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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.”Civilian Defense Force Liaison Rowena Dulli
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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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RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
SHIP PACKS
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Beiträge von NewsBot
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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.
New Looks for Xi’an Ships
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Two popular Xi’an conversions, Gatac’s reliable Syulen and Aopoa’s lethal San’tok.yai, receive the Harmony and Ocellus paint schemes.
Supergalactic Xeno-Treat Smackdown 2954
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.It’s time to head back to the kitchen as the sweetest contest this side of T.āl returns to tickle your taste buds in a truly intergalactic fashion.
Create the most outrageous alien-themed dessert and submit it for all to behold. Extra points if you share the recipe so aspiring xeno-culinarians can try it at home.
A Beer You Will Guzzle, then Relax with a Puzzle
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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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Explore Out-Of-This-World Offerings
The Hottest Alien Vessels
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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>Get a Taste of Xi'an Tech
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RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
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MERCHANTMANWarbond Offer
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SAN'TOK.YĀIWarbond Offer
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GLAIVEWarbond Offer
GAME MODE EXCLUSIVE
Harmony Paints
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Ocellus Paints
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Wanderer Paints
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Alien Week Extras
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Alien Gear
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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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.
Alien Week 2024 Test Fly and Offerings - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
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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.
WE'LL SEE YOU NEXT MONTH...
// END TRANSMISSION
Squadron 42 Monthly Report: May 2024 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
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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.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Q&A: Drake Ironclad - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
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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.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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 be a 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.
Fly low, and fly fast!
The Weekly Community Content Schedule
MONDAY, JUNE 10, 2024
- This Week in Star Citizen
- Drake Ironclad Q&A
TUESDAY, JUNE 11, 2024
- Lore Post - Divestment
WEDNESDAY, JUNE 12, 2024
- Roadmap Update
- Roadmap Roundup
- Alien Week 2954 commences!
FRIDAY, JUNE 14, 2024
- RSI Weekly Newsletter
- Star Citizen Live (twitch.tv/starcitizen)
SATURDAY, JUNE 15, 2024
- International Bar Citizen Weekend
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
COMMUNITY MVP: June 10, 2024
Externer Inhalt robertsspaceindustries.comInhalte 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.
So We Made a Star Kitten
by MaluhTV
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.MaluhTV follows up their series of crotcheted 'Figures of Star Citizen' with an adorable Star Kitten. We can't wait to see what's next!
Check out the whole album 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!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Corsair Over Lorville - Disowned122
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.2950 Eclipse - Citizen_of_the_verse
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.In the Cave - Santantica
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.My Journey on Star Citizen #6 - StazHopper
This Week in Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
STAR CITIZEN LIVE GAMEDEV
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.
Star Citizen Live Gamedev - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
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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.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Community team supported the recent Invictus Launch Week with an FAQ, the Free Fly schedule, the Anvil Hornet Mk I Sunset FAQ, updates to the Aegis Sabre Firebird and Retaliator, and Q&A Comm-Links for the Aegis Sabre Firebird, the Argo MPUV Tractor and the RSI Ursa Medivac.
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 Seven ground racing league from ATMO Esports and the Ignition Expo from Anzia Racing.
The Community team continued detailing the weekly publishes with This Week in Star Citizen, and updated the Arena Commander Schedule.
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.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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.
Interactables
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Last month, liquid-carrying cargo containers were worked on, with all sizes moving from whitebox to final.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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.
On the website, the Narrative team posted a Whitley’s Guide to the Hercules and a new batch of Galactapedia entries.
Online Technology
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.
Star Citizen Monthly Report: May 2024 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Das Crowdfunding-Budget für das Quasi-Endlosprojekt Star Citizen erweist sich mit seinem jüngsten Meilenstein wieder als astronomisch.
Da macht sogar Elon Musk große Augen: Star Citizen knackt unfassbaren Moneten-MeilensteinDas Crowdfunding-Budget für das Quasi-Endlosprojekt Star Citizen erweist sich mit seinem jüngsten Meilenstein wieder als astronomisch.www.pcgames.de -
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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.
Despite the recent focus on military posturing, the hardworking heroes of the Empire haven’t been forgotten, as this month’s Flair will keep all industrious citizens safe when handling the most dangerous substances.
Greycat Industrial TruBarrier Hazard Suit and Mask - Dark Biohazard
- The Dark Biohazard edition lets you retain an air of mystery while also letting the 'verse know you’re a pro when it comes to tangling with hazardous materials.
