{"data":{"id":14191,"title":"Monthly Report: September 2014","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14191-Monthly-Report-September-2014","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14191","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14191","channel":"Undefined","category":"Undefined","series":"Monthly Reports","images":[{"id":2277,"name":"Aurorahud.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/3rmy7me5o3lwvr\/source\/Aurorahud.jpg","alt":"","size":1731120,"mime_type":"image\/jpeg","last_modified":"2014-10-03T18:49:28+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2277","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2277\/similar"},{"id":2278,"name":"Shippipe.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/jsypy77iz1tw8r\/source\/Shippipe.png","alt":"How an idea becomes a 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Citizens,\nIt has been a busy month for Star Citizen! In the past month, we\u2019ve released Arena Commander .9 and then followed it up with a number of patches. Perfecting Star Citizen\u2019s physics, flight model and multiplayer is an effort that studios around the world have come together for\u2026 but we\u2019ve also been building deeper elements of the game! The September reports below will let you in on just what we\u2019ve been spending our time developing.\n\nGreetings Citizens!\nSeptember was very busy and productive for the Santa Monica studio. Much of our focus this month has been on completing features and fixing bugs for v0.9 of Arena Commander. We were very excited about this release, as it introduced the new Murray Cup racing mode to the game, along with the M50 and 350R racing ships. Hopefully you all watched our \u201cGalactic Gear\u201d commercial that introduced these new features. There was quite a bit of buzz about the commercial around the Internet, and we were even referenced on the official \u201cTop Gear\u201d website for our homage to their show!\n\nIn addition to supporting Arena Commander\u2019s development, we have also been improving our pipeline for creating new ships. Recently, the ship pipeline was moved from Austin to LA, and we have been hard at work refining our process and improving our workflow so that we can develop ships more quickly and more efficiently than we have ever done before. The creation of new ships for Star Citizen is an incredibly complex and detailed process, so it made sense to move it to LA where Chris can maintain oversight and provide direction to everyone involved. Part of our process improvements included sitting down and reevaluating every step of the pipeline and making necessary adjustments to the workflow. If you are curious about what that looks like, please see the attached diagram of what it takes to develop a new ship for the game.\n\nAnd beyond supporting Arena Commander and building new ships, we\u2019re also preparing for Citizen Con and PAX Australia events coming up in October. A lot of work is happening around the company to put together a sneak peak of many of the new areas of the game that are currently in development. Stay tuned in the coming weeks as we reveal more of our progress to you.\n\nWe have also been busy this month interviewing a number of applicants for various positions around the company. We\u2019ve been talking to prospective 3D artists, concept artists, lighting artists, technical animators, technical designers, programmers, outsource managers, and many more. As a result, we\u2019ve identified some really talented people who are ready to join us at Cloud Imperium Games. We\u2019re very excited to be bringing on board some amazing new people who will help us to execute on Chris\u2019s vision of the best damn space sim ever! As we add more resources to the project, it increases our development capacity and provides us with the ability to do even more on this ambitious project. None of this would be possible without all of our backers, so we thank you for your continued support in our development efforts! Now onto the departmental updates!\n\nEngineering\nOur engineering team in Santa Monica has been working on all aspects of Arena Commander this month. On the HUD front Brandon has been working on code support for new features and targeting modes that we are prototyping for introduction in a future patch to improve the HUD functionality and the user experience. Similarly everyone\u2019s favorite Bug Smasher, Mark Abent, has been working with our Physics Programmer John Pritchett to improve everyone\u2019s ability to \u201cstay on target\u201d with improvements to the lead prediction as well as some new aiming functionality for both gimbaled and fixed weapons that interface with the IFCS and should be rolling out to you guys soon.\n\nWe\u2019ve also created a new system for handling ship variants that cleverly allows us to share identical parts across variants. This new technology allows us to save an amazing amount of time and effort throughout the whole ship pipeline by eliminating the duplicate work we used to have to do updating the same pieces of a ship on all the variants separately. Now we can fix the bug or make the improvement we wanted to on the base model of a ship and it automatically propagates to all the variants of that ship that share that part.\n\nOn the Graphics programming side our Engineer Okka Kyaw has been diligently working on moving to a 32-bit depth buffer. This will help to eliminate a lot of the z-fighting throughout the game. Previously the precision of the depth buffer was lacking which would cause geometry that was very close to each other to begin z-fighting when viewed from far distances. These fixes will be in an upcoming patch. Okka didn\u2019t stop there though, he\u2019s also begun the process of researching a developing a new vehicle paint system so that we can more easily create custom paint jobs for ships and paves the way for eventual customization by you in the community.\n\nLast but not least we here in Santa Monica had a Networking Summit where we hosted all of the top network and backend programmers from CIG and our partner studios led by Chris to discuss topics ranging from short term improvements like improving movement prediction, bandwidth consumption, server CPU usage, chat system, lobby systems, matchmaking, and telemetry data gathering. We also covered a multitude of longer term initiatives that included how best to handle clients migrating from server to server, handling the scale of the persistent universe, unified player and object ID\u2019s for use across multiple servers, and a number of other topics dealing with delivering the most seamless multiplayer experience for both SQ42 and the Persistent Universe. All in all a very productive week long summit that laid a solid foundation for continued development.