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Cloud Imperium Games hat die Star Citizen Alpha 2.6 im PTU (Public Test Universe) ausgerollt. Ein Gameplay-Trailer veranschaulicht neben dem aktuellen Entwicklungsstand auch die Neuerungen. Das Hauptaugenmerk liegt dabei auf dem lang erwarteten FPS…
Welcome to 2017 (or should we say 2947?) Since our last report, we’ve published a major patch (Star Citizen Alpha 2.6 with Star Marine) and have continued to make great progress towards our next updates. The launch of Star Marine was a major milestone for Star Citizen, and thanks to our dedicated community we have plenty of feedback on the FPS updates to work from. Before we move on to 2.6.1 (which is now available for testing on the PTU!) and beyond, however, let’s take a look back at the month that was January 2017 in Star Citizen’s development.
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Cloud Imperium Los Angeles
Engineering
A new year marked by new challenges, new ideas and a whole lot of progress. We have been hard at work on our modular character customization screen, a system built on the item framework which will let players equip their characters however they choose. In addition, the LA Engineering team spent January making real progress towards the core systems that will allow us to have solar system sized maps and all the complicated components that come with it. To enable this, we had to reimagine entities including fundamental components such as lights, continue work on an intelligent radar system, and revisit how we build level hierarchies. It’s still some ways off, but we can see the principles in practice. January also saw the first technical application of node-based controller managers – this system opens the door to improved networking of item components and is the first real step towards multi-crew ship gameplay. Not flashy enough? How about explosions! We added a new damage controller that will bring things like explosive props and destroyable objects to the Item System framework soon.
Tech Design
This month our Tech Designers have been hard at work on new ships, Item 2.0 support, and prototyping. As for ships, the Buccaneer and Cutlass Black have hit the greybox phase. The Aurora update is going smoothly and really looking good. Calix prototyped how players could interact with the world and items, while Kirk did some work with our studios across the pond on general ship balance, in-game pricing, and underlining systems.
Art
The LA Ship Art team of Elwin Bachiller, Daniel Kamentsky and Byungjin Hyun dove right into the Drake Buccaneer (which has wrapped up in Greybox Art and moved onto Final Art) as well as a big update to the RSI Aurora. On the Concept Art side, in addition to supporting the Drake Buccaneer, Justin Wentz has been very busy creating concept art for a new Anvil ship.
This month, the Character Art team created new armor for the Persistent Universe. Most notably, the Explorer Suit, which will be used for (you guessed it!) exploring our vast universe! Another new addition is the Heavy Marine armor, which will be available soon in Star Marine. We’ve also continued working on creating more clothes for our shops and building outfits for new NPCs that will soon be seen on our various planets.
Tech Content
The Technical Content Team consists of two teams: Technical Art and Technical Animation. Technical Content is a global team with staff in all studios performing various roles.
Sean Tracy has spent the last month roadmapping for the rest of the year, working with 3lateral and other outsourcers on some R+D projects that will be revealed soon, as well as training and supporting the Technical Art and Technical Animation teams.
On the Technical Art front, Atri Dave has been working with our FPS weapon team to optimize weapons, ensure grips are universal (to males and females) as well as doing some R+D with our animation programmers for a more advanced version of foot anchoring that adapts leg IK and ground alignment based on whether characters are on their heels or on the balls of their feet. Robert Dickerson has been building up a Substance Painter pipeline for the various content teams. Alex Remotti recently joined the team and within his first couple weeks has already made an enormous impact by taking ownership over the procedurally generated environments for planets, space stations and other objects in the universe. He’s already integrated the initial system into the planet editor which allows us to spawn outposts/buildings using the splatter maps from the ecosystems. Matthew Intrieri and Patrick Salerno have been making important updates to systems and art for the Super Hornet, Mustang and many other ships, as well as planning out the rest of the year in terms of “paying off” some tech debt that’s accrued on some of the older ships. Forrest Stephan has been working on S42 features as well as reviewing props and weapons for performance optimizations.
On the Technical Animation side, it’s been no less busy! Matthias Jaeger has been working on improving and implementing tools improvements for animators. These include space switching (IK/FK switching tools), prop rigging, health tests, bone influence reduction tools, and more. Rob Howes, the lead technical animator in the department, has been busy supporting cinematics and animation whilst leading the technical animation team. He’s prepared a roadmap for the rest of the year as well as doing R+D on distributed batching solutions for animation builds. Further he’s continued to iterate with animation on some issues surrounding using a separate female skeleton. Vineet Chander has done massive batches of updates to our facial and head assets, of which there are over 120! Sometimes relatively minor issues are discovered, for example the eyelids for most faces were a bit “sleepy” looking and he’s made changes so that this is longer the case. Adam Sirrelle has developed some important tools including automated LOD creation of the facial assets. Additionally, Adam has created an extra tool for the developers that allow them to much more easily manage the creation of DBA’s (Database of Animations) which are massively optimized containers for animation data. John Riggs is working on updates to the female rig, updates to the hands for better gripping of weapons, and rolling out some skinning tools for the rest of the team. Gaige Hallman has done the lion’s share of work when it comes to zoning and ensuring the modularity of the characters and the skinning that goes with that, while also working on zone culling and difficult aspect of modularity that occur around the neck and head of characters. Mark McCall is Tech Content’s resident bugsmashing ninja. While sometimes spending weeks fixing bug after bug, Mark still manages to enact major changes, such as unifying the data structure for eyes and teeth on characters as well as creating tools surrounding hair/scalp rigging. Last but not least, Erik Link has implemented facial idles on the pilots for 2.6.1 and chases up animators and content creators when there is asset build errors. He’s been instrumental in getting our asset build errors down to 0 for 2.6.0
Narrative
The Narrative team has been continuing to meet with designers at the various studios to chip away at narrative needs for 3.0, like fleshing out the mission stories we’ll be able to generate for players and looking at the various storytelling possibilities for the various environments. We’ve also embarked on a significant task of starting to build a database of text needs for Squadron 42 which will outline any terminals, Galactapedia entries, etc. that need to be in-game. There have been a handful of documents written up for additional set dressing for the levels of Star Marine; fun little ways to make Echo 11 more period-accurate or OP Station Demien reflective of the massacre that the level is attempting to recreate. Those conversations with art and design have led to the creation of a multi-page document on Snacks!
We’ve also been having weekly discussions with Britton, our esteemed xenolinguist, who’s continuing to build out the Xi’an language. These conversations have led to some deeper dives into the Xi’an society, so hopefully we’ll be able to reveal some of that to you soon.
Quality Assurance
LA QA spent most of the month aiding the LA Engineering and Tech Content teams conducting sweeps on the new frontend, ship self-destruction, damage states, missile functionality and recent changes to the character loadouts, as well as early iterations of Item 2.0. In addition, the team aided the Community team in capturing in-game footage for a number of segments, and also set up a Let’s Talk About thread to gather feedback on the Mustang series of ships.
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The majority of the ATX Design Team’s time the past couple months has been spent defining details for PU “Shop Archetypes” (some examples include Clothing Shop, Bar, Security Kiosk, Hospital, etc.) and creating design documents outlining details that are specific to each archetype. Each type of shop will have universal requirements that will apply across every shop of a specific type and this will help us save time in the long run when we then drill down into specific shop locations for upcoming landing zones and space stations. For example, every clothing shop is going to have clothing racks, mannequins, and stands to showcase the shop inventory and each display needs to follow a specific metric.
We’ve also been busy building the pillars of what will become our first iteration of the PU Economy by establishing various details concerning in-game commodity types, trade routes within the Stanton System, and white/black markets.
Lastly, we got final approval on the GDD for the “Shopping Kiosk” feature and have broken down high level design requirements for UI Team and Game Code Team. This has been a long-gestating feature so we’re happy to take it into the next stage of development.
Art
Lighting Artist Emre Switzer wrapped up his work on lighting the Star Marine maps for 2.6.0 release and has now turned his attention to supporting Squadron 42 in lighting some of their environments.
Chris Smith and Josh Coons continue to make progress on their respective ships. Josh is in full swing on the Greybox Phase for the new Cutlass Black. Chris finished up his updates on the Super Hornet and has now turned his attention to a fantastic new vehicle that we’re super excited to be working on.
Animation
Bryan Brewer and the PU Animation Team continue to make progress on Usable Interaction Animations to support Squadron 42. Most recently we’ve gotten Pushups, Stretches, Leaning on a Table (various angles), and female versions of all the work zone animations complete. We’ve also done a polish pass over some of the Usables to make them acceptable for use by the player in first-person.
Jay Brushwood and the Ship Animation Team have completed their work on the ship enter/exit combat speed animations. They are currently in review with Animation Director Steve Bender and we’re awaiting final sign off. While we wait, we have turned our attention to implementing animations on upcoming ships such as the Prospector and the Buccaneer.
Backend Services
The Backend Team has been hard at work on a massive project to refactor our entire backend infrastructure to a new architecture we’re calling Diffusion. Diffusion will be a truly cloud-oriented service architecture that will help improve high scalability and availability for our services. It will be powered by a top level “coordination” layer written in a proprietary language developed by our Lead Server Engineer, Jason Ely.
In addition to developing Diffusion, the Backend Team has been supporting UI Team in implementing the new in-game Leaderboards.
Quality Assurance
In January, QA began immediately fielding test requests from development which included network message queue, serialized variables, particle preloading, megamap testing and AI balance tests. QA also very much focused on reporting issues with the Game-Dev stream to ensure it is stable so that Squadron 42 and 3.0 development may continue unabated. Some other things on QA’s plate for January were training new specialists, updating internal documentation, QA tools development and new hire interviews.
Player Relations
January wrapped up a very busy period for the Player Relations team. We worked over the holiday period to make sure that we kept up with our backers’ support urgent requests, and used much of the month to catch up on the rest. To put in perspective, we were not caught up until April of last year from the busy holiday period… this year we’ve accomplished that in January!
Part of this is due to bridging our US and UK teams together, which will ultimately result in faster response times and more visibility to players. A big part of this involves Spectrum, which we will be excited to roll out to you on the main site soon. We really think you will love the entire rework of our forums and chat systems, and we think you will really appreciate our plans for building a better presence with you in chat and on the forums.
IT/Operations
It’s the beginning of the year so IT gets busy with a great deal of internal housekeeping chores like inventories, license renewals, and general cleanup and organizational tasks. One of our larger projects has been focused on expanding the bandwidth between offices to keep up with our increasing daily file transfer and build replication load. We’re also working closely with the DevOps team to supply hardware and infrastructure to support the growth of the build system as well as the continued work on the patch reduction project.
LiveOps/DevOps
The team has been working hard on multi-region support, the bulk of our efforts going toward the network and server side of our services. We are very happy to report that this work will pay dividends very soon in game and there will be more detailed information on this soon as well. We’ve also been working on our internal tools including the build system, all of which share the same goals of performance and stability improvements while keeping costs down.
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Foundry 42 UK
Graphics
The Graphics Team has been predominantly focusing on various lighting improvements such as shadow quality and performance within interiors. The GPU cube-map capturing is almost complete and we’re starting to write systems that maximize this tech so we can achieve truly dynamic lighting on planets and space stations. Considering how so much of our concept art makes heavy use of rectangular lights, we’ve started work on area lights. While this may sound simple, area lights are actually an active area of research for many game studios and are incredibly difficult to get right (both in terms of looks and performance). Lastly, we’re in the early stages of planning for a new and vastly more efficient particle system that eventually will replace the current one.
Programming
In the ongoing release work, we’ve been getting the leaderboards in and the new “Mega Map” implemented. Under the hood on the network side will be the proper networked serialised variables and the message queue rewrite. Other general work includes the FPS actor code refactor to make it more reliable and robust, the mission system, item pickup and put down improvements, and 3D minimap, amongst other things.
VFX
Over this past month, we’ve been doing some internal data clean-up using the Asset Manager, which culls and consolidates particle/material texture libraries, working on improving particle streaming to allow for better dynamic loading (basically freeing up memory resources) and pipeline documentation updates. There have also been high level key feature planning breakdowns of key features like Atmospheric Flight Model Effects (AFFX) such as engine trails, contrails, entry/exit and Screen-Based Area-of-Interest which will trigger screen-based effects based on camera speed and/or proximity to a specified area. Plus, we’ve been experimenting with new assets to blow stuff up.
Quality Assurance
The QA team has hardly let up this New Year. We’ve been continuing on Squadron 42 testing, extensively testing weapon balance changes and Star Marine bug fixes. We launched an investigation into the prevalent lag issue during Last Stand battles on Echo 11 and held a feedback session about gamepad controls. Most exciting though has been the first steps into the new “Mega Map.”
As always big thanks to all the backers, especially the Evocati and those who frequent the PTU. Your help is always invaluable and very much appreciated!
Art
We kicked off the new year by putting some new to be announced ships into concept and we are about to wrap up on a new Anvil design.
In other ship news, the Reclaimer is already deep into production with dedicated teams focusing on the exterior and interior. On the outside, the exterior mesh has gone through a cleanup pass and work has started on shaders. External parts such as thrusters are also close to complete. On the interior, a modular kit has been assembled for the habitation areas and the first room is nearing completion.
The Prospector team has been polishing the main LOD geometry for both the interior and exterior while cleaning up various sections to pass along to the other teams, so they can begin making it flight ready.
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Work’s also moving forward on the MISC Razor. The artists have been adapting the concept mesh to work within the constraints set by animation which has resulted in a much sleeker more technical design whilst trying to maintain the key design elements of the original concept- the aggressive ‘Formula 1’ feel.
