Alles anzeigen
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.This Month in Star Citizen
Star Citizen Alpha 3.22.0a was just released and there's more excitement lined up for the next month! February is filled to the brim with thrilling content, both in the 'verse and out, so we wanted to bring you up to speed. Read on...
Siege of Orison
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Join the Civilian Defense Force today! Head over to the once idyllic Orison and fight back against the Nine Tails gang's campaign of violence. Play your part before Siege of Orison ends on February 5th.
Click here for all the info you need to survive the Nine Tails gang’s campaign of violence, including a mission rundown and tips from the designers themselves.
Weekly Shows Return
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Inside Star Citizen is returning with its first episode that will focus on the feature content of our upcoming Alpha 3.23, with a look at new EVA mechanics and the updated Personal Interaction System.
Star Citizen Live is also back with an All About Alpha 3.23 special where we'll be discussing the broad scope of work for the next patch.
Bar Citizen World Tour 2024
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.This year, our Bar Citizen World Tour will continue with our team members visiting local events in your area. We have been in touch with many of the Community Bar Citizen Organizers who have been planning events all around the world, and we are excited to announce that our first stop will be in Barcelona, Spain on February 3rd.
Coramor 2954
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Love is in the air as Coramor, our in-lore Valentine's Day equivalent, returns to Star Citizen this year with some exciting new additions that are sure to win your heart. Participate in our screenshot contest by showing us where you would take your date in the 'verse, and you could win a vehicle that you'll absolutely adore.
Red Festival 2954
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We are saying goodbye to 2023 and starting 2024 with a fresh adventure at the Red Festival 2954. As is tradition throughout the UEE, the Banu have hidden red envelopes across Stanton and are offering a variety of red and gold ship paints to tempt good fortune in the coming year.
Fly For Free
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Need a few more friendlies on your wing? February brings our latest Free Fly, so let all your prospective pilots know that they can jump into the 'verse at no cost.
Referral Bonus
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.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! Our latest referral bonus will give you and the new players you refer a Drake Dragonfly Black, the Red Alert Armor set with undersuit and backpack, plus a shotgun for free!
Jumptown Reopens
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The chaotic carnage (or quaint queues) of the community favorite global event returns, so gather your org mates for another foray into Jumptown.
Keep an eye out for more details as the race for Maze-filled mayhem returns later this month.
Beiträge von NewsBot
Datenschutzerklärung: Hier
Einstellungsmöglichkeiten zur Privatsphäre finden Sie in Ihren Einstellungen.
Einen maschinenlesbaren Export Ihrer Daten können Sie in Ihrem Profil anfordern. Hier
-
-
INSIDE STAR CITIZEN
How will the new EVA mechanics and updates to the Personal Interaction System dramatically change the way you interact and traverse the 'verse in Alpha 3.23? Join us for our first Inside Star Citizen episode of the year to find out!
Inside Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Galactapedia Update January 2024
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we visit the Bacchus, Geddon, and Gliese systems, meet navjumper Toshi Aaron and musician Sindo Guerrero, and dive into the history of the UEE’s ban on artificial intelligence. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
- The Artificial Intelligence Research and Production Restriction Act – Popularly known as “the AI ban.”
Short Articles:
- Bacchus system – Banu home system (allegedly).
- Bacchus I – Smoggy super-Earth.
- Bacchus II – Banu home planet?
- Bacchus III – Circled by a storm nicknamed “Jerry’s Eye.”
- Nuso flotilla – A convenient marketplace.
- Geddon system – Home to only one planet.
- Takto – A specialized manufacturing center.
- Gliese system – A hub of Banu and Human cultural exchange.
- Gliese I – Has healing properties (or so various quacks claim).
- Gliese II – Spins in reverse.
- Gliese belt alpha – A bustling sea of rocks.
- Gliese III – Dotted with sealed settlements.
- Nogo – Probably safe to live on?
- Lyris flotilla – Another convenient marketplace.
- Gliese belt beta – A center of salvaging.
- Gliese V – Terragra’s source for bottled water.
- Gliese cluster gamma – A not-so-busting sea of rocks.
- Gliese VI – A lucky planet.
- Toshi Aaron – Discovered the Stanton system.
- Sindo Guerrero – A chart-topping musician.
Galactapedia January 2024 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Xē'suelen, hi everyone o7
Nicou reporting in after a week off, as I have completed my move to the CIG studios in Manchester (They look wonderful; We can't wait to show you the office!), and with me I bring... Content!
Last week was eventful for those who closely follow the development of Star Citizen:
- Alpha Live 3.22.0a was released to the LIVE servers, and it came with several bug fixes for Siege of Orison, updates to the San'tok.yai, increased damage output and health of defense turrets around the PU, and more.
- Siege of Orison is back until February 5; Get ready to dive into an action-heavy adventure that has turned the once-idyllic city of Orison into a nightmare!
- Tech Preview channel: Replication Layer + Server Crash Recovery was tested this week-end. As planned, the server crashed (We're professionals, don't try this at home), and after a few short minutes, the recovery process worked and allowed players to continue their adventures as if nothing had happened. Thanks to everyone who helped us stress-test the channel, we have gathered lots of Data that will be put to good use that will bring improvements for the next set of playtests.
We've also shared more stories about the system Pyro and its discoverer: Pyrotechnic Amalgamated. Yes, more Lore!
We have updated the Arena Commander Schedule. Have you visited the new AC page already?
The Verse At War 2° Edition community event is back on February 3-4; This time in a big way with the presentation of Germany, United Kingdom, France, and Spain as Nations in the playoff to see which pilots are currently the top in Star Citizen. If you are not participating, you can enjoy the show on Twitch thanks to Arkvenger, and other participant-streamers.
Finally, members of our Community and Development teams will be in Spain this upcoming weekend for Bar Citizen Barcelona. Word on the street is they are bringing lots of sweet loot that you will NOT want to miss! Join us at the Space Cowboy on Saturday, February 3!
Now, let's see what's going on this week:
This Tuesday, Lore enthusiasts will nibble on the new Galactapedia Update; At least I know I will!
Thursday, your beloved Inside Star Citizen returns with its first episode dedicated to the feature content of our upcoming Alpha 3.23, with a gorgeous and exciting look at new EVA mechanics and the updated Personal Interaction System, both of which aim to dramatically change the way you interact with and traverse the 'verse.
On Friday, the weekly Star Citizen Live is back with an All About Alpha 3.23 special (at the BEGINNING of the quarter? Really? Jared has gone mad!) where we'll be discussing the broad scope of work for Star Citizen's next patch. It's a week of shows you won't want to miss. And the weekly RSI Newsletter will be delivered right to your inboxes.
a.thl’ē’kol, see you soon,
Lénaïc "Nicou" Riédinger
Community Manager
The Weekly Community Content Schedule
MONDAY, JANUARY 29, 2024
- This Week in Star Citizen
TUESDAY, JANUARY 30, 2024
- Lore Post - Galactapedia Update
THURSDAY, FEBRUARY 1, 2024
- This Month in Star Citizen
- Inside Star Citizen - Alpha 3.23 Feature Content (Youtube.com/@RobertsSpaceInd)
FRIDAY, FEBRUARY 2, 2024
- Star Citizen Live - All About Alpha 3.23 at 8 am PST / 4pm UTC (Twitch.tv/StarCitizen)
- Weekly Newsletter
COMMUNITY MVP: January 29, 2024
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Mr.Hasgaha's Armitex Armour
Telestasis
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Telestasis created this fantastic fan-art of the Armitex Armour! You can even observe the full time-lapse on YouTube. Great work!
Feel free to drop a compliment in the Community Hub.
This Week in Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
This portfolio originally appeared in Jump Point 11.02.
Tromo Nivelin insisted he wasn’t a gambler. Born into a family that struggled to eke out a living, he claimed he only took calculated risks, but none would be more daring than pouring his life savings into launching Pyrotechnic Amalgamated in 2409. Rich beyond his wildest dreams at the age of thirty after the sale of a data management company he founded with a friend in university, Nivelin wasn’t one to rest on his laurels. He spent years courting investors for a new venture, Pyrotechnic Amalgamated, but most financiers looked at the crowded mining field, and Nivelin’s inexperience in it, and passed. Nivelin remained undeterred against the advice of family and friends. He didn’t know it at the time, but this high risk, high reward move would set the tone for the company; one that saw Pyrotechnic Amalgamated achieve incredible highs, including the discovery of two systems, before the accumulated risk finally dragged it down.
NO RISK, NO REWARD
According to Nivelin, the discovery of Vega in 2402 was the key moment that inspired him to found Pyrotechnic Amalgamated. Newly rich and in search of a new business venture, discussions with his husband, a lawyer representing a mining concern fighting for the rights to a massive claim on Selene (Vega III), opened Nivelin’s eyes to the profit potential that an untapped piece of the frontier could offer. Meanwhile, some of his fondest childhood memories were joining his aunt on mining runs that endeared him to the profession and sparked an obsession with geology. Nivelin spent two years researching the industry and assessing its business practices. He identified several areas where his prospective company could forge a strategic advantage, but he refused to specify them in the business plan to ensure potential investors wouldn’t steal and implement them elsewhere. After years of searching for investors, only a few had agreed to back his venture, so Nivelin, in 2409, made the bold call to self-fund the rest of it. The risk was massive but his timing couldn’t have been better.
