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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 August’s PU Monthly Report! With the recent release of Alpha 3.24: Cargo Empires, most development teams spent the month both finalizing patch tasks and progressing with exciting new features coming further down the road. Read on for all the details.
AI (Features)
Last month, AI Features polished various reactions, including the ‘first reactions’ when AIs respond to audio or visual events. While these behaviors had a solid base, various combat styles, weapons, and scenarios didn’t play consistently, such as when escalating from a low reaction to a high reaction. To improve this, the team built a new AI test level called a ‘test cell.’ This is a Building Block setup with different character types, weapons, cover, usables, etc. that allows the team to pick and mix different setups to produce a consistent version of test scenarios. A particular combination can be exported as one ‘cell’ and imported into a single level where multiple test scenarios can be played simultaneously, allowing the team to quickly identify mistakes, fix them, and retest.
The test cell level is also being used for cover-hit reactions, which have different animation setups per cover type, combat style, and weapon type. Going forward, the test cell will be expanded to provide more consistency across a wide range of areas.
AI (Tech)
AI tech continued to improve how NPCs transition between servers, including serializing movement requests and navigation paths.
They also updated navigation generation elements, including one relating to computing navigation islands and one used when exporting processes into object containers. Progress was also made on converting the Apollo tool’s UI style. A new feature continued development too, which the team will share more about in the future.
AI (Content)
In August, the Social AI designers joined the Narrative team to form a larger group focused on improving the Star Citizen experience. As part of this, they began meeting with Design and the creative directors to walk through various locations, looking for opportunities to clean up existing behaviors or add new ones. While many of the behaviors will be based on work done for Squadron 42, the expansive nature of the PU will require bespoke additions.
AI Content is also in the process of reviewing locations throughout Pyro, ensuring the environment and behavior setups work correctly together and instill a sense of the intended narrative. The team also met with the designers of an upcoming mission to provide support for some of the locations that will be visited by players, including applying believable behaviors to NPCs.
Aside from outlining behavior improvements and needs for Star Citizen 1.0, Narrative Design kicked off several initiatives to determine the required tech and use cases for future social spaces. This will ultimately lead to a vertical slice showing a gold-standard social space with the level of interaction the game will aim for.
AI (Game Intelligence Development Team)
In August, the Game Intelligence Development team concentrated on delivering a clean and stable Apollo StarScript UX update. This involved adding support for higher icon resolutions so they stay sharp when zoomed in and straightening lines for a clearer read.
Drag and drop was improved too. Now, when hovering, ports with a bigger selection range are highlighted. The devs corrected the color and size of imported notes, added arrowheads to links leading to closed groups, and enlarged the hovering area and highlights on links and ports. Drop points were also added to links to identify the desired select line.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Animation
August saw the Facial Animation team developing content to flesh out more of the game world’s characters.
Gameplay Animation continued to work on a selection of creatures previously seen in teaser videos alongside improving the creatures already in the PU. They also progressed with an unannounced addition that the team is “looking forward to seeing in-game.”
Art (Characters)
Character Art continued working on utility and specialist armors, while Character Concept Art supported IAE and progressed with their ongoing exploration of fauna.
Art (Ships)
Last month, Ship Art moved several unannounced vehicles toward their greybox reviews, while others approached their LOD-zero and final-content reviews.
Work on the RSI Polaris also continued, with the ship’s exterior approaching completion.
Community
In support of Alpha 3.24, the Community team made improvements and updates to the New Player and Welcome Back Pilot guides. They also provided an update to the Cargo Guide alongside a Q&A for the recently released Aegis Sabre Peregrine. The team also focused heavily on compiling and sharing player feedback internally.
The team’s standout event last month was Ship Showdown 2954, with players from across the community submitting creative entries to determine which ships made it to the top. Phase 1 saw citizens submitting original creations of their favorite vehicles to the Community Hub and social media before the Top 16 faced off in daily voting battles.
After much voting, the Anvil F8C Lighting was crowned Ship Showdown Champion 2954.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Community team also supported the release of a limited number of General Admission CitizenCon 2954 tickets before connecting with the community at Gamescom 2024 in Cologne.
“This stop on the Bar Citizen Tour brought together players for an unforgettable experience, including a treasure hunt, prizes, and two Bar Citizens events! Later in August, the team met with more fans in Seattle at PAX West during another Bar Citizen event at Stoup Brewing. Looking ahead, we’re excited to meet even more Star Citizen players in Marinha Grande, Portugal, and during TwitchCon US in California!” Community Team
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Progress Tracker was also updated with the latest production schedule through 2024. It introduces a significant shift in how deliverables are tracked while maintaining transparency throughout the year. Further updates, including 2025, will follow soon.
With CitizenCon 2954 coming in October, the team spent much of August gearing up for the event, including setting up the venue layout, preparing community booths, and more.
Core Gameplay
Throughout August, the various Gameplay Feature teams continued to improve the hangar and cargo flows for Alpha 3.24 based on feedback from the PTU. Meanwhile, a lot of behind-the-scenes changes progressed that will improve how various gameplay systems handle environments that span multiple servers.
Progress was made on the ‘overheat’ mechanic, with Core Gameplay adding support for different atmospheric temperatures. For example, weapons will overheat at different rates based on their environment.
‘Charge and drain’ progressed too and now features client-side prediction to give immediate feedback to players when they’re charging or draining, even if there’s latency between the client and server.
The team began adding logic to declutter the UI by grouping markers of the same type, while the implementation of weapon groups and group presets continued.
August saw continued progress on jump points, which began with improved debugging tools to better visualize potential exit points for players. Turbulence was also implemented, which will affect the flight experience within the tunnel; the designers are currently tweaking the strength to get the desired impact. Visual effects were added too, including cockpit vibration based on where in the tunnel the player is located, and obstacles were placed that players will be required to navigate around. Further failure states for jump tunnels were determined before the feature was submitted to QA for testing.
Progress was then made on the resource network, engineering gameplay, and life support.
For example, Core Gameplay implemented a new behavior for critical components, which will replace the existing soft death mechanic. When live, only certain items, like powerplants, will trigger an explosion or soft death when destroyed.
The engineering screen was polished, while a new room selection UI was added for life support. The team also gave Design the ability to control the total power output of multiple active powerplants. This way, more powerplants don’t necessarily result in linearly increasing power production. Significant time was also dedicated to fixing stability issues and bugs following QA testing.
July’s work on ‘radar and scanning’ continued throughout August, with the team reviewing it in Arena Commander to assess the impact on the player experience and tune values to achieve the desired effect.
They also focused on closing out feature work for delta signatures, giving Design more control over how to react to changes. Tasks were completed for audio signatures too.
Core Gameplay continued supporting transit in the run-up to the live release while adjusting how transit data is stored to lower the maintenance overhead on Level Design.
Elsewhere, the team reworked the ‘shot’ annunciator - it will turn red if someone targets the player and fires their weapon. Annunciators for weapons, power, thrusters, and shields were completed, while ‘overheating’ and ‘off’ states were implemented.
The ongoing mission-system refactor progressed, with the team fixing various issues causing existing behaviors to break or function incorrectly. The mission system can now run in minimal mode, allowing it to be included in the seeding service and upcoming ‘MissionFactory’ service, which generates contracts.
Clients can now query available missions, and the contract generator can apply legacy settings to work with the previous system too.
Implementation of service beacons for the mission-system refactor began, while Core Gameplay supported Mission Design on remaining Blockade Runner and cargo-hauling issues.
Developers working on cargo gameplay primarily focused on major remaining stability and gameplay issues. For example, they fixed several problems with hangar instance queues getting stuck and players being assigned the wrong hangar. Functionality was also added to the instanced interior manager to better support removing non-active hangar instances.
Several hauling-mission bugs were solved relating to warehouse-manager and freight-elevator-kiosk interactions alongside issues with the kiosk transferring items on/off the loading platform.
