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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 July 12, 2023
Release View
The following cards have been added to Release View in the Alpha 3.20 column:
Seraphim Station
A new fully-operational station positioned in the skies above Orison. This station houses multiple shops, cargo services, refuel and repair, and more.
New Crusader Platforms
Adding three new points of interest in Crusader's atmosphere, providing new locations for missions and loot.
The following features have passed their final review, therefore we are toggling their status to Committed.
Arena Commander: Experimental Game Modes
These limited-time game modes range from simple twists on current modes to entirely new modes. This initiative will not only allow rapid iteration of game modes to be put in players' hands faster, but also allow all teams to gather vital analytic data for specific activities, equipment, vehicles, and in-development features.
New Missions - Salvage Contracts: Coverup
Players will be contracted to strip the gang markings and paint off a ship that was used in a crime that the gang doesn't want to get caught for. Security forces will also be searching for the ship to confirm and prosecute whoever had committed the crime.
MISC Hull C
Encompasses all tasks, including design, art, audio, and tech, required for the implementation of the MISC Hull-C heavy cargo hauler into the PU.
Wheeled Vehicle Handling Improvements
Updates and improvements to current ground vehicle movement parameters and simulation, allowing for more robust tuning and identity between various ground vehicles.
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.
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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 07:05:2023
REF: CIG UK, CIG DE, CIG LA, CIG TX,
FAO Squadron 42 Recruits.
Welcome to June’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including relaxation activities, water tech, and electromagnetic gas clouds.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Content)
Last month, the AI Content team continued working on various behaviors. These ranged from NPC behaviors during downtime and rest (eating, exercising, sleeping, etc.) to more official and job-focused behaviors from members of the Stanton and aboard Shubin station. Dynamic conversations were also introduced among the deck crew where they discuss their work to create a more cohesive atmosphere. NPCs were also implemented in several key areas to help flesh out and fill the environments, while various locomotions were also added to these NPCs to make movement and crowds feel more realistic. These ranged from security guards on tram stops, to janitors on Shubin, to 'hawker' kisok-based vendors that can interact with players and NPCs.
For the Fight Club, speed animations were added for crowd spectators alongside high-quality fight animations.
AI (Features)
Last month, the team worked on reactions to restrained AI, which enables players to use hand and leg restraints to prevent a character from moving. This builds on the healing and waking of downed and unconscious AI. As restraining can work in tandem with other actor statuses, there were numerous cases to deal with, including the AI being awake, unconscious, or bleeding out whilst restrained.
The team then moved on to a gunfight section within the campaign. In this situation, the AI needs to choose cover opposite the player in a circular arena. This required a bespoke TPS query to provide the cover and special functionality to recognize when to move to a new position.
They also continued to polish and iterate on a wide range of other functionalities to improve overall quality, including melee attacks, buddy AI, grenade throwing, grenade reactions, and attack and defend areas.
On the animation side, the team continued to iterate on full animation sets to implement the different combat styles employed by the game’s various factions.
AI (Tech)
Last month, AI Tech finalized their work on dynamic pathfinding regeneration. As mentioned in previous reports, this feature allows dynamic paths to detect when a navigation mesh is modified and check whether it’s still valid or if a new path request is needed. When a new dynamic path is requested, the pathing component creates and stores navigation anchors. These anchors notify the pathing component each time the mesh changes, which then checks through navigation raycasts to see if the path is still valid. If not, the last part of the path is recomputed.
Next, the team continued developing a feature to allow NPCs to enter and exit a ship’s airlock from EVA. For this, they had to consider cases when a ship or space station is moving or slightly rotating. They’re currently working on a scenario for transitioning from a ship with gravity to zero-g by vaulting over a ledge.
For tools, AI Tech continued improving and extending functionality for Apollo Subsumption, including adding two new windows for the task-archetypes and variable-type editors. This will allow the team to better visualize and modify archetypes and variables.
The other AI tool, the usable group coordinator, received improvements too. This included a minor flow refactor to reduce the performance impact from bad setups and to more clearly notify the designers what’s wrong.
Last month, AI Tech also supported existing features and the upcoming release builds. For navigation links, they created new flowgraph nodes that allow the designers to disable and re-enable navigation links for a platform or object container. For example, this will enable NPCs to use moving platforms.
AI (Vehicle Features)
AI’s Vehicle Feature team spent the month finalizing the new combat AI, enabling it throughout SQ42. This rework has been in development for a while and improves the overall flight combat in the game.
The team are now tuning, tweaking, and improving the combat experience.
“We’ll be soon taking a closer look at every single individual combat encounter and fine-tuning them all to feel great.” AI Vehicle Features
Animation
Last month, Animation began a deep dive into every parent asset in the game to cull broken, not-needed, and poorly performing animations.
They continued to work on zero-g and takedowns, with recent work on heavy denials and sedative takedowns. They also progressed with animations for personal carriers, animals, the janitor behavior, crowds cheering, and player revival by AI. Support was given to scenes across various chapters and data from a recent mo-cap session was processed. Work on malfunctions and new mobiGlas animations progressed. The healing and un-restraining flow now works properly too.
On the Facial side, the team worked on idle faces for the various states of the AI, including sick, punk, severe pain, tired, scared, and drunk.
“This will improve the AI considerably, as we believe the moment you see a person’s face you naturally look at it, instead of when that face is hidden by a helmet, you end up looking at the full body. We have also been working on facial animations for many narrative scenes.” Animation Team
Regarding mo-cap, the team prepared for an upcoming narrative shoot along with one intended to capture specific character actions and pickups. They also prepared for several gameplay mini-captures.
Audio
June saw the Audio team enhancing sounds across the game; SFX designed and implemented essential assets for ambience, weapons, and UI, while Audio Code finished developing cutting-edge propagation tech to redefine how sound travels. July will see them move onto cinematics tech improvements.
The Dialogue team refined the character-breathing system for different health states, fixing bugs and organizing dialogue across the campaign. This also involved investigating the various health states of the player character and how breathing styles can elevate the experience.
In July, the team are holding a performance-capture session to cover numerous scenes in the game. In preparation, they created a master document to track every piece of dialogue implemented in the game.
Engine
In June, the Core Engine team finished integrating the latest changes into the main development branch. This took a significant effort, but the team managed to stabilize and roll out the many major rewrites made over the past few months.
Additionally, experiments were done on a more cooperative threading model to execute physics code, which should deliver general performance improvements.
For generic shapes, all editor-side work for regular shapes was finished and is now with the artists for feedback. The next stage is editor support for multiple sub-segments to allow the team to build more complex shapes out of primitive sub-shapes.
The StarBuild, P4K v2.0, and memReplay systems received various improvements and new features in preparation for them rolling out to other teams.
The Physics team supported the game teams with various bug fixes, progressed with cantilever beams for the Maelstrom editor, and investigated solver improvements for driven ragdolls.
An ImGUI view was then implemented to allow rapid tweaking of simulation parameters for character-attached cloth so that changes become immediately visible.
The Entity System Tech team integrated their recent improvements into the main development branch. They then worked on various spawning-time improvements and cost visualizations to allow for further guided loading-time optimization.
Finally, async entity loading was enabled in the editor for faster startup and improved efficiency.
Features (Gameplay)
Gameplay features spent part of the month adding new mobiGlas applications, including the Galactapedia, which is a reference for people, vehicles, planets, systems, items, and everything else in the universe. As players progress, the Galactapedia will be updated with the information gathered.
The Personal Status app now has a Skills page, detailing the player’s abilities and how they have improved. It also includes an Attributes page, detailing what items have been unlocked and how progress is going on others.
The team also implemented a way for the designers to create custom damage maps. These can be applied to vehicles or items, giving more control over how damaged they appear over time.
Following last month’s work, Gameplay Features further progressed with the minimap, adding markers for the player, NPCs, objectives, and more. These can now be “clamped” to the edge of the map if they’re offscreen.
Additional work was done on the character customizer too, exposing it to the new hair-rendering tech that allows players to change their hair’s base color and highlights.
Features (Vehicle)
Last month, Vehicle Features supported various design initiatives across SQ42’s chapters, including work on The Coil’s electromagnetic gas clouds. The team worked alongside VFX and Design to implement various special effects to support the player's experience of flying into and around the gas clouds.
The team also supported smaller changes to other chapters, new features to enable the AI teams to create special set pieces, and ways for TrackView to control vehicles better.
