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Externer Inhalt robertsspaceindustries.comInhalte 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 March. With Alpha 3.23 looming, CitizenCon on the horizon, and Pyro inching ever closer, there’s a lot to look forward to this year. Read on for everything done in pursuit of these endeavors and more.
AI (Features)
In March, AI Features continued to fix bugs and make improvements to Human combat and other AI behaviors.
“One particular bug threatened to become our new ‘standing on chairs’ issue (a bug that has a lot of individual causes so can keep cropping up in different situations). So, like with that issue, we adopted a belt-and-braces approach that should eliminate it, even if new causes crop up in the future.” AI Features
AI (Tech)
Last month, AI Tech focused on finalizing and polishing features for Alpha 3.23 alongside optimizations for existing systems.
For example, work on planetary navigation was completed, with the team now able to generate navigation mesh over entire planets. To achieve this, the devs used the same concepts the Physics and Planetary Tech teams used for representing planet terrain patches. Compared to the previous implementation, where planet navigation tiles were represented as a cube/parallelepiped (as used in traditional navigation volumes), the new method uses a volume with a skewed square/rhombus base. While this brings new challenges, such as how two neighboring triangular navigation tiles will connect, it allows navigation mesh to be generated everywhere and on all types of planets and moons.
For boids, the team continued to implement new rules and finalized synchronization between the server and clients. They also worked on additional iterations with Design and polished the feature for release.
AI Tech iterated on new ship behaviors with Design, with the aim of greatly improving the AI combat experience. Substantial improvements were made to the aiming-control system for ships and turrets and to perception thanks to the addition of support for missile detection.
Elsewhere, improvements were made to the navigation-links system to reduce the computation cost over a frame by better utilizing the new Navigation Anchors concept. Subsumption loading logic improvements were also submitted that will more clearly show possible problems with the data so the designers can fix them sooner.
On the AI tools side, the team continued to improve and iterate on Apollo. This included implementing a new version of the ‘sticky’ header tree that shows a better representation of files/folders with behaviors and missions.
Animation
The Animation team has been working on the “Space Cow”, a medium-sized bird, a predator wolf-like creature, as well as several new vehicles entrance animations.
Art (Characters)
In March, the Character Art team completed a range of branded racing flightsuits and continued working on outfits for the Headhunters gang. The Character Concept Art team began exploring specialist armors and worked on handoff sheets.
Art (Ships)
March saw progress on the RSI Zeus - greybox was completed and all functionality has been validated, with the ship currently in the ‘beauty and polish’ stage. Habitation and the central hallways made significant progress and are approaching completion, while the cargo hold continues to progress with the loading ramp’s main piston structure improving rapidly as well as the ramp interior and exterior. The landing gear is nearly complete and the overall exterior continues to progress too.
The Anvil Legionnaire is whitebox complete, with the team currently waiting on gameplay validation and for artists to free up before they send it to full development.
The team’s work on the Resource Network began, with 10 ships nearing completion, some of which received the updated list of ship items. Following gameplay validation, relay locations will be polished.
Update work on a legacy ship continued too, with updates to the dash, cockpit, and some exterior housings.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Community
The Community team kicked off March supporting the Overdrive Initiative and Stella Fortuna, the latter with a banner design contest challenging participants to craft logos for in-game or fictional competitive racing or combat teams. Check out the incredible entries on the Community Hub.
The team also spent time helping prepare the RSI Launcher 2.0 for live release, alongside a myriad other support tasks to prepare for Alpha 3.23, 4.0, and beyond!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.In the latest Roadmap Roundup, more details were shared about the upcoming Alpha 3.23 patch, while Alpha 3.22’s Test Universe Champions recognized outstanding players who dedicated their time and effort to the current patch’s testing phases.
The team also supported various community events:
“We started March with a LOT of energy thanks to the recent Bar Citizen Manchester in which nearly 200 of you came to hang out with devs, org mates, and good friends. Thanks to everyone for stopping by, we can’t wait to do it again soon! Talking about events, the System Seven ground racing league from ATMO Esports is still ongoing, watching all these elite racers zoom by live gave us the biggest goosebumps! We also enjoyed the Crux Cup from Anzia Racing, in which our teams took part once more and tried to race our way to the top scores!” Community Team
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Community team continued detailing the weekly schedules with This Week in Star Citizen, a series of comm-links that inform the community about Star Citizen’s developments and initiatives while also highlighting creations from the community. This month, the team added a new weekly chapter featuring four top creations from the Community Hub.
CitizenCon preparations are still underway with the show layout/general activations taking form. The team is excited about what's already shaping up to be our biggest and best event to date. They also published a variety of post posts regarding all things CitizenCon, such as the CitizenCon FAQ, to better help players plan their travels and attendance.
Finally, Community updated the Arena Commander Schedule, which keeps players up to date with Arena Commander’s rotating game modes.
Core Gameplay
Last month, the Gameplay Features team successfully passed the go/no-go gates for procedural recoil, new scopes, dynamic crosshairs, and reload improvements. Further bug fixing is currently ongoing for these deliverables.
Progress was also made on ammo repooling, including network optimization and bug fixing. The looting UI was also updated to support the way ammo is repooled, while reload animations now play at the correct time following the ‘rummage’ animation.
Work continued on preproduction for base building, with Gameplay Features working closely with Art and Design to refine requirements and define metrics.
The team then added different colored loot screens depending on whether the player is looting an enemy, friendly, or neutral entity. They also added a button to go from the inventory to the loot screen and a pop-up window when an item swap can’t be performed. They also allowed for separate loot-screen styles between the visor and lens. Regarding the visor and lens, the conversion of on-screen chat to Building Blocks was completed.
The team then converted more markers to the new system, including navigation, ships, player, party members, missions, and landing pads.
For EVA, the devs unblocked animation content to support weapon customization and two-handed carry to work with the new EVA system. They also provided support for backward and sideways flying animation content. EVA thruster packs now relate correctly to the layer of equipment players are wearing, meaning VFX will come from the thruster nozzles on armor pieces or backpacks instead of the undersuit.
Improvements were made to how shop items are highlighted when players look at them, and the positioning of AR cards was updated to account for mannequins and vehicles based on Design’s feedback. The team completed buy and rent interactions for physical shopping too.
Gameplay Features made further improvements to prone locomotion, while additional support was provided to Animation to unlock animation asset production.
For Master Modes, improvements to aiming and targeting for the gunnery system were completed, and ESP saw further improvements, including smoother response to player input.
Throughout March, development continued on the Resource Network. As part of this, electromagnetic emissions are now based on power consumption and infrared emissions are based around coolant and heat generation.
The team also improved various debug tools, fixed bugs, and supported the ongoing testing of an experimental Arena Commander mode.
A temporary solution for ship-hull penetration was added until Maelstrom is ready to support physical ship armor.
“The system is subject to change as development and testing progresses, but currently all projectiles can deplete armor health. However, only ballistic weapons can penetrate the hull and damage internal components.” Gameplay Features
For life support, the team optimized the dynamic room atmosphere system and made it network compatible. Various improvements and refactors were also made to the room system, and various debug tools were greatly improved to allow the team to test the system before the player-facing UI is complete.
For transit, the team’s primary focus in March was supporting cargo elevators and instanced hangars. Alongside general refactoring, this required adding hangar destination exporting, communication between the transit and instance managers for available hangars, the ability to dynamically add destinations to transit carriages, requests for the creation of hangars, and support for capturing peripherals in dynamically added hangars.
Once complete, the team moved on to planning and architecting a refactor of the whole transit system to prepare it for the future.
For radar and scanning, the team updated radar zone queries to use new zone query time splice tech to improve performance.
Additionally, work began on ‘signature categories,’ which allow the team to apply different signature detections based on emitters. This can be used to independently detect components on a ship with higher emissions. For example, thrusters compared to offline shield generators.
Support was also provided for the item-port editor tool with a refactor of default item loadouts, including defining them directly in the item-port parameters within the item-port container in DataCore.
Additionally, the team supported the restoration of several core analytics and the reporting of additional key information to better understand player activity across the game.
For Arena Commander, focus was on closing out deliverables for Alpha 3.23, most notably custom lobbies and the initial selection of custom settings.
Gameplay Features then continued to improve the multi-crew experience by adding access selection. Now, rather than either having multi-crew enabled or disabled, players can choose to enable the feature for friends and/or squad members only.
Engineering refactored the team-balancing system, removing layers of complexity that they had experimented with for Alpha 3.21 and 3.22. The new system has a simple balancing logic that prioritizes keeping squads together (with an exception in cases of extreme imbalance). A short delay has been added before balancing to allow for more players to connect.
The team also improved loadout definitions, allowing them to create and edit slots for different ammo types, including consumables and utility ammo. They also created a variant of the salvage and repair MultiTool with filled canisters for use in the Engineering Experimental Modes. This work also allows players to use their PU characters in Arena Commander; players who have a customized character will now utilize that rather than the default actor previously used.
For design, the team focused on supporting the Engineering Experimental Modes and a selection of new maps and modes. They also continued to work on the frontend UI/UX pass, which looks to establish a style for Arena Commander going forward.
Finally, the devs supported a new system for Gun Rush, allowing them to have multiple weapon lists that can be toggled on and off throughout a patch cycle. This provides more variety and the ability to test new weapon sets without waiting for a new patch.
