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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.EVENT SCHEDULE
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're putting finishing touches on our presentations and planned meet & greets and expect to share a full content schedule soon. Stay tuned!
EVENT MAP
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're excited to provide a detailed map of the venue, so you won't miss a thing while visiting us in Los Angeles. Coming soon!
THE CITIZEN'S GUIDE TO LA
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.You’ve just landed in one of the most vibrant, engaging, entertaining cities on the planet. What are you going to do next? We’ve got some ideas.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.General F.A.Q.
Why is the event 2 days this year?
Thanks to Community feedback, we’ve made a number of changes this year. In the past, a one day show packed with panels prevented many from being able to get up, enjoy the venue, and properly socialize with friends. With a two day show, we’re able to put on a show with a more enjoyable pace that allows attendees to truly immerse themselves in all that the venue has to offer, alongside fellow community members.
Will there be two stages, similar to previous CitizenCon events?
This year, we’ll have only one stage hosting presentations throughout both event days. Following the answer above, we want attendees to be able to enjoy all that the show has to offer. We also have a massive second convention hall space, where you can expect plenty of activities and social spaces to enjoy, ranging from Community Booths, a 1:1 rideable Drake Dragonfly replica, and so much more.
Do you have any details about what content to expect at the convention?
We'll share more information as we get closer to the event, including a detailed schedule of presentations, and insights into physical attractions on the show-floor.
What should I bring?
Please remember to bring your printed ticket (or a digital copy stored on your mobile device) and your photo ID.
Will there be any new merchandise available at CitizenCon?
Yes, we'll debut new merchandise at CitizenCon. More info coming at a later time.
Can I come in Cosplay?
Heck yeah! Cosplay is encouraged. Local laws and venue restrictions do prohibit prop weapons though, so please leave those at home. Make sure to check out the details for this year's Cosplay competition here.
Is there an age restriction for attending?
Yes, all attendees must be 13 or over. Minors must be accompanied by an adult.
Will seating be available?
Yes, there will be seating. There will be no assigned seats, and location of seating will be first come first serve.
What are the rules concerning in-house photography/recording?
In general, photography and recording are encouraged. However, there may be some areas and aspects of the event that are off-limits in that regard throughout the day. Clear indication of areas where photography is not permitted will be found on-site.
Will we be able to bring things to give away to other convention-goers?
We know many orgs and sub communities like to hand out goodies that represent their group. This is acceptable, but stickers and selling goods (unless approved ahead of time) is strictly prohibited.
I can’t make it to Los Angeles, will the event be livestreamed?
Yes. It’s 100% free to watch the livestream – we will be broadcasting live at www.twitch.tv/starcitizen.
Am I allowed to re-broadcast CitizenCon on my own channel?
Yes.
What time will the VIP Ticket Afterparty start and end?
This gathering will kick off at the Los Angeles studio on October 22 at 7:00 PM local time, and continue through 11:00 PM.
What transportation options are there to get to the VIP Afterparty?
Guests have the option of either driving, rideshare or taking the metro to the CIG studio. The studio is 1 minute walk from the Expo/Bundy Metro stop. Please note there will be limited street parking around the surrounding area but no designated parking for guests. We strongly encourage you to either rideshare or take the metro, especially if you are planning on drinking.
Is there a minimum age requirement to attend the VIP Afterparty?
Attendees must be 13 years or older. Afterparty attendees wishing to consume alcohol must be 21 years or older, and bring a valid ID.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ticketing/Registration
Can I buy multiple tickets for my friends/family?
Yes! You can buy up to 5 tickets per cart for the general access ticket and share those tickets with friends once we deliver them, closer to the event. Due to the limited quantity, Premium Experience tickets are unique, and only 1 per account can be purchased. They are non-giftable/transferrable.
How and when will tickets be delivered?
Tickets will be emailed to your registered account email. We'll begin rolling this process out the week of September 25. Keep an eye on your inbox, it may take some time for all tickets to distribute.
Will I need to bring my ticket to the show?
Yes! Please follow the instructions in the email that came alongside your ticket. It will instruct you to either download or print your ticket, which is required at the venue's entrance.
How will I give the tickets I purchased to my friends/family?
Once tickets have been distributed closer to the event, you'll simply be able to forward them their ticket via email or print and hand-deliver them.
Will you be offering a Digital Goodies Pack?
Yes, and it will be included with your CitizenCon ticket.
If tickets come with Digital Goodies Packs, how will I distribute those to friends/family?
Digital Goodies Packs will be giftable once they are delivered, closer to the event.
If I'm not going to CitizenCon, is there any way to get the digital goodies that come with a ticket?
Yes! You can enjoy all the fun from the comfort of your own home. Learn more about this year's Digital Goodies Pack and how to get yours here.
Can non-backers acquire a ticket to the event?
Yes.
Will CitizenCon tickets be available for store credit? Can I use a coupon to discount the purchase price of a ticket?
No, CitizenCon tickets are not purchasable via store credit and cannot be discounted with a coupon.
Will there be a physical swag bag for attendees of the event?
Yes, and it will be included with your CitizenCon ticket. You can collect your swag bag at time of registration.
What if you buy a ticket for someone and they can't show up? Can the person who bought the tickets get the stuff for them? Or is the ticket voided?
If you are unable to attend, but still want your swag bag, you can give your ticket to someone else who will be able to pick up the swag bag on your behalf. All physical items must be picked up during the event itself. We will not be able to mail them to you afterwards.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Venue Information
Venue: LA Convention Center
Address: 1201 S Figueroa St, Los Angeles, CA 90015
Venue Map: West Exhibit Hall
Getting here:
- Parking: There are several parking facilities around LA Convention Center, please refer to this pdf for locations. The closest to the venue is the entrance off Pico Blvd and LA Live Way.
- Rates: Flat rate of $25-40 apply, depending on event and parking location.
- Payment: Credit and Debit Card only, cash or checks are not accepted as they are a cashless garage.
- Public transport: There are several modes of public transportation - Metro Rail, Metro Bus, Dash Bus, Metrolink Regional Rail System.
- Metro Rail: Take the Metro Blue or Expo Line to the Pico Station, direct across from the Los Angeles Convention Center. Please use the Metro Trip Planner Tool to plan your route.
- Metro Bus: Lines that stop near LACC are 30, 81, 442, 460 and the Silver Line. Please use the Metro Trip Planner Tool to plan your route.
- Dash Bus: Route F has several stops on Figueroa St. adjacent to LA Convention Center and LA Live. For details on services please go to ladottransit.com.
- Metrolink Regional: If using the Metrolink from Orange, Riverside, San Bernardino, Ventura Counties & Antelope, San Fernando and Perris Valley transfer to LA Metro for free with your Metroticket. Please use the Metrolink Planner Tool to plan your route.
First Aid/EMT:
There is a first-aid room in West Exhibit Hall & EMT services provided by First Rescue EMS.
Will there be security at the event?
Yes, there will be security at the event.
Are pets allowed? What is the policy on service animals?
Service animals are allowed, Emotional Support Animals and regular domestic pets of any kind/breed are not allowed.
COVID-19 Policy:
The LACC has no restrictions. You are encouraged to wear masks but not mandated. Proof of vaccination is not required to enter the venue.
Will Food & Drinks be available?
Food and beverages will be available at Galaxy’s Court and Groundworks, just outside in the lobby of West Exhibit Hall. Expect some themed food options as well as regular menu items such as chicken tenders and sandwiches etc. Please keep in mind that the venue does not permit outside food and beverages to be brought inside. Personal water bottle is allowed and the LACC provides various water stations throughout the venue.
Is there a Lost and Found?
Yes, there is a lost and found. Please contact Guest Services at 213-765-4225.
Is the event wheelchair accessible?
Yes, there will be:
- designated seating in convention room that is ADA accessible.
- wheelchair accessible lifts in the foyer.
- ADA compliant restrooms
- More information on the LA Convention Center's accessibility compliance can be found here.
Is there a separate line for ADA registration?
Yes, guests who require ADA assistance can use the Premium Ticket line.
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Continuing from our last episode detailing the future of cargo careers, join us for this episode of Inside Star Citizen to explore upcoming changes to the inventory system, hangar kiosks, and more!
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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 September 20, 2023
Release View
The following cards have been added to Release View in the 3.20 column, targeting a launch with Alpha 3.20.X:
Argo SRV
Building, implementing, and balancing Argo's tugboat, the SRV, as a game-ready vehicle.
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.
Progress Tracker
The following deliverable has been added to Progress Tracker:
Origin G12
Building, implementing, and balancing Origin's wheeled ground vehicle, the G12, 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 - September 20, 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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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 09:13:2023
REF: CIG UK, CIG DE, CIG LA, CIG TX,
FAO Squadron 42 Recruits.
Welcome to August’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including AI perception, vehicle UI, and ambient audio.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Features)
Last month, AI reviewed perception to fix issues where NPCs wouldn’t correctly recognize that a target had died or that they’d seen a situation before. These issues led to various bugs, including the AI constantly calling for med-pens or remaining in combat after it had finished.
They also revisited cover usage, polishing various functionality and animations to ensure the feature works across a range of situations and environments.
Changes and fixes were also made to the tactical point system, which is used to drive where the AI moves. This will help identify what needs to be adjusted when reviewing combat in new locations.
Balancing was done for AI ammunition usage while maintaining reload and ammo-finding functionality to provide realistic and emergent behaviors and gameplay situations.
The team continued to review, revisit, and polish combat, including low and high-cover reload animations for different weapons and female animations converted from male assets. They also began developing animations for marine squad hand signals to sell group movement and combat.
AI (Tech)
Last month, AI Tech added undo-and-redo functionality to the Apollo Subsumption tool. They also began improving Subsumption data validation for better presentation and more explicit validation errors. This will allow the designers to iterate faster when creating or adjusting missions and behaviors.
On the boids feature mentioned in last month’s report, AI Tech continued implementing base functionality to allow agents (rats, birds, etc.) to adopt different states, such as wandering, idling, or fleeing, and transition between them. They’re currently looking for a low-cost solution to keep agents on terrain while moving.
For NPC audio perception, the team implemented new functionality for how audio stimuli is propagated. This involves using the room system and how rooms are connected to determine whether an audio event should be heard.
They also continued to improve navigation links. Firstly, how links connect navigation triangles from different zones, which wasn’t working as intended. Secondly, they fixed how animations play when they begin and finish in different zones. For example, when NPCs jump to the ground from a hovering ship.
Finally, investigation began into performance issues relating to the navigation system and pathfinder.
AI (Vehicles)
Vehicle AI’s priority in August was working through issues preventing the new AI features from working correctly. They fixed faults with the recent aiming system refactor to ensure NPCs shoot correctly and worked with the level designers to fix various miscellaneous problems causing the AI to not work in certain places.
Following this, the team will focus on game-wide flight AI improvements as they continue to fine-tune the gameplay experience throughout the flight sections.
