{"data":{"id":13863,"title":"Arena Commander Weekly Report - May 5-9","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/13863-Arena-Commander-Weekly-Report-May-5-9","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/13863","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/13863","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":1585,"name":"SCDFM_1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/bcpe477l1fxamr\/source\/SCDFM_1.jpg","alt":"","size":380336,"mime_type":"image\/jpeg","last_modified":"2014-04-25T19:33:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1585","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1585\/similar"},{"id":1586,"name":"SCDFM_3.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/mjj5zqfuvel7kr\/source\/SCDFM_3.jpg","alt":"","size":319736,"mime_type":"image\/jpeg","last_modified":"2014-04-25T19:33:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1586","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1586\/similar"},{"id":1614,"name":"StarCitizen_Ship_Platform.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/6bwahrin0awhmr\/source\/StarCitizen_Ship_Platform.png","alt":"","size":14919693,"mime_type":"image\/png","last_modified":"2014-05-09T20:20:38+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1614","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/1614\/similar"}],"images_count":4,"translations":{"en_EN":"I know you\u2019re all impatient to get your hands on the DFM, and believe me we\u2019re all very eager to have it in the state that we can start to roll out it to all of you but as in any ambitious undertaking there\u2019s still some details that we\u2019re busy wrapping up in terms of the backend end, build deployment, matchmaking and network stability over the internet \u2013 All the while trying to balance and tune the core gameplay of the DFM.\n\nWe\u2019ll have more exact dates to share by the end of next week, which we\u2019ll update you with in next week\u2019s report, but the goal is to start rolling out the DFM towards the end of this month \u2013 this will be staged as scaling to 250,000+ players is much more like launching a finished game as opposed to an early pre-alpha for gameplay feedback \u2013 our plan is to have Vanduul Swarm (single player against AI) available to everyone from the start, and then give people access to the multiplayer servers in increasing numbers as long as the system holds up. (To answer your next question, the rollout will be based on Citizen number; the earlier you backed, the earlier you will gain access to multiplayer dogfighting.)\n\nWe don\u2019t know the maximum number of concurrent players or some of the backend server issues (as we\u2019ll literally be dynamically spinning up hundreds of servers on demand depending on demand) we\u2019re planning to go slow and cautious at first, while we make sure everything works. So please be patient and bear with us. Remember that with Arena Commander we are launching something much more akin to a full game (its feature set is more in line to an action arena combat game like World of Tanks) and to do that for the sheer number of backers that Star Citizen has is a challenge in itself!\n\n\u2014 Chris Roberts\n\nTravis Day, Dogfight Producer\nGreetings Citizens!\n\nThank you all for tuning in for another Friday Arena Commander update! As always the team here in Santa Monica has been hard at work wrapping up all the gameplay features and systems work for our first release of Arena Commander to everyone. We\u2019re putting the last few major components to bed and should have something we\u2019re confident in sharing soon\u2122.\n\nSpeaking of systems work, Paul Reindell our Lead Engineer has been putting the finishing touches on the power system for our spaceships which just wrapped up this week. Paul has put together a properly balanced power generation and drawing system with configurable priorities for different systems. Meaning that if you are drawing large amounts of power on your weapons (pew pew), depending on the settings\/priorities that you have put in place, it will either maximize your firepower while drawing down the power being deployed to the shields and thrusters or reduce your fire rate and power to maintain the maximum efficiency for thrusters and shields.\n\nIt sounds fairly standard but as with everything that we do the detail is what makes the system really shine. Not only can you apply broad stroke allocations like thrusters over weapons or vice versa but you can also assign priority with that. So if for example you experience a power shortage to your weapons you can have set priorities for power to the different individual weapons that you value most to keep them firing until the last drop of energy is consumed. This approach allows more casual players to make sweeping adjustments quite quickly while allowing for players to get as detailed as they want to on micromanaging every last aspect.\n\nAs everyone knows though\u2026 With great power, comes great\u2026 Improvements to the shield system! So not only did Paul finish off the power allocation and flow system, he\u2019s also adjusted the shield system. Part of this was necessitated to insure the shield maintained its full functionality with the finalized power system but it has also improved the granularity of control that players will have over their shields via the HUD both in the shield management tab as well as the knock on effects of decisions they make in power management. It also helps to lay the ground work for having ships with multiple shield generators drawing from multiple or single power plants and battery systems.