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Hi everyone,
We’ve made it to March in one piece… except that guy who tried to steal my cargo on Yela… not much left of him. Anyway, I hope you all had an enjoyable weekend.
Let’s see what’s going on this week:
Every week, designers, engineers and other developers from our five offices around the world answer questions submitted on Spectrum and voted on by YOU. This week, we get answers on player hangars, player-to-player interdiction, repair in Alpha 3.3, and more. You can watch the full episode here.
On Tuesday we’ll be releasing a previously exclusive edition of the Galactic Guide, this time touring the Tal system.
Fast forward to Wednesday for Bugsmashers!, the Subscriber’s Newsletter, and a landslide of information in our Vulcan Q&A, fresh and hot off the press. Curious what types of questions we’ll be answering in the Q&A? Well, we selected your highest voted questions from Spectrum here.
Thursday will bring us an episode of Around the Verse that you won’t want to miss… that is, if you’re a fan of the Reclaimer and/or Cyclone. Let’s be honest though, you don’t even have to own a Reclaimer to appreciate how beastly this thing is.
Finally, If you haven’t had your fill for the week yet, we’ll be live on Friday at 12PM PST at twitch.tv/starcitizen for Reverse the Verse. We hope to see you there!
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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Corsair62 has taken a beautiful screenshot from the cockpit of a Herald. Oh, did I mention it took them hours to position this shot just right? Well done!
On a very special episode, Sandi Gardiner and Sean Tracy welcome a live studio audience to the ATV set for the first time ever. Our guests are treated to this month’s Star Citizen Project Update, an in-depth look into the ongoing optimization process, and a few choice “jokes”.
Recently we introduced our first concept ship of 2018: the Aegis Vulcan. Since then, we’ve been actively gathering questions about the Vulcan on Spectrum and are excited to bring you the answers you’ve been looking for. Make sure to keep an eye out on March 14th!
With that, let’s see what’s going on this week:
Every week in Calling All Devs, designers, engineers and other developers from our five offices around the world answer backer questions submitted on Spectrum and voted on by YOU. This week, we discuss buying weapons with aUEC, automated ship turrets, the Freelancer DUR cargo space and more. The episode is out now and you can watch it here.
Tuesday: Interested in learning more about the Star Citizen universe? Maybe you’re curious about the Xi’An race? If so, get ready to explore the Kayfa system in an all new episode of Loremaker’s Guide to the Galaxy.
Fast forward to Thursday. The episode you’ve been waiting for. Tune in for a brand new episode of Around the Verse that checks in with the Star Citizen development team to discuss performance and optimization.
And If Around the Verse wasn’t enough, we’ll be live on Friday at 8am PST, 4pm UTC at twitch.tv/starcitizen with Clive and Rob Johnson (no relation) to follow-up and answer your questions from the live chat.
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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Nomeus has created an image that quickly found its way spread around our offices. Comical to say the least. It does make you wonder though… Would you rather fight one Idris sized Avenger… or 100 Avenger sized Idris?
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Ever imagined watching the sunset from your 600i? Well now you don’t have to – LundFoci has created an awesome wallpaper that caters to the imagination!
Welcome to February’s Monthly Studio Report with updates from all of our studios to give some insight into what they’ve been working on this past month. As our first quarterly release date approaches, the team’s been collectively hard at work completing the features for 3.1 while pushing forward on the continued development of Squadron 42. With that said, let’s get to it.
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CLOUD IMPERIUM: LOS ANGELES
NARRATIVE
On the PU front, the Narrative Team spent the month working with Design and Audio to polish up some scripts for a few new characters that might be coming down the pipe. The main tasks this month have been defining a new system for the Generic NPC line sets as well as outlining the narrative experience for some of the locations, trying to figure out how to sell the flavor and character of an area for the players walking around it. To do this in a way that’s scalable, the team started constructing a template that calls out the various characters, stores/locations and story moments that would be specific to this location. Once complete, this document could be distributed to the various departments building the area, so everyone’s working off a cohesive vision of the location.
On the Squadron 42 front, work has continued on a handful of other documents and breakdowns that address some of the upcoming text needs for the game. Unfortunately, as this is a Spoiler Free zone, details will have to be furnished at a later date.
CHARACTERS
The Character Team knocked out a tremendous amount of work since the last update on the Persistent Universe and Squadron 42. They’ve been pressing forward on all kinds of uniforms, armor, and clothes, such as the upcoming Port Olisar Collection. Several pieces from that collection have gone from high poly to in-game mesh and will soon be headed to texturing, rigging and implementation in-game around Port Olisar.
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The Legacy Light Outlaw moved to the in-game mesh stage. Part of this work involves the creation of a low poly version to help with performance while maintaining maximum quality. Once complete, it will move into final texturing, rigging, and final implementation. The medium and heavy legacy outlaw sets just started their high poly phase, which allows for the heavy detail work, before getting it ready for final texturing. The legacy light marine armor has also entered high poly phase and will soon also go into in-game low poly modeling, texturing and rigging.
Several other PU characters are in various states of production. The team started working on some high-quality mission givers, as well as character concepts for future releases.
One of the newly formed feature teams is focusing on the new Character Customizer, which introduces player customization into the game and builds on the great work that was done last year. This first implementation will include the ability to choose a head, skin tone, eye color, hairstyle and hair color for your character. The team is also putting the finishing touches on the backend functionality so the player’s choices persist.
The team also implemented a facial rig designed to translate human performances onto the alien characters. This rig will allow more of the actor’s performances to translate into a very different morphology.
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In the ongoing mission to simplify procedures within the development, the team created a unified tool installer, which allows for a single installer to automatically update each of the tools artists and designers use.
Another tool the team implemented was to integrate support for loadouts into the 3D modeling software, Maya. This new tool allows animators to polish and preview their character animation work with the characters wearing the particular loadout that they’re intended to wear in the final game. Since clothing and armor vary in size and material, it’s important for animators to know when an awkward character movement or interaction point is actually an error in the animation or simply because they’re wearing bulky armor. Since these poses change dramatically when polishing animations, the team can now see the final loadout ahead of time in Maya, rather than waiting to see it rendered in-game.
The team is always researching or prototyping work prior to committing final resources to complete it. One feature that they’re very passionate about is the director’s camera mode. After collecting feedback from the community, the team has started to revisit this mode to make it more robust and user-friendly by creating more intuitive and obvious controls.
SHIPS
The Ship Team spent the past month getting as many ships and vehicles through the pipeline as quickly as possible thanks to an updated production practice. The base model of the Tumbril Cyclone entered the prep stage which is one of the last steps in getting any ship (or vehicle in this case) ready for operation. In this phase, the team’s creating the vehicle’s damage states and generating the LOD versions that allow the best performance possible.
The Anvil Hurricane has also entered the final art stage, so work is being done to generate UVs, apply custom normals as well as final materials and decals, and finalizing the animations. The other departments are finishing their work before the Hurricane enters flight prep. Overall, the ship is on track to hit our Alpha 3.2 goal as seen on the public roadmap.
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Revisions to the Mustang are still in progress and entering the final art stages before continuing through the pipeline. The updated starter ship from Consolidated Outland is planned for delivery in the Alpha 3.2 patch in Q2.
The last ship currently being worked on in Los Angeles is the Anvil Terrapin. The ship is currently having the final animations implemented, which includes the player getting in and out of the pilot seat, the door opening and closing, landing gear folding in and out, as well as the armored shell.
Finally, LA’s Vehicle Feature Team implemented a huge number of ship optimizations to help increase performance. As mentioned in the Studio Update, the goal with optimizations is to find improvements wherever you can, completing fixes that bring milliseconds down to microseconds rather than looking for a single ‘catch-all’ fix. The team also spent time converting items from Item 1.0 to Item 2.0 such as missiles, missile racks, object databank, EMP and various bugs and crashes to increase client performance.
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This month, ATX designers worked on a few key things. One was the Service Beacon, which facilitates player generated content. The plan for 3.1 is to allow players to pay others for services such as “Personal Transport” or “Combat Assistance.” Once a contract is accepted, QT Markers will be created on the Contract Initiator so the Contract Provider can easily get to them. Both parties will be able to see where the other is person is while the contract is active. Either party involved in the contract can cancel at any time, but be warned, players will be able to rate the other person where contract completion is not easily determined. (For instance, when does combat assistance end?) The team is close to finishing the second sprint on this feature, and it is currently in the scope of the Alpha 3.1 release.
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ATX designers are currently organizing the work involved for the next three mission givers. This entails prioritizing their animations, and figuring out how to evolve their functionality. These mission givers exist in locations already in game, as the Object Container Streaming tech to add new locations is slated for the 3.3 release. These mission givers are:
• Luca Brunt: Who organizes races at Grim Hex and collects bets on the races.
• Recco Battaglia: Who organizes much of the mining tasks that are coming and going out of Levski.
• Wallace Klim: Is a drug chemist that has set up shop in the tunnels of Levski.
The new mission givers have not been committed to a specific release, but since they populate locations already in the game, they will be released when ready.
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Work on the Constellation Phoenix made steady progress this month. The ship is coming along nicely with the modeling of ‘fancy’ trims and interior ‘set pieces’ (chairs, tables, bottles for the bar, etc.) being a focus of late. Following a positive Whitebox-Design review, the ship is pretty much functional in-game right now. Next on the agenda for the Constellation Phoenix is finishing up the UVs, a material pass and a start on the fine detail.
BACKEND SERVICES
This month, the team provided support for the new Service Beacon system by allowing the backend services to manage all aspects of Service Beacon contracts and states.
They’ve also been marching forward on bringing the fully diffusionized services online. During the process, they’ve made a number of extensions to the Ooz Language and core framework. The end result may not be as visually attractive as a new ship or planetside content, but Diffusion is the system that connects the players to these beautiful things.
In addition, the Backend Service Team provided general support for 3.1 on both the game side and with DevOps.
ANIMATION
Over the last month, ATX Animation shifted from working on Usables to bringing Persistent Universe Mission Givers to life. Good progress was made and the first two mission givers should be completed soon, allowing the team to move onto others. The team is also putting some finishing touches on the Shopkeeper characters (both friendly and gruff, male and female) and the Admin Office Worker.
Ship Animation finished work on the upcoming ships for 3.1, including the Tumbril Cyclone, MISC Razor, Anvil Terrapin, and Aegis Reclaimer.
OPERATIONS
DevOps has been supporting the Engineering and QA Teams with their performance and testing work. Additional effort has been focused on optimizing all aspects of server communication and data storage and retrieval efficiency, including network and database optimizations. The BuildOps portion of the team has continued to work closely with the IT group, expanding the build system to accommodate more granular build types. This will allow feature teams to work on their features independently, with less reliance on other teams, allowing for more rapid iteration of key feature development.
February has been a big ramp-up for ATX QA. The team has been cleaning up its remaining backlog from 3.0 and working with the designers in Austin on 3.1 preparations. They’ve been testing several shopping and commodity changes in anticipation of an economy playtest with Evocati. They have also been doing extensive test passes on probability volume, interdiction, Subsumption, insurance and NPC animations in collaboration with various departments.
On the operational side, the ATX QA Leads Team completed annual reviews and is now focused on collaborating with overseas counterparts on quality-of-life updates for the department. On the 3.1 front, the branch is up and running, which means that QA is in the thick of checking inclusions and completing a smoke to locate any bugs beyond those already found on Game-Dev. A large amount of playtest time has been spent on performance – with all the optimizations, refactoring and cleanup of old code going on, regular captures must be provided to the engineers for progress. New missions have begun to hit QA, along with new debugging tools to diagnose and log problems for developers. The team also started testing the MISC Razor, several ship weapon reworks and updates to the player chase cam. Last but far from least, QA has been very excited to get their hands on the Character Customizer and really start breaking it.
The Player Relations Team coordinated with several other teams to get 3.0.1 out to players, which helped alleviate the golf ball bug and other persistence related issues. As teams continue to work on resolving one-off issues, they’ve also shifted efforts to some overdue project work, such as creating a proper knowledge base and starting the process of adding new Evocati for upcoming 3.1 testing.
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FOUNDRY 42: UK
SHIPS
The Origin 600i is nearing art completion. The exterior is at final art polish with the turret and access doors now complete. Final polish on the interior focused on the captain’s quarters, cargo room, hub area and dorms to get the ship ready for handover to tech design.
The team has also been working hard on the Hammerhead interior. The corridors, turrets and cargo bay are complete. Meanwhile, work has begun on the bridge, captain’s quarters and lift sections. Also, the Reclaimer is now art complete, and will be featured during March’s episode of Ship Shape.
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The team has also been tirelessly working on concept ships. Not much can be said about them without ruining the reveal, but they are progressing really well. The Aegis Vulcan promo images were finished for the sale, and a new contract concept artist was brought on board to keep up with demands for future work.
AUDIO
In February, CIG Audio focused on optimizing and stabilizing code to improve performance for the 3.1 release. Both CPU and memory usage have been reduced, and one of the main initiatives in this area has been Dynamic Media Loading. This is still undergoing some testing internally with Audio QA to ensure nothing falls between the cracks, but if all goes well, it should reduce the memory footprint of audio by more than fifty percent. This is in addition to existing tech, such as streaming, which is already employed.
