Alles anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Happy Monday, everyone!
The teams are back in the studios, hard at work and tinkering to further improve your experience in Alpha 3.22: Wrecks to Riches, which is currently on our Live servers. We look forward to getting some fixes and quality-of-life updates in your hands shortly!
With the continuous improvements and updates to Arena Commander, we published a one-stop shop for all your Experimental Modes information needs last week, where you'll find, for example, the descriptions of the different Experimental Modes, achievements that can be unlocked, as well as the requirements needed to earn them. This new comm-link will also serve as the primary platform for our regular Experimental Modes rotation schedule updates, so don't forget to bookmark it to stay in the loop.
Mark your calendars for this Thursday, as every new ship released in 2023 will be available for a limited time for those who missed the releases or didn't have a chance to pick them up. You know, just In Case You Missed It.
This Saturday will see the return of the biggest community-driven racing event in the ‘verse, where hundreds of players compete in three divisions (Buggy, Truck, and Hover Bike) over a distance of 510 km. That's right, Citizens, THE filthiest race in the ‘verse, the Daymar Rally, is back! This highly-anticipated annual event is a spectacular showcase of skills and thrills, but don't expect a clean fight to the finish line, as this is a Weapons Free race and contestants have a license to kill.
Now, let's see what's going on this week:
Wednesday, we'll repost last week's Squadron 42 Monthly Report newsletter as a comm-link.
The Roadmap Update, Inside Star Citizen, and Star Citizen Live are still on break, but they'll be returning soon with your favorite deep dives into Star Citizen content!
Thursday will see the start of our In Case You Missed It promotion, where you'll have the opportunity to pick up any new ships released in 2023 that you missed out on.
Friday is National Popcorn Day, so grab yours to enjoy alongside our weekly RSI Newsletter, coming to an inbox near you.
On Saturday, we're off to the races. Literally. Join us in cheering on all the participants competing in the annual event designed to test their skills, determination, and endurance across the dunes of Daymar! The live stream pre-show starts at 16:30 UTC.
Fly low, and fly fast!
Associate Community Manager
THE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, JANUARY 15, 2024
- This Week in Star Citizen
WEDNESDAY, JANUARY 17, 2024
- November/December 2023 Squadron 42 Monthly Report (Comm-Link)
THURSDAY, JANUARY 18, 2024
- In Case You Missed It Start
FRIDAY, JANUARY 19, 2024
- RSI Weekly Newsletter
COMMUNITY MVP: January 15, 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.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Making Money with Bounty Hunting in Alpha 3.22!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Dough, moolah, ducats, dosh, cheddar, smackeroonies, bones, paper, coin. Whatever you call it, you need the in-game cha-ching to get the ba-blings. Voss_Evolved shares their tips and tricks in an informative and entertaining guide on how to get them fat stacks of aUEC by bounty-hunting.
Check out the video on the Community Hub!
Beiträge von NewsBot
Datenschutzerklärung: Hier
Einstellungsmöglichkeiten zur Privatsphäre finden Sie in Ihren Einstellungen.
Einen maschinenlesbaren Export Ihrer Daten können Sie in Ihrem Profil anfordern. Hier
-
-
Externer Inhalt images.cgames.deInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Wir wissen, wann Star Citizen sowie Squadron 42 erscheint - zumindest wenn dieser umfangreiche Leak Recht behält.
Star Citizen: Geleakte Roadmap verrät Release-Jahr - aber genießt das unbedingt mit VorsichtWir wissen, wann Star Citizen sowie Squadron 42 erscheint - zumindest wenn dieser umfangreiche Leak Recht behält.www.gamestar.de -
Alles anzeigenExterner Inhalt robertsspaceindustries.comhttpsInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Arena Commander
Arena Commander is an all-action game mode featuring explosive ship combat, tense FPS battles, and high-octane racing.
New content is added each major patch, including maps and racetracks, while game modes are swapped out regularly. We’d love to hear your thoughts and feedback, so let us know what you think about Arena Commander’s numerous modes and match types in the dedication Spectrum channel.
Quick In & Out Adventures!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Star Citizen Alpha 3.20 introduced a major revamp to the Arena Commander game module, including unique Experimental Modes.
These range from simple variants of existing modes to brand-new experiences that explore new mechanics, locations, and in-development features before they're released in the Persistent Universe.
Our intention is to rotate these modes in and out of the game in limited-time cycles.
Titles
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Titles, or Spectrum Badges, are labels with associated icons usually displayed next to a player's avatar and name on Spectrum. You can change your displayed title in your Account Profile. Rewards are disabled in offline mode.
Players can obtain titles in many ways, including backing Star Citizen, participating in various events, and by playing Arena Commander.
Gun Rush
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Gun Rush is a free-for-all elimination mode where the goal is to kill other players with each available weapon.
All players will begin with the same gun and, upon eliminating another player, will cycle to the next gun in the list. The first player to score an elimination with all weapons wins!
Control
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.FPS-based team combat between two teams of up to 12 players each.
Battle for dominance as you and your team fight to hold the control points before time runs out.
Classic Race
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ship-based racing among up to 8 players. Also available offline.
Push your ship to its limit and be the first to cross the finish line.
Pirate Swarm
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.A team of up to 4 players against a squadron of enemy pirates.
Hold off an onslaught by the infamous NovaRider gang and some of their most notorious members. Your ships are limited, so excessive casualties will result in defeat.
Endless Vanduul Swarm
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.A team of up to 4 players against a squadron of enemy Vanduul ships.
Hold off an overwhelming Vanduul onslaught led by several infamous Vanduul Prime pilots. UEE ships are in limited supply, so excessive casualties will result in defeat. How long can you survive?
Squadron Battle
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ship-based team combat between two teams of up to 8 players each.
Fight together to score more than the other team, or beat the score limit to win.
Free Flight
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ship-based test flying and exploration among up to 16 players.
Explore without the need to kill. Meet with fellow pilots on landing pads, inspect, and swap ships.
Master Modes
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Master Modes is available as a limited-time Experimental Mode in Alpha 3.20 to test out the upcoming changes to how ships operate in the 'verse. This change is available in Free Flight, Duel, and the new Endless Vanduul Swarm modes.
Master Modes splits your travel through space into two distinct speed groups: SCM allows shields, weapons, and high-regeneration rates for your power capacitors, but you're limited on top speed. NAV allows high speed but no shields, no weapons, and restricts capacitor regeneration. Changing between the two modes is not instantaneous.
This updated flight model is available to try on the Aegis Gladius for a limited time, so jump in and send us your feedback!
Single & Team Elimination
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.FPS-based combat between up to 12 players.
Fight for your life in single or team-elimination battles, where every kill brings you one point closer to victory.
Single & Team Tank Royale
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.You and your tank fight it out for supremacy in this Nova-only free-for-all or team battle. Score points via eliminations and survive as long as you can!
Kill Collector
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Kill Collector has players fight for more than just kills. In this fast-paced 12-player elimination mode, downed opponents drop more than their bodies - collect their trophies to earn points and take home the win.
Single & Team Elimination, Single Weapon Elimination
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Single Weapon Elimination is a free-for-all elimination mode where every player is limited to a single predefined weapon.
Single & Team Elimination are the same game modes with various weapons.
Duel
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ship-based showdown between two players.
Put your dogfighting skills to the test in an intense 1v1 duel.
Duo Showdown
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Debuted during CitizenCon 2953, Arena Commander introduces Duo Showdown. Utilize teamwork in this best-of-three dogfighting mode that’ll put more than just your piloting skills to the test.
Battle Royale
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ship or vehicle-based combat between up to 16 players.
Score as many points as possible by defeating your opponents in tanks or ships.
Day of the Vara
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Arena Commander’s Gun Rush mode got super scary as all the player models were replaced with terrifying skellies for Day of the Vara!
