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For years, the Anvil Aerospace F8 Lightning has been a powerful NPC in the game, out of reach from all but the most industrious shipjackers, but now you can finally get your hands on one. Now that the Anvil Aerospace F8C Lightning has landed officially in the 'verse, we posed a few questions to the vehicle team about the UEE Navy's latest space formidable fighter, which is available for the civilian market for a short duration. Read on for answers, straight from the developers themselves.
What are the differences between the military-only F8A Lightning and its civilian twin, the F8C Lightning?
The F8C is less armored and drops a hardpoint size for all of its weapons across the chassis. However, it still packs a hefty punch.
As a focused heavy fighter, what would be a typical combat scenario where the F8C would unleash its full potential?
The F8C brings so much firepower and shielding that it remains effective in most combat scenarios against any small/medium target.
Can the pilot access the turret remotely to achieve a 360° firing angle, or can it be automated with AI blades in the future?
No, the “turret” is more of a dual weapon gimbal mount slaved to the pilot rather than a full remote turret.
Is the F8C’s weapon loadout fixed, or can all weapons also be connected to a gimbal puck/turret?
The F8C comes with both fixed and gimballed weapons by default and supports the normal range of customization. The upper and nose guns are gimballed by default, with the lower ones having a bespoke gimbal mount that doesn’t have a ‘-1 size’ modifier applied. This allows one fire group to be gimballed and the other fire group (consisting of the four wing weapon hardpoints) to be fixed by default.
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Given the lore background of the F8C being the latest UEE Navy fighter to support space superiority, does it come with higher-quality military-spec components by default?
Like other ex-military stock, the naval-spec components are restricted from civilian users, so the F8C comes with standard-quality components.
How well does it handle in standard atmosphere; is it primarily intended for space combat by the Navy?
It handles well for a heavy fighter in both environments. While designed for space combat, the shape lends itself to a good aero surface setup for atmospheric flight.
Is it gold standard, or can we expect further iterations and updates in the future? Is its current balancing final?
It is not gold standard. This release is primarily delivering the existing asset with some quality-of-life fixes that enable pilots to officially take to the skies, instead of relying on stealing NPC ships with bugs. Balancing, as always, is iterative and we expect to make further changes in the following patches after release to ensure our vision matches the results. Once Squadron 42 releases, there will be a further revision to the asset to bring the full gold-standard setup to the PU.
How does the F8C Lightning Executive Edition differ from the standard F8C?
The Executive Edition comes with a different black-and-gold paint scheme that carries over to the interior with a custom dashboard and seat.
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Does it come with any sort of storage capability for a parcel box or personal weapons and armor?
The F8C is a fighter so does not have space for boxes. In the future, it will be updated with personal weapon storage and a physicalized inventory location.
Does it come with an ejector seat?
Yes.
Does it already have access to the latest ship combat gameplay features like Master Modes in Arena Commander’s experimental mode?
The F8C is available in AC for owners but has not been converted for Master Modes.
How many versions of the F8C are there, and are they all available through the ongoing Birthday Event?
There are several versions of the F8C, and not all of them are available to be earned/purchased through the event. Some versions/elements are exclusive to various Concierge Tier Rewards.
• The Base F8C Lightning including the newly introduced Shock Wave Paint is exclusive to the Wing Commander Concierge Level.
• The F8C Lightning Executive Edition is exclusive to the Praetorian Concierge Level.
• During the limited-time Birthday event, pilots have the chance to pick up a base F8C Lightning (Gold License) or a Base F8C Lightning with the Platinum paint (Platinum License). These are in limited quantities, and will require participation in the in-game event.
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Which size of landing pad does it use?
The F8C uses a small landing pad size, the same as Vanguard and Reliant.
Didn't you say the F8C Lightning will only be available after Squadron 42's release?
As we have quite a lot of special content that will drop after Squadron 42 releases, we felt it was a shame to keep one of the coolest UEE fighters sitting on a shelf, especially as players have been hijacking the AI flown F8s in the game – and we don’t think they should have all the fun!
Do we still get the opportunity to earn an F8C Lightning in Squadron 42?
Those who play Squadron 42 may earn a number of bonuses that carry over into Star Citizen, including access to the F8C Lightning.
So if you miss this birthday event, don't worry, you'll have another chance.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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This portfolio originally appeared in Jump Point 10.08.
Humanity’s expansion into the stars faced countless obstacles over the centuries, from monumental technological hurdles to encounters with hostile and aggressive alien races. Yet, some historians say the most significant obstacle was Humanity’s unwillingness to set aside centuries of ingrained cultural differences and ally with each other. In 2380, Earth’s nations came together and, following lengthy and contentious negotiations, agreed to a previously unfathomable outcome; to unify under one central government that would lead Humanity’s expansion into space. While many celebrated the creation of the United Nations of Earth (UNE), others decided to fight back, leading to a bloody and contentious four years of unrest between 2380 and 2384 known as the Unification Wars.
THE STANLEY MUTINY
The warship Stanley was originally commissioned and put into service by the nation of Amecanio in 2369. Still in excellent condition, the battle cruiser’s ownership and command transferred to the UNE in 2380. More than a third of the crew, including the Captain, resigned prior to the transfer after pledging loyalty to their homeland and refusing to join the nascent UNE Navy. New Naval recruits were assigned to fill vacated positions in an effort to embody the new multilateral and multicultural makeup of the Navy. Yet these changes angered the remaining members of the Amecanio crew and led to clashes that resulted in multiple disciplinary reports being filed for fighting and insubordination.
