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Ready to jump? This week on the 200th episode of Inside Star Citizen, we take one small step towards the Pyro system and beyond with the latest look at Jump Points, how to navigate them, and what's changed since their introduction.
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Take your tastebuds on an interstellar adventure with this extraordinary collection of alien-themed recipes created by the Star Citizen community for Alien Week 2954!
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Happy Monday, everyone!
Foundation Festival is in full swing, so come and join us in celebrating the Star Citizen community and the new pilots exploring the 'verse.
In the spirit of the festival, we're inviting players from all around the world to participate in a Free Fly event that will last until July 19. Feel free to share your referral codes with your friends, as we're offering an agile Aopoa Nox as a bonus for you and the new pilots you refer until July 31 at 20:00 UTC.
We've also got some exclusive rewards waiting for anyone who uses the Guide System. These rewards will be automatically distributed after the Foundation Festival ends on July 31. Head over to the Guide Hub to get started and score some exclusive goodies!
Already part of a fantastic organization? Well, join the Org Showcase Contest and share what makes yours stand out for a chance to win some wonderful prizes!
While this year's contest is all about your in-game organization, if you are in the Washington, D.C. area, seize the opportunity out-of-game to enjoy great food and beverage with fellow space game nerds and members of our team at another exciting Bar Citizen event.
We're also happy to announce that there will be a multitude of community-organized Bar Citizen events complimenting CitizenCon 2954! Those of you visiting Manchester early in the week should look forward evening gatherings with Star Citizen fans from around the globe.
From today on, you can secure your tickets for the New Wakefield St Takeover on Friday, October 18, where a street in Manchester will be closed to traffic while seven neighboring bars look to support the biggest European Bar Citizen gathering yet.
Lastly, but certainly not least, we are thrilled to announce that ATMO Esports is stepping up its game this year, once again! A world-class event demands a world-class facility, and that's precisely what they're delivering. Get ready for ENTER ATMOSPHERE. This post-CitizenCon 2954 event will feature live ship racing, a panel with members of the CIG team, and the Fight or Flight World Championship. Mark your calendars for Sunday, October 20, from 3pm to 11pm UTC, and buckle up for an outstanding experience!
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Now, let's see what's going on this week:
Monday to Friday, all of your friends can accompany you on exciting adventures thanks to the Foundation Festival Free Fly, running until July 19.
On Wednesday,we'll publish the Supergalactic Xeno-Treat Smackdown 2954 Cook Book, featuring your fantastic Alien-inspired Star Citizen-themed recipes. Bon appétit.
This Thursday, it's time to start talking about how you'll get to Pyro. What's changed? How will it work? Everything you need to know is here in this week's Inside Star Citizen: Intro to Jump Points.
On Friday, Star Citizen Live is on a scheduled hiatus, but we'll be back next week. Keep an eye out for the weekly RSI Newsletter, which will be sent directly to your inbox.
Have a stellar week both in and out of the 'verse!
The Weekly Community Content Schedule
MONDAY, JULY 15, 2024
This Week in Star Citizen
Star Citizen Free Fly
TUESDAY, JULY 16, 2024
Star Citizen Free Fly
WEDNESDAY, JULY 17, 2024
Supergalactic Xeno-Treat Smackdown 2954 Cook Book Comm-Link
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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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.
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The cockpit comes alive with great music, making work easier for everyone. In celebration of the upcoming Alpha 3.24 patch, Freakaros created a cargo-themed Star Citizen rock song — and the sound sticks!
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…
Tune in today as Lead Mission Designer Elliot Maltby, and Economy Designer II Nick Wardle, answer your questions about the new Cargo Hauling Missions and Freight features coming in Alpha 3.24.
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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Knowledge complexity Lava Planet sealed tube
Bio-feedback Kr'Thak beaming with story
So Case, ever since Mercury's announcement, you've been quite critical of the entire concept Nicknamed Bombora due to its proximity to the Moon, Sol VI looks like it's overseeExplorers the Asteroid Belt Though technically not a planet, Asura is considered a local mascot. This Desert Planet's unique shape has given it the nickname The Hive trafficking: That's a word that hasn't been associated much with Human
We aren't all Pirates We offer this Galaxy to the Timeline as a place to study and a place to meet We offer this World to the Universe as a place to study and a place to meet Though technically not a planet, Lo is considered a local mascot. This Chthonian Planet's unique shape has given it the nickname Bruder
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Even the most prolific org can always use a membership injection. Create a 60 second video promoting your org for the chance to bolster your numbers and win some fabulous prizes.
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Master Modes
Do you have what it takes to pilot the biggest, fastest, or deadliest spacecraft Humanity has ever created? Can you take down the most notorious marauders in the ‘verse?
This guide will help you navigate our newest recurring feature - Master Modes.
Packs include enhanced 24-month insurance coverage, as well as a free trial access to a third ship (accessible through in-game ASOP terminals). If you enjoy your free trial ship, it is available in the pledge store throughout the rental period. Rental access ends on August 5.
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Medical Guide
Star Citizen's persistent universe bolsters a comprehensive medical system, complete with hospitals, tiered injuries, and a plethora of medical drugs and tools. Join us as we dive deep into each of these new features in hope you'll be properly equipped to face this update, which significantly ups the stakes of surviving in the 'verse.
And if you're looking for additional help to get started in medicine, check out the Guide System to get paired with an experienced player who can help show you the ropes.
Tools of the Trade
A good medic keeps an array of tools on hand. From single-use items to trusty healing tools, there's plenty gear and goodies to keep you and your team upright. Before we jump into the details of how and where to heal, here are looks at the three tools currently available to a budding medical professional, all able to be purchased at any hospital or clinic:
Drugs and BDL
Hemozal is but one of several pharmaceuticals available to a medic's arsenal. These drugs all have unique attributes and effects, however all of them increase your Blood Drug Level (BDL).
Your BDL is tracked next to your health status on your helmet HUD. Once this level reaches 50% of maximum, your character will enter an Overdosed state. This will affect your traversal speed, blur your vision, add a weapon sway effect, and cause your character to pilot vehicle erratically. Additionally, your character will begin to take damage slowly unless the effects are countered.
Below are the types of drugs available, both separately in single-use pens as well as collectively included in Curelife's Medical Tool:
Injuries
Injuries are inflicted when a player received sustained, repeated damage. Injuries can be received on any limb, your chest, or your head. Injuries are shown to you either via your helmet HUD in the bottom left corner, or via scan using the Curelife Medical Tool.
Below are the different types of injuries, how they affect you, and how and where they can be healed.
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Minor injuries can be healed by any Tier 3 medical bed, such as the ones in the Cutlass Red. This first level of injury decreases your maximum health pool as well as introduces a few gameplay effects, depending on where you were injured. If your arms are injured, your weapons will be harder to aim and the damage done by melee attacks is reduced. If it's your legs, your move speed is reduced. Chest, your stamina is reduced and your character will begin to wheeze. And finally, if it's your head, your vision will begin to blur, the audio you hear will be muffled, and it will take longer to recover from a stun. No minor injury requires stabilization.
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A moderate injury requires a Tier 2 medical bed to heal, such as a clinic or the medical bays of larger ships such as the Carrack or 890 Jump. Moderate injuries greatly pronounces the effects seen in minor injuries, with a few additions. Moderate injuries will cause your character to start limping and audibly grunt in pain. If the moderate injury is sustained to the head or chest, stabilization is required in a medical bed of any tier.
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A severe injury requires a Tier 1 medical bed to heal, such as ones found in a hospital. Severe injuries escalate the effects of moderate injuries even further, with even more detriments added. A severe injury to your legs will force your character into a prone state, with no ability to stand or crouch. If it's to your arms, your character will not be able to hold objects. Severe injuries to the head or torso will also require stabilization in any medical bed.
Medical Facilities
Now that we're familiar with injuries, we need places to heal them. Medical facilities can be found all over the 'verse, from massive cities to small space stations. There are even a select few ships that offer medical care within them.
If it's a public facility and not a ship, feel free to admit yourself using the Patient Check-In console, which functions similarly to an ASOP terminal. Below are the three types of medical facility, as well as what services they provide.
Medical Beds and Treatment
Now that we're familiar with injuries and the facilities that can heal them, let's go to one and find a medical bed. These can be found in any number of locations, from a ship to a space station to a city's hospital. If it's a public facility and not a ship, feel free to admit yourself using the Patient Check-In console, which functions similarly to an ASOP terminal.
However, if you have sustained a severe injury and it is difficult for you to walk, an expedited option is available in any public hangar bay, shown below. A medic can bring a patient to these emergency drop off locations (use a gurney to speed things up!) and then send this elevator directly to the medical facility. In either case, get over to a medical bed as soon as possible!
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Once you're on the medical bed, you're presented with a menu with up to three options (the third appearing for ship owners, giving them the option to clear out players that registered to their ship's ICU). The first option will give you an overview of your character, shown below. Here you can see the injuries you've sustained in detail, along with recommended treatment options.
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To apply a treatment, click the tab "Treatment" and select the injuries you wish to heal. After a few seconds, your injury will be removed and your health restored to full. Simple as that! Keep in mind, these options are presented to you only if you are conscious. If unconscious and delivered to a hospital or clinic, the facility will take care of your injuries for you and you will wake up fully healed.
Incapacitation
You've sustained significant damage, your health has hit 0%, and you fall to the ground. Congratulations, you've been incapacitated!
Your character is now immobile, and the clock has started. You must receive a dose of Hemozal before the timer runs out, otherwise...you're dead! Keep in mind, the items on your person are left behind on your corpse if you die.
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The good news is that all hope is not lost, even if you're alone! If there's no one to aid you in the immediate vicinity, you can create a beacon by holding the M key. This creates a Beacon mission for nearby players, automatically set for a fifteen thousand aUEC reward and paid out upon delivery to a medical facility.
Players accepting this mission can bring you to the Emergency Medical drop-off area, located in all hangars attached to a medical facility. More info on these locations is above in the Medical Beds and Treatment section.
