Get a detailed look at ship scanning and radar systems, the full scoop on the stealthy Aegis Eclipse, and your monthly Squadron 42 project update.
Quelle: https://robertsspaceindustries.com/comm-link/tran…round-The-Verse
Get a detailed look at ship scanning and radar systems, the full scoop on the stealthy Aegis Eclipse, and your monthly Squadron 42 project update.
Quelle: https://robertsspaceindustries.com/comm-link/tran…round-The-Verse
Every week, designers, engineers and other developers from our five offices around the world answer backer questions submitted on SPECTRUM and voted on by YOU. This week, we address questions on why ships come dirty, the status of player-facing ship modularity and UI visibility updates.
You can submit your questions for consideration in future episodes of Calling All Devs here
And for info on becoming a subscriber, go to: https://robertsspaceindustries.com/pledge/subscriptions
Quelle: https://robertsspaceindustries.com/comm-link/tran…alling-All-Devs
Alles anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hello Citizens,
Last Friday, MISC reflects on its 50 year legacy and looks to the future of speed, both on and off the track, with the release of limited-edition Razor chassis. You can still pick up Warbond versions for a limited time here.
Help us make the How to Play section of the Star Citizen website even better, starting with Star Marine and Arena Commander. Take part in the contest for a chance to win prizes and leave your mark on the official Star Citizen website.
Lastly, CitizenCon 2948 tickets will be available again in the near future if you haven’t picked one up already. Make sure to follow us on Twitter, or subscribe to our newsletter to find out when the next phase of ticket sales will be available.
With that, let’s see what’s going on this week:
Monday is a holiday for US and UK offices, but we’re still releasing a brand new episode of Calling All Devs. Each and every week, developers across our 5 offices answer community-voted questions from our Spectrum Thread.
Tuesday is lore day! The Lore Team will publish another in-fiction story to help cure your craving for more Star Citizen lore. Check out previously published lore posts here.
Thursday, sees a Ship Shape with a focus on the Aegis Eclipse, as well as an exciting new Squadron 42 Project Update in the newest episode of Around the Verse.
Lastly, make sure to tune in on Friday at 12PM PDT / 7PM UTC for another episode of Reverse the Verse, broadcasted live on our Star Citizen Twitch channel. Stay tuned for further information about who our special guests will be and keep an eye on Spectrum for the Questions Thread!
And with that, we’ll see you in the ‘Verse.
Tyler Nolin
Community Manager
The Weekly Community Content ScheduleMONDAY, MAY 28TH, 2018
Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/)TUESDAY, MAY 29TH, 2018
Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)WEDNESDAY, MAY 30TH, 2018
-THURSDAY, MAY 31ST, 2018
Around the Verse – Ship Shape & Squadron 42 Update (https://www.youtube.com/user/RobertsSpaceInd/)
Vault UpdateFRIDAY, JUNE 1ST, 2018
Reverse the Verse Live (https://www.twitch.tv/starcitizen)
Roadmap Update
RSI Newsletter
Community Spotlight: May 28th, 2018Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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!
Waiting for Rescue by ShonenG
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.ShonenG has created some original artwork of what I can imagine more than a few of us have gotten ourselves into while exploring the verse.
Early Morning Ride on Daymar by Deecav
Check out the image on our community hub.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
No better place than Daymar for a nice morning cruise around the moon. Deecav has stopped at some spots during his morning trip
Check out the entire album here
Quelle: https://robertsspaceindustries.com/comm-link/citi…In-Star-Citizen
Cloud Imperium Games bietet für das kommende Weltraum-MMORPG Star Citizen ein neues Paket an. Dieses enthält 117 Raumschiffe und diverse Extras. Für dieses Paket müsst ihr satte 27.000 Dollar bezahlen. Kaufen könnt ihr es euch aber nicht einfach so,…
Quelle: http://www.pcgames.de/Star-Citizen-S…ltraum-1257299/
Alles anzeigen50 years is a major milestone, traditionally commemorated by making adventurous, brave, and occasionally reckless decisions. Choosing to try new experiences, opening life’s throttle and seeing where it takes us.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Some may refer to this as a mid-life crisis, but here at MISC we embrace it as an expression of individuality and vitality.
In 2898 the New Horizon Speedway opened on Green, ushering in what many consider the modern era of the Murray Cup. That same year, a MISC ship set a time on the new course that is yet to be bested. That ship, a Daedalus mkVIII, didn’t end up bringing the cup home for MISC but it forever associated the company with star racing, and paved the way for Trevor Yuman’s eventual victory in the now-iconic Razor.
Five decades later, MISC is still pushing the boundaries of innovation. As we celebrate the 50th anniversary of that record run on the New Horizon, MISC reflects on its legacy and looks to the future of speed, both on and off the track, with the release of these limited-edition Razor chassis.
“The New Horizon run? That was way before To-Ko shook things up with the integration of Xi’an tech, but those late model Daedalus could almost be considered proto-Razors. They introduced a lot of the features and innovations that we’d go on to perfect in the modern models, including an early version of the Proteus system. It was, frankly, way ahead of its time. Nowadays even Origin ships have adaptive intakes, but fifty years ago that was seriously radical stuff. So, with the anniversary of New Horizon and MISCs historic run looming, we figured we should see how far we could really push the Razor frame.“
- GORDON VALLE, MISC Senior Engineer
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Razor EX is made for those looking to maintain high speeds and low profiles. Outfitted with cutting-edge signature-reducing materials, the EX gives you the jump on the competition, keeps you off their radar, and keeps them on their toes.
With the LX, MISC engineers pushed the chassis to its limits, resulting in a supercharged ship capable of a mind-bending top speed and unparalleled acceleration. The overclocked engine will leave your competition sucking fumes right out of the gate.
Available to the public for a limited time, these ships allow any Citizen to harness MISC’s high speed thrills, taking the spirit of Murray Cup racing off the track and into their own backyard.
“As a kid I always wanted to race in the Murray Cup. Growing up on Kampos, I was immersed in the culture of star racing from a very early age, and by the time I was a teenager I was obsessed. I idolized the greats, obviously – my room was plastered with posters of legends like Red Bakshi and Cane Martin, and in my dreams, I felt the thrill of unadulterated speed and the rush of the adoring masses cheering me on to victory, and the cup. But that’s all they were. Dreams. I grew up, took down my racing posters, got a job at a tech corp and did the normal adult thing. I was good at it, and I was relatively happy, but deep down inside, I still longed for the chase. Now, at 50 years young, even though a career in racing is a distant might-have-been, thanks to the MISC Razor LX, I’ve finally got my speed fix. Flying at full throttle, I’m right back there in those childhood dreams, chasing glory with the Murray Cup legends of days gone by.“
- ROB CHRISSERT, Razor owner
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Some may ask, why would I need so much speed, power, and exotic tech in my hangar? Here at MISC we ask, why not? You never know where adventure’s winds may blow, and with these unrivaled machines, you’ll be ready to take on whatever new challenges and opportunities come your way.
Life is short, live courageously with MISC and join us in celebrating 50 amazing years of innovation, adventure, and speed. Get in your Razor and start flying today.
A small number will be made available under the Warbond program, featuring unique serial numbers, to commemorate MISC’s legacy of innovation.
The Warbond pledges include sequentially numbered limited edition ships. These serial numbers will appear on your ship in-game in a forthcoming patch.
For more details visit the complete ship page.
Quelle: https://robertsspaceindustries.com/comm-link/tran…brates-50-Years
Alles anzeigenWriter’s Note: Part one of The Knowledge of Good and Evil was published originally in Jump Point 2.9.
Street make you rat, no choice i’ give. Know tha’ truth, an’ live.
Tha’ first rhyme ‘m learn on Bazaar Street. Truth is, street don’ owe null thing ta no one. Jus’ livin’ is debt ta the street. Street come ta collect wheneve’ i’ will. Null stop it. Rat like me got start tha street young. Real young. Innocent? Maybe. Ain’ null long till know ’m poor. So learnin’ suits and comp. Gear ’m fixin is stole most-like, sold on tha Black. My work done clean? Maybe. Know what a know neve’ gone get me none place. Know ‘nough ta stay live. Null know ta much cause that kill rat. ’m rat, an street owns me.
Got bitter in hole like Bazaar Street slum. Got come out tunnels and face sky. Got “practical” after ticks. Me? Got two skills that gear rats has: one skill ta learn tech as ’m take i’ apart, two skill an ‘magination an guess how supposed ta work as a put thing back right. Tha’ suit come from ‘facturer ain’t never heard of? ‘Sure Boss, can fix.’ Tha’ be the way, ta live on Bazaar Street. Or ya die.
Only best like ’m get be “gear rats.” Bazaar bosses won’ get rats in if you ain’ good at business. Rats no’ good at business if ‘em null learn gear. An ‘em can’ none learn tha gear if ‘em weren’ into tha Bazaar. So how ta got good, make an ‘mpression an get be gear rat? Break rules, none get caught, an make good on i’.
Wasn’ gonna be “nothing” workin’ scrap or debt slave. Rats got risk some. Hav’ ta. Get caugh’ breakin’ rules an be off ta slavers null time. Find way pass guards an through holes ta watch from corner an learn business. Them bosses knew we’s there, sure. Them know how Bazaar work. Got caught once time. Guards a‘most gave me ta pack creepers ta watch. “Pay due and the street might none eat you.”
Doin’ a’right as gear rat. Got clients who know me. Some who want more out o’ me ain’ gon’ give em. An’ ‘m only 10 ticks. Sick like creepers them, bu’ pay creds for fixin’. So ’m ‘fix’ ta bazaar shop ‘bout now. Null work fa full rotate. Boss gon’a rage some maybe.
Glint this lady. She been in eve’ fix shop and hack stand down da line, b’for she get ta Boss Dirk shop an me in i’.
“I’m looking for a fixer.” Da lady say.
“Ya found one. Hells lady, you found dem all. Glint i’ all down tha row. Some’n tells you need special fixer an ’m best here ‘round. Wha’ you need?”
She look ‘round, “Shouldn’t I speak to the shopkeeper, young one?”
Lady don’ know then. First time in Bazaar, maybe. EZ creds.
“Boss is out. ’m here, an ’m you fixer. You want somethin or just gawkin’ at street rats? ’m best fixer in Bazaar. None need proof. You got need lady or jus’ suckin’ O2?”
She come up with an old comp glass out her clothes. Almost like lady dress from fash vids but coat like. ‘m got good eyes an ain’ seen no place big ‘nough ta hold that comp. Take scan on it quic’.
“Tha’ oldie? Ain’ even none facture mark on i’. Deal ta sells ya newa one Dirk has in shop.”