\n\nDesign\nDesign this month has been working in close collaboration with the Engineering and HUD team to design, prototype, and implement improvements to the HUD and targeting systems. Calix Reneau has been prototyping out ways to improve the control of gimbaled weapons on the control systems that commonly don\u2019t natively support smooth analog movement such as joysticks, HOTAS, and gamepad peripherals. We are confident that these new systems, once implemented, will significantly improve the functionality of gimbaled weapons on these controller types.\n\nThis month we have also been spending a significant amount of time reviewing community feedback on the balance of ships and their flight characteristics. You\u2019ve already seen some patches since the V0.9 to address some of this feedback but we\u2019re also working on some more long term balance changes that you will see in future releases. As part of this we\u2019ve also been designing new weapons and items that we feel will further diversify the strategies that we see players using online.\n\nAnother big push for our Design team has been spec\u2019ing out improvements to the nascent signature and emissions system with our teammates at Foundry 42. We\u2019ve had numerous discussions with them as well as the Engineering team and have a solid plan for implementing Chris\u2019 vision for this system. Alongside this the team has also been designing game modes for Arena Commander that will better focus on gameplay that isn\u2019t purely about dogfighting and instead will highlight the advantages of ships like the Aurora and other yet to be introduced ships that are less capable dogfighters and maybe have a bit more cargo capacity\u2026\n\nArt\nWith the move of the Ship Pipeline to Santa Monica from Austin we\u2019ve been building our Art team in Santa Monica with additional Concept and 3D resources. The team has hit the ground running and have been blazing away at all the new ships that we are concepting, adding the hangar, and adding into Arena Commander. We are also continuing to hire in order to increase our pipelines capacity for developing more ships simultaneously. Especially since as we move forward to the larger and larger ships they will occupy our Artists for longer periods of time than the single seat ships have.\n\nWith regard to ship development, we have a number of new concepts we are working on this month, including the Hearald, Carrack, Reclaimer, Avenger variants, 890 Jump, as well as new concepts for various items and weapons. We\u2019ve completed the models for the full Mustang lineup, the full Cutlass lineup, and beginning to dive-in on Avenger variants, the Herald, Redeemer, and a few others\u2026 Now that we have the new variant system from Engineering we\u2019re also planning to tackle all the custom pieces, damage states, and LODs for the variants of the 300 series, Aurora series, and Hornet series to get all the variants dogfighting ready as quickly as possible from an Art perspective.\n\nThe Art team has also been working closely with Production to flesh out the new and improved Ship Pipeline and helping to identify areas where we can improve quality, reduce time, and further parallelize the development of new ships. We\u2019ve ended up with a new pipeline that we feel is much more streamlined and primed to deliver a higher level of quality much more efficiently. Of course pipelines are not set in stone and it will continue to evolve as we work with other disciplines to further improve and refine the process. The great thing is that everyone on this project is motivated by the same desire to achieve the best quality possible so modifying this pipeline has been a great collaborative effort with likeminded individuals.\n\nCinematics\nOur huge Cinematics team in Santa Monica who are responsible for the most recent commercials that we do for our ships have been hard at work, all two of them\u2026 John Griffith and Chris Wolak who were most recently responsible for bringing the M50 Galactic Gear commercial to life have been pouring that same creative energy into a new Cinematic in-fiction commercial that will be revealed at Citizen Con on October 10th. We are quite excited to share it with everyone and look forward to reading the comments and reactions.\n\nThe great thing about the Cinematics that we do is that we use all our game assets and our game engine to create them. With the level of quality that the Art, Animation, and VFX teams are putting into these assets we are able to accomplish these beautiful commercials with a team of just two, very talented, individuals working diligently to use all these game assets to create a piece that matches Chris\u2019 vision. We are also lucky to have two very talented writers, David Haddock and William Weissbaum who, when they aren\u2019t working on Squadron 42, pen the scripts for these commercials.\n\nAt any rate, we are truly looking forward to sharing our next in engine cinematic piece with all of you in the community in seven days and hope everyone enjoys it as much as we\u2019ve enjoyed making it!\n\nWell that about wraps up this month\u2019s update for everyone and while we aren\u2019t able to cover every little detail we feel like this touches on the most important and interesting developments of the past month without crossing the 2000 word mark. As always we\u2019d like to reiterate to everyone that we sincerely appreciate your support in making this game with us. Without you guys none of this would be possible and we are grateful for the opportunity to develop and share this game with all of you!\n\nHowdy folks,\nThe Austin team has been hard at work this month on many different fronts. We\u2019ve been a bit more quiet than usual, but we are very excited to be able to have something to demonstrate very soon. Our team has been working hard on Persistent Universe tasks and a multitude of Live Operations activities. Here\u2019s a brief report from each team!