Bugs were also fixed relating to Hull C auto-loading, auto-loaded commodity transactions, and ship-loading platforms getting broken by obstructions, with the fixes set to be implemented in the near future.
Finally for Core Gameplay, the devs spent considerable time reviewing internal and external feedback to plan further improvements to the features released in Alpha 3.24.
Economy
The Economy team spent the month getting closer to uniting all their work into a cohesive economy consisting of ships, items, missions, fuel, consumables, freelancing, careers, and more. Progress was also made on the economy setup for Pyro.
Graphics, VFX Programming & Planet Tech
Alongside the ongoing stability and performance improvements for Vulkan, the Graphics team improved debug tooling for the long-term health of the dev experience.
For global illumination, support was added for high-gloss specular reflections, which builds on the previous rough-specular work. The team also added live updates to GPU raytracing acceleration structures and began working on improvements to transparent objects.
Performance wise, the global illumination system now supports both temporal and spatial subsampling to accumulate the same visual result with fewer rays fired per frame.
Ongoing tasks consist of async creation and additional types of destructible renderer objects (such as gas cloud chunks) to reduce frame time spikes on the CPU.
For Planet Tech v5, the team focused on enhancing terrain performance through a compute shader-driven pipeline that caches material attributes to reduce redundant computations.
Alongside this, the revamped material scattering system now supports physically based distribution, allowing for denser biomes, such as jungles and forests, by eliminating distinctions between small and large mesh ground covers.
A new per-object climate concept and new terrain attributes were introduced, including geology and soil maps.
Planet Tech also spent part of August supporting the Montreal Tools team on the location-scatter tool. For this, they provided a new terrain query API for large-scale queries and extended query capabilities, with future tasks aimed at supporting SDF-based terrain queries.
Support for the live release included fixes for the ‘invisible asteroid’ bug and other issues.
Following on from last month’s report, the VFX team focused on fire hazards. The feature work is now complete, with focus shifting to bug fixing and design balance.
Particle effect connections for jump tunnels were implemented. The devs are now focusing on polishing the VFX and supporting graphics technology.
The team also progressed with a significant data conversion to add GUIDs, which will help the VFX artists manage particle effects more efficiently.
Elsewhere, performance improvements are underway, including using multiple threads for particle updates and adjusting VFX regression tests to detect issues earlier.
Interactables
The Interactables team spent time in August on items for Pyro mission content.
Lighting
The Lighting team continued to support multiple areas of development, including Pyro’s space stations, acidic caves, and closeout work for Alpha 3.24.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Locations
Last month, the Landing Zone team progressed with tasks for Alpha 4.0, including adding new areas and additional polish to Pyro’s space stations.
The Locations team pressed forward with ground bases, moving the initial modules through greybox. Improvements were also made to several new location types coming with Pyro.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Mission Design
Mission Design spent time in August updating the Salvage Mission archetype, enabling it to spawn ground panels and provide FPS gameplay at scrapyards.
They also continued to work on the Repair Location missions recently shown on the ‘Social Gameplay of Pyro’ episode of Inside Star Citizen. The team is targeting three main gameplay elements for the initial release:
- Charge and drain: Charging devices that use batteries for operation
- Replace component: Replacing fuses in relays
- Repair pipe: Fixing damaged pipes using RMC
The team also continued to design resource gathering, including determining which commodities buyers in Stanton would want extracting from Pyro.
They’re also expanding the mechanic to include FPS resource gathering, which will be the first step toward basic MMO-type fetch quests. Elsewhere, a new mission type progressed that the team will discuss in a future update.
Narrative
The Narrative Team spent time last month working with Design and Branding to further develop the new Contested Zones and enhance the gameplay that players will experience there. The team also made improvements to the cargo-hauling missions and continued work on unannounced mission content that will be coming to Stanton and Pyro.
The Narrative Design team focused on improving AI behaviors at settlements to give a more natural feel to the NPCs that players will encounter there. They also fleshed out the new social AI testbed.
New lore was added to the website, with a Whitley’s Guide to the Cutlass Red and additional Galactapedia Entries. Plus, there was a very special Star Citizen Live with the Narrative Team.
Online Technology
In August, the Online Services team progressed with features scheduled for Alpha 4.0. Significant progress was made on the updates for the Mission and Marker systems, and the team completed the new Player Trade service, which will allow players to trade game currencies in a server-meshed environment.
Time was also spent testing and gathering metrics for a newly enabled EAC anti-cheat feature in Evocati and the PTU.
Alongside helping to stabilize the Alpha 3.24 release, Online Services helped Player Relations unblock accounts with lingering login issues.
Regarding Live Tools, the team met with Player Support and Player Experience during a visit to the Montreal studio.
“It was a great opportunity for both teams to sit together and work on the future of the Network Operation Center and how it could improve the quality of life for the support teams with its current and upcoming features.” Live Tools Team
Elsewhere, the architecture for the error-reporting tool progressed well.
VFX
The VFX team continued their support for jump points and dynamic fire, both of which were shown in recent episodes of Inside Star Citizen.
They also completed their work on acidic caves, two vehicles, and an unnamed energy weapon that has functionality not seen before in the PU.
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Beiträge von NewsBot
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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 September 4, 2024
Release View
The following cards have been moved into the Alpha 3.24 column, targeting a 3.24.X release:
RSI Zeus MkII ES
Building, balancing, and implementing RSI's small multi-crew ship, the Zeus MkII ES, into the game.
RSI Zeus MkII CL
Building, balancing, and implementing RSI's small multi-crew cargo ship, the Zeus MkII CL, into the game.
The following card has been added to Release View:
Aegis Sabre Peregrine
Building, balancing, and implementing Aegis's racing ship, the Sabre Peregrine, into the game.
That's all for this week! Join the discussion on Spectrum.
Roadmap Roundup - September 4, 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
It’s a pirate’s life for Subscribers throughout September! Give your hangar a warm, homely ambience with the new Salvaged Skull themed furniture, beautifully embellished with a tasteful skull to set an inviting tone for visitors.
September’s Ship of the Month is the miniature marauder, the tiny terror, the diminutive destroyer, the one and only Miria Fury! Gather your gang and swarm Stanton today.
Salvaged Skull Lounge Chair
- Ripped out of a busted ship and ready for lounging, this former cockpit seat has been tagged with a vivid skull print to make for an aggressive seating addition to your hideout.
- Current Centurion-level Subscribers get this item as part of their subscriptions. This flair item is temporarily delayed and will be available in an upcoming patch.
Salvaged Skull Couch
- Why risk your reputation as a serious outlaw by sitting on anything but the most hardcore of couches? Featuring hand-printed skulls and make-shift repairs, this couch will have your guests saying, “this person is definitely a criminal.”
- Current Imperator-level Subscribers get this item and the above Centurion-level item as part of their subscriptions. This flair item is temporarily delayed and will be available in an upcoming patch.
Salvaged Skull Table
- From planning your next heist to high-stakes card games, this salvaged table featuring a large skull marking is the perfect place for gathering with your last known associates.
- This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store. This flair item is temporarily delayed and will be available in an upcoming patch.
Salvaged Skull Parlor Set
- Entertain fellow scallywags, or let your enemies relax a bit before you mercilessly gut them with this complete set.
- This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store. This flair item is temporarily delayed and will be available in an upcoming patch.
Salvaged Skull Clandestine Meeting Set
- Gather your most trusted cohorts around the table to plan your next move.
- This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store. This flair item is temporarily delayed and will be available in an upcoming patch.
Salvaged Skull Relax to the Max Set
- With four chairs, a comfy sofa, and a table, you’ll be ready to entertain any size boarding party before making them all walk the plank.
- This item is available for all Subscribers to pledge for in the Subscriber-Exclusive Store. This flair item is temporarily delayed and will be available in an upcoming patch.
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 September 9, 2024 (20:00 UTC).If you subscribe after September 9, 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.
