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Join us for a live Q&A session with the developers who created the upcoming Distribution Centers, followed by a Meet the Devs segment with Principal Technical Artist, Forrest Stephan.
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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Capture the Idris
Crew Up for Capital-Class Chaos
Last October, we had a blast engaging with all of you in an epic chase to secure the legendary Anvil F8C Lightning. So, as we get into the midst of what promises to be Star Citizen’s biggest year yet, we’re heading back into the ‘verse with a bang… the kind of bang you only get from the massive railgun at the bow of a mighty Idris-M (some of which are crewed by a geared-up band of our developers).
That’s right, we’re offering you a fresh look at capital-ship gameplay and the nearly finished Aegis Idris interior… but you’ll have to take it from us first, and we aren’t going down without a fight.
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Seek and Subdue
Between February 23 and 27, keep an eye out for the "Idris War Game" mission for the chance to capture and control an Idris for as long as you can. As mentioned above, some of these behemoths will be fully crewed by our developers, and they're hungry for a fight!
Rally your crew and see if you can take them down and then fend off attackers from your new capital-class throne for as long as you can!
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Show Us What You Got
What’s more, throughout the duration of the event, we’re giving away an Idris-M along with other highly prized ships to the crew that creates the coolest 10-second clip of their Idris conquest. Whether you show us your crew gearing up for the mission, flying in formation to prepare for attack, bantering en route, taking the ship, or going down in a blaze of glory, the most creative submission will capture an Idris for good.
There's also another way to compete - the pilot who controls an Idris the longest will be crowned the ultimate infiltrator and fly home in an Idris-M of their own.
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 introduction of Master Modes ensure that each vehicle provides a unique experience going forward? Join us as we explore the upcoming changes in Alpha 3.23 that'll transform the future of combat forever.
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 February 21, 2024
Release View
Freight Elevators - An Update
As work has progressed on Freight Elevators, the team has recognized that additional feature work is required to implement summoning vehicles via your hangar. As a result, this specific mechanic will likely come at a later date. Freight Elevators and their other related functionalities are still on track for Alpha 3.23.
The following cards have been added to Release View, targeting an Alpha 3.23 release window:
Arena Commander: Custom Lobbies
Custom Lobbies, previously referred to as “Private Matches”, makes their return to Arena Commander. Utilizing the new Frontend & Lobby Systems, Custom Lobbies allow players to set up and play matches for any game modes on any map at any time, with their own rules.
Arena Commander: Grav Royale
Embark on high-speed mayhem in a thrilling new game mode: Grav Royale! Engage in intense vehicular combat across diverse maps, mastering your Gravlev vehicles to outmaneuver foes and seize victory in this gravity-defying battle arena.
Arena Commander: Engineering Experimental Mode
Three Limited Test Experimental Modes featuring the engineering gameplay (also referred to as "Resource Network") showcased at CitizenCon 2953. Help shape the future of engineering gameplay in Star Citizen by testing and giving feedback to the features and balance showcased in this limited test before it hits the Persistent Universe.
Arena Commander: New Flight Map - Miner's Lament
Miner's Lament, previously exclusive to racing & part of the Master Modes tests, now opens its treacherous asteroid-laden expanse to all flight modes. Dogfight in the chaotic beauty of Yela's ring for an intense, dangerous, close quarters showdown.
That's all for this week! No Progress Tracker updates this week as work continues on long-term planning.
Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
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Xē'suelen, hi everyone o7
The Red Festival 2954 (Lunar New Year 2024) is still ongoing until February 26! As is tradition throughout the UEE, red envelopes have been hidden across Stanton, and we're offering a variety of red and gold ship paints to tempt good fortune in the year ahead. The Referral Bonus is also a great way for your friends and yourself to earn rewards: When you refer a friend, you can receive a Drake Dragonfly, Red Alert Armor set with undersuit and backpack, plus a shotgun for free!
Our teams are working hard on Star Citizen Alpha 3.22.1, hammering down features, squashing bugs, and preparing the great events ahead of us! Read the recent EPTU Patch Notes.
Related to this, we have made a change to how the Evocati Patch Notes are shared with the members of the community. We will begin to release the Evocati Patch Notes publicly, allowing everyone to read and discuss their content. Read our announcement for the details.
And more Lore for everyone: Learn more about the Anvil Valkyrie and its development.
Now, let's see what's going on this week:
This Wednesday, enjoy a new update of our Roadmap, with plenty of details for you all.
Thursday, we're posting a new episode of our weekly Inside Star Citizen with a look at three more features coming to Alpha 3.23 in Master Modes, Precision Targeting, and Gimbal Weapon changes... and more!
This Friday, our Star Citizen Live will be a 2-for-1. In the first half, we'll sit with the developers creating the upcoming Distribution Centers as they answer your questions live, and in the second half, we'll Meet the Devs with Forrest Stephan, Principal Technical Artist. You can now submit your questions for Distribution Centers and catch the show LIVE at 8am PST / 4pm UTC. The weekly RSI Newsletter will also be delivered right to your inboxes.