\n\nPower and Shields are not the only systems that got closed off this week however. The IFCS has become much more configurable for the player so they can determine how \u201chands on\u201d they want it to be. One of the major additions in this week alone was introducing the ability to configure how the ship\u2019s IFCS handles turns.\n\nGenerally in the Arena Commander (and later SC\/SQ42) as you \u201cturn\u201d the IFCS is not only firing thrusters to orient your ship rotationally to its new desired orientation. The IFCS is also using the thrusters to arrest your velocity on your old vector align your angular velocity to your new goal orientation and keep those in sync to maintain symmetry between orientation and velocity. As you can imagine, if your main engine is at full throttle your maneuvering thrusters have to expend a lot of energy adjusting angular velocity and this can cause you to turn slower the higher your primary engine is thrusting. We decided to adjust this mode so that the IFCS would no longer limit the rate of your rotation but instead reduce your throttle so that you could maintain maximum rotation performance. This has created a much more responsive and fun experience with the IFCS fully enabled. We\u2019ve felt like this is driving in a car with traction control enabled as the IFCS will always prevent your ship from rotating faster than your angular velocity can change, basically keeping the backend from sliding out, to further the car analogy.\n\nWell we\u2019ve now introduced an intermediate step where you can fly with \u201ctraction control\u201d turned off. This allows you to change the orientation of your ship without the IFCS dampening rotation to stay in lock step with your ships velocity vector. At higher rates of speed it means you can really get these two out of alignment if you\u2019re not careful but it also makes for some really awesome slaloming through asteroid belts and, for lack of a better term, drifting through turns.\n\nWhat good would all this power and maneuverability be without some beautiful weapon effects to back it all up though? This week has seen a lot of final polish and finishing touches going into each of the weapon and damage effects. Both Casey and Forrest have been revisiting all the effects and meeting with Chris to review and revise the particulars of each effect to meet his standards. The results have been quite stunning as we\u2019re using some very complicated layered visual effects like you would see in a major motion picture at runtime. The effects are starting to take on more of the look of a summer blockbuster than a video game. The lighting for each of the ships and effects have also gotten their final passes following the finishing of the PBR integration and conversion work that has been ongoing.\n\nWe\u2019re all really excited as we watch this game coming together and cannot wait to share it with as soon as humanly possible. There are still a great many breaking issues left to resolve but we are getting closer to having it each and every week. I hope you\u2019ve enjoyed reading what we\u2019ve been up to this week in Santa Monica. As always, if you have any questions please post them to our \u2018Ask a Dev\u2019 threads!\n\nThank you for your continued support!\n\nCloud Imperium Games Santa Monica\n\nEric Peterson, Studio Director\nCitizens! Hello from sunny and getting hotter Austin.\n\nIt has been a very busy week here as we get closer and closer to sharing Arena Commander with all of you. We have had many a heated exchange with offices from all around the globe as we test our servers and flight mechanics to get them just right. In addition to working on Arena Commander we got a couple of patches out yesterday, one was to upgrade the patcher itself to prepare it for bigger and better things, and the other was a Hangar patch to fix up the Oculus rift in our game, and add some cool hangar flare \u2013 like the towel for everyone that joined us before 42m, and as you know 42 is significant to our community. We also added in a calendar for subscribers \u2013 this is so they always know the correct date in 2944. :)\n\nSo, without further ado here is what the Austin team was up to this week with the dogfighting module.\n\nArt & Animation\nIn animation this week, we were skinning, rigging and animating thrusters, fixing the hangar versions and the landing gear for the 300i. We also are fixing the IK locators in the Hornet, fixing the offset in the freelancer cockpit. Fixed the canard turret, and are fixing materials for the power plant. The thruster placement on the 300i needed some work, and we exported all the 300i hangar ships and fixing the canard mannequin. In addition we dealt with the Freelancer (redacted but something really cool was here), worked out mannequin issues for the 300i and the Aurora, and are fixing cockpit animations for the button pushes and reactions.