The medics and pilots taking on this career are the unsung heroes of the 'verse, and we hope this gives those interested in joining their ranks a solid foundation to begin their journey as a healer. Medical gameplay will continue to expand in the future with additional ailments, cybernetics, and far greater consequences for dying, making your role even more significant in the persistent universe.
Be sure to check out the Guide System to get paired with a fellow medic, and head over to Spectrum to provide any and all feedback on medical gameplay in Star Citizen.
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Master Modes Guide
Star Citizen Alpha 3.23 introduced Master Modes, a feature that mixes different flight modes to maximize the fun and gameplay experience when piloting spacecraft.
Now that all ships have been updated to Master Modes, we distinguish between two main flight modes: Space Combat Maneuvering (SCM) and Navigation (NAV).
Here's a closer look at these flight modes, including how to activate them and when to use each one. We'll also update this page as additional aspects of the new Flight Mechanics come online in the future.
And if you're looking for additional help in the 'verse, check out the Guide System to get paired with an experienced player who can help show you the ropes.
SPACE COMBAT MANEUVERING [SCM]
The introduction of Space Combat Maneuvering [SCM] is a significant change to dogfighting that brings ships closer during combat. This results in more intense skirmishes and better aligns ships with their intended roles. For instance, light fighters can now better use their increased maneuverability to evade heavy attacks, whereas gunships can rely on their strong firepower and high defense.
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SCM is your default flight mode. Your ship can regenerate its shields and you have full access to its weapon systems and countermeasures.
In addition, your ship has maximum maneuverability in this mode, allowing it to weave its way around obstacles and granting you maximum control in both atmospheric and space combat.
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While SCM offers several benefits, it comes with a significant limitation: the maximum speed of all ships is capped to ensure the optimal balance between forward thrust and maneuverability. This maximum speed varies widely from one ship to another depending on their specific role and size.
Additionally, SCM stands out by providing access to a diverse array of Operator Modes, further enhancing its utility.
Full Control, Operator!
Operator Modes is a feature that allows you to customize the behavior of your cockpit dashboard, tailoring the displayed information to suit specific situations. This functionality gives you immediate access to the most relevant data depending on the context or task at hand. On the top left of your flight HUD, a two-part label displays your current Master Mode [NAV or SCM] and your current Operator Mode. You can cycle through available Operator Modes by pressing the Middle Mouse Button.
Operator Modes grant you specific access to certain ship functions based on the type and equipment of your vessel, including Guns [GUNS], Missiles [MISL], Scanning [SCN], Mining, and Salvage.
Navigation Mode [NAV]
NAV mode is primarily designed for swift traversal or quick escapes. Transition between SCM and NAV by holding down the 'B' key on your keyboard, with a brief delay between mode swaps.
Your HUD will display an indicator for the currently utilized mode in the top left corner, including spool time while modes are swapping.
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First things first: In NAV, your shields, weapons, and countermeasures are deactivated. So, you should think carefully about whether and when you switch from SCM to NAV or vice versa. In return, you have high speed at your disposal.
The default Operator Mode in NAV is Quantum Operator Mode [QTM], where your quantum drive will automatically spool once you enter NAV mode. To initiate a quantum jump, align yourself with a quantum-jump marker and long-press the Left Mouse Button.
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NAV features two valuable additional modes, accessed by pressing the middle mouse button.
In Flight Operator Mode [FLT], you can unleash maximum thrust from your engines. This allows you to focus solely on reaching your destination at high speed or swiftly making an escape, free from the distractions of the Quantum UI.
Scanning Operator Mode [SCN] ensures that you don't miss ore deposits, shipwrecks, or enemy ambushes, even at high cruising speeds.
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Foundation Festival Referral Bonus
Get an Aopoa Nox for free!
Foundation Festival Referral Bonus
In the ‘verse, the Foundation Festival is a civic program that endeavors to strengthen the foundation of community. Here on Earth, we’re celebrating our incredible Star Citizen community! And, you can roll up to the party in style by referring a friend.
Everyone that brings a new pilot into the ‘verse by July 31 at 20:00 UTC will get an Aopoa Nox for free along with the usual referral rewards. Just make sure your friend uses your referral code when they create their account.
What is the referral bonus?
The referral bonus gives you free gear, items, or ships for introducing new players to Star Citizen. This time, you and the players you refer get an Aopoa Nox. The bonus is granted when a new player uses your referral code and pledges for a starter pack or ship (minimum $40) on the Pledge Store.
The usual referral bonuses apply too, including 5000 aUEC and a point in the regular Referral Program.
This bonus promotion runs until July 31, 2024, 20:00 UTC, so don’t miss out!
How do I refer a friend?
Your friends must add your personal referral code when creating their accounts. This is crucial, as the code CANNOT be added after the account is created.
Where do I find my personal referral code?
You can find it on the Referral Program Page. Your Referral Code is unique and can be shared anywhere you like, including on social media, via email, or on your website.
What’s in it for me?
Recruiting one friend during the promotion gets you the Aopoa Nox, a sleek and fast gravity bike capable of zipping along planet surfaces or deep space. The player you refer during the promotion will also receive an Aopoa Nox.
Can I earn more than one Aopoa Nox during this promotion?
No. Only one Aopoa Nox can be earned per player.
What is the regular Referral Program?
The regular Referral Program empowers you to become a driving force behind the growth of the Star Citizen community. Plus, you’ll unlock cool in-game rewards, from exclusive hangar items to ships. The Referral Program Page details everything currently available.
When do I receive my referral reward?
The existing player will receive their reward immediately once the new player they are referring pledges for a starter pack or ship (minimum $40) on the Pledge Store. The new player's reward will be granted after the promotion endson July 31, 2024. Rewards may be distributed in waves, so if you don't see it show up right away, it should populate soon.
Are there any limitations to the referral reward?
The Aopoa Nox given out as a referral reward includes LTI and is non-meltable and non-giftable.
Do the standard Referral Program and the limited Foundation Festival Referral Bonus work together?
Yes. All referrals gained during the bonus period go towards your total in the standard Referral Program.
Where can I find more information on the Referral Program?
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Weapons Guide
The universe is dangerous, so it is important to understand the various tools at your disposal.
Whether you're a fighter or not, knowing the different weapons that friends and foes can wield will give you a clear advantage when conflict inevitably happens. Let's dive in!
And if you're looking for additional help in the 'verse, check out the Guide System to get paired with an experienced player who can help show you the ropes.
Weapons Categories
A diverse array of weapons ensures pilots can engage in combat effectively, whether relying on the raw power of ballistic weapons, the sustained fire of energy weapons, or the strategic advantages of distortion arms and guided munitions. This guide provides a comprehensive overview of each weapon type, highlighting their unique characteristics and tactical applications.
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Ballistic weapons fire solid or explosive projectiles at high speed, with a limited amount of ammunition. Once depleted, they require restocking at either a landing zone or Repair & Rearm station.
Ballistic weapons penetrate a percentage of enemy shields, allowing them to directly damage the hull. While they're generally slower than energy weapons, they don't increase your heat signature and can usually reach farther targets without reduced damage.
Subtypes: Scatterguns, Gatling, repeater, cannons, HE cannon, mass driver
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Energy weapons do not require ammunition. Instead, they rely on a vehicle's cooling components to function, such as coolers and the power plant. The higher grade a vehicle's cooling components are, the longer the weapons can be fired before overheating. You can also tweak the capacitors to direct more power to your weapons via the Energy Triangle.
Energy weapons are essentially multi-purpose weapons. When used against targeted vehicles, they cause both shield and hull damage.
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Distortion weapons are technically energy weapons. However, they operate differently from energy weapons in that they cause electrical-based damage.
While they don't deal damage to hulls, they're highly specialized in breaking vehicles' shields. Once the shields are broken, sustained fire will then damage the target's power systems and components. Eventually, this will result in the power plant becoming disabled.
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Missiles are fire-and-forget self-guided munitions systems. They're designed to lock on and track specific signatures: electromagnetic (EM), infrared (IR), and cross-section (CS).
Payload Sub-Types: High Explosive (HE) detonate on your target, damaging its shields, hull, and components. Cluster Munition Explosive Projectiles (CM) fire a group of smaller missiles once closer to your target, overwhelming your opponent's defenses. Electromagnetic Pulses (EMP) are specialized against shields, dealing significant damage and potentially breaking your target's components.
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Torpedoes function the same way missiles do. However, they're much larger and more powerful. Due to their increased mass, they're also slower than missiles and vulnerable to vehicle turrets and players shooting them down in flight.
Specialist-class vehicles with torpedo bays are required to utilize these weapons, such as the Aegis Retaliator and Eclipse with their Size 9 torpedoes. The Anvil Gladiator, Aegis Vanguard Harbinger, and the Crusader Ares can equip Size 5 torpedoes.
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Bombs are munitions intended to be used within a planet's atmosphere.
A skilled bomber pilot will need to enable their bombing mode (middle-click), designate an area with a blue circle on their heads-up display, align with the area, and release the bomb at the right time to hit their designated target.
They can only be used by specialized vehicles, such as Crusader's Hercules A2 and Spirit A1.
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EMPs deal large amounts of distortion damage with a distance falloff. The amount of damage scales as they charge up.
You can detonate an EMP at any point to release its pulse, damaging all vehicles in the vicinity. The pulse will first damage their shields and then spread to the components, causing malfunction in extreme cases.
As a specialized weapon, EMPs are only compatible with a selection of ships, such as the Aegis Sabre Raven, Aegis Vanguard Sentinel, Anvil Hawk, and RSI Scorpius Antares.
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Quantum Enforcement Devices (QEDs) have two usages. The RSI Mantis is currently the only vehicle able to pull ships out of quantum travel thanks to a specialized module called a Quantum Snare. The Mantis can maintain a 10-20km bubble around itself, pulling out every ship passing through it.