Onto some big news, the team’s been doing a technical and sanity pass over the S42 interior sections. Tackling collision and LODs have been the primary focus to make sure it’s in a workable state for the designers. During this review, we’re going over various elements: cleaning up and polishing pieces, refining and adding further details that we felt was lacking, and making changes to meshes that needed it. We also spent some time going over the materials, making adjustments and improvements where possible and adding blends to the primary materials of the ship.
Our props team continued working on the medium ship components and dressing sets such as tools, medical props and some assets needed for the ship interiors for S42.
Destructible props were introduced in 2.6.0 which meant we needed to create destroyed versions of a chunk of assets. This was the first iteration so was kept to the more obvious assets. Moving forward, destruction will be seen on a much larger scale and include a wider variety of prop types.
For our environments, we left some of the team polishing the 2.6.0 levels in preparation for the 2.6.1 release. This included adding more narrative assets that add a bit more history and character to the levels.
On the SQ42 front, the Shubin base is having a major push visually at the moment, since it’s a massive part of the story, we’re making sure it’s the hero it deserves to be.
We are also allocating more resource to work on the growing universe. Soon we’ll have four concept artists working out moons, nebulas and space stations, no small task! Work has begun on the first three surface outposts. These modular asset sets can be configured in multiple ways to give variation to the smaller settlements that will be scattered across the planet surfaces.
We’re looking at improving our planet’s material systems to give a better overall read all the way from space down to a meter-scale surface area. We’re doing a lot of R&D into how we dynamically and realistically scatter assets (rocks, vegetation etc.) onto the surface of a planet in a way that retains our visual fidelity and realism goals.
Conversely, we are spending some R&D time into what we want to achieve visually from space! Despite being composed of nothing, it’s very surprising how much there is to test and discuss with how we want the void between stars to feel and change as the player makes his way around a system.
Audio
Like many of the departments, the Audio used the New Year as an opportunity to go back and do some housecleaning. We reviewed all the ships to make sure that the audio for the older ships are up to the standard of the newer ships, cleaned up some bug fixes/polish for the upcoming 2.6.1 release and continued to support the community team and work on promotional materials.
On a technical front, we’ve also continued to revise and improve our dialogue pipeline and audio propagation system. A first pass at a Mix System was completed and we’re thrilled to announce that S42 will have a full music logic set in place and we’ve continued working on building ambience for some of the locations for the single player. There have been multiple improvements implemented in Star Marine from weapon sounds to dialogue which you will be able to hear soon.
UI
This month, the UI team has been primarily focused on improving and expanding the new front-end that was released in 2.6 with in-game leaderboards and a new pause menu, as well as performing various bug fixes.
We have also begun planning and scheduling for large scale UI features that we’d like to include in upcoming releases. For instance, we have been working closely with design in order to define the user-experience for purchasing & selling through the kiosk interfaces.
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The animation team has expanded this month. We’re very excited to welcome two new additions to the team and are ready to drop them in the deep end. We’ve gotten some fantastic feedback on 2.6 and have set to bug fixing and improving animations for the next patch. We’ve been improving fps assets across the board and making grenade throws more responsive.
In other ongoing tasks, we’ve made improvements on weapon animations, specifically reload animations and have begun to previz and iterate on feedback for new weapons coming down the pipeline. We’ve also been making progress on improving prone locomotion assets and providing assistance to the ATX PU team to get female mocap data implemented to the usable animations for Subsumption.
Design
The S42 Design team have been preparing for the incoming new Mission System that will replace large elements of the levels that had previously been implemented with Flowgraph. It will be a far more robust system for us that will limit any possible inconsistencies with designer setup. Also, as the Object Container Streaming System progresses, we are making sure that we maximise performance by splitting up the other chapters in the game into logical object containers.
The Live team have been very busy with bug fixes and implementing a scoring rebalance for Arena Commander and Star Marine. There have also been some AI improvements for Space Flight that have been implemented and continued work on detailing the Stanton map.
The Tech team are still very busy moving ships functionality into the new Item 2.0 system in preparation for a whole host of new gameplay opportunities.
The Systems Designers have been working on adding a lot more detail to the framework of the multi-crew Seat Actions in preparation for meeting with Chris in early Feb.
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Foundry 42 DE
AI
For AI, 2017 started with a one-week summit in the Los Angeles studio: we went through several topics that will be important for the improvements we want to do during the new year.
In the past few weeks, we’ve been getting the core functionalities of Subsumption into the Subsumption Mission System. The goal is to give designers the tools to create a larger variety of missions as quickly as possible. To achieve that, we have been implementing a way to reuse a piece of logic through the creation of “functions.” Functions can either have a “global” or “local” (to one activity or one mission) scope and they dynamically generate a task that can be used as a regular Subsumption task.
Going through the Crusader missions and rebuilding them in this new tool allowed us to identify and reorganize the functionalities that are currently required by designers to create their own logic. Just to give you some idea of the work done, here’s a description of some of the functionalities we recently worked on:
Added a task to enable/disable markers in the environment for the mission owner
Ability to spawn dynamic Action Areas in the environment and react to the events they generate
Support for the InteractiveObjects to correctly handle the callbacks sent to the mission system
Added support for tracking dynamic spawning of the entity and the ownership of the requests. This will allow us to allow entities to despawn only other entities they owned. Also it makes much easier for a mission to clean up the resources created.
We improved the debug draw functionalities of Subsumption and the mission system and also added network support for the mission log (This is a sort of personal storage for the logs of each mission)
We created a SimpleAudioComponent that allows the mission system to communicate directly with the mission owner’s client
We added a functionality to allow the spawning system to filter and limit the spawning of entities to specified Action Areas
We added the basic support to spawn Subsumption Platform/Layers (We will give you more details about this in the upcoming weeks)
For the character AI, we have continued the work for finalizing the changes in the Cover System and the Posture Manager to allow those systems data to be correctly exported inside Object Containers and used at runtime in non z-up environment. We’ve also been prototyping AI Characters reacting to players bumping into them by making sure that the movement code understands when progress over the movement cannot be achieved due to the player interrupting the character movement. We also continued our refactoring of the spaceships flight control, we are moving towards removing some layers of complexity and make more direct use of the IFCS from the AI perspective. This will allow us to benefit from any improvements made for the player in a much more straightforward way.
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DE QA like to refer to the month of January as the “catch-up” month and used this time to tackle various test requests that required additional information as well as clearing out any Editor regression from Game-Dev that at the time was of a lower priority than regression in 2.6. We also spent a majority of January revamping our existing Editor checklists and documentation, as well as providing additional Editor training for testers in our UK office.
Additionally, we reviewed Star Marine feedback from our community and acted upon this feedback with test cases to provide additional information for our design team. The QA team also decided to review our existing sanity checks with Production and decide which were still useful to the team and which checks could be removed completely. We also used this opportunity to go over new bug tracking procedures with Production, so that we were all on the same page regarding labels that are used in our daily QA filters. Ivo Herzeg also kept us busy with changes made to the 1st person camera system, in which we were required to test all game modes. DE QA closed out the month with testing for Chris Bolte in order to track down a ZoneSystem crash that was plaguing our community in the latest 2.6 live release. We managed to finally reproduce this issue with 9 testers total (2 from DE and 7 from UK), which allowed Chris to narrow it down to being a logic error. Additional debugging was added to our Game-Dev branch and we will be attempting another playtest to reproduce this issue on Game-Dev, so that it can be finally fixed once and for all.
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Part of the Cinematics team is currently in a sprint to push towards a “final” look and feel for the conversation system that is used for talks between the player and NPCs (which the S42 campaign features a lot of).
This includes topics like:
UI text placement and animation for dialogue choices
Solving issues of: If, how and when to slow a player down running towards an NPC.
How to make “gentle” collisions between physics capsules when the player violates personal space by getting too close.
How to adjust recorded performances and manipulate the actor’s Look or even Body pose to match for a changing player position. (we call that performance transformation)
Dynamic camera effects that kick in when the conversation is initialized both in a change of FOV and Depth of Field blur increasing.
We want our conversations to feel “filmic” while still allowing the player freedom. Invoking a “cinematic” feel first and foremost means changing the lens to values that are more akin to how a film camera would depict a character. The engines FOV traditionally is calculated with a vertical FOV value. The current in-game on-foot FOV is at 55 which is equivalent to an extreme wide angle lens of approximately ~13mm (using 35mm film equivalent ARRI master prime lenses as a comparison). That kind of lens is bordering on fisheye lens territory. If the player gets close to a character using this kind of FOV it distorts faces, so what we are doing is gradually changing the FOV over a certain time down to 30 which is equivalent to a ~25mm wide angle portrait lens. We are finding this is a nice compromise of the faces revealing all of the awesome scanned detail by appearing big on screen while still allowing for a sense of orientation in regards to the background (if player decides to move during a conversation).
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Work has started on our internal Solar system editor (SolEd), with a “top/down” universe view. We found that a custom editor extension became necessary due the massive scale of our solar system. It’s now possible to drag and drop Object Containers containing planets, space station etc., and see in real-time planets and objects moving while zooming all the way from a galaxy view down to grains of dirt on a planet. Ongoing work continues on procedural objects distribution on planets, scattering of large rocks on moon’s surfaces, initial passes of objects and vegetation blending with the planet terrain surface, improvements on particles distribution and vegetation / wind on a planetary scale. Initial passes on spawning Object Containers like small outposts on the planet surface, and initial work on adapting them to the environment with adjusting their parts to the terrain and blending the colors to make them more visually integrated like they were actually placed by Humans in the environment wrapped this month. And additional improvements have been added for large scale planet rendering like glossy surfaces and more artists controlled parameters.
There also has been effort towards reintroducing static code analysis as a mandatory part of the TryBuild system, Zone system fixes / optimizations, ongoing work on the new pak system for the patcher updates, and fixes and support for 2.6.1.
Tech Art
The Technical artists in Frankfurt have been busy supporting FPS features and weapons for 2.6. They improved the weapon IK grip setup, now almost all weapons are using the runtime IK grip which helps us to change left hand poses per weapon while keeping base animation the same. They also created new cVars for previsualizing and testing new weapons in the engine with all their functionality. On the Engine side, we are participating in R&D efforts to improve foot planting in game and we’ve already started seeing good results.
Design
The Level Design team in Frankfurt is prototyping the modularity systems for Satellites, Surface Outposts and Space Station Interiors which is almost complete. Currently, the Environment Art team is providing us with greybox versions of the components that we will use to assemble the modular locations.
With our locations, the main goal is always to use them to complement upcoming systems, provide a base for future game play, as well as add to the feeling of a living, functional and realistic universe. This doesn’t always mean that the gameplay related to a location will be available when we release the station template, rather we try to ensure that once said system/gameplay becomes available we already have the location required. For this reason (and as seen on previous ATVs) we are continuing our work on the Truck Stop, Refinery and Cargo Station, the first design phase of these is complete and they have now been handed over to the Environment Art team.
The System Design guys have been refactoring our usable system to allow both AI and players to make use of the same objects at the same time (such as AI and player sitting at the same table, interacting with each other). We’re also adding support for multiple actions to be performed while inside a usable and smoothly transitioning between these actions (character sitting at a table can be eating, talking, scratching his nose, sleeping with his head on the table etc.)
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The Oxygen, Breathing & Stamina systems have started being implemented and soon we will have players begin to carry their own oxygen supplies or risk turning blue in the face. The system should handle everything from how the oxygen tank delivers breathable air to the helmet, to how the player breathes said air and how his body converts that into actual usable stamina. At the same time, all actions are being converted to consume this stamina, so you will want to keep your character supplied with oxygen if you want them to be capable of performing various actions.
Landing and Take-off systems are also going into implementation mode as we are unifying Squadron 42 and PU mechanics. The system should easily handle everything from the more basic taking off in the PU to the fully cinematic experiences needed in S42. Basically we’re implementing an air traffic control system that allows players to queue for landing permissions and makes sure that people don’t block landing sites for everyone else.
Small additions were also made to the Mercenary and Bounty Hunter career designs and the systems needed for these. Customs are also receiving some design love as we are start to gate what the player can bring in legally and how smuggling things in high security areas works.
VFX
The Frankfurt VFX team has been continuing to work with the programming team on the tools required to spawn various particles across the planets. One of the more recent additions has been the implementation of planetary wind. Due to the spherical nature of the planets, the wind had to be completely rewritten to work correctly across the surface of a planet. This will help to make the environments feel more alive, from blowing around smoke and dust to rustling the leaves on the vegetation.
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The environment team here in Frankfurt has grown again with two new people joining the team this month. With the increased amount of environment artists, we’re able to put even more effort into our procedural planet tech. We’ve been recently building great looking assets for individual moons, as well as refining our procedural tech and tools for moons, full planets, and full systems. One key element of the planetary tech that we’ve been focusing on is the procedural scattering system, which will allow us to procedurally scatter rocks, plants, trees and other elements across planets based on artist defined rules. While the tech is still in development, the first automated results are already promising and are improving every day.
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We are working hard towards Spectrum’s initial public alpha release alongside SC 2.6.1. We can’t wait for you guys to get your hands on it with your Orgs. In its first incarnation, expect the web version of public and private chat, forums, search functionality as well as member presence and a decent mobile experience.
The Evocati and volunteer testers have been invaluable in providing initial feedback and bug reports (yeah, yeah we have those too!) on the PTU since December. Our weekly build process and direct contact with users have really helped us focus on the features and bug fixes that matter the most to those who use the tools. Once it is released to live, we will be continuously working to build out and improve Spectrum with your feedback.
