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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.”
Welcome to Citizens of the Stars, our new weekly program exclusively about you, the Star Citizen Community. Whether through bug reports on the issue council, feedback on the forums, or the creation of content inspired by the game, Star Citizen is only possible because of the community. Citizens of the Stars not only highlights these contributions, but also puts a dev in the hotseat for a round of Quantum Questions, which addresses some fun facts about the dev and game.
It’s Alcatraz’s turn in the Citizen Spotlight to highlight his incredibly detailed 3D printed models. Then Bryce Benton discusses the delta patcher and more in his round of Quantum Questions.
Remember, many of the questions used are taken from our Star Citizen Subscribers in this thread here. Don’t forget to add yours for inclusion in future episodes, vote for the ones you want to see answered, and remember to keep them short and concise if you want your best chance of having them answered in under two minutes.
The links for this week’s content are below:
CITIZEN SPOTLIGHT
Alcatraz and his 3D Printed Weapons
Welcome to the Monthly Studio Report, our chance to catch up with development teams from our studios around the world and take a look at much of what they’ve been working on in the last month. With work on Alpha 3.0 running fervently towards release, the video versions of these Studio Reports regularly found in Around the Verse have made temporary way for our popular Burndown segments each and every week. That means for September we’re back to the classic format so we can bring you the latest in Star Citizen’s continuing development. So without further adieu, let’s get to it.
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CLOUD IMPERIUM: LOS ANGELES
ENGINEERING
This month, engineering in Los Angeles made great progress on the Item 2.0 Ship conversions, and hooked up incredible new features that Item 2.0 will offer players. One thing that really stood out was the cargo system, as it will open up a whole new play style in Star Citizen. Another cool focus for the month was the Ship Item Kiosks, this system will allow players to buy and sell goods in the game, but most importantly it will be one of the main elements needed for the game’s economy to begin to take shape.
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LA Tech Design was heavily focused on fixing issues for Item 2.0 ships, making sure all the ships were correctly converted from Item 1.0 to Item 2.0, and that all the new Item 2.0 functionality worked properly. Tech Design also implemented the Render-to-Texture (RTT) screens on all the Multi-Function Displays in the cockpits, unified seat and door interactions in the ships, and set up the new 3D radars in the ships that utilize them.
The team also continued supporting various ships as they go through the Ship Pipeline. Currently, the Anvil Terrapin and Anvil Hurricane are in production and soon they’ll begin the whitebox phase on the F8 Lightning, Tumbril Cyclone, and the refactored Constellation Phoenix. Lastly, they ensured that the edge cases in setting up armor restrictions in the cockpit types are accounted for. Final signoff and implementation of this comes next.
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September was a great month for the Character Team as they created new concepts for the Persistent Universe and Squadron 42 characters which they are excited to start modeling this fall. In Squadron 42, they made a lot of progress on Bridge Officer uniforms that will accurately reflect the rank of the officer. Finally, the team made significant improvements to our character production pipeline to help support the large volume of characters and loadouts needed to populate the Star Citizen universe.
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This past month, the LA Ship Art team updated ships to handle new tech, such as the newly implemented fog tech, which changes the lighting to react properly with dynamic fog. The team also did a pass on the new LightGroups to update the default emergency lighting and auxiliary states, and on the Render-to-Texture technology for cockpits, which renders the viewpoint of the camera on geometry used when players are receiving incoming transmissions. Additionally, they completed the whitebox for the Cyclone, started whiteboxing the Mustang update, started greyboxing the Hurricane, and finalized art on the Terrapin.
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Over the past month, the Tech Content team tackled work across various disciplines, including Animation, Characters, Environments, Ships and Weapons.
The Tech Animation team continued to rig characters as they came through the pipeline to get them in game and working. Along the way, they fixed a multitude of skinning bugs (such as fixing a hunched back animation) to improve the quality of the character costumes, worked on a full update for the mobiGlas, and added support for our developers in the Maya Cry Exporter. Another large change is the 1:1 support in Maya of loadouts. This allows our animators to see the character they are working on correctly represented in Maya with clothes, armor or weapons, which saves loads of time.
On the Character Tech Art front, they implemented lighting into helmets, generated blend shapes for beards and hair, and updated zones on male/female character bodies. Several male and female hair variants were also implemented. The team has a major workflow improvement in progress that updates the entire character production pipeline into a more streamlined system.
For Environment Tech Art, the team made progress on procedural interiors, particularly complex multi-floor layouts and an outpost procedural library. They were also busy profiling and optimizing the performance of shadows, textures and lighting in Levski.
Over on the Ship Tech Art side, they finalized the Idris and Gladius landing gear skinning/compression. They also juggled a lot of ship bugs and tasks, such as implementing a new set-up for the Caterpillar doors.
Finally, our Weapons Tech Art team continued to set up rigs while providing support with a balance pass for FPS weapons and a script for updating IK grip positions.
NARRATIVE
This month, the narrative team pretty much kicked back… kidding. They worked heavily with the PU Live Design to generate a system for procedural mission text that could accommodate the various job boards that you will consult in 3.0 but also for the mission details that the mission givers send you. Aside from the usual News Update and Jump Point needs, they continued providing names and descriptions for the various components and items in the game, tackled a myriad of marketing related copy like the X1 sale, and managed to not break the build while working with item localization into Dataforge.
QUALITY ASSURANCE
LAQA worked hard testing any and all features coming from or supported by LA Engineering for 3.0: this included Quantum Travel, new turret controls and behavior, Item 2.0 ship MFD’s and support screens. We also looked into mobiGlas functionality and how it intersects with Quantum Travel with regards to the Star Map. In an effort to improve efficiency with the local pipelines, the team also worked on a variety of resource gathering tasks, such as capturing screenshots and videos or assembling bug lists for teams to use in daily standups and in high-level reviews.
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CLOUD IMPERIUM: AUSTIN
DESIGN
The Austin design team worked hard on getting the remaining 3.0 features and tasks closed out to go to our Evocati Testers. Things ATX Design have been focused on are:
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To start, Ruto finally came to life as a pass of his behavior was implemented into Subsumption. The team is currently receiving feedback from the directors before we plug in the rest of his behavior. In addition, the admin worker NPC type is currently being integrated into the mission flow. There was even a recent pickup shoot to grab some additional animations for these characters to provide some bespoke animations to give and receive packages needed during missions.
The pricing matrix was also updated to bring some additional balance to the multitude of items that will be in the game. Having items that range from hats to battleships has certainly presented a lot of challenges, and this latest pass will hopefully bring more consistency to the prices between item classes.
Finally, the team completed a new pass on the “Per Item” shopping UI. While working on kiosk shopping, Design did another pass on mobiGlas shopping by adjusting the UI Layout/Design to accommodate new item information. While this may not make the 3.0 build, the updated layout will hopefully make a subsequent release.
ART
Ship Artist Josh Coons started the whitebox block out of the Constellation Phoenix’s interior and exterior. Because the Connie was created using the modular system, only the ‘body’ section needs to be changed, which will help save time with this variant. The interior layout is almost completed and is scheduled for a review soon. Josh Coons also did some bug fixes for 3.0, including a pass on the air tight collisions and lightgroup/RTT screen setup on the Herald and Cutlass.
Chris Smith updated the lightgroup and fog setup for the Constellation Andromeda and Aquila and organized the layers to reflect the correct setup for the lightgroup tech in Sandbox. He also re-lit the interiors and equipped the required lighting states (Aux, Default, Emergency) in the ships. Both of those ships also needed an updated collision pass on the interior (all collisions have been updated with cheaper primitives). After he finished with the Connie, he moved on to updating the Hornet setup level and lighting/light group setup.
BACKEND SERVICES
Like the rest of the development team, the Server Engineering group was heavily focused on supporting features and tech requirements for 3.0. One of the biggest features they tackled was Client disconnect/crash recovery. This allows players to return to their previous location after a disconnection like a lost internet connection or client crash. This includes when a player in a party gets disconnected they will be returned to that group.
The team also made some major upgrades to the persistence cache so it now properly manages items that are both physically and legally owned. Basically, this means you can drop a piece of your equipment in a friend’s ship and it will persist in that ship even after you log off.
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In addition to 3.0 support, the Ship Animation Team started adding in-flight comms calls between players and AI, and refined the overall comms calls experience. A motion capture session was held to pick up animations related to upcoming vehicles, as well as prototyped movements for new ships coming down the pipeline.
On the PU Animation Team, they implemented special characters into environments that a player can interact with. We now have both female and male shopkeepers and bartenders working in various parts of the levels and will continue to add more as they become available. Our usable animations can now be seen in game as work progresses to grow and refine the player experience. Right now, the AI behavior is limited to one task, like fixing something or sitting in chairs. In the future, the AI will have day/night cycles which will allow them to do their job until a certain time, head to a bar to hang out, go home to sleep, and then return to work the next day.
The team also received code support to fix some of the more persistent bugs to allow for some big advancements with the usable system. Although the AI now properly enter and exit every usable as intended, they still have work to do, like velocity matching the speed of the walk to the speed of the enter animation. During the motion capture shoot, they captured motions to help fill in the gaps of missing animations for usables and NPCs. They also corrected animations that were outdated due to updated metrics.
OPERATIONS
The DevOps team supported an increased number of internal publishes related to 3.0 and extended testing for the internal delta patcher. All automation systems were checked and rechecked to ensure confidence in stability and rapid deployments that are now expected due to the much smaller patch sizes.