And last but not least, don't forget that the Crux Cup from Anzia Racing is in one month! Don't forget to sign up before March 16th, 13:00 UTC, if you want to participate in this series of persistent universe ship races throughout the month of March.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
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The founder of Big Benny's, Benicio Lewis Jr., was amazed to see this wonderful creation from Freeman's girlfriend: a potato sack stamped Big Benny's! The wonders of Coramor
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 today as members of Team Cian answer your questions about EVA and the Personal Interaction System Live as a follow-up to the Extra-Vehicular Particulars episode of Inside Star Citizen.
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…
What kind of gameplay can you expect from the first drop of Distribution Centers? Dive underground with us today as we explore the features targeted for their initial release in the upcoming Alpha 3.23 patch.
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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This article originally appeared in Jump Point 7.5.
Anvil Valkyrie
DEVELOPMENT HISTORY
In early spring 2802, a delegation of engineers, theoreticians, and computer scientists working for Anvil Aerospace booked three weeks of supercomputer array time at the Levindosk Institute on Terra. By this point, Anvil had long-secured its position as the go-to aerospace corporation for both military-contracted weaponry and private combat spacecraft. Equipped with a large war chest owed to the success of the civilian F7C Hornet launch, Anvil was ready and willing to invest in more speculative products rather than adapting further government contracts for domestic use. But before that could happen, the company’s long-term planners were eager to answer a difficult question: what next? The team dispatched to Levindosk had an intriguing proposal for how to answer this question. They would conduct a large-scale wargaming simulation that would hopefully allow them to predict the United Empire of Earth’s future vehicular needs rather than wait for future contracts to be offered.
Computer wargaming is by no means a radical invention; humans have been using advanced computers to attempt to predict future trends for the entire millennia and such devices have existed with varying degrees of success across generations. Indeed, the UEE military conducts electronic wargaming continually using even more powerful technology than those available to civilian researchers. However, it is exceedingly rare that such analyses are ever declassified and, when they are, they tend to concern past events of very little value to the civilian aerospace sector. Additionally, the rarely available UEE wargaming results are largely concerned with worst case scenarios and are offered to the public as propaganda. Anvil’s executives were interested in a different approach, developing only those scenarios in which day-to-day business continues.
The Anvil team that arrived at Levindosk had been preparing for the moment for seven years, more time than it would ultimately take the engineering team to develop the resulting ship. The process involved massive data gathering and organization on a scale not previously attempted in the private sector. Decades of data that could help the supercomputers imagine the current state of the UEE had been collected and organized, ranging from simple census statistics to observed fleet movements and spectrum usage metrics. The engineering team worked tirelessly to create a statistical portrait of the UEE in 2802 to allow the supercomputers to process viable outcomes. The immediate result, which would take some thirty-eight months to properly examine, was thousands of different possible scenarios that might impact the need for armed spacecraft in five, ten, twenty, and thirty years. Next, the results were moved to an undisclosed location aboard a fleet of data runners protected by corporate-owned Hornet escort fighters. The data in hand, a second team of expert analysts settled in for the long-haul of connecting these possibilities to future market trends.
As Anvil’s analysts processed the results, they were quick to move past the obvious findings that the Vanduul conflict and future wars would require faster, more maneuverable, and more powerful frontline spacecraft. Instead, they focused on roles for support craft; what might be the next Crucible? Although most of the group’s findings remain proprietary, interviews have since made it a matter of public record that their first realization was that every future scenario involving a Vanduul defeat would require a significant advancement in landing craft. For example, should the Empire move to retake systems like Orion and Virgil, an Anvil-designed troopship solution could easily lead the way. So, both the technology behind the ships and the ability to mass produce them for future large-scale amphibious operation were certainly worth investigating.
EARLY DEVELOPMENT
Prior to the introduction of the Valkyrie, Human amphibious assault craft were divided into two types: smaller, more expensive dropships intended to deploy individual squads for specialized operations and larger, more expendable spacecraft designed to deploy entire companies or mechanized artillery units. The Valkyrie’s design team aimed to split the difference down the middle by creating a mass-produced spacecraft capable of transporting both a platoon of soldiers and an armored support vehicle. Anvil’s supercomputer predictions suggested that future war planners would need to rethink the traditional amphibious assault process for future attacks on Vanduul-held worlds. While smaller strike units backed with the threat of orbital bombardment have typically been effective in recent centuries of warfare fought against Humans, mass attacks with additional firepower would be needed for the theoretical taking of a Vanduul planet. To address this challenge, the team attempted to make up the difference between the Aegis Dynamics Redeemer used to insert special operations teams and the larger freighters/landing craft used for logistical support.
The new armored landing craft, officially designated a heavy dropship, would carry both the sophisticated defenses of a Redeemer-style vehicle while still maintaining some of the size and deployment capabilities of a starlifter. An array of twenty sophisticated g-couches would keep individual soldiers harnessed during the ride to the surface (landing injuries being another problem with more disposable landing craft) and VTOL thrusters would allow the ship to land and quickly deploy troops and equipment on rough terrain no larger than the ship’s own base (plus area to deploy a vehicle if needed). The spacecraft’s name, Valkyrie, was chosen early on as a tribute to a UEEN pilot who flew under the same callsign who had recently been killed on a reconnaissance mission that identified a Vanduul destroyer (though Anvil’s marketing team would eventually promote it as referring to the ship’s ability to carry soldiers screaming into battle like the Valkyries of myth).