After the live release and stabilization phase, we plan on adding more community customization features and create dedicated mobile applications so Spectrum can follow you everywhere you go.
We will share more details about our roadmap once we get this first major release out of the way!
Sales
Coming off the holiday break, two promo competitions were introduced, a revamped Vanduul Swarm and the all new Pirate Swarm. These modes tested players’ skills to the limit and if they were able to complete all waves of the challenge, they were awarded an aggressor badge to display their accomplishment. For a limited time, these successful pilots were also given the ability to purchase the Vanduul Glaive upon completing Vanduul Swarm and the new Pirate Caterpillar upon completing the Pirate Swarm.
To close out the month, the sleek Dragonfly Posters and the comfortable Squadron 42 Hoodies were put back on the merchandise store, but get them soon before they are gone!
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Community
Broadcasts
January saw a number of changes to our community content. Around the Verse continues to be refined as we explore new ways to showcase progress without monopolizing too much of our developer’s time. Our January Subscriber’s Town Hall featured Chris Roberts, Erin Roberts, Tony Zurovec and Todd Papy. It was a rare opportunity to have all these important leads sitting and chatting in the same place. We also launched two new shows. Star Citizen Happy Hour is a way to involve fan broadcasters and CIG developers in a gameplay session and casual hangout with the community. Then there’s our other new show focused on YOU. Citizens of the Stars highlights the amazing contributions you make to the Star Citizen experience. It also features ‘Quantum Questions,’ in which CIG developers answer your questions… as many as they can in two minutes! If there’s one constant in our broadcast output, it’s change. We’ll continue to iterate throughout the rest of 2017 and beyond in an effort to bring you the best and most relevant content possible.
Events
Community Managers Jared Huckaby and Tyler Witkin went to PAX South and attended the local Bar Citizen event in San Antonio. Opportunities to hang out and meet the backers are one of the best parts of our job, and the folks who turned out for this event were a stellar group, as usual. Remember that Bar Citizen events are 100% fan organized. You can see if there’s one in your area and maybe even find help planning one at the fan website barcitizen.sc.
This Week in Star Citizen
The old Community Manager’s Log and Schedule has evolved into a new, weekly front page post called This Week in Star Citizen. The post highlights what’s happening each week, and provides a look at some of the content you may have missed from the Star Citizen community.
Finally, testing continues on Spectrum, the upcoming replacement to our current forum and chat systems. You can join the testing now at http://ptu.cloudimperiumgames.com/spectrum with new builds going out each week. We’re excited to roll out the first official iteration of Spectrum in the near future. We’ll continue to add intended features and iterate on it based on your feedback throughout the remainder of the year.
November 2016 was one for the record books! We celebrated our fourth anniversary with a special ‘air show’-themed livestream featuring the return of everyone’s favorite Galactic Gear (now Galactic Tour!) host. We launched the long-awaited Prowler boarding ship and made great progress all around… which you can track in more detail than ever thanks to the weekly production reports we now share with the community.
Work continued on Star Citizen Alpha 2.6, 3.0 and Squadron 42 this month, with a focus on getting Star Marine ready for launch. We’ve been having an incredible time watching it come together, and we’re excited to let the Star Citizen community exerience the pitched FPS battles our Quality Assurance teams have been putting through their paces. Now let’s take a look back at the month that was November, 2016.
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Cloud Imperium Los Angeles
Engineering
With the push for 2.6, the team made huge progress on the vehicle system and flight control, while laying the groundwork for further development of the item system. Improved first-person radar mechanics should allow for new gameplay, and the first version of our atmospheric volume system was rolled out. Work continued on systems that support and control interactions, and tools for designers to flesh out the gigantic universe of Star Citizen.
Tech Design
Our tech design team continues to plug away supporting the engineers in their endeavor to get Item2.0 up and out the door. We also started putting some new ships through the pipeline. We can’t say which yet, but in the meantime, we’re very excited to finally release Drake’s Caterpillar and Herald. Last but not least we’ve been all hands on deck getting SC alpha 2.6.0 ready for public consumption as well as working with the various teams to put on a fun live stream.
Art
The Art Teams have been dividing their efforts between Star Marine, Squadron 42 and the Persistent Universe. The Ship Team put the finishing touches on the Caterpillar and also moved onto the Drake Buccaneer making progress on the whitebox and now greybox of that ship. The Character Art Team worked on planetary fauna to add to the vast landscapes of our many planets as well as updating and working on humanoids by improving textures on the Outlaw and Marine BDUs, and have also created several new clothing items that you’ll soon see in the shops in the Persistent Universe. Both teams still have much more to do, so keep your eyes peeled for new additions!
Tech Content
The team was intensely focused on cleaning up the animation streaming system and unified the character head assets. Character Items were revisited and improved, setting the stage for the inventory system yet to come, and new scripts and pipeline tools will allow for artists and designers to bring even more to the ‘verse in coming builds. For the first time, asset and profiling fixes lead to zero asset build errors in the game.
Narrative
In the wake of last month’s motion capture shoot, the team worked with the editor to review the footage to put together selected footage for Chris to review. In anticipation of the November Live Stream, everyone pulled together to help script some of the events and segments while continuing to tackle any lingering 2.6 needs, the vast catalogue of items that are being created and chipping away at 3.0.
Will and Adam faced each other in the Electronic Access Invitational, causing much division and tension in the writer pit. Although the competition was resolved, hopefully they will start speaking soon.
Quality Assurance
LAQA’s primary focus was on supporting local developers, and providing QA support and participating in the November Live Stream event. This involved a number of Star Marine and Arena Commander playtests. The team also took looks at the latest Afterburner and flight balance changes, as well as new missile systems that John Pritchett was working on. The team also enjoyed taking early looks at the new slate of ships for SC alpha 2.6.0: the Caterpillar, the Herald and even an extra-early look at the 85X.
LAQA also welcomed to the team a new tester: Andrew Hernando. Andrew joins us from Turtle Rock Studios, and he jumped in the deep end very quickly to get up to speed on the full scope of Star Citizen.
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Cloud Imperium Austin
November has been a big month for Star Citizen. We have ramped up major testing on Alpha 2.6 and started adding Evocati playtesters as well. We provided a lot of technical support for the Anniversary Livestream and a ton of Player Relations and Platform support for the Anniversary sale which was a huge success! We’re looking towards the release of 2.6 now and the end of the calendar year, so here are some detailed updates from each team.
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The Austin Design Team has been looking ahead to 3.0.0. for the majority of November. Lead Tech Designer Rob Reininger took a trip out to LA to touch base with several of the Execs and Directors on various topics. He discussed the Shop Entity setup with Chris Roberts and Paul Reindell, presented the latest iteration on the Shopping Kiosk designs to Chris, and reviewed upcoming design requests for the Character Team with Josh Herman. He got some great feedback and has been doing another iteration on the Shopping Kiosk, working with the UI Team to get some good mockups.
We’re experimenting with “Shop Archetypes” for the better part of a month now. These archetypes are basically establishing fundamental parameters that every shop within a certain “type” will follow. Parameters include specific metrics that need to be followed, types of NPCs, prop requests, animation requests, and any gameplay considerations that need to be taken into account. The first batch of Shop Archetypes we’ve been addressing are “Bar,” “Clothing Shop,” “Security” and “Personal Weapons Shop.” There are several questions surrounding these various archetypes, so we’ve been having regular syncs with Tony Z and Todd Papy to answer these questions.
Designer Pete Mackay has been focused on the economy as it relates to 3.0. He’s been tweaking his Price Fixer tool, which takes varying gameplay aspects into account to generate value for items and components. These values will help to inform final in-game pricing for items and ships. Pete has also been defining various aspects of the “Commodities” list, distribution of said commodities, and how this informs the establishment of trade routes within the Stanton System.
Art
Ship artists Chris Smith and Josh Coons are chugging away on their respective ships. Chris Smith is putting the final touches on the Hornet refactor and Josh is in the middle of Greybox pass for the Drake Cutlass refactor. Chris and Josh also took some time this month to create variants on the Hornet and Herald, the Wildfire and racing variants respectively. Emre Switzer has been hard at work at lighting the Star Marine maps, OP Station Demien Station and Echo Eleven.
Animation
The PU Animation Team has been supporting Squadron 42 by implementing animations for the various Usables that have been set up in the Idris by Design. Bryan Brewer and David Peng worked on the Idris Deck Crew sequence, splitting up the various roles within the Deck Crew to be operated completely as AI. This is a very complex sequence that required a lot of back-and-forth with Design and it is looking really awesome. David and Vanessa have since been incorporating what we’re calling “lego piece transition” animations into the existing animation sets. These lego pieces were captured at Imaginarium Studios and, once stitched in to various animations, will allow AI characters to interact with Usables at more angles than they could previously. Right now we’re specifically working on stitching these into the Mess Hall and Sitting Console animation sets.
The Ship Animation Team wrapped up work on the Drake Caterpillar and Origin 85X this month in preparation for the 2.6 release. Jay Brushwood has since moved on to improving the GForces animations in the various cockpit types, taking into account improvements in other tech like Eye Stabilization to get them feeling really nice. Daniel Craig finished implementing all of the updated enter/exit combat speed animations this month as well.
Backend Services
The Backend Team spent the month delving into various areas of the project. Tom Sawyer has been fixing up bugs to help smooth out our lobby/matchmaking services. He is also supporting the UI Team in implementing the new Frontend Refactor of the Lobby, Matchmaking, and Leaderboard screens. Tom also created a new Leaderboard Service that grabs info from the website leaderboards and posts them in the new in-game Leaderboards.
Lastly, Ian Guthrie at Wyrmbyte helped implement some new admin commands that will help our LiveOps and Customer Support teams better navigate servers and identify problems. Ian is always a huge help and we’re grateful for all he has done on this project.
Quality Assurance
The first half of the month testing focused on Star Marine and Arena Commander to ensure they were ready for the November Live Stream. The second half of the month, the focus has been testing 2.6.0 and supporting multiple deployments to Evocati. We worked closely with Turbulent in a series of destructive tests of the new Spectrum website. Michael Blackard, Elijah Montenegro and Dash Wilkinson were tasked to assist the Animation department with special projects. This month we also welcomed Justin ‘Jub’ Bauer to the team.
Player Relations
If Player Relations is unfamiliar to you, it’s because it’s just been created! CIG Player Relations encompasses three areas: Game Support, E-Commerce Support (formerly Customer Service) and Community Support, with Will Leverett as Director of Player Relations overseeing the global department out of Austin, Texas, and Ray Roocroft managing the UK team.
We’ve worked hard to combine our US and UK support teams into a single organization that can mobilize to expedite support for the backers, and there was no better example than the work that the team did each and every day of the November Anniversary Live Stream and Sale. Special kudos go to Kraiklyn and CDanks for doubling up on live stream support.
We spent the later part of the month preparing 2.6.0 to go to the Evocati, and a very special thanks goes to Proxus, Mac, and George for their efforts in managing the test environments. They’ve spent countless nights and weekends working on Star Marine with our volunteer testers, and we’re excited that we’re getting close to pushing the build out to a wider audience.
IT/Operations
Network Services Manager Paul Vaden and IT Director Mike Jones spent time in LA with IT Manager Dennis Daniel in order to prepare for the November Live Stream event. For this live stream event, the IT team coordinated to build and deploy 12 gaming class systems that were used in the head to head matchups between Team Anvil and Team Aegis. Additionally, the IT team built a new live streaming solution capable of switching and mixing all players into the live stream plus cameras. Overall, it was an incredibly rewarding project, but the real credit goes to the video production team for pulling off a great show.
LiveOps/DevOps
2.6 was a huge focus this month as we prepare all our servers and publishing systems for Star Marine. While we completed several publishes to the Evocati, we deployed countless publishes internally for the QA teams across all studios to test on. With any major release there is a good amount of configuration and tuning that goes on behind the scenes. We really enjoy the early testing phases for this work. Special call out to Ahmed and his team, Andy, Nathan, and Jeffrey who have been putting in so much work on the publishing pipeline in order to streamline our internal publishes for flawless rapid deployment. This will be critical in the coming weeks as we roll out 2.6 to wider and wider groups.
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The big focus this month had to be the Prowler. It was a complex ship and we had a lot to deliver but the team did a great job. We didn’t get to rest on our laurels, though, as we had work to do on the 85X, MISC racing ship and Caterpillar promo. Work has begun on the Vanduul Stinger and the ship team has kicked off a major lighting pass on the Idris to make sure that our characters look amazing in the ship’s interior environment. Finally, several more rooms have been checked off the Javelin, leaving only a few left until the interior is complete.
We have three FPS weapons in concept. Plus, we have done a ton of previous work for more Klaus and Werner energy weapons. We have also done additional work with the Knightbridge Arms ship weapon family and fleshing out modular barrels.
In addition, we’ve been pushing heavily to close out 2.6, particularly the Star Marine maps OP Station Demien and Echo Eleven. As you can see, we’ve also continued to push along the visual development of our ‘surface outpost’ set as well as our planetary surface assets for the vertical slice level.
The team Behaviour focused on adding life to the three epic planets they’re working on. Each planet has now evolved from whiteboxed to textured and modelled environments. Although it may seem a lot of work is done, but more intensive work will be needed on the texture and composition to hit the look and feel we’re hoping to bring to the fans.
For Hurston, we focused on two areas, the interior streets and vista shots of the planet. For the interior streets, we wanted to create an oppressive feel for the general populace, so we added obstructed skylines, narrow alleys covered with machinery, ever present security checkpoints, and expressionless statues looking down towards the streets.