\n\nProgramming\nThis month in Austin we have been hard at work on the Persistent Universe. We have made substantial progress on several of the core technologies critical to the Persistent Universe. Brian Mazza continues his work on server side persistence, which is essential to allow players to retain their inventory after they log out, among other things. James Wright and Allen Chen tag-teamed to wrap up Large World \u201cPhase 1\u201d this month as well, which is the first step to getting truly expansive galaxies in place that will literally take days to traverse without quantum travel. Tom Davies wrapped up development on the System Layout Tool, which our designers will be using to physically lay out our universe in-game as well as define properties and attributes of various planets and other objects within a solar system. Tony Zurovec completed the first design iteration of Subsumption, Star Citizen\u2019s objective-oriented NPC AI system, and we\u2019ve now moved into full production. Moon Collider \u2013 our AI partners in the UK \u2013 have started the long process of adding support for the multitude of specific features we\u2019re going to need to their Kythera AI engine. Two of our Austin programmers \u2013 Jeff Uriarte and Tom Davies \u2013 have begun work on some of the numerous tools that will be required for the highly data-driven design, which will in turn eventually allow the constitution of the NPC population and even their daily schedules to be algorithmically determined based upon what\u2019s occurring in the surrounding environment, and heavily contribute to providing the feeling of a living, breathing universe.\n\nDesign\nMuch groundwork was laid this month on laying out designs for some key elements to building our universe. We started looking into several different types of space phenomena and what types of interesting encounters they might make for our explorers out there. Each of these phenomena has different technical and artistic considerations, and we want to be sure to pick the most interesting and exciting to use as space exploration points of interest (POI). Some sensational examples we looked into this month include the Dark Nebula, Pulsar, and Ice Giant. Other things the design team have been doing are standardizing our props for environments, investigating how we might incorporate FPS into our planetside locations, and developing reputations for the various corporations within our universe. We\u2019ve been working on other things we can\u2019t reveal at the moment, but you will get to see a taste of it fairly soon.\n\nArt\nPersistent Universe art tasks have all been geared towards getting the first planetside location, ArcCorp, up and running. Our Art Director, Mark Skelton, has been constantly interfacing with the team at Behaviour to really push the visual envelope. Cort Soest further fleshed out the Tier Toolset which our designers and artists will use to quickly and efficiently build out planetside environments, space stations, and potentially even huge capital ships. Work on visual effects and props for ArcCorp as well as other planetside environments are being worked on here as well. Concept work for our next planetside environment \u2013 Terra Prime \u2013 is nearing completion, and full production will soon commence.\n\nBryan Brewer and the animation team has been hard at work supporting [REDACTED] in getting the FPS characters in ship shape. We have been improving our character locomotion to look more realistic, making sure our characters have an awesome ragdoll effect for when they get blown off their feet, and moving over our existing animations to a brand new rig that will help raise our characters to next-gen quality. We have also been working on several NPC animations so that when peaceful NPC AI system comes online, our NPC\u2019s will have something to do.\n\nChris Smith and the ship team worked very hard to spruce up the new racing ships that were released this past month. They\u2019ve been horsin\u2019 around on other things we can\u2019t tell you about just yet, but stay tuned and you\u2019ll find out soon enough!\n\nQuality Assurance\nStar Citizen QA hit the ground running for the month of September rigorously testing the long awaited v0.9. After a lot of hard work we were happy to finally share all the new features with everyone with a successful release. Then we did it all again with a total of four releases! We also continually tested our internal tools to ensure that our developers have the most up to date and stable dev environment. Thanks to our resident QA engineer Keegan Standifer, significant progress was made with our development of automated testing. This will be important to leverage as the Persistent Universe expands. This month we added two new members to the QA team. Please welcome Melissa Estrada and Jeffrey Pease! Jeffrey joins us from Blizzard Entertainment where he specialized in growing an epic beard! Melissa joins us from NCSoft where she gained valuable MMO QA experience. As a solid team, we look forward to continuing our bug squashing efforts in order to provide the most enjoyable experience possible with each future release.\n\nLive Operations\nWork on the Publishing and Live Ops side continues at a frenetic pace. The QA Team led by Justin Binford has been burning the midnight oil on a regular basis to test latest build versions for our various development teams and for upcoming publishes to the public. Our Austin QA team works very closely with the QA team in the UK office so that we can provide testing on a virtually 24\/7 basis. We\u2019re looking forward to seeing this work on a live server in the very near future.\n\nWe\u2019ve been working on a ton of behind the scenes upgrades to our build and deploy systems so that we can decrease turnaround time on new builds and then test and deploy updates more quickly around the world. Every bit we save in this area helps us be more productive throughout our operations.\n\nIt\u2019s been a busy month and we\u2019re very excited that much of our \u201cbehind the scenes\u201d work is going to be more visible to the public over the coming days. Stay tuned for more updates! And in the meantime, here\u2019s something fun:\n\n\u201cLong before introducing the AMX-1 Repair Bot for personal craft, Saga Datasystems was known for its more industrial designs. The M3-A Multifunction Space Drone has been in service for more than 50 years, and is ideal for performing basic unmanned tasks in and around stations. While never fit with any advanced AI or communications capability, the M3-A is perfectly capable of performing any basic assigned task \u2013 from simple repairs to tug functions and the manipulation of heavy mining and cargo containers.