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Happy Monday, everyone!
Alpha 3.24.2 is now with our Wave 1 testers, and we want to give a massive thank you for all the feedback so far! We’ve made a bunch of tweaks during the PTU cycle and have been keeping a close eye on everything you’re sending our way, so keep it coming! The team’s hard at work on improving stability and getting ready to open to more waves soon.
On the Alpha 4.0 front, the team is making solid progress, and is looking forward to releasing to Evocati - more news on that later. New frontiers await in Pyro, and we can’t wait to take the jump with you!
CitizenCon is just 13 sleeps away, and the team could not be more excited to see you all in Manchester! Connecting with the community in person is something our team looks forward to every year, and with this year's event being hosted just down the street from our largest studio, there will be no shortage of CIG in attendance. For those hunting for more info, stay tuned – we’ll be releasing the full presentation schedule and details very soon! And for those traveling from afar, here’s a tip: don’t wait until the night before to pack! Don't be like me! Either way, we’ll see you there!
Now, let's see what's going on this week
This Tuesday, the Narrative team has the latest Whitley's Guide, first appearing in an issue of Jump Point. Despite safety issues with the original design, the Idris evolved into the Navy's most famous frigate and became highly sought after on the civilian market.
Wednesday we'll have last week's Squadron 42 Monthly Report posted as a Comm-Link.
Friday will see the weekly RSI Newsletter directly delivered to your inbox. As a reminder, our weekly shows, Inside Star Citizen and Star Citizen Live, are on a brief hiatus as our teams ramp up preparations for CitizenCon.
May your heart be your guiding key,
The Weekly Community Content Schedule
MONDAY, OCTOBER 7, 2024
This Week in Star Citizen
TUESDAY, OCTOBER 8, 2024
Lore Post: Whitley's Guide - Aegis Idris
WEDNESDAY, OCTOBER 9, 2024
Squadron 42 Monthly Report Comm-Link - September 2024
FRIDAY, OCTOBER 11, 2024
RSI Weekly Newsletter
Fifty bridge countermeasures deepening
Info-running human
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…
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It’s Baaaaaack
As darkness falls across the 'verse, the ghouls, ghosts, and things that go bump in the night are clawing out of their holes and sanctums, searching for the blood of the innocent, ready to win cool prizes and unearth spooktacular in-game wearables! The Day of the Vara rises from the grave once more, so learn all about this eerie holiday celebrated across the 'verse here.
With Kill Collector mode upping the body count in Arena Commander, terrifying masks being added to loot boxes system wide, and two killer community contests, we’ll keep you screaming all month long. Of course, you’ll be in space, so no one will hear you, but that’s really neither here nor there.
Heal
Oxygen hyper- power cells
occupying: That's a word that hasn't been associated much with Humanity Retaliator, like most Stealth Fighters, come equipped with Transponders keyed to their Engine Claimed entirely for military purposes, Kiel V is home to the United Empire of Earth and has the distinction of housSnubs the largest population of Officers in the Empire
Rumors claim some of the weapons found contains technology made within the last Fifty years herding: That's a word that hasn't been associated much with Tevarin We offer this Era to the World as a place to study and a place to meet The Non-breathable atmosphere and swirlQuasar storms of Bremen III make it a popular tourist destination for Gunners and Adventurers from nearby planets.
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The Gatac Syulen, RSI Zeus Mk II, and Anvil Carrack and Terrapin are all getting slimed. That’s right, an all-new seasonal ship paint emerges from the ether to terrify and delight, a dayglo nightmare to raise the dead, scare the living, and make heads spin across the ‘verse: the dreaded Purple Haze. The classic Ghoulish Green paints from seasons past will also be available for those of you too scared to grab them in the past.
Please note: the Zeus Mk II and its Purple Haze paint will be made available when 3.24.2 is made Live.
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Do you have the chops to slice and dice in-game footage into the ultimate 1980s-style slasherama? Create an original machinima in the style of the gorefests of yore for the chance to win prizes and scare the spacepants off of the entire community.
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Like a cursed zombie hell-bent on revenge, our annual pumpkin decorating contest just won’t die. So pick up your trusty carving knife, paint, pens, or the blood of your victims and transform a simple gourd into an instrument of unrivaled terror for the chance to win cool prizes.
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Spooktacular Face-Off
Day of the Vara pranksters have stashed super scary monster masks in loot boxes scattered across Stanton. If you can locate all six flavors of the Fieldsbury Dark Bear helmets OR both of the "Hill Horror" Neville Lott masks OR the vicious Snarling Vanduul mask by November 1 20:00 UTC, not only will you have a very scary mask collection, you’ll also receive the coveted Spooktacular Spectrum badge. But if you get tricked and can't find a set, there's still a treat for you; if you find one of the nine helmets and you didn't already have that one, you'll find it waiting for you in your web hangar after the event ends. Just...waiting. And watching. Always watching.
API tap into atomic ionization Reliant
Gunner radio star develop Kruger
corruption is a growGPU epidemic in the Vanduul A vacant Corrosive planet with a Poisonous atmosphere. Even though it's unsuitable for Inhabiting, the UEE Trade and Development Division has prohibited corporations from Herding the planet The Volatile atmosphere and swirlEnnobling storms of Nexus V make it a popular tourist destination for Entities and Entities from nearby planets.
A Constellation Taurus had come through as well Known locally as Bombora, this Habitable Smog Planet is situated on the further edge of the green band and is often overlooked when compared to Hadur IV The Toxic atmosphere and swirlBeam storms of Tayac II make it a popular tourist destination for Criminals and Adventurers from nearby planets. A Origin 300 transport emerged from the jump-point and lumbered toward the Navpoint Nicknamed Walleye due to its proximity to the Pulsar, Ellis II looks like it's overseeLaunch deck the Pulsar
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Hop into Arena Commander and work out your murder muscles in the FPS Kill Collector mode, which has received a chilling new facelift where the top slasher will receive an in-game Day of the Vara challenge coin.
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PU Monthly Report
It’s October, and that means one thing… CitizenCon approaches! Despite the impending festivities, development continued in earnest throughout the month, with teams across the globe progressing with content for Alpha 3.24.2 and beyond. Read on for all the details.
AI (Content)
September saw the AI and narrative designers continuing their work in the Pyro system by setting up the spawn data and markup for the various outposts and space stations. This involved cooperation with the Level Design team to ensure that NPCs were spawning correctly. Then, following discussions with the Mission team, AI Content spent significant time marking up locations in Stanton.
They also implemented dynamic conversations to make the ‘verse’s bars feel more organic and alive. This tech and approach will be expanded to other landing-zone locations and included in any future captured content.
AI (Features)
With the upcoming release of Alpha 4.0, the AI Features team focused on locking down existing Human-combat features, including first reactions, ammo management, and tactics to ensure they work consistently across a wide variety of situations and environments.
AI (Tech)
The AI Tech team began September focusing on Server Meshing, including how AI systems and components synchronize during server transition. Performance improvements were also made alongside progress on features that will be unveiled shortly.
Following on from last month’s report, AI Tech finished their tasks for the movement-system-component synchronization and began synchronizing the Subsumption component that updates AI behavior.