\n\nArt has been busy this week working on the player helmet and getting it up to Star Citizen standards, we are also working on the skin materials for the new scanned heads for the game, and we are finishing up tons of components for the various ships for V1 of Arena Commander. In addition the 300i.\n\nProgramming\nOur Engineers have been heads down fixing issues for the DFM, the hangar and have finalized the first version of the Match-Making service which will allow you to choose and be placed in a DFM match! We have also been working with IT to finalize the deployment of our new Build System for quicker patches \u2013 Hooray for quicker patches! Along those lines, the team has also fixed the last issues for patch 11.2 which should now be out to the public.\n\nWe have also finished up CryEngine 3.6 integration and are prepping it for the next patch for when we release Arena Commander to the Citizens.\n\nDesign\nDesign has been running down\/documenting matchmaking changes, fixing stuff for the hangar patch (yeah I know not Arena commander), testing Arena Commander and giving feedback as we improve it\u2019s playability. We also did a Missile update & submitted updated ships stats for review.\n\nWe are also very busy testing the multiplayer matchmaking, and getting tons of audio into the game for your aural pleasure. As we get closer and closer to the day in which we will be blowing each other to bits in the verse the excitement continues to build in each studio. A day does not go by in which we don\u2019t realize how lucky we are, and we can never thank you Citizens enough. Thanks for your continued support.\n\nEP\n\nErin Roberts, Studio Director\nHi everyone,\n\nThe best news I can report is that Arena Commander is at a point where our team in the UK is focusing less on dogfighting and more on Squadron 42 and developing capital ships. You\u2019ll read more about that in the next monthly report, but in terms of the dogfighting module this week we have only been focusing on minor changes, balancing, bug fixes and playtesting the build. So the update from the UK is getting shorter, which is a good thing! :)\n\nRunning down the different areas:\n\nDesign\nThe design team has been working to balance the shield and weapon stats for the Scythe and the Hornet (especially important for the single player \u2018Vanduul Swarm\u2019 mode.) We have also been working on balancing game modes, including fixes for the aforementioned Swarm and the Capture the Core mode.\n\nArt & Animation\nWe\u2019ve been finishing the rigging and weighting for the Vanduul pilot, as well as creating and cleaning up finer detail cockpit animations for the player pilot. That\u2019s things like pushing buttons, firing weapons and the like. We\u2019ve also been cleaning up some of the effects for the Capture the Core mode.\n\nProgramming\nIn the graphics department, we have spent a lot of time updating the assets to work with the new 3.6 CryTek engine that we just moved over to as well as fixing some visual bugs associated with that. (It supports a lot of features we need, but also means we have to fix up any issues that come with the new build!)\n\nWe\u2019ve also been doing some tweaks and changes to the controls for different joysticks. THere has been some work on player ejection from the Hornet in order to make it look and work better. We are also working on the HUD so that it provides even more feedback to the player so they know when they\u2019re getting hit, how far they are from a target and so on. On the debugging front, we\u2019ve been working an issue with ships not registering hits properly and another where VFX don\u2019t show up correctly.\n\nThat\u2019s all from us this week in the UK. Thanks, as always, for your support!","de_DE":"Ich wei\u00df, dass Sie alle ungeduldig sind, das DFM in die Finger zu bekommen, und glauben Sie mir, wir sind alle sehr gespannt darauf, es so zu haben, dass wir damit beginnen k\u00f6nnen, es an Sie alle weiterzugeben, aber wie bei jedem ehrgeizigen Projekt gibt es immer noch einige Details, die wir in Bezug auf Backend-End, Build-Deployment, Matchmaking und Netzwerkstabilit\u00e4t \u00fcber das Internet zusammenfassen m\u00fcssen - w\u00e4hrend wir versuchen, das Kern-Gameplay des DFM auszugleichen und zu optimieren.\n\nWir werden bis Ende n\u00e4chster Woche genauere Termine haben, die wir Ihnen im Bericht der n\u00e4chsten Woche mitteilen werden, aber das Ziel ist es, mit der Einf\u00fchrung des DFM gegen Ende dieses Monats zu beginnen - dies wird als Skalierung auf 250 erfolgen,000+ Spieler ist viel mehr wie der Start eines fertigen Spiels als ein fr\u00fches Pre-Alpha f\u00fcr das Gameplay-Feedback - unser Plan ist es, Vanduul Swarm (Einzelspieler gegen KI) von Anfang an f\u00fcr alle verf\u00fcgbar zu haben und den Leuten dann in zunehmender Anzahl Zugang zu den Multiplayer-Servern zu geben, solange das System h\u00e4lt. (Um Ihre n\u00e4chste Frage zu beantworten, basiert der Rollout auf der Citizen-Nummer; je fr\u00fcher Sie die Unterst\u00fctzung erhalten, desto fr\u00fcher erhalten Sie Zugang zu Multiplayer-Durchk\u00e4mpfen.)\n\nWir kennen nicht die maximale Anzahl gleichzeitiger Spieler oder einige der Backend-Server-Probleme (da wir buchst\u00e4blich Hunderte von Servern bei Bedarf dynamisch aufdrehen werden, je nach Bedarf), wir planen, zun\u00e4chst langsam und vorsichtig zu sein, w\u00e4hrend wir sicherstellen, dass alles funktioniert. Also bitte geduldig sein und mit uns Nachsicht haben. Denke daran, dass wir mit Arena Commander etwas viel \u00c4hnlicheres wie ein komplettes Spiel auf den Markt bringen (sein Funktionsumfang entspricht eher einem Action-Arenakampfspiel wie World of Tanks) und das f\u00fcr die schiere Anzahl der Unterst\u00fctzer, die Star Citizen hat, ist eine Herausforderung f\u00fcr sich!