Quantum Dampening prevents the activation of quantum drives within a 2km range while active. It can be activated instantly, trapping unwary ships as long as they're within radius. This device is available on the Drake Cutlass Blue, RSI's Mantis and Scorpius Antares.
Weapons Types
Weapon types vary to suit different combat scenarios, ranging from melee scatterguns to mid-range repeaters or even the far-reaching Mass Drivers. Ballistic and Energy weapons also come in various types that have strengths and strategic uses. Weapons also come in various sizes, allowing you to properly equip your ship for its role.
Scatterguns
Scatterguns are the go-to choice for close-quarters combat, delivering massive damage to targets within their spread area.
Their effectiveness diminishes rapidly with distance as the pellets may not hit if you are too far, hindering your potential damage output.
Their ability to quickly bring down shields and hulls makes them formidable in tight dogfights.
Neutron
Neutron weapons are powerful energy weapons designed for devastating mid-to-short-range combat.
They deliver bursts of highly concentrated energy, capable of inflicting substantial damage to both shields and hulls. Neutron weapons typically have a slower projectile speed compared to other energy weapons, requiring pilots to anticipate enemy movements more carefully. Despite this, their high damage output makes them ideal for quickly taking down heavily armored opponents and creating openings in enemy defenses.
Neutron weapons are favored for their ability to deal significant damage in a relatively short timeframe, making them the preferred choice for aggressive combat styles.
Gatling
Gatling guns provide rapid-fire capabilities, unleashing a continuous stream of bullets. These weapons are perfect for close-to-mid-range combat, where maintaining sustained pressure on an enemy is crucial.
Gatling guns only use ballistic ammunition, meaning they have limited capacity and need to be rearmed after depletion. Their high rate of fire makes them effective at overwhelming shields and light armor.
Repeaters
Repeaters strike a balance between cannons and Gatling guns, offering a moderate rate of fire with reliable damage output. They come in both energy and ballistic variants, providing flexibility in terms of ammunition management and damage type.
Suitable for mid-range combat, repeaters are versatile and effective against a variety of targets. Their consistent firing rate allows pilots to maintain steady damage without sacrificing too much accuracy or firepower.
Cannons
Cannons are mainly designed for long-range engagement, delivering high-impact shots with precision. They are available in ballistic, energy, and distortion weapons categories.
These weapons deal significant damage per shot, making them ideal for taking out heavily armored targets from a distance.
Due to their slower firing rate, they require accurate aim but reward skilled pilots with devastating hits.
Tachyon
Tachyon cannons are specialized energy weapons known for their unique projectile behavior.
These Banu weapons fire high-velocity projectiles that travel at near-instantaneous speeds, making them excellent for long-range engagements. The primary advantage of Tachyon weapons is their ability to hit targets almost immediately after firing, reducing the chance of enemies dodging the shots. This makes them highly effective against fast-moving targets and in scenarios where precision is crucial.
Mass Drivers
Mass drivers employ railgun technology to deal high damage from a very long range. Their solid projectiles are capable of incredible penetration rates and are typically used against heavily armored ships.
These weapons consume a lot of energy and their ammunition is limited, so use them wisely.
Distortion
Available as scatterguns, repeaters, or cannons, distortion weapons help you non-lethally neutralize your target, allowing you to arrest dangerous criminals and bring them to justice — or simply steal their ship!
Missiles
Missiles are versatile and effective for engaging fast-moving targets. To maximize their use, fire them in bursts to overwhelm the enemy's countermeasures. Keep a mix of different types for flexibility.
Torpedoes
Torpedoes are usually used against large, heavily shielded targets such as capital ships.
Ensure you maintain a safe distance after launch, as torpedoes are slower and more susceptible to point-defense systems. Timing and positioning are crucial; keep flying in a straight line until the torpedo is far ahead of you, and only fire when the enemy is less likely to evade or counter, such as when they're focusing on other threats, or even unaware of your presence.
Bombs
Bombs are best utilized in atmospheric combat or against ground targets. They require precise aiming and timing since they are dropped rather than launched.
Approach the target at an optimal altitude and speed, release the bombs in a calculated sequence, and immediately maneuver away to avoid the blast radius.
Bombs are ideal for area denial or crippling stationary defenses, making them invaluable in planetary assaults.
Shop Locations
Finding the right weapons for your ship is crucial for outfitting your vessel to suit your combat needs. Learn where to purchase or acquire each type, from well-stocked space stations to specialized shops on planetary surfaces. Knowing where to find these armaments ensures you're always prepared for any encounter.
Here are the main four cities where you can find most shops.
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Simply approach a module you're interested in, and the User Interface will display its information and price. You can also browse the full shop's gear by using one of the terminals!
Combat Tips
Mastering the art of combat in Star Citizen involves more than just selecting the right weapons; it requires understanding how to effectively use them in various scenarios. This section provides essential tips and strategies for optimizing your weapon choices and enhancing your combat performance.
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Laser Cannon Efficiency: Laser cannons are great for dealing massive damage but have a slower fire rate. To optimize their use, switch to staggered mode. This makes the cannons fire alternately, enhancing your DPS and ensuring a more consistent damage output.
Energy Triangle Management: Use the energy management triangle shortcuts on your MDF to distribute power between weapons, shields, and engines based on the combat situation. Balancing these will ensure you're making the most of your ship's capabilities.
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Upgrade Components: Upgrade your power plant to increase your energy weapons' "ammunition" and speed up shield recharges. Enhanced power plants allow for sustained firing and better shield recovery during intense battles.
Shield Prioritization for Fighters: Fighters should prioritize a shield with a fast recharge rate over high hit points. Quick shield regeneration can be more beneficial in prolonged dogfights.
EMP Missile Defense: Missiles hit by an EMP will temporarily lose their tracking systems, providing a crucial window to evade or counter-attack.
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Component Damage Reduction: Components take reduced EM damage based on the power supplied to them at the time of impact. Inform your engineers to manage power distribution carefully during engagements to minimize damage if you have a large ship.
Quantum Snare Tracking: Engaging the Quantum Snare requires significant power and charge-up time, generating large amounts of heat. Use this to your advantage by tracking it on your radar and striking from a distance if you notice their red bubbles!
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Missile Types and Countermeasures:
Electromagnetic missiles are ideal for disabling vehicles by locking onto EM signatures from ballistic and electronic weapons or components. Counter with chaff to disrupt their lock-on.
Infrared missiles are effective against small-to-medium targets using IR signatures from heat and energy weapons. Drop flares to divert IR missiles.
Cross-section missiles are best for large vehicles, focusing on shape and size. These have a longer lock-on time and can't be countered by traditional measures, though dodging remains an option.
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Cargo Guide
Cargo gameplay in Star Citizen offers a thrilling and dynamic way to explore the universe while turning a profit. With vast distances and wide expanses of space between pockets of civilization, someone has to transport goods to where they need to be. This is where haulers come in; dedicated individuals who load up their ships with goods and ferry them across the stars to their final destinations.
Cargo ventures can be fraught with risks, including piracy and fluctuating commodity prices between pickup and delivery. However, with the right knowledge, tools, and ship, it can be a lucrative endeavor.
Below is a quick start guide to the Cargo career as of Alpha 3.23. We’ll also add to this page as additional aspects of the career come online in the future, including the exciting changes coming in Alpha 3.24, which will bring substantial improvements and even more depth and realism to your cargo adventures. And if you're looking for additional help in the 'verse, check out the Guide System to get paired with an experienced player who can help show you the ropes.
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The Greycat Pyro RYT Multi-Tool is a handheld gadget designed to handle a variety of tasks through interchangeable attachments (sold separately). The Multi-Tool, combined with the TruHold tractor-beam attachment, is essential for moving boxes and containers in the wilds, so ensure you're equipped with both before embarking on your adventures.
The Multi-Tool and tractor beam attachment can be purchased at various locations (including major landing zones and space stations) from vendors that offer mining equipment and personal weapons/armor, such as Cubby Blast and Shubin Interstellar.
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To get you started on this lucrative venture, you’ll need the initial funds to acquire a suitable ship, outfit it for cargo transport, and cover operational expenses. Keep in mind that you’ll also need funds for fuel, repairs, and upgrades.
The in-game currency, Alpha United Earth Credits (aUEC), is also essential for buying commodities that you can transport and sell for a profit. You can earn aUEC through various activities, including completing missions available on the mobiGlas.
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In the expansive universe of Star Citizen, a ship with ample storage space is essential. A ship's carrying capacity is denoted by its Standard Cargo Unit (SCU) value. This becomes even more crucial if you decide to begin your journey as a cargo hauler or commodity trader, as the more you can fit in your ship's hold, the bigger your potential earnings become.
While a specialized cargo ship with expanded SCU capacity focuses on maximizing profits, it’s equally important for players to pick the ship best suited to their career level, intended tasks, and playstyle. We've included a non-exhaustive list of suggested ships below for your various cargo needs.
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Robust and compact, the versatile Drake Cutter offers a good balance of cargo capacity and defensive capabilities. Its high hull strength makes it more resilient to damage than other starter ships, making it a solid choice for new Citizens taking their first steps into cargo ventures.
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The Aegis Avenger Titan is one of the best ships available for a new Citizen in the 'verse. A former Advocacy patrol ship with added cargo capacity, the Titan is an agile light-cargo hauler that can confidently handle itself in a skirmish.
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The MISC Hull is a series of dedicated cargo-hauling ships that provides countless options for every type of merchant, from the single-person Hull A to the super-massive Hull E bulk freighter.
The MISC Hull A has the highest cargo capacity in its class and is great for those just striking out into the galaxy on their own. Where the others trade cargo capacity for firepower or speed, the Hull A is 100% focused on transport!
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The Drake Cutlass Black is a highly versatile ship boasting substantial combat and cargo prowess. With a larger-than-average cargo hold and enough firepower to defend itself effectively, the agile Cutlass Black is a strong contender in a fight and a popular choice for a variety of freight missions.
