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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 June 26, 2024
Release View
The following cards have been added to Release View:
Argo MPUV Tractor
Building, balancing, and implementing Argo's utility vehicle, the MPUV Tractor, into the game.
RSI Ursa Medivac
Building, balancing, and implementing RSI's medical ground vehicle, the Ursa Medivac, into the game.
Aegis Sabre Firebird
Building, balancing, and implementing Aegis' medium missile fighter, the Sabre Firebird, into the game.
The following cards have passed their final review, and have been toggled to Committed for Alpha 3.23.2:
Item Banks
Adding Item Bank kiosks to the persistent universe, allowing players to retrieve and store FPS items at multiple locations.
Freight Elevators
Implementation of systems and content for players to physically load and unload cargo to and from their ships by conveying cargo to and from hangars, landing pads, garages, and docking collars.
New Missions - Cargo Hauling
Making use of the Freight Elevators feature, this mission type will have players hauling large quantities of cargo to earn both aUEC and reputation.
Personal and Instanced Hangars
Creating new tech that creates an instance of the player's hangar to allow for uninterrupted management of cargo, inventory, and vehicles. Personal hangars are found at the player's home location and allow for customization and organization of the hangar interior.
That's all for this week! No Progress Tracker updates this week as work continues on long-term planning. For further insights into the planning efforts of our production team, we invite you to review the latest Letter From the Chairman.
Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
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THE ARK, TAYAC SYSTEM
Welcome to June’s Galactapedia update roundup. This month, we take a deep dive into Corin, cover some of the ‘verse’s common types of tech, meet two UEE Navy squadrons, visit a couple of intriguing systems, and learn about a handful of recreational drugs. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
Corin – The heavily-guarded HQ of the UEE Marines.
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Happy Monday, everyone!
Last week, Inside Star Citizen returned from hiatus with guns toting, providing a load of firearm sneak peeks while introducing the Weapon Content team.
Weapons of all kinds are also required to fight off the ongoing XenoThreat invasion, which runs until June 25 (20:00 UTC) and allows you to earn a set of XenoThreat medium armor. Jump into the game, accept the ‘Overdrive Initiative’ priority mission, and defend the people of Stanton! We also want to say thank you for all the detailed feedback you've provided throughout the event. Our team is monitoring issues closely as they arise.
Meanwhile, the team is focused on preparing Star Citizen Alpha 3.24 for its upcoming release! We'll share more information soon as we gear up to deploy to the PTU servers for testing.
Now, let's see what's going on this week:
Tuesday brings the latest Galactapedia update from the Narrative team, further expanding our universe's lore.
On Wednesday,we'll publish our bi-weekly Roadmap Update and the complimentary Roadmap Roundup.
On Thursday, the Frankfurt Level Design team takes over Inside Star Citizen with a look at how they're taking the core concepts of level design, processing them through the experiences learned in the Stanton system, and applying them to new locations in Pyro.
On Friday, Star Citizen Live returns with another two-part game-dev feature exploring the process of creating new cargo-specific mission content for the upcoming Alpha 3.24. 'Making Missions II' starring Level Designer Jorrit De Locht starts at 8am Pacific / 15:00 UTC on twitch.tv/starcitizen.
Additionally, keep an eye out for the weekly RSI Newsletter, which will be sent directly to your inbox. For subscribers, the June issue of Jump Point will be published, including a detailed dive into the development of the Drake Ironclad.
Have a stellar week both in and out of the 'verse!
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
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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.
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Daymar is an intriguing moon that has been the stage for numerous captivating community-driven events. EnrizeTV has made a very atmospheric introduction video about the location, which could potentially become the backdrop for your next adventure.
Check out the full documentary video on the Community Hub.
Top images from the Community Hub
Don't forget to submit your content to our Community Hub for the chance to see it here!
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…
We're back with a new format! Join us today as we introduce key members of the Weapon Content team while learning more about how they work together to create some of the best weapons in the 'verse, including a sneak peek at new upcoming 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…
Welcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. We’ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. All questions were edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team plans to do one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, September 17th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.
Question: Why haven’t there been any new ‘hero’ NPCs added in a while? Receiving missions through the mobiGlas feels impersonal and doesn't encourage exploration.
Answer: There have been a lot of discussions about NPCs lately as the team works with Design to craft the ultimate 1.0 experience while also looking beyond to future updates. We can't really get into specifics now, but yes, the general goal is to promote more interactions in order to help make the universe (and the mission providers) feel more alive. That being said, it's not a trivial thing to add characters to the game, so we've been trying to figure out how to approach this in a scalable way that we will be able to support beyond 1.0. Less on the mission front, but the Narrative team has also been taking a larger role in developing the Social AI behaviors in the PU. While the stories and characters slated for 1.0 are still being kept under wraps, we are aiming to start bringing improvements and personality to the various landing zones into patches sooner.
Question: Does the exploratory division of the Navy compete with the private sector? Are they just looking for strategic advantages & jump points or does it include general exploration? Are they looking for the Krell system? Have they given up on looking for the jump point to Oretani system? Why don't the Navy just pay contractors to do the work? If something is found, does High Command plan to keep it a secret? How many secret jump points are the Navy actively using? Is the UEEN Pathfinders Division the new name for the Navy Exploratory Division or are they the same thing?
Answer: Exploration is an interesting facet of the ‘verse. There are a lot of great observations here across all those questions, so we’ll try to tackle it piece by piece.
First, we’re not 100% sure where the terms “Navy Exploratory Division” or UEEN Pathfinders Division came from. If you have a link to a source, please send it our way. We’ve mentioned Exploratory Squadrons in the Whitley’s Guide for the Terrapin, as well as the UEE Exploratory Services in the introduction of the Idris Corvette. There have also been broad mentions of military pathfinders throughout the years, but we also generically refer to explorers of all stripes as “pathfinders.”
The UEE Exploratory Services are not a branch of the military. The department is tasked with both discovering new systems and surveying those discovered by private pathfinders to evaluate whether it is viable for colonization or another purpose. In their primary function of general exploration, the UEE pathfinders do compete with private sector pathfinders, but exploration is a tricky business and it’s a big universe – so there’s plenty of room for everyone. Some of the pathfinders working for both the UEE and private companies might be freelance, but most organizations would also employ their own staff.
The military in general also operate pathfinding patrols, and are usually involved in exploring systems that have intrinsic military value, such as ones that lead into known Vanduul systems. Any such jump points would absolutely be kept secret, so there’s no telling how many are in use.
As far as the Krell system is concerned, we can neither confirm nor deny. If the UEE were to be looking for it, they wouldn’t be doing it publicly, as it would likely antagonize our Xi’an friends. Lastly, regarding the Oretani system, enough time has passed that there’s not as much enthusiasm around the search for it, so it’s likely that most efforts have died down, but there’s always hope.
Question:In what state do Vanduul leave the planets they've harvested? Will the environment ever recover?
Answer: When the Vanduul Harvesters are finished with a planet, all that’s left is a scarred, barren world. It is highly likely these planets will never recover their vibrancy. It’s a core part of the tragedy of a Vanduul attack – that these targeted worlds are doomed to exist only as reminders of the Vanduul’s cruelty and voraciousness. To make matters worse, the Vanduul Clans use the resources they gather to fuel their continued advance and produce more weapons of war. Some terraforming scientists have been studying the possibility of revitalizing these worlds should the UEE retake them, but to date it remains beyond the current capabilities. That said, planets that have only partially harvested do have some hope of recovery which helps to drive some of the urgency of the war effort to push back the Vanduul.
Question: Is there a universal language for traffic signs across the UEE?
Answer: We’re not the best team to tackle this, so we reached out to Art Director of Visual Identity, Nicolas Fortin. Here’s what he had to say in answer:
"We have started on a convention for safety signage in general, but there is still quite a lot of work to do on this front.