\n\n- Chris Roberts\n\nTravis Day, Dogfight Producer, Dogfight Producer\nGr\u00fc\u00dfe B\u00fcrger!\n\nVielen Dank an alle, die sich f\u00fcr ein weiteres Freitag-Arenakommandanten-Update angemeldet haben! Wie immer war das Team hier in Santa Monica hart bei der Arbeit, um alle Gameplay-Funktionen und -Systeme f\u00fcr unsere erste Version von Arena Commander f\u00fcr alle zu entwickeln. Wir legen die letzten paar Hauptkomponenten ins Bett und sollten etwas haben, von dem wir \u00fcberzeugt sind, dass wir soon\u2122 teilen werden.\n\nApropos Systemarbeit: Paul Reindell, unser leitender Ingenieur, hat das Antriebssystem f\u00fcr unsere Raumschiffe, das diese Woche abgeschlossen wurde, verfeinert. Paul hat ein ausgewogenes Energieerzeugungs- und -ziehungssystem mit konfigurierbaren Priorit\u00e4ten f\u00fcr verschiedene Systeme zusammengestellt. Das bedeutet, dass, wenn Sie gro\u00dfe Mengen an Energie auf Ihre Waffen (Kirchenbank) ziehen, abh\u00e4ngig von den Einstellungen\/Priorit\u00e4ten, die Sie an Ort und Stelle gesetzt haben, es entweder Ihre Feuerkraft maximiert, w\u00e4hrend es die Energie herunterzieht, die zu den Schilden und Triebwerken entfaltet wird, oder Ihre Feuerrate und Energie reduziert, um die maximale Effizienz f\u00fcr Triebwerke und Schilde aufrechtzuerhalten.\n\nEs klingt ziemlich normal, aber wie bei allem, was wir tun, ist das Detail das, was das System wirklich gl\u00e4nzen l\u00e4sst. Sie k\u00f6nnen nicht nur breite Schlaganfallzuordnungen wie Triebwerke \u00fcber Waffen oder umgekehrt anwenden, sondern auch Priorit\u00e4ten setzen. Wenn du also zum Beispiel einen Energiemangel an deinen Waffen hast, kannst du Priorit\u00e4ten f\u00fcr die Macht auf die verschiedenen einzelnen Waffen setzen, die du am meisten sch\u00e4tzt, um sie feuern zu lassen, bis der letzte Tropfen Energie verbraucht ist. Dieser Ansatz erm\u00f6glicht es eher Gelegenheitsspielern, in k\u00fcrzester Zeit umfangreiche Anpassungen vorzunehmen, w\u00e4hrend die Spieler bei der Mikromanagementaufgabe bis ins kleinste Detail so detailliert werden k\u00f6nnen, wie sie es w\u00fcnschen.\n\nWie jeder wei\u00df.... Mit gro\u00dfer Leistung, kommt gro\u00dfartig.... Verbesserungen am Schildsystem! So hat Paul nicht nur die Energieverteilung und das Str\u00f6mungssystem fertig gestellt, sondern auch das Schildsystem angepasst. Ein Teil davon war notwendig, um sicherzustellen, dass der Schild seine volle Funktionalit\u00e4t mit dem fertigen Powersystem beibeh\u00e4lt, aber es hat auch die Granularit\u00e4t der Kontrolle verbessert, die die Spieler \u00fcber ihre Schilde \u00fcber den HUD haben werden, sowohl in der Registerkarte Schildmanagement als auch in der Klopfen auf die Auswirkungen von Entscheidungen, die sie im Powermanagement treffen. Es hilft auch, die Grundlagen f\u00fcr Schiffe mit mehreren Schildgeneratoren zu schaffen, die aus mehreren oder einzelnen Kraftwerken und Batteriesystemen stammen.\n\nPower and Shields sind nicht die einzigen Systeme, die diese Woche jedoch geschlossen wurden. Das IFCS ist f\u00fcr den Spieler viel konfigurierbarer geworden, so dass er bestimmen kann, wie \"hands on\" er es haben m\u00f6chte. Eine der wichtigsten Neuerungen allein in dieser Woche war die Einf\u00fchrung der M\u00f6glichkeit, die Drehungen des IFCS des Schiffes zu konfigurieren.\n\nIm Allgemeinen feuert das IFCS im Arena Commander (und sp\u00e4ter SC\/SQ42) beim \"Drehen\" nicht nur Triebwerke, um Ihr Schiff drehend auf seine neue gew\u00fcnschte Ausrichtung auszurichten. Das IFCS verwendet auch die Triebwerke, um Ihre Geschwindigkeit auf Ihrem alten Vektor zu arretieren, Ihre Winkelgeschwindigkeit auf Ihre neue Zielorientierung auszurichten und diese synchron zu halten, um die Symmetrie zwischen Ausrichtung und Geschwindigkeit aufrechtzuerhalten. Wie Sie sich vorstellen k\u00f6nnen, wenn Ihr Hauptmotor mit Vollgas betrieben wird, m\u00fcssen Ihre Man\u00f6vriertriebwerke viel Energie aufwenden, um die Winkelgeschwindigkeit einzustellen, was dazu f\u00fchren kann, dass Sie sich umso langsamer drehen, je h\u00f6her Ihr Hauptmotor ist. Wir haben uns entschieden, diesen Modus so einzustellen, dass das IFCS die Geschwindigkeit Ihrer Rotation nicht mehr begrenzt, sondern Ihr Gaspedal reduziert, so dass Sie die maximale Rotationsleistung beibehalten k\u00f6nnen. Dies hat zu einem viel reaktionsschnelleren und unterhaltsameren Erlebnis gef\u00fchrt, wenn das IFCS vollst\u00e4ndig aktiviert ist. Wir haben das Gef\u00fchl, dass dies das Fahren in einem Auto mit aktivierter Traktionskontrolle ist, da das IFCS immer verhindert, dass sich Ihr Schiff schneller dreht, als sich Ihre Winkelgeschwindigkeit \u00e4ndern kann, und im Grunde genommen verhindert, dass das Backend herausrutscht, um die Autoanalogie zu f\u00f6rdern.