Alles anzeigen
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.With high risk comes great reward, so head into the ‘verse to tackle some of the most dangerous missions yet. From infiltrating abandoned bunkers to restoring peace to a once-idyllic city in the clouds, Alpha 3.21 introduces all-new escapades for pilots of every level. Plus, there’s the latest groundbreaking tech, updated features, quality-of-life updates, and much more.
CitizenCon 2953
Los Angeles Convention Centre, California, USA
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.CitizenCon returns on October 21 and 22 - if you’re heading to the LA Convention Center, we'll see you there! If not, don’t worry, we’ll keep you updated with all the news, announcements, and presentations throughout the weekend.
Check out the CitizenCon 2953 page for all the details.
The Alpha 3.21 patch cycle debuts the Replication Layer split, which is vital to moving the Persistent Universe closer to a single shared environment between all players. This tech is a key milestone on the path to server meshing, Alpha 4.0, and beyond.
The Replication Layer split will debut in the new Preview Channel that runs alongside the live servers and lets players experience the latest technology and backend developments before they migrate to the live service.
3.21 Referral Bonus
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Cruise into Star Citizen Alpha 3.21 in style by referring a friend!
Starting October 19, 2023 refer a friend to Star Citizen and both of you will receive Consolidated Outland's adventurous hoverbike, the HoverQuad, with Copperhead paint for free.
Find out more about the referral program here.
Fight for Victory in these Mission Ready Vehicles
RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
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Beiträge von NewsBot
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“Success at the cost of stepping on others isn’t success at all. An industry can be dominated by sheer force, it’s true, but treating an industry like an enemy will only lead to pyrrhic victories. Empowering those around you is the only true and clear path to sustainable prosperity.”
-August Dunlow, Founder of Crusader Industries
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Whether on patrol or lending tactical air support, the A1 Spirit’s bespoke ordnance system, with its payload of ten bombs, makes the ship a formidable deterrent as well as a potent defender. Its flexible design allows for a degree of improvisation that also marks the Spirit as a perfect everyday ship without sacrificing any of the functionality of a dedicated tactical vessel.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Dream Big
The design and feel of the Spirit series offer a
scaled-down facsimile of the massive ships that
put Crusader on the Starmap.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Dominate the Battlefield
Based on the Daisy Chain system used in the
iconic A2 Hercules, the compact Chaplet rig
utilizes twin racks with five-bomb payloads.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Warrior’s Edge
Tackle the most dangerous missions with
a rear-facing manual turret, front-facing
laser cannons, and dual missile racks.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.FORGING
A SAFER FUTURE
CRUSADER A1 SPIRIT
The Intergalactic Aerospace Expo (IAE) is just around the corner, and in anticipation of the event, Crusader is offering a super-charged 10-year insurance policy on every A1 Spirit standalone ship pledge.
In addition, every A1 Spirit pledge includes a complimentary white and blue paint scheme commemorating Crusader's new look for 2953, assuring you'll arrive at the Expo in true Crusader style.
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.Forge the Future
You Want to See
https://robertsspaceindustries.com/comm-link/tran…sader-A1-Spirit
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Happy Monday, everyone!
It's CitizenCon week! The team is on their way to Los Angeles to prepare for our biggest show yet, and we're so excited to see all of you in-person again! Panels are rehearsing, booths are being set up, and the air is starting to fill with electricity as CitizenCon takes shape before we kick things off on Saturday, October 21. Here's some of the things attendees can look forward to:
- Stanton Theater (Main Stage): The place to be for opening/closing ceremonies, and a healthy list of rich presentations from the development team directly. There’s never been a better time to say “you won’t want to miss it!”.
- The Future of StarEngine: From pixel to persistent universe and everything in-between, join us as we showcase the power and depth of StarEngine, enabling the seamless scale that push our games to the cutting edge of the industry, technology, and beyond.
- Checkmate Station: The Pyro-themed show floor (Checkmate Station) is filled with curious corners, inviting alleyways, and immersive recreations of in-game environments to set the stage for the perfect picture! In addition to the theming there will be photo opportunities, and the belle of the ball - a 1:1 scale rideable Drake Dragonfly, dressed in the Digital Goodies Pack livery!
- Meet the Community: The show floor contains tight tunnels of booths, operated by community members themselves, as well as larger, open social spaces where you can meet up, relax, and plan your activities for the day. Content creators of all sizes will be organizing in-person meetups with their communities throughout the show at the dedicated Content Creator Corner. Outside of the cosplay competition on the Main Stage many attendees will be wearing their cosplay throughout the show. Be sure to ask before taking a picture!
- Enjoy the Competition: Our friends at ATMO Esports are hosting the first ever CitizenCon invitational (Fight or Flight) live from the showfloor! Forecast is looking sunny with a chance of mayhem!
- Q&A with CIG Developers: Following the presentations, you can look forward to smaller gatherings with presenters in the General Lounge. These will be scheduled throughout the show, and you’re encouraged to arrive early to save space! (Check your swag bag upon arrival for a printed schedule!)
Keep an eye out on our social media channels (Twitter, Instagram, TikTok) for sneak peeks and teasers leading up to the event! Don't forget to share all your event photos using the official hashtag: #CitizenCon2953. We'll be re-sharing our favorites!
Also in case you missed it, the skies above Stanton became quite a bit more thunderous last week! The Anvil F8C Lightning has officially made its debut, with a twist! Check out our landing page for info on how to get a license to bring one home, and be on the lookout! The elusive Platinum License is still out in the wild waiting to be found this week.
Now, let's see what's going on this week:
Thursday our Day of the Vara celebrations continue as Gun Rush returns to Arena Commander, but a bit more spooky! Got a bone to pick? Log in and sternum if you got 'em.
Friday, you'll receive our weekly RSI Newsletter delivered to your inbox.
And of course, Saturday and Sunday we're in Los Angeles and live on Twitch with CitizenCon 2953! We can't wait to see you there!
See you this weekend!
Community Manager
THE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, OCTOBER 16, 2023
- This Week in Star Citizen
FRIDAY, OCTOBER 20, 2023
- Weekly Newsletter
SATURDAY, OCTOBER 21, 2023
- CitizenCon 2953
SUNDAY, OCTOBER 22, 2023
- CitizenCon 2953
COMMUNITY MVP: October 16, 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!
Mercury Star Runner Trailer | Space Raptors
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We like cinematic things here at CIG, in case you didn't know. And this trailer for an MSR cinematic fits the bill. We can't wait to see what's next from Westrix!
Check out the trailer 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 -
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Bei einem neuen Event jagt ihr nach Gold- und Platinlizenzen, die ihr gegen Raumschiffe eintauschen könnt. Es gibt ein 300-Euro-Schiff zu erobern.
In Star Citizen jagen Spieler Entwickler für die Chance auf ein Gratis-SchiffBei einem neuen Event jagt ihr nach Gold- und Platinlizenzen, die ihr gegen Raumschiffe eintauschen könnt. Es gibt ein 300-Euro-Schiff zu erobern.www.gamestar.de -
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This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.
TO: SQUADRON 42 RECRUITS
SUBJ: DEVELOPMENT UPDATE 10:04:2023
REF: CIG UK, CIG DE, CIG LA, CIG TX,
FAO Squadron 42 Recruits.
Welcome to September’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including updates to female animations, fight sequences, and performance-capture data.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Features)
AI Features began the month resolving an issue with Vanduul attacks not harming the player or friendly AI. They also fixed behavioral issues related to AI taking cover, which will also enhance the situational awareness of friendly AI when encountering enemies.
The team then began providing animation support for cover transitions for each of the in-game factions. Issues were also addressed with attack-and-defend areas to ensure that AI units correctly advance to or defend a designated location.
Significant progress was made on a key battle, with the team implementing behaviors to allow the enemy to learn from the player’s actions. These learning behaviors will prevent players from exploiting specific actions to win. The team is also exploring design tweaks to the battle to enhance the overall experience.
Throughout the month, the animators concentrated on improving male-to-female retargeting to ensure that female marines move naturally during combat.
They also continued to provide animation support for crouch locomotion. Now, when players adopt a stealthy playstyle, AI buddies will follow their actions and crouch accordingly.
AI (Tech)
AI Tech continued developing various features throughout September, including boids and the Apollo tool, and began focusing on performance improvements and polishing existing features.
For boids, the base structure that allows the designers to define boid states (wandering, fleeing, idling, dead, etc.) and transition between them was implemented. These transitions contain rules, including when they should be selected, and animation data, such as birds taking off and landing. Iteration was also done on suitable physics properties for boid agents that need to be affected by gravity to walk on terrain. The team also added health components to agents so players can damage and potentially kill them.
For the Apollo Subsumption tool, the team completed an error-reporting panel that will provide detailed information on behavior issues. This will help the designers to catch problems sooner and solve them more easily. Various quality-of-life improvements requested by the designers were implemented too.