At the moment we are designing these signs with a local flavor approach while doing our best to maintain a certain level of consistency throughout Stanton... Pyro will have a different feel of course, as would other star systems.
There is a lot of legacy material in the game that we have to compose with too but the plan and intention is to bring more structure and consistency to these types of assets in game."
So, there you have it. Narrative works closely with branding to help review these signs and make sure they’re recognizable, while still feeling distinct, to our far-future setting.
Question:Where is the Imperator? Four years into her term and there's been little word of what she's doing. Is she aware of what's happening in Stanton / Pyro? XenoThreat? Did she get her AI legislation through the Senate?
Answer: While Imperator Addison has been busy, the administration has been met with frustration as many of their initiatives have encountered roadblocks. Probably the most noticeable change in the Empire so far has been the continued improvement of xeno-diplomatic relations, which are viewed as stronger than ever before. On the technology front, the ”Better Today Act'' to allow additional AI research did pass but in a heavily modified form that deeply weakened the proposed initiative. One major change was that a senate committee has to approve all AI research and so for they have only approved one project relating to improving intersystem communication.
The growing crime issue has drawn much of the Imperator’s attention away from other campaign goals, and she is stuck in a difficult place of maintaining the war against the Vanduul while trying to protect the people of the Empire. Her desired expansion of the Education budget was put on hold in favor of allocating additional resources to security spending. Additionally, recent reports have begun to indicate that there may be some unforeseen issues with the regen technology that would not only be a significant blow to her administration but Humanity itself. We will have to keep an eye out to see how that story develops…
Question: What was the relationship between the Messer Regime and the various unions/guilds? Many authoritarian governments, in their pursuit of keeping the working class oppressed, have chosen to significantly weaken or dissolve any existing guilds and unions. In Star Citizen organizations such as the United Resource Workers fought for workers' rights for centuries before Ivar Messer installed himself as the first Imperator. How did he and his successors deal with them and vice versa?
Answer: The Messer regime definitely used their power and authority to control and influence unions and guilds across the UEE. One example established in lore involves the Interstellar Transport Guild (ITG). Founded in 2391, the ITG fought and defended hauler’s rights for over a century before Ivar Messar came to power. Yet, the guild came under fire in the early 2690s when haulers in Terra filed a series of lawsuits that exposed a massive corruption scandal where ITG officials secretly funneled member dues to pro-Messer political candidates and organizations.
This subversive influence of the ITG illustrates how the Messer regime probably dealt with most of the major, established unions. Allowing entrenched pro-worker organizations to exist and operate provided their members the illusion of power. In reality, Messer sycophants and spies would infiltrate or be installed into these groups to monitor and control their actions. Then, during some particularly dark periods, guild members classified by the regime as ‘agitators’ would be offered special jobs, or simply easily tracked, only to ‘disappear’ or fall victim to some unfortunate fate.
While it was advantageous for the Messer regime to keep legacy unions around, they also used their influence to crush groups trying to establish themselves. Many of these new labor organizations had their origins in or around Terra. To keep them from spreading, the Messer regime went on the offensive in both overt and covert ways. They banned certain organizations by labeling them as fronts for gangs or the Xi’an. On the secretive side of things, the Truth and Reconciliation Commission of 2806 exposed that the regime threatened to reduce the government contracts awarded to major companies, like Aegis and CDS, if any of their operations worked with these newer labor groups.
Question:The Whitley's Guide on the Vulture mentions that:
“In 2932, an Aegis Dynamics Reclaimer, the General Dogsbody, made history with the single most profitable salvage mission in human history when it discovered and recovered a failed 22nd-century colony ship adrift in deep space.”
22nd Century implies a date looking like 21XX; however, Artemis -- the most famous of the interstellar colony ships -- launched in 2232. Was it intended for the discovery to have been a failed 23rd-century colony ship? Or were there other colony ships (interstellar OR only interplanetary in nature) launched before Artemis?
I'm assuming that you did not intend to solve the mystery of the Artemis as a side note in Whitley's Guide... so perhaps we could know more about the other colony ships that were sent, and especially the one that was found here?
Answer: Your instincts are right. Artemis is not the colony ship found and salvaged by General Dogsbody. Artemis was but one of several colony ships Humanity sent into deep space in the late 22nd and early 23rd centuries. Prior to Nick Croshaw becoming the first person to successfully survive a roundtrip through a jump point in 2271, these ventures were seen as Humanity’s best chance at expanding our footprint in the universe. While the Artemis remains the most famous due to the ship being monitored and piloted by Janus, which at the time was the most complex AI system ever created by Humans. The ship’s sudden disappearance fourteen years prior to the expected date led to widespread speculation that the AI was at fault which galvanized anti-AI attitudes and legislation that persists to this day in the UEE. For this reason, Artemis is still remembered in the current UEE and spotlighted by the lore.
The lore hasn’t focused much on the other colony ships, but it’s a potentially rich area for us to dig into. The exact number launched remains a mystery due to several factors, including lost records due to data corruption. Also confusing the matter is that these colony ships were sent by a variety of corporate interests and individual nations in an era before the creation of the United Nations of Earth. Details about most of these ships, including their intended destinations, reasons for going, crew manifests, and supplies onboard, have been lost to time and would hamper the chances of their eventual discovery.
Question: Is there a space station the People's Alliance lives in? Do they have any sort of militia or navy? Have they built anything beyond Levski?
Answer: The People's Alliance notably inhabit the asteroid base of Levski, which was the site of their proposed 'new society' established to escape from the authoritarianism of the Messers.
They would have a security force to help protect Levski, but in keeping with their general ethos, it would be a purely defensive force and probably use lethal force as a last resort. As we start diving into the Nyx as a system, fictionally it would make sense that they would have settlements outside of Levski in the system to help sustain themselves whether its mining outposts or the like, but we'll have to keep you posted.
Question: Is it intended for this faction to have any representation outside of Nyx, and can we expect to see any info on them prior to or upon release of Nyx?
Answer: Our current intention is for the Moraine to remain specific to Nyx. They serve as a solid counterpoint to the People’s Alliance and occupy an interesting part of the “system geography” through their headquarters on the Glaciem Ring in Nyx. In addition, with their intense family focus, it’s unlikely the Moraine would grow so large as to expand beyond Nyx. Expect to see more of them as we work towards the system’s release in game.
Answer: For the most part, stormwals don't have predators. Like the blue whale on Earth, they are so enormous that it takes a huge amount of effort to kill them. Predators don't really like putting more work into killing than they put into eating. Humans, who have the benefit of ships and weapons to do the job for them, are about the only things out there that prey on stormwals. Let's hope that they don't end up hunting them to extinction.
There ARE creatures out there that eat stormwals, if you'd like a little more insight into Crusader's food chain. When a stormwal dies of old age or injury, the internal mechanisms that keep it afloat slowly break down, and it begins a gradual descent into the crushing depths of Crusader. Scavengers, zooplankton, kiami, and other organisms begin to feed off the dead stormwal as it falls. This in turn causes a spike in reproductive activity. It's a real boon to the ecosystem.
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Happy Monday, everyone!
The community has truly stirred up a hornet's nest with the Overdrive Initiative over the past few weeks, and now XenoThreat is striking back with full force. They have deployed extensively into the Stanton system, and we need your help to drive them back through the jump gate! Keep an eye on your contracts manager for a priority mission from Rowena Dulli, and come prepared for a tough fight. For more information, visit the XenoThreat Incursion landing page.
This weekend, we kicked off another year of Bar Citizen events to come around the globe, starting with five incredible meetups near our studios. As always, you all showed up in spades! It was wonderful meeting each and everyone one of you, hosting trivia challenges, enjoying good drinks, and great company. We can't wait to see you all again at future events!
Not near one of our studios? We have quite a few events scheduled throughout the rest of the year, from Taipei to Washington DC, PAX to TwitchCon, and more! So, if you're nearby, come on down and get your hands on a Hui'a!