\n\nNun, wir haben jetzt einen Zwischenschritt eingef\u00fchrt, in dem Sie mit ausgeschalteter \"Traktionskontrolle\" fliegen k\u00f6nnen. Dies erm\u00f6glicht es Ihnen, die Ausrichtung Ihres Schiffes ohne die IFCS-D\u00e4mpfungsdrehung zu \u00e4ndern, um mit dem Geschwindigkeitsvektor Ihres Schiffes im Schleusenschritt zu bleiben. Bei h\u00f6heren Geschwindigkeiten bedeutet das, dass man diese beiden wirklich aus der Ausrichtung bringen kann, wenn man nicht vorsichtig ist, aber es sorgt auch f\u00fcr einige wirklich gro\u00dfartige Slalomfahrten durch Asteroideng\u00fcrtel und, mangels eines besseren Begriffs, Driften durch Kurven.\n\nWas n\u00fctzt all diese Kraft und Man\u00f6vrierf\u00e4higkeit ohne einige sch\u00f6ne Waffeneffekte, um das Ganze zu unterst\u00fctzen? In dieser Woche wurden viele letzte Feinschliffe und Feinschliffe f\u00fcr jeden der Waffen- und Schadenseffekte vorgenommen. Sowohl Casey als auch Forrest haben alle Effekte erneut besucht und sich mit Chris getroffen, um die Einzelheiten jedes Effekts zu \u00fcberpr\u00fcfen und zu \u00fcberarbeiten, um seinen Standards zu entsprechen. Die Ergebnisse waren ziemlich beeindruckend, da wir einige sehr komplizierte mehrschichtige visuelle Effekte verwenden, wie man sie in einem gro\u00dfen Kinofilm zur Laufzeit sehen w\u00fcrde. Die Effekte beginnen, mehr das Aussehen eines Sommer-Blockbusters als ein Videospiel anzunehmen. Die Beleuchtung f\u00fcr jedes der Schiffe und Effekte hat auch nach Abschluss der laufenden PBR-Integrations- und Umbauma\u00dfnahmen ihre endg\u00fcltigen Durchg\u00e4nge erhalten.\n\nWir sind alle wirklich begeistert, wenn wir dieses Spiel zusammenkommen sehen und k\u00f6nnen es kaum erwarten, es so schnell wie m\u00f6glich mit anderen zu teilen. Es gibt noch sehr viele Probleme zu l\u00f6sen, aber wir kommen dem Ziel n\u00e4her, es jede Woche zu haben. Ich hoffe, Sie haben die Lekt\u00fcre dessen, was wir diese Woche in Santa Monica gemacht haben, genossen. Wie immer, wenn du Fragen hast, schicke sie bitte an unsere'Ask a Dev'-Threads!\n\nVielen Dank f\u00fcr Ihre anhaltende Unterst\u00fctzung!\n\nCloud Imperium Spiele Santa Monica\n\nEric Peterson, Studio-Direktor\nB\u00fcrger! Hallo von sunny und wird hei\u00dfer Austin.\n\nEs war eine sehr arbeitsreiche Woche hier, in der wir immer n\u00e4her daran kommen, den Arena Commander mit euch allen zu teilen. Wir hatten so manchen regen Austausch mit B\u00fcros auf der ganzen Welt, w\u00e4hrend wir unsere Server und Flugmechaniker testen, um sie genau richtig zu machen. Zus\u00e4tzlich zur Arbeit an Arena Commander haben wir gestern ein paar Patches herausgebracht, einer war das Upgrade des Patches selbst, um ihn auf gr\u00f6\u00dfere und bessere Dinge vorzubereiten, und der andere war ein Hangar-Patch, um den Oculus-Riss in unserem Spiel zu reparieren und einige coole Hangar-Flare hinzuzuf\u00fcgen - wie das Handtuch f\u00fcr jeden, der vor 42m zu uns kam, und wie du wei\u00dft, ist 42 wichtig f\u00fcr unsere Community. Wir haben auch einen Kalender f\u00fcr Abonnenten hinzugef\u00fcgt - so wissen sie immer das richtige Datum in 2944. :)\n\nSo, ohne weiteres hier ist, was das Austin-Team diese Woche mit dem Dogfighting-Modul gemacht hat.\n\nKunst & Animation\nIn der Animation diese Woche waren wir beim H\u00e4uten, Aufriggen und Animieren von Triebwerken, beim Reparieren der Hangarversionen und des Fahrwerks f\u00fcr den 300i. Wir reparieren auch die IK-Locatoren in der Hornisse, um den Offset im Freelancer-Cockpit zu fixieren. Fixierte den Canard-Turm und sind Befestigungsmaterial f\u00fcr das Kraftwerk. Die Thrusterplatzierung auf dem 300i erforderte einige Arbeit, und wir exportierten alle 300i Hangarschiffe und reparierten die Canard-Schaufensterpuppe. Au\u00dferdem haben wir uns mit dem Freelancer besch\u00e4ftigt (redigiert, aber etwas wirklich Cooles war hier), Mannequin-Themen f\u00fcr den 300i und den Aurora ausgearbeitet und Cockpit-Animationen f\u00fcr die Tastendr\u00fccke und Reaktionen erstellt.\n\nArt war diese Woche damit besch\u00e4ftigt, am Spielerhelm zu arbeiten und ihn auf Star Citizen-Niveau zu bringen, wir arbeiten auch an den Hautmaterialien f\u00fcr die neuen gescannten K\u00f6pfe f\u00fcr das Spiel und wir fertigen Tonnen von Komponenten f\u00fcr die verschiedenen Schiffe f\u00fcr V1 des Arena Commander. Dar\u00fcber hinaus ist der 300i.\n\nProgrammierung\nUnsere Ingenieure haben die Probleme mit dem DFM, dem Hangar und der ersten Version des Match-Making-Service, der es Ihnen erm\u00f6glicht, auszuw\u00e4hlen und in einem DFM-Match platziert zu werden, abgeschlossen! Wir haben auch mit der IT zusammengearbeitet, um die Bereitstellung unseres neuen Build-Systems f\u00fcr schnellere Patches abzuschlie\u00dfen - Hurra f\u00fcr schnellere Patches! In diesem Sinne hat das Team auch die letzten Probleme f\u00fcr Patch 11.2 behoben, der nun ver\u00f6ffentlicht werden soll.\n\nWir haben auch die Integration von CryEngine 3.6 abgeschlossen und bereiten sie f\u00fcr den n\u00e4chsten Patch vor, wenn wir Arena Commander an die B\u00fcrger freigeben.\n\nDesign\nDas Design wurde heruntergefahren\/dokumentiert, \u00c4nderungen vorgenommen, Sachen f\u00fcr den Hangar-Patch repariert (ja, ich kenne den Arena-Commander nicht), Arena Commander getestet und Feedback gegeben, da wir seine Spielbarkeit verbessern. Wir haben auch ein Raketen-Update durchgef\u00fchrt und aktualisierte Schiffsstatistiken zur \u00dcberpr\u00fcfung vorgelegt.