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Im Rahmen der CitizenCon 2954 wurde am 19. Oktober 2024 jede Menge frisches Gameplay aus Star Citizens Singleplayer-Kampagne Squadron 42 gezeigt.
Ein über 70 Minuten langer Abschnitt zeigt den Spielstart samt Charaktererstellung, Erkundung zu Fuß, aufwändige Zwischensequenzen und natürlich spektakuläre Weltraumkämpfe.
In der gezeigten Schlacht gegen die Alienrasse der Vanduul entbrennen dramatische Szenen: Wir bemannen Geschütze, kämpfen in engen Gängen von Rumschiffen, fliegen durch die Schwerelosigkeit, erleben Entermanöver und lernen sogar ein Großkampfschiff zu steuern.
Zu sehen ist auch ein Teil des prominenten Casts: Witcher-Darsteller, Warhammer-Botschafter und genereller Gamer-Liebling Henry Cavill tritt als Commander des namensgebenden Squadron 42 auf, aber auch Gary Oldman und Gillian Anderson sind wieder zu sehen. Star Citizen hat darüber hinaus Mark Hamill, Jonathan Baily, Andy Serkis und Liam Cunningham unter Vertrag.
Im Rahmen der CitizenCon wurde auch ein grober Release-Zeitraum angekündigt: Squadron 42 soll im Jahr 2026 erscheinen.
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BECOME LEGEND
Anyone with even a passing knowledge of aerospace history will be familiar with the legendary Zeus and its pivotal role in Humanity’s conquestof the stars. Ready to ferry a whole new generation of travelers across the universe, Roberts Space Industries is proud to introduce a starshipeight centuries in the making - the Zeus Mk II.
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Make History All Over Again
Paying homage to the classic design that launched Humanityto the stars,the Zeus Mk II has been designed from the groundup to exceed modern standards while retaining the heartof the original spacefaring icon.
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Explore
ES Model
With a focus on exploration, the Zeus Mk II ES features a robustradar package for making new discoveries along with enhancedweaponry and shielding to ensure a safe return home.
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Her Legacy Lives On
Michelle Saleno
Born on Earth in 2096, Michelle Saleno lived to push boundaries.As a Navy pilot, she became the first Human to successfully quantum beyond Jupiter. Looking for the next challenge, she then established the now legendary 999th Test Squadronto test cutting-edge developments in ship technology. Her work refining RSI’s new quantumdrive helped propel ordinary citizens to the stars in the trailblazing RSI Zeus.Michelle Saleno’s pioneering spirit persists in every spacefarer today,and what better way to honor her than in the 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…
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CitizenCon 2954 Referral Bonus
Get a HoverQuad for free!
CitizenCon 2954 Referral Bonus
Cruise into CitizenCon 2954 in style with our latest referral bonus.
Everyone that brings a new pilot into the ‘verse by October 31 at 20:00 UTC will get a Consolidated Outland HoverQuad with Copperhead paint 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 a Consolidated Outland HoverQuad with Copperhead paint. 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 October 31, 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 Consolidated Outland HoverQuad, the perfect vehicle for adventurers looking to explore the most savage of terrain in comfort and style. State-of-the-art gravlev engines provide the smoothest ride in the game, and the on-board storage ensures you're properly equipped for any excursion. This reward also includes the Copperhead paint. The player you refer during the promotion will also receive a Consolidated Outland HoverQuad.
Can I earn more than one HoverQuad during this promotion?
No. Only one Consolidated Outland HoverQuad 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 October 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 Consolidated Outland HoverQuad given out as a referral reward includes LTI and is non-meltable and non-giftable.
Do the standard Referral Program and the limited CitizenCon 2954 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?
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Happy Monday, everyone!
It’s CitizenCon week, and we’re thrilled to welcome you to our biggest two-day event ever! Thousands of dedicated Star Citizen fans are already on their way to Manchester, UK—we’ve even bumped into a few familiar faces around town! For those who can’t make it in person, don’t worry—you can still join in on the excitement on the official broadcast on both Twitch and YouTube, October 19 and 20.
The countdown to an unforgettable weekend is on!
Last week, we rolled out the full event schedule and an updated floor plan on CitizenCon.com, with all times set to local UK time. If you're joining us in person, early registration opens on Friday, October 18. Swing by the Charter Foyer Entrance at Manchester Central Convention Complex from 5 PM to 8 PM UK time to grab your event pass and swag bag ahead of the main event.