Craz Oldie none bite. “No, young one. I need this exact device repaired. So I suppose I’ll have to go elsewhere if all you can do is sell and not fix.”
That some barter talk. From this Oldie? None first time in Bazaar, locked on that now.
“Don’ work for none-names or ‘nonymous. What you tag youself?” Put out my hand to seal i’.
“I’m called Mother Superior by most.”
“Got,” said me an grabbed her hand to seal le-git deal. “’m can fix your comp Mom Super. Hold one.”
So went on i’ and done. Lady watchin’ whole time. Like street rat tryin’ ta learn tech. Simp damge on one board. Old damge some. Othe’s fixe’s prob look lock at i’ an done miss i’.
Lady look an’ gawk some. “I looked a hundred times and never saw that. How did you see such a small thing and know to fix it?”
“Seen once on board like i’ some ‘bout one tick back. Null forget wha’ got once. ‘m bes’ fixer here lady. Know i’ truth.” ‘m got hand out ta get paid.
Lady pays, real creds. An she made outbounds real slow. Glint her spottin tha shop few count. More an once. Craz Oldie that. Boss say late’a tha’ Mom Super is’a Sis-ter. Info Trader. Neve seen one trade none. Sis-ters trade kine’a info Rat don’t need. Thin’s like got rats killed. Things maybe boss gon’ need know.
Craz Oldie, white some in da head hair. ‘m think she know ‘m got fixin for wha’ she gots broke. All razzy show ta go all dem other shops. Knows she gonna get me to work in and on i’. Ain’ null rhyme ta tha razzy show she do. Wha’ ain’ no rhyme for is dead danger. So I glint an lock her in my head. Gon bring Craz with her sum tick. Rat’s gotta sure gut on dat.
She come back aft’ seven day. Got bring me comp, buying favs maybe.
“Wha’ ‘m do with tha’ old comp lady?” Oldie comp, better than I ever had. Old like some comps and gear I fix on.
“Whatever you wish I’d suppose. You seem to have a knack for such things.” Oldie gab like Up’s do. Lookin at me as ‘m null take it.
“Got paid for fixin’ tha comp ya brought last. What this buyin’?”
“An investment in your talents is how I see it.”
Boss Dirk got tell me once tha’ investment means long time debt. Some neve’ collec’. Some collect on i’ big. Null know which when i’ come. Them got risk some. Got profit? Maybe.
Aft’ long think ‘m take i’.
Mom Super don’ say null else. Jus’ smile. Know risk when got some, but lady rub i’ in with tha smilin’.
Casey Gang glint tha comp an Mom Super makin outbound aft’. Should’a ‘magined thems ta come an take tha comp. Boss Dirk only protect his gear rats when tha shop’s open. Nights long som’times. Near snuffed me when Casey boys took i’. Tha chunk one ben’ ove’ me ta gab some.
“You should know better than to try and have nice things.” ‘m got spat on then. “You’ll never be an Up. You’ve got a debt to pay and this street owns you. You’ll always be a street rat.”
Half swole, dim eye an hungry ‘s how got to bosses shop nex’ light up. Boss Dirk don’ say no-thin’. Night business, that. Rat business. Think some ‘bout Mom Super “investment” an’ long debt ‘m got. ‘m know it when ‘m take tha comp. Turned on me boost quick tha risk.
Why tha hell can’ craz Up leave rat like me ‘lone?
Stop tha’ b’for i’ got bigger. Why’s get a rat killed if ‘m look deep. ‘m try an clean in tha sink an’ snatch glint of me in tha reflec.
“Tha color blue and black on bruise look shiney.” ‘m think.
Think then, tha’ blue on black look shiner on them. Smile’n hurt. Tha’ didn’ stop it. Twistin’ trouble back on itself ‘nother skill rats got know no matter what. Learnin’ tha’ figures ta how long ta live ya might got. Slum luck, razzy Up in RSI gear come in tha shop jus’ then. ‘m face all bust an hard ta gab. Up see an went an called out Boss man ‘bout roughen rats.
“Wasn’ Boss” ‘m say.
Up’s none copy wha’ rat saying. Got rage some aft’ look me. Up walk out on Boss Dirk. Boss Dirk don’ ev’n look at me, “Go on walkabout and I don’t want to see you till you make it right.”
Like hearing death, that.
None be in the shop cause ‘m lost him creds. Maybe big creds. Know what game Bazaar boss playin’. Got make up the creds, street debt that, or null work shop more. Work is Safe-ty. Gets rat trade bits, tools. Gear rats snuffed if got null shop an boss. So got ‘magine ta make cred back, boost fast.
‘m got system ta make good. Priorities. Lock wha’ work pays an’ who ‘m owe wha’. Neve owe none long. Nose out ‘thers business until them got in mine. Neve’ start fight. Finish ‘em hard if them come.
Got debt ta street an know tha’ good. Know null ask questions. Know ta dodge tha creeper. Know drugs kill some, but bein’ desperate be better at killing. Know ta steal fast, run an null fight, cheat fair, deal double an null trus’. Trus’ sa kinna deal get you killed while ‘em all smiles. Slums got say, “Killed by kindness.” Learn tha’ boost quick.
P‘rent leave them crier kid on tha streets at five ticks old. Mine did. Tha’ when a ‘come rat an could beg ‘n steal my live. Same tick p’rent don’ have ta take tha crier ta Gov medics none more. Gov Medics give shots and make sure rats got ID. Gov Blues got to know who they arresting is. Gov cares bout lookin like they care. Lookin like Up’s don’ ignore packs a rats ‘round Bazaar.
When ‘m five ticks them camp up and in ‘gether. Crawl tunnels. Oldies be too big ta get through. ‘s when my learn tha rhymes. Street rat learnin’ them. “Learn tha rhymes, live long times.” Youngie’s makes safe camps in tunnels. Safe nights, mostly. Seen my first murder at seven ticks, over pride. Honor worth killin for when rat got null else.
When ‘m nine ticks, beat some seven tick with mu slag cause them stole my las’ food. Two ticks or three more an seven, you gettin’ too big too ta get in tunnels. Ones dat stay, after them “grow up”? Them dead. Might find ‘em after. Maybe long aft’. Ones dat got stuck tryin to get out da wors’. Ain’ none soul in ’em eyes. Null.
Rats ride rails some time. Mos’ runners on Up business. Gov Blues that glint rats ‘ll lock on an then drop off long as ya don’ spook. Been here rails most two hours null-stop. Even seen one Sister, like Mom Super. Jus’ two Up’s on this rail now. One look’n like them wanna live Bazaar style, but like Up mus’ think i’ like.
Ain’ found null mark ta pick till this ripe come on. Up punk got loose pocks an ‘m scan cred chit on him. Bad idea them chits. Thems way ta buy easier on the Black an no get flagged by central. Or get picked.
Nex rail stop come up now an make my pick. Least try ta. Hands in tha marks pock an gots pain on my wrist. Aint none feel like it. Know quick what is. Honey pot. Gov Blue sting, an fell for honey. Blue grab me an latch on my shirt.
“Well what do we have here? And why is your hand in that pocket do you think?” He gabbed.
Got my words workin pas’ pain. “Glint lock ya chit gonna fall out an gon make sure i’ don’ Mr. Up.”
“Mr. Up is it? Not Mr. Blue? I’m out here to catch scabs like you. Either you’re a dumb street rat or you think I’m a sap.” Him eye scan’n me at that. “You know I’ve caught you red handed. That’s a conviction right there.” Lookin’ a my hand. Stuck in the Blue’s pock. Made ta catch a snatch like ‘m be.
Know solid ‘m on lock down. Null shake Blue’s Vid and Gab. Ticks in pris. Pris means knowin’ too much. Neve’ come back, rats tha’ got pris ticks.
Got try juke this. Heard some Blues barter. “What i’ take ta not be red handed.”
Blue come real close. “Well now, since you ask.” he say in hush say. Real close.
Don’ eve’ think as I hit tha Blue. Ain’t got my slag, none on rails. Hit him same as any creeper. Then pain come. Blue’s suit lights come on. He din’ have his Vid rig capt’ing till now. Think ‘m deep in now. An he shocks me with his spark-stick. An world goes black.
* * *
Got none lock on how got ta Judge time. Most blur. Shock? Maybe. Craz Oldie come outa none-where. Like lady didn’ do ‘nough ta rat like me ‘ready. Thinkin’ maybe like she know how street works. She come in an on it.
“Wha’ else you wan’ from me, Oldie? Ain’ got none else!” Aft’ I say it Judge tell me null ta “out-burst” ‘gain.
Mom Super only look me once. ‘m stand there cuffs on an Judge gabbin at her like ‘m understan’. Craz Oldie goes on i’ hard. “This child has rights, Your Honor, and though guilty of a petty crime, this one is the victim of a crime much more heinous . . .” Gabbed in Up talk for me ta Judge. Fel’ like hours she gab at him. An got some Vid too. Can’ jist half it. An Judge got quiet some. Rats know when an Up got quiet some’ bad wrong.
Then i’ come, “The child is remanded into your custody and an investigation will be opened.”
Krac Krac
Courthouse Blue got my cuffs off. ‘an Mom Super take my hand like sealin’ deal. Leg-it.
“Come along, young one.” She say. An I got go with her Blue say.
Understand sealed deals. Le-git. Some-else callin’ shots an ‘m jus’ rat.
* * *
Neve’ been this deep in bad ‘fore. “Ride the wave, you be okay. Don figh’ back, or be dead fas’” Got ride i’ an’ Trip ta tha Hall ‘s all blur an flashes some. Think nev been this far from Bazaar ‘for. Got ta i’ an all I has ‘s me and gov clothes. Indust kind door closin behind us. More like wall movin. ‘Bout time i’ close looked like just wall. Hallway we in ‘s dim lit. Tried lock where door is an what’s ‘round. So I won’ lose it. Doin’ i’ maked me stare.
Lady catch me at it.
“The only way in or out of here, young one.” She say.
Lady know how ta make you feel “at home.” That what she’d called it. On the rails ride. Said it’s “home.” Cage? Maybe. I’m in deep grav well. Null booster. I got the one-in one-out as challenge an half threat. Well, would call i’ threat if didn’ think tha oldie was tellin’ truth. From tha look, place been built out the hull an old cryo-sleep. Kind ta carry all the gear, raw mat’erial an people ta build station an colony tha world. Some these been used. Once, long time gone. Jump tech made ‘em dead tech ‘fore some reached their destin.
Is’n small hallway. Got be least five meter tall an three wide. Hall’s brown an dus’y. Dus’ floatin’ the air. Light come from clear roof an some non-stan wall tech. Eve’y two meters pillar come out the wall some. Lady starts down hall leavin me. I ain’ realize till ‘m left some. Cause I starin’ more. Got catch ta her an made I didn’ lose lock to tha door in my head.
