Alles anzeigenExterner Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Welcome to July’s PU Monthly Report, where you’ll find the latest development progress on everything related to the Persistent Universe.
Read on for in-depth updates on vehicles, locations, AI tech, maps, and more.
AI (Tech)
Last month, AI Tech finalized work to allow NPCs to transition between EVA and environments with gravity. This required an update to the usables code, including exposing it to enter and exit location information. Now, NPCs can enter and exit ships through airlocks or hatches by vaulting over ledges. The team also implemented simple behaviors and assignments for entering and exiting ships, which compute a path to a location and utilize the most suitable usable to finish the transition.
On the navigation-system side, AI Tech upgraded navigation links to connect two volumes from different zones, which is needed for moving platforms. The previous implementation only allowed links between parent and child zones rather than between two unrelated zones. Further optimizations and improvements were made for navigation-mesh raycasts too.
AI Tech also picked up the ongoing work on boids. They’re currently working on 2D boids agents, such as rodents, that will move across terrain within the confines of the navigation mesh. They’re also adding constraints to avoid navigation-mesh edges to ensure the boids stay inside navigable areas. Next, they’ll look into boids agents playing animations while moving or idling.
The Subsumption editor received numerous improvements, including a variable-type editor, the ability to copy/paste states while editing a mastergraph, improved views of how mastergraph transitions are presented, an improved activity view for available sub-activities and functions, and a validation panel that presents errors and warning when loading and saving files.
Various features and AI systems received improvements too. For the usable-group coordinator, designers can now specify that a group of NPCs should synchronize when transitioning from one group of usables to another. For NPCs pushing trolleys, the team optimized the PID controller and adjusted the default parameters to stabilize quicker after turning on a path.
For NPC perception of audio stimuli, AI Tech began using new functionality exposed by the Audio team, which will utilize the room system to understand if an audio event should be received
Animation
Last month, the Animation team focused on improving visual results for reloads and takedowns. They also worked on basic idles for weapons and knives, which are planned for release in Alpha 3.20.
They’re currently making improvements to player-prone animations and adding an increasing number of player interactions to improve immersion in specific environments.
On the facial side, they continued to support new incoming lines for PU pilots and combatants
Art (Characters)
In July, the Character Art team continued working on outfits for the Headhunters and Dusters gangs.
Alongside this, the Character Concept Art team explored ideas for additional Headhunters outfits and prepared handoff sheets for IAE and Luminalia content.
Art (Ships)
In the UK, the RSI Polaris began its whitebox pass with a thorough breakdown of the content required. The team then imported the concept mesh and completed a basic entity setup. A rough interior whitebox was completed, and several issues with the concept were resolved.
An as-yet-unannounced ship continued its LOD0 pass, with the majority of tasks completed and a review scheduled. The team is currently focused on adding tertiary details to the interior and exterior as well as finishing the lighting for each phase.
The Crusader A1 Spirit progressed through final art, with a handful of LODs remaining for its interior and exterior damage. Work also continued on the C1 Spirit cargo variant, with the main differences being minor exterior changes and the cargo room; the latter of which is currently progressing through greybox with most of the core forms refined.
Work on a new ship variant continued, with the dashboard and cockpit receiving attention. The Design team also resolved the placement of physicalized components ready for the Art team to add at a later date. Another unannounced variant continued through its greybox phase too.
In the US, the Tumbril Storm approached the end of production.
<i style="font-style: italic;">“We have built all damage meshes, projected all UV2s, generated most LODs, and are now just polishing up various parts of the vehicle. Lighting is getting another pass and we are working with Systems Design to make most of them procedural so that they will respond to player interaction.”</i> Ship Art Team
Ship Art also worked alongside Tech Art to solve visual issues with the treads.
Elsewhere, tasks were started for an all-new vehicle. The team began by breaking apart the concept and putting together an in-game preview while planning out the work required for the base and its variants. The current plan is to whitebox all the variants at the same time and then select which versions will move into greybox first.
Two new variants went through the LOD0 phase and are approaching content-complete.
The team also progressed through LOD0 for the Aopoa San'tok.yāi, filling out item housings and doing heavy paneling work on the exterior. They also came to a solution for the dashboard, which still requires polish, but delivers a unique aesthetic for interaction. They’re currently working with System Design to get the ship’s behaviors to trigger correctly.
Finally for ships, the Origin X1 entered the greybox stage. While waiting on the whitebox review, the team are working to solve various aesthetic issues while ensuring the overall ship makes mechanical sense. They’re also exploring new tools to help generate extremely clean automotive-style geometry to maintain the required Origin feel.
Audio
July saw the Audio team progressing with tasks for Pyro, including implementing imperative sounds. They also discussed how they can interrelate existing work with Squadron 42.
Improvements were made to the Flight Experience, including updated vibration tech and impacts. Sound effects were also designed and implemented for upcoming spaceship releases.
Community
The Community team kicked off July by launching Foundation Festival 2953, a month-long celebration of the community, with a Free Fly, referral bonus, video tutorial contest hosted on the Community Hub, and an Organization Spotlight gallery. Furthermore, with a focus on helping new recruits, the team posted updates on the New Player Guide, implemented a New Player Chat on Spectrum, curated media on the Welcome Hub, and encouraged veteran players to support new recruits by offering rewards for using the Guide System.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Later in the month, Community supported the announcement of Turbulent joining CIG.
The team also prepared for the upcoming return of CitizenCon, the in-person celebration of all things Star Citizen. They announced a collaboration with ATMO esports for the event too.
<i style="font-style: italic;">"CitizenCon is shaping up to be the most epic one yet, with the cosplay contest, community booths, and now, the biggest dogfighting tournament in the 'verse, Fight or Flight, coming straight from the show floor as well! We have many more cool surprises in store for you, and we can't wait to see you there!"</i> Community Team
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Additionally, the team supported various community-driven in-game events, including the Greycat Social and a military-style parade organized by the French community. They also met passionate players out of the 'verse, returning to the beautiful city of Paris for a Bar Citizen, and attending a virtual Bar Citizen.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Lastly, Community assisted in the introduction of the brand-new Mission Spotlight series and launched a screenshot contest to reward the best images from players that take on the Arlington Bounty missions.
Engine
The Core Engine team progressed with the development of StarBuild, the new in-house code-build system that will replace WAF; last month, they fixed issues and implemented improvements based on feedback from wider dev use.
For MemReplay 2.0, the team introduced VirtualMemoryAreas as a concept to the memory allocation system, which will better track OS committed memory and provide an improved visualization of sub-allocations.
Progress was then made on removing the remaining ‘MapAndWrite’ discard calls in the renderer in preparation for the new Vulkan backend. They also reworked the game-launcher code structure to reduce code duplications and enable Linux-based headless clients, which will help with automatic testing.
Core Engine also worked alongside the Physics and Vehicle teams in support of the MISC Hull C, ensuring it works correctly and fixing bugs with the ship’s unique systems. Additionally, they fixed further fallout from the last integration and made various other bug fixes and optimizations.
The Physics team continued helping the game teams fix various physics-related bugs in the game code. They also updated the new cloth system and Maelstrom, and began improving active and animated ragdolls.
The Entity System team primarily supported various technical initiatives, including RaStar and the Resource Network. This involved exploring ways to create and limit generated locations to provide a rich experience without negatively impacting performance. They also supported the Server Meshing team by adding necessary improvements and fixes.
Finally, they provided bug fixes for the recently enabled 'async editor loading,' and are currently adding more safety checks for correct entity access.
Features (Characters & Weapons)
July saw the Feature team experimenting with skill progression, which involves players performing specific in-game actions to make them better at similar activities. For example, building up strength will allow players to carry heavier objects with fewer penalties, while performing takedowns will open access to quicker and quieter action sets.
For player traversal, the team began implementing a sliding mechanic. If a player tries to crouch while sprinting, they will perform a short slide before entering the crouched stance. The speed of the slide is determined by the starting speed of the player and the distance may depend on factors such as the roughness or angle of the terrain. The player will automatically stop when reaching an obstacle, as the prime use case for this feature is to allow players to slide into cover.
Features (Gameplay)
Gameplay Features continued their work on the new vehicle tractor beam, which will also bring improvements to the existing tractor beams. July’s tasks included first iterative test for core balancing and the UI.
Additionally, the team progressed with the Resource Network, which includes features like engineering gameplay and life support.
They also worked on several prototypes for Salvage’s ‘munching’ gameplay and are currently discussing the best-fitting technical solution with all dependent teams.
Finally, they made improvements to mining for Alpha 3.20 based on community feedback, including updates to stability and predictability when mining.
