Um alle Funktionen des Forums nutzen zu können, sollten Sie sich registrieren. Wenn Sie schon regstriert sind, sollten Sie sich anmelden.
Datenschutzerklärung: Hier
Einstellungsmöglichkeiten zur Privatsphäre finden Sie in Ihren Einstellungen.
Einen maschinenlesbaren Export Ihrer Daten können Sie in Ihrem Profil anfordern. Hier
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Star-Citizen-Experte Knebel wirft einen Blick auch die Neuerungen der kommenden Alpha-Version 3.23, die bereits auf den Testservern spielbar ist und in Kürze auch für alle Unterstützer des Weltraum-Projekts verfügbar sein sollte.
- Deutsche Fan-Übersetzung für Star Citizen Alpha runterladen
Vor ein paar Wochen hat Star Citizen unter anderem mit Meldungen über den Release von Version 1.0 für Schlagzeilen gesorgt. Nach vielen Jahren des Wartens gab es also ein neues Licht am Ende des Tunnels. Wird auch allerhöchste Zeit, werden die meisten vielleicht denken. Die Einzelspieler Kampagne Squadron 42 ist inzwischen immerhin “Feature Complete” und ein großer Teil der Entwicklungsressourcen steht vermeintlich für das MMO zur Verfügung. Der “1.0-Release” wird inzwischen tatsächlich ganz offiziell angepeilt. Es soll im Laufe des Jahres und zur CitizenCon im Oktober 2024 eine Roadmap dazu geben. Wie nah wir an Star Citizen 1.0 nun aber wirklich dran sind und was diese Version eigentlich alles beinhalten wird - und vor allem was noch nicht - darüber können wir aktuell nur spekulieren.
Wesentlich konkreter ist dagegen das nächste große Update für die Alpha von Star Citizen. Die Entwickler beschreiben die Alpha 3.23 als “größten Patch seit 6 Jahren”. Also schauen wir uns mal an, was uns da an Neuerungen erwartet.
Star-Citizen-Experte Knebel wirft einen Blick auch die Neuerungen der kommenden Alpha-Version 3.23, die bereits auf den Testservern spielbar ist und...
What features are you most excited to experience in Alpha 3.23? The live release is just around the corner! Let's take this opportunity to run through some of the major updates and content it'll bring, including a brand-new vehicle that'll surely raise the tempo on the track.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for May 1, 2024
Progress Tracker
As you might have seen in the recent Letter From the Chairman, our development team is in the process of outlining the necessary tasks to achieve Star Citizen's full 1.0 commercial release. While our production schedule is still in progress, we intend to share a portion of it with you soon by updating the Progress Tracker up to the end of 2024 (with more to be shared later in the year!). We're nearly finished and aiming to provide more details in the coming weeks, so stay tuned to the Roadmap for more information very soon!
Release View
Arena Commander: Grav Royale
The team encountered a critical issue with this game mode that requires additional testing. For the time being, we're removing this card from Release View until this is resolved.
The following features have passed their final review for Alpha 3.23.0, therefore we are toggling their status to Committed:
Distribution Centers
Creating new traversable areas offering gameplay opportunities in corporate industrial environments. This initial release includes the surface levels of the facilities, with underground areas coming in a later update.
Vulkan Graphics API Support
Converting the Star Citizen renderer from DirectX11 to the Vulkan Graphics API. This allows spreading GPU submission work over many CPU cores, and enables many new tech features that were previously unavailable, such as Ray Tracing. Vulkan is able to be opted into via the options menu with this release, but it will eventually fully replace DirectX11 in the future.
Water Simulation & Rendering Improvements
The water in Star Citizen now support a multi-scale GPU wave simulation to support dynamic reaction to thrusters, aerodynamic wake, explosions and collisions. The rendering has also been overhauled, with improved waves, reflections, refraction, underwater fog, and helmet effects.
Volumetric Clouds Update
Updating Star Citizen's volumetric cloud technology to improve overall visual quality and performance, including the addition of both volumetric shadows as well as the implementation of ground fog.
Image Upscaling
Implementing support for GPU upscaling, including DLSS, FSR, and an in-house TSR solution.
Replication Layer Update
Over the course of the 3.21 patch cycle, the Replication Layer will be moved off of the game servers and set up as its own standalone service. In the short term, this allows for greater server recovery in the event of a crash. This is also a critical next step toward Server Meshing.
That's all for this week! No Progress Tracker updates this week as work continues on long-term planning. For further insights into the planning efforts of our production team, we invite you to review the latest Letter From the Chairman.
Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
PU Monthly Report
Welcome to the latest PU Monthly Report, this time detailing all the development progress made throughout April. With the imminent release of Alpha 3.23, most teams began or continued tasks for events and releases coming soon and further into the year.
Read on for the latest updates on jump points, weapon animation, the Anvil Legionnaire, and more.
AI (Features)
Throughout April, AI Features put significant effort into the Alpha 3.23 release, specifically the kopion creature that will be found across planetary surfaces and in caves.
“We’re really excited to share this new creature and the gameplay possibilities it provides. Kopions are the first of the creatures we have been working on and have posed many challenges during their development. We also had the pleasure of bringing all the hard work of other teams into a cohesive whole.” AI Features Team
New features added for creatures include ground alignment tech, which allows them to appear correctly situated when moving across the terrain, and the ability to attack in formation. The attacks themselves require motion warping and melee attack technology to connect with the player. The team also put a lot of effort into ensuring that these functionalities work well across different environments.
AI (Tech)
Last month, AI Tech focused on planetary navigation mesh, with the version implemented recently receiving significant improvements. Firstly, they removed generation limits over planet latitude, which gives stronger coupling with planetary terrain patches, allowing the nav mesh to generate correctly over the planet efficiently. They then improved generation response at lower framerates so that movement over planets in non-ideal performance scenarios results in acceptable nav-mesh generation times.
The multipath code was then optimized to execute faster, which will result in quicker generation of paths into, out of, and between usables. The team also enabled failure detection code in the movement system component to identify and fix situations where NPCs were standing on usables or out of the nav mesh.