“I’ll show you to your room and where the meal hall and necessary are.” Mom Super sayin’ like tour Vid or some.
“Is ‘m prisoner here? An guards?” Got ask. Got get tha lay here.
Craz Oldie ‘most choked on laugh.
“Ha! A prisoner are you?” Lookin at me over her shoulder. “No, young one. No guards to bribe here. No chains. Not even a mean look from your fellow inmates, as there are none. Just me and my fellow Sisters.”
Like she read minds ‘bout bribes the guards. I got quick feel wrong for asking. Why’s she lookin at me tha’ like? Got my eye out a lookin’ at hers. Eye scanned blank wall I could find. “Ain’ this punishment, right? I got caught bustin’ up that Blue an now I gotta delta.”
“None of that street slang here, young one. The word is ‘change,’ not ‘delta.’ The magistrate owed me a favor and released you to me under the condition that I maintain custody of you until your majority. So you are under my watch, yes. A prisoner? Hardly. You will find all the things here you will need to live and, if you so choose, learn.”
She don’ say more for ‘while. I got some wha’ she gabbed but i’ don’ copy.
“Ahh here we are.” She stop nex’ ta door look like metal sticking out. She pull on tha metal with her hand an i’ opened. A’hind i’ ‘s room with chairs an table. Walls right an left got four more doors.
“The second on the left will be yours, young one.” She said.
“Mine wha’?”
“Your room, of course.”
“Like shop?”
Some’ mus’a mean somethin’ ta tha craz old lady. Like she got dus’ blinked an rubbed her eyes.
“Of course. How could I be so foolish. This is obviously not something you’re used to. Each one of us here has our own place to sleep and have our own things.” She smiled like hidin’ think.
We walk to the second left door an open it. I glint in tha place. Rooms bright. None like tha hall. Pair stan’ lights on ceilin’. Desk, chair at tha desk, an comp on tha desk. Jus like the one Casey Gang got took from me. Mom Super point ta ‘nother short table.
“This will be your bed. I hope you find it to your liking.” She say i’ smiling at me. Big think ‘hind them eyes now.
“You mean I get cot like tha Up folk?”
Why I got feel wrong for asking ‘nother question? Null trying ta make Craz Oldie cry. She just was. I’m none gonna let this get beyond me. “Get out your depth, get dead.” That the way things work an look like gettin’ close. Got get handle on it. Old lady sittin on the cot an just lookin at me walkin around. Makin I got what this oth’ small room for. Two doors on i’ an pipe at the top. Some things hanging from tha pipe. Strange hook things. Trying not ta look close at ‘em an get caught starin’. Made over ta tha comp on the desk. Wanted lay hands on i’ an over since I locked on it. Don wan’a giveway that too fas’. Gear rat knows tha’ much abou’ business. Neve give too much ‘way. Is’n old as i’ look. Tap tha switch ta turn i’ on. Got greet by blinkin error lights ‘long the edge. Know this types, local fab. Lights come same order, ‘lways. Pre-boot got stuck. I go in an on it.
Pop tha case secure clip on tha left edge.
Run finger ‘long tha top an add pressure as I twist tha top half counter-clock.
* * *
My hand reached ta my tool belt. Lookin for contact bridgers pass tha anti-tamp sec switch. Hand missed. Got stop. Don feel the tab metal. My hand nev miss.
Look down ta my left hand. Ones supposed to got that tab tool I need. Ain’ got my belt. Come ta me realz I ain’ eve’ in my own clothes. ‘m in somewhere wreck old ship . . .
An someone behind me.
Scream comes, null stoppin’ it. Long an hard an made old lady jump. i’ was tha lady a’hind me. She come up ta see what I’m doing. Got caught in wantin’ ta work on i’ an lost my ‘wareness. Los’ track surroundin’s. Let someone get ‘round behind. Wasn’ her wrong. I broke street rule an rhyme. “Back ta wall or them take all.” So you don get mugged, or creeper on you, or get got by slavers or just ‘cause.
Jump up from tha chair leavin tha begin’ work behind an ran tha three steps ta tha’ smaller room. Duck in an close tha door. Dark. Dark can be good an can be bad. This is good. Got four walls an only one vector in. I know what was ‘round me. I’d knew when I saw i’ that this was my ‘secure’ when things went. A’ways gota have secure. If the Gov come on round up. If gangs got bad war. If druggies got them hands on some new. That when eve’ rat who knows street goes secure. Sometime you go ta secure an find som else there. Some secure ain’ good an you get caught out an’ways. A’ways got have at leas’ one.
This is mine. Now I need ta stable an find out. I tried to get my breath down. Don’ want pass out. Breath hard an you pass out on street. All the CO2 dump from tha scrapworks were at the streets near Bazaar Street. Breath hard an ya pass out sure. Tha’ level tha odds ‘tween tha street rats an tha oldies in fight or chase.
Null thing do but wait till pain come. A’ways does. I got fast breath. Stupid me ta got that way. CO2 hurt ‘ll kill fast some. Tha zone, fog CO2 tha’ collects ‘round tha’ cluster shops an alleys tha’ are all I know.
Pain neve’ comes. Tha’ means I’m pas’ tha zone. Tha’ hits me square an hard. I’m shiverin’ but i’ wasn’ cold. For dark as i’ is, like in tha hall i’ warm dark with red and orange colors too.
“Are you all right, young one?” Oldie ask through tha door.
“Fine, lady!” I got shout back.
“That’s good, dear.” She say back through tha door. “And you can call me Mother Superior whenever you like.”
I don’ remember fallin sleep.
I waked up screamin though.
Tha’ happen twice in week one bein’ here. Sleep in tha closet-room got so warm feels like was somethin’ on top me. Aft’ second time like tha’ I left tha door open some bit, i’ let me see out into tha room too.
“Seeing what way someone could come at you from was good.” ‘s what I thought.
Sometimes I scream so loud i’ wakes all tha Sisters near with me. Maybe i’ woke more othe’s but I don’ leave ta find out. Neve asked. Didn’ care, what I told myself. Can’ say ‘m ‘mbarrassed an didn’ wan’a look weak.
Got clothes now that didn’ itch. Can sleep night an null wake up coughin. Got food 3 times day.
I’m in deep slag.
Tha angle hasn’ come yet. Can’ eve’ see tha angle them Sisters playin’ to. Been ‘while an i’ start ta come clear tha’ Mom Super an ‘em Sisters want me in debt deep so I never get out. “Honor slave” like, cheap an EZ. So debt tha’ work for rest my life won’ pay back my owed.
‘m got ‘most dead screwed.
Mom Super come ‘fore an walk me ta tha meal hall. Theres chairs ‘nough for ‘round hundred in tha meal hall. Sisters only fill ‘bout three fourths it. Mom Super got me sit by her ‘cause that way I wouldn’ be crowd-in with some Sister or come up on like she had on me. Clothes ‘m got eve’ got pocket ‘nough ta snatch food back ta room. Mom Super neve’ caugh’ me. Rat neve’ know when food gone got rare.
Tried count eve’ time I ate food. i’ got more an more. Couldn’ pay that much back. Couldn’ not eat it. Real food hard got mos’ times. Breakfast some toastbread an paste an cheese.
Soup lunch with cracker an’ plate real vegetable cooked in oil. My first real vegs that. I ate food paste sometime on at meal hall but eve’ tha’ was paste with flavor in i’ an came with cracker an cheese. Tha real food got tha kick though. Only fool rat turn down real food. If they gon’ hit me with bill I couldn’ pay, i’ gon’ be on full stomach.
Full stomach. “‘m got soft.” Had say i’ out ta make i’ real.
On street rats only got full stomach on spec days. Like when Gov paste dispenser malfunctioned. Or cargo food crashed near. Couldn’ sell tha goods no more so we rats got eat real tha’ time. Sick for days aft’. Couldn’ handle all that real food.
Now I got real eatin’ eve’ day. Warm of i’ gone out. Or may jus’ didn’ have ta fight chill here. Don’ matter none way. “Loss ya edge an you got dead.” ‘m get soft an got ta fight.
Got my plan to make good too. First got grab up tha bits tools made out some scrap, tha food got hid under tha bed, an all the clothes. Second gotta outbound my room got pas’ them doors an then to tha wall door. Or where I’m lock i’ ta be. Got tools ta get pas’ it. Got find tha control box. Null hard. Simp that. Pop tha door an out.
None need detail figured. ‘s long as got ‘magination I’m gon’ got this. An got my honor back mine aft’. ‘m none gon’ be prisoner an neve’ slave. Let ‘em take my rep an say I don’ pay debts. I’m gon’ be free.
Time make my out.
A’most ‘sleep when I figure late i’ is. Gettin’ up an an got my things out ‘s lot more work than my practice. Opened tha door ta my room null makes sound but tha’ one into tha hall ‘s tricky.
Got i’ jus’ open ‘nough ta squeeze an pull my gear through. Risky ta try an close tha darn door ‘gain. If I wrong, it might wake up tha whole place. Jus’ lef’ i’ part open tha’ way. Gon’ be obvious ta a’one tha’ scan it. I’m be long gone then.
Sneak-move down tha halls. Heart pound’in like hammer. I come up on tha scratch an ding tha’ give ‘way where door come out in tha hall. Scan tha wall ta find control box. Foun’ place where control should be. Near tha floo. All’s in i’ relay module. Like for remote. Ain’ doin’ much ta help ‘less I got tha code or find tha oth’ end tha link.
Tha’s bad news. Could be an’where. Like tha library that I couldn’ go in or outside where’m tryin’ go but can’ get. Got search eve’where an tha’ means ‘m gon’ get caught sure. An I ain’ eve start tha work ta bypass secure tha’ be on it! ‘M deeper in i’ an null way out, lock sure.
I jump ‘cause tha door start open all on ‘s own. Rumbled an rack some an stop ‘bout half open. Blink tha dus’ out eyes tryin ta figure how tha’ happened. Null one outside. Blink mo’ dus an thought abou’ it. Miracle? Maybe, but rats none got tha’ luck.
Out my instinct I turn ‘round.
Mom Super standing three meters ‘way. She got mobiGlas on an up. Prob’y use ta open tha door. Craz Oldie lookin’ right at me.
“I wondered when you would make your first try for the door, young one. I’m actually quite surprised it took so long.” Mom Super voice cut air like glass now. “You look prepared. That’s good. You may even have a plan. Planning and patience. Strong qualities for one so young to have.”
“Wha’ you wan’?” I ask like she some kin’a spook.
“To give you a choice, young one. Choosing is a sacred thing to us; In it we are free. It is obvious you have not felt as free as you truly are.” She say back.