On the content side, sound design creation and implementation has progressed for rest stops and derelicts, and more sound effects were added to the new ships/vehicles that will be available in the 3.1 release. The Grim HEX and Levski locations’ sound design have undergone additional polish, with music logic and additional content on the way for those areas. Also, human-scale weapons (i.e. guns) received an overhaul, especially where the NPC perspectives are concerned, improving and iterating sonically upon the gameplay experience.
Where Squadron 42 is concerned the team has been in ‘pre-post production’, planning how coverage of cinematic sequences will work when the CIG Audio Team switches ‘modes’ and becomes akin to a sound post house after all the cinematic sequences land. Audio has also been lining up more raw source requirements to provide fresh material; building out the Squadron 42 internal Sound FX library was a big initiative this month. To that end, the team will soon be sourcing props and recording all kinds of ‘wild track’ material, as it’s technically known.
Also noteworthy were some big improvements to dialogue spatialisation and more advanced debugging tools to assist dialogue implementation across the PU and Squadron 42. Debug display is never thought of as particularly glamorous but it is invaluable in helping our teams deliver the best experience possible.
GRAPHICS
This month, the Graphics Team has been focusing on three main areas: the UI, performance, and gas clouds. The UI Team has been fixing various quality issues with anti-aliasing and render-to-texture resolution to ensure displays are as crisp as possible. They’ve also been making several improvements to the ship targeting displays, adding back older features into the RTT system such as edge-highlighting and electrical interference. On the performance front, some major improvements have been made to the multi-threading within the editor, which in many cases have doubled the frame-rate on complex environments such as the Squadron 42 Idris. For the gas cloud system, the team has been extending it to support multiple gas clouds at once, with the aim of allowing them to be embedded within one another. There has also been work done on debugging tools for gas clouds to help analyze the complex volumetric data sets and understand how the artists are using the system and where memory and performance can be saved.
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This month, the UI Team has been working with two teams to bring new features and polish to both ship combat and the PMA/VMA. The UI Visuals Team has focused on polishing up the look of the OwnShip/Target status displays, including adding these to the ship MFD screens and improving the overall visual look of the holoshader and surrounding UI. The team is working closely with the Graphics Team to dial-in shader requirements, which aim to improve the legibility of the holograms themselves, as well as the UI in general when projected upon bright backgrounds. The team has also been working on updating the Combat Markers on Item2.0 ships from the brackets that were present within 3.0 with some new geometry and fresh animations.
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Alongside the UI Visual Team, the EU-1 Gameplay Team has had UI involvement with the team focusing on polishing up the VMA and PMA mobiGlas apps. For these two apps, a strong focus has been put on improving the overall user-experience by fixing bugs present in the current iteration, as well as overhauling the mobiGlas layout in general to make more use of screen real estate and breaking the menu layout into a more intuitive structure. On the engineering side, the Star Marine Loadout Customization screen in the Front End has been converted to use the PMA code. This will make fixing issues on this screen much easier, as the PMA replaces the custom code that was previously released.
The Art Team, while primarily supporting these two features, has also spent time fixing issues raised in 3.0 and continued work on Chemline screens for Squadron 42.
ANIMATION
Animation has continued to work on the bespoke assets for a wide variety of the supporting cast for Squadron 42, including crewmembers that serve alongside you.
Animation work for the firing and reloading has continued on:
Female background exercise sets have been brought up to final quality pass, pending sign off review. Usable animation sets continue to be refined, eliminating bugs and tidying up popping issues on things like cup, plate and tray attachments.
Chakma continues to have his animation assets finalized, and the team has identified the remaining issues that need to be resolved before closing him out for good.
Player mechanics have been worked on for the newly implemented leaning system, allowing lean right and lean left actions in all stances.
ENGINEERING
Steady progress is being made on object container streaming. The team has been ploughing through the conversion of all the component’s creation routines, so that they can be run on a background thread. To give an indication of how much work is involved there are around 400 of them in total, of which 218 have now been converted, so still some way to go. The streaming can now be turned on, creating everything that is marked as thread safe in the background and everything else on the main thread, so the team can test whether everything is still working as they progress. At this stage it does slow down loading considerably, as it has to wait and switch between the two threads, but that will improve as more components are converted.
One FPS Feature Team is prototyping a new lean mechanic for the player, particularly designed for when a player is in cover. Because of the way a lot of the environments are built, the contextual cover system doesn’t always work that well, especially when trying to look around a corner with walls that aren’t straight-edged. Rather than locking players into a cover mechanic, the team is trying out more of a player-driven cover system, where the player is given the ability to manually lean around left and right, giving them more control and response.
A new feature team sprint has been kicked off on the first version of mining. The team is deciding how to setup different types of rocks with their mineral composition, how they will absorb energy, how players can extract the minerals, and break into them.
GAMEPLAY STORY
The team continued to work on animations for a range of scenes and enjoyed working more closely with design. As a result, animations are beginning to appear in-game and the scenes are developing overall. A new technical animator has also been brought on board to help implement more scenes in-game, and will be joining CIG in April.
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Testing and refinement of the interior layout tool has continued. The team now has a locked down library of rooms, corridors and hero spaces to use for an initial version of rest stop interiors and art has now begun refinement of these assets to bring them up to a high visual standard. There is now a large range of different layouts artists can pick and choose from to decide which are the best to go into a first iteration of the complete rest stop. While none of said assets are final yet, the tool has proven itself in its ability to produce a great deal of variety, producing close to 200 different layouts from only one layout graph during testing.
Work continued on the utilitarian hangars and refinements made to the rest stop exterior. These elements were brought together in a final location to create the bones of a finished rest stop with design, audio and visual refinement continuing forward.
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This month, the VFX Team made a “flight-ready” pass on three new ships: the Anvil Terrapin, MISC Razor and Aegis Reclaimer. Also, the Tumbril Cyclone received its VFX first Pass.
Two new weapons also went through the VFX pipeline: the Gemini R97 and Preacher Armament Distortion Scattergun. The Apocalypse Arms Scourge Railgun’s impact effects were revisited following a Design requested to more correctly portray the type of damage dealt out by this weapon.
The team also began some initial investigations into VFX-specific material improvements. They will be working closely with the Graphics and Tech Art departments to create a versatile material template that will provide many cool options for the team. Plans were further fleshed out for the core features the team hopes to move forward with this year, including the previously mentioned signed-distance-field integration, an improved lightning/electricity editor, and location-specific camera-bound VFX.
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The Facial Team was busy with the remaining face animations for Squadron 42. The next phase will be polishing and improving the animations, once they’re seen in-game. On the PU front, most of the Mission Giver faces have been completed up to an implementation pass and are ready to go in-game for further work.
The first Derby Studio tour occurred at the end of January. Two backers were scanned and should eventually make their way into the game. There were some serious and some NOT so serious scans! Prep work has started for the next tour, which is planned for March 8th and is exclusive to community subscribers. Improvements to the face scanner are being planned too, which should make it quicker and easier to get through a higher number of scans. Also, the scanner will be moved to another area in the studio. This will enable the team to shoot Motion Capture and Head Scan simultaneously.
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This DE Environment Art Team continued to update the look of procedural planets. With recent tech improvements in place, they updated some of the existing content to make the best use of the advancements, which includes more intelligent color and material breakup, overall improved terrain, and better orbit to ground transitioning. They applied a large amount of these changes to Yela, and will use what they learned in the process on other locations moving forward. A small Environment Art strike team focused on the landing zones in Lorville. They worked closely with Designers and Concept Artists to dial in the look and feel of the locations. The whiteboxing and layout phases are almost complete, and the team is preparing to push these areas towards final art.
QA
Engineering helped DE QA track down the potential causes of performance issues occurring on Live. Each week DE QA participated in a 50-player cross-studio play test with their UK and ATX counterparts, plus some development team members to get the headcount to 50. A new automatic RAD capture system was implemented to perform a RAD capture when the client framerate drops below 15fps for at least 20 frames. This automatic capture process is enabled via CVar, and was whitelisted for use on Shipping builds. The threshold for the capturing system can also be tweaked by Engineering to capture even lower fps drops. Ultimately, this provides further details in an effort to more quickly address performance issues by defining more of the variables.
The team also started the initial testing of the Perforce Integration for Subsumption. This support for merging and integration via Perforce is necessary to allow sustainable workflows when new streams are created and worked in for various releases. Testing is in its early stages, but regular updates to the process are being made as new versions become available. DE QA also provided support for the Engine Tools Team by ensuring Editor issues were tagged with the appropriate Epic links, components, and sent to the correct Assignees. The Editor dashboard and Editor bug writing guides also received a revamp to ensure they have the most relevant and up-to-date information accessible by the Engine Tools Team and QA support.
VFX
The DE VFX Team continued R&D on VDB gas cloud tech. They’ve been experimenting with new ways to create VDBs by using particles that are being pushed around by velocity forces instead of hollowing out geometry. Using several hundred million particles can create very organic looking volumes that can be converted into a VDB and imported into the engine. They will likely use a combination of both particles and geometry to create the final assets. They’ve also been working with the Cinematics Team on effects for Squadron 42. This includes destruction R&D in Houdini, bringing it into the engine and dressing it with particles to give it the desired final look.
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SYSTEM DESIGN
In February, the System Design Team worked mostly on AI related features. For FPS combat, they polished low cover mechanics and timings, and added high cover functionality, which enables the AI to make better use of the environment by using both as they see fit. They also considered how the Vanduul work and feel in-game, and how they use their weapons and gear in Human environments, which are not their natural habitat.
For ship AI, the team focused on integrating the first layer of skills and traits. They worked closely with Engineers to figure out how it affected an AI’s behavior and how readable it was to the player. Since the list of parameters is extensive, they focused on the ones that provide the best effect that the player can understand. Once those are working, they’ll move on to skills and traits that are a bit subtler but add a nice flavor to the fights.
On the non-combat side of FPS AI, they worked with all the existing and upcoming locations to figure out what special actions and behaviors the population needs to feel like it belongs to that specific place. The goal is to tell a story, give the player the feeling that these AI actually live and work on there, and that their actions are affected by the location and vice versa. Ideally, once this work is done, all our locations should get a big boost in the level of immersion and believability. Additionally, they worked on the mining system, focusing on mining material deposits on the surface of planets and moons with a Prospector. The designs are still in the early phase, but they are looking into developing them in a way that easily expands to other forms, like space rocks, gas/liquid mining, comets etc. Mining is just one part of the economy, but once it’s in and functional, they can build the adjacent systems that will make Star Citizen’s economy feel alive.
TECH ART
This month, the Tech Art Team supported other teams, fixed bugs, improved existing pipelines, and prototyped new tools. For weapons support, they created a final preVis rig for the Klaus & Werner Demeco LMG and Kastak Arms Scalpel sniper rifle. Now that the rig is completed and implemented in engine it enables other departments to provide feedback at a very early stage in development. They also updated the Torral Aggregate Kahix Missile Launcher with a final art and animation rig.
They supported the Usables Team to make AI interaction more believable and the Cinematics Team with various implementation tasks. They also improved existing tools to make the animation pipeline faster and more stable. On sandbox and other R&D work, they worked on the Sandbox Editor-to-Maya live link implementation. They also started prototyping next-gen character customization tech. It will feature a runtime ‘wrap deformer’ that makes skin attachments such as beards, eyebrows, haircuts, caps, hats, helmets and similar objects deform realistically on customized/morphed heads even during animations. While this technique is commonly used in VFX and animated feature films, it is not usually (if ever) used in games. This implementation combines the unique strengths and features of this deformation method with the speed of traditional deformers like skinning and blendshapes. This tech, in combination with ‘gene splicing’, will allow Artists and Designers to populate both Squadron 42 and the PU using a quasi-infinite number of unique-looking NPCs.
ENGINE
The Engine Team focused on game code optimization, which is an ongoing process that will continue past the 3.1 release. As an important pillar, they started developing a telemetry system that allows them to gather, analyze, and present performance data continuously and across the company (eventually even in the PTU and PU). This way they should automatically get valuable hints on performance aspects to help optimize all aspects of the game.
They also worked on signed distance field for vehicle physics, made significant improvements to skin rendering, and continued work on object container streaming. They also created a roadmap for work on the procedural systems throughout 2018.
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This month, the DE Weapon Art Team finished the rework of the UltiFlex FSK-8 Combat Knife, and continued work on the Kastak Arms Scalpel sniper rifle and Klaus & Werner Demeco LMG. Quite a few weapon concepts from the Klaus and Werner and Behring were signed off on and added to the weapon production pipeline. Work was also completed on the Gemini SMG and the reimagining of Joker Engineering continued.