Performance improvements were also made, with the team looking closely at systems that impact performance on dedicated servers. For example, optimizations were made to how navigation islands compute after parts of the navigation mesh are regenerated. For navigation volume, code was cleaned up and ‘event dispatching’ was moved to ‘update job,’ which better distributes to multiple threads. The team are currently investigating and implementing optimizations to planetary navigation generation and pathfinding request processing.
New functionality were added to the collision-avoidance system. Now, collision avoidance agents have support for skipping and ignoring lists, which is used when agents move together as a group.
For NPCs using trolleys, improvements were made to collision avoidance, and a new component was added to the trolley that will trigger the regeneration of navigation mesh when it stops moving.
Regarding flowgraph Subsumption nodes, the team can now generate nodes with dynamic input based on Subsumption’s event description. This will help the designers to write more complex behaviors for NPCs and missions.
AI (Vehicles)
Vehicle AI spent September improving various elements of SQ42’s gameplay. Last month’s work involved reworking the fly-by-maneuver that the ship AI use in combat. It’s now much more aggressive and can adapt to what the player is doing. At higher difficulty levels, the AI will do a ‘skidded roll attack' during fly-bys, where they roll and strafe slightly as they approach, making them more difficult to hit.
Vehicle AI also exposed various features to the designers to help them tune and balance combat encounters, such as burst fire controls for ships. The AI can now also detect when a ship has entered soft death (disabled but not fully destroyed). Enemies will stop attacking in this case.
Various tweaks, improvements, and updates were also made to enhance the overall game experience.
Animation
The Gameplay Animation team spent the month working on weapon first-selects, a key combat encounter, the military pilot Multi-Tool, spec-ops cover animations, female animations for missing player interactions, and fixes to the firing range’s security behavior.
They also focused on cockpit- and environmental-interaction animations to increase immersion, pick-ups for AI medical and ship-hull interactions, and a variety of facial animations for flight combat and comms calls.
Audio
The Dialogue team completed their performance-capture pick-up shoots and moved on to asset editing and mastering. Content was captured for the breathing system too, which is being prepared for implementation.
“There was plenty of great quality content recorded to cap off a successful shoot.” Audio Team
Focus was also given to the Actor Status and asset mastering, and planning began for walla recording sessions to add background chatter to the game's more populated areas.
The SFX team continued efforts to fill environments with ambience in line with their sprint milestones.
The game’s weapons are currently being implemented with relevant sound effects and the first audio passes on in-game VFX began, such as lightning strikes.
The tech required to implement sound into cinematics was also completed, with the team breaking down the effect requirements for chapter one to bolster the impressive cinematics with impactful audio.
Code and tech work continued on the walla system, and numerous bugs were fixed too.
Engine
On the renderer, transitions toward the final version of Gen12 continued. This included enabling the RenderGraph, which can utilize the GPU better with less CPU cost. The team also removed several legacy GPU access APIs, including MapAndWriteDiscard, which won’t be supported by Gen12 due to low-level code complexity.
Furthermore, the streaming system received improvements.
“We no longer need to maintain a separate code path and instead update all our objects from within the rendering callback. This reduces code complexity, as we only need to maintain a single code path going forward, and reduces memory consumption as well.” Engine Team
The team then added more strict debug modes and high-level checks for the ECUS code to detect and report potential race conditions earlier. Also on the entity-system side, more strict checks were added to entity access functions to ensure they only happen on threads where it’s permitted.
Gameplay Story
The Gameplay Story team supported a performance-capture shoot and made improvements to a range of scenes across the campaign.
The team then used some of the new motion-capture data to create a scene with a key character entering and using an airlock. A long start idle was also added to a three-person scene early in the game, a console interaction was improved, and props were fixed and polished for a large mess-hall scene.
A new way to trigger lines while animations are already playing was documented so it can be used in other areas across the game too.
Graphics & VFX Programming
In September, the Graphics team progressed with several in-development features. For example, the new water-simulation and rendering systems now have their fundamental building blocks complete and are currently being balanced to ensure they look good under the game’s huge variety of conditions.
The R&D on Global Illumination was merged into the main branch to see it working across various locations.
Work also continued on features such as fire support for entities, a screen space occlusion effect for gas clouds to increase their lighting detail, and support for Maelstrom, the new physics destruction system.
Level Design
The Level Design team continued to make progress on their Idris interstitials. Along with the usual bug fixing and scene iteration, they completed the backend of the Reputation system. Now, the Idris crew will track a player's reputation via interactions. For example, selecting a negative, neutral, or positive conversation option, or walking off mid-conversation.
The team then moved on to Fortunes Cross, using the background AI to enhance its “past-its-sell-by-date shopping mall at 4 am” aesthetic. For example, they added NPCs lazily eating noodles, wearily sipping on a coffee, and carrying out shady transactions.
They also completed additional work on a social section in chapter one.
“We have our narrative scenes set up but, to reinforce the tone, we now have the background crew carrying out maintenance and repairs, watching frontline reports, and writing messages to loved ones.” Level Design Team
Narrative
Narrative spent the first half of the month supporting the recent performance-capture shoot. They also continued to meet with the various level designers and leads to make final tweaks based on the latest level updates.
“It was an intense three-week shoot, but it yielded some fantastic performances and moments that will really enrich the overall experience. During the shoot, we also welcomed back some of our original supporting cast for some final pickups.” Narrative Team
The footage captured at the shoot is currently making its way through the content pipeline as editorial selects are pulled and passed along to the Animation and Audio teams.
Additional wildlines based on combat-AI feedback and Vanduul content were also captured to fill in areas and supply more specific dialogue to support gameplay.
With the shoot complete, the team continued tackling many of the game’s text needs, from Galactapedia entries to environmental storytelling and collectibles. The team is also passing along script revisions to the Localization team.
R&D
The R&D team worked on a variety of important updates to the game engine that will be shown to the community soon.
Tech Animation
Tech Animation supported numerous teams across the project with a wide variety of animation tasks, including asset implementation and maintenance.
Great progress was made on creating and implementing creatures. As part of this, work was done on toolsets for rigging and physics proxy authoring and implementation.
Comms calls and dialogue were a major focus in September too, with the goal being to create content at speed.
“This has been hugely successful and collates many lengthy manual processes into a singular toolset with a great user interface.” Tech Art/Animation Team
Finally, they continued to provide additional faces for the game to source from, providing much more variation to NPC populations.
UI
The UI team looked at conversation text, updating its style to match the rest of the game-level screens, such as the radial menus. And, after a lot of iteration trying to find the perfect style, a direction for the Drake cockpit UI was unanimously approved and will soon move into production.
The team also began adding ‘AI fluff’ screens into some of the main levels of the game.
“Overall, they look great, though we’ve spotted a few areas for improvement and have been working on adding some extra variety as well as improving the underlying system so that we can use a single design on differently shaped physical screens. For example, we can make an engineering screen that fits on portrait, 16:9, or super-widescreen terminals in the level.” UI Team
The team also polished the visuals and ironed out issues with the visor and vehicle HUDs as they’re used in-game and come up against unexpected situations.
They’re currently polishing the map and radar systems, improving the visuals and usability.
VFX
Last month, VFX continued working with Art and Design on several locations, helping to add extra polish. They also continued fine-tuning the fire-propagation effects.
WE'LL SEE YOU NEXT MONTH...
// END TRANSMISSION
Squadron 42 Monthly Report: September 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 -
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<font size=7>Happy Birthday Star Citizen!</font>
It’s Star Citizen’s birthday, and it's shaping up to be our most epic yet. Today, we celebrate the incredible journey so far, and more importantly, all of you who have made this shared universe possible. From the solo Aurora pilot all the way to a fully crewed fleet, YOU are the reason we are all here today. As a toast to all of you, we’re unleashing something special: the most formidable solo heavy fighter in the ‘verse, the infamous Anvil F8C Lightning.
As originally conceived, for a player to secure one of these magnificent birds outside of Chairman’s Club rewards, they would first have to complete the upcoming Squadron 42. However, over the last few years, you salty scallywags and industrious ship hunters have proven adept at stealing and piloting F8s during their appearances at Invictus Launch Week. So, in a nod to your unofficial mayhem, we’ve decided to officially unleash this storm on the ‘verse. With CitizenCon coming on October 21-22, what better way to countdown to the big show than by bringing you some good old-fashioned, fun-filled action.
With that said, unless you’re a member of the Chairman’s Club with an F8 already snuggled cozily in your hangar, it’s not going to be easy to get your hands on one. You’re going to have to earn it by locating a special license, and once you get your hands on one, watch your back, this is gonna be the hottest ticket in the ‘verse.