For MicroTech, we reduced the size and scale of our plan and focused on one dome only in an effort to make the planet a more feasible endeavor, while maximizing the visuals.
For Crusader, we worked especially hard in utilizing the building silhouettes and gaps between buildings to present breathtaking vista shots on the skylines. We also spent time on the background buildings of the map to complement the planetary vista, which offers a nice balance between the natural environment and human technology.
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This month, the VFX team finished a full pass on two of the new ships going into 2.6 including the 85X and the Caterpillar. For Star Marine, we completed a final optimization pass for the Demien and Echo Eleven maps including destructible props and surface type impacts, implemented a new VFX pass on the energy shotgun (changing the rounds from electricity to plasma) and did an initial pass on dead player fadeout VFX.
We did a huge clean-up of ship and fps weapons, implementing a new projectile shader created by the Graphics team and improved missile effects to tie in better with the new missile assets. In a bit of administrative work, we also cleaned up our library of generic particles. It’s always nice to do a little spring-cleaning to makes sure the team can find elements quickly.
Design
Most of the S42 designers have been working out of our Frankfurt office throughout November in an effort to work as efficiently as possible with the system designers that are helping with the Subsumption implementation. Obviously, the tech is still being developed, but the process is really paying off and we are starting to get behavior types into the game. The Vertical Slice level is still enabling us to prove out gameplay mechanics that will allow designers to polish up the graybox missions and the intense focus on small details is making a big difference across the board.
The guys working on 2.6 are fixing bugs and last second polish actions that will hopefully make it into your hands very soon.
Audio
This month the Audio department, like the rest of the team, was pretty heavily focused on Star Marine and other 2.6 needs. For 2.6 we finished up audio for the Caterpillar and 85X which included everything from thrusters and moving parts to extensive work on the internal ambience around the ship. For Star Marine, we created and implemented ambient and environment sounds for the levels, weapon sounds, player sounds and ambient music. Extensive work was also done to include announcers for the teams.
We also continued working on Squadron 42 which included (without getting into specifics): developing our outsourced editorial pipeline to handle the massive amount of dialogue that’s been recorded, optimizing the AI battle chatter code, working on the ambient and cinematic music.
For the PU and Arena Commander, we did an overhaul on the Announcer and Ship Computer Systems, including the implementation of a Ship Computer Verbosity setting into the options menu, and fixed some issues where sound was dropping out during Quantum travel and during some weapon fire.
UI
Since last month, the UI team has been continuing work on the implementation of the new front-end menus and Electronic Access lobbies. The entire front-end flow is now mostly in a functional state, and the artists have been working on furthering the visual polish and animations for each screen. We’ve also been working on both the Star Marine and Arena Commander loadout interfaces – for ship customization, we’ve got 3D holo-objects rendering in the UI with smooth rotation and zooming. The work we are doing here will also eventually serve as the base system for the revamped in-world holotable interface.
Since the live stream, we’ve also made additional headway with regard to the Star Marine game HUD – which includes better AR callouts for friendly players, offscreen icon boundaries, as well as improved rendering of the 2D UI. We have also designed 3D icons for in-game pickup items in Arena Commander. We have also started working on insignia designs for Star Marine and Arena Commander leaderboard rankings.
Programming
Again working hard on all the features and polish for 2.6 and on the FPS for the Star Marine games. In Arena Commander we’ve now implemented the missile and ammo pickups. We also continued work on the new camera system including the new spectator cam mode.
The team is also working hard on the Arena Commander mega map. Most of the work required for the dynamic gamerules has been completed, and now it’s at the testing stage to find what still isn’t working and fix it up. The lobby refactor means we can now connect and disconnect to a server without having to completely load and unload a whole map, which we hope will make a big and positive difference for you while creating and joining Arena Commander matches.
On the networking side we’re making great progress with the message queue rewrite, serialised components, the lobby refactor and entity bind culling.
Graphics
The depth of field effect is getting a complete overhaul to vastly improve its speed (up to 10x faster in some cases). We’re fine tuning the shadow system to achieve greater shadow resolution and many more shadows through the introduction of static shadow maps for the environments, with the focus being on achieving cinematic quality lighting on SQ42 in-game rather than just in hand crafted cut-scenes. We’ve also started on a major upgrade of the bounced light system (global illumination) with the first step being the GPU acceleration of reflection/cube-map captures to remove the previous offline/CPU system.
Animation
We have been mostly supporting the upcoming Star Marine release. There has also been continued work on AI combat animation assets so that the design and programming teams can get core functionality implemented and ready for the next round of animation iteration.
All existing base weapons have been through a second animation pass. Reloads are improved, as well as hand positioning and various other tweaks. There has been some further work done on previz for the next round of weapons that are due to come down the pipeline. Legacy weapons have been spruced up for the initial Star Marine release with improved hand positioning and firing animations.
The prone animation set is being looked at with a view to implementing some big improvements. Core poses will be updated and transitions to and from different stances are prepped and ready to be worked on.
We have a new animator based in the Frankfurt studio that is mainly going to be working with the design and code team on getting AI functionality looking and feeling good. There has been progress made on player combat signals as well as AI reactions to danger / sounds.
Quality Assurance
To help with 2.6.0 feature testing and preparation for the live stream, we split our team into three groups, with Liam leading the Squadron 42 testing, Mike leading Arena Commander and Crusader testing and Nathan leading Star Marine testing, with the help of our FPS specialist Mark Tobin. The testing required a lot of cross studio communication and team building as we worked on filling servers to ensure we had a steady platform to push to the Evocati shortly after the live stream. For the live stream itself our efforts came together, testing the new flight balances put in by the tech team and the new ships, we had several dry runs of what we showed to ensure it all went off without a hitch.
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Foundry 42 DE
Cinematics
For the SQ42 campaign we’re continuing work on video comms and several conversational scenes, cleaning and editing the required animations as well as setting up and lighting them. We also experimented with a camera/character based lighting rig, as we’ll have the challenge that some conversations can happen in very dark alcoves/corridors or other non-controlled situations where we might want more filmic light shining on the scene.
We also completed the 10 separate “Galactic Tour” segments for the Anniversary Live Stream. Those featured already established lore character Jax McCleary visiting the 2946 Intergalactic Aerospace Expo. Jax used a modified Tier 2 character head and, as time was critical, only had some basic animation cleanup done for body and face. For the Expo, we built the ex-Navy airbase and hangars that got converted into show floor halls. Different ship manufacturers got a 3D version of their logo, including Drake, Aegis, Anvil and RSI.
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During the past month, the Frankfurt VFX work has been focused on polishing effects for the 2.6 release. These included full environmental VFX passes on several of the levels as well as some effects created specifically for the FPS aspect of the game, like several new variations of blood impacts for when the player is shot, screen effects for player damage that are triggered via flowgraph and a new MK4 frag grenade explosion.
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Quality Assurance
DEQA’s main focus for November was Star Marine, Squadron 42, as well as testing new engine-side features. Chris Speak and Glenn Kneale spent a majority of the month working on Star Marine ad-hoc testing and regression, with Glenn also tackling Squadron 42 testing and AI sync meetings. We also participated in multiple playtests not only once but sometimes three or four times per day, ranging from dev playtests to cross studio playtests with our offices in UK, ATX, and LA. Chris also worked on creating various test levels for the dev team to use for their own feature testing. Melissa Estrada has been working closely with Chris Bolte to test his newly developed integrated page heap for our Game Dev builds that will allow us to capture more robust crash core dumps for our engineers. These core dumps will provide much more information for an engineer to use when resolving low reproduction crashes, which is a win-win for bug smashing and for improving overall gameplay. Chris Bolte made this process much simpler, so that anyone in QA will be able to provide these core dumps when requested for a specific crash. Melissa also spent time learning and testing Sascha Hoba’s planet editor together with Pascal Muller, in order to formulate a new checklist that will specifically check the planet editor’s core functionality to ensure that it continues to be in working order for our environment artists.
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This month the DE Environment team grew by a few people, so the senior staff spent time getting them acquainted to our internal processes. The existing team is primarily focused on procedural planets tasks: defining and creating bespoke ecosystems like canyons and mining pits, improving the blending of the terrain materials to get more detail, and iterating on the tools to make the workflow more efficient. They also worked on various megastructures for a SQ42 level, including modelling, UV mapping and making prefabs out of the components for the designers to place.
Tech Art
Like many other departments, Tech Art spent the month supporting 2.6 as well as S42. The team worked with Designers and updated a large amount of animation for FPS, especially improving select, deselect, and reloads. They updated and re-exported numerous weapons and gadgets to accommodate the new left hand grip pose, which is now functioning using runtime IK. We also completed our new weapon pre-visualization pipeline which enables our modelling department to test their WIP weapons directly in a game, this allows them to quickly review and identify any potential issue a weapon may have.
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The engine team has almost too much to post, which is a good thing, so let’s start with the high-level stuff. We made some general improvements on Physics, Shader system, Texture Array Streaming, Animation Ragdoll and Terrain/Ecosystems. One of the tools allowed artists to punch holes into planet terrain for smoother embedding of large mass structures which will come in handy for landing areas. We also switched to a multi-threaded memory allocator which will not only increase efficiency, but unify the use across the engine, game, tools and editor.
We improved the reprojection based occlusion systems by cleaning up the previously existing code and converting it to pure SSE2 SIMD (allows us later to select the best SIMD variant supported on the user’s CPU). While doing so, we also fixed some aliasing problems inside the occlusion code which results in a more stable frame during movement. Then we spent some time doing a massive clean-up of our Zone transition code. Over the time this part had become very complex, but we managed to get the complexity down again which made our zone transitions more stable. Before the update, the client code had to find out if an object had changed zones, which was very fragile. Now the code is explicit, so that all objects change zones as an automatic operation. In addition, this is also synced with physics which should fix (or at least improve a lot) the cases of players being teleported to space when entering/leaving ships.
We also improved our low level memory redirection functionality; we managed to get rid of some layers making the code more understandable. Building on this clean-up, we changed our core system allocators, so far we had used a custom allocator for small allocations and the OS allocator for larger ones. Problem was that this design is several years old. In practice, this means that the OS allocator can now perform small allocations as well as our allocator, but instead of going OS allocator only, we went with JeMalloc. This is the system allocator used by FreeBSD and backed by Facebook. JeMalloc follows a more modern design so that it scales very well with multiple threads, something which is important for us and will be more important as we parallelize more and more code.
We also continued working on our Area system. Areas are a special mark-up used by the game designers to give rooms or areas some specific context. The engine can report when entities enter or leave such an area. We have now extended this system to track the overlapping status of all entities within all areas. To implement this in a way that it works with our massive scale (in number of entities and areas), we moved the old system directly into the zone system, which allows us to reuse spatial information for a much more efficient algorithm.
Weapons
Over the last month, the FPS weapon artists polished weapons and gadgets for upcoming releases, built prototypes for a whole range of new Kastak Arms guns, and spent some time making modular irons sights for the P8 weapon family. We completed the first pass art for the new re-worked ATT-4 laser rifle, and started the same process for the Arrowhead sniper rifle. The ship weapon team has been blocking out a new range of ship weapons based on the updated Knightbridge Arms manufacturer style which will include a more modular design.
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The Level Design team in Frankfurt is hard at work on the locations required for 3.0, this involves building out space station archetypes and satellite variants as well as a few surface outposts. We are also looking into supporting the art team on the larger planetary landing zones, as well as progressing on a modular approach for our locations. Satellites and surface outposts are shaping up nicely and have been passed onto the art team.
System Design
This month system design was busy setting up usable records for Squadron 42, which will lay the groundwork for cinematic scenes and player interactions, adding background conversations between AI and in general making AI feel a lot more alive and natural in their environment. At the same time, we worked on finalizing the Mercenary and Bounty Hunter careers for 3.0 and breaking these careers into their component systems. We also made progress on the AI skills and stats system which should allow each AI to have an individual personality, individual needs and wants. Generally based on these skills and stats, an AI will change the priority of their Subsumption behaviors. For example, if an AI is ordered to fix your ship, he might not do that if he needs to go to the toilet or if he is too tired. It will also encourage the players to crew their ships with AI who have a variety of skills for every situation, and set up teams based on how all of these guys complement each other for the task at hand.
AI
We made great progress on AI this past month. At the beginning of the month we completed the first pass on Mission Functions and Mission Callbacks. A mission in Subsumption will first start with an Init function and will end with Uninit to allow designers to both prepare and clean-up their logic. Let’s assume we create a new test mission where we want to spawn Captain White in the Bridge, the Init function will look like this.
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Functions for a Mission can either be called by the AI code (like the Init above), or can be dynamically created by designers, and they can be imagined as mission local functions. As you can see in the picture the Captain White character is now stored into the “CaptainWhite” variable, that is the NPC type, which carries information about what the game code can communicate to the Mission System in regards to the element that it stores. An NPC variable can, for example, call back the mission system when the NPC health changes, when the NPC dies, when he gets healed and so on. If we want to react to situations in which the health of Captain White is changed, then we can add a mission callback, as in the following picture.
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The more callbacks that are exposed from the game code, the more events a designer can react to and create his own logic. Also the Subsumption Mission system (as Subsumption in general) allows game programmers to define any type in the game code, allowing the system to be easily extended without any need to modify the core code. Callbacks can also be specified as global, for example, we can have specific logic when any NPC dies during a mission. Those are what we call “Global Callbacks”.