“Wha’ deal you got?” I say more sure ‘m in barter now. Barter ‘m got, solid.
“I mean that you have a choice. You may leave and make the 20 kilometer trek back to the scrap yards and Bazaar and that life which you know, or you may stay and learn what the streets cannot teach you. What they do not want you to know.”
‘s not real deal, that. Thought tha’ get ta here been long but ain’ thought i’ 20 k-meters. I had ‘nough food for day, maybe two. Got caught by null knowing ‘nough. Rookie mis’ake that.
20 k-meters. Trouble still with Boss Dirk in tha Bazaar when got there. An empty stomach.
“None much choice.” I said out aft’ I think i’. Mom Super smile sad a’ me.
“But it is a choice. One I offer you because I am a Sister of this Hall before I am your caretaker.” She say i’ slow like.
‘m none buyin’ it. “You haven’ show me wha’ angle ya playin’. Maybe ya jus’ makin’ me fat an you high dollar slaver an’ all. How ‘m know!”
“You must be free to choose or I am not worthy to be a Sister, let alone the Mother Superior of these many here. We can give you what you need and more if you stay.”
“I know right. Debt ‘s debt.” Eve’ rat know that.
She stop cold. “You think that you are incurring a debt by staying here?”
“Ain’ I? Wha’ I’m suppose think? An I see one an’ ‘m null gon’ jus’ be here an’ . . . null tha’ . . . I won’ be your slave!” Start lookin for way out tha hall ta secure.
I stop cause Mom Super raise her hand. Slow like. Like she do ta quiet tha meal hall ‘fore meal. Hadn’ expected her ta be calm like tha’.
“If I gave a way to repay your debt, would you stay?”
TO BE CONTINUED…
Quelle: https://robertsspaceindustries.com/comm-link/seri…d-Evil-Part-One
Alles anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hello Citizens,
Over the years, the Star Citizen community has enjoyed the opportunity to interact with CIG employees in a variety of unique ways. We’re now excited to offer a direct and organized process for creators to invite official CIG representatives to their podcasts, videos, streams, and talk shows. Head over to our FAQ to learn more.
Help us make the How to Play section of the Star Citizen website even better, starting with Star Marine and Arena Commander. Take part in the contest for a chance to win prizes and leave your mark on the official Star Citizen website.
Lastly, if you haven’t picked up a ticket for CitizenCon 2948, we still have Standard Access tickets available here. Join us at the Long Center, in Austin, Texas, for a full day of presentations and interactions, exploring the current and future developments in Star Citizen and Squadron 42.
With that, let’s see what’s going on this week:
Monday is another all-new episode of Calling All Devs, this time with questions about animations, VTOL changes, linking multiple quantum jumps as waypoints, Death of a Spaceman and the future of a potential career as a capital ship navigator. You won’t want to miss this one.
Tuesday is lore day! The Lore Team will publish another in-fiction story to help cure your craving for more Star Citizen lore. Check out previously published lore posts here.
Thursday, we’ll receive an update on the latest developments in the PU, and talk about the Legacy Armor in an all-new episode of Around the Verse. The embedded Loremaker’s Guide to the Galaxy will explore the lore, science and behind-the-scenes decisions involved in the design of the Osiris System.
Lastly, make sure to tune in on Friday at 12PM PDT / 7PM UTC for another episode of Reverse the Verse, broadcasted live on our Star Citizen Twitch channel. Stay tuned for further information about who our special guests will be and keep an eye on Spectrum for the Questions Thread!
And with that, we’ll see you in the ‘Verse.
Ulf Kuerschner
Community Manager
The Weekly Community Content ScheduleMONDAY, MAY 21ST, 2018
Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/)TUESDAY, MAY 22ND, 2018
Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)WEDNESDAY, MAY 23RD, 2018
-THURSDAY, MAY 24TH, 2018
Around the Verse – Legacy Armor & Loremaker’s Guide to the Galaxy (https://www.youtube.com/user/RobertsSpaceInd/)
Vault UpdateFRIDAY, MAY 25TH, 2018
Reverse the Verse Live (https://www.twitch.tv/starcitizen)
Roadmap Update
RSI Newsletter
Community Spotlight: May 21st, 2018Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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!
View of Cellin by Cruma
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.I can never get enough of a view like this. Cruma took this screenshot while playing 3.1.4 on his birthday! Belated congratulations, Cruma!
Poster ANVIL Crucible by Olaf_Jaeger
Check out the image on our community hub.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Not the first time Olaf blew us away with one of his posters. This time, he's featuring Anvil Aerospace’s first dedicated repair ship, the Crucible.
Check out the Community Hub post here
Quelle: https://robertsspaceindustries.com/comm-link/citi…In-Star-Citizen
Cloud Imperium Games hat sich wieder mit einer neuen Folge der Around-the-Verse-Video-Reihe zum kommenden Weltraum-MMORPG Star Citizen gemeldet. In dieser Folge dreht sich alles um das neue Schiff Vanduul Blade, den Kiosk, über den ihr euer Schiff…
Quelle: http://www.pcgames.de/Star-Citizen-S…-kiosk-1256791/
Alles anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hello Citizens,
Last week, we introduced the Crusader Hercules to the lineup of ships you’ll come across while exploring the Star Citizen universe. The entire Hercules family excels in numerous military, civilian, and humanitarian aid applications. If you’re looking to discover more information about the Hercules, you can head over to our Q&A Spectrum thread to ask your burning questions.
Also, if you havn’t picked up a ticket for CitizenCon 2948, we still have Standard Access tickets available here. See a live presentation from Chris Roberts, and meet the team behind the game. We’ll also have plenty of activities and demonstrations around the venue, throughout the day to keep you entertained. We can’t wait to see you all there!
Lastly, we wrapped up our third and final round of our Intel sponsored 900p SSD Screenshot Contest. Congratulations to Captain_Raoul on their winning image.
With that, let’s see what’s going on this week:
Today sees a brand new episode of Calling All Devs, the show answering the questions asked and voted on by you, the Star Citizen community. This week, we address questions on the party system, scanning ranges, cargo encumbrance, and more.
On Tuesday, the Lore Team has prepared another original piece of content, providing new fictional insight on the Star Citizen universe. If you’re looking to fully immerse yourself, these are definitely for you.
Every Thursday, we welcome an all new episode of Around the Verse. This week, not only are we going to dive into Shop Item Kiosks, but we’ll also release a Vanduul Blade themed Ship Shape segment as a special treat, no summoning thread required!
Lastly, make sure to tune in on Friday at 9AM PDT / 4PM UTC for another episode of Reverse the Verse, broadcasted live on our Star Citizen Twitch channel. This week, we’ll continue the discussion of Shop Item Kiosks and the Vanduul Blade as seen on Around the Verse.
And with that, we’ll see you in the ‘Verse.
Tyler “Zyloh” Witkin
Lead Community Manager
The Weekly Community Content ScheduleMONDAY, MAY 14TH, 2018
Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/)TUESDAY, MAY 15TH, 2018
Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)WEDNESDAY, MAY 16TH, 2018
-THURSDAY, MAY 17TH, 2018
Around the Verse – Shop Item Kiosks & Vanduul Blade Ship Shape (https://www.youtube.com/user/RobertsSpaceInd/)
Vault UpdateFRIDAY, MAY 18TH, 2018
Reverse the Verse Live (https://www.twitch.tv/starcitizen)
Roadmap Update
RSI Newsletter
Community Spotlight: May 14th, 2018Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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!
AEGIS Gladius Squadron Showreel by JRT-Juggernaut
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.JRT-Juggernaut shows off his piloting skills in style.
Daymar Rally on the Cyclones by Corsair62
Check out the full video here.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
This might just be my favorite screenshot ever taken. Great job!
Check out the Community Hub post here
Quelle: https://robertsspaceindustries.com/comm-link/citi…In-Star-Citizen
Im Rahmen eines neuen Entwickler-Videos sprechen einige Mitarbeiter von Cloud Imperium Games über einige Aspekte des Weltraumspiels Star Citizen. In dieser Episode kommt unter anderem der Systems Designer Jonny Jacevivius zu Wort, um ein das…
Quelle: http://www.pcgames.de/Star-Citizen-S…d-mehr-1255999/
Das Team von Cloud Imperium Games hat kürzlich eine neue Ausgabe von "Around the Verse" zu Star Citizen veröffentlicht. Darin sprechen Sandi Gardiner, Chris Roberts und mehrere Mitarbeiter des Studios über den aktuellen Stand der Entwicklung des Sci-Fi…
Quelle: http://www.pcgames.de/Star-Citizen-S…tlicht-1256238/
This week’s episode features a Star Citizen project update, takes a look at the development of Service Beacons, and welcomes Bugsmashers back into the ATV fold.
You can purchase CitizenCon tickets here: https://robertsspaceindustries.com/comm-link/tran…48-Announcement
You can find the April 2018 Monthly Report here.
Quelle: https://robertsspaceindustries.com/comm-link/tran…round-The-Verse
Alles anzeigenFor almost three centuries, Squadron 88 delivered on its motto — “Stand and Deliver.” The squadron’s lineage goes back to the Second Tevarin War, though it didn’t see any action in that conflict. It has spent time along the Perry Line and, most famously, made the ultimate sacrifice during the Fall of Caliban. It was there the 88th earned its famous and fateful nickname “The Lost Squad.”
The 88th was formed in 2608 as the Tevarin military was pushing their way through the Empire for a second time. Their leader, Corath’Thal, was expertly using guerilla tactics to terrorize the Human public and force the UEE Navy to divide their more powerful military resources. In response, the Navy reorganized its ranks to better respond to the Tevarin’s asymmetrical warfare. It was as part of this restructuring that the 88th came into existence.
Classified as a support squadron, the 88th provided logistical help to both forces fighting along the front lines and civilian populations ravaged by unexpected Tevarin attacks. The diverse workload birthed a squadron that became known as a jack-of-all-trades but master of none. It was capable of efficiently establishing a secure supply line, setting up and managing sensor beacons, or swooping into battle at a moment’s notice.
While the 88th was never known for its fighter pilots, it groomed some of the best logistic officers. The squadron’s wide range of assignments gave its members an understanding of the Navy’s many roles, birthing a culture of starmen dedicated to making the Navy better in every capacity.
With the Tevarin conflict resolved, the 88th was reassigned to the Castra System in the mid-27th century as the cold war with the Xi’an intensified. Though technically not on the Perry Line, documents released under Imperator Costigan’s Historical Truth Act of 2941 revealed that the 88th participated in at least 50 missions in Perry Line systems. They assumed many roles, but mainly provided logistical support and resupplied squadrons patrolling the borders.