The design process quickly resulted in a prototype and then a production prototype, all before the idea was ever presented to the military. Anvil opted to keep the test program completely secret, leading to a series of leaked photographs that aerospace watchers incorrectly theorized might be proof that the company was developing another deep space fighter in the style of the Vanguard. It is impossible to know whether similar UEE analyses generated an identical future prediction or if Anvil happened upon an incredibly lucky coincidence, but in 2810 a joint request of the UEE Army and Navy requested a heavy dropship capable of deploying larger combat teams quickly. Anvil was able to present the Valkyrie with its testing complete, already flying, and ready for production. A modified no-bid contract quickly followed and Anvil’s factories began turning out the first military model for active service in 2812.
CIVILIAN DEVELOPMENT
Although the Valkyrie has not yet been used for a mass invasion, the design has already repeatedly proven itself in combat in frontier regions. After-action reports specifically praise the ability to immediately deploy an armored vehicle, itself a great improvement over smaller gunships. The ship has become a favorite of UEEN ground pilots and is considered the “best way to travel” by soldiers deploying into hostile situations. Military orders from the design have increased each quarter and, if the long-term computer analysis is any indication, Anvil expects to almost double production of the Valkyrie each year for the foreseeable future. To this end, the company has made investments on no fewer than five worlds to add additional factory capacity for producing Valkyries in greater numbers. If a future massed planetary assault occurs, it will be even more of a windfall for Anvil stockholders.
In 2948, Anvil expanded the Valkyrie line with the not-unexpected addition of a civilian variant. Since the Valkyrie was not developed using government funds, the company was free to adapt it for the civilian market more quickly than previous designs like the Hornet. The civilian conversion team found the design process especially quick, with only limited fittings intended for specific UEEA equipment needing to be removed due to classification. The civilian Valkyrie is otherwise indistinguishable from the military equivalent and is even produced on the same factory floor.
Civilian Valkyries are now operated by local militia and police units on frontier worlds where deploying heavier weapons across great distances is especially important. The design has also found unexpected favor with prospectors and other explorers who have found great use of the ship’s ability to maintain and deploy a ground vehicle on rough terrain with a small footprint. Individual explorers can set down a Valkyrie at one claim site, dispatch a buggy or a small crew of workers and then jump ahead to another location. The process has greatly sped up mining surveys on some worlds by allowing a single work team to cover three to five sites at once. Anvil’s forecasters are keen to see if further uses develop in the asteroid mining or the science-support disciplines.
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Happy Monday, everyone!
Red Festival is well underway, with tidbits galore to ring in the coming of the Year of the Dog in 2954. Greet the new year decked out in new Auspicious ship liveries, earn a limited-time Red Festival Challenge Coin by dominating in the special new mode in Arena Commander, or engage in the time-old tradition of finding and turning in red envelopes for fun and profit. Plus, visitors of Stanton during the Red Festival will receive a commemorative 2954 Year of the Dog envelope to display in their hangars for years to come. Take advantage of the currently ongoing Free Fly event and invite your friends to join you in celebrating the end of the lunisolar year. Our Red Festival Referral Bonus runs through February 26, and you and the friends you recruit can usher in the new year with a Drake Dragonfly along with a special-edition Red Festival armor and weapon package!
Love is also in the air, and we hope your Coramor weekend was spent with your co-pilot of choice (or favorite partner-in-crime) painting the 'verse pink and black! If you took off for a rendezvous or two in-game, don't forget to send your best screenshots to the 2954 First Date in the 'Verse Screenshot Contest by the 15th for a chance to win some lovely prizes. Head over to the Coramor 2954 landing page for details on the contest and more.
Lastly, if you're in Paris, France, or Brussels, Belgium, or Boise, Idaho, in the United States this weekend, you can look forward to hanging out with other enthusiasts and talking about all things Star Citizen over your favorite ice-cold beverages at Bar Citizen events. Visit barcitizen.sc for details on upcoming events near you.
Now, let's see what's going on this week:
This Tuesday, the Narrative Team will make Whitley's Guide on the Anvil Valkyrie available, first appearing in an issue of Jump Point. In an effort to predict the future of warfare, Anvil spent years compiling data and fed it into a supercomputer. The results inspired Anvil to develop the Valkyrie.
On Wednesday, we'll be reposting last week's Squadron 42 Monthly Report newsletter as a Comm-Link.
Thursday's episode of Inside Star Citizen is our final look at Distribution Centers before their intended arrival in Alpha 3.23.
This Friday, Star Citizen Live returns with a Q&A show with members of Team Cian answering your questions about EVA, PIE, and Default Item Actions. Join us on Twitch at 16:00 UTC / 8 am Pacific and don't forget to get your queries in before the broadcast. You'll also receive our weekly RSI Newsletter delivered to your inbox.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
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sOLARiZ delves into the lore behind the Red Festival, exploring its rich traditions and history, and chronicling its evolution from Earth's lunar celebration to a festival universally-synonymous with the pursuit of fortune and happiness.
