{"data":{"id":14126,"title":"Monthly Report: August 2014","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14126-Monthly-Report-August-2014","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14126","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14126","channel":"Undefined","category":"Undefined","series":"Monthly 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Citizens,\nStar Citizen keeps getting bigger! August saw a major reveal at Gamescom, plus trips to Dragon*Con and PAX to share Star Citizen with the masses! On the development side, we\u2019ve made massive progress on everything from the First Person Shooter module to the soon-to-be-playable racing mode! You can learn what each of Star Citizen\u2019s studios has been up to in this month\u2019s report, available below.\n\nTravis Day, Producer\nGreetings Citizens,\n\nAugust has been an exciting month for the development of Star Citizen and Squadron 42! We showed off what we\u2019ve been working on for backers at our event in Cologne, Germany for Gamecom and for everyone around the world via a livestream. (Available below!) We showed off the new ships and gameplay modes being included in version 0.9 of Arena Commander, teased FPS which will be demoed at PAX Australia, and showed off some early work towards multicrew combat using a Constellation.\n\nAs always these kinds of live events are very exciting for the team both as an opportunity to showcase their work to the community and also as an opportunity for those in attendance to meet with our backers face to face. Being around so many people as excited about Star Citizen and Squadron 42 as we are, is truly invigorating. We are truly lucky to have such an engaged fan base participating in the development process helping us to make this game. So, thank you all for your support!\n\nThe multicrew combat demo was put together by the group here in Santa Monica with some support from the guys in Austin. It required a lot of hard work on various systems that lay the groundwork for bringing support of multicrew ships to Arena Commander, Squadron 42, and ultimately the Persistent Universe. To that end, we wanted to share with you some of the underlying technology that was in the demo that, perhaps, isn\u2019t readily apparent when watching it.\n\nLocalized physics grids. Sounds exciting, right? Well, it is! Generally in 3D games with physics you have what can simplistically be thought of as a large cube that encompasses the whole map, a grid. Inside that cube physics are being simulated for every object and player that have physics set to active relative to their position within that grid. This is what handles collision with objects, projectile physics, etc.\n\nProblems arise when you want to have players freely (not scripted and not on rails) moving inside a freely moving vehicle\/object. This is because that single physics grid only has awareness of each entity in the level as an individual and doesn\u2019t (by default) understand their relationships to one another. This manifests itself where, in a Constellation for example, the ship is flying forward while pitching and yawing. Unfortunately the global physics grid thinks of you and the ship as two separate objects with no relationship and so it pitches and yaws the ship while moving it forward and treats the player as though nothing has happened. As the player you will see the ship yaw around you, pitch around you, and ultimately the collisions with it will fling you around like a pinball.\n\nHere is where the localized physics grid comes into play! It allows us to have multiple smaller physics grids within the larger global physics grid. The global grid will track each smaller grid as an individual and that smaller grid tracks all objects within it relative to whatever it is attached to. Where this gets cool is when you attach a localized grid to a ship like the Constellation. Now, when the Constellation pitches and yaws while flying your player position stays relative to the ship so you will also pitch, yaw, and move along with it in perfect unison. This allows for ships to have fully functioning interiors with characters running around while the ship itself is blasting through space and maneuvering seamlessly. Completing this work was a large accomplishment and also a very foundational piece for SQ42 and Star Citizen in the long run.\n\nOne of the other more \u201cunder the hood\u201d things that went into the demo was on the HUD. One of the critically important pieces of functionality for the HUD in the long run is being able to separate and subdivide its component pieces so that they can be displayed on different screens, have their positioning and size customized per HUD per player, and be rendered directly to a texture for seamless display on fixed screens. All of these features have been added to the system so that moving forward we will be better able to support customizing the HUD both on the development side and for players to customize their own visor HUD. We\u2019ve also added the first step in fully supporting passing HUD elements and control over them between the different seats in a multicrew seats. The HUD is something we pride ourselves on as it is the thing you will see most of the game in its current state. More work needs to be done (there always is) but the foundation is there and now we need to keep refining and tweaking so we can make it even more awesome.\n\nGamescom is behind us and we look forward to the next opportunity to share more of the \u2018Verse with our fans. Citizen Con and PAX Australia are on the horizon and we look forward to the new challenges this complex but rewarding project brings. As we said at the beginning being around our backers is invigorating to our entire team, it makes the long nights and stressful times worth it. Star Citizen is a special game, the passion and dedication of our community isn\u2019t just appreciated it is required to make this game a reality.\n\nEric Peterson, Studio Director\nGood day Citizens. As the sun continues to bake us to a crisp in hot as hades Austin Texas, our development teams have been toiling away to make sure that we bring a great experience to folks all over the verse. It has been an amazing month, from getting things ready for our show in Germany (always one of my personal favorites) to preparing for upcoming events like CiitzenCon, and Pax Australia. As most folks know our office is tasked with the persistent universe, and backend server support, as well as running the publishing arm of CIG.\n\nHere is what the various departments in Austin:\n\nArt\nThis month the art team in Austin was busy helping out on several different parts of Star Citizen. We had ship artists helping to get the M50 and Constellation variants all ship shape for GamesCom and prepping the 350r for upcoming release. Our artists on the PU team developed some new concepts and began creating props to be used in our missions for the Persistent Universe, as well as some R&D on jump gate effects and weather effects for our Planetside locations.\n\nCinematics\nReleased the Constellation Commercial at Gamescom. Working towards future ship commercials. Planning, budgeting and scouting for motion capture and performance capture for Squadron 42 cinematics. Working on debugging facial animation pipeline.\n\nAnimation\nBegan working with Sean Tracy to improve animation pipeline and execution. Held an animation workshop to focus on identifying issues with our locomotion set and how to improve it using the 4D blendspace technology in CryEngine. Creating a new skeleton and rig and retargeting animations to that new skeleton as well as solving and editing the animations from last month\u2019s mocap shoot. Our character artists were hard at work fleshing out characters for the Constellation commercial and the FPS demo coming up at PAX Australia, and our animation team hosted some of the guys at [REDACTED] to bang out some new locomotion sets for our characters.\n\nDesign\nThis month, the Austin design team has been focused on integrating basic systems into the persistent universe prototype, transitioning from the surface of a planet to the hangar and then to space, and connecting systems with jump points. Technical designers have been putting the finishing touches on city interior (and space stations) building kits to enable faster construction of planetary environments. Meanwhile, the team has continued to add detail to other major game systems as they approach on the PU roadmap.\n\nPlatform\/Publishing\nThis month the platform team launched the new store with amazingly detailed and updated ship stats and many more ships available in the holoviewer! In addition, we launched the M50 and Constellation promotions with full stat, storefront, and holoviewer support. We\u2019ve done tons of work on Leaderboards and look forward to launching this to the public very soon. And also completed lots of concept work on the new Starmap which was voted as a fan favorite in a recent stretch goal poll.\n\nProgramming\nThis week, we Integrated CryEngine 3.6.3 into our codebase and deployed it to the team. That is always a challenge and tends to bring new bugs, but this has been one of the best transitions to date. We also migrated the team to Visual Studio 2012 with IT\u2019s valued support. And, we continued working on the server side persistence and related work for the PU, and PU prototyping including star system layout. We also continued work on Large World and related tasks and designed and began work on Movement Improvements including dead reckoning with our partner Wyrmbyte. We finished projectile light pooling, we implemented basic TrackIR support as well as other VR fixes. We released new versions of the launcher with bug fixes and many improvements. We also released 12.5.2 and version 12.6, and continue to work on version 13.0 or .9 as it is also known.\n\nThat and much more is what Austin has been up to this month, and we will continue to chip away at the granite that is Star Citizen, slowly revealing the beautiful statue underneath. On a personal note, it was quite an honor to meet so many enthusiastic Citizens at Gamescom this year and I look forward to meeting many more at our upcoming events, I love coming back to the studios and sharing with them the stories of meeting folks and sharing a laugh or a common enthusiasm for this great Chris Roberts adventure. We are all very lucky to be at this place at this time \u2013 and we will strive to always make you proud.