They also continued to finalize Control Surfaces and the new aerodynamic flight model, which were integrated into the normal ship throttle and speed-control mechanisms. They also integrated other environmental effects relating to Master Modes so they now work across the different flight modes.
“We should hopefully be at a point now where the new flight model can be enabled game wide and tested in situ in SQ42 gameplay.” Vehicle Features Team
Vehicle Features further developed various UI areas in June too. To help with the flow of levels, they worked with other teams on a markers-and-objectives system that shows players where to go, what destinations exist, and what things are around them. It also includes new markers for quantum destinations, scanning signatures, and more. These markers can contextually enable and disable depending on progress in the game.
The team progressed with the ship-loadout terminal. This is a physical terminal in the Idris hangar that allows players to customize their ships before flying out on missions. It’s currently being integrated with the various ship items so they show up alongside the player’s items.
Multi-function displays (MFDs) also progressed. They’re currently enabled game-wide and are being tested in various levels. Several issues were fixed and the team is now focusing on unique MFDs for the scanning system to show contacts and allow the player to look up information about the things they’ve scanned.
Focus was also given to the general look and feel of vehicle cockpits. For example, the team added new camera shakes when using the afterburner, stalling when flying with aerodynamics, and other smaller camera movements to improve the overall feel of piloting a ship.
Lastly, Vehicle Features worked on the boat physics model. The core physics model works well, though improvements and tweaks were made to improve the experience as other features were completed.
Gameplay Story
June saw Gameplay Story continue to maintain and improve a large number of scenes across the campaign. Two scenes were updated to use the approved seated pose, one will now utilize the approved datapad, and another was updated to match the approved button height. Alongside this, a scene in chapter one was expanded with several new encouragement animations and new dialogue.
The team then supported the wider development initiative on chapter five, improving a character introduction at the beginning to make it more responsive. New start and end animations were added to two different scenes in the middle of the chapter, and a full polish was completed for a large scene at the end.
Alongside this, the team got all of the bridge-operator seat setups approved (just the air-traffic controller's seat remains). This unblocked several scenes for the Cinematics and wider Gameplay Story team.
Graphics & VFX Programming
June saw the Planet Tech team wrapping up their latest tools and working on the new water system. Water ripples can now be simulated across region borders, and further reworks to rendercode integrations with planetary atmospheric passes made the process smoother. Quantum obstacles for Generic Shapes were also physicalized and passed to the Engine team for integration.
The Graphics team spent part of the month fixing bugs, improving the render thread, and developing the upcoming temporal-upscaling system. For global illumination, a ray-tracing prototype is now in progress, and work began on screen-space probes. Screen-space shadows are now more consistent, and canvas-decal streaming issues were resolved.
Gen12 and Vulkan also received various bug fixes that impacted rendering and streaming performance. The GPU resource lifetime was restructured, and WAW hazards for RenderGraph deferred execution are handled more efficiently too.
The first iteration of entity spawning based on MeshSetup and CGAs was submitted, which is required for Maelstrom.
Alongside UI Tech and other SQ42 teams, Graphics improved the performance and visual quality of the area map. The interior and FPS mini-maps now use the Render Layers feature, which can now be applied to CGA joints, skin, and CGF attachments. Incorrect UI edge cases were also resolved and now scale correctly with scene exposure.
The VFX team enabled DataForge to support particle library groups in preparation for the upcoming changes to weapon-effect setups.
A crash impacting fire-related child effects was fixed, and an entity-wide burn state can now be applied that uses dirt parameters and object temperature to determine damage and glow; glow uses a specific shader from permanent effects for game-wide consistency.
Lightning was also improved. For example, lightning cascades can be timed with a new controller and ship shields now trigger when struck by lightning.
Level Design
June saw Level Design make another significant push on chapter five’s Shubin Archon content. This is the team’s largest walk-and-talk level, featuring two NPC guides and numerous background scenes and NPCs.
“It’s been a huge challenge to implement and another maintaining it, but we’re very pleased with where we are at with it now.” Level Design Team
They also continued to focus on Stanton and Krugeri interstitial scenes. For example, they made a full pass on an emergency medical triage area in the Krugeri’s hangar.
Narrative
Last month, Narrative worked closely with Core Gameplay Design and Audio on player wildlines that will be used throughout the game, covering everything from generic responses to providing additional assistance during puzzles. This work was slightly accelerated as the team prepared to capture the remaining player lines in an upcoming shoot.
Elsewhere, the team continued to sync with the level designers to refine scripts based on feedback from placeholder audio. Once written, they recorded new placeholder versions so they can experience the flow in future reviews.
As the scripts continue to solidify, the team expanded tasks to begin addressing the various text needs of the game. This included outlining the game’s version of the Galactapedia (determining which entries will be included from the current list and which will be crafted specifically for SQ42), various collectibles, player skills, and mission performance reviews. Once the team has finished capturing the remaining narrative and gameplay content, they’ll focus more on these text requirements and other requests, including environmental messages and fluff screens that will appear throughout the game to provide additional storytelling.
R&D
In June, work on atmospheric and volumetric cloud rendering continued. Transmittance profiles and their filter chains were optimized and improved to reduce noise and artifacts in raymarch results. Further research went into the temporal upsampling of those results to produce a stable and detailed full-resolution frame that can then be composited into a scene.
Tech Animation
June saw Tech Animation integrate their long-awaiting changes to the DNA system. This enables new head assets and provides a pipeline that will open new ways to author and customize new game content.
The team then began new initiatives while they wait for further head art. This included updating the Maya pipeline codebase from Python 2.7 to 3.7 and thoroughly testing it. This was released to the user base in June, with the team currently working through the final bugs.
VFX
Aside from the usual support for locations and cinematic sequences, VFX investigated shader requirements for fire propagation. Code-wise, the fire-propagation system has been in progress for a while, but it has now reached the point where the VFX artists can work with Environment Art to decide how various locations should look when burning and burned out.
Improvements and optimizations were also made for various lightning effects.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Welcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. We’ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. 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 does one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, September 19th, so please join the discussion and drop any questions you might have about the universe in our Ask A Dev forum.
Question: Ever since Laylani got elected as Imperator we haven't heard much about her. What happened?
Answer: Several lore pieces have touched upon Laylani Addison's successes and failures as Imperator. Some of these details were revealed in articles about other subjects so the lore could track her affect on the UEE without each piece focusing on her. Here’s a collection of articles tracking Imperator Addison's impact on the empire so far.
Elected to the position in 2950 and inaugurated in early 2951, Imperator Addison faced scrutiny from the very beginning from those who wondered how she even managed to rise to power, while others questioned how she would be able to govern as an independent. So far, her biggest political winhas been declassifying regen technology and working with the Senate to make it widely available. She's also worked on her campaign promise to loosen AI restrictions by drafting the Better Act Togetherlegislation, which would officially allow the government to fund its research. That legislation is currently stalled in the Senate though, as the working relationship between the two branches of government has soured. The Senate also rejected Imperator Addison's nomination of Nyahuoaōng T.yi to be the UEE Ambassador to the Xi'an Empire. Still, Imperator Addison has made it a priority for the UEE government to be more inclusive by placing Ki Jotal in her cabinet, making her the first Tevarin appointed to such a position, and promoting policies that have increased Tevarin Citizenship numbers.
Question: I know there is a desire to make as much unique flora and fauna as possible, but what of humanity's old frenemies?
Historically, we have unintentionally shipped rats, mice, roaches, mosquitos, etc all over the world, and our record of accidental releases is not much better (wild pigs/boar, rabbits, nutria, feral cats eating local birds, etc...). While I am sure there will be other alien creatures that fill similar niches, how likely is it we will see a good old (space) rat tussling with its local equivalent in ArcCorp and other human settlements?
Answer: The familiar fauna you mentioned are definitely alive and well across the UEE. Space travel has been so widespread for so long that the pests and parasites that have hounded Humanity for ages have also found a home wherever we've established one. For all the captains who would take the time to systematically vent each section of their ship to ensure no unwanted creatures were along for the ride, there would be plenty of others who would never bother. However, as Humans traveled the stars and encountered new species, there has definitely been more competition for those Earth creatures. So it wouldn’t be too surprising if an alien creature has taken over the vents on a space station that you’d normally expect to see a rat.