Humanity discovered Virgil in 2412 and fast-tracked the terraforming of the first planet due to favorable conditions. To encourage private investment, the United Nations of Earth (UNE) allowed mining companies early access to prospect the system and bid on mining rights. Rather than employing the systemic scan-grid technique (popular with most mining organizations due to its thoroughness), Pyrotechnic Amalgamated prospecting ships were outfitted to scan in the style of explorers – covering as much area as possible during their first pass before honing in on small anomalies for further investigation. Other companies mocked the Pyrotechnic Amalgamated ships speeding across the system, but their unique approach allowed them to identify and ultimately underbid on several lucrative locations. The windfall profits from these claims enabled the company to expand and reinvest in technologies that kept them on the cutting edge for decades. As Humanity entered a golden age of expansion in the mid-25th century, no mining company was better positioned to explore these systems and identify viable claims than Pyrotechnic Amalgamated.
Despite these successes, Nivelin’s ultimate goal was to discover a system, believing that finding one would be enough to sustain the company for centuries and establish its name in history. He created an exploration division, whose sole purpose was to find new jumps, and required all company and contracted ships to share their flight data with it. He would retire in 2457 without achieving this dream but the systems he put in place would eventually pay off.
In 2469, the crew of the company tanker Roustabout noticed a gravitational anomaly while crossing Cano and filed a detailed report with the exploration division. It remained overlooked until 2493 when CEO Cecile Uchiha ordered legacy flight records be reassessed to factor in recent scientific advancements in jump point detection. By then, Pyrotechnic Amalgamated fortunes had soured after its pioneering exploration and scanning practices had become widespread within the industry. Losing its competitive advantage and exhausting several profitable veins left Pyrotechnic Amalgamated in a precarious position. Industry insiders believed the company would need a miracle to survive. This decades old flight data from Roustabout would provide it.
PYROMANIA
It didn’t take long for the exploration ship dispatched by Pyrotechnic Amalgamated to discover the new jump point and take preliminary scans of the system. Insiders claim that CEO Uchiha screamed in celebration upon receiving news of the discovery, and then screamed in frustration upon seeing that the system suffered from unpredictable solar flares. Still, significant mineral deposits on Pyro II and the presence of water and a breathable atmosphere on Pyro III convinced Uchiha to direct executives to devise a plan to assess and exploit the system.
Pyrotechnic Amalgamated registered its discovery with the UNE and named the system in honor of both the company and the system’s volatile star. CEO Uchiha lobbied the UNE to claim the system, which would open the floodgates of government subsidies and resources to police and make living and traveling across it more manageable. Yet, government officials decided the unstable sun was too dangerous and decided not to claim it, leaving those responsibilities to anyone who wanted to work the system. Pyrotechnic Amalgamated immediately established operations on the system’s most substantial mining deposits and bolstered its security forces to strongly “discourage” others from developing their own. While most mining sites were on Pyro II, the company built a majority of the staging sites, processing centers, and habitation encampments on the more hospitable Pyro III. Still, the looming threat of solar flares made Pyrotechnic Amalgamated reluctant to establish a permanent headquarters on either planet, forcing the company to adopt a radical and expensive alternative.
Construction began on MacEwan Station in 2506. Named in honor of the Roustabout watch officer who noticed the gravitational anomaly, the station was designed to be a massive and awe-inspiring operational hub for the company. Yet, it wasn’t long before this ambition clashed with reality. Construction-cost overruns, disappointing mining profits from Pyro II, and a downturn within the wider mining industry combined to drag down the company’s bottom line. In late 2508, CEO Uchicha slowed construction of the station due to liquidity issues and seriously considered abandoning it until another discovery convinced her otherwise.
RUINOUS
In 2510, a Pyrotechnic Amalgamated security force hunting an outlaw crew ran deep space scans that returned an unusual result. The company dispatched an exploration ship that discovered a jump into a new system. Scans showed a promising asteroid belt but no habitable planets. Financially strained, Pyrotechnic Amalgamated decided not to pursue interests in the system. They registered it with the UNE under the name Nivelin and used the finder’s fee to fill the budget shortfall in constructing MacEwan station.
Construction on MacEwan Station was completed in 2512. It streamlined mining and supply operations for the company’s operations within the system, and provided an additional revenue stream from the sale of fuel, food, and other supplies to independent miners traveling to and from Nivelin. The discovery of the Terra system in 2516 and a jump from it to Pyro also boosted traffic to the station. Meanwhile, Pyrotechnic Amalgamated attempted to capitalize on its proximity to Terra by bidding on mining rights to several sites in the system. But, in a now infamous incident, the company wildly overbid for the Arroyo lode after data from a faulty scanner convinced executives that it was worth ten times its true value. Then, in 2539, a jump was discovered from Nivelin to Gurzil, placing it in the middle of the brewing Human-Xi’an cold war. The government quickly restricted access to the system and renamed it Hadrian. The loss of civilian access to the system noticeably reduced traffic to MacEwan Station.
By 2542, many of the company’s mines within Pyro had become significantly depleted, and aggressive attempts to find significant deposits elsewhere were unsuccessful. The loss of traffic to MacEwan station also meant that the station’s operational costs exceeded what Pyrotechnic Amalgamated made in the system that year. The company attempted to sell the station to the government, pitching it as the perfect resupply hub for Hadrian, but failed to secure a deal.
Pyrotechnic Amalgamated spent the 2550s shrinking its workforce, reducing its areas of operation, and liquidating assets to stay afloat. Following the First Tevarin war, as shield tech advancements from the Tevarin made their way to civilian ships, there was a glimmer of hope that the company could leverage the tech to access and mine parts of the system that were previously too dangerous. Yet, the new shield tech also meant outlaws could more easily survive and thrive within the system. Having drastically reduced its security forces as a cost-saving measure, Pyrotechnic Amalgamated ships found themselves under constant attack, which made exploiting those meager and hard to reach resources not worth the cost. In its desperate last days, the company stripped anything of value from MacEwan Station and abandoned its operations there, leaving the station in ruins; the name Ruin Station was bestowed upon it by outlaws and squatters. In 2563, the company finally declared bankruptcy, but would not be forgotten thanks to the discovery of the system that shares its name.
Portfolio: Pyrotechnic Amalgamated - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Happy Monday, everyone!
Thank you to everyone who has been jumping into the PTU to test our latest 3.22 build, which comes with much needed fixes as well as improvements for Siege of Orison. There's still some work to be done, and our team is full-bore on this update to get it into your hands as soon as possible. The team is also hard at work on our next major update, Alpha 3.23, which we'll be talking about more in the very near future.
In case you missed it, the filthiest race in the 'verse zoomed and zipped across the deserts of Crusader's second moon. We're of course talking about the Daymar Rally, and with a record number of participants, this was one for the history books! Missed the action? Check out the VOD on ATMO esports' Twitch channel.
Looking a little further into the future, we wanted to give an early heads up that our team will be in attendance for Bar Citizen Barcelona on February 3! Head over to barcitizen.sc for all the details, and we hope to see many of you there!
Now, let's see what's going on this week:
Tuesday, the Narrative team has the latest Portfolio lore post, first appearing in Jump Point 11.02. Pyrotechnic Amalgamated revolutionized the search for resources and discovered two systems, but managing their namesake system would be their ruin.
Friday has our latest Weekly Newsletter, headed straight to your inbox.
Inside Star Citizen and Star Citizen Live are taking one more week off this week. We also wanted to include this note from Jared "Disco Lando" Huckaby regarding the return of our evergreen programming like ISC and SCL:
Thanks Jake and hi all! ISC and SCL are coming back on February 1st/2nd this year and I wanted to take a few moments to talk about a change in our scheduling for 2024 that reflects the ongoing changes to our development in what promises to be the biggest year yet for Star Citizen.
While we're still going to be releasing on Thursdays and broadcasting LIVE on Fridays, we are no longer going to be programming on the standard quarterly cadence we've used since ISC began, which has been a pretty rigid ten weeks on, three weeks off, rinse and repeat sort of affair. In this new year of exciting challenges and anticipated releases, once ISC comes back on February 1st, it will continue to run until 3.23 comes out, however many weeks that may be. We'll then take a week or two off and come right back with the ongoing cadence until the next major patch comes out, and so on and so on.
What this means for you is that we'll no longer be cutting away to our hiatuses a week or two before the patch releases like we've done in the past, and there may be a week or two in the middle of a month where we don't publish/broadcast so we can still take care of the important maintenance tasks we normally do during the prior hiatuses, but most importantly the way our new schedule works out, it means there will now be more episodes of ISC produced this year than previously, covering more topics and more aspects of our lives in game development than ever before, and everyone here on the ISC Team is excited to tackle the added challenge.