<i style="font-style: italic;">“A big thank you to the very valuable feedback that was provided. Big shoutout to our helpful community!”</i> Gameplay Features Team
Features (Mission)
Last month, Mission Features’ embedded QA testers supported the developer of Ship Trespass by giving the feature rigorous destructive testing.
The Retrieve Consignment missions passed final review and are currently being polished and balanced. Alongside this, the current underground facilities were replaced with RaStar to fix a variety of issues and make iterating on them easier.
Progress was also made on the new Global Event, Blockade Runner. A working prototype was shown to the game directors, who approved its move to development.
The initial planning for cargo missions was completed with all dependencies identified. The team are now looking deeper into the reputation system to improve the wider delivery and hauling mission gameplay loop.
Steal and recover cargo missions were also prototyped and shown to the directors and are making good progress. These will see players either recover cargo from disabled ships or disable and board ships before securing their cargo.
Finally, code work began for reputation. Progression within reputation scopes will give players discounts on various purchases, including items, refueling, and repair. Mission Features also picked up the reputation-based hostility system, which will see NPC orgs more willing to attack those who have a negative reputation with them while providing benefits to those with a positive standing.
Graphics, VFX Programming & Planet Tech
Several new features were added to the Global Illumination system last month, including the initial implementation of temporal smoothing for screen space probes, which will produce more stable results at a lower cost. G-buffer support was also added to environment probes to provide a cheap scene representation for secondary light bounces. In addition, new debug modes were added alongside a new mechanism to gather lights for the GI system.
A basic implementation of Temporal Super Resolution was completed, which will continue to receive fixes and improvements as it’s integrated into the graphics engine.
AMD’s memory allocation API was integrated into the Vulkan backend, improving the system’s stability, streaming speeds, and buffer read times. A reduction in streaming/rendering dependencies has improved performance, and new parameters will allow the devs to modify the RenderGraph’s ShaderStage and ownership state. These features were added alongside ongoing bug fixes to visual regression tests with a focus on the render-to-texture system.
As part of ongoing UI refinements and unifications, the silhouette/highlight feature is currently being improved with a softer and brighter outer glow. The mini-map also received a ping effect, which will blink around objectives for improved in-game navigation.
The Feature team is working to bring the new unified water shader to the game, adding details such as puddles that splash on impact and fixing collision-detection issues on large water volumes. A new system to manage water simulations is also in progress that will activate regions upon collision, deactivate them when they have settled, and constantly monitor and protect performance by limiting active simulations. Meanwhile, a new hash-map system for allocating water buffer regions and large surface-area-friendly water volumes is actively being worked on so the new unified WaterBuffer system can be enabled by default.
The WorldBuilder system saw a variety of improvements last month, including a major refactor to the high-level logic that runs background jobs, which should significantly reduce latency, avoid stalls, and simplify the code. In addition, planet ocean patches no longer render in duplicates, and the planet streaming system was fixed for Gen12.
The VFX Programming team fixed issues impacting damage maps; attached objects now correctly update their damage maps and an issue causing unexpected data to appear in snapshots is being investigated. For VFX-specific work, an issue preventing grouped child effects from spawning correctly was addressed, and bugs on separator tags and external referencing were fixed.
In-Game Branding
Last month, In-Game Branding continued building various assets for an upcoming event and worked alongside Locations on navigational signage for New Babbage.
They also began work on the underground facilities, working closely with the Concept and Sandbox teams on different mockups for the commercial lobbies.
Progress was made on the final touch-ups for Pyro too.
Interactables
July saw the Interactables team closeout and polish their work on Pyro’s consumables and shop and prop content. They also created content for Subscriber Flair.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Lighting
The Lighting team polished and cleaned-up various locations around Pyro and worked on the system’s gas clouds. Back in Stanton, they progressed with tasks for Crusader’s new platforms.
Locations (EU)
The Locations team continued working on Pyro’s rundown stations, with a focus on completing polish tasks. They also improved signage around New Babbage, improved and bug-fixed the new Crusader platforms, and worked with Mission Features on new content.
The Sandbox team progressed with outposts for Pyro and continued their extensive work on the updated underground facilities.
Improvements were also made to Pyro’s planets, and new technology for clouds was looked into.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Locations (Montreal)
In July, Montreal’s Locations team progressed with additional derelict settlements, which passed greybox before moving into the final phase. Progress was made on underground facilities too.
Once the above content is delivered, the team will return to the ongoing building-interior mandate.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Narrative
Last month, Narrative continued syncing with the various Design teams to push development on Pyro, specifically focusing on mission content, local mission providers (establishing the tone and voice of how missions will be presented), and examining how the overall mission system will change when the new system is added.
<i style="font-style: italic;">“To answer that last one, it's led to some interesting discussions about missions that cross over from Stanton to Pyro and vice versa.”</i> Narrative Team
Elsewhere, the team supported the MISC Hull C by implementing the latest version of the air-traffic-control (ATC) behavior, which will allow players to request a landing spot to load and offload their cargo. This also led to resurrecting work on the overarching ATC behavior, with some potentially exciting updates that will be discussed in the near future.
The Narrative team is also expanding to include two dedicated narrative designers who will bridge the gaps between Narrative, Design, and AI. They will look at all NPCs, from mission givers to population characters, and refine their behaviors to make them feel more alive and ultimately establish the tone and flavor of the game's various locations. For example, to make the people of Hurston feel distinct from the people of Orison.
On the website, the team released some answers to the Community’s burning questions in another installment of Loremakers and published another installment of Galactapedia articles at the end of the month.
Online Services (Montreal)
The Online Services team spent July further refining the new InventoryID feature and addressing issues that came up during the formal QA testing pass. Time was also spent working on a plan to refactor several of the backend services to gRPC as well as modernize them with new features. Lastly, they researched Easy Anti-Cheat sanctions and enforcement.
Research & Development
In July, further updates were made to atmosphere and volumetric cloud rendering. Guided sampling used in the cloud raymarcher was updated based on last month's improvements to transmittance profiles. The profiles themselves received additional filtering (stochastic resampling) to reduce occasional block artifacts due to profile reuse. Moreover, the temporal render mode currently being developed for atmosphere and volumetric clouds was switched to a low discrepancy-based sequence of sample offsets that are used to set up rays for raymarching over time. Based on recent research publications, cloud shadow maps can now be stochastically filtered, which considerably improves performance and render quality. The new temporal render mode will use the stochastic texture filter by default.
UI
UI made improvements to the data-heist screen throughout July, which involved working closely with Mission Features. They also worked on a style variant for screens throughout Pyro.
The Core Technology team improved Building Blocks’ runtime performance, as the recent addition of new UI assets led to an increase in size and complexity. This involved coding more aggressive solutions for skipping hierarchy section updates, which led to a reduced CPU footprint and significant performance gains.
The team also continued adding new features to Bindings and Building Blocks, including a color picker, pagination widget, and stepped lines for the designers.
Finally, UI worked alongside Graphics to develop a new internal map system to help players navigate the game’s complex cities, planets, and capital ships.
<i style="font-style: italic;">“This will be a real game changer for players and we're really excited by its progress.”</i>
VFX
Last month, the VFX team continued working on the interiors and exteriors of several Pyro locations.
<i style="font-style: italic;">“The visual style of these locations differs greatly from many Stanton-based areas, which has been a welcome challenge for the VFX artists, both technically and artistically.”</i> VFX Team
They also completed their VFX pass on a Size 5 bomb and three upcoming vehicles.
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Welcome to August and gear up for Alpha 3.20 upcoming in the PTU! To help you get the most from the upcoming patch’s significant updates to racing, August’s Ship of the Month is the blistering Origin 350r. Fast, focused, and hugely agile, it’s perfect for exploring Stanton’s new circuits and chasing PBs in Arena Commander.
This month’s Flair is appropriately themed too, with Subscriber-exclusive racing jackets from MISC, Origin, and the Murray Cup.
City Lights Prestige Origin Racing Jacket
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Prestige Origin Racing Jacket is high-quality, durable outerwear that features a colorful asymmetric design celebrating Origin's line of luxury racing vehicles.
Current Centurion-level Subscribers get the Prestige Origin Racing Jacket as part of their subscription.
City Lights Prestige MISC Racing Jacket
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Prestige MISC Racing Jacket is high-quality, durable outerwear that features a colorful asymmetric design celebrating the precision and relentless speed of MISC's line of racing vehicles.
Current Imperator-level Subscribers get the Prestige Origin and MISC Racing Jackets as part of their subscription.