For Subsumption, we also made new improvements to the Combat behaviors. Combat is a very different element for the NPC behaviors, since it requires a lot of coordination between the characters and specific analysis. We created a new Combat activity (based on the work we have done in the previous months), so that the designers can utilize it for any case in which a hostile is detected by an NPC character. The first combat reaction is something that happens when an NPC thinks he saw something dangerous: his behavior will change based on how sure he is that the thing he saw is an actual danger for himself. For example, an NPC that see the player at a far distance, won’t react immediately to the threat, he will try to look in the direction of the player and understand if what he sees can be a threat, and if so he can communicate to the other member of his group and then start to attack the enemy. This is the state that allows the player to decide his approach, he is almost detected, but he can still try to hide, approach from a different angle or, for example, try to take down the enemy before he informs his friends.
For combat and non-combat environments we have introduced an “Emotion component” to allow the ability to control facial animations based on the emotion of the NPC. We also worked on improving the animation flows to allow proper blending between states and make sure the characters feel more fluid during the gameplay. We also did some work on ground turrets to make sure that they can easily be controlled by the AI and execute proper behaviors. In addition to all the above, we made progress on improving stability and fixing existing bugs.
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Turbulent
For those of you who are new to Star Citizen, Spectrum is an integrated communication platform that includes forum, chat, private messaging, and notifications. Future versions will include additional features like voice chat and in-game overlay.
We were excited to release Spectrum (alpha v.0.1) to members of the Evocati test group. Having the “Avocados” test the communication platform and give feedback to us has been invaluable. We are planning to expand the testing group to include more and more backers, finally culminating in a full release on the site for all backers in the new year.
This past November has been an incredibly busy month when it comes to ships and ship sales. At the end of the month the Anniversary sale was kicked off with the Galactic Tour series, which featured a new manufacturer each day, offering up their ships for sale. During the sale we saw not only older ships making a comeback, but new ships as well, including four new variants, the 85X and the sleek Tevarin dropship, the Prowler! The Anniversary sale was capped off by the return of all manufacturers and ships to the sales floor for a two-day Grand Finale.
The Wrap-Up
Looking Ahead
That’s it for November, 2016! Watch this space for additional updates, and please continue to check our production reports for the status of Alpha 2.6 and Star Marine. We’re also ending our broadcast year with a holiday livestream later today; tune in to help us bid adieu to 2016!
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First introduced in 2871, Drake Interplanetary’s Caterpillar has long proven to be a reliable, cost-effective multi-role vessel, capable of being outfitted for everything from mercantile operations to combat support. Long hailed as a hard-fought alternative to the ubiquitous Hull series, the Caterpillar is a freighter that doesn’t skimp on weaponry or customization.
The 2946 Caterpillar takes modular to a new extreme, featuring both a fully customizable set of cargo segments and the line’s signature off-center detachable command module. It’s this versatility that endeared it to smaller hauling outfits Whether you are looking for a defensible transport or a spacecraft that can be upgraded piece-by-piece instead of replaced, the Caterpillar is your best choice.
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Ever since the infamous Kesslering Heist of 2903, the Caterpillar has attracted another, more dangerous reputation: getaway vehicle. Although Drake Interplanetary representatives have consistently decried the association of the ships with criminal elements, the latest TSAS Crime Stats suggests a different story. In one of their many surveys, culled from statistics pulled from around the UEE, the Caterpillar is near the top of “ships used in the commission of a crime,” taking part in everything from illegal salvage to smuggling to assaults. It has the dubious distinction as the highest ranked cargo ship on the list, beating out Freelancer, Hull or Starfarer transports.
The Caterpillar’s size allows it to easily transport goods stolen in space and its modularity allows it to carry unusual weapons and ultralight support ships, making it an ideal ‘raid leader,’ but it’s most remarkable quality is how unremarkable it is. Thanks to their affordable price range, Caterpillars are an ideal ship for everyone from independent haulers to part of a fleet, meaning that Caterpillars can be found at every Human port in the galaxy. The fact that they’re so common makes it easy for criminals to hide in plain sight.
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With the latest PU update, the Drake Caterpillar will join the MISC Starfarer and Aegis’ Starfarer Gemini in Star Citizen’s fleet of large multi-crew ships. Intended to form the lead ship in raiding groups, the Caterpillar is a flagship any outlaw or legitimate businessperson can be proud of.
The Caterpillar will remain on sale for one week following the release of Star Citizen Alpha 2.6. Future patches will add additional functionality, including the detachment feature for the Command Module. New upgrades for the Caterpillar’s segments and other mounts will be available in future patches.
Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. All ships will be available for in-game credits in the final universe, and they are not required to start the game.
The Caterpillar will be available ‘flight ready’ when Star Citizen Alpha 2.6 launches. Additional modules, variants and/or upgrades will be available in the future.
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Don’t let the utilitarian lines or the vertical silhouette fool you. The Herald is one half pure speed and one half cutting edge high tech computer system, which makes it Drake’s inaugural information runner.
While the Herald looks more like an angry beetle than a sleek racing ship, it’s very, very fast. In fact, Drake has designed a spacecraft that’s almost more engine than ship. Pilots report that running a Herald at full speed is a little like strapping yourself to a thruster. Unlike traditional racers, the Herald values speed over maneuverability because it’s designed to intercept, protect and transport sensitive information as effectively as possible.
While producing a high-tech courier ship might seem unusual for Drake, rest assured the Herald has a place alongside the Caterpillar, Cutlass, Buccaneer and Dragonfly. Although intended for use strictly as a fast data runner ship, the extensive computer systems aboard the Herald are often adapted for darker purposes.
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The Drake Herald joins an elite group of fast ships which includes the M50, 350R and Mustang Gamma. QA reports that navigating the Murray Cup map in Arena Commander using the Herald is a true challenge … are you pilot enough?
The Drake Herald will be introduced as flight ready in Star Citizen’s next patch, Alpha 2.6. The Herald will be on sale for one week following the release of patch 2.6 allowing potential couriers to pick up this fast starship. Additional functionality relating to the Herald, including systems related to data and hacking, will be introduced in future Persistent Universe patches.
A booklet from FTL Courier Services, one of the companies proudly using the Herald in the ‘verse, is available below for your enjoyment. Whether you’re interested in picking up a Herald or not, we hope you’ll enjoy this deeper look at the Star Citizen world.
Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. All ships will be available for in-game credits in the final universe, and they are not required to start the game.
The Herald will be available ‘flight ready’ when Star Citizen Alpha 2.6 launches. Additional modules, variants and/or upgrades will be available in the future.
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Happy Holidays, Star Citizens! We’re grateful for the incredible support you’ve given us throughout 2016 and we encourage you to tune in to our annual Holiday Livestream on Friday December 16th at 11:00am PST to help us end the year with a little celebration. We will be playing Star Citizen Alpha 2.6, talking with Chris Roberts and other members of the development team, sharing a new ship design and more.
Ship Sales
We are kicking off the final Star Citizen sale of the year with Alpha 2.6 flight ready ships, a brand new concept racer, some limited edition packs, a new t-shirt and a few other choice items! You can even share the love with discount starter packs available in limited numbers every day. Finally, on Boxing Day (December 26) a wide variety of spacecraft (mirroring the final day of the Anniversary Sale) will be available for purchase so backers can end the year with the fleet they want the most!
Welcome new Citizens!
Give the gift of the ‘verse this holiday season! Every day, we’re making a limited number of discount starter packages available to introduce new pilots to our world. A new allotment of Aurora and Mustang starter packages will be available in this space every day through December 26th starting at 11:00 AM PST. And remember: you will never need to buy anything else to enjoy playing Star Citizen.
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The MISC Razor
The MISC Razor is Star Citizen’s final concept ship of 2016. The Razor joins the M50, Mustang Gamma, Mustang Omega and 350R in competing for the Murray Cup. We’ve built the Razor to introduce more diversity into the race mode, which will expand in future patches into the persistent universe. You can check out the information page at the link below, which includes a full-color brochure about this fast new spaceship. The Razor concept will be available through December 26.
Star Citizen Alpha 2.6 will introduce a fleet of new spacecraft: the four variants created for this year’s anniversary event, the Vanguard Hoplite, the Drake Herald, the Drake Caterpillar and the luxurious Origin 85X. These ships will be on sale starting today and running through the week following 2.6’s release. You can learn more about the Herald and Caterpillar with special in-universe brochures and other content available through the links below.
Ship Packs
Want to build up your fleet? We’ve made a selection of new discount packs available, plus some fan favorites back by popular demand! Whether you want to pick up the original Star Citizen lineup or your own dedicated racing team, there’s something for everyone.
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The Caterpillar
Drake Interplanetary’s Caterpillar has long proven to be a reliable, cost-effective multi-role vessel, capable of being outfitted for everything from mercantile operations to combat support. The Caterpillar will premiere in Star Citizen Alpha 2.6 where it will be one of the largest flight-ready ships currently available.
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The Herald
The Drake Herald is a dedicated ‘information runner,’ which means that it’s a system of high tech computers attached to massive thrusters. Designed to safely move sensitive data across the vast distances of space, the Herald also has the ability to broadcast and collect information on the spectrum. Herald owners are strongly reminded to only intercept data that belongs to them.
You asked for it, so we made it real! The RSI Polaris t-shirt, originally created as lore for the Polaris corvette brochure, is now available for pre-order! Other 2016 merchandise is available at a special discount; this is your last chance to pick up these designs. Once they’re gone, they’re gone. Please note that merchandise will not arrive in time for the Christmas holiday.
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Unlike MISC’s standard lines of commercial freighters, explorers and science vessels, the Razor was not constructed for the working pilot. Instead, it was designed with a singular purpose: place in the 2947 Murray Cup. Years of advanced aerospace design, consultation with Xi’An engineering partners and thousands of flight tests have produced a racing ship that burns faster for longer.
Featuring cutting edge fuel collections systems, minimal cross-section, sleek aerodynamic lines and proprietary Xi’An influenced thruster design, the Razor provides unparalleled speed with MISC dependability and endurance.
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Previous Star Citizen racing ships have been designed with a dual role in mind or as adaptations of existing ships (the Mustang Gamma and 350R). The Razor was intended to be a racer from the skids up. Like the M50 interceptor, the Razor’s natural abilities will make it effective for speed-related missions off the racetrack … but unlike the M50, that was a completely secondary concern.
Want to learn more about the MISC Razor? You can find an in-universe brochure with details about the ship’s debut and role in a racing team below. Even if you aren’t interested in picking up a speedy new spacecraft, it’s a great artifact directly from Star Citizen’s universe for backers to explore.
The Razor is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar, fight in Arena Commander or fly in the Alpha. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Razor poster and then once the in-game model is finished you will also be given an in-game Razor mini ship model! In the future, the ship price will increase and the offer will not include Life Time Insurance or these extras.
Disclaimer
Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game.
Additionally, please note that all decorative ‘flare’ items will also be available to acquire in the finished game world. Also, while the Razor will be entering the ship pipeline now, it will ultimately be released after other concept ships have been completed. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
Animation is the name of the game for this week’s Around the Verse. Animation Director Steve Bender and CG Supervisor Forrest Stephan host this week’s episode, which checks in on our Austin devs who update us on a bunch of different animations, and also reveal details about the new and improved Hornet.
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DAY 256: THE TEST OF CANDIDACY
2946.12.06 SET
By Sean Nazawa
Part Two of an ongoing series following a class of recruits moving through the Navy’s boot camp (known in the service as Forges).
FORGE QUINTUS, KILIAN – “Aw hell, did Weaver die?” The group of recruits slowed to a halt and looked at DO Hardigan, unsure if this was some kind of test.
We were eight kilometers into a sixteen kilometer run. A standard way to spend a Saturday afternoon in the hottest season on MacArthur, at least it was in Hardigan’s Forge. As a civilian outsider, I had been offered (and declined) a personal HOV. It had been a running joke between Hardigan and me, but after five months living with these recruits, of hearing not only their histories, but also their plans for the future, I’d decided that I wasn’t going to be an outsider. That was three months ago, and I’ll admit, today I was kinda regretting it.
From the look on Hardigan’s face, this wasn’t a test. We all turned back to see Recruit Callum Weaver face down in the dirt. A scrawny kid raised in Plantock River on Aremis, Weaver always struggled with the intensely physical requirements in basic training.
“I keep hoping that there’ll be a point where I push through,” Weaver confided in me one day after three hours of vigorous combat drilling. “And yeah, while it gets a little easier each time, it never feels like my body gets used to it.”
Recruit Teagen was the first to react. She rushed over and pulled off the heavy pack loaded with field supplies so Weaver could roll over. A few other members of the squad came to help while the others took full advantage of the break and slumped to the ground in the shade.
DO Hardigan walked over, barely winded, and blocked the sun while he looked down at Weaver. After a few moments, he started to come around.
“Sorry, sir.” Weaver mumbled as he tried to sit up.
“Whoa, there.” Hardigan dropped to a knee and stopped Weaver from getting up. “Got a medvac coming up. You gotta learn how to hydrate, kid.”
“Sorry, sir. I will, sir.”
Hardigan shook his head and after tossing Weaver a hydro-gel pack, told Teagen and the other recruits who had helped to see that Weaver got back. He then turned to the rest of the squad.
“Well, since you all didn’t feel like helping your squadmate, looks like we got to start the full sixteen again.”
The recruits were considerably more unified after that day. That sense of unity would only strengthen as they entered the phase of their training known as Candidacy: three weeks of testing, designed to not only assess each recruit’s physical, psychological and intellectual aptitude, but how well they’ve incorporated the past eight months of training into action.