SCL will remain the bastion of ascerbic Disco it's always been. There's nothing to be done about that. Sorry.
All in all, just as I stated at the end of last year's final show, I've never been more excited about the prospects of 2024, and we're looking forward to the extra shows not just for more chances to cover the features and such, but more chances to explore new and different types of stories than we've done in the past, about aspects of game development we haven't covered before, too.
We'll see you when we return next week. Back to you, Jake.
Thanks Jared! We're excited for our shows to return, see you all next week!
For Light and Life!
Community Manager
THE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, JANUARY 22, 2024
- This Week in Star Citizen
TUESDAY, JANUARY 23, 2024
- Lore Post: Portfolio - Pyrotechnic Amalgamated
FRIDAY, JANUARY 26, 2024
- RSI Weekly Newsletter
COMMUNITY MVP: January 22, 2024
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
The Bounty Hunter, the House Plant, and a Penguin
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Its_Cozy had many an adventure in Stanton with their trusty compatriots, Pico and the Drake Corsair. They put together a cinematic recollection of their travels in an amazing machinima mixed with gameplay.
Check out the video on the Community Hub!
This Week in Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
IN CASE YOU MISSED IT
Welcome back, intrepid traveler. It’s a new year brimming with new adventures, new discoveries, and new opportunities.
And what better way to start than with the latest vehicles from the galaxy’s top manufacturers - nasty fighters armed to the teeth, industrial behemoths, scrappy salvagers, lightning-fast snubs, and unique alien conversions, just to name a few.
If you’re curious about the new ships and ground vehicles released throughout 2023, you’re in the right place.
The universe awaits your return.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The rattle of heavy artillery, the smell of laser burn,
they’re in your bones. You’re a natural born fighter.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.It takes a certain kind of psycho to do the galaxy’s
most dangerous jobs, but if you’ve got what it takes,
the reward may be worth the risk.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.You live for the unbridled thrill of discovery, the breathless pursuit
of the unknown. The stars call to you, and you can’t help but answer.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Push it to the absolute limit, and then go one step further.
Chase the untamed edges of experience.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.CLASS OF 2953
RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
In Case You Missed It - Home - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
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 01:10:2024
REF: CIG UK, CIG DE, CIG LA, CIG TX
FAO Squadron 42 Recruits.
Welcome to November/December’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including birds and rodents, the Starmap, and Fortune’s Cross.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Features)
Through November and December, AI Features continued to develop a key combat encounter by improving locomotion and simplifying weapon firing to use the same Subsumption control nodes as Human AI agents.
Vanduul combat encounters were also iterated on, with the team fixing issues with enemies entering combat and moving into melee range. They also implemented Vanduul death animations using re-targeted core directional Human animations, which were then further polished. The Vanduul execution takedown window was improved and telegraphed correctly to ensure players have the opportunity to escape.
A range of other combat areas were worked on too, including changes to the tactical target query system, which can now spread targeting across a group but prioritize the player.
A new cover tactical position query term was finished, allowing non-line-of-sight cover posture queries, and an issue was fixed with characters in flow-graph-controlled non-combat custom assignments not going into combat after exiting the assignment.
Tech-debt work was done on firing validation to ensure that it better encapsulates the new debug render improvements, while synced melee attacks were connected to the AI melee combo system so that follow-up attacks can be data-driven. This is used in a boss encounter to drive a follow-up synced weak attack if the previous one fails.
Finally for AI Features, the team implemented a new invulnerability system to allow AI to take damage but not go below a specific threshold. This is used to script the various damage-induced stages of a boss fight without making the character completely invulnerable.
AI (Tech)
At the end of the year, AI Tech progressed with features and support for release builds. For boids, they’re close to finalizing the first iteration that will allow the designers to place fish, rodents, and birds in the environment. Recent updates include rules to avoid dangerous areas or actors, transition rules that will detect weapons fired/bullets hit, and the ability to switch from idle/wandering to a fleeing rule set. The team also further iterated on killing boids agents and how they transition from an animation-driven state to ragdoll. For birds, they extended the number of wandering states. For example, besides flying, birds can also walk after a landing transition. Synchronization between the server and client is currently being worked on.
Effort was also put into optimizing and improving various features, including the pathfinder algorithm, collision-avoidance system, navigation system, and Subsumption loading logic.
For Apollo tools, AI Tech continued to support the designers with additional functionality, including the ability to create PNG files from behaviors, improved readability for Subsumption flowgraph nodes, and improved undo/redo actions.
Several existing features were polished and finalized, including NPCs utilizing trolleys, which received improved collision avoidance. This was achieved by updating the PID controller logic and how it’s used for path following when NPCs are pushing trolleys.
For AI using ladders, new functionality was added. For example, NPCs can now check if the ladder is available and will only use it if free or another NPC is climbing it in the same direction. In case the ladder is being used the opposite way, NPCs will find a free spot at the top or bottom and wait.
On the ship AI side, the team improved and extended spline functionality. This involved allowing ships to move along a spline while staying orientated toward the target and moving to the beginning of a spline that’s already moving (e.g. a spline attached to a different ship).
Toward the end of the year, AI Tech started to look for a better solution to generating navigation mesh on planets, as the current implementation could be faster and has problems generating navigation mesh close to planetary poles (which is affecting some outpost locations and their associated NPCs). This is currently in progress and an update will be provided in a future report.
Animation
The Animation teams worked on player skill level animations, such as takedowns, vaulting, mantling, and exercise, and continued developing first-select animations to show off the unique aspects of the game’s weapons. They also continued to develop the combat AI sets, including a unique boss fight.
The Social team worked alongside Level Design to add life across various chapters, which was supported by the Mo-cap team.
On the facial side, the devs continued to develop facial content for the cast characters and combat and social AI that drive the narrative.
Features (Gameplay)
Gameplay Features spent time toward the end of the year looking at what’s needed to implement some of their SQ42 features into the PU, including additional requirements not needed for the single-player campaign. Most features are moving over smoothly, though the new mobiGlas requires work to support existing apps not found in SQ42.
The Starmap is currently being polished, with fixes for labels and better transitioning between the solar system and mini-map views. This was adapted to work well on the 2D vehicle multi-function-display screens, which will need to support multiple solar systems when Pyro comes online. There were also developments using mini-map rendering inside the Starmap holosphere for the new landing UI so players can see the walls, floors, and ceilings in their ship’s radar when coming in to land.
The character customizer was polished, including better rendering for the head library grid. The team also experimented with a different UI for face sculpting and made other general usability improvements. They're currently looking at ways to better serialize the data and reduce size requirements.
The SQ42 frontend received polish, with saved game profiles now displaying the relevant customized character and a dynamically changing environment depending on progress.
Gameplay Story
A big focus for Gameplay Story during November was the Fortune’s Cross level, including a scene featuring an NPC talking to the player with branching dialogue.
“This is quite typical of many of our scenes apart from the fact it is taking place on a moving escalator! Whilst looking into this, we decided to take responsibility for getting the NPC to traverse all four escalators in the level. This was quite a technical challenge that required a lot of difficult investigation. However, with some help from Design, we were able to get the character to seamlessly enter and exit all four escalators whilst they are moving.” Gameplay Story Team
Alongside this, the team worked on a range of scenes across various chapters, using new mo-cap, updating poses, and fixing problems.
In December, Gameplay Story made several significant updates to scenes in chapter five. This involved using new mo-cap to improve how two characters meet and walk up stairs at the start of the chapter. New mo-cap was also used to animate four characters exiting a tram before six get on, which was a challenge for timing and space but works well.
The team also implemented a new dialogue-heavy three-person scene in the Shubin hangar and used additional mo-cap to make a key character walk to and from a meeting scene in chapter four.
Graphics & VFX Programming
At the end of 2023, the Graphics teams largely progressed with their longer-term tasks. For example, work continued on improving the visual quality of gas clouds through the addition of a directional occlusion effect. The gas-cloud-system output is also being unified with the planetary-cloud system so that the new cloud upscaling solution can be used by both.
The Global Illumination team added support for transparency via a dense view-frustum voxel grid of low-resolution probes along with a sparser zone-space grid of higher-resolution probes. Work is also ongoing to improve the representation of materials in the raytracing system.
Vulkan is reaching the final stages of development, with the team wrapping up the last of their rendering tech. Ongoing work is targeting reducing stutter by working on shader/PSO compilation caching and general performance polishing before the initial release.
The Planet Tech team continued wrapping up the water feature, focusing on robustness, memory usage, and performance. Alongside this, the Graphics team improved the water-edge effects against both the environment and visor/camera lens.
VFX Programming worked toward finishing off fire-hazard visuals, investigated networking support for the fire-hazard system, and added support for water VFX. On the tools side, support is being added for unique IDs associated with each particle effect to allow robust referencing and the reorganization of effects.
