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RSI Zeus Mk II
Anyone with even a passing knowledge of aerospace history will be familiar with the legendary Zeus and its undisputed role in Humanity’s conquest of the stars. Originally prototyped in the early 2100s as commercially viable transport utilizing a streamlined quantum drive, the ship had a rocky start when early test flights went publicly awry. Luckily, this would-be legacy was eclipsed by the subsequent efforts of Navy test pilot Michelle Saleno and her hand-picked squad, the original 999th Test Squadron, who worked with RSI to redesign the Zeus' hull before successfully completing a historic test flight in 2137.
The RSI Zeus Mk II is smaller than the Spirit but its cargo variant holds more than twice the cargo of the C1; more than the Mercury. Why would someone choose a C1 Spirit over the Zeus Mk II?
Firstly, the Zeus CL Cargo variant has 3xS2 shields; The 4x S2 shields are reserved for the ES Exploration model. We’ll be discussing this more in the near future, but due to the upcoming changes to components to support the Resource Network (as demonstrated in the Fix It And Fly It panel at CitizenCon), we’ll be doing a big rebalance of item numbers on numerous existing ships, so expect other ships to see their numbers changed.
Secondly, the Spirit is much more agile and has a higher top speed than the Zeus Mk II, favoring maneuverability and not getting hit over raw SCU-carrying capacity. During production, however, we’ve managed to get the C1 Spirit to hold 64 SCU versus the proposed 48 SCU.
What is the range of the QED, and is it a snare or a dampener?
It is just a quantum dampener, not a quantum enforcement device (which combines a snare and dampener). The range will be similar to the one found in the Aegis Vanguard Sentinel.
Are the EMP and quantum dampener pilot-controlled?
We are aiming to allow any seat to control the EMP and quantum dampener, though if this causes issues, we’ll restrict it to a subset. On the MR Security variant, the gunner and co-pilot will both have control of one of the remote turrets.
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Is the Zeus Mk II CL able to travel through small jump points, making it the current largest cargo ship to do so?
Likely yes, though there are lots of changes coming regarding jump points and their size/restrictions, as the design has evolved significantly since it was first discussed. Expect more info on this as we get closer to Alpha 4.0.
Why do prisoner boxes need extra space? Is it possible to place them on a normal cargo grid?
Prisoner pods can be stored in cargo grids but take up a relatively large volume and items cannot be stacked on top of them.
The prisoner pod area in the MR allows them to be stored in a more efficient “meat rack” format, like the Drake Cutlass Blue, without compromising space.
Are there any escape pods?
The beds are designed as escape-pod beds and eject out the bottom of the ship. Sleep tight!
The room opposite the armory in the MR looks empty, what is its function?
This is a room for armor-and-suit lockers and storage; the angle of the interior shot just didn’t show this well.
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Is the top remote turret pilot controlled?
Currently, the gunner seat will control the bottom turret on all versions and the co-pilot will control the top turret on the MR and the tractor beam on the CL.
What are the intended roles for each of the three crew members?
Regarding the bridge seats, one is a dedicated pilot seat and the others are co-pilot and gunner specifically. In terms of roles, we don’t want to lock players to set roles within ships, so whilst naturally one player would be flying the ship, the other two are free to assist in navigation, defense via turrets, offense via missile operator mode/emp/quantum dampening, or deal with engineering issues that arise.
Can the Zeus Mk II MR be equipped with red, blue, and white warning lights like the Drake Cutlass Blue to appear as a law-enforcement vehicle?
This isn’t currently planned, but we’ll see as we go through production.
Does the Zeus have an external docking collar?
There is indeed an airlock with our small metric docking collar, with a ground ladder access in the room to its right providing a second and third entrance to the ship respectively.
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PU Monthly Report
With Alpha 3.21 and CitizenCon us, many development teams diverted their attention to the upcoming patch releases closing out the year.
Read on for all the latest updates on ships, locations, missions, and more coming soon and into 2024.
AI (Features)
Last month, AI Features focused on bringing AI combat functionality from Squadron 42 to the PU for the Alpha 3.22 release. This involved introducing SQ42’s accuracy calculation, perception reactions, ammo management, hazard avoidance, medic behaviors, and combat tactics.
“We’re really looking forward to you getting your hands on the updated AI combat and providing us feedback on it!” AI Features Team
The team also ramped up bug fixing, which included improving firing validation to allow multiple “observable points”. This allows NPCs to fire at the player if they're behind chest-high cover. Before, they would only validate towards the aiming position but now extend to the first visible observable position that validates successfully.
Issues with AI not reloading in cover, medic AI not correctly aligning with characters when healing, and AI not shooting while strafing were also fixed along with a crash caused by navigation link raycasts.