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A mid-size multi-purpose starship built for cargo transport and delivery but packing enough versatility to tackle multiple roles and unpredictable jobs. The Crusader C1 Spirit's considerable cargo capacity and armament make it perfect for mid-range cargo delivery and courier tasks.
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The MISC Freelancer is a medium-sized long-range freighter preferred by many cargo haulers due to its versatility and defensive capabilities.
For those wanting to maximize profits, the Freelancer MAX variant sacrifices weaponry for increased cargo capacity (120 SCU) and an extra pair of main thrusters to help move larger payloads.
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While primarily designed as an exploration ship, the Drake Corsair's adaptability makes it a solid contender for cargo runs. Although the Corsair might not be the top choice for those aiming to maximize profits, it compensates for a somewhat modest storage capacity with high agility and strong defense.
A great choice for moving cargo between territories where adversaries might attempt to intercept ships and seize their valuable goods.
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The RSI Constellation Taurus, a dedicated freighter variant of the Constellation series, is specifically designed as a multi-crew cargo hauler. Robust and efficient, the Taurus is an excellent choice for large-scale transport or hauling operations.
The Taurus is equipped with features that not only maximize cargo capacity but also prioritize the safety and efficiency of cargo handling. Among these features is a safety ejection system, which can instantly eject cargo that poses a risk during transit. Additionally, the Taurus boasts a security hold reinforced with high-tech plating, adding an extra layer of protection for your cargo.
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Utilizing the patented Hercules military-grade spaceframe and expanding cargo capacity, while sacrificing barely any firepower, the Crusader C2 Hercules has become the cargo industry standard.
With an impressive capacity of 696 SCU and its substantial weapons loadout, the C2 Hercules outperforms any other ship in its class in terms of cargo hauling and can hit back hard if required. This colossal ship can also be operated by a single person, while its speed and prospective in-game profits contribute to its widespread preference among cargo haulers in the 'verse.
Commodities
Commodities are resources not meant for personal use but rather for processing or trading. As the primary goods citizens can buy and sell to turn a profit, commodities play a pivotal role in the in-game economy. Their value can fluctuate based on supply and demand, making it crucial to identify optimal trade routes and markets.
Note: In the 'verse, vice commodities refer to a category of goods that are often associated with illegal activities or are regulated by certain jurisdictions. The legality and availability of these commodities can vary depending on location.
Commodities
Commodities play a pivotal role in the in-game economy. These resources are not meant for personal use but rather for processing or trading. They are the primary goods Citizens buy and sell to turn a profit, making commodity trading the cornerstone of cargo gameplay. Their value can fluctuate based on supply and demand, making it crucial to identify optimal trade routes and markets.
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Most commodities can be bought or sold at kiosks in Trade & Development Division buildings (TDDs) at major landing zones, admin offices in space stations, and storage buildings at some surface outposts.
Commodities can also be acquired from mining and research facilities, hydroponics labs, cities, and space stations as well as certain illegal operations on planets and moons.
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Each locale stocks a limited selection of commodities and will have different demand levels for different goods. Pricing also differs per location, so it is worth keeping abreast of the economy to know where demand is highest for a particular type of commodity. To maximize earnings, buy low and sell high.
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Once a suitable ship is acquired and outfitted for a run, your next step is to determine your most profitable trade routes and commodities based on your ship's SCU capacity and preferred risk level. Trading high-value commodities can be very profitable, but it also comes with increased risks, such as piracy and market depreciation.
Some commodities popular with traders include laranite, beryl, diamond, gold, medical supplies, hephaestanite, and recycled material composite (RMC).
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It's now time to acquire the commodities you'll be trading. Purchase commodities from locations where they're cheap; mining outposts often sell raw materials at lower prices, while high-tech planets may offer advanced goods at a premium.
Head to the nearest trade kiosk relevant to your needs and interact with it by tapping 'F' while looking at it. Select your ship from the dropdown menu. Click on the Buy tab, select the commodity you want to purchase, and adjust the purchase quantity using the slider in the lower-right corner.
Tip: Avoid investing all your credits into a single commodity. Diversify your trades to mitigate risk and capitalize on varying market conditions.
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Once your ship is loaded with commodities, navigate to your chosen destination, preferably where your commodities are in high demand. Stay vigilant during the journey to avoid being attacked by other players. It might also be helpful to monitor the in-game global chat for any reported pirate sightings. Upon arrival, land near trading kiosks for efficient cargo handling and sell your cargo for profit. You must land legally in order to trade, as your ship will not appear in the kiosk if you don't.
Congratulations — you’re on your way to establishing yourself in this lucrative profession!
Tip: 'Creatively-acquired' cargo or vice commodities require unscrupulous buyers. Your best bet is to head to a "No Questions Asked" terminal, typically found in salvage/scrap yards to offload these 'sensitive goods.'
Johnny ignite foster ringworld
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Kray shoved his way through more Customs agents, Warriors, a couple Pilots who gathered to watch, and finally got to the Equipment room and the wreckage of the Gladius The World shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Horizon shall act as a political neutral zone where representatives can meet to resolve problems through discourse Cal shoved his way through more Gunners, Engineers, a couple Adventurers who gathered to watch, and finally got to the Medical bay and the wreckage of the Genesis The Coreless Planet's little sister lives near the outer edge of the system's so-called "red band".
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The addition of Instanced Hangars in Alpha 3.24 increases the availability of hangars in stations, and players can now spend as much time as needed in them preparing for their adventures without blocking other players.
Furthermore, each player will be offered a persistent Personal Hangar at their primary residence. This is a dedicated space that can be personalized with furniture, decorations, and items. The size of a player's Personal Hangar will be determined by their largest flyable ship. Personal Hangars will also be outfitted with ASOP terminals for easier retrieval of ships and ground vehicles, ship elevator platforms, storage access kiosks, and freight elevators.
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Alpha 3.24 is set to introduce significant enhancements to Cargo gameplay, including Storage Access and Freight Elevators. These will fundamentally change how players interact with cargo, items, and ships, ringing in the next phase of physicalized cargo.
The newfreight elevators will be located in player hangars and provide physical access to personal location inventories, replacing the previous method of pressing the inventory hotkey 'I.' This will allow players to transfer items to and from storage by hand (or tractor beam) and take complete control of loading and preparing their ships for their next grand endeavor. Ships will also now only support physicalized inventory, but a small personal inventory may be offered onboard some ships where players can store personal items for easy access.
Storage Access (previously known as Item Banks) will serve as a tangible interface for players to manage their FPS items within the location inventory. Multiple strategically placed kiosks across locations will facilitate this, allowing players to conveniently transfer belongings to and from their personal inventories, swap load-outs, and organize their personal weapons and equipment without needing to go to a hangar.
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Commodities will be purchased and sold in boxes, the sizes of which will vary based on location and ship size. This will add greater variety to trade routes and overall 'spice' to the cargo career. To tie in with the implementation of manual cargo stowage, purchased commodities will no longer be automatically and instantly loaded onto ships, adding a new layer of immersion and engagement.
These cargo boxes will instead be sent to player warehouses, requiring players to physically load them onto ships via freight elevators. Those who would prefer can utilize the automated cargo loading service at a cost of time and money. Although player ships will be briefly out of commission, they will return fully stocked, re-armed, and ready for immediate departure when the automated loading service is completed.
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Players will be given the opportunity to undertake hauling mission contracts that differ from free-form sandbox commodity trading. Instead of purchasing commodities using their own capital, players will transport substantial quantities of tracked goods across a realistic logistics network, visiting distribution centers, Lagrange points, gateway stations, low-earth orbit (LEO) stations, and landing zones.
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Mining & Refining Guide
The 'verse is filled to the brim with valuables buried just beneath the surface, from metals like Iron to fuel sources like Quantanium. Below you'll find some tips and tricks to get you started on cracking open some rocks, big or small, and finding the profits within.
And if you're looking for additional help in the 'verse, check out the Guide System to get paired with an experienced player who can help show you the ropes.
The Dust Must Flow
First, let's get equipped. The size of the job will determine the size of your tools, from hand tools to massive mining machines. Here's a quick look at each:
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Never leave home without a multi-tool. Equipped with the OreBit Mining Attachment, your trusty multi-tool is able to fracture and gather small ore deposits, such as Aphorite, Dolivine, or Hadanite. Often these deposits can be found in caves, on the surface of moons or planets, or your local prison facility.
Most weapon shops and general stores will carry a multi-tool, but your local refinery deck at any L1 station will have everything you need for all things mining.
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Need to fracture something a bit bigger? The next step upward from your multi-tool is a mining vehicle, which can be transported in a ship as small as a Cutlass. These dedicated mining machines are much stronger than a multi-tool and can both fracture much larger deposits as well as store more harvested ore to bring back to sell.
The current ground vehicle options for mining are from Greycat Industrial, offering both the single-seat ROC as well as the dual-seat ROC-DS.
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Looking for even larger prospects? Time to take to the skies with a mining ship! Single-seat options are available for a new mining enthusiast to level up their ore game, such as the MISC Prospector, but if you have a group, Argo's got your back with the MOLE. The mining lasers on these vessels are far more powerful than their ground-based counterparts, and can tackle deposits within large crags on planet surfaces or even asteroids scattered in space.
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Now that we've got our tools, let's get crackin'. First things first, we need to find some ore. If you're looking to mine by hand, you can scan a planet's surface in your ship to look for ore deposits. Switch to SCM mode (default binding is holding B) and tap the TAB key to send out a ping. This will show you points of interest within roughly a dozen kilometers, which can include ore veins for mining!
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Once a suitable deposit has been identified, let's bust it open. Prepare your mining laser (default Mouse 3 when in a vehicle and SCM mode) then aim at the deposit to begin a detailed scan. This will give you a meter on the right side of your UI that displays the target ore's current stability, as well as any other additional properties.