Happy hunting out there, and remember to tune into CitizenCon in less than two weeks for updates on the status of Squadron 42 and of course, Star Citizen.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.An extremely limited number of special licenses have been hidden across Stanton, and you have ten days to find one and claim it for a chance to secure the most formidable solo fighter in the 'verse, the F8C Lightning. Beware though, as some of these prizes will put a huge target on your back, and nowhere will be safe when the entire system is looking to pry your license from your cold dead hands.
Happy hunting!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.GOLD LICENSE
The Hunt Is On
Find a gold license and redeem it at any rental kiosk in Stanton
for a 24-hour F8C rental. What’s more, you’ll automatically
unlock the ability to purchase the formidable Lightning here
on this very page.
If you’re fortunate enough to snag one of these golden
tickets, you’ll get a confirmation email with more details.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.PLATINUM LICENSE
Catch Me If You Can
Find an extremely rare platinum license and you can
redeem it at Astro Armada in Area18, New Deal in Lorville,
or the Crusader Showroom in Orison to claim your F8C
(with LTI) for FREE! It's not going to be easy though- each
platinum license will be carried by a Star Citizen developer
in-game, and the only way to get it is to take it from them.
Even if you manage to do this, it can be stolen in turn from
you, and as soon as you have one in your hands, players
across the server will be alerted to your location.
Better move fast.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Landing Complete
A livery for every occasion
During this limited-time Birthday event, pilots have the chance
to pick up a base F8C Lightning (Gold License) or base F8C Lightning
with the Platinum paint (Platinum License). These are available in
limited quantities, and will require participation in the in-game event.Separately, two other versions of the F8C remain exclusive to
Concierge Tier Rewards:• The Base F8C Lightning including the newly introduced
Shock Wave Paint is exclusive to the Wing Commander
Concierge Level.• The F8C Lightning Executive Edition is
exclusive to the Praetorian Concierge Level.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.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Learn more about the legendary fighter
from the designers themselves.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Find a Gold License
to unlock the Anvil F8C
Once you have claimed your gold license in game, return here to secure your F8C.
Happy Hunting!
Visit robertsspaceindustries.com/comm-link for details.
The Hunt is On - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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For years, the Anvil Aerospace F8 Lightning has been a powerful NPC in the game, out of reach from all but the most industrious shipjackers, but now you can finally get your hands on one. Now that the Anvil Aerospace F8C Lightning has landed officially in the 'verse, we posed a few questions to the vehicle team about the UEE Navy's latest space formidable fighter, which is available for the civilian market for a short duration. Read on for answers, straight from the developers themselves.
What are the differences between the military-only F8A Lightning and its civilian twin, the F8C Lightning?
The F8C is less armored and drops a hardpoint size for all of its weapons across the chassis. However, it still packs a hefty punch.
As a focused heavy fighter, what would be a typical combat scenario where the F8C would unleash its full potential?
The F8C brings so much firepower and shielding that it remains effective in most combat scenarios against any small/medium target.
Can the pilot access the turret remotely to achieve a 360° firing angle, or can it be automated with AI blades in the future?
No, the “turret” is more of a dual weapon gimbal mount slaved to the pilot rather than a full remote turret.
Is the F8C’s weapon loadout fixed, or can all weapons also be connected to a gimbal puck/turret?
The F8C comes with both fixed and gimballed weapons by default and supports the normal range of customization. The upper and nose guns are gimballed by default, with the lower ones having a bespoke gimbal mount that doesn’t have a ‘-1 size’ modifier applied. This allows one fire group to be gimballed and the other fire group (consisting of the four wing weapon hardpoints) to be fixed by default.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Given the lore background of the F8C being the latest UEE Navy fighter to support space superiority, does it come with higher-quality military-spec components by default?
Like other ex-military stock, the naval-spec components are restricted from civilian users, so the F8C comes with standard-quality components.
How well does it handle in standard atmosphere; is it primarily intended for space combat by the Navy?
It handles well for a heavy fighter in both environments. While designed for space combat, the shape lends itself to a good aero surface setup for atmospheric flight.
Is it gold standard, or can we expect further iterations and updates in the future? Is its current balancing final?
It is not gold standard. This release is primarily delivering the existing asset with some quality-of-life fixes that enable pilots to officially take to the skies, instead of relying on stealing NPC ships with bugs. Balancing, as always, is iterative and we expect to make further changes in the following patches after release to ensure our vision matches the results. Once Squadron 42 releases, there will be a further revision to the asset to bring the full gold-standard setup to the PU.
How does the F8C Lightning Executive Edition differ from the standard F8C?
The Executive Edition comes with a different black-and-gold paint scheme that carries over to the interior with a custom dashboard and seat.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Does it come with any sort of storage capability for a parcel box or personal weapons and armor?
The F8C is a fighter so does not have space for boxes. In the future, it will be updated with personal weapon storage and a physicalized inventory location.
Does it come with an ejector seat?
Yes.
Does it already have access to the latest ship combat gameplay features like Master Modes in Arena Commander’s experimental mode?
The F8C is available in AC for owners but has not been converted for Master Modes.
How many versions of the F8C are there, and are they all available through the ongoing Birthday Event?
There are several versions of the F8C, and not all of them are available to be earned/purchased through the event. Some versions/elements are exclusive to various Concierge Tier Rewards.
• The Base F8C Lightning including the newly introduced Shock Wave Paint is exclusive to the Wing Commander Concierge Level.
• The F8C Lightning Executive Edition is exclusive to the Praetorian Concierge Level.
• During the limited-time Birthday event, pilots have the chance to pick up a base F8C Lightning (Gold License) or a Base F8C Lightning with the Platinum paint (Platinum License). These are in limited quantities, and will require participation in the in-game event.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Which size of landing pad does it use?
The F8C uses a small landing pad size, the same as Vanguard and Reliant.
Didn't you say the F8C Lightning will only be available after Squadron 42's release?
As we have quite a lot of special content that will drop after Squadron 42 releases, we felt it was a shame to keep one of the coolest UEE fighters sitting on a shelf, especially as players have been hijacking the AI flown F8s in the game – and we don’t think they should have all the fun!
Do we still get the opportunity to earn an F8C Lightning in Squadron 42?
Those who play Squadron 42 may earn a number of bonuses that carry over into Star Citizen, including access to the F8C Lightning.
So if you miss this birthday event, don't worry, you'll have another chance.
Q&A: Anvil Aerospace F8C Lightning - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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This portfolio originally appeared in Jump Point 10.08.
Humanity’s expansion into the stars faced countless obstacles over the centuries, from monumental technological hurdles to encounters with hostile and aggressive alien races. Yet, some historians say the most significant obstacle was Humanity’s unwillingness to set aside centuries of ingrained cultural differences and ally with each other. In 2380, Earth’s nations came together and, following lengthy and contentious negotiations, agreed to a previously unfathomable outcome; to unify under one central government that would lead Humanity’s expansion into space. While many celebrated the creation of the United Nations of Earth (UNE), others decided to fight back, leading to a bloody and contentious four years of unrest between 2380 and 2384 known as the Unification Wars.
THE STANLEY MUTINY
The warship Stanley was originally commissioned and put into service by the nation of Amecanio in 2369. Still in excellent condition, the battle cruiser’s ownership and command transferred to the UNE in 2380. More than a third of the crew, including the Captain, resigned prior to the transfer after pledging loyalty to their homeland and refusing to join the nascent UNE Navy. New Naval recruits were assigned to fill vacated positions in an effort to embody the new multilateral and multicultural makeup of the Navy. Yet these changes angered the remaining members of the Amecanio crew and led to clashes that resulted in multiple disciplinary reports being filed for fighting and insubordination.
With rumors swirling that Stanley’s Amecanio crew members would be separated and reassigned to different ships, a contingent of them took matters into their own hands. On October 20, 2380, an armed group of Amecanio crew members mutinied and took control of the ship. Their initial plan was to use Stanley to “liberate their country from the tyranny of the UNE” by attacking a number of Earth’s major cities if their demands for the return of Amecanio sovereignty were not met. In a heroic and highly successful operation, the UNE Navy disabled and recaptured Stanley without a single casualty. Those responsible for the mutiny were put on trial. Most were given lenient sentences in a show of compassion, but the three ringleaders received harsh sentences to send a message to other anti-unification sympathizers. Unfortunately, the actions of Stanley’s crew would only inspire others to follow suit.
On December 9, 2380, two UNE warships, Panjwani and Cassano, vanished during a routine patrol. The Navy quickly dispatched ships to determine their fate only for the search party to be ambushed. The Captains and crews of Panjwani and Cassano had secretly orchestrated a defection, and after repelling the search party, broadcast a message calling on other UNE vessels to “join them in rejecting the hegemonic authority of the UNE.” Over the following week, four more warships would defect and join a loose alliance whose main demand centered on the dissolution of the UNE. However, the group would never fully unify, as each ship continued to operate under its own command and make additional demands specific to its crew’s nation of origin, even sometimes in direct opposition of one another.