Level Design
Level Design’s Social Narrative team pushed on with Idris interstitials, prioritizing the med-bay and corridor sections and clearing out the backlog of bugs and tasks along with other miscellaneous blockers.
Chapter one’s Javelin social section was also a key focus. Though a comparatively small section of the chapter, as the opening of the game, it’s hugely important as it sets the scene for what’s to come. November featured multiple reviews and several rounds of feedback, which led to the team tweaking content and adding new mo-cap, with the latter making a significant difference in quality. In the past, mo-cap turnaround could be lengthy. However, thanks to the new on-site studio, content can be in-game within a matter of days.
Chapter four was also a focus, which involves an NPC leading the player through the social area of a rundown stopover station. There was also a concerted push on Archon Station, which has hundreds of background crew going about their daily business. This involved collaborating with the AI Content team, who have been striving to make the AI in these sections as convincing as possible.
Narrative
Toward the end of a busy year on SQ42’s development, the Narrative team continued to support the editorial selects for content shot in the summer and fall. Over the past two months, they worked with Production to assess all tasks that are currently assigned to the Narrative team to make sure they cover all known remaining work. These tasks might change based on continued development, but this process allows the team to figure out what they can jump into in 2024. The team also revised the script treatment to reflect any changes in the flow since the last version.
Narrative continued to define the collectibles that will be scattered throughout the levels. Some of these are a little more involved than others, but the team synced with Design and Art to understand the number and placement of the various objects.
“As more and more content makes its way into the game, reviews of the various levels with the other teams will be important to make sure the intended tone is coming through. The Social teams have been focusing on the larger social areas lately to make sure they feel populated and alive.” Narrative Team
Tech Animation
The Technical Animation team spent the end of the year on deliverables for the content teams across both projects.
These include an outfit manager that will pull together a full set of assets for any character outfit in-game, which will help the Animation teams author specific content.
Previously missing from the pipeline, physics proxy tools creation was added for an intuitive and streamlined way to create physicalized skeletons in Maya. An animation-events editor was also added to keep audio linked to animations across projects. New ADB diff tools also help the devs track and diagnose problems with complex XML format files that need historical context to be useful.
A replacement for a very old toolset that validates content being exported from Maya was created.
“We're now in a position to add to the tests and potentially change some low-level paradigms to enable exploration of new pipeline possibilities.” Technical Animation team
Additionally, Technical Animation authored and fixed more head assets, refined existing pipelines, continued developing engine animation systems, and ideated on additional ways to help them approach gold master.
VFX
In November and December, the VFX team continued to provide effects support for a variety of locations as well as some key cinematic sequences. They also continued to fine-tune water, including underwater effects.
WE'LL SEE YOU NEXT MONTH...
// END TRANSMISSION
Squadron 42 Monthly Report: November & December 2023 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Happy Monday, everyone!
The teams are back in the studios, hard at work and tinkering to further improve your experience in Alpha 3.22: Wrecks to Riches, which is currently on our Live servers. We look forward to getting some fixes and quality-of-life updates in your hands shortly!
With the continuous improvements and updates to Arena Commander, we published a one-stop shop for all your Experimental Modes information needs last week, where you'll find, for example, the descriptions of the different Experimental Modes, achievements that can be unlocked, as well as the requirements needed to earn them. This new comm-link will also serve as the primary platform for our regular Experimental Modes rotation schedule updates, so don't forget to bookmark it to stay in the loop.
Mark your calendars for this Thursday, as every new ship released in 2023 will be available for a limited time for those who missed the releases or didn't have a chance to pick them up. You know, just In Case You Missed It.
This Saturday will see the return of the biggest community-driven racing event in the ‘verse, where hundreds of players compete in three divisions (Buggy, Truck, and Hover Bike) over a distance of 510 km. That's right, Citizens, THE filthiest race in the ‘verse, the Daymar Rally, is back! This highly-anticipated annual event is a spectacular showcase of skills and thrills, but don't expect a clean fight to the finish line, as this is a Weapons Free race and contestants have a license to kill.
Now, let's see what's going on this week:
Wednesday, we'll repost last week's Squadron 42 Monthly Report newsletter as a comm-link.
The Roadmap Update, Inside Star Citizen, and Star Citizen Live are still on break, but they'll be returning soon with your favorite deep dives into Star Citizen content!
Thursday will see the start of our In Case You Missed It promotion, where you'll have the opportunity to pick up any new ships released in 2023 that you missed out on.
Friday is National Popcorn Day, so grab yours to enjoy alongside our weekly RSI Newsletter, coming to an inbox near you.
On Saturday, we're off to the races. Literally. Join us in cheering on all the participants competing in the annual event designed to test their skills, determination, and endurance across the dunes of Daymar! The live stream pre-show starts at 16:30 UTC.
Fly low, and fly fast!
Associate Community Manager
THE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, JANUARY 15, 2024
- This Week in Star Citizen
WEDNESDAY, JANUARY 17, 2024
- November/December 2023 Squadron 42 Monthly Report (Comm-Link)
THURSDAY, JANUARY 18, 2024
- In Case You Missed It Start
FRIDAY, JANUARY 19, 2024
- RSI Weekly Newsletter
COMMUNITY MVP: January 15, 2024
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Making Money with Bounty Hunting in Alpha 3.22!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Dough, moolah, ducats, dosh, cheddar, smackeroonies, bones, paper, coin. Whatever you call it, you need the in-game cha-ching to get the ba-blings. Voss_Evolved shares their tips and tricks in an informative and entertaining guide on how to get them fat stacks of aUEC by bounty-hunting.
Check out the video on the Community Hub!
This Week in Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt images.cgames.deInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Wir wissen, wann Star Citizen sowie Squadron 42 erscheint - zumindest wenn dieser umfangreiche Leak Recht behält. Star Citizen: Geleakte Roadmap verrät Release-Jahr - aber genießt das unbedingt mit VorsichtWir wissen, wann Star Citizen sowie Squadron 42 erscheint - zumindest wenn dieser umfangreiche Leak Recht behält.www.gamestar.de -
Externer Inhalt robertsspaceindustries.comhttpsInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Arena Commander
Arena Commander is an all-action game mode featuring explosive ship combat, tense FPS battles, and high-octane racing.
New content is added each major patch, including maps and racetracks, while game modes are swapped out regularly. We’d love to hear your thoughts and feedback, so let us know what you think about Arena Commander’s numerous modes and match types in the dedication Spectrum channel.
Quick In & Out Adventures!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Star Citizen Alpha 3.20 introduced a major revamp to the Arena Commander game module, including unique Experimental Modes.
These range from simple variants of existing modes to brand-new experiences that explore new mechanics, locations, and in-development features before they're released in the Persistent Universe.
Our intention is to rotate these modes in and out of the game in limited-time cycles.
Titles
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Titles, or Spectrum Badges, are labels with associated icons usually displayed next to a player's avatar and name on Spectrum. You can change your displayed title in your Account Profile. Rewards are disabled in offline mode.
Players can obtain titles in many ways, including backing Star Citizen, participating in various events, and by playing Arena Commander.
Gun Rush
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Gun Rush is a free-for-all elimination mode where the goal is to kill other players with each available weapon.
All players will begin with the same gun and, upon eliminating another player, will cycle to the next gun in the list. The first player to score an elimination with all weapons wins!
Control
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.FPS-based team combat between two teams of up to 12 players each.
Battle for dominance as you and your team fight to hold the control points before time runs out.
Classic Race
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ship-based racing among up to 8 players. Also available offline.
Push your ship to its limit and be the first to cross the finish line.
Pirate Swarm
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.A team of up to 4 players against a squadron of enemy pirates.
Hold off an onslaught by the infamous NovaRider gang and some of their most notorious members. Your ships are limited, so excessive casualties will result in defeat.
Endless Vanduul Swarm
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.A team of up to 4 players against a squadron of enemy Vanduul ships.
Hold off an overwhelming Vanduul onslaught led by several infamous Vanduul Prime pilots. UEE ships are in limited supply, so excessive casualties will result in defeat. How long can you survive?
Squadron Battle
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ship-based team combat between two teams of up to 8 players each.
Fight together to score more than the other team, or beat the score limit to win.
Free Flight
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ship-based test flying and exploration among up to 16 players.
Explore without the need to kill. Meet with fellow pilots on landing pads, inspect, and swap ships.
Master Modes
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Master Modes is available as a limited-time Experimental Mode in Alpha 3.20 to test out the upcoming changes to how ships operate in the 'verse. This change is available in Free Flight, Duel, and the new Endless Vanduul Swarm modes.
Master Modes splits your travel through space into two distinct speed groups: SCM allows shields, weapons, and high-regeneration rates for your power capacitors, but you're limited on top speed. NAV allows high speed but no shields, no weapons, and restricts capacitor regeneration. Changing between the two modes is not instantaneous.
This updated flight model is available to try on the Aegis Gladius for a limited time, so jump in and send us your feedback!
Single & Team Elimination
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.FPS-based combat between up to 12 players.