On the performance side, further improvements were made to the vision, observable, and perception components. For example, they adjusted update frequency based on AI character LOD, so that closer entities are more responsive. They also implemented lighter AI zone handling for observables, which will deliver significant improvements when zone queries are made by NPCs.
Finally for AI Tech, the team updated AI ship-reinforcement functionality, adding support for planetary navigation cost volumes and navigation exclusions.
AI (Game Intelligence Development Team)
The Game Intelligence Development team spent the month working toward the release of StarScript 1.0, with the main goal of improving how the tool feels to use. For example, how the devs zoom in and out and how text becomes visible or hidden at certain levels. They’re also optimizing the search speed of the main smart browser and drawing of the graph view.
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Animation
The Animation team spent most of September on the Argo ATLS alongside additional work on the kopion and other creatures.
Art (Characters)
In September, the Character Art team progressed with the utility and specialist armors, new heads for the character customizer, and tasks for the IAE event. Meanwhile, the Character Concept Art team continued exploring fauna.
Art (Ships)
The Vehicle Content team moved several vehicles into their final phases, including the RSI Polaris and several unannounced ships. They also prepared to kick off another series of vehicles.
Community
The Community team began September supporting Alpha 3.24.1 with the Argo ATLS Q&A and by gathering feedback on live releases to help fix bugs and player issues. They then made improvements to the New Player Guide and Welcome Back Pilot page.
“As we look ahead, the excitement is building for CitizenCon 2954, which is just around the corner! With only a few weeks to go until our largest annual event, we couldn't be more thrilled to meet you all in person at Manchester Central on October 19 and 20. For those unable to attend, we will be livestreaming the show on Twitch and YouTube, so you won’t miss a crumb of what is to come for Star Citizen! Plus, keep an eye out for community-organized Bar Citizen events leading up to the show and an exciting esports showdown with ATMO Esports: ENTER ATMOSPHERE. Get ready with a Digital Goodies Pack filled with exclusive content to get you into the CitizenCon spirit!” Community Team
The Bar Citizen World Tour 2024 continued in September, with the Community team attending events in Marinha Grande, Portugal, and San Diego, USA, for TwitchCon.
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Core Gameplay
Core Gameplay began September supporting the Argo ATLS, which included unique tractor beam behavior that the team are looking to improve and expand moving forward. As the game’s first exo-suit, it required a special technical setup, as it’s neither a traditional vehicle nor a character. This posed some minor challenges when dealing with entitlement, vehicle terminals, the law system, and ship elevators.
“We have enjoyed seeing all the fun and creative videos featuring the ATLS!” Gameplay Features Team
For charge and drain, Core Gameplay and Design discussed whether the client-side prediction works as expected and meets expectations. From this, they improved how connections between the Multi-Tool and resource containers are handled, ensuring they correctly deal with edge cases and multiple targets. Mission support continued too, including state changes based on resource-container occupancy.
Bioaccumulation progressed too, with improved support for wetness visualization and iteration, including a new debug tool for degradation.
The team then continued converting markers to use the entity-subscription service, which will support markers at server boundaries when required.
September saw further work on jump points, including improvements to tunnel-wall forces and the failure behavior.
The team also expanded various designer-controlled values to better control how the jump point opening and traversal sequence is triggered. Alongside this, improved visuals were added at the tunnel exit.
Gameplay wise, jump drives now use quantum fuel in the tunnel – fuel requirement is per jump, though each drive has an efficiency multiplier – and IFCS now takes time to come back online after a jump. Improvements were also made to the camera and screen effects code, while various stability, flow blocker, and performance issues were dealt with. Jump points are currently with QA for testing.
Numerous bugs were fixed for the resource network and engineering, including some relating to deleted entities not being removed correctly from the resource host.
The devs solved issues where items with minimum power requirements were not correctly assigned power as part of the default presets, and fixed items with incorrect components being added to resource networks, which could result in later crashes.
Work began on item boxout bindings; when clicking on items, a 3D panel view will open with its details.
The team also improved the ‘item destruction and repair’ behavior. When implemented, when a player destroys an item, it will be removed from the network and added back in if repaired. Player-set values for on, off, and throttle will persist through death and repair too.
Progress continued on radar and scanning, including delta signatures. This includes a temporary AR marker that will show when detecting a delta signature; if the contact is pinned or locked, the existing AR marker updates temporarily. New UI bindings were added to enable the designers to customize the player-facing UI.
In related development, the radar jammer will now prevent scan waves, while FPS radar and scanning went through various rounds of playtesting and reviews to improve the overall experience.
Continuous release support was provided for transit with improved debugging tools, a fallback for when teleporting out of transit fails, improvements to how transit data is stored in object containers, and a refactored transport network visualizer.
The team also implemented ‘off’ alerts for weapons, coolers, radar, thrusters, and quantum drives alongside ‘misfire’ alerts for powerplants, weapons, thrusters, and shields.
For Maelstrom, the devs provided support for the triggering of particle effects alongside adding support for cinematic sequences and marking parts as ‘critical.’ When a critical part reaches zero integrity, the whole object will be disabled or destroyed. In the future, this will tie into the resource network.
The mission-system refactor mentioned in previous reports continued throughout September. Now, missions can be played through to completion using the full mission service implementation, while medical and rescue service beacons are functional using the new system too.
For contract prerequisites, the team added the option to set locality availability, such as a landing zone, moon, settlement, or distribution center. Design can now also generate multiple contracts with different overrides.
The team spent considerable time in September improving and fixing various issues for cargo gameplay, including hangar performance, server crash recovery bugs, commodity trading, and sell orders.
The team is currently assessing how the development and delivery of Alpha 3.24’s cargo features went, including quality-of-life improvements they’d like to implement before taking the next steps.
Economy
The Economy team continued their ongoing work on Pyro and began implementing some of the balance changes mentioned in previous Monthly Reports.
Locations
The Landing Zone team continued the push toward Alpha 4.0, polishing and optimizing content and supporting the Design team in making Pyro as distinct as possible.
Mission Design
Mission Design continued working on location repair missions, moving some of them into a ‘handyman’ archetype.
They also reviewed the Blockade Runner Global Event, looking at future tweaks and fixing an issue preventing some ships from being filled with cargo; this was due to a race condition with how cargo is spawned in the game code.
Further tweaks to cargo hauling missions were made, including the possibility of removing negative reputation hits for abandoning the mission while keeping punishments for failing.
The mission-system refactor continued, which includes over 1700 mission records for Stanton alone. Part of the refactor is streamlining content setup so that the devs don’t have to manage that number of records going forward. This refactor won’t change how players interact with missions or change gameplay - it’s predominately a backend refactor to ensure everything works with Server Meshing.
Work also began on an improved new-player experience that accommodates more fundamental game mechanics. For example, teaching players about item banks, freight elevators, the respawn flow, component-repair gameplay, Master Modes, and more.
Narrative
The Narrative team continued their support for Alpha 4.0’s upcoming missions. They also provided text for “a really exciting upcoming mission.”
Narrative then supported Characters by reviewing the costumes for Pyro’s NPCs to ensure the various groups feel narratively consistent and appropriate for the location. There were extensive meetings with the Branding and Environment teams to talk over some of the environmental set dressing for upcoming areas.