Luminalia
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.During the Luminalia season, players in Gun Rush could earn themselves a festive holiday Pico and play disguised as the top reindeer in the sleigh!
Arena Commander Modes - Schedule - 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 anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
PU Monthly Report
Happy New Year! We’re kicking off 2024 with a look back at the last couple of months of 2023. Read on for a full rundown of everything done for the Persistent Universe throughout November and December, including new creatures, vehicles, planet tech, and more.
AI (Content)
AI Content spent the end of the year bug fixing to improve social AI. Once in a more robust state, they’ll start implementing various SQ42 features and behaviors.
In the meantime, they revived the civilian behavior. This involved fixing basic AI usables such as chairs, seats, and rails across various locations and identifying outdated usable setups and communicating with the Props team to bring them up to date.
Voice packs and basic behaviors were updated for the hawker, vendor, admin, and bartender AI across different stations and landing zones. Now, NPCs will have the proper voice packs assigned to them with their behaviors triggering lines correctly. NPCs will also use their usables correctly with better animations rather than just standing still (however, some shops might not have full functionality due to lacking proper usables).
The team also identified and fixed a selection of security AI bugs in Lorville’s transit area. This involved implementing some of SQ42’s security behaviors, including sentry and guards, and giving NPCs appropriate voice packs.
Finally, AI Content worked with Level Design to implement SQ42’s engineer and security behaviors across different areas with limited functionality.
AI (Features)
As part of the Alpha 3.22 release, AI Features spent time investigating issues preventing the improved combat behavior from working as intended during missions, including slow-reacting AI.
“Like the infamous ‘standing on chairs’ issue, AI being slow to react doesn’t have a single cause but highlights a range of issues that appear to manifest as the same problem. Each cause needs to be individually investigated and a solution proposed, and often this requires hours of testing and debugging to find the precise conditions under which the specific issue occurs. Often issues are intermittent or only manifest in specific missions at specific locations.” AI Features Team
The team are aiming to reduce the amount of time it takes to debug these issues via three approaches:
The first is to improve knowledge of the AI debugging tools, particularly among the QA team, so that when an issue is first encountered, all the right information is available. This can often highlight issues with specific mission or location setups that don’t require further debugging. For example, missing or badly placed navigation mesh, missing animations, or poor server frame rates.
The second is to speed up the process of getting to the right location; if an issue only occurs in a specific spot during a certain mission, the team need to be able to quickly reproduce it rather than waiting for the mission and location combination to line up as part of the normal flow. When investigating issues, one of the biggest time sinks is flying to the location (even using the no-clip god mode), so they’re looking at providing teleport functionality to active mission locations.
Finally, when they’ve identified a cause that might occur again, they’ll improve the debugging tools to highlight it so that they can more easily identify subsequent occurrences.
For the Alpha 3.22 release, AI Features worked on several causes of slow-reacting AI, including:
Fixing an issue where increases in the AI perception meter were not being recognized in the general reaction function, causing NPCs to ‘hang’ in a reaction idle animation.
Fixing an issue where AI weren’t exiting the investigate behavior correctly due to not checking the current target.
Debugging an issue where the hostility and perception systems weren’t correctly encapsulating the specific requirements for hostility in a particular mission and location. However, this requires a better specification of the intended design and will come with planned improvements to the hostility system. The team are also investigating if they can add a hotfix to work around this issue in the next release.
These aren’t the only slow-reacting AI issues, so the team will continue to investigate and fix issues in subsequent releases while ensuring they maintain the improved combat functionality.
AI Features also worked on AI issues identified with the replication layer. The replication layer is a core component of server meshing, allowing the AI to migrate between servers or restore their state after a server crash. The team identified that when the AI was serialized back from the replication layer, its observable state (alive, dead, unconscious, etc.) was not correctly restored, which led to issues. For example, the AI thinking another agent was dead and not trying to attack them. As part of this fix, the team are making the switch between these states more consistent and less ad-hoc by tying it more closely with the status component that controls when the switch occurs.
AI (Tech)
At the end of the year, AI Tech progressed with features and support for release builds. For boids, they’re close to finalizing the first iteration that will allow the designers to place fish, rodents, and birds in the environment. Recent updates include rules to avoid dangerous areas or actors, transition rules that will detect weapons fired/bullets hit, and the ability to switch from idle/wandering to a fleeing rule set. The team also further iterated on killing boids agents and how they transition from an animation-driven state to ragdoll. For birds, they extended the number of wandering states. For example, besides flying, birds can also walk after a landing transition. Synchronization between the server and client is currently being worked on.
Effort was also put into optimizing and improving various features, including the pathfinder algorithm, collision-avoidance system, navigation system, and Subsumption loading logic.
For Apollo tools, AI Tech continued to support the designers with additional functionality, including the ability to create PNG files from behaviors, improved readability for Subsumption flowgraph nodes, and improved undo/redo actions.
Several existing features were polished and finalized, including NPCs utilizing trolleys, which received improved collision avoidance. This was achieved by updating the PID controller logic and how it’s used for path following when NPCs are pushing trolleys.
For AI using ladders, new functionality was added. For example, NPCs can now check if the ladder is available and will only use it if free or another NPC is climbing it in the same direction. In case the ladder is being used the opposite way, NPCs will find a free spot at the top or bottom and wait.
On the ship AI side, the team improved and extended spline functionality. This involved allowing ships to move along a spline while staying orientated toward the target and moving to the beginning of a spline that’s already moving (e.g. a spline attached to a different ship).
Toward the end of the year, AI Tech started to look for a better solution to generating navigation mesh on planets, as the current implementation could be faster and has problems generating navigation mesh close to planetary poles (which is affecting some outpost locations and their associated NPCs). This is currently in progress and an update will be provided in a future report.
Animation
Animation spent time bringing creatures to the ‘verse, starting with a four-legged predator, a bird, and fish. They also continued to work on facial animation for increased line count and fidelity.
Art (Characters)
In November and December, Character Art completed the legendary Duster outfit and the racing flightsuit helmet. They continued working on the racing flightsuit itself and prepared an outfit for Subscriber flair. Alongside this, R&D was done for creatures.
The Character Concept Art team started an exploration phase on features for the character customizer and for other creatures.
Art (Ships)
Toward the end of the year, the RSI Polaris passed its whitebox review gate and progressed into the greybox phase where all of the surface modeling and animations will be completed. Emphasis was on modularity for the interior to improve reuse and scalability.
Work started on the gold-standard pass for the Aegis Sabre Raven, which includes a component pass and dashboard polish.
Three new variants were worked on: one entered production, another continued through greybox, and the last progressed into LOD0.
November also saw work wrap up on the Gatac Syulen and structural salvage support for the Aegis Reclaimer.
Community
November and December were busy months for the Community team, who supported Pyro on the Preview Channel for the first time. The team was incredibly grateful for all of the positive feedback, and had a blast gathering sentiment around Star Citizen's second system.
Alongside general housekeeping related to winding down CitizenCon 2953, the team uploaded all panels from the event to YouTube, along with chapters and timestamps, and published community pictures of the life-size Drake Dragonfly taken on Saturday and Sunday at the event.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Community supported the return of the Intergalactic Aerospace Expo (IAE) and associated Free Fly, publishing the IAE 2953 FAQ and Guide to Professions and Design Convention Badge contests.
They also continued to connect with citizens across the globe at a variety of Bar Citizen events, alongside planning for the 2024 Bar Citizen World Tour.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.“We had a blast at the recent Bar Citizen events we were lucky enough to attend! Thanks to everyone who joined us in Dublin, Ireland, and Milan, Italy, as well as the Virtual Bar Citizen put on by the great folks at Sol Citizens! That's a wrap for the Bar Citizen World Tour for 2023, but as a reminder, we're looking to hear from you on where we should visit in 2024, and already have our first Bar Citizen attendance locked in with Barcelona, Spain, coming up on February 3!”