Another key feature worked on was the boids system used for the new marok creature. April saw the devs improving network synchronization and extending the system to support audio triggers from different agent states. Several optimizations were also made to the overall code.
Significant time was spent verifying multiple parts of the AI system after evaluating the EPTU optik profiles. For example, the team optimized some of the navigation code involved in the destruction of navigation links and navigation volumes when larger outposts stream out.
The pathfinder was also switched from running using background jobs to batch jobs. The main pool that serves requests was split into two to better serve multipath and standard-path searches. Moving the calculation into batch jobs allows an increased number of calculations, which provides much faster results and utilizes more CPU time where available. These jobs are lower priorities, so they can always provide space for more urgent calculations and continue work across multiple frames. This should result in quicker response times for NPCs at lower FPS.
In parallel with supporting the Apollo Subsumption editor, AI Tech are also working on a new UX design for their internal tool.
Progress was also made on the spaceship combat behavior, which is planned for release in Alpha 3.23. All NPC fighters now use this behavior, which involves them using limited ballistic ammo rather than infinite rounds as before.
Finally for AI Tech, they implemented point defense cannons that will protect capital ships from incoming missiles.
Animation
In April, the Animation team worked on various creatures, including two predators and a prey animal. They also spent time polishing player movement in space and when prone (which will be live in Alpha 3.23) and implemented hit reactions for when AI is out in the open.
The Facial Animation team continued to develop facial animations for various game elements.
Art (Characters)
In April, the Character Art team began work on two specialist armors, reworked a utility armor, and supported requests for the Character Customizer. They also continued working on creatures.
The Character Concept Art team continued developing specialist armors and completed handoff sheets.
The Hair team kicked off new hairstyles for Alpha 4.0 and undertook R&D on fur.
Art (Ships)
The Ships team progressed with the RSI Zeus, continuing with the beauty and polish stage. The cockpit is now greybox complete, which established the standard for the remainder of the ship. The habitation area is receiving the last elements of polish, including resolving the ceiling and personal storage areas. The cargo room ceiling had a pass and the devs began finalizing the walls. The mess hall is nearing completion, as is the central hallway.
Work on the exterior progressed well too, which now has a significantly increased level of detail throughout. The team are currently going through all other sections to ensure they have the same level of detail. Ships also started looking at lighting, including a pass of every room and the entire exterior. Following this, it will be outfitted with proper fixtures.
The Anvil Legionnaire is now whitebox complete, though requests were made to improve its usability when boarding hostile vessels. The devs are currently exploring options for collapsable cover built into the boarding tunnel.
Elsewhere, Resource Network work was finished for 10 ships, while legacy updateswere made to three additional ships to support a new selection of paints.
Audio
For the upcoming Alpha 3.23 release, the Audio Vehicle team completed their first milestone in overhauling the ship audio experience with new thruster sounds, which is rolling out to all new ships.
“The goal was to restructure our process of designing and implementing ship thruster audio in order to unify the setup of all ships and streamline our pipeline. This ensures that sound designers will have fewer sounds to design, but every asset will have a greater impact. Our objective was to immerse our pilots in hard-hitting and reactive sounds, resulting in a memorable flight experience, whatever ship they choose to fly.” Audio Team
They are now also using a shared and extensive set of game parameters that modulate different layers in a variety of ways. This, paired with a more extensive matrix of generic assets designed to fit manufacturers, classes, and sizes of ships, results in a much more granular and interactive experience for the player while giving every brand a clear sonic identity. This is supported by bespoke sounds made individually for every ship to give them all a unique flavor.
Finally for Vehicle Audio, the devs introduced a very early state of manufacturer-based soundproofing – with this, each brand will have a unique soundproofing profile, heard when players are in first person, to further improve immersion. The new thrusters and audio features were rolled out with the Anvil F7A Hornet Mk II and will be utilized on every new ship going forward, with the team converting older ships periodically.
The Audio Environment team polished the first ambience pass for Distribution Centers while continuing to develop new systemic ambience. Although this new system is still early in development, the team was able to add it into the Distribution Centers, improving ambience for players at these locations. Alongside this, the team finished their pass on the new features for Alpha 3.23, including wildlife.
Community
The Community team started the month by celebrating Triggerfish with the announcement of the MISC R.A.P.T.O.R, the ultimate weapon in the war against garbage! They also supported the April Fools' Arena Commander mode.
Regarding upcoming updates, the team published the Alpha 3.23 Patch Watch, which highlights the features and improvements that do not appear on the Public Roadmap.
The team also supported the live release of the RSI Launcher 2.0 - a full revamp of the application with the ultimate goal of serving as a reliable tool for the community.
The Bar Citizen World Tour continues in 2024, with team members joining the fun in Chicago this month. For those looking forward to a future event, a more detailed schedule for this year's Bar Citizen World Tour will be published soon.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Planning for this year's CitizenCon in Manchester, UK, on October 19-20, is underway.
"With over 3,700 tickets already claimed, this year's CitizenCon has already shattered previous attendance records, marking it officially the largest Star Citizen event yet! Despite still being April, the team is already deep in planning for the layouts and key components of this year's show and can't wait to see you all in Manchester this October!" Community Team
In addition, the annual community-created System 7 Racing League, organized by ATMO Esports, is ongoing, with the team continuing their support for the event.
Finally, the Community Team published the weekly This Week In Star Citizen schedules alongside the most recent updates on the upcoming gameplay features in Roadmap Roundup. The Arena Commander Schedule was also updated to provide better visibility on game mode rotation and special modes. Besides these, many other support tasks were done to prepare for Alpha 3.23, 4.0, and beyond.
Core Gameplay
In April, the Core Gameplay Pillar closed out features and prepared them for release in Alpha 3.23. A significant amount of time was invested into polishing and bug fixing as well as reviewing feedback from the community to improve features where possible.
For example, various improvements were made to weapons, including enabling the interrupting and canceling of backpack reloading and ammo repooling via actions like weapon swap, sprint, and melee.
Support was also added for hit-marker sounds, while recoil patterns are now the same for tap-firing and holding the fire button.