\n\nWir sind auch sehr damit besch\u00e4ftigt, das Multiplayer-Matchmaking zu testen und Tonnen von Audio in das Spiel zu bringen, um Ihr H\u00f6rvergn\u00fcgen zu steigern. W\u00e4hrend wir uns dem Tag, an dem wir uns gegenseitig in St\u00fccke rei\u00dfen werden, immer n\u00e4her kommen, w\u00e4chst die Spannung in jedem Studio weiter. Ein Tag vergeht nicht, an dem wir nicht erkennen, wie viel Gl\u00fcck wir haben, und wir k\u00f6nnen euch B\u00fcrgern nie genug danken. Vielen Dank f\u00fcr Ihre weitere Unterst\u00fctzung.\n\nEP\n\nErin Roberts, Studioleiterin\nHallo zusammen,\n\nDie beste Nachricht, die ich berichten kann, ist, dass sich Arena Commander an einem Punkt befindet, an dem sich unser Team in Gro\u00dfbritannien weniger auf Luftk\u00e4mpfe als vielmehr auf die Staffel 42 und die Entwicklung von Gro\u00dfschiffen konzentriert. Mehr dazu erfahren Sie im n\u00e4chsten Monatsbericht, aber im Hinblick auf das Dogfighting-Modul in dieser Woche haben wir uns nur auf kleinere \u00c4nderungen, Balancing, Bugfixes und Playtesting des Build konzentriert. So wird das Update aus Gro\u00dfbritannien immer k\u00fcrzer, was eine gute Sache ist! :)\n\nEr l\u00e4uft die verschiedenen Bereiche hinunter:\n\nDesign\nDas Designteam hat daran gearbeitet, die Schild- und Waffenwerte f\u00fcr die Sense und die Hornisse auszugleichen (besonders wichtig f\u00fcr den Einzelspieler-Modus'Vanduul Swarm'.) Wir haben auch an der Ausbalancierung der Spielmodi gearbeitet, einschlie\u00dflich Fixes f\u00fcr den oben genannten Schwarm und den Capture the Core Modus.\n\nKunst & Animation\nWir haben die Takelung und Gewichtung f\u00fcr den Vanduul-Piloten abgeschlossen und feinere Cockpit-Animationen f\u00fcr den Spielerpiloten erstellt und bereinigt. Das sind Dinge wie Kn\u00f6pfe dr\u00fccken, Waffen abfeuern und dergleichen. Wir haben auch einige der Effekte f\u00fcr den Capture the Core Modus bereinigt.\n\nProgrammierung\nIn der Grafikabteilung haben wir viel Zeit damit verbracht, die Assets zu aktualisieren, um mit der neuen 3.6 CryTek-Engine zu arbeiten, zu der wir gerade \u00fcbergegangen sind, und einige damit verbundene visuelle Fehler zu beheben. (Es unterst\u00fctzt viele Funktionen, die wir ben\u00f6tigen, bedeutet aber auch, dass wir alle Probleme, die mit dem neuen Build auftreten, beheben m\u00fcssen!)\n\nWir haben auch einige Optimierungen und \u00c4nderungen an den Bedienelementen f\u00fcr verschiedene Joysticks vorgenommen. Es gab einige Arbeiten zur Spielerauswurf aus der Hornisse, um sie besser aussehen zu lassen und zu funktionieren. Wir arbeiten auch an dem HUD, so dass es dem Spieler noch mehr Feedback gibt, damit er wei\u00df, wann er getroffen wird, wie weit er von einem Ziel entfernt ist und so weiter. Auf der Debugging-Front haben wir ein Problem mit Schiffen bearbeitet, die Hits nicht richtig registrieren und ein weiteres, bei dem VFX nicht korrekt angezeigt wird.\n\nDas ist alles von uns diese Woche in Gro\u00dfbritannien. Vielen Dank, wie immer, f\u00fcr deine Unterst\u00fctzung!","zh_CN":"I know you\u2019re all impatient to get your hands on the DFM, and believe me we\u2019re all very eager to have it in the state that we can start to roll out it to all of you but as in any ambitious undertaking there\u2019s still some details that we\u2019re busy wrapping up in terms of the backend end, build deployment, matchmaking and network stability over the internet \u2013 All the while trying to balance and tune the core gameplay of the DFM.\n\nWe\u2019ll have more exact dates to share by the end of next week, which we\u2019ll update you with in next week\u2019s report, but the goal is to start rolling out the DFM towards the end of this month \u2013 this will be staged as scaling to 250,000+ players is much more like launching a finished game as opposed to an early pre-alpha for gameplay feedback \u2013 our plan is to have Vanduul Swarm (single player against AI) available to everyone from the start, and then give people access to the multiplayer servers in increasing numbers as long as the system holds up. (To answer your next question, the rollout will be based on Citizen number; the earlier you backed, the earlier you will gain access to multiplayer dogfighting.)\n\nWe don\u2019t know the maximum number of concurrent players or some of the backend server issues (as we\u2019ll literally be dynamically spinning up hundreds of servers on demand depending on demand) we\u2019re planning to go slow and cautious at first, while we make sure everything works. So please be patient and bear with us. Remember that with Arena Commander we are launching something much more akin to a full game (its feature set is more in line to an action arena combat game like World of Tanks) and to do that for the sheer number of backers that Star Citizen has is a challenge in itself!\n\n\u2014 Chris Roberts\n\nTravis Day, Dogfight Producer\nGreetings Citizens!\n\nThank you all for tuning in for another Friday Arena Commander update! As always the team here in Santa Monica has been hard at work wrapping up all the gameplay features and systems work for our first release of Arena Commander to everyone. We\u2019re putting the last few major components to bed and should have something we\u2019re confident in sharing soon\u2122.