After the Akari/Kray Treaty eased tensions with the Xi’an and effectively ended the cold war, the 88th became an integral part of Castra’s transition from a closed military system to one open to the public. When the first civilian convoys entered the system, members of the 88th were given the honor of leading them to Sherman’s perch atop Mount Olympus. For many outside the Navy, it was the first time they had heard of the 88th, but tragically, it would not be the last.
The Next Assignment
After its help transitioning Castra into an open system, Squadron 88 was once again transferred. The squadron was relocated to the Caliban System and established operations on Crion (Caliban II). Though it had been almost 70 years since the Vanduul had ripped Virgil from Humanity’s hands, Caliban was still under threat. The system faced sporadic attacks from small clans. Even though those attacks were repelled, it was clear the system was a target and things were only getting worse.
The 88th’s presence was heralded as a sign that the UEE was serious about keeping the Vanduul out of the system, yet behind the scenes, things were far from perfect. Though the squadron was charged with maintaining and repairing the system’s aging sensor grid, leaked documents following the Fall of Caliban showed that the 88th’s commanders often fought with Navy brass over funding and resources. In 2878, Avery Sinaga, the squadron’s commanding officer, even requested a transfer unless she received the assets necessary to protect Caliban. She was subsequently sent to a different squadron, though in later years she would state she regretted not being there when her troops needed her most.
The Fall of Caliban
On record, Caliban had everything it needed to defend itself: a vast network of early warning sensors, anti-aircraft weaponry built into the asteroid belt, and even supplemental patrols by competent local militias to augment Squadron 88’s routine watch throughout the system. The infrastructure was there to prevent a tragedy; yet one still occurred on July 7, 2884.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.It is still not exactly known how the massive Vanduul clan slipped past early warning sensors to enter the system, but the 88th’s pilots on patrol near Caliban IV were the first to spot the aggressors. A distress signal was sent, but the accompanying message was cut off. The rest of the squadron mobilized to engage the threat, not knowing how overpowering it would be.
It was only when the faster scout ships neared the approaching clan that they realized the true scope of the raid. At the heart of the Vanduul force loomed a Kingship, kilometers long and with more than enough firepower to eliminate a full fleet, let alone a single squadron. The 88th immediately dispatched comm drones requesting reinforcements. Based on the distance and response time, the squadron knew it would be, at least, a day or two before they received any support.
Commander Randall, Squadron 88’s CO, quickly shifted the strategy away from defending Crion to organizing and defending civilian convoys evacuating the system. As she climbed into her ship to lead the effort, Commander Randall told the 88th that the goal wasn’t to track confirmed kills, but count the number of people they saved, “We must stand firm in the face of the enemy, and deliver these people to safety. We’re the 88th. If it needs to be done, we’re the ones to do it.”
For two long and brutal days the men and women of the 88th fought a fearless delaying action, waiting for the reinforcements to arrive. Though completely outnumbered and outclassed, they gave everything they had to slow down the encroaching attackers. When the 2nd Fleet finally made their approach to Crion, they were shocked to discover any survivors at all amidst the utter devastation and the planet-wide flames. Civilian losses were heavy, and the brave pilots of the 88th suffered even worse. However, thanks to the squadron’s incredible sacrifice, millions of civilians were able to escape the system. The 2nd Fleet quickly moved to rescue any remaining Humans they could find before they too abandoned the system. Caliban has been under Vanduul control ever since.
Out of respect to the families of those who died, exact casualty reports have remained classified, but from what historians have been able to piece together, the losses were among the most devastating in Naval history. Most telling is that following the Fall of Caliban, the UEE Navy officially retired Squadron 88, cementing its legacy as having made the ultimate sacrifice for their Empire, and leading to the evocative moniker, bestowed upon it by the public, of “The Lost Squad.”
Quelle: https://robertsspaceindustries.com/comm-link/spec…olio-Lost-Squad
Wie genau wird das überarbeitete Waffensystem in Star Citizen funktionieren? Diese und weitere Fragen haben Mitarbeiter von Cloud Imperium Games jetzt beantwortet. Im Rahmen einer neuen Video-Episode von "Call All Devs" kommen unter anderem Jonny…
Quelle: http://www.pcgames.de/Star-Citizen-S…-video-1256000/
Alles anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hello Citizens,
Last week, CitizenCon 2948 was all the buzz with tickets going on sale in waves on Wednesday and Thursday. Didn’t pick up a ticket? Fear not, for we still have Standard Access tickets available here. We can’t wait to see many of you in October!
Also, we were stunned by your ability to capture awe-inspiring scenic vistas for Round 2 of our Screenshot Contest on Spectrum. Congratulations to citizen NarayanN7 for winning and grabbing an Intel® Optane™ SSD 900P. This week’s theme is Lifestyle. We want to see what a day in the life of your character is all about. Lounging at the bar, dance parties, shopping for your latest wardrobe, and more! You can enter the contest in this Spectrum thread.
With that, let’s see what’s going on this week:
Today sees a brand new episode of Calling All Devs, the show answering the questions asked and voted on by you, the Star Citizen community. This week is our longest Calling All Devs yet, with an in-depth discussion about Gravlev, atmospheric flight, IFCS and more.
On Tuesday, the Lore Team opens up the Jump Point Vault and publishes either a Galactic Guide or Portfolio article that was previously available to Subscribers in our monthly Jump Point magazine.
Every Thursday, we welcome an all new episode of Around the Verse. Throughout Star Citizen’s development, we’ve brought you the latest news in a variety of formats, refining our process as we go. The goal is always to serve the community with the most up-to-date information possible, while still being sensitive to the demands of our developers. This Thursday’s show, we’ll also be featuring an additional segment, that will rotate between Bugsmashers, Loremaker’s Guide to the Galaxy, and two Ship Shapes a month.
Lastly, make sure to tune in on Friday at 12pm PDT / 7pm UTC for another episode of Reverse the Verse, broadcasted live on our Star Citizen Twitch channel. This week will continue the discussion of Service Beacons from Around the Verse with Tony Zurovec!
And that’s our schedule for this week, citizens. We’ll see you in the ‘Verse!
Tyler Nolin
Community Manager
The Weekly Community Content ScheduleMONDAY, MAY 7th, 2018
Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/)TUESDAY, MAY 8TH, 2018
Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)WEDNESDAY, MAY 9TH, 2018
-THURSDAY, MAY 10TH, 2018
Around the Verse – Service Beacons (https://www.youtube.com/user/RobertsSpaceInd/)
Vault UpdateFRIDAY, MAY 11TH, 2018
Reverse the Verse Live (https://www.twitch.tv/starcitizen)
Hercules Starlifter Concept Promotion
Roadmap Update
RSI Newsletter
Community Spotlight: May 7th, 2018Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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 Panorama: Moons by Terada
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Terada visits all 3 moons to capture some amazing shots while playing Alpha 3.1.4 on the PTU.
Star Citizen 3.1 Timelapse by NarayanN7
Check out the full video here.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Thanks to a recent update to the Director’s Camera, Narayan was able to improve off his original Timelapse video and all the shots are absolutely stunning!
Watch the full video here
Quelle: https://robertsspaceindustries.com/comm-link/citi…In-Star-Citizen
Das Entwicklerstudio Cloud Imperium Games arbeitet auch weiterhin an der Alpha des Weltraumspiels Star Citizen. Auf die bevorstehenden Neuerungen gibt es jetzt einen Ausblick. Zu diesem Zweck hat das Team eine weitere Episode der Video-Serie "Around the…
Quelle: http://www.pcgames.de/Star-Citizen-S…-video-1255893/
This week, Ricky Jutley returns with another PU project update, and Jared serves up a double helping of Ship Shape, with looks at the Anvil Hurricane and the reveal of a new series of concept ships.
You can purchase CitizenCon tickets here: https://robertsspaceindustries.com/comm-link/tran…48-Announcement
You can find the April 2018 Monthly Report here.
Quelle: https://robertsspaceindustries.com/comm-link/tran…round-The-Verse
Alles anzeigenMonthly Studio Report: April 2018
Welcome to Cloud Imperium Games’ Monthly Studio Report for April, bringing you insight into what all of our studios have been working on. This month, the team delivered multiple updates to Alpha 3.1, made advancements on a variety of new systems and features, like scanning and mining, and continued development on Squadron 42. With that said, let’s get to it.
Los Angeles
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.LOS ANGELES
VEHICLE FEATURES
The team focused on two major priorities in April: one was the scanning feature, which is making good progress. The focus has been on the code-side that will be used throughout Star Citizen, including for Mining and in Squadron 42. The other priority was Object Container Streaming development, as it relates to making vehicles thread safe. This is one step toward a larger goal being worked on across the company — to provide a significant performance increase in the game. In addition to these tasks, the team provided support in various areas, such as fixing crash bugs on the 3.1 stream, assisting in development on the Anvil Hurricane, and tackling bugs in areas of the game that were hindering development.
VEHICLE PIPELINE
Tech Design completed their initial set-up of the Anvil F8 Lightning. They’ve also been setting up the Anvil Hurricane while the Art Team wraps up their work ahead of the Alpha 3.2 release. Tech Art will begin the damage pass on the Hurricane soon. The teams are looking forward to adding the Hurricane to the list of flyable ships. Tech Design and Art were also busy collaborating on the Consolidated Outland Mustang revision.
Currently, Tech Art is tackling damage passes for the Aegis Avenger revision and Origin 600i, as well as implementing landing gear compression on various ships. Tech Art also supported various teams and features such as Mining. The MISC Prospector is getting a working boom arm that carries the mining and tractor beam tools. The boom arm will work like a turret and aim where the pilot looks so it can mine asteroids. Tech Art created the boom arm ‘rig’ for the Animation Team, and will help put the asset and animation states into the game.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.GAMEPLAY FEATURES
The team developed in-game support for groups that will be accessible on the player’s mobiGlas and Visor. They worked closely with the Spectrum and Backend Services teams to ensure that the feature is as seamless and integrated as possible. The teams met daily to make sure everyone was on the same page, and swift progress lead to the team outlining the Spectrum API to support Groups and Lobbies (which enable Chat functionality). Turbulent will soon implement a stub service according to the spec’d-out API, at which point the team can implement the client side. This will allow both teams to work in parallel, which speeds up development. Once the Spectrum-enabled service is ready, the client team will replace the stub with the real spectrum-enabled service. This will allow the team to test and add more features to the groups system going forward.
NARRATIVE
The Narrative Team delivered a wide variety of content in April. Loremaker’s Guide to the Galaxy toured the Nul system, the new serialized fiction series One Good Deed came to a dramatic end, and another issue of Jump Point was published. The team also delivered content for the Origin 100 brochure and sale page, alongside a host of other marketing materials.