ADS mouse sensitivity is not scaled down for higher FOVs anymore, and weapon bandwidth usage was improved.
For jump points, the team enabled new fail states if a jump drive detaches or stops functioning and added tunnel push force from the edges of the map to help players stay on course. They also implemented the first pass of procedurally generated tunnels from design parameters, including randomness to tunnel shapes for variety.
For the resource network and engineering, the team implemented a throttle that manages power in one-SCU segments based on the updated UI design.
Additional item power range modifiers were added, which enable extra behaviors currently used for heat generation. This entered optimization for eventual release.
For the life support and room system, the team implemented filters that degrade over time, with the life-support generator ceasing to work once all are used.
Gas propagation now uses accurate positioning within rooms, while atmospheres will equalize differently depending on whether they’re high or low-atmosphere environments.
The technical requirements for crafting were scoped out with Design, and room-system documentation was updated to enable other teams to better implement their work.
April saw continued work on Maelstrom and the radar and scanning feature.
Planning continued for the transit refactor, and fixes were made for various analytic events not reporting correctly.
For Arena Commander, the team began refactoring the Spectator module and player component. They also updated how Arena Commander uses comm-link notifications and completed a pass over various game modes and awards for Alpha 3.23.
Changes were made to Pirate Swarm’s final wave, which now uses two Idris capital ships. Gun Rush now supports multiple weapon lists (controlled by badges) that can be randomized from all enabled weapons.
VOIP and mute/unmute were added back into Arena Commander too.
Further development was done on the Contracts Manager, with the team providing code support for cargo hauling missions. ‘Or’ missions were added back in, where players can choose between objectives, and general bug fixing was done.
Reputation-based hostility was further worked on too. Alongside several issues and improvements, a new neutral zone was added. This is a special restricted area that all players have permission to be in, with NPCs ignoring reputation relationships and criminality and reacting neutrally to everyone. However, access will be revoked for any non-justified hostile act, with everyone else seeing that person as hostile and attacking accordingly.
To regain access after hostile actions, the offending player will need to exit the zone and wait a set amount of time before entering again. Remaining inside when hostile or entering before the allotted time will completely reset the timer.
For cargo, Core Gameplay progressed with freight elevators, item banks, and persistent hangars.
In-Game Branding
Last month, the Branding and Vehicle teams worked closely to create brand identities for upcoming and existing vehicles within the game.
They also continued to develop an in-house tool for all manufacturers, from ships to signage. This will be a versatile and invaluable tool for everyone working on the game and lead to the unification of the different brands across the entire game.
Interactables
The Interactables team completed their work on fire extinguisher recharge cabinets, including both high-tech and low-tech versions. These will be placed in hangars for convenience and aid in ship-fire gameplay.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Lighting
Lighting spent time in April polishing Distribution Centers before moving on to instanced hangars and freight elevators, with the aim of making every interaction an engaging event.
Locations
The Locations teams spent April closing out features for Alpha 3.23. For example, the Sandbox team completed Distribution Centers, adding the last elements of polish before shipping. The team are looking forward to players getting their hands on these locations and will be looking for feedback that they can take forward as Distribution Centers evolve in the future.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
The Sandbox team are currently finalizing the last few outposts going into Pyro for Alpha 4.0 whilst supporting other Locations teams with their tasks for the upcoming patch release.
The Landing Zone team finalized art for the cargo initiative and helped out other teams on Alpha 3.23.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Mission Design
Last month, Mission Design continued to polish content for Alpha 3.23, including XenoThreat and fauna-related missions. They also made quality-of-life improvements to missions, including Missing Persons, and supported content for Distribution Centers.
Work was done on the new Contracts Manager to ensure it has all the existing functionality alongside improvements. They also made the Commodity Update Journal entry a lower-priority notification and reassessed what missions notify players when they’re available. Further bug fixing was done for Overdrive Initiative too.
The team then used the extra time until the cargo updates to add additional high-quality content and further polish the Cargo Hauling and Kill and Collect missions:
“The various shipping companies of Stanton often outsource cargo hauling to freelancers through contracts. These job-board missions task the player with picking up the designated cargo shipment at one or more locations andoffloading it at one or more destinations. At their core, these missions will test the player’s knowledge of their ship’s specs and their ability to weigh the time spent loading and traveling against the payout.
They will see the player transport goods back and forth to various jump points, LEOs, Lagrange points, landing zones, and Distribution Centers. These goods consist of various commodities and vehicles of real value, allowing players to get a rudimentary sense of what it will be like to have a hauling career. Simultaneously, this represents our first step toward implementing the logistical structure of the ‘verse in a tangible, playable form, prior to a Quanta-controlled system.” Mission Design Team
Narrative
April was a very busy month for the Narrative team, who worked hard preparing for the Alpha 3.23 patch. This included crafting new Distribution Center missions, creature-hunting missions, polishing the new UI layouts, and reworking hint text alongside bug fixing.
Looking ahead, the team helped with the upcoming Invictus Launch Week, making sure everything is ready for players to visit in-game. This was a particular focus of the Narrative Design team, who looked at the NPCs attending the event. The team also spent time working on cargo gameplay, providing UI and mission support.
Additionally, the Narrative team did a lot of planning and pre-production work for Star Citizen 1.0, detailing the scripts and assets that will be needed for its release. This includes looking at legacy work done in the game’s early releases and analyzing how best to update it to meet current standards.
After several sprints, the Online Services Team completed their refactor of the social services backend. This involved porting the services to gRPC, as well as making updates related to server meshing.
Online Services also completed work relating to EAC anti-cheat in preparation for enabling the enforcement of sanctions. This is currently going through the first round of QA testing. The team also supported Alpha 3.23 by bug fixing and helping triage performance issues.
Over the past month, the Live Tools Team worked to ensure compatibility between the Network Operation Center in Hex and the modifications being made on the services side for version 3.23. They're also implementing new modules to assist different types of users.
Additionally, the team continued to enhance other internal development tools and provide support and maintenance.
