Um alle Funktionen des Forums nutzen zu können, sollten Sie sich registrieren. Wenn Sie schon regstriert sind, sollten Sie sich anmelden.
Datenschutzerklärung: Hier
Einstellungsmöglichkeiten zur Privatsphäre finden Sie in Ihren Einstellungen.
Einen maschinenlesbaren Export Ihrer Daten können Sie in Ihrem Profil anfordern. Hier
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Which faction will you align with in Alpha 4.0? Tune in to get an in-depth overview of what makes each faction unique along with their combat gameplay differences.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
BLINK AND YOU’VE MISSED IT
The fastest Sabre model ever conceived, the Peregrine takes the infamous military-born Sabre chassis and tunes it for unadulterated speed; the already streamlined frame is propelled by bespoke thrusters and carefully optimized engines that elevate the Peregrine’s straightaway speed to a whole different league.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
THE FASTEST SABRE YET
Already known for its lightweight, aerodynamic build and powerful propulsion, the Peregrine pushes the Sabre’s straightaway speed into a totally different league.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
LEGENDARY TOUGHNESS
What the Peregrine lacks in traditional firepower, it more than makes up for in its stout armored frame. What’s more, it remains hard to kill without sacrificing any speed.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
TECH SPECS
Explore the full Aegis Sabre Peregrine tech specs below.
Manager
Selfishness
"Maybe you should have a Captain have a look at you. Be sure." said Joaquim Steiger The Entity shall act as a political neutral zone where representatives can meet to resolve problems through discourse A 315p transport emerged from the jump-point and lumbered toward the Navpoint
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
CARGO EMPIRES
STAR CITIZEN ALPHA 3.24
It takes a lot to keep the United Empire of Earth moving and behind every skilled fighter pilot, selfless medic, and titan of industry is a dedicated courier, hauling crucial supplies between the distant reaches of the galaxy.
Alpha 3.24: Cargo Empiresintroduces a wealth of updates that improve life in the ‘verse for those vital cargo haulers and citizens of all walks of life, including freight elevators, persistent hangars, and all-new missions.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Elevator energy crates
Pranic
A further investigation of the planet revealed a cache of Humanity weapons and war machines. Apparently, he was some kind of Gunner... and kind of a Nut job Sheila Hero woke up on a table
We know that we have been Intolerant A vacant Breathable planet with a Poisonous atmosphere. Even though it's unsuitable for Smuggling, the UEE Military Fleet has prohibited corporations from Mining the planet The Timeline shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Thick atmosphere and swirlTactical storms of Rihlah VI make it a popular tourist destination for Criminals and Slavers from nearby planets. terraforming: That's a word that hasn't been associated much with Tevarin
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Take full control of loading or arming your ship before taking off on your next great adventure. From missiles to freight, everything you need can be moved from storage by hand (or tractor beam) and loaded onto your ship exactly the way you like.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Take all the time you need in your hangar – this first proper use of instancing technology gives every player their own hangar to spawn vehicles without the wait. There’s no time limit, so you can take as long as you need to load up and prepare for the dangers of the ‘verse.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Make your hangar a home. Every player now has a persistent hangar at their primary residence that can be decorated with any owned decorations and flair. Your hangar is allocated by the largest vehicle you own, so it’ll always fit, even if you upgrade your ship.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Along with making accessing your ships easier, it’s now easier to access ships and load ground vehicles before taking off. Alongside freight elevators, hangars now feature a ship terminal that can recall any of your ships and ground vehicles from storage.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Hostile Shader
Conversion sealed tube
The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Shorvu is considered a local mascot. This Evaporating Planet's unique shape has given it the nickname Pinecone Sol IX has a very Nitrogen-rich atmosphere, causComet greenhouse effects to heat its surface to temperatures that are consistently higher than even Bombora's scorchMining platforms heat.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Tradable commodities (such as beryl and gold) are now traded in boxes, with different locations offering varying sizes relating to their location or purpose. Larger boxes can only be loaded onto larger ships too, adding variety to trading routes and pickups.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
If manually loading your ship via freight elevators doesn’t suit your playstyle, all hangars now support automated cargo loading. While your ship will be unavailable for a short while, it will return fully stocked, re-armed, and ready to take off.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Hauling contracts are now open to all enterprising pilots. Players will play a vital role in the logistics network that keeps the Empire running as they travel from bustling landing zones to expansive distribution centers via remote space stations and perilous outposts.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Violent criminal gangs are disrupting Stanton in the latest all-action Global Event. Play your part in ending the blockade by taking out enemy ships, hauling vital supplies, or escorting cargo to where it’s needed the most. Your system needs you!
Blockade Runner will be hitting the 'verse in the near future, keep your eyes peeled for more details!
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
The Sabre Peregrine forgoes all weaponry in its pursuit of ultimate speed. Faster and more agile than anything in its class thanks to significant weight saving and a unique thruster setup, the Peregrine is more than deserving of its name.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Sabre Peregrine
The fastest Sabre model ever conceived, the Peregrine takes the infamous military-born Sabre chassis and tunes it for unadulterated speed; the already streamlined frame is propelled by bespoke thrusters and carefully optimized engines that elevate the Peregrine’s straightaway speed to a whole different league.
Now that Aegis' first dedicated racer has entered the 'verse, we asked the Vehicle and Gameplay teams a few questions about the Sabre Peregrine. Here are the answers, straight from the devs themselves.
As Aegis Dynamics is traditionally a military manufacturer, why is it building a racer?
Traditionally, but not exclusively. While a lot of Aegis hardware is designed for military application, Aegis and other manufacturers always look to see what other markets they can expand into based on the resources available. With the Raven and Firebird chassis, it made sense to provide a more civilianized version of the platform.
Does the Aegis Peregrine have any flight characteristics that would be advantageous in raw speed, given that the Peregrine is the fastest bird in real life?
Due to the original ship’s archetype, the Peregrine exhibits impressive forward acceleration in normal conditions and when using its afterburner, which is rated as one of the strongest among its competitors.
What sets this racing variant apart from others in terms of its unique strengths?
The most prominent characteristics are its unique and unmatched forward acceleration, enhancing the ship's racing prowess, and a stronger afterburner for reactive acceleration during difficult turns.
Are there any unique flight characteristics, acceleration, and maneuverability in atmospheric flight?