March saw progress on reputation-based hostility, with the team fixing several issues with the new reputation system. Changes were also made to the trespass behavior. Now, all factions will defend a trespass zone if it’s owned by them, and factions with the appropriate settings will also be able to defend allied trespass zones.
For the mobiGlas, work continued on the redesigned Contract Manager. Last month’s work included adding a button to read/unread mission info and a toggle to switch between legal and illegal missions. The devs also completed payment validation for beacons and fixed several bugs, including making the contract timer reduce in consistent increments.
The team then made Journal compatible with the new mobiGlas and updated the Home screen, including adding visuals for recent notifications, active missions, and the player’s current jurisdiction and CrimeStat level.
Support was also added for the legacy Comm-Link and VMS Flash apps, and visual updates were made to the Wallet and Assets apps.
For missions, Gameplay Features provided a new data structure to Mission Design so they could start setting up hauling missions. The overall framework for the offline version of the Mission Service progressed, while ‘MissionService debugGUI’ was extended to Server Meshing.
Improved debug tools were added to cargo-hauling missions too, such as the ability to debug complete parts of the hauling order to simulate collecting or delivering via freight elevators.
March saw progress on hangars, including the Instanced Interior Manager that handles instancing logic and reserves gateways for transitioning between the outside world and hangar. Now, players calling an elevator or retrieving a ship in supported locations will create an instanced hangar that the transit, air traffic control, and law systems correctly respond to.
Improvements were also made to the freight elevator kiosk, including the layout, branding, tooltips, delivery screen, and platform handling. The devs are currently integrating the kiosk with the personal inventory framework. The item bank is now functional and correctly uses the storage locker and updated delivery/selection logic, and improvements were made to the warehouse system to support missions too.
For the commodity kiosk, updates were made to the design along with the packing behavior and autoloading display.
Support was given to the Lighting and VFX Content teams toward ship-loading platforms too.
Economy
Last month, the Economy team continued rebalancing commodities, making sure they have a scalable algorithm that will work with other systems, like crafting.
Mission rewards are being rebalanced according to the difficulty and time required to complete them. As part of this, the team are working to better understand how much effort and time is required to perform specific activities in-game. In-game pricing is currently underway for new harvestables and hangar flair too.
Economy are currently involved in the design of reputation and org progression and are starting to balance the time and cost of autoloading freight elevators. They also provided support for cargo missions.
Finally, a comprehensive list of all intended resource sources, transformers, and sinks were created to help ensure the economy is stable for the long haul.
Graphics, VFX Programming & Planet Tech
Throughout March, much of the department’s focus was on bug fixing the various deliverables 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).
In-Game Branding
In-Game Branding and Locations worked together on Invictus Launch Week, with work approaching completion.
The branding work for cargo containers and additional signage for various locations is also nearly finished.
Interactables
Last month, item banks (now called gear storage) were finished, including a heavily worn version for Grim HEX. They were then placed around the ‘verse for convenient access.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Explosive containers were reworked and now replace static meshes in levels so they will now explode if players shoot them.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Fire extinguisher recharge cabinets progressed through greybox and are currently being taken to final, while cargo hover trolleys are being finalized in preparation for the cargo hangar update.
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Alongside tasks for instanced hangars, freight elevators, and distribution centers, Lighting worked on Invictus Launch Week.
They also supported the upcoming Character Customizer, including addressing community feedback to solve some long-standing issues.
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Last month saw the Locations team polishing content for Alpha 4.0. They also closed out the upcoming distribution centers, adding content and quality to give players the best possible experience on launch. They also kicked off preproduction for new mandates officially beginning in Q2.
The Landing Zone team finalized art for instanced hangars and prepared them for implementation across the ‘verse.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Mission Design
Last month, the Mission Feature team was restructured, becoming the Mission Design team. Despite the name change, the team will continue to build scalable, modular content for the PU.
Following feedback on the Overdrive Initiative event, the team is revisiting the standard data heist missions. Currently, these missions are locked to a single player (who then can share the mission with their friends), which causes a bottleneck for the missions and locations. In response, the team are trialing a change that will allow a singular version of the mission to be accepted by four players who will play together as contractors. This is an effort to free up missions and locations and create a similar effect to Overdrive Initiative where people who usually play solo are part of a team, potentially building friendships and enhancing the MMO feeling.
Work progressed on the upcoming cargo hauling missions, with players being tasked with hauling tracked goods from one location to another as requested by a shipping company. With a consistent payout of roughly 20% of the cargo’s value, a hauler’s income will be more stable than that of a commodity trader (who buys low and sells high as the market fluctuates). Still, once a cargo hauler gets comfortable with the profession, they might try their luck at commodity trading.
While the player is legally allowed to transport the goods, they do not own them. As a result, lawful stores across Stanton will not buy these commodities. To sell the shipment rather than delivering it, the player must navigate to a fence - a no-questions-asked shop often located in an unmonitored area of Stanton. However, due to its tracked nature, this cargo fetches a significantly lower price than ordinary sandbox commodities.
With the upcoming addition of wildlife to the PU, Mission Design began working on related content, building three mission variants:
- Kill ‘X’ Amount: This extermination/population control mission tasks players with killing a predetermined number of animals on a planet. Players must locate the animals themselves
- Clear Location: This will be a specific location that requires having its animal population dealt with
- Kill and Collect: This is one of the first resource-collection mission types where players must locate animals and collect their resources
Following a recent hire, some older mission modules were refactored. As such, the Destroy Illegal Satellites mission received a small facelift.
Following further testing of Blockade Runner, a small change was made to ensure the event stays fun and engaging for all players. Work on the XenoThreat Global Events continued too alongside freight elevators.
Narrative
Last month, Narrative continued to work closely with Design to support a variety of content, from revising existing missions like the New Player Experience to outlining new missions being developed to support upcoming gameplay.
The team continued to iterate on future narrative initiatives designed to bring more character and stories to the universe. This resulted in a series of proposals that they’ve been reviewing with Design. They also continued to outline ways to improve AI behaviors to sell more of the Star Citizen lore. Narrative also met with some of the gameplay teams to talk over the ‘lorification’ of upcoming systems.
Another group of posts went up on the website as well, including a Whitley’s Guide for the 890 Jump. The Narrative team also tackled a handful of questions from the forums in a new edition of Loremakers alongside another batch of Galactapedia articles.
Online Technology
In March, the Online Services Team worked toward refactoring the social services backend. This involves porting the services to gRPC as well as making updates for Server Meshing.
The team are currently working to reduce EAC Anti-Cheat false positives in preparation of enabling sanction enforcement.
Lastly, Online Services finished off long-term persistence work for the Character Customizer, enabling players to save their characters between patches.
R&D
In March, work continued on the temporal render mode. Tracking movement of objects moving through clouds was improved so that history can be rejected or kept as correctly as possible. A novel method was developed because typical disocclusion algorithms only work for opaque scenes, but the team want objects to fly through transparent clouds, be partially occluded by clouds and fog, etc. The generation and blending of soft depth for clouds and atmosphere was improved. This depth information is crucial to properly handling history rejection when moving through clouds.
The team also supported the Gen12/Vulkan endeavor by analyzing the current list of pipeline state objects (PSOs) used to render the game and suggested several ways to reduce it. These suggestions are being worked on by the Render team and will result in a shortened shader pre-cache phase the first time players start the game (precaching is done to avoid shader-activation-related hitches during gameplay).
Tech Design
Tech Design supported various areas of development to prepare for Alpha 3.23 and beyond. This included item banks, with the team making a new rundown variant entity, setting up state machines and animations, and iterating on the main screen and player interaction points and flow.
Hangars were supported alongside ship flight, including iteration on new AI behaviors to make them more responsive to player actions. Master Modes received polish too.
Support was given to QA for visual scripting automation, and nodes were added for getting and setting player stats.
For UI, Tech Design worked on test-level setup and FPS crosshairs and hit markers, updating and polishing animations and fixing bugs. General bugfixing was also done and various tools and workflows received improvements.
UI
Last month, the Montreal-based UI team worked closely with the Core Gameplay and UI teams on the new cargo gameplay updates. This effort encompasses the development of the new freight elevator kiosk, commodity kiosk, and item bank.
They also began preparing mandates coming later this year, including the Resource Network and jump points.
The UK-based team focused on adding the new player-facing UI to the game. The new version of the mobiGlas was made fully functional in time to get player feedback, with visual polish still ongoing.
The new visor and lens received visual improvement while the last functionality elements were ported over by the Programming team. UI also continued to polish the new shopping UI and Character Customizer ready for release.
VFX
Last month, the VFX team finished their work on distribution centers and freight elevators. They also completed tasks for several upcoming vehicles.
Progress continued on jump point effects, including concepting based on new gameplay considerations that became apparent during testing.
The team took another look at water effects to coincide with the Graphics team’s plans to release some of the water improvements that were shown at CitizenCon.
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This article originally appeared in Jump Point 7.8.