R&D
R&D spent April supporting Alpha 3.23. For example, the half-resolution render mode was updated to accompany the new cloud rendering improvements and the introduction of ground fog.
This mode serves as a good compromise between quality and performance and will be superseded by the temporal render mode, which is still a work in progress. Improvements include the cleaner rendering of silhouettes and foliage, less blurry results from orbit, and better low discrepancy sampling. Due to these improvements, the decision was made to alter the ‘very high spec’ settings for clouds to use the half-resolution render mode and increase the number of raymarching steps. As a result, players will see more consistent and less-noisy cloud rendering (similar to the new "photo mode" quality setting) at reduced GPU cost compared to the previous ‘very high spec’ settings. This will hopefully allow more people to enjoy the new high-fidelity rendering improvements in-game.
Additionally, further support was given to the Rendering team to roll out PSO caching and request collection to eliminate PSO cache redundancies and certain shader flags for vertex position and texture coordinate modification. This is to minimize the number of shaders and PSOs needed to run the game.
Support was also given for various Vulkan issues that were revealed during PTU play testing.
Longer term, work progressed on the temporal render mode. All confidence metrics, which are used to decide whether to keep history data after reprojection, now also factor in scene motion and depth. The temporal render mode was also tested against the various temporal upsampling solutions supported by the renderer.
Tech Animation
The Tech Animation team continued to generate and implement new head assets to the DNA gene pool, and are not far from completing the initiative of 40 heads for each gender.
Many devs are currently dealing with the complications of players and NPCs putting on and taking off clothes live in the engine.
“This has been ongoing for some time and, with the addition of animation resources into the mix, we are seeing great headway in both generating the assets for animation and generating usable pipelines to expedite the entire process for everyone involved.” Tech Animation Team
Additionally, the team are intrinsic in the creation and implementation of new creatures for both the PU and SQ42.
They’re also involved in work toward consumables and the setup of foodstuffs, with the team aiming to guide this initiative and promote time-saving workflows.
Lastly, they continued to support Alpha 3.23, ensuring content is integrated, tested, and ready for players.
Tech Design
Tech Design provided general tech support for Alpha 3.23, including fixing bugs affecting doors and fuel tanks not exploding in the new Distribution Centers.
For ships, iteration was done on weapon balance and AI following director feedback. For the latter, an easier AI behavior was created for use in very easy, easy, and introductory missions.
A call-to-action prompt was added to the elevator panels of multiple ships, and an issue preventing players from getting out of bed in the MISC Freelancer was fixed.
For Arena Commander, work continued on the Resource Network game mode, including enabling doors without power to be openable (but not closable) to prevent players from being trapped.
UI
In April, the Montreal-based team focused on the Cargo feature and worked closely with Core Gameplay on the Resource Network mandate, which included getting wireframes signed off. They will begin creating mockups soon.
In the UK, the UI team added the final touches to the new UIs for the visor, mobiGlas, and maps. They added the final missing features, such as the chat window and law widgets, too.
Updates were also made based on player feedback, such as reducing the hologram effect on the HUD and bringing back differently shaped quantum-travel markers. The team spent time polishing visuals and bug fixing as well.
VFX
Last month, the VFX team focused on bug fixing for the upcoming patch. This involved playtesting the game to find major issues that needed solving immediately or identifying smaller issues that were safe enough to fix without risking creating other bugs.
They also worked closely with Graphics and Planet Tech to ensure the supporting effects for water were working as expected and not too expensive. They also worked on a variety of vehicles for an upcoming release.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Happy Monday, everyone!
We'd like to extend a massive thank you to everyone who has taken the time to hop into the PTU to kick the tires of the upcoming patch! Your participation has been instrumental in helping us address known issues, and it has paved the way for the team to develop additional fixes currently in the pipe. Alpha 3.23 is now available to Wave 3 testers, with more waves opening up soon.
The community's enthusiasm for CitizenCon 2954 has truly been mind blowing! With premium tickets completely sold out and only a couple hundred general admission tickets remaining, we've already shattered the attendance records of all previous Star Citizen events! Our team is currently deeply entrenched in CitizenCon preparations, and we're excited to bring you what's shaping up to be an unforgettable event this October. See you in Manchester!
Now, let's see what's going on this week:
Wednesday brings a wealth of development updates, with April's Monthly Reports and the Roadmap Update coming your way.
Thursday's Inside Star Citizen is Patch Dispatch 3.23, where we run down the big features and content arriving in Alpha 3.23, including the introduction of a new vehicle that's sure to get hearts racing.
On Friday, Star Citizen Live is All About Alpha 3.23, with special guests Rich Tyrer, Rick Porter, and Jonny Jacevicius answering your questions about the upcoming release, so don't forget to ask yours on the Spectrum thread. The show will go on live Twitch at 15:00 UTC / 8 AM Pacific.You'll also find our weekly RSI Newsletter directly delivered to your inbox, and Jump Point magazine is back for all subscribers.
Lastly, on Saturday, our friends at ATMO esports have teamed up with BE@Con to bring you an exhibition race for the ages! Catch some slick moves and high octane action on microTech, live on ATMO's Twitch channel from 13:00 UTC.
Fly low, and fly fast!
The Weekly Community Content Schedule
MONDAY, APRIL 29, 2024
This Week in Star Citizen
WEDNESDAY, MAY 1, 2024
Star Citizen Monthly Report - April 2024
Squadron 42 Monthly Report Newsletter - April 2024
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
XingKongCFR delivers explosive battles, daring escapes, and intense showdowns in this adrenaline-fueled trailer for fan-made micro-movie 'Lucky 13.' If this trailer is any indication of the final product, we can't wait to see it!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Join us today as members of the UI feature team throw a bone at answering your questions about the upcoming UI changes coming in Alpha 3.23 including mobiGlas, Starmap and more!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Which of the upcoming Arena Commander updates are you most excited about? Join us today to explore new maps, racetracks, experimental modes, custom lobbies, and the first iteration of engineering gameplay coming in Alpha 3.23.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
This portfolio originally appeared in Jump Point 11.03.
