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Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for June 28, 2023
Release View
The following card has been added to Release View in the Alpha 3.20 column:
New Missions - Salvage Contracts: Coverup
Players will be contracted to strip the gang markings and paint off a ship that was used in a crime that the gang doesn't want to get caught for. Security forces will also be searching for the ship to confirm and prosecute whoever had committed the crime.
The following features have passed their final review, therefore we are toggling their status to Committed.
Arena Commander: Frontend Update
Replacement of the current Electronic Access Frontend. This makes switching modes, vehicles, loadouts as well as creating lobbies a more fluid experience, as well as giving developers the tools to adjust features and create new ones more easily.
Arena Commander: New Racetracks
Test your racing prowess in Euterpe Icebreaker, Miners Lament, The Snake Pit and Yadar Valley as some of the first persistent universe locations enter Arena Commander, alongside Halloran Circuit, a brand new racetrack on the New Horizon Speedway.
Arena Commander: New Horizon Speedway Rework
One of Star Citizen’s oldest locations gets its long-awaited update. The three Murray Cup Racetracks hosted in the New Horizon Speedway have had their tracks improved and location moved to the holiday resort planet, Green, the 3rd planet of the Ellis System.
Arena Commander: New Dogfighting Map - Jericho Station
Stanton's INS Jericho debuts as the newest location for all dogfighting game modes in Arena Commander. This true zero-g open space environment has players face off with few distractions and high performance in the lightest of all our maps.
Arena Commander: New Elimination Map - Echo11
The FPS map Echo11, previously exclusive to the game mode Control, has a new variant tailored for Elimination.
Arena Commander: New Dogfighting Map - Winner's Circle
Alongside the reworked New Horizon Speedway Maps comes a long-requested atmospheric map for dogfighting modes. Battle in the earth-like atmosphere above the beautiful planet Green, the 3rd planet of the Ellis System.
Arena Commander: New Map - Security Post Kareah
One of the new additions to Arena Commander from the Persistent Universe, Security Post Kareah will host all of Arena Commander's game modes, both FPS and Dogfighting (except for Classic Race).
----
Ship Trespass
The team is taking additional time with this feature in order to further flesh it out, account for additional edge cases, and solve as many issues as possible. Therefore we are removing this card from Release View temporarily until we add our next major release column.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Welcome to Los Angeles!
Learn more about 2023's CitizenCon location
Los Angeles is more than just one the biggest cities in the world; it’s a diverse and unique series of neighborhoods and communities where dreamers, innovators, and creators from around the world can find a tribe to call their own. A bustling metropolis surrounded by diverse enclaves rich with their own history, idyllic beach towns, and cozy suburbs, every neighborhood has something amazing to offer the nearly 4 million residents who call the City of Angels home.
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Getting to CitizenCon
Located at the Los Angeles Convention Center,
here are some travel tips to get you to where
you want to go!
Car
If you’re driving through Los Angeles during CitizenCon, you have several options of which freeway to take depending on where you’re driving from, getting off at Hoover Street from the 10 East or Toberman Street from the 110 South. Just a few examples include:
The 101 South to the 110 South
The 405 South to the 10 East.
The 5 South to the 110 South
The 2 East to the 101 South to the 110 South
The 710 North to the 10 West
Metro Rail
If you’re taking the Metro Rail, the closest station to the LACC is Pico Station (yes, we know).
If you’re on the Expo Line route (aka the Metro E Line), take the Expo Line to Pico Station.
If you’re on the Red Line or Purple Line (Metro B and Metro D lines respectively), take either of those to 7th St, transfer to the E Line towards Santa Monica, and get off at Pico Station one stop later.
Walking
Los Angeles is an extremely large city, so we would not recommend walking unless you live within close walking distance of the convention center.
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Los Angeles Entertainment
If there’s one thing Los Angeles is famous for,
it’s the city's ability to provide entertainment.
Some of the more infamous entertainment options include;
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Disneyland - The Happiest Place on Earth, Disneyland is about an hour/hour and a half from most places in Los Angeles and features both Disneyland and Disney California Adventure Park.
Universal Studios Hollywood - Located more centrally in Los Angeles, Universal Studios contains the newly built Super Mario World, Harry Potter World, and too many other rides and entertainment options at the main park to even list.
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The Teragram Ballroom - Once a silent movie theatre, the Teragram has now become a modern and must-see venue for those wanting to watch live music from both up and coming artists and established musicians alike.
Echoplex - Hosting major local music events, dance nights, and touring acts, the Echoplex offers a great night out for those looking to experience LA’s music scene.