Fight for your life in single or team-elimination battles, where every kill brings you one point closer to victory.
Single & Team Tank Royale
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.You and your tank fight it out for supremacy in this Nova-only free-for-all or team battle. Score points via eliminations and survive as long as you can!
Kill Collector
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Kill Collector has players fight for more than just kills. In this fast-paced 12-player elimination mode, downed opponents drop more than their bodies - collect their trophies to earn points and take home the win.
Single & Team Elimination, Single Weapon Elimination
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Single Weapon Elimination is a free-for-all elimination mode where every player is limited to a single predefined weapon.
Single & Team Elimination are the same game modes with various weapons.
Duel
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ship-based showdown between two players.
Put your dogfighting skills to the test in an intense 1v1 duel.
Duo Showdown
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Debuted during CitizenCon 2953, Arena Commander introduces Duo Showdown. Utilize teamwork in this best-of-three dogfighting mode that’ll put more than just your piloting skills to the test.
Battle Royale
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ship or vehicle-based combat between up to 16 players.
Score as many points as possible by defeating your opponents in tanks or ships.
Day of the Vara
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Arena Commander’s Gun Rush mode got super scary as all the player models were replaced with terrifying skellies for Day of the Vara!
Luminalia
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.During the Luminalia season, players in Gun Rush could earn themselves a festive holiday Pico and play disguised as the top reindeer in the sleigh!
Arena Commander Modes - Schedule - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
PU Monthly Report
Happy New Year! We’re kicking off 2024 with a look back at the last couple of months of 2023. Read on for a full rundown of everything done for the Persistent Universe throughout November and December, including new creatures, vehicles, planet tech, and more.
AI (Content)
AI Content spent the end of the year bug fixing to improve social AI. Once in a more robust state, they’ll start implementing various SQ42 features and behaviors.
In the meantime, they revived the civilian behavior. This involved fixing basic AI usables such as chairs, seats, and rails across various locations and identifying outdated usable setups and communicating with the Props team to bring them up to date.
Voice packs and basic behaviors were updated for the hawker, vendor, admin, and bartender AI across different stations and landing zones. Now, NPCs will have the proper voice packs assigned to them with their behaviors triggering lines correctly. NPCs will also use their usables correctly with better animations rather than just standing still (however, some shops might not have full functionality due to lacking proper usables).
The team also identified and fixed a selection of security AI bugs in Lorville’s transit area. This involved implementing some of SQ42’s security behaviors, including sentry and guards, and giving NPCs appropriate voice packs.
Finally, AI Content worked with Level Design to implement SQ42’s engineer and security behaviors across different areas with limited functionality.
AI (Features)
As part of the Alpha 3.22 release, AI Features spent time investigating issues preventing the improved combat behavior from working as intended during missions, including slow-reacting AI.
“Like the infamous ‘standing on chairs’ issue, AI being slow to react doesn’t have a single cause but highlights a range of issues that appear to manifest as the same problem. Each cause needs to be individually investigated and a solution proposed, and often this requires hours of testing and debugging to find the precise conditions under which the specific issue occurs. Often issues are intermittent or only manifest in specific missions at specific locations.” AI Features Team
The team are aiming to reduce the amount of time it takes to debug these issues via three approaches:
The first is to improve knowledge of the AI debugging tools, particularly among the QA team, so that when an issue is first encountered, all the right information is available. This can often highlight issues with specific mission or location setups that don’t require further debugging. For example, missing or badly placed navigation mesh, missing animations, or poor server frame rates.
The second is to speed up the process of getting to the right location; if an issue only occurs in a specific spot during a certain mission, the team need to be able to quickly reproduce it rather than waiting for the mission and location combination to line up as part of the normal flow. When investigating issues, one of the biggest time sinks is flying to the location (even using the no-clip god mode), so they’re looking at providing teleport functionality to active mission locations.
Finally, when they’ve identified a cause that might occur again, they’ll improve the debugging tools to highlight it so that they can more easily identify subsequent occurrences.
For the Alpha 3.22 release, AI Features worked on several causes of slow-reacting AI, including:
Fixing an issue where increases in the AI perception meter were not being recognized in the general reaction function, causing NPCs to ‘hang’ in a reaction idle animation.
Fixing an issue where AI weren’t exiting the investigate behavior correctly due to not checking the current target.
Debugging an issue where the hostility and perception systems weren’t correctly encapsulating the specific requirements for hostility in a particular mission and location. However, this requires a better specification of the intended design and will come with planned improvements to the hostility system. The team are also investigating if they can add a hotfix to work around this issue in the next release.
These aren’t the only slow-reacting AI issues, so the team will continue to investigate and fix issues in subsequent releases while ensuring they maintain the improved combat functionality.
AI Features also worked on AI issues identified with the replication layer. The replication layer is a core component of server meshing, allowing the AI to migrate between servers or restore their state after a server crash. The team identified that when the AI was serialized back from the replication layer, its observable state (alive, dead, unconscious, etc.) was not correctly restored, which led to issues. For example, the AI thinking another agent was dead and not trying to attack them. As part of this fix, the team are making the switch between these states more consistent and less ad-hoc by tying it more closely with the status component that controls when the switch occurs.
AI (Tech)
At the end of the year, AI Tech progressed with features and support for release builds. For boids, they’re close to finalizing the first iteration that will allow the designers to place fish, rodents, and birds in the environment. Recent updates include rules to avoid dangerous areas or actors, transition rules that will detect weapons fired/bullets hit, and the ability to switch from idle/wandering to a fleeing rule set. The team also further iterated on killing boids agents and how they transition from an animation-driven state to ragdoll. For birds, they extended the number of wandering states. For example, besides flying, birds can also walk after a landing transition. Synchronization between the server and client is currently being worked on.
Effort was also put into optimizing and improving various features, including the pathfinder algorithm, collision-avoidance system, navigation system, and Subsumption loading logic.
For Apollo tools, AI Tech continued to support the designers with additional functionality, including the ability to create PNG files from behaviors, improved readability for Subsumption flowgraph nodes, and improved undo/redo actions.
Several existing features were polished and finalized, including NPCs utilizing trolleys, which received improved collision avoidance. This was achieved by updating the PID controller logic and how it’s used for path following when NPCs are pushing trolleys.
For AI using ladders, new functionality was added. For example, NPCs can now check if the ladder is available and will only use it if free or another NPC is climbing it in the same direction. In case the ladder is being used the opposite way, NPCs will find a free spot at the top or bottom and wait.
On the ship AI side, the team improved and extended spline functionality. This involved allowing ships to move along a spline while staying orientated toward the target and moving to the beginning of a spline that’s already moving (e.g. a spline attached to a different ship).
Toward the end of the year, AI Tech started to look for a better solution to generating navigation mesh on planets, as the current implementation could be faster and has problems generating navigation mesh close to planetary poles (which is affecting some outpost locations and their associated NPCs). This is currently in progress and an update will be provided in a future report.
Animation
Animation spent time bringing creatures to the ‘verse, starting with a four-legged predator, a bird, and fish. They also continued to work on facial animation for increased line count and fidelity.
Art (Characters)
In November and December, Character Art completed the legendary Duster outfit and the racing flightsuit helmet. They continued working on the racing flightsuit itself and prepared an outfit for Subscriber flair. Alongside this, R&D was done for creatures.
The Character Concept Art team started an exploration phase on features for the character customizer and for other creatures.
Art (Ships)
Toward the end of the year, the RSI Polaris passed its whitebox review gate and progressed into the greybox phase where all of the surface modeling and animations will be completed. Emphasis was on modularity for the interior to improve reuse and scalability.
Work started on the gold-standard pass for the Aegis Sabre Raven, which includes a component pass and dashboard polish.
Three new variants were worked on: one entered production, another continued through greybox, and the last progressed into LOD0.
November also saw work wrap up on the Gatac Syulen and structural salvage support for the Aegis Reclaimer.
Community
November and December were busy months for the Community team, who supported Pyro on the Preview Channel for the first time. The team was incredibly grateful for all of the positive feedback, and had a blast gathering sentiment around Star Citizen's second system.
Alongside general housekeeping related to winding down CitizenCon 2953, the team uploaded all panels from the event to YouTube, along with chapters and timestamps, and published community pictures of the life-size Drake Dragonfly taken on Saturday and Sunday at the event.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Community supported the return of the Intergalactic Aerospace Expo (IAE) and associated Free Fly, publishing the IAE 2953 FAQ and Guide to Professions and Design Convention Badge contests.
They also continued to connect with citizens across the globe at a variety of Bar Citizen events, alongside planning for the 2024 Bar Citizen World Tour.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.“We had a blast at the recent Bar Citizen events we were lucky enough to attend! Thanks to everyone who joined us in Dublin, Ireland, and Milan, Italy, as well as the Virtual Bar Citizen put on by the great folks at Sol Citizens! That's a wrap for the Bar Citizen World Tour for 2023, but as a reminder, we're looking to hear from you on where we should visit in 2024, and already have our first Bar Citizen attendance locked in with Barcelona, Spain, coming up on February 3!”