Desperate to not lose any more ships to mutiny, the Navy took the drastic step of reassigning the crew of all its remaining vessels to ensure people who were from the same former country or had previously crewed together were separated. This slowed its response to neutralizing the rogue ships but some believe it kept more Navy vessels from defecting. Meanwhile, the six allied yet independently operated anti-unification warships baited the Navy into skirmishes by advancing toward cities on Earth and Mars, or the jump to Croshaw. The Navy would briefly engage the ships but avoid an all-out battle. It claimed to be prioritizing the protection of civilians and cities, but Navy brass also worried that destroying the warship would create martyrs for the anti-unification movement and wanted the warships returned to the UNE fleet undamaged. The Navy’s focus on disabling and recapturing the warships frustrated many and allowed the rebellious ships to escape on several occasions. When one skirmish resulted in major damage to a Navy warship and the loss of five crew members, the Navy adjusted its tactics to go on the offensive and began picking off the anti-unificationist ships rather than waiting for them to threaten territories. Four were disabled and captured and two were destroyed. Panjwani held out the longest and was finally destroyed on March 22, 2381. Yet it wouldn’t be long before the war would re-emerge on a new front.
SIEGE OF SYRTIS
Tensions remained high throughout the middle of 2381, with a growing contingent of anti-unificationists publicly expressing their desire to dissolve the UNE. Intelligence services monitored their chatter and noted that a common belief was that the defecting warships failed in their objectives because they lacked a landing zone to repair and resupply. In June of 2381, an intelligence report noted the frontier settlement of Syrtis on Mars, home to a large contingent of ex-pats from Sumerkadia who opposed the dissolution of their country, had opened their city to anti-unificationists allied to any former nation. Syrtis’ population had dramatically increased and the settlement began expanding and strengthening its fortifications. When illegally obtained military-grade anti-aircraft turrets were installed in early August, the UNE sent in the military to retrieve the weapons only to be met with force. The unexpected level of resistance surprised the military, who decided against escalating the incident and endangering Syrtis’ civilians. Instead, the military pulled its forces back, encircled Syrtis, and waited.
Besides keeping anyone from entering or leaving Syrtis, the UNE military instituted a no-fly zone and blocked transmissions to stymie communications. Early UNE assessments believed the settlement had strategic food and water reserves to last six months, yet nearly a year later the residents of Syrtis remained defiant and refused to surrender. Despite the settlement’s communications being cut off, civilian observers monitored the settlement and the UNE’s actions and relayed daily updates on the stand-off to anti-unificationist circles. The incident became known as the “Siege of Syrtis” and grew into a rallying cry and recruitment tool for the anti-unificationist movement which, by now, had solidified into a single united group representing people from all the former nations of Earth known as the Anti-Unification Alliance (AUA). Some members of the UNE Council believed the stand-off made the government look weak and unable to enforce the laws Syrtis was subject to, so they ramped up pressure on the military to resolve the situation as quickly as possible. When residents inside Syrtis refused to negotiate with the UNE, claiming the government had no authority over the settlement, several psychologically stressful tactics were deployed, including the blasting of loud music, night-to-day aerial bombardment to create a canopy of noise, and light at night to try and exhaust the inhabitants for days on end. None of these ploys convinced the residents of Syrtis to give in and only generated more support for the AUA and ire for the UNE government from the wider civilian population. The UNE Council became convinced that the optics of the stand-off were helping the anti-unificationists more than anything and ordered the military to end it. On January 4, 2383, the military sieged the settlement in the middle of the night and, after a brief yet bloody battle, took control of Syrtis.
THE FIGHT FOR NEW YORK CITY
The bloody end to the situation in Syrtis drew widespread criticism and strengthened support for the Anti-Unification Alliance, which also evolved its tactics and communication methods. Peaceful and persuasive AUA members became the face of the movement. They held rallies, wrote Op-Eds, and made constant media appearances to promote their position that the UNE was an imperialist and unelected power structure with no real authority over everyday people. Meanwhile, UNE analysts noticed a troubling silence coming from the more militant wing of the anti-unificationist movement and worried something was in the works. They were right.
With measures taken by the UNE Navy to purge and disempower anti-unificationists within its ranks, the AUA focused on building a fleet of personal ships and modifying them with weapons systems, which were uncommon and extremely hard to acquire by civilians of the era. The movement also made inroads and garnered strong support within the burgeoning militia community. Following unification, many warships deemed too outdated for the UNE Navy were retained by local governments and deployed to patrol shipping lanes, aid in Humanitarian missions, and handle low-level encounters with a budding criminal element. In early 2384, commanders of the makeshift AUA fleet began secretly meeting and plotting with captains of some of these aging warships. Unlike previous anti-unificationist uprisings, theirs would be organized and focused on a singular objective.
On July 29, 2384, the UNE Navy received word that a militia warship that had vanished the previous week was approaching New York City. While local air controllers were attempting to contact the ship, it fired upon the Navy ships sent to intercept it and then fled. When the Navy mobilized ships in the region to pursue the rogue warship, the rest of the AUA fleet attacked New York City, heading for the same target: the United Nations of Earth Plaza, which housed the main legislative and administrative functions for the new unified government. Their mission was simple; destroy the seat of UNE power then use the ensuing chaos to convince countries and regions to abandon the unified government. Upon realizing the true scope of the attack, the Navy recalled most of its ships to come to the defense of New York City, though small fleets were left to defend the key military installments of Port Renatus on Mars and Angeli in Croshaw in case the attack on New York was a double feint.
For hours, the sky above New York City became ablaze in battle. Residents sought refuge in basements and subway tunnels as debris and damaged ships crashed into the city. The Navy rightfully assumed the intended target was the UNE Plaza and put everything into its defense. When it became clear the anti-unificationists wouldn’t be able to overcome the Navy’s defensive line, they adjusted their tactics to spread maximum fear and chaos by attacking the urban sprawl around the main city. Some of their warships fired randomly upon buildings, while others intentionally crashed into the city instead of surrendering. With the number of AUA ships dwindling, several of the rebellious ships fled instead of surrendering. These ships hid in the outer reaches of the Sol system or slipped into Croshaw. Knowing no UNE port would ever give them safe harbor, the crews of these ships would go on to form several well-known outlaw gangs, and despite UNE efforts to bring them to justice, many became infamous for raiding trading lanes through Sol and Croshaw.
The fight for New York City finally brought the mainstream anti-unificationist movement to an end. The random and mass destruction wrought on New York City and its surrounding area angered UNE residents and turned the general public against the movement for good. While there would be some small skirmishes with anti-unificationists in the following decades, historians officially consider the fight for New York City as the final battle in the Unification Wars. The destruction to New York City was extensive yet many famous and culturally significant locations thankfully survived. Today, many historians credit the massive rebuilding effort, including RSI’s decision to build a massive headquarters complex where the largest warship crashed, as key to the modernization of New York City and leading to upgrades and improvements that would solidify the city’s status as a political and cultural capital with one foot firmly in the past and another in the future. While the Unification Wars saw Humanity face great divisions and terrible internal strife, the result coalesced support behind and solidified the sovereignty of a Human-unified government that would boldly lead the species into the wider universe.
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Happy Monday, everyone!
CitizenCon 2953 in sunny Los Angeles is only twelve days away! Get ready for an epic two-day event packed with updates, reveals, cosplay, community content, and more! In case you missed it, we've updated the Pocket Guide today with the detailed schedule and map! Let us know what part of the show you're most excited for!
And if you can't make it to LA, don't worry, there's still time left to grab your Digital Goodies Pack and enjoy the full show from the comfort of your couch at home. We'll broadcast free to everyone at twitch.tv/starcitizen. We've also seen loads of Bar Citizen and watch party events popping up around the globe!
Last week, Day of the Vara 2953 brought the thrills and chills of the season! Join us in celebrating with the return of our community-favorite Halloween Pumpkin Carving Contest, or dive deep into the darkness of space and show us the many horrors that lurk between the stars in this year's 60 Seconds of Horror Machinima Contest. Later this month, we'll rattle the proverbial bones with a special Arena Commander mode too...
Now, let's see what's going on this week:
This Tuesday, October 10, it's Star Citizen's birthday, so get ready for an electric celebration!
Also, the Narrative team is back with a Portfolio on the Unification Wars, a bloody conflict that would ultimately lead to Humanity's expansion into space.
Wednesday, we'll repost last week's Squadron 42 Monthly Report newsletter as a comm-link.
On Thursday, we won't see an episode of Inside Star Citizen as the team is fully focused on the upcoming CitizenCon 2953!
Friday, you'll receive our weekly RSI Newsletter delivered to your inbox.