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Austin QA worked closely with Production to ensure that bugs that needed to be addressed before an Evocati release (as well as the eventual PTU and Live) were identified. Simultaneously, they ensured that bugs returned to QA as fixed were quickly retested, so any further issues could be flagged. New UI and HUD elements for ships, shopping UI and Kiosks, as well as new work on the mobiGlas application were major components of 3.0 testing. They also dealt with the new Stanton missions, updates to the Air Traffic Control, Persistence, the reworked Aurora, and the KnightBridge Arms ballistic cannon.
Meanwhile, the engine and editor testers were extremely busy testing new tech, such as capsule-based actor entity, particle and VFX testing, and the deprecation of the legacy job system. They also performed serious testing of the new launcher and patcher alongside Turbulent and provided them with regular updates and information after each new build.
PLAYER RELATIONS
This past month, the Player Relations team met in Montreal with Turbulent and representatives from every studio to plan technology and organizational needs. Plus, the summit covered various policies to keep the playing environment safe and secure for all backers. Gamescom was quite the busy month for us, but the team was back at it, recently moving all efforts to focusing on 3.0 Evocati testing. The goal is to structure and organize playtests with Evocati to get feedback on different sections of 3.0. This will help get info into the right people’s hands overnight after a publish.
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FOUNDRY 42: UK
GRAPHICS
The graphics team focused on improvements to tech for 3.0 and continued with a few longer-term tasks for the next release and Squadron 42.
They added shadow map support to the Render-to-Texture system, along with many other improvements to RTT. The tech behind static (cached) shadows was improved and this feature enabled for 3.0. This saves on CPU and GPU cost for distant shadows, especially on lower spec PCs. They also made many quality improvements and bug-fixes to static sun shadows for space stations and landing zones. The asteroid system had several changes to make it more widely usable for 3.0; including better randomization/noise, physicalization-on-demand and AI avoidance volumes. On the VFX side, they focused on bug fixes and a new streaming-update system to vastly reduce the CPU cost of distant particle emitters.
For the longer-term tasks, they added hierarchical voxel support to the gas cloud system and enabled support for third party volumetric simulations to be imported into the engine. The material blending shaders were also generalized and improved so that the team can more easily add new shader features. This will be the foundation of the new glass and various layer blend shaders.
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This month the UI team continued the big push for 3.0 by working on new features, as well as incorporating feedback for existing 3.0 features in order to provide players the best experience.
Over the past month, the team was involved in various sprints relating to Item2.0 in order to wrap up specific areas of the HUD and MFDs. The UI team was also involved in the Item2.0 sprint that focused around closing out all areas of Item2.0, bringing online the final remaining UI elements for ships.
The contract manager had some additional tweaks this month. As design progressed with the mission setups, they identified small tweaks to the contract manager UI that made the app more accessible, and more importantly, easier to use. The StarMap and PMA went through a few rounds of bugfixes as well. Finally, the ship selector was revised to use the updated UI, which incorporates additional functionality within the terminals for insurance claims.
PROGRAMMING
Animation flow was looked at by multiple sprint teams. The usable tech underwent a rewrite to integrate it better with the AI decision making, allowing for more seamless transitions between movement and interaction. They made improvements to Mannequin, our animation selection system, to handle situations where a performance should play on a specific idle set and then, optionally, return to some other idle. For example, Eckhart leaning forward to whisper something conspiratorial and then staying in that idle pose after delivering the line. The actor system state machine also enhanced how it deals with animation requests, specifically improving queuing and interruption, as well as opening up a new event-based communication path between the animation states and the AI Subsumption system.
The team also made improvements to the mission system by implementing and testing some new glue-code that allows for random events to be triggered throughout the game via probability back-end services. This includes dynamically spawning entities (like a character, ships and props) in any environment, like space or on the surface of procedurally generated planets. Programmers continued the ongoing work to add additional variables and Subsumption nodes to the mission system, which the design team uses to create mission content. This included hook-ups for templated descriptions and its effect on dynamically spawned mission content – a simple example would be ensuring that a mission called “WANTED: Pirate Roberts” actually spawns an enemy called “Pirate Roberts”.
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A total remake of the Vanguard cockpit was completed to give players a more immersive experience, and to push the artistic style towards that of the Retaliator. Lighting was revamped and the player’s controls were developed for the interaction 2.0 cockpit experience sprint.
The Sabre cockpit was revamped to function better with the new interaction system. The geometry for the dashboard and displays was remade and the rest of the interior updated to add more detail and flair.
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In addition, the entire lighting was redone to add more character and take full advantage of the new systems.
The Reclaimer team finished all the LOD’s and lighting optimization that resulted in some big performance gains. In addition, a full pass was done on emergency and auxiliary lighting states, complete with transitions using the new light group entity.
The entire block out of the 600i interior was completed along with a first pass on the exterior. The hub and exploration module areas were taken further by adding the modelling detail and fleshing out the molded shapes that come with the Origin style. A base set of materials were also set up and will continue to be iterated on as the ship develops.
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The interior layout of the Carrack was blocked in based on designs requests. Next comes the more detailed whitebox phase that defines the shapes of the rooms and corridors, alongside a basic lighting pass.
The Void is almost fully textured with some areas underneath the ship and a POM pass remaining. A detail pass and the creation of damage states will follow. The Vanduul Blade remake has progressed well. All major shapes and functionality were blocked in following the new art style established for the Vanduul ships.
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In other news, the Hull C is art complete and ready for other departments to work their magic. They are also reworking the landing gears of numerous ship to make them compatible with the new compression system. Finally, the Ursa Rover is currently undergoing a derelict pass.
CONCEPT ART
Work has continued at a furious rate for the Concept team, and they’re are still looking to bolster their numbers and hire an additional four concept artists to continue to grow the team.
Starting with Squadron 42, as levels came together they identified the visual targets, which are areas that describe the beats within the game. Then they create loose high-level images and slowly focus in and define them more and more. This enables the whole team to understand what they are driving for on a visual and emotional level. This month, they tackled a few more areas of Shubin mining station (really, it is huge!) and some of the space scaping.
For the PU, work continued on Hurston exteriors and interiors, ArcCorp and Orison. This occurred along with the props needed to support these areas.
In the world of ships and vehicles, they worked on the X1 from Origin alongside four others, which will remain nameless for now. These ships/vehicles range in size from large to small with some being simple while others are super complex. Despite the differences, they are really excited to eventually show off all of them to you.
The concept team also maintained a steady throughput of ship weapons, creating a sweet electron beam gun from Hurston Dynamics. They also finalized a Xi’an weapon, which is very different than anything the team has done to date.
VFX
This month, the VFX team put lots of cool new tech to good use! For example, now they can spawn volumetric fog via our particle system. This allows them to greatly improve smoke, dust and (of course) fog effects in the mid and near distances. Previously, they had to fade out these types of effects when close to the screen but now they fade in the fog at close range for results that are incredibly immersive.
They’ve also improved ship “deathmask” explosions by putting to use a variety of new features, which were used when blowing up the Idris at Gamescom. This includes the ability to control camera shake and screen blur directly in the particle system. They’re keeping this very subtle though and just want to add a little extra oomph where necessary. They also fixed a long-standing issue that forced them to limit the life of our deathmasks to a couple of seconds. Now they can layer them to have a bit more pop, crackle and fizzle in the initial frames before the boom!
Work continued on updating the Quantum Travel effects. A lot of time and effort went into creating new spool-up/enter/exit effects, and thanks to the extra power of the GPU particles, the team is really happy with how these are looking for the 3.0 release.
Speaking of, this month saw continued iteration on all existing effects, using the added power of GPU particles (read: higher particle count) to weapon projectiles/impacts, environment effects and basically everything else where possible.
Finally, they began a new sprint for space landscaping VFX. This starts a new collaboration between VFX, Graphics and Gameplay engineers to allow them to control particle effects based on environmental data. A simple example would be using a fluctuating density value inside a gas cloud to control the count and opacity of a camera-bound particle system. This should allow them to bring extra texture and flavor to a huge range of environments without having to resort to manually placing hundreds of entities. The team is really excited to see this tech taking shape!
AUDIO
Throughout September they primarily worked on issues relating to the 3.0 release. This included the usual iteration and revision work on ship audio, which has had to absorb various changes to upstream systems. They also kept plugging away at persistent universe locations, dialogue content and related systems, user interfaces, character Foley work, etc. Optimization and fixes were mostly the order of the day (or month!).
FPS weapons were also worked on. Iterations to the Behring P8-AR and other weapons got them to a better place. They supported some broad enhancements to the Star Marine game mode by adding new secondary weapon content and refining the differentiation between ADS (or ‘iron sights’) and usual aiming modes to give gunplay a more visceral experience when bringing guns up close.
Work on Squadron 42 continued to progress. The move to use Subsumption to drive music logic is ongoing but it’ll eventually give a more robust solution than previously. Where appropriate, they took the opportunity to do more bespoke sound design for environments and ambient sound in Squadron 42. This allows them to differentiate particular locations and have them stand out a bit more.
Also in September, they supported FOIP by improving its audio performance. This is a task they’ll continue to work on in the future.
Speaking of the future, some of the Audio team will be in attendance at CitizenCon, and look forward to getting to speak to some of you there.
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The Environment team completed a sprint for creating large (up to 20km!) asteroids for 3.0. They’re hoping this sprint helps our tech development create a system which allows for a greater level of detail from the ground to space. As a part of this sprint, artist Luan Vetoreti experimented with world-machine to generate larger mid-range forms to great effect!