When MISC CEO Irena Adjei first saw the Fury prototype she spent over an hour slowly circling the ship and assessing the compact fighter from every angle. “It feels both distinctly MISC and something all its own,” she told the MISC board. “I’m convinced we should make it, but I don’t think MISC should.” With those words Adjei proposed a solution to a debate that had bitterly divided the company’s board of directors between members who believed MISC should focus on industrial ships and those hoping to expand the brand. CEO Adjei had never taken a side until the day she proposed a solution that would satisfy both; the creation of the sub-brand Mirai.
Meaning ‘Future’ in Japanese, the name Mirai honors the settlers of Centauri, home to MISC’s headquarters, and embodies its goal of creating the next generation of ships. The creation of a subbrand also allows MISC to retain its cherished industrial identity, while providing the company an outlet for experimentation. Adjei argued that the Fury should launch the sub-brand, and convinced the board by showing them what the Fury team was working on next. The creation of the Mirai sub-brand shocked many within the industry and marked the most significant change to the company in decades.
BEYOND INDUSTRY
MISC may be known for its industrial ships but its desire to develop other variants goes back to 2833. Less than twenty years after the merger that created MISC, CEO Kori Desmon pushed the company to expand its portfolio. The success of the Hull series provided financial stability and budget surpluses that Desmon wanted to invest in ships that took the brand beyond the industrial sector. Yet a coalition of board members believed in staying laser-focused on industrial ships and forced Desmon to scale back their ambitions to a single design team working on a dedicated racing ship. The result would be Daedalus.
Daedalus was developed from the ground up to be an extremely fast, high-performance ship that could endure the rigors of racing. An impressive prototype inspired MISC to sponsor a racing team and share its tech with them as opposed to releasing the ship itself. The design team disagreed with this decision, but company executives convinced Desmon that a dedicated racing team would provide insight and experience their own designers lacked. While the ship impressed racing fans, Daedalus continually failed to qualify for the professional division of the Murray Cup, a goal that Desmon knew needed to be accomplished in order for the ship to get mass produced. Experimental materials and production techniques used on Daedalus meant MISC’s existing production lines couldn’t be used to manufacture the ship, so state-of-the-art production facilities would need to be constructed. Though Daedalus was floundering, the board still considered the racing team a great marketing tool and continued to sponsor it. Desmon officially designated the team that built Daedalus as MISC-M and assigned it to be the liaison between the racing team and the company.
While delivering upgrades for Daedalus became part of MISC-M’s working orders, the division was also directed to produce innovative and imaginative new ship designs with no mandate to keep them industrial. Most of these designs would remain theoretical, as the division’s miniscule build budget was almost exclusively reserved for testing Daedalus improvements. By now the division carried a reputation as being where inexperienced designers learned and old designers faded away. In reality, it became a training ground where youngsters honed their craft under the tutelage of veterans who enjoyed the freedom of exploring unique and unusual designs.
Decades of constant tinkering on Daedalus increased the ship’s performance, with it ultimately graduating to the Murray Cup professional division in 2898. The MISC racing team has been a regular qualifier ever since. MISC-M also developed and carefully cataloged thousands of designs for everything from full ships to components to ship furnishings, but it never ushered any new ships into the prototype phase. Instead, any interesting ship directions were reassigned to other teams where they were molded to acceptable MISC parameters or eventually scrapped. Every few years some members of the board would argue for shutting down MISC-M or folding it into another division, but the majority continued to support its mission. This deep well of innovative and unorthodox ideas would become more important than ever when MISC signed the landmark lend-lease agreement with the Xi’an in 2910.
ALIEN INFLUENCE
Following the agreement’s signing, MISC quickly put the newfound wealth of knowledge and resources to good use. The Freelancer, released in 2915, utilized Xi’an tech to transform it into the beloved industrial hauler known today. Despite this success, MISC discovered its traditional design teams struggled to integrate Xi’an tech or use its influence to push further innovations. Eventually, the out-of-the-box thinkers in MISC-M were tasked with evaluating the influx of Xi’an ideas and imagining uses for them. The division also combed through its massive design database to see what ideas could benefit from Xi’an tech. The first design pulled was for Daedalus.
Much had changed since the original Daedalus, but the team saw massive potential in using Xi’an tech to make it fly faster and be cheaper to manufacture. Further upgrades and innovations were developed, but they remained untested until 2940 when MISC decided to pour more money into its racing operations. The company ended its partnership with the outside racing team and tasked MISC-M with building the new ship. The result was the Razor, which would win the Murray Cup Classic Race in 2945 thanks in part to the piloting heroics of Trevor Yuman. Upon its release in 2947, the ship sold extremely well and received rave reviews. The Razor’s commercial and Murray Cup success, combined with the triumphant launch of the Reliant a year earlier, convinced MISC to continue developing bold new ships. The company dramatically increased the funding and staffing levels of MISC-M and directed the team to develop the ideas that excited it the most.
Over the following years, CEO Adjei took great interest in MISC-M and frequently visited the division to check on its progress. She encouraged it to embrace MISC values but refresh the aesthetic. Meanwhile, Adjei told the board that the division had the potential to significantly boost company revenues. Insiders believe she long wanted to make the division its own sub-brand, partially to enshrine its mission and ships as distinctly different from MISC, but didn’t want to reveal her plan until it produced a second signature ship. The Fury would be that ship and inspired CEO Adjei to unveil her master plan. Once approved by the board, the company also decided to make the Razor part of Mirai. It might have been released under MISC but the ship’s history within the division and its ties to the original Daedalus made it an ideal fit. What comes next from MISC’s performance sub-brand remains a mystery to anyone outside the company. Rumors claim that Mirai will push the integration of Xi’an tech to bold new levels, leaving ship enthusiasts and competitors in eager anticipation of what will come next.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Happy Monday, everyone!
Alpha 3.23 is now available to Wave 2 testers! We'd like to take a moment to thank all of you who have taken the time to dive in and check out all of the new content on the PTU. Our team continues hammer away at remaining issues to help improve stability, and if all goes well, we'll open to more testing waves soon.