THE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, OCTOBER 9, 2023
- This Week in Star Citizen
TUESDAY, OCTOBER 10, 2023
- Star Citizen Birthday
- Lore Post - Portfolio: Unification Wars
WEDNESDAY, OCTOBER 11, 2023
- September2023 SQ42 Report (Comm-Link)
FRIDAY, OCTOBER 13, 2023
- Weekly Newsletter
COMMUNITY MVP: October 9, 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!
Star Citizen Stanton Jump Points
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.'A jump point is a point in space that marks the opening of a traversable wormhole (jump tunnel) that tunnels through interspace and opens to another location, often a different solar system.' At least, that's what we read in the Galactapedia. However, sPg_Ever shows us how stunningly gorgeous these gigantic structures appear in 'verse and takes us on an exceptional tour.
Every player can currently explore the jump points in the Alpha 3.21 PTU, and they may be an ideal background for your 60 Seconds of Horror Machinima Contest submission.
Watch the full tour by sPg_Ever 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 -
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Spieler haben etwas interessantes auf den Test-Servern von Star Citizen entdeckt. Womöglich könnt ihr bald ein völlig neues Sternensystem entdecken.
Star Citizen: Spieler entdecken Raumstation und Wurmloch, die auf große Veränderungen hindeutenSpieler haben etwas interessantes auf den Test-Servern von Star Citizen entdeckt. Womöglich könnt ihr bald ein völlig neues Sternensystem entdecken.www.gamestar.de -
While the teams are preparing for CitizenCon, we're taking this opportunity to dig through their review folders to show off some features we can discuss without spoiling the big event in this last Inside Star Citizen episode of the season!
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It was early in the morning on October 27 2557, when communications between the Rhetor system and an exploration vessel called the Vara mysteriously stopped.
Mere hours after the ship’s captain, Tisiphone Heptane, had sent her initial impressions of ominous ruined alien cities in the then-recently discovered Hades system.
Search and rescue teams dispatched the next day, along with countless expeditions since, failed to locate any wreckage or remains of the Vara.
Until now…
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.Could these chilling images actually be from the last transmission of the doomed Vara?
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.What unimaginable horrors did the crew encounter in the Hades system?
The haunting legacy of this phantom ship lives on today in public festivals adorned with black and green decorations and in private gatherings to honor the dead. Some celebrants dress up as people who have passed away, while others wear more outlandish costumes and swap scary stories, especially pertaining to mysterious incidents in space.
Join us as we revel in the thrills, chills, and malevolent mystery of the season. Don’t be scared now, we didn’t mean to frighten you prematurely.
Them Bones
Skeletons Invade Arena Commander
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Femur? I barely know her! From October 19 until November 2, Arena Commander’s Gun Rush mode gets totally spooky and super scary as all the player models have been replaced with terrifying skellies! Got a bone to pick? Log in and sternum if you got 'em.
A Gruesome Twosome
New Ships Join Gang Green
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Corsair and Cutter join Drake’s mad monster party with Ghoulish Green paint schemes to match the rest of the gruesome gang. Pick up any and all of these altogether-ookie liveries before they return to the cursed alien dimension from whence they came.
Tricks n' Treats
Find Scary Surprises All Over Stanton
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Until November 1, players have the chance to get the jolt of their lives when opening loot containers across Stanton. Find the coveted Vanduul, Hill Horror, and Fieldsbury Dark Bear helmets and add them to your creepy collection… if you survive the shock that is. What’s more, players who manage to secure all nine horrific helmets (including both versions of Neville Lott and all six Dark Bear variants) will also earn a super scary Spectrum badge.
Calling all Creeps
A Blood-Curdling Cacophony of Community Contests
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Day of the Vara traditionally brings with it an offering of community contests and this year is no exception. Returning from the grave yet again is our fan-favorite pumpkin carving contest for you to sharpen your knives on, or you can take a crack at creating the scariest 60 seconds of machinima mayhem the 'verse has ever seen.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Venomous Vessels
RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
Limited-Time Paints
Visit robertsspaceindustries.com/comm-link for details.
Limited-Time Extras
Visit robertsspaceindustries.com/comm-link for details.
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It’s an exciting time in and out of the ‘verse, with the upcoming launch of Alpha 3.21 and the return of an in-person CitizenCon on October 21-22. Check out September’s PU Report for the final tweaks to content you'll be experiencing very soon and progress on features coming later in the year and beyond.
AI (Features)
In September, AI Features focused on the ongoing male-to-female animation retargeting, ensuring that Pyro’s female characters are up to the same standard as their male counterparts. Recent work included retargeting combat and social animations.
On the code side, the team worked on PU performance for the upcoming patch. They also solved issues involving NPCs not reacting to players pointing guns at them and fixed bugs with usable alignment slots not working as intended.
AI (Tech)
AI Tech continued developing various features throughout September, including boids and the Apollo tool, and began focusing on performance improvements and polishing existing features.
For boids, the base structure that allows the designers to define boid states (wandering, fleeing, idling, dead, etc.) and transition between them was implemented. These transitions contain rules, including when they should be selected, and animation data, such as birds taking off and landing. Iteration was also done on suitable physics properties for boid agents that need to be affected by gravity to walk on terrain. The team also added health components to agents so players can damage and potentially kill them.
For the Apollo Subsumption tool, the team completed an error-reporting panel that will provide detailed information on behavior issues. This will help the designers to catch problems sooner and solve them more easily. Various quality-of-life improvements requested by the designers were implemented too.
Performance improvements were also made, with the team looking closely at systems that impact performance on dedicated servers. For example, optimizations were made to how navigation islands compute after parts of the navigation mesh are regenerated. For navigation volume, code was cleaned up and ‘event dispatching’ was moved to ‘update job,’ which better distributes to multiple threads. The team are currently investigating and implementing optimizations to planetary navigation generation and pathfinding request processing.
A small update and new functionality were added to the collision avoidance system. Now, collision avoidance agents have support for skipping and ignoring lists, which is used when agents move together as a group.
For NPCs using trolleys, improvements were made to collision avoidance, and a new component was added to the trolley that will trigger the regeneration of navigation mesh when it stops moving.
Regarding flowgraph Subsumption nodes, the team can now generate nodes with dynamic input based on Subsumption’s event description. This will help the designers to write more complex behaviors for NPCs and missions.
The AI Tech team also supported the Alpha 3.20 release, CitizenCon, and the SQ42 Feature teams.
Animation
Last month, the Animation team worked toward ensuring all male animations are also available for the female character.
“You’ll see female characters doing more in an upcoming patch. Keep in mind that with this large volume, there will be considerable visual artifacts we need to sort out.” Animation Team
They also created the initial animations for a new creature.
Art (Characters)
In September, the Character Art team finished the Headhunter outfit and progressed with the Dusters outfit. Alongside this, the Character Concept Art team explored ideas for fauna and medical backpacks and prepared handoff sheets for a racing suit.
Art (Ships)
In the US, a new vehicle variant was completed, with final bug-fixing and polish currently underway.
The whitebox for one of the new vehicles mentioned in the previous PU Report is nearing completion. Last month, the team solved some of the space issues, opting for smaller beds with a tighter layout. They also separated out the base model from the variants.
The Aopoa San'tok.yāi is almost content-complete, including cockpit animations that heavily lean into the alien language. The interior damage pass is also nearly done, including a new map generated specifically for Aopoa. Upcoming tasks include lighting polish before the LOD pass.
Finally, work continued on remote-tractor-beam gameplay, including how the hardpoint should be used to create the best player experience.
Audio
Last month, Audio focused on Pyro, ensuring all essential sound effects were implemented. They also finished tasks for several upcoming ships and are actively working on the new audio thruster and component system.
Alongside essential bug fixes, the Audio Code team refined the recently introduced resonance tech and continued developing the walla system.
Community
Last month, the Community team continued preparing for CitizenCon 2953. The biggest-ever celebration of all things Star Citizen takes place in Los Angeles, California, from October 21 to 22 - tickets and the Digital Goodies Pack are available now.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.At the beginning of the month, the team supported the Ship Showdown 2953 Finals, including a Free Fly of the Final Four and the crowning of the Best in Show champion, the Drake Corsair.
Before its replacement in Alpha 3.20, the team kicked off their farewell to Port Olisar, allowing players to gain a unique Spectrum badge. They also published two Patch Watch threads, Mission Featured! and Quality of Life, highlighting some of the improvements and features in the coming patch that aren’t on the Roadmap.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.They then supported the community during Pirate Week, including hosting a Treasure Hunt Screenshot contest.
The team was also heavily involved in supporting the release of Alpha 3.20: Fully Loaded. Alongside the Player Experience team, Community 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 published the MISC Hull C Q&A and updated the Mirai Fury Q&A with questions on the Fury LX. They also communicated the new features and updates in Alpha 3.20’s Arena Commander overhaul with a dedicated comm-link and the Experimental Modes schedule.