With rumors swirling that Stanley’s Amecanio crew members would be separated and reassigned to different ships, a contingent of them took matters into their own hands. On October 20, 2380, an armed group of Amecanio crew members mutinied and took control of the ship. Their initial plan was to use Stanley to “liberate their country from the tyranny of the UNE” by attacking a number of Earth’s major cities if their demands for the return of Amecanio sovereignty were not met. In a heroic and highly successful operation, the UNE Navy disabled and recaptured Stanley without a single casualty. Those responsible for the mutiny were put on trial. Most were given lenient sentences in a show of compassion, but the three ringleaders received harsh sentences to send a message to other anti-unification sympathizers. Unfortunately, the actions of Stanley’s crew would only inspire others to follow suit.
On December 9, 2380, two UNE warships, Panjwani and Cassano, vanished during a routine patrol. The Navy quickly dispatched ships to determine their fate only for the search party to be ambushed. The Captains and crews of Panjwani and Cassano had secretly orchestrated a defection, and after repelling the search party, broadcast a message calling on other UNE vessels to “join them in rejecting the hegemonic authority of the UNE.” Over the following week, four more warships would defect and join a loose alliance whose main demand centered on the dissolution of the UNE. However, the group would never fully unify, as each ship continued to operate under its own command and make additional demands specific to its crew’s nation of origin, even sometimes in direct opposition of one another.
Desperate to not lose any more ships to mutiny, the Navy took the drastic step of reassigning the crew of all its remaining vessels to ensure people who were from the same former country or had previously crewed together were separated. This slowed its response to neutralizing the rogue ships but some believe it kept more Navy vessels from defecting. Meanwhile, the six allied yet independently operated anti-unification warships baited the Navy into skirmishes by advancing toward cities on Earth and Mars, or the jump to Croshaw. The Navy would briefly engage the ships but avoid an all-out battle. It claimed to be prioritizing the protection of civilians and cities, but Navy brass also worried that destroying the warship would create martyrs for the anti-unification movement and wanted the warships returned to the UNE fleet undamaged. The Navy’s focus on disabling and recapturing the warships frustrated many and allowed the rebellious ships to escape on several occasions. When one skirmish resulted in major damage to a Navy warship and the loss of five crew members, the Navy adjusted its tactics to go on the offensive and began picking off the anti-unificationist ships rather than waiting for them to threaten territories. Four were disabled and captured and two were destroyed. Panjwani held out the longest and was finally destroyed on March 22, 2381. Yet it wouldn’t be long before the war would re-emerge on a new front.
SIEGE OF SYRTIS
Tensions remained high throughout the middle of 2381, with a growing contingent of anti-unificationists publicly expressing their desire to dissolve the UNE. Intelligence services monitored their chatter and noted that a common belief was that the defecting warships failed in their objectives because they lacked a landing zone to repair and resupply. In June of 2381, an intelligence report noted the frontier settlement of Syrtis on Mars, home to a large contingent of ex-pats from Sumerkadia who opposed the dissolution of their country, had opened their city to anti-unificationists allied to any former nation. Syrtis’ population had dramatically increased and the settlement began expanding and strengthening its fortifications. When illegally obtained military-grade anti-aircraft turrets were installed in early August, the UNE sent in the military to retrieve the weapons only to be met with force. The unexpected level of resistance surprised the military, who decided against escalating the incident and endangering Syrtis’ civilians. Instead, the military pulled its forces back, encircled Syrtis, and waited.
Besides keeping anyone from entering or leaving Syrtis, the UNE military instituted a no-fly zone and blocked transmissions to stymie communications. Early UNE assessments believed the settlement had strategic food and water reserves to last six months, yet nearly a year later the residents of Syrtis remained defiant and refused to surrender. Despite the settlement’s communications being cut off, civilian observers monitored the settlement and the UNE’s actions and relayed daily updates on the stand-off to anti-unificationist circles. The incident became known as the “Siege of Syrtis” and grew into a rallying cry and recruitment tool for the anti-unificationist movement which, by now, had solidified into a single united group representing people from all the former nations of Earth known as the Anti-Unification Alliance (AUA). Some members of the UNE Council believed the stand-off made the government look weak and unable to enforce the laws Syrtis was subject to, so they ramped up pressure on the military to resolve the situation as quickly as possible. When residents inside Syrtis refused to negotiate with the UNE, claiming the government had no authority over the settlement, several psychologically stressful tactics were deployed, including the blasting of loud music, night-to-day aerial bombardment to create a canopy of noise, and light at night to try and exhaust the inhabitants for days on end. None of these ploys convinced the residents of Syrtis to give in and only generated more support for the AUA and ire for the UNE government from the wider civilian population. The UNE Council became convinced that the optics of the stand-off were helping the anti-unificationists more than anything and ordered the military to end it. On January 4, 2383, the military sieged the settlement in the middle of the night and, after a brief yet bloody battle, took control of Syrtis.
THE FIGHT FOR NEW YORK CITY
The bloody end to the situation in Syrtis drew widespread criticism and strengthened support for the Anti-Unification Alliance, which also evolved its tactics and communication methods. Peaceful and persuasive AUA members became the face of the movement. They held rallies, wrote Op-Eds, and made constant media appearances to promote their position that the UNE was an imperialist and unelected power structure with no real authority over everyday people. Meanwhile, UNE analysts noticed a troubling silence coming from the more militant wing of the anti-unificationist movement and worried something was in the works. They were right.
With measures taken by the UNE Navy to purge and disempower anti-unificationists within its ranks, the AUA focused on building a fleet of personal ships and modifying them with weapons systems, which were uncommon and extremely hard to acquire by civilians of the era. The movement also made inroads and garnered strong support within the burgeoning militia community. Following unification, many warships deemed too outdated for the UNE Navy were retained by local governments and deployed to patrol shipping lanes, aid in Humanitarian missions, and handle low-level encounters with a budding criminal element. In early 2384, commanders of the makeshift AUA fleet began secretly meeting and plotting with captains of some of these aging warships. Unlike previous anti-unificationist uprisings, theirs would be organized and focused on a singular objective.