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The Getty- Technically, there are actually two Getty Museums in Los Angeles; the Getty Villa Museum in Malibu focuses on Greek and Roman antiquities, while the Getty Center just off the 405 freeway on the West Side focuses on showcasing art from the Middle Ages.
LACMA - The Los Angeles County Museum of Art (LACMA for short) features a series of rotating art exhibits, ranging from modern and surrealist to classical masterpieces and artist showcases.
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California Science Center- Offering free admittance to their permanent galleries (including the space shuttle Endeavor), the CSC offers a look at both natural and man-made sciences to help fuel scientific curiosity in all ages. Plus, it’s within an easy distance of the Natural History Museum of Los Angeles County, California African American Museum, and more!
Academy Museum of Motion Pictures - Considered the largest museum to the art of movie making, the Academy Museum has a rotating set of film series put on display as well as props/set pieces/scripts/etc from some of the biggest films ever made over the past century.
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Hollywood Improv - Featuring some of the biggest comedy names over the past 60 years, the Hollywood venue of the Improv is a well established spot for checking out local and big-name comedians.
Laugh Factory - Another LA comedy scene staple, the Laugh Factory allows comedy’s biggest stars and newcomers alike to take the stage, offering laughter and comedy every day of the week to both tourists and LA natives.
Offering some of the best views of Los Angeles, the Griffith Observatory also boasts to have one of the finest planetariums in the world. And for those hiking-minded, the trail up to the observatory is considered one of the best in Los Angeles.
At the intersection of Ocean Ave and Colorado St, the Santa Monica Pier is considered to be the symbol of Santa Monica. It’s easy to take a walk out on to the beach or ride the roller coaster and ferris wheel located on the pier itself and then journey over to the nearby 3rd Street Promenade for dining options.
Located throughout the heart of Hollywood, the walk of fame contains plaques dedicated to the biggest celebrities and entertainers over the past century. Taking a walk along the Walk of Fame will lead you past some of Hollywood’s landmark theaters and businesses, so be sure to look up every once in a while!
For those looking to spend some time on the beach, Malibu’s beaches are considered to be some of the best in the world. Whether you go to Zuma, Paradise Cove, or Point Dume, there are plenty of public and private beaches for you to walk along during your stay.
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Food
These are places that many Angelenos
(and CIG staff) swear by, but is by
no means a comprehensive list of ALL
the amazing food options the city has
to offer.
Musso & Frank Grill - Older than the Hollywood sign itself, this fine dining establishment has a menu and classic atmosphere that has been virtually untouched since Charlie Chaplin himself dined there.
Porto’s - A family owned bakery operating in Los Angeles for over 50 years, offering everything from potato balls and empanadas to decadent cakes and desserts.
Pink's Hotdogs - A Hollywood landmark offering a truly unique and staggering amount of mouth-watering hotdogs and burgers.
Grand Central Market - Home to 40 different food stalls serving dozens of different styles of food, there is truly something for everyone to eat at the historic Grand Central Market in DTLA.
Silver Lake Ramen - Featuring locations all over the city, Silverlake Ramen offers a number of delicious Ramen dishes alongside pork dumplings, sushi, and Japanese style fried chicken.
Father’s Office - A gastropub infamous for their strict “no substitutions” policy that’s easily overlooked once you try one of their delectable burger and beer combinations.
Cole'sor Phillipe’s- Two of the oldest operating restaurants in Los Angeles and both claim to have originated the French dip sandwich. Luckily, both offer amazing sandwiches and beverages, so the specifics of who did it first matter less than how good the food is at both venues.
Quarter Sheets Pizza - A rather unassuming exterior hides one of the best pizza places in Los Angeles. Serving Detroit-style pizzas, the rotating specials and out-of-this-world desserts make this a true hidden gem of Los Angeles.
Koreatown Korean BBQ - To be honest, MOST places in Koreatown that are All You Can Eat (AYCE) are going to offer great dining options and delicious Korean BBQ. Some good recommendations include Jjukku Jjukku BBQ, Hae Jang Chon, and Oo-Kook Korean BBQ.
Taco Trucks - An LA staple, taco trucks can be found all across Los Angeles and offer some of the most surprisingly delicious food one can imagine being served out of a vehicle. The corner of La Brea and Venice Blvd typically has an enormous line of different taco trucks for you to dine at.
In-N-Out - It wouldn’t be an LA list if we didn’t include In-N-Out. It’s proven to be a Southern California institution for years for a reason, offering great burgers, fries, and shakes at good prices; we encourage you to try it for yourselves and see what you think!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Congratulations on your purchase of a THOLO! Must you now decide how your fortunes will next branch off in different directions? This tool will promptly counsel you from CASSA, THE ARBITER OF LUCK. We the members of the Njassi Religious Souli guarantee that our Essosouli has prayed to Cassa to “use this tholo to speak the truth!”