“In-person socializing was also not neglected as we brought developers and Banu Tholo code cards to a fantastic Bar Citizen event held inside a public amusement park in Vienna, Austria, as part of the Bar Citizen World Tour.” Community Team
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Economy
The Economy team set up shops at three jump-point stations to provide the Hull C and other cargo ships with additional trade routes. They also worked on rebalancing commodity trading in Stanton and Pyro as part of a larger initiative to improve the gameplay experience for haulers and traders.
Economy then supported other teams, such as Character Art and Interactables, with pricing for new player equipment. Lastly, the tool that extracts live game data to help inform the profitability of various gameplay loops and assist in balancing was completed.
Engine
Throughout September, a large portion of the Core Engine, Physics, and Entity teams’ focus was on release support. This included optimizing code, looking into server-side memory consumption, and fixing memory leaks. These improvements will appear in public releases over the next few months. Additionally, the Core Tech teams supported the Hull C and its unique technical requirements.
Besides release work, the teams rolled out StarBuild, the custom code-build system, and updated Visual Studio to version 2022.
On the renderer, transitions toward the final version of Gen12 continued. This included enabling the RenderGraph, which can utilize the GPU better with less CPU cost. The team also removed several legacy GPU access APIs, including MapAndWriteDiscard, which won’t be supported by Gen12 due to low-level code complexity.
Furthermore, the streaming system received improvements.
“We no longer need to maintain a separate code path and instead update all our objects from within the rendering callback. This reduces code complexity, as we only need to maintain a single code path going forward, and reduces memory consumption as well.” Engine Team
The team then added more strict debug modes and high-level checks for the ECUS code to detect and report potential race conditions earlier. Also on the entity-system side, more strict checks were added to entity access functions to ensure they only happen on threads where it’s permitted.
For the Editor, time was spent enabling entity streaming code to allow the designers to work with the PU’s significant amount of content more easily. This was done last month as the team first had to get the foundation of streaming working. The editor also has more complexity than the pure game as objects can also be modified.
On the Physics side, the team is currently adding numerous improvements to the simulation, which will be revealed soon.
Finally, the Engine teams supported the Network team on Server Meshing and worked with the Location teams to make more efficient use of low-level engine resources.
Features (Characters & Weapons)
Alongside squashing a significant number of bugs for Alpha 3.20, many of the features worked on this year received a second pass to improve quality and feel. For example, the slide mechanic saw updated velocity curves with steeper initial acceleration alongside improved screen effects.
For the new prone motion set, work was done to stabilize the player character’s wrists in first-person view; some initial updates were made, though the team now has a longer-term plan to further improve the visuals.
Features (Gameplay)
The EUPU team continued working toward the release of the ship tractor team, including an update to the general Salvage HUD to allow it to show tractor-beam information (this is still a work in progress).
Several important bug fixes were made for Alpha 3.20. This included fixing instability problems with server performance and adding a temporary fix to the speed of hull scraping.
The team also made significant progress on Structural Salvage (formerly Munching) and continued their ongoing work on the Resource Network.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Features (Mission)
Mission Features continued their work on modularizing the new-player experience. Last month, New Babbage saw its first working version, with the team currently focusing on polish.
Various mission content was also worked on, including the reactivation of the Crusader platform missions, which tentatively passed its go/no-go review. Blockade Runner also progressed through development following internal playtests and feedback.
The Steal Evidence mission passed go/no-go and has been activated for Alpha 3.21, while the design for a courier version of the Steal and Recover cargo mission moved into production.
Further polish was made on Data Heist, including internal playtests in preparation for its debut. Siege of Orison 1.1 entered the QATR phase, where it will be tested for stability and performance issues ahead of future activation.
The team also continued to look at and balance the cargo manifest system for Bounty and Salvage missions, and designs were pitched for long-term reputation goals. Ship Trespass has passed its gate review and is approaching a release-ready state.
Features (Vehicle)
In September, the Vehicle Gameplay team focused on bugfixing and quality-of-life support for Alpha 3.20. The flight balance, health, and stability of some ships were tweaked to improve overall balance too.
The team also provided feature support for the Resource Network, allowing items placed inside interior object containers to be connected to the network, such as doors and lights.
Graphics, VFX Programming & Planet Tech
In September, the Graphics team progressed with several in-development features. For example, the new water-simulation and rendering systems now have their fundamental building blocks complete and are currently being balanced to ensure they look good under the game’s huge variety of conditions.
The R&D on Global Illumination was merged into the main branch to see it working across various PU locations. However, a lot of work remains, including major aspects like moving zones, characters, and optimization.
Work also continued on several longer-term features, such as fire support for entities, a screen space occlusion effect for gas clouds to increase their lighting detail, and support for Maelstrom, the new physics destruction system.
In-Game Branding
Last month, the Branding team progressed with navigational signage for the exterior of the underground facilities.
They also created holograms and assembled navigational signage for an upcoming event.
Interactables
The Interactables team progressed with various upcoming content, including a variety of new style props, and supported the ongoing development of the new underground facilities.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Lighting
Lighting continued their work across multiple initiatives. They mainly focused on Pryo, though performance improvements were made across Stanton too.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Locations (EU)
Last month, the Locations team continued developing a variety of new locations for Pyro. They also worked on several legacy locations in pursuit of maintaining the wider Stanton system, and supported the Mission Feature team on one of their upcoming initiatives.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Sandbox and Organics teams progressed with several upcoming locations, including Pyro and the new underground facilities.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Narrative
The beginning of September saw the Narrative team closing out any remaining bugs for the release of Alpha 3.20. Looking ahead, the team completed work on another batch of missions for Pyro organizations and gangs.
Additionally, they continued working on several new missions for Stanton, including Blockade Runner and Data Heist. Scripts were also written for automated computer systems that will be used in missions and at new locations.
The Narrative Design team continued improving the lives of AI around both Stanton and Pyro with more naturalistic behavior patterns. Several discussions were held focusing on how they can better capture the feel of Pyro based on how its NPC population behaves at stations and outposts.
On the website, the team published a Whitley’s Guide to the San’tok.yāi, another thought-provoking batch of Loremakers: Community Questions, as well as a variety of Galactapedia entries. Subscribers can also read additional lore every two months in Jump Point magazine before it becomes available anywhere else.
Online Services
September saw the Online Services team working on the Seeding Service, a new star service for Server Meshing. This is a C++ gRPC service that reads data from the game files to seed global, graveyard, and shard databases by using the Entity Graph service.
A refactor of the Character Customizer began, with the goal being to replace the backend used by the current customizer to leverage both the entitlement and identity services to reduce the database load on login and persist DNA and customization across patches.
The team also continued to update Easy Anti-Cheat in an attempt to eliminate false positives as well as implement sanctions in the future.
Significant time was also spent on database research to resolve some of the recent deadlock issues and explore other potential database providers.
R&D
The R&D team worked on a variety of important updates to the game engine that will be shown to the community soon.
Tech Art/Animation
Tech Animation supported numerous teams across the project with a wide variety of animation tasks, including asset implementation and maintenance.
Great progress was made on creating and implementing creatures across the PU. As part of this, work was done on toolsets for rigging and physics proxy authoring and implementation.
Comms calls and dialogue were a major focus in September too, with the goal being to create content at speed.
“This has been hugely successful and collates many lengthy manual processes into a singular toolset with a great user interface.” Tech Art/Animation Team
Finally, they continued to provide additional faces for the game to source from, providing much more variation to NPC populations.
UI
Alongside debugging for Alpha 3.21 and future releases, UI supported Mission Features on the Blockade Runner screens and with final touch-ups for another ongoing mandate.
The team progressed with the Reputation app, adding new styles to the item shops. They’re currently doing final tests on Pyro’s airlock screens.
VFX
Last month, the VFX team progressed with a variety of Pyro locations. Several vehicles were worked on too, with one being completed.
They also focused on optimization and bug fixing for Alpha 3.20.
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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 October 4, 2023
This week, we're introducing the 3.21 column to the Roadmap, which will house features/content that were previously listed for 3.20.x. We've made the decision to increment the Alpha 3.20.x patch nomenclature to Alpha 3.21. The primary reason for this increment is to signify Star Citizen approaching the next major milestone in its online/networking technology, which warrants a proper step-up.
During the 3.21 patch cycle, we will introduce a new testing channel aimed at graduating new underlying technology. This new channel allows the dev teams to get players on a version of the game that matches the current live release in both content and features but that introduces large tech changes that must be validated, graduated, and ultimately mission-proven before making their way to a Live release.
In short, this is the next step towards Server Meshing after deploying Persistent Entity Streaming earlier this year. With the Replication Layer moving off of the game servers, this allows the game server to be an authority over a specific area, rather than the entire game universe. While the player experience won’t change much at first, and the game server will stick with managing Stanton to start with, this is a major step forward to Alpha 4.0 and beyond.