The fundamental thing that distinguishes the Peregrine from other ships is its original archetype. While most racers are based on snub/light fighters/interceptors, the Peregrine elevates the medium interceptor archetype to competition standards, making it the most formidable vessel in forward acceleration at the expense of some nimbleness due to its larger size.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Where does it sit in terms of acceleration, maximum speed, and maneuverability compared to other racing crafts like the M50, Razor, and 350r?
The Sabre Peregrine is the answer to everything the Fury LX isn't. These are our two unarmed racing ships, so they’re designed to be our ultimate pace setters. While the Fury's gimballed main thrusters give it good maneuvering in twisty sections, the Peregrine is the opposite; the main thruster is typically positioned but its power is far from typical, enabling the Peregrine to accelerate at up to almost 30 Gs. Pair that with high aerodynamics and this is a hero of the racetrack that emphasizes top speed over cornering.
The Peregrine has an ‘engine performance booster.’ Can you explain this new component and how it works?
Due to the extra physical space, the performance booster means the Peregrine's performance is the best of all the Sabres. It’s 13% faster to accelerate than the Firebird and 55% faster than the base Sabre. This does come at the cost of running hotter and using more fuel.
Is the Peregrine equipped with stealth components, like the Sabre and Sabre Raven?
The Peregrine is not equipped with stealth components. Pilots can expect its signatures to be extremely visible, as the design intention was for it to run hot with little IR suppression and to have a large cross-section signature thanks to its large aerodynamic surface area. Speed was the priority when making these decisions.
Does the main thruster of the Peregrine differ from those of the Raven or the Firebird?
It's designed for performance, at the sacrifice of heat and efficiency, to make sure it's best in class.
Why was the single-main-thruster design of the Raven/Firebird chosen for a dedicated racing variant instead of the twin-main-thruster design of the base Sabre chassis?
Mostly rule of cool. It has a slightly revised single-engine design to provide a nod to the intended racing performance.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Compared to the base Sabre, the Peregrine features 12 maneuvering thrusters instead of 10, aligning with the design of the Firebird. Do the performance characteristics of its maneuvering thrusters differ from those of the Firebird, making it more maneuverable than the combat variant?
The performance profile of the Peregrine, compared to all other variants in the series, is tailored specifically for racing. A higher count of maneuvering thrusters allows the ship to achieve consequently greater lateral and vertical acceleration compared to other variants of the same class, even the combat-focused ones. However, this comes at the expense of overall hull resistance to enemy attacks, making the racing variant unsuitable for engagements, especially without any offensive weaponry.
What is its maximum SCM speed, and does it accelerate to the maximum speed faster than other Sabre variants?
The maximum SCM speed of the ship is set to 267 m/s, and the ship's acceleration is significantly stronger than that of other Sabre variants, both with and without the afterburner engaged.
Is the fuel capacity and consumption of this variant different from the other Sabre variants?
The fuel capacity is the same as other variants, but you can expect it to burn through fuel faster than other Sabre variants.
The Peregrine is the only non-snub racing ship without any weapons. What are the advantages of not having offensive capabilities and which means of self-defense are available to the pilot? Does it benefit from its low profile or extra countermeasures?
The benefit of having no weapons is reduced weight and complexity. Like in a modern racing car, this is an easy way to make it faster, as it's lighter and more aerodynamic. From a design perspective, having no weapons also removes the Peregrine from balance discussions in PVP combat. This ship is not intended to be used in actual combat and is expected to disengage and flee any battles.
The ship is equipped with countermeasures and two S1 shields. Otherwise, its main defensive asset is its speed. Even as an interceptor, it can be hard for an assailant to hit when it moves unpredictably and should easily create opportunities to disengage and flee.
Does the Peregrine provide storage space for the pilot's personal gear and weapons?
Yes, it features the same storage as the base Raven and Firebird.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
THE ARK, TAYAC SYSTEM
Welcome to August’s Galactapedia update roundup. This month, we explore the Sol system, take a look at the Scout and the Storm, delve into some history, and learn about a racing league. Join the Spectrum thread for any discussion or feedback.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
ENTER ATMOSPHERE
Elevate your Post-CitizenCon Experience with ENTER ATMOSPHERE 2954, on Sunday October 20.
From the brilliant minds behind the Daymar Rally, ATMO Esports presents an unmatched post-con experience just down the road from Manchester Central ENTER ATMOSPHERE 2954 is the ultimate way to cap off your weekend: Ship Racing Exhibition, a Panel featuring CIG guests, Fight or Flight World Championship Finals, all culminating in a Trophy Presentation with Chris Roberts!
This event perfectly showcases how our community comes together to create unforgettable moments in the Star Citizen universe. After last year's incredible CitizenCon tournament, ATMO Esports wanted to go bigger—and they have. They didn’t just raise the bar—they’ve taken things to a whole new level and we can't wait to see you there!
Please note: Tickets to this event are limited. For information on how to secure yours, check out the details at the bottom of the page.
Straight edge Xi'An boron comms officer
Medical bay sealed tube
A naturally occurrSummoning Highly acidic atmosphere Corrosive Earth analogue. United Nations of Earth surveyors were stunned to find abandoned Human cities on the planet We know that we have been Fools trafficking: That's a word that hasn't been associated much with Human
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Following this thrilling kickoff, dive into a panel discussion with key members from Cloud Imperium Games as they explore the evolution of competitive events in Star Citizen.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
The night reaches its peak with the Fight or Flight World Championships where elite teams from Europe, North America, and Asia will face off for the first time, battling it out to crown the world’s best team!
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
A world-class event demands a world-class venue. ATMO is leveling up by securing the Aviva Studios Factory International for this year’s event!
Designed with versatility at its core, this venue has hosted some of the greatest artists of our time. Developed by Manchester City Council with support from HM Government and Arts Council England, it’s the perfect spot for this year's mayhem. Plus, does anyone else think it looks quite sci-fi?!
Schedule
4:00PM - Doors open
4:30PM - Ship racing Exhibition
6:30PM - Competitive Event Panel with CIG Guests
7:30PM - Fight or Flight World Championship Finals
11:30PM - Trophy Presentation
Ticket Information
General Admission
Access to the Live show at Aviva Studios Factory International
Commemorative Holofoil Badge with Gamertag
Commemorative Poster
1 Free Drink Ticket (Soda, Beer, Wine Glass)
VIP
Access to the Live show at Aviva Studios Factory International
Commemorative Holofoil Badge with Gamertag
Commemorative Poster
Commemorative ENTER ATMOSPHERE T-shirt
1 Free Drink Ticket (Soda, Beer, Wine Glass)
Reserved Seating
All event ticket holders and attendees will be automatically entered into the ENTER ATMOSPHERE giveaway.