\n\nErin Roberts, Studio Director\nHi everyone, August was a massive month for us at Foundry 42. We put a lot of focus on release 13, and the Gamescom event and it was fantastic to see eveyones\u2019 response to what we showed there. I had a chance to talk to a bunch of the community while in Cologne, and really enjoyed meeting everyone, getting feedback and answering questions. The F42 team is really ticking over now, and you guys will start seeing a bunch of new content and gameplay over the next few months, not to mention our work on Squadron 42 which although we can\u2019t show yet, is really coming together nicely. As always thanks must go out to all our backers, Star Citizen would not be this special without the community, your feedback, support and energy. That is what makes Star Citizen special and really drives everyone here in development to create this amazing universe.\n\nDesign\nDevelopment on Squadron 42 has continued well this month, with us breaking down the campaign further and putting more planning into how the players \u201chome\u201d ship will be an engaging and believable hub for them to explore and interact with. The vertical slice work is continuing and asking many questions that we have been focusing on answering going forward. One of the challenges with creating the \u201cstory campaign\u201d is to make sure that we keep the agile gameplay without introducing bespoke mechanics that would not be available in the PU. We have been spending time this month working out how some of these mechanics will work across the game as a whole (for example, scavenging items from dead bodies).\n\nThe ship pipeline is rolling on with work being carried out on the Starfarer now, other ships still progressing well. I bang on about it every monthly report, but I really can\u2019t wait until we can get you guys running around some of these bigger ships in game, it really adds a whole new dimension to everything.\n\nArena Commander work is also continuing well, with more systems coming online and game modes being refined and polished. You\u2019ll see all that soon enough as we get closer to the next patch.\n\nProgramming Director\nAnother month and the big GamesCom event! If you saw the show you\u2019ll have seen all the work we\u2019ve been putting into getting the demonstration together, including the two new game modes Murray Cup Racing and Vanduul Swarm coop. As a result it was one of our more trouble free presentations!\n\nSince GamesCom we\u2019ve been working hard polishing up these two new game modes to make them as awesome as possible for their introduction to the community in the Release 13 update. We\u2019re really stoked about the amount of progress we\u2019ve made this month for Arena Commander, not only the new game modes and also the much improved audio, HUD improvements, control improvements (including 6 DoF!), leaderboards, and the usual bug fixing and polish.\n\nLonger term we\u2019re making great progress on Squadron 42, with lots of support for the designers on our \u201cvertical slice\u201d. We\u2019re also been busy making progress on improvements to setting up vehicles, which is going to be imperative once we start working on the larger vehicles. This includes continued work on our new DataForge tool alongside the start of a new vehicle state system which will allow the ship setup to be much more data driven.\n\nOverall another busy month!\n\nArt\nThe art team has increased again! We have added two artists to the environment team and also taken on a Lead Character artist and a Lead VFX artist.\n\nConcept work has taken place on Shubin interiors, the Anvil F8 heavy fighter, the mining drone cabin, Panther class carrier Bridge and Javelin interiors.\n\nThe Environment team also worked hard and completed the New Horizons map including a cool trailer for GamesCON \u2013 great work team!\n\nWork is continuing on the spaceships \u2013 Gladius, Retaliator and Gladiator have all gone to their texturing phases, the Idris, Javelin and Panther interiors are all marching forward too.\n\nAmongst all that we have also hopped back to greyboxing the Shubin exterior for the vertical slice level.\n\nAnimation have also been hard at work prepping for the VS and supporting the states with Arena Commander fixes and additions.\n\nAudio\nIt\u2019s been the month of Gamescom and an exciting time for all involved! Team audio have been spending their time split between the constellation demo, trailer sound design, Murray cup, sounds for the new ships and continued work on the audio in general. Not too much then!\n\nAs we move passed Gamescom we\u2019ve been trying to get the last few bits into the release 13 before it is let loose into the wild. This has including things like UI sounds that play when you hit an enemy (good feedback!) and some updated boost sounds.\n\nThe New Horizon Speedway has had some attention, for example as you fly through the tunnel in the centre of the map you\u2019ll hear air whooshing passed you that modulates based on your speed.\n\nIncluded in DFM 0.9 is \u2018Trevor Basque\u2019 the official announcer for the Murray Cup. When racing around New Horizon you might note that the sound of his voice is actually played back at 3D positions in the environment as if it was playing through speakers like at a real race! The PA system delay effect is actually the culmination of the dialogue lines being played back from several of these points with the delay time being calculated in-game based on distance, it isn\u2019t just a pre-baked effect! After this we\u2019d like to use this system to add a visual counterpart to the game object so you can see the speaker where the sounds are emanating from. The \u2018Bitching Betty\u2019 ship computer voices will be using a similar system inside of multi-crew ships.\n\nA hot topic in the community is the fact that Star Citizen has sound in space! How is this possible? Well it is something that we are putting great thought into and put simply, Star Citizen doesn\u2019t have sound in space\u2026. It has simulated sound that is played back to you to help you better pilot your ship. There will be more details about this in future posts and this method will be better supported in-game in future. Hopefully this begins to address the questions people have been asking.\n\nThat\u2019s all from the sound guys, it\u2019s early days for the soundscape of Star Citizen with a heck of a lot to do before the final game comes out but it\u2019s great seeing the community feedback we\u2019ve had so far.\n\nMathieu Beaulieu, Producer\nThings have been moving pretty quickly here in sunny Montreal.\n\nHangars!\n\nOur team has been spending a good amount of time debugging and optimising the new hangars to get them ready for public release. We have also begun working on the basic layout for the next planet locations and shops for Arc Corp Area 18 and Terra Prime.\n\nNext month\u2019s flair object is done and we are now preparing for the next one.\n\nOur engineers have been busy helping out with tools used for populating space environments with various objects, which we will eventually need for mission prototyping. They have also been creating tools for our designers and level designers to facilitate the creation of tags and tagging requests, which will eventually be used for many in-game systems including mobiGlas, shops, AI, etc.\n\nWork is well underway for the pause menu refactor, and we are moving along with the control customization implementation, as well the mG Scheduler prototype for mission management. Several other mobiGlas apps have been designed as well, including mG Wear for avatar customization, mG Skyline for the star map, and the mG Notification Center.\n\nFinally, audio has been keeping up with the changes to the levels, sounding the flair objects when required and battling memory budget issues.\n\n[Redacted]\nG\u2019Day Citizens! Did you enjoy Gamescom? Are you happy with your Connies? We certainly hope so!\n\nI\u2019m sure you all must be aware by now\u2026 The secret is out. The beans have been spilled. The cat is out of the bag! That\u2019s right, [REDACTED] will finally be showing off some FPS goodness at PAX Australia!\n\nWe\u2019ve been hard at work getting things ready for the big event. As you may have noticed from the teaser that was shown at Gamescom, the station environment we\u2019ve been working on has been coming together really well. More props are coming online daily and are being added to the environment. We now have detailed objects filling up the mess hall, security office and Gravity Control room\u2026 Along with all these props, visual effects are being added to give a strong sense of atmosphere. Air rushes through doors as they open, sparks trickle down from broken equipment and water splashes (you guys really seemed to enjoy that\u2026) as players crash through puddles on the floor.\n\nThe engineers and animators here at [REDACTED] took a quick trip down to CiG Austin to hammer out some long standing animation issues. We now have a new skeleton and rig to work with that should greatly improve the animations in the game and fix many of the issues that we have been having (and some of those you may have been experiencing in the hangars).\n\nOn the engineering and design side, we have shifted from real life nerf-gun fights to in-game playtests. In my personal opinion they are much more fun, more productive and less dangerous! These tests have mostly been focused on improving stability and fixing network issues, but we are now transitioning to iterating on gameplay and balance.\n\nI would like to personally thank [REDACTED], [REDACTED], [REDACTED] and [REDACTED] for all their hard work and crunching to put together an amazing Gamescom teaser trailer in a very short amount of time. I think everybody would agree that you guys did a real smash up job and deserve some special mention.\n\nLastly, I would like to give a shout out to an unexpected guest we had last month. Super Star Citizen Wulf Knight somehow discovered our true identity (are you a wizard?!), stopped by to meet the team, and then fed the entire office with pizza! From everybody here, thanks for the grub Wulf!\n\nP.S. \u2013 Are you Citizens all hyped up for leaderboards like I am? I\u2019ll see you on the rankings, my handle is [REDACTED]!\u2003\nTurbulent\n\nBenoit Beaus\u00e9jour, Founder\nThe Platform team was all over the place this August, pushing the website to its full potential and shaping its future at the same time.