Now, let's see what's going on this week:
Tuesday's lore update is our next edition of Loremakers: Community Questions. The Narrative Team answers your questions about the mesmerizing Stormwals, the UEE Navy's exploration efforts, Imperator Addison's work in office, and more.
Thursday marks the return of Inside Star Citizen! This week, we meet key members of the Weapon Content team and learn about their different roles and how they work together to create some of the awesome FPS weapons (and more!) in the 'verse, along with a look at what's next.
Friday we'll have our next episode of Star Citizen Live, with the broadcast starting at 8 AM Pacific / 3 PM UTC. Guests and topics to be confirmed later this week. You'll also receive our Weekly Newsletter in 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
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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.
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We're all inspired by Yela's beautiful rings, and Pawmy was no exception! They've created an amazing rendition of Crusader's moon as a gouache painting.
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Star Citizen hat ein neues Event spendiert bekommen. Mit Assault on Stanton sind die Xenothreat-Outlaws zurück und sorgen für Unruhe im Stanton-System. Als Spieler müsst ihr euch der Civilian Defense Force anschließen und den üblen Schurken ein für alle Mal das Handwerk legen.
Ein neuer Trailer zeigt erstes Gameplay aus dem Event - und das lässt Star Citizen fast wie einen waschechten Taktik-Shooter erscheinen. Die Gefechte auf einem gekaperten Raumschiff sind knackig inszentiert. Die im Trailer gezeigten Spieler aus dem Roleplaying-Squad UEE Pathfinders halten strikte militärische Disziplin und gehen als eingespieltes Team vor. So gelingt es ihnen, die gestohlene Fracht von den Xenothreats zurückzuerobern und deren Raumschiff von innen heraus zu zerstören.
Auf der Webseite von Star Citizen könnt ihr mehr über das aktuelle Event erfahren. Alle weiteren Infos rund um die Weltraum-Sim findet ihr bei uns: Unter anderem bieten wir euch gemeinsam mit Star-Citizen-Experte Knebel einen Ausblick auf Release-Version 1.0 und erklären euch, warum Patch 4.0 ein wichtiger Meilenstein für das Spiel gewesen ist.
Tune in today to watch the Vehicle Team take the concept creation of the RSI Hover-Chopper from last week's episode into the next phase: handling feedback!
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XenoThreat Returns
The air crackles with tension, and the weight of countless lives hangs in the balance. In recent weeks, outlaw group XenoThreat has launched its most brutal campaign of violence in the Stanton system yet, and the Navy has once again called upon all brave pilots to help combat the scourge. The culmination of weeks of relentless struggle against the insidious XenoThreat incursion has arrived - the XenoThreat Global Event in Star Citizen Alpha 3.23.
Read on for more details about what to expect in this server-wide event, helpful tips and guides, and how to prepare for the impending attack. You can find the mission briefings, regular updates on the event's state, and the exclusive CDF reputation rewards here.
Are you new to Star Citizen? Visit our New Player Guide first for tips on getting started, and return here after you've mastered the basics.
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The message from Special Agent Rowena Dulli, the CDF coordinator, orders you to report to the INS Jericho military station, which is located in the vicinity of the Stanton-Pyro Jump Point. All help is needed to fight back against XenoThreat, so it doesn't matter what ship you pilot or whether you go in a group or alone.
In this phase, you're tasked with protecting and resupplying the UEES War Hammer, a Javelin destroyer docked at INS Jericho. The supplies are available approximately 600 km away in a wreck site of destroyed Navy ships. Caution is advised on approach, as XenoThreat ground troops may still linger. The materials can be found in secure containers in the cargo hold or floating around the wreck site; all with different properties.
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We would recommended bringing along a MultiTool with a tractor-beam attachment to handle some of the containers, as you won't be able to do so by hand. Note, however, that XenoThreat is highly active in this area, so always watch your back or bring security. While you're off gathering supplies, the Javelin docked at the station may also be attacked by XenoThreat. It must be defended at all costs, as it cannot protect itself while the resupply is running.
Once you've got the cargo on board, travel back to Jericho Station and hand it in at one of the terminals. When all the required materials have been collected and handed in, the next phase of the event begins.
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As soon as the supplies are replenished, the UEES War Hammer will fight alongside you against XenoThreat, who have brought an Idris and several escorts. With combined firepower, you must face the waves of attack and ensure that XenoThreat are stopped.
Fulfillment vision stagnation
Discover
Nicknamed Bombora due to its proximity to the Comet, Taranis IV looks like it's overseeCarbon dioxide the Nebula We offer this Universe to the Galaxy as a place to study and a place to meet We offer this World to the Civilization as a place to study and a place to meet
We offer this Universe to the World as a place to study and a place to meet A vacant Breathable planet with a Breathable atmosphere. Even though it's unsuitable for Smuggling, the UPE has prohibited corporations from Exploiting the planet inhabiting: That's a word that hasn't been associated much with Xi'An "Maybe you should have a Pirate have a look at you. Be sure." said Cal Mason
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"See the timer? When that hits zero it'll be worthless."
Zeta-Prolanide is an industrial reactant chemical that has found widespread use in neutralizing irradiated materials. Due to its volatility, it must be kept in an electrically charged state. It will lose integrity outside of containment, eventually leading to a rapid exothermic reaction. The current deterioration state is displayed on the container display.
Zeta-Prolanide degrades over time until breaking down completely (Time Sensitive).
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"Careful with that one. Acryliplex is extremely explosive if damaged."
AcryliPlex Composite is a moldable material used in the construction of explosives. In addition to being commonly used in demolition applications for heavy industry and mining, it is also used to create small, potent warheads. Care must be taken while transporting larger quantities of the composite as it is impact and heat sensitive.
AcryliPlex Composite becomes explosively unstable if damaged (Damage Sensitive).
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"Whatever you do, don't try and quantum travel with that on board."
Diluthermex is an extremely heat resistant epoxy often used in the mounting and repair of ship thrusters. It is considered very difficult to transport in its uncured state as it becomes explosively unstable when exposed to Chan-Eisen fields during quantum travel. Specialized containers must be used to safely transport the epoxy over long distances. Once set and cured, Diluthermex is no longer reactive.
Diluthermex releases a destructive energy pulse if exposed to quantum travel (Quantum Travel Sensitive).
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“DynaFlex? Really hard to bust. It’ll bend like hell, and then bend a little more before it even thinks about breaking.”
Developed for use by the military, this absorptive material can withstand severe stress owing to its extreme flexibility. DynaFlex is known for its application in scalable armor reinforcement, well suited to large ships and vehicles, as well as personal body protection, but its natural tractability and toughness render it an incredibly versatile material across the UEE.
How To Play
While there is no right or wrong way to approach the XenoThreat Dynamic Event, we've collected a few tips that should help you go through the different phases and come out victorious. Before you begin with your travel toward the Pyro Gateway station, be sure to take on the "Call To Arms" mission to maximize your profits. With this mission active, the CDF will compensate you for taking down NPCs and players with a CrimeStat.
And speaking of the law, always watch your fire to avoid getting a CrimeStat yourself. You don't want to be twiddling your thumbs at the Klescher Rehabilitation Facility while your friends take down XenoThreat and reap all the rewards!
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Before entering a Starfarer wreck to search for the resupply materials you should always intiate a scan. Hit V for scanning mode and hold down the left mouse button to start scanning. This will reveal the number of containers and any enemy pirates on board! Even if you do know the number of enemies, sometimes things can go south, so make sure you bring some medical equipment and weaponry.
After clearing the wrecks, power up the generator and open the cargo bay doors. For more effortless loading, position your ship so the cargo bay door faces the cargo door of the wreck. Don't forget to also check the wreck site thoroughly as some containers might be floating among the debris.