A new structure for AI combat dialogue and wildlines was implemented, and the flow of first reactions before combat when standing in a usable was closed off. The team continued to polish the retargeted animations for Pyro’s female combatants and civilians too.
AI (Tech)
In October, the AI Tech team continued work on the boids system and Apollo Subsumption tool alongside optimizations and improvements for the wider PU, Pyro, and CitizenCon.
For the boids system, they began by fixing issues relating to spawning and unspawning and moving properties for agents. They then iterated on and improved the rules for flying groups and updated the separation rule for a better rapport between distance and strength in relation to other agents. Functionality for adjusting position during animation transitions was also added so that, for example, landing animations appear smoother. The logic for spawning agents on navigation mesh was updated too. The next step for boids is to iterate on death states and how they transition into ragdoll.
October saw the Apollo Subsumption tool receive numerous improvements alongside bug fixing. For example, new functionalities were implemented to allow conversion between conversation activity and secondary conversation activity. The team also updated the sorting functionality for variables to allow manual reordering and refactored variable data to use less memory.
Several AI systems were updated too: For collision avoidance, the team improved how they change collision resolution mode between NPCs standing, moving, and sitting in a vehicle. They also updated collision avoidance logic for cases when NPCs are part of a conversation so that, when computing nearby agents and obstacles, they can also account for conversation members and ignore them. They then updated collision avoidance parameters to give better results for cases like NPCs pushing a trolley and multiple NPCs in a conversation (either moving along a path or staying still).
On the behavior side, multiple improvements and integrations were completed for both ship AI and NPCs to add the same functionality from SQ42.
AI Tech also continued the process of adding navigation anchors to more of their systems, which allows them to be more efficient in calculating and keeping track of where a position is on the nav mesh. Last month, navigation anchors were added to the pathfinder (for requests) and the movement system component (to keep information about which navigation triangle an NPC is on).
Various bugs were also fixed throughout October, including with how cover locations are calculated based on the simplified cover path, as the team found a bug in the calculation that could have led to the creation of unnecessary cover and therefore excessive memory usage. They also fixed a scenario where planetary navigation mesh tiles were created and wrongly destroyed even though there were still NPCs around the area.
Animation
The Animation team spent the month delivering facial animations for combat AI, including female combatants, and various background characters. They also planned out the required actions for some new creatures.
Art (Characters)
In October, the Character Art team began work on a racing flightsuit and its helmet, started new creature models, and prepared for CitizenCon. Alongside this, the Character Concept Art team further explored ideas for fauna and medical outfits.
Art (Ships)
In October, the Crusader A1 and C1 Spirit both reached the end of final art, while an all-new ship reached final art, with its final reviews approaching soon.
Whitebox work for the RSI Polaris increased as more artists were freed up from other projects. Last month, the team focused on the habitation areas at the front of the ship, working their way back to ensure that everything is set up and ready for Design to make a pass. The exterior whitebox is nearly finished, with elements like turrets in progress.
The team also worked on changes to the Aegis Reclaimer to support structural salvage, including altering the claw and interior salvage stations.
A new variant mentioned in last month’s report continued through greybox, with all vehicle components being added. Once these geometry changes have been completed, it will receive a damage pass.
Finally, on the run-up to CitizenCon, the team completed a pass on the Crusader A2 Hercules to add relays for the Resource Network demo as well as creating the relay asset itself.
Community
October was CitizenCon month, with the team traveling to Los Angeles to lead all of the various initiatives surrounding the convention.
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The team supported the community booths, volunteers, the ATMO Esports tournament, the cosplay contest, as well as overseeing the event itself. Additionally, they supported the launch of the Preview Channel, putting the Pyro system into the hands of players at home after the show had concluded.
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October also brought Day of the Vara, 2953’s Halloween equivalent. The team brought back the fan-favorite pumpkin-carving contest as well as a new video contest challenging the filmmakers in the community to create a one-minute horror machinima video within Star Citizen.
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Lastly, the team assisted with the flyable launch of the Anvil F8C Lightning. Alongside the Live QA and Player Experience teams, Community launched the gold and platinum ticket events, where players engaged with developers for a chance to take home an F8C of their own.
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Economy
In October, the Economy team continued balancing the profitability of commodities for Pyro and Stanton.
They also began reviewing and balancing the aUEC prices of vehicles, identifying various criteria to help inform how they should be priced to better reflect their current potential. Similarly, they started balancing the prices of armor using an algorithmic approach based on information pulled from live game data. Vehicle and armor price balancing feeds into the team’s goal to holistically balance effort vs. reward across the game and provide other teams with guidelines on how to price items in the future.