- Current Centurion-level Subscribers get this item as part of their subscriptions.
Greycat Industrial TruBarrier Hazard Suit and Mask - Hi-Vis Biohazard
- The Hi-Vis Biohazard edition is sure to stand out, even in low-light situations, and that cool logo lets the 'verse know you’re perfectly at home going toe-to-toe with hazardous materials.
- Current Imperator-level Subscribers get this item and the above Centurion-level items as part of their subscriptions.
Greycat Industrial TruBarrier Hazard Suit and Mask - Warning
- The Warning edition lets you show off both your dark, mysterious side, and the side that wants hazardous waste to know it’s met its match.
- This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Visit robertsspaceindustries.com/comm-link for details.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.NOT A SUBSCRIBER?
If you would like to receive this flair as part of a subscription, you can subscribe before June 11, 2024 (20:00 UTC).If you subscribe after June 11, you can pick up these and previous months’ flair (going back to 2014) in the Subscriber-exclusive store.
VEHICLE OF THE MONTH
RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
Centurion Subscribers: Anvil Gladiator (with 12-month insurance)
Anvil Gladiator: Embodying form over function to devastating effect, the Anvil Gladiator has long been the Navy’s go-to dive bomber. A twin S6 torpedo rack alongside a heavy-hitting manned turret makes it a formidable force against any sized enemy ship.
Imperator Subscribers: Anvil Gladiator & Aegis Eclipse (with 24-month insurance)
Aegis Eclipse: The Aegis Eclipse is a bomber designed to get in and strike before it's even spotted. After extensive service with the UEEN, this high-tech military stalwart has been embraced by the civilian market for its speed and devastating explosive payload.
Anvil Gladiator: Embodying form over function to devastating effect, the Anvil Gladiator has long been the Navy’s go-to dive bomber. A twin S6 torpedo rack alongside a heavy-hitting manned turret makes it a formidable force against any sized enemy ship.
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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.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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.
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Hello everyone, xē'suelen
CitizenCon 2954 is less than five months away (where has the time gone?!). The initial reception to this year's event has been record-breaking, and there's no doubt this will be the largest Star Citizen gathering to date. With only about 100 tickets left before we're fully sold out and no plans to replenish stock due to building capacity limits, so now is the time to secure a spot, before there's no spots left to fill.
As we've gone deeper into planning this year's big weekend, we've decided not to proceed with the Friday night Gala, initially announced as a limited-availability event. Instead, we are channeling all our resources and energy into delivering the best CitizenCon yet. But fear not! The community Bar Citizen coordinators are already planning fun events for nearly every night of CitizenCon week. Keep an eye on barcitizen.sc for details!
The Invictus Launch Week celebrations have now concluded! This year's event introduced the utilitarian Argo MPUV Tractor and the life-saving RSI Ursa Medivac, alongside two surprises with the new Aegis Firebird and the Drake Ironclad. We hope you enjoyed this year's event and want to thank everyone who visited the expo!
Last week's Roadmap update committed the following cards to Alpha 3.23.2: Item Banks, Freight Elevators, New Cargo Hauling Missions, and Personal and Instanced Hangars. This upcoming update packs a lot of fundamental mechanics into our core gameplay! What are you the most excited about?
Lore fans will have also enjoyed learning more about five Vanduul controlled systems and so much more in our latest Galactapedia update!
Now, let's see what's going on this week:
Monday, we're kicking off our annual Show Us Your Colors Celebration! Post your most colorful Star Citizen creation on the community hub or on social for a chance to win one of ten LTI C1 Spirits, complete with the Allegiant paint. And of course, happy PRIDE!
This Tuesday, Subscribers will receive June's updates in both Comm-Link and newsletter forms.
Wednesday brings development updates, with May's Monthly Reports for Star Citizen and Squadron 42.
This Thursday, we're opening applications to cosplayers coming to CitizenCon 2954! Also, keep in mind that Inside Star Citizen is now on hiatus as filming and planning for our next season begins, returning on June 20!
On Friday, Star Citizen Live features a Game Dev discussion with Alberto Petronio talking about concept ships. Tune in at 8am PDT / 3pm UTC. The weekly RSI Newsletter will also be delivered right to your inboxes.