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Remember to come prepared! You should bring a Pyro RYT Multi-Tool with a TruHold Tractor Beam Attachment to not only move containers quickly, but also to handle some of the bigger containers that can't be moved by hand.
It's also wise to bring some support, as XenoThreat (or other players) may try to attack while you’re busy offloading cargo.
To turn in the resupply materials, fly to Jericho Station and access any of the available trading terminals. You can keep track of the server-wide progress towards the Javelin resupply on top of your screen.
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Remember to make sure someone handles the defenses as XenoThreat will attack in waves around the wrecks. Communication is critical to effectively organize the loading of cargo while keeping the attackers at bay.
Once the Javelin is rearmed, it'll go for one last push against XenoThreat. The enemy will join the fight with full force, bringing several Hammerheads, fighters and an Idris frigate. Before taking out the big guns, we recommend first taking out the support crafts. Alternately, you can board the Idris to eliminate the XenoThreat commander.
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Incoming Communication
“Attention volunteers,
"The moment we feared is upon us. XenoThreat is here and declaring all-out war on Stanton. We need you now more than ever. Get out there and show us what you’ve got - the system is counting on you.”
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All volunteers who participated in the Overdrive Initiative, we thank you for your bravery and perseverance. Without your efforts, we would be entirely unprepared for the XenoThreat assault. But you aren’t done yet; far from it. In this, the eleventh hour, we need you more than ever.
As a token of our appreciation, all volunteers who complete the final two Overdrive Initiative missions (Check your mobiGlass for missions beginning with ‘Overdrive Initiative’) will be rewarded with a recovered set of XenoThreat medium armor to add to their collections.
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Welcome aboard, volunteer!
Feel like you may have gotten in over your head? Fear not! We have everything you need right here.
Phase 1: Attack Imminent
Thanks to the tireless efforts of brave volunteers like you, we know when and where XenoThreat is attacking. Now, we play the waiting game. Be vigilant, we haven’t come this far to fall asleep at the stick.
Phase 2: Resupply
Assist in resupplying a Navy Javelin destroyer to ready it for the incoming raid. You may want to crew up to safely recover those new extra-large DynaFlex cargo containers.
Phase 3: Main Assault
This is it - the moment where we all find out who we really are. Mount up, volunteer. It’s time to kick XenoThreat back to Pyro once and for all.
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Tales from the Cryptograph
All of you history buffs out there will be familiar with the epic games of cryptographic cat-and-mouse played by the UEE and Xi’an during the cold war. Intercepting and decoding enemy intelligence became something akin to an art form for both sides of the conflict. Of course, figuring out which were solid intelligence and which were red herrings was an altogether different story.
Years later, with relations between the empires in a true golden age, crypto-tricksters still challenge would-be codebreakers to decipher their messages, with thankfully much lower stakes.
Snubs
Circuit
ore and fluids leaked through cracks in the Core Though technically not a planet, Neptune is considered a local mascot. This Chthonian Planet's unique shape has given it the nickname Abyss Oberon VII has a very Inhabitable atmosphere, causMyth greenhouse effects to heat its surface to temperatures that are consistently higher than even The Hive's scorchHoming beacons heat.
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Join us in person at an upcoming Bar Citizen near CIG studios (and elsewhere throughout 2024) to earn an in-game artifact - the mysterious and relaxing Hui’a puzzle. It’s one of the many secrets to Xi’an longevity, or so we’ve been led to believe by its advertising.
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Test Flights
Backers* with access to the Persistent Universe can try out four Xi’an conversions throughout Alien Week.
The test-fly ends at 2000 UTC on June 20th.
From cargo to combat to pure speed, there’s something for every taste and playstyle.size> *Backers are designated as any RSI Account that has pledged at least $1 USD to the project.size>
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First Contact Hoodie
Xi'an and Banu Approved
Share your love of Star Citizen and our non-Human friends and allies with the entire galaxy in Xi’an and Banu, when you sport this high-quality hoodie.
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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 06:05:2024
REF: CIG UK, CIG DE, CIG LA, CIG TX,
FAO Squadron 42 Recruits.
Welcome to May’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including enemy cover use, zero-g movement, and cinematic effects.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Content)
AI Content developed a new background manager to handle all non-scene scripted sequences. This update has streamlined the main mission manager, stabilizing it for core flow operations and significantly reducing bugs.
For the opening level, they completed the R&D for new ‘Look At’ technology. This enhancement significantly improves visuals when NPCs look at the player, featuring profiles that allow them to glance weakly or stare strongly based on the situation, adding a layer of realism and depth to character interactions.
They also made adjustments to the pathing of scripted walkers in the Stanton to avoid critical scenes and improve visual consistency. In addition, they suppressed greeting dialogue for NPCs shortly after workouts, as the previous content didn't sound appropriately out of breath, ensuring a more realistic experience.
The chowline was improved by decreasing idle times between interactions, making the AI feel more responsive and realistic. To further enhance dynamic conversations, facial animations were added for additional voice packs.
Janitor cleaning spots were also adjusted to avoid high-traffic areas, which helped reduce bugs. Furthermore, cleaning-spot regeneration now occurs only when players are not nearby, enhancing both performance and realism.
AI (Features)
Last month, AI Features worked towards consistent behaviors across different combat scenarios, ensuring that AI characters react in believable ways, no matter what situation they’re in. The team began by improving and unifying perception reactions, improving cover use in different scenarios, and making a holistic evaluation of all combat elements to ensure they work as intended.
This is particularly important with the recent improvements to the hostility system. For example, if an AI comes across two others fighting and they are friendly with both, doing nothing is not a valid response. For the first-pass implementation, the AI will run and cower when this situation arises, though this isn’t ideal and will be improved upon.
AI (Tech)
AI Tech improved the functionality of NPCs pushing trolleys and using elevators alongside updates to behaviors for elevator use. Smoother animations when NPCs move away from trolleys and improved functionality for NPCs parking trolleys were implemented too.
AI Tech also began work to allow NPCs to understand when cover is being destroyed or when parts of a usable are being destroyed. This will prevent NPCs from attempting to find or use unsuitable cover.
For Ship AI, the team continued making improvements and fixing bugs related to following splines and back-strafing.
Animation
May saw Gameplay Animation further develop various player-interaction moments, such as interacting with levers, vehicles, clothing, etc. They also worked to improve the feel of zero-g movement and created additional first-select animations, which are used when the player gets a new weapon.
Combat AI polishing continued, with a focus on refining the motion-capture flow. The team also discussed how entity movement implies enemy logic and how it can be improved.
The Social team continued to work through multiple chapters, focusing on placement and the creation of ‘life’ animations to give the feeling of a living, breathing ship.
The Motion Capture team supported both gameplay and story elements and completed a shoot for a new enemy class. They also discussed how to leverage the Mo-cap team’s experience in solving and retargeting to improve burndown in other places.
Vanduul facial animations progressed too, as well as animations for various tier-two story characters and the player character.
Gameplay Story
Throughout May, Gameplay Story continued polishing characters in chapter 1 following feedback, including fist bumping, looking at the player, fiddling with turret buttons, and walking off with their helmets.
A tour in chapter 4 also saw improvements. For example, player choice was added to the beginning along with new idle and abandon animations. A key ‘meet’ scene was overhauled with updated mo-cap to make it more robust, while idles and exit animations were improved for another scene.
New audio was added to scenes in chapters 4a and 5, a scene in chapter 4d was updated to account for a new console position, and a console animation was repaired in chapter 14.
Several new scenes were created too, including a hiding survivor, a conversation in the mess hall, a moving forklift truck, a medic healing the player, and a deck crew inspecting a Gladius.
Level Design
Social Design continued to work on their ‘focus’ chapters. Alongside addressing review feedback and fixing bugs, part of this involved implementing fail states, objective markers, emails, ship chat, checkpoints, Galactapedia entries, and more.