Drake Interplanetary Vulture
THE HUNT
Most spacecraft have a common point of origin – they’re developed to military specification or they’re designed to fill a market need for civilians or corporate groups. The Drake Interplanetary Vulture has a different story – its development originates from a rush to complete a treasure hunt. On the 9th of August 2895, the Terra-flagged freighter Empire Slipper suffered what was later determined to be an unlikely cascade of system failures which resulted in the bridge terminals receiving a completely incorrect set of navigation overlays. The error caused Slipper’s navigation officer to chart a course into a dense asteroid belt within close proximity to the danger zone of a red giant’s corona. A debris strike subsequently disabled the aging freighter’s shield generators and unfortunately delivered a dose of fatal radiation to the crew. Empire Slipper was left adrift, its specific location unknown. As the freighter was known to be carrying a wealth of precious metals and a consignment of rare artwork, intense media interest and a massive search and recovery operation followed. After eight months of searches, a UEEN picket ship identified the wreckage of the Slipper adrift in the irradiated debris belt, putting an end to conspiracy theories that the freighter had been hijacked. However, it quickly became clear that the region was practically inaccessible to any dedicated salvage ship with enough protection to survive the operation. MISC, the transport’s builder, offered a ten million credit bounty to anyone capable of recovering the black box data recorder in an effort to explain what had happened.
Unexpectedly, upstart spacecraft manufacturer Drake Interplanetary came to the rescue. Seeking both the bounty and the salvage rights to the Slipper’s cargo, an elite team convened on Borea to create a makeshift spacecraft capable of solving this peculiar problem. The basis for this oneoff construction was an existing AS-1 Cutlass prototype, Vertical Landing Test 3 (VLT-3). With all testing equipment removed, VLT-3 quickly became a specialized platform intended to reach the Empire Slipper and recover its cargo. Heavy shield generators replaced much of the prototype ship’s standard cargo capacity and a pair of versatile remote manipulator arms were bolted to the prow. The result was something unlike any other spacecraft currently flying: an over-shielded, underpowered amalgamation that was small enough to navigate the debris field while keeping its crew of two safe. What’s more, VLT-3 could engage in the necessary salvage operations using its external arms without requiring EVA, which was made impossible by the amount of radiation involved.
Fourteen months after the Empire Slipper disappeared, Drake’s test crew began salvage operations from a hastily established modular space station positioned just outside the danger zone. Over the course of thirty-six perilous expeditions, VLT-3 repeatedly entered the debris field and carefully removed the Slipper’s flight recorders and then, one by one, the valuable cargo containers. Drake claimed and received salvage rights for the valuable cargo and promptly delivered the recovered flight recorders to MISC. However, the promised ten million credits did not materialize as Drake executives were ultimately taken to court over the bounty when it was discovered that they had covertly opened and copied the flight data aboard a runner ship before passing it along.
PRODUCTION MODELS
The success of VLT-3’s mission wasn’t only beneficial to Drake’s bottom line. Public fascination with the lost freighter gave the company’s recovery mission significant airplay and was seen as a positive reprieve for the corporation, which was battling accusations of profiting from piracy. For a time, Drake was seen as a positive if rough force just as the small personal spacecraft market was beginning to heat up. To play off this success, the company sent VLT-3, its paint seared off and hull covered with micrometeoroid impacts, on a nine system PR tour to be displayed at aerospace shows and museum exhibits.
Excitement over the feat faded and Drake soon found itself again mired in controversy. VLT-3 was put back into storage just as the corporation was again accused of supporting piracy following the coordinated destruction of a MISC Hull-D by four unmarked Cutlasses. The company seemed to have little interest in the formal development of a salvage ship and instead moved its focus to the Caterpillar command ship concept.
In 2932, an Aegis Dynamics Reclaimer, the General Dogsbody, made history with the single most profitable salvage mission in human history when it discovered and recovered a failed 22nd-century colony ship adrift in deep space. The ship’s crew became millionaires and minor celebrities overnight and the event prompted much greater interest in the previously uncelebrated task of space salvage. As interest in salvage boomed and crews began pooling money to purchase their own Reclaimer platforms, Drake executives realized they already had a more appealing option in their back pocket.
A team of aerospace engineers led by Drake’s in-house designer Sod Perkins began work on developing the VLT-3 concept into a standalone salvage spacecraft. While the new design would be built from the ground up and wouldn’t need the heavy shielding of the original, the overall layout and functionality would remain surprisingly similar to the prototype. The early manipulator arms were replaced with what Drake would ultimately call Rippers – stand-alone salvage booms supported by a Lariot tractor beam and Tomium scraper rig. These booms would allow the craft (soon named the Vulture) to identify, move, and cut space salvage and then store it in the ship’s rear bay. Like VLT-3, the production Vulture was oriented around shipboard controls rather than EVA support. The crew capacity was reduced from two to one, reinforcing the idea that a single pilot could operate a Vulture and potentially make their fortune the same way the Dogsbody’s crew had. A small rear living section would allow the solo operator to endure long voyages as salvage sites were rarely close to well-traveled spacelanes. Finally, the Vulture would feature maneuvering thrusters and an oversized shield generator to enable it to make careful movements not possible with larger ships like the Reclaimer.
Drake premiered the Vulture in 2938 with marketing that called back to the success of VLT-3, including stylizing the spacecraft’s name as VuLTur3 in some advertising. Public interest in salvage and personal fortune-seeking continued and orders quickly outpaced the production capacity at Borea. Within eight months, Drake was forced to open two remote factories to meet demand. While the company was roundly accused of over-promising inexperienced captains the chance to turn incredible profits by competing manufacturers, Vultures immediately found success with the discovery and parting of several high-profile hulls. These included a Genesis Starliner long thought destroyed and two Hull-As that had collided and spun away from their planned routes in an unexpected manner. These stories were major news and prompted continued interest in the Vulture.
In 2941, Drake launched the first updated model of the Vulture. While the first civilian release had been completely unarmed, the 2941 model added a pair of size one weapons mounts, which appealed to pilots who would be flying the ships in unsafe and unexplored areas of the galaxy. In 2943, the United Empire of Earth Navy requisitioned 300 Vultures for battlefield support operations. The military versions weren’t hardened and didn’t feature additional weapons as they were never intended for use in combat. Delivery of these ships began the following year where they immediately saw service with the fleet support arm, clearing destroyed spacecraft in the wake of ever-increasing battles with the Vanduul. Drake has continued to develop the government version of the Vulture, as the expectation is large-scale naval battles will only increase in frequency and furor in the years to come. The most recent civilian update was made for the 2949 model year, with the launch of the now-standard extended cab, which ups internal cargo capacity from 8 to 12 SCU. Drake currently offers a low-cost dealer upgrade for earlier Vultures to convert them to roughly the same capacity – a similar process has been made available for adding weapons mounts to the initial 2938 version.
Whitley's Guide - Vulture - 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 -
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Happy Monday, everyone!
Last week, we released a big info drop on CitizenCon 2954, the biggest celebration of all things Star Citizen and YOU, the community! This two-day event will be taking place in the heart of Manchester, United Kingdom, at Manchester Central from Saturday, October 19th, to Sunday, October 20th. This year's event is one that you will NOT want to miss, so get the skinny on securing your tickets, volunteering opportunities, community booths, the cosplay contest, and the exclusive CitizenCon Gala happening on Friday, October 18th! We've also included a nifty Guide to Manchester to help you plan your trip to this dynamic city. Most importantly, we published a detailed FAQ to best prepare you for the big event, including information on what to expect, general show opening/closing, prices, and more.
On the Alpha 3.23 front, the team continues to work closely with Evocati to tighten up the nuts and bolts on the latest build. We are steadily advancing toward getting Alpha 3.23 ready for larger PTU access and we aim to open up to Wave 1 later this week; stay tuned! In the meantime, Jumptown is still safe... or is it? It's running from now through April 15th, so gear up and find out!
The Overdrive Initiative has now officially entered Phase 4; reports indicate that XenoThreat has infiltrated critical communication hubs. Members of the Civilian Defense Force are to remain vigilant and await further instructions via your mobiGlas. Your readiness is paramount to our mission's success in beating back XenoThreat.
Now, let's see what's going on this week:
This Tuesday, the Narrative team will post a Whitley's Guide on the Drake Vulture, originally debuted in Jump Point for subscribers.
Wednesday will see the publish of the March PU report comm-link, and the Squadron 42 report sent out via email. Stay in the loop with the latest development information by subscribing to the Squadron 42 newsletter.
On Thursday's Inside Star Citizen, we catch up with the devs that worked on the Overdrive Initiative and a forward look at the updates to XenoThreat.
There will be no episode of Star Citizen Live this Friday, but you'll find our weekly RSI Newsletter directly delivered to your inbox.
Lastly, be on the look out for CitizenCon 2954 tickets this week as we will be opening up the Early Access Waves for Concierge and Subscribers on Thursday, April 11, and the General Access Waves on Friday, April 12. We hope to see you at what is shaping up to be the most epic CitizenCon event to date!
Fly low, and fly fast!
The Weekly Community Content Schedule
MONDAY, APRIL 8, 2024
- This Week in Star Citizen
TUESDAY, APRIL 9, 2024
- Lore Post: Whitley's Guide - Drake Vulture
WEDNESDAY, APRIL 10, 2024
- Star Citizen Monthly Report - March 2024
- Squadron 42 Monthly Report Newsletter - March 2024
THURSDAY, APRIL 11, 2024
- Inside Star Citizen (youtube.com/RobertsSpaceInd)
- CitizenCon 2954 Early Access Waves (for Concierge and Subscribers)
FRIDAY, APRIL 12, 2024
- RSI Weekly Newsletter
- CitizenCon 2954 General Access Waves
COMMUNITY MVP: April 8, 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.