\n\nSpeaking of systems work, Paul Reindell our Lead Engineer has been putting the finishing touches on the power system for our spaceships which just wrapped up this week. Paul has put together a properly balanced power generation and drawing system with configurable priorities for different systems. Meaning that if you are drawing large amounts of power on your weapons (pew pew), depending on the settings\/priorities that you have put in place, it will either maximize your firepower while drawing down the power being deployed to the shields and thrusters or reduce your fire rate and power to maintain the maximum efficiency for thrusters and shields.\n\nIt sounds fairly standard but as with everything that we do the detail is what makes the system really shine. Not only can you apply broad stroke allocations like thrusters over weapons or vice versa but you can also assign priority with that. So if for example you experience a power shortage to your weapons you can have set priorities for power to the different individual weapons that you value most to keep them firing until the last drop of energy is consumed. This approach allows more casual players to make sweeping adjustments quite quickly while allowing for players to get as detailed as they want to on micromanaging every last aspect.\n\nAs everyone knows though\u2026 With great power, comes great\u2026 Improvements to the shield system! So not only did Paul finish off the power allocation and flow system, he\u2019s also adjusted the shield system. Part of this was necessitated to insure the shield maintained its full functionality with the finalized power system but it has also improved the granularity of control that players will have over their shields via the HUD both in the shield management tab as well as the knock on effects of decisions they make in power management. It also helps to lay the ground work for having ships with multiple shield generators drawing from multiple or single power plants and battery systems.\n\nPower and Shields are not the only systems that got closed off this week however. The IFCS has become much more configurable for the player so they can determine how \u201chands on\u201d they want it to be. One of the major additions in this week alone was introducing the ability to configure how the ship\u2019s IFCS handles turns.\n\nGenerally in the Arena Commander (and later SC\/SQ42) as you \u201cturn\u201d the IFCS is not only firing thrusters to orient your ship rotationally to its new desired orientation. The IFCS is also using the thrusters to arrest your velocity on your old vector align your angular velocity to your new goal orientation and keep those in sync to maintain symmetry between orientation and velocity. As you can imagine, if your main engine is at full throttle your maneuvering thrusters have to expend a lot of energy adjusting angular velocity and this can cause you to turn slower the higher your primary engine is thrusting. We decided to adjust this mode so that the IFCS would no longer limit the rate of your rotation but instead reduce your throttle so that you could maintain maximum rotation performance. This has created a much more responsive and fun experience with the IFCS fully enabled. We\u2019ve felt like this is driving in a car with traction control enabled as the IFCS will always prevent your ship from rotating faster than your angular velocity can change, basically keeping the backend from sliding out, to further the car analogy.\n\nWell we\u2019ve now introduced an intermediate step where you can fly with \u201ctraction control\u201d turned off. This allows you to change the orientation of your ship without the IFCS dampening rotation to stay in lock step with your ships velocity vector. At higher rates of speed it means you can really get these two out of alignment if you\u2019re not careful but it also makes for some really awesome slaloming through asteroid belts and, for lack of a better term, drifting through turns.\n\nWhat good would all this power and maneuverability be without some beautiful weapon effects to back it all up though? This week has seen a lot of final polish and finishing touches going into each of the weapon and damage effects. Both Casey and Forrest have been revisiting all the effects and meeting with Chris to review and revise the particulars of each effect to meet his standards. The results have been quite stunning as we\u2019re using some very complicated layered visual effects like you would see in a major motion picture at runtime. The effects are starting to take on more of the look of a summer blockbuster than a video game. The lighting for each of the ships and effects have also gotten their final passes following the finishing of the PBR integration and conversion work that has been ongoing.\n\nWe\u2019re all really excited as we watch this game coming together and cannot wait to share it with as soon as humanly possible. There are still a great many breaking issues left to resolve but we are getting closer to having it each and every week. I hope you\u2019ve enjoyed reading what we\u2019ve been up to this week in Santa Monica. As always, if you have any questions please post them to our \u2018Ask a Dev\u2019 threads!\n\nThank you for your continued support!\n\nCloud Imperium Games Santa Monica\n\nEric Peterson, Studio Director\nCitizens! Hello from sunny and getting hotter Austin.