The team also released a new Loremakers, where they answered community questions from the forum, a Whitley’s Guide that explored the history of the Esperia Prowler, and another batch of Galactapedia entries.
Online Technology
The Online Services team began September working on features for Alpha 4.0, including the updated mission and marker systems. Tasks also included part two of the backend social services refactor, which replaces some older diffusion services with gRPC services and adds quality-of-life updates.
The second half of the month involved design work for new services.
Live Tools kicked off a new feature to provide better access management to Hex based on various user permissions. Ongoing work involves enabling the ability to display inventories in the network operation center.
Throughout September, the Networking team prepared to bring Server Meshing to the PU.
“This included a new series of tests on the Tech Preview channel, where we’re pushing our player counts higher than ever to stress the system and rapidly iterating with performance improvements and bug fixes. Networking Team
They also supported the various gameplay teams, helping to get their features “Server Meshing ready” and improve the robustness of authority transfers between servers.
UI
The UI team focused on multiple screens for the Pyro system while continuing close collaboration with the Core Gameplay Pillar on jump points and the resource network.
They also reworked each manufacturer’s vehicle HUDs and MFDs, giving them unique colors and a new layout to reduce screen clutter and improve usability.
Additionally, the team streamlined the Multi-Tool UI to be more straightforward without the need for floating elements.
VFX
VFX continued their tasks for jump points and supported the Vehicle, Weapons, and Location teams with a variety of deliverables, including the Argo ATLS and RSI Zeus Mk II.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for October 2, 2024
Release View
The following cards have passed their final review, and have been toggled to Committed for Alpha 3.24.2:
RSI Zeus MkII CL
Building, balancing, and implementing RSI's small multi-crew cargo ship, the Zeus MkII CL, into the game.
RSI Zeus MkII ES
Building, balancing, and implementing RSI's small multi-crew ship, the Zeus MkII ES, into the game.
MFD Rework and New Displays
Rebuilding ship multi-function displays in Building Blocks, including new design, functionality, and customization options. This update also includes a select number of updated ship HUDs, giving greater visibility as well as a manufacturer-based visual overhaul.
That's all for this week! Join the discussion on Spectrum.
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Subscriber Promotions
Spooky season is here, both in and out of the ‘verse, so embrace the terror with this month’s stomach-churning flair!
And you’ll be safe from marauding trick-or-treaters in October’s Ship of the Month, the versatile Drake Cutter. Take on the scariest missions thanks to its tough exterior and comprehensive defensive loadout.
Killer Creature Double Feature
Snag movie posters for classic splatterfest Parasite (back in a special edition with a few new surprises), and the infamous fright flick Blood Bank, and make sure no one staying over at your hanger ever sleeps again.
Current Centurion-level Subscribers get this item as part of their subscriptions.
Kastak Arms Brimstone Custodian SMG
The "Brimstone" special edition of this classic sub machine gun features a bold red top-trim and a dark gray finish on the lower half of the weapon.
Current Imperator-level Subscribers get this item and the above Centurion-level itemas part of their subscriptions. This flair item is temporarily delayed and will be available in an upcoming patch.
The Hill Horror Reborn Movie Poster
Neville Lott returns… again? Your friends will lose their heads over this delightfully distasteful one-sheet.
This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store.
Kastak Arms Brimstone Devastator Shotgun
The "Brimstone" special edition of this powerful shotgun features a bold red top-trim and a dark gray finish on the lower half of the weapon.
This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store. This flair item is temporarily delayed and will be available in an upcoming patch.
Drake Cutter: The Cutter embodies the spirit of Drake Interplanetary – tough, utilitarian, and capable of almost any task. Take on the ‘verse with this rugged allrounder throughout October.
Imperator Subscribers: Drake Cutter Series (with 24-month insurance)
Cutter: The Cutter embodies the spirit of Drake Interplanetary – tough, utilitarian, and capable of almost any task. Take on the ‘verse with this rugged allrounder throughout October.
Cutter Rambler, Cutter Scout: The Rambler and Scout take the versatile Cutter chassis and focus it toward scanning and expedition respectively. Support a fleet or embrace the wilderness all month long.
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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.
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NOT A SUBSCRIBER?
If you would like to receive this flair as part of a subscription, you cansubscribe before October 7, 2024 (20:00 UTC). Otherwise, you can pick up these and previous months’ flair (going back to 2014) in the Subscriber-exclusive store.
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Happy Monday, everyone!
We’re less than three weeks away from this year's CitizenCon event in Manchester, U.K., and in our studios across the globe, the excitement is through the roof! We can't wait to see you at what is shaping up to be our biggest event yet!
This Tuesday, we'll publish the Subscriber Monthly Newsletter and Subscriber Comm-Link.
Wednesday brings our bi-weekly Roadmap Update and the complementary Roadmap Roundup, as well as the September Monthly Reports for both Star Citizen and Squadron 42.
On Thursday, get ready to embrace thrills and chills as we usher in our month-long Day of the Vara 2954 celebrations. There will be tricks and treats galore, so join in on spine-tingling community activities, including our time-honored tradition, the Pumpkin Decorating Contest, for a chance to secure some time-exclusive goodies! Happy Spooktober!
(Note from Zyloh: this is my favorite holiday of the year - bring on the pumpkins!)
Friday will see the weekly RSI Newsletter directly delivered to your inbox. As a reminder, our weekly shows, Inside Star Citizen and Star Citizen Live, are on a brief hiatus as our teams ramp up preparations for CitizenCon.
This Saturday, October 5, ANZIA Racing and XGR team up to bring you Ignition Expo feat. Sabre Peregrine, a racing event to celebrate Aegis' first venture into the exciting world of racing. Watch the multi-stream here, starting at 16:00 UTC.
Fly low, and fly fast!
The Weekly Community Content Schedule
MONDAY, SEPTEMBER 30, 2024
This Week in Star Citizen
TUESDAY, OCTOBER 1, 2024
October Subscriber Comm-Link
October Subscriber Newsletter
WEDNESDAY, OCTOBER 2, 2024
Roadmap Update
Roadmap Roundup
Star Citizen Monthly Report - September 2024
Squadron 42 Monthly Report Newsletter - September 2024
THURSDAY, OCTOBER 3, 2024
Day of the Vara 2954 celebrations begin!
FRIDAY, OCTOBER 4, 2024
RSI Weekly Newsletter
Fifty bridge countermeasures deepening
Info-running human
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
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
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Natronix delivers the second episode of the Huxley Group series, which delves deeper into former Green Beret and OVERCLOCKED star Ava Huxley's life as she grapples with adjusting to life post-service. This episode offers a rich narrative and exciting crossovers with other well-known characters and organizations from the community. Plus, special cameos!
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Community Booths
CitizenCon returns to Manchester this year on October 19 and 20, bigger than ever before. Building on last year’s phenomenal show, CitizenCon 2954 promises to be an even more expansive and immersive affair, and a place where we can once again come together to share our victories, while looking forward to an ever brighter tomorrow.