City Lights Prestige Murray Cup Racing Jacket
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Prestige Murray Cup Racing Jacket is high-quality, durable outerwear created to celebrate the most prestigious racing league in the universe, the Murray Cup.
The Prestige Murray Cup Racing Jacket is available to all Subscribers to pledge for from the Subscriber-Exclusive Store.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.If you would like to receive this flair as part of a subscription, you can subscribe before August 8th, 2023, 20:00 UTC.
If you subscribe after August 8th, 2023, you can pick up these and previous months’ flair (going back to 2014) in the Subscriber-Exclusive Store. You can fill in any gaps in your collection and pick up extras to gift to non-Subscribers.
Earnable In-Game
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Our goal is to make most items earnable in-game. For this reason, many Subscriber Flair items have been added to the in-game loot table as rare drops from Alpha 3.17. Most pre-2023 items that can be carried by players are available now, with new and future flair being added after a three-month exclusivity window.
NOTE: Some exclusive digital event items, such as those from CitizenCon Goodies Packs, will not be discoverable via the in-game loot system.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.IN-GAME REWARDS (FLAIR)
Visit robertsspaceindustries.com/comm-link for details.
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Happy Monday, everyone!
We've started a series of spotlights on things to do in the 'verse last week, with the first one covering the Arlington bounty mission chain. Whether its your first time taking on an Idris or you're a veteran hunter, check out the Mission Spotlight Comm-Link for more info, a few offers to get your hangar ready for action, and a chance to win some explosive prizes after taking Arlington on.
The team is still focused on getting the remainder of Alpha 3.20 out the door and into the hands of our Evocati testers. While some elements of 3.20 have been in testing, we intended to expand the content last week, however we ran into a number of issues that prevented us from doing so. The team is making good progress on clearing out blockers, and we're targeting an Evocati rollout this week that includes additional 3.20 content.
Now, let's see what's going on this week:
This Tuesday, we'll publish the Subscriber Monthly Newsletter and Subscriber Comm-Link.
Wednesday we'll have the latest Monthly Reports headed your way, with Star Citizens as a Comm-Link and Squadron 42's coming via newsletter.
On Thursday, Inside Star Citizen's latest episode gives us an update on our location creation tool, RASTAR, and how it's being used in Alpha 3.20.
This Friday, Star Citizen Live returns with a new Gamedev episode with Lewis Thompson from the Interactables Team as they create something new for the 'verse, starting at 8 AM Pacific / 3 PM UTC. You'll also get the latest weekly newsletter in your inbox.
Saturday has the next race in the Stanton Cup series from XGR! For all you needers of speed, head over to http://twitch.tv/extremegracing and get ready for Round 4 starting at 5:30 PM UTC.
Kick the tires and light the fires,
Community Manager
THE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, JULY 31, 2023- This Week in Star Citizen
TUESDAY, AUGUST 1, 2023
- August Subscriber Newsletter
- August Subscriber Comm-Link
WEDNESDAY, AUGUST 2, 2023
- July 2023 Star Citizen Monthly Report
- July 2023 Squadron 42 Monthly Report
THURSDAY, AUGUST 3, 2023
- Inside Star Citizen (@RobertsSpaceInd)
FRIDAY, AUGUST 4, 2023
- Star Citizen Live - 16:00 UTC / 8:00 am Pacific (twitch.tv/starcitizen)
- Weekly Newsletter
COMMUNITY MVP: July 31, 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!DIY Frigate
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Star Citizen has an "if it fits, it sits" policy, and EiGoS and their crew put that to the test.
Watch the entire suspenseful video by Natronix on the Community Hub!
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We're back and ready to take you where no Inside Star Citizen has gone before. Get ready to see one of the earliest stages of testing and design as the Gameplay Feature Team demonstrates an early prototype for the next level of Salvage gameplay, Munching.
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Mission Spotlight
Tackle the Most Thrilling Missions in the ‘Verse
Whether you’re putting your life on the line for the good of Humanity or keeping the wheels of commerce rolling, Star Citizen is brimming with immersive missions that let you make your mark on the universe.
Over the next few months, we’re spotlighting some of our favorite contracts and giving everyone who attempts them the chance to win ships perfectly suited to the challenges of the 'verse.
First up, outlaws are running amok in a stolen fleet of deadly combat ships. Restore the peace in the all-action Arlington Bounty!
Arlington Bounty
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Arlington gang is wreaking havoc on Stanton in all manner of deadly fighters and gunships. And, rumor has it, it’s got its hands on a devastating Idris capital frigate.
Take down Arlington targets, keep the system safe, and reap the rewards of a job well done; whatever your ability level, it’s the ideal way to hone your ship combat and flying skills.
Before you Begin
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Mercenary Miles Eckhart is responsible for many of Stanton’s bounty missions, and he only hands them out to pilots he can trust. To get in his good graces, earn your Tracker Training Permit Certification from the Bounty Hunter’s Guild, which is available from the Mission Manager in your mobiGlas.
Getting Started
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Once you’re certified, it’s time to meet Miles - you’ll find him at the M&V Bar in Lorville, Hurston. Then, there’s nothing left to do but to gear up, take off, and head to the marker on your Starmap.
Arlington Bounty features seven increasingly difficult missions, with a final fight against the fearsome enemy Idris. Take it down to become bounty-hunting legend, and don’t forget to snap a screenshot for the chance to win a killer free ship!
The Arlington gang takes no prisoners, so your best bet is to bring a friend or two to even the odds. This is vital in later missions, as the scale of the enemy ships grows substantially.
Optimize your ship loadout for heavy firepower and high defense, and, according to the lead mission designer, “The more missiles the better!”. Check out the ships below for out-of-the-box loadouts perfect for tackling the Arlington threat.
Arlington Bounty Screenshot Contest
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.It’s not just the fate of the system at stake. Snap an action-packed screenshot of you and your crew taking on the Arlington Idris for the chance to win an Aegis Eclipse, Aegis Redeemer, or Anvil Arrow.
Upload it to the Community Hub or Twitter to be in with the chance to win. Read here for the full details and terms.
Gear Up for Success
RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
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Happy Wednesday, everyone!
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for July 26, 2023
Progress Tracker
The following deliverables have been added to Progress Tracker:
New Missions – Steal Evidence
A criminal mission type where players are tasked with infiltrating Security Post Kareah and stealing files from Crusader Security for a hefty payout.
New Missions – Cargo Hauling
Making use of the Freight Elevators feature, this mission type will have players hauling large quantities of cargo to earn both aUEC and reputation.
New Missions – Steal/Recover Cargo
Steal/Recover Cargo missions will see players recovering and/or stealing cargo from both derelict and active ships, then hauling the cargo to its intended destination.
New Missions – Restoration Contracts
Utilizing the Repair functionality of the multi-tool salvage attachment, players are tasked to restore ships from bow to stern, patching up the hull, replacing missing or faulty internal components, and replacing weapon loadouts in new salvage yard locations.
Reputation – Shop Discounts
Players will have the ability to receive discounts in certain shops based on their reputation with affiliated organizations.
Reputation – Hostility
Players will encounter AI that are either friendly or hostile based on their reputation with the organization the AI belong to. This also includes different friendly-fire thresholds and defense responses.
Reputation – Sandbox Triggers
This feature will allow for players to have their reputation increase or decrease with organizations based on their actions in the persistent universe, separate from missions. This in turn will either allow or prevent players from accepting missions for particular organizations.
Release View
The following card has been added to Release View targeting an Alpha 3.20.0 release:
Physicalized Cargo Updates
Adding new functionality to accommodate the release of the MISC Hull C. This includes both automated cargo loading at LEO stations as well as SCU containers up to 32 SCU.
The following card has been added to Release View targeting an Alpha 3.20.X release:
Crusader A1 Spirit
Building, balancing, and implementing Crusader Industries' light bomber, the A1 Spirit, into the game.
New Crusader Platforms / New Missions - Retrieve Consignment
Due to encountering several issues with RaStar while setting up locations, these two deliverables did not pass their final review and need additional work before they're released to the Live servers. Therefore, these features will remain Tentative on Release View and will now target a 3.20.X release (while remaining in the 3.20 column).
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
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Galactapedia Update July 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we dive into the history of SSN/CAtv, cover the details of a few ships, explore the Horus and Kyuk’ya systems, meet various people who made important stellar discoveries, and learn the history of the Koa e Ko’ia. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
- SSN/CAtv – Long-lasting news network.
Short Articles:
- Vulcan – A fixer
- Legionnaire – A boarder
- Ares – A fighter
- Cosmo Sloop – An overall pleasant ship!