We refer to such creatures as "boids", and the Narrative team has already created a list of some that populate the universe. Our breakdown includes specifying the type (insect, bird, crustacean, reptile, and so forth), the biome it inhabits, a description, and if anything can be harvested from it either directly or indirectly. One of these boids, the stone bug, was introduced in the 3.18 patch. Meanwhile, the Ranta may not have made itself visible to players just yet, but its dry cube-shaped dung is harvestable in-game. While common rats, roaches, mosquitos, and other creepy-crawlers are alive and well, our boids list consists of strange creatures and those that feel familiar but have a sci-fi twist that make them unique to our world. We also develop these boids in conjunction with other teams, and want to ensure they have the creative freedom to explore interesting ideas and looks. Some of the boids you'll see populating the world will be pulled from this list we've created and others will come directly from other teams that we give a Narrative spin.
So, yes, the familiar little creatures that we all know and hate/love are in the Star Citizen universe. Yet, Players are more likely to find themselves in situations facing exotic boids, like by scraping hull barnacles off their ship before they cause damage or collecting Blunders for their highly corrosive vital fluids.
Question:I am curious what Miner's Lament looked like/was before what looks to be an explosion that happened to destroy the station. Will we ever learn this or is it up to the theory groups?
Answer: Miner's Lament is so named because it was the home of a tragic mining disaster in 2868. A small group of former Shubin Interstellar employees seeking to take advantage of the recently privatized Stanton System pooled their resources and formed their own mining consortium. After scanning multiple available claim sites, the group decided on this location near Yela thinking that it would provide them with the quickest profit. With what funds they had remaining after purchasing the claim, they contracted out for the construction of a mining facility believing the higher volume of ore they would be able to process would offset the startup costs in the long run. However, when delays and cost overruns threatened the entirety of their operations they decided to halt construction and utilize the partially complete station as best they could, finishing it once they made some profits.
Three weeks in, tragedy struck. One of the facility's large storage hoppers became over pressurized when a safety release valve failed. The hopper burst sending ore shards and shrapnel hurtling through the facility and nearby vehicles killing dozens of miners. The operation was shortly shut down afterwards as it was no longer functional and has remained closed in the decades since. In 2918, the claim rights reverted and the area was stripped of most of its resources by various independent operators. It was during this time when visitors to the claim began racing each other for fun until it evolved into the modern track that Wildstar members now frequent.
Question:It’s been hotly debated amongst my friends. We had a couple of different ideas that ranged from a Cutter all the way to an 890 Jump. Guesses included:
Terrapin
Custom Spirit E1 called the Imperator One
600i Exec Custom
890 Jump Custom
Carrack
So what is the typical craft the Imperator uses to get from locale to locale when bringing their press crew with them?
Answer: This information is highly classified. Since everyone flies ships strapped with weapons, the 1st Marine Combat Battalion goes to great lengths to ensure the Imperator's safe passage through the Empire. This includes using a vast fleet of ships, decoy flights, and other safety protocols that remain a tightly held secret by the 1st Battalion.
Unlike Air Force One (the airplane that the President of the United States traditionally travels on), there are no seats for press on flights the Imperator takes for security reasons. Members of the press would board a separate charter with secure comms to the Imperator’s ship for impromptu pressing briefings.
Question: There is a Hurston bunker location named 'HDOF-Palomar'. What does HDOF mean? HDSF is Hurston Dynamics Storage Facility and HDMS is Hurston Dynamics Mining Station, but I couldn't work out what HDOF might mean. Can you enlighten me please?
Answer: HDOF stands for Hurston Dynamics Operations Facility.
Regarding other designations, you were right about the other two (HDMS for Hurston Dynamics Mining Station and HDSF for Hurston Dynamics Storage Facility). There's also HDES for Hurston Dynamics Extraction Site and HDRSO for Hurston Dynamics Remote Security Outpost.
Question:I've often wondered whether or not there are still Monarchist factions in the UEE. Not specifically Messer loyalists, but those who would like to see a more traditional Imperial aristocracy return to the fore. Are there any prominent Monarchist factions? If so, how influential or reviled are they?
Answer: Despite monarchists lacking traction on an empire-wide political stage, certain planets or states could have such a system in place. The UEE Common Laws specify certain rights that each planet must uphold, but as long as they adhere to those standards, how they go about it is completely up to them. So a political system, like the constitutional monarchy of the United Kingdom, could absolutely exist in the UEE, though we have yet to specify one.
That being said, monarchist factions could definitely still exist in the UEE. Some factions would yearn for the lost regalness and historical connection to Humanity's past, while others would believe a strong leader is essential for protecting the empire and achieving political objectives with minimal interference. Despite the terrible legacy, there would even be some that crave the return of the Messer regime. In fact, the last Imperator election cyclefeatured a candidate who claimed to be a descendant of Ivar Messer and espoused hateful policies, like kicking all Tevarins out of the UEE. Thankfully that candidate failed to make it out of the primary round.
Question: This is a question spurred on by a stupid discussion I was having with a friend, but now I just have to know. What does a Stormwal taste like and is it safe to eat? Better yet, what would be the best way to cook one? As a steak, a stew, roast, etc. My curiosity and my stomach need to be sated.
Answer: Before we dive into the finer points of stormwal-based cuisine, it is important to note that these majestic creatures are protected by law and Crusader Security does not look kindly on poachers. As such, ethically and morally, we strongly recommend against eating a stormwal.
Now with the legalities out of the way, the most surprising thing regarding stormwals as a food source, is how comparatively little there is for their respective size. Much of their bulk is occupied by inner flight bladders which are extremely tough and rubbery. While they don't have much flavor, they offer an interesting textural element to a meal. They can be eaten raw after mechanical tenderizing (either through heavily scoring the flesh or by extending pounding) or they can be served cooked by thinly slicing into noodles and stewing for a very long time until it achieves a texture similar to a firm gelatin. Either preparation is traditionally served in a strongly flavored citrus dipping sauce. The cooked version of the bladder can also be fried into a crispy cracker.
The other main part that can be consumed is the stormwal's fin which has a ring of lean dark meat known for its strong minerally flavor. A raw preparation is the most common with thin slices being marinated in oil, salt and spices. Particular care must be taken to slice against the grain or the fin meat will be almost inedibly tough. Cooking the fin is not recommended as the stormwal's muscle fibers tend to constrict tightly together when exposed to heat and the end result is very dry and fibrous.
Question: This post calls Xi’an criminal housesyu’at.ōngh’uitā, while in the galactapedia article refers to them asNyayu'a. Was this a xenolinguistics change? Does the first refer to the houses in general and the second refer to the people in those houses(the professional criminals)? I am new to xenolinguistics, and was just looking into the Xi'an lore and noticed this difference.
Answer: Welcome to the world of xenolinguistics! If you haven't already, be sure to check out the language guides for Banu and Xi'an. Each one has a ton of interesting information about the language and culture of that species, plus a sample dictionary covering common words and phrases. The Xi'an language guide includes the words you're inquiring about. Though both refer to an aspect of criminality, neither literally mean a Xi'an criminal house.
yu’at.ōngh’uitā - collector (for a loan shark or security bribe) literally: ‘caregiver for the neighborhood’
Nyayu'a - Gangster
So nyayu'a is an umbrella term, while yu’at.ōngh’uitā refers to a specific type of criminal. The Xi'an language guide also states that the prefix yu’a-______ indicates someone involved in a criminal or quasi-criminal profession, like yu’at.ōngya [bodyguard (to a gangster)] or yu’ao.r’o (non-sharpshooter assassin; mercenary). On the culture side, the language guide also advises that, "If you are ever told about anyone lo nyayu’a, it is probably best not to ask further about who that person is or what they do." Though some houses are permitted by the Xi'an government to engage in criminal activities, it's not socially acceptable to talk about it and some Xi'an may even pretend to not know these terms.
Question:Do planets have processing plants that filter it into usable products? Or is it shipped primarily off world and dumped on planets like Hurston?
Answer: Despite its displeasing attributes, sewage carries value in the universe. Locations would have processing facilities that filter and separate materials based on desired usage, and those byproducts could potentially be used in numerous ways. Exactly how they're handled would be determined by the location's governing body.