After Candidacy ended, it was another week before the recruits would be divided and sent to the next phase of their training. Out of the sixteen recruits, most continued onto enlisted training. Four were transferred to specialized facilities the next week. Recruit Teagen disappeared halfway through and, if Hardigan was to be believed, had been headhunted by the Marines. Recruit Weaver and the three others had been approved to begin Flight Academy training.
On the first morning of flight school, Hardigan jogged the lucky few to a lonely stretch of tarmac where, sitting against the morning sun, was an F7 Hornet and their new DO, Lt. Edward Aino.
“This is what you’ve got, Hardigan?” The stout man in his eighties dropped onto the deck as he looked over the recruits.
“Afraid so,” Hardigan replied.
“These look weaker than the last bunch.”
“Then break ’em,” Hardigan said with a shrug. Aino nodded, then fired a salute to Hardigan who returned it and then started the jog back.
Aino stepped closer to the recruits in silence. He studied each one for an uncomfortably long amount of time, possibly to see if they would react. They did not.
Over the next few minutes, more recruits showed up, dropped off by the DO’s like the first day of school. Aino repeated the procedure with each new addition.
Once the class was filled, he turned to the Hornet.
“Take a good look,” Aino said as he paced alongside the fighter, his eyes fixated on the pristine machine. “For some of you, this will be the closest you ever get to one of these. Until now, we’ve just been playing.”
Some of the recruits exchanged weary glances.
“But this is an instrument of war. Capable of raining destruction the likes of which you have not seen, so if you think I’m going to let any of you [redacted] anywhere near this, you are out of your [redacted] mind. You will need to earn my trust and respect before I hand you a weapon. Hear?”
“Sir, yes, sir!” The recruits shouted in perfect unison.
“We’ll see.”
Aino wasn’t kidding. Ten hours a day, six days a week for the next two months, he had them poring over technical manuals, historical accounts, strategic and tactical analyses of military actions (including rigorous study of Marduke’s Elements of Warfare). The heaviest focus was on flight theory and he would surprise them with tests about everything, even piloting fundamentals, despite the fact that many had been flying spacecraft for years.
After a particularly grueling session that ended with Aino recommending that one of the recruits to be transferred out of academy, I asked him why.
“The type of flying they’re used to won’t prepare them for what’s out there,” he replied. “We ask the impossible day in and day out. When you’ve lost your entire squadron and Vanduul are bearing down, we need you to be able to make competent tactical decisions. If you can’t cut it in a classroom, you won’t last a day on the drift.”
As the summer heat began to break toward autumn, the remaining recruits moved on to Aino’s next level of training. Bolstering their confidence by proclaiming that he was ‘ready to see what they could do in a cockpit,’ he led the recruits to a distant hangar.
When they arrived, there was a palpable excitement in the air. All that intense study would finally be put to use. Aino pulled the massive doors open.
Facsimiles built out of discarded pipes to resemble the frame of a cockpit were spaced evenly throughout the hangar. Plastic chairs doubled as operator seats. The flightstick? A tube taped to a spring. The recruits were less than enthused.
“What the hell you waiting for? Pick a ship,” Aino yelled.
Thus began phase two of their training. Aino ran them through basic cockpit layout. He forced them to meticulously reconstruct the placement of every button and switch for a variety of ships that they might be expected to fly. Once complete, he would exhaustively test each and every one of them on the function and conventional (or unconventional) applications of the ship. He’d put recruits on the spot and call out scenarios, then time their response.
The phrase “too slow, you’re dead” was repeated thousands of times.
Within the month, another two recruits had been reassigned to different Forges, but Weaver it seemed, had found something to excel at. He displayed a photographic memory when it came to the layout of the various cockpits, easily switching between the configurations of Gladius, Hornet and even Starfarer layouts without needing to consult the specs.
Aino certainly noticed. Away from the recruits, Aino was a quiet, considerate man. A veteran of over five hundred missions, he’d seen his fair share of combat, but it was impossible to get him to elaborate more than that. While having sujin tea with him during our weekly talk, I asked him about Weaver’s aptitude. Surprisingly, he went into detail.
“Sometimes, it just clicks. Not for me. My DO would scream herself hoarse yelling at me to get it right.” He settled back and sipped on his coffee. “We’re still a long way away and he’s got a lot more learning to do. I mean, I’ve seen people pick it up quick when there ain’t nothing on the line, only to lose it the second they’re in their first scrap, but we’ll see … maybe he’s earned a treat.”
“Like what?” I asked.
Aino turned and looked out the window for a minute. I almost thought he’d forgotten the question. He then turned back and smiled.
Recruit Weaver was going to be the first to go up in an actual test flight.
In der Folge 3.15 der Serie Around the Verse geht es dieses Mal um die Arbeiten im UK-Studio. Zu sehen sind laut CIG viele coole Features aus der Alpha 2.6, neue Kameraoptionen und die Balance beim Fliegen von Raumschiffen.
In einem neuen Video geben Sandi Gardiner und ein technischer Direktor von Cloud Imperium Games bekannt, dass die internen Tests zur Star Citizen Alpha 2.6 bereits unter Hochdruck laufen. Der Release des 2.6-Updates wird ebenso bekanntgegeben und dieses…
Sandi Gardiner and Sean Tracy host this week’s Around the Verse, which features updates from our UK office. In this episode, we show off a ton of cool features from Alpha 2.6, like new camera options and the implemented ship balance, and Sean Tracy challenges the community to GIF him.
Hier könnt ihr euch ein weiteres Behind-the-Scenes-Video zu Star Citizen ansehen. Lead Technical Designer John Crewe verrät darin mehr über neue Schiffsvarianten in der kommenden Alpha 2.6. Vier der beliebtesten Raumschiffe erscheinen in weiteren…
Passend zum vierjährigen Jubiläum der Crowdfunding-Kampagne von Star Citizen hat das Entwicklerteam von Cloud Imperium Games einen neuen Trailer veröffentlicht. Darin stellt der fiktionale Reporter Jax McCleary im Rahmen der "Galactic Tour" eine Auswahl…
As the 2946 Intergalactic Aerospace Expo comes to a close, we’d like to thank all the exhibitors, manufacturers, performers and guests for making this year’s event one of the best on record. We would also like to show our appreciation to the Kiel Governors’ Council for their continued support. But even more importantly, we would like to thank every person who came to Eri City to join us and to the millions more who participated over the spectrum. It’s because of all of you that all of this is possible.
However, even as we take a step back to appreciate the amazing time we had this past week, we have already begun to plan for the 2947 Expo. Our goal is to find new ways to make it bigger and better with more ships, more components, more exclusive announcements and more ways to celebrate all things sky and stars.
We sincerely hope you have enjoyed your time with us, and until next year, fly safe.
New to Star Citizen?
We’re continuing our annual tradition of offering a limited number of Aurora starter packages with a special discount. Join us in the ‘Verse today!
The Ships of 2.6
The following ships will be available in Star Citizen Alpha 2.6 and will be available throughout the week. The lineup includes the Herald information runner, the 85X luxury runabout and the modular Caterpillar transport. You can learn more about all three ships in the video below.
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It’s hard to think that it’s been over 800 years since RSI revealed the Zeus and forever altered Human history by making space travel available to the masses. A lot has changed since those early days, but RSI’s commitment to producing excellent and reliable spacecraft has not.
From our award-winning Aurora to the iconic Constellation, RSI has a spaceship to fit your needs. Yet, we don’t let our extensive experience keep us from innovating. Constant upgrades and improvements have kept RSI ships on the cutting edge for centuries. To put it simply, we know what it takes to make a great ship because nobody’s done it as long as us.
RSI is thrilled to be a part of the Intergalactic Aerospace Expo to not only celebrate our proud history of “Delivering the Stars” but to show you all we have planned for the years to come.
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Where are they now?
The Constellation Aquila is undergoing her final space trials with plans to launch for Star Citizen Alpha 3.0. The RSI Orion mining platform is still in the concept stage, but will enter production as we roll out larger mining mechanics. The current set of Aurora starters will receive a polish pass to bring them to the current standard for flight ready ships and the remaining two Constellation models, the Taurus transport and the Phoenix luxury ship, are scheduled to have their flight passes in the coming months.
RSI Intro Pack
This introductory collection of ships from Roberts Space Industries features an Aurora CL and Constellation Aquila. Everything you need to get around this system and the next.
RSI Mega Pack
Featuring a full range of ships from Roberts Space Industries, this select package offers something for everyone from luxurious rides to hardworking hulls.
The Gladius Valiant
Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Valiant pays tribute to famed defense pilot Condi Hillard for being the first Human on record to defeat a Vanduul in combat. This Gladius comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring her iconic ship.
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Drake Interplanetary continues to defy expectations. When the original Cutlass design lost out on a government contract, we brought it to the civilian market to great success. When the critics claimed no one would buy the Dragonfly because flying it “looked dangerous”, we broke sale records for open canopy ships.
With every year they attend the Expo, Drake’s line up grows more dynamic and diverse. From hauling cargo with the Caterpillar and info with the Herald, to protecting convoys with the Cutlass and Buccaneer, and speeding above planet surfaces on a Dragonfly, we make sure that you can live the life you want to lead.
To those who say it can’t be done, Drake Interplanetary says “challenge accepted.”
Where are they now?
The Cutlass Black is currently flight ready and the Caterpillar and Herald will join it in Star Citizen Alpha 2.6. The Black is also undergoing a major overhaul, which is almost complete. The Red and Blue variants will follow. Work on the Drake Dragonfly (in multiple colors!) has been completed and it will launch alongside planetary exploration in Star Citizen Alpha 3.0. The Drake Buccaneer is undergoing initial modeling and will be one of our next targets for flight ready status.
Drake Intro Pack
This introductory collection of ships from Drake Interplanetary, featuring a Dragonfly, Cutlass Black, and Caterpillar, would make for the perfect start for some enterprising entrepreneurs.
Drake Mega Pack
Featuring a wide variety of ships from Drake’s stable, this select package offers not only the perfect way to move cargo and info through the ’verse, but great options to protect it as well.
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Simple and efficient design has been a MISC cornerstone from the very beginning. Formed in the Centauri System in 2805, the company started by producing heavy industrial machinery and bulk freighters, like the Hull series, that won acclaim for their durability and ease of use. As the company’s ambitions grew, so did their market share. Though some claimed the civilian ship field was saturated, MISC saw the chance to bring their signature style to a wider market.
After signing an unprecedented lend lease agreement with the Xi’An, MISC began to incorporate incredible new xeno-tech into civilian ships like the Freelancer and Reliant. This blend of revolutionary, alien design along with MISC’s signature form and function is why the company has been deemed “the future of spaceflight” by the Terra Gazette.
MISC is honored to be a part of this year’s Intergalactic Aerospace Expo, and excited to show off the ships we’ve worked so hard to perfect.
Where are they now?
MISC’s Starfarer tanker succesfully kicked off a number of Star Citizen’s mutlicrew and larger ship systems earlier this year; it’s flight ready in Crusader today. The base Freelancer and Reliant are also currently flyable. The Freelancer will recieve another pass to bring it up to the current standards, and the variants will be made flight ready as part of this process. The Reliant variants are also in development, although some of them will require additional game systems that have not yet gone live (such as the broadcasting system used in the news van.) The Hull series will serve as an important testbed for our cargo systems, with the Hull A and Hull C being built out as the ‘flagships’ of the line. The Hull B, D and E will follow, based on the artwork and the lessons learned on the first two. The Endeavor and modules are in concept, with additional implementation work planned for next year. MISC also has an unannounced concept ship in the works, aiming to place well in the 2947 Murray Cup!
Endeavor Modules
MISC Intro Pack
This introductory collection of ships from MISC is a great way to get any hauling company off on the right foot. No matter what you’ll need to transport, this package of dependable ships will have you covered.
MISC Mega Pack
There is one thing true about all MISC ships and that is they work hard to help you work smart. This special collection features a wide variety of MISC to meet a wide variety of industrial needs and tackle almost any job.
The Aegis Sabre Comet
Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Comet pays tribute to famed pilot Captain Kamur Dalion for his work with Aegis to usher in a new era of combat ship design. This Sabre comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring this iconic ship.
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Since the company’s inception, the UEE has not waged a military campaign without Anvil Aerospace ships at the forefront. Ships like the Hornet and Gladiator have redefined the battlefield with the Hornet destroying more enemy hardware than all other active Navy space fighters combined. With such a strong track record and reputation, it’s no surprise Anvil has found success in the civilian markets too.
Besides building iconic fighters, Anvil’s ship line-up has expanded to include long-range exploration and scanning ships, like the Carrack and Terrapin respectively, and even a dedicated repair ship, the Crucible. Despite the focus on different disciplines, each spacecraft has been expertly designed and built to last.
If the UEE trusts Anvil Aerospace to protect the Empire, then you can trust it to protect yours.
Where are they now?
Anvil ships fight harder! The entire Hornet lineup and the Gladiator are flyable in Star Citizen Alpha 2.5, and the special edition variant will be added in 2.6. The military version of the Hornet, the F7A, was recently completed for use in Squadron 42. The Carrack, Crucible and Terrapin are in the concept phase and will move on to implementation shortly (likely in that order.) An additional Anvil design is in the works right now, a sturdy, older fighting ship.
Anvil Intro Pack
From patrolling a sector against Vanduul incursion to resolving a conflict with hostiles, this introductory collection of ships from Anvil is ready to tackle a variety of offensive and defensive missions.
Anvil Mega Pack
This collection of ships from Anvil is the perfect opportunity to own and fly the civilian versions of many of the spacecraft that the UEE Navy uses to defend our Empire.