GET YOUR TICKET
The event takes place on Sunday afternoon, October 20, 2024, following CitizenCon 2954. Conveniently located just 10 minutes from the CitizenCon venue, it will be held at Aviva Studios, M3 4JQ.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Ever wondered what a day in the life of a concept artist consists of? Tune in for an insider's perspective from the renowned artist Gavin Rothery, who has produced more vehicle concept art for Star Citizen than any other artist.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for August 21, 2024
Progress Tracker
We're excited to share the updated production schedule on Progress Tracker through the end of 2024! We've made some changes to how the roadmap operates, reflecting the more agile approach we're taking as we near major milestones. This has led to a significant shift in how deliverables are tracked, while still offering transparency into our team's focus. We've tweaked the system to give you better insights into what our teams are working on throughout 2024, with 2025 to come.
Since Squadron 42 reached feature-complete status last year, we've reorganized our teams into cross-discipline groups to prepare for the upcoming milestones, including 4.0, 1.0, and Squadron 42's launch. These teams now collaborate across various disciplines to deliver features and content, rather than being tied to specific resources focused on a single deliverable.
As a result, deliverables are now tracked by the "owner" of each feature, which is how they will be displayed on Progress Tracker moving forward. Downstream teams like Audio, VFX, and others won't be individually represented, as their work is integrated into the main objectives. This streamlined approach also makes it easier to find relevant teams, with these new groups now featured at the top of the list.
These new groups encompass all the disciplines previously displayed on Progress Tracker, and we've adjusted how production schedules are tracked to accommodate the need for flexibility. Instead of pinpointing individual developers, we’re using placeholder headcounts and disciplines for each deliverable.
With this update, we're adding the Core Gameplay Pillar, the Character Art and Tech Teams, both Vehicle Content Teams, and the Locations Pillar to Progress Tracker. Additional teams and deliverables will be added over time. Plus, as we continue refining the production schedule for 2025, we'll populate additional teams/groups/content. And of course, make sure to tune in for CitizenCon, less than two months away...
Release View
With this publish, we're adjusting the release window for Alpha 4.0 to Q4 2024. Alpha 3.24 and its update to systemic gameplay features has required extra attention to ensure necessary issues are resolved ahead of release, which has resulted in a lengthier PTU process. While work has continued on 4.0's features and technology simultaneously, we're making this adjustment to release timing to ensure Alpha 4.0 gets the proper amount of time in testing.
The following card has been added to Release View, targeting a release with Alpha 4.0:
New Missions - Repair, Charge and Drain
Implementing new missions that introduce engineering gameplay into the persistent universe, first appearing in Pyro's outposts. Players will be tasked with going to the location and fixing wind turbines, relays, moisture extractors, or solar panels. This is done by repairing pipes with the your multi-tool, charging batteries with the new charge/drain feature, or replacing broken components in the networks that are broken or missing.
That's all for this week! Join the discussion on Spectrum.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Happy Monday, everyone!
16 ships enter, one ship leaves. That's right, Phase 2 of the biggest annual space smackdown, Ship Showdown, has commenced! We were blown away by the sheer amount of amazing and creative submissions on the Community Hub and social channels for Phase 1, but your favorites need YOUR help to ensure they move past their brackets. Don't forget that the Top 16 are also available for you to pilot in the Free Fly now through August 22, and are also available to pick up on the pledge store too. Who will emerge as this year's paragon of aerospace domination? You decide. Vote daily and ensure your most-loved vehicle emerges as the ultimate champion when the dust settles.
In Alpha 3.24 news, we've opened up to all waves on the PTU! Thank you for kicking the tires on this build; your participation and feedback so far have been invaluable in helping the dev team shore up the patch in preparation for release to the Live servers. We hope to get this one out the door and into your hands shortly!
Gamescom is also right around the corner, and we can’t wait to connect with all of you who are making the trek to Cologne, Germany! We’ll be roaming the show floor throughout the event, and we’ve got goodies; catch us if you can! Stay tuned to our social media channels for clues on where to find us. Plus, there’ll be TWO Bar Citizen events, so come join your fellow Star Citizens and members of the CIG team at the following locations:
Friday, August 23, 2024, from 4 pm @ Brauwelt Köln
Saturday, August 24, 2023, from 6 pm @ BON - Brauhaus ohne Namen
If you're interested in attending, check out the Gamescom Bar Citizen post for all the details! Please note that, as the venues have limited capacity, entrance will be on a first-come, first-served basis.
Now, let's see what's going on this week
This Wednesday, the latest Roadmap Update, accompanied by its complementary Roadmap Roundup, will give you a glimpse of what's coming in the future.
Thursday’s Inside Star Citizen will be a retrospective look at the amazing contributions of Gavin Rothery, the artist responsible for creating more ship concept art than any other concept artist working on Star Citizen.
On Friday, there will be no Star Citizen Live due to its scheduled hiatus. However, we'll zip the weekly RSI Newsletter straight into your inbox.
On the Community-event front, our friends at Omega Aerosports invite you to celebrate the high-octane racing life with their 2954 Summer Festival! This year, they've teamed up with a number of orgs to bring their biggest festival yet, with at least two races happening each day from August 18-24, culminating in the Grand Finale race on Saturday, August 24. Check out their website for more details!
Speaking of racing, THE biggest in-person racing event, Enter ATMOSPHERE, is coming to Manchester, UK. With racing exhibitions, a panel from CIG staff with deep roots in racing, and the Fight or Flight World Championship Finals, there’s no better way to wrap up your CitizenCon 2954 weekend. Grab your tickets here.
Also, for those of you who didn't manage to get your hands on CitizenCon 2954 tickets earlier, we're pleased to share that we're releasing a new batch. Secure yours now while they last, as we're unlikely to add any additional capacity beyond this lot. We're looking forward to seeing you in October!
