{"data":{"id":13848,"title":"Monthly Report: April 2014","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/13848-Monthly-Report-April-2014","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13848","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13848","channel":"Undefined","category":"Undefined","series":"Monthly 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Citizens,\nIt\u2019s time for April\u2019s Star Citizen development report! As we have done previously, we\u2019ve asked the people in charge of each CIG studio and outsource group to report on what they have been up to in the previous month. (Please note that this also replaces the Arena Commander Weekly Report for May 2nd, since it includes everything done on AC this week.)\n\nTravis Day, Dogfight Producer\nAs April comes to a close it is time again for us to reflect upon, and share, the major developments of the month! There is much to discuss so let\u2019s get straight to it!\n\nAt the beginning of this month we revealed Arena Commander (AKA \u2013 DFM) to all the backers who were able to attend our pre-PAX East event in Boston and to the world via livestream. We also had the privilege of having Arena Commander playable on the show floor of PAX East for citizens and interested passerby alike in the Logitech booth. Of course we weren\u2019t able to show everything we wanted to that night in Boston so we put together a video showing off some of the additional features we\u2019ve been working on that didn\u2019t make the demo level which you can see below if you missed it.\n\nWhile showing off all our team\u2019s hard work is very gratifying, the real treat is being able to interact with everyone in the community in person. Words cannot express how humbling and inspiring it is to be able to meet with so many people who are so passionate about the universe we are creating. It is incredibly motivating for all of us who were in attendance and while it isn\u2019t truly possible to capture those indelible feelings we were able to share at least some of that with the team upon our return.\n\nSpeaking of the team, let\u2019s move on to what they\u2019ve been up to! Similar to many of the other studios, we here in Santa Monica are finishing up new feature implementation as we approach our branch date and code lock and move into final polish, tweaking, and bug fixing. To this end there has been a lot of planning and communication going on amongst all the studios to synchronize our finishing of feature development and finalizing our polish and rollout strategy. This will allow us to focus on finishing and stabilizing the planned features we\u2019ve implemented and lower the risk of introducing new issues as we prepare for the launch of Arena Commander.\n\nWhilst Production, Operations, and Network Engineering have been planning and executing the above strategy, our visual effects team has been finishing its final passes on effects and hooking them up to all the parts and states of the Aurora, 300i, Scythe, and Hornet and all of their possible item combinations. Our planning on this from Forrest and Casey has panned out quite well. In creating the effects for the Hornet and the Scythe along with all their weapons and items we\u2019ve established a good starting point for an effects library for both UEE and Vanduul craft. Obviously these libraries will grow and change over time but it has us well positioned to rapidly iterate and hook up new ships and items in the future.\n\nSpeaking of ships breaking apart\u2026 This month has seen the completion of hooking up all of the damage pieces, LODs, particle effect nodes, etc. for the Scythe, 300i, Aurora, and Hornet. Not only do they all now explode, break, and LOD properly but we\u2019ve also got them all flying properly this month. They\u2019ve all been converted to PBR and as mentioned in a previous post the 300i has also undergone a major uprez and detail pass as it was being converted to PBR. All of the ships (which already looked great) are now looking absolutely fantastic. This is another case where our early work both in the way we approached it and focusing on the Hornet first has paid of dividends. By spending the time to R&D ship mechanics with the Hornet and locking down the process and documentation it has allowed us to blaze through the Scythe, Aurora, and 300i much more quickly and each ship has progressed more quickly than the last as we improve our technique, which is great to see.\n\nOn the engineering front the team has been focusing on finishing off some changes to the pipe system (framework which manages per ship and per part CPU, power, cooling, and fuel) to allow players to manipulate settings dynamically on a per item basis or on a global level for the ship which will affect all attached parts. This was a stretch goal for us going into the first release so we\u2019re pleased that we\u2019ve been able to fit this in as it will improve the dynamism of ships greatly and we think player\u2019s will really enjoy it.\n\nThe pipe system wasn\u2019t the only one to get a bit of an upgrade. Radar\/detection system too has undergone an overhaul to expand its functionality both to improve its current features and to create the foundation for future features that designers can play with. It has also undergone an optimization both in parallel to this which has greatly increased its performance per frame. To expand upon the improvements to the radar system, it has been moved into a centralized system hosted by the vehicle that can be shared by multiple items and only get called once. That doesn\u2019t sound very sexy but what it allows is for much more realistic simulation of missiles for example. Where you can feed your ships primary radar data to the missile for acquiring lock and then later switch to the missiles radar only once it has left the ship. It also paves the way for slaving radar from one ship to another or things like centralized command and control which is a feature we know a lot of our community is looking forward to. Lastly, we\u2019ve adjusted the way the signal to noise ratio system works and expanded its functionality quite a bit to allow designers to play with different types of chaff, armor, nebulas, flares, etc. and have them impact the radar\/detection system in entirely new ways.\n\nOn the graphics engineering side Okka Kyaw has been very busy working on many improvements to the HUD\u2019s look and feel to make sure that the curvature shader works perfectly in a multitude of resolutions and has a projected holographic feel. He\u2019s also created the redout effect to match his stellar g-force induced blackout effect and is now working on the interstitial effects such as blackout recovery to provide a more realistic and filmic return to consciousness. Overall we believe that folks will be really happy with the graphics effects and immersive feel that his work accomplishes.\nOur headcount has increased by 1, with the addition of our new Human Resources specialist. We do have some exciting new hires coming up and we look forward to updating you about them next month!\n\nWe would like to close this month by taking a moment to thank you, each and every backer, for all of their support on this project. From backing the game, to fan fiction, to late night chatroll, \u2018Ask a Dev\u2019 threads, to fan gifts, to meeting everyone at events like the Arena Commander reveal. We are all truly humbled by all that you do for us and genuinely appreciate you making it possible for us to create this universe for us to share in together.\n\nAs always, feel free to post any comments or questions in our \u201cAsk a Dev\u201d threads and until next time\u2026 See you in the \u2018verse!\n\nEric Peterson, Studio Director\nHello Citizens!\n\nHere in Austin, we\u2019ve been working on the integration of all the various studios\u2019 code drops, in order to get the Dogfighting M\u2026 I mean Arena Commander\u2026 ready for launch. What that means is taking all the work done in places like Santa Monica, Manchester, Montreal and [Redacted], putting it together and making sure it all works the way it\u2019s supposed to. We\u2019re also knee deep in planning for the delivery of AC through the client side launcher\/patcher; you know, that thing you log in to every time you visit your Hangar! Our other big dogfighting job is getting the backend server code stable for the release.\n\nOutside of dogfighting, we\u2019re working on the long-term planning and scheduling for both the planetside module and the eventual persistent universe. Launching Arena Commander is going to teach us a lot that we\u2019ll need to know for both these future releases! We also hosted a cinematics and motion capture summit where teams from around the company plotted out the cinematic for both Squadron 42 and Star Citizen. Essentially, we sat down and blocked out the entire script so we\u2019ll know what needs to be shot for our game!\n\nEngineering:\nThe engineering team has been focusing on Dog Fighting v1 tasks including hangar, ship and other bugs that need to be fixed prior to launching. This also includes zSupervisor work for starting up game server processes, working to get the matchmaking services integrated and monitoring server issues during play tests. We are continuing integration of CryEngine 3.6 and should be complete by the end of next week 5\/2\/2014 barring any unforeseen issues.\n\nEngineering has also been working on fixing build system issues as they come up and working with IT to migrate the old build system to the newly configured build system cluster. Phase I of this should be completed next week and we will continue to upgrade the system as needs arise.\n\nCinematics\/Mocap:\nIn addition to the big cinematics summit, we concluded the facilities search for a mocap location (more on that soon!) and have made good progress on crew, vendor and process planning. That is the who and how of the massive motion capture shoot needed for Squadron 42. We\u2019re working to finish tests and evaluations on several software options for facial and body mocap solutions. We\u2019ve also generated the first budget for the shoot and we\u2019re working with Foundry 42 on what assets are going to be needed in terms of ships and virtual sets before we start putting actors in their rigs.\n\nAnimation:\nOur biggest priority this month was supporting the dogfighting launch with animations. You\u2019d be surprised how much goes into Arena Commander, beyond just flipping your helmet around as you board your ship! We\u2019re also cleaning up the existing Hangar animations and supporting some needs for the upcoming ship commercials.\n\nAnimation is on the grow: we\u2019ve hired a new senior animator who starts soon, and we\u2019re getting ready to do some mocapping for the First Person Shooter module launch. Another major priority going forward is to complete the male and weapon locomotion sets as we move into supporting Foundry 42\u2019s needs for Squadron 42 cinematics\u2026 and then, eventually, the persistent universe! Finally, we\u2019ve received new rigged heads, which we are now integrating into the game.\n\nArt:\nArt is assisting animation in getting the scanned heads fitted onto our in-game bodies. It\u2019s more difficult than it sounds! The process involves adjusting base model sculpts to work better with heads. We\u2019re also working on the bodies and costumes needed for Squadron 42 and several upcoming ship videos, while fleshing out a more exact list of what\u2019s going to be needed in the long run for the persistent universe.\n\nMeanwhile, art in Austin is exploring head customization and NPC generation options; we\u2019re confident that we\u2019re going to have something very cool in the end. We are finishing up LODs and damage states for all the ships in the Arena Commander V1 release (Hornet, Aurora, 300i and Scythe) and we\u2019re continuing development of Star Citizen\u2019s alien races.\n\nProduction:\nThe production team is primarily focused on the release of Dog Fighting v1. In addition, the production team is working on a Persistent Universe schedule and updating our ship schedule. Up next, we will be fleshing out the character schedules as well as the weapons and items schedule. All of this in tandem with keeping the teams on task, generating the rollout plan for the DFMV1 release, and generally keeping up with all the other production groups at each studio to keep the machine humming along.\n\nVideo Production:\nShot various video b-roll and interviews for PAX East DFM reveal. Also, produced, wrote, directed, shot and edited episodes 62-66 of \u201cWingman\u2019s Hangar\u201d. Shot and edited a sequence of humorous reviews of HP Envy laptop for AMD partnership. Shot video of fan visits and edited them into a video package. Designed and specified power, lighting, sound control of sound stage for Wingman\u2019s hangar and future mocap sessions. Continued to expand upon our video production standards and procedures for commonly used assets for video production. Assisted with technical planning for PAX East as well as future live events.