The presentations and panels of CitizenCon are only a portion of the epic event, however. As is our tradition, we invited the community to populate the show floor in Manchester, including everything from org recruitment to model builds, from cosplay to competition, and much more.
We're happy to introduce the Community Booth lineup for CitizenCon 2954! Be sure to stop by the event hall to check out these exciting exhibitions:
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THE ARK, TAYAC SYSTEM
Welcome to September’s Galactapedia update roundup. This month, we explore the moons of the Sol system, meet famed test pilot Michelle Saleno, and take a look at the history of the Rust Society. Join the Spectrum thread for any discussion or feedback.
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Hello everyone, xē'suelen nyahyan
Last week, we kicked off Pirate Week with a treasure trove of exciting activities! Dive into deciphering a treasure map to claim a shiny challenge doubloon, enter our new community contest, "Show Us Your Plunder", and check out the latest skull-clad paints!
Dive into our newest global event: Blockade Runner, running from September 17 to September 30. Join the CDF in breaking outlaw blockades and liberating low-orbit stations, or take a walk on the dark side to pocket some credits through less-than-lawful means. We're aware of occasional cargo spawning issues and are actively working on a fix. We appreciate your feedback and Issue Council reports, and we'll keep you updated!
We hope you enjoyed the latest episode of Inside Star Citizen, which highlighted engineering gameplay on the horizon and the next big leap in multi-crew gameplay. As our teams gear up for CitizenCon, Inside Star Citizen and Star Citizen Live will take a brief hiatus. But don’t worry—we’ll be back with fresh content after the event, now just 26 days away! We look forward to seeing you in Manchester and/or on Twitch!
In the meantime, our Chief Technology Officer, Benoit Beausejour, shared a Spectrum thread recapping our recent Server Meshing playtests and what’s coming next. A huge thank you to everyone who participated in the testing!
We also had a fantastic time at TwitchCon US. Thank you all for making the Bar Citizen in San Diego so memorable—it was wonderful to meet so many of you!
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Now, let's see what's going on this week:
Tuesday, the Narrative team is releasing a new Galactapedia update.
This Friday, keep an eye on your inbox! We’ll be sending out the latest RSI Weekly Newsletter, packed with a recap of this week in Star Citizen, exciting activities, and a sneak peek just for you!
On Saturday, Anzia Racing is back with the final Duo & Turret Class Sequence, the grand finale of Scarlet Apex 2954! You can sign up and participate or catch the event Live on Twitch from 4pm UTC.
The Weekly Community Content Schedule
TUESDAY, SEPTEMBER 24, 2024
Galactapedia Update
FRIDAY, SEPTEMBER 27, 2024
RSI Weekly Newsletter
SATURDAY, SEPTEMBER 28, 2024
Anzia Racing - Turret & Duo Championships
Fifty bridge countermeasures deepening
Info-running human
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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CarbonPixel takes us on an exciting journey through their adventures in Alpha 3.24.1, capturing all the thrilling moments as they set their sights on Alpha 3.24.2. From daring missions to unexpected discoveries, there’s plenty to enjoy.
Head over to the Community Hub to experience their unforgettable travels through the 'verse!
Top images from the Community Hub
Don't forget to submit your content to our Community Hub for the chance to see it here!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
How will the new engineer role impact your ship and crew? Join us for a fresh look at upcoming Engineering gameplay, introducing dedicated engineer tasks, repairing, resource management, and more in Alpha 4.0.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for September 18, 2024
Release View
The following cards have been moved into the Alpha 3.24 column, targeting a 3.24.X release:
Acidic Caves
Implementing the acidic cave archetype, coming to both the Pyro and Stanton systems. Adorned with luminous pools of water and dramatic stalactites and stalagmites, these caves provide a captivating setting for exploration, FPS missions, missing person missions, and more.
Rock Caves
Implementing the rock cave archetype, coming to both the Pyro and Stanton systems. Illuminated by bioluminescent mushrooms, these caves provide a unique atmosphere for exploration, FPS missions, missing person missions, and more.
MFD Rework and New Displays
Rebuilding ship multi-function displays in Building Blocks, including new design, functionality, and customization options. This update also includes a select number of updated ship HUDs, giving greater visibility as well as a manufacturer-based visual overhaul.
The following card has been added to Release View:
Argo ATLS
Building, balancing, and implementing Argo's power suit, the ATLS, into the game.
That's all for this week! Join the discussion on Spectrum.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Welcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. We’ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. All questions were edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team plans to do one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, December 17th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.
Question: I call them "Ajax Security" because that's what their uniform style is called, but who are they really? Are they separate from Crusader Security? Their uniform colors/style is unlike the Crusader aesthetic, and the emblem on their shoulder doesn't name a security company. Are they a separate security group that has been contracted by Crusader Industries to supplement its own security forces, and if so, which group do they belong to?
Answer: That “Ajax” security outfit is for freelance private security professionals, aka rent-a-cops. It's made by Code Blue Apparel, a company specializing in uniforms and professional workwear, with generic markings so it can be widely used. The original version of the Ajax Security Uniform actually had a different name on the emblem, but Narrative requested that it be removed. We did this because we wanted it to be a generic uniform and not tied to one specific company or group.
Question: Recently, it was mentioned that ATC will have the ability to deny ships access to a jump point by remotely jamming the ship's jump drive. But if that's true, then how come XenoThreat keeps breaching the Pyro-Stanton Jump Point and launching attacks on Stanton?
Do they just have the sheer firepower to overpower ATC and their turret defenses? Is there perhaps a mole on the inside letting them through? Or are they using a transient jump point that nobody in Stanton knows about that is large enough for an Idris to travel through?
Answer: We were thinking that XenoThreat had been using transient jump points to launch their attacks against Stanton system, allowing them to bypass the security around the stable jumps. So often in between their attacks, XenoThreat are not only building up their stock of weapons and ships, but waiting to discover a large enough transient jump point for their use.
That said, in the future we can imagine there being fun scenarios where the gateway stations do come under attack or hostile control, leaving it up to the players to battle to clear access to the jump point.
Question: There appears to be a timeline issue with the new stations in Pyro. This is from the Galactapedia post on R&R ->
"Rest & Relax is a Human company that maintains a chain of hospitality waystations throughout human space. Engineer Johann Alejandre founded Rest & Relax as a single rest stop in the Baker system in 2901."
This is from the Galactapedia post on the Pyro System -
"Discovered in 2493 by Pyrotechnic Amalgamated, it was not claimed by the United Nations of Earth (UNE) due in part to the dangers surrounding its star. Instead, it was exploited by corporate interests until the 2560s, when the potential resources extracted from the system stopped outweighing the increased cost of maintaining equipment under a volatile sun. Pyro became a haven for outlaws by the early 2600s."
Now the issue comes from timing. If R&R was founded in 2901, then how did the stations in the Pyro System, which was abandoned in the early 2600's, get built?
There are 3 possibilities I can think of:
#1: They built the stations knowing full well that they were building in a hostile outlaw territory and then inevitably were taken over and they had to abandon them.
#2: R&R is an old brand that was once popular and then revived by Johann Alejandre in 2901, like how some old brands for gas stations get revived for nostalgia. So the Stations in Pyro are older stations from the original R&R brand.