Bar Citizen World Tour @ Gamescom - Cologne, Germany
SATURDAY, AUGUST 24, 2024
Bar Citizen World Tour @ Gamescom - Cologne, Germany
Fifty bridge countermeasures deepening
Info-running human
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Join us for another Q&A session featuring the Frankfurt Level Design Team, who will answer your questions about Contested Zones and Astroid Bases coming in Alpha 4.0.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Ship Showdown Top 16 Free Fly
After reviewing thousands of creative submissions and poring over extensive gameplay, flight, and drive-time data, the Ship Showdown Top 16 has been selected. Each day, two ships will step up and only one will live to fight another day. And here’s the kicker - it’s all decided by your daily votes in the Live Showdown.
Plus, take the Top 16 vehicles for a spin until August 22 in the Ship Showdown Free Fly. Each ship will also be available to pledge throughout the tournament!
Your Top Sixteen
Heavy Duty - Aegis Reclaimer
Equipped with a reinforced cargo bay, long-range jump drive, and launch pods for unmanned drones, the Reclaimer is the ideal ship for ripping apart deep-space wrecks. Tractor beams, floodlights, scanner options, and docking ports round out the tools on this capable, utilitarian spacecraft.
Answer to no one, cut out the middleman, and throw caution to the wind. Rip wrecks like a pro and carve out your own place in the great big empty behind the stick of this rough and rugged salvage machine from Drake Interplanetary.
Featuring best-in-class maneuverability and fully integrated Xi’an tech, the Fury is on the cutting edge of ship design. In pursuit of performance, the Fury LX racer sacrifices the base ship's offensive capabilities for additional maneuvering thrusters to help you cross the finish line first.
If you want to get from point A to point B as quickly as possible (and with as much style as possible), then the M50 is for you. Featuring supercharged engines to offset its tiny weapons loadout, the M50 goes extremely fast and looks incredible doing it. As Origin’s premier racing chassis, you shouldn’t expect anything less.
Few vehicles inspire the same awe as the legendary F8 Lightning. A true force to be reckoned with, it has protected Humanity countless times from serious threats at home and far from civilization.
Tame the power, speed, and offensive punch of the UEE Navy’s premier carrier-based fighter, made famous by its dominating role in the Vanduul war. Sporting a pair of daunting Size 4 Gatlings and a custom missile rack capable of delivering a devastating payload, it's easy to see why this heavy-hitter is a legend and mainstay of Naval operations.
With an elegant, sleek exterior that belies its spacious interior, the 890 Jump is a true engineering marvel; crafted to impress from every angle with its combination of innovative design, the finest materials, and the most advanced technology. The result is a vessel that is in a class all of its own.
This multi-role luxury vessel features an exquisitely detailed hull that balances performance and versatility in a sleek and timeless form. Looking to stamp your name in history? The 600i Explorer swaps the lounge for a robust scanning station as well as additional utility hardpoints to further increase the ship's deep-space effectiveness.
Crusader Industries brings its usual commitment to excellence directly to the civilian market with the C1 Spirit, a multi-purpose starship tuned for mid-range cargo delivery and courier work with enough versatility to tackle multiple roles and unpredictable jobs.
The Mercury checks all the boxes expected of a dependable courier vessel, and then some. If you need it there fast and unscathed, you can’t do better than the Mercury. Built with the same engineering and design principals that has made Crusader the go-to manufacturer for galactic transport on any scale, the Star Runner chassis sets new standards for data and cargo conveyance.
The Syulen cargo vessel has been artfully crafted by the renowned House Gatac to perfectly suit both Human and Xi’an pilots. With an agile frame, the Syulen lends itself to quickly ferrying important deliveries across the universe or as the ideal ship for those making their transport career debut.
Meet the Banu Defender, a multi-crew fighter whose patchwork design highlights technology from a variety of species. Featuring modest accommodations for its crew and easy access to components, the Defender gets its name from the role it serves: the first line of defense against enemy attacks. That's why the Defender makes the ideal companion to the Merchantman: one to do the heavy hauling and the other to perform the deadly dogfighting.
Get ready to have some serious fun on the job with the STV from Greycat. This Sport Terrain Vehicle was built by pros for pros and features blazing speed and convenient built-in storage.
A frontline medical support vehicle built to endure the harshest environments - a beacon of hope bringing you back into action with its state-of-the-art Tier 3 medical bed. An indispensable asset for any team facing unpredictable challenges.
Outfitted with long-range scanners and encased in heavy armor and oversized shields, the U4A-3 Terrapin can face potentially hazardous circumstances with confidence, making it the ultimate combat scout and reconnaissance vehicle, at least according to Anvil.
The civilian model of the Gladiator appeals to those that want explore the ‘Verse with a bit of added security. Supporting a maximum of two, the Gladiator is perfectly equipped to explore and fight with or without a wingman. The Civilian model allows pilots to choose between an extra cargo hold or a bomb bay.
The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Entity shall act as a political neutral zone where representatives can meet to resolve problems through discourse occupying: That's a word that hasn't been associated much with Humanity
Rumors claim some of the weapons found contains technology made within the last One years Though technically not a planet, Bruder is considered a local mascot. This Main Sequence Dwarf's unique shape has given it the nickname Abyss terraforming: That's a word that hasn't been associated much with Vanduul
To allow everyone to make an informed choice, we invite you to take the sixteen selected ships for a spin.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
How will life in Pyro differ from Stanton? Join us today to discover the differences of how people live in the unique challenges and landscapes Pyro has to offer, in addition to new gameplay experiences.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Squadron 42 Monthly Report
This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.
TO: SQUADRON 42 RECRUITS
SUBJ: DEVELOPMENT UPDATE 08:07:2024
REF: CIG UK, CIG DE, CIG LA, CIG TX,
FAO Squadron 42 Recruits.
Welcome to July’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including AI group combat, EVA updates, and additional narrative detail.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Features)
Last month, the AI Features team worked on a combination of fixes and new functionality, including an issue requiring a usable to have an interactable component. A problem was also solved with stance not being updated, causing issues with AI exiting cover.
The team solved problems with tactical-query system conditions silently failing without setting results, which led to uninitialized memory bugs. For example, when running the ‘reachable,’ condition, it occasionally returned a ‘true’ result when the point was not reachable because the result variable had not been initialized as false. This was blocking the testing of the cover hit-reactions test level.
An issue with vison raycasting allowing NPCs to see through buildings was rectified alongside bugs with NPCs using the Multi-Tool, including one giving them infinite ammunition in Repair mode. The team also added dynamic object handling to the vision component to fix vision raycasts and entities from being blocked when doors change states. The handling of situation changes during ‘aimed at’ events were improved too.