Each purchase of a tholo doubles as a valuable offering to Cassa, so you will be sure to get extra good luck!
To use:
Hold the tholo by its center.
Ask your question in a loud voice to gain the attention of Cassa.
Flick the tholo to make it spin.
You will see the counsel you are wanting when the prophetic guidance of Cassa ceases the spinning.
Possible answers:
Stay – Continue on your current path. You are likely to have a good outcome, as long as you are skilled enough.
Reconsider – Sometimes the wisest decision is not making one. In this situation deliberating again anew would be best. Purchase advice from the Njassi Religious Souli for better insight from Cassa.
Run – Time to seek a better option. If you do not understand this omen, Cassa cannot help you. You should divest your belongings and go pay a visit to all of the stars.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we explore the developing Oso system along with the former Perry Line systems Gurzil and Yā’mon. We also meet famed spiritual advisor Amandeep Vakario and Senator Ghata Veras of Lo, learn about the North American Alliance, and enjoy Something Every Tuedsay. Join the Spectrum thread for any discussion or feedback.
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Happy Monday, everyone!
Last Sunday marked the end of the submission period for the Alien Week First Encounter screenshot contest, and if you haven't yet, you can view the extraterrestrial extravaganza on the Community Hub. June has been a fun-tastic and vibrant month, and we'd like to thank everyone for making the 'verse such a welcoming place for all! Also, we're putting out the final call for you to help us wrap up June in the most colorful way with a last-minute entry to our Show Us Your Colors Celebration 2023. You have until Monday, 26 June, 11:59 pm Pacific, so there's no time to waste!
July promises to be an equally exciting month as we continue to celebrate our incredibly welcoming Star Citizen community all month long during Foundation Festival, with contests and activities galore! We've had a cheeky start to the festivities and kicked off the Foundation Festival 2023 Tutorial Contest, so be sure to check that out for your chance to snag a cool prize while helping out your fellow citizens. As they say, "Sharing (knowledge) is caring!" Don't forget that you can also promote your organization for a chance to be spotlighted and perhaps even gain an edge in recruiting new talent to join your ranks.
As we draw closer to our first-ever two-day CitizenCon this October, we'd like to remind you that tickets for this epic event will become available later this week. Check out the wave schedule to ensure you're ready when they drop to secure yours, as tickets are limited! And if you’d like to help out as a volunteer during this year’s CitizenCon, we have a wide variety of roles open for enthusiastic and skilled citizens. Head over to Spectrum now to apply!
Lastly, the team attended two incredible Bar Citizen events over the weekend as part of the Bar Citizen World Tour. Bar Citizen Hong Kong delivered an immersive experience with a soundtrack and decor that transported attendees to Orison, Crusader. In Shanghai, the event had a record-setting 1,700+ attendees, making it THE largest community-hosted Star Citizen event to date!
Now, let's see what's going on this week:
This Tuesday, the Narrative team brings us the latest monthly Galactapedia update.
Wednesday will see the publish of our bi-weekly Roadmap Update and the complementary Roadmap Roundup.
On Thursday,find out about the future of Port Olisar in Alpha 3.20 on this week's Inside Star Citizen.
There will be no episode of Star Citizen Live this Friday, but you'll find our weekly RSI Newsletter directly delivered to your inbox.
Saturday is a great day for some R&R (Race and Relax), so ride along with the participants on the yearly Greycat Social event, dubbed "the most relaxing and chill race in the ‘verse” by some. Visit the ATMO Esports website for details.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
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Karolinger shares valuable tips and tricks to set you up for success on your next mining expedition and have you thinking "Mine! Mine! Mine!" as you scan the rocks, rocks, rocks.
Head over to the Community Hub to check out the first video of this comprehensive three-part guide.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Which of these upcoming missions are you looking forward to accepting in your Contract Manager? Join us today as we explore some new features the Mission Team is currently working on for Alpha 3.20 and beyond!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Lucky Human, Happy Monday!
Last week we released a big info drop on CitizenCon 2953! This year's event will be a TWO-DAY celebration! The biggest convention of all things Star Citizen will be taking place in Los Angeles at the Los Angeles Convention Center from Saturday, October 21st, to Sunday, October 22nd. Get the lowdown on tickets, community booth, volunteer opportunities, and the return of the fan-favorite cosplay contest so you do not miss out on the fun!
Last week also saw the release of Star Citizen Alpha 3.19.1, which aimed to implement a variety of fixes. However, the team is aware and monitoring a number of ongoing known issues, such as ASOP terminals not consistently functioning, and others. We'll keep you posted as we have more information.