BUILD
The DE Build Team worked with the Engineering Team to get incremental build compilations closer to purely incremental, where the build system adds cache functionality to allow switching compilation configs without compromising the pre-existing build cache. This allowed Engineers to focus on streamlining how the code files link between one another to avoid any unnecessary linkages and re-compilations. They also isolated compilation stats, which are now being pushed to ElasticSearch for viewing through Kibana. The isolated compilation stats are built on a specific machine that is not participating in any distributed computation, so as each code change is pushed to the code-base they can verify if the change introduced a timing bubble for compilation. They also worked on various things such as troubleshooting our Dev-ops/build tools, moving the DataCoreBinaryExporter process back into WAF-data, and assisting Tech Animators to resolve a problem with how DBAs get compiled by WAF.
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The DE Level Design Team worked on common elements, procedural rest stops, and flagship landing zones for the PU. Work on the common elements progressed nicely, and they finished a whitebox pass on the modular train platforms. Next up are admin offices, customs and ATC. They also worked on integrating the rest stops with the procedural tech. The rest stop will be the test bed to create multiple “base” pieces that the procedural tool will use to create the final layouts.
On the planetary side, they worked on Lorville to make sure it has the required functionality. This meant whiteboxing train stations, terminals and space ports, all of these being common elements as well. Finally, they pushed to get the transit system tech functioning properly. This tech is essential for the Level Designers to be able to fully build the locations. The transit system is a background system handling everything from elevators to trains, and will be an integral part of most locations.
CINEMATICS
This past month, the Cinematics Team had the Gameplay Narrative Animation Lead from the UK come over for a knowledge exchange about scene setup involving AI characters. They were also busy with interior scenes from the first chapter of Squadron 42 that involve an Aegis Javelin. The Javelin underwent mesh improvements, including a viewing corridor to watch the stars, and that meant slight tweaks to the performance capture animation for a scene at that location. They also made progress on other scenes. With the pipeline still maturing, there is a need to revisit sequences from time to time. Cinematic environment art also progressed on several smaller sets needed for Squadron 42’s spectrum shows, as well as Vanduul interior environments.
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The Lighting Team continued to work on legacy tasks and volumetric fog conversion. The focus was on finalizing Grim HEX and converting the Star Marine maps of Demien and Echo11. In addition, they’ve been polishing and improving the look of the admin office so that they read better. Finally, they supported the Character Creation tool by providing a high-quality lighting rig that shows off all the detail in the models and textures when players create their character.
AI
The AI Team continued to work on Subsumption implementation which resulted in more challenging ship AI. The team will be adding tweakable parameters for designers so players don’t face impossible challenges. While creating this basic ship AI, they also improved other AI aspects, like Quantum Travel, so AI ships can move freely around the universe in the future.
For ship combat, they’ve been busy developing a baseline Subsumption activity for dogfighting and expanding the existing dogfighting behavior already seen during the December holiday special. Now, AI pilots have a better awareness of the state of the available weapons, and will fire those that have a better chance to hit the target based on the hit prediction computed by the weapon controller. The player goes through a similar process when locking on a target based on the state of the reticles displayed in the cockpit UI. AI pilots now have access to the heating state of the weapons. This enables AI to stop firing a weapon as soon as there’s a risk of overheating, thus avoiding waiting for a longer cooldown period when the weapon isn’t available.
They also did numerous tasks related to AI FPS combat. They added support for using high cover. Now AI can smoothly transition into low cover or high cover, peek, and shoot at the enemy or riposte using blind fire. They made improvements on cover surface generation to reduce computation time and increase robustness for the system. Other small improvements where done on exiting cover behavior, such as when the cover gets compromised and the AI needs to leave quickly. Finally, they also spent time addressing and fixing bugs and optimizing existing code.
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TURBULENT
February was an opportunity to catch up on some backend bugs and errors, as well as introduce a new, more regimented structure for code review, QA and deployment process. This much needed reflection of the team’s internal process will only make it more efficient throughout 2018.
SPECTRUM
Turbulent has been working on the block/ignore feature with backend work starting to match the design and front-end work already complete.
The Custom Roles & Custom Emojis features are having small code reworks after an intensive code review. Diligence in keeping the code in order will only benefit the project as features are added. Expect releases to PTU with these features.
The team has also been working on the Spectrum overlay in-game, and is in close communication with CIG’s game-dev team. This work is laying the foundation for additional features, such as Spectrum Voice chat, planned for later this year.
LAUNCHER
The team is currently working on version 1.0.1-alpha. This version will add consistency checks, specific to hunting down the p4k bug that has so far been impossible to reproduce. The aim is to have the new release in PTU hands before the 3.1 launch to Evocati.
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A month after release, community feedback is still being reviewed on the additions to RSI. The design (contrast & colors) inside the platform bar has been revisited, and the team has been working on changes to increase readability for all users. The feedback has also provided UX with direction regarding navigation, and small steps have been made to help users find the items they are looking for on the site. Expect to see these changes soon.
In the meantime, the team has taken the opportunity to solve some existing account/billing & subscription errors that PR has been dealing with. The hope is to reduce issues over time, which will reduce the queues and wait times.
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Work has been ongoing on a new version of the weekly newsletter. It will feature all the expected weekly content, an update on the roadmap, and a sleek new design allowing for better readability on different devices. Coming soon to your inbox!
Platform is introducing a necessary tie in to RSI backend services Diffusion. This long-awaited backend work will give platform and the game the bridge needed for future features. The first of these features will be a UEC to AUEC ledger, connecting your UEC credit purchases on platform to allow for in-game purchases
KNOWLEDGE BASE
The Player Relations Team has been curating and writing the many articles to appear in the new Knowledge Base. This library of articles is intended to help backers when they run into an issue. This will replace the current support page, and provide additional information to the ‘How to Play’ section that debuted last month.
From this Knowledge Base page, users will be able to search for relevant articles, access and submit tickets. This massive increase to accessible information will be a boon to both players and the Player Relations Team.
Turbulent will be leveraging the Zendesk backend, however they are currently working on a redesign of the knowledge base interface, creating a flat and simple UI. Designs are only in a preliminary stage, and hope to be complete in the near future.
VULCAN CONCEPT REVEAL
The Turbulent Team supported the concept reveal of the Aegis Dynamics Vulcan. They had fun putting together the concept ship page and have been happy to hear the feedback it’s been receiving. The Vulcan concept ship event will continue until April 2nd.
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Community
February was a great month for the Star Citizen community. By this point, you have likely come to know the new show schedule, which includes Calling All Devs, an updated Reverse the Verse, and a refreshing new take on Ship Shape. Along with Around the Verse, also enjoying a slight revamp in format, these shows continue to bring you the latest and greatest information about Star Citizen and Squadron 42. The team has also been taking the time to monitor feedback closely, so they can iterate on how to communicate directly with you, the Star Citizen backer.
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There’s no better way to get an answer about the game than straight from the mouth of the developers themselves, and Calling All Devs provides loads of great information while minimally impacting the development of Star Citizen and Squadron 42. In February alone our devs discussed a wide variety of topics on the show, including Org tools, mag boots, persistence, scanning, weather, the Evocati, and even the illustrious Tessa Bannister. Curious which questions will be answered next? Make sure to tune in!
February also brought another installment of Loremaker’s Guide to the Galaxy. From the natural beauty of Xis and its protected species to the harsh brutality of QuarterDeck and the hardened prisoners who call it home, the episode provided a guided tour of the Kellog System.
Last month also brought two new episodes of Bugsmashers! This show pulls back the curtain on the nitty-gritty details of game development, and even included a sneak peek of the Origin 600i.
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The Aegis Vulcan was introduced, and is now available through April 2nd. You can learn all about the Vulcan and its trifecta of support functions in the latest installment of Ship Shape here, or from a previous live broadcast of Reverse the Verse here. Distinctly based on your feedback, the Vulcan is also available in three liveries symbolizing its core functions: the base model bears military green for rearming, hazard yellow represents repairing, and CTR’s distinct blue signifies refueling. Intrigued? Find out more about this limited promotion here. More questions? Post them in the Q&A thread on Spectrum, and the top voted ones will be addressed in an upcoming Q&A Comm-Link scheduled for release on March 14th.
Throughout February, the team has seen a tremendous amount of awe-inspiring content submitted to our Community Hub. If you haven’t stopped by and explored the hub recently, the team encourages you to check it out. However, they are not responsible for getting Yela Yell stuck in your head.
Lastly, the Community Team is putting finishing touches on an official Request-a-Developer form that will make it easier to submit requests for developers to appear on streams/podcasts/videos. The team is excited to share how this process will work in the very near future.
Writer’s Note: Part one of The Cup was published originally in Jump Point 1.8.
Hello everyone, and welcome once again to GSN Spectrum Broadcasting’s continuing coverage of the Murray Cup Race. The MCR, or The Cup as it is more commonly known, is one of the finest sporting events in the UEE. Nearly 100 racers compete in the Classic Division’s grueling 10-stage run, which winds its way through Ellis system’s many wondrous planets and dual asteroid belts. Racers compete to determine who’s the fastest and strongest, as they struggle to maintain the integrity of their racecraft amid some of the deadliest conditions in the Empire. This year’s competition promises to be one of the toughest, as the top 25 share in a meet-and-greet with media and sponsors in GSN’s sports atrium in orbit above Green. Though many come to race, only a few are considered real contenders, and those contenders are now awaiting their chance for glory and honor.
This year’s darling is Ykonde Remisk, a Human who surprised everyone by winning both the Goss Invitational and the Cassini 500. He comes into the MCR with a real chance to be the first racer to win the Triple Crown in twelve years. Then there is Nyanāl Mo’tak Xu.oa, the finest Xi’an racer in the history of the sport. If he prevails, he will be the first to ever win three MCRs in a row.
Zogat Guul, the old Tevarin warhorse, can’t be counted out, either. This legend has won the MCR more than anyone else in its history, but fate and bad luck have prevented him from winning a major event in over five years. His second place finish at the Cassini 500, however, has brought his name back to prominence. Can he win it once more before he fades away?
And finally, newcomer Hypatia Darring has turned heads by taking the pole position away from Remisk. She has never won a major racing event in her short career, but her consistent top ten showings for the last two years indicate that her pole position is no fluke. Can this youngster handle the enormous pressure placed upon her? Only time will tell . . .
Let’s throw it back to GSN reporter Mike Crenshaw, who is making his way through the reception as we speak. Who do you have for us now, Mike?
Hypatia Darring didn’t even notice the reporter’s question as she stared across the busy reception floor. The Tevarin looked lean and elegant amid a gaggle of reporters who crowded around him. Part of her felt like joining the crowd. I should feel the need to whip his ass, to blow past him on the final stage, to force his ship into an asteroid. That would be the feelings of a great racer, a great competitor, one focused and ready to win. But no. Try as she might, she could not feel that way toward this legend who stood only a few meters away. Much to her sorrow, she hadn’t had a chance to speak with him when their paths could have crossed at Cassini. Now, she had to find the time. She fought the urge to walk across the room, push past the media hounds, invite him to dinner, and ask him to sign the worn, faded, dog-eared poster of him in his youth — standing proudly next to his silver M50 — still hanging on her hab wall.
She shook her head and blinked. “I’m sorry. Say again?”
Mike Crenshaw cleared his throat. “Do you think Admiral Darring is proud of his daughter?” Darring clenched her teeth and forced a smile. “Of course he is. Why wouldn’t he be?”
“He has stated publicly, more than once, that he believes you are wasting your talents as a racer. That you should drop all this ‘nonsense’ — his word — and pursue a more fitting career in the UEE Navy.”
“My father has never been one to restrain his opinions,” she said, taking tentative steps toward Guul. “But if you really want to know the answer to that question, you should ask him yourself.”
Another reporter fought her way in. “Alice Frannif, Terra Gazette . . . taking the pole position from Ykonde Remisk was a marvelous achievement. How did you do it?”
Her smile was genuine. “Luck.”
“Oh, come now, Hypatia,” Crenshaw said, regaining the floor. “Achieving a time one point five seconds off the record is hardly luck. How’d you do it?”
She chuckled. “Patience, dedication, focus and an acute attention to detail. That, plus the fastest damned M50 on the circuit. All things I’m sure my father would appreciate.”
The reporters laughed and hastily transcribed notes. Darring made a few more steps toward Guul.
“Ms. Darring,” another reporter interceded, “how do you intend on maintaining your ‘luck,’ as you put it, through the entire race? Ten stages, all timed, many with narrow, dangerous channels, especially through the asteroid belts. You’ll be racing neck-and-neck with some of the finest racers in history. Being a relative newcomer, how do you intend on handling the pressure, maintaining your good start, and ultimately winning the cup?”
“She’s a natural!”
All turned, including Darring, and found Mo’tak Xu.oa, the Xi’an, dressed in a bright purple jumpsuit, standing among a pool of sycophants who followed him to every event. Some of them were ex-GSN reporters, now under full employment by the Xu.oa house, captured by his fame, notoriety and wealth.
Darring controlled her scowl as the stout Xi’an stopped a few feet from her. “She’s a natural,” Mo‘tak repeated, to make sure the reporters could record his reply. He was shorter than Darring by a centimeter or two — which was still unusually tall for his race — but his cool, amber eyes scanned her face carefully His powerful jaw muscles pulled back in a tight approximation of a smile. “She’ll win it by being the best racer on the circuit.”
“Do you really believe that?” Crenshaw asked. “She’s the best?”