Daredevils on Daymar
by CaptainKalani
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.This is not your run-of-the-mill low flying video. There are scenic shots, yes, and the customary death-defying stunt maneuvers, but what draws you in is the engaging storytelling and witty narrative supplied by CaptainKalani.
Give it a go, and witness the show on the Community Hub.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Off Duty - MrKraken
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.#ScreenshotSaturday - Caves - Rocket-2187
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt."The Butcher" - El Tito
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Unable to acquire the Raptor, I drew it. - lensnation
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Star Citizen ist seit über zehn Jahren in Entwicklung und lange noch nicht fertig. Trotzdem zieht die Chris Roberts Space-Sim immer mehr Leute an. Aber was machen die denn in dieser halb fertigen Alpha?
Star Citizen: Das ist der wahre Grund, warum die Weltraum-Sim so beliebt istStar Citizen ist seit über zehn Jahren in Entwicklung und lange nicht fertig. Trotzdem zieht die Space-Sim mehr Leute an. Aber warum eigentlich?www.pcgames.de -
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Welcome to Manchester!
Learn more about 2954's CitizenCon location
From its intricate ship canals to its architecturally rich tapestry steeped in history, Manchester offers plenty to do and see. While many of the city’s iconic buildings date back to the Industrial Revolution, they house a thoroughly modern metropolitan culture that warmly welcomes visitors from all corners of the world.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Getting To Manchester
Whether you’re traveling from within the UK,
somewhere in Europe, or even further afield,
getting to Manchester shouldn’t cause you any issues.Car
Nearby motorway links connect Manchester to pretty much everywhere in the country, so driving is a great way to get to the city. The easiest way is to set a sat nav for Great Ducie Street or Manchester Arena and park at the carpark across the road (the old Boddingtons brewery). It’s an affordable option for all-day parking, and the venue is only a 15/20-minute walk away. If you get lost or don’t have a sat nav, just follow signs for the city center and get on the inner ring road – it follows the perimeter of the city and will eventually take you right past the car park.
Alternatively, you can park at the venue itself if you’d prefer.
Train
Manchester Piccadilly connects to London Euston via direct line and can take as little as two hours station-to-station. Other nearby cities like Leeds, Liverpool, and countless other smaller towns have direct connections too.
Bus/Tram
If you’re staying on the outskirts of the city, it’s easiest to get to and from the venue by bus or the Metrolink tram system. Just look for stops nearby, as most routes head through the city center. The city’s two main bus stations and several tram stations are close to the venue.
Coach
Manchester has two coach stations, Chorlton Street and Shudehill. Both have Metrolink stations and bus stops nearby and are within walking distance to the venue too.
Plane
For international visitors arriving by plane, Manchester Airport is actually quite far out of the city. Luckily, direct buses, trains, rideshare options, taxis, and trams regularly shuttle back and forth.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Getting to CitizenCon
Located at the Manchester Central Convention Complex,
here are some travel tips to get you where you want to go!
CitizenCon 2954 is being held at the Manchester Central Convention Complex on the edge of the city center. Although its name was changed over a decade ago, it’s still known as the ‘G-Mex’ by many stubborn Mancunians, so don’t worry if you hear it referred to as such.
Metro Rail
However you arrive in Manchester, the Metrolink tram system is the easiest way to the venue. If you’re arriving at Manchester Piccadilly, head downstairs from the main concourse to the tram stop. The closest stop to the venue is St Peter’s Square.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Free buses operate around the city and taxis and Uber are available too.
Walking
Manchester city center isn’t a huge place, so if you’re able (and it’s not raining), a quick stroll is easy enough too. It takes around 15 minutes from Piccadilly station.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.What To Wear
“There’s no such thing as bad weather,
only unsuitable clothing.” - Alfred WainwrightThe weather in Manchester in October is moderately chilly and typically wet, so a waterproof coat or umbrella and hat are highly recommended. The venue has full cloakroom facilities, so don’t worry about overdressing.
If you’re planning on going out afterward, just make sure you’re presentable and not wearing shorts, and you’ll be fine for most places on the list below.
For those of you in cosplay, we’ll provide a cospitality lounge for working out attire needs.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.After The Event
Manchester caters to all tastes of
nightlife, with the city split into a
few distinct areas.Near the Venue
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.- Salisbury’s Ale House – Charming, unpretentious pub offering good cask ales and beer, a rock ‘n’ roll vibe and a jukebox!
- The Blues Kitchen - Dedicated blues bar serving up the largest collection of rare and vintage bourbons in Manchester, alongside hickory-smoked comfort food.
- Bunny Jackson’s Juke Joint - Home of yummy cocktails, good American beers, and great wings (starting at 25p). Feeling brave? Ask them about their insane “Hotter than the Sun” challenge.
- The Thirsty Scholar – A real Mancunian institution, the quirky Thirsty Scholar has a decent selection of lagers on tap, half a dozen cask ales and the odd German wheat beer.
Northern Quarter
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.- The Marble Arch – Untouched period interior, a real fire, and pickled eggs. Good local drinks n’all.
- The Whiskey Jar - Great selection of whiskey and spirits, with live music and open mic nights.
- Port Street Beer House – A quiet pub with some of the best beer in the city. Open till late on Saturday, it's the perfect relaxed alternative to the clubs and bars nearby.
- The Castle Hotel – A 200-year old historic pub. It’s small, cramped, but a proper part of Manchester history.
- Hold Fast – Cool basement bar open till the early hours. Great drinks and classic Mario Kart. End the night here.
- Seven Brothers – Not technically in the Northern Quarter, but just across the road in Ancoats. A great taproom with plenty of space, beer, gin, and cocktails.
Spinningfields
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.- The Oast House – Small bar with a huge outside area in the center of Spinningfields. Plenty of space for big groups and the first stop for most nights out in the area.
- The Gas Lamp – A former Victorian mission that hasn’t had a facelift since, this small but quirky bar has bags of character. A treat for whiskey lovers.
- The Alchemist – Posh cocktails for people in nice shirts. A good stop if you’re after something a bit more sophisticated and fun (loads of dry ice drinks!).
- Mojo – Good music, great selection of cocktails and mixed drinks, and open till 5 am. A good shout when everything else is shut.
Hidden Bars & Curiosities
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.- Pixel Bar - Decked out with PS5s, Nintendo Switches and Xbox Series Xs, book a gaming booth to button mash against your friends while enjoying game-inspired cocktails and freshly baked pizzas.
- NQ64 Peter Street - Underground drinking den with funky fluorescent graffiti walls, sticky floors and retro arcade machines and consoles. Offers game-themed cocktails and specially-chosen beers and spirits.
- Roxy Ballroom - Find a huge array of ball games all under one roof including crazy golf, American pool, beer pong and shuffleboard here. And booze!
- The Washhouse - The experience starts with a Narnia-esque walk through a washing machine door to one of Manchester’s best hidden bars with unconventional cocktails and special surprises. No booking = no entry.
Gay Village
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Just head for Canal Street and take it from there. All of the pubs, bars, and club venues in the village are located on or just off this pedestrianized street and are open till late.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.History & Museums
Manchester wears its industrial history on its
sleeve. If you want to find out more, a walk
around can tell so much.Check out these self-guided walking routes to see the various parts of the city. Manchester has a wealth of museums and public spaces too, a handful of which can be found below.
John Ryland’s Library
A stunning example of Victorian Gothic architecture, the John Ryland’s Library boasts one of the world's finest collections of rare books and manuscripts. The Historic Reading Room, with its vaulted ceiling and stained-glass windows, is particularly breathtaking to see in real life.
Museum of Science and Industry
The Museum of Science and Industry is a beacon of innovation, showcasing the city’s pioneering role in the Industrial Revolution and its ongoing contributions to science and technology. See the world's oldest surviving passenger railway station, the world's first railway warehouse from 1830, and interactive exhibits that celebrate Manchester’s industrial heritage and scientific achievements.
Manchester Museum
The Manchester Museum, part of the University of Manchester, is a treasure trove of about 4.5 million items spanning archaeology, anthropology, and natural history. This stunning neo-Gothic building is a hub for research, learning, and exploring diverse cultures and the natural world.
Portico Library and Gallery
The Portico Library and Gallery (also known as The Portico or Portico Library) is a neoclassical gem offering a rich collection of literature and engaging community programs. Established as a subscription library in 1806, the Portico is renowned for its cultural significance and historical architecture.
National Football Museum
The National Football Museum in Manchester is the largest football museum in the world, celebrating the history and culture of the sport. A must-visit for any football fan, it houses an unparalleled collection of memorabilia, from historic kits to iconic trophies.
People’s History Museum
The People’s History Museum is the UK’s national museum of democracy, chronicling the fight for democratic rights in Britain. It offers a compelling look at the history of working-class movements and their quest for equality through engaging exhibits and historical artifacts.
Manchester Art Gallery
The Manchester Art Gallery is a public art museum that showcases a vast collection of over 25,000 objects, including fine art, craft, and design. This Grade I listed building offers visitors a journey through six centuries of artistic history within its three interconnected structures.