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The team worked with the Player Experience group to highlight a selection of Test Universe Champions who contributed significantly to the recent round of patch testing. This initiative will continue in future patches, with new categories each cycle.
December saw the Community team embrace the tradition of Luminalia, including a referral promotion and a Luminalia Greeting Card contest with extra rewards.
They also teamed up with Intel and CLXGaming to give away Star Citizen game packages (along with the exclusive Sabre Raven ship) to five lucky winners, and a custom Sabre Raven PC, during the Dreamhack gaming festival in Atlanta.
The team then supported the release of Alpha 3.22: Wrecks to Riches. Alongside the Player Experience team, they tracked and directed player feedback on the latest features and discussed solutions to bugs and quality-of-life issues with the development teams. They also updated the Salvage & Repair Guide to help players better understand the new gameplay introduced with Structural Salvage.
Last but not least, the team has started working on CitizenCon 2954! More on that later...
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Economy
November and December saw the Economy team finish price-balancing armors and vehicles. They then began looking into the prices of FPS weapons as part of balancing the wider economy to bring all systems together. A contextual inventory inheritance was designed to tag items in shops that will allow them to more easily rebalance prices too.
The team worked on the economic implications of freight elevators and started balancing the time and cost of using them.
They also investigated UEC income and began taking actions to prevent exploits and rebalance mission rewards, and investigated exploits relating to ship claim time and prices.
Features (Arena Commander)
Throughout November and December, the Features team focused on closing out essential refactors and polish tasks before they transition to supporting the Persistent Universe in a more permanent capacity. They also supported upcoming special events and the Alpha 3.22 release.
Engineering completed work on the ‘Kill Collector’ Experimental Modes for Alpha 3.22, including a system that allows devs to replace the collection item depending on both the game mode and active events. Further work was done on the special events and award systems, including prerequisite requirements allowing the team to implement exclusive awards. This work also included the addition of unique loading screens, backgrounds, and a banner that displays on the frontend when an event or experimental mode is active, the latter including a countdown until the next rotation. Experimentation also began with an in-game FPS loadout customizer utilizing the new spawn screen.
For engineering, the team successfully completed the initial tests of enabling streaming in Arena Commander. This will enable them to deliver improved performance to the module and use any Persistent Universe location without limitations. Previously, some locations, such as ones near cities, were unable to be used without significant additional work - with streaming, the turnaround on porting any location to Arena Commander will be minimal.
Design supported work for Kill Collector, Duo Showdown, and other game modes and special events for Alpha 3.22 and beyond. Alongside a number of quality-of-life updates and polish to the frontend, spawn screen, and multi-crew systems, they also began planning for the year ahead.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Level Design completed work on three new racetracks (with one more in progress) for a new game mode. A brand-new track around the Pyro jump point was also created specifically to test the new Master Modes: Classic Race game mode for Alpha 3.22. The team created a prototype game mode that saw a successful playtest and will be further worked upon in 2024 too.
Finally, the team completed a new grav-lev racing game mode, which was debuted at Dreamhack Atlanta.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Features (Mission)
In November, the Features team began implementing a deadline system within a few missions across the ‘verse, which will ensure missions can’t be kept indefinitely if the accepted players are not engaging with them. This is for a few reasons. For example, players can lock out other missions and, narratively, it doesn’t make sense that a contractor would wait five hours for players to kill someone when they know their exact position. However, this is not a universally implemented system; each mission’s deadline will be individually considered.
The steal/recover mission continued to be polished and variants are currently being made.
The New Player Experience was also polished, with the team adding new parts to introduce some of the more important in-game systems. The team then turned to cleaning up and polishing the existing infiltrate and defend missions. And with Data Heist’s release, the team kicked off a counter mission using one of the modular missions.
Jumptown saw changes to how players engage in combat, while the journey started to make each location feel unique.
In December, Missions Features began prototyping a time-trial foot race to utilize more of the Ledge Grab v2 feature.
Finally, converting missions to use the freight elevator began. For example, Blockade Runner, XenoThreat, and other missions are being assessed to determine what needs to be updated to ensure they align with the new feature ahead of its release.
Graphics, VFX Programming, & Planet Tech
At the end of 2023, the Graphics teams largely progressed with their longer-term tasks. For example, work continued on improving the visual quality of gas clouds through the addition of a directional occlusion effect. The gas-cloud-system output is also being unified with the planetary-cloud system so that the new cloud upscaling solution can be used by both.
The Global Illumination team added support for transparency via a dense view-frustum voxel grid of low-resolution probes along with a sparser zone-space grid of higher-resolution probes. Work is also ongoing to improve the representation of materials in the raytracing system.
Vulkan is reaching the final stages of development, with the team wrapping up the last of their rendering tech. Ongoing work is targeting reducing stutter by working on shader/PSO compilation caching and general performance polishing before the initial release.
The Planet Tech team continued wrapping up the water feature, focusing on robustness, memory usage, and performance. Alongside this, the Graphics team improved the water-edge effects against both the environment and visor/camera lens.
VFX Programming worked toward finishing off fire-hazard visuals, investigated networking support for the fire-hazard system, and added support for water VFX. On the tools side, support is being added for unique IDs associated with each particle effect to allow robust referencing and the reorganization of effects.
Narrative
The end of the year brought with it a flurry of activity for the Narrative team as they worked to close out strong and set themselves up for an even better 2954. November was host to IAE, which featured immersive career dioramas on the show floor and new vids from security professional Garman Humble and social-media influencer Mahli. For the release of Alpha 3.22, the team worked on supporting a wide range of new features such as structural salvage, derelict settlements, cargo containers, Arena Commander additions, and a variety of Luminalia items (including the holiday favorite biscuit, Ringalings). The team also worked on the development of the San’tok.yāi, with a focus on the Xi’an language and lore.
Looking ahead, the team planned upcoming work for the PU, including new missions that will be more narratively focused, and discussed how best to utilize guilds and factions as players progress and earn reputation. Time was also dedicated to improving the generalized NPC voicepack to streamline it and make it more functional with an eye toward making the universe more immersive while still manageable for the scope of Star Citizen.
As always, a selection of lore posts was featured on the RSI website – a look back at Banu first contact with Jerry: A History Half-Remembered, a November Galactapedia Update, a Loremakers: Community Questions, and to end the year, a December Galactapedia Update.
R&D
In November and December, the R&D team spent a significant amount of time on the temporal render mode for atmosphere and clouds. As a result, the first WIP version of advanced history rejection, as well as refined disocclusion detection and preparation of dilated motion vectors, was submitted. More research went into the upsample and history blend process to achieve highly detailed results that match the reference full-resolution render output as much as possible.
For ground fog, experimental support for fog density maps was added and is currently in review with Tech Art. The signal encoding and reconstruction code for volumetric cloud shadows received a fix to minimize ringing artifacts occasionally visible in areas where (unattenuated) sunlight first hits clouds. The atmosphere light pass received refined irradiance estimates based on community feedback, which had reported that the bottom of ships approaching a planet in higher orbit were almost entirely black as opposed to receiving reflected ground light.
Aside from the work on visuals, various improvements were also implemented to the postmortem crash analysis tool, which processes reports submitted via internal testing as well as the PU and PTU. The tool now supports the deduping of callstacks for all threads in a process and sorts them so that important threads are listed at the top. The tool now also supports dumps written by ‘fast-linked’ binaries. Additional support is planned to capture and extract auxiliary callstacks for memory corruptions (specifically, double deletes and writes after free events). Those will then be used for issue deduplication in Sentry to allow the coalescence of memory crashes much more effectively.
Tech Art/Animation
The Technical Animation team spent the end of the year on deliverables for the content teams across both projects.
These include an outfit manager that will pull together a full set of assets for any character outfit in-game, which will help the Animation teams author specific content.