Economy also supported other teams on gameplay features, including the vehicle tractor beam, salvage contracts, and the profitability of loot found in vehicle wrecks.
Additional support was provided for various events, including CitizenCon, the Intergalactic Aerospace Expo (IAE), the F8C hunt, and Day of the Vara.
Engine
The majority of the Engine team’s work last month involved preparing for CitizenCon.
“All teams were hands on deck to deliver features and support other teams on work related to what we showed at CitizenCon. This is always an interesting time, as it is very stressful but also rewarding when everything comes together due to the focused effort.” Engine Team
The Core Engine team primarily worked on bug fixes for the live release, including some long-standing memory leaks on the live server.
The Physics team focused on delivering improvements to the Maelstrom destruction system and cloth and hair tech.
Lastly, the Entity System Tech team supported the Online team to deliver the Server Meshing demo while continuing to work on editor entity streaming.
Features (Arena Commander)
October saw the Arena Commander Feature team finishing support for Alpha 3.21. They also supported several things shown at CitizenCon and continued to polish various features.
The Engineering team primarily focused on the development of multi-crew gameplay and spawn locations, adding features such as locking and unlocking vehicles for spawning and seat selection within vehicles.
Another primary focus was on custom matches. The team connected the remaining service code to the game code and began adding the final hooks into the UI, utilizing the new custom lobby UI created by Design. They also created a new game mode featuring Master Modes and added various quality-of-life improvements and bug fixes for Alpha 3.22, including a rework of the friendly-fire system.
They also enabled the ‘award service’ in the PU, which was most recently used for the Anvil F8C hunt and 999th Test Squadron badge reward. Finally for engineering, work was completed on the solar-flare hazard, which was featured in the Pyro Playground at CitizenCon.
Design continued work on multi-crew gameplay and spawn locations alongside Engineering. They also created the custom lobby UI, made various improvements to existing UIs, and completed work on multiple new FPS and atmospheric flight locations.
Another pass over all of Star Citizen's vehicles was done, which involved hooking up seats and tags with the information needed to enable multi-crew gameplay. For example, they updated scoring to account for multi-crew and better-defined ship classes to include some that weren’t previously featured due to requiring a crew to work as intended.
A successful go/no-go was also achieved for various game modes and locations coming in Alpha 3.22.
Features (Gameplay)
Last month, the Features team made significant progress on Engineering gameplay, including the UI. They also progressed with structural salvage and are currently in the final phase of their vehicle tractor-beam work.
Features (Mission)
Mission Feature’s work on data heist intensified, with the mission making it past its third gate review and entering the QATR stage; QA are currently testing the mission alongside a dedicated designer who is fixing bugs as they’re found. The mission received its narrative pass too, so all the text is now complete, while various UI screens were brought up to the desired quality.
“An interesting addition has been new dialogue SFX, which the servers play to give players important feedback of their current cooling states.” Mission Features Team
Work continued on the Blockade Runner Global Event, with focus given to deciding which commodity is to be transported. Improvements were also made to the scenarios that occur when a player is interdicted during the event and important work on the event backend means it can now be scheduled better.
Mission Features worked alongside Economy to more accurately balance the cargo manifest seen in salvage, bounty, and assassination missions to ensure they don’t break the economy.
The steal and recover courier missions saw their first whitebox playthrough with the start-to-finish flow complete. The team are now switching to the polish stage and building variants.
The ship-trespass feature passed its go/no-go and was integrated for the next release. The team are currently investigating nonviolent means to remove trespassers from ships.
Mission Features continued their previously unrevealed work supporting Pyro, including new bombing-run and destroy-vehicle missions. These use a variant of the ‘DestroyItems’ module used in the destroy-drugs mission. The team also began setting up and implementing the SQ42 AI trait system shown at CitizenCon.
The updated Siege of Orison Global Event and New Babbage’s New Player Experience are currently going through the QATR and final-polish stages. Designs for future content also progressed.
Features (Vehicle)
In October, the Vehicle Gameplay team focused on bug fixing and quality-of-life improvements for Alpha 3.21 and CitizenCon.
They also improved the handling of ground vehicles across different terrains to make them more predictable and tweaked various other ship systems to improve gameplay balance. A tuning pass began for various upcoming ships and vehicles too.
Graphics, VFX Programming & Planet Tech
For the Graphics, Planet Tech, and VFX Programming teams, the majority of October was spent polishing the many features demonstrated at CitizenCon, including the water simulation, global illumination, Maelstrom, fire, and rifle scopes.
The Vulkan sub-team continued tackling the remaining performance and stability issues, which all need to be addressed before a public beta test can be considered.
Interactables
Last month, the Interactables team worked towards CitizenCon, producing assets included in the Digital Goodies Pack.