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The team worked with the Player Experience group to highlight a selection of Test Universe Champions who contributed significantly to the recent round of patch testing. This initiative will continue in future patches, with new categories each cycle.
December saw the Community team embrace the tradition of Luminalia, including a referral promotion and a Luminalia Greeting Card contest with extra rewards.
They also teamed up with Intel and CLXGaming to give away Star Citizen game packages (along with the exclusive Sabre Raven ship) to five lucky winners, and a custom Sabre Raven PC, during the Dreamhack gaming festival in Atlanta.
The team then supported the release of Alpha 3.22: Wrecks to Riches. Alongside the Player Experience team, they tracked and directed player feedback on the latest features and discussed solutions to bugs and quality-of-life issues with the development teams. They also updated the Salvage & Repair Guide to help players better understand the new gameplay introduced with Structural Salvage.
Last but not least, the team has started working on CitizenCon 2954! More on that later...
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Economy
November and December saw the Economy team finish price-balancing armors and vehicles. They then began looking into the prices of FPS weapons as part of balancing the wider economy to bring all systems together. A contextual inventory inheritance was designed to tag items in shops that will allow them to more easily rebalance prices too.
The team worked on the economic implications of freight elevators and started balancing the time and cost of using them.
They also investigated UEC income and began taking actions to prevent exploits and rebalance mission rewards, and investigated exploits relating to ship claim time and prices.
Features (Arena Commander)
Throughout November and December, the Features team focused on closing out essential refactors and polish tasks before they transition to supporting the Persistent Universe in a more permanent capacity. They also supported upcoming special events and the Alpha 3.22 release.
Engineering completed work on the ‘Kill Collector’ Experimental Modes for Alpha 3.22, including a system that allows devs to replace the collection item depending on both the game mode and active events. Further work was done on the special events and award systems, including prerequisite requirements allowing the team to implement exclusive awards. This work also included the addition of unique loading screens, backgrounds, and a banner that displays on the frontend when an event or experimental mode is active, the latter including a countdown until the next rotation. Experimentation also began with an in-game FPS loadout customizer utilizing the new spawn screen.
For engineering, the team successfully completed the initial tests of enabling streaming in Arena Commander. This will enable them to deliver improved performance to the module and use any Persistent Universe location without limitations. Previously, some locations, such as ones near cities, were unable to be used without significant additional work - with streaming, the turnaround on porting any location to Arena Commander will be minimal.
Design supported work for Kill Collector, Duo Showdown, and other game modes and special events for Alpha 3.22 and beyond. Alongside a number of quality-of-life updates and polish to the frontend, spawn screen, and multi-crew systems, they also began planning for the year ahead.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Level Design completed work on three new racetracks (with one more in progress) for a new game mode. A brand-new track around the Pyro jump point was also created specifically to test the new Master Modes: Classic Race game mode for Alpha 3.22. The team created a prototype game mode that saw a successful playtest and will be further worked upon in 2024 too.
Finally, the team completed a new grav-lev racing game mode, which was debuted at Dreamhack Atlanta.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Features (Mission)
In November, the Features team began implementing a deadline system within a few missions across the ‘verse, which will ensure missions can’t be kept indefinitely if the accepted players are not engaging with them. This is for a few reasons. For example, players can lock out other missions and, narratively, it doesn’t make sense that a contractor would wait five hours for players to kill someone when they know their exact position. However, this is not a universally implemented system; each mission’s deadline will be individually considered.
The steal/recover mission continued to be polished and variants are currently being made.
The New Player Experience was also polished, with the team adding new parts to introduce some of the more important in-game systems. The team then turned to cleaning up and polishing the existing infiltrate and defend missions. And with Data Heist’s release, the team kicked off a counter mission using one of the modular missions.
Jumptown saw changes to how players engage in combat, while the journey started to make each location feel unique.
In December, Missions Features began prototyping a time-trial foot race to utilize more of the Ledge Grab v2 feature.
Finally, converting missions to use the freight elevator began. For example, Blockade Runner, XenoThreat, and other missions are being assessed to determine what needs to be updated to ensure they align with the new feature ahead of its release.
Graphics, VFX Programming, & Planet Tech
At the end of 2023, the Graphics teams largely progressed with their longer-term tasks. For example, work continued on improving the visual quality of gas clouds through the addition of a directional occlusion effect. The gas-cloud-system output is also being unified with the planetary-cloud system so that the new cloud upscaling solution can be used by both.
The Global Illumination team added support for transparency via a dense view-frustum voxel grid of low-resolution probes along with a sparser zone-space grid of higher-resolution probes. Work is also ongoing to improve the representation of materials in the raytracing system.
Vulkan is reaching the final stages of development, with the team wrapping up the last of their rendering tech. Ongoing work is targeting reducing stutter by working on shader/PSO compilation caching and general performance polishing before the initial release.
The Planet Tech team continued wrapping up the water feature, focusing on robustness, memory usage, and performance. Alongside this, the Graphics team improved the water-edge effects against both the environment and visor/camera lens.
VFX Programming worked toward finishing off fire-hazard visuals, investigated networking support for the fire-hazard system, and added support for water VFX. On the tools side, support is being added for unique IDs associated with each particle effect to allow robust referencing and the reorganization of effects.
Narrative
The end of the year brought with it a flurry of activity for the Narrative team as they worked to close out strong and set themselves up for an even better 2954. November was host to IAE, which featured immersive career dioramas on the show floor and new vids from security professional Garman Humble and social-media influencer Mahli. For the release of Alpha 3.22, the team worked on supporting a wide range of new features such as structural salvage, derelict settlements, cargo containers, Arena Commander additions, and a variety of Luminalia items (including the holiday favorite biscuit, Ringalings). The team also worked on the development of the San’tok.yāi, with a focus on the Xi’an language and lore.
Looking ahead, the team planned upcoming work for the PU, including new missions that will be more narratively focused, and discussed how best to utilize guilds and factions as players progress and earn reputation. Time was also dedicated to improving the generalized NPC voicepack to streamline it and make it more functional with an eye toward making the universe more immersive while still manageable for the scope of Star Citizen.
As always, a selection of lore posts was featured on the RSI website – a look back at Banu first contact with Jerry: A History Half-Remembered, a November Galactapedia Update, a Loremakers: Community Questions, and to end the year, a December Galactapedia Update.
R&D
In November and December, the R&D team spent a significant amount of time on the temporal render mode for atmosphere and clouds. As a result, the first WIP version of advanced history rejection, as well as refined disocclusion detection and preparation of dilated motion vectors, was submitted. More research went into the upsample and history blend process to achieve highly detailed results that match the reference full-resolution render output as much as possible.
For ground fog, experimental support for fog density maps was added and is currently in review with Tech Art. The signal encoding and reconstruction code for volumetric cloud shadows received a fix to minimize ringing artifacts occasionally visible in areas where (unattenuated) sunlight first hits clouds. The atmosphere light pass received refined irradiance estimates based on community feedback, which had reported that the bottom of ships approaching a planet in higher orbit were almost entirely black as opposed to receiving reflected ground light.
Aside from the work on visuals, various improvements were also implemented to the postmortem crash analysis tool, which processes reports submitted via internal testing as well as the PU and PTU. The tool now supports the deduping of callstacks for all threads in a process and sorts them so that important threads are listed at the top. The tool now also supports dumps written by ‘fast-linked’ binaries. Additional support is planned to capture and extract auxiliary callstacks for memory corruptions (specifically, double deletes and writes after free events). Those will then be used for issue deduplication in Sentry to allow the coalescence of memory crashes much more effectively.
Tech Art/Animation
The Technical Animation team spent the end of the year on deliverables for the content teams across both projects.
These include an outfit manager that will pull together a full set of assets for any character outfit in-game, which will help the Animation teams author specific content.
Previously missing from the pipeline, physics proxy tools creation was added for an intuitive and streamlined way to create physicalized skeletons in Maya. An animation-events editor was also added to keep audio linked to animations across projects. New ADB diff tools also help the devs track and diagnose problems with complex XML format files that need historical context to be useful.
A replacement for a very old toolset that validates content being exported from Maya was created.
“We're now in a position to add to the tests and potentially change some low-level paradigms to enable exploration of new pipeline possibilities.” Technical Animation team
Additionally, Technical Animation authored and fixed more head assets, refined existing pipelines, continued developing engine animation systems, and ideated on additional ways to help them approach gold master.
Specifically for PU, the team spent time authoring new creatures.
VFX
During November and December, the VFX team worked on structural-salvage effects for the Drake Vulture and Aegis Reclaimer.
They also provided effects support for new locations and existing location reworks, including several new derelicts and Rappel, a “rather hellish environment with the ground literally burning!”
Vehicle-effects support was provided too, including for the Aopoa San'tok.yāi and the Origin X1 series.