Previously missing from the pipeline, physics proxy tools creation was added for an intuitive and streamlined way to create physicalized skeletons in Maya. An animation-events editor was also added to keep audio linked to animations across projects. New ADB diff tools also help the devs track and diagnose problems with complex XML format files that need historical context to be useful.
A replacement for a very old toolset that validates content being exported from Maya was created.
“We're now in a position to add to the tests and potentially change some low-level paradigms to enable exploration of new pipeline possibilities.” Technical Animation team
Additionally, Technical Animation authored and fixed more head assets, refined existing pipelines, continued developing engine animation systems, and ideated on additional ways to help them approach gold master.
Specifically for PU, the team spent time authoring new creatures.
VFX
During November and December, the VFX team worked on structural-salvage effects for the Drake Vulture and Aegis Reclaimer.
They also provided effects support for new locations and existing location reworks, including several new derelicts and Rappel, a “rather hellish environment with the ground literally burning!”
Vehicle-effects support was provided too, including for the Aopoa San'tok.yāi and the Origin X1 series.
Star Citizen Monthly Report: November & December 2023 - 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 anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Subscriber Promotions
Happy New Year! We’re kicking off 2024 by giving all subscribers a Behring Devastator ‘Whirlwind’ shotgun out of the blue. To complement the FPS pump-action, Imperator subscribers get matching 'Whirlwind' paints for the Greycat STV, Aopoa Nox, and Tumbril Cyclone series.
Speaking of the Cyclone, the racing variant of Tumbril’s high-performance ATV is available for all subs to drive throughout January. Imperator subscribers can also take their whole crew out on an adventure in the Anvil Spartan.
Visit robertsspaceindustries.com/comm-link for details.
NOT A SUBSCRIBER?
If you would like to receive this flair as part of a subscription, you can subscribe before January 15, 2024.
If you subscribe after January 15, 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.
January 2024 Subscriber Promotions - 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 anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
This article originally appeared in Jump Point 7.3.
MISC Reliant
EARLY DEVELOPMENT
The Reliant light freighter and production variants are among the most successful spacecraft designs of the past decade. Although the model lineup debuted in 2946, the design’s story begins in 2910 with a technology-sharing agreement between Musashi Industrial & Starflight Concern (MISC) and representatives of the Xi’an Empire. While the specific details of the Xi’an technology offered as part of the detail remain a trade secret, the ensuing debate over light spacecraft development at MISC is well documented. Prior to the agreement, MISC had primarily focused on its Heavy Industry division (MISC-HI), responsible for the Endeavor, Starfarer, and Hull series. The license of alien technology represented a major sea change intended to introduce smaller personal craft in the vein of Roberts Space Industries’ (RSI) Aurora and its associated designs. MISC supported several internal pilot projects to determine what shape these new spacecraft would take, with the ultimate winner of the process being the design that became the ubiquitous Freelancer. However, the Freelancer was not the only project studied at this point. An alternative design, then identified as SHIP B, proposed a much more radical adaptation of Xi’an design aesthetics and flight configurations.
SHIP B’s project leader was Dr. Rico Norden, who had transferred from MISC-HI after a lengthy career shepherding the Hull C through several major design revisions. Norden was insistent that his design was the superior choice to help the company to stand out from the many new competitors in the arena. SHIP B featured a wide, movable “flying wing” design that was unlike anything built by humans at the time. In addition to the visual connection to the Xi’an technology the company hoped would put its spacecraft ahead of competitors, Norden argued that SHIP B’s unique design would allow it to maximize cargo storage while permitting the use of smaller landing pads. The proposed design, he further argued, could even rely on traditional flight aerodynamics during emergencies when in atmospheric mode. Norden campaigned ceaselessly for his selection, calling in every favor he had earned in his long career as one of the company’s senior engineers. His campaign was ultimately a failure: the executives instead decided on the more traditional Freelancer outline as their platform, intending to slowly ease the use of Xi’an technology and design mechanics into the human sphere rather than rush ahead with the potentially off-putting alien design language. Feeling humiliated from his failure to convince supporters of the value behind his design, Norden chose to transfer back to MISC-HI rather than work on the competing design. After another failed attempt to revive the wing design on a larger scale, he retired the following year.
A quarter-century later, MISC was in an enviable position: the technology lease agreement with the Xi’an had continued successfully, there was a steady call for HI ships, and the Freelancer had been established as trusted spacecraft for hauling, exploration, and more. With a steady flow of capital, the company had a newfound desire to further encroach on RSI’s everyday spacecraft. The team quickly decided that the climate had changed in two-plus decades and that there was a call for spacecraft that stood out and embraced alien design elements. Working from the original SHIP B development work, the newly-titled Reliant Team developed a smaller version of the original flying wing freighter intended to appeal to independent pilots starting their careers. Though an unusual silhouette, the design was extremely modular, with the development of four different variants happening almost simultaneously. The Reliant program began in 2942 and concluded with the premiere of the first production prototype in a ceremony on Saisei in 2944.
Initial development proceeded rapidly thanks to existing work on aerodynamics and results from early jump tunnel studies for SHIP B. MISC’s deal with the Xi’an government had continued to expand over the preceding two decades, allowing more innovations to be included than were integrated into the original Freelancer or planned for SHIP B. The first prototype successfully left the atmosphere in April 2945. The process was surprisingly flawless for a ship that would have multiple flight modes and such a wide variety of intended roles, with development only slowing during component integration due to transponder issues stemming from the need to protect a shorter, wider ship than off the shelf technology had been intended for. These and a limited number of teething issues relating to the spacecraft flight mode transitions were resolved successfully and the Reliant continued to hit milestones until its formal reveal the following year. Guest of honor at the 2945 product launch ceremony was Dr. Norden who, in his retirement, had been fully unaware that his cherished vision of a wing-based freighter was finally coming to fruition. Tears in his eyes, Norden witnessed in awe as the descendant of SHIP B came into view.
VARIANTS
After an additional period of space-worthiness testing and formal certification of the production prototype, MISC would go on to formally launch the Reliant as part of their 2946 lineup, offering all four of the variants developed during the research period. The initial prototype would form the basis of the Reliant Kore, which MISC would premiere as a “minihauler” (referring to its smaller stature than the Hull line). Owing to its unique silhouette, the Reliant Kore could store more standardized cargo pallets than similarly-sized spacecraft – an appealing option for smaller enterprises or private crews just starting their careers. The hope was to present the Reliant not as another alien oddity, but more as something representing the next evolution of human industry; something the company would go on to repeat throughout the design’s rollout period. Owing to the overall development timeline, each initial variant would share the same chassis as the Kore. To develop the remaining three variants (a number determined by the available production lines at the time), MISC created three focus teams tasked with looking for ‘holes’ in available spacecraft lineups to try and create unique variants to fulfill these niches. The teams focused on reviewing high volumes of news stories and interviewed existing ship crews to determine where they found the experience lacking:
- The easiest to determine was the Tana, a military-focused model intended for remote frontier garrisons unable to operate top-of-the-line Anvil or Aegis hardware. The focus team concluded such locations would benefit from a ship that would double as an interceptor for fending off raiders and as a low-level hauler.
- The Sen was created in response to interviews with Endeavor science crews who professed a need for smaller, more maneuverable support craft that could be fitted with specialty hardware for outbound scientific operations.
- The final version was the most unexpected: the Mako was intended for news organizations broadcasting from space. The need for the Mako was determined by a lengthy review of spectrum broadcasts that identified the low-quality video from combat incidents and the significant increase of such incidents in the first place.