Mo‘tak nodded slowly, diplomatically, his eyes affixed on Darring. “I wouldn’t have said it if I didn’t.” He blinked. “How are you, my dear? Rested from your trials at Cassini?”
“Rested enough,” she replied, beneath her breath. The reporters leaned in to hear. “But you should know all about that.”
Mo‘tak waved her off as if she were his lesser. “The dangers of the trade, my dear. I did what I had to do to gain advantage.”
Darring nodded. “But you didn’t win, did you? Cutting me off in a move that, technically, was illegal, only gave you third place.”
“Still, a better finish than you.” Mo‘tak chuckled. His devotees did the same. “The Cassini is not all that important to me, my dear. The MCR is the crown jewel. You’ll understand that in time . . . if you last long enough.”
“Can we get a picture of the two of you side-by-side?” a reporter piped up. The rest confirmed that desire with exaggerated nodding.
Mo‘tak turned to the crowd, preening for all to see. “Of course you may have a picture,” he said, offering his hand to Darring in goodwill. “I’m honored to be a part of this great tradition. The MCR is dear to my heart, and with such brilliant competition, like Hypatia Darring here, this year’s race will be one to remember.”
Hypatia took his hand cautiously. She wrapped her fingers around his broad palm. Forcing herself to relax, she turned toward the reporters to let them take their pictures and ask their questions.
But then Mo‘tak began to squeeze, and squeeze, and squeeze until she felt the small delicate bones in her hand giving beneath the pressure. She squeezed back against it, but that didn’t provide much relief as Mo‘tak continued to grip. Don’t cringe, she said to herself. Don’t cry. Don’t give him the satisfaction. But the pain spread up her arm, into her shoulder, through her neck. God, he’s trying to break my hand. He’s . . .
He released, and the pain subsided. She sighed and wiped a bead of sweat from her forehead with her other hand.
Crenshaw was about to ask another question, but then someone spotted Ykonde Remisk, and they all scurried in his direction.
At her side, Mo‘tak chuckled. “We are only as important to them as our last quote.” The Xi’an turned to her again.
This time he didn’t offer his hand. He winked. “.athl’ē’kol to you, my zealous competitor. Safe travel. I’ll see you down the line.”
Mo‘tak disappeared into the doting arms of his fans. As he walked away, Darring caught the eye of a lean, surly-looking fellow who maintained a watchful position behind his employer. He nodded at her. She ignored him and imagined driving a knife into Mo‘tak’s back.
“Don’t let him get to you.”
The voice was soft and amiable. Darring turned to greet it.
There he stood, towering over her. In his shadow, she felt truly small, both in stature and in status. Zogat Guul radiated a kindness and a quiet experience that steadied her rage. She offered her sore hand humbly. He took it without complaint.
“Don’t let that pompous twit get under your skin. He’s infamous for his mind games.” With a quick grin, he snapped into formal posture, as if he were greeting an officer, thrusting his chest out though it was wrapped comfortably in a black-and-gold half-coat. “My name is Zogat —”
“I know who you are,” Darring interrupted, embarrassed immediately by her rudeness. “It’s an honor to meet you. It’s a dream I’ve had since I was a kid.”
“And I have been following your career with great interest.” He took her by the arm and began to lead her toward a table filled with three large punch bowls and an assortment of seafood appetizers. They walked slowly. “You are rising steadily on the circuit. Your name is on the lips of many. Your fifth place showing at Cassini was quite impressive, especially for someone so young.”
“Thank you. It would have been even more impressive had I won, if Mo‘tak hadn’t forced me back.”
“You let him get too close,” he said, with no malice or indictment in his tone. “You had the inside lane, but you slowed down to spar with him.”
“He pissed me off!”
Guul stopped, “Such behavior may be tolerated in the smaller, roundabout races like Cassini. But not here. Here, such raw emotion will get you expelled or killed. True, there are stages along the way where the racing will be tight, where you will have to maneuver for position. But speed matters the most here . . . speed and time. Remember, Hypatia Darring, the one most important fact about the Murray Cup: Speed is life.” He tilted his head to side. “Speed is life . . . or death, if you are going in the wrong direction.”
She laughed at that, letting the seriousness of his words trickle away. “We will speak no more of these things now,” he said, resuming their course toward the food table. “We will have further opportunities to talk later, when the lamprey are not so thick and hungry.” He ignored the wave of a reporter nearby. “Every word we speak here is interpreted and reinterpreted until, in the end, they will make us lovers in the eyes of the public.”
Darring forced a wry smile. “Sorry . . . you’re not my type.”
Guul let out a hearty laugh. He shook his head. “Story of my life.” He quickened his pace toward the food. “Now come, and treat me to a glass of the greatest gift Humans have bestowed upon the galaxy.”
“What’s that?” Darring asked.
Guul smacked his lips. “Lemonade.”
* * *
Mo‘tak crushed the thin shell of the jumbo shrimp in his mouth. He did not bother shucking it as a feeble Human might do. Blast this Human food anyway! What he wouldn’t give to be back at the family complex, gorging to contentment on huge handfuls of fermented needlefish. Their gallbladders had a bile that was as sweet — no, sweeter — than anything a Human might concoct. Nothing on the table before him was actually enjoyable in his superior opinion, but he tolerated it as best he could, smiling humbly as he picked at this dish or that for the benefit of the media. Mo‘tak nodded at a Human reporter as she walked by.
Humans had their uses.
And so did the one that stood now in the center of the media frenzy. Why weren’t the reporters surrounding him, asking him questions, begging him to divulge his secrets for winning the race, just as they had asked Darring? These damned Humans and their inferiority complex! So unwilling to recognize Xi’an superiority. But Mo‘tak was the best racer that had ever climbed into a cockpit, and his perfectly modified 350r, with its purple hull and reinforced golden-striped wings would do what no other racer had ever done: win the MCR three consecutive times. Neither Remisk, nor Guul, nor Darring could claim such a feat. So, why weren’t the GSN nya•osen’p.u surrounding him?
But perhaps that was best, he reconsidered, popping another shrimp in his mouth and sipping on a warm, frothless beer. Let Ykonde Remisk have his moment in the spotlight. Let the media have their favorites. For when they fall, when they fail to live up to the hype, Mo‘tak’s victory will seem that much sweeter. Yes, let them bask . . . then let them fall. And I will see that they fall hard.
“Is everything in place?” he whispered to an underling at his side.
“Yes, sir. Your maintenance crews are dispersed through the Ellis system per your specifications and per the MCR guidelines.”
Mo‘tak scratched his neck in frustration. “That’s not what I meant.”
The underling gulped and wiggled his head. “Yes, that matter we spoke of has been taken care of as well. But I would recommend against it, sir. The risk is too great, and besides, Mo‘tak does not need to rely on such things. He is the best racer on the circuit.”
“I do not pay you to give me such advice or praise. I pay you to do what you’re told. Now go, and make sure everything is ready as I have instructed.” He put his beer down. “And I will go and remind the ‘favorite’ of his obligation to me.”
The underling nodded and ran off to do his duty. Mo‘tak sighed deeply, put on his happy face, and walked confidently toward the madness surrounding Ykonde Remisk.
* * *
She loved her Origin M50 Turbo more than life. Banged up, scratched, red and white paint slopped on to cover a hull that needed an integrity sweep, but there had been no time for any of that after Cassini. Nor had she won enough credits yet for such repairs, not with having to pay for transport ships and her pit crew. But what of it? The power plant was sound, the thrusters new and top notch. In a pinch, she doubted that any racer, anywhere, could match it. Certainly, none of the other twenty-four challengers behind her — including Guul — could beat her in a straightaway. But the MCR had few straightaways. Hull integrity mattered.
As her crew chief rattled off the final systems check in her ear, Darring pulled up the map for the first stage. It appeared with a bright blink to display row after row of rings winding their way through low orbit above Ellis III. Darring studied the rings carefully, reminding herself which ones were large, which were small, where the cameras and timer buoys were located. All racers were required to stay within the “invisible” lane running through the rings; if a racer strayed outside, he or she would lose time. This first stage was both timed and awarded extra credits to first, second and third place. Having the pole position, then, gave her an advantage. But for how long? Darring leaned over in her seat and studied the course carefully.
It was not unlike one stretch of the Goss Invitational, so she had ample experience with this kind of run. Her M50 was built for strenuous zigs and zags through tight spots. But how well would she fare later on, when the courses got more deadly, more strenuous?
From Ellis III, the racers quantumed to Ellis IV where the so-called Seahorse Shuffle took place. Then on to Ellis V and the “Noble Endeavour.” After that, it was through the first of two asteroid belts, a course called The Sorrow Sea, where hulls of previous racers floated as obstacles. Then around the gas giant, Walleye, where ships could be easily ripped apart by one foolish move. A longer stage followed, across the outer asteroid belt (formerly Ellis XI) and finally to Ellis XII. Then the race turned back toward the heart of the system to finished at Ellis VIII. She had run this race before, but never as a true contender, and thus she had taken her time, flown each stage slow and steady, like a marathon runner, to learn all the ins and outs. This time, though, the pressure was on. She held the pole position, the top spot. Everything was different now.
The MCR starter’s voice crackled over the comm link. “Racers, prepare for launch.”
Darring closed the map, affirmed the standard agreement to MCR rules and regulations in unison with the other racers, strapped herself in, and gave a small prayer. She was not religious by any stretch, but figured it wouldn’t hurt. The prayer calmed her nerves as the bay doors of the starting carrier opened to space.
She could see Ellis III through the door. It was beautiful, green, its orbit peppered with corvettes and pleasure craft of the well-to-do who had come out to view the race firsthand. There would be plenty of spectators along the way, a lot of media, and Darring had to just put them all out of her mind. She focused on Zogat Guul’s words — Speed is life — and looked back through one of her cockpit panels to try to get a glimpse of the Tevarin’s upgraded Hornet. But he was too far back. All she could see was Ykonde Remisk’s M50, with its garish gold and blue trim. She noticed that he was too close to her; by rule, there was a specified distance that racers had to maintain prior to launch: the privilege of the pole position.
She gnashed her teeth and cursed beneath her breath. Someone was already violating rules.
“Hypatia Darring . . . you may launch.”
She didn’t even wait for the spokesman to finish. Darring burst out the carrier bay door at top legal speed.
Through a narrow channel flanked by media and spectators, Darring flew the ceremonial lap. The rest of the racers followed behind, releasing one after another, but maintaining their specified positions within the line. Ahead of her, the pace craft sparkled with a flashing red light. Nervous energy spotted her brow with sweat. Her crew chief gave his final comments and instructions. She signed him off and focused on the course ahead of her.
In her ear, the MCR starter counted down — ten, nine, eight . . . Darring thrust to the left, trying to keep directly behind the pace craft. Ykonde Remisk was right on her six, the nose of his racer dangerously close. Back off! Darring mouthed silently, wanting to flip on her comm link and tune to his frequency. It wasn’t strictly against MCR rules to speak to other racers, but officials discouraged it, fearing that frequent conversation during the race could produce distractions that would lead to crashes and injuries. Besides, there was enough chatter going on between racers and their crews. Still, Darring wanted to open a channel and scream into Remisk’s ear, Get off my back!
Five . . . four . . . three . . .
Now, all the racers tightened as the pacer made the last turn to set them up toward the first rings. Darring gunned it a little herself, closing in on the pacer. She put herself now just a little to the right of it, to keep Remisk from rushing past her at the last minute. Darring’s heart raced, her hands shook on her joystick. She tried concentrating on the small object that grew and grew in her viewport: The first ring, its rotating lights swirling around its virtual frame, signaling the beginning . . .
Two . . . one . . .
The red lights on the pacer flashed green, and it fell to the left quickly, breaking formation.
Darring pressed herself into her seat, gunned her thrusters, and blew through the first ring.
* * *
The flashing lights of the rings caused her eyes to ache.
They flew by her quickly and she was concentrating on them too much, too worried about her time, her position in the line. She had fallen to third place by count of the last timing ring. It had been her fault, too, worrying so much about conserving fuel, letting some pilot with a overclocked Avenger take the inside lane. Her crew chief yelled at her for it; she ignored him. The little shit was right, of course, but he was an old academy friend of her father’s, and she was in no mood to listen to him yell at her. Besides, she could overtake an Avenger at any time.
The real focus of her recovery had to be Ykonde Remisk.
The smarmy son of a bitch had forced her against the left wall of the tunnel they were speeding through. Her wing had actually broken the virtual plane, and the voice of the MCR caller came over her comm . . . “Ten seconds added to your time.” Damn! Remisk’s press was not strictly against the rules since his ship had not touched hers, but it was certainly dirty pool and against the spirit of the competition. She had no way out of the pick-and-roll either; it was as if he and the Avenger pilot were in cahoots. That wouldn’t surprise her in the least.