\u201d Hi all,\nAnother really busy month here at Foundry 42. We\u2019ve been heavily involved in pushing out new content for Arena Commander, working on the Character pipeline for S42 and the Persistent Universe, working through concept, design and full production on the huge amount of ships we need for Squadron 42, and of course moving forward on the design and implementation of the first missions. Lots of areas to update you guys below, and as always thanks for your support, it really makes a difference to the team, we are REALLY enjoying making this game with you guys.\n\nCreative Director\nSeptember was a good \u201cHousekeeping\u201d month for us, having been full speed ahead for the last few months, we needed some time to catch up with ourselves and some of the fixes that have gone in.\n\nArena Commander: We have increased the size of the maps now that the Z-Buffer issue has been fixed by the engineers, (which you guys will see soon) so now sorting issues will diminish. It\u2019s quite an achievement actually, considering that some of our asteroids are bigger than most of the levels in Crysis. Again thanks to numerous code fixes, we also got to some of the polish tasks, such as getting the asteroids rotating and placing some more accurate physics objects. A lot more design time went into the first implementation of our missiles vs emissions gameplay, and that work is now underway, as well as breaking down the planned features for the 13 stream which will include HUD mode updates, and Leader-boards and of course continued improvements to the key bindings. At the same time we are progressing on branch 14 where we plan to introduce proper lobbies, a huge amount of polish to space flight mechanics and effects, ship \/ helmet HUD displays, and new ships systems. Matchmaking is now becoming a big consideration, to give the community a choice on what and who they play with.\n\nShip Design: The StarFarer got a much needed design white-box pass, and came off slightly more heavily armed, with two extra rear belly turrets on either side. Stay tuned for updates on its progress as it gets built out. All the other ships including our huge capital ships are moving along nicely.\n\nSquadron 42: We are working through a bunch of new mechanics for Squadron 42, to give the community a really immersive experience. Our verticle slice is in good shape, and so the art department is really motoring through the grey boxing of our levels and we have also started white boxing a number of new levels so we are ready for the big motion capture shoot we will be performing after Christmas. Progress is continuing well on the script, with multiple updates as we refine the gameplay within levels and we have started white boxing the gameplay (sandbox) for the interstitials (Your base or home ship), so the player will feel like they are in a living HUB which they can interact in and explore.\n\nAll in all, a good month of cleaning up, and progressing Star Citizen on all fronts.\n\nProgramming Director\nOne of the big pushes we\u2019ve been making this month in getting the new controller customisation UI into Arena Commander. We know it\u2019s something a lot of people have been clamouring for a long time (ever since the first Dogfighting module release!) and this will be the start of allowing you to set up your controller(s) just the way you like. We intend to keep developing it over future releases to give you full control of your setup.\n\nOur networking engineers have just come back from a very productive mini networking summit held over in Santa Monica, where all the networking engineers from all the studios spent a week going over the features required for Star Citizen. It\u2019s been a really interesting week for all involved, discussing everything from player prediction on the client level, to the server architecture, databases, chat, security etc\u2026 It\u2019s really good having these meetings for internal visibility, and make sure everything is moving forwards in the right direction.\n\nOther than that, we\u2019ve been concentrating in the usual areas to keep Arena Commander, Squadron 42, and the PU moving forwards.\n\nBug of the month: The Flashlight of Thor! So we were having this problem where if you flew your ship around for a period of time it would suddenly explode for no particular reason. To begin with we thought it was just the usual excuses for people\u2019s bad flying, but when it was still happening in an empty level we did have to conclude there might be something else afoot. After much scratching of heads, and drinking of tea, we finally discovered that after an update a flashlight, which should have been attached to the player, had suddenly gone rogue. It was colliding with the interior of your ship and doing a tiny piece of damage every single frame, eventually culminating in calamity. Yes, one flashlight could take down the mighty Hornet!\n\nGraphics Programming Director\nThe graphics team have been working on some of the core tech to benefit each of the art pipelines (ships, characters, environments & vfx). For the ships we\u2019ve been continuing work on the new damage shader that will give us fine grain location specific damage. This will be crucial for capital ships where the traditional method of cutting a ship into numerous meshes won\u2019t be practical due to their immense scale, but this will also benefit smaller ships. We\u2019ve also started work on the shader that will enable us to create custom paint jobs. This isn\u2019t as simple as just swapping some textures because our paint jobs need to be sharper than is possible with traditional textures to maintain our high quality bar, but the paint also needs to degrade over time and respond correctly to the damage system (e.g. bending & burning).\n\nFor the vfx team we\u2019ve created a volumetric lighting shader for particles to approximate complex effects such as multiple-scattering of light and volumetric shadowing. To achieve this the vfx artists bake out 6 separate passes of an explosion or smoke from an offline fluid simulation, and the shader uses these to calculate how the in-game lights would bounce around inside the gas. The end result is smoke and explosion particles that are lit correctly with the in-game lights but approach the quality of an offline render.