One of the big highlights of last week was the kickoff of this year's Alien Week, in which we explore the ships, languages, cultural nuances, and history of our non-human friends. If you haven't seen it yet, make sure to carve out a few minutes for the latest Banu commercial. And of course, compete to win in our latest Community Contest, in which we challenge you to recreate a mysterious alien encounter...
Finally, we wrapped up the week with International Bar Citizen Weekend inspired by First Contact Day and our personal favorite part of Alien Week. Having the opportunity to connect with you all in-person brings us an incredible amount of joy. Like-minded adventurers, gamers, and developers alike gathered near our offices in Los Angeles, Montreal, Austin, Manchester, and Frankfurt for food, beverages, and of course, a shared love for all things space!
Now, let's see what's going on this week:
The Alien Week fun continues, as this Tuesday, we're publishing a new Alien Language post for all you xenolinguistics out there to test your skills.
Thursday welcomes another round of Jumptown 2.1, for those looking to clash. In addition, we'll welcome a new episode of Inside Star Citizen, focusing on the Mission Feature Team's exciting work for Alpha 3.20 and beyond.
On Friday, Star Citizen Live returns - guest and times coming soon, and you'll also find our weekly RSI Newsletter directly delivered to your inbox. In addition, the Bar Citizen World Tour continues, with a few notable upcoming events. Members of the team are currently traveling to Shanghai, for the largest community-organized event to date (1,500+ attendees), followed by a Bar Citizen stop in Hong Kong, and South Korea, with many more to come throughout the remainder of the year
Plus, the Show Us Your Colors Celebration 2023 continues, so get colorful and share your best with us on the Community Hub! There's been some incredible submission so far, many of which have been passed around our studios.
Have a stellar week both in and out of the 'verse!
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
How much do you know about the alien races from the 'verse? Today we're joined by the Narrative Team to answer your questions about all things extraterrestrial while we explore deeper into the unknown!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Following the concept release of the Tumbril Storm, we took your community-voted questions to our designers to provide you with more information on the recently unveiled solo-tank designed to blitz overcrowded battlefields.
What vehicles will the Storm fit inside?
The Storm officially shares the same garage size as the Tumbril Nova and Anvil Atlas-platform vehicles, so anything that supports them. However, its reduced height and length allow it to fit into some ships that cannot fit the above, such as the Anvil Carrack and Drake Corsair.
As the Storm is intended to be a smaller ‘fast assault vehicle’ but is so large that it currently only fits in vehicles that can transport the Nova tank/Atlas platform vehicles, where does it fit in the grand scheme of things? For example, in which scenarios would one be favored over the other?
As mentioned above, while it has the same garage size, the Storm’s dimensions allow it to be carried by many other ships allowing for greater flexibility in terms of transport and deployment. The two tanks operate vastly different roles - the Storm is fast and lightly armed, while the Nova is much larger and slower but packs more of a punch.
How fast is the Storm intended to be compared to other ground combat vehicles?
All stats are subject to change, so we won’t list specifics right now, but expect the Storm to be faster than the Nova and Atlas series and closer to the Ursa in speed.
What are the vertical plates supported by the struts? Decoration?
Rule-of-cool decorative pieces, though they are inspired by some modern-world stand-off armor panels that deflect incoming rounds away from sensitive areas.
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The Storm has clearly visible smoke/chaff launchers like those found on modern tanks. Will this vehicle have countermeasures, like noise and flares?
Yes, it has the full suite of countermeasures as found on other vehicles
What is 'tactical-spec' armor, and how does it differ from the 'mil-spec' components that have been offered in the past?
This is just a marketing phrase and has no special behavior in-game; the Storm is as normally armored as you’d expect a tank of this role/type to be.
How well-defended is this tank compared to say the Nova, Ursa, or Centurion, and how does its armor fare in comparison?
In terms of durability, it sits between the Nova and Centurion and has significantly more than the Ursa.
As tanks are intended to be off-road vehicles, will the low ground clearance of this model limit traversal? Does the tread configuration of the Storm give it any sort of advantage when hitting obstacles on rough terrain?
The Storm has relatively good ground clearance, especially compared to the Nova, and its design allows for much greater arrival/departure angles without hitting the hull.
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Will the bespoke Size 3 weapon have the same upscaled damages for its size, similar to other vehicles with unique weapons? For example, the Size 5 Slayer Cannon for the Nova has (in the current state of the game) 18,500 alpha damage, while other S5 ballistic cannons only deal 1,500.
Yes. Like the Nova, the “size” of the weapon doesn’t truly follow the other systems given its bespoke nature, allowing for independent tuning, which puts it at a much higher alpha/DPS than the number would normally be.