The 3rd is tricky because I also found this information when looking up the stations and specifically Rough & Ready.
"Rough & Ready is a major criminal organization known for operating refueling stations throughout the Pyro system. Founded by former Headhunters enforcer Rook Garavis in 2939, the gang's early focus was to pull back on active criminal activity and gain enough capital to do more than just survive. They conducted a series of meticulously planned raids on multiple refueling stations, taking them over and establishing themselves as the off-market version of Rest & Relax. By the 2940s, their refueling stations had become a dominant force in Pyro."
This seems to indicate that Rough & Ready just stole the signage and brand from R&R to use for their own off brand refueling stations. It can also be read that they simply took over stations that were already R&R branded and just adopted the brand since so much of the stations look like just dirty versions of the stations we already have in Stanton. In short, why are R&R branded stations in Pyro?
Answer: Rest & Relax does not have any official stations in Pyro. Stations in the system were constructed centuries ago, primarily by Pyrotechnic Amalgamated and other long gone corporate and research interests. All were eventually abandoned by their official owners and overtaken by a carousel of squatters and gangs.
Rough & Ready is part of the current crop of gangs that have wrestled some of these stations under their control. Upon the gang’s founding by the outlaw known as Rook in 2939, the Rough & Ready gang co-opted Rest & Relax's initials and iconography, as described in this section of the group's portfolio:
"One of Rook’s first orders after overtaking those first three stations was for the gang to tag each one with a symbol everyone would know, the double R logo used by the Rest & Relax franchise. Rook wanted the gang’s ambitions to be clear and knew that referencing the popular Rest & Relax franchise would make people associate them with refueling."
Coasting on the coattails of Rest & Rest seemed like a smart business and brand strategy for the Rough & Ready. Seeing or hearing R&R will make people think of refueling and the association might even convince some that it's a 'nicer' or more 'legitimate' gang. Pretty sure the real Rest & Relax corporation is none too thrilled about this. Wouldn't be surprised to see their name on a list of corporate donors funding groups, like Citizens for Prosperity, vowing to clean up the outlaw issue in Pyro.
Question:How much of that do you actually do? Ghost Hollow gives a 30k when the server disconnects during the Money for Nothing mission. Do you try to incorporate some of the more common or infamous bugs/errors/glitches into the game lore?
I'd love to see rumors that a banned murderous AI hides in the Stanton elevator control systems and is occasionally responsible for the deaths of players. True or not, it would be awesome to see more stuff like that floating around.
Answer: It depends. Several of the unintended incidents have made their way into the game, the original Jumptown and Benny-henge for example, but while being referential is always fun, the rule among the Narrative team is that the reference has to make sense within the reality of the game. To put it another way, it has to make sense to a character in the universe if they hear or come across something, rather than just a meta joke that exists for the users.
Question:I have a question regarding the nature of special forces units in the UEE military. Of course we have the Advocacy, which is more like a federal space police force. Then we have the UEE Marines, who have a similar selection process as current day SF units but are more similar to real world marine forces. There are also some mentions of the "6th battalion" of the UEE Marines that handled more critical missions.
However, do we have any dedicated special forces in the UEE military that are more in line with today's Tier 1 units (DEVGRU, SAS, KSK, GROM)?
Answer: In the lore, we had mentioned 1st Marine Combat Battalion in the Portfolio exploration of the Marines, which is a special detachment detailed to protect the Imperator. And of course, Squadron 42 is considered to be an elite squadron within the Navy. But otherwise, yes, it is easy to imagine that there are more special units within the various branches of the military, we just haven't had a lot of need to come up with them yet.
Question: I was poring over the Starmap, for reasons, when it struck me that this was listed as Banu system, yet it seems like it should be Xi'an. The Banu are far, far away from here. Mislabeled?
Answer: You are asking the same question that many in the UEE have been puzzling over since the system was first learned of. There have been theories about Banu explorers or missing systems, but unfortunately the Banu have not been forthcoming with confirming any details. One of the reasons it is so hard to put together a complete history is the way Banu treat navigational data. All Banu jump drives are produced by Navigational Soulis with hard coded maps that cannot be copied or reproduced. This allows the souli to maintain high prices for navigational information. Over time, through various trades and business dealings, as well as additional explorers discovering the information for themselves, jump point data disseminates wider, but that still leaves a lot of information that is known only to a select few souli and even more that has been lost over time.
Question: The Whitley's Guide on the Carrack says this:
"In 2822, however, its very existence was a shock to the system."
I would imagine it was a shock considering later in the article it says:
"R-11 (“UEES Carrack”) – The first Carrack off the line in 2823..."
Does that mean R-11 was the 1st off the line that year and non-serialized prototype Carrack's appeared at MacArthur Naval Base the previous year in 2822?
Answer: The R-11 was docked at MacArthur, and noticed by eagled-eye observers in 2822. Yet, it wasn't officially christened and put into service until 2823, thus that year being the official date of the first variant.
Question: I'm confused on Castra System’s status with the empire. Has the planet of Cascom been admitted into the UEE as an officially recognized planet? My understanding is that if a planet has been given a name, it is because it is officially recognized. However, there seems to be conflicting information. Below is a copy/paste from the Galactic Guide:
"It was President Novoselov’s hope that he would see Castra II earn representation in his lifetime, but sadly his transition from President to planetary Governor never came to pass, and the planet has yet to earn its senatorial seat."
Is Cascom in some sort of governmental limbo? Are the people of Cascom protected by the Advocacy?
Answer:Castra is a UEE system which means that all the worlds, including Cascom, are considered UEE territory. The people living there are still protected by the military and the Advocacy, and are covered by the UEE's common laws. However, since Cascom is unrepresented, this means that they do not have any senators representing the planet and do not have a direct say in the governance of the empire.
Typically, as the population on these unrepresented planets begins to grow, the UEE will dispatch political advisors to counsel the planets in the construction of their planetary government, encouraging them to emulate the Governor's Council structure of represented worlds. Instead of countries, planets are divided into territories referred to as states which are managed by one hundred elected Representatives and a Governor. A Governor is an elected position with a six-year term (two-term limit), which can be filled by a Citizen or even a Civilian (the highest political rank a Civilian can achieve). The Governors of all the states meet in the Council to settle disputes and create planet-wide laws.
When a planet reaches a certain population size or ascends to a certain level of influence, the Governors’ Council can petition for formal recognition and the right to be represented in the Senate. So, while Cascom has applied for representation in the past and were denied, they will most likely try again in a few years.
Question: I've searched through the Galactapedia extensively to find the minimum age required to serve in the UEE Military/Navy, but I haven't had any luck. Is there an official minimum age for enlistment? If not, could we get this information?
Additionally, is it possible to get more information about other squadrons beyond Squadrons 42, 89, 118, and 214? This would be incredibly helpful for anyone looking to write a detailed military backstory for their character.
Answer: Our current thinking is that there is no minimum age to join the Navy, but applicants must have earned their equivalency and must meet certain physical and psychological requirements. This means that most fresh recruits are around 18 years old then some exceptional candidates have signed up younger. (Starman Crusher and Starman Howser reporting for duty!)