\n\nDesign:\nIn addition to supporting the dogfighting release, we have been forging ahead with persistent universe work. With a staff that has doubled in the past month, we\u2019re drilling into topics like jump point running, bounty hunting, salvaging, and our massive reputation system. Design continues to put a heavy focus on bringing our economy system into a testable state, so we\u2019re neck-deep in spreadsheets about how things are put together, where they\u2019re found, and what they\u2019re worth.\n\nWe also continue to push forward with the future of the hangar, with an improved shooting range and an early look at overclocking on the near horizon.\n\nGood news for the web junkies: an update to the ship stats page is coming soon!\n\nAudio:\nIn April, the entire audio department has been focusing on the needs of the Dogfight Module, beginning with the PAX East reveal and continuing on to the first release. Martin Galway has been hard at work wrangling the many facets of audio production \u2013 here is a look at what is going on with his team.\n\nPedro has been delivering interactive music clips that have been implemented so far by Jens Lind. Mason Fisher has been generating WAVs for [REDACTED] EVA work; Bill Munyon has spent most of his time on spacecraft sound design & implementation; Jason Cobb has concentrated on fixing existing audio, creating new implementation hooks and playtesting; Stefan was hired in mid-April and is still ramping up, starting with dialogue work for the Dogfighting module. Ian Chuprun has been working on environmental audio for the two multiplayer maps (in addition to asteroid hangar and general hangar upkeep).\n\nIT:\nApril has been one of the busiest months of this year for the IT team. Between new user support and the PAX East event every member has been busy in their respective studios. With all dev teams working nearly around the clock on DFM Hassan, Dennis, and Chris have been working hard to keep up with upgrades and repairs resulting in virtually zero down time. Our Austin team spent some additional time preparing equipment for the PAX East event as well as wrapping up work on a new build server cluster which will help all dev teams speed up development and testing.\nThe IT team feels really good about our showing at PAX East and proud of our role in that event.\n\nThat is it from Texas \u2013 where the weather is getting warmer\u2026 and the dogfights getting more heated. And here\u2019s a tip: if you see Rob Irving in the \u2018verse, you might want to run\u2026 he is getting deadly accurate with his flight stick!\n\nThanks for your continued support!\n\nEric\n\nErin Roberts, Studio Director\nHi from Manchester again,\n\nAnother month has passed and it\u2019s time to update you all on what we\u2019ve been up to at Foundry 42. In short, there\u2019s been a lot of work on both Arena Commander and Squadron 42. It\u2019s a real pleasure to see both of these projects start to come together. I\u2019d also like to add that I was personally revved up by getting to see our backers get their hands on the game for the first time at PAX East. It\u2019s truly thrilling to see how quickly everyone \u2018gets it\u2019 and understands that Star Citizen is the real deal. Here are details on this month\u2019s work from Foundry 42\u2019s internal teams:\n\nDesign: (Nick Elms \u2013 Design Director)\nWhat have we been doing? Building ships, of course! One of our most important tasks at the moment is designing the interiors of capital ships and space stations, because we\u2019re going to need those as set pieces for some of Squadron 42\u2019s earliest missions. Work on the Idris is continuing well, working alongside CGBot to deal with the few remaining uncertainties. The Javelin Destroyer has made a lot of progress since the concept art you saw; we have its internals mostly \u201cgrey boxed\u201d now, with the exception of the bridge (coming soon!) The Panther-class Escort Carrier is almost \u201cwhite-box\u201d complete: an artist is tracing the pre-fab pieces, of which there are 146! Expect this stage to be complete by the end of the week. The venerable Bengal carrier is also in our shipyards, with white-boxing work being done on the hangar and the briefing room, as well as prototype work being done for methods of transport through the ship (trust me, you don\u2019t want to walk a kilometre to get to your fighter before every mission.) The Shubin Mining Platform is making good progress in the same stage, with significant detailing on the monorail and landing pad sections. We\u2019ve also detailed the refinery rooms, which have some serious machinery! We\u2019re filling void areas with engineering ducts and hidden crannies, and are starting to populate rooms with placeholder props. Finally, some initial block-out has been done on the Xi\u2019An Transport\u2026 but you\u2019ll be hearing more about that later!\n\nSeat actions may not be as exciting as fleet actions, but they\u2019re also a necessary part of starship design: figuring out what station controls what in a capital ship, and how to make all of this fun for players. Our seat action plan is almost ready for signoff! On the specs side of things, we\u2019re working on detailing the Vanduul fleet, with the Kingship, medium fighter, heavy fighter and destroyer on the bench at the moment. Next up is the \u201cVoid\u201d bomber. The good guys are getting more hardware, too: the UEE dropship is in the works. Lastly, AI and profile work are being done on the Scythe to make sure it fights properly in Arena Commander.\n\nDevelopment of the conversation system is ongoing, with regular meetings to pin down the finer detail required to make the system work the way Chris Roberts imagines. There\u2019s also been more work on the \u201cBitching Betty\u201d and \u201cSim Announcer\u201d conversation paths that will be relevant for Arena Commander\u2019s evolution. We\u2019ve also spent quite a bit of time on the multiplayer and Arena Commander V1 game modes. We\u2019ve developed the \u201cCapture the Core\u201d mode from the ground up and it will be getting some final polish in the next few days. \u201cConquest,\u201d which may not be in V1 but should be ready soon, is getting more development, especially in terms of code hook up. The hoard mode in \u201cVanduul Swarm\u201d has made a great deal of progress, especially now that the Scythe is flying realistically!\n\nProgramming: (Derek Senior \u2013 Programming Director)\nThe main focus this month has been on Arena Commander. We\u2019ve implemented 3D targeting reticules, the 3D HUD radar, scoring, the ITTS, HUD messaging (scoring feedback, join\/leave notifications, boundary warnings, etc.), updated the missile launch sequence and refactored the targeting code. We\u2019ve implemented new game rules for three modes, Squadron Battle, Capture the Core and Conquest. A lot of the work we\u2019re doing boils down to bug squashing, especially for the multiplayer modes; now that we\u2019re playing across studios, we can really identify and fix issues! A fair amount of this has been related to player re-spawning, which is now much more reliable. We\u2019ve also done some work implementing HUD sound effects and the dynamic music system, and have polished the targeting panel\u2019s functionality. One thing that I know is hotly debated among Star Citizen fans is controller functionality: we\u2019ve been working on input maps for all types of controllers, from the keyboard to specific HOTAS setups. We\u2019ve had feedback from players and designers across the company on this, and we\u2019re dedicated to making sure Star Citizen is fun no matter what type of control mechanism you choose.\n\nArt and Animation: (Paul Jones \u2013 Art Director)\nThe dogfighting module has been a true cross-company effort\u2026 but we\u2019ll proudly take credit for the environment assets and map creation for Dying Star and Broken Moon! Our team went into the CryEngine running and the results speak for themselves. We have also been doing some assorted VFX work for the module and we\u2019ve been helping with future game mode effect types. In April we\u2019ve been perfecting everything from the terraforming stations to the landing platforms to the destructible platforms. We\u2019ve also been working with design on the white-boxing and tiering of the Javelin, Panther and Bengal class warships. The exterior of the Retaliator is also looking great!\n\nOn the User Interface side of things, we\u2019ve been nailing down the look and feel of the engineering seat action. Design has figured out what you need to do at a seat\u2026 now it\u2019s up to us to figure out how the player should control things like power distribution, cooling, CPU load and the like!\n\nOur concept artists have been doing plenty of 3D work, too! Functional models have been created for the Gladius light fighter (seen in a recent post), the Idris\u2019 recovery ship and belly dock, the Javelin destroyer\u2019s turret (interior and exterior) and the Panther escort carrier. Animation has been hard at work too, working on the dogfighting ejection and g-loc sequences, plus preparing the initial cinematic mocap tests for Squadron 42, the Vanduul pilot rigging and coutless ship weapon animations.\n\nWe\u2019ve had another good month of getting through a bunch of needed concept, production and polish work in all departments. Next month (as we have pretty much finished all our Dog Fight Module tasks in the UK) we will be almost totally focussing on bringing capital ship systems online, as well as breaking down our mo-cap shoot needs for S42, as well as continuing to block out the first missions for S42 and everything that entails.\n\nAs always, thanks for all your support in allowing us to make this the best damn space sim ever\u2026 Without your commitment, support and belief we would not be where we are. I look forward to everyone checking out all the hard work that has gone into the game as we go live with Arena Commander, and maybe taking you guys on in the verse\u2026 :)\n\nCheers,\nErin\n\nMathieu Beaulieu, Producer\nApril went by so fast, yet a lot was accomplished. As far as programming goes, a good portion of the team has been working on Dogfighting related features. Our highest priority has been to complete the implementation and polish various user interface functionalities. We\u2019ve made some great progress towards the completion of the framework that works towards building the Visor HUD, the Shield and Power Management UI, in-game Scoreboards as well as the Matchmaking UI.\n\nWe are also continuously working on creating the core of the economic simulation, working actively on both the backend simulation services as well as the frontend tools that will allow us to drive the economy.\n\nSpring has finally arrived in Montreal and the Discount, Business and Deluxe Hangars are getting ready for some spring cleaning. Once they have been revamped, we will be able to add expansions and specialty rooms (like the shooting range) to all hangars, including the Asteroid Hangar.\n\nAnd that\u2019s not all! Work is well underway for the UI\/UX design of the mobiGlas OS. Step by step, we are developing a solid global view of what the entire system will look like and how it will work, which will allow us to develop future functionalities faster and keep a consistent look throughout all its applications. We are also working on the avatar customization system which is now better defined, and we are working closely with CIG to make sure we keep the PU characters at the highest level of detail while allowing for maximum customization.\n\nTara Decker, Producer\nApril in Monterrey has been all.about.ships. And dogfighting. Cool ships & dogfighting\u2026.that\u2019s been our spring. Pretty cool.\n\nOur crew has spent the last month getting the Hornet, Aurora and the 300i (with Mr. Chris Smith) looking beautiful and ready to go into space. Getting the damage, LOD and PBR conversion done for each ship was often challenging as the approach on how to do each is newly defined. But, the ships are looking great & break up really well when hit, so dogfighting is going to be really, really fun.\n\nArtists were also continuing work on the Idris with Erin\u2019s studio. Great group of guys to work with\u2026and incredibly high standards! The ship layout is basically finalized and work on the various rooms and areas (bridge, brig, reactor room, etc\u2026) is in progress. This is a massive ship and work will continue for quite a bit.\n\nThe Freelancer and all of it\u2019s variants are almost complete. As is the Avenger. Additional work for damage states and LOD\u2019s will be needed, but the modeling phases are wrapping up nicely.