The AsteroidField entity was updated for the 3.0 release. This uses procedural noise breakup to create more natural space rock formations. It also greatly improves the efficiency of building space scenes, as it is no longer necessary to hand place asteroids unless desired. The team also experimented with ground based atmospherics for 3.0, like thermal winds around Yela. These elements could provide some great visual interest from the surface of our planets.
Space landscaping sprints for Delamar and Yela were also finished. This utilized the new SpaceDust shader to create larger planetary scale atmospherics and space dust.
The environment team also started development of some exciting in-engine volumetric simulations for Squadron 42 and the Odin System. Finally, the space-scapes in Squadron 42 were improved based on 3.0 development sprints with asteroids and spacedust.
Additional surface outposts were placed on all three moons. Various branding and logos got their final pass, including new logos and iconography for Terra Mills and emergency shelters. A final pass on all outposts was done to guarantee that there are spaces to pick up and drop of items necessary to completing certain missions. Exterior elements were given thicker bases so they can be dropped on uneven terrain. In addition, landing pads received their final pass to bring them in line with the look of high tech outposts and to better integrate them onto the planet surface.
Now, let’s turn our attention to rest stops. The final pass on all interior rooms was carried out. They knocked out a pass on props, dressing and advertisements. Elevators from the landing pads to the main hub were set up and are now working. Rest stops were also adapted to use the procedural layout system and the team is currently iterating on these early tests.
All older locations had a bug clear out, and an optimization pass was done on the worst offending models and materials. In addition, Area18 was exported and placed onto ArcCorp. Preliminary work on the entire planet is under way, as the team iterates on how it looks from positions close to the planet surface to much farther away.
A Squadron 42 art sprint is almost finished being integrated. There was ongoing support for bug fixing, design requirements and systems. Showstoppers (including lighting) are in the process of being fixed, and an AI sprint was started. Also in progress are relighting, a props/dressing pass for three key areas to accommodate the new AI, and an optimization pass.
DERBY ANIMATION
The Derby Studio was busy moving into the new studio! After spending four months split between two offices, they’re finally back together under one roof where there’s a lot more space.
The Motion Capture and HeadCam systems were set up to run tests with the Audio team, who came down from Wilmslow in preparation for an upcoming shoot. The team also completed a bunch of facial animation and polished cinematic facial animations.
Over the past month, the Animation Team created assets for the Alpha 3.0 release and beyond. They have been updating the placeholder animations for the Player stopping. The goal is to provide a higher visual fidelity and realism to how Players move within the new speed gearing system. Animators also worked on jumping. They needed to balance Star Citizen’s signature high-fidelity look with a manageable amount of assets for when the animation bank is extended to the female model and various stamina types. Plus, they worked on stealth takedowns.
In addition, they worked on developing daily routine and life animations for characters and mission givers. A recent shoot in the Austin office focused on these behaviors, which the Derby team is now tracking and solving. The animators also added more life to the Star Citizen world with conversations characters have as they go about their routines. Finally, on the ship side, the team delivered updates for the Sabre ship set and captured enter/exit animations for the new ground-based vehicles.
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The DE FPS Weapons team completed the initial pass on both the Gemini R97 Shotgun as well as the Kastak Arms Custodian Laser SMG. For the Ship Weapons, they finished off the maxOX Neutron Repeaters sizes 1 through 3. The Weapons team has made great overall progress on FPS and Ship weapons these past few months, even getting slightly ahead of the global schedule, so to fill up some of the additional time and to let other dependencies catch up to their work, the team helped out the UK prop team by completing some coolant silos and are currently working on a gravity console.
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In the month following Gamescom, the lighting team polished up the remaining sections of Levski by integrating Lit Fog, improving overall performance, and ensuring the lighting is setup according to the defined best practices. They also provided general support for other areas of the 3.0 release, including fixing bugs, improving performance, and unifying lighting quality across the PU.
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The DE QA team was heavily involved with Gamescom this year, starting with spending a few days demoing for the press and ending with the playthrough at the Gloria Theater. With Gamescom completed, they participated in a global post-mortem to help make a better experience for future events. In regard to builds, QA was involved in testing the new character capsule for improved character collision detection, as well as full PU performance testing. New changes were added and tested in Subsumption, which included a new Usable Scope for Variable Attributes which allows control over whether a variable can be injected into another as a Variable Attribute. Additionally, the creation of CTRL-D/F/G hotkeys allowed easier navigation between Tasks on both the SubActivity and Mission Function Task grids. They also worked closely with Tony Zurovec and the Design team to make sure the system was working optimally. As 3.0 closes in, the team are mostly helping with Adhoc testing and regression to ensure the game is as stable and optimized as can be. The DE team were also interviewed this past month by David Ladyman for Jump Point Magazine to talk about their involvement and work leading up to the Gamescom demo.
ENGINE
The engine team has been extremely busy with their focus spread over numerous fronts. They continued work on the Subsumption visualizer, a system meant to develop and debug AI behaviors. They made some major improvements to temporal antialiasing, this work will be ongoing and the tech will continue to be iterated on over the coming months. Also, improvements were made to our tone mapping curve (ACES based). Overall, the look is quite similar to our current curve, with a tiny bit of additional punch and contrast. The darks and shadows are preserved quite well in space, and the rolloff on the highlights is still handled gracefully as by the original ACES curve. The engine team also completed several improvements to the planetary procedural objects scattering, added some new options for Environment Art, made small terrain rendering improvements, and performed general optimizations. They did several fixes to the texture array system, PlanEd fixes and improvements, continued some cleanup duties by removing old terrain functionalities, and made some improvements on decals support.
They also pushed to complete the P4K System, which is one core part of the coming delta patcher, planned to be used for 3.0 and afterwards. The P4K System is the new data structure to allow delta patching. Now, instead of having multiple pak files, there’s a single large p4k file to hold all the data. On top of this file container, the system allows incremental patching, meaning that it will only transfer files which have actually changed. This system has been used internally for roughly two months, as well as at GamesCom, and has proven to be stable.
While doing this change, they also took the time to switch our compression algorithm from the aged deflate to the more modern zStandard, which provides a better compression rate and faster decompression to improve loading times. The P4K System also changed the low-level streaming logic. The old system was file based and was using specific threads for IO, decompression and decryption. This change means that each file has to go through this pipeline, reducing our potential for parallel execution. The new system on the other hand is block based, using kernel async IO, and is tightly integrated into the threading system (more detail for the threading system changes is below). By building it like this, they can process files on many cores in parallel, while allowing them to better adapt to changes at runtime and have multiple files transferred in parallel.
To further optimize the loading times, they developed a zero-copy allocator for the streaming request, as due to the block loading, it is not guaranteed that they have all the data needed for decompression. The new allocator allowed us to cope with this situation without additional data copies, while freeing memory as soon as it is no longer needed. While the delta patcher is production ready, they haven’t fully converted over each file format/file type used to be optimal with the new system yet, so they’ll need to change some data formats in the upcoming patches resulting in some larger delta patches.
Besides the P4K System, the team advanced the threading system into the desired direction. This involved some refactoring to allow all the high-level rendering objects to run on multiple threads. Based on this, they could remove the old JobManager and keep the new and improved system exclusively. Furthermore, for the background worker threads, they started to integrate pre-emption into the Fiber system, allowing them a more efficient usage of resources without spawning a massive number of threads. This will be used by the IO system and later for all background jobs. Lastly, to move the now highly multithreaded IO handling and JobManager nearer together, they changed the signal mechanism of the background worker threads to use IO Completion Ports on Windows and EPoll on Linux. This change allowed them to directly use the background worker thread to efficiently handle all IO processing without any additional threads or delays.
LEVEL DESIGN
The Level Design team has been preparing surface outposts to support player missions in Alpha 3.0, as well as fixing bugs and updating other locations throughout the game world. Furthermore, they’ve been testing and giving feedback on the various tools that allow the team to build the new locations at the speed and scale that they are aiming for. These tools are already being put to use in the creation of the rest stop space station, parts of Lorville and an updated version of Area18. As mentioned earlier, the team also welcomed a new Senior Level Designer who is going to focus on locations for Star Citizen’s PU after an initial training phase.
VFX
The VFX team has hard at work on new effects for 3.0 the past few weeks to take full advantage of the planet editor tech specifically developed for procedurally creating particles on the planet. They also created a fair level of hand-placed, bespoke effects that help give the bases and areas of interest a little more variety and feeling of uniqueness. Additional time was also spent improving existing particles to get them ready for release.
SYSTEM DESIGN
Work continued this month on improving the usables tech, adding capabilities for ships to have numerous usable spots where AI can interact with various elements for refueling, cleaning, repairs, etc. The team also worked on another piece of tech that would allow the team to animate usables as well as carriable objects that are in sync with the player. On the usable production pipeline, everyone is mainly focusing on the Squadron 42 usables in order to bring life to the AI in all of our levels. This also allows additional work on the behaviors of AI crews for ships, with the current focus on getting engineering and off-duty activities running intelligently.
On the AI side, the designers also pushed forward with FPS AI combat, especially the perception reactions and cover use, working closely with both animation and AI code to get the combatants feeling as realistic as possible. At the same time, work continued on the ‘Buddy AI’ and this will be working in parallel with the combat team to create realistic friendly NPC AI behaviors that will help you in the heat of battle or that you have to take care of and escort based on what the current mission is.