- Horus system – Red sun
- Serling – Primarily inhabited in the twilight zone
- Horus II – Potentially terraformable
- Horus belt alpha – Responsible for improved air filters.
- Horus belt beta – Marie Sante’s hideout
- Horus III – Local rest stop
- Marie Sante – Mysteriously disappeared.
- Kyuk’ya system – An inter-Empire trading hub.
- Kyuk’ya I – Gloriously ringed.
- Pue’nu – A happening place for Xi’an youth
- Kyuk’ya II – A tilted planet.
- Kyuk’ya belt alpha – Occupied by the Yu’a
- Errol Navis – Hero to accountants everywhere.
- Dahunsil Kosoko – Determined to the last.
- Nē” se Ruoth – Rebellious daughter.
- Koa e Ko’ia – The ultimate endurance race.
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Happy Monday, everyone!
Last week, we announced that we're teaming up with ATMO esports to bring the biggest 2v2 dogfighting tournament in the 'verse to CitizenCon 2953. That's right, folks, you can experience the toughest of the tough duke it out in Fight or Flight straight from the show floor at CitizenCon with live commentary! Participant applications are now closed, but you can still grab CitizenCon tickets to witness this spectacle in person.
Speaking of CitizenCon, we're giving you a heads-up that community booth applications are closing soon, so don't miss out on your chance to showcase your organization or community; there's no better way to recruit and showcase what makes your group great. And remember, there's no limit to what your booth can entail. Whether you want to recruit for your org, roleplay a character, or champion a cause, this is your chance to leave your mark on the big event. Check out this post for more details. You have until July 31 to sign up!
For those of you who can't wait until CitizenCon to hang out with other enthusiasts in the flesh, we hear that there will be Bar Citizens happening all this weekend, from coast to coast in the USA. Don't forget, if you're organizing an event or just looking for one to attend in your vicinity, you'll find everything you need at barcitizen.sc.Now, let's see what's going on this week:
This Tuesday, the Narrative team brings us the latest monthly Galactapedia update.
Wednesday will see the publish of our bi-weekly Roadmap Update and the complementary Roadmap Roundup.
This Thursday on Inside Star Citizen, we're catching up with our Gameplay Feature Teams to take a look at the early prototype of the next iteration of Salvage: munching!
On Friday, there will be no Star Citizen Live, but you'll see the weekly RSI Newsletter delivered to your inbox.
Also, this is the final week of Foundation Festival 2953, and your last chance to earn some sweet rewards exclusive to the event! Visit the Foundation Festival hub for more details and jump in before the event ends on July 31.
Fly low, and fly fast!Freyja Vanadis
Associate Community ManagerTHE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, July 24, 2023
- This Week In Star Citizen
- Foundation Festival 2953
TUESDAY, July 25, 2023
- Lore Post: Galactapedia Update
- Foundation Festival 2953
WEDNESDAY, July 26, 2023
- Roadmap Update
- Roadmap Roundup
- Foundation Festival 2953
THURSDAY, July 27, 2023
- Inside Star Citizen (youtube.com/c/RobertsSpaceInd)
- Foundation Festival 2023
FRIDAY, July 28, 2023
- Weekly Newsletter
- Foundation Festival 2953
COMMUNITY MVP: July 24, 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!Star Citizen - Race The Verse - Full Episode 2
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.FFK presents episode 2 of Race The Verse, where teams of players race to solve clues and complete challenges as quickly as possible. There are tears; there's laughter; there's confusion. Buckle up for a wild time and ride along with the contestants as they dash through the Stanton system toward victory!
Check out the full video on the Community Hub.
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Today we've challenged Concept Artist Alberto Petronio to make ship up while demonstrating the concept to creation process live. What will he make within the timeframe? Tune in to find out!
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Fight or Flight Comes to CitizenCon 2953
We're very pleased to announce that we're teaming up with ATMO esports to bring Fight or Flight to CitizenCon 2953! This high-octane competition will have an epic presence on the show floor, complete with ways to spectate and enjoy live commentary.
Fight or Flight is the biggest 2v2 dogfighting tournament in the 'verse, with this year's online event kicking off on August 19. Participants are set up with pre-determined loadouts and will duke it out in the atmospheres of ArcCorp and microTech. Each matchup is a best-of-3, with the winner of 2 rounds moving on to the next stage.
The Top 4 teams in the online tournament will be eligible to participate in the Fight or Flight CitizenCon Invitational! These 8 players will be paired up with 8 Star Citizen content creators to duke it out for ultimate bragging rights (and an awesome trophy!)
For those looking to test their mettle, entries for the online tournament can be found on the Fight or Flight website, with signups closing this Friday, July 21.
Want to make sure you don't miss any of the action? CitizenCon tickets are now available! We hope to see you there!CitizenCon 2953 Access Ticket
Your passport to adventure grants the following:
- Two-day event admission (October 21 & 22)
- 2953 Digital Goodies Pack
- Physical swag bag
- And other fun surprises!
Visit robertsspaceindustries.com/comm-link for details.
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Happy Monday, everyone!
The team is hard at work getting Alpha 3.20 ready for launch, and Evocati testing has begun! We've gotten some amazing feedback on Arena Commander's upcoming updates, with testing on the PU beginning shortly. Keep an eye out for more updates as we get closer to a Wave 1 PTU release in the near future.
In case you missed it, CitizenCon tickets are now available, and we want YOU at the event! In addition, we're super excited to welcome back the addition of Community Booths. These booths have been a huge hit at our last two in-person CitizenCon events, so we knew that needed to return, bigger and better than ever before! If you are interested in applying to have a presence on the show floor, head over to the Spectrum announcement and fill out an application - we'd love to support and celebrate you at the big show!
Now, let's see what's going on this week:
On Wednesday, stay tuned for the first of many CitizenCon updates you can expect in the months ahead as we approach October 21/22. Keep an eye on Spectrum for more information about how you might be able to get more involved with the big show!
Thursday is our last week without Inside Star Citizen, but fear not! Our weekly development update show returns from its hiatus next week.
On Friday, you'll see the weekly RSI Newsletter delivered to your inbox. Plus, this Friday Concept Artist Alberto Petronio (Tumbril Storm, RSI Lynx, Greycat UTV) will be LIVE showcasing his process in creating vehicle concepts. What will he make for us? A flying saucer? A food truck? A unicycle? You can tune into http://twitch.tv/starcitizen at 8 AM Pacific / 3 PM UTC to see and find out more.
Plus, Foundation Festival is still underway! Whether you're a new player or a veteran looking to help out, there's rewards in store for helping your fellow citizens. Check out the Foundation Festival hub for more details and jump in before the event ends on July 31.
Lastly, we're wrapping up the internal postmortem for 3.18/3.19 and are looking to publish to you all very soon.
This is the way,Jake Bradley
Community ManagerTHE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, July 17, 2023
- This Week In Star Citizen
- Foundation Festival 2953
TUESDAY, July 18, 2023
- Foundation Festival 2953
WEDNESDAY, July 19, 2023
- Foundation Festival 2953
THURSDAY, July 20, 2023
- Foundation Festival 2953
FRIDAY, July 21, 2023
- Star Citizen Live (twitch.tv/starcitizen)
- Weekly Newsletter
- Foundation Festival 2953
COMMUNITY MVP: July 17, 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!OVERCLOCKED: Absolution (Episode
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The team working on the OVERCLOCKED machinima have blown us away once again with the latest installment in the series. The tensions are high as the episode kicks off with a life or death hostage situation.
Check out the full video on the Community Hub.
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Custom matches? Spectator Modes? Leaderboards? Join us today as we dedicate an hour to answer your questions about all the new upcoming features coming to Arena Commander.
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Die Entwickler erklären erst lang und breit, warum einem Spieler nach acht Jahren keine Rückerstattung zusteht. Und dann zahlen sie doch.
Spieler kauft Star Citizen, zockt fast 300 Stunden, will Geld zurück - und das klapptDie Entwickler erklären erst lang und breit, warum einem Spieler nach acht Jahren keine Rückerstattung zusteht. Und dann zahlen sie doch.www.gamestar.de -
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Hi everyone,
We have some very exciting news to share with you all. After more than a decade of fruitful partnership and years working together in the trenches to build something the industry has never seen before, we decided that it was time for CIG and Turbulent to finally and officially join forces. We entered into an agreement several months ago but have now completed the arrangement to merge our companies, with Turbulent formally joining the CIG family this past week.
We first met Turbulent’s CTO, Benoit Beausejour, and CEO, Marc Beaudet, back in November 2012. We had just launched our crowdfunding campaign and, not wanting to be beholden to Kickstarter, decided to build our own website that would allow us to continue our campaign as well as develop a platform to engage with our rapidly growing community.