New functionality was developed to support and restrict movement within assigned schedule combat areas, including being able to set up schedule areas and tags through the editor rather than just through the schedule. This allows the designers to more carefully control fights by giving the AI areas of interest, in a similar way to the existing tech for defend and attack areas, but on a broader scale.
The AI team also added a significant piece of new functionality - AI groups. This enables perception data to be shared between AI within the same group, giving the designers more control over how NPCs are brought into fights and how they work together. For this, the team added a variety of entity changes, including:
AIGroupEntity - allows the designers to assign NPCs groups
AIGroupEntityComponent - a runtime component to define NPC groups that can share knowledge, such as perception data
AIGroupEntity - exports group members as part of object container data
AIGroupEntity - a Dataforge record
OnFriendlyCallToArmsHeard - an event to bring the rest of a group into combat
Elsewhere, the team reviewed and made improvements to how AI use wildlines, including adding new combat-communication wildlines, such as surrendering, grenade reactions and throwing, investigation, hit reactions, reloading, and perception reactions.
A script was created to check duplicate and unused communication names in pursuit of the gold-standard wildline setup.
AI Tech
For AI Tech, support was given to the Design teams, with the devs implementing and exposing small functionalities alongside performance improvements. For example, they implemented a new behavior assignment for AI pilots exiting to EVA and fixed issues with NPCs using EVA. Bug fixing and behavior improvements were made for NPCs using elevators and using trolleys to move boxes.
AI (Social Strike Team)
July saw the AI Social strike team introduce new welding helmet animations for engineers in ship corridors, enhancing visual detail, and updating post-welding animations. They also added an inspection phase where engineers now examine their work, providing more realistic and dynamic visuals compared to the previous static animation.
A new scooch animation for smoother transitions between bathroom lockers and shower cubicles was created too.
The team then refactored the day/night cycle on the Stanton to ensure AI populate the most popular areas of the ship as soon as the player lands, improving immersion and experience. Idle animations after crate inspections were updated to show characters using their datapads to simulate stocktaking and entering details.
Animations for entering and exiting the firing range console were improved to address various issues, such as popping and other visual inconsistencies, while holograms on the firing range T-posing when shot was rectified. And, for more realistic character behavior, look-at animations were disabled during inappropriate moments, such as when characters touch their faces or use utensils.
The team then conducted a comprehensive visual pass on dynamic conversations, fixing numerous missing transitions for smoother dialogue flow. They also adjusted animations to ensure characters appear to be talking, even without active dialogue.
AI Social began refining player interactions in the Stanton, preventing unintended entity interactions and highlighting important ones to streamline and enhance player engagement.
Features (Gameplay)
Gameplay Features continued improving control surfaces, addressing various tuning issues. For EVA, zero-g traversal markers were implemented. Without a thruster pack, they show green/red to denote when players can/can’t attach. However, with a thruster pack, they only show when close.
For the multi-function display rework, comms list, hail target, and comm-call functionality were added.
Gameplay Story
At the start of July, the Gameplay Story team maintained and improved several scenes in the campaign’s early chapters. This involved extending a barracks scene to make it 10 times longer, fixing a bad blend in a mess hall start idle, and creating a bespoke ‘crate place’ animation for use in a med-bay. New mo-cap was also used to extend the approach animation of a hangar scene and to create an end transition for a scene in a lounge area. A pass was also done on a scene in a corridor.
Gameplay Story also progressed with scenes later in the game. For example, they updated a scene in chapter 11 to work with the correct console. They also brought a complicated scene in chapter 12 up to date with everything functioning correctly, while new mo-cap overhauled and improved a scene involving an escape pod.
Narrative
Following on from last month’s report, Narrative tested their work on the in-game Galactapedia and began addressing user-experience improvements, including considerations for UI elements to make finding and organizing information easier.
The team then began tackling another polish task - naming all the NPCs placed by Design in the game. While featured story NPCs are well established, additional members of the general population and outlaws have been added to help make the game feel more alive and combat encounters more engaging. All of these characters and their ships need names.
Weekly playthroughs of the game continued too, including finetuning when narrative content triggers and plays. For example, Narrative worked with Design to adjust the placement of a particular piece of dialogue so that the characters have more natural reaction times. All of these adjustments, while individually small, go a long way to making the world feel more immersive.
UI
Last month, the UI team continued polishing in-world screens, optimizing a few existing levels to improve frame rate and creating medical screens for various scenarios. They then made updates to the player’s visor, including taking the first steps toward a more cinematic boot-up sequence.
The team also improved alien UI, ensuring it tells a story and feels noticeably different to the more traditional Human sci-fi screens players will be used to.
For UI Tech, the programmers worked on performance improvements to speed up the frame rate of various parts of the UI.
VFX
Finally for July’s report, the VFX team continued to support the Cinematics, Design, and Art teams in various polishing tasks.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
This article originally appeared in Jump Point 8.2.
Drake Interplanetary Cutlass Red
THE BIRTH OF A VARIANT… AGAIN
In 2845, Drake Interplanetary put itself on the map with the introduction of what was then referred to as the AS-1 Cutlass. Following the base model’s unexpected success, Drake earned the undesired reputation as a manufacturer of spacecraft favored by outlaws and pirates. The company initially addressed these concerns with the launch of the Cutlass Blue in 2860. The Blue was a modification of the base Cutlass to appeal to law enforcement agencies. While the launch of the Blue failed to stifle all criticism, it did manage to successfully generate reasonable doubt among consumers and provide Drake’s defenders sufficient ammunition to engage detractors.
The latter group’s argument was again brought into the mainstream following the release of a 2875 documentary, Bent Cutlass, that claimed that Drake had knowingly ignored background check flags when selling ships. The documentary detailed an incident when twelve Cutlasses were sold to an intermediary who later transferred them to an outlaw organization for use in a raid that left 122 dead on an orbital outpost. Facing renewed criticism, the company decided to attempt to repeat their past success introducing what executives termed an “infallible” Cutlass variant. But the Cutlass Red’s road to acceptance was rockier than the Blue as the initial marketing campaign fell comparatively flat. Drake enlisted actor Don Shadow (then starring as Doctor W. Robin Simkins on the top-rated Spectrum drama Situation? Emergency!) as the spacecraft’s official spokesperson. In an uncharacteristic series of advertisements, Shadow addressed the audience directly and invited them to sit down with him for a “very serious conversation” in which he extolled the new Cutlass model’s virtues. “Ask yourself, do you want to put your life in the hands of an inferior scanner array?”. He then informed viewers that they could request prepared correspondence to petition their local emergency services organizations to purchase the spacecraft. The ads did not feature the ship itself and were widely panned as disingenuous by audiences. Aerospace analysts and mainstream comedians alike had a field day with the Cutlass Red before it had even taken flight.