\n\nAugust Events and the Ship Catalog\nOf course August was the month we officially released the new Ship Catalog and what we dubbed the \u201cStore Revamp\u201d. We reorganized the whole store to make it easier to navigate, while at the same time interlocking it with game data every step of the way. The new Ships catalog is the first brick toward a complete and thorough Galactapedia, giving you access to tremendous amounts of data directly from the game.\n\nYou may have noticed that this last month had been heavy with events. Gamescom, the Constellation lineup reveal, DragonCon, the shattered 50 Million barrier\u2026 These were all perfect occasions to make the whole site a better experience for everyone, one step at a time. We fine-tuned the way the Store can handle flash sales, stabilized the Chat for high traffic events\u2026 and overall smoothed out a lot of bumps in the site.\n\nWe took advantage of the new Ship Catalog to make its centralized data available across the board : the Constellation lineup saw the birth of Comm-links with Stats and Holo-Viewers that will never go out of date. The Community\u2019s overwhelmingly positive response has been a huge influence on us to go even further an immerse you, the players, into the Star Citizen Universe as soon as you hit the Site.\n\nStarmap, Leaderboards and future projects\nIn the aftermath of the new Store and Catalog release, we are now laying down the foundation of what the Website will be for the next few months. The Community has spoken, so the web-based Starmap is taking form. Still in early concept, we are making this into the second brick of Galactapedia. But it will be its own complete feature, and we can\u2019t wait to share with you what we have in store for it.\n\nWe\u2019ve also been working on creating the first Arena Commander Leaderboards module. Gathering the data from all available game modes, compiling data for users AND organizations, and displaying that huge amount of data in a way that will allow players to measure up against others, quantify their progress and even recruit promising players into their orgs is a beautiful challenge, and we are happy to step up to it. You won\u2019t have to wait long until you actually see it, so stay tuned!\n\nPretty soon you\u2019ll also be able to select the Hangar you want to see in the Hangar Module, and which ships you want to display, directly from the Web. That\u2019s been another focus of ours lately, so that you can fully enjoy these beautiful 4 new hangars!\n\nOf course concept work for Organizations Drop Two is still going on as well. It has been for a while now, and production on this will be kicking in shortly.\n\nFull of challenges and great surprises, this has been a busy month, and above all, a promising one!\n\nMatthew Jack, Founder\nAugust was a big month for all of the Star Citizen teams, and Moon Collider was certainly no exception. With a big demo imminent, as well as a major new release to prepare for, there was plenty of work to get done\n\nYou all saw the Gamescom demo, of course, and with it the announcement of Vanduul Swarm Coop mode. We\u2019ve been doing some work to make sure the AI behaves well in a multiplayer environment, but overall we were very pleased that the AI handled the transition quite smoothly, and there weren\u2019t that many issues to deal with. This is a great gameplay mode, and we\u2019re looking forward to hearing from the community how we can tweak and improve the AI to make it even better.\n\nWe\u2019ve also done some work on Vanduul Swarm Singleplayer for version 0.9 of Arena Commander that we think will be a big improvement. We got a lot of feedback about ways to improve the behavior of team mates, and in particular people want them to do a better job of avoiding you. So we\u2019ve improved their avoidance behavior and now they should give you a wider berth. We are keen to get community feedback on how effective this change is. There have also been some tweaks to all AI ships due to the speed increases in the new version, and we expect that we\u2019ll be doing further tweaks as we get feedback from you all about what works and what doesn\u2019t.\n\nOn the FPS combat front, we been continuing to do work on the perception abilities of the AI. There were also some issues with animation of the AI that were making them have trouble aiming at the player and being able to turn around properly when being flanked, but we got those solved and the AI are much more effective as a result. It was a good example of how AI and animation are often very closely connected.\n\nWe added a very cool feature to our AI debugging toolset this month, that has already proven to be extremely useful in tracking down bugs. One problem is that in multi player matches the AI will be running on the server and when you see something weird on a client, it can be hard to get good information about what the AI is doing on the server, so you can figure out if the problem is on the server or the client. We now have the ability to capture information about the AI from the server, and then stream it in real time inside a client with 3D visualized debugging, so we can see immediately if there are any discrepancies between what is happening on the server and on the client.\n\nFinally, we\u2019ve been doing more design work on the persistent universe, along with some prototyping work to enable designers to start placing objects in the world that AI can interact with. And as always, no month would be complete without doing various other bugfixes and optimizations, improvements to our processes and all of those little things that aren\u2019t very exciting, but are essential to making all the cool stuff possible!","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nStar Citizen wird immer gr\u00f6\u00dfer! Im August gab es eine gro\u00dfe Enth\u00fcllung auf der Gamescom, sowie Reisen nach Dragon*Con und PAX, um Star Citizen mit den Massen zu teilen! Auf der Entwicklungsseite haben wir enorme Fortschritte gemacht, vom First Person Shooter-Modul bis zum bald spielbaren Rennmodus! Was die einzelnen Studios von Star Citizen geleistet haben, erfahren Sie im Bericht dieses Monats, der unten verf\u00fcgbar ist.\n\nTravis Day, Produzentin\nGr\u00fc\u00dfe B\u00fcrger,\n\nAugust war ein aufregender Monat f\u00fcr die Entwicklung von Star Citizen und Squadron 42! Auf unserer Veranstaltung in K\u00f6ln, Deutschland, zeigten wir Gamecom und allen anderen auf der ganzen Welt in einem Livestream, woran wir f\u00fcr die Geldgeber gearbeitet haben. (Unten verf\u00fcgbar!) Wir zeigten die neuen Schiffe und Spielmodi, die in der Version 0.9 von Arena Commander enthalten sind, neckte FPS, die auf der PAX Australia vorgef\u00fchrt werden, und zeigte einige fr\u00fche Arbeiten zum Multicrew-Kampf mit einer Konstellation.\n\nWie immer sind diese Art von Live-Events f\u00fcr das Team sehr spannend, sowohl als Gelegenheit, ihre Arbeit der Community zu pr\u00e4sentieren, als auch als Gelegenheit f\u00fcr die Anwesenden, unsere Geldgeber pers\u00f6nlich zu treffen. Mit so vielen Menschen zusammen zu sein, die so begeistert sind von Star Citizen und Staffel 42 wie wir, ist wirklich belebend. Wir haben wirklich Gl\u00fcck, dass eine so engagierte Fangemeinde am Entwicklungsprozess teilnimmt und uns bei der Entwicklung dieses Spiels unterst\u00fctzt. Also, vielen Dank an euch alle f\u00fcr eure Unterst\u00fctzung!\n\nDie Multicrew-Kampfdemo wurde von der Gruppe hier in Santa Monica mit etwas Unterst\u00fctzung der Jungs in Austin zusammengestellt. Es erforderte viel harte Arbeit an verschiedenen Systemen, die die Grundlage f\u00fcr die Unterst\u00fctzung von Multicrew-Schiffen f\u00fcr Arena Commander, Squadron 42 und schlie\u00dflich das Persistent Universe bildeten. Zu diesem Zweck wollten wir Ihnen einige der zugrundeliegenden Technologien vorstellen, die in der Demo enthalten sind und die vielleicht beim Anschauen nicht ohne weiteres sichtbar sind.\n\nLokalisierte physikalische Netze. Klingt aufregend, oder? Nun, das ist es! Im Allgemeinen hat man in 3D-Spielen mit Physik das, was man sich vereinfacht als einen gro\u00dfen W\u00fcrfel vorstellen kann, der die gesamte Karte, ein Gitter, umfasst. In diesem W\u00fcrfel wird die Physik f\u00fcr jedes Objekt und jeden Spieler simuliert, bei dem die Physik relativ zu ihrer Position in diesem Gitter aktiv ist. Das ist es, was mit Kollisionen mit Objekten, Projektilphysik, etc. umgeht.\n\nProbleme entstehen, wenn man Spieler frei (nicht geskriptet und nicht auf Schienen) in einem sich frei bewegenden Fahrzeug\/Objekt bewegen lassen will. Dies liegt daran, dass dieses einzelne Physikgitter nur das Bewusstsein f\u00fcr jede Entit\u00e4t in der Ebene als Individuum hat und ihre Beziehungen zueinander nicht (standardm\u00e4\u00dfig) versteht. Dies manifestiert sich, wenn das Schiff z.B. in einer Konstellation beim Pitching und Gieren vorw\u00e4rts fliegt. Leider betrachtet das globale Physikgitter dich und das Schiff als zwei getrennte Objekte ohne Beziehung und so neigt und giert es das Schiff, w\u00e4hrend es vorw\u00e4rts bewegt wird, und behandelt den Spieler, als w\u00e4re nichts passiert. Als Spieler wirst du das Schiff sehen, das um dich herum giert, um dich herum wirft, und schlie\u00dflich werden dich die Kollisionen mit ihm wie ein Flipper herumschleudern.\n\nHier kommt das lokalisierte Physikgitter ins Spiel! Es erm\u00f6glicht uns, mehrere kleinere Physikgitter innerhalb des gr\u00f6\u00dferen globalen Physikgitters zu haben. Das globale Gitter verfolgt jedes kleinere Gitter als Individuum und dieses kleinere Gitter verfolgt alle Objekte in ihm in Bezug auf das, woran es angeschlossen ist. Wo dies cool wird, ist, wenn man ein lokalisiertes Gitter an ein Schiff wie die Konstellation anbringt. Jetzt, wenn das Sternbild beim Fliegen die Stellungen und Gieren ver\u00e4ndert, bleibt Ihre Spielerposition relativ zum Schiff, so dass Sie auch Stellungen, Gieren und Bewegungen in perfekter \u00dcbereinstimmung ausf\u00fchren k\u00f6nnen. Dies erm\u00f6glicht es Schiffen, voll funktionsf\u00e4hige Innenr\u00e4ume mit Charakteren zu haben, die herumlaufen, w\u00e4hrend das Schiff selbst durch den Raum sprengt und nahtlos man\u00f6vriert. Die Fertigstellung dieser Arbeit war eine gro\u00dfe Leistung und auch ein sehr grundlegendes St\u00fcck f\u00fcr SQ42 und Star Citizen auf lange Sicht.