Centurion Subscribers: Mirai Fury (with 12-month insurance)
Mirai Fury: Small but mighty, the Miria Fury is built for surprise attacks and swarming heavier fighters. While it sacrifices defense for speed and firepower, it hits hard and is gone before the enemy can react.
Imperator Subscribers: Mirai Fury Series (with 24-month insurance)
Mirai Fury, Fury LX, and Fury MX: Whether you’re bombarding targets or pushing for the podium, the Fury’s missile and racing variants excel at their specific roles without sacrificing the base version’s famed agility.
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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.September 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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Hello everyone, xē'suelen nyahyan
We recently released Star Citizen Alpha 3.24: Cargo Empires to the live servers, alongside a series of hotfixes (with more fixes to come). This patch includes a wealth of updates to the ‘verse for cargo haulers and citizens everywhere, including freight elevators, persistent hangars, and all-new missions. Our teams are now focused on addressing the top issues reported by the community, so keep a close eye on Spectrum! We sincerely appreciate all of the support and feedback you've given so far!
In the meantime, our largest event of the year is only 45 days away! Can you believe it?! We'll touch down at Manchester Central on October 19 and 20 for CitizenCon 2024, and we can't wait to see you all there. Also, if you missed it, we recently restocked a limited batch of CitizenCon 2954 General Admission tickets - so if you were kicking yourself for not getting a ticket sooner, this will be your last chance.
In other news, we were thrilled to see so many of you at the PAX West Bar Citizen in Seattle this weekend, full of great conversation, friends and giveaways galore. Thanks to all of you for being the best community out there, and we hope to see you all again soon! Next stop: Marinha Grande, Portugal, on Saturday, September 7!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Now, let's see what's going on this week:
Today, we've just release this year's Digital Goodies Pack (only 45 days to go!). Plus, keep an eye out for the September Subscriber Comm-Link and the latest Subscriber Newsletter.
This Wednesday, we'll look to update the Roadmap with any changes/additions that pop up. And of course, don't miss the Star Citizen and Squadron 42 Monthly Reports for August 2024 for all the latest updates and behind-the-scenes insights.
Thursday, Inside Star Citizen (youtube.com/RobertsSpaceInd) has our next Creatures and Characters feature, with a look at the new animals and character customization options scheduled for Alpha 4.0. Jared says it's "moo-tastic!" Jumptown also returns from September 5 to 12!
Join us this Friday for Star Citizen Live on Twitch (twitch.tv/starcitizen), as Chief Technology Officer Benoit Beausejour answers your questions live at 7:30 AM Pacific / 2:30 PM UTC. You can submit your questions for consideration on Spectrum, here. And check your inbox for the latest RSI Weekly Newsletter!
On Saturday, our team is joining the Bar Citizen Portugal—Marinha Grande! See you there. Operário Restaurante - Clube & Café, at 2pm. We can't wait to meet you!
The Weekly Community Content Schedule
TUESDAY, SEPTEMBER 3, 2024
- CitizenCon - Digital Goodies
- September Subscriber Comm-Link
- September Subscriber Newsletter
WEDNESDAY, SEPTEMBER 4, 2024
- Roadmap Update
- Roadmap Roundup
- Star Citizen Monthly Report - August 2024
- Squadron 42 Monthly Report Newsletter - August 2024
THURSDAY, SEPTEMBER 5, 2024
- Inside Star Citizen - Alpha 4.0: Creatures and Characters (youtube.com/RobertsSpaceInd)
- Jumptown
FRIDAY, SEPTEMBER 6, 2024
- Star Citizen Live - Discussion with Benoit Beausejour, Chief Technology Officer (twitch.tv/starcitizen)
- RSI Weekly Newsletter
SATURDAY, SEPTEMBER 7, 2024
- Bar Citizen Portugal, Marinha Grande
Fifty bridge countermeasures deepening
Info-running human
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
COMMUNITY MVP: September 3, 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.
Worlds Cracker
by Nantz & Cie
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Immerse yourself in this captivating Star Citizen machinima, meticulously recorded and edited over the course of eight months! It’s a true masterpiece and one of the finest stories we’ve seen from the community. Keep up the amazing work!
Watch the video on the Community Hub.
Top images from the Community Hub
Don't forget to submit your content to our Community Hub for the chance to see it here!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.A fresh start - Xiaknar
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Vulture like a raft - OrbiOne
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Thrill of the hunt - Natronix
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Orange mood - Urhu
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 -
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CitizenCon 2954 Digital Goodies Pack
Visit robertsspaceindustries.com/comm-link for details.
CitizenCon 2954 Digital Goodies Pack Now Available - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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INSIDE STAR CITIZEN
Which faction will you align with in Alpha 4.0? Tune in to get an in-depth overview of what makes each faction unique along with their combat gameplay differences.
Inside Star Citizen - Roberts Space Industries | Follow the development of Star Citizen and Squadron 42Roberts Space Industries is the official go-to website for all news about Star Citizen and Squadron 42. It also hosts the online store for game items and…robertsspaceindustries.com -
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BLINK AND YOU’VE MISSED IT
The fastest Sabre model ever conceived, the Peregrine takes the infamous military-born Sabre chassis and tunes it for unadulterated speed; the already streamlined frame is propelled by bespoke thrusters and carefully optimized engines that elevate the Peregrine’s straightaway speed to a whole different league.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.THE FASTEST SABRE YET
Already known for its lightweight, aerodynamic build and powerful propulsion, the Peregrine pushes the Sabre’s straightaway speed into a totally different league.
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What the Peregrine lacks in traditional firepower, it more than makes up for in its stout armored frame. What’s more, it remains hard to kill without sacrificing any speed.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.TECH SPECS
Explore the full Aegis Sabre Peregrine tech specs below.
Manager
Selfishness
"Maybe you should have a Captain have a look at you. Be sure." said Joaquim Steiger The Entity shall act as a political neutral zone where representatives can meet to resolve problems through discourse A 315p transport emerged from the jump-point and lumbered toward the Navpoint
Factory Standard
Vintage Aegis
Harvest
Black and Orange
Firebreak
Black and Red
Starlight
Black and Chrome
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.This paint is exclusively available to members of the Chairman’s Club.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.SABRE PEREGRINE
CATCH IT IF YOU CAN
STANDALONE
Warbond Standalone pledges include Lifetime Insurance.
Visit robertsspaceindustries.com/comm-link for details.
SHIP PACKS
Warbond Standalone pledges include Lifetime Insurance.
Visit robertsspaceindustries.com/comm-link for details.
PAINTS
Customize your new Sabre Peregrine with any of these paints. All paints are compatible with the Sabre series.
Visit robertsspaceindustries.com/comm-link for details.
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IN A BOTTLE
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CARGO EMPIRES
STAR CITIZEN ALPHA 3.24
It takes a lot to keep the United Empire of Earth moving and behind every skilled fighter pilot, selfless medic, and titan of industry is a dedicated courier, hauling crucial supplies between the distant reaches of the galaxy.Alpha 3.24: Cargo Empires introduces a wealth of updates that improve life in the ‘verse for those vital cargo haulers and citizens of all walks of life, including freight elevators, persistent hangars, and all-new missions.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Elevator energy crates
Pranic
A further investigation of the planet revealed a cache of Humanity weapons and war machines. Apparently, he was some kind of Gunner... and kind of a Nut job Sheila Hero woke up on a table
We know that we have been Intolerant A vacant Breathable planet with a Poisonous atmosphere. Even though it's unsuitable for Smuggling, the UEE Military Fleet has prohibited corporations from Mining the planet The Timeline shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Thick atmosphere and swirlTactical storms of Rihlah VI make it a popular tourist destination for Criminals and Slavers from nearby planets. terraforming: That's a word that hasn't been associated much with Tevarin
Freight Elevators
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Take full control of loading or arming your ship before taking off on your next great adventure. From missiles to freight, everything you need can be moved from storage by hand (or tractor beam) and loaded onto your ship exactly the way you like.