For more information on the Replication Layer, Persistent Entity Streaming, Server Meshing, and how this will affect the future of Star Citizen, please check out our panel from CitizenCon in 2021: CitizenCon 2951: Server Meshing & The State Of Persistence.
Release View
With this publish, we're clarifying where each of the features previously slated for 3.20.X would land in the patch cycle. Below is the full list, with a pair of new cards marked as such. All 3.20.0 cards have also been marked as Committed.
Alpha 3.21.0
New Crusader Platforms
Adding three new points of interest in Crusader's atmosphere, providing new locations for missions and loot.
New Missions - Retrieve Consignment
A new mission type where players are tasked with locating critical items in consignment lists, then safely extract them.
New Missions - Steal Evidence
(NEW) A criminal mission type where players are tasked with infiltrating Security Post Kareah and stealing files from Crusader Security for a hefty payout.
Crusader A1 Spirit
Building, balancing, and implementing Crusader Industries' light bomber, the A1 Spirit, into the game.
Alpha 3.21.X
Replication Layer Update
(NEW) Over the course of the 3.21 patch cycle, the Replication Layer will be moved off of the game servers and set up as its own standalone service. In the short term, this allows for greater server recovery in the event of a crash. This is also a critical next step toward Server Meshing.
Our current goal is release Alpha 3.21.0, ahead of launching the Preview Channel with the Replication Layer update. Once this Preview Channel comes online, it will run in parallel to our live servers. Once we feel the Replication Layer work is reliable, we'll migrate it over to the live servers in a 3.21.x patch.
You can expect to learn more about the Preview Channel and its critical role in bringing new technologies online soon.
Vehicle Tractor Beams
Implementing tractor beams attached to ships, either remote-operated or a turret-like attachment. This allows players to move and tow bigger objects, including other ships.
Tumbril Storm
Building, implementing, and balancing Tumbril's light tank, the Storm, as a game-ready vehicle.
Crusader C1 Spirit
Building, balancing, and implementing Crusader Industries' small multi-crew cargo ship, the C1 Spirit, into the game.
Argo SRV
Building, implementing, and balancing Argo's tugboat, the SRV, as a game-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.
Roadmap Roundup - October 4, 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 -
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It’s spooky season in and out of the ‘verse! To get in the spirit, we’re giving subscribers the opportunity to embrace the horrors of a classic sci-fi vid with exclusive Lost Plague helmets.
Plus, subs can pick at the decaying carcasses of dead ships across the system in October’s Ship of the Month. Drake’s solo salvager is perfect for lone pilots looking to make a living on the edge of society… just don’t stray too far alone.
Lost Plague Helmet (Radioactive Yellow)
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.CC's Conversions utilized a proprietary lightweight-yet-sturdy rubber to accurately reproduce the deadly plague's signature spine so you can enjoy hours of wear without straining your neck.
Current Centurion-level Subscribers get the Radioactive Yellow Lost Plague Helmet as part of their subscription.
Lost Plague Helmet (Biohazard Blue)
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.CC's Conversions utilized a proprietary lightweight-yet-sturdy rubber to accurately reproduce the deadly plague's signature spine so you can enjoy hours of wear without straining your neck.
Current Imperator-level Subscribers get the Radioactive Yellow and Biohazard Blue Lost Plague Helmet as part of their subscription.
Lost Plague Helmet (Explosive Orange)
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.CC's Conversions utilized a proprietary lightweight-yet-sturdy rubber to accurately reproduce the deadly plague's signature spine so you can enjoy hours of wear without straining your neck.
The Explosive Orange Lost Plague Helmet is available to all Subscribers to pledge for from the Subscriber-Exclusive Store.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.If you would like to receive this flair as part of a subscription, you can subscribe before October 10th, 2023, 20:00 UTC.
If you subscribe after October 10th, 2023, you can pick up these and previous months’ flair (going back to 2014) in the Subscriber-Exclusive Store. You can fill in any gaps in your collection and pick up extras to gift to non-Subscribers.
Earnable In-Game
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Our goal is to make most items earnable in-game. For this reason, many Subscriber Flair items have been added to the in-game loot table as rare drops from Alpha 3.17. Most pre-2023 items that can be carried by players are available now, with new and future flair being added after a three-month exclusivity window.
NOTE: Some exclusive digital event items, such as those from CitizenCon Goodies Packs, will not be discoverable via the in-game loot system.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.IN-GAME REWARDS (FLAIR)
Visit robertsspaceindustries.com/comm-link for details.
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Happy Monday, everyone!
We’re less than three weeks away from our biggest CitizenCon event yet, and the excitement is palpable! After four years, we can't wait to see you at the return of our in-person celebration of all things Star Citizen and, most importantly, YOU, the community! There are still some tickets available, so be sure to pick them up here before they run out. For everyone who can't make it out to L.A., you can still be part of the celebrations and enjoy the show live on twitch.tv/starcitizen. Don't forget that you can also snag some swag in this year's Digital Goodies Pack! To help you best prepare for the show, we’ve put together a nifty Pocket Guide. More information on this upcoming epic two-day event, including the event schedule, event map, and more, is just around the corner, so keep an eye out.
Last Friday, we rolled out Alpha 3.21 to the PTU, alongside some messaging to give more details on what to expect for this upcoming patch cycle. The PTU is currently accessible by all waves, so you can hop in and try it for yourself now.
On the Alpha 3.20 front, we're aware that some of you may still be encountering issues with connectivity and/or gameplay. While we have rolled out some fixes that have squashed many of these bugs, the team is hard at work on additional fixes to get things running smoothly as quickly as possible. If you're encountering issues, check out the Known Issues List, as it highlights not only the top-known problems but also any known workarounds or related updates. It's also likely that the issues you're experiencing are already reported on the Issue Council, so be sure to contribute to these existing reports or submit a bug report of your own.
In other news, the community has spoken, and we have listened. Master Modes: Free Flight will be enabled indefinitely and excluded from the Arena Commander Experimental Mode Schedule rotation. As it has special significance to Star Citizen’s future, we want it to be accessible to you at all times. As always, we look forward to your valued feedback, so don’t forget to share your input.
Now, let's see what's going on this week:
This Tuesday, we'll publish the Subscriber Monthly Newsletter and Subscriber Comm-Link.
Wednesday will be a day of developmental updates with our bi-weekly Roadmap Update and the complementary Roadmap Roundup, as well as the September Monthly Reports for both Star Citizen and Squadron 42. Don't forget to subscribe to the Squadron 42 newsletter here.
On Thursday, Inside Star Citizen will be back with a Sprint Report and more, concluding the season before it takes its scheduled hiatus. Speaking of sprint, what would you run away from? That's right, a whole month of terror awaits as our Day of the Vara celebrations begin!
Wrapping up the week on Friday, you'll find our weekly RSI Newsletter directly delivered to your inbox. There won't be an episode of Star Citizen Live this week but the stream will return next Friday.
P.S. This Saturday, our friends at XGR will be celebrating their two-year anniversary, and they're inviting you to join in the racing festivities at the Lorville Outskirts track. Bring your Origin 300 series ships for a winding good time; the starting pistol goes off at 18:00 UTC/11 am Pacific!
Saturday also marks the launch of the 'Verse at War event, where 100 Spanish- and French-speaking community members will engage in a massive space battle and put some ships through their paces starting at 19:00 UTC/12 pm Pacific.
Fly low, and fly fast!
Associate Community Manager
THE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, OCTOBER 2, 2023
- This Week in Star Citizen
TUESDAY, OCTOBER 3, 2023
- October Subscriber Newsletter
- October Subscriber Comm-link
WEDNESDAY, OCTOBER 4, 2023
- Roadmap Update
- Roadmap Roundup
- September 2023 Star Citizen Monthly Report
- September Squadron 42 Monthly Report (via Newsletter)
THURSDAY, OCTOBER 5, 2023
- Inside Star Citizen (youtube.com/c/RobertsSpaceInd)
- Day of the Vara 2953 celebrations begin!
FRIDAY, OCTOBER 6, 2023
- RSI Weekly Newsletter
Arena Commander Experimental Mode Schedule
This week's rotation features the Nova-only free-for-all mode, Tank Royale. Storm Arena Commander with your tonk from October 1 to October 7 and claim battlefield supremacy!
October 1 - October 7 ► Tank Royale
October 7 - October 15 ► Single Weapon Elimination & Mirror Match
October 15 - October 21 ► Team Tank Battle
October 19 - November 2 ► Gun Rush
October 29 - November 2 ► Master Modes: Vanduul Swarm
November 2 - November 5 ► Master Modes: Endless Vanduul Swarm and Duel
COMMUNITY MVP: October 2, 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!
Keybind Changes Patch 3.20 | Quick Start Guide
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.In a bind over the controls remapping in Alpha 3.20? Von_Clutch lives up to their name with a time-saving quick guide of the main updated keybinds for both mouse & keyboard and joystick setups.