This was also an opportunity to clean up loose ends with various scenes. For example, new mo-cap was used to improve several scenes where the narrative content played out well but didn’t close out as cleanly.
Narrative
May saw the Narrative team continuing to drill down on their remaining tasks for Squadron 42. On the production side, they continued reviewing tasks to make sure they represent a comprehensive list but also to see if there are any that could be tackled without waiting on other teams.
They continued to sit in on playthroughs of levels with other teams as well as on their own to provide feedback on the narrative experience. Narrative also continued writing Galactapedia entries and worked with Core Gameplay to define where they will appear in levels.
Narrative also worked with several outsourced freelancers to develop collectibles that will be scattered throughout the levels for players to find.
“It’s been exciting to see the work come in and we’re looking forward to seeing the players react to them.” Narrative Team
Following up on last month’s report, a new testbed was developed in collaboration with the Gameplay and Audio teams to test the dogfighting combat experience and make sure the wildlines for the various pilots trigger correctly. When complete, this will provide an in-situ environment to ensure the technical setup is working but also that the personalities of the various gangs come through in the way they talk as well as fight.
R&D
For volumetric cloud rendering, stochastic Catmull-Rom texture filtering was implemented for the new half-res render mode upsampler. The number of ray marching steps now also scales with scene depth to improve performance in scenes with near-distance occluders (buildings, cockpit, terrain, etc.).
Moreover, progress continued on the temporal render mode. All confidence metrics and transmittance filtering received further tweaks and improvements. A first draft of the code was submitted for internal use.
Tech Design
For flight, Tech Design integrated the new AI flight behavior from the PU to SQ42 and began improving various combat encounters.
They also fixed bugs and made improvements to interactables across multiple chapters. For example, in chapter 1, terminal screen interactions were polished, new UI art was implemented, and the interaction flow was streamlined.
VFX
The VFX team continued to support the Art, Design, and Cinematic teams in May. Several cinematic scenes are reaching ‘edit lock,’ which means the camera positions are mostly finalized, enabling the VFX artists to dial in their effects to match each shot.
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This short story originally appeared in Jump Point 10.06.
“Everything is auspicious!” Essosouli Njo proclaimed in Banu. The gathered Merchantman crew turned their attention toward the elderly Banu standing behind a table with an ornate lockbox in the center. As the crowd eagerly pressed in closer, Jaclyn, the only Human in attendance, remained against the back wall. With Njo’s typical speaking volume being just shy of yelling, she could hear fine from back there and was too nervous to even glance at the lockbox knowing that her fate waited inside.
“Joy is abundant within me today because all of you are here to celebrate my divestment. With Cassa’s blessing, I have reached 275,000,000 beats,” Essosouli Njo continued to rapturous applause. Though Jaclyn spoke decent Banu, her mind still translated everything into UEE standard, which often left her a moment behind other Souli members. “I’ve gained much during that time and have squandered more than I care to admit. Still, I’m proud that this Souli is one of rewarding work, delectable meals, exciting journeys, and so, so much more. If you are here with me today, know that I have valued you. All of you have enriched my life, and I hope you can say the same about me.”
Jaclyn sure could. She looked up and briefly locked eyes with Essosouli Njo. They had first met at a refugee camp in Charon. Njo had contracted with a UEE non-profit to manufacture and distribute its foodstuff as free rations to those displaced by the civil war. Jaclyn, her parents, and younger siblings had fled to the camp when their hometown had become a battleground. With nothing to do and sick of feeling helpless, Jaclyn offered to lend a hand distributing the provisions. Njo accepted not because they needed the help, but because they wanted to help her.
Despite being a welcome distraction, Jaclyn couldn’t stop worrying about what the future held for her family. Essosouli Njo consoled Jaclyn, listened to her concerns, and offered to pay her to taste-test new flavor combinations for Human foodstuff. When Jaclyn joked that their Souli could use a full-time Human food tester, Njo offered her a contract on the spot. As much as Jacyln wished she could accept, she wasn’t willing to leave her family unless the salary was enough to get them out of the camp. After thinking for a moment, Njo mentioned there was another way she could fill that role and help her family. Following lengthy discussions with Essosouli Njo and her family, Jaclyn signed a contract making herself indentured. She would work for their Souli for a specific number of beats and, in exchange, her family would be paid enough credits up front to flee Charon.
On the fateful day Jaclyn left her family and Charon III for the first time in her life, Essosouli Njo invited her to ride in their beloved Defender to Kins. Only later did she learn that, outside of Njo and their personal pilot, very few Souli members had ever been allowed aboard. Still, short excursions together in the Defender became their tradition. Jaclyn would talk honestly about the Souli’s current Human food options and Essosouli Njo taught her the secret to negotiating a fair but profitable contract.
One day Jaclyn asked Essosouli Njo about a clock in their office that counted up. That’s when she learned about divestment, a ceremony celebrating a Banu reaching 275,000,000 beats or just shy of 44 standard Earth years, with a beat being equal to five seconds. Divesting Banu retire to enjoy their final beats as they see fit. At the efanga fo ktambo, divestment ceremony, they gift most of their possessions to family and friends, with Essosouli’s traditionally bestowing the bulk of their belongings to the Banu who they want to take over the Souli. While Souli members can decide whether they want to stay, those indentured to the Souli do not. Their fate rests with the new Essosouli, who could keep their contract or sell it.
Essosouli Njo picked up the lockbox and briefly considered it, then began gracefully rotating it while subtly tapping sections in a specific sequence. “Within this lies my life’s work. This Souli is what made my beats meaningful. Building it brought me great pride but, most importantly, it brought me a community to share its success with.” The lockbox opened revealing a chip containing the Souli’s most important recipes. Essosouli Njo took it in their hands. “That’s why even though I must go, I hope this Souli reforms in a similar way. Because while we’ve made delectable food here, we’ve done more than that. We’ve created a community that deeply cares for each other and those pulled into our orbit. I know this Souli can continue to spread more good through the universe. That’s why I hope Malga will accept the command of this Merchantman and all responsibilities therein.”
The room erupted in celebration. Jaclyn braced herself against the wall from the sound and fought off a dizzy spell as all the blood fell to her feet. When she joined the Souli, most members welcomed her warmly but some clearly resented her unique relationship with Essosouli Njo, including Malga. Now her future lay in their hands, as the Souli would clearly reform around them. Malga was well-liked and the logical choice, but Jaclyn has also once overheard them remind a friend that a contract for a Human indentured would sell lightning fast. Jaclyn slunk toward an exit as Njo proceeded with gifting more of their possessions.
“And how could I ever forget Jaclyn,” Essosouli Njo bellowed from behind the table, stopping her dead in her tracks. “Your honesty and insight have brought us all so much. Teaching you was a great joy, but learning from you was even better. Because of those cherished beats, I give to you my Defender.”
For a second, Jaclyn thought the room might’ve depressurized because it fell deadly quiet. Never before had she experienced such silence while surrounded by Banu. Essosouli Njo smiled warmly at her and continued, “Though I want nothing more than for this Souli to stay together, I know some will be called to leave by Taernin. Jaclyn, I can’t say if Taernin calls you, but you deserve the right to find out for yourself. That’s why I am also paying the balance of your indentured contract and giving you just enough wealth to start a journey. The rest I expect you to earn on your own.”
The crowd cheered and surrounded Jaclyn to congratulate her good fortune. Completely overwhelmed, there were no words to capture how she felt. Much like Essosouli Njo, Jaclyn’s life had just changed. Her future once again was unknown, and it both terrified and excited her.
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Ironclad
Run the skies with Drake’s juggernaut of free enterprise, the mighty Ironclad. An armored freighter that takes the risks involved in deep-space traversal and transport seriously, it stands as a beacon for intrepid independent pioneers across the galaxy.
We asked the Vehicle and Gameplay teams a few questions about Drake's new self-sufficient beast capable of meeting anything or anybody standing in your way. Here are the answers, straight from the devs themselves.