\n\nNext up for us: the ship Chris Roberts says he\u2019s most excited to own: the Constellation. No pressure. ;)\n\nSo, I said April was all ships, but we also tackled character work as well. Updating the Male Explorer character. And doing helmet work. It\u2019s crazy to note that as much time is going into modeling & texturing the interior of the helmet as the exterior. Nice.\n\nSean Murphy, Outsource Manager\nOur external contractors have been focusing heavily on ship art this cycle \u2013 Eddie del Rio has created some great concepts for the Xi\u2019an Scout ship, Stephan Martiniere is working on bridge interiors, Jan Urschel is designing the Xi\u2019an bomber, and Emmanuel Shiu is exploring the Banu Merchantman. Ryan Church is continuing to develop the Panther Escort Carrier and Jim Martin is creating concepts for variants of the Cutlass, while Gavin Rothery is solidifying the design of the Gladius Light Fighter. And Stefano Tsai is blazing on the M50!\n\nIn addition we have Rob McKinnon working on Marine Armor concepts and various other military outfits; Clint Schultz and Dave Scott are working on corporation logos, David Brochard and Justin Sweet are doing some alien character explorations, and Atey Ghailan and Ed Lee are helping refine environments.\n\nFinally, we\u2019re in discussions with another exciting concept artist who has approached us about working with us \u2013 but we can\u2019t say anything yet!\n\n[Redacted]\nHere at [Redacted] in the land of [Redacted] we have been enjoying the [Redacted] weather while hard at work on the FPS module!\n\nThe artists have been cranking away creating some amazing looking environments for you Citizens to kill each other in. As more props, detail and polish get implemented, it\u2019s becoming apparent that Star Citizen will not only be one of the best looking games in the depths of space, but also planet-side\u2026 or within the corridors of a massive space station.\n\nOur engineers and animators continued tweaking and polishing EVA and Zero-G movement, while the visual FX team came up with some awesome looking thruster jet effects. And while floating around and zooming through levels using thrusters is a blast, the big hit around the office has been Magnetic Boots! These marvels of modern technology let you stomp around on any metal surface in Zero-G\u2026 floors, walls, ceilings, ship exteriors, you name it! Coupled with Zero-G, we think it is going to add a very unique twist to the combat.\n\nSpeaking of combat, we have also been implementing a cover system. Soon, Citizens will be able to hunker down behind objects or lean in from behind a wall to take shots at the enemy. All of these actions combined with the variety of weapons means that there is an absolutely huge amount of animation that needs to be motion captured\u2026 and it just so happens that we are doing motion capture this week.\n\nMoving forward with the FPS module, the team is about to begin a heavy amount play-testing to ensure everything is coming together in a way that is fun, engaging and hopefully nothing quite like anything you\u2019ve ever seen or played before. We can\u2019t wait to show it off and we hope that you Citizens are just as excited as we are!\n\nCurrently [Redacted] has a total of 24 talented people working on Star Citizen. Nine artists, six programmers, 4 animators, a creative director, a level designer, a contractor for sound effects, a senior producer and a gameplay producer.\n\nMark Day, Studio Director\nSherman was the new planet-side location announced in the latest edition of the Observist, and voidALPHA is focused on making it as spectacular as can be! Concept artist Emmanuel Shiu has painted the first 2 establishing shots and is now crafting the look and feel of the shop interiors. Design is building the rough level layout based on those concept shots, ensuring that the white box version accurately represents the architectural style and mood established for this demilitarized UEE base. Environment art has finished a majority of the geometry for The Blocks (Terra: Prime) and has now focused efforts on a basic material pass, getting us that much closer to completing one of the most foul and disreputable planet-side locations you will ever step foot on. Finally, our Centermass \u201cBeautiful Corner\u201d is\u2026well\u2026beautiful! We are in the final stretch of this shop interior, pending a few final lighting and material adjustments that are needed to make this shop a sight to behold!\n\nBenoit Beaus\u00e9jour, Founder\nThe platform team at Turbulent has been focused this month on finalizing Multi-Orgs membership. This is a feature we wanted to release while diving deeper into the second drop of Orgs in which we add significant structure and command upgrades to Orgs. This process is going well as we are now developing the artwork for the viewers and control interface for your Org structure.\n\nA serious amount of time was spent building the Arena Commander leaderboard system which will carry pilot and org stats for the module. The presence of game stats on the site also brings about a revamp of the Citizen Dossier to allow you to show off your simulator pilot skills! (And also maybe review a pilot skill before you recruit him?)\n\nWork has continued on revamping the store experience and bringing about more details on the ship variants and equipment. We now have a full control model on the platform to allow us to update and display ship related stats. Expect more in the upcoming weeks!\n\nThe team has made great headway on the multi-factor authentication , another big platform improvement we want to get to the community to improve the security of your accounts and the platform across the board. Many under-the-hood features are also developed to help dealing with account security and other tools for your amazing CS team!\n\nMatthew Jack, Founder\nApril began with intensity for the three developers of the core Kythera team, as we were in the thick of things iterating on gameplay for the PAX East demo. This was especially exciting for us because it represented the first public playtest of Kythera, in Star Citizen\u2019s Vanduul Swarm mode. There\u2019s footage from that build on our website.\n\nSince PAX we\u2019ve been working towards the Dogfighting v1 release itself. The biggest change for us is the move to the Scythe. Kythera has been flying Hornets thus far but the Scythe is needed for Vanduul Swarm mode and those ships handle very differently and use different maneuvers.\n\nA key feature this month is the improvement of avoidance to better handle some large and complex pieces of geometry in the Vanduul Swarm levels, in particular the Terraformer in Broken Moon. We\u2019re also extending our Inspector debugging tool to give much more powerful feedback to programmers and designers as they craft Vanduul Swarm mode\u2019s gameplay.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nEs ist Zeit f\u00fcr den Entwicklungsbericht von April's Star Citizen! Wie bereits erw\u00e4hnt, haben wir die Verantwortlichen der einzelnen CIG-Studios und Outsource-Gruppen gebeten, dar\u00fcber zu berichten, was sie im Vormonat gemacht haben. (Bitte beachten Sie, dass dies auch den Arena Commander Weekly Report f\u00fcr den 2. Mai ersetzt, da er alles beinhaltet, was diese Woche an AC gemacht wurde.)\n\nTravis Day, Dogfight Producer, Dogfight Producer\nWenn der April zu Ende geht, ist es wieder an der Zeit, \u00fcber die wichtigsten Entwicklungen des Monats nachzudenken und zu teilen! Es gibt viel zu besprechen, also lasst uns gleich zur Sache kommen!\n\nAnfang dieses Monats haben wir Arena Commander (AKA - DFM) allen Geldgebern vorgestellt, die an unserem Pre-PAX East Event in Boston und der Welt per Livestream teilnehmen konnten. Wir hatten auch das Privileg, den Arena Commander auf der Ausstellungsfl\u00e4che der PAX East f\u00fcr B\u00fcrger und interessierte Passanten am Logitech-Stand spielen zu lassen. Nat\u00fcrlich konnten wir nicht alles zeigen, was wir an diesem Abend in Boston wollten, also haben wir ein Video zusammengestellt, das einige der zus\u00e4tzlichen Features zeigt, an denen wir gearbeitet haben, die nicht das Demo-Level erreicht haben, das Sie unten sehen k\u00f6nnen, wenn Sie es verpasst haben.\n\nW\u00e4hrend die harte Arbeit unseres Teams sehr erfreulich ist, ist es der wahre Leckerbissen, mit jedem in der Gemeinschaft pers\u00f6nlich interagieren zu k\u00f6nnen. Worte k\u00f6nnen nicht ausdr\u00fccken, wie dem\u00fctigend und inspirierend es ist, so viele Menschen treffen zu k\u00f6nnen, die so leidenschaftlich f\u00fcr das Universum sind, das wir erschaffen. Es ist unglaublich motivierend f\u00fcr uns alle, die wir dabei waren, und obwohl es nicht wirklich m\u00f6glich ist, diese unausl\u00f6schlichen Gef\u00fchle festzuhalten, konnten wir zumindest einen Teil davon nach unserer R\u00fcckkehr mit dem Team teilen.\n\nApropos Team, kommen wir zu dem, was sie vorhaben! \u00c4hnlich wie viele der anderen Studios schlie\u00dfen wir hier in Santa Monica die Implementierung neuer Funktionen ab, w\u00e4hrend wir uns unserem Zweigstellendatum und der Codeverriegelung n\u00e4hern und in die Endbearbeitung, das Optimieren und die Fehlerbehebung einsteigen. Zu diesem Zweck wurde zwischen allen Studios viel geplant und kommuniziert, um den Abschluss der Feature-Entwicklung mit dem Abschluss unserer Polier- und Rollout-Strategie zu synchronisieren. Dies wird es uns erm\u00f6glichen, uns auf die Fertigstellung und Stabilisierung der geplanten Funktionen zu konzentrieren, die wir implementiert haben, und das Risiko der Einf\u00fchrung neuer Probleme zu verringern, w\u00e4hrend wir uns auf den Start von Arena Commander vorbereiten.\n\nW\u00e4hrend Produktions-, Betriebs- und Netzwerktechnik die oben genannte Strategie geplant und ausgef\u00fchrt haben, hat unser Visual-Effects-Team die letzten \u00dcbergaben der Effekte fertiggestellt und sie mit allen Teilen und Zust\u00e4nden der Aurora, 300i, Scythe und Hornet und all ihren m\u00f6glichen Artikelkombinationen verbunden. Unsere Planung dazu von Forrest und Casey hat sich recht gut entwickelt. Mit der Erstellung der Effekte f\u00fcr die Hornet und die Scythe mit all ihren Waffen und Gegenst\u00e4nden haben wir einen guten Ausgangspunkt f\u00fcr eine Effektbibliothek f\u00fcr UEE- und Vanduulfahrzeuge geschaffen. Nat\u00fcrlich werden diese Bibliotheken im Laufe der Zeit wachsen und sich \u00e4ndern, aber sie haben uns gut positioniert, um in Zukunft schnell neue Schiffe und Gegenst\u00e4nde zu iterieren und anzulegen.\n\nApropos auseinanderbrechende Schiffe.... Dieser Monat hat die Fertigstellung aller Schadensteile, LODs, Partikeleffektknoten usw. f\u00fcr die Scythe, 300i, Aurora und Hornet gesehen. Nicht nur, dass sie jetzt alle richtig explodieren, brechen und LOD machen, sondern wir haben sie auch diesen Monat alle richtig fliegen lassen. Sie sind alle in PBR umgewandelt worden und wie in einem fr\u00fcheren Beitrag erw\u00e4hnt, hat der 300i auch einen gro\u00dfen Uprez und Detailpass durchgemacht, als er in PBR umgewandelt wurde. Alle Schiffe (die schon gut aussahen) sehen jetzt absolut fantastisch aus. Dies ist ein weiterer Fall, in dem unsere fr\u00fche Arbeit sowohl in der Art und Weise, wie wir es angegangen sind, als auch in der Fokussierung auf die Hornet, sich zuerst ausgezahlt hat. Indem wir die Zeit mit der Hornet f\u00fcr die Forschung und Entwicklung von Schiffsmechanikern verbrachten und den Prozess und die Dokumentation abschlossen, konnten wir viel schneller durch die Scythe, Aurora und 300i flammen und jedes Schiff ist schneller vorangekommen als das letzte, w\u00e4hrend wir unsere Technik verbesserten, was gro\u00dfartig zu sehen ist.\n\nAuf der technischen Seite konzentrierte sich das Team darauf, einige \u00c4nderungen am Rohrsystem (Framework, das pro Schiff und pro Teil CPU, Strom, K\u00fchlung und Kraftstoff verwaltet) abzuschlie\u00dfen, damit die Spieler die Einstellungen dynamisch pro Element oder auf globaler Ebene f\u00fcr das Schiff manipulieren k\u00f6nnen, was sich auf alle Anbauteile auswirkt. Dies war ein Stretch-Ziel f\u00fcr uns, in die erste Version zu gehen, also freuen wir uns, dass wir in der Lage waren, dies einzubauen, da es die Dynamik der Schiffe erheblich verbessern wird und wir denken, dass es den Spielern wirklich gefallen wird.