On July 29, 2384, the UNE Navy received word that a militia warship that had vanished the previous week was approaching New York City. While local air controllers were attempting to contact the ship, it fired upon the Navy ships sent to intercept it and then fled. When the Navy mobilized ships in the region to pursue the rogue warship, the rest of the AUA fleet attacked New York City, heading for the same target: the United Nations of Earth Plaza, which housed the main legislative and administrative functions for the new unified government. Their mission was simple; destroy the seat of UNE power then use the ensuing chaos to convince countries and regions to abandon the unified government. Upon realizing the true scope of the attack, the Navy recalled most of its ships to come to the defense of New York City, though small fleets were left to defend the key military installments of Port Renatus on Mars and Angeli in Croshaw in case the attack on New York was a double feint.
For hours, the sky above New York City became ablaze in battle. Residents sought refuge in basements and subway tunnels as debris and damaged ships crashed into the city. The Navy rightfully assumed the intended target was the UNE Plaza and put everything into its defense. When it became clear the anti-unificationists wouldn’t be able to overcome the Navy’s defensive line, they adjusted their tactics to spread maximum fear and chaos by attacking the urban sprawl around the main city. Some of their warships fired randomly upon buildings, while others intentionally crashed into the city instead of surrendering. With the number of AUA ships dwindling, several of the rebellious ships fled instead of surrendering. These ships hid in the outer reaches of the Sol system or slipped into Croshaw. Knowing no UNE port would ever give them safe harbor, the crews of these ships would go on to form several well-known outlaw gangs, and despite UNE efforts to bring them to justice, many became infamous for raiding trading lanes through Sol and Croshaw.
The fight for New York City finally brought the mainstream anti-unificationist movement to an end. The random and mass destruction wrought on New York City and its surrounding area angered UNE residents and turned the general public against the movement for good. While there would be some small skirmishes with anti-unificationists in the following decades, historians officially consider the fight for New York City as the final battle in the Unification Wars. The destruction to New York City was extensive yet many famous and culturally significant locations thankfully survived. Today, many historians credit the massive rebuilding effort, including RSI’s decision to build a massive headquarters complex where the largest warship crashed, as key to the modernization of New York City and leading to upgrades and improvements that would solidify the city’s status as a political and cultural capital with one foot firmly in the past and another in the future. While the Unification Wars saw Humanity face great divisions and terrible internal strife, the result coalesced support behind and solidified the sovereignty of a Human-unified government that would boldly lead the species into the wider universe.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Happy Monday, everyone!
CitizenCon 2953 in sunny Los Angeles is only twelve days away! Get ready for an epic two-day event packed with updates, reveals, cosplay, community content, and more! In case you missed it, we've updated the Pocket Guide today with the detailed schedule and map! Let us know what part of the show you're most excited for!
And if you can't make it to LA, don't worry, there's still time left to grab your Digital Goodies Pack and enjoy the full show from the comfort of your couch at home. We'll broadcast free to everyone at twitch.tv/starcitizen. We've also seen loads of Bar Citizenand watch party events popping up around the globe!
Last week, Day of the Vara 2953 brought the thrills and chills of the season! Join us in celebrating with the return of our community-favorite Halloween Pumpkin Carving Contest, or dive deep into the darkness of space and show us the many horrors that lurk between the stars in this year's 60 Seconds of Horror Machinima Contest. Later this month, we'll rattle the proverbial bones with a special Arena Commander mode too...
Now, let's see what's going on this week:
This Tuesday, October 10, it's Star Citizen's birthday, so get ready for an electric celebration!
Also, the Narrative team is back with a Portfolio on the Unification Wars, a bloody conflict that would ultimately lead to Humanity's expansion into space.
Wednesday, we'll repost last week's Squadron 42 Monthly Report newsletter as a comm-link.
On Thursday, we won't see an episode of Inside Star Citizen as the team is fully focused on the upcoming CitizenCon 2953!
Friday, you'll receive our weekly RSI Newsletter delivered to your inbox.
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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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'A jump point is a point in space that marks the opening of a traversable wormhole (jump tunnel) that tunnels through interspace and opens to another location, often a different solar system.' At least, that's what we read in the Galactapedia. However, sPg_Ever shows us how stunningly gorgeous these gigantic structures appear in 'verse and takes us on an exceptional tour.
Every player can currently explore the jump points in the Alpha 3.21 PTU, and they may be an ideal background for your 60 Seconds of Horror Machinima Contest submission.
Watch the full tour by sPg_Ever on the Community Hub!
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…
While the teams are preparing for CitizenCon, we're taking this opportunity to dig through their review folders to show off some features we can discuss without spoiling the big event in this last Inside Star Citizen episode of the season!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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It was early in the morning on October 27 2557, when communications between the Rhetor system and an exploration vessel called the Vara mysteriously stopped.
Mere hours after the ship’s captain, Tisiphone Heptane, had sent her initial impressions of ominous ruined alien cities in the then-recently discovered Hades system.
Search and rescue teams dispatched the next day, along with countless expeditions since, failed to locate any wreckage or remains of the Vara.
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What unimaginable horrors did the crew encounter in the Hades system?
The haunting legacy of this phantom ship lives on today in public festivals adorned with black and green decorations and in private gatherings to honor the dead. Some celebrants dress up as people who have passed away, while others wear more outlandish costumes and swap scary stories, especially pertaining to mysterious incidents in space.
Join us as we revel in the thrills, chills, and malevolent mystery of the season. Don’t be scared now, we didn’t mean to frighten you prematurely.