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 in another Meet the Devs format as we explore the personal history of two of our most tenured executives: Chief Publishing Officer John Erskine and Vice President of Corporate Technology Mike Jones, where they'll share stories about themselves and from CIG's earliest days.
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 does the role of branding shape the Persistent Universe? Grab your favorite Whamburger and join us for this episode of Inside Star Citizen as we navigate through how branding breathes immersion and narrative into every aspect it touches.
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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Coramor 2954
The universe is a daunting place, brimming with unavoidable danger, unfathomable weirdness, and violent confrontation. But taking on this savage galaxy is a little less scary when you’re doing it with someone you love.
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This Coramor, don’t rush headlong into the action alone. Grab your sweetheart, best bud, or most trusted coconspirator, get strapped up with special edition guns, armor, and ship paints, and take on the star system together.
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Grab an accomplice and log into Arena Commander for some jolly cooperation in this all-new 2v2 dogfight competition. Prove your partnership is better than the rest and earn an in-game limited-time Coramor Challenge Coin.
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Inspired by the traditional colors of Coramor, slap the Lovestruck paint scheme on your Argo workhorses and instantly heat up any jobsite, excavation, or rescue operation. And if you're looking to reconnect with an old fling, previous years Lovestruck paints and vehicles are available to pick up for a limited time.
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Where would you go, what would you do, and what would you wear on a first date in Stanton? Screenshot your Coramor rendezvous for the chance to win some steamy prizes.
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Whether it’s an exciting new romance or reigniting an old flame, from now through February 15, you can test-fly five iconic ships for free - the Nomad, 100i, 400i, Scorpius, and Prospector.
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Pursuits for Pairs
It's Coramor season! Whether it's your partner-in-crime, an org-mate, or your trusty co-pilot, Star Citizen is better together. Ready to jump in, arm-in-arm? We've put together a few tips and activities below that can be done with a co-pilot by your side.
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The 'verse is a dangerous place, so make sure you're fully equipped to take on the challenge. Stop by a local hospital in any major city and pick up some MedPens or ParaMed tools before you embark.
Don't forget food and water too. (Or just a ton of CRUZ Lux, we won't judge!)
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What's more fun than breaking rocks for their valuable ore? Breaking BIG rocks for their valuable ore. Whether you're getting a helping hand placing Optimax or harnessing the power of multiple crossed streams, mining can be even more lucrative with a partner.
Before you set out in search of an asteroid or boulder to crack open, swing by a refinery at one of the many Lagrange stations around the 'verse and pick up some mining gadgets, giving you the upper hand over the toughest and most unstable prospects.
Vehicles We Recommend: The Argo MOLE is the ship of choice for multi-crew mining in Alpha 3.22. Or, grab a pair of Prospectors if you both want to be in the pilot seat!
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Time to put those Multi-Tools to work. One of the newest career additions to the 'verse, salvaging derelict vessels of all sizes is a fantastic way to earn cold hard aUEC, and even more so with another set of hands.
Your tractor beam will be your best friend as you pull valuable components from their mounts, and this process goes much faster if you have two people moving parts to your cargo bay. Not to mention that two beams are better than one as you scrape the hulls and disintegrate the frames into commodities you can sell.
Vehicles We Recommend: The Aegis Reclaimer is the flagship multi-crew salvage vessel of the 'verse, but a pair of Drake Vultures will do the job just as well.
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As you progress through the ranks of the Bounty Hunter's Guild, the contracts available to you become increasingly harder to take down. Fight fire with fire and bring a co-pilot to lay down the law on the ne'er-do-wells of the Stanton system.
Vehicles We Recommend: Heavy fighters such as the RSI Scorpius or the Anvil Hurricane are perfect for two-player takedowns of the toughest bounties. Small multi-crew ships like the Drake Cutlass are also a great choice here, as some bounties potentially have valuables in their holds that you can "confiscate."
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Want to clean up a different kind of mess? Mercenary jobs can be tough, but it helps when you know someone has your back. From clearing out bunkers to liberating settlements, these missions are action-packed and full of loot to bring home.
Some of the most exciting missions take place in the skies of Crusader and involve taking on entrenched Nine Tails forces. To gain access to these missions, look for the Crusader Security Assessment mission in the Mercenary tab of your Contract Manager. This, along with working missions for Crusader Security, will unlock platform assault missions on Crusader's various points of interest.
Vehicles We Recommend: A sturdy multi-crew ship is perfect for mercenary missions, so a Crusader Mercury, Drake Cutlass Black, or RSI Constellation Andromeda work well here. Make sure you bring plenty of medical supplies and a healthy helping of personal ordnance as well.
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What better way to strengthen your bond than to commit crimes against the UEE? Life becomes much harder in the 'verse with a CrimeStat rating, so why not share it with someone?
There are a few avenues into a life of crime, but one of the most lucrative is the Breach and Steal mission, which has you track down a derelict pirate Reclaimer that's been seized by local security. The payout is huge, and the ship is full of gear that you can turn a nice profit on at a local fence.