For the Reliant’s formal rollout, MISC opted to avoid marketing the Xi’an connection or the similarity between its flight modes to those of the Khartu-al. Instead, the company opted to follow in the footsteps of its highly-successful “Built for Life” campaign and position the Reliant as a working spacecraft. To promote this, the company wrote off a production run of ships and donated them to various companies and professionals, each accompanied by a documentary film crew. Four Kore haulers were offered to a pair of companies seeking financing for short-term shipping routes, a pair of Makos were donated to the top two major broadcasters on Terra, a Sen was dispatched as part of a solar corona survey expedition, and a half-squadron of Tana was given to a group of colonists preparing to settle a frontier moon (the location of which was unidentified in the marketing). As the donated ships made news wherever they went (and in some cases broadcast that news themselves), the net impact was impressive, giving the public the sense that these new spacecraft were suddenly everywhere. MISC dealerships were flooded with requests for more information and the Reliant quickly became the company’s most successful original spacecraft launch. By the second model year, the Reliant had settled in as one of the company’s most desired models – no small task for the ship that followed the famed Freelancer.
Whitley's Guide - Reliant - 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 anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Xē'suelen, hi everyone - Happy 2954!
Thank you for making 2953 an amazing year, both in and out of the 'verse. We hope you had a great end to the year! We're excited for what's to come in 2954 and can't wait to share our plans for this year and beyond. In the meantime, enjoy Star Citizen: 2023 A Year in Review on YouTube!
We also want to congratulate everyone who participated in the recent Luminalia Greeting Card Contest! We have received hundreds of submissions, and it wasn't easy to pick winners, as your creativity and editing skills were top-notch! Check out the festive winning submissions on Spectrum.
If you thought 2023 was a tremendous year, strap in for 2024, as we have some extraordinary milestones to achieve together! Our teams are back in the studios with renewed vigor from the break, and we are already working hard on Alpha 3.23; Which we will talk about more in the coming weeks.
The action-packed Daymar Rally returns on January 20. Whether you're wheels on the ground for this 510 km race or just enjoying Twitch Chat, don't miss the fun! The Crux Cup is also returning: It is a series of four persistent universe ship races throughout the month of March; Sign up now and enter the race!
And lastly, we're happy to share that the Bar Citizen World Tour will continue in 2024! Just like before, we want to hear from you about where we should visit. Feel free to fire off a direct message to our Community Team on Spectrum, and we'll make sure to add it to our list of locations to consider. Read more about Bar Citizen World Tour 2024 here.
Now, let's see what's going on this week:
This Tuesday, we'll publish the Subscriber Monthly Newsletter and Subscriber Comm-Link. We'll also have a new Whitley's Guide with one of my favorite ships: the MISC Reliant!
On Wednesday, our first Monthly Reports will cover November and December 2023, keeping you in the loop with the developments of Star Citizen and Squadron 42.
Thursday, we will publish the new Schedule for the Arena Commander game modes. Note that we will need a few weeks before rebooting our new season of Inside Star Citizen, and Star Citizen Live; But we can't wait to have you back and show you the Behind the Scenes of game development!
On Friday, you will receive our weekly RSI Newsletter.
a.thl’ē’kol, see you soon,
Lénaïc "Nicou" Riédinger
Community Manager
The Weekly Community Content Schedule
MONDAY, JANUARY 8, 2023
- This Week in Star Citizen
TUESDAY, JANUARY 9, 2023
- Lore Post - Whitley's Guide, MISC Reliant
- January Subscriber Newsletter
- January Subscriber Comm-link
WEDNESDAY, JANUARY 10, 2023
- November/December 2023 Star Citizen Monthly Report
- November/December 2023 Squadron 42 Monthly Report
THURSDAY, JANUARY 11, 2023
- Arena Commander schedule - Comm Link
FRIDAY, JANUARY 12, 2023
- Weekly Newsletter
COMMUNITY MVP: January 8, 2023
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.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Jumptown Machinima
Running 23km to Get Revenge
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ya know... just a normal day in Stanton. Ninetails left a money printer running... so some enterprising friends and I thought "why not?".
CaptainKalani created an action-packed video featuring the Jumptown event; Combining excellent shots, a great narrative, roleplay, and explosions. Oh yeah, explosions!
Enjoy the video in our Community Hub.
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, das ambitionierte Weltraumspiel von Cloud Imperium Games, hat erneut die Schlagzeilen erobert - diesmal jedoch nicht für bahnbrechende Gameplay-Features, sondern für seinen exorbitanten DLC-Preis.
Wie bitte? So viel kostet das neue Star Citizen DLC-BundleStar Citizen, das ambitionierte Weltraumspiel, hat erneut die Schlagzeilen mit horrenden DLC-Preisen erobert.www.pcgames.de -
Externer Inhalt images.cgames.deInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Nein, wir haben uns nicht vertippt: Zum Preis von rund 50.000 Euro gibt’s alle Vehikel der gigantischen Weltraum-Sim in einem Paket.
Star Citizen veröffentlicht Bundle aller Raumschiffe und der Preis lässt Kinnladen runterklappenNein, wir haben uns nicht vertippt: Zum Preis von rund 50.000 Euro gibt’s alle Vehikel der gigantischen Weltraum-Sim in einem Paket.www.gamestar.de -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Jump Point Now Available!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Attention, Subscribers. December’s issue of Jump Point is now available! This time, we’re seeing off 2023 with a look back at the year that was, going behind the scenes of the Drake Cutter series, and discovering the history of Pyro’s violent Rough & Ready gang.
Interested in becoming a Subscriber? Learn more on the Pledge Store now.
Jump Point Now Available! - 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 -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Galactapedia Update December 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we visit the T.āl and Hyoton systems, meet the co-discoverers of the Kai’pua-Hyoton jump point, learn about the Central Core Bank, and carefully greet the Drop Kings. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
- Stanton system – The largest corporate park in the universe.
Short Articles:
- Kōri’lya – A multicultural city.
- Yā’ti – A multibusiness city.
- T.āl system – A color-coded planetary system.
- Y.ōm’e – Hot, cratered world.
- Oil’xa – Yellow planet.
- Lūng’xyi – Violet planet.
- Lixāuu – Green planet.
- Ryōl – Orange planet.
- Chuaiton – Desolate planet.
- Kyu’nao – Yellow, violet, green, and orange planet.
- Hyoton system – The home system of the Xi’an people.
- Tethyeng – Associated with joy and abundance.
- Tethle’a – The seat of many ancient and powerful Houses.
- RyiXy’an – The homeworld of the Xi’an.
- Ka’ua – The center of Xi’an power.
- Tethtām – Associated with emptiness and time.
- Ahmad Harar – Co-discovered the Kai’pua-Horus jump point.
- Carl Dyson – Winner of two Elira Awards.
- Central Core Bank – Responsible for regulating the UEC.
- Drop Kings – Not actually royalty, despite the name.
NOTE: There will be no images this month due to an ongoing issue. Once it’s fixed, images will be added.
Galactapedia December 2023 - 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 anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Happy Monday, everyone!
Alpha 3.22: Wrecks to Riches went live on the PU servers last week, bringing with it Structural Salvage, new character hairstyles, personal cargo containers to put your bits and bobs in, another massive update to Arena Commander (including new maps, modes, match types, and multi-crew spawning), all-new Derelict Settlements to explore, and more just in time for the holidays!
On the subject of holidays, the Luminalia festivities are in full swing! Luminalia is an annual holiday celebrated by the Banu and Humanity alike on December 22, and we're counting down the days with gifts in the 'verse and two contests with chances for you to win some treats!
Claim your daily goodies from the Luminalia Calendar (we've got cookies!), showcase your creativity and spread some holiday
fearcheer in our action-packed greeting card contest, or die hard in Arena Commander. Go up against other Citizens and CIG staff to claim your spot in the top three on the winning side and an Origin X1 Force if you're successful! Also, if you're in the mood for a seasonal slay ride, you can look forward to some holiday hijinks with the Jumptown global event kicking off on December 22.And, as celebrations are always better when shared with your close ones, there's a referral bonus activated from now through January 8 so that you and the players you refer can greet the challenges in the new year appropriately suited up!