Meanwhile, the team worked with art and design to develop a series of templates to not only help flesh out locations and biomes across the Star Citizen universe, but provide a single, consolidated page for anyone in the company to seek out information. Additionally, they worked with design to expand the current list of commodities and resources, kick-off text needs for new 3.2 mission content, and deliver a number of weapon descriptions for new items being added to the game in upcoming releases.
For Squadron 42, there were several playthrough reviews at that start of the month that were helpful in highlighting areas that could use an additional environmental storytelling pass. Several documents were then created to assist the Environment Art and Props teams that proposed specific props and set decorations that could help sell the flavor of that particular moment. The team also completed a pass at ensuring all other remaining Squadron 42 narrative tasks have been properly identified and written up so that production can better track the work left to be done.
CHARACTERS
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Character Team highlights included revising the Persistent Universe undersuit and all the different legacy armor sets for Marines and Outlaws. The latter progressed well with the release goal being Alpha 3.2.0. The team also completed rounds of R&D on how to implement hair in a more in-depth way than the current system. The team also made solid progress on upcoming Mission Givers and clothing for the Olisar Collection.
For Squadron 42, the team worked on many of the principal characters and also moved forward on how they’ll deliver alien archetypes, while collaborating with the Weapons and AI teams to ensure they’re working within established in-game metrics.
Finally, the Character Team worked with the Graphics Team to implement the updated glass shader tech that debuted in the Around the Verse’s Squadron 42 update onto the existing helmets. They also modeled various fauna that will bring more life to the ‘verse in the future.
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DESIGN
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Designers put in fixes for the 3.1 release, planned and chipped away at 3.2 goals, and started moving forward with the new pricing model, and incorporating an internal recipe component for each item in the game. This involves extending the commodity and resource list to make it more representative of the final product. Recipes are broken out into three major components: resources, materials and parts. Basic resources can be mined/scavenged around the universe. Those resources can be delivered to refineries and transformed into materials. Finally, manufacturers will combine resources and materials to create parts. The finished purchasable items are comprised of a combination of logical parts and materials. This is responsible for a portion of the item’s price, which will give players the ability to exert influence on the price through avenues such as mining, trading, scavenging resources, etc.
The team has also been focused on two major things. First, allowing players to quantum travel as a group with Quantum Linking. They’ve decided to incorporate this into the party system to make it more intuitive for the players. They’re also adding a calibration state, so destinations will need to be calibrated prior to quantum travel (QT) being initiated. Whether or not a group can quantum will be entirely dependent on party members being near each other, and aligning towards the QT Destination being calibrated. Once the target is calibrated, the master calibrator can enable the quantum for all aligned members.
The Design Team also added “Orbital Splines.” These will allow the player to select a destination on the surface of the planet, assuming they’re inside that planet’s sphere of influence, and travel to any known location in a single quantum jump. This system generates a spline for the player to travel on. For the first iteration, IFCS will likely align the ship when the player initiates the QT. The ship will travel along the created spline above the atmosphere with the destination in view at the end of the QT, and the trajectory will aim the ship down into the atmosphere once it’s arrived. The team believes this feature will enhance the planetary QT experience. QT will NOT be functional in atmosphere, but once a ship has exited the atmosphere, it can jump to another surface location in a single QT.
Finally, Design implemented animations for Levski’s next two mission givers: Recco Battaglia and Wallace Klim. R&D went into creating and implementing a script that will batch import the animation list based on a csv file. This will save a ton of time in the future. The team is focused on getting these whiteboxes signed off and into the game. While they are not on the current roadmap, if ready, they may make an appearance in 3.2.
ART
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The ATX Ship Art Team concentrated on the high-poly modeling phase of the Constellation Phoenix. They worked to get some interior areas to a ‘final’ stage, which helps them move onto the next area. In a couple of weeks, they will start the ship setup process, model out the damage/LODs, and get the interaction areas working correctly alongside the Tech Design department.
They also continued the detail pass on the F8 Lightning by applying the POMs, decals and final geo tweaks. They are currently concentrating on the cockpit, which requires a lot of attention to detail and making sure the interaction points / screens are lined up correctly. After this detail phase, they will work with Tech Design on the ship setup (damage, LODs).
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Server Engineering worked closely with Turbulent in planning the bridge between Spectrum and Diffusion services. In addition, they’ve created further services under the new architecture. The first is the login service, which coordinates and streamlines the initial login process for the client with the backend. The new login service better manages authentication, notifies required back end components, processes new entitlements (items, rentals), and handles error reporting. They also started planning for new services such as Reputation, Wallet, Badge and Insurance. Finally, the team integrated new tech into the main game code and continued to phase out older technology.
ANIMATION
The PU Animation Team worked on Mission Givers Battaglia and Brunt, and a gruff female shopkeeper. Animations for the Mission Givers are being polished, while those for the shopkeeper are in the implementation phase. Design also provided support by getting these characters hooked up in game. Additionally, ATX aided other animation teams with mocap cleaning and solving, and kicked off R&D on the bartender and bartending functionality.
The Ship Animation Team also took time to improve the current animation pipeline and processes, streamlining the overall process in order to free up animators to work on new feature updates for cockpits. This includes updates to all cockpit types, trigger presses, button presses, and the general cockpit experience. In addition, the team continued work related to the 3.2 release. The planned ships for the release include the Origin 600i, Anvil Hurricane, Aegis Eclipse, and Vanduul Blade. 3.2 also includes art and animation updates to the Aegis Avenger series, and new features that affect ship animations, like the mining arm on the MISC Prospector and manned turrets in vehicles. Finally, the team fixed various bugs and issues that cropped up.
OPERATIONS
The DevOps Publishing Team supported daily publishes for the 3.1.x development cycle. They spent the remaining time analyzing gameplay data and performance analytics, providing daily reports to assist the development effort. The team rolled out additional enhancements to internal performance analytics, allowing them to measure client and server performance indicators at much more detailed levels than before. These analytics can get down to minute levels of detail to help the dev team monitor and tune things like memory consumption by process, processor load by activity, and bandwidth utilization per task.
The DevOps BuildOps Team shifted from performance and stability to feature enhancements on the overall build system. This work included new services that enable more finely tuned patches, allowing for more rapid last minute changes. They also rolled out the initial stages of a new internal build process, which breaks out separate build branches to the feature team level. The goal is to reduce internal iteration time for individual feature teams, so they don’t have to wait on the larger internal builds to test their work. Dev teams have provided positive feedback and look forward to the knock-on effect this will have on individual feature development.
April was a busy month of balancing priorities for ATX QA. They helped development with fast iterations to the PTU for final fixes of the 3.1.0 cycle. These took the form of patches 3.1.1, 3.1.2, and 3.1.3. Each requiring support from QA to test the build, environment and launcher, monitor results, and provide data to the developers.
QA also paid attention to Game-Dev and 3.2 preparations. They bugged up issues that crept in while focus was on the publish cycle, and cleared out the backlogged fixes that needed to be verified. These included mission dialog and reward updates, updates to Field of View transitions, connection recovery, IFCS control systems, and various code changes to entity management.
Other projects included an extensive pass over turret functionality and starter ships to help live design identify and prioritize problem areas. The tech team tested updates to the Autodesk tools in advance of them rolling out to developers, as well as new launcher fixes from Turbulent. The Player Relations Team coordinated with several other teams to get 3.1.3 to Live and 3.1.4 to PTU. The 3.1.4 update includes some much anticipated IFCS changes and crash fixes. With 3.1.3 out and 3.1.4 on the way, the team would like to remind and encourage everyone to use the Issue Council to help the team triage and rate bugs and functionality. That data gets used to prioritize future updates, plus Issue Council participation will make players eligible to get into earlier PTU waves.
Wilmslow & Derby
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GRAPHICS
The Graphics Team spent the month on R&D in four different areas. The first is a new multi-layered shader system, which provides a generalized workflow for creating and sharing material layers that can be dynamically combined using the HardSurface and Organic shader currently under development. This system will allow Art Teams to share a similar workflow when it comes to dynamic wear and dirt build-up, unifying the appearance of these important visual features across the game.
The second R&D topic was multi-resolution gas clouds, which allows the placement of smaller, more detailed gas clouds inside larger clouds to provide the equivalent of a bespoke location on a planet. This was a particularly complex task because the volumetric nature of gas clouds means that the team had to solve issues with lighting, shadows, sorting, and density seams. This tech is crucial for Squadron 42, but will also be used for building missions in the PU.
The rest of the team worked on generalized GPU particle spline support to improve effects such as beam weapons and lightning, improved glass shading for more realistic and dynamic ship canopies and visors, and provided general improvements for all glass and transparent materials.
UI
The team spent the start of the month planning for Q2, with Mining and Ship Item Kiosks being two features in need of support. The Mining HUD was designed and iterated on throughout the month with implementation work starting soon. Prototyping progressed in the wireframe stage for Ship Item Kiosks, which helps identify issues with the UX before final artwork is created. Alongside these tasks, the team continued to support the Rest Stops being created by Art. Generic utilitarian environment branding sheets are also being designed to allow the Art Team to have variation in the look and lighting of the environments.
Finally, the team made steps to improve the UI Tech. They identified three systems (‘Bindings’, ‘Building Blocks’ and ‘Resource Manager’) that they will scope out and implement over the coming months to make UI creation and prototyping easier for Engineers and Designers.
ANIMATION
The Animation Team worked on Vanduul block-outs to inform the combat design being developed. They also focused on combat AI actions (grenade throws, diving away from grenades, etc.) and tested different combat styles for varied enemy archetypes (untrained vs trained).
The team also spent time on player locomotion (moving stop assets from animation-driven to entity-driven, to give a better parity between local client and server), weapon malfunctions, and tweaks and re-exports to various FPS weapons. They also continued to iron out popping and glitching with the existing usable animation sets. Finally, R&D animation assets were created to test the player knock-down design for combat.
The Facial Animation Team collaborated with the Gameplay Story Team on scenes for Squadron 42. PU facial animation polish is ongoing, and plans are in place to further flesh out the existing PU with face animation, like emotes, etc. They also successfully captured more data at a one-day shoot in Nottingham, UK that will go into production soon.
GAMEPLAY STORY
The team focused on preparing “pre-vis” assets for high priority scenes to assist Design with white-boxing. This meant assembling scenes in Maya, building track view scenes in-game, and adding animations to Mannequin. It is useful to see these scenes appear in context within the level flow, and the team is using this as a springboard to improve the appearance and implementation of these scenes.
ENGINEERING/PROGRAMMING
The Actor Gameplay Teams worked on getting a consistent structure in place for picking up and interacting with items, including a new inspect mode for anything the player carries. Now, players picking up an item can select whether to stow or inspect it. While carrying a weapon in the right hand, the player can also pick up and stow smaller items, such as ammo or medpens. This action can be done in various states, be it standing, crouching, sitting or EVA.