\n\nEine der anderen weiteren \"unter der Haube\" Dinge, die in die Demo gingen, war auf dem HUD. Eine der wichtigsten Funktionen f\u00fcr das HUD ist auf lange Sicht die M\u00f6glichkeit, seine Komponententeile zu trennen und zu unterteilen, so dass sie auf verschiedenen Bildschirmen angezeigt werden k\u00f6nnen, ihre Positionierung und Gr\u00f6\u00dfe pro HUD und Player angepasst werden kann und direkt zu einer Textur f\u00fcr eine nahtlose Darstellung auf festen Bildschirmen gerendert wird. Alle diese Funktionen wurden dem System hinzugef\u00fcgt, so dass wir in Zukunft besser in der Lage sein werden, die Anpassung des HUD sowohl auf der Entwicklungsseite als auch f\u00fcr Spieler, die ihr eigenes Visier-HUD anpassen m\u00f6chten, zu unterst\u00fctzen. Wir haben auch den ersten Schritt zur vollst\u00e4ndigen Unterst\u00fctzung von HUD-Elementen und deren Kontrolle zwischen den verschiedenen Sitzen in einem Mehrchraubensitz hinzugef\u00fcgt. Das HUD ist etwas, worauf wir stolz sind, da es die Sache ist, die du den gr\u00f6\u00dften Teil des Spiels in seinem aktuellen Zustand sehen wirst. Es muss mehr Arbeit geleistet werden (es gibt sie immer), aber das Fundament ist da und jetzt m\u00fcssen wir weiter verfeinern und optimieren, damit wir es noch gro\u00dfartiger machen k\u00f6nnen.\n\nDie Gamescom ist hinter uns und wir freuen uns auf die n\u00e4chste Gelegenheit, mehr vom Vers mit unseren Fans zu teilen. Citizen Con und PAX Australia sind am Horizont und wir freuen uns auf die neuen Herausforderungen, die dieses komplexe, aber lohnende Projekt mit sich bringt. Wie wir eingangs gesagt haben, ist es f\u00fcr unser gesamtes Team belebend, es macht die langen N\u00e4chte und die stressigen Zeiten wert. Star Citizen ist ein besonderes Spiel, die Leidenschaft und das Engagement unserer Community wird nicht nur gesch\u00e4tzt, sondern auch gefordert, um dieses Spiel zu verwirklichen.\n\nEric Peterson, Studio-Direktor\nGuten Tag B\u00fcrger. W\u00e4hrend die Sonne uns weiterhin zu einem knackigen in hei\u00dfen Hades Austin Texas backt, haben sich unsere Entwicklungsteams angestrengt, um sicherzustellen, dass wir den Leuten in der ganzen Strophe eine gro\u00dfartige Erfahrung bieten. Es war ein erstaunlicher Monat, von der Vorbereitung unserer Show in Deutschland (immer einer meiner pers\u00f6nlichen Favoriten) bis zur Vorbereitung auf kommende Events wie CiitzenCon und Pax Australia. Wie die meisten Leute wissen, ist unser B\u00fcro mit der Aufgabe betraut, das persistente Universum und die Unterst\u00fctzung von Backend-Servern zu betreuen und den Publishing-Bereich der CIG zu betreiben.\n\nHier ist, was die verschiedenen Abteilungen in Austin:\n\nKunst\nDiesen Monat war das Kunstteam in Austin damit besch\u00e4ftigt, bei mehreren verschiedenen Teilen von Star Citizen zu helfen. Wir hatten Schiffsk\u00fcnstler, die halfen, die M50- und Constellation-Varianten f\u00fcr GamesCom in Form zu bringen und die 350r f\u00fcr die bevorstehende Ver\u00f6ffentlichung vorzubereiten. Unsere K\u00fcnstler im PU-Team entwickelten einige neue Konzepte und begannen mit der Entwicklung von Requisiten f\u00fcr unsere Missionen f\u00fcr das Persistente Universum sowie mit der Entwicklung von Sprungtoreffekten und Wettereffekten f\u00fcr unsere Standorte auf den Planeten.\n\nKinematiken\nVer\u00f6ffentlichung des Constellation Commercial bei der Gamescom. Arbeitet an zuk\u00fcnftigen Schiffswerbespots. Planung, Budgetierung und Scouting f\u00fcr Motion Capture und Performance Capture f\u00fcr Squadron 42 Kinofilme. Arbeiten an der Debugging-Pipeline f\u00fcr Gesichtsanimationen.\n\nAnimation\nBeginn der Zusammenarbeit mit Sean Tracy zur Verbesserung der Animationspipeline und -ausf\u00fchrung. Durchf\u00fchrung eines Animationsworkshops, bei dem es darum ging, Probleme mit unserem Lokomotionsset zu identifizieren und zu verbessern, indem die 4D-Blendspace-Technologie in CryEngine eingesetzt wird. Erstellen eines neuen Skeletts und Rigs und Retargeting von Animationen zu diesem neuen Skelett sowie L\u00f6sen und Bearbeiten der Animationen aus dem Mocap-Shooting des letzten Monats. Unsere Charakterk\u00fcnstler waren flei\u00dfig dabei, die Charaktere f\u00fcr den Constellation-Werbespot und die FPS-Demo bei PAX Australia zu entwickeln, und unser Animationsteam moderierte einige der Jungs bei[REDACTED], um einige neue Lokomotionssets f\u00fcr unsere Charaktere zu entwickeln.\n\nDesign\nIn diesem Monat konzentrierte sich das Austin-Designteam auf die Integration von Basissystemen in den Prototyp des persistenten Universums, den \u00dcbergang von der Oberfl\u00e4che eines Planeten zum Hangar und dann zum Weltraum und die Verbindung von Systemen mit Sprungbrettern. Technische Designer haben die Baus\u00e4tze f\u00fcr das Stadtinnere (und die Raumstationen) vervollst\u00e4ndigt, um den Bau von Planetenumgebungen zu beschleunigen. In der Zwischenzeit hat das Team weitere Details zu anderen wichtigen Spielsystemen hinzugef\u00fcgt, w\u00e4hrend sie sich der PU-Roadmap n\u00e4hern.\n\nPlattform\/Ver\u00f6ffentlichung\nDiesen Monat hat das Plattformteam den neuen Shop mit erstaunlich detaillierten und aktualisierten Schiffsstatistiken und vielen weiteren im Holoviewer verf\u00fcgbaren Schiffen er\u00f6ffnet! Dar\u00fcber hinaus haben wir die Promotionen M50 und Constellation mit voller Statistik-, Storefront- und Holoviewer-Unterst\u00fctzung eingef\u00fchrt. Wir haben tonnenweise an Leaderboards gearbeitet und freuen uns darauf, diese sehr bald der \u00d6ffentlichkeit zug\u00e4nglich zu machen. Und auch die Konzeptarbeit am neuen Starmap, der in einer aktuellen Stretch Goal-Umfrage als Fan-Favorit gew\u00e4hlt wurde, wurde vielfach abgeschlossen.\n\nProgrammierung\nDiese Woche haben wir CryEngine 3.6.3 in unsere Codebasis integriert und im Team bereitgestellt. Das ist immer eine Herausforderung und bringt tendenziell neue Bugs mit sich, aber das war einer der besten \u00dcberg\u00e4nge bis jetzt. Wir haben das Team auch auf Visual Studio 2012 mit dem wertvollen Support der IT-Abteilung umgestellt. Und wir haben weiter an der serverseitigen Persistenz und den damit verbundenen Arbeiten f\u00fcr das PU- und PU-Prototyping einschlie\u00dflich Sternsystem-Layout gearbeitet. Wir setzten auch die Arbeit an Large World und verwandten Aufgaben fort und entwarfen und begannen die Arbeit an Movement Improvements einschlie\u00dflich Dead Reckoning mit unserem Partner Wyrmbyte. Wir haben das Projectile Light Pooling abgeschlossen, wir haben grundlegende TrackIR-Unterst\u00fctzung sowie andere VR-Fixes implementiert. Wir haben neue Versionen des Launcher mit Bugfixes und vielen Verbesserungen ver\u00f6ffentlicht. Wir haben auch 12.5.2 und 12.6 ver\u00f6ffentlicht und arbeiten weiter an der Version 13.0 oder .9, wie sie auch genannt wird.\n\nDas und noch viel mehr ist es, was Austin diesen Monat vorhat, und wir werden weiterhin den Granit, der Star Citizen ist, abhacken und langsam die sch\u00f6ne Statue darunter enth\u00fcllen. Pers\u00f6nlich gesehen war es eine ziemliche Ehre, dieses Jahr so viele begeisterte B\u00fcrger auf der Gamescom zu treffen, und ich freue mich darauf, viele weitere auf unseren kommenden Veranstaltungen zu treffen, ich liebe es, in die Studios zur\u00fcckzukehren und mit ihnen die Geschichten von der Begegnung mit Leuten zu teilen und ein Lachen oder eine gemeinsame Begeisterung f\u00fcr dieses gro\u00dfartige Chris Roberts Abenteuer zu teilen. Wir alle haben das gro\u00dfe Gl\u00fcck, zu diesem Zeitpunkt an diesem Ort zu sein - und wir werden uns bem\u00fchen, dich immer stolz zu machen.\n\nErin Roberts, Studioleiterin\nHallo zusammen, August war ein gewaltiger Monat f\u00fcr uns bei Foundry 42. Wir haben viel Wert auf Release 13 und das Gamescom-Event gelegt und es war fantastisch, die Resonanz von eveyones auf das zu sehen, was wir dort gezeigt haben. Ich hatte die M\u00f6glichkeit, w\u00e4hrend meines Aufenthaltes in K\u00f6ln mit einem Haufen der Community zu sprechen, und es hat mir wirklich Spa\u00df gemacht, alle zu treffen, Feedback zu bekommen und Fragen zu beantworten. Das F42-Team tickt jetzt wirklich, und ihr werdet in den n\u00e4chsten Monaten eine Menge neuer Inhalte und Gameplay sehen, ganz zu schweigen von unserer Arbeit an Squadron 42, die, obwohl wir noch nicht zeigen k\u00f6nnen, wirklich gut zusammenkommt. Wie immer muss man sich bei allen unseren Geldgebern bedanken, denn Star Citizen w\u00e4re ohne die Gemeinschaft, Ihr Feedback, Ihre Unterst\u00fctzung und Energie nicht so besonders. Das ist es, was Star Citizen so besonders macht und wirklich jeden hier in der Entwicklung antreibt, um dieses erstaunliche Universum zu erschaffen.\n\nDesign\nDie Entwicklung der Staffel 42 ging diesen Monat gut voran, wobei wir die Kampagne weiter aufschl\u00fcsseln und mehr Planung darauf verwenden, wie das \"Heimat\"-Schiff der Spieler eine ansprechende und glaubw\u00fcrdige Drehscheibe f\u00fcr sie sein wird, mit der sie erkunden und interagieren k\u00f6nnen. Die vertikale Slice-Arbeit wird fortgesetzt und stellt viele Fragen, auf die wir uns bei der Beantwortung der zuk\u00fcnftigen Aufgaben konzentriert haben. Eine der Herausforderungen bei der Erstellung der \"Story-Kampagne\" besteht darin, sicherzustellen, dass wir das agile Gameplay beibehalten, ohne ma\u00dfgeschneiderte Mechaniken einzuf\u00fchren, die in der PU nicht verf\u00fcgbar w\u00e4ren. Wir haben diesen Monat damit verbracht, herauszufinden, wie einige dieser Mechaniken im gesamten Spiel funktionieren werden (z.B. das Pl\u00fcndern von Gegenst\u00e4nden von Leichen).\n\nDie Schiffspipeline l\u00e4uft weiter, die Arbeiten an der Starfarer werden nun durchgef\u00fchrt, andere Schiffe kommen noch gut voran. Ich habe jeden Monatsbericht dar\u00fcber gelesen, aber ich kann es kaum erwarten, bis wir euch Jungs dazu bringen k\u00f6nnen, einige dieser gr\u00f6\u00dferen Schiffe im Spiel zu spielen, es verleiht allem eine ganz neue Dimension.\n\nDie Arbeit des Arena Commander geht ebenfalls gut voran, da weitere Systeme online gehen und die Spielmodi verfeinert und verbessert werden. Du wirst das alles bald genug sehen, wenn wir dem n\u00e4chsten Patch n\u00e4her kommen.\n\nProgrammdirektor\nNoch ein Monat und das gro\u00dfe GamesCom-Event! Wenn Sie die Show gesehen haben, werden Sie all die Arbeit gesehen haben, die wir in die Zusammenstellung der Demonstration investiert haben, einschlie\u00dflich der beiden neuen Spielmodi Murray Cup Racing und Vanduul Swarm Coop. Infolgedessen war es eine unserer problemloseren Pr\u00e4sentationen!\n\nSeit GamesCom haben wir hart daran gearbeitet, diese beiden neuen Spielmodi zu verbessern, um sie so gro\u00dfartig wie m\u00f6glich f\u00fcr ihre Einf\u00fchrung in die Community im Release 13 Update zu machen. Wir sind wirklich begeistert von den Fortschritten, die wir diesen Monat f\u00fcr Arena Commander gemacht haben, nicht nur von den neuen Spielmodi und auch von der stark verbesserten Audioqualit\u00e4t, HUD-Verbesserungen, Verbesserungen an der Steuerung (einschlie\u00dflich 6 DoF!), Ranglisten und den \u00fcblichen Bugfixes und Polierungen.