Lastly, thanks to everyone who stopped by the Intel x Star Citizen booth at Dreamhack Atlanta! We had a blast getting to chat with you all over the weekend.
Now, let's see what's going on this week:
Tuesday brings about the latest monthly Galactapedia update from the Narrative team.
Inside Star Citizen and Star Citizen Live are officially on holiday hiatus. But fret not, we'll be back in the new year with the usual in-depth content you love!
On Friday, the Jumptown global event returns deadlier than ever, with a brand-new location and updates to some favorites! You’ll also receive our weekly RSI Newsletter delivered to your inbox, and Subscribers can look forward to the December issue of Jump Point magazine.
This Saturday, our friends at ANZIA Racing are poised to deliver some high-octane fun with their Ignition Expo event as competitors push their pedals to the metal and race to the finish line. Catch it live on their Twitch channel; the starting pistol will go off at 15:00 UTC!
As we bid farewell to 2023, we wanted to take a moment to express our heartfelt gratitude for your unwavering support and inspiration throughout this year. Your engagement has fueled our journey, and we couldn't be more thankful. Stay tuned for what the new year holds - more exciting adventures and fresh content await! Until then, may the holiday season bring you joy and laughter, and may the coming year be filled with endless possibilities.
Thank you for being a part of our community.
Wishing you a fantastic end to the year and Happy Luminalia!
Associate Community Manager
THE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, DECEMBER 18, 2023
- This Week in Star Citizen
- Luminalia 2953 - Day 8
TUESDAY, DECEMBER 19, 2023
- Lore Post: Galactapedia update
- Luminalia 2953 - Day 9
WEDNESDAY, DECEMBER 20, 2023
- Luminalia 2953 - Day 10
THURSDAY, DECEMBER 21, 2023
- Luminalia 2953 - Day 11
FRIDAY, DECEMBER 22, 2023
- RSI Weekly Newsletter
- Jump Point - December 2023 Issue for Subscribers
- Jumptown Global Event
- Luminalia 2953 - Day 12
Arena Commander Experimental Mode Schedule
Can you hear the slay bells ring? That's right; the Luminalia Team Elimination mode is available now through January 8! Gun Rush has also now been promoted to a core mode and enabled indefinitely. This week's rotation (December 17 - December 24) features Battle Royale - test your mettle against other accomplished pilots in this exciting mode!
December 17 - December 24 ► Battle Royale
December 24 - December 31 ► Team Tank Battle
December 31 - January 7 ► Master Modes: Duel
January 7 - January 14 ► Single Weapon Elimination (A03 Sniper Rifle) & Tank Royale
COMMUNITY MVP: December 18, 2023
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.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Legonalia 2953 Advent Calendar Day 1: PTV
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.On the first day of Luminalia, Fishby gave to thee... a Lego build of the PTV. In their very own Legonalia calendar, Fishby treats us to 12 micro-builds (and PDF instructions and parts lists) of some of their favorite Star Citizen things, with each containing no more than 25 pieces!
Check out the entire series, now up to Day 7 on the Community Hub!
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
Join us today on Star Citizen Live as members from the various AI teams answer YOUR questions about the future of performance, autopilot, balancing and more.
Star Citizen Live - 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 anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
IN PURSUIT OF PERFECTION
Designed in collaboration with Infinity Customs and Origin astroengineering legend Alberto Vara,
the X1 represents a logical, if extreme, evolution of both Origin’s classic form and the function of
open-canopy vehicles as we know them. We invite you to experience perfect harmony between pilot
and craft - a transformative experience made possible only by a relentless pursuit of perfection.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.PERFECT HARMONY
When Alberto Vara began work on the X1, he challenged
his design team to unshackle their imaginations. The result
was a fast, maneuverable open-canopy vehicle that's a work
of art both at rest and in motion. With thrusters seamlessly
integrated into the sleek hull, the X1 organically fuses
function with form and continues Origin's proud legacy of
luxury perfection.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.X1 BASELINE EDITION
Designed to further hone the cutting-edge of high-performance luxury vehicles,
the X1 is class-defying transportation built for anyone who’s ever asked,
Can I go faster?”Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.X1 VELOCITY EDITION
Subtract weight, increase speed. The X1 Velocity offers a lighter chassis
to improve overall performance, making it a dangerous new addition to the
open-canopy racer lineup.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.X1 FORCE EDITION
Travel in confidence with the X1 Force. Featuring additional defensive capabilities,
this new open-canopy vehicle from Origin Jumpworks is equally suited to ground-based
exploration, reconnaissance expeditions, and security operations.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.PERFECT HARMONY
X1 Series
WARBOND OFFERS
Visit robertsspaceindustries.com/comm-link for details.
CREDIT OFFERS
Visit robertsspaceindustries.com/comm-link for details.
PAINTS
Visit robertsspaceindustries.com/comm-link for details.
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.Origin X1 Series - 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 anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
CUTTER
ROAM THE UNIVERSE
POWER TO THE PEOPLE
We made the Cutter for you, the people.
Designed from the ground up to be tough, versatile, and user-friendly, it’s the perfect ship for fledgling pilots looking to find out where they fit into this universe of ours. The Rambler comes factory-equipped with an auxiliary fuel tank, food maker, armor storage, and space for cargo, making it perfect for longer engagements and far-flung expeditions.
We believe it doesn’t matter who you are or where you come from, you're an integral part of the Empire. And now, with the Cutter, you too can reach the stars.
TAKE THE SCENIC ROUTE
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.An auxiliary fuel tank makes the Rambler ready for far-flung expeditions, long-hauls, or extended trips.
FREEDOM TO ROAM
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Expanded on-board habitation means you take the comforts of home with you wherever adventure takes you.
ADVENTURE AWAITS
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.With the Cutter Rambler, you can sit back, relax, and enjoy the ride. New people, planets, and even star systems await.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.LET THE PEOPLE ROAM
DRAKE CUTTER
CHAIRMAN’S CLUB EXCLUSIVES
Visit robertsspaceindustries.com/comm-link for details.
WARBOND OFFERS
Visit robertsspaceindustries.com/comm-link for details.
CREDIT OFFERS
Visit robertsspaceindustries.com/comm-link for details.
PAINTS
Visit robertsspaceindustries.com/comm-link for details.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.ROAM
THE UNIVERSE
Here Comes the Cutter Rambler - 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 -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
STAR CITIZEN
ALPHA 3.22However you get your kicks, a universe of adventure is calling. Uncover the secrets of Stanton’s untamed wilderness, tear down hulking wrecks in the depths of space for a life-changing payday, or put it all on the line to take home the spoils of the Jumptown drug labs. Whatever adventure means to you, you’ll find it and more in Alpha 3.22: Wrecks to Riches.
Alpha 3.22 Ship Offers
RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.ALPHA 3.22: WRECKS TO RICHES
PATCH NOTESStar Citizen Alpha 3.22: Wrecks to Riches - 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 anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
DISCOVER THE XI’AN ADVANTAGE
From the unmistakably angular profile to the game-changing
dual-vector thrusters, Aopoa maintains its tradition of distinctive
design while continually pursuing advancements in technology,
engineering, and combat. Regardless of classification, the
San’tok.yāi stands toe-to-toe with the most effective Human-made
fighters on the market.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.FIGHTER’S EDGE
Four customizable mid-size weapon mounts
come factory-equipped with Xi’an mil-tech-inspired
Yeng’tu laser repeaters, while a generous supply
of missiles will keep even well-armed opponents
on their toes.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.ARTISTRY IN MOTION
The dual-vector thrusters that put Aopoa on
the map with the Khartu-Al have been
reimagined, giving the San’tok.yāi the most
complete range of motion of any ship available
to civilians.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.TRADITION OF DEFENSE
Proprietary Xi’an design provides dynamic
shield coverage and can absorb more
force than most comparably sized units.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.SAN'TOK.YĀI
STANDALONE OPTIONS
Visit robertsspaceindustries.com/comm-link for details.