As a lot of the item 1.0 system for FPS is being replaced, they’re also switching all of the lootable items (medpens, oxygen supplies) to Item 2.0. The switch requires them to also update the items that produce them, so this will affect Star Marine medpen dispensers, ammo crates, as well as upcoming lootable items.
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The Environment team in Frankfurt has been hard at work on closing out and fixing the remaining visual bugs for 3.0, as well as tweaking the performance on the moons. It is important that 3.0 locations are polished, so that the player’s first experience with these new additions to the game is as exciting as it can be. Further improvements and polish went into the planet tech allowing for an increase in the density of the asset scattering. This required another round of tweaking the settings for each of our moons, but offered a significant visual improvement. They have also continued work towards locations that are slated to come beyond 3.0.
TECH ART
Over the past month, the DE Tech Art team tackled a variety of content creation, animation support, tool development, and bug fixing. Some of the work completed was:
Multiple skinning tasks for PU Clothing and Squadron 42 Characters.
Wrote and refined scripts for the animation team and the VFX team, to speed up their workflow and make the tools easier to use.
Mannequin support for the cinematic team to get additional animations into the engine.
Multiple support tasks for the Usable team, including in-engine setups, animation debugging and tool training.
Completed the technical setup of the Behring P8-AR Ballistic Rifle.
Finished setups for the Kastak Arms Custodian Laser SMG, and the Greycat Industries Pyro RYT multitool.
On tools, they recently developed an animation tool called bakeCtrl, which helps animators to track backwards of any animation ctrl and bakes down the animation keys to the targeted ctrl. The end result will help save animators time as well as minimize human error. They also updated another existing tool called IKgrip. For FPS weapons, they wanted the flexibility to easily update the left-hand position as per creative needs. Currently, this is achieved with manipulating runtime IK and IKgrip from the weapon skeleton. This new IKgrip updater tool gives the freedom to animators to update the left-hand position and allows them to quickly iterate. Technically, this tool calculates the left-hand position for game and updates necessary different files in the background in real-time.
AI
The Ship AI team have an ongoing sprint focused on smooth path traversal and complex maneuvers. The traversal work progressed nicely over the month and the team now integrated a first pass version of the improvements into Gamedev for further testing. They started looking into complex actions to support and improve dogfighting maneuvers. An initial prototype for the dogfight Subsumption activities is about 60% complete and is being used as a testbed for the remainder of the sprint. They also finished up the first pass for patrolling in an ongoing attempt to phase all of our AI to this new system, this includes new patrol behavior and adaption of existing systems to work with the new AI system.
Work was also completed on Combat AI, implementing numerous reaction behaviors for when an enemy is detected. This behavior will provide more personality to an AI enemy, and serve as feedback to players on how they are perceived by various AI. The specific behavior will be triggered by numerous events, enemy seen, distance to the enemy, bullets heard, movement steps heard, damage received, etc. The team also started working on combat search behaviors which will be triggered within general combat or after first reaction to the enemy being detected if the AI will lose sight of the target. They also spent some time reviewing the current status of ground turrets as well as supporting and investigation any 3.0 issues.
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With the release of Spectrum 0.3.6 last month, a long list of bug fixes was needed to make September’s patch a huge improvement on performance and usability. Some of the major additions are:
Karma: When other members upvote your content within each community, you will receive “Karma” points. The Karma number is found on each individual mini profile.
Post Count: A counter on how many posts you have made within the community. Posts from the previous old forums are included in the count.
Tracked Posts: Threads which contain roles that are tracked, for example staff posts, now contain buttons to jump directly to those special replies within a thread. This same feature can be used within Orgs, simply enable the track post within the organization settings.
The team also reworked some of the previous features to make them more user friendly and create a base for future features. These improvements include:
Flagging posts in private orgs will no longer create misconduct reports.
The RSI login page will now redirect you to your previous location in Spectrum.
Improved Search UI to search for all, erased or non-erased content.
Display the member who soft-erased a reply or message.
A new global permission can be given to roles to allow members to reveal and search soft-erased content.
Member Profile Popup
Cleaner, more space-efficient design.
Integrated message box to send a quick private message to the member without having to switch to the private message view.
Post Count and Karma display!
Removed ‘content’ from flag notifications sent to officers (redundant).
Added send button to mini profile popup on mobile.
Moving into October, the team’s focus remains on Spectrum 0.3.7’s additional features such as Custom roles, and group PM as well as achieving a desktop version of spectrum. Desktop version will give them a framework for the in-game overlay.
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The launcher/Patcher version 1.0.0-alpha.20 has been greenlight by QA for Evocati testing in order to get a better sampling of different hardware, connection types and windows versions.
The first release of this new launcher framework is geared towards delivering the same experience as the previous launcher, but with the core internals needed for the Delta Patcher system, as well as a library system to manage installing multiple games and their associated release channels (like PTU, etc.). This paves the way to be able to distribute entirely separate games like Squadron 42 from Star Citizen. This release will also come with a new installer and a totally rewritten application core.
A new launcher backend and distribution system was also developed to secure access to pre-release builds and also ensure the proper delivery of the incremental objects for the new delta patcher library. The end result should be drastically reduced patch sizes between updates, faster install and verification times and reduction in the steps required to launch a patch for the DevOps team.
The end result that will soon be tested by the Evocati during the 3.0 PTU phase!
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The team continues to tweak the Ship Stats display, ensuring that the introduction of the new and updated ship stats will bring clarity to the new ship balance. Turbulent has been adjusting the system that displays this to the backers to help them make decisions on ship purchases and better understand their rival ships in-game. New additions to the design include.
The introduction of VTOL, Retro, Fixed and Gimbal thruster icons to quickly identify a ship’s speed and maneuverability.
Additional maneuvering details including pitch, yaw, roll max.
Specifications for missile and missile rack manufacturers, models, and size.
As each ship is reviewed in-depth, the team will continue to refine the details. Aside from the display of the ships, they created a backend service that allows technical details to be uploaded in one shot. This system will help keep the ship matrix up to date.
SHIP SALES
The design team worked hard to create the in-lore page for the X1 which depicted the renowned designer Alberto Vara. This is your last week to pick up a X1 in the concept phase. They also brought you the Subscriber Herald flash sale for one weekend only, subscribers were able to grab the Drake Herald after testing it out for the month of September.
The team continued to prepare the website for major changes with the public launch of 3.0. Stay tuned for some very exciting upgrades to the site.
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Community
August traditionally kicks off the busiest time of year for the Star Citizen community… and we couldn’t be happier! Gamescom in August, CitizenCon in October and our anniversary in November means that there’s a lot to prepare without many breaks. Between those major events there are dozens of shows, posts, reports, ship presentations and other important pieces of content to get out to the community.
In August, we livestreamed gameplay from Gamescom and broadcast the big Star Citizen event that shared the latest and greatest information and a pretty excellent demo of what’s coming up in Alpha 3.0. Since then, we’ve been prepping for the next two big events: CitizenCon and Star Citizen’s anniversary in November. CitizenCon 2947 is being held in Frankfurt and we’re updating the format to include more to do and see.
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Of course, our events aren’t the only Star Citizen happenings. Backer-run Bar Citizens have taken the world by storm… no matter where you are, there’s a Bar Citizen full of other space gaming fans looking to connect. We attend as many as we can, but we’re just as happy seeing them take place everywhere! Several groups have also established watching events for CitizenCon for those who can’t make the trip to Frankfurt, including VerseCon in Austin, Texas and Pariverse in Paris, France.
Star Citizen’s video output continues thanks to the work of our GVP or Global Video Production team. Around the Verse continues to share featurettes on the making of the game plus Burndown segments that include up-to-the-minute status reports on the 3.0 rollout. Bug Smashers, Citizens of the Stars and Loremakers continue their respective series’ (with some additional developers sharing their bug stories!) The monthly Happy Hour has shown us everything from the making of Chris Roberts’ Wing Commander IV to the live creation of a space whale by the character art team!
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On the ship side, we launched both the Origin 600i series and its little brother, the X1 space bike. The Origin lineup has always felt small compared to behemoths like Aegis and Anvil, so we wanted to give it a little love… and to focus on ships that aren’t as combat focused as previous years. We hope you enjoyed the ship pages and the brochures… rest assured we had a great time putting them together! What’s next for ships? Well, we feel it’s going to be something of a game changer…
Development subscribers have been busy these past two months, too. In August they test-flew the Herald and this month they have access to all five ‘original’ Star Citizen ships! Hangar flare schematics are rolling out, two every month, with the most recent group being Drake-themed. The September Town Hall allowed live Q&A with some of our tech specialists… and there’s new behind the screens articles every month in Jump Point (with an issue on the 600 and X1 being in the works now.)
We must close by thanking the thousands and thousands of community members around the world who make everything we do worthwhile. Your passion, your creativity, your excitement keeps us going all the time, and we’re so grateful to be allowed to be part of this adventure. Keep sharing your ideas, your artwork, your writing, your songs and memes and your opinions… your excitement is contagious. Stay tuned for more community content, more great events, more ships and more reports like this one. Until then, we’ll see you in the ‘Verse!
Die Fans des Weltraum-MMORPGs Star Citizen warten noch immer auf den Release der Alpha 3.0. Einige spielen diese Version allerdings schon. Wer zur 800 Personen umfassenden Evocati Gruppierung gehört, der hat die neue Version schon erhalten, um sie zu…
Since the introduction of the Hull Series back in April 2015, every new concept ship reveal has had an accompanying Q&A post, where we spend a couple days collecting questions from you, pass those on to the relevant ship designer, and provide you the best answers we have available at that time.