INTERNAL DEVELOPMENTS
As with the Cutlass Blue, Drake invested a great deal into developing the Red as a bespoke spacecraft. However cynical the inspiration behind the ship’s development, the team actually charged with making the project a reality was dedicated to building a spaceborne ambulance that would improve and extend the current standard of care. Like the Blue, the Red would have its own assembly line producing a significantly altered fuselage. The idea of turning a militaristic spacecraft into a hospital support ship greatly appealed to the war-weary Drake development team and slots on the Cutlass Red program were highly sought after. Early on, designers identified that the Cutlass Red could combine two previously unrelated roles: ambulance-style supported patient transport and search and rescue. The latter role, previously the domain of military-sponsored heavy equipment, was becoming increasingly necessary as the technology to make survival in a spacewreck or other catastrophe was improving greatly across the latter half of the 29th century. With more and more crews able to survive the destruction of their spacecraft (and a corresponding increase in space combat occurring on the edges of the Empire), the Cutlass Red was seen as a design with a strong raison d’être.
Drake assigned a full development team to each role and developed a mediating process for interfacing the two roles into a single ship. Each group was ordered and budgeted to develop a single keystone innovation that would help the Red stand apart on a professional level. The ambulance team opted to partner with AutoDoc for the development of a bespoke medical bed that would fit into the extended rear cabin (a recalled Blue being used for early fast prototyping). The search and rescue team decided to focus on software, assembling an electronics sub-division to develop the now familiar Nav-E7 Long Range scanner system. The Nav-E7 would give the Red a unique edge in identifying and safely maneuvering around patients in three-dimensional space. The new electronics team, which would end up developing everything from the Dragonfly’s bespoke ground interface to the Herald’s protected computer core, managed to advance scanner clarity 23% from the industry standard using available components alone. Both role-specific projects proceeded extremely well and, because they focused on building out different areas of the ships, needed little mediation when adapted to the final hull design. In all, conversion of the Cutlass Blue into the Cutlass Red proof-of-concept took only eleven months, with a fully constructed Red production prototype flying its first round of space trials in September 2876.
UNEXPECTED SUCCESS
Then, in another example of Drake’s extraordinary luck, laughter turned to applause within days of the Cutlass Red’s first sale. In spite of the failed marketing campaign and overall negative perception of the project, Drake opted to continue with the planned launch in April 2877, believing that the investment could easily be made up due to the Cutlass Red’s practical superiority in its role. With little event surrounding the initial release, first month sales were limited. Then, galactic events shifted unexpectedly in Drake’s favor when a cruise liner collided with a customs weigh station in the Corel System, penetrating both ships’ hulls and setting off a case of improperly stored explosives aboard the station that caused significant further damage. Dozens were killed immediately and hundreds were left stranded. The ensuing explosion destroyed the station’s vacuum hangars, emergency spacecraft, and medical supplies, forcing emergency services on Lo to put together a makeshift response themselves. The centerpiece of that response became a flight of thirty-six brand-new Cutlass Red spacecraft that had just arrived for sale. Local forces deputized the ships and crewed them with anyone available to help. The familiar Cutlass controls allowed local pilots to make easy use of the Reds during the emergency. The situation was tailor made for Spectrum stories with the force of newly painted, bright red Cutlasses riding to the rescue and ultimately stabilizing and transporting back and forth dozens of patients who would otherwise have been lost.
Drake marketing knew to capitalize on the situation, ensuring that footage of the rescue appeared whenever possible. Gone immediately were the concerns that the Cutlass Red was a cynical public-relations ploy replaced with the understanding that it truly was the next evolution of medical support spacecraft. So rapid and so significant was the Cutlass Red’s turn to favor that actor Shadow credited the spacecraft as part of the reason for his move from Spectrum series to successful film roles. Inside the company, there was both a palpable sense of relief and a true sense that the Cutlass team had done something important.
THE NEXT GENERATION
Following the Corel customs rescue, sales of the Cutlass Red doubled month over month for two years. Drake was forced to move from a single production line to a dedicated factory building only Cutlass Reds (since 2915 it has constructed both the Cutlass Red and some Caterpillar components). Even more important has been the long-term impact of the Cutlass ambulance concept on both aerospace design and emergency services. While the initial metrics for the Red were based only on the need to use a similar internal layout to the existing Blue, its rise in importance has led to countless third-party adaptations, including specialized medical components and massive designs like the optional boat decks of the Endeavour-class research ships. The bed-and-work-area designed into the Cutlass Red has become an industry standard unit that has gone on to define everything from loading decks to scanner mounts on a dozen different manufacturers’ spacecraft.
For the Cutlass team at Drake, the ultimate mark of its success occurred in 2895 when the United Empire of Earth purchased an order of three hundred Cutlass Reds for use as fleet support. Though a minor order in the scheme of things, the idea that the same UEEN that once turned down the Cutlass Black and forced Drake to ‘go their own way’ would purchase Cutlass Reds directly was seen as an indication that the project had true merit. The Navy has continued to buy small numbers of Cutlasses in the years since, outfitting many planet-side military hospitals with the ships in an attempt to maintain the same standard as civilian agencies; they have as of yet refused to contract a hardened militarized version for frontline service, favoring the larger (and more expensive) RSI Apollo instead.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Happy Monday, everyone!
Phase 1 of Ship Showdown wraps up this week, and your submissions have been truly legendary. From stunning model builds and captivating paintings to hype videos and even inventive food creations, the feeds have been overflowing with creativity. We're now narrowing down to the top sixteen vehicles as we gear up for Phase 2. And don't forget: the Sweet Sixteen will be available to fly for FREE from August 15 to August 22.
We're thrilled to share that later this week we'll be bringing back a small wave of CitizenCon General Admission tickets. These will be very limited and will likely go fast. So, if you're out there kicking yourself for not getting a ticket sooner, this will be your chance to pick one up and join us in Manchester in October. Keep an eye on Spectrum for an announcement on the exact day and time these tickets will be restocked!