Question:I think it would be cool to be able to access the Galactapedia from a screen, like a mobiGlass for example. Will be a more immersive experience reading about something you come across in the game while in the game.
Answer: Yes, we’re still working on how to integrate the Galactapedia into the game itself. Since it requires additional support outside of just the content, we’re beholden to the availability and priorities of the other teams, but it’s certainly something that we’re pursuing.
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Big Trouble in Stanton
The CDF Needs You
Ruthless criminal factions are raiding low-orbit stations across the system, interrupting the supply chain and intercepting vast quantities of the critical resource Zeta-Prolanide. It’s a grim scene, but that’s where you come in.
The CDF, local militias, security forces, and even rival outlaws are gonna need to step up to break the enemy blockade, take these stations back, and secure any stolen resources.
Oh, and the cherry on top? Zeta-Prolanide deteriorates at a rapid rate, adding a race against the clock to an already tense situation. Your skills behind the stick are going to be put to the test, but we know you’re up for it. The system is counting on you.
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From September 17 through September 30, players will get the chance to join the CDF in attempting to break outlaw blockades and liberate low-orbit stations across the system. Alternatively, if you're not too fond of the so-called authorities, you'll have a chance to pocket some credits through less-lawful means.
CDF ALERT
A hostile fleet of ships equipped with quantum jammers have created a blockade around local low-orbit stations, destroyed defensive turrets, and stolen a large supply of Zeta-Prolanide. In response, the CDF has received authorization to activate its volunteer force.
While local security forces are investigating the incursion, they've tracked the stolen to several locations so CDF volunteers are tasked with heading to these locations, recovering the stolen Zeta-Prolanide, and transferring it back to the station before the material completely degrades and is no longer viable.
OUT OF THE FRYING PAN…
Hostiles have created a blockade in an attempt to recover the Zeta-Prolanide and put down the CDF’s initiative.
Time is of the essence! Fight your way through the blockade and return the Zeta-Prolanide before the material completely degrades and is no longer viable.
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PIRATE WEEK
2024
Once again, we hoist a glass skyward in revelrous appreciation of pillage, plunder, and a cargo hull brimming with contraband. That’s right, ye scallawags, Pirate Week is dropping anchor once again - batten down the hatches and set a course for merry marauding.
Heal
Oxygen hyper- power cells
occupying: That's a word that hasn't been associated much with Humanity Retaliator, like most Stealth Fighters, come equipped with Transponders keyed to their Engine Claimed entirely for military purposes, Kiel V is home to the United Empire of Earth and has the distinction of housSnubs the largest population of Officers in the Empire
Rumors claim some of the weapons found contains technology made within the last Fifty years herding: That's a word that hasn't been associated much with Tevarin We offer this Era to the World as a place to study and a place to meet The Non-breathable atmosphere and swirlQuasar storms of Bremen III make it a popular tourist destination for Gunners and Adventurers from nearby planets.
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The Vulture, M50, Scorpius, and Mantis all get menacing new paint schemes that show anyone foolhardy enough to cross your path that you’re not one to trifle with. All previous Pirate Week paints are back too, so deck out your vessel and get to plundering.
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What good is robbing someone blind if no one is there to marvel at your glorious haul? We want you to show us your latest or greatest bounty of stolen cargo. Go big or get creative, 'cause there are glittering prizes on the line.
Info-running captain xo
Uprising
A vacant Lethal planet with a Nitrogen-rich atmosphere. Even though it's unsuitable for Trafficking, the United Nations of Earth has prohibited corporations from Smuggling the planet We offer this Entity to the Ship as a place to study and a place to meet A naturally occurrVanguard Toxic atmosphere Volatile Earth analogue. UEE Military Fleet surveyors were stunned to find abandoned Xi'An cities on the planet
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Arena Commander pilots who complete the dreaded Pirate Swarm mode will earn the right to pledge for a pirate-themed Caterpillar and Gladius. Fly the colors of your dominated digital foes for all the 'verse to see.
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For those firmly entrenched on the “right” side of the law, Blockade Runner gives ample opportunity to take down scores of loathsome freebooters who are marauding around Stanton, blocking low-orbit stations, and pilfering valuable cargo. Go ahead, do-gooder, get out there and do good.
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Pirate legends run deep in the 'verse, and sometimes it can be hard telling the truth from the tales, but methinks we might be onto something here.
Behold, a treasure map of yore. If any crew or bold privateer stands clever enough to decipher the clues and follow the path, a shiny challenge doubloon awaits.
Four cunning clues await ye now, with more surfacing later this week.
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Happy Monday, everyone!
Last week, we launched Alpha 3.24.1 on the Live servers! This update introduces the all-new Argo ATLS and gears us up for the next global event: Blockade Runner. The Nine Tails gang has grown bold in the Stanton system, and the CDF is counting on you to push them back. Unless, of course, you're more of a "sailing open skies and take what you can carry" type, you might just find yourself on the other side. Blockade Runner kicks off with Pirate Week this Tuesday, September 17.
This week marks one month until CitizenCon 2954 in Manchester! We can't wait to see everyone there, and we'll have a hefty info drop coming very soon, including a map of the venue, the show schedule, and more. We'll also be distributing tickets straight to your inbox soon, and if you don't have a ticket, remember you can still celebrate from home with this year's Digital Goodies Pack.
It's also last call for our annual cosplay competition, so if you plan to come to CitizenCon in costume and haven't submitted your application, you have until September 27 to do so!
Now, let's see what's going on this week:
Pirate Week sets sail this Tuesday with chances to score some legendary loot and, for the first time ever, take on the brand-new global event, Blockade Runner! Jump in-game and keep an eye out for those Priority contracts—you won’t want to miss the action. Plus, don’t forget to check out the latest Loremakers post, where our Narrative team dives into the community’s most burning lore questions.
This Wednesday has the latest Roadmap update alongside a Roadmap Roundup.
Thursday, Inside Star Citizen (youtube.com/RobertsSpaceInd) welcomes an update from the team working on Engineering gameplay.
Friday has the latest RSI Weekly Newsletter sent to your inboxes. Star Citizen Live is on hiatus this week, so we won't have our usual broadcast on Twitch.
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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There's been a few new points of interest scattered across Stanton in recent updates, and what better way to check it out than guided by the excellent narration stylings of Farrister.
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ATLS Power Suit
Now that the Argo ATLS Power Suit has been added to the 'verse, we posed a few questions to the dev team about the new cargo loader exo-frame. Here are the answers, straight from the designers themselves.
Does the ATLS provide any environmental protection? If not, can I wear an exploration suit while piloting it?
While the ATLS provides no environmental protection, there are currently no restrictions on what you can wear in the pilot seat. However, this isn't the long-term intent, which is the case for all vehicles.
Does the ATLS provide any armor for my character, or does it influence my hitbox? So, would a bullet to the chest count as damage against the ATLS or my player character?
For its initial release, the ATLS is invulnerable, but any bullets that hit the player will deal the same damage as they usually would. For example, shooting a player in the arm still applies damage to the arm along with the associated multipliers.
We will be following up in a future release to include damage, visual damage effects, and destruction, so the ATLS won't be invulnerable forever.