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Femur? I barely know her! From October 19 until November 2, Arena Commander’s Gun Rush mode gets totally spooky and super scary as all the player models have been replaced with terrifying skellies! Got a bone to pick? Log in and sternum if you got 'em.
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The Corsair and Cutter join Drake’s mad monster party with Ghoulish Green paint schemes to match the rest of the gruesome gang. Pick up any and all of these altogether-ookie liveries before they return to the cursed alien dimension from whence they came.
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Until November 1, players have the chance to get the jolt of their lives when opening loot containers across Stanton. Find the coveted Vanduul, Hill Horror, and Fieldsbury Dark Bear helmets and add them to your creepy collection… if you survive the shock that is. What’s more, players who manage to secure all nine horrific helmets (including both versions of Neville Lott and all six Dark Bear variants) will also earn a super scary Spectrum badge.
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Day of the Vara traditionally brings with it an offering of community contests and this year is no exception. Returning from the grave yet again is our fan-favorite pumpkin carving contest for you to sharpen your knives on, or you can take a crack at creating the scariest 60 seconds of machinima mayhem the 'verse has ever seen.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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It’s an exciting time in and out of the ‘verse, with the upcoming launch of Alpha 3.21 and the return of an in-person CitizenCon on October 21-22. Check out September’s PU Report for the final tweaks to content you'll be experiencing very soon and progress on features coming later in the year and beyond.
AI (Features)
In September, AI Features focused on the ongoing male-to-female animation retargeting, ensuring that Pyro’s female characters are up to the same standard as their male counterparts. Recent work included retargeting combat and social animations.
On the code side, the team worked on PU performance for the upcoming patch. They also solved issues involving NPCs not reacting to players pointing guns at them and fixed bugs with usable alignment slots not working as intended.
AI (Tech)
AI Tech continued developing various features throughout September, including boids and the Apollo tool, and began focusing on performance improvements and polishing existing features.
For boids, the base structure that allows the designers to define boid states (wandering, fleeing, idling, dead, etc.) and transition between them was implemented. These transitions contain rules, including when they should be selected, and animation data, such as birds taking off and landing. Iteration was also done on suitable physics properties for boid agents that need to be affected by gravity to walk on terrain. The team also added health components to agents so players can damage and potentially kill them.
For the Apollo Subsumption tool, the team completed an error-reporting panel that will provide detailed information on behavior issues. This will help the designers to catch problems sooner and solve them more easily. Various quality-of-life improvements requested by the designers were implemented too.
Performance improvements were also made, with the team looking closely at systems that impact performance on dedicated servers. For example, optimizations were made to how navigation islands compute after parts of the navigation mesh are regenerated. For navigation volume, code was cleaned up and ‘event dispatching’ was moved to ‘update job,’ which better distributes to multiple threads. The team are currently investigating and implementing optimizations to planetary navigation generation and pathfinding request processing.
A small update and new functionality were added to the collision avoidance system. Now, collision avoidance agents have support for skipping and ignoring lists, which is used when agents move together as a group.
For NPCs using trolleys, improvements were made to collision avoidance, and a new component was added to the trolley that will trigger the regeneration of navigation mesh when it stops moving.
Regarding flowgraph Subsumption nodes, the team can now generate nodes with dynamic input based on Subsumption’s event description. This will help the designers to write more complex behaviors for NPCs and missions.
The AI Tech team also supported the Alpha 3.20 release, CitizenCon, and the SQ42 Feature teams.
Animation
Last month, the Animation team worked toward ensuring all male animations are also available for the female character.
“You’ll see female characters doing more in an upcoming patch. Keep in mind that with this large volume, there will be considerable visual artifacts we need to sort out.” Animation Team
They also created the initial animations for a new creature.
Art (Characters)
In September, the Character Art team finished the Headhunter outfit and progressed with the Dusters outfit. Alongside this, the Character Concept Art team explored ideas for fauna and medical backpacks and prepared handoff sheets for a racing suit.
Art (Ships)
In the US, a new vehicle variant was completed, with final bug-fixing and polish currently underway.
The whitebox for one of the new vehicles mentioned in the previous PU Report is nearing completion. Last month, the team solved some of the space issues, opting for smaller beds with a tighter layout. They also separated out the base model from the variants.
The Aopoa San'tok.yāi is almost content-complete, including cockpit animations that heavily lean into the alien language. The interior damage pass is also nearly done, including a new map generated specifically for Aopoa. Upcoming tasks include lighting polish before the LOD pass.
Finally, work continued on remote-tractor-beam gameplay, including how the hardpoint should be used to create the best player experience.
Audio
Last month, Audio focused on Pyro, ensuring all essential sound effects were implemented. They also finished tasks for several upcoming ships and are actively working on the new audio thruster and component system.
Alongside essential bug fixes, the Audio Code team refined the recently introduced resonance tech and continued developing the walla system.
Community
Last month, the Community team continued preparing for CitizenCon 2953. The biggest-ever celebration of all things Star Citizen takes place in Los Angeles, California, from October 21 to 22 - tickets and the Digital Goodies Pack are available now.
Before its replacement in Alpha 3.20, the team kicked off their farewell to Port Olisar, allowing players to gain a unique Spectrum badge. They also published two Patch Watch threads, Mission Featured! and Quality of Life, highlighting some of the improvements and features in the coming patch that aren’t on the Roadmap.
The team was also heavily involved in supporting the release of Alpha 3.20: Fully Loaded. Alongside the Player Experience team, Community tracked and directed player feedback on the latest features and discussed solutions to bugs and quality-of-life issues with the development teams.
“In-person socializing was also not neglected as we brought developers and Banu Tholo code cards to a fantastic Bar Citizen event held inside a public amusement park in Vienna, Austria, as part of the Bar Citizen World Tour.” Community Team
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Economy
The Economy team set up shops at three jump-point stations to provide the Hull C and other cargo ships with additional trade routes. They also worked on rebalancing commodity trading in Stanton and Pyro as part of a larger initiative to improve the gameplay experience for haulers and traders.