Whitworth Art Gallery
Nestled in Whitworth Park, the Whitworth art gallery is a serene escape within the bustling city of Manchester. Housing over 55,000 works including modern and historic fine art and prints, the esteemed gallery offers a diverse range of visual art experiences in a structure that, in itself, is a testament to architectural beauty.
Imperial War Museum North
Housed in an architectural marvel purpose-built to tell powerful stories of over a century of war, the IWM North showcases the effects of conflicts on people and society in an immersive experience.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Food
Manchester’s dining landscape is a vibrant mix of traditional
and contemporary, reflecting its rich cultural tapestry. From
traditional English dishes to international cuisine, we're sure
anyone will find something that will suit their tastes!For some posh nosh, splurge at Mana, The French, WOOD Manchester by Simon Wood or Tattu Manchester. Reservations are required, and smart casual dress is preferred.
Masons & Sam's Chop House - Two shining examples of the best of British cuisine. Showcasing elevated yet affordable favorites, the menus revolve around seasonal and locally sourced ingredients.
Curry is one thing that Mancunians adore in some form and is one thing done genuinely well in Manchester. Here is a selection of Indian restaurants (non-exhaustive list!), ranging from contemporary eateries that offer a modern twist on old-time favorites to more traditional establishments that seek to honor the authenticity of classic recipes, and vibrant joints that reflect the dynamic Indian street food scene: Sangam Manchester, Wah Ji Wah, Rajdoot Tandoori, Bundobust, This & That, Asha's and Delhi House Cafe.
Almost Famous or Honest Burgers - In a city center where there are now almost as many burger joints as there are pubs, you can't go wrong with either. Honest Burgers' patties are made daily in their own butchery, with great British beef, served alongside their famous Rosemary chips (yes, chips, not fries). Almost Famous burgers were born from a need for a super-juicy, dripping-down-your-arms, no-nonsense burger; get a load of their Phoenix fries while you're at it!
Hawksmoor & Fazenda - For the Carnivorous Rexes and Reginas, enjoy steaks of the very best dry-aged beef at Hawksmoor and wash them down with award-winning cocktails or a selection of wines from the wine list, designed to perfectly complement the different cuts of meat. Alternately, Fazenda is a Brazilian & Argentinian restaurant with Rodizio service, where one can indulge in all-you-can-eat steaks and skewered meats, paired with exquisite wines and carefully curated cocktails.
Tokyo Ramen - There might be ramen restaurants aplenty in Manchester, but this is absolutely one of the best ones! An unassuming eatery with great vibes, Tokyo Ramen is walk-in only, and their koji fried chicken has the regulars flocking to the spot!
Dishoom - Zyloh's favorite restaurant in Manchester. A trendy walk-in restaurant that pays homage to the old Irani cafés of Bombay. Open for breakfast, lunch, afternoon chai, dinner, and late tipples, enjoy a lovingly curated menu of Bombay comfort food and delicious cocktails in elegant surroundings.
Mackie Mayor is the perfect dining spot when you just can't decide on what to eat (or when you’re with a group of friends who can't settle on a particular restaurant). This beautiful Grade II listed building is home to varied high-quality food stalls, and dedicated beer, wine, and spirit bars. Just take a seat, order a selection of plates from different vendors, and enjoy!
Society - Society is Manchester’s new social culinary adventure; a chill destination with stands doling out global street foods, craft beer, and cocktails.
Escape to Freight Island - This vibrant hub serves up a feast for the senses with its stellar lineup of food and beverages, complemented by a lively array of entertainment and happenings. You'll find an abundant choice of eateries, food trucks, and bars offering delicacies ranging from Manchester’s beloved burgers to classic American pies.
Wright's Fish & Chip Shop - Sometimes, only a 'chippy tea' will do. Get your fix at Wright's, where crispy batter meets succulent fish - the quintessential British experience. And like any proper Northern chippy, they have gravy.
Nando's - We'd be remiss if we didn't suggest a cheeky Nando's. Why cheeky? Because a visit to Nando's can be a bit naughty, a bit unexpected, or a bit of a treat. A fast-casual chain that specializes in Portuguese flame-grilled chicken, enjoy it with peri peri sauce of varying levels of spiciness.
See you in Manchester!
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CITIZENCON 2954 FAQ
This year's CitizenCon in Manchester is shaping up to be our biggest yet, and we want to make sure you're fully prepared! Below you'll find a list of commonly asked questions surrounding the event, venue, tickets, and more.
Please note that as we get closer to the event, we'll have a wealth of additional information and details to share.
►Where is the event taking place?
Manchester Central
Windmill Street, Manchester M2 3GX England
►What will the opening/closing times be for the event?
We’re changing things up this year. Day 1 (Saturday, October 19) will be a much longer day that previous CitizenCon events. In contrast, Day 2 (Sunday, October 20) will be a shorter day, ending earlier than previous CitizenCon events. A detailed schedule will be shared closer to the show.
►Do you have any information about what content to expect at the convention?
We'll share more information as we get closer to the event, including schedule of panels, and insights into physical attractions to be found on the show-floor.
►Can you share any more information about the CitizenCon Gala happening on October 18?
This event will take place at a separate venue in the greater Manchester area. Those attending can expect an unforgettable night of exciting reveals, extra special guests, themed fare, and guided tours of our brand-new Manchester studio. Tickets to this event will be extremely limited, with a very small number being made available. More information and ticket sales to come in the months ahead.
►I couldn’t get the ticket I wanted. Will more tickets be made available?
Tickets will not be made available outside of the ticket schedule. The only exception to this is if a ticket is returned, it will be re-added to the pool.
►I can’t make it to Manchester, will the event be live-streamed?
Yes. It’s 100% free to watch the live stream – we will be broadcasting live at www.twitch.tv/starcitizen.
►Am I allowed to re-broadcast CitizenCon on my own channel?
Yes.
►Will you be offering a Digital Goodies Pack?
Yes, and it will be included with your CitizenCon ticket. More information on this to come at a later date.
►Will there be a physical swag bag for attendees of the event?
Yes, and it will be included with your CitizenCon ticket. More information on this to come at a later date.
►Can I buy multiple tickets for my friends/family?
Yes! You can buy up to 5 tickets per cart for the general access ticket, and share those tickets with friends once we deliver them, closer to the event.
Due to the limited quantity, Premium Experience tickets are unique, and only 1 per account can be purchased. They are non-giftable/transferrable.
►How and when will tickets be delivered?
Tickets will be emailed to your registered account email closer to the event.
►How will I give the tickets I purchased to my friends/family?
Once tickets have been distributed closer to the event, you'll simply be able to forward them their ticket via email, or print and hand-deliver them.
►If tickets come with Digital Goodies Packs, how will I distribute those to friends/family?
Digital Goodies Packs will be giftable once they are delivered, closer to the event.
►If I am not attending CitizenCon, am I still able to get a Digital Goodies Pack?
Yes! The Digital Goodies Pack will be available on the pledge store separately for those unable to attend. The Premium Experience Digital Goodies Pack will not be available to those without a Premium Experience Ticket.
►What should I bring?
Please remember to bring your printed ticket (or a digital copy stored on your mobile device) and your photo ID.
►Can I come in Cosplay?
Heck yeah! Cosplay is encouraged. In the best interest of security, we will prohibit prop weapons though, so please leave those at home.
►Is there an age restriction for attending?
Yes, for CitizenCon (October 19-20), all attendees must be 13 or over. Minors must be accompanied by an adult. For the CitizenCon Gala (October 18), attendees must be 18 years or older.
►Can non-backers acquire a ticket to the event?
Yes.
►Will CitizenCon tickets be available for store credit? Can I use a coupon to discount the purchase price of a ticket?
No, CitizenCon tickets are not purchasable via store credit and cannot be discounted with a coupon.
►Will food be available?
We will have a selection of food and drink vendors throughout the venue.
►Am I able to bring my own food or drink? What about a personal water bottle?
Yes, you are allowed to bring outside food/drinks and personal water bottles. No outside alcohol allowed.
►Will there be any new merchandise available at CitizenCon?
Yes, we'll debut new merchandise at CitizenCon which will be revealed at the event.
►Is there somewhere to leave my bag and coat?
Yes, all attendees will be encouraged to store their belongings in the visitor’s coat check. That said, we strongly discourage attendees from bringing large bags.
►Is there a Lost and Found?
Yes. Manchester Central keeps lost property for two months. After this time it is given to charity. If you have lost something at Manchester Central, email our concierge team or call 0161 834 2700.
►Will seating be available?
Yes, there will be seating. There will be no assigned seats, and location of seating will be first come first serve.
►Will there be security at the event?
Yes.
►What are the rules concerning in-house photography/recording?
In general, photography and recording are encouraged. However, there may be some areas and aspects of the event that are off-limits in that regard throughout the day. Clear indication of areas where photography is not permitted will be found on-site.
►Is the event wheelchair accessible?
Yes. More information on Manchester Central accessibility accommodations can be found here.
►Will there be a separate line for ADA registration?
Absolutely! Rest assured, there will indeed be a separate line designated specifically for ADA registration, so feel free to approach the staff line with confidence, knowing that we're here to assist you every step of the way!