Lastly, on Saturday, we're heading to France for a Bar Citizen in Lyon organized by Star Citizen Francophone, Pulsar 42, and Himalia! We're super stoked to meet with the community once again! All attendees will be the first to receive our new exclusive Bar Citizen trinket (redemption code), to be distributed during the upcoming Alien Week! Find out more about the next Bar Citizens coming to you in 2024!
a.thl’ē’kol, see you soon,
The Weekly Community Content Schedule
MONDAY, JUNE 3, 2024
- Contest: Show Us Your Colors Celebration
TUESDAY, JUNE 4, 2024
- June Subscriber Comm-Link
- June Subscriber Newsletter
WEDNESDAY, JUNE 5, 2024
- Star Citizen Monthly Report - May 2024
- Squadron 42 Monthly Report Newsletter - May 2024
THURSDAY, JUNE 6, 2024
- Cosplay Contest Application on Spectrum
FRIDAY, JUNE 7, 2024
- Star Citizen Live - Game Dev "Concept Ships" with Alberto Petronio at 8am PDT / 4pm UTC (Twitch.tv/StarCitizen)
- Weekly Newsletter
SATURDAY, JUNE 8, 2024
- Bar Citizen Lyon - 6pm local CEST / 4pm UTC
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
COMMUNITY MVP: June 3, 2024
Externer Inhalt robertsspaceindustries.comInhalte 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.
Rap Battle: Drake vs Origin
by King Ridge
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Do you prefer hulls all white and fancy or black and red with rivets like shanties? Who won? Who's next? You decide!
Check out King Ridge's 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!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Dreams Becoming the Captain of Polaris - CUPOI
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.10 Pics from my Album May 2954 - Yannock
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Boiling Rocks - Buhthc
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Serenity - Sehnend
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LIMITED-TIME OFFERS END MAY 31
Continue your Star Citizen adventure with an Invictus Launch Week starter pack. These limited-time packs include the Star Citizen game download, a starter ship, a bonus ship paint, special 10-year insurance, and 20,000 UEC (our in-game currency).
Visit robertsspaceindustries.com/comm-link for details.
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MERCHANDISE
Invictus 2954: Farewell - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Alles anzeigen
Happy Wednesday, everyone!
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 May 29, 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.
Roadmap Roundup - May 29, 2024 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
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Happy Monday, everyone!
Invictus Launch Week is drawing to a close this week, and the turnout this year was nothing short of record breaking! Whether you're a veteran pilot or taking your first steps into Stanton, thanks to all of you for swinging by the Bevic Convention Center for this year's festivities. There's still time to test drive the latest and greatest vehicles as the 'verse's ship manufacturers make one last attempt to woo the UEEN, so stop by Area18 to snag a free rental. There's also only one day left to submit your entry into the I'm Doing My Part Video Contest, so get editing!
Work continues on Alpha 3.23.2, which includes both the Persistent Hangars and Freight Elevator updates. We're excited to bring this important feature set to the persistent universe, and we're hoping to get it in Evocati hands later this week.
Now, let's see what's going on this week:
Tuesday brings the latest Galactapedia update from the Narrative team, further fleshing out the farthest frontiers of the 'verse.
Wednesday has the latest Roadmap Update alongside its accompanying Roundup post. To set some expectations, this week's update will simply be adding our latest vehicle releases and updating the features that were launched since the last update. The team is focused on gathering remaining pieces so that we can update the Progress Tracker soon!
Inside Star Citizen and Star Citizen Live are now on hiatus as filming and planning for our next season begins! Star Citizen Live will return next week, and Inside Star Citizen will be coming back on June 20.
On Friday, you'll find our weekly RSI Newsletter directly delivered to your inbox.
For Light and Life!
The Weekly Community Content Schedule
TUESDAY, MAY 28, 2024
- Lore Post: Galactapedia Update
- Invictus Launch Week 2954 (invictus2954.com)
WEDNESDAY, MAY 29, 2024
- Roadmap Update
- Roadmap Roundup
- Invictus Launch Week 2954 (invictus2954.com)
FRIDAY, MAY 31, 2024
- RSI Weekly Newsletter
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
COMMUNITY MVP: May 28, 2024
Externer Inhalt robertsspaceindustries.comInhalte 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.
We Were Wanderers From the Beginning
by Hasgaha
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.In this stunning in-game recreation of the short film "Wanderers", creators from all across the world came together to collaborate on one of our favorite fan creations ever.