\n\nDas Rohrsystem war nicht das einzige, das ein kleines Upgrade erhalten hat. Auch das Radar-\/Detektionssystem wurde \u00fcberarbeitet, um seine Funktionalit\u00e4t zu erweitern, um sowohl seine aktuellen Funktionen zu verbessern als auch die Grundlage f\u00fcr zuk\u00fcnftige Funktionen zu schaffen, mit denen Designer spielen k\u00f6nnen. Parallel dazu wurde auch eine Optimierung durchgef\u00fchrt, die die Leistung pro Frame deutlich erh\u00f6ht hat. Um die Verbesserungen des Radarsystems zu erweitern, wurde es in ein zentrales, vom Fahrzeug gehostetes System verschoben, das von mehreren Elementen gemeinsam genutzt werden kann und nur einmal aufgerufen wird. Das klingt nicht sehr sexy, aber was es erm\u00f6glicht, ist eine viel realistischere Simulation von Raketen zum Beispiel. Hier k\u00f6nnen Sie der Rakete prim\u00e4re Radardaten f\u00fcr die Erfassung der Schleuse zuf\u00fchren und sp\u00e4ter erst dann auf das Raketenradar umschalten, wenn es das Schiff verlassen hat. Es ebnet auch den Weg f\u00fcr die Sklaverei des Radars von einem Schiff zum anderen oder f\u00fcr Dinge wie die zentralisierte F\u00fchrung, von der wir wissen, dass viele unserer Mitmenschen sich darauf freuen. Schlie\u00dflich haben wir die Funktionsweise des Signal-Rausch-Verh\u00e4ltnis-Systems angepasst und seine Funktionalit\u00e4t erheblich erweitert, so dass Designer mit verschiedenen Arten von Spreu, R\u00fcstung, Nebeln, Leuchtfeuer usw. spielen und das Radar-\/Detektionssystem auf v\u00f6llig neue Weise beeinflussen k\u00f6nnen.\n\nAuf der grafischen Seite war Okka Kyaw sehr damit besch\u00e4ftigt, an vielen Verbesserungen des Aussehens und Gef\u00fchls des HUD zu arbeiten, um sicherzustellen, dass der Kr\u00fcmmungs-Shader in einer Vielzahl von Aufl\u00f6sungen perfekt funktioniert und ein projiziertes holografisches Gef\u00fchl hat. Er hat auch den Redout-Effekt entwickelt, um seinem stellaren g-force-induzierten Blackout-Effekt gerecht zu werden, und arbeitet nun an den interstitiellen Effekten wie der Blackout-Recovery, um eine realistischere und filmischere R\u00fcckkehr zum Bewusstsein zu erm\u00f6glichen. Insgesamt glauben wir, dass die Leute mit den grafischen Effekten sehr zufrieden sein werden und das Gef\u00fchl haben, dass seine Arbeit erfolgreich ist.\nUnsere Mitarbeiterzahl hat sich um 1 erh\u00f6ht, hinzugekommen ist unser neuer Personalverantwortlicher. Wir haben einige spannende Neueinstellungen vor uns und freuen uns darauf, Sie n\u00e4chsten Monat dar\u00fcber zu informieren!\n\nZum Abschluss dieses Monats m\u00f6chten wir uns einen Moment Zeit nehmen, um Ihnen, jedem einzelnen Geldgeber, f\u00fcr Ihre Unterst\u00fctzung bei diesem Projekt zu danken. Von der Unterst\u00fctzung des Spiels \u00fcber Fan-Fiction bis hin zum sp\u00e4ten Chatroll, Ask a Dev-Threads, Fan-Geschenke und Treffen mit allen bei Veranstaltungen, wie der Arena Commander verr\u00e4t. Wir alle sind wahrhaftig gedem\u00fctigt von allem, was ihr f\u00fcr uns tut, und sch\u00e4tzen es wirklich, dass ihr es uns erm\u00f6glicht, dieses Universum zu erschaffen, an dem wir gemeinsam teilhaben k\u00f6nnen.\n\nWie immer, z\u00f6gere nicht, Kommentare oder Fragen in unseren \"Ask a Dev\"-Threads zu posten und bis zum n\u00e4chsten Mal.... Wir sehen uns im \"Vers\"!\n\nEric Peterson, Studio-Direktor\nHallo B\u00fcrger!\n\nHier in Austin haben wir an der Integration aller Code-Drops der verschiedenen Studios gearbeitet, um den Dogfighting M... Ich meine Arena Commander.... startbereit zu machen. Das bedeutet, dass man die ganze Arbeit, die an Orten wie Santa Monica, Manchester, Montreal und[Redacted] geleistet wird, zusammenf\u00fcgt und sicherstellt, dass alles so funktioniert, wie es soll. Wir sind auch sehr tief in der Planung f\u00fcr die Lieferung von AC durch den kundenseitigen Launcher\/Patcher; Sie wissen schon, das, woran Sie sich jedes Mal anmelden, wenn Sie Ihren Hangar besuchen! Unser anderer gro\u00dfer Dogfighting-Auftrag ist es, den Backend-Servercode f\u00fcr die Ver\u00f6ffentlichung stabil zu halten.\n\nAu\u00dferhalb des Luftkampfes arbeiten wir an der langfristigen Planung und Terminierung sowohl f\u00fcr das Planetenmodul als auch f\u00fcr das eventuell anhaltende Universum. Der Start von Arena Commander wird uns viel beibringen, was wir f\u00fcr diese beiden zuk\u00fcnftigen Versionen wissen m\u00fcssen! Wir veranstalteten auch einen Film- und Motion-Capture-Gipfel, bei dem Teams aus dem gesamten Unternehmen die Filmmaterial f\u00fcr Staffel 42 und Star Citizen aufzeichneten. Im Wesentlichen haben wir uns hingesetzt und das gesamte Drehbuch blockiert, damit wir wissen, was f\u00fcr unser Spiel gedreht werden muss!\n\nIngenieurwesen:\nDas Entwicklungsteam hat sich auf Dog Fighting v1 Aufgaben konzentriert, einschlie\u00dflich Hangar, Schiff und andere Fehler, die vor dem Start behoben werden m\u00fcssen. Dazu geh\u00f6rt auch die Arbeit des zSupervisors zum Starten von Spielserverprozessen, zur Integration der Matchmaking-Services und zur \u00dcberwachung von Serverproblemen w\u00e4hrend der Spieltests. Wir setzen die Integration von CryEngine 3.6 fort und sollten bis Ende n\u00e4chster Woche, 5.2.2014, abgeschlossen sein, sofern keine unvorhergesehenen Probleme auftreten.\n\nDas Engineering hat auch an der Behebung von Problemen mit dem Build-System gearbeitet, wenn sie auftauchen, und mit der IT zusammengearbeitet, um das alte Build-System in den neu konfigurierten Build-Systemcluster zu migrieren. Phase I davon sollte n\u00e4chste Woche abgeschlossen sein, und wir werden das System bei Bedarf weiter ausbauen.\n\nKinofilme\/Mocap:\nNeben dem gro\u00dfen Kino-Gipfel haben wir die Suche nach einem Mocap-Standort abgeschlossen (mehr dazu in K\u00fcrze!) und gute Fortschritte bei der Crew-, Lieferanten- und Prozessplanung gemacht. Das ist das Wer und Wie des massiven Motion Capture Shoot, der f\u00fcr die Staffel 42 ben\u00f6tigt wird. Wir arbeiten daran, Tests und Auswertungen an verschiedenen Softwareoptionen f\u00fcr Gesichts- und K\u00f6rper-Mocap-L\u00f6sungen abzuschlie\u00dfen. Wir haben auch das erste Budget f\u00fcr den Dreh erstellt und arbeiten mit der Gie\u00dferei 42 zusammen, welche Verm\u00f6genswerte in Form von Schiffen und virtuellen Sets ben\u00f6tigt werden, bevor wir anfangen, Schauspieler in ihre Rigs einzusetzen.\n\nAnimation:\nUnsere gr\u00f6\u00dfte Priorit\u00e4t in diesem Monat war die Unterst\u00fctzung der Einf\u00fchrung des Luftkampfes mit Animationen. Du w\u00e4rst \u00fcberrascht, wie viel in Arena Commander steckt, au\u00dfer dass du deinen Helm umdrehst, w\u00e4hrend du an Bord deines Schiffes gehst! Wir bereinigen auch die bestehenden Hangar-Animationen und unterst\u00fctzen einige Bed\u00fcrfnisse f\u00fcr die kommenden Schiffswerbungen.\n\nDie Animation w\u00e4chst weiter: Wir haben einen neuen Senior-Animator eingestellt, der bald anf\u00e4ngt, und wir bereiten uns darauf vor, etwas Mocapping f\u00fcr den Start des First Person Shooter Moduls zu machen. Eine weitere wichtige Priorit\u00e4t f\u00fcr die Zukunft ist die Fertigstellung der M\u00e4nner- und Waffenbewegungss\u00e4tze, w\u00e4hrend wir die Bed\u00fcrfnisse der Gie\u00dferei 42 nach Geschwader 42-Kinematiken unterst\u00fctzen.... und dann, irgendwann, das anhaltende Universum! Schlie\u00dflich haben wir neue manipulierte K\u00f6pfe erhalten, die wir nun in das Spiel integrieren.\n\nArt:\nArt unterst\u00fctzt die Animation dabei, die gescannten K\u00f6pfe auf unsere K\u00f6rper im Spiel zu montieren. Es ist schwieriger, als es klingt! Der Prozess beinhaltet die Anpassung von Basismodellskulpturen, um besser mit K\u00f6pfen zu arbeiten. Wir arbeiten auch an den K\u00f6rpern und Kost\u00fcmen, die f\u00fcr Staffel 42 und mehrere kommende Schiffsvideos ben\u00f6tigt werden, w\u00e4hrend wir eine genauere Liste ausarbeiten, was langfristig f\u00fcr das persistente Universum ben\u00f6tigt wird.\n\nIn der Zwischenzeit erforscht Art in Austin die M\u00f6glichkeiten der Kopfanpassung und der NSC-Generierung; wir sind zuversichtlich, dass wir am Ende etwas sehr Cooles haben werden. Wir beenden die LODs und Schadenszust\u00e4nde f\u00fcr alle Schiffe in der Arena Commander V1 Version (Hornet, Aurora, 300i und Scythe) und entwickeln die Alien-Rassen von Star Citizen weiter.\n\nProduktion:\nDas Produktionsteam konzentriert sich haupts\u00e4chlich auf die Ver\u00f6ffentlichung von Dog Fighting v1, au\u00dferdem arbeitet das Produktionsteam an einem Persistent Universe Zeitplan und aktualisiert unseren Schiffsplan. Als n\u00e4chstes werden wir die Charakterpl\u00e4ne sowie die Waffen- und Gegenstandspl\u00e4ne ausarbeiten. All dies zusammen mit dem Halten der Teams am Laufen, dem Erstellen des Rollout-Plans f\u00fcr das DFMV1-Release und dem allgemeinen Informieren \u00fcber alle anderen Produktionsgruppen in jedem Studio, um die Maschine am Laufen zu halten.\n\nVideoproduktion:\nVerschiedene Video-B-Rollen und Interviews f\u00fcr PAX East DFM enth\u00fcllen. Au\u00dferdem wurden die Episoden 62-66 von \"Wingman's Hangar\" produziert, geschrieben, inszeniert, gedreht und geschnitten. Aufnahme und Bearbeitung einer Reihe von humorvollen Rezensionen von HP Envy Laptop f\u00fcr die AMD-Partnerschaft. Aufnahme von Videos von Fanbesuchen und deren Bearbeitung zu einem Videopaket. Entwurf und Spezifizierung von Leistung, Beleuchtung und Klangsteuerung der B\u00fchne f\u00fcr den Hangar von Wingman und zuk\u00fcnftige Mocap-Sessions. Wir haben unsere Videoproduktionsstandards und -verfahren f\u00fcr h\u00e4ufig verwendete Anlagen f\u00fcr die Videoproduktion weiter ausgebaut. Unterst\u00fctzung bei der technischen Planung der PAX East sowie zuk\u00fcnftiger Live-Events.\n\nDesign:\nZus\u00e4tzlich zur Unterst\u00fctzung der Freigabe des Luftkampfes haben wir die hartn\u00e4ckige Arbeit am Universum vorangetrieben. Mit einem Personal, das sich im letzten Monat verdoppelt hat, bohren wir in Themen wie Jump Point Running, Kopfgeldjagd, Bergung und unser massives Reputationssystem. Das Design legt weiterhin gro\u00dfen Wert darauf, unser Wirtschaftssystem in einen testbaren Zustand zu versetzen, also sind wir halshoch in Tabellenkalkulationen dar\u00fcber, wie die Dinge zusammengesetzt werden, wo sie gefunden werden und was sie wert sind.\n\nAuch die Zukunft des Hangars wird weiter vorangetrieben, mit einem verbesserten Schie\u00dfstand und einem fr\u00fchen Blick auf die \u00dcbertaktung am nahen Horizont.\n\nGute Nachrichten f\u00fcr die Web-Junkies: Ein Update der Schiffsstatistik-Seite kommt bald!\n\nAudio:\nIm April hat sich die gesamte Audioabteilung auf die Bed\u00fcrfnisse des Dogfight Moduls konzentriert, angefangen bei der PAX East Enth\u00fcllung bis hin zum ersten Release. Martin Galway hat hart daran gearbeitet, die vielen Facetten der Audioproduktion zu verarbeiten - hier ist ein Blick darauf, was mit seinem Team los ist.\n\nPedro liefert interaktive Musikclips, die bisher von Jens Lind umgesetzt wurden. Mason Fisher hat WAVs f\u00fcr die Arbeit mit[REDACTED] EVA generiert; Bill Munyon hat die meiste Zeit mit Sounddesign und Implementierung von Raumfahrzeugen verbracht; Jason Cobb hat sich auf die Reparatur von vorhandenem Audio, die Erstellung neuer Implementierungshaken und Playtests konzentriert; Stefan wurde Mitte April eingestellt und l\u00e4uft immer noch hoch, beginnend mit der Dialogarbeit f\u00fcr das Dogfighting-Modul. Ian Chuprun hat an Umweltaudio f\u00fcr die beiden Multiplayer-Karten gearbeitet (zus\u00e4tzlich zum Asteroidenhangar und der allgemeinen Hangarpflege).\n\nIT:\nDer April war f\u00fcr das IT-Team einer der arbeitsreichsten Monate dieses Jahres. Zwischen dem Support f\u00fcr neue Benutzer und dem PAX East Event war jedes Mitglied in seinen jeweiligen Studios besch\u00e4ftigt. Da alle Entwicklungsteams fast rund um die Uhr an DFM Hassan, Dennis und Chris gearbeitet haben, haben sie hart daran gearbeitet, mit Upgrades und Reparaturen Schritt zu halten, was zu praktisch keinen Ausfallzeiten f\u00fchrte. Unser Austin-Team verbrachte einige zus\u00e4tzliche Zeit damit, die Ausr\u00fcstung f\u00fcr das PAX East Event vorzubereiten und die Arbeit an einem neu gebauten Servercluster abzuschlie\u00dfen, der allen Entwicklungsteams helfen wird, die Entwicklung und das Testen zu beschleunigen.\nDas IT-Team f\u00fchlt sich sehr wohl bei unserem Auftritt auf der PAX East und ist stolz auf unsere Rolle bei diesem Event.\n\nDas ist es aus Texas - wo das Wetter w\u00e4rmer wird.... und die Luftk\u00e4mpfe heftiger werden. Und hier ist ein Tipp: Wenn Sie Rob Irving im Vers sehen, sollten Sie vielleicht laufen wollen.... er wird mit seinem Flugstick t\u00f6dlich genau!\n\nVielen Dank f\u00fcr Ihre weitere Unterst\u00fctzung!