Economy then supported other teams, such as Character Art and Interactables, with pricing for new player equipment. Lastly, the tool that extracts live game data to help inform the profitability of various gameplay loops and assist in balancing was completed.
Engine
Throughout September, a large portion of the Core Engine, Physics, and Entity teams’ focus was on release support. This included optimizing code, looking into server-side memory consumption, and fixing memory leaks. These improvements will appear in public releases over the next few months. Additionally, the Core Tech teams supported the Hull C and its unique technical requirements.
Besides release work, the teams rolled out StarBuild, the custom code-build system, and updated Visual Studio to version 2022.
On the renderer, transitions toward the final version of Gen12 continued. This included enabling the RenderGraph, which can utilize the GPU better with less CPU cost. The team also removed several legacy GPU access APIs, including MapAndWriteDiscard, which won’t be supported by Gen12 due to low-level code complexity.
Furthermore, the streaming system received improvements.
“We no longer need to maintain a separate code path and instead update all our objects from within the rendering callback. This reduces code complexity, as we only need to maintain a single code path going forward, and reduces memory consumption as well.” Engine Team
The team then added more strict debug modes and high-level checks for the ECUS code to detect and report potential race conditions earlier. Also on the entity-system side, more strict checks were added to entity access functions to ensure they only happen on threads where it’s permitted.
For the Editor, time was spent enabling entity streaming code to allow the designers to work with the PU’s significant amount of content more easily. This was done last month as the team first had to get the foundation of streaming working. The editor also has more complexity than the pure game as objects can also be modified.
On the Physics side, the team is currently adding numerous improvements to the simulation, which will be revealed soon.
Finally, the Engine teams supported the Network team on Server Meshing and worked with the Location teams to make more efficient use of low-level engine resources.
Features (Characters & Weapons)
Alongside squashing a significant number of bugs for Alpha 3.20, many of the features worked on this year received a second pass to improve quality and feel. For example, the slide mechanic saw updated velocity curves with steeper initial acceleration alongside improved screen effects.
For the new prone motion set, work was done to stabilize the player character’s wrists in first-person view; some initial updates were made, though the team now has a longer-term plan to further improve the visuals.
Features (Gameplay)
The EUPU team continued working toward the release of the ship tractor team, including an update to the general Salvage HUD to allow it to show tractor-beam information (this is still a work in progress).
Several important bug fixes were made for Alpha 3.20. This included fixing instability problems with server performance and adding a temporary fix to the speed of hull scraping.
The team also made significant progress on Structural Salvage (formerly Munching) and continued their ongoing work on the Resource Network.
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Features (Mission)
Mission Features continued their work on modularizing the new-player experience. Last month, New Babbage saw its first working version, with the team currently focusing on polish.
Various mission content was also worked on, including the reactivation of the Crusader platform missions, which tentatively passed its go/no-go review. Blockade Runner also progressed through development following internal playtests and feedback.
The Steal Evidence mission passed go/no-go and has been activated for Alpha 3.21, while the design for a courier version of the Steal and Recover cargo mission moved into production.
Further polish was made on Data Heist, including internal playtests in preparation for its debut. Siege of Orison 1.1 entered the QATR phase, where it will be tested for stability and performance issues ahead of future activation.
The team also continued to look at and balance the cargo manifest system for Bounty and Salvage missions, and designs were pitched for long-term reputation goals. Ship Trespass has passed its gate review and is approaching a release-ready state.
Features (Vehicle)
In September, the Vehicle Gameplay team focused on bugfixing and quality-of-life support for Alpha 3.20. The flight balance, health, and stability of some ships were tweaked to improve overall balance too.
The team also provided feature support for the Resource Network, allowing items placed inside interior object containers to be connected to the network, such as doors and lights.
Graphics, VFX Programming & Planet Tech
In September, the Graphics team progressed with several in-development features. For example, the new water-simulation and rendering systems now have their fundamental building blocks complete and are currently being balanced to ensure they look good under the game’s huge variety of conditions.
The R&D on Global Illumination was merged into the main branch to see it working across various PU locations. However, a lot of work remains, including major aspects like moving zones, characters, and optimization.
Work also continued on several longer-term features, such as fire support for entities, a screen space occlusion effect for gas clouds to increase their lighting detail, and support for Maelstrom, the new physics destruction system.
In-Game Branding
Last month, the Branding team progressed with navigational signage for the exterior of the underground facilities.
They also created holograms and assembled navigational signage for an upcoming event.
Interactables
The Interactables team progressed with various upcoming content, including a variety of new style props, and supported the ongoing development of the new underground facilities.
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Locations (EU)
Last month, the Locations team continued developing a variety of new locations for Pyro. They also worked on several legacy locations in pursuit of maintaining the wider Stanton system, and supported the Mission Feature team on one of their upcoming initiatives.
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Narrative
The beginning of September saw the Narrative team closing out any remaining bugs for the release of Alpha 3.20. Looking ahead, the team completed work on another batch of missions for Pyro organizations and gangs.
Additionally, they continued working on several new missions for Stanton, including Blockade Runner and Data Heist. Scripts were also written for automated computer systems that will be used in missions and at new locations.
The Narrative Design team continued improving the lives of AI around both Stanton and Pyro with more naturalistic behavior patterns. Several discussions were held focusing on how they can better capture the feel of Pyro based on how its NPC population behaves at stations and outposts.
On the website, the team published a Whitley’s Guide to the San’tok.yāi, another thought-provoking batch of Loremakers: Community Questions, as well as a variety of Galactapedia entries. Subscribers can also read additional lore every two months in Jump Point magazine before it becomes available anywhere else.