►If I can no longer attend, can I cancel and get a refund?
No, tickets are non-refundable. Once purchased, they cannot be refunded or exchanged for another event. We recommend ensuring your availability before purchasing tickets. If you have any concerns or questions, please feel free to reach out to our support team for assistance.
Have additional questions? Head over to Spectrum! We'll be monitoring this thread and answering as many questions as possible. See you all in October!
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INSIDE STAR CITIZEN
Navigating the 'verse has never been better! This week's Inside Star Citizen takes a look at the highly anticipated updates to the mobiGlas and map systems that are headed your way in Alpha 3.23.
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Happy Wednesday, everyone!
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 3, 2024
Release View
The following features have been added to Release View, targeting a 3.23.0 release:
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.
New Missions - Creature Hunting
New missions that require players to locate, kill and retrieve valuable parts of creatures roaming the environment.
The following cards have been added to Release View, targeting a 3.23.X release:
Vehicle Modularity
Implementing the ability to swap modular sections of certain vehicles to change their function. This initial release contains the torpedo and cargo room modules for the Aegis Retaliator, with additional modules and vehicles to be added in the future.
Aegis Retaliator - Gold Standard
Updating the Aegis Retaliator to gold standard, including the introduction of modular rooms. The torpedo and cargo rooms will be available in this initial release, with more to come in the future.
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.
Roadmap Roundup - April 3, 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 -
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Subscriber Promotions
Spring has sprung, and we’re kicking off the season with the backbone of the ‘verse, the industrious MISC Hull series. Throughout April, Centurion subscribers can haul heavy loads with the iconic Hull A, while Imperator subscribers can tackle the biggest jobs in Stanton with the gargantuan Hull C. This month’s Flair is a collection of paints for MISC’s ubiquitous haulers along with exclusive water bottles to keep you cool on long-distance delivery runs.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Visit robertsspaceindustries.com/comm-link for details.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.NOT A SUBSCRIBER?
If you would like to receive this flair as part of a subscription, you can subscribe before April 8, 2024 (20:00 UTC).If you subscribe after April 8, 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.
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MERCHANDISE DISCOUNT
Two continuous discount levels are available to all Subscribers in the Merch
Store. Centurion Subscribers receive a 10% off discount, while Imperator
Subscribers receive 15% off. Take advantage of this perk and peruse the
selection of available merchandise including jackets, hoodies, shirts, mugs,
hats, mousepads, posters, stickers, and more. Check out the now.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.SUBSCRIBER STORE
All previous flair items going back to 2014 are available to pledge in the
Subscriber Store. You can fill in any gaps, pick up store-only items, or
grab extras to gift to non-Subscribers from the My Hangar section of your
RSI profile.April 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 -
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Happy Tuesday, everyone!
We hope you all enjoyed the holiday! The team is making progress on Alpha 3.23's preparation to get it into your hands as soon as possible. A build of 3.23 went out to Evocati over the weekend, and we hope to open up access to larger PTU testing waves very soon.
The Civilian Defense Force's battle against XenoThreat continues as the Overdrive Initiative enters Phase 3. As the intel team decodes and uncovers more of Xenothreat's plan, new assignments will be issued to further fight back against the Xenothreat incursion. Keep an eye on your mobiGlas for next steps, including information about potential new rewards...
Also in case you missed it, the latest offering from MISC is now available: the Raptor. It's a vehicle that's sure to sweep you off your feet, so don't brush off the announcement!
Now, let's see what's going on this week:
On Tuesday, Subscribers will receive their monthly updates, with the April Subscriber Comm-Link and newsletter both going live.
Wednesday brings the latest Roadmap update with its companion Roadmap Roundup.
Thursday's Inside Star Citizen continues our look at the updated user experience in Alpha 3.23, this time covering the much anticipated overhaul of the mobiGlas and Starmap.
Thursday also marks the next reopening of Jumptown, so gather your gear, your ships, and your friends. There's aUEC to be made!
Last but not least, Thursday has a deluge of information headed your way to prepare you for this year's CitizenCon in Manchester! We've got info on cosplay, volunteer and community booth applications, and more, so keep an eye on the website if you're planning on attending.
Friday brings the return of Star Citizen Live, starting at 15:00 UTC / 8 AM Pacific. Team Chad is on the show to follow up on their Inside Star Citizen episode, so get your questions in on anything and everything cargo. You'll also find our weekly RSI Newsletter directly delivered to your inbox.
May your heart be your guiding key,
The Weekly Community Content Schedule
TUESDAY, APRIL 2, 2024
- This Week in Star Citizen
WEDNESDAY, APRIL 3, 2024
- Roadmap Roundup
- Roadmap Update
THURSDAY, APRIL 4, 2024
- Inside Star Citizen (youtube.com/RobertsSpaceInd)
- CitizenCon Info Drop
- Jumptown Reopens
FRIDAY, APRIL 5, 2024
- Star Citizen Live - 8 AM Pacific / 3 PM UTC
- RSI Weekly Newsletter
COMMUNITY MVP: April 2, 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.
THE MAD 'VERSE - A Star Citizen Short
by Kaelistar
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.We absolutely had to highlight this incredible video by Kaelistar. An incredible highlight reel of Star Citizen action is always great, but the editing and music choice took it over the edge for us.
Check out the full video on the Community Hub.
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Entwickler Cloud Compendium Games stellt das neuste Fahrzeug für Star Citizen vor. Der R.A.P.T.O.R ist für die Alltagshelden des Space-MMOs gedacht. Es handelt sich nämlich um ein Reinigungsfahrzeug. Der motorisierte Straßenfeger ist, wie sollte es am 1.4. auch anders sein, nur ein Aprilscherz. Ihr werdet damit also nicht in Star Citizen die Straßen sauber halten dürfen. Im Shop sollte der Traum eines jeden Sauberkeits-Fanatikers dann übrigens 50 US-Dollar kosten. Keine Sorge, spätestens an der Stelle wurde jedem noch so enthusiastischen Fan dann auch der Witz erklärt. Tatsächlich finden sich unter dem Youtube-Video des Trailers zahlreiche Spieler, die das Gefährt nun tatsächlich in Star Citizen sehen wollen. Star Citizen stellt zum 1. April ein Vehikel vor, mit dem ihr so richtig in der Galaxie aufräumtEntwickler Cloud Compendium Games stellt das neuste Fahrzeug für Star Citizen vor. Der R.A.P.T.O.R ist für die Alltagshelden des Space-MMOs...www.gamestar.de -
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MISC R.A.P.T.O.R
Clean up a Filthy Galaxy.
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INSIDE STAR CITIZEN
Want to get a sneak peek at updated user experiences coming in Alpha 3.23? Join us for a preview of the new lens & visor systems, shopping experience, and loot screens.
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Galactapedia Update March 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, visit the Tiber and Caliban systems and get to know how the Banu Protectorate is operated. Join the Spectrum thread for any discussion or feedback.
Full-Length Article:
- Banu Protectorate – An allied coalition of planet-states and city-states.
Short Articles:
- Tiber system – Siege site.
- Tiber I – Technically habitable.
- Tiber belt alpha – Laced with mines.
- Tomb – A bombed-out wasteland.
- Caliban system – A system tragically lost to the Vanduul.
- Caliban I – A lonely world.
- Crion – A once-prosperous planet laid to ruin.
- Caliban 2a – Has curious craters.
- Caliban III – Wasted planetary potential.
- Caliban 3a – Lumpy protoplanet.
- Caliban 3b – Porous protoplanet.
- Caliban belt alpha – Thronged with derelict space stations.
- Caliban IV – A grey-green giant.
- Caliban 4a – Hypothesized to be a captured core.
- Caliban 4b – Caliban’s most spectacular light show.
- Caliban 4c – A rusty rock.
- Caliban 4d – Has a hidden ocean.
- Caliban 4e – Cryovolcano central.
- Caliban 4f – Caliban IV’s darkest moon.
- Caliban V – Strip-mined by the Vanduul.
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Happy Monday, everyone!
Over the weekend, we launched another round of Tech Preview channel playtests with our dedicated wave 2 testers. These sessions were particularly special as they tested the initial implementation of static server meshing within Stanton, enabling multiple game servers to seamlessly manage the star system simultaneously. This marked a pivotal moment for the project, with more than 700 players successfully connecting to a single instance of Stanton for the very first time!
Our engineering team worked hand in hand with the community, implementing real-time hotfixes and gathering a wealth of data to refine our systems for future tests. We're deeply grateful to all of you for jumping in and helping us push boundaries! The journey towards 4.0 and beyond is an exciting one, and we're thrilled to have you with us every step of the way.
Separately, the Overdrive Initiative has officially entered the second phase, with priority targets being issued by the Civilian Defense Force. Team up with fellow CDF contractors and keep an eye out for a Priority mission in your mobiGlas; local security needs your help to hold XenoThreat at bay!
Now, let's see what's going on this week:
On Tuesday, the Narrative team will publish our monthly update to the Galactapedia, further expanding our universe's lore.
Thursday's Inside Star Citizen back Team Cian for our continuing coverage of Alpha 3.23. This week we've got a user experience update covering the new Lens/Visor systems, the shopping experience, and the new loot screen.