If you're arriving early in Manchester, there's plenty to enjoy! Starting Tuesday, daily community-led Bar Citizen events will be happening across the city. And don’t miss ENTER ATMOSPHERE, a weekend highlight featuring racing exhibitions, a panel with CIG developers who have deep roots in racing and competitive gameplay, and the Fight or Flight World Championship Finals. Competitors from the US, EU, and Asia Pacific region have been battling it out all year for the chance to compete in this prestigious championship, making it an unmissable conclusion to your CitizenCon 2954 weekend!
As we gear up for this week’s big event, be sure to dive into the festive spirit of Spooktober and the celebrations of the Day of the Vara. The festivities continue with the thrilling Kill Collector mode in Arena Commander, chilling masks hidden in loot boxes, and two alluring community contests. Don’t miss out on the excitement!
We’re proud to share that Star Citizen Alpha 4.0 has begun initial testing with our Evocati, marking a significant milestone in our development journey. This achievement reflects the hard work of our team and the incredible dedication of the community, whose support has made all of this possible. This initial test is just the start, and we’re excited to keep the momentum going!
Now, let's see what's going on this week:
Friday, you will see the weekly RSI newsletter delivered to your inbox. As a reminder, our weekly shows, Inside Star Citizen and Star Citizen Live, are on hiatus and will return after CitizenCon.
On Saturday, the moment we’ve all been waiting for arrives as we kick off CitizenCon 2954! The live stream will begin at 10 AM UK time (9 AM UTC / 2 AM Pacific) and will be available on both Twitch and YouTube. We’ll launch the event with Brave New Worlds, our first presentation of the day, where we’ll introduce Genesis—an innovative suite of technologies and processes within StarEngine.
On Sunday, the CitizenCon stream returns at 9 AM UK time (8 AM UTC / 1 AM Pacific)—one hour earlier—for Day 2, bringing you even more exciting content from the 'verse. Get ready for a fantastic lineup of presentations and updates!
Have a stellar week both in and out of the 'verse! And if you see me in Manchester, say hi!
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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Join Fat_Bird on a journey in this 80s and 90s-inspired blockbuster with plenty of twists and turns. They'll use the tools at their disposal in the most unconventional ways possible to find out who took their C1 Spirit. Buckle up for some fun!
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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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 10:02:2024
REF: CIG UK, CIG DE, CIG LA, CIG TX,
FAO Squadron 42 Recruits.
Welcome to September’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including narrative scenes, zero-g traversal, and corpse details.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI Tech
Last month, AI Tech enabled the designers to set default schedule areas and tags on instanced NPC entities and then export them in object containers. This makes it easier for levels with preplaced NPCs, as information is no longer required to pass through scripting. Navigation cost volume can now also be enabled and disabled through flowgraph nodes and modify its initial cost at runtime.
On the performance side, further improvements were made to the vision, observable, and perception components. For example, update frequency was adjusted based on AI character LOD, so that closer entities are more responsive. The team also implemented lighter AI zone handling for observables, which will deliver significant improvements when zone queries are made by NPCs.
AI (Social Strike Team)
The narrative designers spent September working on key social scenes. On the AI side, the team polished locations and added additional life via utility behaviors – locations worked on include a ship's hangar, gym, bridge, barracks, bathrooms, and mess hall.
Animation
September saw the Animation team improving on the zero-g flow. They also adjusted weapon reloading, first selects, and how players interact with the environment to improve overall combat AI, while code was updated to fix various cover bugs.
The Facial team progressed through the remaining animations for the game, which is nearing completion. They will then transition to improving all facial animations, starting with the key cast characters.
The Mo-Cap team assisted the Gameplay team with Body Type 2 animations and captured additional data for various gameplay story sections.
Art (Environment)
Environment Art focused on key chapters, pushing the boundaries of art and lighting for a high-fidelity cinematic experience. They also looked at dynamic environmental destruction and continued to flesh out planet-side content for chapter seven.
Gameplay Story
Gameplay Story’s priority in September was supporting wider efforts to polish. Alongside this, they used new mo-cap to significantly improve two scenes in chapter four. The team also looked closely at chapter five, restructuring a complex scene featuring three characters meeting with variable timing.