In other news, the response to CitizenCon 2954 has been nothing short of extraordinary. With tickets now available, we've already exceeded attendance records from any previous Star Citizen gathering to date, and we expect to fully sell out soon. As we speak, our team is gathered in Manchester, meticulously planning what's shaping up to be our best show to date. We can't wait to see you this October!
Speaking of gatherings, Chad McKinney and I (Jake) joined in on the fun at Bar Citizen Chicago over the weekend. More than a hundred of you showed up for good food, great discussions, and a heap of giveaways. As always, these events really charge us up for the journey ahead - thank you for coming out! We're excited to share more information on the continuation of the Bar Citizen World Tour very soon. Stay tuned!
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Now, let's see what's going on this week:
This Tuesday, the Narrative Team has a post from the Jump Point Vault: the manufacturer portfolio for our newest vehicle-maker, Mirai.
This Thursday, Inside Star Citizen will have the latest on the updates coming to Arena Commander in 3.23, from new game modes to the return of custom lobbies.
And, on Friday, enjoy a Star Citizen Live Q&A session with our UI team. Be sure to get your questions in on everything maps and mobiGlas on the dedicated Spectrum thread before show time on Friday at 8 AM Pacific / 3 PM UTC. You can also expect to receive the weekly RSI Newsletter, delivered straight to your inboxes, as well as the April issue of Jump Point for subscribers.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Dive headfirst into FatBird's electrifying Machinima as he delivers a high-energy roleplay review of the Greycat STV, taking you on a thrilling journey through mind-blowing scenarios!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Following the To and Fro episode of Inside Star Citizen, "Cargo Chad" joins us today to answer your questions and provide updates on the current state of Cargo, Freight Elevators, Personal Hangars, and more!
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
How do water wizards make a splash? Join us today to explore the complex nature of how our "hydro homies" are engineering water simulation to appear more immersive than ever before.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Every two weeks, we accompany the Roadmap update with a brief explanatory note to give you insight into the decision-making that led to any changes. This is part of an effort to make our communications more transparent, more specific, and more insightful for all of you who help to make Star Citizen and Squadron 42 possible.
With that said, let’s go ahead and dive into this week’s Roadmap Roundup!
-CIG Community Team
Notable Changes for April 17, 2024
Release View
As part of our final review process, we've concluded that the quality of the Cargo features that were targeting the launch of Alpha 3.23.0 are not yet at the stage where we need them to be for a release to the live servers. The Freight Elevators and Instanced Hangars in particular are technologically complex features that will require a bit more work before we feel comfortable fully integrating them into the game. This additional time allows the team to test for additional edge cases and include further refinements, which is especially important for features as impactful as these. However, we are not currently planning on shifting them back a full patch cycle. The features below will remain in the 3.23 column on Release View, but are now targeting a 3.23.X release:
Item Banks
Personal and Instanced Hangars
New Missions - Cargo Hauling
Freight Elevators
The following features have been added to Release View, targeting a 3.23.0 release:
Vulkan Graphics API Support
Converting the Star Citizen renderer from DirectX11 to the Vulkan Graphics API. This allows spreading GPU submission work over many CPU cores, and enables many new tech features that were previously unavailable, such as Ray Tracing. Vulkan is able to be opted into via the options menu with this release, but it will eventually fully replace DirectX11 in the future.
Water Simulation & Rendering Improvements
The water in Star Citizen now support a multi-scale GPU wave simulation to support dynamic reaction to thrusters, aerodynamic wake, explosions and collisions. The rendering has also been overhauled, with improved waves, reflections, refraction, underwater fog, and helmet effects.
The following features have passed their final review for Alpha 3.23.0, therefore we are toggling their status to Committed:
mobiGlas Rework
Reworking the mobiGlas system to use Building Blocks, which will also allow for easier development of mobiGlas apps. This update includes reworked Home, Maps, Contract Manager, and Journal apps.
FPS Loot Screen
Introducing a new screen for looting critical items quickly, allowing for more reliable inventory management in tense situations.
FPS Map System
Implementing a minimap for the HUD as well as interior maps for FPS gameplay, helping players stay oriented in close-quarter encounters.
Visor & Lens HUD Rework
Converting the Visor and Lens systems to Building Blocks for improved performance and flexibility.
Player Interaction Experience
Implementing the updated Player Interaction Experience; a holistic array of complimentary features and systems, all related directly to the player. Player status, item status, environment status, as well as interactions with both the game world and the objects within it, are covered under these systems.
EVA T2
Improved EVA controls and animations for smoother traversal in Zero-G. Introduces limited EVA fuel and encourages the use of zero-G push/pull and the Multi-Tool's tractor beam.
Starmap Rework
Implementing the new and improved Starmap with improved visuals and usability, including easier search and trip planning functionality.
Master Modes
Implementing new modes to vehicles to manage their speed, components, and role-specific functions. This release introduces the NAV and SCM modes, as well as a complete re-tuning of all ships.
New Missions - Creature Hunting
New missions that require players to locate, kill and retrieve valuable parts of creatures roaming the environment.
Fauna - Kopion
Populating the persistent universe with the Kopion, an aggressive, agile animal that travels in packs. You'll find them in a variety of areas, from grassy fields to lurking in the darkness of caves.
Fauna - Marok
Populating the persistent universe with the Marok, a passive flying bird-like creature. Maroks live in flocks and are often found near lush, green environments.
Arena Commander: Engineering Experimental Mode
Three Limited Test Experimental Modes featuring the engineering gameplay (also referred to as "Resource Network") showcased at CitizenCon 2953. Help shape the future of engineering gameplay in Star Citizen by testing and giving feedback to the features and balance showcased in this limited test before it hits the Persistent Universe.
Arena Commander: Grav Royale
Embark on high-speed mayhem in a thrilling new game mode: Grav Royale! Engage in intense vehicular combat across diverse maps, mastering your Gravlev vehicles to outmaneuver foes and seize victory in this gravity-defying battle arena.
Arena Commander: Custom Lobbies
Custom Lobbies, previously referred to as “Private Matches”, makes their return to Arena Commander. Utilizing the new Frontend & Lobby Systems, Custom Lobbies allow players to set up and play matches for any game modes on any map at any time, with their own rules.