What about barrel elevation and depression? Considering the Nova’s barrel can't depress far enough to aim a little downward, how does the Storm fare?
Again, all stats are subject to change, so we don’t want to give exact numbers at this point. However, it’s safe to say the Storm’s depression and elevation ranges are significantly better than the Nova, allowing you to hit things on the ground almost directly in front and to the side of the vehicle. To achieve this, the turret extends up a little when the vehicle powers on
Why just one Size 3 weapon?
This was an intentional design choice, as the bespoke nature of the gun allows it to perform very strongly for its size. We didn’t want the Storm to be excessively over-gunned or be too much for a sole driver to manage and fight with compared to other vehicles.
Does it have any additional ways to fight off small targets like infantry since it doesn't have a Size 1 anti-personnel repeater?
No, ideally like modern life, you do not want infantry getting close to armored vehicles. But, if you find yourself in this scenario, we’d recommend using the speed of the vehicle to get distance between you and the infantry and use the turret weapon.
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Is the driver's control of the turret restricted to the area in front of the vehicle, or does it have proper 360-degree rotation?
It has full 360-degree rotation, allowing for views around the full vehicle.
The specs state that the Storm has a remote-operated turret. Can the Storm fire while in motion, or does it have to stop for the driver to enter the remote-turret interface in order to fire? What is the arc of fire, both while driving and presumably while using the remote turret?
Yes, the driver can control the turret while on the move or stationary. Whilst moving, the view limits are constrained to the front arc of the vehicle. When in remote view, you have the full 360-degree range.
The brochure indicates there's personal weapon storage, but the picture suggests there might also be personal inventory space in the rear track. Is this the case?
There's personal weapon storage in one of the front track housings and personal inventory space near the driver’s entrance. The rear of the main body contains critical components, including the powerplant, cooler, and shield generator, while the other front track houses less-critical components, like the radar, computer, and battery.
A single Size 0 powerplant seems very underpowered when compared to other vehicles; will this be sufficient to power not only the vehicle itself but also its shields and bespoke energy autocannon? How do you intend to support this should a single powerplant prove to be insufficient in the future?
This is something we’ll expand upon in the future, but the upcoming Resource Network changes have given us the opportunity to re-evaluate sizes and quantities of items aboard all vehicles. So, newer vehicles can seem under-specced relative to existing vehicles but, in reality, they will operate effectively as designed. Some vehicles will also have items reduced to be more in line with the upcoming changes.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
🚀 Star Citizen Alpha 3.19.1-live.8526421 was deployed without downtime at 1900 UTC.
Player data will be restored from LTP upon logging into 3.19.1.
More information about the current status of LTP Restoration can be found on Spectrum.
More information about the current major Known Issues can be found on the RSI Knowledge Base.
Players experiencing issues that are not tracked in the Known Issues page are advised to report the problems they’re experiencing on the RSI Issue-Council.
Players currently in 3.19.0 will be disconnected in ~60 Minutes.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Falling right around First Contact Day, which commemorates Humanity’s initial interaction with the Banu, Alien Week is an annual celebration where the Star Citizen community embraces all that is alien in our expansive, wondrous galaxy.
Alongside alien-made ships and meticulous Human recreations, we’re exploring the language, culture, and history of the Banu, Tevarin, Xi’an, and Vanduul species.
Plus, we have new alien-ship paints, very special episodes of Inside Star Citizen and Star Citizen Live, a community contest, in-person meet-ups, and more!
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Star Citizen fans all over the world can make first contact with like-minded adventurers during our International Bar Citizen weekend, from June 17-18. Join players and devs alike at watering holes in Los Angeles, Montreal, Austin, Manchester, and Frankfurt, and snag your very own in-game Banu tholo just for showing up.
(Photo: 2022 Los Angeles International Bar Citizen Weekend Event)
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We want to see how you make contact. Recreate alien encounters, be they terrifying, mysterious, awe-inspiring, or downright silly, through the magic of an in-game screenshot, for the chance to win some truly out-of-this-world prizes.
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The Banu tholo: a long-prized souvenir to commemorate journeys through the Protectorate, a mysterious portent of fate, and a way to pass the time while traveling long distances. But what is it exactly, and more importantly, how does it work? Be sure to check out the upcoming lore post to find out.
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This week, Inside Star Citizen and Star Citizen Live will be dishing up heaping helpings of alien goodness in the spirit of the week. Tune in for some truly out-of-this world thrills.
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Just your luck, Human, a Banu souli specializing in the procurement and sales of secondhand ships just dropped anchor in Stanton, bringing with it exotic paint schemes old and new, and some highly sought-after alien models. Check out its inventory and act fast; the Banu are a nomadic species and don’t tend to linger in Human systems for long.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for June 14, 2023
Release View
The following card has been added to the Alpha 3.20 column on Release View:
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.