For example, Crusader could have an advanced greywater system to keep its plants alive, ArcCorp could help fuel its planet wide network of factories with Human waste bioreactors, and microTech could combine sewage with other products to process it into something useful, like how recycled material composite (RMC) is a byproduct of salvaging and can be used for minor hull repairs. Meanwhile, Hurston might deem all these solutions as too expensive and simply sell it in bulk to other locations or pay people to take it away, like the current waste disposal missions in-game. Since they're the first planet in Stanton, maybe someday they'll even be looking for contractors willing to dispose of some of those crates of waste by firing them into the sun.
Question: Observist Lifestyle - Citizens for Pyro details a meeting between a reporter and the leader of a new organization called Citizens for Pyro that aims to establish a haven in Pyro "within the next five years". You mentioned in a recent lore Q&A that there will be independent homesteaders, farmers, and the like in Pyro who a lawful player might be more inclined to ally with over the various gangs. Is this Citizens for Pyro group planned to be another faction that lawful players will be able to do missions for in Pyro?
Answer: Citizens for Pyro is a group of concerned civilians intent on suppressing the criminal forces who control Pyro and use it as a base of operations to attack other systems. The group began by sending forces into Pyro to hunt down criminals but soon realized that these forays did little to address the problem. They believe that expanding the influence and size of non-gang affiliated civilian settlements within Pyro is the only way to alter the course of the system’s future. The more civilians there are living in Pyro, the more commerce will occur and the more resources will be spent on protecting those interests by improving the systems overall safety, stability, and well-being. This plan has garnered interest and support from both companies and private donors who are interested in expanding the economic opportunities in Pyro. While Citizens for Pyro has primarily been a volunteer group based outside the system, this support means they could soon be looking for contractors to aid their goal of establishing and protecting settlements in Pyro. If you have nerves of steel and aren't afraid to take the fight to Pyro's gangs, then definitely keep an eye out for future contracts from Citizens for Pyro.
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Happy Monday, everyone!
Foundation Festival 2953 is in full swing. This year's event brings back the month-long community celebration intended to foster a welcoming atmosphere for new players and veterans alike. Activities and rewards include a Free Fly event, Referral Bonus, Organization Spotlights, exclusive rewards for both new and veteran pilots, and more!
In the festival's spirit, new pilots can explore the 'verse for free until July 17 - all you have to do is sign up, visit the Foundation Festival page to activate the Free Fly, and take to the skies. And through July 31, you and a friend can drive home Greycat Industrial's adventure-ready STV for free! Simply share your referral code with your friends and, when they pick up a Starter Pack, you'll both receive the bonus vehicle.
In addition, we released the Org Spotlight Gallery, highlighting 40 player organizations making the 'verse a better place. They're just a small sample of the hundreds of epic submissions we received, and each of them is open to new members and deserves the spotlight. There's also many more Orgs out there in the 'verse to discover.
On the Bar Citizen front, we enjoyed connecting with the always-fun French community in Paris during TwitchCon weekend. Thanks to all who came out and said hello, and a huge shoutout to the organizers for having us!
Last but not least, we announced the Star Citizen community winners of the Show Us Your Colors Celebration 2023. If you haven't checked out the submissions, find some time to do so. The content this year was awesome!!
Now, let's see what's going on this week:
On Tuesday, the narrative team is back with the latest issue of Whitley's Guide, providing you with all the background information on the trusted MISC Prospector.
Wednesday has the latest Roadmap Update, paired with all of the details in a Roadmap Roundup post plus we will publish last week's July Squadron 42 Monthly Report as a Comm-link.
On Friday, you'll see the weekly RSI Newsletter delivered to your inbox. Finally, we have a new episode of Star Citizen Live, which will broadcast on our Star Citizen Twitch channel on 15:00 UTC/8am Pacific. We will have Senior Tools and Tech Content Director Sean Tracy and Lead Gameplay Programmer Duncan Bunting as our guests for an update on Arena Commander's past, present, and future. Check out the questions gathering thread today!
For Saturday, we want to bring two community-driven events to your attention. Streamers Smashley, 6lasphamous, and AuthenticYoung will each host a team of 30 Tumbril Nova Tanks, and battle it out in a 30 v 30 v 30 Tonk battle against each other. You will also have the chance to with a Nova Tank as all the team leaders will be hosting a giveaway for one on their stream. The show starts at 18:00 UTC/11am Pacific.
Also on Saturday, an international community-organized virtual Bar Citizen event kicks off at 16:00 UTC/8am Pacific and it would be fantastic to have you there. We'll be there!
Have a stellar week both in and out of the 'verse!
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
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Port Olisar has become a beacon of hope and aspiration... what true words Jace_Nash and other community members have found to salute PO. With their heart-warming video, they wish the first space station of the 'verse farewell, and we, the devs, join them by making this our MVP of the week.
Jump over to the Community Hub and leave an upvote if Port Olisar was the very first starting point of your many adventures in the Stanton system.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Ever wondered what a game producer does? Join us today on Star Citizen Live as we dive deeper into this game development role with special guests Jake Ross and Filip Basara from our Production Team.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Momentan fliegt einmal mehr der Name Star Citizen durch die Schlagzeilen. Das oftmals kontroverse Endlos-Projekt könnt ihr schließlich aktuell kostenlos spielen.
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In the ‘verse, the Foundation Festival is a month-long civic program that endeavors to strengthen the foundation of community. Here on Earth, we’re celebrating our incredible Star Citizen community all month long! And, you can roll up to the party in style by referring a friend.
Starting July 6, 2023, our latest referral bonus grants you Greycat Industrial's adventure-ready Sport Terrain Vehicle, the STV, for free!
Referral Bonus FAQ
Find everything you need to know about the Free Fly referral bonus.
What is the referral bonus?
The referral bonus gives you free gear, items, or ships for introducing new players to Star Citizen. This time, you and the players you refer get a Greycat STV with Electric Green paint. The bonus is granted when a new player uses your referral code and pledges for a starter pack or ship (minimum $40) on the Pledge Store.
The usual referral bonuses apply too, including 5000 aUEC and a point in the regular Referral Program.
This bonus promotion runs until July 31, 2023, so don’t miss out!
How do I refer a friend?
Your friends must add your personal referral code when creating their accounts. This is crucial, as the code CANNOT be added after the account is created.
Where do I find my personal referral code?
You can find it on the Referral Program Page. Your Referral Code is unique and can be shared anywhere you like, including on social media, via email, or on your website.
What’s in it for me?
Recruiting one friend during the promotion gets you the rugged Greycat STV, a Sport Terrain Vehicle made for getting you, a buddy, and your cargo into the thick of adventure. With blazing speed and built-in storage you'll be ready for whatever the 'verse throws your way. The referral bonus STV also includes Electric Green paint.
Can I earn more than one Greycat STV during this promotion?
No. Only one Greycat STV can be earned per player.
What is the regular Referral Program?
The regular Referral Program empowers you to become a driving force behind the growth of the Star Citizen community. Plus, you’ll unlock cool in-game rewards, from exclusive hangar items to ships. The Referral Program Page details everything currently available.
When do I receive my referral reward?
The existing player will receive their reward immediately once the new player they are referring pledges for a starter pack or ship (minimum $40) on the Pledge Store. The new player's reward will be granted after the promotion ends on July 31, 2023. Rewards may be distributed in waves, so if you don't see it show up right away, it should populate soon.
Are there any limitations to the referral reward?
The Greycat STV with Electric Green paint given out as a referral reward includes LTI and is non-meltable and non-giftable.
Do the standard Referral Program and the limited Free Fly Referral Bonus work together?
Yes. All referrals gained during the bonus period go towards your total in the standard Referral Program.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
In preparation for Foundation Festival 2953, we sent out a call to all organizations that make the 'verse a better place by lifting each other up and helping each other in times of need, making the Star Citizen community one of the best communities out there.
In the 'verse, the Foundation Festival is a month-long civic program that endeavors to strengthen the foundation of the community by encouraging Citizens and Civilians to volunteer with local and Imperial organizations. Here on Earth, we're celebrating our incredible Star Citizen community all month long!
Below you will find 40 organizations, just a sample of the hundreds of submissions we received. All of them are open to new members and deserve the spotlight, but there are many more in the 'verse to discover. Start here!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Foundation Festival is a month-long program to strengthen community spirit around the Empire by encouraging its citizens to volunteer with local and imperial organizations.
Join us in making the universe a better place for all with a Free Fly, referral bonuses (play.sc/referralbonus), and rewards for both veterans and new recruits making use of the Guide System.