She refocused and thrust her M50 forward, dipping beneath the Avenger and slipping past it on the low. It tried muscling her back, pointing its right wing down to mask her view, but Darring anticipated the move, shifted in kind, and kept her position and composure. Meanwhile, the Avenger pilot had lost his focus on the lane ahead of him, and failed to notice the ring closing fast and to the left. Darring hit her thrusters hard and shifted left, at the last minute moving out of the Avenger’s path. Darring took the turn and ring perfectly; the Avenger saw it too late, tried to adjust, and clipped the ring with its left wing. It broke the invisible plane of the tunnel and then overcompensated into a spin through the void.
Eat that!
She hoped that somewhere behind her, Guul was cheering. She could almost hear his resonant voice singing her praises. She liked the thought, but the most pressing concern now was right in front of her.
Remisk had been pushing his craft at full speed the entire course. How was that possible? she wondered. Sure, he had customized his M50 like all the rest, removing everything extraneous for extra fuel and cooling equipment, but he must be running on fumes by now after boosting like that. There was no other explanation. He would have to burn out soon, and the sooner the better.
She ignored the three other racers pressing hard at her six. She took the next ring and the next, letting the strong inertia pull and propel her craft forward. That was the best way to avoid overheating, she had learned racing around Saturn. Release thrust on the turns, and let your craft drift at top speed into the vector. Then you had enough thrust to pick up the few seconds you might have lost on drift. This racing gig was a game of milliseconds, and each one counted.
She moved up behind Remisk, taking advantage of the last straightaway before the final turns through the ultimate three rings. There was not much time left, and she had to make her move now.
She tried shifting up and over his craft. He moved to block her. She shifted down; he moved again, in perfect unison, their ships equal size. She shifted left, right, and each time Remisk moved to counter. How is he doing this?
He was a great racer. There was no doubt of that. He was strong, athletic and cool-headed. Remisk had not gotten where he was on the circuit without being smart and precise. But his moves, his instincts were almost supernatural, as if his senses were enhanced. But that was impossible.
Every racer went through a rigorous medical exam to ensure that no drugs had been introduced before the race, and further testing would be conducted along the way to ensure none had been taken after the first stage. Remisk was just that good.
Then I have to be better.
She pushed her engine to its limit, exceeding safe levels, much to the ire of her crew chief. He implored her to back off, take second or third place, don’t risk blowing your ship so soon for so little reward. Little reward, my ass!
She had taken the pole position, and she was going to let everyone know that it was not some fluke, that Hypatia Darring was here to stay. She wouldn’t give her fath– the media — grist for their mill.
She barrel rolled, letting the rotation of her M50 spiral her forward like a screw. Remisk, fearing that he would be clipped himself, shifted ever so slightly to his left, and Darring pounced. She pulled alongside him, letting her craft settle. She punched her thrusters again, feeling them wail their discontent through her arms and hands. Her stick was shaking, her heat warnings blaring. She could feel it all through her body, and there was, in all the galaxy, no feeling like it. It was something her father had forgotten. He was a good fighter pilot himself, or at least he was in his youth. But he had spent too much of his life in slow giants like destroyers, cruisers and battleships. He had forgotten what it was like to feel flesh tingle as strong g-forces threatened to rip your skin from its bones. Guul understood it. Remisk most certainly did. And even that sorry son of a bitch Mo‘tak understood the ecstatic feeling of sheer speed.
She pulled ahead. She took the next ring flawlessly, shifting against inertia and rolling through the next ring, which appeared immediately after the last. The final ring loomed large in the distance. Her crew chief, his attitude suddenly changed, barked “Go! Go!” into her ear. She smiled. She’d made the right decision. She most definitely deserved to be here racing among the greats.
Remisk pulled up above her, obviously giving her first place. She kept her course forward and strong, letting her warning systems holler. She giggled like a child, accepting praise from her chief. The flashing lights of the last ring did not make her weak or sick this time. She welcomed them happily.
Then a shadow came up over her, darkening her cockpit. It was Remisk, his M50 finding new life and overtaking her ship. In her joy, Darring had not realized that her thumb had lightened its pressure on her throttle, and she had slowed just slightly. Slowed enough for Remisk to swing his craft up and over her hull and plant itself, with its main thrusters, right in front of her cockpit. Darring tried keeping her speed and course, but Remisk kicked his boost and threw a gout of yellow fire across her cockpit windows.
Darring rolled left. It was a serious mistake. She tried regaining her position, pressed her thumb deeply into the throttle, but it was too late. Ykonde Remisk passed through the final ring in first place. The Avenger and one other racer took second and third, while Darring, her ship rolling uncontrollably through the last ring, barely finished fourth.
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Greetings Citizens,
Last week, our first concept ship of 2018 was made available for pledge. The Aegis Vulcan is Dedicated to assisting pilots with the unique ability to refuel, repair, and rearm those in need. The Vulcan is the perfect ship for getting your foot in the door in all three professions.
Also, last week’s Reverse the Verse had special guests Will Maiden and John Crewe answer your most important questions about the Vulcan, so be sure to check that out here. And don’t forget, we are collecting questions for the Vulcan Q&A Comm-Link scheduled to be published on March 14th. If you still have questions about the newest ship, submit them to the Question Thread and upvote your favorite ones.
With that, let’s see what’s going on this week:
On Monday, we released a new episode of Calling All Devs. This week, we discuss the Evocati, weather in the PU, and the Polaris ship update! Watch the episode here.
Tuesday: The Lore Team will publish a serialized fiction story that has previously appeared in Jump Point, but is now available to everyone! You can check out previously published lore posts here.
Wednesday: A new episode of Bugsmashers! will challenge Mark Abent to fix another pesky bug that currently affects the Persistence Universe.
Thursday is an all new episode of Around the Verse that checks in with Production Lead Eric Keiron Davis for an update on what the Los Angeles Studio has been working on recently. Also, the Monthly Studio Report will be published, showing off what our teams around the globe have accomplished in February.
Friday: Make sure to tune in to our Twitch Channel for a new episode of Reverse the Verse. This episode will serve as the February Subscriber Town Hall featuring production and the new RSI Roadmap.
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
This week’s episode features our monthly Squadron 42 project update. Get the latest on what the devs have been up to and take a look at the complex AI systems being implemented in the game, using the massive crew of the Idris frigate as an example.
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Greetings Citizens,
Last week, we released our first concept ship in 2018 – the Aegis Vulcan. Serving as an entry point into three Star Citizen professions, the Vulcan is designed to assist all vessels in trouble. Currently only available as an Early Bird offer, everyone will have the chance to add one of these versatile Aegis Dynamics support ships to their fleet on Thursday, February 22nd.
Also, if you haven’t already, we highly recommend watching last week’s fantastic Reverse the Verse episode featuring Lead System Designer Dan Trufin and Star Citizen Live Director Todd Papy from our Foundry office in Frankfurt, answering gameplay system questions posted by you, the Star Citizen community. Check it out for news about mining, salvaging, exploration, and much more!
With that, let’s see what’s going on this week:
On Monday Jared will boot up his classic Skype for a new episode of Calling All Devs. This week, we have questions about Scanning Mechanics, the BMM, and multiple character slots! Watch the episode here.
Tuesday is lore day! The Lore Team will publish another in-fiction story to help cure your craving for more Star Citizen lore. Check out previously published lore posts here.
Wednesday: We have a quick cooling down period. Bugsmashers is taking a short break, but we’ll see Mark Abent’s return on February 28th!
Thursday will see an all new episode of Around the Verse that you won’t want to miss!
Friday: Make sure to tune in to our Twitch Channel at for a new episode of Reverse the Verse. This time host Jared Huckaby welcomes Lead Technical Designer John Crewe and Art Director Paul Jones for an episode focusing on the Aegis Vulcan and ship development from design to concept!
That’s all for this week, citizens. We’ll see you in the ‘Verse!
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
When an Outdoor Writer plays Star Citizen by ZebVance
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ZebVance, an outdoor writer covering fly fishing, hunting, camping, and hiking recently discovered Star Citizen and decided to start a blog. Give it a read in the community hub.
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Greetings Citizens,
Last week saw the SpaceX team writing history with the launch of the Falcon Heavy. For millions of years, space was out of reach for us humans, being “stranded” here on Earth and now mankind built a partially-reusable rocket with the ability to lift a mass greater than a 737 into orbit. If the many Spectrum threads discussing the event are any indication of how you folks see this accomplishment as an inspiration for ambitious goals, we are on the right track to make gaming history together. Also, it helped to rediscover the love for David Bowie’s ‘Starman.’
Speaking of love! If you are still looking for that perfect Valentine’s Day gift, why not take a look at our shop, as nothing says “I want to spend more time with you” more than a Star Citizen Starter Package.
Remember: “The M50 is red, the Razor is blue – I’ll find my Valentine in the PU.”
With that, let’s see what’s going on this week:
Monday: Jumpstarting our week will be a new episode of Calling All Devs. This week, we’ll discuss Mag Boots, Org Tools, and much more! You can watch the episode here.
Tuesday: Prepare for the latest lore post. If you are a connoisseur of good stories or just hungry for more information, the lore team has something special, just for you! Check out previously published lore posts here.
Wednesday: Mark Abent returns, ready to smash those pesky bugs. His weapons of choice? A keyboard and a mouse! Catch the latest episode on our YouTube channel here.
Thursday will see a very special episode of Around the Verse, highlighting the Anvil Terrapin. Wait! Didn’t Jared hint at more during last week’s RtV? He might have, but you will have to tune in to find out what we’ve got. Don’t miss this week’s episode of AtV!
Friday: Make sure to tune in to our Twitch Channel at 8AM PST/4PM UTC for a new episode of Reverse the Verse.
Yes, I know that “roses are red” line wasn’t the greatest, but can you do better? Show us your poetry skills in the comments!
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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HawkzGenesis from Belgium shared his favorite Star Citizen Screenshots in the community hub. Follow his link to check out the full album. Each of his images could easily turn out to be your next favorite desktop wallpaper!
This week, Dave Haddock joins Chris Roberts for February’s Star Citizen project update and a look at balancing weapons and the in-game combat experience. Don’t forget to keep up with Star Citizen’s development with the live Roadmap at https://robertsspaceindustries.com/roadmap/board/1-Star-Citizen
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Attention development subscribers: the October 2017 issue of Jump Point is now available in your subscription area. This month’s Jump Point features the development of the Origin 600i! That, plus a look at the history behind Yorm, a visit to Branaugh, and a behind the scenes with the ship team working on the updated matrix. Finally, don’t miss the final chapter in A Gift for Baba, a famous children’s story that inspired the names of Crusader’s moons. Grab your copy today.
Interested in becoming a development subscriber? You can learn more here.
Todays topic of discussion on the New Ship Matrix is all about thrusters and how we reflect their stats on the web page. Thrusters are obviously a key part of a spaceships and critical for getting you around and also a key area to manage in both fuel consumption and emissions. Thrusters come in a huge range of sizes and types from the smallest fixed maneuvering thruster on a Nox, the huge pivoting VTOL thrusters found on the Idris, and all the way to the humongous fixed main thrusters found on the Bengal.
The first and most dramatic thing to notice with thrusters on the new matrix is the removal of TR values or Thrust Rating from the stats page and we’ve done this for a few reasons:
With how ships are setup and tuned now we do not currently dictate independant thruster outputs, instead we allow thrust to be shunted around the thrusters as needed from a pool but within a total capped amount per thruster. With this its meant we have no “desired” or minimum thrust output values to generate TR values from or against.
The value itself was always very confusing to explain and often did not match the art of the thrusters created by the talented art team which caused further confusion. How could a TR1 thruster on ship X be as powerful as a TR1 thruster on ship Y when its 1/10 the size?
It was a un-intuitive and uninformative value to compare ships with given how complicated the flight model is, knowing that a ship had three TR2’s versus another with 2 TR3’s gave no useful information that couldn’t be better presented elsewhere, such as the values on the Technical Information panel we discussed yesterday.
The second change to notice is the removal of Size attributes for the thrusters, these have been removed for much the same reason as TR was removed. As thrusters are unique to the ship and swappable in complete sets the size loses all meaning. Instead of the old Thrust Rating and Size values we now display the amount and more information on the type of thruster equipped to your ship between the two categories of thruster:
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The primary thrusters on the ship that are responsible for making it go forwards, these are the most important ones on traditionally constructed ships and provide the bulk of forward momentum.
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Having moved from the maneuvering section of the old matrix these are now counted in the Main Thruster category as they are a critical thruster set on the ship. There is little point having the biggest thruster around if you cant stop in time! Generally found in pairs some ships may have more or less depending on their roles and having a damage one can cause serious issues when trying to stop.
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These thrusters provide lift in the Z+ axis and can either be fixed in one position to provide continuous upward thrust or can pivot when needed to provide that thrust. Cargo or particularly ships tend to have fixed VTOL thrusters on the underside if they are required to enter/exit planets or moons with gravity to aid them in leaving the atmosphere and to also slow their decent. If a ship does not have any dedicated VTOL thrusters it is not the end of the world, it just requires more forethought under those circumstances mentioned before.
Maneuvering Thrusters
Fixed {F}
Fixed Maneuvering thrusters provide instant thrust output as they do not need to align to the desired vector first, this gives a quicker response leading to more agility. The downside is you need to have more of them, a minimum of 12 on a ship to provide the ability to move in any direction with 6DOF.