Progress Tracker
With this publish, we're beginning to add the Q4 2023 schedule for Upstream teams, with additional teams being added in subsequent publishes.
The following deliverables have been added to Progress Tracker:
Mirai Fury
Building, implementing, and balancing Mirai's snub fighter, the Fury, as a game-ready vehicle.
Tumbril Storm
Building, implementing, and balancing Tumbril's light tank, the Storm, as a game-ready vehicle.
That's all for this week! Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
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This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.
TO: SQUADRON 42 RECRUITS
SUBJ: DEVELOPMENT UPDATE 06:07:2023
REF: CIG UK, CIG DE, CIG LA, CIG TX,
FAO Squadron 42 Recruits.
Welcome to May’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including capital ship behaviors, buddy AI, and FPS weapon AI.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Content)
Throughout May, AI Content progressed with their remaining medical-behavior tasks. Following this, the full medical flow can now be demonstrated in the behavior test map. Additional animation variations for interacting with cupboards, beds, trays, and sinks (both with and without data pads) were created too. Once signed off, the behavior will be implemented in the Stanton and Krugeri’s infirmaries.
The AI Content team continued work on the ‘fight club’ caged arena, last month implementing the entry bouncer and rush animations for crowd spectators. For the latter, the crowd’s intensity varies pre, mid, and post-fight. As part of this, speed-quality fight animations were developed, with data coming from a recent motion-capture shoot.
The team also worked on speed-processed locomotion animations for NPCs experiencing severe pain. Part of this involved implementing animations for characters standing and locomoting while exhibiting sickness. They then processed and implemented polished drinking animations into the ‘Sit050’ usable area and created speed-drunk locomotion animations for inebriated NPC movements. Drunk locomotion animations were also created for NPCs holding cups.
Finally, AI Content implemented mobiGlas and datapad overlay locomotion animations to allow characters to seamlessly interact with digital interfaces
AI (Features)
AI Features continued to work on the buddy AI. Now, buddies ‘cheat’ when finding supplies, looting ammunition that doesn’t match their current weapon. They will also fully restock when they do so, replenishing their grenades and MedPen.
They also finished the first pass of a boss fight that challenges players to counter or block before they can attack, while progress was made on the targeting and melee attacks for a key enemy behavior.
AI Features implemented the core components of systemic and boss-fight sniper functionality, enabling the designers to finish it off and provide feedback.
On the animation side, the team wrapped up the performance capture for various features and implemented the full animation set for a collection of characters with a unique combat style.
AI (Tech)
Last month, AI Tech progressed with their final major Squadron 42 features and addressed feedback on older initiatives. They continued to improve the collision-avoidance system to give better results when ground vehicles pass each other or NPCs. They also added support for driving along a predefined route, similar to how NPCs can move along a path. For this case, the designers can specify certain properties for the route, like the maximum permitted speed, which direction it should be driven, and if it should loop.
Work then began on a dynamic pathfinding regeneration feature to improve how NPCs find and follow alternative routes. For example, if a hazard (tree falling, vehicle stopping, fire hazard, etc.) impacts a navigation mesh triangle, the navigation volume will notify all related paths and check if new requests are submitted. The first stage of this was implementing an anchor structure to keep track of a location's navigation meshes and triangles, which is notified when a triangle is changed. These navigation anchors are then used to understand when parts of a triangle are modified and to check if new pathfinding is needed.
May also saw AI Tech begin investigating and implementing a solution for NPCs entering and exiting ships from EVA using the external doors of an airlock system. For this, they set up ship and seat access as a usable to allow NPCs to find their closest entry position, fly to it, and trigger the right interaction. They also had to account for a ship’s rotational velocity and allow NPCs to adjust their orientation as they approach.
On the AI tools side, improvements continued for both the usable coordinator and Apollo Subsumption. For the usable coordinator, optimizations were made to the code and logic flow. They updated the visuals and changed to a new usable data view too. For Apollo, the team implemented ‘find references’ functionality with support for Subsumption functions.
AI Tech also completed various support tasks, including creating flowgraph nodes for all Subsumption assignments to help the designers create scripted AI behaviors. More variable types for use as assignment inputs were added alongside support for the usable and tactical point systems.
AI (Vehicle Features)
The Vehicle team progressed with their ongoing rework of combat AI. Last month, they hooked up various events for the AI to react to across the game. This is the final step before integrating the new combat AI into all encounters across SQ42.
“After that, it’s playtesting over and over again in situ in the levels of the game so we can judge and adjust difficulty, pacing, and so on to fine tune the experience.” AI Team
The team also improved the logic for how AI ships join splines to make it smoother and more natural looking.