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‘Guides’ are experienced players that accompany new recruits on their first steps into the ‘verse, showing them the ropes and how to survive the dangers of Stanton. During Foundation Festival, both Guides and new players can fly away with exclusive rewards just by participating. Learn more: play.sc/guide
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Everyone who uses the Guide System during Foundation Festival will receive exclusive in-game items, from character clothing to weapons and ship paints. Don’t miss your chance - these rewards are exclusive to this event! Learn all the details of this years offerings at play.sc/guidesystemrewards.
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Looking for tutorials? The Star Citizen community posts a wide range of tutorial videos: play.sc/tutorials
Plus, new recruits can find their feet in the dedicated New Player Chat* – the perfect place to meet and plan first adventures together during the entirety of the Foundation Festival event: play.sc/chat
*This chat is only available to new players who join between May 19 - July 31, 2023
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Fuel the Machine
of Commerce
Attention New Recruits!
All recruits will need a starter pack to begin your journey. And for a limited-time, get the Ready for Anything Career Kit; a curated kit of essentials, giving new recruits an extra edge.
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Welcome to June’s PU Monthly Report. Read for everything done across CIG’s global studios last month in support of the Persistent Universe, including new developments in water tech, AI pathfinding, and item wear.
AI (Tech)
Last month, AI Tech finalized their work on dynamic pathfinding regeneration. As mentioned in previous reports, this feature allows dynamic paths to detect when a navigation mesh is modified and check whether it’s still valid or if a new path request is needed. When a new dynamic path is requested, the pathing component creates and stores navigation anchors. These anchors notify the pathing component each time the mesh changes, which then checks through navigation raycasts to see if the path is still valid. If not, the last part of the path is recomputed.
Next, the team continued developing a feature to allow NPCs to enter and exit a ship’s airlock from EVA. For this, they had to consider cases when a ship or space station is moving or slightly rotating. They’re currently working on a scenario for transitioning from a ship with gravity to zero-g by vaulting over a ledge.
For tools, AI Tech continued improving and extending functionality for Apollo Subsumption, including adding two new windows for the task-archetypes and variable-type editors. This will allow the team to better visualize and modify archetypes and variables.
The other AI tool, the usable group coordinator, received improvements too. This included a minor flow refactor to reduce the performance impact from bad setups and to more clearly notify the designers what’s wrong.
Last month, AI Tech also supported existing features and the upcoming release builds. For navigation links, they created new flowgraph nodes that allow the designers to disable and re-enable navigation links for a platform or object container. For example, this will enable NPCs to use moving platforms.
Animation
Last month, the Animation team worked on facial animations for a new character set. They also progressed with their ongoing work on ‘boids,’ which relate to animals flying in flocks or swarms.
Art (Characters)
In June, the Character Art team continued working on the Dusters and Headhunters gangs, creating new outfits for the former and polishing existing items for the latter.
Alongside this, the Character Concept Art team began the exploration phase for a new Headhunters gang member and prepared handoff sheets for additional Dusters outfits.
Art (Ships)
The Tumbril Storm is nearing the end of the LOD0 stage, with some areas approaching final content. Materials were also polished, internal damage was built, and most LODs were created. The team are currently undertaking customization work and will move onto UV2 projections in July.
Following last month’s report, the Aopoa San'tok.yāi is awaiting its second greybox gate review pass.
“It failed the first time around due to a missing dashboard implementation plan - we have now created a dashboard and generated the bulk of the art for it. We simply need to make it past the gate and we will be officially in LOD0 stage.” Ship Art Team
The San'tok.yāi’s cockpit also received a polish pass before the team moved on to the rest of the ship. Ship Art then worked with Narrative on Xi’an language translations, which will appear in the ship’s UI and character Inner Thought system.
Community
The Community Team celebrated Pride Month throughout June by bringing back the Show Us Your Colors celebration, which received a huge number of impressive entries. Visit this year's submissions comm-link for a wealth of community creativity.
The team then supported Alienweek 2953, which starred a Banu ship souli’s human-focused advert. During the event, players were invited to explore alien lore and spaceships and enter the Alien Encounter screenshot contest. The community’s xeno-linguists also deciphered a Banu-language message containing secrets of the mysterious tholo.
“The first opportunity to get hold of a digital Banu tholo was at the International Bar Citizen Weekend, where we handed them out as code cards to every guest. We loved meeting so many of you this weekend as we hosted an afternoon of Star Citizen near our studios in Los Angeles, Austin, Montreal, Manchester, and Frankfurt.” Community Team
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June saw the continuation of the Bar Citizen World Tour, with members of the Star Citizen team traveling to Asia to visit players in Shanghai and Hong Kong, and Incheon in Korea.
“Thank you for having us as your guests. It was absolutely amazing to meet more than 1900 of you in China and Korea!”
Plus, in preparation for this year's Foundation Festival, Community launched the Tutorial Contest and invited the player organizations that make the 'verse a better place with their teamwork to introduce themselves.
Engine
In June, the Core Engine team finished integrating the latest changes into the main development branch. This took a significant effort, but the team managed to stabilize and roll out the many major rewrites made over the past few months.
Additionally, experiments were done on a more cooperative threading model to execute physics code, which should deliver general performance improvements.
For generic shapes, all editor-side work for regular shapes was finished and is now with the artists for feedback. The next stage is editor support for multiple sub-segments to allow the team to build more complex shapes out of primitive sub-shapes.
The StarBuild, P4K v2.0, and memReplay systems received various improvements and new features in preparation for them rolling out to other teams. Core Engine also worked with Physics to provide tech support for the MISC Hull C.
The Physics team supported the game teams with various bug fixes, progressed with cantilever beams for the Maelstrom editor, and investigated solver improvements for driven ragdolls.
An ImGUI view was then implemented to allow rapid tweaking of simulation parameters for character-attached cloth so that changes become immediately visible.
Regarding team structure, the Entity System Tech team transferred to the Core Engine team.
“While their focus will still be on everything related to Server Meshing, bringing the team over brings the knowledge and ownership of the entity system together, which should allow more efficient communication.” Engine Team
Entity System Tech also integrated their recent improvements into the main development branch. They then worked on various spawning-time improvements and cost visualizations to allow for further guided loading-time optimization.
Finally, async entity loading was enabled in the editor for faster startup and improved efficiency.
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Features (Arena Commander)
In June, the Arena Commander Feature team's focus was on polishing and bug fixing for Alpha 3.20. Engineering also completed the new competitive-scoring and team-balance systems.
A small quality-of-life refactor was done to the Flash-based FPS loadout editor. Now, game modes automatically supply consumables to the player, allowing the team to simplify the editor to only include armor and weapons. They also continued work on the new spawn screens being introduced to most game modes in Alpha 3.20 before moving on to in-game vehicle selection.
Design continued polish passes across various locations, including adjusting Security Post Kareah's control variant based on playtest feedback.
For Tank Royale, the mode’s Magda location failed its go/no-go due to underwhelming visuals and gameplay. In response, Design worked on two replacement locations to provide greater variety and more visual interest, Daymar and Mya (Leir’s second planet, where The Good Doctor map is set).
Design then reworked all existing race tracks to utilize the new racing system being developed for release in a future patch.
Finally, the team concluded work on three new experimental modes that feature the new flight system, “Master Modes”: Free Flight, Duel, and Endless Vanduul Swarm.
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Features (Characters & Weapons)
In June, the Features team began extending item wear to weaponry. This means that as a weapon is used, ages, or is kept in poor condition, it will become increasingly worn. For example, if a weapon is used while dirty, it will accumulate wear faster. As a weapon becomes worn, it will become less reliable and may overheat faster and start misfiring. This can cause minor or major jamming, requiring the user to spend time fixing the malfunction.
The team also looked into a minor rework of the inventory screen.
“The current inventory screen is great for managing loadout and inventory storage, but we have been looking at options for speeding up looting while in combat.” Features Team
As part of this, the team experimented with a new UI that remains in first-person view, allowing players to assess combat-related items and then quickly loot or exchange MedPens, ammunition, grenades, and weapons.
Features (Gameplay)
Following the release of Alpha 3.19.1, the Gameplay Features team began focusing on upcoming patches. This included work on the vehicle tractor beams, with relevant vehicles being set up to support the feature. For example, the upcoming Argo SRV was tested internally and towed its first ships.