Watch the 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!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.DefenseCon - InSlippers
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Farewell and a New Era: Hornet F7A Mk1 vs. Mk2 - Karolinger
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Cutter and Pulse, Dual joy - zhegejiahuo
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Aegis Sabre Firebird - EchoVectorBravo
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Galactapedia Update May 2024
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.THE ARK, TAYAC SYSTEM
Welcome to May’s Galactapedia update roundup. This month, we explore five Vanduul systems, get an overview of various technologies, sample some fast food, and take a peek at some of the ‘verse’s most notorious drugs. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
- WiDoW – One of the most significant public health issues of the 30th century.
Short Articles:
- Whammer’s – Since 2801.
- Big Benny’s – Grab eat!
- Driller – A Vanduul escort carrier.
- Environment Suits – Your best bet for extreme environments.
- Emergency Communication Network – Ensures that information is transmitted during a crisis.
- Artificial Gravity – Gravity, but artificial.
- Pyro RYT Multi-Tool – A multi-purpose device at your fingertips.
- SLAM – Hits hard, users say.
- UltiFlex – Makers of the FSK-8 Combat Knife.
- Blue Triangle Inc – Founded by former hackers.
- BiotiCorp Limited – A medical research and technology company.
- QuarterDeck – Said to be the UEE’s most dangerous prison.
- Reverie AR Lens – Conveniently transmits information into your field of vision.
- CureLife – Makers of the MedPen.
- MedPen – Made by CureLife.
- Vagabond System – Inspired a popular folk song.
- Vesper System – Possible source of a strange signal.
- Vulture System – Key strategic point in the Battle of Orion.
- Voodoo System – Gave its name to a Vanduul ace pilot.
- Vermilion System – Not known for its apples.
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RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
Path pseudo-
Delusion
A further investigation of the planet revealed a cache of Xi'An weapons and war machines. The Ringworld shall act as a political neutral zone where representatives can meet to resolve problems through discourse A naturally occurrSpark Habitable atmosphere Inhabitable Earth analogue. Banu Protectorate surveyors were stunned to find abandoned Humanity cities on the planet A Flying Coffin had come through as well
A dozen confused Marine and medical staff watched him disappear into the jump-point smuggling: That's a word that hasn't been associated much with UEE We know that we have been Distrusting
INVICTUS FREE FLY
Final Days
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.There’s still time - everything featured in the event so far is free to fly till May 29 at 23:00 UTC.
LIMITED-TIME OFFER ENDS MAY 31
Continue your Star Citizen adventure with an Invictus Launch Week starter pack! These limited-time packs include the Star Citizen game download, a starter ship, a bonus ship paint, special 10-year insurance, and 20,000 UEC (our in-game currency).
Visit robertsspaceindustries.com/comm-link for details.
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MERCHANDISE
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Enormous heal bow shields
Unimaginable deepening
The Customs agent casually glanced at it Claimed entirely for military purposes, Oso III is home to the UNE and has the distinction of housAt home in the cosmos the largest population of Criminals in the Empire Walleye's atmosphere is almost entirely composed of Ore, which makes it the most Hostile planet in the Baker System Rumors claim some of the weapons found contains technology made within the last Ten years We offer this Universe to the Vessel as a place to study and a place to meet
PLAY FOR FREE
Check out some of the latest and greatest releases from the Empire’s most infamous shipbuilder at Drake DefenseCon 2954! Forget Invictus, this is the real party for the real people of the UEE.
From May 17 (16:00 UTC) until May 29 (23:00 UTC), everyone can play Star Citizen for free. For the duration of the Free Fly, all players will receive an Aegis Avenger Titan - an iconic fighter that’s perfect for exploring the system.
Here’s how you get started:
- Create an RSI Account
- Download the game client
- Launch the game
If it's your first time playing Star Citizen, we have plenty of resources to help you get started:
- Welcome Hub - Guided videos, FAQs, and more
- New Player Guide - Learn the basics
- FAQ - Invictus Launch Week 2954 details
We’ll see you in the ‘verse.
GET YOUR DISCOUNTED STARTER PACK
These limited-time packs include your Star Citizen game download, starter ship, a bonus ship paint, and special 10-year in-game insurance. Available now until May 31.
Visit robertsspaceindustries.com/comm-link for details.
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MERCHANDISE
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WHERE EAGLES DAREMEET THE DRAKE 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.
Comms officer Gen Sheperd Elysium
Greed
minerals and fluids leaked through cracks in the Tail Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Pilot Damn right it is. Point is, no damn AI system's ever gonna be as good as an experienced Engineer Apparently, he was some kind of Pilot... and kind of a Lunatic
FILL UP
The Ironclad’s interior is comprised of a vast cargo hold capable of accomodating 1536 SCU of cargo. Heavy armor, secure storage rooms, and state-of-the-art insulation keep your most prized assets safe from the countless hazards of space, while a retractable roof provides easy access for snappy loading and unloading.