PAINTS
Visit robertsspaceindustries.com/comm-link for details.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.DISCOVER
THE XI'AN ADVANTAGE
Aopoa San’tok.yāi - 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 -
INSIDE STAR CITIZEN
Join us for the final episode of the year as we take a closer look at the vehicles releasing soon™️ with Alpha 3.22 and explore what features you can expect to experience in the first half of 2024!
Inside 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 -
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 December 13, 2023
Release View
Replication Layer Update
As some of you may have seen, testing for the upcoming separation of the Replication Layer from game servers is underway. With additional testing required as well as fixes and updates coming in the 3.22 branch, we're moving this card to the 3.22 column as we continue to make progress on this important update.
The following cards have passed their final review, therefore we are toggling their status to Committed:
Salvage - Structural
Implementing the ability to transform large chunks of metal salvaged from ships into a refinable material. This will use the systems aboard salvage ships like the Vulture and Reclaimer.
Inventory - Cargo Containers
The feature will allow players to store items and smaller cargo containers in larger cargo containers.
Aopoa San'tok.yāi
Building, balancing, and implementing Aopoa's medium fighter, the San'tok.yāi, into the game.
Origin X1
Building, implementing, and balancing Origin's hover bike, the X1, as a flight-ready vehicle.
Origin X1 Velocity
Building, implementing, and balancing Origin's racing bike, the X1 Velocity, as a flight-ready vehicle.
Origin X1 Force
Building, implementing, and balancing Origin's pathfinder bike, the X1 Force, as a flight-ready vehicle.
That's all for this year! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
We'll have a quick update shortly after 3.22.0 goes live to make sure Release View reflects the release into the new year. We'll be back with roadmap updates on February 7, 2024, once further planning for the year has been completed. Thanks, everyone!
Roadmap Roundup - December 13, 2023 - 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
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, March 19th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.
Are There Populated UEE Systems That Players Don't Know About?
Question: Are there Human populated systems that aren't on the Starmap because they don't have any significant lore?
Answer: The Starmap represents all of the systems known to the Humans/UEE, so any additional systems discovered would be new for Humanity too. There are two exceptions though. Oretani system was an early UEE system that got cut off when the single jump point connecting it to Ferron system collapsed suddenly in 2485. This trapped all the early terraformers and settlers in the system so it's possible that, if they’re still around, their society might have evolved in ways unknown (or even different) to the rest of Humanity. The other would be if the crew of the Artemis were able to land somewhere that had not yet been found by the rest of Humanity.
Nyx Rest Stops?
Question: There was a lot of talk at CitizenCon about the living conditions on the frontier, and those who played Pyro have commented on how the stations feel much more run-down than those in Stanton. If I recall correctly, while Nyx is also an unclaimed system, it still sees much more traffic than Pyro because of its location and jump point connections. I assume that Nyx has space stations to accommodate haulers and travelers, and was wondering how they might be different from what's in Pyro? Are Nyx’s rest stops still owned & operated by R&R despite the system not being official UEE territory? Is the plan to make them feel generally more well kept than the Pyro stations but still dirtier than Stanton’s?
Answer: Your assessment of the situation in Nyx is pretty spot on. The system went unclaimed by the UEE upon its discovery in 2582 after only the first planet was amenable to Human habitation. Of course, that didn't stop Humanity from exploiting it for resources. As you noted, it avoided the same fate as Pyro because its four large jump points and two medium jump points made it an important transit system. Even the Bremen Beltway, an underground network that smuggled UEE dissidents into Xi'an space during the Messer era, passed through the system. In comparison, Pyro only has one large and two medium jump points. This constant traffic definitely kept Nyx from spiraling into the lawless depths of Pyro and would've encouraged more businesses to take a chance to establish themselves in the system.
Exactly how this manifests in-game is yet to be seen, but your general take feels right. Space stations will look and feel more like Pyro than Stanton. Players who were around when Levski (Delamar) was temporarily placed in Stanton know that it has strong Pyro vibes. Still it won't be as rough as Pyro as it’s managed by the People’s Alliance, a group that fled the Messer regime and attempted to set up a new independent Human government. There's a chance Rest & Relax will have stations in some strategic locations or stations could be independently run, Mom & Pop operations that fall between legit R&Rs and decrepit gang controlled ones.
Who Are the Most Famous Racers in Lore?
Question: I was recently talking with some friends about this. Is there any lore regarding famous in-universe racers? Also curious if there are any non-human racers that have lore attributed to them.
Answer: We've established a number of famous racers within the lore. Below are a few we've mentioned along with their accomplishments.
Gotlieb Yorm won the 2817 Murray Cup Blitz but is now best remembered as the namesake of the racing focused component brand Yorm. An eccentric figure who first made a name for himself in Baker's underground racing circuit, Yorm became famous in 2814 after racing completely nude, claiming that clothes were an unnecessary weight. Forcing Murray Cup officials to establish a rule that all pilots must wear flight suits for safety reasons.
Arena Commander aficionados should recognize the name Ian Rikkord, who won the inaugural Murray Cup in 2479. Rikkord Memorial Raceway is named in his honor. In 2492, Terra McConoway was the first female pilot to win the Murray Cup. She then became the first repeat winner with her victory in 2495. McConoway would retire with seven wins to her name, making her the most decorated Murray Cup champion to this day. Dax “The Hax” Emmelmann became famous for both his 2731 win and for setting a new speed record in the process thanks to his Aurora’s heavily modified thrusters. Fabis Capaldi famously won the race in 2798 despite suffering from Rauk’s syndrome. More recently, Hypatia Darring gained notoriety for her exciting come from behind victory in 2934, and became even more famous when a fictionalized account of her win became a bestselling book called The Cup. Finally, Zack Hugh became known to even non-race fans when following his Murray Cup win in 2942 an amateur racer crashed into and killed Hugh's during his victory lap. The tragedy sparked a rules change to how pilot's qualified for the race.
Some famous alien racers include Banu Issigon Ado, the first non-human to not only compete but win the Murray Cup in 2553. Ado's success popularized the race amongst non-humans. They won a second Murray Cup in 2558 and were leading the 2559 race when their starboard engine exploded during the final lap. An official investigation deemed it an accident but many race fans still question the claim. In 2940, a young Xi'an nyahuoaōng (one who renounces all familial and financial support for a chance to live the life they want) named Shrin Vaatu won the Murray Cup and courted controversy by dedicating his victory to the UEE.
While most of the current racing lore is built around the Murray Cup, there's some exciting areas to expand it. The addition of Wildstar Racing to the game is one such opportunity. We used their introduction to the game to specify that in the early 2800s Zem Kolto gained fame as the first racer from the Wildstar circuit to make it to the Murray Cup. Plus, we've established the Xi'an's love for the Koa e Ko’ia, "holy, distance race". Though we have yet to specify any prominent pilots, the endurance race is growing in popularity within the UEE.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Quantum Travel & Quantum Drives?
Question: The first Quantum Drive created reached 1/10th the speed of light and the technology was improved to allow smaller ships to travel further and faster. Later the drives were built bigger and were able to get larger ships to travel at Quantum. When the Jump Points were discovered, was more advanced space propulsion stopped? If it wasn't for the Jump Points would Humans and other Alien races be still in their home systems until some new form of faster-than-light travel could be invented?
Answer: This is one of those questions that has an answer based on the fact that we're building a game and an answer for the lore. Jump Points were a convenient way to bottleneck travel between systems that would allow the creation of independent playspaces connected by single conduits (rather than slow-burning from one massive playspace to another).