Vehicles We Recommend: Cargo and combat proficiency are vital for a life of piracy, so we recommend the Drake Cutlass, Drake Corsair, or RSI Constellation Andromeda to keep you safe and secure as you take on more and more risk. And, of course, if player-piracy is more your speed, the RSI Mantis is a pirate's dream for its ability to snare ships out of quantum travel.
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From February 8 through 26, refer a friend and secure a Drake Dragonfly along with a special-edition Red Festival armor and weapon package for both of you.
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Outfit several popular Origin ships and vehicles with two all-new liveries paying homage to both 2954’s Year of the Dog in-game and 2024’s Year of the Dragon here in our current timeline. And, for additional prosperity, you can pick up previous years' Auspicious Red paints and vehicles for a limited time.
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Log into Arena Commander for a special new Kill Collector mode, and collect holographic challenge coins from your felled opponents. See how many you can get before your luck runs out. The top scorer in a round earns a limited-time Red Festival Challenge Coin!
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Find red envelopes across the system and turn them in for credits and prizes. Plus, receive your own special 2954 Year of the Dog envelope to display in your hangar for years to come if you visit Stanton during the Red Festival.
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Good luck has certainly smiled upon the 'verse this year, inspiring Origin to launch a surprise flash sale featuring limited stock of the legendary 890 Jump superyacht.
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Lunar New Year 2024 Referral Bonus
To ring in a prosperous new year as part of the Red Festival, we're inviting you to join in our Lunar New Year 2024 Referral promotion! When you refer a friend, you can receive a Drake Dragonfly, Red Alert Armor set with undersuit and backpack, plus a shotgun for free!
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
Welcome to January’s PU Monthly Report! Our teams kicked off the new year strong by making significant progress in a variety of areas including ships, locations, AI, and UI.
AI (Features)
AI Features began the year working on a key AI-driven initiative for Alpha 3.23. This involved a variety of improvements and new behaviors that required frequent discussions between various disciplines.
AI (Tech)
AI Tech started 2024 picking up where they left off last year. For example, they added the ability for multiple NPCs to use ladders simultaneously when moving in the same direction, which completes the feature.
The transit system received upgrades to make the ‘UseTransit’ logic smoother and more robust when handling fails, retries, and fallbacks.
For NPCs using elevators, the flow was improved to create a more efficient sequence. For example, characters won’t be seen going back and forward anymore and will instead board the elevator directly, eliminating unnecessary waiting or interim positions.
The development of generating navigation mesh on planets continued, particularly close to poles, to support outpost locations with NPCs. To achieve this, a new ‘TileName’ system for planets was implemented, which translates position locations into terrain patch IDs for more accurate navigation around poles.
AI Tech also continued to support the designers with additional functionalities and quality-of-life fixes for Apollo. This included the ability to delete functions directly from the multi-graph view, enhanced clicking behavior when zoomed out far enough, improved menu options, and functionality to define shops in platforms.
For spaceship behaviors, the latest fixes and changes to the new pilot-combat behavior were included in the new Arena Commander mode added in Alpha 3.22.
The team are currently developing a new data-loading procedure for Subsumption data. This will allow stricter requirements on the data so they can immediately identify issues. This functionality will be enabled as an additional step when submitting for validation.
Alongside these highlights, AI Tech continued to support release builds and addressed numerous smaller improvements and bug fixes.
Art (Characters)
In January, the Character Art team completed the racing flightsuit and its helmet, and continued working on Headhunter outfits.
The Character Concept Art team began exploring legendary armors and worked on handoff sheets.
Art (Ships)
Last month, the RSI Zeus continued to progress through the greybox stage, with some areas moving slightly beyond. The team are currently focusing on finishing various areas, including the entrance ladder and engineering, while polishing previous areas to make them match the contemporary RSI style.
A previously announced vehicle completed its LOD0 phase, with the team also working on paints throughout January.
“Some areas have already made it through final content, and we hope to be completely hands off in a couple of weeks before moving on to additional promised content work.” Ship Art Team
The RSI Polaris is currently in greybox, with modular pieces done for the lifts, habs, corridors, and hangar.
An unannounced shipprogressed well, receiving an updated lighting pass, including POMs to meet the current visual standard, three different lighting states, standardized headlights, geo updates, and glows in the thrusters. It also received a material refactor and other updates.
Two variants continued development: One moved through greybox and began the LOD0 phase, while the other completed LOD0 and is awaiting its gate review. Several related bugs were also fixed.
Finally for Ship Art, gold-standard work on the Aegis Retaliator began.
Art (Weapons)
January saw the Weapons Art team redesigning and changing the dimensions of weapons optics. Improvements were also made to the FPS weapon wear map, while various animations were fixed for ship weapons.
Community
The Community team kicked off the new year by announcing the winners of the Luminalia Greeting Card Contest. They received hundreds of submissions from passionate backers who created wonderful pieces of art!
Community and other teams participated in the Daymar Rally organized by ATMO Esports. CIG’s Bike and Buggy teams performed alongside other players competing in the dirtiest race in the 'verse.