They also supported the new underground facilities, pushing the boundaries to create new and interesting props, and worked towards Pyro, helping to close out areas for dressing in multiple locations.
Lighting
Alongside CitizenCon, the Lighting team worked to close out multiple locations across Pyro.
Live Tools
The Live Tools team worked on new features in support of CitizenCon and the Server Meshing demo. Tasks also began to improve the usability of tools within the Network Operation Center; this is progressing well and new modules are currently being designed for future implementation.
Locations (EU)
Last month, the Locations team progressed with Pyro’s rundown stations, and added improvements to New Babbage.
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The Sandbox team continued to work on Pyro’s settlements and the new underground facilities. Alongside this, the Organics team worked on planets and some smaller features for Pyro.
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Narrative
October saw a flurry of activity for the Narrative team as they worked towards finalizing content for CitizenCon. While Narrative didn’t have a presentation at this year’s show, they supported other teams and worked hard to get content polished and ready for the Pyro showcase, which featured numerous new missions from brand-new factions.
The Narrative Design team spent time polishing AI behaviors in the system to ensure its NPC population has the right look and feel. Additionally, they joined in on internal Pyro playtests, where they helped spot and address last-minute bug fixes. The team also supported the release of Alpha 3.21 with new missions, items, and locations.
Looking ahead, Narrative dedicated time to future improvements, such as evaluating how to improve the stability of the game’s various mission givers, as well as long-term planning of additional future content with more narrative focus.
In October, time was dedicated to cloud-shaping improvements for use in Alpha 3.21 and beyond, which will allow the team to author more varied cloud content. For example, it is now easier to break up cloud fronts. The improvements also provide more flexibility in blending shape noise at height. As a result, the consistency of short vs. long-distance reads was improved and tiling from orbit is less noticeable. More improvements are planned, particularly with regards to improving details at cloud fringes.
The first iteration of ground fog was also made available to the content teams, which follows terrain up to a specified height per location and fully integrates into the atmosphere. As a result, it receives volumetric shadows from both clouds and terrain along with dampening direct and indirect light scattered through the atmosphere into the view ray.
Moreover, support was added to cast volumetric shadows from clouds into the atmosphere. This includes various optimizations to sample and evaluate volumetric cloud shadows. As a byproduct, volumetric cloud shadows now also update lazily to further reduce cost when the camera or sun isn't moving significantly. Cloud shadow quality at low sun angles was also improved by compressing the available space in the shadow map to allow for more details around the camera. Additionally, a few long-standing issues with cloud rendering have been fixed. For example, the ghost lines on clouds that were occasionally visible when looking at them and towards the virtual planet horizon were fixed, and the setup of LOD constants for cloud-shaping-related texture lookups was updated to avoid excessive blurring when rendering clouds at half resolution.
Lastly, work on ground fog resulted in various optimizations as well as a fix for subsample-sized holes in planet terrain height maps. These height maps are used for various purposes, such as building planet terrain shadows or spawning GPU particles on the ground. The latter was especially subject to those holes as they could cause infrequently erratic spawning of particles.
Looking forward, work on the new temporal cloud render mode will commence in November.
VFX
Last month, the VFX team completed their work on Pyro in preparation for Pyro transitioning into player hands.
They also worked on the all-new water simulation and effects alongside the Graphics team and provided VFX support for various other teams' CitizenCon presentations.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for November 1, 2023
Progress Tracker
The following deliverables, previously marked Unannounced, have been revealed on Progress Tracker:
Drake Cutter Scout
Building, balancing, and implementing Drake Interplanetary's reconnaissance ship, the Cutter Scout, into the game.
RSI Zeus MkII
Building, balancing, and implementing RSI's small multicrew ship, the Zeus MkII, into the game.
Release View
The following card has been added to the 3.21 column on Release View, targeting a 3.21.1 release:
New Missions - Data Heist
Implementing missions that task players with infiltrating locations (often held by NPCs), reaching data stores, and setting data to upload to offsite handlers.
The following cards have been added to Release View, targeting a release in Q4 in Alpha 3.22.
Player Hair Update
Updating the Star Citizen character customizer with 20 hairstyles from Squadron 42. This includes long hair, tied hair, and updates to existing short hairstyles.
Salvage - Structural
Implementing the ability to transform large chunks of metal salvaged from ships into a refinable material. This will use the grinder 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, as a flight-ready vehicle.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we visit the Pyro system, learn about the company that discovered it, and meet some of the people who live there. Join the Spectrum thread for any discussion or feedback.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Happy Monday, everyone!