Animation
The animators collaborated with the level and AI designers to close out animations across various locations, including the med-bay, bridge, mess hall, and hangar.
They’re currently improving the overall feel of player actions through slides, basic movement, weapon usage, and more. This involves adjusting weapon malfunctions, first-person interactions with the environment (such as opening a hatch), first selects for new weapons, and a selection of other animations.
Additionally, progress was made on combat AI for both enemies and civilians, and Animation worked with Narrative and Design to get level-specific scenes implemented correctly.
The Motion Capture team worked alongside the writers to add the finishing narrative touches to certain areas and supported spot improvements to AI behaviors.
On the facial side, the team completed a large number of behavioral lines and performances to bring the flight combat, ground combat, and background ambience to life. They also progressed with polish tasks for the cast characters.
Audio
Throughout August, the team worked towards a major audio milestone. The aim of this is to provide sound effects for all the work done by the upstream strike teams and identifies any required post-alpha changes or improvements.
The Tech team made significant progress on the walla (crowd audio) system, which is close to first-pass complete. This system groups NPCs into clusters based on their proximity, allowing for dynamic, localized audio that simulates ambient chatter. Resonance tech progressed too, which was detailed in a recent episode of Inside Star Citizen. They also continued to ensure that the game builds remain stable during development so that the devs could work seamlessly.
Audio then began tagging cinematic animations with new foley sound effects. This is an integral push towards implementing audible layers to cinematics, with bespoke animations such as punches or fist bumps receiving their initial audio pass.
The team continued to design and implement effects for a variety of SQ42-specific weapons, including the VOLT manufacturer, ensuring the sounds align with its bold, high-tech designs.
“We are excited for the community to get their hands on these weapons and feel the brawny impact of a Galson shotgun blast or our VOLT sniper.” Audio Team
There was also a significant push to create and improve the sound effects for the various puzzles found throughout the campaign; every puzzle being in some way unique opened the doors to providing distinctive and innovative sounds. In-game gadgets, including the flashbang, also received fine-tuning and new implementations.
Finally for Audio, they made significant post-alpha improvements to the game environments, building on what was already in place and providing locations with more subtle ambience.
Features (Gameplay)
August saw work begin on the vehicle radar’s landing UI. To begin with, the team investigated rendering the environment outside of a ship in the vehicle’s radar display (similar to the minimap) so players can see the area they intend to land on. The geometry will be marked up so will only display the relevant landing area.
For camera transitions from first-person view to cinematic sequences, the team added the ability to create small TrackView sequences for the initial cut-away with smooth transitions to the cinematic cameras. For example, if the player is in a cockpit seat, the team can create a camera transition out through the windscreen for a better visual flow.
Elsewhere, Gameplay Features continued extending crane-controller functionality based on a new use case. They also made improvements to hints and tutorials, mobiGlas notification forwarding to the visor, and mobiGlas linking.
Features (Vehicle)
Last month, Vehicle Features worked towards closing out the self-status UI, filling out missing features in the various sub-screens, including information on quantum travel and fuel. They received support from the UI Art team on this to improve the visuals and ship rendering. Relating to this, the turret variant of the self-status MFD can now render a 3D model of the turret, which will also be improved by the UI artists in the near future.
The vehicle loadout terminal is approaching feature-complete with the addition of special features for group-equipping items. For example, changing a single ship thruster will change the others if required, or equipping a specific missile will automatically swap to the correct missile rack. Additionally, the UI Art team is creating a 3D augmented-reality display for the vehicle loadout terminal. This will be located in the Idris’ hangar where players can customize their ships.
Vehicle Features began looking into changes to vehicle aiming, exploring a feature similar to ADS. This will allow players to zoom in on their target and receive additional aiming assistance to target subcomponents or line up a better shot. This is still being explored.
Progress was also made on the Resource Network, with the team providing support for various vehicle items that use fuel and power, such as quantum drives and thrusters.
“Thrusters using power is one of the more complicated aspects of this, so we’re still working through it.” Vehicle Features Team
Lastly, Vehicle Features supported Level Design on their gameplay sequences, providing bug fixing and technical support for new smaller features to aid with building out levels and experiences.
Gameplay Story
Most of Gameplay Story’s focus throughout August was on supporting the strike team with improvements and additions around the Idris. This involved refactoring and supporting the recently created deck-crew TrackViews and adding additional idle animations and improved prop interactions to the mess-hall scenes. They also spent a few days working on new turret content to add additional life to these areas.
New mo-cap data was used to incorporate several dialogue changes to key character scenes requested by Design. They also created several ‘resolve’ and ‘out-of’ animations to help characters exit their scenes and return to AI control.
Towards the end of the month, the team switched focus to preparing for upcoming narrative shoots.
“We have about 20 new Gameplay Story scenes being recorded and we are keen to ensure the resulting data can be implemented as smoothly as possible.” Gameplay Story Team
Graphics & VFX Programming
In August, improvements were made to the internal implementation of Temporal Super Resolution.
Further progress was made on water, with the shader gaining improved lighting and foam. Work on the simulation continued too, with foam propagation and bullet-impact support being added.
The prototype of the glint shading model was completed and comes in three versions with different performance characteristics. The team are now investigating whether they can take one of these into production. Distant lights are now drawn as tiny bright glows that pass through the existing post-effect system, with the aim of replacing the more traditional 'composite flare' system that can't support post-effects.
On the tooling side, the streaming debugger was expanded and now provides a powerful tool to track the detailed history of any asset or group to diagnose issues and facilitate optimizations. The Mesh Setup Editor was also expanded to allow finer-grained control of how animated meshes are imported.
The Vulkan sub-team added new extensions, including Synchronization2, Maintenance4, and TimelineSemaphore, to improve various aspects of the backend. Focus is now shifting to unblocking progress on Global Illumination, as the ray-tracing component is Vulkan-only.
The VFX Programming team implemented smoke spawning on fire along with various other quality improvements to bring the feature to a visually complete and “rather impressive” state.
Finally, further improvements to lightning effects were made, which will be used in the future within gas clouds.
Level Design
Last month, Level Design continued to focus on the Idris interstitials.
Outside of scene maintenance and updates, the Social Narrative team worked closely with AI Content, pushing hard on crew behaviors. This included supporting the implementation of background vignettes in the Idris’ hangar for use after a player lands. These include the deck crew pushing ladders up to the Gladius and climbing on top to carry out maintenance, refueling the ship, and carrying out cockpit and weapons checks. The same was then done for pre-flight vignettes, with the deck crew prepping the player’s ship for take-off with thruster and weapons checks.
The team also started work on having the previously static Idris moving during interstitials, which is subtle but makes a difference.
Narrative
The Narrative team was heavily involved in recent performance-capture shoots. This included interfacing with the level designers to solidify the flow of levels and scripts as well as working with the Core Gameplay and Audio teams to detail wildline scripts for characters. These included some new characters that had been introduced in the latest levels as well as pickups for a handful of returning actors that had been previously captured. Part of these lines included buddy-AI designs for both FPS and flight sections that had been implemented since the last time they had been captured.
The subtitle validation work that began last month was completed, with the team reviewing and updating several thousand lines of dialogue to ensure the subtitles accurately reflected what the performers said.
The team continued to delve into some of the collectibles that players will be able to find scattered throughout the levels. They also progressed with defining the categories and content that will go into the Squadron 42 Galactapedia.
R&D
In August, work on the temporal render mode for atmosphere and volumetric clouds continued; various methods to rectify or reject frame history were experimented with.
Furthermore, a new disocclusion detection system to reject history was implemented that, in spirit, is similar to the general up-sampling solution.
Additionally, various code was updated to work with recent Gen12 improvements.
VFX
VFX continued the work discussed in July’s report. In particular, fire propagation visuals were further improved, with fog volumes being used to show smoke accumulating at ceiling height alongside further visual breakup of the fire particle effects.
WE'LL SEE YOU NEXT MONTH...
// END TRANSMISSION
Squadron 42 Monthly Report: August 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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Alpha 3.20
Arena Commander Updates
Star Citizen Alpha 3.20 welcomes the largest update Arena Commander has seen since its creation. Below you’ll find all the details for the changes, improvements, and additions coming in the latest Star Citizen update, and this only marks the beginning. We’re all excited to unlock Arena Commander’s potential and bring it to new heights with each patch going forward. In the meantime, please share your feedback with us in the dedicated section on Spectrum. We hope you enjoy everything this update delivers!
Security Post Kareah
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.One of the new additions to Arena Commander from the Persistent Universe, Security Post Kareah will host all of Arena Commander's game modes, both FPS and Dogfighting (except for Classic Race).
INS Jericho
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Stanton's INS Jericho debuts as the newest location for all dogfighting game modes in Arena Commander. This true zero-g open space environment has players face off with few distractions and high performance in the lightest of all our maps.
Winner's Circle
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Alongside the reworked New Horizon Speedway Maps comes a long-requested atmospheric map for dogfighting modes. Battle in the earth-like atmosphere above the beautiful planet Green, the 3rd planet of the Ellis System.
Icebreaker
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Face off the against the frigid winds that cover the mountains of the Euterpe Advanced Research Laboratories or bide your time and hope the weather clears. Whatever your choice, know that the Icebreaker takes no prisoners.
The Snake Pit
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Weave around pylons, duck under cranes, and avoid precarious pipes in this abandoned mining facility as you strive to prevail over the Snake Pit and its venomous turns.
Yadar Valley
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Out by the Garden on Daymar, this abandoned mining site nestled in rocky canyons will put your low flying skills to the test.
Miner's Lament
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Brave this eerie racetrack on the edge of Yela’s asteroid belt. Once the site of a tragic mining disaster, the forsaken machinery and floating derelicts of Miner’s Lament will now put your skills and your nerve to the test.
Halloran Circuit
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.This new track set up on the planet Green joins the New Horizon Speedway as its fourth track.
Unified Frontend & Lobby System
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Electronic Access, Arena Commander, and Star Marine have merged under a single “Arena Commander” frontend menu. This new frontend, powered by Building Blocks, unifies the various simulation module brands and menus into a single easy to use interface.
Included in this significant refactor is a complete rewrite of Arena Commander’s lobby system, which now allows you to squad up with people directly from your friends or party list with new squad limits per game mode.
Spawning & Loadout Module Refactor
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.A rewrite of Arena Commander’s Spawning & Loadout Modules has the legacy code updated to modern standards.
Starting with a new spawn screen and loadout manager, this is the first part of a series of updates to how spawning & loadouts are handled in Arena Commander, laying the foundations for exciting new additions like in-game loadout customization, multicrew and spawn locations.
Gun Rush
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Gun Rush is a free for all elimination-based game mode where the goal is to kill other players with each of the weapons available in the mode.
On round start, all players will begin with the same gun and upon eliminating another player will cycle to the next gun in the list. The first player to score an elimination with all of the weapons in the list wins!
Tank Royale
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.You and your tank battle it out for supremacy in this Nova-only free-for-all mode. Score points via eliminations and survive as long as you can!