Gimbal {G}
Gimbal Maneuvering thrusters provide thrust on one or more axis as they pivot or rotate to align themselves to the desired vector before providing thrust. This allows less thrusters to be needed but at the cost of a slower response rate and a small amount of power required to move them into position, making them vulnerable to power management problems.
The best way to theorycraft ship performance using these stats is to consider the types of thrusters in conjunction with the maneuvering stats on the Technical Information panel that we detailed in the last post.
Frequently Asked Questions
or: Questions We Figured You Might Have
Q: If Thrust Ratings (TR) are not displayed, will they ever come back?
A: In some form yes, whilst we’ve removed them from the Ship Matrix for now due to the above reasons we have plans to bring back a more useful form of them with ongoing thruster and flight model updates in future patches, in part to deal with the somewhat overpowered maneuvering thrusters that have become commonplace with the changes to the flight model in 2.6.
Q: Can we swap out thrusters for ones with increased performance/other abilities?
A: That is the goal but not possible in SC Alpha 3.0 and will be included in a future update. We plan to allow players to swap out their thrusters in sets, main and maneuvering together, for ones of alternate type such as Racing or Stealth styled ones. These would come with a visual difference to differentiate them from the stock loadout alongside adjusted stats in various systems to provide a different flight experience from normal. For example swapping out a Hornets default thruster set for a Stealth thruster set would seriously reduce its IR emissions over standard at the expense of performance and wear rate.
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Greetings Citizens!
The New Ship Matrix retains a similar format to the prior matrix with three distinct panels: Systems, Technical Overview, and Holoviewer that have been adjusted and updated to support the breadth of new data involved. In this article we’ll be discussing the expanded Technical Overview section, where you can find a variety of information not typically suited for display via icons on the Systems panel. This also has the added benefit of allowing us to present a more raw data to the reader in certain instances.
Before we begin, a few words about stats in general.
Quite often we find it said that more is automatically better with regards to ship stats, but in game design that is not always the case. With our intention to create a diverse universe, the idea that having more of one thing than another is not an automatic advantage. In many instances, it can be either boon or downside and depending on the circumstance, even lead to a significant disadvantage.
As an example, when talking Transport career ships it may seem like bigger is automatically better, but there are considerations to be made beyond simply, “How much can it carry?” For starters, the more you carry at one time the larger a target you become. A Hull-E can carry a phenomenal amount of cargo but along with that advantage it’s also an extremely large and vulnerable ship, unable to land with the cargo and slow to load, due to it’s sheer size and the fact it stores all of that cargo externally. The risk in taking one of these ships on a long trading run or outside UEE protected shipping lanes is not only sizable, but will also require considerable expense in buying that cargo to start. Then again, there’s also the additional expense of offsetting that risk by hiring an escort to protect you. With this said, should you succeed the individual payoff can be spectacular. We mention this not to dissuade you from flying a Hull-E, but to encourage you think about what considerations should be taken in each situation, be that doing the same trip, multiple times, in another smaller, more protected ship and in greater safety, or taking the high-risk, high-reward path. These choices are meant to be yours, and ship stats are the basis for beginning these thoughts, not ending or limiting them. As one starship captain would put it: “I like to believe that there are always possibilities.”
With this same regard to Combat ships, the Buccaneer may wield an impressive array of weapons allowing it to pack one hell of a punch, but it’s trade-off in game design is that it cannot absorb a wealth of firepower in return. Trade-offs like these and others are essential in both game design, and in building the immersive universe Star Citizens deserve, and can often be offset by practice with a specific ship, individual understanding of each ship’s unique characteristics, and honing your dogfighting skills in general. Those that do can put these things to great use, but for the mere Content Manager mortals amongst us, we would probably fair better in a more rugged combat ship with slightly fewer guns and more missiles.
In the final analysis, your best bet will often be in finding the right combination of pilot, ship, and situation as opposed to just picking the one with the higher number. Which spaceship, is the right spaceship for you?
With that, there’s a fair chunk of newly available information contained here so lets dig down into each area and see what they’re all about.
The Little Chart of Big Ship Sizes What’s Being a Capital Ship Mean, Anyway?
Ship Size
Sample Ships
Vehicle
Ursa
Lynx
Cyclone
PTV
Snub
Archimedes
X1
85X
Dragonfly
Small
Defender
Razor
Sabre
Terrapin
Medium
Freelancer
Eclipse
Cutlass
Vanguard
Large
Carrack
Reclaimer
Merchantman
Constellation
Capital
Orion
Hull-E
Endeavor
Polaris
* This is a partial selection of ships for various sizes.
Ship Size
The Size value is a simplified overview of both the scale of a ship’s physicality, and the scope of its player investment. While these values are not absolutes i.e. some Capital ships may be smaller, some Medium ships may be larger, it is intended only to be a starting point in your understanding of a particular ship’s place in the Star Citizen universe, and not the final word on what it can and cannot do.
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Vehicle
Can only be operated on ground, the range spans from simple personal transport vehicles like the Greycat, through exploration rovers like the Lynx and Ursa to much larger vehicles. Can often be crewed by a single player or a small group.
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Snub
A ship that is completely dependent on another ship to work over a wide area. Sometimes referred to as a parasite craft. Will work in space and atmosphere with generally only a single pilot. Often has no Quantum Drive or fuel intakes which limit its range without the parent ship.
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Small
Generally up to 25m in length. Ships that operate in space with Quantum capability. Ideal for solo operators but not exclusively single-seaters. Appropriate for the vast majority of landing pads on stations throughout the verse.
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Medium
Most commonly 25-50m in length. Can be operated independently, but will flourish most effectively with additional crew. Often contains living accommodations for the crew to support extended missions or some form of cargo area. Designed to be played with a small group of friends well.
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Large
Frequently found in the 50-150m length range, these ships can be operated with a skeleton crew, but really require an experienced medium to large crew working together as a unit throughout the mission to achieve their goals. Maintenance and repair costs often become a significant factor in this size bracket.
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Capital
Huge ships that are often (but not exclusively) over 150m in length and require a significant investment in time or crew to maintain let alone run. The crew needs to be skilled in many areas to effectively operate these colossal ships and often need a small fleet of supporting ships to keep them in the best condition or out of harms way. While these ships are not designed for the casual, individual player, they will offer a unique gameplay experience to the dedicated crew who put in the time and resources.
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Mass
We discussed Ship Mass yesterday so check the article out for how we arrive to this number, but compared with the previous values they will appear significantly higher than before. Every ship has had a pass and been updated so while they are all higher, they are now all on the same scale. Generally the dimensions of the ship will factor more into the size classification than the mass. That said, the majority of the ships fall in line with this so “Small” will usually have a lower mass than “Medium,” but we’re leaving room in the future to have ships with particularly dense or light materials straddling traditional size conventions.
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Cargo Capacity
This value is the maximum amount of cargo in SCU the ship can safely carry when attached to its cargo grid in the dedicated cargo storage areas, and does not factor in the player attempting to fill every, corridor, nook and cranny with goods. As we’re discussing Cargo and SCU in detail in another article, for now we’ll say that we calculate this value using 1 SCU crates as the minimum size available to be placed and secured in the dedicated cargo grid (if any) of a ship.
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SCM/AFB
The SCM value is the speed the ship moves in Standard Combat Maneuvering mode, i.e. the default, in-space movement speed of your ship. In atmosphere this speed will often be less due to the increased air resistance and drag. The Afterburn (AFB) value is split into two, the first being the standard Afterburner top speed and the second in brackets being the “Super Cruise” max speed. This Super Cruise allows for travelling at a much greater velocity than AFB, but less than Quantum travel, perfect for navigating down to planets or moons from the outer markers. You’re always in such a hurry, aren’t you?
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Min/Max Crew
The minimum crew value is what we regard the minimum number of players (or hired NPC’s) to be able to operate the ship in a basic manner while still utilizing its key features, such as a salvage ship being still able to salvage and move/defend itself. We have calculated this number based on a few guidelines:
Number of “operator” seats in the ship. These are seats that control specific functions such as flight, feature critical stations like salvage or mining, or drone control stations that are used to operate other primary features.
Number of turrets divided by 2, rounded down. This provides the ship with a limited set of defense capability with the minimum crew rather than leaving it entirely undefended.
The maximum crew value is the upper limit of crew we allow to be supported onboard long term, not including passengers. The upper value is generally restricted by the amount of decidated seats for functions such as flight or turrets alongside the number of beds in the ship (where applicable.) Just like cargo these are the safe numbers. You can clown car an Aurora if you wish (we’ve seen the videos) but the on-board life support systems are finely tuned to only support the maximum crew for extended durations, so expect your resources to be consumed faster than expected.
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Maneuvering Stats
In the next article, we’ll be discussing the changes to how we display thrusters in the matrix with greater depth, but for now the key information for how your ship handles can be found here. These values are the raw, unmodified speeds your ship can translate/roll in each axis without using boost or afterburn. As such, these times are never exact and can be improved both by using the various speed functions of your ship, or in the future, by component performance tuning.
This article is intended as a brief introduction to the various information you’ll find on the Technical Information tab of the ship matrix. As with most aspects of Star Citizen’s continuing development, this information is reflective of the current design in ship stats, and may evolve further in the future.
Frequently Asked Questions
or: Questions We Figured You Might Have
Q: Why are the SCM/AFB set at certain values and restricted?
A: In reality there is theoretically no set limit for speed in space, but we restrict this for two reasons in Star Citizen: gameplay and technical.
The SCM values are built around where we want each ship to perform from a design perspective and ensure that the ship can still do maneuvers as expected and within G-Force limits. The higher these SCM speeds are the harder it is for compelling combat to occur, with the majority of players doing little more than “shooting at blips” instead of having exciting, skill-based dogfighting where you can see your opponents.
This also factors into the Afterburn top speed limitation as well, as we strive to make each ship feel different and provide reasons to either customize your ship, or look for ship alternatives while avoiding that, “best ship at everything” that can inhibit multi-faceted game design.
Q: Can I still fly my ship Solo even though the Min Crew is listed as more than 1?
A: Yes. While there is no hard and fast rule excluding the solo operation of all Large or Capital ships, some may find themselves at a significant disadvantage trying to perform specific actions in multi-crew ships without a crew, be that player or AI-based. Every ship in the game can be flown by a single player (even a Javelin) but your effectiveness in most scenarios will be limited to varying degrees. The minimum crew number provided is what we deem as a sensible skeleton crew option that allows the ship to be used effectively as intended while performing the role it was designed for.
For ships not implemented in the game, this is an estimate based on design intentions. As with all game development, these numbers can change after implementation, testing, and feedback.
Q: How does Ship Size tie into Jump Point sizing?
A: At present, while we focus building out the single Stanton System, the Ship Size value has no bearing on the Jump Point sizing you can find in the Starmap. While the game system determining which ships can use which jump points is still having its design finalized, we can offer that it is not expected that these “ship sizes” will map 1:1 with “jump point sizes.” We are working on multiple methods to determine jump point traversal and will update everyone (and the ship matrix) in the future once this system is finalized, and we are in a position to confirm this.
Q: Can I fit more cargo in my ship that the value suggested?
A: Yes, but do not expect this to be penalty free. We will cover this topic in depth in a further post but the value given is the current maximum safe amount of cargo each ship can carry, any more will be at risk of damage during flight and other penalties.
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Welcome to TRACKER, the Bounty Hunter Guild’s official show on the spec. I’m your host Garet Coliga. Glad you joined us today. We’ve got lots of important stuff to cover, so let’s not beat around the bush.
We’re going to start with the news everyone needs to know. Anyone currently working a bounty in Kiel needs to contact the Guild right away. There’s a chance you’re chasing the wrong target.
It appears that the Kiel branch had their systems breached. No word on the extent of the damage, but its effects are already being felt. Yesterday, the Guild noticed what’s being called “an alarming spike in false-positive collars.”
The issue first came to light when numerous elite bounties suddenly popped onto scanners across Kiel. Guild members scrambled, ready and raring to catch targets not seen in the system for years. It wasn’t long before reports of false-positives flooded the Guild’s comms.
Turned out the likes of Carlo ‘Crowbar’ Ellingsworth and Emma ‘Necktie’ Dudeney hadn’t suddenly come out of hiding to shop at the local Casaba. Instead, the regtags associated with many of the Guild’s bounties had been replaced by those for clean ships, leading to numerous innocent and unsuspecting people being wrongfully apprehended.
The Kiel Guild branch has apologized for the incident and opened an investigation into the matter. Meanwhile, Bounty Hunter Guild administrators across the UEE are scanning their systems to ensure they weren’t similarly breached. So far, the incident appears to be contained to Kiel.
Now, most people erroneously captured were immediately released once their real IDs were confirmed, but not everything went smoothly. Civil rights watchdog groups have condemned the tactics Guild members used to apprehend what they believed were high profile targets. In one unfortunate incident, a woman leaving her daughter’s sataball game suffered a broken arm and three broken ribs when she was incorrectly picked up by a Guild-licensed bounty hunter. In another, a family of five were held against their will and interrogated for hours before finally being released.