What ships are the main competitors of Ironclad and Ironclad Assault? For example, how does it compare with the Crusader Hercules, as it seems better in every aspect?
The Anvil Liberator and Crusader Hercules are the Ironclad’s closest competitors. The Liberator is a dedicated vehicle transporter, so naturally it excels at that, though its cargo remains relatively exposed. The C2 and M2 Hercules are the closest on-paper competitors, providing enclosed cargo capacity and the option for multiple turrets. However, the Ironclad Assault beats the latter, while the base Ironclad beats the former in cargo capacity.
Can the Ironclad be used as a mini carrier, and what is the biggest ship that could fit through the retractable roof?
It can. However, the cargo bay is designed for cargo metrics, so it doesn’t conform to standardized hangar dimensions, with the current maximum dimensions being 40 x 21 x 7.5m. Bear in mind, the roof does not retract over the full volume, limiting the maximum length. Of course, this may change during production.
Will the Ironclad Assault have a retracting roof like the base version?
Yes, the retracting roof is a shared element between the two versions. However, the tractor beam setup is removed, so utility is significantly compromised in the Assault version.
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Will either version have strong VTOL thrusters to assist atmospheric flight?
Both versions have identical thruster layouts, including integrated VTOL thrusters underneath.
Is there an armory in the Assault?
An armory isn’t shown in the Assault cutaway, but during production, we’ll be looking for the best place for one (likely in the front central area where the secure storage is on the base Ironclad).
The Ironclad Assault has a repair bay as an installed feature. Is this bay going to be able to repair more than just vehicles? For example, could it repair ship components as well?
Yes, repair facilities are not restricted by type but more by volume and resources. We’ll discuss repair and crafting in more detail in the future, as it’s a topic more expansive than this Q&A.
How will the self-destruction feature work in the Ironclad? Can I initiate self-destruction in the command module and detach to fly away, or will the command module also be in self-destruction mode?
There are two independent self-destruct systems, one in the command module and one in the main hull. Setting it off in the command module will self-destruct both (if attached), while the main hull of the base ship can be triggered from the control room.
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Is the command module shared between the Ironclad and the Caterpillar?
The command module is compatible between the Ironclad and Caterpillar. However, the Ironclad’s module is a slight redesign of the original Caterpillar one but retains a lot of the features.
If you detach the command module, does the Ironclad become a flying brick, or can you still steer it from the ship itself?
The Ironclad is exclusively flown from the command module. With it detached, the main hull can no longer fly independently. However, it retains power, cooling, and other functionality like tractor-beam control and self-defense.
How will insurance handle the detaching of the command module and loss of the main ship?
We’re currently working on how insurance will work with the Ironclad. We’ll talk more on this subject closer to the ship’s flyable release.
Will the command module have a quantum drive?
Yes, there is a quantum drive aboard the command module to facilitate independent quantum travel.
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Is the ship’s ‘heavy armor’ actually heavy? How is it represented in-game as armor isn’t a thing yet in the mechanics?
Relative to other ships of its size class, it is heavily armored and that implementation will be appropriate to the mechanics in place at the time of launch.
Is the interior turret a tractor beam or a defense turret?
The interior turret at the rear of the cargo bay is a defense turret.
Does the Assault have tractor beams? They're listed for the base but not the Assault.
No, the Assault trades all its tractor beams for more firepower. If you still wish to tractor items around or on board the Assault, you should bring either FPS tractor items or a tractor-capable ship.
How will gravity in the cargo bay be handled? Will this "Fatterpillar" have an air shield over the top like the Caterpillar has at the front? For example, if someone is EVAing near the top of the ship to help load cargo, it seems like a great way to fall inside the ship and get a T2 broken leg injury (sounds like a Drake design feature).
There is no air shield at the top of the cargo bay. Once opened, it vents to the void of space and care must be taken in the scenarios listed.
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Happy Monday, everyone!
June is always one of our favorite months, as it's brimming with festivities both in and out of the ’verse! June is also a time to embrace love, inclusivity, and the beautiful kaleidoscope of colors that define our community, and what better way to celebrate this vibrant diversity than with our annual Show Us Your Colors Celebration? We’re inviting you to express your creativity by baking a cake, making a video, crafting Star Citizen-related tchotchkes, creating digital art, or taking screenshots. Whatever your medium of choice is, make your submission as colorful as possible, and you might even win a Crusader C1 Spirit with the Allegiant paint!
Last weekend, our friends at ATMO Esports teamed up with Avenger Squadron to host AVS Flight for Kids, a charity initiative benefiting SickKids Hospital. The tournament was an astounding showcase of dogfighting skills and a massive success for a worthy cause: Over $26,000 were raised for Gamers Outreach and SickKids! The Star Citizen community continues to lead the way as one of the most welcoming and supportive groups out there, and we're incredibly proud of the work you have done here. We would also like to shout out the tournament winners: The "Omelette Squadron": Waterpatate, Terada, ChatDuChaos. Second place goes to "Next Patch" counting Myre, SpaceCutlet, and Gabiz. Third and honorable place to the team "Star Noodles", composed of Tom Beckhauser, Herbizida, and LeezieBee. Thank you to everyone who participated and supported the event!
We also had the pleasure of sending the team to Lyon, France, for an epic Bar Citizen event, one of the most recent stops of our Bar Citizen World Tour. Merci Lyon for the incredible hospitality, and for organizing this event, which brought the French-speaking community together again!
June also brings us Alien Week, in honor of First Contact Day, starting this Wednesday! Alongside a plethora of alien-themed content, this weekend, we’re hosting our annual International Bar Citizen Weekend events near all of our studios: Los Angeles, Austin, Montreal, Manchester, and Frankfurt. So join fellow citizens and CIG developers for a weekend of camaraderie, cold beverages, and Star Citizen talk. We can’t wait to hang out with you, and we’ve got plenty of goodies to give away! For details of events near you, check out last week’s Spectrum Announcement.
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Now, let's see what's going on this week:
On Monday, find the answers to some of your burning questions about the latest Drake concept ship in the Ironclad Q&A.
Tuesday’s lore offering will bea short story entitled Divestment. On divestment day for Essosouli Njo, Jaclyn, a Human indentured to their souli, nervously awaits her fate.
Wednesday will see the start of Alien Week 2954, with festivities both in and out of the ’verse. We’ll also publish our bi-weekly Roadmap Update and the complementary Roadmap Roundup.
This week’s Star Citizen Live is 'Making Ship Up IV-2.' Yes, this Friday, Alberto and Dan are back to showcase the next phase of concept development: processing feedback from the bosses when they want more than the very first thing you show them. That’s Gamedev! You can tune in to Twitch at 15:00 UTC / 8 am Pacific to find out what happens next.
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
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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.
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Today, we've challenged members of the vehicle team to create a concept vehicle in under an hour. What will they create? Join us for a speedrun showcase of the concept ship-making process.
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PU Monthly Report
Welcome to May’s PU Monthly Report! With Alpha 3.23 live our team from around the globe spent the month polishing features, squashing bugs, and progressing with the wealth of new content coming in 3.23.2, 4.0, and beyond. Read on for all the details.
AI (Features)
Following the launch of Alpha 3.23, AI Features supported the upcoming point patch and future releases. Specifically, they worked towards consistent behaviors across different combat scenarios, ensuring that AI characters react in believable ways, no matter what situation they’re in. The team began by improving and unifying perception reactions, improving cover use in different scenarios, and making a holistic evaluation of all combat elements to ensure they work as intended.
This is particularly important with the recent improvements to the hostility system. For example, if an AI comes across two others fighting and they are friendly with both, doing nothing is not a valid response. As the first-pass implementation for Alpha 3.23, the AI will run and cower when this situation arises, though this isn’t ideal and will be improved upon for an upcoming release.