Team Tank Battle
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.A variant of Squadron Battle, this only-tank mode pits your team of Novas against another, scoring points via eliminations.
Single Weapon Elimination
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Single Weapon Elimination is a free for all elimination-based game mode where the goal is to kill other players with only the single allowed weapon of the gamemode. Players cannot use any other weapons and cannot customise their loadout to change it before or during the game.
Mirror Match
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.This variant of Duel mode pits you against another Mirai Fury pilot in a best of three dogfighting matchup. This mode locks you into choosing the Fury, truly testing the skills of each pilot given the same loadout.
Flight Model Changes
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Master Modes splits your travel through space into two distinct speed groups. SCM allows shields, weapons, and high regeneration rates for your power capacitors, but you're limited on top speed. NAV allows high speed but no shields, no weapons, and restricts capacitor regeneration. Changing between the two modes is not instantaneous.
This updated flight model is available to try on the Aegis Gladius for a limited time, so jump in and send us your feedback!
Endless Vanduul Swarm
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Come nose to nose with a swarm of Vanduul Scavengers, Hunters, Alphas and the 7 infamous Vanduul Primes that ravaged humanity for decades. There may never be an end to this swarm; but how long can you survive?
Additional System and Balance Changes
Below, you'll find a few more changes/additions we're implementing in Alpha 3.20. As we mentioned above, this is only the beginning, and we're looking forward to further revitalizing Arena Commander in each patch going forward.
Competitive Scoring
All competitive game modes now feature a new competitive scoring system where you are measured against the leaderboard rating of your opponent. Fighting the best pilot in the verse? You’ll get increased score depending on the difference in rating or on the flip side experienced players now receive significantly reduced score for killing new players.
Death Cameras
All game modes now feature new death cameras, which will follow your killer after death, giving you a better idea of the who, what and where.
Lobby Recovery
Introduced with the new lobby system, players who disconnect by any means from their lobby (be it in-game or forming on the Frontend) will now be presented with an option to recover your instance, reconnecting to your lobby and, if applicable, automatically connecting to the match they are in.
New Loading Screen Flow
Once you begin connecting to your match, you will first see a Game Mode loading screen. As soon as the map which you are connecting to is confirmed, you will transition to a loading screen specific to the map. This resolves a long-standing issue where loading screens would be inaccurate to the map you are loading into.
Pickup Balance
Ballistic pickups now award 100% of your ammo divided by the number of ballistic weapons (i.e. 4 ballistic weapons will receive 25% each upon pickup, while a single ballistic will be fully restored). Ballistic Pickups now also award Countermeasures.
Medpens
Resolved an issue that caused some medpens to heal approximately 3% health. Alongside this change we have made a number of quality-of-life improvements to Medpens overall including that once healed you will automatically switch back to your weapon and you should now automatically discard empty medpens among other quality of life and bugfixing.
Objective UI & Scoreboard Updates
The first of a series of updates to the scoreboard was added, including a minor visual update primarily for team-based game modes. This now shows team names, logos and rounds won.
Lethal Takedowns
You can now hold the takedown button to perform a lethal takedown, regardless of having a knife. Tap the takedown button to perform a non-lethal takedown.
Entitlement Refactor & Communal Vehicles
A refactor of how entitlements and free vehicles/equipment are handled in Arena Commander. This should provide a faster and more stable experience when using or renting vehicles and equipment. We’re introducing a “Communal” concept, which allows us to grant players vehicles or equipment on a per-game mode basis without the overhead of the entitlement systems. These communal vehicles are free to all players but non-customizable; however, in most cases if the player already owns the vehicle, they will be able to utilize their vehicle with full customization (though some game modes may purposely limit customization).
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STAR CITIZEN
ALPHA 3.20FULLY LOADED
Head into the ‘verse to explore the most action-packed update yet. Whether you’re hauling vital cargo the length of the system, tackling alien hordes, exploring new locations, or risking it all for a place on the podium, Alpha 3.20 is packed with new adventures.
Alpha 3.20 Ship Offers
RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
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Fury LX
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Driven by Real Racers
Fusing Xi’an tech and design with the knowledge and intuition of seasoned racers of all stripes,
Mirai continues to shatter the limits of what snub craft can do. Four additional auxiliary
maneuvering thrusters and a streamlined frame ensure the Fury LX is perfectly tuned to
dominate courses in and out of atmosphere.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.MIRAI FURY LX
DRIVEN BY REAL RACERS
CHAIRMAN'S CLUB OFFERS
Warbond pledges include lifetime insurance and a Fury LX Serial Number.
Visit robertsspaceindustries.com/comm-link for details.
WARBOND OFFERS
Warbond pledges include lifetime insurance and a Fury LX Serial Number.
Visit robertsspaceindustries.com/comm-link for details.
CREDIT OFFERS
Non-Warbond Standalone and Ship Pack pledges include standard 6-month insurance.
Visit robertsspaceindustries.com/comm-link for details.
SHIP PAINTS
Customize your new Fury with any of these paints.
Visit robertsspaceindustries.com/comm-link for details.
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Now that the Hull C has been added to the ‘verse, we posed a few questions to the vehicle and gameplay teams about MISC’s enterprise-level cargo hauler. Here are the answers, straight from the designers themselves.
Is it planned that, at some point, craft like the MPUV Cargo or Drake Mule could move and carry the detachable cargo boxes from the Hull C?
Yes, we want to have a synergy between those sorts of vehicles to allow players to manually load/unload their vehicles, not just the Hull C.
Can you provide information on the firing angles of the ship's defensive turrets? Also, does the swing range of the turrets vary based on the ship's status, such as deployed, retracted, loaded, or without any cargo?
The turrets have a single set of firing arcs regardless of the spindles. In the closed state, all turrets can fire forwards and the majority have a 360° arc on the upper side. The underside of the Hull C is more vulnerable and only attackers coming from the front underside will be within the turrets’ firing range, so it’s recommended to plan ahead for encounters. This is a civilian hauler, not a military gunship after all!
Will there be different sorts of containers (heavier armor, less capacity)?
Not in this initial release, though we are looking to add containers with various properties in the future.
Can you tell us about the available storage for weapons and gear, or even small vehicles, inside the Hull C?
There are individual personal lockers/storage and a shared weapon rack storing items. There are no vehicles small enough to fit aboard the ship and it isn't intended to load vehicles inside it.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Can I trade cargo at outposts and landing zones if I make my Hull C able to land with the spine extended by knocking off/shooting off the bottom cargo arm?
No, the Hull C will only be able to trade at the four LEOs. However, we will be adding support for the three jump points in Stanton in the future.
What additional trade routes will be available for the Hull C so that it is competitive with existing ships, like the Crusader C2 Hercules?
As mentioned above, we will have the four LEO stations supported and will be adding the three jump points. The Hull C is designed to fill a specific role in the game - hauling large volumes of cargo to various points in the system with high demand. Some of the economic support for this is still forthcoming as well as other content, like hauling missions, that will further distinguish the Hull C from other ships.
Will you be able to create buy/sell orders from the Docking Services counter, or will you have to travel all the way to the Admin Center in the Galleria?
For now, this is only available in the Admin Center.
Are all of the components able to be removed from the ship via tractor beam?
Like all other ships, S3 and above items are not intended to be removed by players via tractor beams. As a general rule, repairing, upgrading, and swapping these items is intended to be done at a dedicated facility.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Is it possible to jettison the cargo during an emergency landing in order to contract the ship and extend the landing gear?
This is not currently possible. However, it is something we want to look into for future releases of the cargo system. Ideally, all relevant ships will eventually be able to jettison their external cargo.
Given the ship’s role as a cargo hauler, what sort of long-term amenities are available to the crew for long hauling trips? For example, food, water, medical supplies, and activities during quantum travel?
Like our other multi-crew vehicles, the Hull C has a typical assortment of amenities on board, including a shared hab area and personal storage for items and weapons.
Are there any no-questions-asked terminals available for the Hull C for pirates/salvagers to take advantage of when selling recovered cargo?
Not at this time.
Are the advertising panels from the concept included with the Hull C? If so, can they be customized with our own placed art?
During production, we decided to remove these for three reasons. Firstly, they took up a fair amount of space geometry-wise and provided additional complexity to the animations. Secondly, we have no way to allow players to choose what’s on them, so it would result in all Hull Cs looking the same advertising-wise. Finally, the cost of having such large RTT screens was an unknown, especially as the budget for these is shared across what’s onscreen and may cause degradation to other UI elements using the same system.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Does the center ship spindle rotate to accommodate the loading and unloading of cargo?
It does not rotate as the four tractor-beam turrets have enough coverage to reach any crate attached to the spindles.
If a player finds a cargo-loaded Hull C floating in the unloading bubble within an armistice zone, can they steal cargo off its cargo grids with a tractor beam?
Not for now. When in an armistice zone, tractor beams only work within hangars. The only way would be to shoot open the door and fly the Hull C out of the armistice zone before pulling the cargo off with a tractor beam.
We’ve seen players get creative with attachable pods, like attaching Mirai Furys to the Starfarer in place of the fuel pods. Are there similar possibilities with the cargo boxes on the Hull C?
While we applaud the creativity, the Starfarer/Fury carrier is the result of a bug and not intentional design; it will be fixed in the future as it isn’t the desired way to transport vehicles. We don’t currently have plans to allow ships to “dock” directly to the cargo plates of the Hull CWhile we applaud the creativity, the Starfarer/Fury carrier is the result of a bug and not intentional design; it will be fixed in the future as it isn’t the desired way to transport vehicles. As shown on Inside Star Citizen, we're looking into future changes to allow various items to fit on cargo grids. However, at this moment in time, it is restricted to cargo boxes..
Will there be future cargo hauling missions that the Hull C would be better suited for?
There are definitely plans to have more in-depth cargo missions that larger hauling ships benefit from.
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HULL C
ENTERPRISE-LEVEL
CARGO HAULER
Any experienced commercial hauler will tell you plain as day that anybody taking interstellar freight seriously should lock their sites on MISC’s ubiquitous Hull series. Simply put, it’s how cargo gets around this universe of ours.
Considered by many to be the most versatile in the series and undoubtedly the most popular, the Hull C hits the sweet spot between the smaller single-person transporters and massive superfreighters that make up the rest of the range. With a telescopic spindle system capable of carrying a staggering 4608 SCU, the Hull C offers the cargo capacity of much larger ships while still retaining a modicum of the maneuverability allowed by the lower end of the range.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.4608 SCU Payload
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Every MISC Hull carries serious weight, but the Hull C is your ticket to the big leagues with its easy-to-load cargo blades accommodating an enormous maximum payload of 4608 SCU.
Remote Cargo Management
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Loading and unloading gargantuan amounts of cargo is a snap thanks to the Hull C’s remote cargo management system, utilizing multiple industrial spec tractor beams.
Crew of Four
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hauling this much freight takes many hands on deck, so the Hull C comfortably accommodates a crew of four.