“The event was a blast, and participating in the Daymar Rally was a great way to enjoy Star Citizen with everyone, connect with the community, and compete in the greatest marathon in Stanton!” Community Team
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They then published the Arena Commander Schedule as a comm-link for better visibility. This will be updated every month so that everyone can discover the new game modes coming to Arena Commander.
The team also spent a considerable amount of time planning CitizenCon 2954... more information to come very soon!
Finally, members of the Community and development teams visited Spain last weekend for Bar Citizen Barcelona.
“We were humbled to see so many of you at the Space Cowboy, where we had lots of heartwarming chats and shared some special loot only available in Bar Citizens that CIG staff attend! The team is also happy to announce that the Bar Citizen World Tour continues in 2024! Just like before, we want to hear from you about where we should visit. Feel free to contact the Community team on Spectrum and they'll add it to the list of locations to consider. Read more about Bar Citizen World Tour 2024 here!”
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Economy
Last month, the Economy team completed a balance pass on the UEC prices of FPS weapons. They’re currently looking into the impact of structural salvage on the in-game economy.
Core Gameplay
To amplify efforts, the Character, Vehicle, Gameplay, and Arena Commander sections are no longer separate, as the Gameplay Features team was reorganized toward the end of the last year (including teams for SQ42, the PU, and Arena Commander) to operate as one unified Core Gameplay Pillar. As such, their progress will be reported under the ‘Core Gameplay Pillar’ moving forward.
Last month, the Core Gameplay teams continued porting some of the SQ42 features seen at CitizenCon to the PU, which included making many features multiplayer-compatible.
The porting efforts and remaining code work on recoil improvements and dynamic crosshair were completed and refined to give players the best experience possible. EVA was also ported over and now has more intuitive strafing behavior and multiplayer support.
For player interaction improvements, the team fixed various bugs. They’re currently making sure that the interaction prompt, default actions, and control hints all work together to make it clear what will happen when players interact with something. Master Modes testing and refinement is ongoing too, with several successful playtests and rounds of positive feedback.
The resource network and life-support features were further developed, the devs scoping out the remaining work needed for feature release and clearing important tech debt. They also continued to work on jump-point gameplay, including the procedurally generated tunnels and flow of entering the jump points.
Progress was also made on several tech initiatives in January. For example, support continued for Server Meshing and server-crash recovery. Notably, there were improvements to the usable code for robustness and reliability.
For Maelstrom (the dynamic-destruction system), the current workload involves evaluating existing setups and generating workflows to fit the new pipeline. The team have already started retrofitting existing systems, including improvements to allow ship landing gear to detach with maelstrom debris and simplifying the design markup for configuring item control within vehicles. These changes not only facilitate the new pipeline but improve on the implementation based on feedback.
The team also continued last year’s work on the transit system, preparing it for an upcoming refactor and completing work to ensure the current version is suitable for Server Meshing and Crash Recovery. This involved implementing a safe-recovery system for players who experience a server crash while inside moving transit. Engineering also continued refactoring the docking and landing systems, including a rewrite of the automatic dock/undock feature.
For the former Arena Commander Feature team, January’s focus was on transitioning to the Persistent Universe and becoming familiar with the workflow and systems. While the team's focus is now the PU, they’ll continue to maintain, improve, and provide regular content updates for Arena Commander, albeit with reduced velocity. That being said, the team finished work on three special events and formed a strike team to close out the Resource Network Experimental Mode.
January also saw two successful go/no-gos for Arena Commander: Grav Race, where players race grav-lev vehicles across five racetracks, and a major update to Master Modes, which includes a limited test of the new AI behaviors tailormade for Master Modes. Atmospheric maps were also added across all Master Modes game modes.
After last month’s successful tests, the team began implementing ‘streaming bubbles’ across all Arena Commander locations for improved performance and easier map setup. Additionally, they continued to refactor several UI systems to Building Blocks, improving the overall UI.
Finally for Core Gameplay, the team worked on a wide range of features for the upcoming cargo update. This includes new cargo freight elevators, instanced hangars, personal hangar persistence, commodity trading changes and associated commodity kiosk updates, cargo grid improvements, hover trolley support, hauling mission support, and more.
This is a significant endeavor that involves working closely with teams across CIG including, UI, Design, Art, Animation, Narrative, and Core Tech to deliver on the full vision.
“So far, we are right in the thick of building out core functionality and establishing pipelines, with early prototyping proving out functionality and providing input for iteration. There is still much work to come, but progress has been solid to date.” Core Gameplay Pillar
In-Game Branding
Alongside the Environment team, In-Game Branding continued integrating branding elements into the new distribution centers.
The development of Pyro’s outposts continued too, with attention on finalizing signage to enhance visibility and communication.
Live Tools
The Live Tools team developed and implemented several new features to assist the Player Support teams. They’re currently ensuring that the Network Operation Center becomes easier to use and meets the evolving needs of the different users.
In addition, the team is further improving other internal development tools and providing the necessary help and maintenance.
Locations (EU)
EU Sandbox 1 continued to develop the upcoming Distribution Centers, while Sandbox 2 worked on location markup for the new Starmap and high-tech and colonial cargo elevators.
Progress was made toward Pyro’s initial release. This involved finalizing the placement of outposts and integrating content, such as the new ‘defend’ mission.