As is well known, the initial response to the Star Citizen campaign was beyond any of our expectations; so much so that our quickly built site couldn’t handle the sheer interest of people backing the project! We opened a parallel campaign 10 days later on Kickstarter to help ease the demand on our site, but we realized we had seriously underestimated our need for a robust website with a scalable platform better suited to a much larger audience. Luckily, one of our early external development partners in Montreal introduced us to Turbulent.
Pretty quickly we realized that we were working with a talented, agile, and innovative web-development company. More than that, we found a group of developers who shared our ambition and vision to disrupt the industry.
The agility we needed at the start of this project (and that we still need today) didn’t faze Turbulent. They innovated solutions and, later in our relationship, invented new technologies, methods, and software to support our completely different approach to game development, whether it was supporting the incredible fluidity of our eco-system or enabling us to communicate and showcase our developers’ progress. Features such as our Concierge program, Issue Council, Telemetry system, Community Hub, Galactapedia, Roadmap, award-winning StarMap, and Spectrum social network are some of the public-facing elements that Turbulent built. And, behind the scenes, Benoit and his team started to help us publish features and functions, like our launcher, and in more recent times, the team has been a core part of our efforts on cloud services, Persistent Entity Streaming, and Server Meshing.
With Turbulent as part of the CIG group of companies, our headcount will be over 1,100, making us one of the largest independent game developers in the world! While this size and scale have enormous challenges, we are still looking to be a disruptive force in gaming, putting our community first and trying to do things differently; to innovate in all our business areas and make the best of the freedoms that come with being outside of the usual “consumer -> retailer -> publisher -> creator” paradigm, which stifles innovation and holds the industry back.
As we approach some of our biggest milestones to date, we’ve never felt better equipped to realize the unprecedented ambition of Star Citizen and Squadron 42, especially now that we have added the firepower, talent, and decade of camaraderie from Turbulent to the fold, alongside the best community of gamers in the world. CIG is on a unique journey and the team at Turbulent have been with us every step of the way, sharing our relentless passion for making the best damn game universe ever. We could not be happier to welcome them to our family of studios!
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Happy Wednesday, everyone!
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for July 12, 2023
Release View
The following cards have been added to Release View in the Alpha 3.20 column:
Seraphim Station
A new fully-operational station positioned in the skies above Orison. This station houses multiple shops, cargo services, refuel and repair, and more.
New Crusader Platforms
Adding three new points of interest in Crusader's atmosphere, providing new locations for missions and loot.
The following features have passed their final review, therefore we are toggling their status to Committed.
Arena Commander: Experimental Game Modes
These limited-time game modes range from simple twists on current modes to entirely new modes. This initiative will not only allow rapid iteration of game modes to be put in players' hands faster, but also allow all teams to gather vital analytic data for specific activities, equipment, vehicles, and in-development features.
New Missions - Salvage Contracts: Coverup
Players will be contracted to strip the gang markings and paint off a ship that was used in a crime that the gang doesn't want to get caught for. Security forces will also be searching for the ship to confirm and prosecute whoever had committed the crime.
MISC Hull C
Encompasses all tasks, including design, art, audio, and tech, required for the implementation of the MISC Hull-C heavy cargo hauler into the PU.
Wheeled Vehicle Handling Improvements
Updates and improvements to current ground vehicle movement parameters and simulation, allowing for more robust tuning and identity between various ground vehicles.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
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This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.
TO: SQUADRON 42 RECRUITS
SUBJ: DEVELOPMENT UPDATE 07:05:2023
REF: CIG UK, CIG DE, CIG LA, CIG TX,
FAO Squadron 42 Recruits.
Welcome to June’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including relaxation activities, water tech, and electromagnetic gas clouds.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Content)
Last month, the AI Content team continued working on various behaviors. These ranged from NPC behaviors during downtime and rest (eating, exercising, sleeping, etc.) to more official and job-focused behaviors from members of the Stanton and aboard Shubin station. Dynamic conversations were also introduced among the deck crew where they discuss their work to create a more cohesive atmosphere. NPCs were also implemented in several key areas to help flesh out and fill the environments, while various locomotions were also added to these NPCs to make movement and crowds feel more realistic. These ranged from security guards on tram stops, to janitors on Shubin, to 'hawker' kisok-based vendors that can interact with players and NPCs.
For the Fight Club, speed animations were added for crowd spectators alongside high-quality fight animations.
AI (Features)
Last month, the team worked on reactions to restrained AI, which enables players to use hand and leg restraints to prevent a character from moving. This builds on the healing and waking of downed and unconscious AI. As restraining can work in tandem with other actor statuses, there were numerous cases to deal with, including the AI being awake, unconscious, or bleeding out whilst restrained.
The team then moved on to a gunfight section within the campaign. In this situation, the AI needs to choose cover opposite the player in a circular arena. This required a bespoke TPS query to provide the cover and special functionality to recognize when to move to a new position.
They also continued to polish and iterate on a wide range of other functionalities to improve overall quality, including melee attacks, buddy AI, grenade throwing, grenade reactions, and attack and defend areas.
On the animation side, the team continued to iterate on full animation sets to implement the different combat styles employed by the game’s various factions.
AI (Tech)
Last month, AI Tech finalized their work on dynamic pathfinding regeneration. As mentioned in previous reports, this feature allows dynamic paths to detect when a navigation mesh is modified and check whether it’s still valid or if a new path request is needed. When a new dynamic path is requested, the pathing component creates and stores navigation anchors. These anchors notify the pathing component each time the mesh changes, which then checks through navigation raycasts to see if the path is still valid. If not, the last part of the path is recomputed.
Next, the team continued developing a feature to allow NPCs to enter and exit a ship’s airlock from EVA. For this, they had to consider cases when a ship or space station is moving or slightly rotating. They’re currently working on a scenario for transitioning from a ship with gravity to zero-g by vaulting over a ledge.
For tools, AI Tech continued improving and extending functionality for Apollo Subsumption, including adding two new windows for the task-archetypes and variable-type editors. This will allow the team to better visualize and modify archetypes and variables.
The other AI tool, the usable group coordinator, received improvements too. This included a minor flow refactor to reduce the performance impact from bad setups and to more clearly notify the designers what’s wrong.
Last month, AI Tech also supported existing features and the upcoming release builds. For navigation links, they created new flowgraph nodes that allow the designers to disable and re-enable navigation links for a platform or object container. For example, this will enable NPCs to use moving platforms.
AI (Vehicle Features)
AI’s Vehicle Feature team spent the month finalizing the new combat AI, enabling it throughout SQ42. This rework has been in development for a while and improves the overall flight combat in the game.
The team are now tuning, tweaking, and improving the combat experience.
“We’ll be soon taking a closer look at every single individual combat encounter and fine-tuning them all to feel great.” AI Vehicle Features
Animation
Last month, Animation began a deep dive into every parent asset in the game to cull broken, not-needed, and poorly performing animations.
They continued to work on zero-g and takedowns, with recent work on heavy denials and sedative takedowns. They also progressed with animations for personal carriers, animals, the janitor behavior, crowds cheering, and player revival by AI. Support was given to scenes across various chapters and data from a recent mo-cap session was processed. Work on malfunctions and new mobiGlas animations progressed. The healing and un-restraining flow now works properly too.
On the Facial side, the team worked on idle faces for the various states of the AI, including sick, punk, severe pain, tired, scared, and drunk.
“This will improve the AI considerably, as we believe the moment you see a person’s face you naturally look at it, instead of when that face is hidden by a helmet, you end up looking at the full body. We have also been working on facial animations for many narrative scenes.” Animation Team
Regarding mo-cap, the team prepared for an upcoming narrative shoot along with one intended to capture specific character actions and pickups. They also prepared for several gameplay mini-captures.
Audio
June saw the Audio team enhancing sounds across the game; SFX designed and implemented essential assets for ambience, weapons, and UI, while Audio Code finished developing cutting-edge propagation tech to redefine how sound travels. July will see them move onto cinematics tech improvements.
The Dialogue team refined the character-breathing system for different health states, fixing bugs and organizing dialogue across the campaign. This also involved investigating the various health states of the player character and how breathing styles can elevate the experience.
In July, the team are holding a performance-capture session to cover numerous scenes in the game. In preparation, they created a master document to track every piece of dialogue implemented in the game.
Engine
In June, the Core Engine team finished integrating the latest changes into the main development branch. This took a significant effort, but the team managed to stabilize and roll out the many major rewrites made over the past few months.