Dynamic Spindle Loading
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.MISC’s unique telescopic spindle system makes loading and unloading cargo a speedy, entirely hands-off experience.
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.EXPAND YOUR
CARGO EMPIRE
WARBOND OFFERS
Visit robertsspaceindustries.com/comm-link for details.
CREDIT OFFERS
Visit robertsspaceindustries.com/comm-link for details.
HULL C PAINTS
Visit robertsspaceindustries.com/comm-link for details.
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STEP UP TO THE HULL C
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Welcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. We’ve done a deep dive through the lore Ask The Devs section and selected ten questions to answer about the Star Citizen universe. All questions were edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team plans to do one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, December 12th, so please join the discussion and drop any other questions you might have about the universe in our Ask The Devs forum.
Why Would Second Tevarin War Uniforms Be Welcome at Invictus?
Question: This Week in Star Citizen shows someone wearing a Second Tevarin War uniform at Invictus. As I understand the lore, the UEE is trying to distance itself from its pro-fascist Messer era. So why would people be encouraged to go to something like Invictus in a Second Tevarin War Uniform? It would be like having an ad campaign for the US Space Force with people wearing Civil War era Confederate uniforms. It runs counter to what the UEE is trying to be now, right?
Answer: People do not typically associate Second Tevarin War uniforms with the Messers, and their appearance at events like Invictus would be seen as patriotic instead of controversial. This attitude is in part because Tevarin forces instigated both wars. They're seen as historically justified and necessary from Humanity's perspective, and not wars of aggression pushed on the people by the Messers.
The First and Second Tevarin Wars also predated the outright fascist era of the Messer regime. Ivar Messer first came into prominence during the First Tevarin War, and his son Deacon Messer, considered by many to be the least problematic Messer, ruled during the Second Tevarin War. While the Messer regime would argue that the wars proved that the UEE needed strong leadership, the regime would not shift itself toward outright fascism to consolidate and retain power until after the Tevarin Wars. Another major factor is that the military uniforms worn during the Second Tevarin War would be changed by the Messers. Those uniforms are most synonymous with the iron fist of the Messer regime, and would raise ire if worn to Invictus.
Religious Factions and Warrior Nuns?
Question: Will we see religion and religious figures in-game? Battle hardened warrior nuns. Priests swinging electron maces. Places of worship and religious factions. Maybe a gothic BMM that doubles up as a cathedral?
Personally, I'd like to see cult-like activity around mega-fauna like the giant sand worm, Valakkar, with priests feeding sacrificial victims to it to purify their souls. Hoping that SC will not be soulless.
Answer: Plenty of people will be believers within the universe. As we've previously stated, current religions still exist but will not be a focus of the lore. Instead, Narrative attention will be on religions and cults that have found followers since Humanity’s expansion into space, several of which we’ve already established. They run the gamut from the benevolent Church of the Journey, which teaches people to meditate on the path they're traveling through life, to the fanatical Outsiders (aka Sun's Eye Fellowship) whose aggressive anti-modernity stance lead to them overthrowing corporate interests and ruling Mya (Leir II) since 2812. There will also be smaller sects whose reach and influence will be more localized, like the flare star obsessed Fire Rats gang or those that believe an all-knowing prophet resides in Pyro.
We've also spent time developing the religions practiced by the various alien races. Banu will often have an altar dedicated to Cassa, the Patron of Luck, or Taernin, the Great Traveler. They will also hire a religious souli to do blessings for them, or even adopt a foreign religion they encounter on their travels. Meanwhile, Xi'an follow the Li'tova, which centers around the concept of time and was codified into Xi'an law in 19,668 BCE. The planet R.aip’uāng (Kai’pua III) is a religious commune dedicated to practicing Li'tova and famous for its labyrinthine gardens and sacred temples. Finally, Tevarin followed the war ethos of the Rijora until their defeat in the Second Tevarin War led them to abandon its practice during their cultural purge. The religion has seen a resurgence recently and found new followers among the Tevarin diaspora in Branaugh.
Air on ArcCorp?
Question: I have a question about the production of oxygen on ArcCorp. Since there are no trees or any other kind of vegetation on this planet, how does an oxygen-rich atmosphere occur? Is the oxygen produced artificially?
Answer: Natural oxygen production does occur on ArcCorp. According to the planet’s description in the Stanton Galactic Guide:
"Almost all of the terrain has been sculpted, zoned and built upon, leaving only its mountain ranges and large bodies of water left for nature."
The version of the planet currently in-game doesn't represent those areas yet, but will hopefully be added in a future patch.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.How Human Is a "Regen?"
Question: The BiotiCorp Regen Serum is used as a base material for the bioprinting of bodies. My question is, how human is a regenerated person? I don't mean from a philosophical point of view but rather how well can the serum mimic real blood, bone, and tissue? Will a regenerated person feel the difference?
Answer: From a physiological perspective, regened Humans are 100% Human with real cells, tissues, organs, and so forth. There's no placeholder goo or tech replicating aspects or functions of the body, it's a real body. The serum works with the Ibrahim sphere to regen a Human or alien that's physiologically identical to their imprint, including imperfections and life's wear and tear.
Now, whether a regened person can 'feel the difference' between their previous and regened body is a question that veers into the philosophical, but we have already called out that phantom pain is possible. The regen serum creates the physical aspects of the body, but it's the Ibrahim sphere that captures and transfers a person's memories, personality, and other intangibles. Imprinting creates a link, or 'echo', that can pick up and register traumatic events that occur to the host's body. So someone regening after an accident might feel phantom pain in a leg that was crushed, as the physical pain and psychological fear of that experience will 'echo' to the imprint and impact their regeneration. This mind/body connection was important from a design perspective, so characters would age and face the consequences of their actions. While the psychological aspect of how someone 'feels' after regen aren't represented in the game design, the situation creates some interesting role playing situations for Players and dramatic possibilities within the lore, one of which was already explored in the short story Hazy Days.
How Do Shields Work?
Question: We are told that shields are an energy barrier in Star Citizen. Are there any details about how shields work, strengths, weaknesses, and variations?
Answer: The Narrative team recently did a lot of work reviewing the technological world building of the 'verse over its 930 years of history. Shields were, of course, a big part of this, but any firm decisions on how shields work, and their individual specifications, will depend greatly on Design and what they determine is best for the player experience.
However, the intent is definitely for there to be different types of shields with unique variations between them. The Tevarin, in particular, developed their own impressive shield technology that, at the time, was better than anything Humanity had access to. But a lot of time has passed since Humanity defeated the Tevarin across not one, but two wars, so it stands to reason a lot of those technological advances would've been adopted by the UEE and, eventually, public ship manufacturers.
Chairman’s Club?
Question: What is the Chairman's Club in Star Citizen?
Answer: In-universe, the Chairman's Club is an exclusive concierge service provided to high-end customers of the Central Core Bank. Members get access to luxury lounges, special edition items, and other perks. There is a ranking system within the club that people can climb up to access rewards that are otherwise unattainable. Entry to the club is generally seen as an impressive accomplishment, and attaining the highest rank within the club is a status symbol associated with the UEE's wealthiest people.
Orison's Atmosphere?
Question: Crusader is a gas giant. So where does the breathable atmosphere for Orison come from? What about the temperature regulation? Even assuming Crusader has a somehow oxygen-rich atmosphere, Orison is in the high atmosphere, which would thin the oxygen considerably. The platforms have thrusters to keep them up in the air, do they also have some form of atmosphere generation/temperature regulation?
Answer: There is a non-zero chance that a low-mass gas giant with a naturally-occurring nitrogen-oxygen atmosphere, safe air pressure, and comfortable temperatures and gravity in its upper reaches can exist, but based on current theories of planetary formation, it is almost certainly not possible. However! We live in a universe where we have planets with diamond rain and areas of space with giant molecular clouds that taste like raspberry rum. "Space be crazy," to quote Dave Haddock. And space is full of things we haven't yet discovered. So Narrative decided that while we prefer to keep our environments as scientifically accurate as we can, sometimes we bend the rules in favor of creating something fun. Crusader is one of those cases.
Orison does utilize some technology to keep things comfortable for everyone. Things stay pretty temperate so climate control isn't an issue, but there are artificial gravity plates in the platforms. The plants you encounter around Orison were engineered by Crusader Industries to help keep the local air clean and oxygen rich. We've discussed the possibility of specialized machines that create breathable air in a small localized area, but that idea is tentative at the moment.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.ATMs?
Question: Why are there ATMs in R&R stations and around ArcCorp if the universe uses digital currency?
Answer: As part of the UEE's switch to a purely digital currency, a faction in the Senate wanted to enshrine a right to fiscal privacy through guaranteeing an option to use physicalized credit-chits. Most people in the Empire prefer not to use them as they are inconvenient, only hold a set amount, and are much riskier to carry since any funds on them are gone if the chit is lost or stolen.
And while the chits are popular among criminal elements, they are not the only ones that use them. People wanting to make surprise purchases, folks living on the frontier with chancy comm connections, and tech-averse citizens all prefer to use physical currency. The ATMs serve as a way for people to move credits from their accounts on to a chit. Transferring funds off of a chit is easier as most mobiGlas have that ability. Design has been discussing various options for how to incorporate the chits into the game, and the hope is that they will eventually be something players can find around the 'verse.
Civilian Pilot License Training?
Question: It was previously mentioned that the majority of the UEE population does not own a ship. I would imagine that the majority of pilots in the 'verse who own personal ships are probably Citizens who learned how to fly ships whilst serving in the UEE Navy, and received the appropriate pilot training along the way. But what about the ordinary civilians who are using their ships for jobs like cargo hauling? Are there different "classes" of ships that a pilot's license will allow them to fly, based on the amount of training they have received?
In addition to all the extra nuances of flying a ship compared to say driving a car even many so-called "starter" ships such as the Aurora are capable of pulling upwards of 7 Gs in the game - which, while not quite as much as a fighter or a racer, is still quite a lot (roller coasters, by comparison, usually top out at around 4 Gs), so I would imagine that an aspiring civilian pilot would probably have to undergo a similar physical fitness regimen, centrifuge training, etc. as a military fighter pilot just to obtain a license to fly their own ship. And probably even more so if the pilot in question is training to be a racer or a data runner, as the Herald is actually the fastest current ship in the game!
Answer: The Narrative team has discussed that the Traffic Safety Board (part of the Department of Transportation and Navigation) would issue certifications for pilots to legally be allowed to operate spaceships.There are different classes of certifications for various vessels depending on their size and capabilities. In recent years, thanks to how advanced sim-pods have become, much of the training and certification process can now be done virtually. And with the popularity of flight-sims like Arena Commander, there are numerous pilots across the 'verse who are accredited to fly without ever having physically flown a ship.
How this might be represented in-game is still being discussed with Design and the final decision is still pending. So, it may be that players will have to be certified before being allowed to legally operate vehicles, or possibly that there will be an assumption that they have been certified well before they even started playing.