Instanced Locations V1
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Take all the time you need in your hangar – this first proper use of instancing technology gives every player their own hangar to spawn vehicles without the wait. There’s no time limit, so you can take as long as you need to load up and prepare for the dangers of the ‘verse.
Persistent Personal Hangars
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Make your hangar a home. Every player now has a persistent hangar at their primary residence that can be decorated with any owned decorations and flair. Your hangar is allocated by the largest vehicle you own, so it’ll always fit, even if you upgrade your ship.
Ship Elevators
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Along with making accessing your ships easier, it’s now easier to access ships and load ground vehicles before taking off. Alongside freight elevators, hangars now feature a ship terminal that can recall any of your ships and ground vehicles from storage.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hostile Shader
Conversion sealed tube
The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Shorvu is considered a local mascot. This Evaporating Planet's unique shape has given it the nickname Pinecone Sol IX has a very Nitrogen-rich atmosphere, causComet greenhouse effects to heat its surface to temperatures that are consistently higher than even Bombora's scorchMining platforms heat.
Cargo Management
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Tradable commodities (such as beryl and gold) are now traded in boxes, with different locations offering varying sizes relating to their location or purpose. Larger boxes can only be loaded onto larger ships too, adding variety to trading routes and pickups.
Automated Cargo Loading
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.If manually loading your ship via freight elevators doesn’t suit your playstyle, all hangars now support automated cargo loading. While your ship will be unavailable for a short while, it will return fully stocked, re-armed, and ready to take off.
Hauling Missions
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Hauling contracts are now open to all enterprising pilots. Players will play a vital role in the logistics network that keeps the Empire running as they travel from bustling landing zones to expansive distribution centers via remote space stations and perilous outposts.
Blockade Runner
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Violent criminal gangs are disrupting Stanton in the latest all-action Global Event. Play your part in ending the blockade by taking out enemy ships, hauling vital supplies, or escorting cargo to where it’s needed the most. Your system needs you!
Blockade Runner will be hitting the 'verse in the near future, keep your eyes peeled for more details!
Aegis Sabre Peregrine
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The Sabre Peregrine forgoes all weaponry in its pursuit of ultimate speed. Faster and more agile than anything in its class thanks to significant weight saving and a unique thruster setup, the Peregrine is more than deserving of its name.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Alpha 3.24 Ship Offers
RSI Store promotion. Visit robertsspaceindustries.com/comm-link for details.
Visit robertsspaceindustries.com/comm-link for details.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.ALPHA 3.24: PATCH NOTES
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Sabre Peregrine
The fastest Sabre model ever conceived, the Peregrine takes the infamous military-born Sabre chassis and tunes it for unadulterated speed; the already streamlined frame is propelled by bespoke thrusters and carefully optimized engines that elevate the Peregrine’s straightaway speed to a whole different league.
Now that Aegis' first dedicated racer has entered the 'verse, we asked the Vehicle and Gameplay teams a few questions about the Sabre Peregrine. Here are the answers, straight from the devs themselves.
As Aegis Dynamics is traditionally a military manufacturer, why is it building a racer?
Traditionally, but not exclusively. While a lot of Aegis hardware is designed for military application, Aegis and other manufacturers always look to see what other markets they can expand into based on the resources available. With the Raven and Firebird chassis, it made sense to provide a more civilianized version of the platform.
Does the Aegis Peregrine have any flight characteristics that would be advantageous in raw speed, given that the Peregrine is the fastest bird in real life?
Due to the original ship’s archetype, the Peregrine exhibits impressive forward acceleration in normal conditions and when using its afterburner, which is rated as one of the strongest among its competitors.
What sets this racing variant apart from others in terms of its unique strengths?
The most prominent characteristics are its unique and unmatched forward acceleration, enhancing the ship's racing prowess, and a stronger afterburner for reactive acceleration during difficult turns.
Are there any unique flight characteristics, acceleration, and maneuverability in atmospheric flight?
The fundamental thing that distinguishes the Peregrine from other ships is its original archetype. While most racers are based on snub/light fighters/interceptors, the Peregrine elevates the medium interceptor archetype to competition standards, making it the most formidable vessel in forward acceleration at the expense of some nimbleness due to its larger size.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Where does it sit in terms of acceleration, maximum speed, and maneuverability compared to other racing crafts like the M50, Razor, and 350r?
The Sabre Peregrine is the answer to everything the Fury LX isn't. These are our two unarmed racing ships, so they’re designed to be our ultimate pace setters. While the Fury's gimballed main thrusters give it good maneuvering in twisty sections, the Peregrine is the opposite; the main thruster is typically positioned but its power is far from typical, enabling the Peregrine to accelerate at up to almost 30 Gs. Pair that with high aerodynamics and this is a hero of the racetrack that emphasizes top speed over cornering.
The Peregrine has an ‘engine performance booster.’ Can you explain this new component and how it works?
Due to the extra physical space, the performance booster means the Peregrine's performance is the best of all the Sabres. It’s 13% faster to accelerate than the Firebird and 55% faster than the base Sabre. This does come at the cost of running hotter and using more fuel.
Is the Peregrine equipped with stealth components, like the Sabre and Sabre Raven?
The Peregrine is not equipped with stealth components. Pilots can expect its signatures to be extremely visible, as the design intention was for it to run hot with little IR suppression and to have a large cross-section signature thanks to its large aerodynamic surface area. Speed was the priority when making these decisions.
Does the main thruster of the Peregrine differ from those of the Raven or the Firebird?
It's designed for performance, at the sacrifice of heat and efficiency, to make sure it's best in class.
Why was the single-main-thruster design of the Raven/Firebird chosen for a dedicated racing variant instead of the twin-main-thruster design of the base Sabre chassis?
Mostly rule of cool. It has a slightly revised single-engine design to provide a nod to the intended racing performance.
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Compared to the base Sabre, the Peregrine features 12 maneuvering thrusters instead of 10, aligning with the design of the Firebird. Do the performance characteristics of its maneuvering thrusters differ from those of the Firebird, making it more maneuverable than the combat variant?
The performance profile of the Peregrine, compared to all other variants in the series, is tailored specifically for racing. A higher count of maneuvering thrusters allows the ship to achieve consequently greater lateral and vertical acceleration compared to other variants of the same class, even the combat-focused ones. However, this comes at the expense of overall hull resistance to enemy attacks, making the racing variant unsuitable for engagements, especially without any offensive weaponry.
What is its maximum SCM speed, and does it accelerate to the maximum speed faster than other Sabre variants?
The maximum SCM speed of the ship is set to 267 m/s, and the ship's acceleration is significantly stronger than that of other Sabre variants, both with and without the afterburner engaged.
Is the fuel capacity and consumption of this variant different from the other Sabre variants?
The fuel capacity is the same as other variants, but you can expect it to burn through fuel faster than other Sabre variants.
The Peregrine is the only non-snub racing ship without any weapons. What are the advantages of not having offensive capabilities and which means of self-defense are available to the pilot? Does it benefit from its low profile or extra countermeasures?
The benefit of having no weapons is reduced weight and complexity. Like in a modern racing car, this is an easy way to make it faster, as it's lighter and more aerodynamic. From a design perspective, having no weapons also removes the Peregrine from balance discussions in PVP combat. This ship is not intended to be used in actual combat and is expected to disengage and flee any battles.
The ship is equipped with countermeasures and two S1 shields. Otherwise, its main defensive asset is its speed. Even as an interceptor, it can be hard for an assailant to hit when it moves unpredictably and should easily create opportunities to disengage and flee.
Does the Peregrine provide storage space for the pilot's personal gear and weapons?
Yes, it features the same storage as the base Raven and Firebird.
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Galactapedia Update August 2024
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Welcome to August’s Galactapedia update roundup. This month, we explore the Sol system, take a look at the Scout and the Storm, delve into some history, and learn about a racing league. Join the Spectrum thread for any discussion or feedback.