We want to take a moment to once again thank everyone for making CitizenCon 2953 truly special. The reactions are still coming in, and we couldn't be more proud of what we've built together. Between connecting with you all at the event, and the tidal wave of positivity coming out of it, our batteries are fully charged and ready to rock. We're sure you've felt the electric post-show energy, which we're feeling internally at the studios too. While we're all smiles and celebrating, we're focused and more determined than ever to deliver the exciting features and content you saw last weekend.
In case you missed the announcement at CitizenCon, this Tuesday we're opening the Preview Channel: a new channel where we will deploy and test new underlying technology in an isolated environment to protect the reliability and playability of the live servers. To debut the Preview Channel, select pilots should prepare for their first expedition to Pyro, starting tomorrow.
Lastly, tomorrow is the last day to submit for the 60 Seconds of Horror Machinima Contest! Your submissions have been amazing so far, so if you've got one cooking, make sure to submit it on the Community Hub or TikTok by 11:59 PM Pacific on October 31 for a chance to win some ghoulish gifts!
Now, let's see what's going on this week:
Tuesday we'll be opening the first Preview Channel servers, and many of you will be able to step into the Pyro system for the first time! Head over to Spectrum for the schedule and additional details, as the Preview Channel differs from our usual PTU process.
Wednesday we'll have the latest Roadmap Updates (with a Roadmap Roundup) alongside October's Monthly Reports for both Star Citizen and Squadron 42.
Inside Star Citizen and Star Citizen Live will return next week! In the meantime, we're aiming to upload the rest of CitizenCon's panels and presentations throughout the rest of this week.
Saturday, the Scarlet Apex 2953 racing championships are kicking things off! Make sure to tune in to twitch.tv/ANZIARacing at 1 PM UTC so you don't miss all the action!
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
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We've been seeing Crusader's latest flying around Stanton over the last week and we can't get enough. MiniIsHere made a 2 minute tour of the A1 Spirit, and I've gotta say I'm not hating the music choice!
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Attention, Subscribers: Welcome to the October issue of Jump Point! This issue takes a look back at this year’s CitizenCon and some of the amazing content that was shared. We went to Pyro, joined the ranks of Squadron 42, caught up with the RSI Polaris, saw the future of Human hygiene, met new gangs, glimpsed the lesser-spotted stormwhal, rethought our inner thoughts, jousted and disengaged, and much, much more.
Interested in becoming a Subscriber? Learn more on the Pledge Store now.
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This article originally appeared in Jump Point 7.1.
600i-Class Multi-Role Luxury Vessel
DEVELOPMENT HISTORY
The Case For Luxury
The recent launch of the 600i spacecraft line is the result of several years of internal strife at Origin Jumpworks and ultimately stems from a debate about the company’s future. The early 2940s were marked by a massive increase in sales of Origin’s 300 line (the 300i luxury touring craft in particular), which was largely the result of an effort by veteran CEO Jennifer Friskers to reduce prices and increase availability to a wider audience. The campaign paid off in the short term, rapidly increasing Origin’s single-seat market and leading to a three-fold increase in 300-series production. While this success would be more than welcome anywhere in the galaxy, some within the company protested the move as “appealing to the lowest common denominator.” Furthermore, many saw the increase in production and the newly-widespread popularity of the 100 series as evidence that the company was following competitor Roberts Space Industries’ lead rather than keeping to their own path. As sales of the 300 series grew, so did the internal accusations that the luxury brand was losing its exclusivity and that the short-term profits were diluting Origin’s overall cachet.
The battle raged behind boardroom doors for several years until it came to a head in 2943, when the question of how to invest increased revenues from the 300i could no longer remain unanswered. Friskers’ loyalists believed that the push for the 300 should be duplicated with the development of a new line of spacecraft intended to compete with Roberts Space Industries, which had itself just launched a luxury model in the form of the Constellation Phoenix. A group of younger executives, already unhappy with Friskers’ four-decade hold over the company, saw this move as exactly what they feared most: the sea-change caused by the 300 campaign had become a permanent move away from the company’s iconic luxury branding. The fight became briefly public as Chief Financial Officer Trent Goade was quoted in Fleet angrily insisting that his company would “never produce anything like that [expletive] city bus with a hot tub.” The battle was finally joined as the younger executives pitched an opposing project for the same market sector: a multi-crew luxury spacecraft intended for the elite, developed in partnership with tastemaker brands with little or no consideration for the competition.
Although no side of the debate got their own way entirely, favor fell heavily on the revivalists; the new Origin 600i was to be a luxury-focused vehicle targeted well above the sticker price of the RSI Constellation and built without the specific consideration for the alternate role variants that the competition and 300 lineup had so warmly embraced. The project took its name from Origin’s historic 600 series, a line of Earth-built midsize transports the company championed in its early days, with the “i” added as a nod towards the specific luxury designation that had been built up around the current 300 lineup’s flagship model.