Speaking of CitizenCon, applications for the Cosplay Contest are still open! If you're planning on coming to CitizenCon in costume, be sure to check out the contest and apply for a chance to win some awesome prizes. Head over to the Spectrum Announcement for more information and get your submissions in before applications close on September 27.
Now, let's see what's going on this week:
This Tuesday, the Narrative Team will publish the Whitley's Guide on the Cutlass Red, first appearing in Jump Point magazine. Developed to counter Drake's reputation as an outlaw brand, the Cutlass Red proved its value as a medical ship almost immediately during an unexpected tragedy on Corel.
Wednesday has last week's Squadron 42 Monthly Report newsletter reposted as a Comm-Link.
Thursday's Inside Star Citizen takes a trip down to the surface of Pyro's planets and moons to explore the non-combat aspects of life in our next star system, as well as a chance to meet two factions just trying to make their ways through the 'verse, the Citizens for Prosperity and Headhunters.
Thursday also kicks off Phase 2 of Ship Showdown, complete with the Sweet Sixteen Free Fly! Make sure you check back every day to vote your favorite vehicles to victory!
Friday, Star Citizen Live is a Q&A with the Frankfurt Level Design team about Contested Zones and Asteroid Bases. You can submit your questions on Spectrum and tune in at twitch.tv/starcitizen at 8 AM Pacific / 3 PM UTC to learn more. You'll also find the weekly RSI Newsletter delivered to your inbox.
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Join us today for another Q&A session with Design Director, Rick Porter and Senior Principal Systems Designer, Edward Fuller as our guests to answer your burning questions about Jump Points.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
It's getting hot in here, and before you fall into a burning ring of fire, you'll want to join us for this in-depth review of what you can expect from one of the most-anticipated aspects of Alpha 4.0: Fire Gameplay.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
PU Monthly Report
Welcome to July’s PU Monthly Report. With the upcoming Alpha 3.24 patch now live for testing in the PTU, many teams spent the month polishing and bug fixing alongside exciting new tasks for Pyro and beyond. Read on for all the details.
AI (Features)
Last month, the AI Features team worked on a combination of fixes and new functionality, including an issue requiring a usable to have an interactable component. A problem was also solved with stance not being updated, causing issues with AI exiting cover. This bug was caused by conflicting changes between Squadron 42 and Star Citizen when merging features.
The team solved problems with tactical-query system conditions silently failing without setting results, which led to uninitialized memory bugs. For example, when running the ‘reachable,’ condition, it occasionally returned a ‘true’ result when the point was not reachable because the result variable had not been initialized as false. This was blocking the testing of the cover hit-reactions test level.
An issue with vison raycasting allowing NPCs to see through buildings was rectified alongside bugs with NPCs using the Multi-Tool, including one giving them infinite ammunition in Repair mode. The team also added dynamic object handling to the vision component to fix vision raycasts and entities from being blocked when doors change states. The handling of situation changes during ‘aimed at’ events were improved too.
New functionality was developed to support and restrict movement within assigned schedule combat areas, including being able to set up schedule areas and tags through the editor rather than just through the schedule. This allows the designers to more carefully control fights by giving the AI areas of interest, in a similar way to the existing tech for defend and attack areas, but on a broader scale.
The AI team also added a significant piece of new functionality - AI groups. This enables perception data to be shared between AI within the same group, giving the designers more control over how NPCs are brought into fights and how they work together. For this, the team added a variety of entity changes, including:
AIGroupEntity - allows the designers to assign NPCs groups
AIGroupEntityComponent - a runtime component to define NPC groups that can share knowledge, such as perception data
AIGroupEntity - exports group members as part of object container data
AIGroupEntity - a Dataforge record
OnFriendlyCallToArmsHeard - an event to bring the rest of a group into combat
Elsewhere, the team reviewed and made improvements to how AI use wildlines, including adding new combat-communication wildlines, such as surrendering, grenade reactions and throwing, investigation, hit reactions, reloading, and perception reactions.
A script was created to check duplicate and unused communication names in pursuit of the gold-standard wildline setup.
AI (Tech)
For AI Tech, the team continued working on the AI vision and movement systems for Server Meshing. This will allow NPCs to transition from one server to another without losing their previous context.
Various optimizations were made too, including to the ‘observable’ and ‘vision’ components and to collision avoidance when NPCs fly ships and drive ground vehicles. Updates were also made to the tactical-point system queries used by Ship AI behaviors.
Art (Characters)
July saw the Character Art team begin work on utility armor. They also progressed with specialist armors, supported requests for the Character Customizer, and worked through art debt for loot items.
The Character Concept Art team explored new designs for fauna, while the Hair team progressed with additional hairstyles.
Art (Ships)
July saw Ship Art working toward new milestones for the vehicles currently in production, including the RSI Polaris, Zeus, and three unannounced ships.
Production of three new vehicles kicked off too alongside two new concepts.
Community
July began with the Community team supporting Foundation Festival 2954, which encouraged experienced players to share their knowledge with newcomers. They also invited players to highlight what makes their organization stand out in the Org Showcase contest.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
“The month wrapped up with a Bar Citizen event in Washington, DC, where over 150 attendees gathered, seeing organizations meet in person for the first time and even a new org forming at the event. These gatherings exemplify the spirit of Bar Citizens, with more events anticipated in the future. The team is already looking forward to meeting members of the community at Gamescom in Cologne and can’t wait to kick off the two Bar Citizens on August 23 and August 24.” Community Team
Core Gameplay
The Gameplay Features teams progressed with a wide variety of features throughout July, beginning with ‘charge and drain.’ For this, they added networking support to the wider feature, added networking support for bringing unpowered items back to life, implemented weapon rollback, and supported UI implementation. Progress was then made on the ‘overheat’ mechanic, improving ways to tune heat values. Moving forward, all energy weapons will have the potential to overheat.
Tasks were also completed for light amplification, adding control hints to toggle it on/off on supported scopes, while bugs were fixed for the fire extinguisher and quantum travel for Server Meshing.
Gameplay Features continued improving control surfaces, addressing various tuning issues, while zero-g traversal markers were implemented.
For the multi-function display (MFD) rework, comms list, hail target, and comm-call functionality were added. Work also began on weapon groups to allow players to switch between group presets.