Why Are Star Citizen's Aliens So Un-Alien?
Question: I've been looking at the available images for the alien species in the Star Citizen universe, and it immediately struck me that they're all 'humans in rubber suits'. They all have two legs with the same joints as humans, just slightly different stances and bone lengths. They all have two arms... with the same joints. They all have heads with primate-like faces... a high forehead, a pair of eyes above a nose and a mouth.
Why is this? Why do all these species need to be humanoid? Is it so that they can be performed by humans in motion capture suits? To make them more relatable to the players? Or is it just a lack of imagination?
As someone who has made a hobby of designing realistic, biologically plausible but truly alien aliens, it is rather jarring to see such un-alien 'aliens'.
Answer: It was a conscious choice for a couple reasons. It was so we could potentially capture actors playing the roles, but also one of the original goals was to ultimately allow players to potentially play as aliens so it would save us from having to create completely unique animation sets and allow for our ships to accommodate them with minimal modifications as well as letting humans fly their ships. It would be considerably more difficult if the aliens each had really exotic physiology. That said, our hope is that the fauna that players will encounter in the ’verse will be very diverse in their physiology.
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Avast there, buccaneers!
It's time to sharpen your cutlass and prepare to cast off, for Pirate Week has docked in Stanton, and booty awaits! Or, if you wouldn't call yourself a scallywag, lock and load to protect the good citizens of Stanton from the encroaching pirate threat!
On September 21, the battle for Stanton's infamous drug labs will reignite in the return of our Jumptown Event. Show you've got what it takes to become a glorious captain, not just a bilge rat.
For the saltiest seadogs looking for real adventure, the Treasure Hunt Screenshot Contest can secure ye booty beyond measure. The contest ends Wednesday, September 20, so make sure to dive in while you can!
CitizenCon 2953, our biggest event so far, is little more than a month away! If you haven't picked up your tickets yet, you can get them here. And if you can't make it, don't worry, you can still catch the show live from the comfort of your own home on twitch.tv/starcitizen. Also, if you're planning to celebrate from home, make sure to get your hands on this year's exclusive Digital Goodies Pack! We'll be sharing more details about the event later this week, so keep an eye out! We can't wait to see you there!
Last but not least, on the Alpha 3.20 front, if all sails smoothly today, we're targeting to release to the live servers tomorrow! If you haven't yet, set your course towards the iconic Port Olisar tonight to secure a memory (and a Spectrum badge).
Now, let's see what's going on this week:
On Tuesday, the Narrative team returns to us with the latest monthly Galactapedia update.
This Wednesday, we'll publish last week's August Squadron 42 Monthly Report email as a comm-link followed by our bi-weekly Roadmap Update and the complementary Roadmap Roundup.
On Thursday, Inside Star Citizen has the second part of Design Brief, detailing the future of cargo careers. If you missed last week's episode, be sure to catch up ahead of time. We'll also see the return of the Jumptown Dynamic Event.
This Friday, join us for Star Citizen Live on Twitch at 15:00 UTC / 8 am Pacific. We'll learn more about sound design and chat with the people who create the soundscapes for our games. Furthermore, you'll find our weekly RSI Newsletter directly delivered to your inbox.
Have a stellar week both in and out of the 'verse!
Or as we pirates say: Arrrrr!
Commodore Chris "This is the Wayne" Schmitt
Community Manager & Freebooter of the Stanton System
THE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, SEPTEMBER 18, 2023
- This Week in Star Citizen
TUESDAY, SEPTEMBER 19, 2023
- Lore Post - Galactapedia Update
WEDNESDAY, SEPTEMBER 20, 2023
- August 2023 SQ42 Report (Comm-Link)
- Roadmap Update
- Roadmap Roundup
THURSDAY, SEPTEMBER 21, 2023
- Jumptown Dynamic Event
- Inside Star Citizen (@RobertsSpaceInd)
FRIDAY, SEPTEMBER 22, 2023
- Star Citizen Live - 15:00 UTC / 8:00 am Pacific (twitch.tv/starcitizen)
- Weekly Newsletter
COMMUNITY MVP: September 18, 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Farewell Port Olisar. My old friend.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Last week, Knebel and friends gave our beloved Port Olisar a farewell salute with a fleet show worthy of the original space station in the 'verse.
Watch the entire event image gallery on the Community Hub!
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You asked. We're answering! Join us today for a live Q&A show with the Vehicle Gameplay team.
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Join us today for our first part detailing the future of cargo, where we explore freight elevators, hangars, cargo boxes, and more!
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Hoist a flagon of ale skyward in revelous homage to the Banu gods of pillage and plunder, for it be that time of year once again. That’s right, ya scurvy wretches, Pirate Week has once again made port and brought with it more piratical fun and shenanigans than you can rattle a cutlass at.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ever wanted to throw down with the saltiest dogs in the ‘verse? You’ve come to the proper place. Whether you’re a lone wolf or looking to start a crew, you can arm yourself and your vessel to the teeth and start stalking the outskirts of Stanton. Or, maybe you’re the type to walk the lawful path of righteous destruction, keeping the spacelanes free and clear. Either way, ye need look no further than Pirate Week for a heavy dose of action.
Swarm on the Horizon
Hone Your Skills in Arena Commander
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Arena Commander’s Pirate Swarm mode is a great place to sharpen your dogfighting skills, while earning the right to pick up a Pirate Gladius or Caterpillar. With a brand-new Pirate Aggressor Spectrum badge and new challenges coming in Alpha 3.20, this is the perfect time to prepare for the gathering onslaught and your last chance to secure the classic Pirate Aggressor badge before it, and its access to coveted ship variants goes down with the tide.
Under a Black Flag
Special Edition Ship Paint
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ask any buccaneer sober/alive enough to tell you a tale or two, they’ll surely admit that roughly 60% of piracy is how you look doing it. So, we’ve got you covered with the new Meridian paint scheme that’s certain to strike fear into the hearts of those foolhardy or unlucky enough to cross your path. Secure 'em now for your Mercury, Hercules, Ares, and Eclipse, and claim 'em when they make port in Alpha 3.20.
Booze Clues
Community Contest
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.A life of piracy requires many things, but above all else, it requires both nerves and a liver of steel. This diabolical treasure hunt puts both to the test, as you’ll follow a map to a pair of locations near Klescher with a beverage in hand, being ever so careful not to spill any of the precious liquid along the precarious journey. The freebooter with the most creative screenshot showing off their beverage at quest’s end will have a chance to secure booty beyond measure.
Set Sail for Jumptown
Dynamic Event
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.On September 21, the infamous Jumptown drug labs become operational on moons across Stanton. Raise your colors and make a name for yourself as a ruthless reprobate or side with the dastardly do-gooders of the system and put an end to the madness once and for all. It’s a good and bloody way to sample life on both sides of the law.
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RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
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Pirate Week Paints
Secure your new Meridian paints today. To be delivered in Alpha 3.20.
Visit robertsspaceindustries.com/comm-link for details.
Pirate Week Packs
Visit robertsspaceindustries.com/comm-link for details.
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Mit Port Olisar verschwindet mit dem demnächst erscheinenden Update Alpha 3.20 den fast zehn Jahren alten Startpunkt aus dem Orbit von Crusader. Doch es gibt eine Nachfolgerin.
Tränenreicher Abschied: Star Citizens Raumstation, mit der vor 8 Jahren alles begann, fliegt rausMit Port Olisar verschwindet mit dem demnächst erscheinenden Update Alpha 3.20 den fast zehn Jahren alten Startpunkt aus dem Orbit von Crusader. Doch...www.gamestar.de -
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As we close in on Alpha 3.20’s Live release, many teams are finalizing their work on the patch’s various new features. Beyond the patch, significant progress is being made on content coming later in the year, so read on for the latest.
AI (Features)
Last month, AI reviewed perception to fix issues where NPCs wouldn’t correctly recognize that a target had died or that they’d seen a situation before. These issues led to various bugs, including the AI constantly calling for med-pens or remaining in combat after it had finished.
They also revisited cover usage, polishing various functionality and animations to ensure the feature works across a range of situations and environments.
Changes and fixes were also made to the tactical point system, which is used to drive where the AI moves. This will help identify what needs to be adjusted when reviewing combat in new locations.
Balancing was done for AI ammunition usage while maintaining reload and ammo-finding functionality to provide realistic and emergent behaviors and gameplay situations.
The team continued to review, revisit, and polish combat, including low and high-cover reload animations for different weapons and female animations converted from male assets. They also began developing animations for marine squad hand signals to sell group movement and combat.
AI (Tech)
Last month, AI Tech added undo-and-redo functionality to the Apollo Subsumption tool. They also began improving Subsumption data validation for better presentation and more explicit validation errors. This will allow the designers to iterate faster when creating or adjusting missions and behaviors.
On the boids feature mentioned in last month’s report, AI Tech continued implementing base functionality to allow agents (rats, birds, etc.) to adopt different states, such as wandering, idling, or fleeing, and transition between them. They’re currently looking for a low-cost solution to keep agents on terrain while moving.
For NPC audio perception, the team implemented new functionality for how audio stimuli is propagated. This involves using the room system and how rooms are connected to determine whether an audio event should be heard.
They also continued to improve navigation links. Firstly, how links connect navigation triangles from different zones, which wasn’t working as intended. Secondly, they fixed how animations play when they begin and finish in different zones. For example, when NPCs jump to the ground from a hovering ship.
Finally, investigation began into performance issues relating to the navigation system and pathfinder.
Animation
In August, the animators worked through a number of behavioral lines for background ambiance and flight. They also supported Tech Animation on creature skeletons that will eventually be used in the PU.
Art (Characters)
Last month, Character Art progressed with content for various upcoming events and assets for the Headhunters gang.
Alongside this, the concept artists explored additional ideas for the Headhunters and worked on a medical outfit and handoff sheets for a new flightsuit.
Art (Ships)
Last month, Ship Art completed their work on the Tumbril Storm, though they’re currently focussing on ongoing issues with the treads and how they appear. Two new variants of an existing vehicle were completed too.
An all-new ship progressed through whitebox, revealing various areas that require updating from the concept, including an increase to the interior space.
The Aopoa San'tok.yāi is almost LOD0-complete; final updates are underway, including polishing the pilot compartment. The damage pass is also in progress while the rest of the LOD0 tasks are closed out. Once complete, the team will move on to paints.
The Origin X1 is currently awaiting whitebox review, though significant changes to item locations have already been made to maximize space. Modeling of the greybox geometry began too.
Community
August saw the return of Ship Showdown, an annual month-long event where the community champions their favorite vehicles by sharing original creations on the Community Hub and social media. The Community team hosted two contests in support of the event, rewarding the top 10 submissions from the Community Hub and the top three most creative videos on the official TikTok channel. After daily head-to-head battles between the top 16 ships, the Drake Corsair was crowned the Ultimate Champion of Ship Showdown 2953. Community also supported the Free Fly event, posted updates on the New Player Guide, and curated media on the Welcome Hub.