The Great Workup
With the set of specifications chosen by Origin’s executives, production of the 600i prototype began in earnest. Thanks to the revenue supplied by the 300 series, Origin’s 600 design team went into the project with the most expansive R&D budget the company had ever approved. The aerospace team was charged with developing a spacecraft with an excess of style that spared no expense and that end users would be willing to pay a premium for. With its expansive budget, the project produced results at a staggering rate. Outsourced partners from around the Empire were brought in early to develop everything from essential ship components, such as custom-fitted weapon mounts, to dealer accessories that ranged from synthetic bedding materials to branded humidors. One R&D project struck gold, hitting on a new ultra-light material that would significantly reduce the overall mass of the vessel.
While Friskers’ faction was unable to secure the low-cost design they had hoped for, her team did have one more ace in the hole: modularity. Per spec, the 600i was to focus on luxury and comfort over optional roles at every turn. It was clear that the first release, already called the Touring edition, would do just that. The design specifications did not, however, prevent the inclusion of modularity. Friskers’ team worked an end run around the board by secretly instructing longtime spacecraft designers loyal to their CEO to plan ways to integrate modularity into the design without impacting the ship’s lines or interior styling. Armed with the same expansive R&D budget, the team added independently-constructed cores which could be focused towards different jobs while still staying within the confines of Origin’s ultra-chic design aesthetic. The 600i would, in effect, have the ability to change its interior and functionality without impacting its exterior appearance. By the time this inclusion was apparent, it was too late to change anything without interrupting the aggressive development schedule. From the first prototype artifact, the 600i would feature the ability to pursue more roles than anyone had expected.
First Flights
Development of the 600i prototype continued as other parts of the company began to explore the longer-range future for modularity, with a second development team building the experimental Explorer module that was approved for full-scale production. The initial launch would offer both Touring and Explorer models, a decision seen by many stock-watchers as a significant reversal of the “luxury-first” movement that began the project. Thanks to a combination of credits and the expertise of Origin’s in-house development teams, the first flight article 600i was prepared for testing in just 18 months, launching from the New Austin laboratory in 2945 following a successful jump tunnel testing run.
Test pilots discovered that the 600i prototype was the rarest of beasts: an absolute success from the first launch. Unlike almost every other production spacecraft, the 600i was visually indistinguishable from the concept. The ship was found to be as comfortable as intended and generally a joy to fly, with better-than-expected turning and acceleration. What’s more, the Explorer module, which began testing six months later, was found to be genuinely effective as an exploration craft; Origin had produced a ship that would turn typically dangerous jobs into luxury experiences.
Production
The new 600i went into full-scale production for the 2947 model year, supported by an advertising campaign offering the ship as a luxury experience above all else. The Touring version was quickly a success, apparently capturing the zeitgeist with its highly-contemporary design. Perhaps to the surprise of Friskers and her supporters (or perhaps due to her work promoting the 300 series), the Touring sold above expectation. The 600i Explorer was also a hit, with the unusual nature of “luxury exploration” capturing public interest. Production of 600i Explorers was initially low but increased two-fold by the end of the year.
The only major issue with the 600i to date is an ongoing maintenance problem with the ship’s lift systems. The issue came about only after several months of space service, making it more difficult for Origin’s quality assurance teams to replicate. Engineers are currently developing an update which will either repair or replace the unreliable elevators with a simple dealership repair stop. Other systems continue to be highly praised by end users, especially the sleek, strut-free cockpit that offers an expansive view of the galaxy ahead.
The United Empire of Earth has also purchased two dozen 600is, each delivered without window openings, for rumored military conversion. It is not known exactly what role these spacecraft will play as none have been identified by spotters in the two years since delivery. Typical speculation runs the gamut from special operation target ships to armored VIP carriers, with the latter significantly more likely. Origin has remained tight-lipped about future updates to the 600i line. For now, sales of the 600i remain brisk and Origin is said to be particularly excited about the opportunity to celebrate the first new star system discovered by a 600i Explorer.
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Happy Monday, everyone!
There are no words to convey how incredibly grateful we are to have spent the weekend with you all at CitizenCon. We've spent the morning pouring over pictures, videos, recaps, and reviews, and it's hard not to get emotional. After 4 years away, we couldn't be more happy to have finally connected with you all in-person again. For those inquiring, we're working to get the full 4k versions of our presentations uploaded to YouTube as fast as possible.
As Chris shared, we've reached an inflection point, and we're over the moon(s) excited for all the features and content soon to come to the persistent universe. What are you looking forward to most? Let us know on Spectrum!