Alongside this, the Landing Zone team continued to work on the Cargo feature, including freight and ship elevators for hangars.
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Locations (Montreal)
Montreal’s Locations team began the year closing out mandates, starting new ones, and planning for 2024. For example, they closed out the final bug fixing for additional derelict settlements and kicked off the whitebox for building interiors. They also continued their work on the Distribution Centers mandate.
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Mission Design
Mission Design continued to fix Siege of Orison for the live release, tackling many long-standing issues using new evidence. Work also continued on Blockade Runner, including finishing iteration cycles and fixing bugs.
Numerous quality-of-life fixes were also made and planning was done for future releases.
Narrative
The Narrative team came back from the holiday break to multiple large-scale initiatives that will add more story and character content into the game. They also met with the various design teams to generate text for some of the systemic missions being introduced in upcoming patches.
The team then looked back to the existing lore and science of other planets and moons to make adjustments based on gameplay needs.
“This back and forth is crucial to aligning the established lore to maximize fun game loops, like resource gathering, as well as endeavors undertaken by the Environment team.” Narrative Team
On the Narrative Design front, the team continuing examining existing behaviors and looking for ways to fix bugs and pops while building a more comprehensive system based on what was learned during Squadron 42’s development. The first initiative is building a general civilian line set to populate larger spaces. The team is also looking at updating the tourist behavior to accommodate large-scale events like Invictus and IAE.
Another volley of lore posts hit the website in January too – a Whitley’s Guide on MISC’s unique Reliant lineup, a Portfolio on Pyrotechnic Amalgamated, which dives into the history of the famed mining company, and finally a Galactapedia article exploring Humanity’s perilous connection with AI development.
R&D
In January, further progress was made on the temporal render mode for atmosphere and clouds. Among other things, ghosting around cloud fringes was reduced. Also, a code interface was implemented to allow gas clouds to hook into the temporal reconstruction process, as R&D would like to explore the possibility of sharing this render pass. This will allow gas clouds to benefit from associated performance improvements as well.
Furthermore, the support in capturing and extracting auxiliary call stacks for memory corruptions (specifically, double deletes and write after free events) mentioned in last month's report was implemented on both the engine and tool sides, with its integration into Sentry currently being investigated by Turbulent.
UI
In January, a Building Block framework was worked on for the freight elevator UI. This was accompanied by the ongoing creation of art mockups to ensure a visually cohesive experience. A user-experience (UX) pass is also underway for the freight elevator and Resource Network mandates. Additionally, wireframes were crafted for the commodity kiosk UX, while attention was given to enhancing the overall user experience within the item shop.
VFX
Last month, the VFX team focused on fixing ‘log spam’ that had built up over time. This involved solving minor data errors that don’t break the game but can be problematic to devs working in the editor if too many accumulate. For example, a missing texture referenced by a particle effect.
They also continued to support several locations, including the latest version of Siege of Orison and a few Pyro outposts.
Web Platform
Last month, a new Launcher team was created to enhance the user experience of the RSI launcher. Their first major focus is the development of Launcher 2.0, which will bring a fresh UI design and up-to-date technology to support the Star Citizen community. The Evocati community was given the first version of the new launcher to assess the sign-in, download, verify, launch, and game library location features. Testing will continue up to its release to the wider community.
Alongside this, the Content Experience team worked on a simple image component to provide an efficient solution for image management. With features like lazy loading, customizable formatting, and centralized control, it streamlines performance, scalability, and flexibility. Its easy integration and prevention of content shifting make it an essential tool for maintaining a unified image-handling approach.
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 February 7, 2024
Release View
Replication Layer Update
Testing continues for this important update to the persistent universe's back end database. This release will remain fluid in regards to timing as edge cases are solved and performance is optimized. With this publish, we're moving this card to the Alpha 3.23 column, but keep an eye on Spectrum and the Tech Preview channel for the latest on the Replication Layer.
The following card has been added to Release View, targeting a release in the Alpha 3.22 patch cycle:
Arena Commander: Gravlev Racing
Introducing a new Experimental Mode to Arena Commander featuring Grav-lev vehicles racing through 5 new maps: The Snake Pit, The Snake Pit (Reverse), Clio Islands, Rivers Edge & Shifting Sands.
The following cards have been added to Release View, targeting a release in the Alpha 3.23 patch cycle, currently slated for April 2024:
Starmap Rework
Implementing the new and improved Starmap with improved visuals and usability, including easier search and trip planning functionality.
mobiGlas Rework
Reworking the mobiGlas system to use Building Blocks, which will also allow for easier development of mobiGlas apps. This update includes reworked Home, Maps, Contract Manager, and Journal apps.
FPS Map System
Implementing a minimap for the HUD as well as interior maps for FPS gameplay, helping players stay oriented in close-quarter encounters.
Personal and Instanced Hangars
Creating new tech that creates an instance of the player's hangar to allow for uninterrupted management of cargo, inventory, and vehicles. Personal hangars are found at the player's home location and allow for customization and organization of the hangar interior.
Freight Elevators
Implementation of systems and content for players to physically load and unload cargo to and from their ships by conveying cargo to and from hangars, landing pads, garages, and docking collars.