Ground avoidance during atmospheric flight was also worked on. The aim is to have AI try their best to not collide with the ground when in combat while behaving as naturally as possible.
Animation
In May, the Animation team worked on various skill-level-based takedowns, movement in zero-g, and swimming.
For AI, the team continued creating assets for background actions to give life to various locations; this will continue as levels are playtested. A second enemy class animation style was developed alongside a knife fight and a melee enemy class. The team also continued to create assets for the various behavior lines and wildlines for both combat and non-combat AI.
The Mo-cap team spent the majority of the month shooting performances and delivering data for gameplay and cinematics.
Engine
The Core Engine team progressed with their work on StarBuild, adding the remaining Linux support. StarBuild is now on feature parity with the old code build system and will be rolled out to other departments soon.
For the renderer, the team started removing legacy Gen-12 code. There is a lot to remove, but this will result in leaner and easier-to-maintain renderer code when complete.
The Core Engine team also progressed with the generic shape system, adding editor support to save generic as well as remaining shapes. Multiple segments will be added before it’s handed to the designers to use.
For MemReplay 2.0, the team are currently adding more features, including file open dialog, faster loading, and async symbol resolving to get it ready for wider use. They’re also adding optimizations and continuing to stabilize their feature stream to integrate it back into the main development stream.
Last month, the Physics team focused on improving and bug-fixing the new method for tracking unique geometry parts. They then improved cloth simulation for better simulation results, updated the rope and pulley systems, and added cantilever simulation support.
Features (Gameplay)
Last month, the Gameplay Features team updated the character customizer. This included adding a new ‘sculpting mode’ that allows players to select and drag an anchor point on the face to change the size and shape of a particular facial zone, such as the nose, ear, and chin.
Further detailing work was done on the firing range, mostly around joining and leaving. Feedback was also actioned on the UI to integrate it better into the environment.
A new collectible was created that players will be able to find, pick up, and stow during gameplay. These items will then populate the player’s quarters as part of the collectibles system.
The frontend also received a new difficulty option. This exposes various modifiers to the AI, health, and weapon attributes to allow the Design team to balance the game depending on the player’s desired experience.
A new feature to allow the designers to create and save damage maps was created too, which enables them to apply pre-damaged areas to ships.
Following on from the recent Starmap work, the team is now developing the area map. This will render a holographic view of a player’s current environment, either from within the Starmap or as part of the visor, with markers for players, characters, mission objectives, and more.
Features (Vehicle)
Last month, work continued on the ‘control surface’ flight model. The team implemented special handling for ships in gas-filled zero-g locations, such as gas clouds. While ships still favor thrusters in this situation, they will experience drag and lift that slightly impacts how they feel.
Vehicle Features also iterated on UI and VFX for communicating the Quantum system’s state. They also began utilizing in-world VFX for this purpose, which allowed them to pair back the UI. The feedback on this has been positive so far.
A new feature for spawning waves of AI ships inside carriers was kicked off (similar to an FPS spawn closet). Now, AI will spawn on landing pads within carriers, take off, and join the fight. This feature can be used to support large battles by naturally spawning ships.
The Intelligent Flight Control System (IFCS) received updates last month. For example, the team worked on a bespoke relative throttle that allows players to assign a target velocity when the throttle is untouched. Various quality-of-life improvements were made to support this, including a trap for setting target speed to zero, a non-linear rate of change for improved precision at lower speeds, and an improved UI for displaying the throttle.
Work on the Vehicle UI continued, with the team creating a physical hangar terminal for modifying a ship’s loadout before missions. This enables players to view an inventory of available weapons and items, compare them against each other, and equip them to the ship in the hangar.
Multi-function displays (MFDs) also received various updates, including a UI pass to make them larger, simpler, and easier to read. The new MFD system also allows players to cast some screens to their visors, with the team changing the layout and aspect ratio of the screens when this occurs. This makes better use of screen space and allows certain elements to be more prominent. Furthermore, after the work last month, MFDs were enabled for wider use in the company.
Gameplay Story
Last month, the Gameplay Story team worked on various scenes involving the Stanton's quartermaster. These updates were requested by Design, with the goal of getting the scenes to integrate properly with the AI behavior.
New motion-capture data was used to update some significant scenes in the med bay, ensuring characters interact correctly with the latest swiveling-chair setup.
“It was great to see these scenes updated to use exactly the same setup as the AI, which should make the scenes very robust and future-proof.” Gameplay Story Team
In May, Gameplay Story began setting up 8 new scenes, bringing their total to 290. They also polished, pose pasted, and updated props in several scenes to ensure they were fully up to date.