\n\nEric\n\nErin Roberts, Studioleiterin\nHallo wieder aus Manchester,\n\nEin weiterer Monat ist vergangen und es ist an der Zeit, Sie alle \u00fcber das zu informieren, was wir in der Gie\u00dferei 42 gemacht haben. Kurz gesagt, es gab viel Arbeit sowohl an Arena Commander als auch an Squadron 42. Es ist eine gro\u00dfe Freude zu sehen, wie diese beiden Projekte zusammenkommen. Ich m\u00f6chte auch hinzuf\u00fcgen, dass ich pers\u00f6nlich begeistert war, als ich sah, wie unsere Geldgeber das Spiel zum ersten Mal auf der PAX East in die Finger bekamen. Es ist wirklich spannend zu sehen, wie schnell jeder es \"bekommt\" und versteht, dass Star Citizen das einzig Wahre ist. Hier finden Sie Details zur Arbeit der internen Teams von Foundry 42 in diesem Monat:\n\nDesign: (Nick Elms - Design Director)\nWas haben wir gemacht? Schiffe bauen, nat\u00fcrlich! Eine unserer wichtigsten Aufgaben im Moment ist die Gestaltung der Innenr\u00e4ume von Gro\u00dfschiffen und Raumstationen, denn wir werden diese als Set-ups f\u00fcr einige der fr\u00fchesten Missionen der Staffel 42 ben\u00f6tigen. Die Arbeiten an der Idris gehen gut voran und arbeiten gemeinsam mit CGBot daran, die wenigen verbleibenden Unsicherheiten zu beseitigen. Der Speerwerfer Zerst\u00f6rer hat seit der Konzeptkunst, die Sie gesehen haben, gro\u00dfe Fortschritte gemacht; wir haben seine Einbauten jetzt gr\u00f6\u00dftenteils \"grau eingepackt\", mit Ausnahme der Br\u00fccke (kommt bald!) Der Eskorte Tr\u00e4ger der Panther-Klasse ist fast \"wei\u00df\" komplett: Ein K\u00fcnstler verfolgt die Fertigteile, von denen es 146 gibt! Erwarten Sie, dass diese Phase bis zum Ende der Woche abgeschlossen ist. Der ehrw\u00fcrdige bengalische Tr\u00e4ger ist auch in unseren Werften, mit White-Boxing-Arbeiten im Hangar und im Briefing-Raum sowie Prototyparbeiten f\u00fcr Transportmethoden durch das Schiff (vertrauen Sie mir, Sie wollen keinen Kilometer laufen, um vor jeder Mission zu Ihrem J\u00e4ger zu gelangen.) Die Shubin Mining Platform macht in der gleichen Phase gute Fortschritte, wobei die Abschnitte Monorail und Landungssteg ausf\u00fchrlich beschrieben werden. Wir haben auch die Raffinerier\u00e4ume detailliert, die \u00fcber einige ernsthafte Maschinen verf\u00fcgen! Wir f\u00fcllen leere Bereiche mit technischen Kan\u00e4len und versteckten Ritzen und beginnen, R\u00e4ume mit Platzhalterst\u00fctzen zu f\u00fcllen. Schlie\u00dflich wurde ein erster Block-Out auf dem Xi'An Transport durchgef\u00fchrt.... aber Sie werden sp\u00e4ter mehr dar\u00fcber erfahren!\n\nSitzaktionen sind vielleicht nicht so spannend wie Flottenaktionen, aber sie sind auch ein notwendiger Bestandteil des Raumschiffdesigns: herauszufinden, welche Station was in einem Hauptschiff steuert und wie man all dies den Spielern Spa\u00df macht. Unser Sitzaktionsplan ist fast fertig f\u00fcr die Unterzeichnung! Auf der Spezifikationsseite arbeiten wir daran, die Vanduul-Flotte zu detaillieren, mit dem K\u00f6nigtum, dem mittleren J\u00e4ger, dem schweren J\u00e4ger und dem Zerst\u00f6rer auf der Bank. Als n\u00e4chstes kommt der \"Void\"-Bomber. Die Guten bekommen auch mehr Hardware: Das UEE Dropship ist in Arbeit. Schlie\u00dflich werden KI- und Profilarbeiten an der Scythe durchgef\u00fchrt, um sicherzustellen, dass sie im Arena Commander richtig k\u00e4mpft.\n\nDie Entwicklung des Konversationssystems ist im Gange, mit regelm\u00e4\u00dfigen Treffen, um die Feinheiten festzulegen, die erforderlich sind, damit das System so funktioniert, wie Chris Roberts es sich vorstellt. Es gibt auch weitere Arbeiten zu den Gespr\u00e4chspfaden \"Bitching Betty\" und \"Sim Announcer\", die f\u00fcr die Entwicklung von Arena Commander relevant sein werden. Wir haben auch viel Zeit mit den Spielmodi Multiplayer und Arena Commander V1 verbracht. Wir haben den \"Capture the Core\"-Modus von Grund auf entwickelt und er wird in den n\u00e4chsten Tagen den letzten Schliff erhalten. \"Eroberung\", die vielleicht nicht in V1 enthalten ist, aber bald fertig sein sollte, wird immer weiter entwickelt, insbesondere im Hinblick auf den Code-Anschluss. Der Horten-Modus in \"Vanduul Swarm\" hat gro\u00dfe Fortschritte gemacht, besonders jetzt, da die Scythe realistisch fliegt!\n\nProgrammierung: (Derek Senior - Programmdirektor)\nDer Schwerpunkt dieses Monats lag auf dem Arena Commander. Wir haben 3D-Targeting-Retikula, das 3D-HUD-Radar, Scoring, ITTS, HUD-Messaging (Scoring-Feedback, Join\/Leave-Benachrichtigungen, Randwarnungen, etc.) implementiert, die Raketenstartsequenz aktualisiert und den Targeting-Code neu gestaltet. Wir haben neue Spielregeln f\u00fcr drei Modi eingef\u00fchrt, Staffelkampf, Eroberung des Kerns und Eroberung. Ein Gro\u00dfteil der Arbeit, die wir leisten, l\u00e4uft auf Bug-Squashing hinaus, insbesondere f\u00fcr den Multiplayer-Modus; jetzt, da wir in verschiedenen Studios spielen, k\u00f6nnen wir Probleme wirklich identifizieren und beheben! Ein betr\u00e4chtlicher Teil davon h\u00e4ngt mit dem Wieder-Laichen der Spieler zusammen, das jetzt viel zuverl\u00e4ssiger ist. Wir haben auch einige Arbeiten zur Implementierung von HUD-Soundeffekten und dem dynamischen Musiksystem durchgef\u00fchrt und die Funktionalit\u00e4t des Targeting Panels verbessert. Eine Sache, von der ich wei\u00df, dass sie unter den Star Citizen-Fans heftig diskutiert wird, ist die Controller-Funktionalit\u00e4t: Wir haben an Input Maps f\u00fcr alle Arten von Controllern gearbeitet, von der Tastatur bis hin zu spezifischen HOTAS-Setups. Wir haben dazu Feedback von Spielern und Designern aus dem gesamten Unternehmen erhalten, und wir setzen uns daf\u00fcr ein, dass Star Citizen Spa\u00df macht, egal welche Art von Steuermechanismus Sie w\u00e4hlen.\n\nKunst und Animation: (Paul Jones - Art Director)\nDas Dogfighting-Modul war eine echte unternehmens\u00fcbergreifende Leistung.... aber wir werden stolz darauf sein, dass wir die Umweltg\u00fcter und die Kartenerstellung f\u00fcr Dying Star und Broken Moon anerkennen werden! Unser Team ging in den Betrieb der CryEngine und die Ergebnisse sprechen f\u00fcr sich. Wir haben auch einige verschiedene VFX-Arbeiten f\u00fcr das Modul durchgef\u00fchrt und bei zuk\u00fcnftigen Effekttypen im Spielmodus geholfen. Im April haben wir alles perfektioniert, von den Terraforming-Stationen \u00fcber die Landeplattformen bis hin zu den zerst\u00f6rbaren Plattformen. Wir haben auch mit dem Design f\u00fcr das White-Boxing und Tiering der Kriegsschiffe der Javelin-, Panther- und Bengalklasse gearbeitet. Auch das \u00c4u\u00dfere des Vergelters sieht gro\u00dfartig aus!\n\nAuf der Seite der Benutzeroberfl\u00e4che haben wir uns mit dem Look and Feel der technischen Sitzaktion besch\u00e4ftigt. Das Design hat herausgefunden, was du an einem Sitz tun musst.... jetzt liegt es an uns herauszufinden, wie der Spieler Dinge wie Stromverteilung, K\u00fchlung, CPU-Last und dergleichen steuern soll!\n\nUnsere Konzeptk\u00fcnstler haben auch viel 3D-Arbeit geleistet! Funktionsmodelle wurden f\u00fcr das leichte Jagdflugzeug Gladius (siehe aktueller Beitrag), das Bergungsschiff und das Bauchdock der Idris, den Turm des Speerj\u00e4gers (innen und au\u00dfen) und den Panther-Eskorttr\u00e4ger erstellt. Die Animation war ebenfalls sehr arbeitsintensiv, arbeitete an der Aussto\u00dfung des Luftkampfes und den G-Loc-Sequenzen und bereitete die ersten filmischen Mocap-Tests f\u00fcr Staffel 42, das Vanduul-Pilotrigging und die Animationen der Schiffswaffen vor.\n\nWir hatten einen weiteren guten Monat, in dem wir eine Reihe von notwendigen Konzept-, Produktions- und Polierarbeiten in allen Abteilungen durchgef\u00fchrt haben. N\u00e4chsten Monat (da wir so gut wie alle unsere Dog Fight Module Aufgaben in Gro\u00dfbritannien abgeschlossen haben) werden wir uns fast ausschlie\u00dflich darauf konzentrieren, Kapitalschiffsysteme online zu bringen, unseren Bedarf an Mo-Cap-Shootings f\u00fcr S42 zu decken und die ersten Missionen f\u00fcr S42 und alles, was damit verbunden ist, weiter zu blockieren.\n\nWie immer, vielen Dank f\u00fcr all deine Unterst\u00fctzung, die es uns erm\u00f6glicht hat, dies zur besten verdammten Weltraumsimulation aller Zeiten zu machen.... Ohne dein Engagement, deine Unterst\u00fctzung und deinen Glauben w\u00e4ren wir nicht da, wo wir sind. Ich freue mich darauf, dass jeder die ganze harte Arbeit, die in das Spiel gesteckt wurde, ausprobiert, w\u00e4hrend wir mit Arena Commander live gehen, und euch vielleicht in den Versen weiterbringt.... :)\n\nProst,\nErin\n\nMathieu Beaulieu, Produzentin\nDer April verging so schnell, aber es wurde viel erreicht. Was die Programmierung betrifft, so hat ein gro\u00dfer Teil des Teams an den Funktionen des Dogfighting gearbeitet. Unsere oberste Priorit\u00e4t war es, die Implementierung abzuschlie\u00dfen und verschiedene Funktionalit\u00e4ten der Benutzeroberfl\u00e4che zu verbessern. Wir haben einige gro\u00dfe Fortschritte bei der Fertigstellung des Frameworks gemacht, das f\u00fcr den Aufbau des Visor HUD, des Shield and Power Management UI, der In-Game Scoreboards sowie des Matchmaking UI arbeitet.\n\nWir arbeiten auch kontinuierlich an der Schaffung des Kerns der Wirtschaftssimulation und arbeiten sowohl an den Dienstleistungen der Backend-Simulation als auch an den Frontend-Tools, die es uns erm\u00f6glichen, die Wirtschaft voranzutreiben.\n\nDer Fr\u00fchling ist endlich in Montreal angekommen und die Discount-, Gesch\u00e4fts- und Deluxe-Hangars bereiten sich auf den Fr\u00fchjahrsputz vor. Nach der Modernisierung k\u00f6nnen wir alle Hangars, einschlie\u00dflich des Asteroid-Hangars, um Erweiterungen und Spezialr\u00e4ume (wie den Schie\u00dfstand) erweitern.\n\nUnd das ist noch nicht alles! Die Arbeiten f\u00fcr das UI\/UX-Design des mobiGlas OS sind in vollem Gange. Schritt f\u00fcr Schritt entwickeln wir eine solide globale Sichtweise darauf, wie das Gesamtsystem aussehen und wie es funktionieren wird, die es uns erm\u00f6glicht, zuk\u00fcnftige Funktionalit\u00e4ten schneller zu entwickeln und ein einheitliches Erscheinungsbild in allen Anwendungen zu erhalten. Wir arbeiten auch an dem Avatar-Anpassungssystem, das jetzt besser definiert ist, und wir arbeiten eng mit CIG zusammen, um sicherzustellen, dass wir die PU-Charaktere auf dem h\u00f6chsten Detaillierungsgrad halten und gleichzeitig eine maximale Anpassung erm\u00f6glichen.\n\nTara Decker, Produzentin\nIm April in Monterrey drehte sich alles um Schiffe. Und Luftk\u00e4mpfe. Coole Schiffe & Luftk\u00e4mpfe.... das war unser Fr\u00fchling. Ziemlich cool.\n\nUnsere Crew hat den letzten Monat damit verbracht, die Hornet, Aurora und die 300i (mit Herrn Chris Smith) sch\u00f6n und bereit zu machen, ins All zu fliegen. Die Behebung des Schadens, die LOD- und PBR-Umbauarbeiten f\u00fcr jedes Schiff waren oft eine Herausforderung, da der Ansatz f\u00fcr die Vorgehensweise neu definiert wurde. Aber, die Schiffe sehen gro\u00dfartig aus und trennen sich wirklich gut, wenn sie getroffen werden, also wird der Luftkampf wirklich, wirklich Spa\u00df machen.\n\nAuch mit Erins Atelier setzten die K\u00fcnstler die Arbeit am Idris fort. Tolle Gruppe von Jungs, mit denen man arbeiten kann.... und unglaublich hohe Standards! Das Schiffslayout ist im Wesentlichen fertig gestellt und die Arbeiten an den verschiedenen R\u00e4umen und Bereichen (Br\u00fccke, Brigg, Reaktorraum, etc....) sind im Gange. Dies ist ein riesiges Schiff und die Arbeit wird noch eine ganze Weile dauern.\n\nDer Freelancer und alle seine Varianten sind fast vollst\u00e4ndig. Genau wie der R\u00e4cher. Zus\u00e4tzliche Arbeiten f\u00fcr Schadenszust\u00e4nde und LOD's sind erforderlich, aber die Modellierungsphasen sind gut abgeschlossen.\n\nAls n\u00e4chstes f\u00fcr uns: Das Schiff Chris Roberts sagt, dass er am meisten begeistert ist von seinem Besitz: die Constellation. Kein Druck. ;)\n\nAlso, ich sagte, dass April alle Schiffe waren, aber wir haben auch die Charakterarbeit angegangen. Aktualisieren des m\u00e4nnlichen Explorer-Charakters. Und macht Helmarbeit. Es ist verr\u00fcckt zu bemerken, dass genauso viel Zeit in die Modellierung und Texturierung des Innenraums des Helmes wie des Au\u00dfenbereichs investiert wird. Sch\u00f6n.\n\nSean Murphy, Outsourcing Manager\nUnsere externen Auftragnehmer haben sich in diesem Zyklus stark auf die Schiffskunst konzentriert - Eddie del Rio hat einige gro\u00dfartige Konzepte f\u00fcr das Xi'an Scout-Schiff entwickelt, Stephan Martiniere arbeitet an Br\u00fcckeninnenr\u00e4umen, Jan Urschel entwirft den Bomber Xi'an und Emmanuel Shiu erkundet den Banu Merchantman. Ryan Church entwickelt den Panther Escort Carrier weiter und Jim Martin entwickelt Konzepte f\u00fcr Varianten des Entermessers, w\u00e4hrend Gavin Rothery das Design des Gladius Light Fighters festigt. Und Stefano Tsai brennt auf der M50!\n\nDar\u00fcber hinaus haben wir Rob McKinnon, der an Marine Armor-Konzepten und verschiedenen anderen milit\u00e4rischen Outfits arbeitet; Clint Schultz und Dave Scott arbeiten an Firmenlogos, David Brochard und Justin Sweet machen einige au\u00dferirdische Charakteruntersuchungen, und Atey Ghailan und Ed Lee helfen bei der Verfeinerung von Umgebungen.\n\nSchlie\u00dflich sind wir im Gespr\u00e4ch mit einem anderen spannenden Konzeptk\u00fcnstler, der uns \u00fcber die Zusammenarbeit mit uns angesprochen hat - aber wir k\u00f6nnen noch nichts sagen!\n\n(Redigiert)\nHier bei [Redacted] im Land von[Redacted] haben wir das[Redacted] Wetter genossen, w\u00e4hrend wir hart an der Arbeit am FPS-Modul waren!\n\nDie K\u00fcnstler haben sich auf den Weg gemacht, um einige erstaunlich aussehende Umgebungen f\u00fcr euch B\u00fcrger zu schaffen, in denen ihr euch gegenseitig t\u00f6ten k\u00f6nnt. Wenn mehr Requisiten, Details und Politur umgesetzt werden, wird deutlich, dass Star Citizen nicht nur eines der am besten aussehenden Spiele in den Tiefen des Weltraums sein wird, sondern auch auf der Planetenseite... oder in den Fluren einer riesigen Raumstation.