The Resource Network also progressed well, with the team pleased with its current state. They then moved onto supporting Resource Network-relevant features, including engineering and life support.
Features (Mission)
Last month, Mission Features were redirected to cargo and Pyro-based missions; they’re currently developing cargo-hauling and ship-piracy missions that leverage the new cargo grid and freight elevator features.
The Development of a new cargo and escort-focused Dynamic Event began. Blockade Runner will replace Nine Tails Lockdown, keeping its strengths and removing its weaknesses by using new features and proven designs.
Work was completed on the Ship Coverup mission suite. This entails scraping the hull off a criminal ship to make it unidentifiable to the approaching security forces. The team was also tasked with turning the New Player Experience into a modular mission that can be run in any location with the correct setup.
For combat missions, most quantum-travel-capable ships were added to the pool that missions can spawn from. However, some that don’t make narrative sense weren’t added. For example, criminals won’t use the Drake Cutlass Blue. As part of this work, the game’s ships were divided into difficulty bands derived from data mentioned in last month’s report, which was gathered from pitting every ship against each other 1000 times.
A technical design document was completed for the system that governs player reputations with orgs. This relates to things players can do outside of missions, such as killing org members or rival players.
Gameplay Features also made improvements to the Defend Kareah mission, including splitting trespasser tracking between the station’s interior and exterior to help players better understand where to search.
“We are also prototyping a means to take the turrets temporarily offline and do a momentary ping on intruders, which may or may not be used.” Mission Features Team
Work continued on the Data Heist, Retrieve Consignment, and Ship Escort missions alongside the ship-trespass feature.
Finally, Mission Features worked with Actor Features to get the ‘ledge grab’ feature enabled in the PU, seeing it through the QA and go/no-go processes. This feature allows players to grab onto ledges while in mid-air, significantly improving climbing and allowing players to reach ship entrances that were previously out of reach. They also made a pass on the Prison Escape mission alongside the USPU team to ensure the new feature could be used to its fullest.
Graphics, VFX Programming & Planet Tech
June saw the Planet Tech team wrapping up their latest tools and working on the new water system. Water ripples can now be simulated across region borders, and further reworks to rendercode integrations with planetary atmospheric passes made the process smoother. Quantum obstacles for Generic Shapes were also physicalized and passed to the Engine team for integration.
The Graphics team spent part of the month fixing bugs, improving the render thread, and developing the upcoming temporal-upscaling system. For global illumination, a ray-tracing prototype is now in progress, and work began on screen-space probes. Screen-space shadows are now more consistent, and canvas-decal streaming issues were resolved.
Gen12 and Vulkan also received various bug fixes that impacted rendering and streaming performance. The GPU resource lifetime was restructured, and WAW hazards for RenderGraph deferred execution are handled more efficiently too.
The first iteration of entity spawning based on MeshSetup and CGAs was submitted, which is required for Maelstrom.
Alongside the UI Tech and SQ42 teams, Graphics improved the performance and visual quality of the area map. The interior and FPS mini-maps now use the Render Layers feature, which can now be applied to CGA joints, skin, and CGF attachments. Incorrect UI edge cases were also resolved and now scale correctly with scene exposure.
The VFX team enabled DataForge to support particle library groups in preparation for the upcoming changes to weapon-effect setups.
A crash impacting fire-related child effects was fixed, and an entity-wide burn state can now be applied that uses dirt parameters and object temperature to determine damage and glow; glow uses a specific shader from permanent effects for game-wide consistency.
Lightning was also improved. For example, lightning cascades can be timed with a new controller and ship shields now trigger when struck by lightning.
In-Game Branding (Montreal)
Last month, Branding worked closely with EU Locations 2 on navigational signage for New Babbage and began building various artwork assets for an upcoming event.
They also progressed with artwork for Pyro, including the final touch-ups on navigational signage for Ruin Station.
The Branding Team began work on the underground facilities too, which involved creating different mockups for the commercial lobbies.
Interactables
Throughout June, the Interactables team explored new ideas for props that haven’t been seen in the ‘verse before. They also created new Flair items for Subscribers.
Lighting
The Lighting team continued to work on outposts for the Pyro system, helping to sell the ‘wilderness’ feel. They also worked on several other initiatives for Pyro alongside the Locations team.
Live Tools (Montreal)
In Montreal, the Live Tools team entered the analytics phase of the usability research done last month. When complete, the team will establish an action plan that will determine their next priorities in improving the usability of the Hex network’s operation center.
“This month also marked a great milestone, with the team shipping one of the key features that will provide more support to Persistent Entity Streaming technology. This new versatile tool will allow the users to have an overview of the different entities in the game.” Live Tools Team
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Locations (EU)
Last month, the EU Locations team progressed with closing out rooms for Rundown Station.
“The station has had some great TLC and we hope players will enjoy exploring these new areas!” EU Locations Team
They also completed tasks for an upcoming event before beginning various new projects.
The Sandbox team closed out Pyro’s outposts and moved on to planetary distribution work. Development of the underground facilities continued too, with the team exploring new areas and further expanding these already considerable locations.
The Organics team continued cloud development for planets and worked on new and interesting flora that players will find in Pyro.
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Narrative
June saw the Narrative team further developing and populating Pyro. As a lawless system, it presents a lot of interesting opportunities for the team to explore how existing game systems may change and take on new nuance. The team worked on further outlining mission content and providers, refining the unique food options that will be available at some of the remote space stations, and detailing signage and graffiti that will be placed around various locations.
Narrative also continued their final push toward the release of Alpha 3.20. This included naming and writing descriptions for numerous assets, reviewing new text for gameplay features, and further refining new mission content. Additionally, they made deeper dives into an alien species’ lore as xeno-linguistic development continued. This involved listening to new audio samples and debating which style of speech fit best with the culture and lore.
In June, the Online Services team completed a major refactor of the inventory system. These changes won’t be visible to players but will touch on every inventory type in the game, with the goal being to address some long-standing bugs and improve PES performance and stability.
The team also worked on server and engine-side integration for the return of private lobbies in Arena Commander.
Lastly, Online Services fixed various bugs relating to long-term persistence and login issues.
Research & Development
In June, work on atmospheric and volumetric cloud rendering continued. Transmittance profiles and their filter chains were optimized and improved to reduce noise and artifacts in raymarch results. Further research went into the temporal upsampling of those results to produce a stable and detailed full-resolution frame that can then be composited into a scene.
Systemic Services & Tools
The Systemic Services and Tools team began planning the required services refactor in support of Server Meshing.
They also began code clean-up and working through tech debt for the diffusion architecture and general instance manager. Additionally, the team supported USPU with bug fixes and integrations toward the MISC Hull C and cargo feature release.
Tech Art/Animation
June saw Tech Animation integrate their long-awaiting changes to the DNA system. This enables new head assets and provides a pipeline that will open new ways to author and customize new game content.
The team then began new initiatives while they wait for further head art. This included updating the Maya pipeline codebase from Python 2.7 to 3.7 and thoroughly testing it. This was released to the user base in June, with the team currently working through the final bugs.
VFX
The VFX team increased support for several locations across Pyro, including Ruin Station’s interior and exterior and various derelict settlements and outposts. Due to the modular nature of these locations, time was taken to ensure the artists understood which file level to add effects to. For example, for a food stall, they need to add hot-steam effects directly to the stall asset rather than its location.
The team also supported several new platforms on Orison, including falling and rustling leaves, water fountains, and more. Several ships progressed throughout June too.
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Welcome to July and a busy month across the ‘verse! We’re currently preparing for Foundation Festival, an event focused on supporting new pilots as they take their first steps into the ever-expanding Star Citizen universe.
To help you show the latest fresh-faced recruits the best of Stanton, we’re giving every Subscriber the run of a hugely practical multi-crew people mover. It also happens to be one of the most dangerous vehicles in the ‘verse, so gather a crew and embrace the festivities aboard the fearsome Aegis Hammerhead.
If you need a breather from all the gunslinging action, you can take a break with this month’s Flair – a collection of adorable mugs featuring the faces of Star Citizen’s most beloved mascots.
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Made from durable stoneware, this fanciful mug features Finley's iconic grin and inquisitive eyes. It’s sure to keep your beverages warm and bring a smile to your face.
Current Centurion-level Subscribers get the Finley the Stormwal Mugas part of their subscription.