\n\nL\u00e4ngerfristig machen wir gro\u00dfe Fortschritte mit der Staffel 42, mit viel Unterst\u00fctzung f\u00fcr die Designer bei unserer \"vertikalen Scheibe\". Wir sind auch damit besch\u00e4ftigt, Fortschritte bei der Verbesserung der Einrichtung von Fahrzeugen zu erzielen, was nach Beginn der Arbeit an den gr\u00f6\u00dferen Fahrzeugen unerl\u00e4sslich sein wird. Dazu geh\u00f6rt die weitere Arbeit an unserem neuen DataForge-Tool neben dem Start eines neuen Fahrzeugzustandsystems, das es erm\u00f6glicht, die Schiffseinrichtung wesentlich datenorientierter zu gestalten.\n\nInsgesamt ein weiterer arbeitsreicher Monat!\n\nKunst\nDas Kunstteam hat sich wieder vergr\u00f6\u00dfert! Wir haben zwei K\u00fcnstler in das Umweltteam aufgenommen und auch einen Lead Character K\u00fcnstler und einen Lead VFX K\u00fcnstler eingestellt.\n\nEs wurden Konzeptarbeiten an den Innenr\u00e4umen von Shubin, dem schweren J\u00e4ger Anvil F8, der Drohnenkabine im Bergbau, der Panther-Carrier Bridge und den Innenr\u00e4umen von Javelin durchgef\u00fchrt.\n\nDas Umweltteam arbeitete auch hart und vervollst\u00e4ndigte die New Horizons Map inklusive eines coolen Trailers f\u00fcr GamesCON - great work team!\n\nDie Arbeiten an den Raumschiffen gehen weiter - Gladius, Vergelter und Gladiator sind alle in ihre Texturierungsphasen gegangen, auch die Innenr\u00e4ume von Idris, Javelin und Panther marschieren voran.\n\nUnter anderem sind wir auch zur\u00fcck zum Greyboxen des Shubin-Au\u00dfenbereichs f\u00fcr die vertikale Scheibenebene gesprungen.\n\nDie Animation war auch bei der Vorbereitung auf den VS und der Unterst\u00fctzung der Staaten mit Arena Commander Korrekturen und Erg\u00e4nzungen sehr arbeitsintensiv.\n\nAudio\nEs war der Monat der Gamescom und eine aufregende Zeit f\u00fcr alle Beteiligten! Team Audio hat seine Zeit aufgeteilt in Konstellationsdemo, Trailer-Sounddesign, Murray-Cup, Sounds f\u00fcr die neuen Schiffe und weitere Arbeiten am Audio im Allgemeinen. Dann nicht zu viel!\n\nAls wir an der Gamescom vorbeiziehen, haben wir versucht, die letzten paar Bits in die Version 13 zu bekommen, bevor sie in die Wildnis entlassen wird. Dazu geh\u00f6ren Dinge wie UI-Sounds, die spielen, wenn man einen Gegner trifft (gutes Feedback!) und einige aktualisierte Boost-Sounds.\n\nDer New Horizon Speedway hat einige Aufmerksamkeit erregt, zum Beispiel, wenn Sie durch den Tunnel in der Mitte der Karte fliegen, h\u00f6ren Sie, wie Luft an Ihnen vorbeizieht, die sich je nach Ihrer Geschwindigkeit moduliert.\n\nIn DFM 0.9 enthalten ist 'Trevor Basque', der offizielle Ansager f\u00fcr den Murray Cup. Wenn Sie um New Horizon herum rasen, werden Sie vielleicht feststellen, dass der Klang seiner Stimme tats\u00e4chlich an 3D-Positionen in der Umgebung wiedergegeben wird, als ob sie durch Lautsprecher wie bei einem echten Rennen gespielt w\u00fcrde! Der Verz\u00f6gerungseffekt des PA-Systems ist eigentlich der H\u00f6hepunkt der Dialogzeilen, die von mehreren dieser Punkte aus abgespielt werden, wobei die Verz\u00f6gerungszeit im Spiel aus der Entfernung berechnet wird, es handelt sich nicht nur um einen vorgefertigten Effekt! Danach m\u00f6chten wir mit diesem System ein visuelles Gegenst\u00fcck zum Spielobjekt hinzuf\u00fcgen, damit Sie den Lautsprecher sehen k\u00f6nnen, von dem die Sounds ausgehen. Die Schiffscomputerstimmen der Bitching Betty\" werden ein \u00e4hnliches System innerhalb von Mehrbesatzungsschiffen verwenden.\n\nEin hei\u00dfes Thema in der Community ist die Tatsache, dass Star Citizen Sound im Weltraum hat! Wie ist das m\u00f6glich? Nun, es ist etwas, in das wir gro\u00dfe \u00dcberlegungen einbringen und einfach ausgedr\u00fcckt, Star Citizen hat keinen Klang im Raum....... Es hat einen simulierten Klang, der zu dir zur\u00fcckgespielt wird, um dir zu helfen, dein Schiff besser zu steuern. In zuk\u00fcnftigen Beitr\u00e4gen wird es mehr Details dazu geben und diese Methode wird in Zukunft im Spiel besser unterst\u00fctzt. Hoffentlich beginnt dies, die Fragen zu beantworten, die die Menschen gestellt haben.\n\nDas ist alles von den Sound-Leuten, es ist ein fr\u00fcher Tag f\u00fcr die Klanglandschaft von Star Citizen mit viel zu tun, bevor das letzte Spiel herauskommt, aber es ist toll, das Feedback der Community zu sehen, das wir bisher hatten.\n\nMathieu Beaulieu, Produzentin\nHier im sonnigen Montreal geht es ziemlich schnell.\n\nHangars!\n\nUnser Team hat viel Zeit damit verbracht, die neuen Hangars zu debuggen und zu optimieren, um sie f\u00fcr die \u00f6ffentliche Freigabe vorzubereiten. Wir haben auch damit begonnen, das Basislayout f\u00fcr die n\u00e4chsten Planetenstandorte und Gesch\u00e4fte f\u00fcr Arc Corp Area 18 und Terra Prime zu erstellen.\n\nDas Flairobjekt des n\u00e4chsten Monats ist fertig und wir bereiten uns jetzt auf das n\u00e4chste vor.\n\nUnsere Ingenieure waren damit besch\u00e4ftigt, mit Werkzeugen zu helfen, die zur Besiedlung von Weltraumumgebungen mit verschiedenen Objekten verwendet werden, die wir schlie\u00dflich f\u00fcr das Mission Prototyping ben\u00f6tigen werden. Sie haben auch Werkzeuge f\u00fcr unsere Designer und Leveldesigner entwickelt, um die Erstellung von Tags und Tagging-Anfragen zu erleichtern, die schlie\u00dflich f\u00fcr viele In-Game-Systeme wie mobiGlas, Shops, KI, etc. verwendet werden.\n\nDie Arbeiten f\u00fcr den Pausenmen\u00fc-Refaktor sind in vollem Gange, und wir gehen mit der Implementierung der Steuerungsanpassung sowie dem Prototyp des mG Scheduler f\u00fcr das Missionsmanagement voran. Mehrere weitere mobiGlas-Anwendungen wurden ebenfalls entwickelt, darunter mG Wear f\u00fcr die Anpassung von Avataren, mG Skyline f\u00fcr die Sternkarte und das mG Notification Center.\n\nSchlie\u00dflich hat die Audiotechnik mit den \u00c4nderungen der Pegel Schritt gehalten, bei Bedarf die Flair-Objekte geklungen und Speicher-Budgetprobleme bek\u00e4mpft.\n\n(Redigiert)\nG'Day B\u00fcrger! Hat dir die Gamescom gefallen? Bist du mit deinen Connies zufrieden? Das hoffen wir sehr!\n\nIch bin sicher, dass ihr euch inzwischen alle bewusst sein m\u00fcsst.... Das Geheimnis ist gel\u00fcftet. Die Bohnen wurden versch\u00fcttet. Die Katze ist aus dem Sack! Das ist richtig, [REDACTED] wird endlich etwas FPS-Gute bei PAX Australia zeigen!\n\nWir haben hart daran gearbeitet, die Dinge f\u00fcr das gro\u00dfe Ereignis vorzubereiten. Wie Sie vielleicht an dem Teaser, der auf der Gamescom gezeigt wurde, bemerkt haben, kommt die Senderumgebung, an der wir gearbeitet haben, sehr gut zusammen. Weitere Requisiten kommen t\u00e4glich online und werden der Umwelt hinzugef\u00fcgt. Wir haben jetzt detaillierte Objekte, die die Kantine, das Sicherheitsb\u00fcro und den Schwerkraftkontrollraum f\u00fcllen.... Zusammen mit all diesen Requisiten werden visuelle Effekte hinzugef\u00fcgt, um ein starkes Gef\u00fchl von Atmosph\u00e4re zu vermitteln. Die Luft str\u00f6mt beim \u00d6ffnen durch die T\u00fcren, Funken tr\u00f6pfeln von kaputter Ausr\u00fcstung und Wasserspritzern (ihr scheint das wirklich zu genie\u00dfen....), w\u00e4hrend die Spieler durch Pf\u00fctzen auf dem Boden st\u00fcrzen.\n\nDie Ingenieure und Animatoren hier bei [REDACTED] machten einen kurzen Abstecher nach CiG Austin, um einige langj\u00e4hrige Animationsprobleme zu l\u00f6sen. Wir haben jetzt ein neues Skelett und Rigg, mit dem wir arbeiten k\u00f6nnen, das die Animationen im Spiel erheblich verbessern und viele der Probleme beheben sollte, die wir hatten (und einige von denen, die du vielleicht in den Hangars erlebt hast).\n\nAuf der technischen und Design-Seite haben wir uns von echten Nerf-Gun-K\u00e4mpfen zu In-Game-Playtests verlagert. Meiner pers\u00f6nlichen Meinung nach machen sie viel mehr Spa\u00df, sind produktiver und weniger gef\u00e4hrlich! Diese Tests konzentrierten sich haupts\u00e4chlich auf die Verbesserung der Stabilit\u00e4t und die Behebung von Netzwerkproblemen, aber wir sind jetzt dabei, auf die Wiederholung von Gameplay und Balance umzustellen.\n\nIch m\u00f6chte mich pers\u00f6nlich bei [REDACTED],[REDACTED],[REDACTED] und[REDACTED] f\u00fcr all ihre harte Arbeit und ihr Knirschen bedanken, um in k\u00fcrzester Zeit einen tollen Gamescom Teaser-Trailer zusammenzustellen. Ich denke, jeder w\u00fcrde zustimmen, dass ihr Jungs einen echten Bombenjob gemacht habt und eine besondere Erw\u00e4hnung verdient habt.\n\nAbschlie\u00dfend m\u00f6chte ich einem unerwarteten Gast, den wir letzten Monat hatten, einen Schrei aussprechen. Super Star B\u00fcrger Wulf Knight entdeckte irgendwie unsere wahre Identit\u00e4t (bist du ein Zauberer?!), kam vorbei, um das Team zu treffen, und f\u00fctterte dann das gesamte B\u00fcro mit Pizza! Von allen hier, danke f\u00fcr die Larve Wulf!\n\nP.S. - Sind Sie B\u00fcrger, die alle f\u00fcr Ranglisten aufgepeppt sind, wie ich es bin? Ich sehe dich in der Rangliste, mein Griff ist[REDAKTIERT]!\nTurbulent\n\nBenoit Beaus\u00e9jour, Gr\u00fcnder und Gr\u00fcnder\nIm August dieses Jahres war das Platform-Team \u00fcberall pr\u00e4sent, um die Website auf ihr volles Potenzial zu bringen und gleichzeitig ihre Zukunft zu gestalten.\n\nAugust Veranstaltungen und der Schiffskatalog\nNat\u00fcrlich war August der Monat, in dem wir den neuen Schiffskatalog offiziell ver\u00f6ffentlicht haben und das, was wir den \"Store Revamp\" nannten. Wir haben den gesamten Store neu organisiert, um die Navigation zu erleichtern und ihn gleichzeitig mit den Spieldaten in jedem Schritt zu verzahnen. Der neue Ships-Katalog ist der erste Baustein zu einer vollst\u00e4ndigen und gr\u00fcndlichen Galactapedia, die Ihnen Zugang zu riesigen Datenmengen direkt aus dem Spiel bietet.\n\nSie haben vielleicht bemerkt, dass dieser letzte Monat sehr reich an Ereignissen war. Gamescom, die Aufstellung von Constellation, DragonCon, die zerbrochene 50-Millionen-Schwelle.... Das waren alles perfekte Gelegenheiten, um die gesamte Website zu einem besseren Erlebnis f\u00fcr alle zu machen, einen Schritt nach dem anderen. Wir haben die Art und Weise, wie der Shop mit Flash-Verk\u00e4ufen umgehen kann, verfeinert, den Chat f\u00fcr Veranstaltungen mit hohem Traffic stabilisiert.... und insgesamt viele Unebenheiten auf der Website beseitigt.\n\nWir haben den neuen Schiffskatalog genutzt, um seine zentralisierten Daten fl\u00e4chendeckend verf\u00fcgbar zu machen: In der Constellation-Linie entstanden Comm-Links mit Stats und Holo-Viewern, die nie veraltet sein werden. Die \u00fcberw\u00e4ltigend positive Resonanz der Community war ein gro\u00dfer Einfluss auf uns, um Sie, die Spieler, noch weiter in das Star Citizen Universe einzutauchen, sobald Sie die Website besuchen.