\n\nUnsere Ingenieure und Animatoren optimierten und polierten weiterhin EVA- und Zero-G-Bewegungen, w\u00e4hrend das visuelle FX-Team einige fantastisch aussehende Thruster-Jet-Effekte entwickelte. Und w\u00e4hrend das Herumtreiben und das Zoomen durch die Ebenen mit Hilfe von Triebwerken eine Explosion ist, war der gro\u00dfe Hit im B\u00fcro Magnetic Boots! Diese Wunderwerke moderner Technologie lassen Sie auf jeder Metalloberfl\u00e4che in Zero-G herumstampfen.... B\u00f6den, W\u00e4nde, Decken, Schiffsau\u00dfenseiten, was auch immer! Zusammen mit Zero-G denken wir, dass es dem Kampf eine sehr einzigartige Wendung verleihen wird.\n\nApropos Kampf, wir haben auch ein Deckungssystem eingef\u00fchrt. Bald werden die B\u00fcrger in der Lage sein, sich hinter Objekten zu verstecken oder sich von hinten an eine Wand zu lehnen, um Sch\u00fcsse auf den Feind zu machen. All diese Aktionen in Kombination mit der Vielfalt der Waffen bedeutet, dass es eine absolut gro\u00dfe Menge an Animationen gibt, die in Bewegung aufgenommen werden m\u00fcssen.... und es ist so, dass wir diese Woche Bewegungsaufnahmen machen.\n\nMit dem FPS-Modul beginnt das Team nun mit einem umfangreichen Spieltest, um sicherzustellen, dass alles auf eine Weise zusammenkommt, die Spa\u00df macht, fesselnd ist und hoffentlich nichts mit allem zu tun hat, was Sie je zuvor gesehen oder gespielt haben. Wir k\u00f6nnen es kaum erwarten, es zu zeigen und hoffen, dass ihr B\u00fcrger genauso begeistert seid wie wir!\n\nDerzeit arbeiten bei[Redacted] insgesamt 24 talentierte Menschen an Star Citizen. Neun K\u00fcnstler, sechs Programmierer, vier Animatoren, ein Creative Director, ein Level-Designer, ein Auftragnehmer f\u00fcr Soundeffekte, ein Senior Producer und ein Gameplay-Produzent.\n\nMark Day, Studioleiterin\nSherman war der neue planetarische Standort, der in der neuesten Ausgabe des Observist angek\u00fcndigt wurde, und voidALPHA konzentriert sich darauf, ihn so spektakul\u00e4r wie m\u00f6glich zu machen! Der Konzeptk\u00fcnstler Emmanuel Shiu hat die ersten beiden etablierten Aufnahmen gemalt und gestaltet nun das Look and Feel der Ladeneinrichtungen. Design erstellt das grobe Layout auf der Grundlage dieser Konzeptfotos und stellt sicher, dass die White Box-Version den Architekturstil und die Stimmung, die f\u00fcr diese entmilitarisierte UEE-Basis etabliert wurden, genau wiedergibt. Die Umweltkunst hat einen Gro\u00dfteil der Geometrie f\u00fcr The Blocks (Terra: Prime) fertiggestellt und sich nun auf einen Basismaterialpass konzentriert, der uns dem Abschluss einer der \u00fcbelsten und anr\u00fcchigsten Positionen auf der Planetenseite, die Sie je betreten werden, ein gro\u00dfes St\u00fcck n\u00e4her bringt. Schlie\u00dflich ist unsere Centermass \"Beautiful Corner\"...naja...sch\u00f6n! Wir befinden uns im letzten Abschnitt dieses Ladeninneren, bis ein paar endg\u00fcltige Beleuchtungs- und Materialanpassungen vorgenommen wurden, die notwendig sind, um diesen Laden zu einem Anblick zu machen!\n\nBenoit Beaus\u00e9jour, Gr\u00fcnder und Gr\u00fcnder\nDas Plattformteam von Turbulent hat sich diesen Monat darauf konzentriert, die Mitgliedschaft bei Multi-Orgs abzuschlie\u00dfen. Dies ist eine Funktion, die wir freigeben wollten, w\u00e4hrend wir tiefer in den zweiten Tropfen von Orgs eintauchen, in dem wir bedeutende Struktur- und Befehlserweiterungen zu Orgs hinzuf\u00fcgen. Dieser Prozess l\u00e4uft gut, da wir nun das Artwork f\u00fcr die Zuschauer und die Bedienoberfl\u00e4che f\u00fcr Ihre Org-Struktur entwickeln.\n\nEine Menge Zeit wurde mit dem Aufbau des Arena Commander Ranglistensystems verbracht, das Piloten- und Organisationsstatistiken f\u00fcr das Modul enthalten wird. Das Vorhandensein von Spielstatistiken auf der Website f\u00fchrt auch zu einer \u00dcberarbeitung des B\u00fcrgerdossiers, damit Sie Ihre F\u00e4higkeiten als Simulatorpilot unter Beweis stellen k\u00f6nnen! (Und vielleicht auch eine Pilotenf\u00e4higkeit \u00fcberpr\u00fcfen, bevor du ihn rekrutierst?)\n\nDie Arbeit an der Neugestaltung des Gesch\u00e4ftserlebnisses und an weiteren Details wurde fortgesetzt.  auf den Schiffsvarianten und -ausr\u00fcstungen. Wir haben nun ein vollst\u00e4ndiges Kontrollmodell auf der Plattform, das es uns erm\u00f6glicht, schiffsbezogene Statistiken zu aktualisieren und anzuzeigen. Erwarten Sie mehr in den kommenden Wochen!\n\nDas Team hat gro\u00dfe Fortschritte bei der Multi-Faktor-Authentifizierung gemacht, einer weiteren gro\u00dfen Plattformverbesserung, die wir an die Community weitergeben wollen, um die Sicherheit Ihrer Konten und der Plattform auf breiter Front zu verbessern. Viele Funktionen unter der Kapuze wurden auch entwickelt, um den Umgang mit der Kontosicherheit und anderen Tools f\u00fcr Ihr tolles CS-Team zu erleichtern!\n\nMatthew Jack, Gr\u00fcnder und Gr\u00fcnder\nDer April begann mit Intensit\u00e4t f\u00fcr die drei Entwickler des Kythera-Kernteams, denn wir befanden uns im Zentrum der Dinge, die im Gameplay f\u00fcr die PAX East Demo ablaufen. Das war f\u00fcr uns besonders aufregend, denn es war der erste \u00f6ffentliche Spieltest von Kythera, im Vanduul Swarm-Modus von Star Citizen. Es gibt Filmmaterial von diesem Build auf unserer Website.\n\nSeit PAX haben wir an der Entwicklung der Dogfighting v1 Version selbst gearbeitet. Die gr\u00f6\u00dfte Ver\u00e4nderung f\u00fcr uns ist der Umzug zur Scythe. Kythera hat bisher Hornissen geflogen, aber die Scythe wird f\u00fcr den Vanduul-Schwarmmodus ben\u00f6tigt und diese Schiffe handhaben sehr unterschiedlich und verwenden unterschiedliche Man\u00f6ver.\n\nEin wesentliches Merkmal dieses Monats ist die Verbesserung der Vermeidung, um einige gro\u00dfe und komplexe Geometrien in den Vanduul-Schwarmstufen besser zu handhaben, insbesondere den Terraformer in Broken Moon. Wir erweitern auch unser Inspector Debugging-Tool, um Programmierern und Designern ein viel besseres Feedback zu geben, wenn sie das Gameplay des Vanduul Swarm-Modus gestalten.","zh_CN":"Greetings Citizens,\nIt\u2019s time for April\u2019s Star Citizen development report! As we have done previously, we\u2019ve asked the people in charge of each CIG studio and outsource group to report on what they have been up to in the previous month. (Please note that this also replaces the Arena Commander Weekly Report for May 2nd, since it includes everything done on AC this week.)\n\nTravis Day, Dogfight Producer\nAs April comes to a close it is time again for us to reflect upon, and share, the major developments of the month! There is much to discuss so let\u2019s get straight to it!\n\nAt the beginning of this month we revealed Arena Commander (AKA \u2013 DFM) to all the backers who were able to attend our pre-PAX East event in Boston and to the world via livestream. We also had the privilege of having Arena Commander playable on the show floor of PAX East for citizens and interested passerby alike in the Logitech booth. Of course we weren\u2019t able to show everything we wanted to that night in Boston so we put together a video showing off some of the additional features we\u2019ve been working on that didn\u2019t make the demo level which you can see below if you missed it.\n\nWhile showing off all our team\u2019s hard work is very gratifying, the real treat is being able to interact with everyone in the community in person. Words cannot express how humbling and inspiring it is to be able to meet with so many people who are so passionate about the universe we are creating. It is incredibly motivating for all of us who were in attendance and while it isn\u2019t truly possible to capture those indelible feelings we were able to share at least some of that with the team upon our return.\n\nSpeaking of the team, let\u2019s move on to what they\u2019ve been up to! Similar to many of the other studios, we here in Santa Monica are finishing up new feature implementation as we approach our branch date and code lock and move into final polish, tweaking, and bug fixing. To this end there has been a lot of planning and communication going on amongst all the studios to synchronize our finishing of feature development and finalizing our polish and rollout strategy. This will allow us to focus on finishing and stabilizing the planned features we\u2019ve implemented and lower the risk of introducing new issues as we prepare for the launch of Arena Commander.\n\nWhilst Production, Operations, and Network Engineering have been planning and executing the above strategy, our visual effects team has been finishing its final passes on effects and hooking them up to all the parts and states of the Aurora, 300i, Scythe, and Hornet and all of their possible item combinations. Our planning on this from Forrest and Casey has panned out quite well. In creating the effects for the Hornet and the Scythe along with all their weapons and items we\u2019ve established a good starting point for an effects library for both UEE and Vanduul craft. Obviously these libraries will grow and change over time but it has us well positioned to rapidly iterate and hook up new ships and items in the future.\n\nSpeaking of ships breaking apart\u2026 This month has seen the completion of hooking up all of the damage pieces, LODs, particle effect nodes, etc. for the Scythe, 300i, Aurora, and Hornet. Not only do they all now explode, break, and LOD properly but we\u2019ve also got them all flying properly this month. They\u2019ve all been converted to PBR and as mentioned in a previous post the 300i has also undergone a major uprez and detail pass as it was being converted to PBR. All of the ships (which already looked great) are now looking absolutely fantastic. This is another case where our early work both in the way we approached it and focusing on the Hornet first has paid of dividends. By spending the time to R&D ship mechanics with the Hornet and locking down the process and documentation it has allowed us to blaze through the Scythe, Aurora, and 300i much more quickly and each ship has progressed more quickly than the last as we improve our technique, which is great to see.\n\nOn the engineering front the team has been focusing on finishing off some changes to the pipe system (framework which manages per ship and per part CPU, power, cooling, and fuel) to allow players to manipulate settings dynamically on a per item basis or on a global level for the ship which will affect all attached parts. This was a stretch goal for us going into the first release so we\u2019re pleased that we\u2019ve been able to fit this in as it will improve the dynamism of ships greatly and we think player\u2019s will really enjoy it.\n\nThe pipe system wasn\u2019t the only one to get a bit of an upgrade. Radar\/detection system too has undergone an overhaul to expand its functionality both to improve its current features and to create the foundation for future features that designers can play with. It has also undergone an optimization both in parallel to this which has greatly increased its performance per frame. To expand upon the improvements to the radar system, it has been moved into a centralized system hosted by the vehicle that can be shared by multiple items and only get called once. That doesn\u2019t sound very sexy but what it allows is for much more realistic simulation of missiles for example. Where you can feed your ships primary radar data to the missile for acquiring lock and then later switch to the missiles radar only once it has left the ship. It also paves the way for slaving radar from one ship to another or things like centralized command and control which is a feature we know a lot of our community is looking forward to. Lastly, we\u2019ve adjusted the way the signal to noise ratio system works and expanded its functionality quite a bit to allow designers to play with different types of chaff, armor, nebulas, flares, etc. and have them impact the radar\/detection system in entirely new ways.\n\nOn the graphics engineering side Okka Kyaw has been very busy working on many improvements to the HUD\u2019s look and feel to make sure that the curvature shader works perfectly in a multitude of resolutions and has a projected holographic feel. He\u2019s also created the redout effect to match his stellar g-force induced blackout effect and is now working on the interstitial effects such as blackout recovery to provide a more realistic and filmic return to consciousness. Overall we believe that folks will be really happy with the graphics effects and immersive feel that his work accomplishes.\nOur headcount has increased by 1, with the addition of our new Human Resources specialist. We do have some exciting new hires coming up and we look forward to updating you about them next month!