“This previously looked a little disjointed depending on the timing of the meeting. However, following reorganization and new mo-cap, the scene is looking much better and is far more robust.” Gameplay Story Team
A number of scenes in chapter 13 were blocked by a problem with the level, which the devs solved by submitting a setup fix. Following this, numerous updates were submitted and resolved.
Gameplay Story continued making steady progress on additional scenes in chapter 15, implementing a significant amount of performance-captured data.
Narrative
Following improvements to the scanning mechanic, the Narrative team spent time fleshing out information for corpses that players will encounter during the game. This also exposed some improvements to how scanning information is applied so that it can be properly localized into other languages.
Additionally, the team had several meetings to perform a moment-by-moment analysis of one of the more narratively intense levels to refine the dialogue, environmental storytelling, and enemy behaviors to ensure that they all work together. This resulted in various adjustments, including the timing of specific dialogue triggers and the location of certain props.
The team also wrote several dialogue lines for automated systems that play in one of the chapters to contribute to creating the proper narrative atmosphere.
VFX
The VFX team continued working toward their current milestones, supporting the Cinematics, Gameplay, Locations, and Weapons teams with their content deliverables. The VFX team is currently working on optimizations to ensure the best experience for all players.
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This article originally appeared in Jump Point 8.6.
Aegis Idris
SPACECRAFT DEVELOPMENT
The initial specification for what would become the Idris was established in 2545 by the United Planets of Earth’s (UPE) Weapons Development Bureau (WepDev). The frigate was part of a range of forward-thinking plans that attempted to imagine the form that Earth’s military would need to take after the successful conclusion of the then-raging First Tevarin War. These plans imagined a peacetime UPE with significantly expanded borders, both with territory annexed from the Tevarin and the increased colonization of more distant planets. The specifics of what would be the Idris called for the development of an 85-meter, corvette-class spacecraft that could dock a pair of patrol fighters. These corvettes would be built more affordably and in greater numbers than current ships-of-the-line and would be rapidly deployed to help patrol the burgeoning Empire. The prime contractor role (covering both design and manufacturing) for the new ship was assigned to Aegis Dynamics via no-bid contract with a number of component and support contracts going to smaller, now defunct concerns.
To outside observers, the result of the ensuing three years of development was a model of typical bureaucratic confusion. The namesake Idris that would begin its space trials in 2549 was a completely different beast to the initial specification: a massive frigate-class spacecraft massing several times the original proposal, mounting an enormous railgun, and carrying a fully functional flight deck capable of supporting multiple classes of fighters and bombers. In fact, the Idris’ move from the proposed corvette to the frigate that was actually constructed was painless and seemingly natural for those involved, with the design specifications being revised multiple times as the reality of the post-war Empire became increasingly clear. The newly-christened Empire’s cadre of fresh-faced, Messer aligned planners quickly identified the project as important to establishing their own power base and they worked carefully with Aegis and other contractors (particularly Aim-Krug, responsible for the railgun installed on the first flight of ships) to expand the scope of design to define a model for the modern warship. Expansion from the original corvette to the frigate was a rare decision that was in the best interests of all persons involved. Highlighting the suggested importance of the project, the first ship was named after the recent victory at Idris IV, already being mythologized as a foundational element of the new Empire.
The first frigate was commissioned in 2551 in a ceremony at Aegis’ newly constructed Idris System factory complex. The launch was attended by Imperator Ivar Messer, who presented a famous speech seen today as a prelude to him taking increased control of the UEE in the name of public safety. The initial factory constructed by Aegis to produce the ships included six berths that would work around the clock. The first six Idrises laid down were all commissioned by May 2552 and began service tryouts then extended patrol assignments later that year. From the start, the high-tech ships were desired assignments for navy crewmen who correctly identified that the then-lavish ships would play a major role in coming events.
A major delay in production occurred the next year following the revelation that there were significant issues with the layout of the original six ships that made them particularly prone to fires. Poor placement of firefighting equipment and personnel combined with limited availability of shipboard retardants led to several significant fires, culminating in the deaths of seventeen sailors when one such fire spread to the forward magazine aboard the UEEN Ashton. Production of additional Idrises was delayed for eighteen months while a full review and redesign was conducted, culminating in the launch of the first flight-two spacecraft in 2555. With the early issues resolved, Idris production continued at pace and the powerful frigates quickly became a common site around the Empire.