Star Citizen Monthly Report: November & December 2023 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Subscriber Promotions
Happy New Year! We’re kicking off 2024 by giving all subscribers a Behring Devastator ‘Whirlwind’ shotgun out of the blue. To complement the FPS pump-action, Imperator subscribers get matching 'Whirlwind' paints for the Greycat STV, Aopoa Nox, and Tumbril Cyclone series.
Speaking of the Cyclone, the racing variant of Tumbril’s high-performance ATV is available for all subs to drive throughout January. Imperator subscribers can also take their whole crew out on an adventure in the Anvil Spartan.
Visit robertsspaceindustries.com/comm-link for details.
NOT A SUBSCRIBER?
If you would like to receive this flair as part of a subscription, you can subscribe before January 15, 2024.
If you subscribe after January 15, you can pick up these and previous months’ flair (going back to 2014) in the Subscriber-Exclusive Store.
VEHICLE OF THE MONTH
RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
January 2024 Subscriber Promotions - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
This article originally appeared in Jump Point 7.3.
MISC Reliant
EARLY DEVELOPMENT
The Reliant light freighter and production variants are among the most successful spacecraft designs of the past decade. Although the model lineup debuted in 2946, the design’s story begins in 2910 with a technology-sharing agreement between Musashi Industrial & Starflight Concern (MISC) and representatives of the Xi’an Empire. While the specific details of the Xi’an technology offered as part of the detail remain a trade secret, the ensuing debate over light spacecraft development at MISC is well documented. Prior to the agreement, MISC had primarily focused on its Heavy Industry division (MISC-HI), responsible for the Endeavor, Starfarer, and Hull series. The license of alien technology represented a major sea change intended to introduce smaller personal craft in the vein of Roberts Space Industries’ (RSI) Aurora and its associated designs. MISC supported several internal pilot projects to determine what shape these new spacecraft would take, with the ultimate winner of the process being the design that became the ubiquitous Freelancer. However, the Freelancer was not the only project studied at this point. An alternative design, then identified as SHIP B, proposed a much more radical adaptation of Xi’an design aesthetics and flight configurations.
SHIP B’s project leader was Dr. Rico Norden, who had transferred from MISC-HI after a lengthy career shepherding the Hull C through several major design revisions. Norden was insistent that his design was the superior choice to help the company to stand out from the many new competitors in the arena. SHIP B featured a wide, movable “flying wing” design that was unlike anything built by humans at the time. In addition to the visual connection to the Xi’an technology the company hoped would put its spacecraft ahead of competitors, Norden argued that SHIP B’s unique design would allow it to maximize cargo storage while permitting the use of smaller landing pads. The proposed design, he further argued, could even rely on traditional flight aerodynamics during emergencies when in atmospheric mode. Norden campaigned ceaselessly for his selection, calling in every favor he had earned in his long career as one of the company’s senior engineers. His campaign was ultimately a failure: the executives instead decided on the more traditional Freelancer outline as their platform, intending to slowly ease the use of Xi’an technology and design mechanics into the human sphere rather than rush ahead with the potentially off-putting alien design language. Feeling humiliated from his failure to convince supporters of the value behind his design, Norden chose to transfer back to MISC-HI rather than work on the competing design. After another failed attempt to revive the wing design on a larger scale, he retired the following year.
A quarter-century later, MISC was in an enviable position: the technology lease agreement with the Xi’an had continued successfully, there was a steady call for HI ships, and the Freelancer had been established as trusted spacecraft for hauling, exploration, and more. With a steady flow of capital, the company had a newfound desire to further encroach on RSI’s everyday spacecraft. The team quickly decided that the climate had changed in two-plus decades and that there was a call for spacecraft that stood out and embraced alien design elements. Working from the original SHIP B development work, the newly-titled Reliant Team developed a smaller version of the original flying wing freighter intended to appeal to independent pilots starting their careers. Though an unusual silhouette, the design was extremely modular, with the development of four different variants happening almost simultaneously. The Reliant program began in 2942 and concluded with the premiere of the first production prototype in a ceremony on Saisei in 2944.
Initial development proceeded rapidly thanks to existing work on aerodynamics and results from early jump tunnel studies for SHIP B. MISC’s deal with the Xi’an government had continued to expand over the preceding two decades, allowing more innovations to be included than were integrated into the original Freelancer or planned for SHIP B. The first prototype successfully left the atmosphere in April 2945. The process was surprisingly flawless for a ship that would have multiple flight modes and such a wide variety of intended roles, with development only slowing during component integration due to transponder issues stemming from the need to protect a shorter, wider ship than off the shelf technology had been intended for. These and a limited number of teething issues relating to the spacecraft flight mode transitions were resolved successfully and the Reliant continued to hit milestones until its formal reveal the following year. Guest of honor at the 2945 product launch ceremony was Dr. Norden who, in his retirement, had been fully unaware that his cherished vision of a wing-based freighter was finally coming to fruition. Tears in his eyes, Norden witnessed in awe as the descendant of SHIP B came into view.
VARIANTS
After an additional period of space-worthiness testing and formal certification of the production prototype, MISC would go on to formally launch the Reliant as part of their 2946 lineup, offering all four of the variants developed during the research period. The initial prototype would form the basis of the Reliant Kore, which MISC would premiere as a “minihauler” (referring to its smaller stature than the Hull line). Owing to its unique silhouette, the Reliant Kore could store more standardized cargo pallets than similarly-sized spacecraft – an appealing option for smaller enterprises or private crews just starting their careers. The hope was to present the Reliant not as another alien oddity, but more as something representing the next evolution of human industry; something the company would go on to repeat throughout the design’s rollout period. Owing to the overall development timeline, each initial variant would share the same chassis as the Kore. To develop the remaining three variants (a number determined by the available production lines at the time), MISC created three focus teams tasked with looking for ‘holes’ in available spacecraft lineups to try and create unique variants to fulfill these niches. The teams focused on reviewing high volumes of news stories and interviewed existing ship crews to determine where they found the experience lacking:
- The easiest to determine was the Tana, a military-focused model intended for remote frontier garrisons unable to operate top-of-the-line Anvil or Aegis hardware. The focus team concluded such locations would benefit from a ship that would double as an interceptor for fending off raiders and as a low-level hauler.
- The Sen was created in response to interviews with Endeavor science crews who professed a need for smaller, more maneuverable support craft that could be fitted with specialty hardware for outbound scientific operations.
- The final version was the most unexpected: the Mako was intended for news organizations broadcasting from space. The need for the Mako was determined by a lengthy review of spectrum broadcasts that identified the low-quality video from combat incidents and the significant increase of such incidents in the first place.
For the Reliant’s formal rollout, MISC opted to avoid marketing the Xi’an connection or the similarity between its flight modes to those of the Khartu-al. Instead, the company opted to follow in the footsteps of its highly-successful “Built for Life” campaign and position the Reliant as a working spacecraft. To promote this, the company wrote off a production run of ships and donated them to various companies and professionals, each accompanied by a documentary film crew. Four Kore haulers were offered to a pair of companies seeking financing for short-term shipping routes, a pair of Makos were donated to the top two major broadcasters on Terra, a Sen was dispatched as part of a solar corona survey expedition, and a half-squadron of Tana was given to a group of colonists preparing to settle a frontier moon (the location of which was unidentified in the marketing). As the donated ships made news wherever they went (and in some cases broadcast that news themselves), the net impact was impressive, giving the public the sense that these new spacecraft were suddenly everywhere. MISC dealerships were flooded with requests for more information and the Reliant quickly became the company’s most successful original spacecraft launch. By the second model year, the Reliant had settled in as one of the company’s most desired models – no small task for the ship that followed the famed Freelancer.
Whitley's Guide - Reliant - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Xē'suelen, hi everyone - Happy 2954!
Thank you for making 2953 an amazing year, both in and out of the 'verse. We hope you had a great end to the year! We're excited for what's to come in 2954 and can't wait to share our plans for this year and beyond. In the meantime, enjoy Star Citizen: 2023 A Year in Review on YouTube!
We also want to congratulate everyone who participated in the recent Luminalia Greeting Card Contest! We have received hundreds of submissions, and it wasn't easy to pick winners, as your creativity and editing skills were top-notch! Check out the festive winning submissions on Spectrum.
If you thought 2023 was a tremendous year, strap in for 2024, as we have some extraordinary milestones to achieve together! Our teams are back in the studios with renewed vigor from the break, and we are already working hard on Alpha 3.23; Which we will talk about more in the coming weeks.
The action-packed Daymar Rally returns on January 20. Whether you're wheels on the ground for this 510 km race or just enjoying Twitch Chat, don't miss the fun! The Crux Cup is also returning: It is a series of four persistent universe ship races throughout the month of March; Sign up now and enter the race!
And lastly, we're happy to share that the Bar Citizen World Tour will continue in 2024! Just like before, we want to hear from you about where we should visit. Feel free to fire off a direct message to our Community Team on Spectrum, and we'll make sure to add it to our list of locations to consider. Read more about Bar Citizen World Tour 2024 here.