\n\nWe would like to close this month by taking a moment to thank you, each and every backer, for all of their support on this project. From backing the game, to fan fiction, to late night chatroll, \u2018Ask a Dev\u2019 threads, to fan gifts, to meeting everyone at events like the Arena Commander reveal. We are all truly humbled by all that you do for us and genuinely appreciate you making it possible for us to create this universe for us to share in together.\n\nAs always, feel free to post any comments or questions in our \u201cAsk a Dev\u201d threads and until next time\u2026 See you in the \u2018verse!\n\nEric Peterson, Studio Director\nHello Citizens!\n\nHere in Austin, we\u2019ve been working on the integration of all the various studios\u2019 code drops, in order to get the Dogfighting M\u2026 I mean Arena Commander\u2026 ready for launch. What that means is taking all the work done in places like Santa Monica, Manchester, Montreal and [Redacted], putting it together and making sure it all works the way it\u2019s supposed to. We\u2019re also knee deep in planning for the delivery of AC through the client side launcher\/patcher; you know, that thing you log in to every time you visit your Hangar! Our other big dogfighting job is getting the backend server code stable for the release.\n\nOutside of dogfighting, we\u2019re working on the long-term planning and scheduling for both the planetside module and the eventual persistent universe. Launching Arena Commander is going to teach us a lot that we\u2019ll need to know for both these future releases! We also hosted a cinematics and motion capture summit where teams from around the company plotted out the cinematic for both Squadron 42 and Star Citizen. Essentially, we sat down and blocked out the entire script so we\u2019ll know what needs to be shot for our game!\n\nEngineering:\nThe engineering team has been focusing on Dog Fighting v1 tasks including hangar, ship and other bugs that need to be fixed prior to launching. This also includes zSupervisor work for starting up game server processes, working to get the matchmaking services integrated and monitoring server issues during play tests. We are continuing integration of CryEngine 3.6 and should be complete by the end of next week 5\/2\/2014 barring any unforeseen issues.\n\nEngineering has also been working on fixing build system issues as they come up and working with IT to migrate the old build system to the newly configured build system cluster. Phase I of this should be completed next week and we will continue to upgrade the system as needs arise.\n\nCinematics\/Mocap:\nIn addition to the big cinematics summit, we concluded the facilities search for a mocap location (more on that soon!) and have made good progress on crew, vendor and process planning. That is the who and how of the massive motion capture shoot needed for Squadron 42. We\u2019re working to finish tests and evaluations on several software options for facial and body mocap solutions. We\u2019ve also generated the first budget for the shoot and we\u2019re working with Foundry 42 on what assets are going to be needed in terms of ships and virtual sets before we start putting actors in their rigs.\n\nAnimation:\nOur biggest priority this month was supporting the dogfighting launch with animations. You\u2019d be surprised how much goes into Arena Commander, beyond just flipping your helmet around as you board your ship! We\u2019re also cleaning up the existing Hangar animations and supporting some needs for the upcoming ship commercials.\n\nAnimation is on the grow: we\u2019ve hired a new senior animator who starts soon, and we\u2019re getting ready to do some mocapping for the First Person Shooter module launch. Another major priority going forward is to complete the male and weapon locomotion sets as we move into supporting Foundry 42\u2019s needs for Squadron 42 cinematics\u2026 and then, eventually, the persistent universe! Finally, we\u2019ve received new rigged heads, which we are now integrating into the game.\n\nArt:\nArt is assisting animation in getting the scanned heads fitted onto our in-game bodies. It\u2019s more difficult than it sounds! The process involves adjusting base model sculpts to work better with heads. We\u2019re also working on the bodies and costumes needed for Squadron 42 and several upcoming ship videos, while fleshing out a more exact list of what\u2019s going to be needed in the long run for the persistent universe.\n\nMeanwhile, art in Austin is exploring head customization and NPC generation options; we\u2019re confident that we\u2019re going to have something very cool in the end. We are finishing up LODs and damage states for all the ships in the Arena Commander V1 release (Hornet, Aurora, 300i and Scythe) and we\u2019re continuing development of Star Citizen\u2019s alien races.\n\nProduction:\nThe production team is primarily focused on the release of Dog Fighting v1. In addition, the production team is working on a Persistent Universe schedule and updating our ship schedule. Up next, we will be fleshing out the character schedules as well as the weapons and items schedule. All of this in tandem with keeping the teams on task, generating the rollout plan for the DFMV1 release, and generally keeping up with all the other production groups at each studio to keep the machine humming along.\n\nVideo Production:\nShot various video b-roll and interviews for PAX East DFM reveal. Also, produced, wrote, directed, shot and edited episodes 62-66 of \u201cWingman\u2019s Hangar\u201d. Shot and edited a sequence of humorous reviews of HP Envy laptop for AMD partnership. Shot video of fan visits and edited them into a video package. Designed and specified power, lighting, sound control of sound stage for Wingman\u2019s hangar and future mocap sessions. Continued to expand upon our video production standards and procedures for commonly used assets for video production. Assisted with technical planning for PAX East as well as future live events.\n\nDesign:\nIn addition to supporting the dogfighting release, we have been forging ahead with persistent universe work. With a staff that has doubled in the past month, we\u2019re drilling into topics like jump point running, bounty hunting, salvaging, and our massive reputation system. Design continues to put a heavy focus on bringing our economy system into a testable state, so we\u2019re neck-deep in spreadsheets about how things are put together, where they\u2019re found, and what they\u2019re worth.\n\nWe also continue to push forward with the future of the hangar, with an improved shooting range and an early look at overclocking on the near horizon.\n\nGood news for the web junkies: an update to the ship stats page is coming soon!\n\nAudio:\nIn April, the entire audio department has been focusing on the needs of the Dogfight Module, beginning with the PAX East reveal and continuing on to the first release. Martin Galway has been hard at work wrangling the many facets of audio production \u2013 here is a look at what is going on with his team.\n\nPedro has been delivering interactive music clips that have been implemented so far by Jens Lind. Mason Fisher has been generating WAVs for [REDACTED] EVA work; Bill Munyon has spent most of his time on spacecraft sound design & implementation; Jason Cobb has concentrated on fixing existing audio, creating new implementation hooks and playtesting; Stefan was hired in mid-April and is still ramping up, starting with dialogue work for the Dogfighting module. Ian Chuprun has been working on environmental audio for the two multiplayer maps (in addition to asteroid hangar and general hangar upkeep).\n\nIT:\nApril has been one of the busiest months of this year for the IT team. Between new user support and the PAX East event every member has been busy in their respective studios. With all dev teams working nearly around the clock on DFM Hassan, Dennis, and Chris have been working hard to keep up with upgrades and repairs resulting in virtually zero down time. Our Austin team spent some additional time preparing equipment for the PAX East event as well as wrapping up work on a new build server cluster which will help all dev teams speed up development and testing.\nThe IT team feels really good about our showing at PAX East and proud of our role in that event.\n\nThat is it from Texas \u2013 where the weather is getting warmer\u2026 and the dogfights getting more heated. And here\u2019s a tip: if you see Rob Irving in the \u2018verse, you might want to run\u2026 he is getting deadly accurate with his flight stick!\n\nThanks for your continued support!\n\nEric\n\nErin Roberts, Studio Director\nHi from Manchester again,\n\nAnother month has passed and it\u2019s time to update you all on what we\u2019ve been up to at Foundry 42. In short, there\u2019s been a lot of work on both Arena Commander and Squadron 42. It\u2019s a real pleasure to see both of these projects start to come together. I\u2019d also like to add that I was personally revved up by getting to see our backers get their hands on the game for the first time at PAX East. It\u2019s truly thrilling to see how quickly everyone \u2018gets it\u2019 and understands that Star Citizen is the real deal. Here are details on this month\u2019s work from Foundry 42\u2019s internal teams:\n\nDesign: (Nick Elms \u2013 Design Director)\nWhat have we been doing? Building ships, of course! One of our most important tasks at the moment is designing the interiors of capital ships and space stations, because we\u2019re going to need those as set pieces for some of Squadron 42\u2019s earliest missions. Work on the Idris is continuing well, working alongside CGBot to deal with the few remaining uncertainties. The Javelin Destroyer has made a lot of progress since the concept art you saw; we have its internals mostly \u201cgrey boxed\u201d now, with the exception of the bridge (coming soon!) The Panther-class Escort Carrier is almost \u201cwhite-box\u201d complete: an artist is tracing the pre-fab pieces, of which there are 146! Expect this stage to be complete by the end of the week. The venerable Bengal carrier is also in our shipyards, with white-boxing work being done on the hangar and the briefing room, as well as prototype work being done for methods of transport through the ship (trust me, you don\u2019t want to walk a kilometre to get to your fighter before every mission.) The Shubin Mining Platform is making good progress in the same stage, with significant detailing on the monorail and landing pad sections. We\u2019ve also detailed the refinery rooms, which have some serious machinery! We\u2019re filling void areas with engineering ducts and hidden crannies, and are starting to populate rooms with placeholder props. Finally, some initial block-out has been done on the Xi\u2019An Transport\u2026 but you\u2019ll be hearing more about that later!\n\nSeat actions may not be as exciting as fleet actions, but they\u2019re also a necessary part of starship design: figuring out what station controls what in a capital ship, and how to make all of this fun for players. Our seat action plan is almost ready for signoff! On the specs side of things, we\u2019re working on detailing the Vanduul fleet, with the Kingship, medium fighter, heavy fighter and destroyer on the bench at the moment. Next up is the \u201cVoid\u201d bomber. The good guys are getting more hardware, too: the UEE dropship is in the works. Lastly, AI and profile work are being done on the Scythe to make sure it fights properly in Arena Commander.\n\nDevelopment of the conversation system is ongoing, with regular meetings to pin down the finer detail required to make the system work the way Chris Roberts imagines. There\u2019s also been more work on the \u201cBitching Betty\u201d and \u201cSim Announcer\u201d conversation paths that will be relevant for Arena Commander\u2019s evolution. We\u2019ve also spent quite a bit of time on the multiplayer and Arena Commander V1 game modes. We\u2019ve developed the \u201cCapture the Core\u201d mode from the ground up and it will be getting some final polish in the next few days. \u201cConquest,\u201d which may not be in V1 but should be ready soon, is getting more development, especially in terms of code hook up. The hoard mode in \u201cVanduul Swarm\u201d has made a great deal of progress, especially now that the Scythe is flying realistically!