Also this weekend, we announced the Preview Channel, a new testing environment where we will deploy and test new underlying technology in an isolated environment to protect the reliability and playability of the live service. Make sure to read our full blog post for more details. And of course, get ready for your expedition to Pyro, starting October 31!
Looking back at last week, we updated our New Player Guide and Welcome Back, Pilot pages! If you’re returning to the ‘verse, or arriving for the first time, be sure to check these out to help smooth your first steps into the 'verse. Note that starting October 19 until October 30, you can also refer a friend to Star Citizen and both of you will receive HoverQuad with Copperhead paintfor free!
Now, let's see what's going on this week:
Earlier today, we published a Roadmap Roundup with a special focus on Squadron 42. As announced at CitizenCon, Squadron 42 is now feature-complete and has moved into its polishing phase. More specifically, Squadron 42 teams have now divided into strike teams comprised of developers across multiple disciplines, including design, engineering, art, audio, etc. - with the focus of polishing the game ready for an eventual live release. You will now see this reflected on our public-facing Progress Tracker.
This Tuesday, the Narrative team will publish a Whitley's Guide about the multi-role luxury vessel, the 600i. Are there any fans of Origin Jumpworks here?
Finally, on Friday, our weekly RSI Newsletter will be released in the wilds. Plus, Jump Point magazine is back for Subscribers, this time with a behind-the-scenes look at CitizenCon and some of the new features coming to the PU next year.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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 October 22, 2023
Progress Tracker
As announced at the conclusion of CitizenCon 2953, Squadron 42 is now feature complete. The game has moved into the polishing phase, which you'll see reflected on Progress Tracker.
Additionally, Squadron 42 teams have now been divided into Strike Teams, represented as new teams on Progress Tracker. These teams' headcount is represented by the main stakeholders, but the teams themselves are comprised of developers across multiple disciplines, including design, engineering, art, audio, and more. They'll all be working on a single deliverable, SQ42 - Polishing, as their tasks become more agile and they work towards Beta and Release. As was the case with Squadron 42 teams previously, these teams will only display one quarter of work at a time. We've added four Strike Teams to Progress Tracker with this publish, with additional ones to be added in the future.
Release View
The following cards have been added to Release View:
Ship Trespass
The interior of players' ships are now considered trespass zones for those without permission to enter. Permission will granted via the party system until more complex systems for managing crew and passengers is created. Players trespassing aboard a ship can be attacked by the owner of the ship and any player in their party without fear of committing a crime.
Drake Cutter Scout
Building, balancing, and implementing Drake Interplanetary's reconnaissance ship, the Cutter Scout, into the game.
Anvil F8C Lightning
Building, balancing, and implementing Anvil's heavy fighter, the F8C Lightning, into the game.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Der erste Tag der CitizenCon 2953 liegt hinter uns und brachte eine Schiffsladung an künftigen Verbesserungen und Neuigkeiten. Hier die wichtigsten Infos.
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CUTTER SCOUT
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 Scout model comes factory-equipped with a beefed-up scanning suite that makes it perfect for pathfinding, surveying, and even reconnaissance and covert intelligence operations.
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.
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The Cutter chassis is a proven winner with new pilots and old veterans alike, brimming with the gritty style and devil-may-care attitude that put Drake on the map.
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The Cutter’s stout weapons package will never leave you in a tight spot, even when skirting the outskirts of civilization or scouting dangerous routes.
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Anyone with even a passing knowledge of aerospace history will be familiar with the legendary Zeus and its undisputed role in Humanity’s conquest of the stars. Originally prototyped in the early 2100s as commercially viable transport utilizing a streamlined quantum drive, the ship had a rocky start when early test flights went publicly awry. Luckily, this would-be legacy was eclipsed by the subsequent efforts of Navy test pilot Michelle Saleno and her hand-picked squad, the original 999th Test Squadron, who worked with RSI to redesign the Zeus' hull before successfully completing a historic test flight in 2137.
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ZEUS mkII
Ready to ferry a whole new generation of travelers across the universe, Roberts Space Industries is proud to introduce a starship eight centuries in the making - the all-new Zeus Mk II spacecraft. Paying homage to the classic design that launched Humanity to the stars, the Zeus Mk II has been updated to exceed modern standards while retaining the heart of this beloved space faring icon.
Honor some of our earliest space pioneers with this official throwback Zeus Exploration suits, designed to emulate the suits worn centuries ago by the brave men and women who designed and tested the universe’s first commercial spacecraft.
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Introducing: Preview Channel
Into the Unknown
At CitizenCon 2953, we unveiled the Preview Channel—a new channel running in parallel with our live servers, aimed at facilitating the smooth integration of emerging technologies onto the live servers. Read on for details.