Additionally, experiments were done on a more cooperative threading model to execute physics code, which should deliver general performance improvements.
For generic shapes, all editor-side work for regular shapes was finished and is now with the artists for feedback. The next stage is editor support for multiple sub-segments to allow the team to build more complex shapes out of primitive sub-shapes.
The StarBuild, P4K v2.0, and memReplay systems received various improvements and new features in preparation for them rolling out to other teams.
The Physics team supported the game teams with various bug fixes, progressed with cantilever beams for the Maelstrom editor, and investigated solver improvements for driven ragdolls.
An ImGUI view was then implemented to allow rapid tweaking of simulation parameters for character-attached cloth so that changes become immediately visible.
The Entity System Tech team integrated their recent improvements into the main development branch. They then worked on various spawning-time improvements and cost visualizations to allow for further guided loading-time optimization.
Finally, async entity loading was enabled in the editor for faster startup and improved efficiency.
Features (Gameplay)
Gameplay features spent part of the month adding new mobiGlas applications, including the Galactapedia, which is a reference for people, vehicles, planets, systems, items, and everything else in the universe. As players progress, the Galactapedia will be updated with the information gathered.
The Personal Status app now has a Skills page, detailing the player’s abilities and how they have improved. It also includes an Attributes page, detailing what items have been unlocked and how progress is going on others.
The team also implemented a way for the designers to create custom damage maps. These can be applied to vehicles or items, giving more control over how damaged they appear over time.
Following last month’s work, Gameplay Features further progressed with the minimap, adding markers for the player, NPCs, objectives, and more. These can now be “clamped” to the edge of the map if they’re offscreen.
Additional work was done on the character customizer too, exposing it to the new hair-rendering tech that allows players to change their hair’s base color and highlights.
Features (Vehicle)
Last month, Vehicle Features supported various design initiatives across SQ42’s chapters, including work on The Coil’s electromagnetic gas clouds. The team worked alongside VFX and Design to implement various special effects to support the player's experience of flying into and around the gas clouds.
The team also supported smaller changes to other chapters, new features to enable the AI teams to create special set pieces, and ways for TrackView to control vehicles better.
They also continued to finalize Control Surfaces and the new aerodynamic flight model, which were integrated into the normal ship throttle and speed-control mechanisms. They also integrated other environmental effects relating to Master Modes so they now work across the different flight modes.
“We should hopefully be at a point now where the new flight model can be enabled game wide and tested in situ in SQ42 gameplay.” Vehicle Features Team
Vehicle Features further developed various UI areas in June too. To help with the flow of levels, they worked with other teams on a markers-and-objectives system that shows players where to go, what destinations exist, and what things are around them. It also includes new markers for quantum destinations, scanning signatures, and more. These markers can contextually enable and disable depending on progress in the game.
The team progressed with the ship-loadout terminal. This is a physical terminal in the Idris hangar that allows players to customize their ships before flying out on missions. It’s currently being integrated with the various ship items so they show up alongside the player’s items.
Multi-function displays (MFDs) also progressed. They’re currently enabled game-wide and are being tested in various levels. Several issues were fixed and the team is now focusing on unique MFDs for the scanning system to show contacts and allow the player to look up information about the things they’ve scanned.
Focus was also given to the general look and feel of vehicle cockpits. For example, the team added new camera shakes when using the afterburner, stalling when flying with aerodynamics, and other smaller camera movements to improve the overall feel of piloting a ship.
Lastly, Vehicle Features worked on the boat physics model. The core physics model works well, though improvements and tweaks were made to improve the experience as other features were completed.
Gameplay Story
June saw Gameplay Story continue to maintain and improve a large number of scenes across the campaign. Two scenes were updated to use the approved seated pose, one will now utilize the approved datapad, and another was updated to match the approved button height. Alongside this, a scene in chapter one was expanded with several new encouragement animations and new dialogue.
The team then supported the wider development initiative on chapter five, improving a character introduction at the beginning to make it more responsive. New start and end animations were added to two different scenes in the middle of the chapter, and a full polish was completed for a large scene at the end.
Alongside this, the team got all of the bridge-operator seat setups approved (just the air-traffic controller's seat remains). This unblocked several scenes for the Cinematics and wider Gameplay Story team.
Graphics & VFX Programming
June saw the Planet Tech team wrapping up their latest tools and working on the new water system. Water ripples can now be simulated across region borders, and further reworks to rendercode integrations with planetary atmospheric passes made the process smoother. Quantum obstacles for Generic Shapes were also physicalized and passed to the Engine team for integration.
The Graphics team spent part of the month fixing bugs, improving the render thread, and developing the upcoming temporal-upscaling system. For global illumination, a ray-tracing prototype is now in progress, and work began on screen-space probes. Screen-space shadows are now more consistent, and canvas-decal streaming issues were resolved.
Gen12 and Vulkan also received various bug fixes that impacted rendering and streaming performance. The GPU resource lifetime was restructured, and WAW hazards for RenderGraph deferred execution are handled more efficiently too.
The first iteration of entity spawning based on MeshSetup and CGAs was submitted, which is required for Maelstrom.
Alongside UI Tech and other SQ42 teams, Graphics improved the performance and visual quality of the area map. The interior and FPS mini-maps now use the Render Layers feature, which can now be applied to CGA joints, skin, and CGF attachments. Incorrect UI edge cases were also resolved and now scale correctly with scene exposure.
The VFX team enabled DataForge to support particle library groups in preparation for the upcoming changes to weapon-effect setups.
A crash impacting fire-related child effects was fixed, and an entity-wide burn state can now be applied that uses dirt parameters and object temperature to determine damage and glow; glow uses a specific shader from permanent effects for game-wide consistency.
Lightning was also improved. For example, lightning cascades can be timed with a new controller and ship shields now trigger when struck by lightning.
Level Design
June saw Level Design make another significant push on chapter five’s Shubin Archon content. This is the team’s largest walk-and-talk level, featuring two NPC guides and numerous background scenes and NPCs.
“It’s been a huge challenge to implement and another maintaining it, but we’re very pleased with where we are at with it now.” Level Design Team
They also continued to focus on Stanton and Krugeri interstitial scenes. For example, they made a full pass on an emergency medical triage area in the Krugeri’s hangar.
Narrative
Last month, Narrative worked closely with Core Gameplay Design and Audio on player wildlines that will be used throughout the game, covering everything from generic responses to providing additional assistance during puzzles. This work was slightly accelerated as the team prepared to capture the remaining player lines in an upcoming shoot.
Elsewhere, the team continued to sync with the level designers to refine scripts based on feedback from placeholder audio. Once written, they recorded new placeholder versions so they can experience the flow in future reviews.
As the scripts continue to solidify, the team expanded tasks to begin addressing the various text needs of the game. This included outlining the game’s version of the Galactapedia (determining which entries will be included from the current list and which will be crafted specifically for SQ42), various collectibles, player skills, and mission performance reviews. Once the team has finished capturing the remaining narrative and gameplay content, they’ll focus more on these text requirements and other requests, including environmental messages and fluff screens that will appear throughout the game to provide additional storytelling.
R&D
In June, work on atmospheric and volumetric cloud rendering continued. Transmittance profiles and their filter chains were optimized and improved to reduce noise and artifacts in raymarch results. Further research went into the temporal upsampling of those results to produce a stable and detailed full-resolution frame that can then be composited into a scene.
Tech Animation
June saw Tech Animation integrate their long-awaiting changes to the DNA system. This enables new head assets and provides a pipeline that will open new ways to author and customize new game content.
The team then began new initiatives while they wait for further head art. This included updating the Maya pipeline codebase from Python 2.7 to 3.7 and thoroughly testing it. This was released to the user base in June, with the team currently working through the final bugs.
VFX
Aside from the usual support for locations and cinematic sequences, VFX investigated shader requirements for fire propagation. Code-wise, the fire-propagation system has been in progress for a while, but it has now reached the point where the VFX artists can work with Environment Art to decide how various locations should look when burning and burned out.
Improvements and optimizations were also made for various lightning effects.
WE'LL SEE YOU NEXT MONTH...
// END TRANSMISSION
Squadron 42 Monthly Report: June 2023 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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Welcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. We’ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. Questions were edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team does one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, September 19th, so please join the discussion and drop any questions you might have about the universe in our Ask A Dev forum.
What Happened to Laylani Addison?
Question: Ever since Laylani got elected as Imperator we haven't heard much about her. What happened?
Answer: Several lore pieces have touched upon Laylani Addison's successes and failures as Imperator. Some of these details were revealed in articles about other subjects so the lore could track her affect on the UEE without each piece focusing on her. Here’s a collection of articles tracking Imperator Addison's impact on the empire so far.