Joining me now from Kiel is Guild representative Lian Bolyard. He’s here to comment on the current chaos and update us on anything we need to know. Thanks for taking the time to join the show.
Lian Bolyard: I wish it could be under better circumstances, Garet.
I hear you, Bones. It’s been a few, hasn’t it?
Lian Bolyard: No doubt. Believe the last time we crossed paths was at that DefCon panel back in ’43.
Unbelievable how time flies. Well, let’s get into it. What’s the latest?
Lian Bolyard: We’ve taken the Guild network offline in Kiel as smarter folks than me try to figure out exactly what happened. That means we’re not issuing bounties, so at least the problem isn’t getting any worse. Of course, the system being down means we also can’t process outstanding bounties. To help prevent more people from being incorrectly held, we are asking Guild members to take anyone they pick up to Horus or Hadrian, which so far seems unaffected by the issue.
I’d also like to say that we really need everyone’s help to spread the word about what’s going on. I know some trackers get so caught up in the hunt that they tune out all the noise. We need to get the message to those Guild members before there are any more mix-ups with innocent people getting snagged off their ships.
You heard the man. Let’s get the word out, folks. If you happen to know an associate currently working a case in Kiel, please encourage them to confirm that their bounty was issued prior to breach. They can check what dates are affected by comming the Guild directly, right?
Lian Bolyard: Absolutely. We apologize for the issue and appreciate your patience and understanding while we get things back to normal. We’ll be sure to let everyone know once our system is secured and back online. Until then, it’s probably best to either hold tight or look for work in another system.
Any idea how much longer it’ll be until things get sorted? Are we talking hours … days?
Lian Bolyard: No idea. Right now, all I can say is that we’re hoping it’s sooner rather than later.
Now, from my understanding, this seems like a very sophisticated attack. Since someone went to a lot of trouble to do this, you gotta wonder what they hoped to achieve. Did they merely want to spread chaos or was there a more sinister goal? Are there any prevailing theories about what motivated it?
Lian Bolyard: A few.
Care to elaborate on any of them?
Lian Bolyard: Honestly, Garet, right now the ‘why’ behind it all isn’t as important as shoring up our network and getting it back online without any worse unfortunate incidents happening in the meantime. I’d be more than happy to speculate on motivations after we get a handle on the situation.
Understandable. Bet you’re thanking your lucky stars that this didn’t happen during next month’s Intergalactic Aerospace Expo.
Lian Bolyard: To tell you the truth, the thought of this happening during the expo had me tossing and turning last night. Didn’t sleep a wink. That’s why I want to make sure we get the system back online ASAP, so we can focus on getting to the bottom of the situation and ensure that it doesn’t happen again.
Sounds good, Bones. I appreciate you taking the time outta your hectic schedule to speak with us today. Stay in touch so we can keep everyone up-to-date on the system’s status.
Don’t go anywhere, folks. Up next, we’ll be speaking with the Guild’s own legal advisor Christy Tabares about “false-positive collars” and what you need to do if you apprehend the wrong person. That and more when TRACKER returns.
With the upcoming release of the New Ship Matrix, the updated database of stats for every Star Citizen vehicle and ship, and the continuing development of Star Citizen Alpha 3.0.0 we have consolidated and re-aligned every ship in the game to better serve the community in understanding which ships are right for them. Over the next couple weeks, you’ll see new posts detailing the intricacies of our new Ship Matrix, what some of these new stats mean, how we expect them to manifest in game, and our thought process behind some of the changes you’ll see when all is said and done.
Of course, even with the release of this New Ship Matrix, our work is not completed. As Star Citizen continues to develop, so to will the classifications and stats for our spacecraft and ground vehicles. With our new baseline established, going forward we intend to keep the matrix as up-to-date as possible with the latest information. It is our hope that the New Ship Matrix will be the starting point for your Star Citizen theorycrafting adventures, as we detail the stock loadouts each ship will begin with. Remember, in the finished game, you’ll be able to customize many aspects of your ship, taking your spacecraft beyond the original intentions of their designers. We eagerly look forward to the loadouts and customization you’ll one day apply to your ships, as you make each Hornet, each Constellation, or each Hull C your own. We hope you’re as excited by the possibilities as we are.
To begin this process of updating our New Ship Matrix, we started by sorting each ship into one of our new “Career” groups. These groups will allow us as developers and you as backers to broadly compare various ships with one another using common themes intended to help make the choice regarding what ship is right for you.
Currently there are six (6) defined career groups that all ships fit under:
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Combat
Exactly as the name implies, all about shooting and offensive damage to other ships, vehicles, and people on both ends of the legal spectrum. Consisting of military surplus, militia converted, the rare current military stock and the more common un-gunned civilian ships there is something for everyone in this group.
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Transport
Ships that transport anything as their primary income method, be that cargo, data, or passengers. From the smallest ship carrying a single crate to the massive Hull-E, these ships are the backbone of the economy; carrying goods in and between systems.
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Exploration
For those ships that go on short (and long) journeys to distant locations, be it for solo, group, or commercial discovery there is a ship to suit all explorers tastes. Equipped for a variety of mission types and often with extra transport options included in the larger ships.
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Industrial
If gathering items from the verse is your thing, then Industrial is the best group for you featuring Mining, Salvage, Science, and other similar ships. Anything that gathers a resource from the world is contained within this group, whether its physical matter such as Mining and Salvage or intercepting/generating data from the environment.
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Support
Perfect for those who want to be involved in the action but without shooting everything in sight; Medical, Repair, and Refueling ships are all part of this group and provide a less combat orientated approach to group gameplay loops.
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Competition
Almost entirely consisting of ships for Racing, the group for those who need to go fast with lightweight agile ships. Great for racing but lack the durability for much else.
In addition to the six above there are a few ships that we really couldn’t condense into one group or another so we have termed these “Multi-Role” ships as they have such a range of roles it wouldn’t be right to put them in one group or another. Once each ship had been given a Career we drilled down further and assigned it a role inside that group to further define what that ship excels at.
We have listed some of the Roles below:
Ship Career / Role Chart Which Spaceship Is the Right Spaceship for Me?
Career
Roles
Combat
Fighters
Interdiction
Drop Ship
Bomber
Transport
Freight
Passenger
Data
Exploration
Pathfinder
Expedition
Touring
Industrial
Mining
Salvage
Science
Agriculture
Support
Medical
Refueling
Repair
Reporting
Competition
Racing
* This is a partial listing of Ship Careers and Roles.
Many of the Roles can have prefixes such as Light/Medium/Heavy to better differentiate ships, such as the Prospector and Orion from each other as they are very different mining ships. Combat ships also benefit from this as the Gladius (Light Fighter) and Hornet F7C (Medium Fighter) would end up being considered as direct competitors otherwise.
All these new Careers/Roles are visible on the ASOP terminals in game to help better guide your choice of ship selection as well as on the website and in the future we’re aiming to have our own version of a “tech tree” where you can see natural upgrade routes between all the ships based on what you want to do with them.
Spaceship Role Call
or: Intended Purposes and How to Defy Them
Each ship has a Role assigned to it, in the case of “Multi-Role” groups these often have two to reflect their nature, this role is a further clarification of what each ship is designed to do out of the box. The Role gives an overview of what the expected minute to minute, hour to hour gameplay loop will be with this ship rather than the day to day loop the Career Group defines.
Through in-game customization these roles can get blurred together. For instance, you can trick out a Gladius with heavier weapons, better armor and more durable components to an extent but its still a Light Fighter at its core and not a Medium one. While we already see it being very competitive in the right hands against a stock Medium Fighter, it might be prudent to consider other Medium Fighter options in many cases.
Ship Roles: A Visual Guide
Ship Role: Pathfinder
Ship Role: Pathfinder
Ship Role: Racing
Ship Role: Racing
Ship Role: Passenger
Ship Role: Passenger
Ship Role: Touring
Ship Role: Touring
Ship Role: Interdiction
Ship Role: Interdiction
These are but a small sample of the roles currently available among the variety of Star Citizen ships and vehicles, and by no means a comprehensive list of all there is, or all there will be. Over time, additional roles will be introduced and existing roles will be expanded upon and detailed further. For the purposes of this post, we wanted to provide you with a brief introduction to some of the gameplay we want Star Citizen ships and vehicles to offer.
Additionally, these roles are starting points for each ship based on the intended design and default loadout. Through Star Citizen’s item upgrading and customization systems, we hope to provide a wide range of options to the player in tailoring the performance and capabilities of each ship, to both improve upon the functionality of it’s intended role, and in some cases, perform adequately outside the boundaries of any original conceptions designers may have had for a ship. Want a tricked out racing Hornet? How about a stealthy Buccaneer? While not every ship is as versatile as others, we’re excited to one day present you the tools that will allow you to make each ship your own.
Frequently Asked Questions
or: Questions We Figured You Might Have
Q: What do the other Roles in Exploration mean?
A: Expedition ships are for the multi-crew ships in the Exploration category that are able to support extended explorations with much larger supplies and often vehicles. Luxury exploration ships cover both of the aforementioned roles, but naturally do them in a much more luxurious manner. On paper without visuals if you compared a 300i and Aurora LX they’d stack up fairly similar (one seat, one bed, similar item counts) but in reality the 300i is a much more luxurious ship.
Q: Why has my ship changed Role from what it was introduced as?
A: We have tried to ensure that all ships remain as close to their originally described roles, however a few may seem to have changed but this is more to do with a vague or nebulous original description. As development has progressed a lot of the older ships had very unique roles which do not fit nicely in with the current game design and need to be subtly pushed in various directions to better fit their intended role.
Q: Does my Career group restrict what missions I can do?
A: Absolutely not, We do not restrict missions available to the player at all currently and have no immediate plans to, its up to you to decide the best ship for the mission based on the information provided. You would still be able to take an “Escort” mission in a 890 Jump if you so desire, but the difficulty in achieving the same income for that would be much higher than if you took that person in a ship that was a dedicated long range Combat ship like the Vanguard or Banu Defender.
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Greetings Citizens,
We are less than two weeks away from CitizenCon 2947! We’re really excited about expanding the scope and format of our on-stage presentations to deliver you more information and content than ever before. You can find all of the details about this year’s event here.
We’re kicking off the week with a brand new episode of Citizens of the Stars! Sgt. Gamble talks to us about broadcasting live on Twitch from Canada, then Stephen Hosmer takes on the hot seat for Quantum Questions.
On Tuesday, the lore team publishes another detailed post for those of you looking to learn more about the Star Citizen universe. You can also catch previously released posts here.
On Wednesday we’ll take a journey together to explore another system in the Star Citizen universe with Loremaker’s Guide to the Galaxy.
Then on Thursday, fresh off the digital press, a new episode of Around the Verse will release, sharing an in-depth look at the development of Star Citizen and an update to the Burndown list with Eric Keiron Davis.
Lastly, we’ll be wrapping up the week with another episode of Happy Hour: Community. Join us live at 9 AM PDT at twitch.tv/starcitizen.
That’s all for this week, we’ll see you in the ‘Verse!
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
Arbeitet Ubisoft an einem neuen Prince of Persia? Darauf deutet ein Post im offiziellen Forum hin - womöglich macht die beliebte Reihe sogar einen Ausflug in die Gegenwart. Überraschend hat Microsoft den Release-Termin der Definitive Edition von Age of…
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Greetings Citizens!
CitizenCon 2947 is almost here. On October 27th Star Citizen celebrates the fifth anniversary with you, the people that make all this possible. In addition to the annual presentation by Chris Roberts, we’re pushing the boundaries of what a CitizenCON can be in new and exciting ways.
We’re expanding the scope and format of our on-stage presentations to deliver you more information and content; packing additional rooms with interactive demos to showcase new and upcoming technology while letting those in attendance get their hands on it, filling a room with dozens of PCs so attendees can play Alpha 3.0, and broadcasting all afternoon on Twitch so we can bring everything CitizenCon has to offer to those of you who can’t attend in person.
We also recommend you follow along through the week on social media channels for a variety of updates, BTS images, and more.
Let’s see what CitizenCon 2947 has to offer. All times are local Frankfurt time, October 27th.
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14:00 – Attendees Arrive
Guests are welcomed into the majestic Capitol Theatre. Built in the early 20th century, this historical landmark provides the perfect backdrop for CitizenCon 2947: Exploring New Worlds.
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14:30 – Broadcasting Empire Wide
Unable to attend the festivities live? Complete coverage of the event will be broadcast with a show covering all the Capitol Theatre’s activities, interviews with UEE dignitaries, and bringing live presentations to those of you watching from across the Empire.
To mark the official start of this year’s conference, we will hear from noted luminaries on what it means to be a citizen in today’s Empire, and how expanding and protecting Humanity’s new frontier is changing us for the better.
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15:30 to 20:30 – Five Presentations
Featuring many of the greatest minds from across the UEE, experience panels on the most recent ground-breaking research and technological trends in the fields of kinesiology, xeno-linguistics, privatized colonization and more with a special address by Innovator of the Year Silas Koerner and an inspiring look at the spacecraft being hailed as a “game changer.”