Arena Commander: New Flight Map - Miner's Lament
Miner's Lament, previously exclusive to racing & part of the Master Modes tests, now opens its treacherous asteroid-laden expanse to all flight modes. Dogfight in the chaotic beauty of Yela's ring for an intense, dangerous, close quarters showdown.
That's all for this week! No Progress Tracker updates this week as work continues on long-term planning. For further insights into the planning efforts of our production team, we invite you to review the latest Letter From the Chairman.
Join the discussion on Spectrum, and check out the Roadmap Companion Guide for more information on the Star Citizen Public Roadmap.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte 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 04:10:2024
REF: CIG UK, CIG DE, CIG LA, CIG TX
FAO Squadron 42 Recruits.
Welcome to March’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including planetary tech, ship behaviors, and fluff terminals.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Content)
In March, AI Content made improvements to interactivity aboard the Javelin Gauntlet by introducing dynamic conversations, greetings, and “I’m busy” dialogue for NPCs. This was in response to playtesting, as it became evident that players sought closer interactions with NPCs, prompting the integration of reactive responses.
Also a result of feedback from playtesting, the length of the trolley was reduced to a four-box configuration. This decreases the time spent stacking and unstacking and increases time traveling, which was preferred. Elevator travel with the trolley was also polished to eliminate clipping issues upon exiting elevators. Additionally, an extra front stack spot was incorporated for enhanced trolley functionality, as NPCs looked “robotic” without it.
The bed mattress was rigged for deformation, enabling realistic movement when NPCs sit or sleep on it, adding an additional layer of detail to the environment.
The final touches were also applied to bed-bunk animations, enhancing the realism of NPC actions such as sitting, reading, watching TV, and sleeping for a more immersive experience.
NPC interactions with wall-based buttons, such as those for calling elevators, can now accommodate 45-degree approaches. Furthermore, AI can carry boxes and press buttons simultaneously, eliminating the need to drop items to interact with doors or elevator controls.
Refinements to scripted walking behaviors within the ship’s corridors are ongoing to ensure NPCs move convincingly while avoiding critical scenes.
AI (Features)
March saw the AI Feature team continuing to iterate and polish features for specific level scenarios. They also worked through some technical debt, refactoring the AI weapon system to remove bugs, simplify the code, and make the development of new functionality and features easier.
AI (Tech)
AI Tech fixed bugs and made small improvements to NPCs using elevators and using trolleys to move boxes.
They also progressed with the major task of improving and polishing NPCs driving ground vehicles, which involved adding a new pathfollower for driving movement requests. They also implemented an improved controller system for vehicles by utilizing two PID controllers to control steering and requested velocity. Now, NPCs will stick closer to the designated path without overshooting during turns. The next step is iterating on the collision-avoidance system to work as intended when NPCs need to avoid other ground vehicles or characters.
Animation
Last month, the team worked on animations and design work for multiple story scenes and background elements, including life aboard the core ship and on various space stations. Progress was also made on EVA, combat animations for various enemy classes, and assets and design for utility functionality.
The team are currently improving AI leisure on the core ships and working toward a final result for the first two dressing animations.
Gameplay Story
Gameplay Story made substantial progress on chapter one. This involved revising the ‘golden path’ through the level, which led to several scenes being adjusted.
“Everyone seems happy with the new layout and the level appears to flow much better now.” Gameplay Story Team
New mo-cap was shot to overhaul several chapter-one scenes and is currently being implemented.
“This work looks really promising and we can't wait to see the positive impact this will have on the chapter.”
Alongside this, text now appears on a character's mobiGlas screen as they dictate a message.
For chapter four, a huge update was completed on a complex two-person scene. This now uses standard datapads throughout, which can be holstered and unholstered from the characters’ legs before and after the scene. This looks better, brings the scene more in line with the rest of the game world, and makes the setup a lot cleaner
Finally, the team received further audio and facial data for chapter five, which was incorporated into the relevant scenes.
Graphics & VFX Programming
Throughout March, much of the department’s focus was on bug-fixing the various features initially developed for SQ42 currently being implemented into the Persistent Universe for Alpha 3.23.
Performance-scaling options were added to the water simulation to ensure it can scale to all hardware, while various improvements were made to water-boundary shading and visor wetness to achieve a seamless effect as players enter water. Support for distance-field collisions was also completed for more accurate collisions from vehicles.
The Vulkan team worked through several performance issues as they moved closer to matching D3D performance.
“This precedes the enabling of multi-threading for the next release to hopefully smash D3D performance levels on the CPU (GPU performance should remain similar). However, some performance issues currently remain. So, depending on the location/context, players may see worse performance, hence the BETA label on Vulkan. But the aim is for us to get widespread testing in Alpha 3.23 so that we can enable Vulkan by default in the following release.” Graphics, VFX & Programming Team
Alongside this, the team are currently reworking shaders to reduce the total number of PSOs (shaders) that need compiling when the game starts.
Work on Global Illumination continued too, with a focus on performance as the team move toward an internal rollout of the first version for testing by the art teams.
The Planet Tech team started work on Planet Tech v5, with initial focus on the groundwork required to set up spatial partitioning. They’re currently deciding how this will work with Server Meshing and server-crash recovery. The devs also introduced the concept of ‘default planets’ for the internal editor so that it’s trivial for anyone to create and use a planet for testing.
On the VFX-programming side, in addition to water improvements, the team continued with networking support for the fire simulation. They’re also making changes to the augmented-reality render layer to enable support for holographic weapons (e.g. muzzle flashes, projectiles, enemies, and impacts).
Narrative
Last month, Narrative continued close-out work, adding additional narrative touches throughout the campaign. This included providing text for numerous “fluff” terminals and screens as well as non-interactable set-dressing items that provide opportunities for worldbuilding. For example, a TV screen that displays news headlines of the day.
Text passes were completed for several mission-specific discoverable items that needed fleshing out. An example of this work is crafting the specific text inside a data file that players can uncover during a mission.