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The cuteness can't be contained but hot beverages can within this Star Kitten mug. Personally designed by the show's legendary creator Genady Kuzo, it features an extra-large handle that makes it easy to hold and is constructed with an ultra-durable ceramic, so its adorableness remains eternal.
Current Imperator-level Subscribers get the Finley the Stormwal and Star Kitten mugs as part of their subscription.
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This playful Big Benny's mug features the brand's iconic mascot. Its unique dual-layer design features a chip and fade-proof ceramic that feels comfortable in the hand with a special plastic coating on the lip and handle to ensure it's never too hot to touch.
The Big Benny's Mug is available to all Subscribers to pledge for from the Subscriber-Exclusive Store.
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If you would like to receive this flair as part of a subscription, you can subscribe before July 11th, 2023, 20:00 UTC.
If you subscribe after July 11th, 2023, you can pick up these and previous months’ flair (going back to 2014) in the Subscriber-Exclusive Store. You can fill in any gaps in your collection and pick up extras to gift to non-Subscribers.
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Our goal is to make most items earnable in-game. For this reason, many Subscriber Flair items have been added to the in-game loot table as rare drops from Alpha 3.17. Most pre-2023 items that can be carried by players are available now, with new and future flair being added after a three-month exclusivity window.
NOTE: Some exclusive digital event items, such as those from CitizenCon Goodies Packs, will not be discoverable via the in-game loot system.
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Happy Monday, everyone!
The team is back from visiting three incredible community-organized Bar Citizen events in Asia. First, Shanghai put on a massive event, with nearly 1,700 attendees. The event also debuted Community Booths, a massive model fleet, including the famous Retribution, screenshot gallery, Carrack VR experience, and so much more. In fact, it was the largest Star Citizen gathering to date, with more attendees than any CitizenCon event (so far)!
In Hong Kong, the community welcomed attendees in a venue set to immerse guests into Orison, Crusader. Pink clouds, the classic Orison background music, waving Crusader flags, and more. The best part? The incredibly kind community, who made all of us feel very welcome. And lastly, the team stopped by Incheon, Korea, where a large group of pilots convened for good food, great company, and plenty of space talk.
As we continue to visit all of you around the globe, one thing has become abundantly clear to us. No matter the culture, no matter the language, no matter the differences, you can find a Bar Citizen where people want to know when the BMM is coming (sorry John!).
In all seriousness though, these events seriously mean the world to us, and provide an incredible opportunity to meet all of you in-person. Your passion and support charges us up, making it easy to come into work every day and work on delivering the best damn universe sim ever. Thank you!
Speaking of big crowds, CitizenCon tickets became available only last week and we've already nearly doubled the attendance of the last event in tickets sold so far... and it's still July. There's no doubt that we'll have a record number of you in Los Angeles this October! As a reminder, there's still general tickets available - so make sure to grab yours if your considering attending!
Now, let's see what's going on this week:
Wednesday has our Monthly Reports for June coming your way, with Star Citizen's as a Comm-Link and Squadron 42's via newsletter. Subscribers will also be receiving the July Subscriber Comm-Link and Newsletter.
Foundation Festival begins this Thursday! Our annual focus on helping new players get their space legs begins with a wealth of new content, a tutorial contest (already underway!), and much more.
This Friday, Star Citizen Live returns with our previously-scheduled game production episode with Jake Ross, starting at 8 AM Pacific / 3 PM UTC on our Twitch channel. You'll also find our weekly RSI Newsletter directly delivered to your inbox.
Saturday the Community Team is making their way to Paris, France for our next stop on the Bar Citizen World Tour! Check out the Bar Citizen Comm-Link for details.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
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We're all huge LEGO fans here at CIG, so our MVP this week should come as no surprise. Complete with articulating wings to transform it into landing-mode, Raven004 has put together an incredible build of the Mirai Fury.
Head over to the Community Hub for the full gallery.
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Attention, Subscribers: The June issue of Jump Point is now available! This time, we dive into Alpha 3.20’s Arena Commander 1.5 update, explore the process of creating the Tumbril Storm Concept, dissect the known history of the Xi’an, and the origins of the new MISC sub-brand, Mirai.
Interested in becoming a Subscriber? Learn more on the Pledge Store now.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Port Olisar will always have a special place in our hearts as the first space station to become available in the Persistent Universe. Join us today as we explore what's next after this legacy station is relieved from duty in Alpha 3.20.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for June 28, 2023
Release View
The following card has been added to Release View in the Alpha 3.20 column:
New Missions - Salvage Contracts: Coverup
Players will be contracted to strip the gang markings and paint off a ship that was used in a crime that the gang doesn't want to get caught for. Security forces will also be searching for the ship to confirm and prosecute whoever had committed the crime.
The following features have passed their final review, therefore we are toggling their status to Committed.
Arena Commander: Frontend Update
Replacement of the current Electronic Access Frontend. This makes switching modes, vehicles, loadouts as well as creating lobbies a more fluid experience, as well as giving developers the tools to adjust features and create new ones more easily.
Arena Commander: New Racetracks
Test your racing prowess in Euterpe Icebreaker, Miners Lament, The Snake Pit and Yadar Valley as some of the first persistent universe locations enter Arena Commander, alongside Halloran Circuit, a brand new racetrack on the New Horizon Speedway.
Arena Commander: New Horizon Speedway Rework
One of Star Citizen’s oldest locations gets its long-awaited update. The three Murray Cup Racetracks hosted in the New Horizon Speedway have had their tracks improved and location moved to the holiday resort planet, Green, the 3rd planet of the Ellis System.
Arena Commander: New Dogfighting Map - Jericho Station
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.
Arena Commander: New Elimination Map - Echo11
The FPS map Echo11, previously exclusive to the game mode Control, has a new variant tailored for Elimination.
Arena Commander: New Dogfighting Map - Winner's Circle
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.
Arena Commander: New Map - Security Post Kareah
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).
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Ship Trespass
The team is taking additional time with this feature in order to further flesh it out, account for additional edge cases, and solve as many issues as possible. Therefore we are removing this card from Release View temporarily until we add our next major release column.
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.
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Welcome to Los Angeles!
Learn more about 2023's CitizenCon location
Los Angeles is more than just one the biggest cities in the world; it’s a diverse and unique series of neighborhoods and communities where dreamers, innovators, and creators from around the world can find a tribe to call their own. A bustling metropolis surrounded by diverse enclaves rich with their own history, idyllic beach towns, and cozy suburbs, every neighborhood has something amazing to offer the nearly 4 million residents who call the City of Angels home.
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Getting to CitizenCon
Located at the Los Angeles Convention Center,
here are some travel tips to get you to where
you want to go!
Car
If you’re driving through Los Angeles during CitizenCon, you have several options of which freeway to take depending on where you’re driving from, getting off at Hoover Street from the 10 East or Toberman Street from the 110 South. Just a few examples include:
The 101 South to the 110 South
The 405 South to the 10 East.
The 5 South to the 110 South
The 2 East to the 101 South to the 110 South
The 710 North to the 10 West
Metro Rail
If you’re taking the Metro Rail, the closest station to the LACC is Pico Station (yes, we know).
If you’re on the Expo Line route (aka the Metro E Line), take the Expo Line to Pico Station.
If you’re on the Red Line or Purple Line (Metro B and Metro D lines respectively), take either of those to 7th St, transfer to the E Line towards Santa Monica, and get off at Pico Station one stop later.
Walking
Los Angeles is an extremely large city, so we would not recommend walking unless you live within close walking distance of the convention center.
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Los Angeles Entertainment
If there’s one thing Los Angeles is famous for,
it’s the city's ability to provide entertainment.
Some of the more infamous entertainment options include;
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Disneyland - The Happiest Place on Earth, Disneyland is about an hour/hour and a half from most places in Los Angeles and features both Disneyland and Disney California Adventure Park.
Universal Studios Hollywood - Located more centrally in Los Angeles, Universal Studios contains the newly built Super Mario World, Harry Potter World, and too many other rides and entertainment options at the main park to even list.
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The Teragram Ballroom - Once a silent movie theatre, the Teragram has now become a modern and must-see venue for those wanting to watch live music from both up and coming artists and established musicians alike.
Echoplex - Hosting major local music events, dance nights, and touring acts, the Echoplex offers a great night out for those looking to experience LA’s music scene.
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The Getty- Technically, there are actually two Getty Museums in Los Angeles; the Getty Villa Museum in Malibu focuses on Greek and Roman antiquities, while the Getty Center just off the 405 freeway on the West Side focuses on showcasing art from the Middle Ages.