With the recent addition of Spectrum, we can now allow you to add your vote to the questions you most want to see answered. The questions included below are a combination of those that received the most votes, similar questions that were merged into a single instance, and those we felt we could comfortably answer at this stage in the Origin X1’s development.
Now that the ship is concept complete, it will enter our development pipeline where many of the answers you see below will be fleshed out, and those missing will be determined and implemented. While it will still be some time before we see the Origin X1 in game, we hope you’re as excited as we are as the game expands with the further development of Origin ships in the Star Citizen universe.
As always, a special thanks to John Crewe, Todd Papy, Ben Lesnick and Steven Kam for their help in answering your questions.
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How does X1 Base/Force/Velocity compare against the Nox and Dragonfly in speed, durability, and overall performance?
The X1 Baseline is the all-rounder of the three. Compared to the Dragonfly, the X1 will provide more speed/agility without the rugged terrain handling and additional passenger seat that serves as 1SCU of cargo holding in the Drake offering. Versus the Nox, it may not be as fast or as well armed (one gun vs two) but is more durable (hull and pilot-wise) while providing better visibility for the occupant.
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The X1 Velocity is more agile than the X1 Baseline due to reduced weight (hull and equipment loadout choice) and can reach higher top speeds than the stock X1. With the X1 Force variant, Infinity Customs has extended the hull section between the tail fins which houses an additional shield generator slot providing more resistance against incoming weapon fire than any other bike currently on the market, including the Dragonfly and Nox. This allows you to shrug off those extra hits in combat should you be discovered during reconnaissance. A scout’s usefulness in recon often depends greatly on being able to bring that information home.
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Will the X1 Force have special features such as increased scanning or stealth capability? If so, what kind?
The X1 Force differs from the rest of the X1 lineup and the other snubs by having a second shield generator providing increased defensive capability. With Industrial C-Grade components installed standard, items such as the radar and scanner are of a higher grade than the other X1’s but do not offer any new abilities, simply providing better baseline performance for the same tasks. Under the “exploration” category think of it more as an advanced scout, able to sneak close to enemy forces and observe them and should they be discovered, make successful escape more likely due to an additional shield generator. With only the single S1 gun it may not have the offensive capabilities of the Dragonfly or Nox, but the second shield should offset any advantage Origin’s competitors may possess.
How does a person get into and out of the X1?
The side of the X1 opens up allowing the user to enter/exit and interact with the internal components for repair. Here’s an animation from the early blockout exploring how it works.
How do the three X1 differ? Are they physical hull variants, the same hull but with different loadouts, or just skin swaps?
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The three X1’s are designer-customized variants with different physical hulls, courtesy of Alberto Vara. The Velocity contains a Competition C-Grade loadout and lightweight hull optimized for performance, removing unnecessary drag like the weapon hardpoint while the Force has its slightly wider hull designed to house the extra shield generator hardpoint. Due to these special modifications unique to each X1 variant, they cannot be recreated completely by swapping components on the X1 Baseline.
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Additionally, we’re looking to address the visibility/readability of what ships are hull variants, paint & loadout swaps, or utilize the module system in the upcoming rework of the ship stats matrix, but it’s worth considering that a space bike, being a very small and tightly constructed vehicle, is a little more limited than larger vehicles in general when it comes to supporting pervasive modularity.
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Is there an advantage to having the Origin X1 Baseline over a Velocity or Force? Why would anyone want to use the base model?
It very much depends on what you want to use your X1 for. For the most part, we expect the Velocity to be preferred largely by specialist or dedicated racers, as the lack of weapon hardpoints limit its options for day to day use compared to its variants. With the X1 Force, you can get extra defensive shielding and improved scanning but at the cost of weight and an increase in price; just as the Velocity sheds mass to become a better racer, the Force trades a bit in that department for taking on extra gear. The X1 Baseline may be the most well-rounded of the three at a more comfortable price.
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The X1 Force has a S1 Laser Repeater while the Baseline has an S1 Laser Cannon. What’s the difference, and why is one more suitable to fulfill the Force’s role?
Laser repeaters put a more continuous stream of fire down and are better suited for target saturation, while cannons (Ballistic and Laser) require a more precise sense of marksmanship due to their lower rate of fire. Your mileage may vary, but many people generally find repeaters easier to get used to. Also worth noting: default loadouts are exactly that. You may swap out for any S1 weapon that suits your personal preferences.
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What advantage does the second shield generator of the FORCE provide? Will it provide life support (atmospheric shielding keeping oxygen in/non-breathable atmosphere out) to the pilot?
The shield generators on the X1 Force are defensive in nature and aren’t a Tevarin-style “air shield” you might find on larger spacecraft. All of the X1 Variants and current spacebikes from Drake and Aopoa are “open-canopy” craft and therefore lack integrated life support. You’re going to want to wear an appropriate suit for the environment you expect to be riding through.
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How long until we can expect to see the X1 in game?
The X1 is not scheduled for Alpha 3.0 and is intended for a future 3.x patch; we hope to have a better idea the cadence for additional ships coming online once work on 3.0 is finished.
What are the differences between the variants? Right now all the stats say TBD.
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Aside from the aforementioned hardpoint changes there will be differences between the default equipped items such as coolers, power plants, shield generators, radars, etc. If you drill down to the default equipment options that are currently visible, you will see the Baseline has Civilian C components, while the Velocity has Competition C and the Force comes standard with Industrial C-Grade fittings. At present, these individual items are currently awaiting names from the Lore Team so are displayed as TBD.
Will there be no-fly-zones in space where small vehicles like spacebikes will be necessary? (ex: minefields, dense asteroid and debris fields, derelict space stations)
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Absolutely, spacebikes like the X1 are perfect for short distance exploration in space from parent ships like the examples listed. Asteroids and Debris Fields limit larger ships entry and the distance of the fields make personal EVA quite lengthy so the bikes fill the gap in space. Many of you have already experienced in Arena Commander how different (and perilous!) it can be to navigate larger ships through asteroid clutter.
How does the X1 Velocity compare to the NOX Kue or Dragonfly for racing purposes?
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It depends on where you decide to race. Out of the three listed the Dragonfly can find itself at significant disadvantage in clear terrain and would rely on the other two to make a error to be competitive against them. In more rugged terrain the Dragonfly can find itself taking “short cuts” over geography that would hamper the performance of its competitors. A contest between the Nox Kue and X1 Velocity could be closer, with the Nox having a possible advantage with its fixed thrusters and the ability to start turning more quickly.
If the X1 Force is an exploration variant – will it be able to drop Nav Beacons like the Cyclone Recon?
This is not currently planned as there is nowhere to store the Nav Beacons on the X1.
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Is uh… this apartment in the background going to be for sale sometime, too? Because that is a REALLY nice place. Love that ultra-minimalist furniture scheme.
No announcement on this just yet! We’re pleased you like it, though!
How well will the X1 fare in Pizza Delivery?
Ah Citizen, my old friend. Do you know the Vanduul proverb that tells us pizza is a dish that is best served cold? It is very cold in space.
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Can it hold any cargo?
There is no space for any cargo to be carried on any X1 variant and no plans at present to do an X1 cargo variant. We figured someone would ask, but all vehicles engage in a little give-and-take in design order to do the things that they do. The X1 is a sleek little speedster designed with pilot preservation in mind, while the Dragonfly with its limited 1SCU cargo ability has a more utility focus.
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Why is the X1 twice as heavy, as the other similarly sized bikes (1000 vs 2000 kg). Does it have larger components, like a bigger powerplant or bigger main thruster?
With the updated ship stats matrix coming soon all ships will be getting revised mass values and it looks like these values started to sneak out a little early! The website was incorrect to list all three variants with the same weight; they do all weigh different amounts. The Velocity is much closer to the Nox’s weight, the base slightly more and then the Force at the upper end of the scale near to the Dragonfly.
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Can the base X1 be upgraded through components to any of the other two superior models?
As mentioned above: not completely due to them being actual variants with fundamental structural differences. You could remove the weapon and swap the internal components out to configure a base X1 similarly to a Velocity but it won’t be as light or nimble as the dedicated variant. Additionally, you could swap the Laser Cannon for the Laser Repeater (or other weapon of choice) and upgrade the internal components to Industrial components like the Force variant, but there still wouldn’t be a structural hardpoint for the second shield generator, so you’d end up with a heavier X1 Baseline. Often, variants represent a design tradeoff where we push a given design to perform even better at certain edges of the envelope, and that makes them special – but we expect overall customization to be part of the fun also, and look forward to the type of X1 you can make for yourself.
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MESSAGE FROM THE CEO
Out and About
Now, I may have rightly earned myself a reputation for being an unrepentant fan of all things Shubin Interstellar, but believe me when I say that our headquarters on microTech is, in one word, a marvel. Designed by famed architect Rafaelle Wise, the building’s solid foundation and lofty heights are as representational of Shubin Interstellar’s aspirations as they are beautiful. That is why I am so pleased to announce that we are expanding our Digging Deeper training program. Starting next fiscal quarter, twice as many employees will have an opportunity to come to microTech and participate in advanced training across several key disciplines. Please contact your local Employee Resources coordinator to find out more about applying.