Elected to the position in 2950 and inaugurated in early 2951, Imperator Addison faced scrutiny from the very beginning from those who wondered how she even managed to rise to power, while others questioned how she would be able to govern as an independent. So far, her biggest political win has been declassifying regen technology and working with the Senate to make it widely available. She's also worked on her campaign promise to loosen AI restrictions by drafting the Better Act Togetherlegislation, which would officially allow the government to fund its research. That legislation is currently stalled in the Senate though, as the working relationship between the two branches of government has soured. The Senate also rejected Imperator Addison's nomination of Nyahuoaōng T.yi to be the UEE Ambassador to the Xi'an Empire. Still, Imperator Addison has made it a priority for the UEE government to be more inclusive by placing Ki Jotal in her cabinet, making her the first Tevarin appointed to such a position, and promoting policies that have increased Tevarin Citizenship numbers.
Humanity’s Unwanted Hitch-Hikers and Invasive Species
Question: I know there is a desire to make as much unique flora and fauna as possible, but what of humanity's old frenemies?
Historically, we have unintentionally shipped rats, mice, roaches, mosquitos, etc all over the world, and our record of accidental releases is not much better (wild pigs/boar, rabbits, nutria, feral cats eating local birds, etc...). While I am sure there will be other alien creatures that fill similar niches, how likely is it we will see a good old (space) rat tussling with its local equivalent in ArcCorp and other human settlements?
Answer: The familiar fauna you mentioned are definitely alive and well across the UEE. Space travel has been so widespread for so long that the pests and parasites that have hounded Humanity for ages have also found a home wherever we've established one. For all the captains who would take the time to systematically vent each section of their ship to ensure no unwanted creatures were along for the ride, there would be plenty of others who would never bother. However, as Humans traveled the stars and encountered new species, there has definitely been more competition for those Earth creatures. So it wouldn’t be too surprising if an alien creature has taken over the vents on a space station that you’d normally expect to see a rat.
We refer to such creatures as "boids", and the Narrative team has already created a list of some that populate the universe. Our breakdown includes specifying the type (insect, bird, crustacean, reptile, and so forth), the biome it inhabits, a description, and if anything can be harvested from it either directly or indirectly. One of these boids, the stone bug, was introduced in the 3.18 patch. Meanwhile, the Ranta may not have made itself visible to players just yet, but its dry cube-shaped dung is harvestable in-game. While common rats, roaches, mosquitos, and other creepy-crawlers are alive and well, our boids list consists of strange creatures and those that feel familiar but have a sci-fi twist that make them unique to our world. We also develop these boids in conjunction with other teams, and want to ensure they have the creative freedom to explore interesting ideas and looks. Some of the boids you'll see populating the world will be pulled from this list we've created and others will come directly from other teams that we give a Narrative spin.
So, yes, the familiar little creatures that we all know and hate/love are in the Star Citizen universe. Yet, Players are more likely to find themselves in situations facing exotic boids, like by scraping hull barnacles off their ship before they cause damage or collecting Blunders for their highly corrosive vital fluids.
Will We Ever Learn What Miner's Lament Was Before It Was a Race Track?
Question: I am curious what Miner's Lament looked like/was before what looks to be an explosion that happened to destroy the station. Will we ever learn this or is it up to the theory groups?
Answer: Miner's Lament is so named because it was the home of a tragic mining disaster in 2868. A small group of former Shubin Interstellar employees seeking to take advantage of the recently privatized Stanton System pooled their resources and formed their own mining consortium. After scanning multiple available claim sites, the group decided on this location near Yela thinking that it would provide them with the quickest profit. With what funds they had remaining after purchasing the claim, they contracted out for the construction of a mining facility believing the higher volume of ore they would be able to process would offset the startup costs in the long run. However, when delays and cost overruns threatened the entirety of their operations they decided to halt construction and utilize the partially complete station as best they could, finishing it once they made some profits.
Three weeks in, tragedy struck. One of the facility's large storage hoppers became over pressurized when a safety release valve failed. The hopper burst sending ore shards and shrapnel hurtling through the facility and nearby vehicles killing dozens of miners. The operation was shortly shut down afterwards as it was no longer functional and has remained closed in the decades since. In 2918, the claim rights reverted and the area was stripped of most of its resources by various independent operators. It was during this time when visitors to the claim began racing each other for fun until it evolved into the modern track that Wildstar members now frequent.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.What Is the Imperator's Equivalent to 'Air Force One'?
Question: It’s been hotly debated amongst my friends. We had a couple of different ideas that ranged from a Cutter all the way to an 890 Jump. Guesses included:
- Terrapin
- Custom Spirit E1 called the Imperator One
- 600i Exec Custom
- 890 Jump Custom
- Carrack
So what is the typical craft the Imperator uses to get from locale to locale when bringing their press crew with them?
Answer: This information is highly classified. Since everyone flies ships strapped with weapons, the 1st Marine Combat Battalion goes to great lengths to ensure the Imperator's safe passage through the Empire. This includes using a vast fleet of ships, decoy flights, and other safety protocols that remain a tightly held secret by the 1st Battalion.
Unlike Air Force One (the airplane that the President of the United States traditionally travels on), there are no seats for press on flights the Imperator takes for security reasons. Members of the press would board a separate charter with secure comms to the Imperator’s ship for impromptu pressing briefings.
Hurston Dynamics Bunker HDOF-Palomar
Question: There is a Hurston bunker location named 'HDOF-Palomar'. What does HDOF mean? HDSF is Hurston Dynamics Storage Facility and HDMS is Hurston Dynamics Mining Station, but I couldn't work out what HDOF might mean. Can you enlighten me please?
Answer: HDOF stands for Hurston Dynamics Operations Facility.
Regarding other designations, you were right about the other two (HDMS for Hurston Dynamics Mining Station and HDSF for Hurston Dynamics Storage Facility). There's also HDES for Hurston Dynamics Extraction Site and HDRSO for Hurston Dynamics Remote Security Outpost.
Are There Monarchist Factions Still Within the UEE?
Question: I've often wondered whether or not there are still Monarchist factions in the UEE. Not specifically Messer loyalists, but those who would like to see a more traditional Imperial aristocracy return to the fore. Are there any prominent Monarchist factions? If so, how influential or reviled are they?
Answer: Despite monarchists lacking traction on an empire-wide political stage, certain planets or states could have such a system in place. The UEE Common Laws specify certain rights that each planet must uphold, but as long as they adhere to those standards, how they go about it is completely up to them. So a political system, like the constitutional monarchy of the United Kingdom, could absolutely exist in the UEE, though we have yet to specify one.
That being said, monarchist factions could definitely still exist in the UEE. Some factions would yearn for the lost regalness and historical connection to Humanity's past, while others would believe a strong leader is essential for protecting the empire and achieving political objectives with minimal interference. Despite the terrible legacy, there would even be some that crave the return of the Messer regime. In fact, the last Imperator election cyclefeatured a candidate who claimed to be a descendant of Ivar Messer and espoused hateful policies, like kicking all Tevarins out of the UEE. Thankfully that candidate failed to make it out of the primary round.
What Does a Stormwal Taste Like?
Question: This is a question spurred on by a stupid discussion I was having with a friend, but now I just have to know. What does a Stormwal taste like and is it safe to eat? Better yet, what would be the best way to cook one? As a steak, a stew, roast, etc. My curiosity and my stomach need to be sated.
Answer: Before we dive into the finer points of stormwal-based cuisine, it is important to note that these majestic creatures are protected by law and Crusader Security does not look kindly on poachers. As such, ethically and morally, we strongly recommend against eating a stormwal.
Now with the legalities out of the way, the most surprising thing regarding stormwals as a food source, is how comparatively little there is for their respective size. Much of their bulk is occupied by inner flight bladders which are extremely tough and rubbery. While they don't have much flavor, they offer an interesting textural element to a meal. They can be eaten raw after mechanical tenderizing (either through heavily scoring the flesh or by extending pounding) or they can be served cooked by thinly slicing into noodles and stewing for a very long time until it achieves a texture similar to a firm gelatin. Either preparation is traditionally served in a strongly flavored citrus dipping sauce. The cooked version of the bladder can also be fried into a crispy cracker.