Short Articles:
- Interstellar Transport Guild – Union of haulers.
- Cutter Rambler – A small explorer.
- Cutter Scout – A small spycraft.
- Wildstar Racing – For amateurs and professionals alike.
- Armistead Perry – Creator of the Perry Line.
- Perry Line Pact – Destroyer of the Perry Line.
- Zip – Stimulant and psychedelic.
- Storm – Anti-infantry tank.
- Storm AA – Anti-aircraft tank.
- 999th Test Squadron – The Wreckless.
- Quasi Institute for Xenological Studies – Terran research university.
- Mercury – Home of a memorial to miners.
- Venus – The brightest “star” in Earth’s sky.
- Earth – Humanity’s homeworld.
- Mars – Humanity’s second home.
- Jupiter – Most massive world in the Sol system.
- Saturn – Ringed beauty.
- Uranus – Spins sideways.
- Neptune – A dense ice giant.
- Pluto – Last stop ‘til Croshaw.
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ENTER ATMOSPHERE
Elevate your Post-CitizenCon Experience with ENTER ATMOSPHERE 2954, on Sunday October 20.
From the brilliant minds behind the Daymar Rally, ATMO Esports presents an unmatched post-con experience just down the road from Manchester Central ENTER ATMOSPHERE 2954 is the ultimate way to cap off your weekend: Ship Racing Exhibition, a Panel featuring CIG guests, Fight or Flight World Championship Finals, all culminating in a Trophy Presentation with Chris Roberts!
This event perfectly showcases how our community comes together to create unforgettable moments in the Star Citizen universe. After last year's incredible CitizenCon tournament, ATMO Esports wanted to go bigger—and they have. They didn’t just raise the bar—they’ve taken things to a whole new level and we can't wait to see you there!
Please note: Tickets to this event are limited. For information on how to secure yours, check out the details at the bottom of the page.
Straight edge Xi'An boron comms officer
Medical bay sealed tube
A naturally occurrSummoning Highly acidic atmosphere Corrosive Earth analogue. United Nations of Earth surveyors were stunned to find abandoned Human cities on the planet We know that we have been Fools trafficking: That's a word that hasn't been associated much with Human
Ship Racing Exhibition
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The event launches with a high-octane ship racing exhibition, showcasing some of the fastest pilots in the 'verse!
Developer Panel
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Following this thrilling kickoff, dive into a panel discussion with key members from Cloud Imperium Games as they explore the evolution of competitive events in Star Citizen.
Fight or Flight
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.The night reaches its peak with the Fight or Flight World Championships where elite teams from Europe, North America, and Asia will face off for the first time, battling it out to crown the world’s best team!
World Class Facility
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.A world-class event demands a world-class venue. ATMO is leveling up by securing the Aviva Studios Factory International for this year’s event!
Designed with versatility at its core, this venue has hosted some of the greatest artists of our time. Developed by Manchester City Council with support from HM Government and Arts Council England, it’s the perfect spot for this year's mayhem. Plus, does anyone else think it looks quite sci-fi?!
Schedule
- 4:00PM - Doors open
- 4:30PM - Ship racing Exhibition
- 6:30PM - Competitive Event Panel with CIG Guests
- 7:30PM - Fight or Flight World Championship Finals
- 11:30PM - Trophy Presentation
Ticket Information
General Admission
- Access to the Live show at Aviva Studios Factory International
- Commemorative Holofoil Badge with Gamertag
- Commemorative Poster
- 1 Free Drink Ticket (Soda, Beer, Wine Glass)
VIP
- Access to the Live show at Aviva Studios Factory International
- Commemorative Holofoil Badge with Gamertag
- Commemorative Poster
- Commemorative ENTER ATMOSPHERE T-shirt
- 1 Free Drink Ticket (Soda, Beer, Wine Glass)
- Reserved Seating
All event ticket holders and attendees will be automatically entered into the ENTER ATMOSPHERE giveaway.
GET YOUR TICKET
The event takes place on Sunday afternoon, October 20, 2024, following CitizenCon 2954. Conveniently located just 10 minutes from the CitizenCon venue, it will be held at Aviva Studios, M3 4JQ.
ENTER ATMOSPHERE Comes to CitizenCon 2954 - 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 -
INSIDE STAR CITIZEN
Ever wondered what a day in the life of a concept artist consists of? Tune in for an insider's perspective from the renowned artist Gavin Rothery, who has produced more vehicle concept art for Star Citizen than any other artist.
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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 August 21, 2024
Progress Tracker
We're excited to share the updated production schedule on Progress Tracker through the end of 2024! We've made some changes to how the roadmap operates, reflecting the more agile approach we're taking as we near major milestones. This has led to a significant shift in how deliverables are tracked, while still offering transparency into our team's focus. We've tweaked the system to give you better insights into what our teams are working on throughout 2024, with 2025 to come.
Since Squadron 42 reached feature-complete status last year, we've reorganized our teams into cross-discipline groups to prepare for the upcoming milestones, including 4.0, 1.0, and Squadron 42's launch. These teams now collaborate across various disciplines to deliver features and content, rather than being tied to specific resources focused on a single deliverable.
As a result, deliverables are now tracked by the "owner" of each feature, which is how they will be displayed on Progress Tracker moving forward. Downstream teams like Audio, VFX, and others won't be individually represented, as their work is integrated into the main objectives. This streamlined approach also makes it easier to find relevant teams, with these new groups now featured at the top of the list.
These new groups encompass all the disciplines previously displayed on Progress Tracker, and we've adjusted how production schedules are tracked to accommodate the need for flexibility. Instead of pinpointing individual developers, we’re using placeholder headcounts and disciplines for each deliverable.
With this update, we're adding the Core Gameplay Pillar, the Character Art and Tech Teams, both Vehicle Content Teams, and the Locations Pillar to Progress Tracker. Additional teams and deliverables will be added over time. Plus, as we continue refining the production schedule for 2025, we'll populate additional teams/groups/content. And of course, make sure to tune in for CitizenCon, less than two months away...
Release View
With this publish, we're adjusting the release window for Alpha 4.0 to Q4 2024. Alpha 3.24 and its update to systemic gameplay features has required extra attention to ensure necessary issues are resolved ahead of release, which has resulted in a lengthier PTU process. While work has continued on 4.0's features and technology simultaneously, we're making this adjustment to release timing to ensure Alpha 4.0 gets the proper amount of time in testing.
The following card has been added to Release View, targeting a release with Alpha 4.0:
New Missions - Repair, Charge and Drain
Implementing new missions that introduce engineering gameplay into the persistent universe, first appearing in Pyro's outposts. Players will be tasked with going to the location and fixing wind turbines, relays, moisture extractors, or solar panels. This is done by repairing pipes with the your multi-tool, charging batteries with the new charge/drain feature, or replacing broken components in the networks that are broken or missing.
That's all for this week! Join the discussion on Spectrum.
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Happy Monday, everyone!
16 ships enter, one ship leaves. That's right, Phase 2 of the biggest annual space smackdown, Ship Showdown, has commenced! We were blown away by the sheer amount of amazing and creative submissions on the Community Hub and social channels for Phase 1, but your favorites need YOUR help to ensure they move past their brackets. Don't forget that the Top 16 are also available for you to pilot in the Free Fly now through August 22, and are also available to pick up on the pledge store too. Who will emerge as this year's paragon of aerospace domination? You decide. Vote daily and ensure your most-loved vehicle emerges as the ultimate champion when the dust settles.
In Alpha 3.24 news, we've opened up to all waves on the PTU! Thank you for kicking the tires on this build; your participation and feedback so far have been invaluable in helping the dev team shore up the patch in preparation for release to the Live servers. We hope to get this one out the door and into your hands shortly!