But as much as I love our headquarters, what may surprise many of you is just how little time I get to spend there throughout the course of the fiscal year.
Shubin Interstellar as a company exists well beyond the walls of our corporate headquarters. For close to two centuries now, the extraction and processing of raw materials has continued to be a major focus for us. No surprise then that we operate hundreds of mining stations, refineries and depots across the Empire, as well as several terraforming operations, and are considered to be one of the most expansive corporations currently in existence.
To that end, that is why it is so important to me as CEO that I actually get out there to see and experience as much of our day-to-day operations as I can. In 2947 alone, I have visited 34 separate Shubin operations in over 11 systems and gone through a whopping 74 jump points. It is absolutely amazing to not only see firsthand the diversity and variety of our operations, but to realize that no matter where I go, Shubin Interstellar is still one big family.
To those of you I had the privilege of visiting with this year, believe me when I say it was my absolutely pleasure, and to those of you I haven’t met yet, just wait. I’m coming.
From the desk of, Gavin Arlington, CEO
EXTRA CARE
A closer look at Shubin and Safety
New Simpod Security Drills
We are proud to announce the release of a new suite of simpod training exercises designed to prepare Shubin employees for what to do if they should encounter hostiles during the course of their job. Designed in conjunction with acclaimed game publisher Perigree Press, this series of instructional simulations immerses you in several different scenarios and teaches best practices to ensure that you and your fellow employees survive. While there are several sims that incorporate basic combat training, Shubin Interstellar would like to remind all employees of our “Life Matters More” policy which emphasizes that preserving your safety is always more important than equipment and property.
Platinum Tier Protocol Updates
To go along with our new training exercises, we have also updated our list of sectors which have to follow Platinum Tier Protocols. For those of you unaware, this means that assignments in these sectors can only be undertaken by combat rated vessels or by those accompanied by a Shubin security detail, authorized security contractor or bonded Mercenary Guild member. For a full list of sectors affected, please contact your local Shubin Security office.
MIND YOUR MINERALS
Some interesting facts about the ore around you. This month we look at …
Corundum
A naturally transparent mineral, Corundum is a crystalline form of aluminium oxide that is most commonly known for its gem varieties, Ruby and Sapphire, and can be found in a wide variety of colors.
Due to its transparency, the pure form of Corundum, which is colorless and scratch resistant, is frequently used in the production of scanners, as a gain material in lasers, and as an affordable alternative to diamond-laminate in spacecraft.
One of the hardest naturally occurring minerals, with a 9 on the Mohs scale, Corundum makes an excellent industrial abrasive. It can often be found as a component in polishing compounds, grinders and cutting tools.
The famed ‘Heart of Tamsa’ gemstone is a large 812-carat black star sapphire that was discovered in 2945 by former Shubin employee, Gauge Racine.
CONTRACTOR CORNER
Shubin Interstellar can’t do it alone!
Welcome to Northrock Service Group
This month’s featured independent operator is Northrock Service Group, who has recently been approved to provide security for our operations in the Stanton system. Dedicated to sourcing only the most qualified, trained personnel, Northrock has a proven track record of providing the highest level of protection. Already, they have had great success escorting survey vessels safely through the system and they are soon to start patrol routes in the sector. So next time you are in Stanton, make sure to welcome the talented individuals at Northrock to the Shubin family.
ANNOUNCEMENTS
New Growth!
Congratulations to Shubin’s very own Doyle Mizushima for discovering a brand new species of lichen! Doyle noticed a scaly, dark orange growth while completing a subsurface scan on Lorona. A passionate amateur mycologist, Doyle collected a sample and soon realized that he had found something very special. After verifying that the lichen truly was unique, Doyle was granted the honor of naming the new moss. His choice? Lobaria shubina. Seems like the Shubin family really is growing!
Document Retention
To follow up on the company-wide comm sent by Lead Counselor Abigail Soliday on September 28th, please remember that any and all documents, communications, workpapers and files relating to the Dellin Provisional Government of Charon III must be retained and forwarded to the Counselor’s office. Thank you for your cooperation in this matter.
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Greetings Citizens,
We’ve got a content packed week so let’s jump straight into it!
Today we’ll be releasing another new episode of Citizens of the Stars, highlighting the incredible contributions made by our community. Also Erik Link will take on the hot-seat in another round of Quantum Questions.
On Tuesday, the Lore Team will publish another in-fiction story to help cure your craving for more Star Citizen lore.
Wednesday brings us another episode of Loremaker’s Guide to the Galaxy, highlighting a unique system and its detailed history in the Universe. Also on Wednesday, saddle up for the Origin X1 Q&A where you’ll find answers to the most upvoted questions from Spectrum.
On Thursday, Around the Verse returns with the latest from the Star Citizen Development team with Eric Kieron Davis giving us an update on our Burndown list as we move closer to our Alpha 3.0 release.
Lastly, we’ll wrap up the week with September’s Monthly Report and a Happy Hour: Gamedev with Josh Herman that you won’t want to miss! Make sure to toss in your ideas for what he’ll create here!
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!
Star Citizen erreicht einen weiteren Meilenstein. Für die Weltraum-Action wurden inzwischen mehr als 160 Millionen US-Dollar per Crowdfunding gesammelt - über 1,8 Millionen Spieler haben eine finanzielle Unterstützung zugesagt. In einer aktuellen…
Origin Jumpworks' X1
Transformation Through Experience
My time working at Origin Jumpworks were some of the most creatively fulfilling years of my life.
I can't imagine any other company that consistently challenges its employees to strive for a
new ideal, rather than wallow in the complacency of conventional thinking. The experience and relationships
I developed in my twenty years with Origin have continued to define me as an artist, an engineer,
and as a person.
Ever since I established Infinity Customs, I have incorporated the lessons and practices I learned
to my shop. When Origin approached me three years ago and asked to collaborate on a new open-canopy
design, I knew I couldn't refuse, because I knew that in our endeavor, we would accept nothing
less than the next step in design and engineering.
I am proud to unveil the result
of that collaboration: the X1.
Conceptual Approach
Perfect Harmony Between Pilot and Machine
When we sat down to begin work on the X1, we began with an exercise taught to me by the legendary
ship designer I am pleased to call my mentor, Akira Yedomos. He believed that “only by attempting
to reach beyond, could one build for the real world," so the entire team was encouraged to unshackle
their imagination and build a vehicle that adhered to as many or as few 'established' rules as
they wished.
The result was a fast, maneuverable open-canopy racer that's as much of a work of art while at rest
as it is in motion. With thrusters seemlessly integrated into the sleek hull, the X1 organically
fuses function with form and continues Origin's proud legacy of luxury perfection.
The X1 is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications,
but it is not yet ready to display in your Hangar or to fly in Star Citizen. The sale includes Lifetime
Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a
X1 poster and then once the in-game model is finished you will also be given an in-game X1 mini ship
model! In the future, the ship price will increase and the offer will not include Life Time Insurance
or these extras.
If you’d like to add one to your fleet, they’re available in the pledge store until 20:00 UTC October 6, 2017. You can also view a detailed
schematic of the X1 in the Holo Viewer in the Tech Overview of the ship page, and be sure to enjoy Origin
Jumpworks' X1 brochure.
As with every Concept Sale, we will also be doing a Q&A post. There will be a forum thread on Spectrum to take your questions.
Make sure to vote for the questions you most want to see answered and we will be posting the dev’s responses
next week. Look for the Comm-Link Schedule next week to find out when that post will go up.
What Is A War Bond Ship? War Bond ships and packages are a way to directly support
Star Citizen's continued development. Ships labeled War Bond are available at a discount, which is possible
because they can not be purchased with store credit from melted items. Standard versions of these ships
without the War Bond discount are typically offered for purchase using store credits at the same time
a concept sale page goes live.
Disclaimer Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. All ships will be available for in-game credits in the final universe, and they are not required to start the game. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the final persistent universe launches.
Um im Weltraumspiel Star Citizen bei Raumstationen kein Chaos aufkommen zu lassen, wird es Fluglotsen geben, die den Verkehr regeln. Dabei handelt es sich jedoch nicht nur um gesichtslose KI-Einweiser, sondern vielmehr um mehrere NPCs, die allesamt über…
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Greetings Citizens,
The Community Team is back in their respective offices after a productive week visitng our friends at Turbulent. While we were away, the Star Citizen team continued to knock off bugs on our Burndown list to a shocking 7 blockers! We are but a stone throw away from Alpha 3.0 and we will continue the momentum this week.
With that, let’s see what is going on this week.
Today we released a brand new episode of Citizens of the Stars! Since this show is all about the community, Tyler Witkin invited attendees of the Montreal Bar Citizen to help host this week’s episode.
On Tuesday starting at Noon PST is Septebember Subscriber’s Town Hall with special guests Sean Tracy, Josh Herman and Chad McKinney talking about the tech that’s coming in Alpha 3.0 and beyond. If you are a Subscriber, make sure to get in your questions or upvote your favorite ones in the pinned thread on Spectrum. Also, the Lore Team will publish another in-fiction story about the life of Star Citizens in the ‘Verse which is an important part of building the universe we’ll all explore.
While resident host Mark Abent continues to focus on Alpha 3.0, Wednesday’s Bugsmashers will have another special guest to smash a bug in his absense. Who will it be? You’ll have to tune in to find out!
On Thursday, Around the Verse returns with the latest from the Star Citizen Development team with Eric Kieron Davis giving us an update on our Burndown list as we continue to work hard on the Alpha 3.0 release.