The other main part that can be consumed is the stormwal's fin which has a ring of lean dark meat known for its strong minerally flavor. A raw preparation is the most common with thin slices being marinated in oil, salt and spices. Particular care must be taken to slice against the grain or the fin meat will be almost inedibly tough. Cooking the fin is not recommended as the stormwal's muscle fibers tend to constrict tightly together when exposed to heat and the end result is very dry and fibrous.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Xi’an Criminal Houses
Question: This post calls Xi’an criminal housesyu’at.ōngh’uitā, while in the galactapedia article refers to them asNyayu'a. Was this a xenolinguistics change? Does the first refer to the houses in general and the second refer to the people in those houses(the professional criminals)? I am new to xenolinguistics, and was just looking into the Xi'an lore and noticed this difference.
Answer: Welcome to the world of xenolinguistics! If you haven't already, be sure to check out the language guides for Banu and Xi'an. Each one has a ton of interesting information about the language and culture of that species, plus a sample dictionary covering common words and phrases. The Xi'an language guide includes the words you're inquiring about. Though both refer to an aspect of criminality, neither literally mean a Xi'an criminal house.
yu’at.ōngh’uitā - collector (for a loan shark or security bribe) literally: ‘caregiver for the neighborhood’
Nyayu'a - Gangster
So nyayu'a is an umbrella term, while yu’at.ōngh’uitā refers to a specific type of criminal. The Xi'an language guide also states that the prefix yu’a-______ indicates someone involved in a criminal or quasi-criminal profession, like yu’at.ōngya [bodyguard (to a gangster)] or yu’ao.r’o (non-sharpshooter assassin; mercenary). On the culture side, the language guide also advises that, "If you are ever told about anyone lo nyayu’a, it is probably best not to ask further about who that person is or what they do." Though some houses are permitted by the Xi'an government to engage in criminal activities, it's not socially acceptable to talk about it and some Xi'an may even pretend to not know these terms.
How Is Sewage Dealt With?
Question: Do planets have processing plants that filter it into usable products? Or is it shipped primarily off world and dumped on planets like Hurston?
Answer: Despite its displeasing attributes, sewage carries value in the universe. Locations would have processing facilities that filter and separate materials based on desired usage, and those byproducts could potentially be used in numerous ways. Exactly how they're handled would be determined by the location's governing body.
For example, Crusader could have an advanced greywater system to keep its plants alive, ArcCorp could help fuel its planet wide network of factories with Human waste bioreactors, and microTech could combine sewage with other products to process it into something useful, like how recycled material composite (RMC) is a byproduct of salvaging and can be used for minor hull repairs. Meanwhile, Hurston might deem all these solutions as too expensive and simply sell it in bulk to other locations or pay people to take it away, like the current waste disposal missions in-game. Since they're the first planet in Stanton, maybe someday they'll even be looking for contractors willing to dispose of some of those crates of waste by firing them into the sun.
Citizens for Pyro
Question: Observist Lifestyle - Citizens for Pyro details a meeting between a reporter and the leader of a new organization called Citizens for Pyro that aims to establish a haven in Pyro "within the next five years". You mentioned in a recent lore Q&A that there will be independent homesteaders, farmers, and the like in Pyro who a lawful player might be more inclined to ally with over the various gangs. Is this Citizens for Pyro group planned to be another faction that lawful players will be able to do missions for in Pyro?
Answer: Citizens for Pyro is a group of concerned civilians intent on suppressing the criminal forces who control Pyro and use it as a base of operations to attack other systems. The group began by sending forces into Pyro to hunt down criminals but soon realized that these forays did little to address the problem. They believe that expanding the influence and size of non-gang affiliated civilian settlements within Pyro is the only way to alter the course of the system’s future. The more civilians there are living in Pyro, the more commerce will occur and the more resources will be spent on protecting those interests by improving the systems overall safety, stability, and well-being. This plan has garnered interest and support from both companies and private donors who are interested in expanding the economic opportunities in Pyro. While Citizens for Pyro has primarily been a volunteer group based outside the system, this support means they could soon be looking for contractors to aid their goal of establishing and protecting settlements in Pyro. If you have nerves of steel and aren't afraid to take the fight to Pyro's gangs, then definitely keep an eye out for future contracts from Citizens for Pyro.
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Happy Monday, everyone!
Foundation Festival 2953 is in full swing. This year's event brings back the month-long community celebration intended to foster a welcoming atmosphere for new players and veterans alike. Activities and rewards include a Free Fly event, Referral Bonus, Organization Spotlights, exclusive rewards for both new and veteran pilots, and more!
In the festival's spirit, new pilots can explore the 'verse for free until July 17 - all you have to do is sign up, visit the Foundation Festival page to activate the Free Fly, and take to the skies. And through July 31, you and a friend can drive home Greycat Industrial's adventure-ready STV for free! Simply share your referral code with your friends and, when they pick up a Starter Pack, you'll both receive the bonus vehicle.
In addition, we released the Org Spotlight Gallery, highlighting 40 player organizations making the 'verse a better place. They're just a small sample of the hundreds of epic submissions we received, and each of them is open to new members and deserves the spotlight. There's also many more Orgs out there in the 'verse to discover.
On the Bar Citizen front, we enjoyed connecting with the always-fun French community in Paris during TwitchCon weekend. Thanks to all who came out and said hello, and a huge shoutout to the organizers for having us!
Last but not least, we announced the Star Citizen community winners of the Show Us Your Colors Celebration 2023. If you haven't checked out the submissions, find some time to do so. The content this year was awesome!!
Now, let's see what's going on this week:
On Tuesday, the narrative team is back with the latest issue of Whitley's Guide, providing you with all the background information on the trusted MISC Prospector.
Wednesday has the latest Roadmap Update, paired with all of the details in a Roadmap Roundup post plus we will publish last week's July Squadron 42 Monthly Report as a Comm-link.
On Friday, you'll see the weekly RSI Newsletter delivered to your inbox. Finally, we have a new episode of Star Citizen Live, which will broadcast on our Star Citizen Twitch channel on 15:00 UTC/8am Pacific. We will have Senior Tools and Tech Content Director Sean Tracy and Lead Gameplay Programmer Duncan Bunting as our guests for an update on Arena Commander's past, present, and future. Check out the questions gathering thread today!
For Saturday, we want to bring two community-driven events to your attention. Streamers Smashley, 6lasphamous, and AuthenticYoung will each host a team of 30 Tumbril Nova Tanks, and battle it out in a 30 v 30 v 30 Tonk battle against each other. You will also have the chance to with a Nova Tank as all the team leaders will be hosting a giveaway for one on their stream. The show starts at 18:00 UTC/11am Pacific.
Also on Saturday, an international community-organized virtual Bar Citizen event kicks off at 16:00 UTC/8am Pacific and it would be fantastic to have you there. We'll be there!
Have a stellar week both in and out of the 'verse!Christian Schmitt aka Wayne-CIG
Community ManagerTHE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, July 10, 2023
- This Week In Star Citizen
- Foundation Festival 2953
TUESDAY, July 11, 2023
- Lore Post: Portfolio - Unification Wars
- Foundation Festival 2953
WEDNESDAY, July 12, 2023
- Roadmap Update
- Roadmap Roundup
- June 2023 SQ42 Report (Comm-Link)
- Foundation Festival 2953
- New Player AMA (Twitter)
THURSDAY, July 13, 2023
- Foundation Festival 2953
FRIDAY, July 14, 2023
- Star Citizen Live (twitch.tv/starcitizen)
- Weekly Newsletter
- Foundation Festival 2953
SATURDAY, July 15, 2023
- Virtual Bar Citizen Event
- 30 vs 30 vs 30 Nova Tonk Multi Stream
- Foundation Festival 2953
SUNDAY, July 16, 2023
- Foundation Festival 2953
COMMUNITY MVP: July 10, 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!Port Olisar A Community Farewell Letter
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Port Olisar has become a beacon of hope and aspiration... what true words Jace_Nash and other community members have found to salute PO. With their heart-warming video, they wish the first space station of the 'verse farewell, and we, the devs, join them by making this our MVP of the week.
Jump over to the Community Hub and leave an upvote if Port Olisar was the very first starting point of your many adventures in the Stanton system.
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Ever wondered what a game producer does? Join us today on Star Citizen Live as we dive deeper into this game development role with special guests Jake Ross and Filip Basara from our Production Team.
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Momentan fliegt einmal mehr der Name Star Citizen durch die Schlagzeilen. Das oftmals kontroverse Endlos-Projekt könnt ihr schließlich aktuell kostenlos spielen.
Star Citizen: Ihr könnt das Endlos-Projekt gerade kostenlos spielen!Aktuell könnt ihr mit Star Citizen das oftmals kontroverse SciFi-Endlos-Projekt rund um Chris Roberts kostenlos spielen.www.pcgames.de