Gamescom is also right around the corner, and we can’t wait to connect with all of you who are making the trek to Cologne, Germany! We’ll be roaming the show floor throughout the event, and we’ve got goodies; catch us if you can! Stay tuned to our social media channels for clues on where to find us. Plus, there’ll be TWO Bar Citizen events, so come join your fellow Star Citizens and members of the CIG team at the following locations:
- Friday, August 23, 2024, from 4 pm @ Brauwelt Köln
- Saturday, August 24, 2023, from 6 pm @ BON - Brauhaus ohne Namen
If you're interested in attending, check out the Gamescom Bar Citizen post for all the details! Please note that, as the venues have limited capacity, entrance will be on a first-come, first-served basis.
Now, let's see what's going on this week
This Wednesday, the latest Roadmap Update, accompanied by its complementary Roadmap Roundup, will give you a glimpse of what's coming in the future.
Thursday’s Inside Star Citizen will be a retrospective look at the amazing contributions of Gavin Rothery, the artist responsible for creating more ship concept art than any other concept artist working on Star Citizen.
On Friday, there will be no Star Citizen Live due to its scheduled hiatus. However, we'll zip the weekly RSI Newsletter straight into your inbox.
On the Community-event front, our friends at Omega Aerosports invite you to celebrate the high-octane racing life with their 2954 Summer Festival! This year, they've teamed up with a number of orgs to bring their biggest festival yet, with at least two races happening each day from August 18-24, culminating in the Grand Finale race on Saturday, August 24. Check out their website for more details!
Speaking of racing, THE biggest in-person racing event, Enter ATMOSPHERE, is coming to Manchester, UK. With racing exhibitions, a panel from CIG staff with deep roots in racing, and the Fight or Flight World Championship Finals, there’s no better way to wrap up your CitizenCon 2954 weekend. Grab your tickets here.
Also, for those of you who didn't manage to get your hands on CitizenCon 2954 tickets earlier, we're pleased to share that we're releasing a new batch. Secure yours now while they last, as we're unlikely to add any additional capacity beyond this lot. We're looking forward to seeing you in October!
Fly low, and fly fast!
The Weekly Community Content Schedule
MONDAY, AUGUST 19, 2024
- This Week in Star Citizen
WEDNESDAY, AUGUST 21, 2024
- Roadmap Update
- Roadmap Roundup
THURSDAY, AUGUST 22, 2024
- Inside Star Citizen (youtube.com/c/RobertsSpaceInd)
FRIDAY, AUGUST 23, 2024
- RSI Weekly Newsletter
- Bar Citizen World Tour @ Gamescom - Cologne, Germany
SATURDAY, AUGUST 24, 2024
- Bar Citizen World Tour @ Gamescom - Cologne, Germany
Fifty bridge countermeasures deepening
Info-running human
We offer this Universe to the Era as a place to study and a place to meet A naturally occurrChakras Stable atmosphere Lethal Earth analogue. The Advocacy surveyors were stunned to find abandoned Humanity cities on the planet trafficking Spatial cargo is a risky proposition
Claimed entirely for military purposes, Rihlah VI is home to the United Planets of Earth and has the distinction of housRoam the largest population of Officers in the Empire The Universe shall act as a political neutral zone where representatives can meet to resolve problems through discourse Though technically not a planet, Keene is considered a local mascot. This Ice Giant's unique shape has given it the nickname Sheperd
COMMUNITY MVP: August 19, 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.
First Light (Pedro Camacho) - Piano Arrangement
by Sarkias
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Sarkias enchants us with their mesmerizing piano arrangement of this beloved track.
Enjoy the musical piece on the Community Hub.
Top images from the Community Hub
Don't forget to submit your content to our Community Hub for the chance to see it here!
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Reaver - Noctis-Actual
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Aéropostale - Captain-Wazo
Externer Inhalt robertsspaceindustries.comInhalte von externen Seiten werden ohne Ihre Zustimmung nicht automatisch geladen und angezeigt.Derelict - Vallentine
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STAR CITIZEN LIVE
Join us for another Q&A session featuring the Frankfurt Level Design Team, who will answer your questions about Contested Zones and Astroid Bases coming in Alpha 4.0.
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Ship Showdown Top 16 Free Fly
After reviewing thousands of creative submissions and poring over extensive gameplay, flight, and drive-time data, the Ship Showdown Top 16 has been selected. Each day, two ships will step up and only one will live to fight another day. And here’s the kicker - it’s all decided by your daily votes in the Live Showdown.
Plus, take the Top 16 vehicles for a spin until August 22 in the Ship Showdown Free Fly. Each ship will also be available to pledge throughout the tournament!
Your Top Sixteen
Heavy Duty - Aegis Reclaimer
Equipped with a reinforced cargo bay, long-range jump drive, and launch pods for unmanned drones, the Reclaimer is the ideal ship for ripping apart deep-space wrecks. Tractor beams, floodlights, scanner options, and docking ports round out the tools on this capable, utilitarian spacecraft.
Heavy Duty - Drake Vulture
Answer to no one, cut out the middleman, and throw caution to the wind. Rip wrecks like a pro and carve out your own place in the great big empty behind the stick of this rough and rugged salvage machine from Drake Interplanetary.
Speed Demons - Mirai Fury LX
Featuring best-in-class maneuverability and fully integrated Xi’an tech, the Fury is on the cutting edge of ship design. In pursuit of performance, the Fury LX racer sacrifices the base ship's offensive capabilities for additional maneuvering thrusters to help you cross the finish line first.
Speed Demons - Origin M50
If you want to get from point A to point B as quickly as possible (and with as much style as possible), then the M50 is for you. Featuring supercharged engines to offset its tiny weapons loadout, the M50 goes extremely fast and looks incredible doing it. As Origin’s premier racing chassis, you shouldn’t expect anything less.
Run & Gun - Anvil F8C Lightning
Few vehicles inspire the same awe as the legendary F8 Lightning. A true force to be reckoned with, it has protected Humanity countless times from serious threats at home and far from civilization.
Run & Gun - Anvil F7C Hornet Mk II
Tame the power, speed, and offensive punch of the UEE Navy’s premier carrier-based fighter, made famous by its dominating role in the Vanduul war. Sporting a pair of daunting Size 4 Gatlings and a custom missile rack capable of delivering a devastating payload, it's easy to see why this heavy-hitter is a legend and mainstay of Naval operations.
Pathfinder - Origin 890 Jump
With an elegant, sleek exterior that belies its spacious interior, the 890 Jump is a true engineering marvel; crafted to impress from every angle with its combination of innovative design, the finest materials, and the most advanced technology. The result is a vessel that is in a class all of its own.
Pathfinder - Origin 600i Explorer
This multi-role luxury vessel features an exquisitely detailed hull that balances performance and versatility in a sleek and timeless form. Looking to stamp your name in history? The 600i Explorer swaps the lounge for a robust scanning station as well as additional utility hardpoints to further increase the ship's deep-space effectiveness.
Freighter - Crusader C1 Spirit
Crusader Industries brings its usual commitment to excellence directly to the civilian market with the C1 Spirit, a multi-purpose starship tuned for mid-range cargo delivery and courier work with enough versatility to tackle multiple roles and unpredictable jobs.
Freighter - Crusader Mercury Star Runner
The Mercury checks all the boxes expected of a dependable courier vessel, and then some. If you need it there fast and unscathed, you can’t do better than the Mercury. Built with the same engineering and design principals that has made Crusader the go-to manufacturer for galactic transport on any scale, the Star Runner chassis sets new standards for data and cargo conveyance.
► Crusader Mercury Star Runner
Alien - Gatac Syulen
The Syulen cargo vessel has been artfully crafted by the renowned House Gatac to perfectly suit both Human and Xi’an pilots. With an agile frame, the Syulen lends itself to quickly ferrying important deliveries across the universe or as the ideal ship for those making their transport career debut.