Activate the laser (default Mouse 1) and gradually increase the power to cause the ore to fracture. Aim for the green optimal zone, and hold the power level there. Once the zone fills completely, the deposit will fracture. Careful! If you give the ore too much power and overcharge it, it could explode, destroying the ore and potentially even your vehicle!
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Once fractured to a point that allows you to harvest, the highlight around the deposit will change from yellow to purple. Switch your laser to Gather mode (Mouse 3 in vehicles, B when using the multi-tool) to activate a low-power tractor beam, pulling in the valuables you've dug up. This will pull in everything you've mined, from the ore to inert materials, so keep an eye on your cargo capacity.
Salvage & Repair
Star Citizen Alpha 3.18 introduced an all-new career path: Salvage & Repair.
As part of this, all ships have been updated to support "soft death." This means that player ships won't always be fully destroyed upon death, leaving the hull salvageable. The gathered material can then be sold for profit or used to repair damaged vehicles.
Below is a quick start guide to the Salvage & Repair career as of Alpha 3.23. We'll also add to this page as additional aspects of the career come online in the future.
And if you're looking for additional help in the 'verse, check out the Guide System to get paired with an experienced player who can help show you the ropes.
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Looking to start your salvage career? Head to Dumper's Depot or Platinum Bay and pick up a Multi-Tool and the Cambio-Lite SRT attachment for the Greycat Multi-Tool.
This attachment can both fill Recycled Material Composite (RMC) canisters by scraping hulls and dispense RMC to help you repair hull damage on your ships.
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Thanks to a reinforced cargo bay and long-range jump drive, the Reclaimer is ideal for breaking apart deep-space wrecks.
Have a crew looking to salvage larger ships? The Aegis Reclaimer puts your team to work to scrape out big profits.
Components and Cargo
Why stop at the hull? Derelict ships can be stripped of their components, as well their cargo in their holds depending on the wreck. Check the cargo bays of your prospects before you leave, you never know what you might find!
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As of 3.19, components, weapons, and missiles can be removed from vehicles using your Pyro RYT Multi-Tool and a TruHold Tractor Beam Attachment. Be sure to unlock the vehicle's item ports using either the switch in the cockpit, or by binding it to a key.
Currently, all weapons up to size 5 and all components up to size 2 can be removed from vehicles as long as you have access to them, via a component bay on the interior or exterior of the vehicle. You can then attach these components to your own vehicles, or you can sell them at shops that accept them or to other players.
Hull Scraping and Repair
Hull Scraping and Repair is the bread and butter of any seasoned salvager. Both of these features go hand in hand, as the material you scrape off of derelict hulls can then be used to repair your own ships.
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Aboard a Vulture or Reclaimer? Activate Salvage Mode (default key 'M') or hop into a Salvage Turret and you'll see the HUD displayed. On the left and/or right side information on the salvage modules you have equipped will be displayed. It will showcase important parameters like the diameter of the beam and its current speed and efficiency. You can switch through the equipped modules with the right mouse button by default. Additional modules are available at Dumper's Depot, Platinum Bay, and other shops. We even have more options ready for you to customize within the key bindings settings.
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Once you've found an object to scrape, engage your beam with 'Mouse 1' by default. There are indicators at the bottom of the HUD which tell you how much much material is available under your scraper beam. The top of the HUD shows your current extraction rate and progress in filling an SCU container with RMC and additionally the remaining material of the targeted section. These containers are filled automatically as you scrape and eject into your cargo hold.
As you fill these containers, you might receive a warning on your HUD informing about an obstructed conveyer belt. Now, you'll have to move the commodity container off the cargo hold's conveyor belt with a tractor beam (or have a friend help you). You can also use the filler station in your hold to create RMC canisters, that can be used with your Multi-Tool equiped with the Cambio-Lite SRT attachment to use it for repairs.
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Once you've got SCU containers full of RMC, head to a commodity kiosk to sell them. These can be found at most landing zones and space stations. However, not all kiosks will purchase RMC, and don't forget to keep an eye on the price to make sure you're not getting a raw deal!
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If you created RMC canisters instead of filling your SCU containers and you've got your SRT Multi-Tool attachment handy, you can use RMC to repair your or a friend's hull damage. With your Multi-Tool, attachment, and filled RMC canister equipped, press the 'B' key to switch from salvage mode to repair mode.
You can significantly repair your hull but not fully. To fully restore your ship's hull, you'll need to take it to a landing pad or hangar that offers repair services.
RMC
Recycled Material Composite (RMC) is the commodity gathered while hull scraping. RMC is stored in commodities containers and can be sold at commodity kiosks for profit. On all salvage vessels like the Vulture, RMC can also be converted into the canisters used by salvage and repair hand tools. Empty canisters for the Multi-Tool that can be bought at dedicated shops can also be filled at commodity kiosks with RMC.
Structural Salvage
Structural Salvage was first introduced in Alpha 3.22 to further round out the salvage career. After you've finished hull scraping and gathering any valuables, components, or cargo off of the derelict you're salvaging, it's time to break the vehicle apart!
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To begin, make sure the target vehicle is fully powered off, then switch to Fracture/Disintegrate mode. On the Vulture, this can be done from the pilot seat (default keybind is 'Right Alt' + 'W'). The Reclaimer requires operation of its claw, which can be deployed using the seat to the right of the pilot.
Engage the fracturing field with 'Mouse 1' by default, and watch the vehicle crack into pieces! The Reclaimer can fracture any vehicle, while the Vulture is limited to vehicles the size of a Mercury Star Runner and smaller.
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After the hull has been successfully fractured, switch to Disintegration mode with default key 'M'. By pressing 'Mouse 1', you'll create a disintegration field around the pieces, eventually turning them into a fine dust. This commodity, called Construction Materials, is automatically is pulled into your ship and put into SCU containers in a similar fashion to RMC.
Construction Materials
Construction Materials is the commodity generated by disintegrating the hulls of vehicles using structural salvage. It can be sold at Trade and Development Division locations at major landing zones, along with scrapyards and Grim HEX. This commodity is stored in the same buffer as your RMC, so make sure to eject your RMC before you start the disintegration process.
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Join us for a discussion with the Mission Design team to gain some early intel about a new upcoming Global Event and explore the unique features of the Cargo Hauling missions coming in Alpha 3.24.
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Squadron 42 Monthly Report
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 07:03:2024
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 StarScript, cinematics, and narrative content.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Features)
Last month, AI Features supported AI Social in wrapping up their tasks for the usable system.
The ‘usable system’ describes how NPCs interact with machinery and other objects of the world. For example, an NPC running a janitor behavior will need to interact with several usables, such as a locker to equip a uniform, and cleaning equipment, like a mop and bucket. They will then need to move between spots and clean them, playing a mopping animation as they go. The usable system represents these different objects and has information about how NPCs use them, where they need to play animations to enter and exit the usable, and what custom logic to execute.
These systems often work with complex setups designed to implement complicated interactions for NPCs and, in some cases, the player too. Sometimes, a small change in one element of functionality can have a large knock-on effect on another use case. In addition, there are often specific situations that require specialized solutions. For example, usables often have complicated idle animations with specific pose requirements and should transition into an action or an exit animation at specific times.
AI (Tech)
June saw AI Tech fix several bugs related to NPCs using elevators. They also improved the functionality for usables scooching between different zones, such as transitioning between outside and inside elevator panels.
On the ship AI side, improvements were added to point-defense cannons that allows them to track and shoot missiles. They also made updates to allow NPCs to follow leaders in formation by utilizing a PID controller for matching leader speed and adjusting roll based on the leader and NPC ship orientation.
The team also worked on destructible-cover functionality. For each location, they had to determine whether destructible entities were part of the cover surface and register their destructible events. Based on those events, they can then regenerate the cover surface or adjust the locations’ height should it be required.
Bug fixing was also done for the AI and usable systems.
Animation
The Animation team continued to work on the look and feel of zero-g, including making it feel smoother and more exciting. They also worked on several player interaction animations, scenes for chapter one, and delivered final assets for the several chapters. Improvements were done on clothing usage for the player and NPCs too.
The team are currently progressing with cover-hit reactions, cover and stair usage, locomotion blending into useables, and more.
Regarding motion capture, a number of pick-ups were captured to smooth out various scenes. They also captured a few actions needed for one of the main life areas and made improvements to combat reloads.
For facial animation, the team continued to burndown chapter work and polish the final facial animations for several levels.
Gameplay Story
The Gameplay Story team continued a high production rate throughout June, adding extra audio and facial data to complete the last scene in one of the chapters.
They progressed through feedback and polish tasks, which involved improving the head and look-at in five different scenes, updating two start idles, a lighting fix, and polishing character finger movements.
They also delivered four new scenes, beginning with two characters walking down a staircase, around a corner, and through a bulkhead door. The second features six characters moving from a hangar to a brig via a cargo elevator, while the third features two individuals asking the player for help. The final scene has two characters working together on a unique engineering project.
Chapter 12 also received substantial updates. This involved adding an idle between major parts of one scene, using new mo-cap to improve navigation across a damaged environment, and using new p-cap to overhaul the introduction of another section.
Graphics & VFX Programming
Last month, the stability, performance, and memory usage of Vulkan continued to improve and is now much closer to being the default choice for SQ42 and the PU. The team have also been in contact with AMD, Nvidia, and Intel to diagnose and fix various driver issues.
The Global Illumination team worked across a variety of areas. For example, they improved radiance cache resolution, made stability improvements, and optimized various areas with Fidelity FX. They also provided rough-specular support, improved motion-and-depth-complexity handling for the screen-space light cache, and updated the cascaded light grid to allow for a greater range of global illumination.
Gas-cloud color-processing volumes were added to allow the artists to vary the appearance of large gas clouds as players traverse them.
Support for fire hazards continued, which involved adding directionality to the generalized burn and dirt shader effect for entities. This allows localized burning, such as on one side of a door. Visual improvements were also added to creatures, such as the ability to spawn decals from GPU particles.