Check out the video on the Community Hub!
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Craving some juicy intel on upcoming missions? Join us for this episode of Inside Star Citizen as we explore data heist missions and a new global event coming later this year with the Mission Feature Team.
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Galactapedia Update September 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 Kai’pua and La’uo systems, celebrate the Foundation Festival, examine the Pegasus and the Liberator, learn about Rijora, and meet the last Ru’a Emperor, among others. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
- Yela – A moon with history.
Short Articles:
- Oisha Suen – Arguably the true discoverer of the Tohil system.
- Aadya Firmino – Co-discoverer of the Tohil system (allegedly).
- Eli Price – Discovered the Oya-Castra jump point.
- Liberator – Light carrier.
- Pegasus – Escort carrier.
- Foundation Festival – A celebration of civic service.
- La’uo system – A center of legal criminal activity.
- Pi’tua – Evaporating planet.
- Yengchuai – Home of some hard labor camps.
- Huichuaihyao y.ath’o se La’uo – Remnants of a planetesimal.
- Kyu’ām – Not actually a hot Jupiter.
- Huichuaihyao sy.en’o se La’uo – Has reserves of very pure water ice.
- S.ap’uāng – Brightest object in the system.
- Kai’pua system – The center of Li’tova.
- Ui’r.a’ang – Diamond planet?
- R.aip’uāng – A planet-wide temple.
- Kyu’kyu – A gas dwarf with a water ocean.
- K.yuk’o – Twin to Kyu’kyu.
- Se’ang se Ru’a – The last Emperor of the First Imperial Age.
- Rijora – Former ethical code of all Tevarin.
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xē’suelen, nyahyan
e sen Ni’kū no’a. tii nyarai uth nya’p.ūh’uesao. te sā ko nui no’a po xē’sue kao” so sē’a .u so.’e
I'm sorry, it looks like my translator is experiencing some issues... Here... Bonjour, tout le monde! ... That's right, CIG hired a new Community Manager with French and Xi'an capabilities. I'm super happy to finally write my own This Week In Star Citizen and take the opportunity to share a little about who I am, and what the croissant do I want.
My name's Lénaïc, I'm a Frenchman from Normandy, and I lived in Ireland for 10 years. That's it. Thanks for tuning it! Hold on, I'm being told I need to add more crispy details, so let's dive in.
You will usually see me under the nickname "Nicou" as I jump from Spectrum to Reddit, Discord, Twitter (X), Twitch, and to your hearts and minds like Tarzan 2.0.
Star Citizen is undoubtely a very ambitious project, and the pursuit of transparency, pushing things to the limit, is something I can get behind — I'm here for it, and it resonates with my personal values. I've been a backer and active player since 2014, mostly as a solo player doing a bit of everything the game has to offer so far. I'm also very dedicated to trading, hauling goods and people in need (TaxiHawk, it's me!), but I'm also versed in Xenology with a Xi'an specialty. I love to meddle with alien lore and languages, like the Neo Khûzdul from Tolkien's Dwarves, the Thargoids and Guardians from Elite: Dangerous, or the Triglavians and Jovians from Eve Online. The Banu language also looks super cool, and I would love to learn more about our Tevarin friends.
Prior to CIG, I worked as the Senior Community Manager for Larian Studios on Baldur's Gate 3. I have also worked with Paradox Interactive on Crusader Kings III, Bethesda on The Elder Scrolls Online, Wolcen, Tin Can, and Tableau Software.
Over the last 13 years, I've also created hundreds of articles, guides, livestreams, and events for the gaming press with Game-Guide.fr, Remlok-Industries.fr, CM-Adventures.com, and a variety of other projects. I’m excited to leverage these experiences and help create awesome content for all of you.
These days I'm playing a lot of Remnant 2, Baldur's Gate 3, Starfield, Stellaris, Crusader Kings III, Total War: Warhammer III, Civilization VI, World of Warcraft, Eve Online, and Star Citizen. I'm also super eager to lay my hands on Falling Frontier, The Invincible, and Endless Dungeon soon. In space, you’ll most likely find me in a large transport/trading vessel, kitted out for anti-piracy, or honing my skills in research/diplomacy. I consider myself a hybrid PvE/PvP player – while I enjoy measuring myself against other PVP players, I also like to pursue the highest rankings in PvE.
All of these experiences allow me to decipher and understand much more precisely what players want, and what they expect in terms of communications. Again, I'm really delighted to start chatting with you all, while joining forces with Freyja, Jake, and Christian, led by Ulf and Zyloh. Joining this team grants me an incredible opportunity to connect with so many of you out there who share in the same dream. I can’t wait to see you all in the ‘verse!
You can find me on Twitter @NicouLenny, Spectrum @Nicou-CIG, and Discord "NicouLenny". See you soon!
P.S. I think it's time that we open a French chat channel on Spectrum... Stay tuned!
What's the craic?
Shiver me timbers, last week was Pirate Week! While you looted, chanted, and plundered, the Community team loved seeing the booty-ful videos and photos you shared on social media and our Community Hub. Winners of the recent Pirate Day contest will be announced shortly - thank you to everyone who participated!
Last week was, of course, also the release of Star Citizen Alpha 3.20, which saw a huge revamp of Arena Commander, the flyable debut of the legendary cargo hauler MISC Hull C (Q&A), the LX racing variant of the Mirai Fury (Q&A), updates to physicalized cargo, a new outlaw Salvage mission, the brand-new Seraphim station replacing our beloved Port Olisar, HDR support, and lots of quality-of-life improvements and fixes. The team is aware of some server hiccups and we are actively monitoring ongoing issues. You can help our teams by reporting bugs in the Issue Council. Thanks to all of your help, we were able to release Alpha 3.20.0a Live over the weekend to address many of the ongoing issues. The team is also focused on additional fixes to come.
Looking back at last week, we've updated our New Player Guide and Welcome Back, Pilot pages! If you’re just returning to the ‘verse, or arriving for the first time, make sure to check these out.
Also last week, if you're a lore nerd like me, you won't want to miss the Narrative team answering your questions about the universe in a new Loremakers article. Read on to find out how shields work, why ATMs exist, why Orison has an atmosphere!
Lastly, continuing from our last episode detailing the future of cargo careers, Inside Star Citizen explores the upcoming changes to the inventory system, hangar kiosks, and more!
With this, let's see what's going on this week.
Now, let's see what's going on this week:
This Tuesday, we will publish the latest Galactapedia update from the Narrative team.
On Thursday, we're chatting with members of the Mission Feature team in Inside Star Citizen. They will tell you everything about a new mission type and a Global Event coming later this year. Jumptown is also back for another round, so seize that contraband, transport it to the nearest LEO port, and stay in one piece!
There's no Star Citizen Live on Friday, as key members of our Video team are en route to Los Angeles for CitizenCon preparations. And of course, our weekly RSI Newsletter will be released in the wilds. Have a look at last week's RSI Newsletter if you missed it.
a.thl’ē’kol,
Lénaïc "Nicou" Riédinger
Community Manager
The Weekly Community Content Schedule
MONDAY, SEPTEMBER 25, 2023
- This Week in Star Citizen
TUESDAY, SEPTEMBER 26, 2023
- Lore Post - Galactapedia Update
THURSDAY, SEPTEMBER 28, 2023
- Inside Star Citizen - Missions to Make (youtube.com/@RobertsSpaceInd)
- Jumptown Global Event
FRIDAY, SEPTEMBER 29, 2023
- Weekly Newsletter
Arena Commander Experimental Mode Schedule
Last week, we saw thousands of players having fun and making their ways to the top rankings of Gun Rush.
This week's rotation introduces Endless Vanduul Swarm, Free Flight, and Duel. It's time to show your friends who the boss is in a Mak'Gora! Wrong universe, I meant a Duel, a 1v1, a bloody ballet from September 24 to October 1.
September 24 - October 1 ► Master Modes: Endless Vanduul Swarm, Free Flight, and Duel
October 1 - October 7 ► Tank Royale
October 7 - October 15 ► Single Weapon Elimination & Mirror Match
October 15 - October 21 ► Team Tank Battle
October 19 - November 2 ► Gun Rush
October 29 - November 2 ► Master Modes: Vanduul Swarm
November 2 - November 5 ► Master Modes: Endless Vanduul Swarm, Free Flight, and Duel
COMMUNITY MVP: September 25, 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!
Stardle
A Star Citizen ship guessing game
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.IAmSebix has launched Stardle, a Star Citizen ship guessing game akin to Wordle. I've been enjoying the mini-game as my last task every day for the past week, and I hope you do too!
Can you guess which ship is under the spotlight today?
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This week on Star Citizen Live, we have Dan and Corentin from the Sound Design team talking their background, their current work, and how impactful audio design is on the 'verse.
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