Alien - Banu Defender
Meet the Banu Defender, a multi-crew fighter whose patchwork design highlights technology from a variety of species. Featuring modest accommodations for its crew and easy access to components, the Defender gets its name from the role it serves: the first line of defense against enemy attacks. That's why the Defender makes the ideal companion to the Merchantman: one to do the heavy hauling and the other to perform the deadly dogfighting.
Road Warrior - Greycat STV
Get ready to have some serious fun on the job with the STV from Greycat. This Sport Terrain Vehicle was built by pros for pros and features blazing speed and convenient built-in storage.
Road Warrior - RSI Ursa Medivac
A frontline medical support vehicle built to endure the harshest environments - a beacon of hope bringing you back into action with its state-of-the-art Tier 3 medical bed. An indispensable asset for any team facing unpredictable challenges.
Underdog - Anvil Terrapin
Outfitted with long-range scanners and encased in heavy armor and oversized shields, the U4A-3 Terrapin can face potentially hazardous circumstances with confidence, making it the ultimate combat scout and reconnaissance vehicle, at least according to Anvil.
Underdog - Anvil Gladiator
The civilian model of the Gladiator appeals to those that want explore the ‘Verse with a bit of added security. Supporting a maximum of two, the Gladiator is perfectly equipped to explore and fight with or without a wingman. The Civilian model allows pilots to choose between an extra cargo hold or a bomb bay.
The akashic record Derelict chief engineer
Quantum drives Serialized
The Ship shall act as a political neutral zone where representatives can meet to resolve problems through discourse The Entity shall act as a political neutral zone where representatives can meet to resolve problems through discourse occupying: That's a word that hasn't been associated much with Humanity
Rumors claim some of the weapons found contains technology made within the last One years Though technically not a planet, Bruder is considered a local mascot. This Main Sequence Dwarf's unique shape has given it the nickname Abyss terraforming: That's a word that hasn't been associated much with Vanduul
To allow everyone to make an informed choice, we invite you to take the sixteen selected ships for a spin.
Create an account, download the game and jump into the fun!
The Free Fly will run until August 22, 11pm UTC.
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INSIDE STAR CITIZEN
How will life in Pyro differ from Stanton? Join us today to discover the differences of how people live in the unique challenges and landscapes Pyro has to offer, in addition to new gameplay experiences.
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Squadron 42 Monthly Report
This is a cross-post of the report that was recently sent out via the monthly Squadron 42 newsletter. We’re publishing this a second time as a Comm-Link to make it easier for the community to reference back to.
TO: SQUADRON 42 RECRUITS
SUBJ: DEVELOPMENT UPDATE 08:07:2024
REF: CIG UK, CIG DE, CIG LA, CIG TX,
FAO Squadron 42 Recruits.
Welcome to July’s Squadron 42 development report. Enclosed you will find details on the latest progress made across the campaign, including AI group combat, EVA updates, and additional narrative detail.
Thank you for your continued support of Squadron 42.
Sincerely,
CIG COMMUNICATIONS
AI (Features)
Last month, the AI Features team worked on a combination of fixes and new functionality, including an issue requiring a usable to have an interactable component. A problem was also solved with stance not being updated, causing issues with AI exiting cover.
The team solved problems with tactical-query system conditions silently failing without setting results, which led to uninitialized memory bugs. For example, when running the ‘reachable,’ condition, it occasionally returned a ‘true’ result when the point was not reachable because the result variable had not been initialized as false. This was blocking the testing of the cover hit-reactions test level.
An issue with vison raycasting allowing NPCs to see through buildings was rectified alongside bugs with NPCs using the Multi-Tool, including one giving them infinite ammunition in Repair mode. The team also added dynamic object handling to the vision component to fix vision raycasts and entities from being blocked when doors change states. The handling of situation changes during ‘aimed at’ events were improved too.
New functionality was developed to support and restrict movement within assigned schedule combat areas, including being able to set up schedule areas and tags through the editor rather than just through the schedule. This allows the designers to more carefully control fights by giving the AI areas of interest, in a similar way to the existing tech for defend and attack areas, but on a broader scale.
The AI team also added a significant piece of new functionality - AI groups. This enables perception data to be shared between AI within the same group, giving the designers more control over how NPCs are brought into fights and how they work together. For this, the team added a variety of entity changes, including:
- AIGroupEntity - allows the designers to assign NPCs groups
- AIGroupEntityComponent - a runtime component to define NPC groups that can share knowledge, such as perception data
- AIGroupEntity - exports group members as part of object container data
- AIGroupEntity - a Dataforge record
- OnFriendlyCallToArmsHeard - an event to bring the rest of a group into combat
Elsewhere, the team reviewed and made improvements to how AI use wildlines, including adding new combat-communication wildlines, such as surrendering, grenade reactions and throwing, investigation, hit reactions, reloading, and perception reactions.
A script was created to check duplicate and unused communication names in pursuit of the gold-standard wildline setup.
AI Tech
For AI Tech, support was given to the Design teams, with the devs implementing and exposing small functionalities alongside performance improvements. For example, they implemented a new behavior assignment for AI pilots exiting to EVA and fixed issues with NPCs using EVA. Bug fixing and behavior improvements were made for NPCs using elevators and using trolleys to move boxes.
AI (Social Strike Team)
July saw the AI Social strike team introduce new welding helmet animations for engineers in ship corridors, enhancing visual detail, and updating post-welding animations. They also added an inspection phase where engineers now examine their work, providing more realistic and dynamic visuals compared to the previous static animation.
A new scooch animation for smoother transitions between bathroom lockers and shower cubicles was created too.
The team then refactored the day/night cycle on the Stanton to ensure AI populate the most popular areas of the ship as soon as the player lands, improving immersion and experience. Idle animations after crate inspections were updated to show characters using their datapads to simulate stocktaking and entering details.
Animations for entering and exiting the firing range console were improved to address various issues, such as popping and other visual inconsistencies, while holograms on the firing range T-posing when shot was rectified. And, for more realistic character behavior, look-at animations were disabled during inappropriate moments, such as when characters touch their faces or use utensils.
The team then conducted a comprehensive visual pass on dynamic conversations, fixing numerous missing transitions for smoother dialogue flow. They also adjusted animations to ensure characters appear to be talking, even without active dialogue.
AI Social began refining player interactions in the Stanton, preventing unintended entity interactions and highlighting important ones to streamline and enhance player engagement.
Features (Gameplay)
Gameplay Features continued improving control surfaces, addressing various tuning issues. For EVA, zero-g traversal markers were implemented. Without a thruster pack, they show green/red to denote when players can/can’t attach. However, with a thruster pack, they only show when close.
For the multi-function display rework, comms list, hail target, and comm-call functionality were added.
Gameplay Story
At the start of July, the Gameplay Story team maintained and improved several scenes in the campaign’s early chapters. This involved extending a barracks scene to make it 10 times longer, fixing a bad blend in a mess hall start idle, and creating a bespoke ‘crate place’ animation for use in a med-bay. New mo-cap was also used to extend the approach animation of a hangar scene and to create an end transition for a scene in a lounge area. A pass was also done on a scene in a corridor.
Gameplay Story also progressed with scenes later in the game. For example, they updated a scene in chapter 11 to work with the correct console. They also brought a complicated scene in chapter 12 up to date with everything functioning correctly, while new mo-cap overhauled and improved a scene involving an escape pod.
Narrative
Following on from last month’s report, Narrative tested their work on the in-game Galactapedia and began addressing user-experience improvements, including considerations for UI elements to make finding and organizing information easier.
The team then began tackling another polish task - naming all the NPCs placed by Design in the game. While featured story NPCs are well established, additional members of the general population and outlaws have been added to help make the game feel more alive and combat encounters more engaging. All of these characters and their ships need names.
Weekly playthroughs of the game continued too, including finetuning when narrative content triggers and plays. For example, Narrative worked with Design to adjust the placement of a particular piece of dialogue so that the characters have more natural reaction times. All of these adjustments, while individually small, go a long way to making the world feel more immersive.