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The Intergalactic Aerospace Expo is a celebration of flight, and as much as it is a chance for us at Origin Jumpworks to show off our own ships, getting together with others who love flying as much as we do is equally important. It is that love that’s truly at the heart of everything we do here at Origin. The thrill of an M50 roaring to life as your hand slides the throttle forward. The joy as you watch a new sunrise crest over the horizon for the first time in your 890 Jump. The quickening of your heart as the afterburner kicks on in the 85X. We understand that we’re not just building ships, but that we are crafting experiences.
With our Empire-renowned design team at the helm, their passion for flight translates directly into some of the most elegant and exciting ships available today. We encourage you to come experience our distinct line of vehicles here at the Expo and join us in celebrating.
Where are they now?
The 300i and variants are currently flyable in Star Citizen Alpha 2.5. They will recieve a polish update to bring them to current standards in the future. The M50 is flyable (and raceable) today and the 85X is on track to be included with Star Citizen Alpha 2.6. The 890 JUMP is still in concept and will be built out by the artists and designers at Foundry 42. The team at ORIGIN may have the smallest lineup of the initial set of companies today… but they intend to change that with the launch of a dedicated multicrew ship for 2947.
Origin Intro Pack
This introductory collection from Origin Jumpworks offers pilots with exacting standards and distinguished taste the opportunity to race through the Empire in comfort and luxury.
Origin Mega Pack
Speed and elegance. Refinement and precision. Customers have come to expect only the best from Origin Jumpworks, and this select collection of ships delivers just that.
AEGIS AVENGER TITAN RENEGADE VARIANT
Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Renegade pays tribute to famed pilot Danny Solomon for his notable work with the Advocacy to bring justice to Bremen. This Avenger Titan comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring this iconic ship.
A Word from The Exotic Ship Manufacturers Council …
Space is a vast and diverse place, so why fly the same ship as everyone else? The Exotic Ship Manufacturers Council (ESMC) represents a wide range of companies producing everything from the ARGO utility vehicle to AopoA’s Khartu-Al. The Council’s goal is to raise awareness about the diverse array of ships being crafted throughout the universe.
The ESMC was formed after the 2941 Intergalactic Aerospace Expo when Crusader Industries and Consolidated Outlands were unable to get space in the main Expo hall to display their ships. By uniting together and forming a coalition with other more unique manufactures they were able to return in 2942 and rent the entirety of the main hangar to highlight their diverse array of ships and vehicles. The alliance has stayed firm ever since, as the increased exposure has brought intriguing and unusual ships, like the Banu-crafted Merchantman, to a wider audience.
Where are they now?
The Merlin snub fighter, the Khartu-al, both Argos and the entire Mustang lineup are currently flyable in Star Citizen 2.5. The Merchantman, Archimedes and Starliner are awaiting resources for implementation. A third Argo module is in development, as are two further alien ships which will be offered on the human market. There has also been a great deal of discussion about Starliner options, although none of them are scheduled yet.
Exotic Intro Pack
This introductory collection features offerings from Kruger Intergalactic, Consolidated Outlands, and AopoA to fill your hangar with three of the fastest and most agile ships on offer from these unique manufacturers.
Exotic Mega Pack
The Exoctic Ship Manufacuter Council has selected a wide range of ships to offer as part of this collection that features ships from six separate manufacturers.
A Word from Aegis Dynamics…
When Aegis Dynamics attended its first Intergalactic Aerospace Expo in 2787, we used it as an opportunity to give the public a chance to see many of our ships that were reserved for military use. We have returned every year since, and in that time, we, as a company, have undergone many changes. For example, several of our Naval combat ships have become available for purchase in civilian models, including the Sabre light fighter which we premiered at last year’s Expo.
We are thrilled to be able to continue this proud tradition at the 2946 IAE and hope you enjoy getting up close with ships like the Reclaimer, as much as we enjoy creating them. In addition, fans are encouraged to stop by the Aegis booth for a chance to meet some of the Navy’s most decorated veteran pilots and hear their experiences flying Aegis ships, as well as their tips for getting the most out of these powerful machines. Look forward to seeing you there!
Where are they now?
Aegis’ powerful military lineup is coming online rapidly! The Avenger, Gladius, Retaliator, Sabre, Vanguard and Starfarer Gemini are flight ready as of Star Citizen Alpha 2.5. The Redeemer is hangar ready, but will require a significant update to take flight. The Reclaimer and additional Retaliator and Vanguard modules are also in production. Concept artists are working on a top secret Aegis design to launch next year.
Aegis Intro Pack
For those looking to expand their combat options, this introductory collection of ships from Aegis Dynamics is a great place to start.
Aegis Mega Pack
One of the most prolific ship manufacturers in the Empire, Aegis Dynamics has put together this expansive curated collection of some of their most notable vehicles.
ANVIL HORNET WILDFIRE VARIANT
Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Wildfire pays tribute to famed pilot Aria Reilly for her distinguished service with the legendary Squadron 42. This Hornet comes equipped with her own personally selected loadout preferences and a custom special edition livery honoring her iconic ship.
Capital Ships
As announced during the anniversary livestream, a limited number of Idris-P and Javelin class capital ships will be available over the weekend. UEE War Bond editions will be available in four allotments to allow Citizens around the world an opportunity. Each allotment will include 200 Idris-P frigates and 50 Javelin destroyers. War Bond times are 3pm Pacific on Friday, 9pm Pacific on Friday, 3am Pacific on Saturday and 9am Pacific on Sunday. A final allotment which may be purchased with store credit will be available at 9am Pacific on Sunday.
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Straight from annals of history comes one of the most legendary ships of the First Tevarin War, beautifully and meticulously recreated by the dedicated craftsman and astroengineers at Esperia. Designated “Prowler” by the UPE Navy pilots who first encountered it in battle, this Tevarin armored personnel carrier developed a fearsome reputation for infiltrating enemy stations and ships and delivering teams of Naulle, elite Tevarin boarders, to wreak havoc on unsuspecting Humans.
Now, centuries later, Esperia is making this unique ship once again available to collectors and military enthusiasts alike, preserving the feel and design of the Tevarin original while updating it to modern standards of efficiency and safety. And like all of Esperia’s ships, these are more than mere showpieces, these works of art were made to fly.
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There is a reason that the Prowler made its mark on history. At the time, the ship was one of the most advanced and cutting edge pieces of combat technology to grace a battlefield, and Esperia’s Prowler continues that tradition today. An ideal vessel for infiltration, boarding, troop deployment, extraction, fleet security and stealth missions, the Prowler’s distinctive hull can not only hold 16 persons, but it can rapidly deploy them thanks to its series of airshield portals. While common today, airshields were first developed by the Tevarin and changed the face of war thanks to the ease in which their troops could move in and out of the Prowler.
Overall, the Tevarin’s expertise in shields far outpaced Humanities own as exemplified by the Phalanx Shield that comes standard with the Prowler. A point defense shield that provides a very strong but limited protective face, the Phalanx Shield was one of the reasons that the Prowler became such a significant defensive force when flown in a squad with shields deployed and its wide variety of defensive countermeasures at the ready.
In addition, the Prowler’s Grav-Lev plates give additional flight control when traversing along uneven surfaces. This comes quite in handy when trying to position the Prowler alongside a large capital ship or inside a planetary fortification. As does the remote turret positioned along the upper spine for full 360 offense.
From silently infiltrating an unsuspecting enemy hangar to charging in to get forces where they’re most needed, the Esperia Prowler is a piece of history ready to make a whole bunch more.
The Prowler is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar, fight in Arena Commander or fly in the Alpha. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Prowler poster and then once the in-game model is finished you will also be given an in-game Prowler mini ship model! In the future, the ship price will increase and the offer will not include Life Time Insurance or these extras.
Merchandise Sale
Disclaimer
Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game.
Additionally, please note that the Prowler will be entering the ship pipeline now, it will ultimately be released after other concept ships have been completed. All decorative ‘flare’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
DUE TO SOLAR FLARE INTERFERENCE, TODAY’S GALACTIC GEAR TRANSMISSION WILL BE SLIGHTLY DELAYED. CHECK BACK SHORTLY FOR JAX’S REPORT FOR THE DAY.
A Word from Aegis Dynamics…
When Aegis Dynamics attended its first Intergalactic Aerospace Expo in 2787, we used it as an opportunity to give the public a chance to see many of our ships that were reserved for military use. We have returned every year since, and in that time, we, as a company, have undergone many changes. For example, several of our Naval combat ships have become available for purchase in civilian models, including the Sabre light fighter which we premiered at last year’s Expo.
We are thrilled to be able to continue this proud tradition at the 2946 IAE and hope you enjoy getting up close with ships like the Reclaimer, as much as we enjoy creating them. In addition, fans are encouraged to stop by the Aegis booth for a chance to meet some of the Navy’s most decorated veteran pilots and hear their experiences flying Aegis ships, as well as their tips for getting the most out of these powerful machines. Look forward to seeing you there!
Where are they now?
Aegis’ powerful military lineup is coming online rapidly! The Avenger, Gladius, Retaliator, Sabre, Vanguard and Starfarer Gemini are flight ready as of Star Citizen Alpha 2.5. The Redeemer is hangar ready, but will require a significant update to take flight. The Reclaimer and additional Retaliator and Vanguard modules are also in production. Concept artists are working on a top secret Aegis design to launch next year.
Aegis Intro Pack
For those looking to expand their combat options, this introductory collection of ships from Aegis Dynamics is a great place to start.
Aegis Mega Pack
One of the most prolific ship manufacturers in the Empire, Aegis Dynamics has put together this expansive curated collection of some of their most notable vehicles.
ANVIL HORNET WILDFIRE VARIANT
Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Wildfire pays tribute to famed pilot Aria Reilly for her distinguished service with the legendary Squadron 42. This Hornet comes equipped with her own personally selected loadout preferences and a custom special edition livery honoring her iconic ship.
Meet the Pilot
Outside of Cal Mason and Selon McClintock, no other pilot is as synonymous with Squadron 42 than Aria Reilly. Interestingly, Reilly was one of the few who not only served as a combat pilot in the renowned squadron for eight years, but as their commanding officer when she was promoted to captain the carrier, UEES Caspian.
During Aria’s early tours as a combat pilot, she obsessively tested all of the ships that she was assigned, meticulously testing various loadouts and configurations to push the limits of the ship. For one reason or another, all the ships would ultimately fail her rigorous series of tests… until she tackled the Anvil Hornet. “There wasn’t a scenario or loadout that I could put [the Hornet] through that it couldn’t find its way out of. Like the damn ship was doomed to succeed,” she recalled in an interview. Needless to say, Aria Reilly’s Wildfire Hornet became her mainstay ship and her default configuration (swapping energy cannons for ballistic repeaters and varying up her missile systems) became her ‘all-purpose loadout,’ capable of handling whatever situation met her in the field.
Capital Ships
As announced during the anniversary livestream, a limited number of Idris-P and Javelin class capital ships will be available over the weekend. UEE War Bond editions will be available in four allotments to allow Citizens around the world an opportunity. Each allotment will include 200 Idris-P frigates and 50 Javelin destroyers. War Bond times are 3pm Pacific on Friday, 9pm Pacific on Friday, 3am Pacific on Saturday and 9am Pacific on Sunday. A final allotment which may be purchased with store credit will be available at 9am Pacific on Sunday.
SALE SCHEDULE
Day Eight – FRIDAY, NOVEMBER 25th – AEGIS DYNAMICS & HORNET WILDFIRE
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Straight from annals of history comes one of the most legendary ships of the First Tevarin War, beautifully and meticulously recreated by the dedicated craftsman and astroengineers at Esperia. Designated “Prowler” by the UPE Navy pilots who first encountered it in battle, this Tevarin armored personnel carrier developed a fearsome reputation for infiltrating enemy stations and ships and delivering teams of Naulle, elite Tevarin boarders, to wreak havoc on unsuspecting Humans.
Now, centuries later, Esperia is making this unique ship once again available to collectors and military enthusiasts alike, preserving the feel and design of the Tevarin original while updating it to modern standards of efficiency and safety. And like all of Esperia’s ships, these are more than mere showpieces, these works of art were made to fly.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
There is a reason that the Prowler made its mark on history. At the time, the ship was one of the most advanced and cutting edge pieces of combat technology to grace a battlefield, and Esperia’s Prowler continues that tradition today. An ideal vessel for infiltration, boarding, troop deployment, extraction, fleet security and stealth missions, the Prowler’s distinctive hull can not only hold 16 persons, but it can rapidly deploy them thanks to its series of airshield portals. While common today, airshields were first developed by the Tevarin and changed the face of war thanks to the ease in which their troops could move in and out of the Prowler.
Overall, the Tevarin’s expertise in shields far outpaced Humanities own as exemplified by the Phalanx Shield that comes standard with the Prowler. A point defense shield that provides a very strong but limited protective face, the Phalanx Shield was one of the reasons that the Prowler became such a significant defensive force when flown in a squad with shields deployed and its wide variety of defensive countermeasures at the ready.
In addition, the Prowler’s Grav-Lev plates give additional flight control when traversing along uneven surfaces. This comes quite in handy when trying to position the Prowler alongside a large capital ship or inside a planetary fortification. As does the remote turret positioned along the upper spine for full 360 offense.
From silently infiltrating an unsuspecting enemy hangar to charging in to get forces where they’re most needed, the Esperia Prowler is a piece of history ready to make a whole bunch more.