Narrative
The Narrative team is nearly finished with the first pass of all the Galactapedia entries and have been taking a closer look at how the entries are triggered alongside the overall player experience. On the text front, the team swept through the various objectives across each level to make sure they provided succinct and clear guidance and accommodated any character limits.
Playthroughs with other teams continued as more of the content captured at the end of last year was implemented. As the levels solidify, slight adjustments are made, which sometimes require tweaks to the dialogue to accommodate, so scripts have been adjusted to reflect the updated flow.
Narrative also worked alongside the Audio team to add more ally and enemy voicepacks. These are now going through testing and validation.
Tech Animation
The Technical Animation team continued to invest in a wide range of tasks, facilitating improvements across both projects.
For example, work progressed on the ‘Put On, Take Off’ initiative, which is close to completion. These animations will soon be integrated into the game and will significantly enhance the realism of character interactions and provide a more engaging player experience.
Enhancements were also made to the Character Customizer, including the successful integration of new heads. This enhancement will offer players more variety and customization options, further enriching personalization.
“Our ongoing collaboration with the SST and Cinematics departments remains strong. The focus on ensuring the technical implementation of animations and scene content is of the highest quality is unwavering. This synergy is crucial in maintaining the seamless integration of animations and ensuring a top-tier visual experience for our audience. The achievements of the Technical Animation team this past month are a testament to their hard work and dedication. As we move forward, we are confident that we will continue to reach new heights and deliver exceptional content for our players.” Tech Animation Team
VFX
The VFX team supported Cinematics with major scenes across the campaign, finalizing particles, explosions, background weapon fire and timing, and destruction simulations. They’re currently working closely with other teams on improving environments, weapons, and vehicles to support the narrative and gameplay.
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This article originally appeared in Jump Point 7.12.
Aegis Dynamics Vulcan
INITIAL DEVELOPMENT
Like many Aegis Dynamics spacecraft, the Vulcan support ship has a long and storied history that stretches back several centuries to the height of the Messer era. In 2590, innovations in fuel refinement allowed ships to spend longer on the drift, so the UEEN requested proposals for a medium-sized support spacecraft with the flexibility to conduct both refueling and rearming operations. Given the military contracting process at the time, it was a foregone conclusion that Aegis would be awarded the project. Nevertheless, the Vulcan team opted to go beyond the military specification and develop what they referred to as a true ‘three R’ spacecraft: one capable of rearming, refueling, and repairing. Aegis’ designers reasoned that if they could deliver a ship capable of supporting smaller fighters and bombers (rapidly becoming a more important aspect of naval doctrine), they would have a chance at building something instrumental to the UEEN’s arsenal longer term.
Early prototypes would be completely different spacecraft compared to the models released three and a half centuries later. Early Vulcans lacked the BARD drones of the modern version, meaning that each of the three main processes had to be accomplished manually in a considerably more dangerous way. After a series of early accidents destroyed several Vulcans, engineers developed a process by which munitions were kept inert and then activated by remote once loaded. Early refueling using the Vulcan platform was a more difficult proposition. Spacecraft were required to maneuver extremely close and connect via external probe for the duration of fueling. Unlike with munitions, there was no option to make quantum fuel inert; crews were keenly aware of the increased danger during refueling. In ideal situations, refueling was done at a full stop. However, this was often not possible under combat conditions, earning Vulcan crews the genuine respect of fighter and bomber squads. However, repair was a comparatively simple process, with the ship’s rear compartment allowing the storage of repair tools and supplies that could be easily accessed by crewmen in external maneuvering suits.
As was common of support spacecraft at the time, the early Vulcans were completely unarmed and featured limited armor. As advances in process and military strategy improved over the decades, the Vulcan’s defensive capabilities would be reworked significantly.
The resulting ship, formally launched in 2594, impressed the UEEN on its formal review, prompting them to order nearly four times the number stated in the original proposal. As the ship found its place in active service, Aegis prioritized future development to keep it from becoming obsolete. Changes to the Vulcan platform happened rapidly as the company adapted to battlefield reports and worked to integrate the latest technology. Within a decade, the simple but dangerous ‘workshop’ concept for repair operations had been replaced with a formalized process using manipulator arms, while training for in-flight refueling had improved and significantly reduced casualties. Changes to all three of the Vulcan’s processes would occur regularly, supported by Aegis at every turn. The modern Vulcan took shape in 2895 with the adoption of Saga Datasystems BARD drones that standardized the ship’s support functions and significantly reduced danger. By using the soon-to-be industry standard drones instead of developing their own, the overall cost-per-unit of the Vulcan was reduced and Aegis entered into a strategically important relationship with an up-and-coming technology company.
THE VULCAN AT WAR
The Vulcan was first bloodied in 2603 during the early battles of the Second Tevarin War. By the start of the conflict, the spacecraft had been part of the UEEN inventory for almost ten years. There it had proven its worth in peacetime, supporting and expanding the range of convoys and patrols. Its first combat missions, however, did not go well. Tevarin forces quickly realized that they could reduce UEE effectiveness by targeting the slow and under-defended support ships. For the first six months of the war, Vulcan losses were significantly heavier than anticipated and a number of strike missions failed when returning bombers were unable to refuel and were destroyed by Tevarin fighters. These problems were solved by both manufacturing and doctrinal changes. Aegis developed a battlefield upgrade for early Vulcans that improved armor and added a defensive turret; changes that would speak to the eventual rework of the ship. The military itself adapted the ship’s role by operating Vulcans in groups of three: one for repair, one for rearming, and one for refueling. These trios were then assigned escort fighters, defending the ships when they came under attack and using their services in downtime.
The Vulcan saw no such problems when first pitted against the Vanduul. In early battles, the Vanduul seemed to have limited interest in targeting support ships at all, instead focusing on engaging fighters and taking others as scrap or prizes. Continued advances to the platform allowed the ships that first battled the Vanduul to be much more effective, both at their core roles and in defending themselves. With drones improving the ‘three Rs’, Vulcans were pressed into service in greater numbers than ever before, both in their traditional roles and as fleet support, with multiple Vulcans often assigned to closely follow destroyers and cruiser squadrons. In recent years, the UEEN has taken to deploying what they refer to as ‘ranged strike groups’ in an attempt to relieve pressure from the Vanduul. These strike groups consist of base-launched fighters and bombers supported by modern Vulcans to significantly extend their range and striking power, allowing them to deploy into enemy held territory to conduct raids. The strategy was developed around the idea of responding in kind to Vanduul anti-commerce raids and seems to be proving effective.
THE VULCAN AT PEACE
The Vulcan expanded beyond its original military role quickly due to the simplicity of the original design. Without military-grade weapons or advanced technologies like drones, the UEE saw little reason in preventing the sale of the design to corporate and private users. This gave the Vulcan its second life as a civilian support ship. Initial marketing was aimed at large corporations operating their own convoys that required support ships to operate safely. Aegis sold civilianized Vulcans in great numbers and, within five years, the design was a staple of well-trodden trade routes.
What Aegis could not have predicted was the ship’s ensuing popularity with so-called ‘wayfarers’. Initially started as an alliance between three hobbyist flying clubs in the late 29th century, wayfarer groups had become a kind of all-for-one do-gooder’s organization supporting independent spacecraft owners. The Vulcan provided exactly what they had been lacking: a uniform flagship capable of providing the kind of assistance they had previously been doggedly adapting civilian spacecraft to offer. Today, you can find these versatile and durable ships in most systems, whether they’re attached to companies, orgs, or as independent service providers.
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Happy Monday, everyone!
Alpha 3.24 Evocati testing is underway, and we’re making significant strides toward the highly-anticipated Cargo-themed patch. The team is working tirelessly and iterating on early feedback to ensure that the upcoming update is as robust as possible and we hope to open up to more waves soon.
Last week, Inside Star Citizen broke down our recent Server Meshing tests, covering the recent milestones in development. We also saw the return of the Jumptown Global Event; you have until Wednesday to test the waters and answer the age-old question, “Jumptown safe?” And, in case you missed it, we unveiled our collaboration with MTSIM on a special Star Citizen-branded flight chair series. Themed after RSI, Anvil, and Mirai, these chairs are available now.
July is shaping up to be another happening month as we gear up for Foundation Festival 2954, which commences this Friday. This event is a celebration of the truly welcoming and inclusive nature of our community, where experienced players enriched with knowledge and insights from their past adventures are always ready to share their wisdom with newcomers. Whether you’re a seasoned veteran or just starting out in the ’verse, Foundation Festival offers something for everyone, so get ready for the upcoming festivities!
Now, let's see what's going on this week
This Tuesday, the Narrative team brings us a new lore offering with Whitley’s Guide - Aegis Vulcan. Discover how the Vulture evolved from an unarmed and lightly armored Navy support craft into the ship it is today.
Wednesday, we will see the latest Roadmap Update accompanied by its complementary Roadmap Roundup, so be sure to check that out for a glimpse of what’s coming down the road. We’ll also be reposting last week’s Squadron 42 Monthly Report newsletter as a comm-link.
Thursday’s Inside Star Citizen will have devs from the Mission Design team discussing the new Cargo-specific missions and Blockade Runner Global Event coming in Alpha 3.24.
On Friday, Star Citizen Live is a Q&A episode with the Mission Design team following up on the Star Citizen: Making Missions II episode and this week’s Inside Star Citizen. Due to scheduling this week, the episode will be recorded earlier but will air on Twitch at its usual time at 15:00 UTC / 8 am Pacific.You’ll also find our weekly RSI Newsletter in your inbox.
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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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.
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…
Tune in today for an update from members of our Core Technology Group as they discuss their latest milestones in our Server Meshing technology and delve into the recent tests and developments paving the way to Alpha 4.0!
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PU Monthly Report
Welcome to June’s PU Monthly Report! Many teams progressed with their final tasks toward Alpha 3.24, while others are forging ahead with work on exciting features and content for Alpha 4.0 (and in some cases beyond). Read on for all the details, and we’ll see you again this time next month.