\n\nWe\u2019ve also been working on two general pieces of tech that should benefit the whole game, the first of which is 32 bit depth rendering. We\u2019re moving towards 64 bit physics to handle enormous maps, however rendering doesn\u2019t require such precision because from the cameras perspective everything is actually relatively nearby. However most games actually use just 24 bit depth buffers and this isn\u2019t enough for large space scenes and so we\u2019ve just completed the transition to 32 bit rendering. This has allowed us to enlarge the small dog-fighting maps which we desperately needed since the recent speed increase of the ships! The other general tech we\u2019ve been developing is the ability to combine multiple textures at run-time to allow us to dynamically combine multiple objects into fewer large objects. This will significantly improve rendering performance while maintaining the flexibility and modularity of building the characters, ships and environments out of many smaller textures, which is crucial for the persistent universe (customisable ships, clothing & hangars etc).\n\nArt Director\nYou want Characters? \u2013 you got it! We have taken a global view of the characters within the star citizen universe and are reviewing quality and pipeline going forward so they will not only cater for all aspects of the persistent universe but also stand out as world class AAA characters. Additional Documentation for outsource partners have been put together, we know the level of quality you the fans are expecting and we are placing the foundations for a strong versatile system. Along with an updated anatomically correct base male (and female to follow) we have taken possession of the camera scanning rig to help aid the development of photo real characters for Sq42 and the PU. Real focus is now being placed on answering the tough questions that could trip us up later down the line and working with talented folk like 3Lateral and Cubic motion is certainly making some areas easier (nothing is simple on SC though!)\n\nYou want Ships? \u2013 you got it! The Gladius is now in the tech setup stage, making it suitable for the Hangar stage of release. The Retaliator is now 50% more awesome since you saw the video released recently (it was about a month old) along with the Gladiator which has most of its exterior given the PBS treatment with the complex dual cockpit\/gunner interior next. The Idris and Javelin are still coming along and we are taking into account the Sq42 storyline, adding a few tweaks here and there to shapes and structure to create a more cohesive environment. The wait will be worth it, I promise. New and noteworthy, some of the Vanduul fleet is going into production which we need for the storyline too \u2013 tune in next month for more info \u2013 we are really excited about this as we can now really start dialing into who\/what the Vanduul are and what their construction methods are.\n\nYou want Environments? \u2013 you got it! Shubin mining facility \u2013 \u2018Archon\u2019 has reached the stage of Greybox complete, it\u2019s a huge challenge but the visuals are matching its physical size, no shaders yet, just lots of geo, I mean lots! To give you an idea there are at least 26 landing pads located around the facility, each of them the player can land on, get out of their ship and walk around. All of these details will help make the Shubin Archon Facility feel like a living and breathing environment.\n\nYou want concepts? \u2013 you got it! Concepts department has slowed a little this month (instead of 100mph its more like 90mph :P). Shubin interior wrapping up, Starfarer has been given the \u2018Parry\u2019 treatment and a full interior has been worked out along with some meddlesome functionality issues, this has now gone out to be fully visualised, it\u2019s a pretty big ship so it won\u2019t be done in a week if that\u2019s what you think! Xi\u2019an transport ship interior is also taking good shape, we\u2019ve now dialled into a visual language that we are happy with, it makes developing the rest of the rooms a ton easier once you have a few key factors to launch from. Focus is also shifting to answering the niggling parts of the UEE crew costumes, we are taking a systemic approach of really defining how these designs will work, how they fit with the customization system and do they have the level of detail we need to keep Chris and you the fans happy.\n\nYou want animations? \u2013 you got it! Animation department (who we are looking to grow) has started looking at Previz and prep work for some of the in game action sequences \u2013 I can\u2019t give much away at this stage without giving out spoilers. We\u2019ve also been supporting the design department working on specific game mechanic animations, it\u2019s an important part of the process, early Previz for design often saves on wasted work further down the line.\n\nYou want spice with your VFX? \u2013 you got it! Self shadowing lit particles, mmm, tasty \u2013 that\u2019s what the VFX department has been developing with the tech department, we\u2019re still trying to think of a name for this technique\/texture format by the way, we\u2019d love for it to be something snappy\/media-friendly, but the current name is SSL (Self-shadowing lighting). Aside from that, we\u2019re also starting to improve the vehicle damage effects starting with smoke and fire, trying to make a cleaner more efficient system that has greater long term effects for the project.\n\nThat\u2019s it \u2013 a full on man vs polygon serving of heart stopping griddle cooked CGI goodness.\n\nSigned, The Chef\n\nAudio Lead\nThis month the audio team have split between Citizencon related tasks and the upcoming demo of the FPS module.\n\nThe environment sounds for the demo level are starting to shape up. A lot of attention is being paid to the details in this area. All of the whirring, hums, and general ambiance comes from specific points in 3d space. We we\u2019re never going to be satisfied with a faked 2d ambient soundscape! Computers will idly tick away, screens and lights will hum and buzz, air conditioners and fans will whoosh and whirr! This will all move around you as you move your player.\n\nWe\u2019ve also been working on R&D and generally testing the water with the FPS weapon firing. There\u2019s a lot to consider with something like a gun sound! First person gun firing, iron sights gun firing, 3rd person gun firing, gun sounds over distance, environmental effects on gun sounds and this is just firing the guns!! Getting this right is a long process and will be ongoing long into the future. Even so, we are hoping that with the work we\u2019ve done so far, it\u2019ll be a great start to the FPS sound when it is demo\u2019d for PAX.\n\nOther than that we\u2019ve been working on a selection of the fps gadgets and trying to keep up with the unending (but awesome) onslaught of ship related sound tasks!