Online Services
September saw the Online Services team working on the Seeding Service, a new star service for Server Meshing. This is a C++ gRPC service that reads data from the game files to seed global, graveyard, and shard databases by using the Entity Graph service.
A refactor of the Character Customizer began, with the goal being to replace the backend used by the current customizer to leverage both the entitlement and identity services to reduce the database load on login and persist DNA and customization across patches.
The team also continued to update Easy Anti-Cheat in an attempt to eliminate false positives as well as implement sanctions in the future.
Significant time was also spent on database research to resolve some of the recent deadlock issues and explore other potential database providers.
R&D
The R&D team worked on a variety of important updates to the game engine that will be shown to the community soon.
Tech Art/Animation
Tech Animation supported numerous teams across the project with a wide variety of animation tasks, including asset implementation and maintenance.
Great progress was made on creating and implementing creatures across the PU. As part of this, work was done on toolsets for rigging and physics proxy authoring and implementation.
Comms calls and dialogue were a major focus in September too, with the goal being to create content at speed.
“This has been hugely successful and collates many lengthy manual processes into a singular toolset with a great user interface.” Tech Art/Animation Team
Finally, they continued to provide additional faces for the game to source from, providing much more variation to NPC populations.
UI
Alongside debugging for Alpha 3.21 and future releases, UI supported Mission Features on the Blockade Runner screens and with final touch-ups for another ongoing mandate.
The team progressed with the Reputation app, adding new styles to the item shops. They’re currently doing final tests on Pyro’s airlock screens.
VFX
Last month, the VFX team progressed with a variety of Pyro locations. Several vehicles were worked on too, with one being completed.
They also focused on optimization and bug fixing for Alpha 3.20.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for October 4, 2023
This week, we're introducing the 3.21 column to the Roadmap, which will house features/content that were previously listed for 3.20.x. We've made the decision to increment the Alpha 3.20.x patch nomenclature to Alpha 3.21. The primary reason for this increment is to signify Star Citizen approaching the next major milestone in its online/networking technology, which warrants a proper step-up.
During the 3.21 patch cycle, we will introduce a new testing channel aimed at graduating new underlying technology. This new channel allows the dev teams to get players on a version of the game that matches the current live release in both content and features but that introduces large tech changes that must be validated, graduated, and ultimately mission-proven before making their way to a Live release.
In short, this is the next step towards Server Meshing after deploying Persistent Entity Streaming earlier this year. With the Replication Layer moving off of the game servers, this allows the game server to be an authority over a specific area, rather than the entire game universe. While the player experience won’t change much at first, and the game server will stick with managing Stanton to start with, this is a major step forward to Alpha 4.0 and beyond.
For more information on the Replication Layer, Persistent Entity Streaming, Server Meshing, and how this will affect the future of Star Citizen, please check out our panel from CitizenCon in 2021: CitizenCon 2951: Server Meshing & The State Of Persistence.
Release View
With this publish, we're clarifying where each of the features previously slated for 3.20.X would land in the patch cycle. Below is the full list, with a pair of new cards marked as such. All 3.20.0 cards have also been marked as Committed.
Alpha 3.21.0
New Crusader Platforms
Adding three new points of interest in Crusader's atmosphere, providing new locations for missions and loot.
New Missions - Retrieve Consignment
A new mission type where players are tasked with locating critical items in consignment lists, then safely extract them.
New Missions - Steal Evidence
(NEW) A criminal mission type where players are tasked with infiltrating Security Post Kareah and stealing files from Crusader Security for a hefty payout.
Crusader A1 Spirit
Building, balancing, and implementing Crusader Industries' light bomber, the A1 Spirit, into the game.
Alpha 3.21.X
Replication Layer Update
(NEW) Over the course of the 3.21 patch cycle, the Replication Layer will be moved off of the game servers and set up as its own standalone service. In the short term, this allows for greater server recovery in the event of a crash. This is also a critical next step toward Server Meshing.
Our current goal is release Alpha 3.21.0, ahead of launching the Preview Channel with the Replication Layer update. Once this Preview Channel comes online, it will run in parallel to our live servers. Once we feel the Replication Layer work is reliable, we'll migrate it over to the live servers in a 3.21.x patch.
You can expect to learn more about the Preview Channel and its critical role in bringing new technologies online soon.
Vehicle Tractor Beams
Implementing tractor beams attached to ships, either remote-operated or a turret-like attachment. This allows players to move and tow bigger objects, including other ships.
Tumbril Storm
Building, implementing, and balancing Tumbril's light tank, the Storm, as a game-ready vehicle.
Crusader C1 Spirit
Building, balancing, and implementing Crusader Industries' small multi-crew cargo ship, the C1 Spirit, into the game.
Argo SRV
Building, implementing, and balancing Argo's tugboat, the SRV, as a game-ready vehicle.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
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It’s spooky season in and out of the ‘verse! To get in the spirit, we’re giving subscribers the opportunity to embrace the horrors of a classic sci-fi vid with exclusive Lost Plague helmets.
Plus, subs can pick at the decaying carcasses of dead ships across the system in October’s Ship of the Month. Drake’s solo salvager is perfect for lone pilots looking to make a living on the edge of society… just don’t stray too far alone.
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CC's Conversions utilized a proprietary lightweight-yet-sturdy rubber to accurately reproduce the deadly plague's signature spine so you can enjoy hours of wear without straining your neck.
Current Centurion-level Subscribers get the Radioactive Yellow Lost Plague Helmet as part of their subscription.
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CC's Conversions utilized a proprietary lightweight-yet-sturdy rubber to accurately reproduce the deadly plague's signature spine so you can enjoy hours of wear without straining your neck.