There won't be an episode of Star Citizen Live on Friday this week due to a company holiday. We'll be back next week! You'll also find our weekly RSI Newsletter directly delivered to your inbox.
Saturday kicks off this year's System 7 with its first two races, presented by ATMO esports. Be sure to follow their channel so you don't miss all the action!
Also due to the company holiday, next week's This Week in Star Citizen will land on Tuesday.
May your heart be your guiding key,
The Weekly Community Content Schedule
MONDAY, MARCH 25, 2024
- This Week in Star Citizen
TUESDAY, MARCH 26, 2024
- Galactapedia Update
THURSDAY, MARCH 28, 2024
- Inside Star Citizen (youtube.com/RobertsSpaceInd)
FRIDAY, MARCH 29, 2024
- RSI Weekly Newsletter
SATURDAY, MARCH 30, 2024
- System 7 - Races 1 and 2
COMMUNITY MVP: March 25, 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.
Crochet Pico
by Direa89
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.What more can we say? It's a crochet Pico! It's so cute! Aaaah!
Check out the full gallery on the Community Hub.
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Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Gas Cloud - Fabulustv
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STAR CITIZEN LIVE
Get even more hyped for the upcoming Character Customizer as we answer your questions following the Avatar Repertoire episode of Inside Star Citizen.
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INSIDE STAR CITIZEN
How will the new upcoming cargo and hangar features impact your gameplay experience? Tune in to this episode of Inside Star Citizen as we dive deeper into how persistent hangars, freight elevators, and item banks will function.
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Happy Wednesday, everyone!
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 March 20, 2024
Release View
Unique Item Recovery
After careful review, our team has concluded that this feature would benefit from additional development time. Therefore, we're updating its card on Release View accordingly. We expect this feature to return to the Roadmap very soon, and in the meantime, Item Banks remain on track for Alpha 3.23 and will remain in place.
The following features have passed their final review. Therefore we are changing their status to Committed on Release View for the Alpha 3.23.0 update:
New Character Customizer
Implementing an overhaul of the player character creator for Star Citizen, including a new user interface and additional customization options.
Reputation - Hostility
Updating the reputation system so that players can affect their long-term standing with in-game organizations via means outside of missions, such as reduction of reputation for killing a member of that faction. AI belonging to certain factions will react differently based on their reputation with you. Being an ally provides the player benefits, such as more generous friendly-fire thresholds and providing medical aid. Being an enemy will mean harsher friendly-fire thresholds and may result in an attack on sight. Lawful organizations will not attack on sight as long as they're in a monitored zone, whereas unlawful factions will attack on sight no matter what. This is the foundation which allows players to become allies with in-world criminal factions and enables places like Grim Hex to enforce their own law.
Dynamic Crosshair
Combat helmets now support the dynamic crosshair which allows for quicker target acquisition in close-quarter situations.
The following card has been added to Release View:
Anvil Hornet F7C MkII
Building, balancing, and implementing Anvil's premier fighter, the Hornet F7C MkII, into the game.
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.
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Welcome to Loremakers: Community Questions, a series focused on answering your lore quandaries and conundrums. We’ve done a deep dive through the lore Ask A Dev section and selected ten questions to answer about the Star Citizen universe. All questions were edited for context and clarity but you can click on the topic to go directly to the original post and join the conversation. Also, the Narrative team plans to do one installment of Loremakers: Community Questions every quarter with the next entry scheduled for Tuesday, June 18th, so please join the discussion and drop any other questions you might have about the universe in our Ask A Dev forum.
MISC and Xi'an Collaboration
Question: The more Xi'an ships come out, the less I understand what exactly is meant by MISC's cooperation with Xi'an. What technologies are we talking about? I don't see any connection in ship design or the technology that the Aopoa and the Gatac provide. Please tell me what you mean by "MISC was one of the first corporations in the United Empire of Earth (UEE) to sustain a tech-trade partnership with the Xi'an"?
Answer: In 2910, MISC and the Xi'an Empire signed a first-of-its-kind technology sharing agreement that saw ideas, technology, and even experts freely exchanged between the two sides. MISC's impact and contribution to Xi'an ships isn't well known within the UEE, as the ships Xi'an manufacturers have exported into the UEE lean heavily into the alien aesthetic and tech to distinguish them in the market, so let's focus on the Xi'an’s impact on MISC.
After signing the deal, MISC leveraged this influx of new ideas and tech into developing a smaller spacecraft that could appeal to the masses. This initiative resulted in the design for the Freelancer, which featured traditional Human aesthetics subtly integrated with Xi'an advances like improved thrust/draw conditioning. While the designs for the Reliant were done at the same time, it's believed that it was passed over because the verticality created by its movable "flying wing" clearly signaled its Xi'an inspiration and might alienate some Humans still wary after the Xi’an-Human Cold War. The Reliant design remained mothballed for decades until being revived and brought to market in 2946. By then, MISC had found success with other ships that promoted their Xi'an influence and tech, and the company leveraged what they'd learned to upgrade the Reliant design with more efficient Xi'an thrusters and advanced Xi'an metal composites for the ship's wing armor.
In the decades between the launch of the Freelancer and Reliant, MISC discovered that many of its ship teams struggled to integrate Xi'an tech into their designs. This began to change in 2940 when MISC assigned the MISC-M division of misfits and out-of-the-box designers to rework the Daedalus, MISC's non-commercial racing ship. The MISC-M team traveled to a facility in R.il'a to work on the ship with veteran Xi'an Ship Engineer To.k'o se Lyil, leading to the creation of advanced thrusters that lapped ones available to competing racers. The reworked Daedalus earned itself a new name, Razor, and would go on to win the Murray Cup Classic Race in 2945 before receiving a successful commercial release in 2947. MISC-M continued to push their designs to further integrate Xi'an tech with the creation of the Fury, featuring four fully gimballed main thrusters to provide the speed and evasiveness renowned in many Xi'an ships. The uniqueness of the Fury design inspired MISC CEO Irena Adjei to spin off the MISC-M division into its own sub-brand named Mirai and retroactively rebrand the Razor as a Mirai ship. With the launch of the Mirai brand, the days of subtly integrating Xi'an tech into ships seems to be gone. It should be exciting to see how Mirai leverages this relationship going forward to create more interesting and unique ships that combine Human and Xi'an tech and aesthetics.
Office of Executive Services
Question: I have a bunch of questions regarding this office. How much does the Office of Executive Services (OES) involve themselves in the affairs of other species? Does the OES ever work with or against other species or are they just involved internally in UEE domestic affairs? Do the OES and military work together? I ask because in the real world there are often rivalries and the public pays the price. Is the OES or military worried about the existence of the Hadesians? Knowing the power that the Hadesians possess, but having no idea where they are and if they will resurface. Does the OES ever get involved in slavery cases, or is this just left up to the police?
Answer: The extent of OES' actions still aren't entirely known, but they seem to operate both inside the UEE and outside. Their existence was only recently discovered during the Jenk Gallen incident where a Human was captured in Xi'an space on charges of espionage. Now that they've been pulled out of the shadows and are given oversight, I think they're still trying to figure out how they move forward. Back when they were operating with impunity, I would suspect the OES probably did enlist military assistance in their operations, but most likely did so under the guise of a conventional UEE intelligence service or another facet of bureaucracy (rather than identifying themselves as OES). As far as the Hadesians, I'm sure they're probably pretty interested to learn more about the ancient culture. As for the slavery cases, they might if it serves their interest.
Is There Anymore Lore on Mirai?
Question: I noticed that the Galactapedia currently doesn’t have an entry for Mirai. Is there any lore about the spacecraft manufacturer that can be shared?
Answer: Good news! February's Galatapedia update included an article on Mirai. It covers how the work of a specialized team within MISC inspired the company to spin off their ships into its own subsidiary. A longer portfolio on the history and evolution of this division and the creation of Mirai was also written and released in Jump Point 11.03. Currently, the article is available to subscribers, but it is scheduled to be released on the RSI site for all to read on Tuesday, April 23rd.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Death of a Spaceman and Its Impact on the Universe
Question: Is it common in the SC universe for people to swap their physical sex? What I've understood about the way Death of a Spaceman and regen are supposed to work suggests that this would be pretty trivial to do. Is it, and is it common?
Or does that maybe cause a problem when it comes to legal issues? How is identity legally established? If you have a tailored appearance with DNA that's not identical to your own, how is it established that when you regen that you're legally the same person? Or another way of putting it might be, how closely linked is biology to identity?
Answer: Recent advances in medical science in the 30th century have made altering one's complete physical appearance a lot more commonplace. For example, BiotiCorp's cutting-edge Calliope system allows people to safely and quickly undergo massive structural bone and tissue changes that would have previously taken a team of surgeons multiple operations to perform. Regardless of how many changes someone undergoes, there would still be inherent markers that would remain consistent by which deep scans would be able to identify someone in order to maintain a consistent and verifiable ID record.
Please note that this is different from regeneration, the process by which a new body is recreated from an Ibrahim sphere imprint. These cannot be manipulated and are accurate to your last imprint scan. For example, if someone were to make an imprint, make alterations via the Calliope system, then experience a fatal accident, their regenerated body would look like they did before they made the alterations. Barring of course any physical damage imparted by traumatic echoes in the imprint as the result of death.
Pyro system reduced in size?