Item Bank & Unique Item Recovery
Adding Item Bank kiosks to the persistent universe, allowing players to retrieve and store FPS items at multiple locations. This addition will also allow players to retrieve lost account-bound items, such as subscriber flair.
New Missions - Cargo Hauling
Making use of the Freight Elevators feature, this mission type will have players hauling large quantities of cargo to earn both aUEC and reputation.
Dynamic Crosshair
Combat helmets now support the dynamic crosshair which allows for quicker target acquisition in close-quarter situations.
EVA T2
Improved EVA controls and animations for smoother traversal in Zero-G. Introduces limited EVA fuel and encourages the use of zero-G push/pull and the Multi-Tool's tractor beam.
FPS Loot Screen
Introducing a new screen for looting critical items quickly, allowing for more reliable inventory management in tense situations.
New Character Customizer
Implementing an overhaul of the player character creator for Star Citizen, including a new user interface and additional customization options.
Visor & Lens HUD Rework
Converting the Visor and Lens systems to Building Blocks for improved performance and flexibility.
Distribution Centers
Creating new traversable areas offering gameplay opportunities in corporate industrial environments. This initial release includes the surface levels of the facilities, with underground areas coming in a later update.
Dynamic Event: Blockade Runner
Introducing a new dynamic event that involves a criminal faction (Nine Tails) locking down an LEO and L1/L2 rest stops. Players must run the blockade and purchase and sell a percentage of Quantanium before time runs out.
Reputation - Hostility
Adding a new feature to the Reputation system where players will encounter AI that are either friendly or hostile based on their reputation with the organization the AI belong to. This also includes different friendly-fire thresholds and defense responses.
Player Interaction Experience
Implementing the updated Player Interaction Experience; a holistic array of complimentary features and systems, all related directly to the player. Player status, item status, environment status, as well as interactions with both the game world and the objects within it, are covered under these systems.
Master Modes
Implementing new modes to vehicles to manage their speed, components, and role-specific functions. This release introduces the NAV and SCM modes, as well as a complete re-tuning of all ships.
That's all for this week! No Progress Tracker updates this week as work continues on long-term planning.
Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
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Subscriber Promotions
February’s an action-packed month in the ‘verse courtesy of the return of both Coramor and the Red Festival. This month’s flair embraces both holidays with themed hab posters and exclusive pink weapons. In addition, to keep you suitably tooled up for all the excitement, we’re giving all subscribers access to Anvil’s fearsome little pocket rocket, the Arrow, while Imperator subs can also hit the hardest in the Crusader Ares series.
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!
In case you missed it last week, our weekly shows have returned with an epic splash! In an effort to shake things up, we offered an early preview of what's in store for this season on Inside Star Citizen in the recent live episode of Star Citizen Live. We divulged our upcoming feature list for Alpha 3.23, with Jared managing to beat me to the punch for the upcoming roadmap update. Missed the show? Check out the VOD to catch up on what's coming!
we're thrilled to announce that both Red Festival and Coramor will kick off this week – yes, concurrently! Whether you're ringing in the new year or celebrating new love, we have numerous ways for you to immerse yourself in the festivities. Additionally, a Free Fly and Referral Bonus are launching too, making this an opportune moment to dive into the 'verse with a friend.
Last but certainly not least, we had an incredible time visiting the Spanish community in Barcelona last weekend. The energy and passion was absolutely off the charts. We'd like to congratulate the organizers for putting together such an epic event, and thank them for welcoming us! Oh, and when we say it was a high energy event... we mean it!
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Now, let's see what's going on this week:
This Tuesday, Subscribers will get their monthly update via Comm-Link and Newsletter.
On Wednesday, the Roadmap Updates return! We'll have our first update of the year with our usual accompanying Roundup. Also on Wednesday, we'll publish January's Monthly Reports, with the Squadron 42 report arriving via newsletter.
Thursday, Inside Star Citizen takes a detour on our Road to Alpha 3.23 and explores the ever expanding role of Branding in our persistent universe, and how it's being used to shape and conform not just the way our developers work, but corporate and faction life in the Stanton and Pyro systems respectively.
Thursday also kicks off not one, but TWO events for Star Citizen. Celebrate the new year with love as both Red Festival and Coramor begin! These events also kick off our next Free Fly and Referral Bonuses, so its the perfect time to get your friends, your family, your pets, and your mailman into the game!
On Friday, Star Citizen Live returns to the classic Meet the Devs format to discuss the personal history of two of our most tenured executives: Chief Publishing Officer John Erskine and Vice President of Corporate Technology Mike Jones LIVE and in studio, where they'll share stories about themselves and from CIG's earliest days. Jared says it's about as far from last week's show as you can imagine, so take that as you will. We'll also deliver our Weekly Newsletter to your inboxes.
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We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
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Even though its Red Festival and Coramor season, Fillian decided to get ahead and create this incredible medley of sea shanties for Stella Fortuna, but with a Star Citizen Twist!
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…
Want to know what features are coming to Alpha 3.23? Join us for the first Star Citizen Live of the year as we discuss what you can expect to release with our next patch.
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…