LOADOUT
The Ironclad takes the risks inherent to deep-space traversal very seriously, to the tune of quad missile launchers and six turrets - four remotely controlled and two manually controlled. Loading and unloading are easily handled by a trio of independently operated tractor beams.
CUT LOOSE
When things get heavy and your best course of action is to cut your losses, the Ironclad’s got your back. Thanks to its detachable command module, discerning operators can dump their payload and make a hasty exit with ease, should the need arise.
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FULL FRONTALMEET THE IRONCLAD ASSAULT
The ultimate combined-arms platform, the Ironclad Assault effortlessly carries heavy vehicles and squads of infantry, with daunting auxiliary turrets providing direct support. Add a full-service garage capable of refueling, rearming, and even fabricating new components for ground vehicles, and you have a truly self-sufficient beast capable of meeting anything or anybody standing in your way.
Stairwell of unfathomable proportions
Human jeffrey's tube engineer Quantum Drive
Worst than a broken Tail, Harroway is too Straight edge trafficking: That's a word that hasn't been associated much with Kr'Thak Nicknamed Bruder due to its proximity to the Binary stars, Sol IX looks like it's overseePain the Black hole Known locally as Bombora, this Highly acidic Puffy Planet is situated on the further edge of the green band and is often overlooked when compared to Nyx II Noah climbed down and sealed the Star-g
SHOOT 'EM UP
The Assault model comes with three quad turrets to provide lethal air support and clear landing zones, as well as an additional remotely-operated Size 3 turret for an offensive edge.
GROUND CONTROL
A fortified ramp allows the Ironclad Assault to specialize in unleashing heavy ground vehicles onto an unsuspecting battlefield. Transport up to four full-sized armored assault vehicles and deploy them with ruthless speed and efficiency.
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EAGLES DAREMeet the Ironclad
CHAIRMAN’S CLUB EXCLUSIVES
Warbond pledges include Lifetime Insurance.
Visit robertsspaceindustries.com/comm-link for details.
STANDALONE
Warbond pledges include Lifetime Insurance.
Visit robertsspaceindustries.com/comm-link for details.
SHIP PACKS
Warbond pledges include Lifetime Insurance.
Visit robertsspaceindustries.com/comm-link for details.
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Be a part of something bigger? More like get lost in the shuffle. Take your place in line behind the faceless drone in front of you so that, when they falter, you’ll be there to take their place and the Empire’s grindhouse can run in perpetuity. Meanwhile, the Navy brass and corporate robber barons yuk it up, snort stims, and harass townies at every bar and restaurant in town, never mind the convention hall, as you, the hard-working folks of the UEE have to suffer the brunt of an unrelenting assault of unwashed tourists, corporate glad-handers, and insufferable history buffs. Doesn’t sound like much of a celebration to us.
Luckily, we’ve got the cure for this particular ailment. That’s right, Drake DefenseCon is back again for the fifth time, setting up shop conveniently at Riker Memorial Spaceport! All your favorites will be there, along with the exclusive reveal of Drake’s latest concept - the savage Ironclad. Come on down to the real party, the party for the people.
Nebula unveiling marine aligned
Sealed tube
"We don't have anythUEE Navy Headquarters." Kray said. The Captain didn't like that answer. The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Planetary Moon's little sister lives near the outer edge of the system's so-called "red band".
IRONCLAD & IRONCLAD ASSAULT
A Juggernaut of Free Enterprise
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Consisting of an armored freighter designed to take the risks involved in deep-space transport seriously and the ultimate combined arms platform ready to deliver a full-frontal assault to whatever stands in its way, the Ironclad series stands as a beacon for intrepid independent pioneers across the galaxy.
DRAKE INTERPLANETARY
RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
Sensors Kr'Thak Wormhole
Ivar Messer sub-atomic particles UEE
herding: That's a word that hasn't been associated much with Banu A further investigation of the planet revealed a cache of Humanity weapons and war machines. We offer this Vessel to the World as a place to study and a place to meet inhabiting: That's a word that hasn't been associated much with Banu
CATERPILLAR
WITH 1O-YEAR INSURANCE
SPECIAL OFFERS
Visit robertsspaceindustries.com/comm-link for details.
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MERCHANDISE
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