Now, let's see what's going on this week:
This Tuesday, we'll publish the Subscriber Monthly Newsletter and Subscriber Comm-Link. We'll also have a new Whitley's Guide with one of my favorite ships: the MISC Reliant!
On Wednesday, our first Monthly Reports will cover November and December 2023, keeping you in the loop with the developments of Star Citizen and Squadron 42.
Thursday, we will publish the new Schedule for the Arena Commander game modes. Note that we will need a few weeks before rebooting our new season of Inside Star Citizen, and Star Citizen Live; But we can't wait to have you back and show you the Behind the Scenes of game development!
On Friday, you will receive our weekly RSI Newsletter.
a.thl’ē’kol, see you soon,
Lénaïc "Nicou" Riédinger
Community Manager
The Weekly Community Content Schedule
MONDAY, JANUARY 8, 2023
- This Week in Star Citizen
TUESDAY, JANUARY 9, 2023
- Lore Post - Whitley's Guide, MISC Reliant
- January Subscriber Newsletter
- January Subscriber Comm-link
WEDNESDAY, JANUARY 10, 2023
- November/December 2023 Star Citizen Monthly Report
- November/December 2023 Squadron 42 Monthly Report
THURSDAY, JANUARY 11, 2023
- Arena Commander schedule - Comm Link
FRIDAY, JANUARY 12, 2023
- Weekly Newsletter
COMMUNITY MVP: January 8, 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Jumptown Machinima
Running 23km to Get Revenge
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Ya know... just a normal day in Stanton. Ninetails left a money printer running... so some enterprising friends and I thought "why not?".
CaptainKalani created an action-packed video featuring the Jumptown event; Combining excellent shots, a great narrative, roleplay, and explosions. Oh yeah, explosions!
Enjoy the video in our Community Hub.
This Week in Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Star Citizen, das ambitionierte Weltraumspiel von Cloud Imperium Games, hat erneut die Schlagzeilen erobert - diesmal jedoch nicht für bahnbrechende Gameplay-Features, sondern für seinen exorbitanten DLC-Preis.
Wie bitte? So viel kostet das neue Star Citizen DLC-BundleStar Citizen, das ambitionierte Weltraumspiel, hat erneut die Schlagzeilen mit horrenden DLC-Preisen erobert.www.pcgames.de -
Externer Inhalt images.cgames.deInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Nein, wir haben uns nicht vertippt: Zum Preis von rund 50.000 Euro gibt’s alle Vehikel der gigantischen Weltraum-Sim in einem Paket. Star Citizen veröffentlicht Bundle aller Raumschiffe und der Preis lässt Kinnladen runterklappenNein, wir haben uns nicht vertippt: Zum Preis von rund 50.000 Euro gibt’s alle Vehikel der gigantischen Weltraum-Sim in einem Paket.www.gamestar.de -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Jump Point Now Available!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Attention, Subscribers. December’s issue of Jump Point is now available! This time, we’re seeing off 2023 with a look back at the year that was, going behind the scenes of the Drake Cutter series, and discovering the history of Pyro’s violent Rough & Ready gang.
Interested in becoming a Subscriber? Learn more on the Pledge Store now.
Jump Point Now Available! - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Galactapedia Update December 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.THE ARK, TAYAC SYSTEM
Welcome to this month’s Galactapedia update roundup. This month, we visit the T.āl and Hyoton systems, meet the co-discoverers of the Kai’pua-Hyoton jump point, learn about the Central Core Bank, and carefully greet the Drop Kings. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
- Stanton system – The largest corporate park in the universe.
Short Articles:
- Kōri’lya – A multicultural city.
- Yā’ti – A multibusiness city.
- T.āl system – A color-coded planetary system.
- Y.ōm’e – Hot, cratered world.
- Oil’xa – Yellow planet.
- Lūng’xyi – Violet planet.
- Lixāuu – Green planet.
- Ryōl – Orange planet.
- Chuaiton – Desolate planet.
- Kyu’nao – Yellow, violet, green, and orange planet.
- Hyoton system – The home system of the Xi’an people.
- Tethyeng – Associated with joy and abundance.
- Tethle’a – The seat of many ancient and powerful Houses.
- RyiXy’an – The homeworld of the Xi’an.
- Ka’ua – The center of Xi’an power.
- Tethtām – Associated with emptiness and time.
- Ahmad Harar – Co-discovered the Kai’pua-Horus jump point.
- Carl Dyson – Winner of two Elira Awards.
- Central Core Bank – Responsible for regulating the UEC.
- Drop Kings – Not actually royalty, despite the name.
NOTE: There will be no images this month due to an ongoing issue. Once it’s fixed, images will be added.
Galactapedia December 2023 - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com -
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Happy Monday, everyone!
Alpha 3.22: Wrecks to Riches went live on the PU servers last week, bringing with it Structural Salvage, new character hairstyles, personal cargo containers to put your bits and bobs in, another massive update to Arena Commander (including new maps, modes, match types, and multi-crew spawning), all-new Derelict Settlements to explore, and more just in time for the holidays!
On the subject of holidays, the Luminalia festivities are in full swing! Luminalia is an annual holiday celebrated by the Banu and Humanity alike on December 22, and we're counting down the days with gifts in the 'verse and two contests with chances for you to win some treats!
Claim your daily goodies from the Luminalia Calendar (we've got cookies!), showcase your creativity and spread some holiday
fearcheer in our action-packed greeting card contest, or die hard in Arena Commander. Go up against other Citizens and CIG staff to claim your spot in the top three on the winning side and an Origin X1 Force if you're successful! Also, if you're in the mood for a seasonal slay ride, you can look forward to some holiday hijinks with the Jumptown global event kicking off on December 22.And, as celebrations are always better when shared with your close ones, there's a referral bonus activated from now through January 8 so that you and the players you refer can greet the challenges in the new year appropriately suited up!
Lastly, thanks to everyone who stopped by the Intel x Star Citizen booth at Dreamhack Atlanta! We had a blast getting to chat with you all over the weekend.
Now, let's see what's going on this week:
Tuesday brings about the latest monthly Galactapedia update from the Narrative team.
Inside Star Citizen and Star Citizen Live are officially on holiday hiatus. But fret not, we'll be back in the new year with the usual in-depth content you love!
On Friday, the Jumptown global event returns deadlier than ever, with a brand-new location and updates to some favorites! You’ll also receive our weekly RSI Newsletter delivered to your inbox, and Subscribers can look forward to the December issue of Jump Point magazine.
This Saturday, our friends at ANZIA Racing are poised to deliver some high-octane fun with their Ignition Expo event as competitors push their pedals to the metal and race to the finish line. Catch it live on their Twitch channel; the starting pistol will go off at 15:00 UTC!
As we bid farewell to 2023, we wanted to take a moment to express our heartfelt gratitude for your unwavering support and inspiration throughout this year. Your engagement has fueled our journey, and we couldn't be more thankful. Stay tuned for what the new year holds - more exciting adventures and fresh content await! Until then, may the holiday season bring you joy and laughter, and may the coming year be filled with endless possibilities.
Thank you for being a part of our community.
Wishing you a fantastic end to the year and Happy Luminalia!
Associate Community Manager
THE WEEKLY COMMUNITY CONTENT SCHEDULE
MONDAY, DECEMBER 18, 2023
- This Week in Star Citizen
- Luminalia 2953 - Day 8
TUESDAY, DECEMBER 19, 2023
- Lore Post: Galactapedia update
- Luminalia 2953 - Day 9
WEDNESDAY, DECEMBER 20, 2023
- Luminalia 2953 - Day 10
THURSDAY, DECEMBER 21, 2023
- Luminalia 2953 - Day 11
FRIDAY, DECEMBER 22, 2023
- RSI Weekly Newsletter
- Jump Point - December 2023 Issue for Subscribers
- Jumptown Global Event
- Luminalia 2953 - Day 12
Arena Commander Experimental Mode Schedule
Can you hear the slay bells ring? That's right; the Luminalia Team Elimination mode is available now through January 8! Gun Rush has also now been promoted to a core mode and enabled indefinitely. This week's rotation (December 17 - December 24) features Battle Royale - test your mettle against other accomplished pilots in this exciting mode!
December 17 - December 24 ► Battle Royale
December 24 - December 31 ► Team Tank Battle
December 31 - January 7 ► Master Modes: Duel
January 7 - January 14 ► Single Weapon Elimination (A03 Sniper Rifle) & Tank Royale
COMMUNITY MVP: December 18, 2023
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Don't forget to submit your content to our Community Hub for the chance to see it here!
Legonalia 2953 Advent Calendar Day 1: PTV
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.On the first day of Luminalia, Fishby gave to thee... a Lego build of the PTV. In their very own Legonalia calendar, Fishby treats us to 12 micro-builds (and PDF instructions and parts lists) of some of their favorite Star Citizen things, with each containing no more than 25 pieces!
Check out the entire series, now up to Day 7 on the Community Hub!
This Week in Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts 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…robertsspaceindustries.com