrogen-rich atmosphere, causComet greenhouse effects to heat its surface to temperatures that are consistently higher than even Bombora's scorchMining platforms heat.
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Tradable commodities (such as beryl and gold) are now traded in boxes, with different locations offering varying sizes relating to their location or purpose. Larger boxes can only be loaded onto larger ships too, adding variety to trading routes and pickups.
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If manually loading your ship via freight elevators doesn’t suit your playstyle, all hangars now support automated cargo loading. While your ship will be unavailable for a short while, it will return fully stocked, re-armed, and ready to take off.
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Hauling contracts are now open to all enterprising pilots. Players will play a vital role in the logistics network that keeps the Empire running as they travel from bustling landing zones to expansive distribution centers via remote space stations and perilous outposts.
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Violent criminal gangs are disrupting Stanton in the latest all-action Global Event. Play your part in ending the blockade by taking out enemy ships, hauling vital supplies, or escorting cargo to where it’s needed the most. Your system needs you!
Blockade Runner will be hitting the 'verse in the near future, keep your eyes peeled for more details!
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The Sabre Peregrine forgoes all weaponry in its pursuit of ultimate speed. Faster and more agile than anything in its class thanks to significant weight saving and a unique thruster setup, the Peregrine is more than deserving of its name.
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Sabre Peregrine
The fastest Sabre model ever conceived, the Peregrine takes the infamous military-born Sabre chassis and tunes it for unadulterated speed; the already streamlined frame is propelled by bespoke thrusters and carefully optimized engines that elevate the Peregrine’s straightaway speed to a whole different league.
Now that Aegis' first dedicated racer has entered the 'verse, we asked the Vehicle and Gameplay teams a few questions about the Sabre Peregrine. Here are the answers, straight from the devs themselves.
As Aegis Dynamics is traditionally a military manufacturer, why is it building a racer?
Traditionally, but not exclusively. While a lot of Aegis hardware is designed for military application, Aegis and other manufacturers always look to see what other markets they can expand into based on the resources available. With the Raven and Firebird chassis, it made sense to provide a more civilianized version of the platform.
Does the Aegis Peregrine have any flight characteristics that would be advantageous in raw speed, given that the Peregrine is the fastest bird in real life?
Due to the original ship’s archetype, the Peregrine exhibits impressive forward acceleration in normal conditions and when using its afterburner, which is rated as one of the strongest among its competitors.
What sets this racing variant apart from others in terms of its unique strengths?
The most prominent characteristics are its unique and unmatched forward acceleration, enhancing the ship's racing prowess, and a stronger afterburner for reactive acceleration during difficult turns.
Are there any unique flight characteristics, acceleration, and maneuverability in atmospheric flight?
The fundamental thing that distinguishes the Peregrine from other ships is its original archetype. While most racers are based on snub/light fighters/interceptors, the Peregrine elevates the medium interceptor archetype to competition standards, making it the most formidable vessel in forward acceleration at the expense of some nimbleness due to its larger size.
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Where does it sit in terms of acceleration, maximum speed, and maneuverability compared to other racing crafts like the M50, Razor, and 350r?
The Sabre Peregrine is the answer to everything the Fury LX isn't. These are our two unarmed racing ships, so they’re designed to be our ultimate pace setters. While the Fury's gimballed main thrusters give it good maneuvering in twisty sections, the Peregrine is the opposite; the main thruster is typically positioned but its power is far from typical, enabling the Peregrine to accelerate at up to almost 30 Gs. Pair that with high aerodynamics and this is a hero of the racetrack that emphasizes top speed over cornering.
The Peregrine has an ‘engine performance booster.’ Can you explain this new component and how it works?
Due to the extra physical space, the performance booster means the Peregrine's performance is the best of all the Sabres. It’s 13% faster to accelerate than the Firebird and 55% faster than the base Sabre. This does come at the cost of running hotter and using more fuel.
Is the Peregrine equipped with stealth components, like the Sabre and Sabre Raven?
The Peregrine is not equipped with stealth components. Pilots can expect its signatures to be extremely visible, as the design intention was for it to run hot with little IR suppression and to have a large cross-section signature thanks to its large aerodynamic surface area. Speed was the priority when making these decisions.
Does the main thruster of the Peregrine differ from those of the Raven or the Firebird?
It's designed for performance, at the sacrifice of heat and efficiency, to make sure it's best in class.
Why was the single-main-thruster design of the Raven/Firebird chosen for a dedicated racing variant instead of the twin-main-thruster design of the base Sabre chassis?
Mostly rule of cool. It has a slightly revised single-engine design to provide a nod to the intended racing performance.
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Compared to the base Sabre, the Peregrine features 12 maneuvering thrusters instead of 10, aligning with the design of the Firebird. Do the performance characteristics of its maneuvering thrusters differ from those of the Firebird, making it more maneuverable than the combat variant?
The performance profile of the Peregrine, compared to all other variants in the series, is tailored specifically for racing. A higher count of maneuvering thrusters allows the ship to achieve consequently greater lateral and vertical acceleration compared to other variants of the same class, even the combat-focused ones. However, this comes at the expense of overall hull resistance to enemy attacks, making the racing variant unsuitable for engagements, especially without any offensive weaponry.
What is its maximum SCM speed, and does it accelerate to the maximum speed faster than other Sabre variants?
The maximum SCM speed of the ship is set to 267 m/s, and the ship's acceleration is significantly stronger than that of other Sabre variants, both with and without the afterburner engaged.
Is the fuel capacity and consumption of this variant different from the other Sabre variants?
The fuel capacity is the same as other variants, but you can expect it to burn through fuel faster than other Sabre variants.
The Peregrine is the only non-snub racing ship without any weapons. What are the advantages of not having offensive capabilities and which means of self-defense are available to the pilot? Does it benefit from its low profile or extra countermeasures?
The benefit of having no weapons is reduced weight and complexity. Like in a modern racing car, this is an easy way to make it faster, as it's lighter and more aerodynamic. From a design perspective, having no weapons also removes the Peregrine from balance discussions in PVP combat. This ship is not intended to be used in actual combat and is expected to disengage and flee any battles.
The ship is equipped with countermeasures and two S1 shields. Otherwise, its main defensive asset is its speed. Even as an interceptor, it can be hard for an assailant to hit when it moves unpredictably and should easily create opportunities to disengage and flee.
Does the Peregrine provide storage space for the pilot's personal gear and weapons?
Yes, it features the same storage as the base Raven and Firebird.
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THE ARK, TAYAC SYSTEM
Welcome to August’s Galactapedia update roundup. This month, we explore the Sol system, take a look at the Scout and the Storm, delve into some history, and learn about a racing league. Join the Spectrum thread for any discussion or feedback.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…