Throughout the development of Star Citizen, we've achieved numerous technological milestones, each bringing us closer to the immersive universe we've always envisioned. When a foundational technology comes online for the first time, it often requires a time of adjustment. It’s an iterative process that sees our team combat unforeseen challenges by inventing solutions on the fly. A process that can often cause disruptions for those who simply want to log in and play.
That’s where the Preview Channel comes in. A new environment where we will deploy and test new underlying technology in an isolated environment to protect the reliability and playability of the live service. Upcoming foundational technology such as the Replication Layer Split and crash recovery will roll out on the Preview Channel first. These technologies will be tested and hardened in Preview Channel before making their way to PTU for migration to Live. In the future, when we're ready to deliver Server Meshing, you can expect it to go to Preview Channel first for its effects to be observed and tested before it goes to PTU. Any new technologies on the Preview Channel must be validated, graduated, and ultimately mission-proven before making their way to a live release.
This means that if you aren’t interested in testing the latest new technologies, you can simply connect to the live game and dive right in. Those amongst you eager to get their hands on the latest cutting-edge tech will be able to connect to the new Preview Channel to do just that.
But be warned, the Preview Channel is not for the faint of heart. You should always expect the unexpected when testing in this environment. This means that things will work, and then they won’t, that servers will be online… and then suddenly go offline. This is the wild west, a true testing environment where experimentation is the norm and all bets are off. You should never connect and expect healthy progression or reliability, but instead expect uncertainty and the potential for issues related to gameplay, connectivity, or maybe something even more unexpected. We really want to stress this to manage expectations – this is our boiling pot of new tech, and new tech which will live in the Preview Channel, until it’s in a good enough place to make the migration over to our live servers.
Intrepid explorers will be excited to learn that we’ll be properly inaugurating the Preview Channel by opening the Pyro system within the environment this month. As mentioned above, there will be plenty of unknowns, and we need brave trailblazers like you to face them with grit and determination. Read on for a detailed schedule.
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We're excited to announce that on Tuesday, October 31, we'll open access to Pyro on the Preview Channel. We'll utilize a randomized selection process, pulling from Digital Goodies Pack owners, Concierge, and our most active testers, followed by our usual wave process. More details to come.
We can't wait to hear what you think about the lawless wasteland that is Pyro.
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Cruise into Star Citizen Alpha 3.21 in style by referring a friend!
Starting October 19, 2023 our latest referral bonus grants you Consolidated Outland's adventurous hoverbike, the HoverQuad, with Copperhead paint for free!
Referral Bonus FAQ
Find everything you need to know about the Alpha 3.21 referral bonus.
What is the referral bonus?
The referral bonus gives you free gear, items, or ships for introducing new players to Star Citizen. This time, you and the players you refer get a Consolidated Outland HoverQuad with Copperhead paint. The bonus is granted when a new player uses your referral code and pledges for a starter pack or ship (minimum $40) on the Pledge Store.
The usual referral bonuses apply too, including 5000 aUEC and a point in the regular Referral Program.
This bonus promotion runs until October 30, 2023, so don’t miss out!
How do I refer a friend?
Your friends must add your personal referral code when creating their accounts. This is crucial, as the code CANNOT be added after the account is created.
Where do I find my personal referral code?
You can find it on the Referral Program Page. Your Referral Code is unique and can be shared anywhere you like, including on social media, via email, or on your website.
What’s in it for me?
Recruiting one friend during the promotion gets you the Consolidated Outland HoverQuad, the perfect vehicle for adventurers looking to explore the most savage of terrain in comfort and style. State-of-the-art gravlev engines provide the smoothest ride in the game, and the on-board storage ensures you're properly equipped for any excursion. This reward also includes the Copperhead paint.
Can I earn more than one Consolidated Outland HoverQuad during this promotion?
No. Only one Consolidated Outland HoverQuad can be earned per player.
What is the regular Referral Program?
The regular Referral Program empowers you to become a driving force behind the growth of the Star Citizen community. Plus, you’ll unlock cool in-game rewards, from exclusive hangar items to ships. The Referral Program Page details everything currently available.
When do I receive my referral reward?
The existing player will receive their reward immediately once the new player they are referring pledges for a starter pack or ship (minimum $40) on the Pledge Store. The new player's reward will be granted after the promotion ends on October 30, 2023. Rewards may be distributed in waves, so if you don't see it show up right away, it should populate soon.
Are there any limitations to the referral reward?
The Consolidated Outland HoverQuad given out as a referral reward includes LTI and is non-meltable and non-giftable.
Do the standard Referral Program and the limited Alpha 3.21 Referral Bonus work together?
Yes. All referrals gained during the bonus period go towards your total in the standard Referral Program.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…