\n\nStarmap, Leaderboards und zuk\u00fcnftige Projekte\nNach dem neuen Store und Catalog Release legen wir nun den Grundstein f\u00fcr die Gestaltung der Website f\u00fcr die n\u00e4chsten Monate. Die Gemeinschaft hat gesprochen, so dass die webbasierte Starmap Gestalt annimmt. Noch im fr\u00fchen Konzept, machen wir daraus den zweiten Baustein von Galactapedia. Aber es wird sein eigenes komplettes Feature sein, und wir k\u00f6nnen es kaum erwarten, mit Ihnen zu teilen, was wir daf\u00fcr auf Lager haben.\n\nWir haben auch an der Entwicklung des ersten Arena Commander Leaderboards Moduls gearbeitet. Die Daten aus allen verf\u00fcgbaren Spielmodi zu sammeln, Daten f\u00fcr Benutzer UND Organisationen zusammenzustellen und diese riesige Datenmenge so darzustellen, dass die Spieler sich mit anderen messen, ihren Fortschritt quantifizieren und sogar vielversprechende Spieler in ihre Orgs aufnehmen k\u00f6nnen, ist eine sch\u00f6ne Herausforderung, der wir uns gerne stellen. Du wirst nicht lange warten m\u00fcssen, bis du es tats\u00e4chlich siehst, also bleib dran!\n\nSchon bald k\u00f6nnen Sie auch direkt aus dem Web den Hangar ausw\u00e4hlen, den Sie im Hangarmodul sehen m\u00f6chten und welche Schiffe Sie anzeigen m\u00f6chten. Das war in letzter Zeit ein weiterer Schwerpunkt, so dass Sie diese sch\u00f6nen 4 neuen Hangars voll genie\u00dfen k\u00f6nnen!\n\nNat\u00fcrlich wird auch weiterhin an der Konzeptarbeit f\u00fcr Organizations Drop Two gearbeitet. Es ist schon eine Weile her, und die Produktion dazu wird in K\u00fcrze beginnen.\n\nVoller Herausforderungen und gro\u00dfer \u00dcberraschungen war dies ein arbeitsreicher Monat, und vor allem ein vielversprechender!\n\nMatthew Jack, Gr\u00fcnder und Gr\u00fcnder\nAugust war ein gro\u00dfer Monat f\u00fcr alle Star Citizen-Teams, und Moon Collider war sicherlich keine Ausnahme. Mit einer bevorstehenden gro\u00dfen Demo sowie einer wichtigen neuen Version, auf die man sich vorbereiten musste, gab es viel Arbeit zu erledigen.\n\nIhr alle habt nat\u00fcrlich die Gamescom-Demo und damit die Ank\u00fcndigung des Vanduul Swarm Coop-Modus gesehen. Wir haben einige Arbeit geleistet, um sicherzustellen, dass sich die KI in einer Multiplayer-Umgebung gut verh\u00e4lt, aber insgesamt waren wir sehr erfreut, dass die KI den \u00dcbergang recht reibungslos abgewickelt hat, und es gab nicht allzu viele Probleme zu l\u00f6sen. Dies ist ein gro\u00dfartiger Spielmodus, und wir freuen uns darauf, von der Community zu h\u00f6ren, wie wir die KI optimieren und verbessern k\u00f6nnen, um sie noch besser zu machen.\n\nWir haben auch einige Arbeiten am Vanduul Swarm Singleplayer f\u00fcr die Version 0.9 von Arena Commander durchgef\u00fchrt, die wir f\u00fcr eine gro\u00dfe Verbesserung halten. Wir haben viel Feedback dar\u00fcber erhalten, wie man das Verhalten von Teamkollegen verbessern kann, und insbesondere die Leute wollen, dass sie eine bessere Arbeit leisten, um dich zu vermeiden. Also haben wir ihr Vermeidungsverhalten verbessert und jetzt sollten sie dir einen gr\u00f6\u00dferen Platz einr\u00e4umen. Wir sind gespannt auf das Feedback der Community, wie effektiv diese Ver\u00e4nderung ist. Es gab auch einige Optimierungen an allen KI-Schiffen aufgrund der Geschwindigkeitssteigerungen in der neuen Version, und wir erwarten, dass wir weitere Optimierungen vornehmen werden, da wir von Ihnen Feedback dar\u00fcber erhalten, was funktioniert und was nicht.\n\nAn der Kampffront des F\u00d6D haben wir weiterhin an den Wahrnehmungsf\u00e4higkeiten der KI gearbeitet. Es gab auch einige Probleme mit der Animation der KI, die sie dazu brachten, Schwierigkeiten zu haben, auf den Spieler zu zielen und sich beim Flankenwechsel richtig umdrehen zu k\u00f6nnen, aber wir haben diese Probleme gel\u00f6st und die KI ist dadurch viel effektiver. Es war ein gutes Beispiel daf\u00fcr, wie KI und Animation oft sehr eng miteinander verbunden sind.\n\nWir haben diesen Monat unserem KI-Debugging-Toolset ein sehr cooles Feature hinzugef\u00fcgt, das sich bereits als \u00e4u\u00dferst n\u00fctzlich beim Aufsp\u00fcren von Bugs erwiesen hat. Ein Problem ist, dass in Multiplayer-Matches die KI auf dem Server laufen wird und wenn Sie etwas Seltsames auf einem Client sehen, kann es schwierig sein, gute Informationen dar\u00fcber zu erhalten, was die KI auf dem Server macht, so dass Sie herausfinden k\u00f6nnen, ob das Problem auf dem Server oder dem Client liegt. Wir haben jetzt die M\u00f6glichkeit, Informationen \u00fcber die KI vom Server zu erfassen und sie dann in Echtzeit innerhalb eines Clients mit 3D-visuellem Debugging zu streamen, so dass wir sofort sehen k\u00f6nnen, ob es Diskrepanzen zwischen dem, was auf dem Server und auf dem Client geschieht, gibt.\n\nSchlie\u00dflich haben wir mehr Designarbeit am persistenten Universum geleistet, zusammen mit einigen Prototypingarbeiten, die es Designern erm\u00f6glichen, Objekte in der Welt zu platzieren, mit denen die KI interagieren kann. Und wie immer w\u00e4re kein Monat komplett ohne diverse andere Bugfixes und Optimierungen, Verbesserungen unserer Prozesse und all die kleinen Dinge, die nicht sehr aufregend sind, aber unerl\u00e4sslich, um all die coolen Dinge m\u00f6glich zu machen!","zh_CN":"Greetings Citizens,\nStar Citizen keeps getting bigger! August saw a major reveal at Gamescom, plus trips to Dragon*Con and PAX to share Star Citizen with the masses! On the development side, we\u2019ve made massive progress on everything from the First Person Shooter module to the soon-to-be-playable racing mode! You can learn what each of Star Citizen\u2019s studios has been up to in this month\u2019s report, available below.\n\nTravis Day, Producer\nGreetings Citizens,\n\nAugust has been an exciting month for the development of Star Citizen and Squadron 42! We showed off what we\u2019ve been working on for backers at our event in Cologne, Germany for Gamecom and for everyone around the world via a livestream. (Available below!) We showed off the new ships and gameplay modes being included in version 0.9 of Arena Commander, teased FPS which will be demoed at PAX Australia, and showed off some early work towards multicrew combat using a Constellation.\n\nAs always these kinds of live events are very exciting for the team both as an opportunity to showcase their work to the community and also as an opportunity for those in attendance to meet with our backers face to face. Being around so many people as excited about Star Citizen and Squadron 42 as we are, is truly invigorating. We are truly lucky to have such an engaged fan base participating in the development process helping us to make this game. So, thank you all for your support!\n\nThe multicrew combat demo was put together by the group here in Santa Monica with some support from the guys in Austin. It required a lot of hard work on various systems that lay the groundwork for bringing support of multicrew ships to Arena Commander, Squadron 42, and ultimately the Persistent Universe. To that end, we wanted to share with you some of the underlying technology that was in the demo that, perhaps, isn\u2019t readily apparent when watching it.\n\nLocalized physics grids. Sounds exciting, right? Well, it is! Generally in 3D games with physics you have what can simplistically be thought of as a large cube that encompasses the whole map, a grid. Inside that cube physics are being simulated for every object and player that have physics set to active relative to their position within that grid. This is what handles collision with objects, projectile physics, etc.\n\nProblems arise when you want to have players freely (not scripted and not on rails) moving inside a freely moving vehicle\/object. This is because that single physics grid only has awareness of each entity in the level as an individual and doesn\u2019t (by default) understand their relationships to one another. This manifests itself where, in a Constellation for example, the ship is flying forward while pitching and yawing. Unfortunately the global physics grid thinks of you and the ship as two separate objects with no relationship and so it pitches and yaws the ship while moving it forward and treats the player as though nothing has happened. As the player you will see the ship yaw around you, pitch around you, and ultimately the collisions with it will fling you around like a pinball.\n\nHere is where the localized physics grid comes into play! It allows us to have multiple smaller physics grids within the larger global physics grid. The global grid will track each smaller grid as an individual and that smaller grid tracks all objects within it relative to whatever it is attached to. Where this gets cool is when you attach a localized grid to a ship like the Constellation. Now, when the Constellation pitches and yaws while flying your player position stays relative to the ship so you will also pitch, yaw, and move along with it in perfect unison. This allows for ships to have fully functioning interiors with characters running around while the ship itself is blasting through space and maneuvering seamlessly. Completing this work was a large accomplishment and also a very foundational piece for SQ42 and Star Citizen in the long run.\n\nOne of the other more \u201cunder the hood\u201d things that went into the demo was on the HUD. One of the critically important pieces of functionality for the HUD in the long run is being able to separate and subdivide its component pieces so that they can be displayed on different screens, have their positioning and size customized per HUD per player, and be rendered directly to a texture for seamless display on fixed screens. All of these features have been added to the system so that moving forward we will be better able to support customizing the HUD both on the development side and for players to customize their own visor HUD. We\u2019ve also added the first step in fully supporting passing HUD elements and control over them between the different seats in a multicrew seats. The HUD is something we pride ourselves on as it is the thing you will see most of the game in its current state. More work needs to be done (there always is) but the foundation is there and now we need to keep refining and tweaking so we can make it even more awesome.\n\nGamescom is behind us and we look forward to the next opportunity to share more of the \u2018Verse with our fans. Citizen Con and PAX Australia are on the horizon and we look forward to the new challenges this complex but rewarding project brings. As we said at the beginning being around our backers is invigorating to our entire team, it makes the long nights and stressful times worth it. Star Citizen is a special game, the passion and dedication of our community isn\u2019t just appreciated it is required to make this game a reality.