Question: Did you shrink Pyro? Some old information said Pyro system is about 13 AU, nearly 3x bigger than Stanton. Yet, in the Star Engine trailer it says 9.83 AU, which is only about 2x the size of Stanton.
Answer: Yes! The Pyro system is smaller than it used to be. This decision was made after discussions with other teams to allow shorter travel between distant locations. Nothing has been removed from Pyro. Everything is just a bit closer together.
People's Alliance Area of Influence
Question: Does the People's Alliance control the entirety of Nyx, or are they merely one of the major factions in system?
Answer: The People's Alliance is Nyx's major faction for sure, but they mainly control the area around Delamar. This is mainly due to their available security resources as it would be an expensive proposition to patrol the full system. While there are outposts and stations aligned with the People's Alliance peppered throughout Nyx, the further out you go, the more likely you are to run into one of several outlaw groups vying for territory in the system. We touched on one of these outlaw groups back in the Q3 2022 Loremaker's - The Moraine, who are an organization of thieves and smugglers based out of the Glaciem Ring.
Why Does Crusader Specialize in Weapons of Mass Destruction?
Question: Crusader was founded by August Dunlow, a humanitarian visionary who was the victim of state sponsored terrorism, and the company markets itself as the good guy manufacturer. So why is it the only manufacturer of indiscriminate bombers? Not even Aegis has a gravity bomber, they just build torpedo platforms. It's super weird. You would think that Dunlow would be a conscientious objector, even if contracted by the military they would just build logistics and support ships, but bombers are the tip of the spear when it comes to collateral damage.
Has the current board moved away from the ethics and vision of Dunlow to focus more on the bottom line? Is this a branding mistake? When the C2 was being designed was someone like "it would be cool if it had bombs" and we got the A2 and now just have to live with the dissonance of this choice?
Answer: Taking a step back, it is worth noting that there is a bit of a separation between the ships available to players and those that exist in-lore. In general, it is safe to assume that there might be other bombers being made, but the lore of the game is more focused on what the current development schedule is planning for players to actually experience. This is why we haven't made a comprehensive list of all vehicles manufactured currently or historically as we require more flexibility for keeping aligned with the ship team.
As for Crusader Industries, they have always been dedicated towards helping the people of the Empire. Under Dunlow, they’ve made ships for the military since the company's earliest days when the Army purchased their vehicle transports. Not long after in 2821, the Hercules Starlifter was conceived as a military vehicle from the struts up. When Kelly Caplan became CEO in 2863, she began an effort to expand the corporation towards a more military focus, not only in an effort to combat the growing Vanduul threat but also to help defend their fledgling planetary interests. This led to the development of the Mercury in 2892 and eventually the Ares in 2949. So rather than the A2 Spirit being an abandonment of their core principals, it represents a gradual evolution on how the company sees its place in a changing Empire.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.What was supposed to open at Stratus Mall in 2952?
Question: Every time I visit Stratus, the shopping mall at Orison, I wonder about the storefront with the sign that says ‘Opening 2952.’ With 2954 upon us, I am curious what this storefront was supposed to be and why it hasn’t opened?
Answer: Consider the still vacant Stratus storefront another casualty of the constant Nine Tails attacks on Orison's platforms. Though Crusader never officially announced the tenant meant to move into that space, in late 2950, gourmands across the Empire were abuzz about news that chef Cutty Crawford had signed a deal with Stratus to open a restaurant on Orison. Crawford rose to fame with Gastronomical, the first restaurant on an 890 Jump to win a Silver Leaf. Yet, Crawford acknowledged the difficulties of running a restaurant aboard a ship and was looking for opportunities to open a brick and mortar location. Occupying that second floor space on the Stratus complex on Orison seemed like an ideal fit for the chef and the high-class clientele that wined and dined on the 890 Jump.
Yet, the uptick in Nine Tails attacks on Orison's platforms concerned Chef Crawford, and he officially backed out of the deal when his ship came under attack en route to Orison. Chef Crawford and Stratus have been entangled in litigation ever since. Stratus claimed that they are owed rent and penalties for the early termination of the deal, while Chef Crawford argued that Orison's lax security breached a provision in the contract that specified a safe and secure working environment would be provided to the restaurant's staff and guests. Until this dispute is resolved, Stratus officials say the storefront will remain in its current state.
NPC Voice Acting Diversity in the PU
Question: Do you have plans to expand the future NPC voices in the PU with more diverse accents than British and American?
Answer: Yes, we're definitely looking to expand the diversification in the PU.
Elira Awards
Question: Here’s a bunch of questions about the Elira Awards, which recognizes achievement in music.
Answer: We haven't really delved too much into the actual history or structure of the Eliras. It was just a name that sounded good as an award, but let's craft some lore now. To answer some of your questions one by one:
Is it at all possible for a backer to win an Elira Award?
Not currently, but we certainly support the musical endeavors of our community.
What categories are there?
I would assume this would be the standard array of categories that you'd find in modern awards ("Best album (genre)", "Best song (genre)", etc.). I'm sure they'd have various versions of the awards based on the genre of music. There would probably be categories for Xi'an or alien music to help bring attention to Human listeners.
How long have the awards been going for?
We could say maybe a hundred years or so, say 2803.
Who won the last award for best performer (or equivalent)?
Have not determined this yet.
What is popular across the UEE currently?
With all the various planets and systems, I don't know if you could truly encapsulate a consistent trend across the entire UEE. We've name dropped a handful of bands and musicians (Ellroy Cass, Starburst Collective, etc.) though.
What is the most common way for people to listen to music in 2953? Do physical formats still exist, and does that mean I have to buy the White Album again?
As a big fan of vinyl myself, I would support this, but I feel like they've probably phased out physical media since the recording process would probably be exclusively digital and distributed in a lossless way.
Where and when are the awards hosted?
As called out in the Galactapedia article, they're held in Prime on Terra.
Who was the most recent host?
I would probably say Esen Landari from Something Every Tuesday would be a good host.
Have there been any Jay-Z, Taylor Swift moments in memorable history?
What moment was this? But sure, I would imagine there would be some memorable moments at the awards. There was Gal Dougan's last performance before she disappeared, that would certainly be one.
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Happy Monday, everyone!
Last week, the Civilian Defense Force put an urgent call out to all Citizens to help beat back another XenoThreat incursion. Volunteer for the Overdrive Initiative over the next few weeks, demonstrate your mettle, and earn a complimentary upgrade from the F7C to the military-exclusive F7A for your efforts.
St Patrick's Day may have come and gone, but the Stella Fortuna festivities continue in the 'verse and you're still able to live grand in green. Push the limits of your creativity and design a fan banner for your favorite racing or combat team in our ongoing contest for the chance to fly home in a new ship, or emerge triumphant from the holiday-themed Arena Commander mode with a commemorative Challenge Coin.
In other news, the upcoming Alpha 3.23 patch is currently in the hands of our Evocati testers. Over the weekend, we opened the patch for a succesful playtest where the first group experienced many of the new features coming soon. If all goes well, we’re hoping to open up access to more players soon. Stay tuned and we’ll keep you updated.
As 2024 unfolds, it's clear that it's shaping up to be a monumental year. Our recent Letter from the Chairman details what's been happening behind the scenes at CIG and what our goals are for the months ahead, so check that out if you haven't yet.
Now, let's see what's going on this week:
On Tuesday, the Narrative team brings us a new installment of Loremakers: Community Questions with answers to some of your burning questions from the Ask A Dev section of Spectrum.
Wednesday will see the publish of our bi-weekly Roadmap Update and the complementary Roadmap Roundup.
Thursday's Inside Star Citizen is a look at the next phase of our continuing evolution of Cargo gameplay, focusing on life in the upcoming persistent hangar system.
Star Citizen Live returns this Friday with a Q&A following up on the recent character customizer episode of Inside Star Citizen. Don't forget to stop by the Question Gathering thread on Spectrum for a chance to get your questions answered by the devs on the show. The broadcast will begin at 16:00 UTC / 8 AM Pacific. You'll also find our weekly RSI Newsletter directly delivered to your inbox.
Have a great week everyone!
The Weekly Community Content Schedule
MONDAY, MARCH 18, 2024
- This Week in Star Citizen
TUESDAY, MARCH 19, 2024
- Loremakers: Community Questions
WEDNESDAY, MARCH 20, 2024
- Roadmap Update
- Roadmap Roundup
THURSDAY, MARCH 21, 2024
- Inside Star Citizen (youtube.com/RobertsSpaceInd)
FRIDAY, MARCH 22, 2024
- Star Citizen Live - Character Customizer Q&A at 16:00 UTC / 9 AM Pacific (twitch.tv/starcitizen)
- RSI Weekly Newsletter
COMMUNITY MVP: March 18, 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.
Star Citizen - Collossus (Music Production)
by CosmoCruiser
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Enjoy the latest musical masterpiece by CosmoCruiser and the breathtaking video accompanying it. Only one word comes to mind when trying to describe this creation: enchanting.
Don't take our word for it, check out the video on the Community Hub.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.THE HUNTERS - Wallpapers - TACTICAL-KD
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Race with the Hornet MKII - Aeroboyjoerney
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.My Cut Cut Ramb - Mazzetto
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Outpost - Cpt_Spooner
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