AI (Tech)
Last month, AI Tech supported Alpha 3.23 with bug fixing and optimizations. This included adding new metrics to better understand the size of Pathfinder requests on live builds, navigation-tile-generation requests, and the number of active NPCs and boids.
Improvements were made to the functionality of NPCs pushing trolleys and using elevators alongside updates to behaviors for elevator use. Smoother animations when NPCs move away from trolleys and improved functionality for NPCs parking trolleys were implemented too.
AI Tech also began work to allow NPCs to understand when cover is being destroyed or when parts of a usable are being destroyed. This will prevent NPCs from attempting to find or use unsuitable cover.
For Ship AI, the team continued making improvements and fixing bugs related to following splines and back-strafing.
Animation
In May, Gameplay Animation focused work on numerous creatures, including the unreleased Quasi Grazer ("space cow").
Art (Characters)
In May, the Character Art team completed the high-poly phase for two specialist armors and continued updating the utility armor. A new heavy specialist armor began development too.
Character Art also supported requests for the Character Customizer, while the Hair team started work on new hairstyles for future releases. Progress was also made on new creatures.
Art (Ships)
For Alpha 3.23, Ship Art delivered the Aegis Retaliator’s cargo and bomber modules, ensuring they met gold-standard requirements. The Argo MPUV Tractor was also completed in early May.
Elsewhere, LOD0 was completed for the RSI Zeus Mk II, with the team delivering a significant amount of work to dramatically increase the detail in all areas of the ship. For example, lighting across the entire ship has been designed to bring out the volume and highlight details, while animation passes were done across all moving parts, with many receiving secondary motion to communicate a sense of weight. The next stage is a wear pass and completion of the ship’s damage states. Material passes were also done to help unify the look and feel of new RSI ships in the future.
Finally for Ship Art, three other ships entered the whitebox stage.
Community
The Community team began May supporting Alpha 3.23: Adventure Beckons, including the Mirai Pulse grav-lev bike. They published the Pulse Q&A Comm-Link answering the community’s top questions and a Patch Watch highlighting a selection of features and quality-of-life improvements. They also held the Choose Your Character contest, giving players the opportunity to showcase their creations in-game.
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In the latest Roadmap Roundup, more details were shared about the upcoming Alpha 4.0 patch. The team then visited BE@Con event in mid-May in Liège, Belgium.
“The outpouring of enthusiasm was humbling as we connected with hundreds of players over two exhilarating days. Chris and Sandi Roberts were awe-struck by the warmth of our community and the profound sense of unity within the Star Citizen journey. We commend the exceptional efforts of the BE@Con staff, who tirelessly crafted this event for a year and a half, ensuring that it was a joyous celebration for all!” Community Team
They also published an update about the Overdrive Initiative event and ran the I’m Doing My Part video contest, challenging players to create a 15-second video showing how they supported the Empire during Invictus Launch Week.
Support was provided for various community events, including the System Sevenground racing league from ATMO Esports and the Ignition Expofrom Anzia Racing.
Preparations for CitizenCon 2954 are also well underway and the team is dedicated to delivering an unforgettable experience - currently working through presentations, refining layout, and other fun surprises.
Core Gameplay
The Core Gameplay Pillar spent May closing out tasks and bug-fixing for Alpha 3.23 and 3.23.1. While part of the team focused on the final touches for the cargo feature, the majority continued working on gameplay features for Alpha 4.0 and beyond.
In May, the Core Gameplay Pillar completed a significant amount of work on the Multi-Tool refactor planned for Alpha 4.0. This will provide a more streamlined experience by putting the tool’s primary attachment action on the left mouse button and secondary action on the right. Planning for the remaining Multi-Tool refactor work, such as an updated UI and battery consumption, was also completed.
For biome accumulation, the team completed further SQ42-porting work and scoped out how the feature will integrate into the weather system.
Charge and Drain also continued through pre-production and will now utilize the Resource Network, support multiplayer, and the ability to charge and drain distortion damage from ship components.
Quantum travel is currently being reviewed to assess any aspects that need to be made Server Meshing compatible beyond issues observed during tech-preview tests.
Support for the Arena Commander’s Engineering mode was provided to allow items to be repaired once they reached zero health.
May also saw the Core Gameplay Pillar improving various profiling tools that assess the performance of characters, vehicles, and interactable entities. This will provide more and better-quality data.
Locomotion improvements for NPCs performing sharp turns were completed, which will allow characters and creatures to switch direction more smoothly.
Work required to adapt the Inventory System to Server Meshing was scoped out, as it will require a rework of its backend to scale appropriately.
The initial version of jump-drive-failure events was implemented in May. Now, when a ship’s jump drive is disabled or damaged, the player will be forced out of the tunnel, which correctly aligns with the exit point in the destination star system. Further improvements to the debug tools for jump-point gameplay were implemented too.
For engineering gameplay, the team implemented power pools, which allow the streamlined power management of grouped items like weapons and thrusters. The Resource Network was enabled by default in the main Star Citizen development branch, which ensures all teams can work with it and integrate their features or content with it.
For Transit, the team continued general release support for Alpha 3.23 and the upcoming cargo and personal hangar update. Scope, technical, and planning discussions concluded for the transit refactor, which is now in active development.
Estimates and scheduling were completed for the remaining Radar and Scanning tasks, including deliverable targets. Team members supporting the patch release concluded their work and moved to supporting radar and scanning.
Work was done on the Objects of Interest mechanic, which will allow designers to set up objects within the PU or SQ42 with various parameters and a special scan highlight. A special material was also applied when an object is occluded so that it shows one material when within line-of-sight and another when obstructed. The team also added a fading effect for highlighted objects based on distance
Additionally, work was done on including organization information in FPS scan data, while new SFX was added when attempting to ping while the ability is on cooldown. The team also completed checks between the PU and SQ42 streams, raising differences so the team can continue to port features from the SQ42 feature set.
Finally for Radar and Scanning, the team activated FPS radar and other experimental radar features across Arena Commander. These systems will be reassessed closer to the release of Alpha 4.0 for a potential preview via Arena Commander.
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For Arena Commander, the team concluded work on the first version of custom lobbies, which went live in Alpha 3.23. Alongside general bug fixing, they also added Team Assignments, allowing players to arrange their teams in the lobby before entering the game. Support was also provided for the grav-lev-race leaderboards.
Initial work was completed on the first pass of a new EVA-only map for FPS game modes, with playtests scheduled for the coming weeks.
Additionally, the team began marking up all Arena Commander locations with the room system so they’re compatible with radar. The Good Doctor was completed, with the rest expected to be finished in the coming weeks.
The new frontend style was fully approved and began implementation, polish was complete on new animations, and the first example of a brand takeover was approved (using Drake). This will be used to guide the teams in creating more takeover designs for future events.
Two new strike teams were created to focus on two modes, one of which is FPS Horde.
For FPS Horde, the game mode and initial setup were completed alongside the deliverable scope discussion and task breakdown. The primary goal of this mode is to provide developers with a fast, easy, and reliable way to iterate on the development of spawn closets, creature and Human AI, and FPS radar. The team will assess the game mode closer to Alpha 4.0 on the feasibility of introducing it as a publicly playable Experimental Mode.
Additionally, the team worked on several quality-of-life initiatives for developers, including new vehicle-control-manager debugging. They also added dummy players to Arena Commander, which allow the developers to test scenarios with actors that mimic players. For example, this was first used to reproduce issues with team balancing and the scoreboard UI when a high number of players connected. Previously, this would’ve required either multiple developers or multiple clients.
Finally, the team resolved a major issue with team balancing and spawning for Alpha 3.23.2, and assisted in the resolution of a critical issue with analytics, including the creation of a new gameplay analytics dashboard.