\n\nEric Peterson, Studio Director\nGood day Citizens. As the sun continues to bake us to a crisp in hot as hades Austin Texas, our development teams have been toiling away to make sure that we bring a great experience to folks all over the verse. It has been an amazing month, from getting things ready for our show in Germany (always one of my personal favorites) to preparing for upcoming events like CiitzenCon, and Pax Australia. As most folks know our office is tasked with the persistent universe, and backend server support, as well as running the publishing arm of CIG.\n\nHere is what the various departments in Austin:\n\nArt\nThis month the art team in Austin was busy helping out on several different parts of Star Citizen. We had ship artists helping to get the M50 and Constellation variants all ship shape for GamesCom and prepping the 350r for upcoming release. Our artists on the PU team developed some new concepts and began creating props to be used in our missions for the Persistent Universe, as well as some R&D on jump gate effects and weather effects for our Planetside locations.\n\nCinematics\nReleased the Constellation Commercial at Gamescom. Working towards future ship commercials. Planning, budgeting and scouting for motion capture and performance capture for Squadron 42 cinematics. Working on debugging facial animation pipeline.\n\nAnimation\nBegan working with Sean Tracy to improve animation pipeline and execution. Held an animation workshop to focus on identifying issues with our locomotion set and how to improve it using the 4D blendspace technology in CryEngine. Creating a new skeleton and rig and retargeting animations to that new skeleton as well as solving and editing the animations from last month\u2019s mocap shoot. Our character artists were hard at work fleshing out characters for the Constellation commercial and the FPS demo coming up at PAX Australia, and our animation team hosted some of the guys at [REDACTED] to bang out some new locomotion sets for our characters.\n\nDesign\nThis month, the Austin design team has been focused on integrating basic systems into the persistent universe prototype, transitioning from the surface of a planet to the hangar and then to space, and connecting systems with jump points. Technical designers have been putting the finishing touches on city interior (and space stations) building kits to enable faster construction of planetary environments. Meanwhile, the team has continued to add detail to other major game systems as they approach on the PU roadmap.\n\nPlatform\/Publishing\nThis month the platform team launched the new store with amazingly detailed and updated ship stats and many more ships available in the holoviewer! In addition, we launched the M50 and Constellation promotions with full stat, storefront, and holoviewer support. We\u2019ve done tons of work on Leaderboards and look forward to launching this to the public very soon. And also completed lots of concept work on the new Starmap which was voted as a fan favorite in a recent stretch goal poll.\n\nProgramming\nThis week, we Integrated CryEngine 3.6.3 into our codebase and deployed it to the team. That is always a challenge and tends to bring new bugs, but this has been one of the best transitions to date. We also migrated the team to Visual Studio 2012 with IT\u2019s valued support. And, we continued working on the server side persistence and related work for the PU, and PU prototyping including star system layout. We also continued work on Large World and related tasks and designed and began work on Movement Improvements including dead reckoning with our partner Wyrmbyte. We finished projectile light pooling, we implemented basic TrackIR support as well as other VR fixes. We released new versions of the launcher with bug fixes and many improvements. We also released 12.5.2 and version 12.6, and continue to work on version 13.0 or .9 as it is also known.\n\nThat and much more is what Austin has been up to this month, and we will continue to chip away at the granite that is Star Citizen, slowly revealing the beautiful statue underneath. On a personal note, it was quite an honor to meet so many enthusiastic Citizens at Gamescom this year and I look forward to meeting many more at our upcoming events, I love coming back to the studios and sharing with them the stories of meeting folks and sharing a laugh or a common enthusiasm for this great Chris Roberts adventure. We are all very lucky to be at this place at this time \u2013 and we will strive to always make you proud.\n\nErin Roberts, Studio Director\nHi everyone, August was a massive month for us at Foundry 42. We put a lot of focus on release 13, and the Gamescom event and it was fantastic to see eveyones\u2019 response to what we showed there. I had a chance to talk to a bunch of the community while in Cologne, and really enjoyed meeting everyone, getting feedback and answering questions. The F42 team is really ticking over now, and you guys will start seeing a bunch of new content and gameplay over the next few months, not to mention our work on Squadron 42 which although we can\u2019t show yet, is really coming together nicely. As always thanks must go out to all our backers, Star Citizen would not be this special without the community, your feedback, support and energy. That is what makes Star Citizen special and really drives everyone here in development to create this amazing universe.\n\nDesign\nDevelopment on Squadron 42 has continued well this month, with us breaking down the campaign further and putting more planning into how the players \u201chome\u201d ship will be an engaging and believable hub for them to explore and interact with. The vertical slice work is continuing and asking many questions that we have been focusing on answering going forward. One of the challenges with creating the \u201cstory campaign\u201d is to make sure that we keep the agile gameplay without introducing bespoke mechanics that would not be available in the PU. We have been spending time this month working out how some of these mechanics will work across the game as a whole (for example, scavenging items from dead bodies).\n\nThe ship pipeline is rolling on with work being carried out on the Starfarer now, other ships still progressing well. I bang on about it every monthly report, but I really can\u2019t wait until we can get you guys running around some of these bigger ships in game, it really adds a whole new dimension to everything.\n\nArena Commander work is also continuing well, with more systems coming online and game modes being refined and polished. You\u2019ll see all that soon enough as we get closer to the next patch.\n\nProgramming Director\nAnother month and the big GamesCom event! If you saw the show you\u2019ll have seen all the work we\u2019ve been putting into getting the demonstration together, including the two new game modes Murray Cup Racing and Vanduul Swarm coop. As a result it was one of our more trouble free presentations!\n\nSince GamesCom we\u2019ve been working hard polishing up these two new game modes to make them as awesome as possible for their introduction to the community in the Release 13 update. We\u2019re really stoked about the amount of progress we\u2019ve made this month for Arena Commander, not only the new game modes and also the much improved audio, HUD improvements, control improvements (including 6 DoF!), leaderboards, and the usual bug fixing and polish.\n\nLonger term we\u2019re making great progress on Squadron 42, with lots of support for the designers on our \u201cvertical slice\u201d. We\u2019re also been busy making progress on improvements to setting up vehicles, which is going to be imperative once we start working on the larger vehicles. This includes continued work on our new DataForge tool alongside the start of a new vehicle state system which will allow the ship setup to be much more data driven.\n\nOverall another busy month!\n\nArt\nThe art team has increased again! We have added two artists to the environment team and also taken on a Lead Character artist and a Lead VFX artist.\n\nConcept work has taken place on Shubin interiors, the Anvil F8 heavy fighter, the mining drone cabin, Panther class carrier Bridge and Javelin interiors.\n\nThe Environment team also worked hard and completed the New Horizons map including a cool trailer for GamesCON \u2013 great work team!\n\nWork is continuing on the spaceships \u2013 Gladius, Retaliator and Gladiator have all gone to their texturing phases, the Idris, Javelin and Panther interiors are all marching forward too.\n\nAmongst all that we have also hopped back to greyboxing the Shubin exterior for the vertical slice level.\n\nAnimation have also been hard at work prepping for the VS and supporting the states with Arena Commander fixes and additions.\n\nAudio\nIt\u2019s been the month of Gamescom and an exciting time for all involved! Team audio have been spending their time split between the constellation demo, trailer sound design, Murray cup, sounds for the new ships and continued work on the audio in general. Not too much then!\n\nAs we move passed Gamescom we\u2019ve been trying to get the last few bits into the release 13 before it is let loose into the wild. This has including things like UI sounds that play when you hit an enemy (good feedback!) and some updated boost sounds.\n\nThe New Horizon Speedway has had some attention, for example as you fly through the tunnel in the centre of the map you\u2019ll hear air whooshing passed you that modulates based on your speed.\n\nIncluded in DFM 0.9 is \u2018Trevor Basque\u2019 the official announcer for the Murray Cup. When racing around New Horizon you might note that the sound of his voice is actually played back at 3D positions in the environment as if it was playing through speakers like at a real race! The PA system delay effect is actually the culmination of the dialogue lines being played back from several of these points with the delay time being calculated in-game based on distance, it isn\u2019t just a pre-baked effect! After this we\u2019d like to use this system to add a visual counterpart to the game object so you can see the speaker where the sounds are emanating from. The \u2018Bitching Betty\u2019 ship computer voices will be using a similar system inside of multi-crew ships.