Current Imperator-level Subscribers get the Radioactive Yellow and Biohazard Blue Lost Plague Helmet as part of their subscription.
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CC's Conversions utilized a proprietary lightweight-yet-sturdy rubber to accurately reproduce the deadly plague's signature spine so you can enjoy hours of wear without straining your neck.
The Explosive Orange Lost Plague Helmet is available to all Subscribers to pledge for from the Subscriber-Exclusive Store.
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If you would like to receive this flair as part of a subscription, you can subscribe before October 10th, 2023, 20:00 UTC.
If you subscribe after October 10th, 2023, you can pick up these and previous months’ flair (going back to 2014) in the Subscriber-Exclusive Store. You can fill in any gaps in your collection and pick up extras to gift to non-Subscribers.
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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!
We’re less than three weeks away from our biggest CitizenCon event yet, and the excitement is palpable! After four years, we can't wait to see you at the return of our in-person celebration of all things Star Citizen and, most importantly, YOU, the community! There are still some tickets available, so be sure to pick them up here before they run out. For everyone who can't make it out to L.A., you can still be part of the celebrations and enjoy the show live on twitch.tv/starcitizen. Don't forget that you can also snag some swag in this year's Digital Goodies Pack! To help you best prepare for the show, we’ve put together a nifty Pocket Guide. More information on this upcoming epic two-day event, including the event schedule, event map, and more, is just around the corner, so keep an eye out.
Last Friday, we rolled out Alpha 3.21 to the PTU, alongside some messaging to give more details on what to expect for this upcoming patch cycle. The PTU is currently accessible by all waves, so you can hop in and try it for yourself now.
On the Alpha 3.20 front, we're aware that some of you may still be encountering issues with connectivity and/or gameplay. While we have rolled out some fixes that have squashed many of these bugs, the team is hard at work on additional fixes to get things running smoothly as quickly as possible. If you're encountering issues, check out the Known Issues List, as it highlights not only the top-known problems but also any known workarounds or related updates. It's also likely that the issues you're experiencing are already reported on the Issue Council, so be sure to contribute to these existing reports or submit a bug report of your own.
In other news, the community has spoken, and we have listened. Master Modes: Free Flight will be enabled indefinitely and excluded from the Arena Commander Experimental Mode Schedule rotation. As it has special significance to Star Citizen’s future, we want it to be accessible to you at all times. As always, we look forward to your valued feedback, so don’t forget to share your input.
Now, let's see what's going on this week:
This Tuesday, we'll publish the Subscriber Monthly Newsletter and Subscriber Comm-Link.
Wednesday will be a day of developmental updates with our bi-weekly Roadmap Update and the complementary Roadmap Roundup, as well as the September Monthly Reports for both Star Citizen and Squadron 42. Don't forget to subscribe to the Squadron 42 newsletter here.
On Thursday, Inside Star Citizen will be back with a Sprint Report and more, concluding the season before it takes its scheduled hiatus. Speaking of sprint, what would you run away from? That's right, a whole month of terror awaits as our Day of the Vara celebrations begin!
Wrapping up the week on Friday, you'll find our weekly RSI Newsletter directly delivered to your inbox. There won't be an episode of Star Citizen Live this week but the stream will return next Friday.
P.S. This Saturday, our friends at XGR will be celebrating their two-year anniversary, and they're inviting you to join in the racing festivities at the Lorville Outskirts track. Bring your Origin 300 series ships for a winding good time; the starting pistol goes off at 18:00 UTC/11 am Pacific!
Saturday also marks the launch of the 'Verse at War event, where 100 Spanish- and French-speaking community members will engage in a massive space battle and put some ships through their paces starting at 19:00 UTC/12 pm Pacific.
This week's rotation features the Nova-only free-for-all mode, Tank Royale. Storm Arena Commander with your tonk from October 1 to October 7 and claim battlefield supremacy!
October 1 - October 7 ► Tank Royale
October 7 - October 15 ► Single Weapon Elimination & Mirror Match
October 15 - October 21 ► Team Tank Battle
October 19 - November 2 ► Gun Rush
October 29 - November 2 ► Master Modes: Vanduul Swarm
November 2 - November 5 ► Master Modes: Endless Vanduul Swarm and Duel
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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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In a bind over the controls remapping in Alpha 3.20? Von_Clutch lives up to their name with a time-saving quick guide of the main updated keybinds for both mouse & keyboard and joystick setups.
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…
Craving some juicy intel on upcoming missions? Join us for this episode of Inside Star Citizen as we explore data heist missions and a new global event coming later this year with the Mission Feature Team.
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THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we visit the Kai’pua and La’uo systems, celebrate the Foundation Festival, examine the Pegasus and the Liberator, learn about Rijora, and meet the last Ru’a Emperor, among others. Join the Spectrum thread for any discussion or feedback.
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xē’suelen, nyahyan
e sen Ni’kū no’a. tii nyarai uth nya’p.ūh’uesao. te sā ko nui no’a po xē’sue kao” so sē’a .u so.’e
I'm sorry, it looks like my translator is experiencing some issues... Here... Bonjour, tout le monde! ... That's right, CIG hired a new Community Manager with French and Xi'an capabilities. I'm super happy to finally write my own This Week In Star Citizen and take the opportunity to share a little about who I am, and what the croissant do I want.
My name's Lénaïc, I'm a Frenchman from Normandy, and I lived in Ireland for 10 years. That's it. Thanks for tuning it! Hold on, I'm being told I need to add more crispy details, so let's dive in.
You will usually see me under the nickname "Nicou" as I jump from Spectrum to Reddit, Discord, Twitter (X), Twitch, and to your hearts and minds like Tarzan 2.0.