Last but certainly not least, the Origin X1 will go on sale Friday and be available through October 9th. We’re excited to share our next ‘space bike’ with you, and hope you’ll appreciate one that’s just a little bit different.
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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Inspired by the Normandy Reborn in Mass Effect 2, TacGhost and his brother have created a Anvil Carrack video with a new skin and dramatic audio track. Excellent job!
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ADVOCACY ARCHIVE INTRA-AGENCY MESSAGES
2947-08-29_14:27 SET
TO: DIR. THOMAS CARMODY
CC: AD JOSH SHAW, DEP. AD EMMA THORNE FROM: SC STEFANO CALLIER SUBJECT: XI’AN MEETING
Director Carmody,
To follow up on our earlier discussion, I just left the meeting with the Xi’an envoys and to say they’re not happy would be a gross understatement. They presented documentation collating evidence of ongoing, weekly attacks targeting Xi’an shipments traveling through Nyx. I’ve attached their document for your records. My staff is currently cross referencing their list against ours to ensure there are no discrepancies.
Thankfully, the Xi’an envoys have agreed not to file an official diplomatic complaint for now, but they made it abundantly clear that they wouldn’t hesitate to do so if we didn’t stop what’s going on. I reiterated that Nyx isn’t under our jurisdiction but to them, it makes no difference if the system is ‘recognized’ by the UEE or not. They consider Nyx to be Human-controlled space which, according to their interpretation of HuXa, means that it’s our responsibility to guarantee the safe passage of Xi’an cargo ships.
I assured them that we’ve been implementing policies from Tohil that could help stop these attacks, like increased patrols near the jump into Nyx and updated Advocacy signage at refueling stops to advise Xi’an haulers to be wary of attacks. We’re doing everything we can short of entering the system to take care of the problems ourselves.
Please advise if you believe there are any further actions my team and I can do to keep this issue from turning into a real diplomatic issue.
Sincerely,
Stefano Callier Section Chief Advocacy — Tohil System
Attachment: XianAttackedShips_Nyx.tbf
2947-08-30_04:08 SET
TO: SC STEFANO CALLIER
CC: AD JOSH SHAW, DEP. AD EMMA THORNE FROM: DIR. THOMAS CARMODY
RE: XI’AN MEETING
SC Callier,
I’m fully confident that you can find a quick and appropriate solution to this problem.
I see you’ll be cycling back to headquarters in a few weeks. Let’s be sure to get some face time when you’re on Earth. I’ll have my office set something up.
Thomas D. Carmody Director Office of the Advocacy New York, Earth, Sol
2947-08-31_10:51 SET
TO: DIR. THOMAS CARMODY
CC: AD JOSH SHAW, DAD EMMA THORNE FROM: SC STEFANO CALLIER
RE: XI’AN MEETING
Understood.
Look forward to seeing you.
Stefano Callier Section Chief Advocacy — Tohil System
2947-09-02_21:40 SET
TO: SC JAFFE PORTER FROM: SC STEFANO CALLIER SUBJECT: Rock and a …
Hey Port,
I need to pick your brain on a pressing issue.
Today, another Xi’an shipment got hit in Nyx, and Carmody’s livid. I’m really between a rock and a hard place on this one. He’s told me to solve this issue, but never officially authorized my team to work Nyx. I’m worried that if I task agents for an unauthorized action in unregulated space, then it could be used against me. But if I don’t do something to stop these attacks, then I’m definitely in the doghouse.
You know Carmody’s never been a big fan of mine, and I’m worried that he’s hanging me out to dry. He’s already set up a face-to-face next time I’m back on Earth. As someone who’s successfully walked the tightrope for a while, any recommendations on how to handle this without it blowing up in my face?
-Stef
2947-09-03_14:33 SET
TO: SC STEFANO CALLIER FROM: SC JAFFE PORTER
RE: Rock and a …
I don’t envy your position, kid, but don’t simply assume this is a set-up. Carmody cares about results above all else and delivering them is the only way to get in his good graces. Trust me, you’ll be sipping some fancyass limited-edition Radegast in that face-to-face if you get this Nyx thing sorted before then.
So, consider this a test of your creativity. Even though Nyx isn’t our jurisdiction, it’s still our responsibility to maintain order. Influence doesn’t always mean direct action, though.
How connected are you to the People’s Alliance? If word got to them that the Advocacy was ‘considering’ action in the system against these attackers, it might motivate them to do your dirty work. Just a thought.
Good luck,
-Jaffe
2947-09-04_06:57 SET
TO: SC JAFFE PORTER FROM: SC STEFANO CALLIER
RE: Rock and a …
Appreciate it, Port. Knew I could count on you.
Just spoke with a CI on Levski and the ball is in motion. Now it’s time to sit back and see if the People’s Alliance still hate us enough to want to keep us away.
Only two weeks until that sit down with Carmody. Cross your fingers that another Xi’an ship doesn’t get hit before then. Either way, I owe you a bottle of fancy-ass Radegast myself.
-Stef
2947-09-07_10:41 SET
TO: SC STEFANO CALLIER FROM: SC JAFFE PORTER
RE: Rock and a …
Anytime. Us fringe SCs need to stick together.
Let me know how it all shakes out.
-Jaffe
2947-09-18_19:36 SET
TO: SC STEFANO CALLIER FROM: SC JAFFE PORTER
RE: Rock and a …
Just realized it’s been two weeks. How was the meeting with Carmody?
-Jaffe
2947-09-19_17:22 SET
TO: SC JAFFE PORTER FROM: SC STEFANO CALLIER
RE: Rock and a …
You know, I’d always heard that nothing in the universe is smoother than a 40-year-old Radegast and damn, they were right.
Carmody didn’t even ask about the Xi’an or Nyx. He just toasted my diligence and hard work before taking that first sip. Meanwhile, I was thanking the People’s Alliance under my breath for doing all the heavy lifting. And of course you too, Port.
Couldn’t have done it without your advice. There’s a reasonably priced 12-year-old Radegast with your name on it next time you’re in Tohil.
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Greetings Citizens,
Members from the Support and Community teams have convened at Turbulent’s office in Montreal for our Player Relations summit. We’ll be discussing the details of our website revamp, the ship matrix, Spectrum, and more!
With that, let’s see what is going on this week.
Today we released a brand new episode of Citizens of the Stars. In this episode, Citizen Spotlight explores how GrayHeadedGamer’s interest in cargo hauling got him started as a content creator. Then Sean Tracy talks FOIP and more during his round of Quantum Questions.
On Tuesday, the Lore Team publishes another detailed weekly Lore Post of an in-fiction story about the life of citizens in the ‘Verse.
Wednesday brings us another edition of Loremakers where we explore the mysteries of a planetary system in the Star Citizen universe.
On Thursday, Around the Verse returns with the latest from the Star Citizen Development team. Also, Eric Keiron Davis gives us an update on our Burndown list as we approach the 3.0 Evocati release.
To wrap up the week, join Jared Huckaby and Ben Lesnick for Happy Hour: Museum where Ben takes us on a trip down memory lane to explore a game from Chris Roberts’ past.
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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Aivii has created a unique tool to allow Ciitzens to strategize and plan battle operations for squadrons and organizations. The Tactical Command Interface contains plenty of features including crew management, multi-user support and dedicated URLs to share with your friends!
Bugs in Star Citizen werden von den Entwicklern umgehend gefixt. Wie das funktioniert, zeigt ein neues Bugsmashers-Video, in dem Entwickler Forrest Stephan ein Problem behebt, das sich um die Helmbeleuchtung der Charaktere dreht. Im Video seht ihr genau…
Eine Gilde von Star-Citizen-Spielern hat eine Rückerstattung in Höhe von 45.000 US-Dollar von Cloud Imperium Games erhalten. Das schreibt eines der Gildenmitglieder auf Reddit. Rückerstattet wurden drei "Completionist"-Packs, die jeweils einen Wert von…
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Greetings Citizens,
I hope you all had a great weekend! Let’s waste no time at all and jump straight into what’s going on this week.
Today, another episode of Citizens of the Stars was released. In this episode, we caught up with the talented RiceMaiden to talk about what goes into 3D printing Star Citizen ships. We also got to know Michael “Baior” Smith a bit better in another round of Quantum Questions.
Tuesday will bring us yet another detailed weekly lore post created by our writers.
Wednesday we’ll have another episode of Bugsmashers! While Mark Abent is busy with Alpha 3.0, we’ve managed to grab special Guest Host CG Supervisor Forrest Stephan to take the reigns for now. What’s a Bugsmashers without Mark look like? You’ll have to tune in to find out!
Thursday we’ll see an all new episode of Around the Verse, where you’ll always find the latest in Star Citizen’s on-going development.
And last but certainly not least, if you’re a Subscriber get ready this Friday for an all new edition of Jump Point Magazine, fresh off the digital press!
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!
Chris Roberts, Gründer von Cloud Imperium Games, erklärte in einem Interview, dass er die Alpha 3.0 seines Weltraum-MMORPGs Star Citizen als "Early Access"-Version ansieht. Es sei die erste Version, in welcher ein Teil der Grundgerüsts des Spiels…
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Greetings Citizens,
With Gamescom behind us, the team is hyper-focused on the fixes necessary to get Alpha 3.0 to the Evocati and the PTU. You can catch up on how the team is doing by visiting our Production Schedule which was updated last Friday.
With that, let’s take a look at this week.