\n\nA hot topic in the community is the fact that Star Citizen has sound in space! How is this possible? Well it is something that we are putting great thought into and put simply, Star Citizen doesn\u2019t have sound in space\u2026. It has simulated sound that is played back to you to help you better pilot your ship. There will be more details about this in future posts and this method will be better supported in-game in future. Hopefully this begins to address the questions people have been asking.\n\nThat\u2019s all from the sound guys, it\u2019s early days for the soundscape of Star Citizen with a heck of a lot to do before the final game comes out but it\u2019s great seeing the community feedback we\u2019ve had so far.\n\nMathieu Beaulieu, Producer\nThings have been moving pretty quickly here in sunny Montreal.\n\nHangars!\n\nOur team has been spending a good amount of time debugging and optimising the new hangars to get them ready for public release. We have also begun working on the basic layout for the next planet locations and shops for Arc Corp Area 18 and Terra Prime.\n\nNext month\u2019s flair object is done and we are now preparing for the next one.\n\nOur engineers have been busy helping out with tools used for populating space environments with various objects, which we will eventually need for mission prototyping. They have also been creating tools for our designers and level designers to facilitate the creation of tags and tagging requests, which will eventually be used for many in-game systems including mobiGlas, shops, AI, etc.\n\nWork is well underway for the pause menu refactor, and we are moving along with the control customization implementation, as well the mG Scheduler prototype for mission management. Several other mobiGlas apps have been designed as well, including mG Wear for avatar customization, mG Skyline for the star map, and the mG Notification Center.\n\nFinally, audio has been keeping up with the changes to the levels, sounding the flair objects when required and battling memory budget issues.\n\n[Redacted]\nG\u2019Day Citizens! Did you enjoy Gamescom? Are you happy with your Connies? We certainly hope so!\n\nI\u2019m sure you all must be aware by now\u2026 The secret is out. The beans have been spilled. The cat is out of the bag! That\u2019s right, [REDACTED] will finally be showing off some FPS goodness at PAX Australia!\n\nWe\u2019ve been hard at work getting things ready for the big event. As you may have noticed from the teaser that was shown at Gamescom, the station environment we\u2019ve been working on has been coming together really well. More props are coming online daily and are being added to the environment. We now have detailed objects filling up the mess hall, security office and Gravity Control room\u2026 Along with all these props, visual effects are being added to give a strong sense of atmosphere. Air rushes through doors as they open, sparks trickle down from broken equipment and water splashes (you guys really seemed to enjoy that\u2026) as players crash through puddles on the floor.\n\nThe engineers and animators here at [REDACTED] took a quick trip down to CiG Austin to hammer out some long standing animation issues. We now have a new skeleton and rig to work with that should greatly improve the animations in the game and fix many of the issues that we have been having (and some of those you may have been experiencing in the hangars).\n\nOn the engineering and design side, we have shifted from real life nerf-gun fights to in-game playtests. In my personal opinion they are much more fun, more productive and less dangerous! These tests have mostly been focused on improving stability and fixing network issues, but we are now transitioning to iterating on gameplay and balance.\n\nI would like to personally thank [REDACTED], [REDACTED], [REDACTED] and [REDACTED] for all their hard work and crunching to put together an amazing Gamescom teaser trailer in a very short amount of time. I think everybody would agree that you guys did a real smash up job and deserve some special mention.\n\nLastly, I would like to give a shout out to an unexpected guest we had last month. Super Star Citizen Wulf Knight somehow discovered our true identity (are you a wizard?!), stopped by to meet the team, and then fed the entire office with pizza! From everybody here, thanks for the grub Wulf!\n\nP.S. \u2013 Are you Citizens all hyped up for leaderboards like I am? I\u2019ll see you on the rankings, my handle is [REDACTED]!\u2003\nTurbulent\n\nBenoit Beaus\u00e9jour, Founder\nThe Platform team was all over the place this August, pushing the website to its full potential and shaping its future at the same time.\n\nAugust Events and the Ship Catalog\nOf course August was the month we officially released the new Ship Catalog and what we dubbed the \u201cStore Revamp\u201d. We reorganized the whole store to make it easier to navigate, while at the same time interlocking it with game data every step of the way. The new Ships catalog is the first brick toward a complete and thorough Galactapedia, giving you access to tremendous amounts of data directly from the game.\n\nYou may have noticed that this last month had been heavy with events. Gamescom, the Constellation lineup reveal, DragonCon, the shattered 50 Million barrier\u2026 These were all perfect occasions to make the whole site a better experience for everyone, one step at a time. We fine-tuned the way the Store can handle flash sales, stabilized the Chat for high traffic events\u2026 and overall smoothed out a lot of bumps in the site.\n\nWe took advantage of the new Ship Catalog to make its centralized data available across the board : the Constellation lineup saw the birth of Comm-links with Stats and Holo-Viewers that will never go out of date. The Community\u2019s overwhelmingly positive response has been a huge influence on us to go even further an immerse you, the players, into the Star Citizen Universe as soon as you hit the Site.\n\nStarmap, Leaderboards and future projects\nIn the aftermath of the new Store and Catalog release, we are now laying down the foundation of what the Website will be for the next few months. The Community has spoken, so the web-based Starmap is taking form. Still in early concept, we are making this into the second brick of Galactapedia. But it will be its own complete feature, and we can\u2019t wait to share with you what we have in store for it.\n\nWe\u2019ve also been working on creating the first Arena Commander Leaderboards module. Gathering the data from all available game modes, compiling data for users AND organizations, and displaying that huge amount of data in a way that will allow players to measure up against others, quantify their progress and even recruit promising players into their orgs is a beautiful challenge, and we are happy to step up to it. You won\u2019t have to wait long until you actually see it, so stay tuned!\n\nPretty soon you\u2019ll also be able to select the Hangar you want to see in the Hangar Module, and which ships you want to display, directly from the Web. That\u2019s been another focus of ours lately, so that you can fully enjoy these beautiful 4 new hangars!\n\nOf course concept work for Organizations Drop Two is still going on as well. It has been for a while now, and production on this will be kicking in shortly.\n\nFull of challenges and great surprises, this has been a busy month, and above all, a promising one!\n\nMatthew Jack, Founder\nAugust was a big month for all of the Star Citizen teams, and Moon Collider was certainly no exception. With a big demo imminent, as well as a major new release to prepare for, there was plenty of work to get done\n\nYou all saw the Gamescom demo, of course, and with it the announcement of Vanduul Swarm Coop mode. We\u2019ve been doing some work to make sure the AI behaves well in a multiplayer environment, but overall we were very pleased that the AI handled the transition quite smoothly, and there weren\u2019t that many issues to deal with. This is a great gameplay mode, and we\u2019re looking forward to hearing from the community how we can tweak and improve the AI to make it even better.\n\nWe\u2019ve also done some work on Vanduul Swarm Singleplayer for version 0.9 of Arena Commander that we think will be a big improvement. We got a lot of feedback about ways to improve the behavior of team mates, and in particular people want them to do a better job of avoiding you. So we\u2019ve improved their avoidance behavior and now they should give you a wider berth. We are keen to get community feedback on how effective this change is. There have also been some tweaks to all AI ships due to the speed increases in the new version, and we expect that we\u2019ll be doing further tweaks as we get feedback from you all about what works and what doesn\u2019t.\n\nOn the FPS combat front, we been continuing to do work on the perception abilities of the AI. There were also some issues with animation of the AI that were making them have trouble aiming at the player and being able to turn around properly when being flanked, but we got those solved and the AI are much more effective as a result. It was a good example of how AI and animation are often very closely connected.\n\nWe added a very cool feature to our AI debugging toolset this month, that has already proven to be extremely useful in tracking down bugs. One problem is that in multi player matches the AI will be running on the server and when you see something weird on a client, it can be hard to get good information about what the AI is doing on the server, so you can figure out if the problem is on the server or the client. We now have the ability to capture information about the AI from the server, and then stream it in real time inside a client with 3D visualized debugging, so we can see immediately if there are any discrepancies between what is happening on the server and on the client.\n\nFinally, we\u2019ve been doing more design work on the persistent universe, along with some prototyping work to enable designers to start placing objects in the world that AI can interact with. And as always, no month would be complete without doing various other bugfixes and optimizations, improvements to our processes and all of those little things that aren\u2019t very exciting, but are essential to making all the cool stuff possible!"},"links_count":0,"comment_count":227,"created_at":"2014-09-03T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 05:09:15","valid_relations":["images","links"],"prev_id":14125,"next_id":14127}}