The average Idris-class frigate commissioned between 2560 and 2800 had a thirty-year operational lifespan; in modern days, this average has been nearly doubled through both updated technologies and a greatly specialized overhaul process that essentially rebuilds any given ship once over the course of a decade. Aegis has continued to expand the number of available berths at their Idris IV factory over the centuries as demand increases from both the military and civilian users. The original UEEN Idris was decommissioned in August 2587 with 43 tours and nine combat stars. Today it is the sole remaining Flight I Idris, mothballed in drydock at MacArthur, where it is often discussed as a potential museum piece highlighting the military’s role during the Messer era.
CIVILIAN LAUNCH
For the first two hundred years of production, Idrises were reliably scrapped upon decommissioning; a requirement specified by law for all capital assets by the early UEE government. While Aegis’ shipbreakers were forbidden from salvaging and reusing systems, they were able to recycle roughly 35% of the scrap tonnage in the construction of newly produced frigates. This lifecycle was drastically altered in 2801 with the passage of the first Surplus Act that gave approved civilian organizations the rights to bid on properly-demilitarized but still-functional spacecraft up to and including destroyer-class vessels. In the case of the era’s Idrises, this meant the permanent disabling of the keel-mounted gun and the removal of all classified subsystems, such as military-spec targeting software. The law was primarily passed to allow citizens to purchase former freighters and the initial reception to the availability of former military frigates was generally cold. Within two decades, however, the need for larger-scale fighting ships had become greater and Aegis was forced to significantly expand its investment in mining corporations in order to make up for lost scrap resources. Simultaneously, additional citizen armament laws loosened the restrictions on what equipment could be sold off and to whom it could be sold to, gradually going from authorized militia forces to corporate and finally private entities.
By 2875, the demand for civilianized Idrises combined with expanding life cycles for existing military ships had outstripped the Navy’s ability to decommission existing ships. The result of this schism was the launch of the first-ever Idris Peacekeeper (Idris P), a purpose-built ship nearly identical in form to the military model (retroactively called the Idris Military or Idris M), lacking only the main gun mount (which could be readily rebuilt on the secondary market). For the first time, civilian organizations could purchase not only the increasingly limited number of UEEN surplus ships but also commission the construction of their own spacecraft directly from Aegis. The popularity of the Idris platform, already cushioned by generations of developed support system, exploded and had quadrupled by the turn of the century.
CIVILIAN EXAMPLES
The following examples are a sample of different Idris-class ships used by civilian entities. As Idrises have been available to civilian organizations for well over a century, this list is representative but not exhaustive.
• BX214, BX215, and BX218 were Idris-class frigates purchased via fundraising by aid organizations in 2812 in response to a disaster in the Corel System. Unexpected solar activity caused a nearly total crop loss in the system for an 18-month period, prompting a major aid effort to ship food and other aid supplies in. The three Idrises, their flight bays converted for freight for the first time, served as armored transports as part of a large, ragtag fleet of similarly repurposed vessels.
• Anax was an early model Idris supposedly purchased by a civilian historical salvage group in 2815. Anax was equipped with ultra-high-tech sensor systems and a force of powerful drone spacecraft. The ship was credited with the discovery of several major wrecks and the surprise recovery of a stranded starliner thought to have been destroyed in an accident. In response to a 2915 formal information request filed by a group of journalists reviewing historical starships, it was revealed that the Imperial government funded a significant portion of Anax’s expeditions for reasons that remain classified.
• Helne’s Canard was a purpose-built Idris-P owned by weapons magnate Jaer Forsythe. In his later years, Forsythe became increasingly paranoid and ultimately interested in avoiding human contact altogether. Shortly after his 75th birthday, he sold off his terrestrial real estate and invested a significant portion of his weapons investments in the conversion of the Idris into an armored luxury spacecraft. The details of how the ship was crewed and its current whereabouts remain unknown.
• Home Force One was an Idris-class ship belonging to the so-called Free Republic of Lamia, a fringe political group that claimed ‘ownership’ of a large asteroid in the Goss System. The group considered Home Force One, a military surplus Idris which was never actually re-equipped with weaponry, to be their flagship and utilized it in a number of media stunts to promote their cause. The Lamian organization fell into bankruptcy within a year of the ship’s purchase and it was ultimately taken into custody and later scuttled by the Advocacy.
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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.
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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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
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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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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.
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…