The team also continued to set up operator seats, working to establish proper metrics and solid foundations for these complicated assets. Automated testing of the entities achieved a 100% pass rate, so they can move on to reviewing, improving, and approving the required animations.
Graphics & VFX Programming
The Graphics Feature team spent the month working on performance improvements and new features, including screen space shadows, improvements to quantum jump tunnels, and render-to-texture zone culling. A GPU memory allocator and an upgraded ResourceCache compiler were among the new performance-boosting upgrades, while the evolving Temporal Super Resolution (an automated upscaling system that can now up-sample opaque objects) officially passed its first milestone.
Global Illumination is well underway. So far, the first iterations of a hash-map-based radiance cache, ray-generation code, and a ray-tracing prototype were completed.
Improvements to Gen12’s validation error debugger were made to improve the accuracy of bug detection for faster issue assessment. In preparation for deferred Rendergraph execution, Vulkan’s frame synchronization was improved. Issues with gaps in pipeline-resource sets at bind time were resolved with a remapping update that uses continuous resource-set layouts.
The Planet Tech team started finalizing quantum obstacle generation with generic shapes in asteroid fields. A collision issue detector and wear, dirt, and paint modifiers were also added to the RaStar tool.
Ongoing improvements to the BiomeBuilder will reduce constant spawn/despawning, which in turn will relieve the Physics team of large destruction queues. Water can now be simulated in-engine and features the new disturbance component improvements.
VFX finished the new effect setup for quantum travel and are now looking into lightning. Lightning emitters are being refactored to decouple from targeting, and the team is investigating how to use current prototypes to spawn lightning from gas clouds. A crash that occurred when particle emitters attempted to resize using a buffer of 0 was also fixed.
Level Design
Last month, Level Design focused on their two main locations, the Stanton and Krugeri capital ships. Alongside general scene maintenance and bug fixing, they looked into scene ‘handshakes’ that transition NPCs into their required behaviors. This involves ensuring characters are prepped to transition, are pose matched, have holstered held items, and more.
They also updated the Stanton’s quartermaster scenes to reflect the revised AI vendor flow without negatively affecting performance.
The team then continued to work on the AI schedules for the Stanton, which has an 80-person crew playing out various behaviors around the ship.
“With this roll out, we have to keep tabs on NPCs gate-crashing scene content. For example, if the player is in a somber scene with a colleague discussing the horrors of war, we don’t want an NPC barging in with a “Hello Lieutenant” and jumping onto a console.” Level Design Team
Narrative
In May, Narrative held a performance-capture shoot focusing on additional combat and social wildlines. The goal was to capture a wide variety of voices to populate the universe while also maximizing the effectiveness of the content so that it remains within a reasonable scope.
Narrative also synced with Design on their recent gameplay progress to review adjustments and ensure that dialogue continues to function as intended. In some instances, the team made suggestions on how the revised gameplay scenarios could better align with the emotional tone of the moment. For example, if a puzzle scenario occurs during a particularly stressful sequence of the game, Narrative and Design will discuss ways to maintain the emotional underpinning during the puzzle.
Meanwhile, progress continued on the text items needed across the entirety of the game, including collectibles, Galactapedia entries, and mobiGlas UI elements.
R&D
In May, the R&D team continued improving the temporal render mode for atmospheric and volumetric clouds.
Additionally, planetary-terrain height-map generation was optimized to eliminate frame-rate hitches. Aside from using a more suitable partitioning scheme for the tessellation of terrain patches, the changes also include terrain quad viewport culling before further tessellation by the GPU. The resulting height maps are later used to render large terrain shadows and to spawn GPU particles on the ground.
UI
The UI Art and Design teams completed their work on modular fluff screens, getting them set up in different UI styles for various locations. They’re now ready to be handed over to the Art and FPS teams so they can be added to levels.
They also implemented new FPS weapon screens for the different brands within the game, and worked alongside the FPS and Vehicle teams on augmented-reality (AR) markers, which are floating UI elements that show players where their objectives and targets are. Last month, the art was signed off and the files were prepared for use in-game.
Work on the final visor UI also continued with the AI Feature team; this will include weapons and ammunition information, notifications, and mission objectives. They also applied improved shaders courtesy of the Graphics team to make the UI appear more holographic.
The UI Tech team continued to improve their tools, including making performance improvements and adding additional ways to debug the more complex screens. They also further developed the new interior and mini maps, which will bring a significant improvement to in-game navigation.
VFX
Last month, VFX revisited gas-cloud tunnels, working closely with Design and Art to create new hazards that can occur inside the tunnel networks.
Progress was also made on weapon effects, while support for the Art and Design teams continued across a variety of locations.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…