LACMA - The Los Angeles County Museum of Art (LACMA for short) features a series of rotating art exhibits, ranging from modern and surrealist to classical masterpieces and artist showcases.
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California Science Center- Offering free admittance to their permanent galleries (including the space shuttle Endeavor), the CSC offers a look at both natural and man-made sciences to help fuel scientific curiosity in all ages. Plus, it’s within an easy distance of the Natural History Museum of Los Angeles County, California African American Museum, and more!
Academy Museum of Motion Pictures - Considered the largest museum to the art of movie making, the Academy Museum has a rotating set of film series put on display as well as props/set pieces/scripts/etc from some of the biggest films ever made over the past century.
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Hollywood Improv - Featuring some of the biggest comedy names over the past 60 years, the Hollywood venue of the Improv is a well established spot for checking out local and big-name comedians.
Laugh Factory - Another LA comedy scene staple, the Laugh Factory allows comedy’s biggest stars and newcomers alike to take the stage, offering laughter and comedy every day of the week to both tourists and LA natives.
Offering some of the best views of Los Angeles, the Griffith Observatory also boasts to have one of the finest planetariums in the world. And for those hiking-minded, the trail up to the observatory is considered one of the best in Los Angeles.
At the intersection of Ocean Ave and Colorado St, the Santa Monica Pier is considered to be the symbol of Santa Monica. It’s easy to take a walk out on to the beach or ride the roller coaster and ferris wheel located on the pier itself and then journey over to the nearby 3rd Street Promenade for dining options.
Located throughout the heart of Hollywood, the walk of fame contains plaques dedicated to the biggest celebrities and entertainers over the past century. Taking a walk along the Walk of Fame will lead you past some of Hollywood’s landmark theaters and businesses, so be sure to look up every once in a while!
For those looking to spend some time on the beach, Malibu’s beaches are considered to be some of the best in the world. Whether you go to Zuma, Paradise Cove, or Point Dume, there are plenty of public and private beaches for you to walk along during your stay.
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Food
These are places that many Angelenos
(and CIG staff) swear by, but is by
no means a comprehensive list of ALL
the amazing food options the city has
to offer.
Musso & Frank Grill - Older than the Hollywood sign itself, this fine dining establishment has a menu and classic atmosphere that has been virtually untouched since Charlie Chaplin himself dined there.
Porto’s - A family owned bakery operating in Los Angeles for over 50 years, offering everything from potato balls and empanadas to decadent cakes and desserts.
Pink's Hotdogs - A Hollywood landmark offering a truly unique and staggering amount of mouth-watering hotdogs and burgers.
Grand Central Market - Home to 40 different food stalls serving dozens of different styles of food, there is truly something for everyone to eat at the historic Grand Central Market in DTLA.
Silver Lake Ramen - Featuring locations all over the city, Silverlake Ramen offers a number of delicious Ramen dishes alongside pork dumplings, sushi, and Japanese style fried chicken.
Father’s Office - A gastropub infamous for their strict “no substitutions” policy that’s easily overlooked once you try one of their delectable burger and beer combinations.
Cole'sor Phillipe’s- Two of the oldest operating restaurants in Los Angeles and both claim to have originated the French dip sandwich. Luckily, both offer amazing sandwiches and beverages, so the specifics of who did it first matter less than how good the food is at both venues.
Quarter Sheets Pizza - A rather unassuming exterior hides one of the best pizza places in Los Angeles. Serving Detroit-style pizzas, the rotating specials and out-of-this-world desserts make this a true hidden gem of Los Angeles.
Koreatown Korean BBQ - To be honest, MOST places in Koreatown that are All You Can Eat (AYCE) are going to offer great dining options and delicious Korean BBQ. Some good recommendations include Jjukku Jjukku BBQ, Hae Jang Chon, and Oo-Kook Korean BBQ.
Taco Trucks - An LA staple, taco trucks can be found all across Los Angeles and offer some of the most surprisingly delicious food one can imagine being served out of a vehicle. The corner of La Brea and Venice Blvd typically has an enormous line of different taco trucks for you to dine at.
In-N-Out - It wouldn’t be an LA list if we didn’t include In-N-Out. It’s proven to be a Southern California institution for years for a reason, offering great burgers, fries, and shakes at good prices; we encourage you to try it for yourselves and see what you think!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Congratulations on your purchase of a THOLO! Must you now decide how your fortunes will next branch off in different directions? This tool will promptly counsel you from CASSA, THE ARBITER OF LUCK. We the members of the Njassi Religious Souli guarantee that our Essosouli has prayed to Cassa to “use this tholo to speak the truth!”
Each purchase of a tholo doubles as a valuable offering to Cassa, so you will be sure to get extra good luck!
To use:
Hold the tholo by its center.
Ask your question in a loud voice to gain the attention of Cassa.
Flick the tholo to make it spin.
You will see the counsel you are wanting when the prophetic guidance of Cassa ceases the spinning.
Possible answers:
Stay – Continue on your current path. You are likely to have a good outcome, as long as you are skilled enough.
Reconsider – Sometimes the wisest decision is not making one. In this situation deliberating again anew would be best. Purchase advice from the Njassi Religious Souli for better insight from Cassa.
Run – Time to seek a better option. If you do not understand this omen, Cassa cannot help you. You should divest your belongings and go pay a visit to all of the stars.
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THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we explore the developing Oso system along with the former Perry Line systems Gurzil and Yā’mon. We also meet famed spiritual advisor Amandeep Vakario and Senator Ghata Veras of Lo, learn about the North American Alliance, and enjoy Something Every Tuedsay. Join the Spectrum thread for any discussion or feedback.
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Happy Monday, everyone!
Last Sunday marked the end of the submission period for the Alien Week First Encounter screenshot contest, and if you haven't yet, you can view the extraterrestrial extravaganza on the Community Hub. June has been a fun-tastic and vibrant month, and we'd like to thank everyone for making the 'verse such a welcoming place for all! Also, we're putting out the final call for you to help us wrap up June in the most colorful way with a last-minute entry to our Show Us Your Colors Celebration 2023. You have until Monday, 26 June, 11:59 pm Pacific, so there's no time to waste!
July promises to be an equally exciting month as we continue to celebrate our incredibly welcoming Star Citizen community all month long during Foundation Festival, with contests and activities galore! We've had a cheeky start to the festivities and kicked off the Foundation Festival 2023 Tutorial Contest, so be sure to check that out for your chance to snag a cool prize while helping out your fellow citizens. As they say, "Sharing (knowledge) is caring!" Don't forget that you can also promote your organization for a chance to be spotlighted and perhaps even gain an edge in recruiting new talent to join your ranks.
As we draw closer to our first-ever two-day CitizenCon this October, we'd like to remind you that tickets for this epic event will become available later this week. Check out the wave schedule to ensure you're ready when they drop to secure yours, as tickets are limited! And if you’d like to help out as a volunteer during this year’s CitizenCon, we have a wide variety of roles open for enthusiastic and skilled citizens. Head over to Spectrum now to apply!
Lastly, the team attended two incredible Bar Citizen events over the weekend as part of the Bar Citizen World Tour. Bar Citizen Hong Kong delivered an immersive experience with a soundtrack and decor that transported attendees to Orison, Crusader. In Shanghai, the event had a record-setting 1,700+ attendees, making it THE largest community-hosted Star Citizen event to date!
Now, let's see what's going on this week:
This Tuesday, the Narrative team brings us the latest monthly Galactapedia update.
Wednesday will see the publish of our bi-weekly Roadmap Update and the complementary Roadmap Roundup.
On Thursday,find out about the future of Port Olisar in Alpha 3.20 on this week's Inside Star Citizen.
There will be no episode of Star Citizen Live this Friday, but you'll find our weekly RSI Newsletter directly delivered to your inbox.
Saturday is a great day for some R&R (Race and Relax), so ride along with the participants on the yearly Greycat Social event, dubbed "the most relaxing and chill race in the ‘verse” by some. Visit the ATMO Esports website for details.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
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Karolinger shares valuable tips and tricks to set you up for success on your next mining expedition and have you thinking "Mine! Mine! Mine!" as you scan the rocks, rocks, rocks.
Head over to the Community Hub to check out the first video of this comprehensive three-part guide.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…