Early August saw the conclusion of the Arlington Gang Screenshot contest, where players submitted screenshots following the launch of the Mission Spotlight series.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Community team then supported Tobii’s 22nd anniversary alongside numerous community-driven events, including the Intergalactic Industry & Trade Fair, and the ATMO esports Fight or Flight tournament, which will conclude live at CitizenCon 2953.
With CitizenCon 2953 approaching, much of August was also spent ramping up preparations, with a focus on finalizing the details of the various presentations, venue layout and design, Cosplay Contest, Community Booths, and much more.
“It's been four long years since we've had a physical CitizenCon, so whether you're joining us in Los Angeles or watching from home, we can't wait to celebrate our shared universe with you on October 21 and 22! Keep your eyes peeled, as we’re finalizing some details and will share more information with you very soon!” Community Team
The team continued to support dozens of evergreen publishes (such as this Monthly Report, the postmortem, etc.) alongside planning for a variety of future in and out-of-game engagements to come.
Lastly, the team attended Gamescom and a trio of Bar Citizen events in Cologne, Germany.
“The turnout was unbelievable, eclipsing our Gamescom events in the past. We were so happy to meet so many of you, veteran backers and fresh pilots alike. We hope to see you all again soon!”
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Economy
The new Economy team planned their upcoming goals, including rebalancing cargo and the related experience. They also began building a tool to investigate the current state of cargo, which could be expanded to other areas of the in-game economy.
Features (Arena Commander)
The Arena Commander Feature team polished and supported Alpha 3.20 while beginning stage two of the Arena Commander revitalization plan.
Alongside patch work, the Engineering team supported the new top heads-up display, which will feature in all game modes from Alpha 3.20.
They also assisted the ongoing investigation into the return of Theaters of War. This involved identifying the steps needed to update the new spawning module with several unique Theaters of War features (such as spawn locations and multicrew) and bring them into other game modes.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Work continued on the new Custom Lobbies feature (previously Private Matches), with several successful tests conducted. The team are currently focussing on finalizing the UI design and hooking up the various interactions. Engineering began restoring the Spectator Module too, which will allow players to spectate matches in Custom Lobbies and other modes. For example, spectating a player who has lost all their respawns in a PvE game mode.
Design enhanced several outlines for upcoming updates and scouted locations from the PU and beyond for use in Arena Commander. They also began investigating the Theaters of War location Crossroads of Crime to help estimate restoration efforts.
The team also addressed a large collection of feedback from the Evocati and PTU regarding the frontend and game modes. The frontend game mode selection now shows which modes are new, which have REC multipliers, and which have achievements associated with them. Design also progressed with the spawn-screen UI for in-game vehicle selection, which began internal testing.
Finally, the team helped create several new game modes requested by other teams, including a 2v2 mode that will host Fight or Flight at CitizenCon.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Features (Characters & Weapons)
August saw the Characters & Weapons Feature team working on weapon poses. Currently, when a player approaches a collision surface, their equipped weapon is raised to avoid clipping through the geometry. The team explored alternatives where the weapon is lowered, moved to the bottom of the first-person view, and rotated toward the body so that it lies diagonally across the abdomen. This is more natural in certain situations, limits clipping, and ensures the majority of the player's view is unobscured, particularly when interacting with screens in the environment.
Procedural recoil also progressed last month. To ensure that the feel of each weapon can be tweaked to make it feel unique, a large number of curves were exposed to the content creators.
“These curves allow multiple layers of subtle movement and rotation to be overlaid to create a wide range of interesting results. It is a bit of a manual process and requires significant attention to detail, but it can add a lot to the personality of a weapon.” Features Team
Features (Gameplay)
Gameplay Features continued their ongoing work on the vehicle tractor beam feature, readying it for testing by QA. They also progressed with the Resource Network mentioned in last month’s report and supported the upcoming patch release.
Features (Mission)
The Mission Feature team spent the month working through their upcoming deliverables and bug fixing for Alpha 3.20.
Away from the upcoming patch, Siege of Orison received various improvements ahead of a future release, with the main focus being keeping players together. Development of Blockade Runner (which will replace Nine Tails Lockdown) continued too, with various technical issues considered and planned for.
Significant improvements were made to the existing Destroy Drug Stash missions to ensure mission-critical items are spawned when the player arrives. They also made great progress in modularizing the New Player Experience so that it can be used in any landing zone with the correct markup.
The Steal Evidence at Kareah and Retrieve Consignment missions entered the polish phase, with reputation being hooked up. Work also began on ship-restoration missions, which will require players to restore ships to a saleable condition. Data Heist passed another gate review and will enter internal playtesting to ensure the objectives are clear.
“The Ship Cargo Steal/Recover Hauling mission has been taken as far as it can until further cargo features are developed. In the meantime, we will make a ‘courier’ version in which small items are the objective.” Mission Feature Team
The team progressed with reputation-based hostility, devising a mission that allows players to work for the Nine Tails gang. Once completed, they’ll convert most of the nameless criminal missions to Nine Tails until further gangs are added.
Code work was completed on the highlighting and filtering of mission-critical items in the inventory. This was handed to UI for their pass. Finally, tasks for Ship Trespass progressed, with ‘nested trespassing’ being the main thing holding it back.
Features (Vehicle)
Last month, the team assisted with bug fixing and stability for Alpha 3.20 and beyond, including getting the MISC Hull C ready for release and completing smaller feature work for upcoming ship releases.
The designers then tuned how racing ships perform in-atmosphere to bring them closer together and converted more ground vehicles to the new physics model, which allows for more realistic behavior than before.
The mass of Size 1, 2, and 3 items were rebalanced for better consistency across ship loadouts and to improve the tractor beam gameplay of removing and replacing items. Smaller vehicle and weapon balance tweaks were also made.
Graphics, VFX Programming & Planet Tech
In August, improvements were made to the internal implementation of Temporal Super Resolution.
Further progress was made on water, with the shader gaining improved lighting and foam. Work on the simulation continued too, with foam propagation and bullet-impact support being added.
The prototype of the glint shading model was completed and comes in three versions with different performance characteristics. The team are now investigating whether they can take one of these into production. Distant lights are now drawn as tiny bright glows that pass through the existing post-effect system, with the aim of replacing the more traditional 'composite flare' system that can't support post-effects.
On the tooling side, the streaming debugger was expanded and now provides a powerful tool to track the detailed history of any asset or group to diagnose issues and facilitate optimizations. The Mesh Setup Editor was also expanded to allow finer-grained control of how animated meshes are imported.
The Vulkan sub-team added new extensions, including Synchronization2, Maintenance4, and TimelineSemaphore, to improve various aspects of the backend. Focus is now shifting to unblocking progress on Global Illumination, as the ray-tracing component is Vulkan-only.
The VFX Programming team implemented smoke spawning on fire along with various other quality improvements to bring the feature to a visually complete and “rather impressive” state.
Finally, further improvements to lightning effects were made, which will be used in the future within gas clouds.
In-Game Branding
The In-Game Branding team continued to progress with the underground facility exteriors. They’re also working closely with EU Locations 2 on an upcoming event and progressed with some event-related add-ons.
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Last month saw the Interactables team create new assets for Pyro’s rundown station alongside various Flair items.
Lighting
The Lighting team continued to contribute to Pyro, working on tasks for the colonialism outposts and rundown station. They also worked on an upcoming event.
Live Tools
In August, the Live Tools team released a new version of the crash-handling pipeline, which is now in the maintenance phase.
For Hex’s Network Operation Center, they worked on general navigation to improve the quality of life for its main users; this included redesigning elements of the discipline module and Entity Graph.
Locations (EU)
The Locations team progressed across various areas last month, including the rundown station and colonialism outposts for Pyro. They also worked on signage and dioramas for an upcoming event.
The Organics team continued to build Pyro’s planets, including foliage, while the Sandbox team moved the new underground facilities through greybox.
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The Narrative team continued to focus on Pyro, writing multiple missions and crafting strings to populate new locations with everything from signage to food items. In Stanton, several new mission types were worked on and improvements were made to existing content.
Alongside the evergreen tasks of naming and describing various in-game items and wearables, Narrative worked with Interactables on interesting ideas for future additions.
The Narrative Design team worked on NPC behaviors for Pyro and continued to explore how to make NPC behaviors feel unique across the various landing zones.
On the website, several interesting pieces of lore were published, including an excerpt from “Life/Labor: The Secret History of Hurston Dynamics,” a “Whitley’s Guide to the Constellation Phoenix,” and several new Galactapedia entries.
The Narrative team will have a new installment of Loremaker’s Community Questions coming up soon, so don’t hesitate to ask your questions in the team’s dedicated Spectrum channel.
Online Services
In August, the Online Service team worked toward finalizing the design and approach for updating several legacy backend social services to gRPC.
As a quality-of-life update, the team added new Social menu options, with players now able to enable or disable friend requests and friend-request notifications, and choose who they receive party invite notifications and currency transfers from.
Updates were also made to the discipline service, which is necessary for future anti-cheat enforcement and sanction updates.
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In August, work on the temporal render mode for atmosphere and volumetric clouds continued; various methods to rectify or reject frame history were experimented with.
Furthermore, a new disocclusion detection system to reject history was implemented that, in spirit, is similar to the general up-sampling solution.
Additionally, various code was updated to work with recent Gen12 improvements.
UI
As part of the development of Pyro, the UI team created fluff screens and converted flash animations into fluff screens. They also supported Mission Features on Data Heist by uplifting the screen style.
VFX
Last month, the VFX team continued working on various Pyro locations, including some with animated machinery.
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All RSI communications
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Alpha 3.18 & 3.19
Post Mortem
Persistent Entity Streaming
What Went Well
The development of Persistent Entity Streaming (PES) involved a diverse strike team of programmers with specialized skills from multiple areas across the Core Tech group and Turbulent. This collaboration was crucial in successfully building this complex system. The strike team followed aligned sprints and goals facilitated by senior engineers and producers that were supported by regular meetings. This resulted in effective communication and minimized miscommunication or technical misunderstandings.
A high-code-quality bar was maintained by the strike team, who ensured it underwent thorough design, discussion, and multiple reviews before being integrated into the mainline codebase.
The initial deployment to the Public Test Universe (PTU) and testing with the PTU community went well, setting a positive foundation for further improvements. However, this led to issues (discussed below).
Finally, PES’ system architecture and API, which are based on durable queues, proved they can recover from the worst kind of problems safely and will always tend towards recovery.
What Didn't Go Well
The research-and-development aspects of PES posed challenges, requiring the engineers to invent ways around unforeseen problems. Due to the foundational nature of PES, integrating it into the Star Citizen game code resulted in significant changes that disrupted the game at a very low level, and some game teams were unprepared for the integration effort required to bring the game systems back to parity or to convert and leverage the new persistence layer for existing features.