On the weapon front, they’ve been exploring better solutions for the firing recoil, including bullet spread. The investigation begins with what works and feels right for each weapon between animated recoil, procedural recoil, the effect of recoil on the camera, and how it all ties into the bullet spread. By tweaking these elements, the team will be able to tune each weapon to make it feel satisfying and distinct.
Another team has been implementing the new “lean” mechanic, which will primarily be used behind cover. Cover is no longer marked up by Designers as a special “cover” state. Now, it’s much more systemic with the player deciding what to crouch or hide behind, and how to use the environment to their advantage. Being able to lean out and fire is now part of that. They also worked with the Animation Team to improve the look and feel of the start, steps, stops and turns for the player. This was to make the control more responsive, as required from the first-person view, while also looking good in third person or when seen in multiplayer.
They also set up a new vehicle team in the UK to support the LA team. They’re tackling the functionality to overclock ship items and all the advantages and risks that entails. For example, overclocking engines might produce more thrust but they’ll overheat and wear faster. This is part of a holistic system dealing with an item’s quality level, wear, damage, and so on. These factors will ultimately decide how well the item functions, if it misfires or stops working completely.
SHIPS
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Work is underway on the next generation of space stations. This begins with Rest Stops that are created semi-procedurally, allowing the team to easily populate the PU with many variations. To accomplish this feat, they have focused on developing the tools and workflow needed to achieve it.
With 3.2 on the horizon, the Ship Art Team pushed hard on the Aegis Eclipse, Aegis Avenger, Origin 600i and Vanduul Blade. Most of the art for these ships is done with the focus now on polish, final lighting and getting the technical things ready, such as landing gear, damage set-up and LODs.
The Concept Team completed tasks for the Origin 100 series starter ships, and continued work on four other ships that range in size from small to large.
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The Audio Department strove to convert all the ship audio to the IFCS 2.0 system, tweaking and modifying values to achieve the previous audio benchmarks. Once fully converted, the team will review the ship content to further improve the audio experience.
Another big focus has been designing and implementing the first iteration of audio content for mining. The aim is to achieve a tactile audio experience that both entertains and informs the player. The team also further developed the Foley system, implementing material types to cover all new variants of clothing and armor in the game.
Additionally, the team completed a first pass on both the Gemini F55 and Kastak Arms Scalpel weapons. Finally, the Audio Department collaborated with composer Geoff Zanelli to establish the remaining musical themes and motifs to be featured throughout Squadron 42.
ENVIRONMENT ART
The team concentrated on the last few pieces of the Rest Stop exteriors; mainly the first-person level areas around the smaller landing pad entrances, which require higher detail passes than the rest of the large-scale exterior. On the interiors, they finalized the approved set of rooms and worked with Design to make sure their needs were met. More work went into procedural prop placement and developing the intended workflow and tools. That means they can further vary the content of the Rest Stop interiors dynamically.
On the hangar side, the team is finalizing the greybox set, in particular the large functional wall pieces such as the fuel and repair service modules. They began early material and surfacing breakout exploration. The team is also finalizing the animations for the front and top loading hangar doors, which due to their size have been a challenge to make feel both weighty and ponderous, yet open fast enough so players don’t have to wait too long.
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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The VFX Team, which includes dedicated Graphics and Game Code members as well as Artists, supported several feature sprints, including IFCS 2.0, mining and scanning. These feature requirements are pushing the GPU particle system along nicely. This includes the emit-from-spline required for the mining laser beams, but it can also be used to create more efficient lightning or experimental effects, such as space anomalies.
Besides feature support, the team worked on the Anvil Hurricane, the Aegis Avenger rework, and the Kastak Arms Scalpel ballistic sniper rifle. They also investigated general improvements to ballistic weapon effects, such as better muzzles and tracers.
VFX Artists incorporated the curl noise improvements made by the Graphics Team last month into Vanduul and Xi’an-specific effects, giving them a unique visual style that will be easily recognizable at a glance. On the VFX tools front, the team created a plugin that allows them to easily export vector fields from FumeFX to engine, and a new set of plugins to allow for easier integration of Houdini into the Artists’ general pipeline.
Frankfurt
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WEAPONS
The Weapons Team finished the first art pass for both the Gemini F55 and Klaus & Werner Demeco light machine guns. The team also did research and concept work for personal gadgets and continued various toolset improvements.
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The Engine Tools Team primarily focused on stability and usability improvements for the game Editor. The main focus was on replacing and improving existing Editor tools that don’t fully cover the team’s needs, or improving iteration times for the Designers, along with preparing future Subsumption integrations and easier Editor plugin creation. The recent work also includes better Data Core integration, improved Object Container workflows, improved Cinematic Tools, improved Editor start-up times, improved Procedural Tools integration, and general Editor stability and code clean-up of legacy code.
VFX
The DE VFX team refined the look of the overall Xi’an tech style. This included rebuilding some of the older existing effects to take advantage of newer technology, such as the Scout death mask explosion and the quantum drive. They’ve also worked on effects for the upcoming resource mining mechanic.
LIGHTING
The primary focus for the Lighting Team centered on the first pass of lighting for the modular Rest Stop system. This involved creating a lighting language and full ruleset that could be applied to each modular piece, so that when a new layout is created the lighting can seamlessly blend between rooms, shops and corridors, while at the same time maintaining a consistent visual style across an entire station.
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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hurston and Lorville are in full production with the Environment Art Team. They are about to wrap up a first pass on two Hurston ecosystems, the Trash Mesa and the Acidic biomes.
These new ecosystems will make full use of all the new features and refinements that the team recently worked on with the Engineers. Expect to see improved material transitions, and better integration of things like rock and terrain assets on the surface, giving everything a more natural and integrated look and feel. Lorville also moved into full production, with the city layout and direction approved by all departments. The art focus shifted towards breathing life into the city, its architecture, and the various areas the players will be able to visit.
QA
Prior to the 3.1 release, the QA Team worked with numerous disciplines. Following the release, they focused on supporting the DE Engineering Team. They routinely tested binaries to verify things were functioning as needed before being included into the live branch. They were also tasked with investigating crashes found in the Live release using PageHeap. They often aided the internal development team with various requests throughout the day. From tests to verify if small issues people encountered were due to their local files, or an actual issue within the current build, to the more complex tests that require testing on custom binaries and comparing differences between builds. They also devoted time to Subsumption, performing weekly smoke tests on new versions to ensure its functioning as intended for the Development Team.
TECH ART
The DE Tech Art Team continued rigging work on numerous weapons: the Gemini F55 light machine gun, Kastak Arms Scalpel sniper rifle, and Klaus & Werner Demeco light machine gun.
They completed R&D on leaning with weapons while Aiming Down Sight (ADS). Early implementation on the leaning was done from a proc clip, which is not scalable to the various weapon types and scopes in the game. The new requirements came from the Tech Design Team, and Tech Art provided a flexible solution where Tech Design can easily modify the results. For the v2 character customization system, they did a lot of R&D revolving around artefact-free adaptation of attachment assets (hair, beards, glasses, armor and clothing) to arbitrary face and body shapes at runtime. The goal is to author any attachment only once for a prototypical face or body, and then automatically and smoothly adapt its shape to any player-customized face or unique NPC created by the Art Department. The same system will be used both internally during asset creation and externally by players during character customization and loadout editing. Since characters, including all attachments and their respective LODs, may consist of more than 100k vertices, special emphasis was placed on finding suitable algorithms that can perform this complex task in real-time. Another focus in the development was making sure that the authoring of assets for use with this system is as simple and artist-friendly as possible, so the Art Department can create them efficiently. They also worked on improving multiple tools for the animation and art pipeline, including Playblast Tool, Custom Normals and a Houdini Exporter.
CINEMATICS
The Cinematics Team finished a sprint to get all high-critical and medium priority narrative scenes represented in the Squadron 42 build. Many scenes were already in-progress, but they wanted to give the level design team a full previsualization export of every important performance capture scene that might be relevant for level flow/pacing and specific environmental art needs. The previsualization effort also added Trackview sequences per scene and scene status commentary. During the process, they also cleaned-up character layers and character loadout naming conventions, which was necessary for easy readability of scene setups and performance within the editor. Once completed, they returned to an earlier chapter to dial in the environmental art for a key SPOILER location. Surfacing and materials needed updating to raise them to current standards, and they’re modifying the color scheme to align it with other ships / locations. Progress was also made on one of the most complex, in terms of logistics and numbers of actors, scenes in the middle of the Squadron 42.
ENGINE
The Engine Team directed their attention on various aspects of the engine. The Entity Component Scheduler was refactored to ensure a clearer API (ongoing but nearly finished). The component system has grown over time thanks to work done by different developers that added features. The team first introduced components, then threading, and finally update policies, which reduce the number of components to update. All these updates combined resulted in complex code. The refactor was tackled step by step by making the design more orthogonal, allowing a more flexible way to control components, by for example implementing new activation policies or update frequencies.
The team spent time with profiling tools, especially around the 3.1 release. A new system (CIGProfile) was introduced to replace the previous data collecting systems. CIGProfile is designed to be a central system that always collects data (not only when it is enabled), and transfers it to Listener to display. This design keeps a history of performance data. They implemented an auto performance capture that automatically triggers a dump of the performance metrics based on configured settings. With the history, they see when performance started to drop instead of analyzing why performance got worse when profiling after the performance drop. Building on this system, they’re implementing a continuous telemetry system, which always collects performance metrics, allowing the team to immediately see changes and react accordingly. The system is currently in the prototype phase.
They also improved the full tracker by making data serialization asynchronous, which helped the issues with server disconnects. Based on similar reasoning, they replaced the std::function object with a custom implementation. The std variant works nicely but can allocate memory, which is not too bad on the speedy memory allocation system. Yet the massive amount of allocations inside std::function affected the memory tracking tools, so reducing them was essential. The implementation now has the same interface and an internal freelist to reuse memory, putting less pressure on the central memory tracking. They also supported the UK team with Object Container Streaming work. BackgroundJobs/Fibers is a central tool to move all the loading code off to different threads. They put the loading code into a fiber, which normally runs on a background thread, and when this fiber encounters code that cannot be executed on a thread, it will queue itself for main thread processing. This works nicely, as it allows parts of the code to run in parallel, without changing the execution logic. With this setup, they ran into an interesting problem. Recursive critical section after a fiber is transitioning from one software thread to another. As this is not a scenario supported by the OS provided constructs, the team had to do their own threading primitives. Those are now fully implemented in user-space (besides using futex/WaitOnAddress as a low-level preemption construct).