\n\nIt has been a very busy week here as we get closer and closer to sharing Arena Commander with all of you. We have had many a heated exchange with offices from all around the globe as we test our servers and flight mechanics to get them just right. In addition to working on Arena Commander we got a couple of patches out yesterday, one was to upgrade the patcher itself to prepare it for bigger and better things, and the other was a Hangar patch to fix up the Oculus rift in our game, and add some cool hangar flare \u2013 like the towel for everyone that joined us before 42m, and as you know 42 is significant to our community. We also added in a calendar for subscribers \u2013 this is so they always know the correct date in 2944. :)\n\nSo, without further ado here is what the Austin team was up to this week with the dogfighting module.\n\nArt & Animation\nIn animation this week, we were skinning, rigging and animating thrusters, fixing the hangar versions and the landing gear for the 300i. We also are fixing the IK locators in the Hornet, fixing the offset in the freelancer cockpit. Fixed the canard turret, and are fixing materials for the power plant. The thruster placement on the 300i needed some work, and we exported all the 300i hangar ships and fixing the canard mannequin. In addition we dealt with the Freelancer (redacted but something really cool was here), worked out mannequin issues for the 300i and the Aurora, and are fixing cockpit animations for the button pushes and reactions.\n\nArt has been busy this week working on the player helmet and getting it up to Star Citizen standards, we are also working on the skin materials for the new scanned heads for the game, and we are finishing up tons of components for the various ships for V1 of Arena Commander. In addition the 300i.\n\nProgramming\nOur Engineers have been heads down fixing issues for the DFM, the hangar and have finalized the first version of the Match-Making service which will allow you to choose and be placed in a DFM match! We have also been working with IT to finalize the deployment of our new Build System for quicker patches \u2013 Hooray for quicker patches! Along those lines, the team has also fixed the last issues for patch 11.2 which should now be out to the public.\n\nWe have also finished up CryEngine 3.6 integration and are prepping it for the next patch for when we release Arena Commander to the Citizens.\n\nDesign\nDesign has been running down\/documenting matchmaking changes, fixing stuff for the hangar patch (yeah I know not Arena commander), testing Arena Commander and giving feedback as we improve it\u2019s playability. We also did a Missile update & submitted updated ships stats for review.\n\nWe are also very busy testing the multiplayer matchmaking, and getting tons of audio into the game for your aural pleasure. As we get closer and closer to the day in which we will be blowing each other to bits in the verse the excitement continues to build in each studio. A day does not go by in which we don\u2019t realize how lucky we are, and we can never thank you Citizens enough. Thanks for your continued support.\n\nEP\n\nErin Roberts, Studio Director\nHi everyone,\n\nThe best news I can report is that Arena Commander is at a point where our team in the UK is focusing less on dogfighting and more on Squadron 42 and developing capital ships. You\u2019ll read more about that in the next monthly report, but in terms of the dogfighting module this week we have only been focusing on minor changes, balancing, bug fixes and playtesting the build. So the update from the UK is getting shorter, which is a good thing! :)\n\nRunning down the different areas:\n\nDesign\nThe design team has been working to balance the shield and weapon stats for the Scythe and the Hornet (especially important for the single player \u2018Vanduul Swarm\u2019 mode.) We have also been working on balancing game modes, including fixes for the aforementioned Swarm and the Capture the Core mode.\n\nArt & Animation\nWe\u2019ve been finishing the rigging and weighting for the Vanduul pilot, as well as creating and cleaning up finer detail cockpit animations for the player pilot. That\u2019s things like pushing buttons, firing weapons and the like. We\u2019ve also been cleaning up some of the effects for the Capture the Core mode.\n\nProgramming\nIn the graphics department, we have spent a lot of time updating the assets to work with the new 3.6 CryTek engine that we just moved over to as well as fixing some visual bugs associated with that. (It supports a lot of features we need, but also means we have to fix up any issues that come with the new build!)\n\nWe\u2019ve also been doing some tweaks and changes to the controls for different joysticks. THere has been some work on player ejection from the Hornet in order to make it look and work better. We are also working on the HUD so that it provides even more feedback to the player so they know when they\u2019re getting hit, how far they are from a target and so on. On the debugging front, we\u2019ve been working an issue with ships not registering hits properly and another where VFX don\u2019t show up correctly.\n\nThat\u2019s all from us this week in the UK. Thanks, as always, for your support!"},"links_count":0,"comment_count":453,"created_at":"2014-05-09T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 04:42:40","valid_relations":["images","links"],"prev_id":13861,"next_id":13864}}