\n\nCitizens!\nSeptember was a month of great accomplishments for the Montreal team. We can\u2019t wait to have you try out all of the new features we have been working on, and we are looking forward to hearing your feedback. As always, it is a great pleasure to be a part of creating this game for you guys.\n\nMeanwhile, here is the latest update from the team.\n\nDesign\nOn the level design side the guys have been hard at work debugging and working on the new hangars. We have also (re)started work on blocking out Planetside locations which we\u2019ve been designing on paper quite a while now. Seeing them finally taking shape in-engine is \u201cSC grade\u201d fantasticness!\n\nMore flair objects have been designed (we probably have enough flairs lined up for the next 18 months ;) Our goal is to incorporate as much lore as we can into the flair objects we design, which keeps them interesting and unique, so they don\u2019t end up getting fed to the monster living in your hangar\u2019s garbage compactor. On a related note, some special add-on rooms for the hangars are in the brainstorming phase. If all goes well, you\u2019ll be able to add them to your hangar in the future.\n\nWith Gamescom and the bulk of the work for the new hangar public releases now behind us, we\u2019ve (re)kicked off mobiGlas development. Hand in hand with the fabulous UI team, we\u2019ve refined our designs for various mG apps to get them ready for production: mG HOME, easyShop, Wear, skyLine and Scheduler, to name a few, are in the pipeline. mG Scheduler already has a version running in the engine and is coming along nicely.\n\nOn a more technical note, we\u2019ve been working closely with engineers to develop the TAG system tool which allows us to tag practically every object in the game world. It\u2019s a bit like hashtags on Twitter or the use of keywords in search engines. With this powerful tool we will be able to add and query items dynamically in-engine for faster, more efficient development, and the real bonus for the design team: the ability to track and update the game seamlessly.\n\nProgramming\nOne of the main focuses for programming during the month of September has been to complete and deliver a first version of control customization to the public. There are still loads of features that we want to add to it and we\u2019ll definitely be working on it for a few more months. We\u2019ve also spent quite a bit of time polishing and debugging the new version of the pause menu that was released earlier this month.\n\nAfter a couple months of working on a few higher priority tasks, we\u2019re finally getting back to mobiGlas development.\n\nOur new Tag Editor Tool has been receiving a lot of focus and attention internally and we\u2019re eager to connect it with the next systems we are planning to implement.\nAs usual, the hangars weren\u2019t left behind as we reworked the ship spawning algorithm to support the feature where players will be able to customize their hangar ship layout through the RSI website.\n\nFinally, we\u2019ve also added a few nifty flair items for our subscribers to enjoy.\n\nArt\nThe art team has been very busy working on both interiors and exteriors for various planetside locations, as well as preparing a section of Arc Corp that will be shown soon! We have also started work on next month\u2019s flair object, and have something cool in the works for Pax Australia. Our concept artists have been focusing on ArcCorp production, but have also started to get further into Terra concepts. We have also made a few 890 Jump concepts for the brochure. And last but not least\u2026\n\nUI\nThis month a lot of work has been going into developing control customization, which we will be rolling out in several phases. Engineers and UI artists alike have been working hard to make sure that the user experience feels just right.\n\nAs mentioned, we have also moved into asset development for various mobiGlas apps, specifically HOME and easyShop (for starters), as well as some of the core components that will be used across all mobiGlas apps.\n\nWe have also been having a lot of fun creating decals, in-fiction billboards, and fake ui screens for the ArcCorp Citizencon environment.\n\nHello Esteemed Citizens,\nAnother month flies right on by faster than the Murray Cup leaders and PAX Australia is approaching quicker than a fully equipped M50! September has been a crazy month for the FPS team. We have been pushing hard to make sure everything is ready for the big event and we really, really want to knock all of your socks off. This past month we were focused on getting all the last pieces of the game we plan to show at PAX implemented and the month of October will be spent polishing and tweaking all those pieces leading up to the event.\n\nDesign\nOur Creative Director, Lead Designer and Level Designers have been putting the final touches on the level we plan to show at PAX Australia. In addition to that work, they have also been creating paper designs and grey room levels for the FPS Module. Work continues on destructible objects as well and there is now a really good amount of things that shatter, fall to pieces and explode populating the FPS environments. All of this detail gives a real sense of power to the weapons.\n\nThe design team has also been finalizing weapons balance, at least for the PAX event. As we\u2019ve mentioned before, weapon balance is an ongoing task that will continue to be worked on up to the FPS Module release and beyond, especially once you Citizens have had a chance to dig your teeth into FPS and give us that invaluable feedback.\n\nProgramming\nThroughout last month, the programming team has been focused on getting everything implemented and functional. There has also been lots of collaboration with the animation team to get everything looking and feeling right. This isn\u2019t your standard FPS\u2026 and the approach we are taking relies very heavily on animation and code being perfectly in sync. I don\u2019t want to say any more than that at this point, but feel free to speculate as much as you want!\n\nOther programming tasks over the last month have included some pretty major fixes in physics and networking. All of the weapons and gadgets are now working over the network properly so we can really start play-testing them and iterating as fast as possible on the mechanics.\n\nLastly, there was a very productive Networking Summit that took place at CiG Santa Monica where all of the brightest coder brains from each studio gathered to discuss things that I won\u2019t even pretend to understand.