Whether it’s visiting a city you’ve never traveled to before, charting a star system newly discovered, or even battling on virtual planets in a sim, Exploring New Worlds can mean many different things to many different citizens. Our keynote address will strive to get at the heart of why exploring our universe is so important, and how each of us can be a part of it.
Tell Us More About Those Presentations
Coverage of the day kicks off shortly after the doors open, leading into the Opening Address on the main stage at 3pm with Chris Roberts, then throughout the day we’ll be broadcasting all five presentations live on Twitch with replays available on YouTube shortly thereafter.
The five presentations include:
15:30 – Empire on the Move
PANELISTS: Ivo Herzeg, Jason Cole and Steve Bender
A panel of noted kinesiologists and biomechanical engineers discuss how technological advances and increasing geo-diversity have changed and evolved the way our bodies move and function over the centuries.
16:30 – Beyond the Cutting Edge
PANELISTS: Alistair Brown and Sean Tracy
By analyzing the most recent ground-breaking research and technological trends, several of the brightest minds in tech try to answer the question, “Where are we going next?” And more importantly, “How do we get there?”
17:30 – Everyday Close Encounters
PANELISTS: Britton Watkin, Dave Haddock and Josh Herman
Xeno-experts who have studied and lived on Xi’an worlds provide an unparalleled view into the complex culture and language that makes our neighbors to the east so compelling, as well as a look at how our relationship will continue to develop into the next decade.
18:30 – The Corporate Colonies of Stanton
PANELISTS: Ian Leyland, Pascal Muller and Michel Kooper
Though only discovered a few decades ago, the Stanton system has quickly become a central hub of commerce and urban development. Learn how it’s unique geography combined with privatized colonization to create one of the most diverse socio-economic systems of the modern era.
19:30 – Pioneering the Future
PANELISTS: Paul Jones, Todd Papy and John Crewe
Innovator of the Year Silas Koerner graces the CitizenCon stage along with Consolidated Outland engineers and designers to offer an inspiring look at the spacecraft being hailed as a “game changer” for Humanity’s expansion throughout the stars.
Additional Activities for Attendees
For those in attendance, this year’s CitizenCon offers some extra features to partake in. Whether you’re getting a behind the scenes look at the technology behind Star Citizen, exploring the moons of Crusader on our network of terminals or catching up with devs and other Con attendees at the bar, there’s something for everybody.
Caution: Due to the continuing limitations of physics and reality, we strongly suggest that attendees only try to be in one place at a time with any certainty.
Tech Gallery Sponsored by Aegis Dynamics
Beginning at 15:00, journey to the cutting edge of technological innovation in CitizenCon’s new Tech Gallery. Scientists, Designers, Artists and Engineers offer up close and exclusive looks at the latest advancements in disciplines ranging from geohacking to outpost design to weapon manufacture.
Scheduled Demonstrations
15:30 to 20:00
Face-Over-IP w/ Kit Challis and Yogi Klatt
15:30 to 16:30
Creating Planets w/ Pascal Mueller and Michael Kooper
Building Solar Systems w/ Sascha Hoba
Designing a Location w/ Andreas Johansson, Tobias Johansson and Friedrich Bode
16:30 to 17:30
Creating Planets w/ Pascal Mueller and Michael Kooper
Customizing a Weapon w/ David Sibbe and Tobias Wanke
The World of Particles w/ Caleb Essex
17:30 to 18:30
Balancing Ships w/ John Crewe
Building Solar Systems w/ Sascha Hoba
Designing a Location w/ Andreas Johansson, Tobias Johansson and Friedrich Bode
18:30 to 19:30
Bringing AI to Life w/ Francesco Roccucci
Customizing a Weapon w/ David Sibbe and Tobias Wanke
The World of Particles w/ Caleb Essex
The UEE Diplomatic Corps Bar
Sponsored by the UEE Diplomatic Corps, the Frontier Bar is the perfect place to network for your next exploration mission, simply connect with friends, or catch up with.
Universum Sponsored by Electronic Access
Beginning at 15:30 Electronic Access invites conference-goers to stop by one of their high-end terminals to be the first to experience their exciting new planetary technology.
Beyond CitizenCon
With Citizens attending from the farthest reaches of the Empire, the UEE Diplomatic Corps have ensured there are focal points for meeting up with each other on both the day before and after to ensure a better sense of camaraderie and in celebration of everything being a Citizen entails.
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Thursday, October 26th
From 18:00 to 20:00 several members from the UEE Diplomatic Corps will be available at Champions Bar in the Marriott Hotel Frankfurt. You can enjoin with your fellow Citizens there and discuss the logistics of covering everything happening the next day.
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Saturday, October 28th
After the previous evening’s celebrations, we’ll be enjoying a quiet drink at the Apfelwein Wagner in the afternoon from 15:00 to 17:00. Come join us there and chat about your favorite experiences of CitizenCon 2947.
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On your mark, get set … woah! What a weekend for the StarWatch team, as yours truly was front and center for what has to be the biggest celebrity scandal of the year. You might’ve heard about the aftermath elsewhere — a broken hand, a delayed blockbuster, a supposedly scratched 600i, and the arrest of a Senator’s son — but no one can drop the delicious details of the exciting events quite like me, Callie C.
That’s right, StarWatchers, there’s no need for tipsters to tell the tale of what went down at Landry Caballero’s star-studded benefit on Saturday night, because I was one of the many A1 attendees at her charity soirée in Prime. Because of my primo access to all that occurred, we’re dedicating today’s entire show to giving you exclusive insight into the events that left the UEE abuzz. But first, let’s set the scene with a little backstory.
Landry Caballero’s fabulous fundraiser was in support of her new charity Life Under Foot, which aims to raise credits “to study and support the sustainability of Tohil III’s living islands.” Landry, the star of such action-packed blockbusters as Fulcrum Force and The Reaper Files, first became obsessed with the the large botanical biomasses that dot the ocean world of Tohil III last year, while vacationing at an ultra-exclusive resort built on one of these “living islands.” According to Landry, the trip to Tohil III was an eye-opener for her in many regards, and was also where she first met her current heartthrob — Croshaw Jumpers’ bad boy Haruto Effinger.
At the fundraiser, Landry and I spoke about her profound passion for Tohil III’s truly unique ecosystem, and the lack of government funding to research its sustainability. Right as she was describing how standing barefoot on the massive, sturdy plants made her feel connected to these incredible organisms, shouts coming from the event’s entrance drew our attention.
It was none other than Rowen Haskel and a cadre of sycophantic friends. There had been much speculation about whether or not Rowen would show up, one of the many reasons I eagerly attended the fundraiser. Lucky for us all, I was right by Landry’s side when the spectacle kicked off.
For those who don’t know, Landry and Rowen have been spec feuding for a while. It all started following last year’s semi-finals match between the Jumpers and the Ferron Lancers when Rowen, who is the youngest son of Ferron Senator Turson Haskel and a part owner of the Lancers, accused Haruto Effinger of cheating during one of the game’s key plays. The allegation didn’t sit well with Landry, who quickly jumped to her boyfriend’s defense, and the two have been publicly bickering with increasing disdain ever since.
The feud turned personal two weeks ago when Rowen lambasted Landry’s upcoming Life Under Foot fundraiser as “shockingly out of touch” and “the perfect charity for those who care more about plants than people.” Rowen even went as far as to urge anyone who was considering supporting Landry’s foundation to instead put that money towards a “real” cause. Then he listed numerous Ferron-based nonprofits that help people in the struggling system.
The war of words between Landry and Rowen culminated in a bet over the outcome of last week’s Jumpers and Lancers game, with the loser promising to make a donation to the charity of the winner’s choosing. When the Jumpers — backed by what I’m told was an incredible performance from Haruto Effinger — won the match, Landry requested that Rowen’s charitable donation obviously go to Life Under Foot. To no one’s surprise, he refused to follow through on the payout.
So, when Rowen crashed the fundraiser, I knew something juicy would occur. I followed Landry and Haruto to where Rowen and his crew, who if I’m being honest all looked pretty lit, were raising a ruckus. Rowen demanded entry, but refused to purchase a ticket. I even heard Rowen say that he “was there to make a real donation and not pay for the event’s food and booze budget.”
Haruto and Rowen exchanged a flurry of words that I dare not repeat with my mother watching. Hey, Mom! Landry, desperate to not have her party turn into the debacle that it clearly already was, tried to get a handle on the sitch. She told Rowen that if he donated to her charity right then and there that she would let them into the event.
Rowen opened his mobi, hit a few buttons and then showed Landry the screen. A smirk spread across his face. He’d donated exactly one credit to the cause.
I have never seen Landry so livid outside of that incredible final fight in Fulcrum Force, when she finally avenges her brother’s death. Haruto even had to hold her back as she screamed for security to escort Rowen and his friends from the event. Meanwhile, Rowen called to the gathering crowd that they were all witnesses to the promise that he’d be let in if he made a donation. It … was … pandemonium.
Finally, event security separated the groups and moved Rowen and his crew toward his shiny new Origin 600i. Landry followed, exchanging words with Rowen the entire time. Right as Rowen got to his ship, he turned back and said something that I couldn’t hear. But, whatever it was, it launched Landry into orbit.
She rushed Rowen and hit him so hard that I saw stars. Guess all the hand-to-hand combat training for her starring roles paid off. The punch sent Rowen reeling backwards. He slammed into his 600i and slumped to the ground.
Rowen’s crew quickly pulled him to his feet. Strangely, Rowen didn’t acknowledge the punch at all. Instead, he inspected his ship and yelled after Landry, who was being rushed away by Haruto, that she would pay for scratching the custom paint job. At this point, security quickly ushered everyone else inside, while Rowen’s 600i lifted off in a hurry.
Now, I was ready and raring to file a report right then and there. I tried tracking down Landry for a comment, but she couldn’t be found. When she also didn’t appear on stage during the fundraiser’s keynote address, I knew something was seriously wrong. So when the word came down that our beautiful brawler had broken her hand, I wasn’t surprised.
Word is that they healed her up right quick, but she still needs to take it easy for the next few days. That’s delayed the filming of a key action scene for her latest vid, Deathwatch. No word on when filming will resume, but from what I hear, the vid’s producers are none too happy about Landry’s actions on many fronts.
News of Landry’s injury is nothing compared to the trouble Rowen now finds himself in. Unfortunately, or maybe fortunately, I wasn’t present to see his attempt at revenge, but his actions have garnered the most press coming out of this entire event.
After lifting off, Rowen and his crew never left the vicinity. Instead, they apparently stayed and searched the landing pad for Haruto’s Nox. At that point, Rowen’s 600i moved into position over the landing pad, the ship’s door opened and he proceeded to relieve himself onto Haruto’s bike below. Guess we’re seeing an all new downside to flying an open-canopy ship.
What doesn’t this story have, right? All it needs is the arrest of a disgraced public figure and I’ve got celebrity scandal Bingo. Well, thankfully, this is the incident that keeps on giving.
As we all know, hovering over landing pads to target parked ships is a big ol’ no-no. I guess the local air traffic controller was aware of the incident and quickly dispatched the police in case more than recycled booze rained down from Rowen’s 600i. If his ship would’ve blasted off the second Rowen was done, then he probably would’ve gotten away free and clear. Unfortunately, his pilot accidentally engaged the automated landing system. Instead of escaping into atmosphere, Rowen’s 600i came to a rest on the landing pad next to the Nox.
The police arrived on the scene right then and there. According to witnesses, Rowen didn’t even have a chance to make himself decent before the cops swarmed his ship. Ooops!
We need to take a quick commercial break, but when StarWatch returns, crime correspondent Nash Toulouse will join me to discuss the possible legal fallout from this entire event. From the lewd conduct charges to the possibility that Rowen could accuse Landry of assault, Nash will be our brave guide through the legal morass. Don’t go anywhere. StarWatch will be back in a flash!
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Greetings Citizens,
Wow, what a weekend it has been! Last week we released Alpha 3.0 to the Evocati and we’ve been collecting and distributing the feedback and bug reports to the development team.
With that, lets see what’s going on this week:
What better way to start off a new week than with a brand new episode of Citizens of the Stars! Alcatraz talks to us about his highly detailed 3D printed models, then Bryce Benton discusses the Evocati, the Delta Patcher, and more. Catch the latest episode here.
On Tuesday, the lore team publishes another post for all you lore fiends out there. You can catch previously released posts here.
Bugsmashers returns Wednesday with guest host Associate Gameplay Engineer Spencer Johnson. Spencer will tackle on a code-related bug while resident host Mark Abent continues to focus on getting Alpha 3.0 to the public.
Then on Thursday, a new episode of Around the Verse hits your screens with another update to the Burndown list with Eric Keiron Davis.
That’s all for this week, we’ll see you in the ‘Verse!
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We are constantly amazed by the contributions made by the Star Citizen community. Whether it’s fan art, a cinematic, a YouTube guide, or even a 3D print of your favorite ship, we love it all! Don’t forget to submit your content to our Community Hub for a chance at seeing it here!
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STARMEDIC is back with a new wallpaper! This time it’s of the X1 force on what they describe as, “the best damn parking lot I could find in the verse.”