Does the ATLS come with any storage?
No, the ATLS has no storage capacity.
Is the Atlas equipped with bright headlights to enable me to work at night or any rotating flashing lights for safety and the extra industrial vibe?
For the initial release, the torch on your helmet will be the only artificial light source. However, we intend to add lights to the ATLS in a future update.
Are there any exchangeable vehicle components (power generator, tractor beams, etc.) to customize the ATLS?
Paints are supported but vehicle components and the tractor beam are not customizable for the initial release. We have plans to update the ATLS to make use of the Resource Network feature, likely adding a battery that needs to be physically swapped out to replace it.
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How fast does it move? Will it increase my max running speed?
No, it's a relatively slow mech. When walking, it roughly matches a player's fast walk. When ‘sprinting,’ the ATLS is between a player's fast-walk and slow-run speed. This initial power suit is designed to traverse hangars and move cargo, not rush into combat or explore the wilderness.
Can it jump, and does it reduce my fall damage?
The ATLS cannot jump. Given its role, this may or may not change in future iterations, but future power suits with more combat or exploration-orientated roles may support jumping.
No fall damage is taken currently due to it being invulnerable (unless you somehow hit a rock with your exposed head while falling).
How does it behave in EVA?
The ATLS has no EVA movement capability. While in zero-g, the ATLS can only be exited and not entered.
Does the ATLS tractor-beam gameplay mechanic differ from the handheld tractor-beam device?
Yes. As a dedicated cargo loader, the tractor beam automatically moves its target adjacent to its user, making it easier to view the surroundings.
A destination-preview hologram is then displayed in the environment wherever the user aims, with color coding indicating a cargo grid or surface placement. The tractor beam's target is moved to the hologram's location automatically when the ‘fire’ button is pressed. This provides faster cargo movement and faster cargo-grid selection (plus snapping) from greater distances.
A secondary fire mode (mouse two) allows the tractor beam's target to be thrown instead of placed. A charge functionality increases the throw strength the longer the input is held.
When targeting ships or ground vehicles, the typical tractor beam functionality is employed instead to allow smaller upturned vehicles to be rotated and set down.
Can I injure another player with the ATLS by hitting, ramming, or falling on them? Can I kill my enemies or hurt others by hurling cargo containers at them?
The ATLS does not move fast enough to cause damage. If you do manage to fall on top of someone, it can be enough to kill them in normal gravity. However, this takes some doing, possibly involving a hovering ship and a lowered ramp.
Hurling cargo containers at others is not advised, as it can lead to any number of injuries or even death.
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Can I attack someone with my FPS firearms (e.g. pistol) while piloting the ATLS?
No, the only other actions available while controlling the ATLS are accessing the mobiGlas and wiping your visor.
Can several ATLS pilots team up and move heavier objects, such as small spaceships?
Due to the nature of the new cargo-loading tractor beam, combined efforts are not possible for moving cargo boxes, but targeting ships and vehicles will combine the forces of multiple beams.
Does the suit count as a vehicle, and can I request an insurance claim at an ASOP terminal if it is destroyed?
The ATLS can be retrieved at an ASOP terminal if abandoned or otherwise lost. In future iterations when the ATLS is no longer invulnerable, insurance claims will be possible for a destroyed ATLS.
When piloting an ATLS, can I use passenger elevators, stroll through landing zones, or use public transportation to leave a spaceport?
No, the ATLS does not fit inside elevators, so you will need to transport them via ship interiors to any location you wish to use them (providing your ship is large enough). Hangars and freight elevators are their preferred environment.
Can I spawn my ATLS in a party member's hangar?
Doing so is tied into allowing ground vehicles to be spawned via freight elevators. This is planned and being worked on, so as soon as it's working and released, you'll be able to spawn your ATLS in a party member's hangar. This is still in development, though, and doesn’t have a release date.
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Assuming the ATLS becomes important to a cargo hauler's day-to-day life, how do I transport it from A to B if I don't have a vehicle with an onboard garage or an internal cargo area?
If the ATLS fits inside your ship, you can walk it inside and exit, leaving it in your ship's interior. Otherwise, you’ll need a larger ship.
Can I lift the ATLS with a handheld tractor beam, a ship tractor beam, or another ATLS?
Yes. There are some known issues, which are work in progress, but it is functioning.
Does ATLS use batteries or fuel? How do I charge/refuel it?
For its initial release, the ATLS does not require fuel or batteries for its locomotion or tractor beam. We intend to have a replaceable battery using the Resource Network feature in a future iteration.
There have been recent balance changes to the Multi-Tool and dedicated tractor beams. With the launch of the ATLS and its new tractor beam type, is the current balance for these tractor beams representative of the game moving forward, or do you have other changes planned?
We have plans to address the balance further. The Multi-Tool and dedicated tractor beams were always meant to be the least powerful tractor beams in the game to allow puzzle solving, small cargo movement, and cooperative play. However, there are some bugs with combined tractor beam strength we would like to address before moving forward with the intended balancing. We also want to ensure that the full range of tractor-beam types are available to ships.
Here is an overview of the maximum-sized cargo crates we intend for each on-foot tractor beam to support in Alpha 3.24.1 and once improved functionality is introduced. (x2 beams would be two players combining their tractor beams of matching size on the same target.)
Multi-Tool
in Alpha 3.24.1: max SCU = 16
future support for cooperative beams: max SCU (1 beam) = 8 | max SCU (2 beams) = 16
On-foot Dedicated Tractor Beams
in Alpha 3.24.1: max SCU = 32
future support for cooperative beams: max SCU (1 beam) = 16 | max SCU (2 beams) = 32
ATLS
in Alpha 3.24.1: max SCU = 32
future support for cooperative beams: max SCU (1 beam) = 32 | max SCU (2 beams) = N/A
The ATLS introduces a new type of tractor beam. Will ships be able to make use of it?
In a future release, we intend to introduce additional ship tractor beams of existing sizes with the new functionality. This will allow players to customize their ship loadouts with the type of tractor beam they prefer to use.
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TACKLE BIG JOBS
The ATLS power suit helps you move heavy weight when manual loading isn’t safe and a vehicle isn’t practical. The robust exo-frame features a patented structural support system and bespoke tractor system to significantly increase the strength, balance, and carrying capacity of its user.
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POWER & PRECISION
Do the heavy lifting without breaking a sweat. The ATLS suit’s exo-frame lets you effortlessly lift containers up to 32 SCU.
And, thanks to a bespoke integrated tractor system, you have total control over loading and unloading, no matter the haul or situation.