From the lore perspective, yes, it's possible that cultures could have conceivably unlocked faster-than-light travel if they didn't discover jump points, but since we have the jump point mechanic, ultimately all our alien cultures ended up discovering them. That being said, the Xi'an discovered jump points a lot later after their initial space flight relative to Humanity so their technology level overall was more advanced (such as their artistry with anti-gravity) when they did finally start exploring star systems outside of their original one.
Can We Get a Lore Post About the Companies Behind Arena Commander Buying or Merging with Star Marine?
Question: Since these two modes are now merged, can we have it reflected in the in-game lore too?
Answer: As part of the recent improvements to Star Citizen’s multiplayer game modes, there was a desire to streamline and improve the experience. Rather than having to browse the FPS and Vehicle game modes separately, all the options are currently presented together in Arena Commander. This will also make things easier when we begin introducing combined modes.
As for the fictional side of things, just like the experimental game modes themselves, we are still learning as we implement these changes. Rather than updating the current lore to address these inconsistencies, our current plan is to give Arena Commander some additional time to further refine the lobby experience then once things are a bit more locked we will officially incorporate the more finalized flow into the narrative.
Our current thoughts are that Original Systems, faced with the sheer popularity of Arena Commander, decided to retire the Electronic Access brand, and migrate their gaming platform into Arena Commander itself. As InterDimension Software was already partnered with Original Systems to feature their game in Electronic Access, it was an easy transition for them to continue to feature their heart-pounding FPS action there. As for the Star Marine title itself, it is unclear yet whether InterDimension will continue to develop games under the brand, or if they will focus more on their partnership with Original Systems.
Citizen Day?
Questions: How do noncitizens feel about this day? There must be hundreds of millions of people that wanted to become a citizen, but fell short due to valid unforeseen personal reasons or just plain bureaucracy, nepotism, or even failing to pay off corrupt politicians. Are these civilians envious? Do they ignore Citizen Day, celebrate it or try to sabotage it?
Answer: Just like many things in the universe of Star Citizen, we envision Citizenship to be a nuanced matter. There are many civilians who live in the Empire that, while disenfranchised, either do not bother themselves with intersystem politics, or believe that those who have dedicated themselves to civic life are better situated to guide the Empire’s future. And while there are certainly other privileges associated with Citizenship besides voting in the Imperator elections (we are holding off on confirming the specific perks as they will have larger design and economic impacts that are being balanced), the benefits are such that they don’t often impact people’s day-to-day lives.
Of course, as mentioned, there are those that do desire Citizenship and seek it out through various paths like military service, charitable acts, major civic contributions, etc. Typically, if someone fails to earn the status it is less owing to physical capability and widespread corruption, and more because of issues with the law or the inability to dedicate the time needed to the endeavor. Citizenship is not meant to be for everyone, but to those who have made a significant effort to serve or better the Empire.
All of that said, there are groups within the UEE who believe that voting should be a basic right and everyone should be made a Citizen (There are even some who wish to abolish the status altogether). On Citizen Day, there are often protests and demonstrations to such effect. There has also been counter programming scheduled on the day geared toward civilians, along the lines of a punk music festival. Some stores have even been known to offer a tongue-in-cheek “Civilian Discount” that day.
Ambrus Suit?
Question: Is the Ambrus suit for special occasions? It's listed as a formal jumpsuit made by MuyMuy but I can't find much other information on it. Is this more of a daily outfit for the people on Saisei or something you wear to formal occasions? Also, is MuyMuy a popular brand? They don't seem to have a ton of products.
Answer: MuyMuy is a clothing company based in Saisei (Centauri III) that prides itself on using natural fabrics to create comfortable and casual pieces. Its clothing usually has a looser fit that often features layered or draped fabrics. Overall, MuyMuy's style and brand positioning lean Earth-centric, which paints it as pretty traditional in the public eye. Their stuff would be very popular during casual Fridays at an office or with white collar workers relaxing on the weekend. While MuyMuy is a popular brand across the UEE, it has a limited presence in Stanton due to the makeup of the system. People on Hurston and ArcCorp lean more toward industrial and blue collar brands, while those on Crusader and microTech might prefer more modern, Terra-influenced brands.
With the Ambrus suit, MuyMuy is courting consumers drawn to a more modern look by putting a stylish spin on what the company does best. The suit has a more bold and modern design while still featuring a loose fit and draped cape. In addition to the use of natural brocade silk, MuyMuy also sourced worsted ma'xy.un wool from the Xi'an for use in the suit. This combines for an eye-catching and special edition to the MuyMuy line-up. One which walks the line between being right for formal occasions while still being comfortable and practical enough for everyday wear to the office.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Is ArcCorp’s Zeus MK IV From 2687 Going to Be Retconned or Is the In-Game Zeus MK II a Remake of an Older Ship Than That One?
Question: According to the ArcCorp portfolio: "ArcCorp began as a deep-space exploration consortium in 2687. Started in a shipping container by a group of friends, the company aimed to use their lone Zeus IV spacecraft to locate and catalog jump points." Is ArcCorp's Zeus Mk IV going to be changed to a Zeus Mk I or is the in-game Zeus Mk II a remake of a ship older than the Mk IV? If it is a re-imagined Mk II, then why did they re-imagine it rather than the newer Mk IV?
Answer: Good catch! When naming the new Zeus Mk II, the mention in the ArcCorp article was unfortunately overlooked. Since the fact that it was a Zeus craft is not that critical to the story of ArcCorp’s founding, we have gone ahead and updated it to an Aurora which had been released about thirty years prior.
Why is the mobiGlas Form Factor the Dominant Human-to-Machine Interface?
Question: Gameplay reasons aside, it feels like it would be rather tiring to keep your wrist up all the time to use your mobiGlas, while also restricting the use of the screen to a single hand. There are also privacy issues with the large transparent screen. Is there a lore reason why this rather unwieldy and awkward form factor has become the dominant mode of interfacing with one's digital life, instead of AR glasses, contact lenses, or even direct brain-to-machine interfaces?
Answer: In Star Citizen, the mobiGlas works hand-in-hand with other interface designs, many of them also from microTech. Almost everyone is equipped with Reverie AR Lens which provides the wearer critical information on their contact lens, as well various VI interfaces placed into visors and specs to provide even more details to the wearer. There are also datapads and terminals in the ‘verse that are frequently used when longer stretches of interacting with data is required. The mobiGlas fills its role as a portable device that can quickly be used to access a whole host of different apps. The hologram interface won out over traditional screens for providing a larger interface in a smaller package, as well as having the convenience of always living on your wrist. Especially useful in space travel. As for privacy concerns, people of the 30th century have an understanding that privacy in public spaces is minimal anyway and if they truly want it they need to be somewhere more remote.
Why Doesn’t the Cutlass Series Have a Bathroom?
Question: As a loyal user of the Cutlass Black, I wanted to know why it doesn’t have a toilet?
Answer: The initial in-game version of the Cutlass Black did have a toilet as part of its design. An exposed prison-style privy in the cargo hold between a cargo net and the ramp. Using it provided little privacy and considerable danger if the ramp opened during space travel. The rework that produced the current version of the ship removed the toilet, and left the Cutlass Red as the only variant to still have one, tucked into the space occupied by the turret seat in the other variants.
The Ship team hopes to reincorporate a commode into the Cutlass Black and other variants, but space is at a premium on the ship. It would be fun to weave a little lore around the lost loo, like the specs for the military contract the ship was originally designed for mandated its inclusion but Drake removed it following a redesign for the commercial market. But considering there's a chance it returns, it's probably best if we keep it out of lore for the moment. If we justify it with lore reasons now, then we'll have to explain why Drake recalled all the Cutlasses without toilets and replaced them with ones with toilets. An extremely expensive endeavor for a company famous for wanting to keep production costs as low as possible.
Loremakers: Community Questions - 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