Issues with the changes introduced by PES only became apparent during large-scale use and under heavy player load, which caused delays in identifying and resolving the problems. And features not thought to use persistence at all became affected by trivial delays (like tram systems, spawn queues, and others).
We also underestimated the multiplication factor between the PTU and Live operations; the group had estimated a 10x increase in backend activity but were faced with a 20x+ increase in requests, stream message sizes, and overall activity, which caused service outages across the board during the initial launch.
Regarding vehicles, PES heavily modified the way they are entitled and created in-game. This gives a better user experience (where you can choose where a ship ends up being created) but also significantly reduced the size of the inventory/global database for ships that are never used.
Major issues were also discovered at scale with a third-party database engine that PES leverages for its functionality. These issues gave birth to very unstable request/response cycles as well as heavy queuing. These issues also caused ripple effects where one database server entering a deadlock condition would cause the entire shard cluster (instead of a single shard) to stop processing requests for a period. This was a major cause of the instability throughout Alpha 3.18.x until the team had identified and programmed a workaround to alleviate the effects. Additionally, multiple locking problems at scale were discovered in the global database system (same engine) that would cause a periodic stop of all requests to the inventory systems. The team had to investigate and report to our vendors to determine workarounds and ultimately fixes that would prevent the database engine from locking.
In the engine, several shards reached previously unknown hard limits of the maximum number of allocated entities, forcing the teams to seed/create new shards and cycle them out, diluting the effect of persistence on those shards.
Several bugs were uncovered (in those unstable times) with error handling in parts of the login flow that bricked some accounts in different ways related to character creation. Server-crash handling was discovered to take a much longer amount of time due to a new process that kicks in during the post-mortem analysis. This affected the shard post-mortem and delayed players getting stowed back to the global inventory, which could result in a player character being “stuck” in a shard.
What We’ll Do Better/Future Plans
Going forward, we’ll finalize and use the new Cloud Test Launcher to adequately stress test the game shards at scale. This tool will simulate player behaviors and allow QA and the engineers to connect multiple modified game clients to the shard. By utilizing cloud computing resources, effective stress testing can be conducted, which will help identify and address issues relating to heavily loaded servers before moving to Live.
The team responsible for PES has now moved onto Static Server Meshing and are embracing a transformation approach to the new project. Unlike PES, this foundational technology can be integrated into the codebase gradually, avoiding a disruptive "Big Bang" approach. Parts of the Server Meshing tech are already available to the game team for testing compatibility with their game features. Combined with the Cloud Test Launcher, this approach aims to facilitate a smoother integration process for Static Server Meshing.
By implementing these measures, we aim to enhance our testing capabilities and mitigate integration challenges, ensuring smoother delivery of foundational technologies while minimizing disruption to the game.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Rivers
What Went Well
The inclusion of rivers marked a significant milestone in our quest to create more realistic and immersive planets. We were quite happy with the improvements to river canyons we were able to achieve between Alpha 3.18 and 3.19 due to improvements in our asset pipeline. And the support from the Planet Tech team to address technical issues during this process was remarkable.
What Didn’t Go Well
The procedural river placement tool was not in as good of a state as we had hoped when we started using it. As a consequence, a considerable amount of manual effort was required to meticulously place and verify the resulting rivers to ensure their optimal quality. Moreover, this limitation also led to a decrease in the number of rivers we were able to generate.
What We’ll Do Better/Future Plans
The numerous issues that were successfully identified and addressed during this initial run of rivers have already made a significant impact toward ensuring a smoother experience for next time. Although there is still considerable work ahead before we can consistently create planetary landscapes with rivers that look and feel like the real deal, we have made substantial progress and are now much closer to achieving our goal than ever before.
Sand Caves
What Went Well
We were very happy with the results of this initial push to develop an improved pipeline to produce individual rooms for all cave archetypes and to also define the visual identity of our sand caves. That we were able to release a first set of smaller cave systems out of that prototyping phase thanks to the concerted effort from multiple departments was the icing on the cake for us.
What Didn’t Go Well
With neither the tools for procedurally assembling locations nor automatically placing them on planets ready for use, we had to build and place every cave manually, which was the primary constraint on the number of caves we could place on planets in the Stanton system.
Unfortunately, these caves had to initially be released without missions, making them into locations the player actively needed to seek out to experience.
What We’ll Do Better/Future Plans
We are currently in the final stages of refining the new visuals for rock caves, which will serve as the next archetype. We are looking forward to utilizing the Location Tool to construct a wider variety of cave systems.
Additionally, we will be working towards support for bigger connections, rooms, and entrances, which is a key requirement before we can replace the old caves.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.PTV Racetrack
What Went Well
It was created very quickly; we went into it with the idea that it was a simple location with a short timeframe and minimal impact on other teams. However, we achieved a lot more in three weeks than we were initially expecting, with a good modular kit for kart-style racetracks, and the addition of good dressing, theming, and lighting. It was really good to see how the community, especially the racing community, was excited when the track was initially shown to the public. We have since seen organized races on the track. We also got code support for upgrades to the respawning vehicle entity so if people were to crash, break, or abandon the Greycat PTV, it would respawn back at the starting area of the track. We can also set the values of things like time to respawn.
What Didn’t Go Well
Despite finishing the track before Alpha 3.17 was released, it had yet to have a QA pass and be bug-fixed, so we decided to hold it back until Alpha 3.18. Little did we know Alpha 3.18 was going to be delayed so much, so the track, even though complete, made it into the public’s hands a long time after we had hoped.
What We’ll Do Better/Future Plans
We will certainly develop more modular tracks in the future (and have another in the works), but it is on the back burner for the moment. We will try and support other similar-sized ground vehicles like the Greycat STV in the future as well (initial tests have been positive). We will also work with the Mission team to look into adding a racetrack-style mission to the tracks, which will allow the tracking of race times, checkpoints, and laps, and enable the mission to give rewards to players.
Security Post Kareah
What Went Well
We could never have imagined the level of support we received from the Art team, which really rejuvenated the location.
The player-triggered sandbox activity was well received, and analytics showed that hacking CrimeStats at Kareah is still very popular, which was a concern for us as we were taking a risk removing the other hacking locations.
What Didn't Go Well
The mission still has rough edges that need ironing out, which is in progress. Also, additional analytics needs on sandbox activities were identified to be able to further understand player participation.
What We’ll Do Better/Future Plans
We’ll continue to iterate on the sandbox activity and location based on the feedback we’ve received and add further analytics to better understand participation.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Jumptown
What Went Well
The changes to the location were very well received, player participation was consistently very high, and the support we received from Art was well beyond what we expected.
What Didn’t Go Well
The implementation of PES led to performance issues around the location after a lot of ships were destroyed. We also wanted to redrop the locations with RASTAR. However, we were unable to at the time due to it breaking the shops.
What We’ll Do Better/Future Plans
For the next run of Global Events, we’re planning to redrop the locations on different planets to give different gameplay. For example, in thick atmosphere, higher gravity planets, and forests.
Time Trials
What Went Well
The new racing content and time trial modes were well received by the racing community, helped by the Content teams who produced many more tracks than we could have hoped for.
In the backend, the analytics we added were fantastic and allowed us to make very in-depth analyses of each track, which helped determine where they should go on the difficulty ranking and what the target times should be.
What Didn’t Go Well
Poor server performance meant that a sophisticated new system of checkpoint tracking had to be created, though the markers still do not update as responsively as we would like.
Analytics also show that relatively few players actually unlock the second track.
Infiltrate Missions - Orison
What Went Well
The new FPS environments were well-received and a refreshing change after only having underground facilities for years. The ability to assault the locations on foot or in ships was great too.
What Didn’t Go Well
We had to turn the missions off for Alpha 3.19 because we were aiming to release Siege of Orison, but we were not able to achieve this or the new platform clusters (where we were to relocate them) in time.
What We’ll Do Better/Future Plans
We have relocated the missions to the new platform clusters and will be releasing them when possible.
Prison Activities
What Went Well
The Prison Escape mission is surprisingly well-played and offers a new way for players to clear their CrimeStats. Inside the prison, loot on the AI and new selling terminals were well received; players felt the new AI made the prison feel more alive and it gave them another way to earn merits.
What Didn’t Go Well
The Ursa Rover continues to spawn underground, selling items at the prison kiosk still isn’t reliable, and excessive AI are being spawned due to a spawn closet issue.
What We’ll Do Better/Future Plans
For the next release, we’ll fix any bugs we can, including the Ursa spawning issue.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Drake Vulture
What Went Well
Adding the long-awaited “starter” of the Salvage career alongside its gameplay loop was a great milestone for the Vehicle team. While the vehicle was started some time ago, we had held on to it to ensure it released strongly with the gameplay loop rather than without, and this allowed the team to squeeze in some more features to the ship to make sure it hit all the current standards.
What Didn't Go Well
A few complaints surrounding the traversal of the ship due to the gameplay mechanics were somewhat a product of the Salvage mechanic evolving over time to require more manual input than initially expected during the vehicle’s concept in 2018.
What We’ll Do Better/Future Plans
Releasing vehicles alongside their gameplay loops rather than earlier in the project (see Starfarer and Reclaimer) is something we’ve been striving to do in recent times, and we’ll continue aiming to do this.
RSI Scorpius Antares
What Went Well
The Antares was designed alongside the base Scorpius as an optional variant to put into production in the future, with the tail section of the ship outlined as the part that could be geometry-swapped. However, during development, it was clear the needs of the EMP and quantum drive required slightly more power than planned and the team reacted well to adjust both the base and Antares to allow the component layout to suit both.
What Didn't Go Well
There were a few technical issues that we weren’t able to solve that reduced the ability for the second player to have more control over pilot features and a more enhanced MFD setup.
What We’ll Do Better/Future Plans
With Master Modes and new MFDs coming in the future, we should see the copilot get more gameplay features rather than being half passenger, half button-presser.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Salvage & Cargo - Vehicle Gameplay
What Went Well
We were able to support both Feature teams' introduction two key features to the PU, with Salvage requiring a lot of time be spent on the art assets and Cargo requiring a pass across all ships by Design.
What Didn't Go Well
Unfortunately, the scope of the work for Salvage was drastically underestimated, as we thought the existing UV2 damage system all ships used would be suitable out of the box. However, we very quickly realized we’d have to do an entire pass on every ship to up the quality, as you were looking at the visuals much closer than the damage system.
In addition, the gameplay mechanic was built around the idea that you’d be able to 100% scrape the entire hull. However, this wasn’t a consideration in the UV2 damage setup, so some areas were inaccessible, causing frustration to early testers who couldn’t “100%” a ship.
What We’ll Do Better/Future Plans
We’re now more closely integrated with the teams working on big features like this so issues can be found and investigated before development properly starts, rather than being looped in once the prototype has been completed.
Hull Scraping
What Went Well
The long-awaited first iteration of Salvage gameplay finally arrived with Alpha 3.18, which enables players to scrape off hull material and either trade it or use it for field repairs. The core gameplay loop was generally well received and provided a great contrast to other activities.