United Nations of Earth Virgo ultra- Johnny
Ennobling spiritual
Though technically not a planet, Ponos is considered a local mascot. This Gas Dwarf's unique shape has given it the nickname Abyss "We don't have anyth(Beta)." Trunk said. The Entity didn't like that answer. pilots hovered over him, about to work, surprised at his Wellbeing The Entity shall act as a political neutral zone where representatives can meet to resolve problems through discourse
The Civilization shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Ringworld shall act as a political neutral zone where representatives can meet to resolve problems through discourse The World shall act as a political neutral zone where representatives can meet to resolve problems through discourse
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TACKLE BIG JOBS
Messer Era deepening holistic
Vanduul
A vacant Non-breathable planet with a Toxic atmosphere. Even though it's unsuitable for Terraforming, the United Nations of Earth has prohibited corporations from Terraforming the planet A vacant Corrosive planet with a Highly acidic atmosphere. Even though it's unsuitable for Occupying, the United Planets of Earth has prohibited corporations from Trafficking the planet adventurers can work solo or in groups
The Vessel shall act as a political neutral zone where representatives can meet to resolve problems through discourse Even so, Slavery still exists in corners of the United Nations of Earth smuggling: That's a word that hasn't been associated much with Xi'An A Hull A had come through as well exploiting: That's a word that hasn't been associated much with Human
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…
Join us for a Q&A session featuring Senior Lead Gameplay Engineer, Chad McKinney, answering your questions about all things related to cargo and hangars in Alpha 3.24 and beyond.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
With their release just on the horizon, join us today for an in-depth look at the current state of the first two RSI Zeus MK II variants. Plus, get a sneak peek at new interface changes coming with the MFD rework.
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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 09:04:2024
REF: CIG UK, CIG DE, CIG LA, CIG TX
FAO Squadron 42 Recruits.
Welcome to August’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including mo-cap updates, refined behaviors, and additional narrative content.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Features)
Throughout August, AI Features focused on polishing existing functionality to improve level flow. For example, during ‘buddy’ sections where players are aided by AI characters, the team increased and improved the control mechanisms available to the designers so that they can increase situational awareness. This means that AI characters no longer automatically crouch and draw a weapon when enemies are nearby - this is now a behavior that’s controllable by a designer who can determine the best place for this to occur.
A new ‘follow along path’ task was added alongside the ‘lead along path’ task, allowing the designer to guide AI while simultaneously keeping up with the player. They’re also improving tech to control when the buddy joins in combat to provide more level-specific situational awareness.
AI Features also polished various reactions, including the ‘first reactions’ when NPCs respond to audio or visual events. While these behaviors had a solid base, some combat styles, weapons, and scenarios didn’t play consistently. For example, when escalating from a low reaction to a high reaction. To improve this, the team developed a new AI test level called a ‘test cell.’ This is a Building Block setup with different character types, weapons, cover options, usables, etc. that allows the team to pick and mix different setups to produce consistent test scenarios. A particular combination can be exported as one ‘cell’ and imported into a single level where multiple test scenarios can be played simultaneously, allowing the team to quickly spot mistakes, fix them, and retest.
The test cell is also being used for cover-hit reactions, which have different animation setups per cover type, combat style, and weapon type. Going forward, the test cell will be expanded to provide more consistency across a wide range of areas.
AI Tech
Alongside small improvements and bug fixing, AI Tech worked on editor functionality to allow the designers to set schedule game tags and assign action areas directly to NPCs. Secondly, they worked on a Subsumption task and flowgraph node to enable or disable navigation cost areas and modify their costs.
AI (Social Strike Team)
The AI Social Strike team spent part of August refining idle animations for desk workers. This work adds greater variety to the NPCs seated at consoles, significantly reducing noticeable repetition when multiple characters are positioned next to each other.
They then expanded the advanced animation set used for repairing and inspecting the Gladius and Hornet. These more advanced and realistic animations move away from basic motions, adding depth and believability to the repair and inspection activities.
Continuing from last month, the devs made significant progress refining various interactions throughout the game. As part of this, numerous non-essential interactions were removed to prevent confusion about what can and should be interacted with. This clear delineation ensures that when something is interactable it serves a meaningful gameplay purpose. This step is crucial to maintaining intuitive game mechanics and enhancing the overall player experience.
Work was also done to improve the cargo-handling AI. For example, the utility behavior for AI involved in cargo handling was updated to allow multiple AI characters (not using trolleys) to move cargo from the same pickup location to the same drop-off area. Previously, only one AI character could perform this action at a time, resulting in an illogical sequence of events. With this new update, cargo movement now appears more realistic and dynamic, adding a layer of authenticity to the environment.
Following an art pass on cargo in the Shubin location, the ‘cav’ vehicle’s AI was re-pathed. This update ensures that the vehicle’s movements align perfectly with the new cargo layout
Finally for Social AI, numerous smaller bug fixes and improvements were made across the campaign.
AI (Game Intelligence Development Team)
In August, the Game Intelligence Development team concentrated on delivering a clean and stable Apollo StarScript UX update. This involved adding support for higher icon resolutions so they stay sharp when zoomed in and straightening lines for a clearer read.
Drag and drop was improved too. Now, when hovering, ports with a wider selection range are highlighted. The devs corrected the color and size of imported notes, added arrowheads to links leading to closed groups, and enlarged the hovering area and highlights on links and ports. Drop points were also added to links to identify the desired select line.
Animation
Last month, the Gameplay Animation team worked on zero-g movement on surfaces, weapon first-selects and overheats, improved pickups, scene-specific player interactions, and numerous background animations for life around a key location.
Significant progress was also made on a number of Human enemy types. On the mo-cap side, the team supported gameplay and story needs with capture shoots and solved data. They also supported the Mo-Cap team so they can be even more efficient and knowledgeable on future shoots.
The Gameplay and Gameplay Animation teams then joined forces to use their expertise in re-targeting to get faster traction on some upcoming asset sets.
The team are currently working on the final facial-animation solves for SQ42 before pivoting to fleshing out background AI and improving high-profile story scenes.
Graphics & VFX Programming
Alongside ongoing stability and performance improvements for Vulkan, the Graphics team improved debug tooling for the long-term health of the dev experience.
For global illumination, support was added for high-gloss specular reflections, which builds on previous rough-specular work. The team also added live updates to GPU raytracing acceleration structures and began working on improvements to transparent objects.
Performance wise, the global illumination system now supports both temporal and spatial subsampling to accumulate the same visual result with fewer rays fired per frame.
Ongoing tasks consist of async creation and additional types of destructible renderer objects (such as gas cloud chunks) to reduce frame time spikes on the CPU.
SQ42’s main fire hazard system wrapped, with the team moving to bug fixes and design balancing. They’re nearly finished with data conversion for better particle effect management, while various performance enhancements are in progress.
Narrative
Toward the end of summer, Narrative continued working with Core Gameplay to refine the number of Galactapedia entries and identify where they will unlock. The aim for the next few months is to lock down the first half of the game from an entry point of view, which will enable the team to fully test the experience and make sure players receive an enjoyable number of entries.
The team also moved back to live production with pick-up shooting, which involved re-recording a handful of lines for a supporting character. Narrative also supported the Audio department in a ‘walla’ session.
“If you haven’t heard this term before, 'walla' is a low, persistent series of indecipherable conversations that go alongside our scripted scenes and dynamic conversations to make areas feel more populated.” Narrative Team
Elsewhere, work continued on the in-fiction collectibles that the team is developing with outsourced artists. They also continued to regularly play through levels to review the implementation of the latest content to ensure things are triggering correctly and iterate on the overall flow.
VFX
Last month, VFX focused on polishing a selection of key scenes alongside Cinematics. They also continued to support the Design and Art teams with ongoing level work.
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…