The team also made a pass over objective text and map labels to ensure they're as clear as possible. Additionally, a small recording session was held in March to pick up a few lines of voiceover and ambient chatter that were needed to help bring the world to life.
This was all alongside continuing to review levels with a mind toward polishing and improving the storytelling and narrative pacing of gameplay moments.
Tech Design
March saw Tech Design provide interactables support across multiple entities and chapters. They also began an initiative to optimize the implementation of the AI usable coordinator.
For flight, the AI was reworked to make enemies more difficult and responsive, and the combat test level was updated to help assess the changes. A small change was also made to ensure that a specific character flies slowly when they lead quantum travel.
Various bugs were also fixed for flight, including issues with quantum travel target selection, AI not using gimbals, and the Drake Cutlass being invulnerable when shot from behind.
General support, coordination, and bug fixing was also provided across the project.
UI
March saw the UI team working on player-facing UIs used at specific locations to support key plot points.
The team are currently optimizing the game’s opening level to improve the player’s first experience with better storytelling and increased framerate.
Finally, the devs worked on UI seen in cinematic sequences, designed brand visuals, and created screens that the actors can react to at key points.
VFX
Last month, the VFX team continued their ongoing support for other teams. This involved a focus on optimization, particularly for some of the more intensive scenarios in the game.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte 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 explore the Trise and Virgil systems, take a glance at the Vanguard, Viking, Vendetta, Veritas, and Virgo systems, meet the Emperor who reigned before Tao’yusao T.uēng se Kr.ē, visit the ruined city of Boro, and take a deep dive into the Fall of Virgil. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
Fall of Virgil – Less of a battle and more of a massacre.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Hello everyone, xē'suelen
Last week, we opened access to CitizenCon 2954's tickets! The response has been extraordinary, with 2023 attendance numbers already surpassed in only the first week of ticket availability. Set to ignite Manchester Central on October 19 and 20, we're aiming for a stellar celebration like no other, and things are already shaping up to make this our biggest event yet. Make sure to check out all the details on volunteering opportunities, community booths, the cosplay contest, and the exclusive CitizenCon Gala happening on Friday, October 18! If you have any questions, we have published a detailed FAQ, and if you don't know Manchester, we have also included an extensive Guide to Manchester to help you plan your trip.
The Overdrive Initiative has now officially entered Phase Five! XenoThreat has gone silent in Stanton, stopping all operations in the system as if we successfully repelled them... The CDF wants you to help call their bluff. Resupply the jump point station and stay prepared for an imminent attack! Also, have a look at Inside Star Citizen: Initiative Indicative, for an in-depth look at how we developed the missions for this Global Event.
Mission Five is the last phase before the final XenoThreat assault, which is scheduled to begin post-Star Citizen Alpha 3.23 going live. It's important to note that we have observed issues with Phase Five of the Initiative. We are monitoring your experiences with this phase very closely and have put together a strike team to resolve any issues for the upcoming Alpha 3.23 update. To ensure there's ample time to complete Phase Five with the fixes, we will be extending this phase's completion date. We'll share more information as we have it, and as always, we appreciate your patience!
In case you missed it, we also recently rolled out the RSI 2.0 Launcher! The new launcher features a brand-new look and multiple new features inspired by your feedback! Let us know what you think!
We have also recently published the Star Citizen Monthly Report for March 2024 if you want to read the latest details on what we have been working on.
In other news, have a look at the latest episode of Inside Star Citizen, where we explore Overdrive Initiative, the latest set of missions added to the Persistent Universe.
Now, let's see what's going on this week:
This Tuesday, enjoy a new Galactapedia Update from the Narrative team!
On Wednesday, we will deliver a new Roadmap Roundup and give you insight into the decision-making that led to any changes coming to Star Citizen. If you missed the Squadron 42 Monthly Report by email last week, we will publish the details in a comm-link too.
This Thursday, Inside Star Citizen explores the advancements in the water simulation and rendering arriving in Alpha 3.23. Also, Jared says we're supposed to refer to Will Hain as the "Hydro Homie" and definitely not "Moist Master" from now on.
And, on Friday, Star Citizen Live returns with the rescheduled Most Things Cargo with special guest Chad McKinney. We've saved your questions from two weeks ago and will share them with our devs live, 8am PDT / 3pm UTC on twitch.tv/starcitizen. Jared also says we should refer to him as "Cargo Chad" for the duration of this week. The weekly RSI Newsletter will also be delivered right to your inboxes.
a.thl’ē’kol, see you soon,
The Weekly Community Content Schedule
TUESDAY, MARCH 16, 2024
Lore Post - Galactapedia Update
WEDNESDAY, MARCH 17, 2024
Roadmap Update
Roadmap Roundup
March 2024, Squadron 42 Monthly Report (Comm-Link)
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
We're constantly amazed at the contributions made by the Star Citizen community. Whether it's fan art, a cinematic, YouTube guide, or even a 3D print of your favorite ship, we love it all! Every week, we select one piece of content submitted to the Community Hub and highlight it here. The highlighted content creator will be awarded an MVP badge on Spectrum and be immortalized in our MVP section of the Hub.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Overdrive Initiative Referral Bonus
Get a P-52 Merlin for free!
Overdrive Initiative Referral Bonus
Tackle the final phase of Overdrive Initiative in style with our latest referral bonus.
Everyone that brings a new pilot into the ‘verse by May 2 at 14:00 UTC will get a P-52 Merlin for free along with the usual referral rewards. Just make sure your friend uses your referral code when they create their account.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Discover the Roberts Space Industries 2.0 Launcher. Showcasing a brand new look and several new features, the RSI experience has never been better. Try it now!
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
The new Launcher will be in continuous development, and this initial launch provides us a strong basis for the future. You will begin to see new features coming your way, which will range from simple quality of life improvements to brand new functionalities.
Inhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.
Everything we do is community-driven. It is an important part of our development process, and is quintessential to who we are. To that end, we've created a new Launcher Issue Council to report any bug you may find. Please tell us what you think on Spectrum, and let us know any issues you may find.
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…
Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…