They also worked on numerous other tasks. This included optimized sub surface scattering (which works with small sample counts), several fixes for large memory leaks of video and system memory (already part of 3.1), and chromatic aberration rendering improvements to preserves sharpness in the center of the screen.
BUILD ENGINEERING
The Build Engineering Team started merging the Trybuild codebase with the transformer codebase. This will enable them to have a unique environment for all services, such as the main build system, trybuild, and autocompiles. They also made Dedicated Game Servers available in QA test builds for QA Test Requests (QATR’s). This allows QA members to comprehensively test and control specific things, such as Shopping services, Interdiction, Generated Missions, Friend Lists & Chat, and Persistence.
AI
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The AI Team implemented the first version of the “Character Skill editor.” This new tool allows Designers to create skill settings for the NPCs, individually configure them, and define how skills and traits influence different stats. Stats are the way skills and traits are converted into numbers that will internally influence the code performing the different actions. Skills and traits can also be used directly in the behaviors to drive the behavior selection, so an NPC can have a different outcome of specific actions based on their abilities, and decide to perform different actions or branch their decision differently in relation to their traits or skills.
To improve the combat experience, they introduced the ballistic prediction to use grenades and any ballistic weapon. Now NPCs will be able to understand what type of prediction is required by the weapon they want, enabling the team to create weapon types more efficiently and allow more variations in the behaviors. They also improved the movement system to allow the selection of the transition between locomotion and in-cover state, so that NPCs can correctly align to the cover location in relation to the direction of their target. For dogfight behaviors, they introduced behavior improvements to split fighters and gunships, so players will experience NPCs attempting different attack strategies based on the ship and its physical abilities. Pilots flying fighters will attempt to decouple their movements with their attacks, while gunship pilots will prefer to circle their targets to take advantage of their turrets. Work started on the Vanduul characters, preparing all the basics on their behaviors so design can iterate on them.
SYSTEM DESIGN
The System Design Team was busy with AI related features. FPS AI now know how to flank the player to surprise them and throw grenades in numerous ways and situations. Design work is also wrapping up on how the NPCs react to grenades thrown at them; whether they get surprised, leap out of the way, etc. For Ship AI, they’re splitting the combat behaviors into pilot subclasses, so that the AI know how to fly ships that have specific tactics. For example, a Starfarer should not dogfight like a Gladius, so a Starfarer pilot needs to be aware of the turret placement and not necessarily use their main guns to attack. They also assisted the AI Team with the initial pass on Vanduul Combat AI. They continued populating modular hangar common elements with NPCs to make places feel more alive. This will be an ongoing process until each location feels adequately populated. They also made progress on mining and most of the basic elements are near completion. Once the elements are finished, they will combine numerous elements and reassure everything works as intended.
LEVEL DESIGN
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The PU Level Design team finished the whitebox pass on Lorville, and together with the Art Team, began the process of bringing Lorville to its final quality with the greybox and final art. There’s still work to be done, but progress is on track. This will be the first proper flagship landing zone, dwarfing Levski in scale. They also began whiteboxing train stations located along the outer perimeter of the city. These will bring players and NPCs from the planetary surface to the civilian district, as well as to garages for spawning vehicles. They whiteboxed the Spaceport and the many hangars that come with it, since the team expects heavy traffic in these flagship locations from both players and AI. Here’s a small teaser screenshot of the Lorville whitebox:
They also planned additional content for Area18 to bring it up to a full landing zone status. This means designing the space for a proper spaceport, shops and services, as well as adjusting it to accommodate all the new content. They also continued work on the procedural tool, looked into procedural prop placement, and built a library of whitebox rooms and connectors that the tool will use to generate stations.
Platform: Turbulent
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.PLATFORM: TURBULENT
April saw big leaps in Spectrum development and releases, as well as security upgrades, promotional pages and a new support center.
SPECTRUM
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.3.7.4 was released live on production. This release included block list, custom roles and custom emojis. The team appreciates all the “Spectrocatis” providing bug reports to help get the release ready for the live publish, and all the backers personalizing their organizations by adding custom emojis.
The UX Teams completed a series of user interviews to improve plans for the voice/friend channels in Spectrum. Thanks to all those who participated. The UX and Design team completed work on the friends list, although some iterations and changes are expected as designs are implemented. Here’s a sneak peek at that work.
Currently, the Spectrum Team is on a sprint to get the friends system feature complete. After that, the team will test it extensively on PTU and rely heavily on the “Spectrocati” near the end of May.
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The team made improvements to the RSI site. New security measures were added to prevent brute force attacks and reduce hacked accounts. Force 2FA was added for melting and gifting pledges to further protect accounts. Changes were made to the Roadmap backend Jira import script to expand across multiple teams, allowing CIG production teams more autonomy and flexibility when building their release schedules.
The Turbulent Team supported the presentation of the Origin 100i, including a uniquely designed concept ship page. The team setup and provided support for the 3.1 Free Fly where new users and existing backers had an opportunity to fly the Cutlass Black and roam planetside in the Tumbril Cyclone.
Lead devs spent a week in Austin making technical design decisions for the implementation of group system. The Group system is a necessary feature that will completely change the way you play Star Citizen with friends.
KNOWLEDGE BASE
Knowledge base development is complete. The team added it to the mobile designs, making sure all aspects of it are accessible on all devices. They also worked on implementing a contact form that is user friendly and streamlines responses from a CIG Player relations agent. Knowledge base is on track to launch in the month of May.
Community
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.COMMUNITY
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Last month’s report ended on a high note by welcoming the 2 millionth citizen to the ‘verse. In case you missed it, the team also celebrated this milestone with a Letter from the Chairman. Special Spectrum badges and sporty in-game t-shirts will show the dedication of everyone who was a part of the project before hitting the phenomenal 2 million mark. The Free Fly event held this month gave prospective citizens the chance to get into the ‘verse and take some ships and vehicles for a spin. With that, the journey towards the 3 million citizens has begun.
On April 21st, team members took part in BritizenCon, the UK’s biggest community-driven Star Citizen event. Congratulations to all the organizers for putting on a successful event. BritizenCon included several developer panels, raffles, and a thrilling dogfighting tournament. BritizenCon also marked the launch of the new website of JR Fabrication. The company creates real-life outpost furniture, as seen on the show floor of Gamescom last year, and the cargo crate that played an integral role in the 3.0 trailer presentation at CitizenCon 2947.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.In April, the team revealed the innovative 100 Series from Origin Jumpworks. With a cutting-edge fuel intake and the unmistakable Origin design, it is a valid alternative starter ship to the Mustang and Aurora. The introduction of the Origin 100 series was accompanied by a Shipyard post that dove into how fuel mechanics currently work and what’s in the store for the future.
On the event front, the team is currently running a promotion in cooperation with Intel. Selected streamers are showcasing the power and improved performance that is unlocked with an Intel Optane SSD. Make sure to check out Mitauchi and CrucianGaming streaming throughout the week and head over to Spectrum for a chance to win one of those incredible SSDs yourself. Participate in the ongoing screenshot competition and take your gaming setup to the next level!
To learn about what’s coming, head to the Roadmap that now includes the plans for Alpha 3.5! The Roadmap expanded its reach into the first quarter of 2019, and the team will continue to iterate on the 3.5 branch as they progress through the year. Finally, the team released details for CitizenCon 2948 to be held in Austin, TX, on the 10th of October. Visit the event page to find out when tickets go on sale and how to prepare for what is shaping up to be the biggest Star Citizen live event yet.
And with that, see you in the ’verse!
Conclusion
WE’LL SEE YOU NEXT MONTH…
Quelle: https://robertsspaceindustries.com/comm-link/tran…port-April-2018
Alles anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hello Citizens,
Last week we announced the date and location for CitizenCon 2948! We invite you to join us at the Long Center, in Austin, Texas, on October 10th, for a full day of presentations and interactions, exploring the current and future developments in Star Citizen and Squadron 42. See you there!
The Community team is currently looking through all the incredible screenshots we received for our Intel® Optane™ SSD 900P contest and will announce a winner soon. And although there can only be one winner, we’d like to thank everyone who submitted a screenshot. You guys did a fantastic job, and there’ll surely be another chance to come in in first place.
With that, let’s see what’s going on this week:
Today, we’ll welcome a new episode of Calling All Devs, the show answering the questions asked and voted on by you, the Star Citizen community. This week, we’ll cover the current state of things on the planet Crusader, oceans on the planet Hurston, and Orbital markers and the future of planetary approaches.
The fantastic Lore Team always expands on the lore and narrative that makes up the Star Citizen universe. Read up on previously published lore posts here and check back in on Tuesday for the latest post.
No Bugsmashers! this week, but the show will return next week on its regular bi-weekly schedule.
Thursday, we will welcome another installment of Around the Verse with an all-new episode of Ship Shape. Make sure to tune in for the latest news on the ‘Verse’s greatest ships. We’ll also publish our monthly report, so check out our website to see what the studios have been up to during the month of April.
Lastly, make sure to tune in on Friday at 9am PDT / 4pm UTC for another episode of Reverse the Verse, broadcasted live on our Star Citizen Twitch channel. Stay tuned for further information about who our special guests will be and keep an eye on Spectrum for the Questions Thread!
And that’s our schedule for this week, citizens. We’ll see you in the ‘Verse!
Ulf Kuerschner
Community Manager
The Weekly Community Content ScheduleMONDAY, APRIL 30th, 2018
Calling All Devs (https://www.youtube.com/user/RobertsSpaceInd/)TUESDAY, MAY 1ST, 2018
Weekly Lore Post (https://robertsspaceindustries.com/comm-link/spectrum-dispatch)WEDNESDAY, MAY 2ND, 2018
-THURSDAY, MAY 3RD, 2018
Around the Verse – Ship Shape (https://www.youtube.com/user/RobertsSpaceInd/)
Vault Update
Monthly ReportFRIDAY, MAY 4TH, 2018
Reverse the Verse Live (https://www.twitch.tv/starcitizen)
Roadmap Update
RSI Newsletter
Community Spotlight: April 30th, 2018Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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!
StarCitizen 3.1.3 Highlights by Bobmich
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AstroPub
Check out the full video here.The Great Beyond – by Utho Riley
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More fan music from Utho! This time he came up with a Symphonic Orchestral for one of his favorite Podcasts, the Captain’s table!
Listen to the song on the Community Hub.
Quelle: https://robertsspaceindustries.com/comm-link/citi…In-Star-Citizen
This week, on our monthly Squadron 42 special, we’ll get a development update and learn about how the Gameplay Story Animation team fleshes out the game’s world, where storytelling and interaction collide.
Learn more details about CitizenCon 2948 here: https://robertsspaceindustries.com/comm-link/tran…48-Announcement
Quelle: https://robertsspaceindustries.com/comm-link/tran…round-The-Verse