We also expanded the harvestable system with ship-wrecks and salvageable metal pieces, and introduced the first miniature version of Crafting by allowing players to create a few select items using RMC.
Releasing Hull Scraping alongside the Drake Vulture meant that the ship could come out with a proper gameplay system, and the Aegis Reclaimer finally has appropriate gameplay available to it.
What Didn’t Go Well
A lot of features and systems Hull Scraping was relying on were still in active development when we were building the core gameplay system. This meant the feature was handed off to the EUPU team with a fairly compressed timeline for release.
We addressed the way players would find salvageable objects in the universe way too late in the process, and the balance work for salvageable-object distribution was not properly mapped out.
Not all vehicles could be upgraded to the new Damage Map, meaning some vehicles still won’t work correctly with Hull Scraping.
What We’ll Do Better/Future Plans
We’ve changed our approach to how early we get other teams involved, meaning that downstream teams get involved as early as the prototyping stage. We’ve also introduced additional milestones where downstream and content teams can review and approve the progress we’ve made before we move on to the next stage.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Alpha 3.19
Salvage Contracts
What Went Well
We’re very proud of what we achieved; initially, we had only expected to release with Hull Scraping, but were able to get cargo and the brand-new detachable-components feature included. The mission was well received by backers too.
What Didn't Go Well
We didn’t choose the best ships for the mission, as only some have detachable internal components and gold-standard hulls for scraping (which we only found out after the fact). And, due to developer illness, the first release saw a very rough pass of cargo spawning, meaning there was no time to properly balance or verify that all items could be sold.
The Economy team had to change the value of ship weapons very late into development. This was necessary to balance the problematic insurance issue, which needs a further rebalance. The change meant some backers were disappointed having gotten used to higher rewards.
What We’ll Do Better/Future Plans
For the next release, we’ll choose more appropriate ships with detachable internal components.
New Player Experience
What Went Well
We received a lot of positive feedback from new players that the New Player Experience has helped them learn the game. The visual upgrades to Area 18 have greatly improved navigation, alongside new control and contextual hints.
Throughout the development of NPE, we’ve been able to make many improvements to our mission system, such as the introduction of mission persistence, which allows us to resume a mission at the last active objective if a player loses connection or experiences a client crash.
What Didn’t Go Well
The mission is largely modular but not entirely so, which means more work is needed to bring it to other locations. We didn’t have sufficient time or support to teach the player inventory management or interacting with shops.
In terms of the production itself, New Player Experience was a cross-team initiative and as such, was complicated to coordinate. Production support for New Player Experience changed a few times as it wasn’t owned by a dedicated team.
Additionally, we didn’t have sufficient support to remedy the visual issues with the existing HUD elements clashing with the new Control and Contextual Hints.
What We'll Do Better/Future Plans
We’ve started work on modularizing the remaining parts of the New Player Experience to reduce maintenance and allow us to bring it to multiple locations. We will also introduce additional components to NPE, such as inventory management, shopping and more.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.RSI Lynx
What Went Well
The Lynx started off as a very simplistic adjustment of the Ursa but, as we progressed, we felt it deserved more. So, it ended up with virtually all-new geometry and materials, which paid off as the vehicle now looks the part and sits well with the Constellation Phoenix.
We also managed to cram a huge amount of interactive content within the vehicle, including animated chairs, TVs, lockers, and fridges.
What Didn't Go Well
Increasing the scope of work for the vehicle (primarily redoing the entire cockpit area) resulted in the Vehicle team working longer than expected, leaving less time for other teams, such as VFX and Audio, to do their work.
What We’ll Do Better/Future Plans
Next time, we’ll ensure scope adjustments are discussed with all teams and that they’re not unnecessarily waiting for all aspects to be delivered to start their pass.
Mirai Fury & Fury MX
What Went Well
Despite its size, the Fury series is one of the most complex vehicles we’ve ever put in the game, requiring complex animations and state machines all compressed into a very small spaceframe. It was also delivered ahead of schedule, as we were so excited by the vehicle we actually started production before the concept pass was officially complete.
Vehicle Features made a pass on the gimballed thrusters to make them work as we had envisioned. This means the Khartu-al and San’tok.yai will benefit from this in the future.
The MX’s blast shield was our first proper foray into integrating custom Building Blocks UI into the vehicle pipeline rather than reusing other assets, such as door control panels.
What Didn't Go Well
Some of the tech we needed for the thruster rotations took a few attempts to iron out, and we accidentally caused other issues with thrusters on other ships, but all was solved before release.
The MX was originally intended to have generic missile racks but it was clear early on they needed to be bespoke to prevent them from launching into the body or wings when changed for alternatives. This sadly reduces player customization but ultimately makes it more reliable in use.
What We’ll Do Better/Future Plans
We’re pretty happy with how the Fury and Fury MX turned out and no specific things occurred with their development that need adjustment in the future.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Tractor Beam - Item Attach/Detach
What Went Well
Finally, players are able to loot vehicles for components and weapons, greatly expanding the Salvage gameplay loop. This feature also provides additional gameplay opportunities to other features, such as allowing players to swap out mining heads and modules, and provides a strong foundation for the Vehicle Tractor Beam feature.
Internally, the Vehicle Content team were very responsive to addressing content issues with existing components and weapons.
What Didn’t Go Well
This feature wasn’t originally scheduled for Alpha 3.19, so we had a compressed timeline to work with. The QATR for this feature also revealed a lot of issues with content that couldn’t all be resolved in time for release.
What We’ll Do Better/Future Plans
We’ve started requesting downstream support much earlier in the process so that necessary content changes can be done in anticipation of the feature getting ready, as opposed to doing the handover toward the tail end of development.
Mining Rebalance
What Went Well
The community reception has been fantastic and we’re very happy with how the release panned out; long-standing metas and balance issues have been resolved and mining is now a much more nuanced gameplay loop that allows for multiple strategies.
Changes to tractor beams greatly benefited the Mining gameplay loop by enabling the ability to swap out mining heads, modules, and pods. We also identified a better process to balance gameplay loops holistically.
What Didn’t Go Well
There were some issues that we couldn’t properly resolve until after the release, such as mineable rocks always exploding, and the redistribution and rebalance of shop prices required quite a bit of back and forth between various teams before we got it properly implemented.
A lot of issues and edge cases with pricing and distribution were revealed during testing that needed constant fixing and readjustment.
What We’ll Do Better/Future Plans
We want to continue to improve our communication around mining with the community and keep listening to critical feedback to make mining the best it can be.
We’ll also put more trust in the data we gather to help inform future design decisions around mining gameplay.
Alpha 3.18 & 3.19 Post Mortem - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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Happy Monday, everyone!
Last week saw the dramatic conclusion of Ship Showdown 2953, which culminated in an intense battle between two Drake newcomers, the Corsair and the Vulture. The community has spoken and declared that the Corsair has truly stolen the people's hearts by crowning it the ultimate champion in this year's edition of the biggest annual smackdown in the 'verse! In celebration of the win, the Corsair will be available to all backers to Free-Fly through September, and we can't help but notice the serendipity of this charismatic explorer being the one to accompany the upcoming Pirate Week!
On the Alpha 3.20 front, the team is hard at work tightening the nuts and bolts on this patch that will bring about some exciting new features and a plethora of quality-of-life improvements, which you can read about in our Patch Watch post. We're thrilled about this update and hope to have this in your hands shortly! As a reminder, Alpha 3.20 will also see the sunsetting of one of the most iconic locations in Star Citizen as we usher in a new era, with Seraphim Station replacing Port Olisar. You still have some time to visit Port Olisar to say your goodbyes, and for those who do, you'll be awarded a commemorative Spectrum badge (more details can be found on Spectrum).
We're less than 6 weeks away from this year's big CitizenCon event! With more than twice the attendees of our last show, this is shaping up to be our biggest event yet. There's still tickets available, which you can pick up here, and if you can't make it out, fear not, as you can still enjoy the show from the comfort of your own home (Pico slippers not included) live on twitch.tv/starcitizen. Also, if you're looking to celebrate from home, make sure to pick up this year's exclusive Digital Goodies Pack!
We're excited to share more details about this year's event soon, including the schedule, ticket distribution, and more; stay tuned! We can't wait to see you!
Lastly, this weekend has multiple Bar Citizens happening from Texas, USA, to Coimbra, Portugal. And if you're in Vienna, Austria, on Saturday, come join the team on our next stop of the Bar Citizen World Tour! You can always visit barcitizen.sc to find out about happenings near you, or even register your own.
Now, let's see what's going on this week:
On Tuesday, delve into the little Humanity knew about the San’tok.yāi before Aopoa's surprising announcement that it would be exported to the UEE in the Narrative team's latest Whitley's Guide post.
Wednesday brings the latest development updates with August's Monthly Reports for both Star Citizen and Squadron 42. Don't forget to subscribe to the Squadron 42 newsletter here.
This Thursday, Inside Star Citizen returns with a special two-part Design Brief detailing the future of cargo careers. If you've seen prior Design Brief shows, you'll know they're light on visuals but big on the details of work going forward. PLUS: Meet the new North American Persistent Universe team that's making it! Also this Thursday, it's time to hoist the black flag for Pirate Week!
Friday's episode of Star Citizen Live is a Q&A show with the Vehicle Gameplay team (formerly the Vehicle Experience team). They'll be answering questions from the community live on our Twitch channel starting at 15:00 UTC / 8 am Pacific, so don't forget to include yours on the Spectrum thread. You can also expect the weekly RSI Newsletter delivered to your inbox.
Fly low, and fly fast!
Associate Community Manager
THE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, SEPTEMBER 11, 2023
- This Week in Star Citizen
TUESDAY, SEPTEMBER 12, 2023
- Lore Post - Whitley's Guide: San’tok.yāi
WEDNESDAY, SEPTEMBER 13, 2023
- August 2023 Star Citizen Monthly Report
- August Squadron 42 Monthly Report (via Newsletter)
THURSDAY, SEPTEMBER 14, 2023
- Inside Star Citizen (youtube.com/c/RobertsSpaceInd)
- Pirate Week 2023 Begins, yarrr!
FRIDAY, SEPTEMBER 15, 2023
- Weekly Newsletter
- Star Citizen Live - 15:00 UTC / 8:00 am Pacific (twitch.tv/starcitizen)
- Pirate Week
SATURDAY, SEPTEMBER 16, 2023
- Bar Citizen World Tour - Austria, Vienna
- Pirate Week
COMMUNITY MVP: September 11, 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!
Last Goodbye - Port Olisar
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.No sappy goodbyes here. Dean_Ironstar shares their head-banging tribute to Port Olisar with video clips of this iconic space station from over the years, proving that we can bid farewell without tears. Right? RIGHT?
Check out the video 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 -
Get ready to lock and load! Today, we're putting the Arena Commander Feature Team's gaming skills to the test as they play and showcase a variety of new game modes coming to Arena Commander in Alpha 3.20.
Star Citizen Live Gamedev - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com