Last month, significant progress was made on jump points, with Gameplay Features providing Design with the ability to define exit locations, which will also have a physics force to push players away from the exit. Players will now also get pulled into the tunnel one by one when making a jump.
Improvements were also made to tunnel generation. For example, the team now has radial control over eight-way logic, better control-point tension parameters, more accurate section probability, and improved stability. The tunnels are less prone to self-intersection at corners too. Alongside this, updates were made to the jump UI, including icon and color changes, text fade in/out, contextual nav points, and general heads-up display (HUD) fade in/out depending on the approach angle.
July also saw progress on engineering gameplay, including making fully distorted items consume resources despite not being functional. Support was added for Master Modes too, with quantum drives now going fully offline in SMC mode and shields going offline in NAV mode. The Engineering screens and MFD progressed, with tasks beginning on power presets and the assignment UI. Life support and fuel information were added, while the power display was improved.
The Radar & Scanning feature progressed, with Gameplay Features adding delta signatures to the HUD and MFD and moving the jammer from the signature system to the radar component for easier integration with other systems.
More information was added to the charge-scan UI, including maximum held charge, a notification when attempting to scan during cooldown, and fadeout and collapse animations. The overall HUD was polished and decluttered too. For example, nameplates only show for targeted ships, distance only appears for targeted and pinned ships, target information shows for scanned targets, and how long target information is shown was decreased.
Audio signature emissions were added, while the devs began implementing FPS ping counter-play, with players being detected and highlighted if they FPS ping depending on various factors.
The new vehicle annunciator system was added, which supports power, weapons, thrusters, shields, proximity, radar, quantum, missiles, coolers, and shots.
Following last month’s progress on the mission refactor, the team added the option to spawn objectives at random points near planets, both inside and outside the atmosphere. Alongside this, the ability to attach objectives to players was added, contract generation was improved, and the new Contract Broker service was implemented. The latter was created by the Online Services team and enables full contract details and properties to be procedurally generated client-side from contract definition.
Support was also given to actual missions, with various bugs being fixed and improvements made to the backend of hauling contracts. Further support was given to Blockade Runner, while various issues with the UI were fixed. The contract manager’s abandoned button behavior was extended to hauling missions too.
Various updates were made for the upcoming cargo release. For example, they added search functionality to the item bank and freight-elevator kiosk, adjustments to auto-loading times based on box size, and debugging functionality to the instanced interior system.
Bug fixing was also done for the cargo system, air-traffic control, item bank, freight-elevator kiosk, and cargo missions.
Economy
July saw the Economy team progressing with their tasks for Pyro, including the outer rings. They also worked on a refactor that will allow them to create and modify shops in a more scalable manner.
For cargo, balancing was done to the price and time of autoloading to give players the choice between manually loading or paying for convenience and speed. A balance pass was also done on vehicle components, including new life-support systems and jump drives.
Finally, the devs continued to develop their understanding of player profiles to ensure that each career is profitable according to the long-term vision of the economy.
In-Game Branding
In-Game Branding continued wrapping up tasks for jump points and the Pyro system, polishing content and ensuring everything fits the environment.
Mission Design
Mission Design continued working on unannounced content alongside a suite that uses individual features to create a complex form of repair missions. For the latter, they identified key structures that would be used to ensure a location stays up and running and made them breakable.
Using information gathered from cargo gameplay, work began on resource gathering. The current focus is on emergent gameplay that pulls resources from the verse, starting with mining. For example, if a location requests a specific resource, the player can choose how to acquire it, be it mining, buying, or piracy.
Alongside this, progress was made on the mission-system refactor, which will change how missions are offered and futureproof the wider system. It also creates an opportunity to fix legacy issues and folder structures and reassess existing missions. They'll also be able to implement new features into the mission system to allow greater control and create more MMO-style features and content.
Narrative
The Narrative team spent July continuing to support development for Alpha 4.0. This included a mixture of mission text, brainstorming ideas for additional mission content, and delving into some of the various locations being placed by the Environment and Design teams.
The narrative designers spent time overseeing the presence of social AI in various locations, making sure the areas are not only marked up correctly but the general “vibe” and feeling of the area is accurately represented. An initiative was also started within the team to overhaul some of the social spaces to better reflect the intended tone of the location.
On the Star Citizen 1.0 front, Narrative worked closely with Design to define mission providers and aspects of reputation. Work also started on the initial scripting and development of additional location stories for players to discover.
A variety of lore content was published to the website, including a pair of Whitley’s Guides for the Vulcan and the Carrack, as well as another batch of Galactapedia entries.
Online Technology
In July, the Online Services team collaborated intensively with the Gameplay and UI teams to introduce a significant quality-of-life enhancement to freight kiosks: a search bar. This new feature allows for quick item searches by name, improving the efficiency of locating items within large inventories. They also implemented optimizations to hangar and shard stow mechanics to prevent issues and facilitate recovery processes.
The team working on potential mission and marker system features for Alpha 4.0 visited the Manchester studio, where they collaborated with the gameplay teams to ensure the seamless integration of these upcoming features.
In preparation for Alpha 4.0, Online Services began developing a new player-trade service. This will enable players to transfer funds amongst themselves without being subject to the same game server's authority, paving the way for Server Meshing.
Lastly, the team focused on bug fixes, stabilizing the Alpha 3.24 release, and finalizing the social-services refactor. This extensive project, which Online Services have been working on for the past few months, is now ready to go live, marking a significant milestone for the team.
The Live Tools team worked on new core features for the Hex tool. The main goal of this is to provide better management of roles and permissions, streamline workflows between different tools, and enable the ability to perform bulk actions.
The team is also improving other internal tools, such as the error-reporting pipeline, with the implementation of new technical architecture. They’re currently providing the necessary support and maintenance to its users.
UI
Last month, the UI designers and artists worked on the in-game visuals and functionality for the resource network UI and completed the final polishing tasks for jump points. For vehicles, the team replaced the old Flash MFDs and set up new HUDs, resulting in a cleaner and less cluttered flight experience.
The UI team’s tech programmers worked on performance improvements to speed up the frame rate on various parts of the UI.
VFX
Finally for July’s report, the VFX team continued to support several effects-heavy features, including jump points and dynamic fire.
They also continued to work on acidic caves and completed their tasks for the RSI Zeus and another unnamed vehicle. Tasks were also kicked off for two new weapons.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…