UI
Last month, the UI team continued polishing in-world screens, optimizing a few existing levels to improve frame rate and creating medical screens for various scenarios. They then made updates to the player’s visor, including taking the first steps toward a more cinematic boot-up sequence.
The team also improved alien UI, ensuring it tells a story and feels noticeably different to the more traditional Human sci-fi screens players will be used to.
For UI Tech, the programmers worked on performance improvements to speed up the frame rate of various parts of the UI.
VFX
Finally for July’s report, the VFX team continued to support the Cinematics, Design, and Art teams in various polishing tasks.
WE'LL SEE YOU NEXT MONTH...
// END TRANSMISSION
Squadron 42 Monthly Report: July 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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This article originally appeared in Jump Point 8.2.
Drake Interplanetary Cutlass Red
THE BIRTH OF A VARIANT… AGAIN
In 2845, Drake Interplanetary put itself on the map with the introduction of what was then referred to as the AS-1 Cutlass. Following the base model’s unexpected success, Drake earned the undesired reputation as a manufacturer of spacecraft favored by outlaws and pirates. The company initially addressed these concerns with the launch of the Cutlass Blue in 2860. The Blue was a modification of the base Cutlass to appeal to law enforcement agencies. While the launch of the Blue failed to stifle all criticism, it did manage to successfully generate reasonable doubt among consumers and provide Drake’s defenders sufficient ammunition to engage detractors.
The latter group’s argument was again brought into the mainstream following the release of a 2875 documentary, Bent Cutlass, that claimed that Drake had knowingly ignored background check flags when selling ships. The documentary detailed an incident when twelve Cutlasses were sold to an intermediary who later transferred them to an outlaw organization for use in a raid that left 122 dead on an orbital outpost. Facing renewed criticism, the company decided to attempt to repeat their past success introducing what executives termed an “infallible” Cutlass variant. But the Cutlass Red’s road to acceptance was rockier than the Blue as the initial marketing campaign fell comparatively flat. Drake enlisted actor Don Shadow (then starring as Doctor W. Robin Simkins on the top-rated Spectrum drama Situation? Emergency!) as the spacecraft’s official spokesperson. In an uncharacteristic series of advertisements, Shadow addressed the audience directly and invited them to sit down with him for a “very serious conversation” in which he extolled the new Cutlass model’s virtues. “Ask yourself, do you want to put your life in the hands of an inferior scanner array?”. He then informed viewers that they could request prepared correspondence to petition their local emergency services organizations to purchase the spacecraft. The ads did not feature the ship itself and were widely panned as disingenuous by audiences. Aerospace analysts and mainstream comedians alike had a field day with the Cutlass Red before it had even taken flight.
INTERNAL DEVELOPMENTS
As with the Cutlass Blue, Drake invested a great deal into developing the Red as a bespoke spacecraft. However cynical the inspiration behind the ship’s development, the team actually charged with making the project a reality was dedicated to building a spaceborne ambulance that would improve and extend the current standard of care. Like the Blue, the Red would have its own assembly line producing a significantly altered fuselage. The idea of turning a militaristic spacecraft into a hospital support ship greatly appealed to the war-weary Drake development team and slots on the Cutlass Red program were highly sought after. Early on, designers identified that the Cutlass Red could combine two previously unrelated roles: ambulance-style supported patient transport and search and rescue. The latter role, previously the domain of military-sponsored heavy equipment, was becoming increasingly necessary as the technology to make survival in a spacewreck or other catastrophe was improving greatly across the latter half of the 29th century. With more and more crews able to survive the destruction of their spacecraft (and a corresponding increase in space combat occurring on the edges of the Empire), the Cutlass Red was seen as a design with a strong raison d’être.
Drake assigned a full development team to each role and developed a mediating process for interfacing the two roles into a single ship. Each group was ordered and budgeted to develop a single keystone innovation that would help the Red stand apart on a professional level. The ambulance team opted to partner with AutoDoc for the development of a bespoke medical bed that would fit into the extended rear cabin (a recalled Blue being used for early fast prototyping). The search and rescue team decided to focus on software, assembling an electronics sub-division to develop the now familiar Nav-E7 Long Range scanner system. The Nav-E7 would give the Red a unique edge in identifying and safely maneuvering around patients in three-dimensional space. The new electronics team, which would end up developing everything from the Dragonfly’s bespoke ground interface to the Herald’s protected computer core, managed to advance scanner clarity 23% from the industry standard using available components alone. Both role-specific projects proceeded extremely well and, because they focused on building out different areas of the ships, needed little mediation when adapted to the final hull design. In all, conversion of the Cutlass Blue into the Cutlass Red proof-of-concept took only eleven months, with a fully constructed Red production prototype flying its first round of space trials in September 2876.
UNEXPECTED SUCCESS
Then, in another example of Drake’s extraordinary luck, laughter turned to applause within days of the Cutlass Red’s first sale. In spite of the failed marketing campaign and overall negative perception of the project, Drake opted to continue with the planned launch in April 2877, believing that the investment could easily be made up due to the Cutlass Red’s practical superiority in its role. With little event surrounding the initial release, first month sales were limited. Then, galactic events shifted unexpectedly in Drake’s favor when a cruise liner collided with a customs weigh station in the Corel System, penetrating both ships’ hulls and setting off a case of improperly stored explosives aboard the station that caused significant further damage. Dozens were killed immediately and hundreds were left stranded. The ensuing explosion destroyed the station’s vacuum hangars, emergency spacecraft, and medical supplies, forcing emergency services on Lo to put together a makeshift response themselves. The centerpiece of that response became a flight of thirty-six brand-new Cutlass Red spacecraft that had just arrived for sale. Local forces deputized the ships and crewed them with anyone available to help. The familiar Cutlass controls allowed local pilots to make easy use of the Reds during the emergency. The situation was tailor made for Spectrum stories with the force of newly painted, bright red Cutlasses riding to the rescue and ultimately stabilizing and transporting back and forth dozens of patients who would otherwise have been lost.
Drake marketing knew to capitalize on the situation, ensuring that footage of the rescue appeared whenever possible. Gone immediately were the concerns that the Cutlass Red was a cynical public-relations ploy replaced with the understanding that it truly was the next evolution of medical support spacecraft. So rapid and so significant was the Cutlass Red’s turn to favor that actor Shadow credited the spacecraft as part of the reason for his move from Spectrum series to successful film roles. Inside the company, there was both a palpable sense of relief and a true sense that the Cutlass team had done something important.
THE NEXT GENERATION
Following the Corel customs rescue, sales of the Cutlass Red doubled month over month for two years. Drake was forced to move from a single production line to a dedicated factory building only Cutlass Reds (since 2915 it has constructed both the Cutlass Red and some Caterpillar components). Even more important has been the long-term impact of the Cutlass ambulance concept on both aerospace design and emergency services. While the initial metrics for the Red were based only on the need to use a similar internal layout to the existing Blue, its rise in importance has led to countless third-party adaptations, including specialized medical components and massive designs like the optional boat decks of the Endeavour-class research ships. The bed-and-work-area designed into the Cutlass Red has become an industry standard unit that has gone on to define everything from loading decks to scanner mounts on a dozen different manufacturers’ spacecraft.
For the Cutlass team at Drake, the ultimate mark of its success occurred in 2895 when the United Empire of Earth purchased an order of three hundred Cutlass Reds for use as fleet support. Though a minor order in the scheme of things, the idea that the same UEEN that once turned down the Cutlass Black and forced Drake to ‘go their own way’ would purchase Cutlass Reds directly was seen as an indication that the project had true merit. The Navy has continued to buy small numbers of Cutlasses in the years since, outfitting many planet-side military hospitals with the ships in an attempt to maintain the same standard as civilian agencies; they have as of yet refused to contract a hardened militarized version for frontline service, favoring the larger (and more expensive) RSI Apollo instead.
Whitley's Guide - Cutlass Red - 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