\n\nProgramming: (Derek Senior \u2013 Programming Director)\nThe main focus this month has been on Arena Commander. We\u2019ve implemented 3D targeting reticules, the 3D HUD radar, scoring, the ITTS, HUD messaging (scoring feedback, join\/leave notifications, boundary warnings, etc.), updated the missile launch sequence and refactored the targeting code. We\u2019ve implemented new game rules for three modes, Squadron Battle, Capture the Core and Conquest. A lot of the work we\u2019re doing boils down to bug squashing, especially for the multiplayer modes; now that we\u2019re playing across studios, we can really identify and fix issues! A fair amount of this has been related to player re-spawning, which is now much more reliable. We\u2019ve also done some work implementing HUD sound effects and the dynamic music system, and have polished the targeting panel\u2019s functionality. One thing that I know is hotly debated among Star Citizen fans is controller functionality: we\u2019ve been working on input maps for all types of controllers, from the keyboard to specific HOTAS setups. We\u2019ve had feedback from players and designers across the company on this, and we\u2019re dedicated to making sure Star Citizen is fun no matter what type of control mechanism you choose.\n\nArt and Animation: (Paul Jones \u2013 Art Director)\nThe dogfighting module has been a true cross-company effort\u2026 but we\u2019ll proudly take credit for the environment assets and map creation for Dying Star and Broken Moon! Our team went into the CryEngine running and the results speak for themselves. We have also been doing some assorted VFX work for the module and we\u2019ve been helping with future game mode effect types. In April we\u2019ve been perfecting everything from the terraforming stations to the landing platforms to the destructible platforms. We\u2019ve also been working with design on the white-boxing and tiering of the Javelin, Panther and Bengal class warships. The exterior of the Retaliator is also looking great!\n\nOn the User Interface side of things, we\u2019ve been nailing down the look and feel of the engineering seat action. Design has figured out what you need to do at a seat\u2026 now it\u2019s up to us to figure out how the player should control things like power distribution, cooling, CPU load and the like!\n\nOur concept artists have been doing plenty of 3D work, too! Functional models have been created for the Gladius light fighter (seen in a recent post), the Idris\u2019 recovery ship and belly dock, the Javelin destroyer\u2019s turret (interior and exterior) and the Panther escort carrier. Animation has been hard at work too, working on the dogfighting ejection and g-loc sequences, plus preparing the initial cinematic mocap tests for Squadron 42, the Vanduul pilot rigging and coutless ship weapon animations.\n\nWe\u2019ve had another good month of getting through a bunch of needed concept, production and polish work in all departments. Next month (as we have pretty much finished all our Dog Fight Module tasks in the UK) we will be almost totally focussing on bringing capital ship systems online, as well as breaking down our mo-cap shoot needs for S42, as well as continuing to block out the first missions for S42 and everything that entails.\n\nAs always, thanks for all your support in allowing us to make this the best damn space sim ever\u2026 Without your commitment, support and belief we would not be where we are. I look forward to everyone checking out all the hard work that has gone into the game as we go live with Arena Commander, and maybe taking you guys on in the verse\u2026 :)\n\nCheers,\nErin\n\nMathieu Beaulieu, Producer\nApril went by so fast, yet a lot was accomplished. As far as programming goes, a good portion of the team has been working on Dogfighting related features. Our highest priority has been to complete the implementation and polish various user interface functionalities. We\u2019ve made some great progress towards the completion of the framework that works towards building the Visor HUD, the Shield and Power Management UI, in-game Scoreboards as well as the Matchmaking UI.\n\nWe are also continuously working on creating the core of the economic simulation, working actively on both the backend simulation services as well as the frontend tools that will allow us to drive the economy.\n\nSpring has finally arrived in Montreal and the Discount, Business and Deluxe Hangars are getting ready for some spring cleaning. Once they have been revamped, we will be able to add expansions and specialty rooms (like the shooting range) to all hangars, including the Asteroid Hangar.\n\nAnd that\u2019s not all! Work is well underway for the UI\/UX design of the mobiGlas OS. Step by step, we are developing a solid global view of what the entire system will look like and how it will work, which will allow us to develop future functionalities faster and keep a consistent look throughout all its applications. We are also working on the avatar customization system which is now better defined, and we are working closely with CIG to make sure we keep the PU characters at the highest level of detail while allowing for maximum customization.\n\nTara Decker, Producer\nApril in Monterrey has been all.about.ships. And dogfighting. Cool ships & dogfighting\u2026.that\u2019s been our spring. Pretty cool.\n\nOur crew has spent the last month getting the Hornet, Aurora and the 300i (with Mr. Chris Smith) looking beautiful and ready to go into space. Getting the damage, LOD and PBR conversion done for each ship was often challenging as the approach on how to do each is newly defined. But, the ships are looking great & break up really well when hit, so dogfighting is going to be really, really fun.\n\nArtists were also continuing work on the Idris with Erin\u2019s studio. Great group of guys to work with\u2026and incredibly high standards! The ship layout is basically finalized and work on the various rooms and areas (bridge, brig, reactor room, etc\u2026) is in progress. This is a massive ship and work will continue for quite a bit.\n\nThe Freelancer and all of it\u2019s variants are almost complete. As is the Avenger. Additional work for damage states and LOD\u2019s will be needed, but the modeling phases are wrapping up nicely.\n\nNext up for us: the ship Chris Roberts says he\u2019s most excited to own: the Constellation. No pressure. ;)\n\nSo, I said April was all ships, but we also tackled character work as well. Updating the Male Explorer character. And doing helmet work. It\u2019s crazy to note that as much time is going into modeling & texturing the interior of the helmet as the exterior. Nice.\n\nSean Murphy, Outsource Manager\nOur external contractors have been focusing heavily on ship art this cycle \u2013 Eddie del Rio has created some great concepts for the Xi\u2019an Scout ship, Stephan Martiniere is working on bridge interiors, Jan Urschel is designing the Xi\u2019an bomber, and Emmanuel Shiu is exploring the Banu Merchantman. Ryan Church is continuing to develop the Panther Escort Carrier and Jim Martin is creating concepts for variants of the Cutlass, while Gavin Rothery is solidifying the design of the Gladius Light Fighter. And Stefano Tsai is blazing on the M50!\n\nIn addition we have Rob McKinnon working on Marine Armor concepts and various other military outfits; Clint Schultz and Dave Scott are working on corporation logos, David Brochard and Justin Sweet are doing some alien character explorations, and Atey Ghailan and Ed Lee are helping refine environments.\n\nFinally, we\u2019re in discussions with another exciting concept artist who has approached us about working with us \u2013 but we can\u2019t say anything yet!\n\n[Redacted]\nHere at [Redacted] in the land of [Redacted] we have been enjoying the [Redacted] weather while hard at work on the FPS module!\n\nThe artists have been cranking away creating some amazing looking environments for you Citizens to kill each other in. As more props, detail and polish get implemented, it\u2019s becoming apparent that Star Citizen will not only be one of the best looking games in the depths of space, but also planet-side\u2026 or within the corridors of a massive space station.\n\nOur engineers and animators continued tweaking and polishing EVA and Zero-G movement, while the visual FX team came up with some awesome looking thruster jet effects. And while floating around and zooming through levels using thrusters is a blast, the big hit around the office has been Magnetic Boots! These marvels of modern technology let you stomp around on any metal surface in Zero-G\u2026 floors, walls, ceilings, ship exteriors, you name it! Coupled with Zero-G, we think it is going to add a very unique twist to the combat.\n\nSpeaking of combat, we have also been implementing a cover system. Soon, Citizens will be able to hunker down behind objects or lean in from behind a wall to take shots at the enemy. All of these actions combined with the variety of weapons means that there is an absolutely huge amount of animation that needs to be motion captured\u2026 and it just so happens that we are doing motion capture this week.\n\nMoving forward with the FPS module, the team is about to begin a heavy amount play-testing to ensure everything is coming together in a way that is fun, engaging and hopefully nothing quite like anything you\u2019ve ever seen or played before. We can\u2019t wait to show it off and we hope that you Citizens are just as excited as we are!\n\nCurrently [Redacted] has a total of 24 talented people working on Star Citizen. Nine artists, six programmers, 4 animators, a creative director, a level designer, a contractor for sound effects, a senior producer and a gameplay producer.\n\nMark Day, Studio Director\nSherman was the new planet-side location announced in the latest edition of the Observist, and voidALPHA is focused on making it as spectacular as can be! Concept artist Emmanuel Shiu has painted the first 2 establishing shots and is now crafting the look and feel of the shop interiors. Design is building the rough level layout based on those concept shots, ensuring that the white box version accurately represents the architectural style and mood established for this demilitarized UEE base. Environment art has finished a majority of the geometry for The Blocks (Terra: Prime) and has now focused efforts on a basic material pass, getting us that much closer to completing one of the most foul and disreputable planet-side locations you will ever step foot on. Finally, our Centermass \u201cBeautiful Corner\u201d is\u2026well\u2026beautiful! We are in the final stretch of this shop interior, pending a few final lighting and material adjustments that are needed to make this shop a sight to behold!\n\nBenoit Beaus\u00e9jour, Founder\nThe platform team at Turbulent has been focused this month on finalizing Multi-Orgs membership. This is a feature we wanted to release while diving deeper into the second drop of Orgs in which we add significant structure and command upgrades to Orgs. This process is going well as we are now developing the artwork for the viewers and control interface for your Org structure.\n\nA serious amount of time was spent building the Arena Commander leaderboard system which will carry pilot and org stats for the module. The presence of game stats on the site also brings about a revamp of the Citizen Dossier to allow you to show off your simulator pilot skills! (And also maybe review a pilot skill before you recruit him?)\n\nWork has continued on revamping the store experience and bringing about more details on the ship variants and equipment. We now have a full control model on the platform to allow us to update and display ship related stats. Expect more in the upcoming weeks!\n\nThe team has made great headway on the multi-factor authentication , another big platform improvement we want to get to the community to improve the security of your accounts and the platform across the board. Many under-the-hood features are also developed to help dealing with account security and other tools for your amazing CS team!\n\nMatthew Jack, Founder\nApril began with intensity for the three developers of the core Kythera team, as we were in the thick of things iterating on gameplay for the PAX East demo. This was especially exciting for us because it represented the first public playtest of Kythera, in Star Citizen\u2019s Vanduul Swarm mode. There\u2019s footage from that build on our website.\n\nSince PAX we\u2019ve been working towards the Dogfighting v1 release itself. The biggest change for us is the move to the Scythe. Kythera has been flying Hornets thus far but the Scythe is needed for Vanduul Swarm mode and those ships handle very differently and use different maneuvers.\n\nA key feature this month is the improvement of avoidance to better handle some large and complex pieces of geometry in the Vanduul Swarm levels, in particular the Terraformer in Broken Moon. We\u2019re also extending our Inspector debugging tool to give much more powerful feedback to programmers and designers as they craft Vanduul Swarm mode\u2019s gameplay."},"links_count":1,"comment_count":249,"created_at":"2014-05-01T00:00:00+00:00","created_at_human":"12 years ago"},"meta":{"processed_at":"2026-05-08 15:43:12","valid_relations":["images","links"],"prev_id":13847,"next_id":13849}}