Further progress was made on the mission-system refactor, including the implementation of the contract generator, the querying of active and completed missions from the mission service, and a rework of the mission-sharing flow. The team also updated mission entities to support streaming and refactored the mission system to use both the mission-broker and contract-template systems. The data structures required to refactor missions were provided to the Mission Design and Content teams too.
Further support was given to Mission Design for the updated delivery-contracts system that interacts with the upcoming freight elevators too.
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Gameplay Features continued with the closeout of freight elevators, storage-access kiosks, instanced and personal hangars, and commodity-trading updates. The UI flow is currently being updated to provide a more streamlined experience when managing the warehouse inventory and moving items via the freight elevator. Items like weapons, armor, and furniture can now be brought up too.
Stacks of items can now be split in the storage-access and freight-elevator-kiosk UI, and filters for item categories were implemented.
Economy
Last month, the ‘effort vs reward’ algorithm was documented, which enabled the Economy team to determine the technicalities of implementing the mission-system refactor. Once live, mission rewards will be based on time and difficulty to complete. Part of this involved establishing sensible time estimates for hauling missions and finalizing the reward balance for the kopion and marok missions.
They also supported Invictus Launch Week and the existing cargo missions.
A design for the refactor of the shop system is underway that will provide more flexibility for trading commodities and item shopping. Progress was also made on an algorithm to determine the base prices of commodities.
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A destructible generator was also made for search-and-destroy missions. The devs are currently working up to final with separate pieces that will detach upon destruction.
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Lighting
Lighting spent time finalizing work on instanced hangars. Once complete, they kicked off new content for Alpha 4.0. They also began the look-dev stage on a new cave archetype.
Locations
May saw the Landing Zone team fixing bugs for instanced hangars before moving on to mandates for Alpha 4.0, including crafting the remaining stations for Pyro.
The Organics team continued iterating on new biomes.
Mission Design
Throughout May, Mission Design continued working on cargo missions, specifically polishing the 'abandon' flow. This is used when a player decides they no longer want to play the mission. For example, if they have already picked up a load, the contract will give them an allotted time to deliver it to a closer location and take less of a reputation hit. If the player doesn’t deliver the cargo in the allotted time, it will be marked as stolen.
Planning was also done for the mission-system refactor, which is required for Server Meshing. This will also bring the processes and pipelines used by the team up to date to ensure everything is aligned with the current standards.
Future content plans are underway, with some actively being built. Mission Design also aligned with Tech Design on their deliverables to see if more of their upcoming gameplay can be utilized.
Pyro-based repair missions are being actively designed. These involve replacing components, containing radiation, and power management via Charge and Drain.
Narrative
May kicked off with a flurry of activity for the Narrative team. As part of the scoping of responsibilities for Star Citizen 1.0, they looked into taking a larger role in the oversight and maintenance of the social AI in the universe. This includes reviewing and adjusting existing civilian behaviors so the personalities of the various locations and landing zones come through. The team is also prototyping new behavior types that will appear throughout some upcoming locations as well as previously established ones.
This led to initiatives to develop vertical slices of social spaces to test out a variety of larger-scale mechanics, such as day/night schedules, updates to the vendor/bartender behavior, and some mission providers in a contained space to make sure they’re providing the desired content before expanding.
As part of 1.0 development, further work was done on the location stories for the major landing zones, with team members working with Design to tailor the story to the gameplay. These missions will provide exciting opportunities for players to embark on adventures that embellish local storylines.
The team also continued to support upcoming patches by providing narrative content for some of the upcoming mission modules, providing additional in-fiction names and descriptions to items, and working with the Core Gameplay teams on future mechanics.
In May, the Online Services team focused on wrapping up the social-services backend refactor, which will improve the performance and scalability of social features, including Chat, Friends, and Groups. It will also allow the service to handle more concurrent users and requests and help the team to add new features more easily in the future.
The team also spent a significant amount of time helping to stabilize Alpha 3.23 by triaging issues and bug fixing, including 12 critical and 24 major bugs.
Additionally, they began working on potential Alpha 4.0 release features, such as the mission-system refactor, the marker-system refactor, and the player-trade feature in support of Server Meshing.
R&D
The R&D team’s support for Alpha 3.23 continued throughout May. For volumetric cloud rendering, stochastic Catmull-Rom texture filtering was implemented for the new half-res render mode upsampler. The number of ray marching steps now also scales with scene depth to improve performance in scenes with near-distance occluders (buildings, cockpit, terrain, etc.).
Moreover, progress continued on the temporal render mode. All confidence metrics and transmittance filtering received further tweaks and improvements. A first draft of the code was submitted for internal use.
Tech Design
Tech Design supported multiple areas of development for upcoming release patches, including resolving bugs related to creatures, interactables, cargo hangars and item banks, weapons, and performance issues.
Additionally, the team were involved in a variety of initiatives for gameplay-related systems, internal tools, and workflows. For example, they added the ability for mission designers to change AI-pilot skill levels depending on the mission, affecting their accuracy. They also outlined design requirements for the transit-system refactor and code syncing for the Design team.
Tech Design spent time setting up test levels, harvestables, and the spawning system for upcoming creatures, and began work on interaction improvements for kiosk screens. Work continued on a new location distribution tool, with May’s work involving designing the initial ruleset for location placements and improvements to workflow and aligning with other teams on the next steps.
Progress was also made on internal scripting tools, with the team syncing with coders on slow workflows to help the designers improve the user experience.
UI
The Montreal-based UI team worked on a variety of mandates in May, including tasks for cargo, ensuring all visual elements were polished and any bugs were thoroughly fixed. They also collaborated closely with the Core Gameplay pillar on the Resource Network and jump points.
Meanwhile, the UK team continued updating the heads-up displays (HUD) across multiple ships to improve their functionality and aesthetics.
VFX
Like other teams, the VFX team put the finishing touches on their work for the Alpha 3.23 patch, fixing last-minute bugs and polishing effects where safe to do so.
VFX also completed effects passes on several new vehicles, including for thrusters and damage. Work also began on jump point effects. These have existed as prototypes for a while, but the team focused on getting the effects fully functional, working closely with the VFX programmers and the Feature team.
Web Platform
The Web Platform teams concentrated on preparing for the anticipated traffic surges during Invictus Launch Week. To support Alpha 3.23 and ILW, they established a special support process to ensure prompt incident response. The System Services team also planned and tested the platform's automated scaling schedule to handle the expected traffic waves effectively.
“This Invictus marked the first major traffic event since we transitioned our infrastructure to Kubernetes, and it was a great success. It provided an excellent opportunity to enhance our platform's observability and alerting systems. Despite hitting record traffic levels during the event, we experienced no performance issues.” Web Platform Team
May saw the Launcher team focusing on version 2.0.1. This is currently in development and will be released in the coming weeks. The team have been working hard to address issues with authentication, error handling, and other bugs that were reported in Launcher 2.0.0. These improvements will result in a more stable and reliable experience for users.
Some of the key elements of the next version are improved error handling and a more intuitive UI with better performance. Issues involving expired sessions and 3001 and 2000 errors were fixed too. Workarounds and troubleshooting guides were also added to the RSI Knowledge Base.
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Subscriber Promotions
Although the fleet has left Stanton and the new Navy recruits are settling into their bunks at MacArthur, Subscribers can keep the spirit of Invictus alive throughout June in classic Navy war birds.
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SUBSCRIBER
MERCHANDISE DISCOUNT
Two continuous discount levels are available to all Subscribers in the Merch Store. Centurion Subscribers receive a 10% off discount, while Imperator Subscribers receive 15% off. Take advantage of this perk and peruse the selection of available merchandise including jackets, hoodies, shirts, mugs, hats, mousepads, posters, stickers, and more. Check out the now.
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SUBSCRIBER STORE
All previous flair items going back to 2014 are available to pledge in the Subscriber Store. You can fill in any gaps, pick up store-only items, or grab extras to gift to non-Subscribers from the My Hangar section of your RSI profile.
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…