AI (Features)
June saw AI Features improving the behaviors of grouped NPCS for a more consistent combat experience. To do this, they added an object representing the group that shares perception information about targets at the appropriate time. This allows the designers to tailor combat experiences to the specific demands of the mission by deciding who is and isn’t drawn into combat when it starts. It also allows them to ‘cheat’ a behavior for situations where communication between group members would be expected, e.g. via radio, preventing NPCs from doing a full first reaction when they would already know about the fight.
This is the first implementation of the system and the team will be playtesting and balancing it to make sure it presents a realistic but understandable challenge. Without the behavior, perception and entering combat would be more haphazard and not work well across the wide range of level and mission scenarios.
AI (Game Intelligence Development Tools)
June saw the creation of a new team within the AI group, Game Intelligence Development Tools (GIDT).
One of the team’s objectives is to focus on evaluating and improving tools and processes. For example, they’re currently working with AI Tech to improve the Apollo Subsumption editor with improved UX. Following a successful prototype, the team are currently implementing some of the features directly in-engine. This new visual paradigm is known as Apollo StarScript.
Other improvements include a new tool that enables the devs to group or ungroup task functions automatically, allowing them to easily add comments and visualize them when collapsed or expanded.
Another upcoming objective is to implement different service solutions for long-term AI functionalities, including the Quantum simulation, the Battle System, and the Commentator model.
AI (Tech)
June saw AI Tech optimizing parts of the Vision system used by NPCs, which involved moving parts of NPC-visibility-check computation to the client. This will help when there are multiple players on the same server, giving improvements to reaction time and frame rate.
They’re also investigating better ways to synchronize AI data between servers and clients in preparation for Server Meshing, which will allow for smoother transitions by keeping the same context when NPCs move from one server to another. As a test, they serialized more data into AI components, like path and movement requests.
On the ship AI side, functionality was added to point-defense cannons that allows them to track and shoot missiles. Improvements were also made to NPCs following leaders in formation by utilizing a PID controller for matching leader speed and adjusting roll based on the leader and NPC ship orientation.
Alongside this, the AI Tools team began unifying functionality and fixed bugs in preparation for the Apollo UI redesign.
Animation
The Animation team continued to fix technical issues with the kopion, animate assets, and create new animations for numerous creatures.
Art (Characters)
In June, the Character Art team progressed with three specialist armors, finalized the update to the utility armor, and supported requests for the Character Customizer. Art debt for looting items was worked on too.
The Character Concept Art team continued exploring designs for utility armors and completed handoff sheets for specialist armors, while the Hair team kicked off new beards and hairstyles.
Art (Ships)
Last month, the Ships team progressed with the RSI Polaris, getting close to finishing the interior for the greybox review. The exterior is heading toward final content, with the parallax occlusion mapping (POM) and lighting being completed. The RSI Zeus Mk II is also approaching its final content review.
Seven unannounced vehicles were worked on too. Four are approaching the whitebox review stage, two are heading toward greybox review, and the last is nearly finished.
Community
The Community team kicked off the month with May’s PU Monthly Report, alongside the Drake Ironclad Q&A.
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The Community team is currently preparing for the Alpha 3.24 release as well as the upcoming Foundation Festival and Ship Showdown events.
The Bar Citizen World Tour continued, with team members visiting local events to meet with the community and share new loot, including the new Hui’a Puzzle.
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The team also spent time with the vibrant community in Asia, where we recently had the pleasure of attending two unforgettable events. First, our team traveled to Taipei for an incredibly immersive Bar Citizen (the decor was awesome!). There, we were treated to a handful of excellent presentations, including a live demonstration and tutorial by Morphologis, a racing tournaments that had us all on the edge of our seats (and screaming at the top of our lungs), and even some lively singalongs of pirate shanties courtesy of Drake Interplanetary.
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Then, last Saturday, we had the privilege of connecting with our community in Shenzhen, China, at their largest gathering yet (over 2,000 attendees!). We participated in a lively Q&A session, enjoyed a variety of tournaments, giveaways, cosplay, and much more. Events like these, especially on the opposite side of the globe, serve as a powerful reminder of the diversity and global reach of our community. What's most inspiring is that our shared passion for the universe we are building transcends all language and cultural barriers – whether you're in Shenzhen, France, Antarctica (you never know) or anywhere else on the planet, a Bar Citizen event always feels like home among like-minded pilots.
“We kicked off another year of Bar Citizen events around the globe. As always, you all showed up in spades! It was wonderful meeting each and every one of you, hosting trivia challenges, enjoying good drinks, and great company. We can't wait to see you all again at upcoming events during PAX, TwitchCon, Gamescom, and more! So, if you're nearby, come on down and get your hands on an exclusive Hui'a! We would also like to say thank you to everyone supporting the development of Star Citizen and our recent updates, Tech Preview, and other PTU tests. We are committed to delivering a world-class game, for a world-class community, and your feedback is instrumentally important to us!” - Community Team
With CitizenCon 2954 less than four months away, the team is working hard to deliver the most packed and exciting event to date. The CitizenCon Cosplay Contest is also back, with the team planning to share more details closer to the event.
Core Gameplay
For Maelstrom, the development stream was recently published to the main internal branch. This provides a fresh set of features, such as a new unified-mesh-format grid with OC support per Maelstrom node for large vehicle destruction. It also provides tools to link gameplay events with destruction sequences, such as shatter, break, and integrity changes.
The unified mesh format brings numerous improvements to the Vulkan pipeline and internal code coverage alongside a flexible pipeline to bake supplementary data required for Maelstrom destruction. The ability to link internal Maelstrom sequences to game logic advances the devs' ability to easily build complex destruction sequences. Further development will bring Maelstrom destruction entities past the existing legacy destruction and harden the existing pipeline.
Following a full task breakdown, implementation of the transit refactor began. This included setting up basic component and entity classes for destinations, gateways, and gateway peripherals. A new DebugGUI transport-network visualizer was created to assist the initial set up and inform Design of the setup of each transport network. The transit engineers also continued supporting the upcoming Alpha 3.24 release.
For Radar & Scanning, work was completed to allow FPS ping to be used from certain seats - the first being in vehicles that lack their own radar. Alongside this, the team resolved several issues when using an FPS radar within vehicle zones to detect things outside. Work continued on the highlighting effect caused by FPS ping, with the devs now able to apply different colors for different factors, such as hostility. Several other parameters were added to the highlight effect to allow the finetuning of visuals, including fade, timeout, occlusions, fill, and outline.
Support began for new vehicle brackets, including nameplate and distance, and parameters were added to control when and how they should show in different states, such as targeted and pinned. The removal of Scan Operator Mode started too, which will be replaced with ADS Scanning.
The team submitted the framework for a system that will allow Design to begin tagging which scan-producers specific radars run. For example, medical scanners may see health information, while police scanners can detect contraband. An improvement was made to the radar system, allowing faster scan speeds while maintaining performance. Support continued for radar with the Room Query System that allows the occlusion of people behind locked doors.
Finally for Radar & Scanning, a new mechanic was implemented - Delta Signatures. This mechanic has vehicles emit signatures when certain actions are performed, such as ping activation, the activation of quantum boost, and the changing of Master Modes. UI to notify players when they detect a delta signature was implemented too.
For Arena Commander, the team focused on the new frontend style, the FPS horde mode, and backend support.
The implementation of the frontend restyle is nearly complete, with the majority now utilizing the new style and art direction. Several feature requests were sent to the Service teams after review, including a way to query game module and mode population and additional information for friends lists, such as the game mode and map.
For the FPS horde mode, the team implemented the Subsumption mission alongside a way to define spawn wave data. Design will soon begin reviewing the map and marking it up for AI ahead of the spawn-closet engineers becoming available post-Alpha 3.24.
A playtest was conducted on an EVA-only map, Gundo. Due to limitations with the location causing balance concerns, this map will not be released and will instead be used for rapid in-situ developer iteration of the EVA system.
Finally, the team began improving how badges are defined in the game code. This is due to limitations of the system as more teams utilize it. Improvements include giving designers more control over badges and their information by moving what was previously hardcoded to DataForge as well as adding several quality-of-life improvements for developers.
Economy
The Economy team progressed with tasks for Pyro, including setting up the shops and sorting out any related issues.
They also continued implementing the effort-vs-reward algorithm so that mission rewards are balanced according to the risk and time invested by the player. Support was provided for the coming changes to cargo and cargo missions too.
As mentioned in last month’s report, the team worked to rebalance the prices for entire sets of items, including vehicle components (power plants, coolers, shields, quantum drives, weapons, etc.), FPS weapon attachments, ammunition, consumables, and commodities.
The team’s ongoing work involves a new economy for quantum and hydrogen fuel to ensure that refueling isn’t a chore while maintaining the narrative feel of a large universe with unique economies spread across different star systems.
They’re also creating player profiles to better understand how different careers gain and use resources.
Graphics, VFX Programming & Planet Tech
Last month, the stability, performance, and memory usage of Vulkan continued to improve and is now much closer to being the default choice for Star Citizen. The team have also been in contact with AMD, Nvidia, and Intel to diagnose and fix various driver issues.
The Global Illumination team worked across a variety of areas. For example, they improved radiance cache resolution, made stability improvements, and optimized various areas with Fidelity FX. They also provided rough-specular support, improved motion-and-depth-complexity handling for the screen-space light cache, and updated the cascaded light grid to allow for a greater range of global illumination.
Gas-cloud color-processing volumes were added to allow the artists to vary the appearance of large gas clouds as players traverse them. The team also made the first pass at hooking up the required VFX to jump points alongside a new shader for the tunnel and a bespoke lighting and shadowing solution for ships inside it.
Support for fire hazards continued, which involved adding directionality to the generalized burn and dirt shader effect for entities. This allows localized burning, such as on one side of a door. Visual improvements were also added to creatures, such as the ability to spawn decals from GPU particles.