Star Citizen is undoubtely a very ambitious project, and the pursuit of transparency, pushing things to the limit, is something I can get behind — I'm here for it, and it resonates with my personal values. I've been a backer and active player since 2014, mostly as a solo player doing a bit of everything the game has to offer so far. I'm also very dedicated to trading, hauling goods and people in need (TaxiHawk, it's me!), but I'm also versed in Xenology with a Xi'an specialty. I love to meddle with alien lore and languages, like the Neo Khûzdul from Tolkien's Dwarves, the Thargoids and Guardians from Elite: Dangerous, or the Triglavians and Jovians from Eve Online. The Banu language also looks super cool, and I would love to learn more about our Tevarin friends.
Prior to CIG, I worked as the Senior Community Manager for Larian Studios on Baldur's Gate 3. I have also worked with Paradox Interactive on Crusader Kings III, Bethesda on The Elder Scrolls Online, Wolcen, Tin Can, and Tableau Software.
Over the last 13 years, I've also created hundreds of articles, guides, livestreams, and events for the gaming press with Game-Guide.fr, Remlok-Industries.fr, CM-Adventures.com, and a variety of other projects. I’m excited to leverage these experiences and help create awesome content for all of you.
These days I'm playing a lot of Remnant 2, Baldur's Gate 3, Starfield, Stellaris, Crusader Kings III, Total War: Warhammer III, Civilization VI, World of Warcraft, Eve Online, and Star Citizen. I'm also super eager to lay my hands on Falling Frontier, The Invincible, and Endless Dungeon soon. In space, you’ll most likely find me in a large transport/trading vessel, kitted out for anti-piracy, or honing my skills in research/diplomacy. I consider myself a hybrid PvE/PvP player – while I enjoy measuring myself against other PVP players, I also like to pursue the highest rankings in PvE.
All of these experiences allow me to decipher and understand much more precisely what players want, and what they expect in terms of communications. Again, I'm really delighted to start chatting with you all, while joining forces with Freyja, Jake, and Christian, led by Ulf and Zyloh. Joining this team grants me an incredible opportunity to connect with so many of you out there who share in the same dream. I can’t wait to see you all in the ‘verse!
You can find me on Twitter @NicouLenny, Spectrum @Nicou-CIG, and Discord "NicouLenny". See you soon!
P.S. I think it's time that we open a French chat channel on Spectrum... Stay tuned!
What's the craic?
Shiver me timbers, last week was Pirate Week! While you looted, chanted, and plundered, the Community team loved seeing the booty-ful videos and photos you shared on social media and our Community Hub. Winners of the recent Pirate Day contest will be announced shortly - thank you to everyone who participated!
Last week was, of course, also the release of Star Citizen Alpha 3.20, which saw a huge revamp of Arena Commander, the flyable debut of the legendary cargo hauler MISC Hull C (Q&A), the LX racing variant of the Mirai Fury (Q&A), updates to physicalized cargo, a new outlaw Salvage mission, the brand-new Seraphim station replacing our beloved Port Olisar, HDR support, and lots of quality-of-life improvements and fixes. The team is aware of some server hiccups and we are actively monitoring ongoing issues. You can help our teams by reporting bugs in the Issue Council. Thanks to all of your help, we were able to release Alpha 3.20.0a Live over the weekend to address many of the ongoing issues. The team is also focused on additional fixes to come.
Looking back at last week, we've updated our New Player Guide and Welcome Back, Pilot pages! If you’re just returning to the ‘verse, or arriving for the first time, make sure to check these out.
Also last week, if you're a lore nerd like me, you won't want to miss the Narrative team answering your questions about the universe in a new Loremakers article. Read on to find out how shields work, why ATMs exist, why Orison has an atmosphere!
Lastly, continuing from our last episode detailing the future of cargo careers, Inside Star Citizen explores the upcoming changes to the inventory system, hangar kiosks, and more!
With this, let's see what's going on this week.
Now, let's see what's going on this week:
This Tuesday, we will publish the latest Galactapedia update from the Narrative team.
On Thursday, we're chatting with members of the Mission Feature team in Inside Star Citizen. They will tell you everything about a new mission type and a Global Event coming later this year. Jumptown is also back for another round, so seize that contraband, transport it to the nearest LEO port, and stay in one piece!
There's no Star Citizen Live on Friday, as key members of our Video team are en route to Los Angeles for CitizenCon preparations. And of course, our weekly RSI Newsletter will be released in the wilds. Have a look at last week's RSI Newsletter if you missed it.
Last week, we saw thousands of players having fun and making their ways to the top rankings of Gun Rush.
This week's rotation introduces Endless Vanduul Swarm, Free Flight, and Duel. It's time to show your friends who the boss is in a Mak'Gora! Wrong universe, I meant a Duel, a 1v1, a bloody ballet from September 24 to October 1.
September 24 - October 1 ► Master Modes: Endless Vanduul Swarm, Free Flight, and Duel
October 1 - October 7 ► Tank Royale
October 7 - October 15 ► Single Weapon Elimination & Mirror Match
October 15 - October 21 ► Team Tank Battle
October 19 - November 2 ► Gun Rush
October 29 - November 2 ► Master Modes: Vanduul Swarm
November 2 - November 5 ► Master Modes: Endless Vanduul Swarm, Free Flight, and Duel
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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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IAmSebix has launched Stardle, a Star Citizen ship guessing game akin to Wordle. I've been enjoying the mini-game as my last task every day for the past week, and I hope you do too!
Can you guess which ship is under the spotlight today?
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…
This week on Star Citizen Live, we have Dan and Corentin from the Sound Design team talking their background, their current work, and how impactful audio design is on the 'verse.
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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.
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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.
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.
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…
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!
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 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.
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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 Designcontinued 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.
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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!
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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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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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!
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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.
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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.
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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!
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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 3.20
FULLY 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.
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…