\n\nAnimation\nWow, the animation team here has been crazy busy\u2026 probably more so than anybody else at [REDACTED] (and that\u2019s really saying something considering how busy everybody else has been!). They have been working on re-targeting animations to a new rig that fixes a whole slew of issues. In addition, they have been working with design and programming on a daily basis to make sure that Star Citizen FPS is something truly unique. We can\u2019t wait for you Citizens to see what they have been putting together for PAX and we sincerely hope that you will notice the differences in what we are creating.\n\nI also want to mention that the team in Austin has been giving us a huge helping hand with animation in general. We couldn\u2019t have done it without you guys, and we really appreciate the help.\n\nAudio\nSpeaking of big helping hands, Foundry 42 has taken on the task of finishing out all of the sound effects for PAX and some big thanks are in order there as well. It really is amazing to be involved with such an ambitious game where everybody at all the studios involved are so willing to pitch in and help each other out where it\u2019s needed. The guys over in the UK are putting together some amazing sound effects for the remaining weapons, gadgets and grenades as well as doing a huge amount of environmental sound effects that should make the FPS Module sound as good as it looks (and believe me\u2026 it looks amazing!).\n\nArt\nThe art team here has really done a spectacular job over the last month. While finishing up modeling and textures for the last few gadgets that are needed for PAX, they have been adding an insane amount of detail to the environments. I have been in the industry for over 10 years, and I can honestly say that I have never seen this level of polish in visuals before (except the work coming from the rest of the Star Citizen team!). It is something truly amazing and my hat goes off to them.\n\nThe visual FX team has been iterating and polishing the weapon and environmental FX, and that work will continue over the next few weeks. Impact decals and particles have also been going in, which looks amazing when combined with the destructible environments.\n\nThat should about wrap it up for the [REDACTED] report this month (yes, I know I killed that joke for most of you last month and I apologize). Before I sign off here, I want to throw out a big thanks to High Admiral Tristram who sent us a care package with some Nerf guns in it. Thanks from all of us Tristram! Now back to work\u2026 see you in a month!\n\nHi!\nPushing hard into September, the team has been putting most of it\u2019s effort in supporting the deployment of R13 and the leaderboards system that is used to rank players in the different game modes on the web platform. We\u2019re really excited about this subsystem because not only is it a very awesome feature it\u2019s also the first time the game servers are sending data back to your account. We plan on using that to give you more ways to access the different data points that you generate as you pilot your ship in Arena Commander. As always, seeing the reaction of the community to a launch is always the best part of working in the Star Citizen universe.\n\nProgramming\nMost engineering time was spent supervising the deployment of the leaderboards system.\nAs you play Spectrum Matches, definite statistics from the match are sent back to the platform for ranking and processing. The data pipeline created at this stage makes use of a durable and persistent messaging queue system that allows us to never lose a game and always compute the rankings and stats, very useful for the cloud environment we are in which can be unpredictable at times. Some interesting challenges were also tackled as to how we would persist actual player rankings in a way that would allow us to display a custom board for player who do not share a sequential rank. A good example of this would be a \u201cper Organization\u201d leaderboard.\n\nA very cool new feature that you technically should have in hands now is the hangar configuration utility. This new tool, accessible in your \u201cMy Hangar\u201d allows you to pick which of your ship shows up in which bay of your chosen hangar. This new subsystem exposes the different hangar bays to the platform so that you can hand pick which of your ships you want to see, giving the players control over this process that used to be powered by an algorithm.\n\nThe team finally had time to look at some of the chat system issues web users have been experiencing! With the deployment of a new set of connection managers(a process that handles HTTP to XMPP socket connections) it seems the disconnect issues that players were experiencing have been resolved. Coupled with a few web client bug fixes the chat experience should be greatly improved. Chat away!\n\nOnwards to the lobby system!\n\nUX & Design\nThe UX and Art teams have been doing some headway on a new home page for Star Citizen as well as revamping the experience for new players. This includes new video content ; new website UX, new player guide, etc\u2026 This is the beginning of a long process to try to distill the Star Citizen universe for new players but we hope to bring this plan to fruition in bite size pieces as they get ready.\n\nWe\u2019ve been able to have a design review on the Organization Forums functionality that was designed earlier this month, a first step in validating our hypothesis before continuing the design process.\n\nUX also compiled a list of add-on features we want to develop for the Holo-Viewer on the site. Some examples are the addition of a \u201cScale HUD\u201d (to show relative ship sizes with units), a global \u201cShip Explorer\u201d not tied to the different store pages where you could swap between manufacturers and ship without leaving the viewer giving a more prominent place for the viewer in the site.\n\nLast but not least, the content and design effort for the Starmap are under way! Sorry, no more details yet!\n\nGreetings Citizens,\nThis has been a really solid month of developing infrastructure and core features for our AI systems, with a particular focus on FPS combat and persistent universe AI. A lot of design and implementation work took place this month to get these systems feature-rich enough that the designers at the other studios can really start going to town and doing cool stuff with the AI. There\u2019s still plenty more to do, but we\u2019re really happy with the progress we\u2019ve made so far.