A new managed-entity-region system was designed and entered development. The goal of this is to manage the lifetime of the many procedurally spawned entities, such as creatures and mineable rocks. This is critical to the introduction of persistent entities, server recovery, and server meshing, as these systems require very strict and careful management of entity lifetimes.
GPU terrain generation was implemented as a stepping stone to the team’s plans for fully GPU-generated virtualized terrain, which will be utilized in Planet Tech v5.
Finally, an efficient query mechanism is being designed and added to planets. This will be used by the new location-scatter tool that will help populate planets for Star Citizen 1.0.
In-Game Branding
The In-Game Branding team made significant progress across various projects throughout June, including new navigational signage for Pyro and graffiti for Ruin Station. They also started work on a new location alongside the Landing Zone team.
Interactables
June saw the Interactables team finishing off liquid containers, which will be used in the upcoming Blockade Runner missions. Hazardous containers were worked on too, with the team taking all sizes to final following destructibility tests.
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Lighting
The Lighting team focused on work for Alpha 4.0, including tasks for the new acidic cave archetype, Pyro station modules, and outpost locations.
They’re currently dialing in the atmospheres for all of Pyro’s planets and moons to give each a unique look and feel.
Locations
The Landing Zone team spent part of the month fixing bugs for cargo alongside adding to the variety of modules available for Pyro’s stations.
Alongside this, the Organics team progressed with asset creation for new biomes that will go on new planets in the future. They also closed out the acidic cave archetype.
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Narrative
One of the Narrative team’s bigger focuses in June was their continued support of the upcoming cargo gameplay, which included writing new mission text. The team also dedicated time toward Star Citizen 1.0, diving deeper into the new content that patch will bring. Part of this will fall onto Narrative Design, who further expand the presence of Social AI in the universe.
Additionally, Narrative began building out the lore and mission text for a future large-scale event mission. They also provided the Branding team with several company bios that will be used to flesh out style guides.
“This month also saw another edition of Loremakers: Community Questions go live, so be sure to check it out and then add your own questions to the Narrative Team Ask A Dev Spectrum page for a chance to have your question answered next time.” Narrative Team
The team also published a fresh batch of Galactapedia entries alongside a story of Banu Divestment in honor of Alien Week.
Online Technology
In June, the Online Services team worked toward completing the Social Services backend overhaul. This will boost the performance and scalability of social functionalities, including chat, friends, and groups, and will enable the service to support a higher volume of concurrent users and requests. Additionally, it will simplify the integration of new features. For example, making things like creating and joining a party from within the Spectrum web portal possible.
The team also integrated a new version of Easy Anti-Cheat and will soon begin testing for false positives as well as testing the boot check feature on a limited sample size.
Furthermore, the team progressed with potential features for Alpha 4.0. This included significant overhauls to the mission and marker systems as well as the development of the player-trade functionality, which align with the overarching objective of achieving Server Meshing.
The Networking team continued to work toward the first version of Server Meshing. This included testing various configurations for the mesh and the underlying cloud infrastructure while capturing critical performance information to help finetune and target bottlenecks.
Tech Art/Animation
The Technical Animation team continued to invest in a wide range of long-term tasks, facilitating improvements across both projects.
For example, work progressed on the ‘Put On, Take Off’ initiative, which is close to completion. These animations will soon be integrated into the game and will significantly enhance the realism of character interactions and provide a more engaging player experience. Several creatures for Alpha 4.0 were finalized too.
Enhancements were also made to the Character Customizer, including the successful integration of new heads. This enhancement will offer players more variety and customization options, further enriching personalization.
“Our ongoing collaboration with the SST and Cinematics departments remains strong. The focus on ensuring the technical implementation of animations and scene content is of the highest quality is unwavering. This synergy is crucial in maintaining the seamless integration of animations and ensuring a top-tier visual experience for our audience. The achievements of the Technical Animation team this past month are a testament to their hard work and dedication. As we move forward, we are confident that we will continue to reach new heights and deliver exceptional content for our players.” Tech Animation Team
VFX
Last month, the VFX team supported teams on deliverables planned for Alpha 3.24 and 4.0, including the RSI Zeus Mk II.
VFX also supported Locations on new biome archetypes, including acidic caves, alongside new modules for Pyro.
Finally, VFX progressed with tasks for several upcoming features, such as fire hazards, the resource network, and Pyro.
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Subscriber Promotions
There’s a lot going on this July, with the Jumptown drug labs starting up again, Foundation Festival kicking off, and the beginning of everyone’s favorite vehicular face-off, Ship Showdown. If you need a breather, head out in the latest Ship of the Month and spend some quality time alone, ripping wrecks and getting paid for the pleasure. This month’s Flair takes inspiration from the lawless system of Pyro.
RRS Sunspike Combat Knife
Protect yourself from the dangers of lawless systems, or the wilds of your own backyard with this trusty blade.
Current Centurion-level Subscribers get this item as part of their subscriptions. This flair item is temporarily delayed and will be available in an upcoming patch.
Drake Corsair - Dying Star Paint
Originally commissioned in 2943 to celebrate the 450th anniversary of Pyro's discovery, the Dying Star livery has been modified from its original form with the addition of graffiti.
Current Imperator-level Subscribers get this item and the above Centurion-level itemas part of their subscriptions.
Drake Vulture - Dying Star Paint
Originally commissioned in 2943 to celebrate the 450th anniversary of Pyro's discovery, the Dying Star livery has been modified from its original form with the addition of graffiti.
This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store.
Drake Vulture: Answer no one, cut out the middleman, and throw caution to the wind. Rip wrecks like a pro and carve out your own place in the ever-expanding universe with this rough and rugged salvage machine.
Imperator Subscribers: Drake Corsair & Drake Vulture (with 24-month insurance)
Drake Corsair: Heed the call of uncharted space and harness the spirit of exploration with the Corsair, a worthy companion that supports you in battle, discovery, and delivery, wherever the winds of adventure steer you.
Drake Vulture: Answer no one, cut out the middleman, and throw caution to the wind. Rip wrecks like a pro and carve out your own place in the ever-expanding universe with this rough and rugged salvage machine.
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SUBSCRIBER
MERCHANDISE DISCOUNT
Two continuous discount levels are available to all Subscribers in the Merch Store. Centurion Subscribers receive a 10% off discount, while Imperator Subscribers receive 15% off. Take advantage of this perk and peruse the selection of available merchandise including jackets, hoodies, shirts, mugs, hats, mousepads, posters, stickers, and more. Check out the now.
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SUBSCRIBER STORE
All previous flair items going back to 2014 are available to pledge in the Subscriber Store. You can fill in any gaps, pick up store-only items, or grab extras to gift to non-Subscribers from the My Hangar section of your RSI profile.
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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Hello everyone, xē'suelen
We hope you're having a stellar start to your week! On our side, the team is focused on Star Citizen Alpha 3.24 and beyond, recently completing a short playtest with our Evocati test group to collect early feedback. We'll spin up more playtests soon, so keep a close eye on Spectrum for updates. We're looking forward to opening up Alpha 3.24 to more testers, so that all of you can dive in and explore new features such as personal and instanced hangars, cargo-hauling missions, freight elevators, storage access, and more!
Looking back at last week, Inside Star Citizen provided insights into how the Level Design team blends gameplay elements with environments to create cohesive experiences. If you want to learn more, make sure to give it a watch!
For lore lovers like me, the Narrative team published loads of exciting new details in their latest Galactapedia update. Energy shields, scanners, cryopods, and the Krēl system just to name a few!
Lastly, we'd like to shine a bright spotlight on our vibrant community in Asia, where we recently had the pleasure of attending two unforgettable events. First, our team traveled to Taipei for an incredibly immersive Bar Citizen (the decor was awesome!). There, we were treated to a handful of excellent presentations, including a live demonstration and tutorial by Morphologis, a racing tournaments that had us all on the edge of our seats (and screaming at the top of our lungs), and even some lively singalongs of pirate shanties courtesy of Drake Interplanetary.
Then, last Saturday, we had the privilege of connecting with our community in Shenzhen, China, at their largest gathering yet (over 2,000 attendees!). We participated in a lively Q&A session, enjoyed a variety of tournaments, giveaways, cosplay, and much more. Events like these, especially on the opposite side of the globe, serve as a powerful reminder of the diversity and global reach of our community. What's most inspiring is that our shared passion for the universe we are building transcends all language and cultural barriers – whether you're in Shenzhen, France, Antarctica (you never know) or anywhere else on the planet, a Bar Citizen event always feels like home among like-minded pilots.
Keep a close eye on our social media channels - now that we're back home, we're going to start sharing loads of pictures and videos from both events soon!
Now, let's see what's going on this week:
Today, we are thrilled to announce our newest collaboration with MTSIM on their exciting Flight Sim Chair project. Fans of RSI, Anvil, and Mirai will find today's announcement particularly exciting. Be sure to visit the official page to explore the chairs, their features, and more details!
Tuesday, return to Stanton's secret drug labs with Jumptown: pillage and plunder! Subscribers will also receive July's updates in both comm-link and newsletter forms.
Wednesday brings development updates, with June's Monthly Reports for Star Citizen (Comm-Link) and Squadron 42 (Newsletter).
This Thursday,Star Citizen Live invites the UK Networking team to discuss all those big Tech Preview tests from the last eight months, including how they went, what they learned, and how they're moving forward on our journey to Alpha 4.0. It's Dev Diary: Server Meshing!
On Friday's Star Citizen Live, Jorrit and Nick return to play the new cargo mission they created on last week's show. Don't forget to submit your questions for consideration on the Spectrum thread. The show starts at 8 am Pacific / 15:00 UTC on Twitch. You'll also find our weekly RSI Newsletter in your inbox.
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
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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.
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ArcCorp (Stanton III) is a Super-Earth owned and terraformed by the ArcCorp corporation. In just 80 years, all of the terrain was sculpted, zoned, and built upon, leaving very little left for nature. SuBSynK captured the vibes of the city!
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…