It was Labor Day yesterday in the U.S. and both LA and ATX teams took a much-needed holiday to spend with their friends and family. However, that didn’t stop us from releasing another episode of Citizens of the Stars. In this episode, Cheyne Hessler answers a round of Quantum Questions and Dastro digs into the details of making his giant Big Benny’s costume.
Wednesday brings us a new Loremaker’s Guide to the Galaxy. This week’s system is shrouded in government secrecy and political controversy. Can you guess which system the UEE is using for a top-secret project? Find out tomorrow.
Thursday of course is Around the Verse day, where you’ll always find the latest in Star Citizen development news. This week is our continuing update on the Burndown to 3.0, as well as an enduring look into the stamina system.
Finally, we’re capping off the week with Happy Hour Community! Ben Lesnick is joined by Jared Huckaby, Tyler Witkin and myself to sit down with the community and talk about Star Citizen.
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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Zephyr, along with his org Astora have created a lore based magazine focused on the organization, as well as informational articles regarding new ships, interviews and dangerous engagements.
Since the introduction of the Hull Series back in April 2015, every new concept ship reveal has had an accompanying Q&A post, where we spend a couple days collecting questions from you, pass those on to the relevant ship designer, and provide you the best answers we have available at that time.
With the recent addition of Spectrum, we can now allow you to add your vote to the questions you most want to see answered. The questions included below are a combination of those that received the most votes, similar questions that were merged into a single instance, and those we felt we could comfortably answer at this stage in the Origin 600i’s development.
Now that the ship is concept complete, it will enter our development pipeline where many of the answers you see below will be fleshed out, and those missing will be determined and implemented. While it will still be some time before we see the Origin 600i in game, we hope you’re as excited as we are as the game expands with the further development of Origin ships in the Star Citizen universe.
As always, a special thanks to Steve Turberfield, John Crewe, and Todd Papy for their help in answering your questions.
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How are the 600i w/ Exploration Module capabilities compared to those of the Carrack or Aquila?
The 600i exploration module features two manned scanning stations, a deployable ramp for an exploratory ground vehicle, an Origin-created Rover and SCU storage for any artifacts needing to be stored once discovered, so it is a solid option for explorers looking to purchase a stylish alternative to the Aquila, while the Carrack should provide a much longer term exploration base and facilities.
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Is the 600i w/ Exploration Module’s 36 SCU of cargo space when carrying the rover or when not carrying the rover?
The figures are based on the ship cargo capacity while not including the Rover. The exploration module not only has the lift for the rover, but also space for the additional SCUs.
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Will there be more modules and if so, which can we expect?
No further modules are currently in the pipeline, but the beauty of a modular ship means that nothing is off the table in terms of expanding the 600i’s options down the line.
Why are there no Point Defense Systems similar to other high-end luxury ships like the Phoenix and 890 Jump?
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The simplest reason is variety. We wanted to explore different defensive options for this particular luxury ship. For this reason, instead of a PDS the 600i features two remote turrets, so in the instance that the ship is fully crewed, and your gunners are up to it, they will be able to ensure your ship stays protected from threats. If automation is your bag, you will be able to equip them with an AI module, which will help defend your ship if your crew are unable or unavailable to assist.
Can the Touring and Explorer modules be swapped in and out of a single 600i?
That is indeed the eventual plan, yes. Modules will be purchasable separately and will be swappable in game after that functionality exists.
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The 600i is a supremely expensive ship for its size and role, especially against the larger Carrack and cheaper Constellation. Why is this? What benefits are worth the increased expense?
We are building a universe, and part of that means we can consider aspects that a standard game does not, such as value and desirability. When we look at vehicles in the real world, its apparent that more functionality does not always mean something is more expensive, and vice versa. In the Star Citizen universe, a sleek, luxury ship created by Origin will bring certain connotations with it, in the same way most people would find a sports coupé more desirable than a family sedan, despite the fact it has less seats and cup-holders.
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How does the range of the 600i compare to the other exploration ships?
As stated above, the extra scanning stations and rover storage mean the 600i is a fully capable exploration ship with that module in that size range. The Carrack should provide more robust and longer term exploration option.
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Can the 600i be flown effectively solo?
The 600i is, fundamentally, a multi-crew ship. However, for its size is probably one of the most solo-friendly ships out of the box. By utilizing unmanned remote turrets and capable shields, a skilled pilot should be able to effectively pilot the 600i solo in most regards.
The Origin Rover is listed as a separate item in the standalone versions of the 600i Explorer but is the rover also going to be included if you upgrade (CCU) another ship to a 600i Explorer?
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Yes, upgrading to the 600i Explorer Edition will indeed grant you an included Rover.
What agility can we expect from this ship versus the Constellations considering that the 600i has more than twice the mass of RSI’s ship? This is especially important since the 600i comes with fixed guns and no gimbals.
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Whilst the 600i may be faster than the Constellation in a straight line (more on Thruster ratings in a later answer) it will suffer in its maneuvering due its bulk and size. The fixed weapons that come default can be swapped out to gimbals like other ships.
Will it have room enough to carry an 85x instead of the Origin-branded rover?
Until the ship is fully built and implemented this is difficult to say with complete certainty, but the 85x has a much larger footprint than a Rover so we consider this unlikely to fit. While ships smaller than the Rover may technically “fit,” the lift is designed purely for a ground vehicle, so maneuvering a ship in there might prove risky in terms of causing damage to both vessels.
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How many beds, toilets and save seats for passengers does a 600i Touring have?
The 600i bridge has 3 seats for the pilot and crew members. The exploration module gives you a further 2 seats for the manned scanning stations. There is a dedicated captain’s quarters and beds for the remaining crew members in their quarters. Exact number of toilets is still to be determined, but you can probably expect at least 2 in the crew washroom and one in the captains quarters.
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Can both the Origin X1 & Rover dock securely inside an Origin 600 at the same time?
This should certainly be possible yes. The lift platform itself is the perfect fit for the Rover, but there is nothing to stop you storing the X1 in the cargo storage area of the exploration module. Bear in mind that if you choose to do this then it wont be a quickly accessible option and as such we’d recommend a Rover or X1, rather than both.
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How many missiles can the Origin 600i carry? In the brochure the 600i is stated to carry 16 S3 missiles yet the website states 4x S3 pylons with 16 missiles each (total of 64). Or was this just a misunderstanding and it can carry either 16xS3, 32xS2 or 64xS1 missiles?
The perils of active development! To clarify, the 600i has 4 missile racks that can hold 4x S3 missiles each, giving a grand total of 16 S3 missiles for the ship.
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What parts of the ship change between the touring and exploration variants? Is it just the rear window section and rover bay area depicted in concept?
The swappable module is in the core of the ship itself. The rear window is present on the standard 600i hull, and is a viewing gallery of sorts.
The brochure states its faster than most ships of its size and it states it has 4 TR2 thrusters. How is that achieved, compared to the constellations TR5 thrusters (according to ship stats) and the way lower weight of the constellation class?
This is a flaw of the current stats page and matrix, and will be remedied with the update coming online with the release of SC Alpha 3.0. The thrusters of both ships will most likely be in the same power band alongside updates to their mass. The current stats page does not support the internal design for a lot of items at present.
Is the 600i Touring variant intended to be a money-maker in the realm of VIP passenger transport, similarly to the 890 Jump and Genesis Starliner?
The 600i is not intended as such to be a commercial vehicle. Where the 890 Jump and the Starliner are the luxury private superyacht and commercial people carrier, the 600i is on the compact end of the private yacht scale.
Why only 16 and 36 SCU for such a large ship?
One of the unique selling points of the 600i is that it is a luxury ship. So the answer to this is really the same as to why you can fit more cargo in a minivan, than you could a Lamborghini; cargo storage practicality takes a back seat to aesthetic and comfort.
Will the 600i Explorer have a medical area?
The 600i does not have a medical area no, due to it not holding a huge crew, this would be a room that ended up potentially being used rarely.
Why is the Series named different from the 300/800 Series? Explorer should be the 615p and not the 600i Exploration Module.
The reason for this is that the 600i is modular, meaning that the swappable modules are what make the ship suit the desired role. Regardless of what module you have installed, the ship is a 600i.
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Greetings Citizens,
First off, thank you so much to everyone who came out and showed their support during Gamescom! We had a blast interacting with many of you at the various events throughout the week and could not be more grateful to have such an epic community.
If you missed any of the big reveals, make sure to head over to our YouTube channel to catch all of the action! Now that Gamescom 2017 is behind us, we’re continuing to focus on getting Star Citizen Alpha 3.0 out the door and into your hands.
With that, let’s take a look at this week.
Due to all of the Gamescom festivities/travel, we won’t be airing an episode of Citizens of the Stars this week, but we’ll have it back in rotation starting next Monday.
On Tuesday, the Lore Team will be releasing their weekly lore post here. If you’re interested in learning more about the background and history that make up the Star Citizen universe, these are made for you!
On Wednesday, swatter in hand, Mark Abent returns to squish another bug in an all new episode of Bugsmashers!
Thursday will bring my personal favorite show of the week: Around the Verse! Like previous weeks, this will include an updated segment of Burndown, so make sure to tune in!
And if Around the Verse was not enough for Thursday, we’ll also be releasing the 600i Q&A packed with with answers to the questions you asked here.
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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Unless you have been living under a rock, then you know all about Dastro and his Big Bennys cosplay. Well, Dastro returned to this year’s Gamescom with an all new and upgraded suit!