The Prowler is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar, fight in Arena Commander or fly in the Alpha. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Prowler poster and then once the in-game model is finished you will also be given an in-game Prowler mini ship model! In the future, the ship price will increase and the offer will not include Life Time Insurance or these extras.
Merchandise Sale
Disclaimer
Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game.
Additionally, please note that the Prowler will be entering the ship pipeline now, it will ultimately be released after other concept ships have been completed. All decorative ‘flare’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
In der Folge 3.14 der Serie Around the Verse behandeln die Entwickler von Star Citizen wieder viele verschiedene Themen, ein Schwerpunkt bilden Infos von Foundry 42 in Frankfurt. So werden die Arbeiten an den Waffen oder auch das Greycat Industrial…
A Word from The Exotic Ship Manufacturers Council …
Space is a vast and diverse place, so why fly the same ship as everyone else? The Exotic Ship Manufacturers Council (ESMC) represents a wide range of companies producing everything from the ARGO utility vehicle to AopoA’s Khartu-Al. The Council’s goal is to raise awareness about the diverse array of ships being crafted throughout the universe.
The ESMC was formed after the 2941 Intergalactic Aerospace Expo when Crusader Industries and Consolidated Outlands were unable to get space in the main Expo hall to display their ships. By uniting together and forming a coalition with other more unique manufactures they were able to return in 2942 and rent the entirety of the main hangar to highlight their diverse array of ships and vehicles. The alliance has stayed firm ever since, as the increased exposure has brought intriguing and unusual ships, like the Banu-crafted Merchantman, to a wider audience.
Where are they now?
The Merlin snub fighter, the Khartu-al, both Argos and the entire Mustang lineup are currently flyable in Star Citizen 2.5. The Merchantman, Archimedes and Starliner are awaiting resources for implementation. A third Argo module is in development, as are two further alien ships which will be offered on the human market. There has also been a great deal of discussion about Starliner options, although none of them are scheduled yet.
Exotic Intro Pack
This introductory collection features offerings from Kruger Intergalactic, Consolidated Outlands, and AopoA to fill your hangar with three of the fastest and most agile ships on offer from these unique manufacturers.
Exotic Mega Pack
The Exoctic Ship Manufacuter Council has selected a wide range of ships to offer as part of this collection that features ships from six separate manufacturers.
AEGIS AVENGER TITAN RENEGADE VARIANT
Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Renegade pays tribute to famed pilot Danny Solomon for his notable work with the Advocacy to bring justice to Bremen. This Avenger Titan comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring this iconic ship.
Meet the Pilot
Assigned to the Bremen System in the mid-29th century, Danny Solomon was an Advocacy Agent renowned for being rough around the edges. He was the perfect embodiment of the system’s independent, frontier spirit, typified by his now famous quote, “sometimes you need to take a few shots at someone to get them to listen.”
The sight of Solomon’s ship struck fear into the hearts of outlaws across the Bremen System. Unlike most Advocacy agents, Solomon didn’t fly the standard Avenger Stalker with holding cells in the back. Instead he piloted the Avenger Titan, which he nicknamed Renegade, then stripped out the holding cells in favor of extra cargo space. Outlaws saw this as a statement of his intention to not take any prisoners.
In reality, Solomon flew the Titan because the lack of holding cells allowed him a faster cruising speed. This choice was only possible because the Advocacy worked so closely with the Bremen Defense Force, who happily transported arrested outlaws for the Advocacy. Still the name Danny Solomon became ingrained in popular culture as a hard charging Advocacy agent, famous for bringing swift justice down on those who deserved it.
Capital Ships
As announced during the anniversary livestream, a limited number of Idris-P and Javelin class capital ships will be available over the weekend. UEE War Bond editions will be available in four allotments to allow Citizens around the world an opportunity. Each allotment will include 200 Idris-P frigates and 50 Javelin destroyers. War Bond times are 3pm Pacific on Friday, 9pm Pacific on Friday, 3am Pacific on Saturday and 9am Pacific on Sunday. A final allotment which may be purchased with store credit will be available at 9am Pacific on Sunday.
SALE SCHEDULE
Day Seven – THURSDAY, NOVEMBER 24th – EXOTIC MANUFACTURERS & AVENGER TITAN RENEGADE
Day Eight – FRIDAY, NOVEMBER 25th – AEGIS DYNAMICS & HORNET WILDFIRE
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Straight from annals of history comes one of the most legendary ships of the First Tevarin War, beautifully and meticulously recreated by the dedicated craftsman and astroengineers at Esperia. Designated “Prowler” by the UPE Navy pilots who first encountered it in battle, this Tevarin armored personnel carrier developed a fearsome reputation for infiltrating enemy stations and ships and delivering teams of Naulle, elite Tevarin boarders, to wreak havoc on unsuspecting Humans.
Now, centuries later, Esperia is making this unique ship once again available to collectors and military enthusiasts alike, preserving the feel and design of the Tevarin original while updating it to modern standards of efficiency and safety. And like all of Esperia’s ships, these are more than mere showpieces, these works of art were made to fly.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
There is a reason that the Prowler made its mark on history. At the time, the ship was one of the most advanced and cutting edge pieces of combat technology to grace a battlefield, and Esperia’s Prowler continues that tradition today. An ideal vessel for infiltration, boarding, troop deployment, extraction, fleet security and stealth missions, the Prowler’s distinctive hull can not only hold 16 persons, but it can rapidly deploy them thanks to its series of airshield portals. While common today, airshields were first developed by the Tevarin and changed the face of war thanks to the ease in which their troops could move in and out of the Prowler.
Overall, the Tevarin’s expertise in shields far outpaced Humanities own as exemplified by the Phalanx Shield that comes standard with the Prowler. A point defense shield that provides a very strong but limited protective face, the Phalanx Shield was one of the reasons that the Prowler became such a significant defensive force when flown in a squad with shields deployed and its wide variety of defensive countermeasures at the ready.
In addition, the Prowler’s Grav-Lev plates give additional flight control when traversing along uneven surfaces. This comes quite in handy when trying to position the Prowler alongside a large capital ship or inside a planetary fortification. As does the remote turret positioned along the upper spine for full 360 offense.
From silently infiltrating an unsuspecting enemy hangar to charging in to get forces where they’re most needed, the Esperia Prowler is a piece of history ready to make a whole bunch more.
The Prowler is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar, fight in Arena Commander or fly in the Alpha. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Prowler poster and then once the in-game model is finished you will also be given an in-game Prowler mini ship model! In the future, the ship price will increase and the offer will not include Life Time Insurance or these extras.
Merchandise Sale
Disclaimer
Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game.
Additionally, please note that the Prowler will be entering the ship pipeline now, it will ultimately be released after other concept ships have been completed. All decorative ‘flare’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.
Chris Roberts and Forrest Stephan host this week’s Around the Verse, which travels to our studio in Frankfurt, Germany. The show includes updates to weapon and environment art and a special feature focused on Star Marine and its progress.
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The Intergalactic Aerospace Expo is a celebration of flight, and as much as it is a chance for us at Origin Jumpworks to show off our own ships, getting together with others who love flying as much as we do is equally important. It is that love that’s truly at the heart of everything we do here at Origin. The thrill of an M50 roaring to life as your hand slides the throttle forward. The joy as you watch a new sunrise crest over the horizon for the first time in your 890 Jump. The quickening of your heart as the afterburner kicks on in the 85X. We understand that we’re not just building ships, but that we are crafting experiences.
With our Empire-renowned design team at the helm, their passion for flight translates directly into some of the most elegant and exciting ships available today. We encourage you to come experience our distinct line of vehicles here at the Expo and join us in celebrating.
Where are they now?
The 300i and variants are currently flyable in Star Citizen Alpha 2.5. They will recieve a polish update to bring them to current standards in the future. The M50 is flyable (and raceable) today and the 85X is on track to be included with Star Citizen Alpha 2.6. The 890 JUMP is still in concept and will be built out by the artists and designers at Foundry 42. The team at ORIGIN may have the smallest lineup of the initial set of companies today… but they intend to change that with the launch of a dedicated multicrew ship for 2947.
Origin Intro Pack
This introductory collection from Origin Jumpworks offers pilots with exacting standards and distinguished taste the opportunity to race through the Empire in comfort and luxury.
Origin Mega Pack
Speed and elegance. Refinement and precision. Customers have come to expect only the best from Origin Jumpworks, and this select collection of ships delivers just that.
AEGIS AVENGER TITAN RENEGADE VARIANT
Created as part of the ‘Masters of Flight’ series in conjunction with the flight-sim Arena Commander, the Renegade pays tribute to famed pilot Danny Solomon for his notable work with the Advocacy to bring justice to Bremen. This Avenger Titan comes equipped with a specialized dogfighting focused loadout and a custom special edition livery honoring this iconic ship.
Meet the Pilot
Assigned to the Bremen System in the mid-29th century, Danny Solomon was an Advocacy Agent renowned for being rough around the edges. He was the perfect embodiment of the system’s independent, frontier spirit, typified by his now famous quote, “sometimes you need to take a few shots at someone to get them to listen.”
The sight of Solomon’s ship struck fear into the hearts of outlaws across the Bremen System. Unlike most Advocacy agents, Solomon didn’t fly the standard Avenger Stalker with holding cells in the back. Instead he piloted the Avenger Titan, which he nicknamed Renegade, then stripped out the holding cells in favor of extra cargo space. Outlaws saw this as a statement of his intention to not take any prisoners.
In reality, Solomon flew the Titan because the lack of holding cells allowed him a faster cruising speed. This choice was only possible because the Advocacy worked so closely with the Bremen Defense Force, who happily transported arrested outlaws for the Advocacy. Still the name Danny Solomon became ingrained in popular culture as a hard charging Advocacy agent, famous for bringing swift justice down on those who deserved it.
Capital Ships
As announced during the anniversary livestream, a limited number of Idris-P and Javelin class capital ships will be available over the weekend. UEE War Bond editions will be available in four allotments to allow Citizens around the world an opportunity. Each allotment will include 200 Idris-P frigates and 50 Javelin destroyers. War Bond times are 3pm Pacific on Friday, 9pm Pacific on Friday, 3am Pacific on Saturday and 9am Pacific on Sunday. A final allotment which may be purchased with store credit will be available at 9am Pacific on Sunday.
SALE SCHEDULE
Day Six – WEDNESDAY, NOVEMBER 23rd – ORIGIN JUMPWORKS & AVENGER TITAN RENEGADE
Day Seven – THURSDAY, NOVEMBER 24th – EXOTIC MANUFACTURERS & AVENGER TITAN RENEGADE
Day Eight – FRIDAY, NOVEMBER 25th – AEGIS DYNAMICS & HORNET WILDFIRE
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Straight from annals of history comes one of the most legendary ships of the First Tevarin War, beautifully and meticulously recreated by the dedicated craftsman and astroengineers at Esperia. Designated “Prowler” by the UPE Navy pilots who first encountered it in battle, this Tevarin armored personnel carrier developed a fearsome reputation for infiltrating enemy stations and ships and delivering teams of Naulle, elite Tevarin boarders, to wreak havoc on unsuspecting Humans.
Now, centuries later, Esperia is making this unique ship once again available to collectors and military enthusiasts alike, preserving the feel and design of the Tevarin original while updating it to modern standards of efficiency and safety. And like all of Esperia’s ships, these are more than mere showpieces, these works of art were made to fly.
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There is a reason that the Prowler made its mark on history. At the time, the ship was one of the most advanced and cutting edge pieces of combat technology to grace a battlefield, and Esperia’s Prowler continues that tradition today. An ideal vessel for infiltration, boarding, troop deployment, extraction, fleet security and stealth missions, the Prowler’s distinctive hull can not only hold 16 persons, but it can rapidly deploy them thanks to its series of airshield portals. While common today, airshields were first developed by the Tevarin and changed the face of war thanks to the ease in which their troops could move in and out of the Prowler.
Overall, the Tevarin’s expertise in shields far outpaced Humanities own as exemplified by the Phalanx Shield that comes standard with the Prowler. A point defense shield that provides a very strong but limited protective face, the Phalanx Shield was one of the reasons that the Prowler became such a significant defensive force when flown in a squad with shields deployed and its wide variety of defensive countermeasures at the ready.
In addition, the Prowler’s Grav-Lev plates give additional flight control when traversing along uneven surfaces. This comes quite in handy when trying to position the Prowler alongside a large capital ship or inside a planetary fortification. As does the remote turret positioned along the upper spine for full 360 offense.
From silently infiltrating an unsuspecting enemy hangar to charging in to get forces where they’re most needed, the Esperia Prowler is a piece of history ready to make a whole bunch more.
The Prowler is being offered for the first time as a limited concept sale. This means that the ship design meets our specifications, but it is not yet ready to display in your Hangar, fight in Arena Commander or fly in the Alpha. The sale includes Lifetime Insurance on the ship hull and a pair of decorative items for your Hangar. A future patch will add a Prowler poster and then once the in-game model is finished you will also be given an in-game Prowler mini ship model! In the future, the ship price will increase and the offer will not include Life Time Insurance or these extras.
Merchandise Sale
Disclaimer
Remember: we are offering this pledge ship to help fund Star Citizen’s development. The funding generated by sales such as this is what allows us to include deeper, non-combat oriented features in the Star Citizen world. Concept ships will be available for in-game credits in the final universe, and they are not required to start the game.
Additionally, please note that the Prowler will be entering the ship pipeline now, it will ultimately be released after other concept ships have been completed. All decorative ‘flare’ items will also be available to acquire in the finished game world. The goal is to make additional ships available that give players a different experience rather than a particular advantage when the persistent universe launches.