\n\nDesign\nA large part of our recent work has been on a deep and significant refactoring of how designers give AI tasks to perform, trying to find a good balance between flexibility and robustness. We think the AI in Star Citizen will be much more interesting if designers can be specific with what they want the AI to do at certain times, but the rest of the time can rely on the AI to be smart and sensible. We\u2019ve all played games where AI do crazy things, and designers work hard to stop this from happening, so we\u2019ve been designing a system to streamline this as much as we can. Squadron 42, in particular, should see a real benefit from this.\n\nWe\u2019ve been working on this for a while, but this month we made some serious progress implementing it, and as part of this we spent a lot of time figuring out the details, from the high level tasks that the AI are assigned, through the mid-level behaviors that they run, right down to the low level actions. And a key part of this design is iterating over ideas with the designers to make sure what we\u2019re coming up with is easy and intuitive for them to use.\n\nThere was also a lot of design work this month fleshing out details of the persistent universe, with a particular focus on making sure our design is in step with the other teams doing persistent universe work. There are lots of little details to figure out, from the way AI do interesting and lifelike things in the world, through to what the tools should look like that designers will use to create this world.\n\nEngineering\nAs mentioned above, we did a lot of work this month implementing core architecture for the way AI are controlled. This work affects all of the AI in Star Citizen, including the dogfighting AI you\u2019re already using. We\u2019ve been converting everything to a new behavior system that will allow us to create complex and interesting behaviors much more easily. There was a lot of work to be done here, but we were successful and as a result we look forward to doing some interesting things with AI next month, which will be revealed in due course, so keep an eye out for that!\n\nOn the FPS AI front, we\u2019ve had for a while now characters that can see, but it was finally time to give them the ability to hear as well. Gunfire, bullets whizzing past their heads, footsteps of a player trying unsuccessfully to be sneaky; these are all things that a good AI should be aware of, and now they are. And now that the AI know more about the world, we can give them more interesting behaviors, which we\u2019ve started doing using our new behavior systems.\n\nFinally, for the persistent universe, we\u2019ve been doing some work on allowing AI to use items in the world. We implemented a system that allows designers to start setting up objects in the world and make the AI use them. There are more complex interactions to come, but already we can make the world feel more alive, and it will be exciting to see this develop further over the coming months.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nEs war ein arbeitsreicher Monat f\u00fcr Star Citizen! Im letzten Monat haben wir Arena Commander .9 ver\u00f6ffentlicht und dann mit einer Reihe von Patches erg\u00e4nzt. Die Perfektionierung der Physik, des Flugmodells und des Multiplayers von Star Citizen ist eine Leistung, f\u00fcr die sich Studios auf der ganzen Welt zusammengeschlossen haben.... aber wir haben auch tiefere Elemente des Spiels entwickelt! Die folgenden September-Berichte geben Ihnen einen \u00dcberblick dar\u00fcber, was wir in unserer Zeit entwickelt haben.\n\nGr\u00fc\u00dfe B\u00fcrger!\nDer September war sehr arbeitsreich und produktiv f\u00fcr das Studio Santa Monica. Ein Gro\u00dfteil unseres Fokus in diesem Monat lag auf der Fertigstellung der Funktionen und der Behebung von Fehlern f\u00fcr v0.9 von Arena Commander. Wir waren sehr begeistert von dieser Version, da sie den neuen Murray Cup Rennmodus sowie die Rennschiffe M50 und 350R in das Spiel einf\u00fchrte. Hoffentlich habt ihr alle unseren Werbespot \"Galactic Gear\" gesehen, der diese neuen Funktionen vorstellt. Es gab einiges an Begeisterung \u00fcber den Werbespot im Internet, und wir wurden sogar auf der offiziellen \"Top Gear\"-Website f\u00fcr unsere Hommage an ihre Show erw\u00e4hnt!\n\nNeben der Unterst\u00fctzung der Entwicklung von Arena Commander haben wir auch unsere Pipeline f\u00fcr den Bau neuer Schiffe verbessert. Vor kurzem wurde die Schiffspipeline von Austin nach LA verlegt, und wir haben hart daran gearbeitet, unseren Prozess zu verfeinern und unseren Workflow zu verbessern, damit wir Schiffe schneller und effizienter entwickeln k\u00f6nnen als je zuvor. Die Konstruktion neuer Schiffe f\u00fcr Star Citizen ist ein unglaublich komplexer und detaillierter Prozess, daher war es sinnvoll, sie nach LA zu verlegen, wo Chris die Aufsicht behalten und allen Beteiligten die Richtung weisen kann. Zu unseren Prozessverbesserungen geh\u00f6rten das Sitzen und Bewerten aller Schritte der Pipeline sowie die notwendigen Anpassungen des Workflows. Wenn Sie neugierig sind, wie das aussieht, lesen Sie bitte das beigef\u00fcgte Diagramm, wie man ein neues Schiff f\u00fcr das Spiel entwickelt.\n\nUnd neben der Unterst\u00fctzung des Arena Commander und dem Bau neuer Schiffe bereiten wir uns auch auf die im Oktober stattfindenden Veranstaltungen Citizen Con und PAX Australia vor. Im gesamten Unternehmen wird viel Arbeit geleistet, um einen Einblick in viele der neuen Bereiche des Spiels zu erhalten, die sich derzeit in der Entwicklung befinden. Bleiben Sie in den kommenden Wochen auf dem Laufenden, wenn wir Ihnen mehr \u00fcber unsere Fortschritte berichten.\n\nIn diesem Monat waren wir auch damit besch\u00e4ftigt, eine Reihe von Bewerbern f\u00fcr verschiedene Positionen im Unternehmen zu interviewen. Wir haben mit angehenden 3D-K\u00fcnstlern, Konzeptk\u00fcnstlern, Lichtk\u00fcnstlern, technischen Animatoren, technischen Designern, Programmierern, Outsourcing-Managern und vielen anderen gesprochen. Aus diesem Grund haben wir einige wirklich talentierte Leute identifiziert, die bereit sind, mit uns bei Cloud Imperium Games zu spielen. Wir freuen uns sehr, einige erstaunliche neue Leute an Bord zu holen, die uns helfen werden, Chris' Vision von der besten verdammten Weltraumsimulation aller Zeiten umzusetzen! Wenn wir dem Projekt mehr Ressourcen hinzuf\u00fcgen, erh\u00f6ht dies unsere Entwicklungskapazit\u00e4t und gibt uns die M\u00f6glichkeit, noch mehr f\u00fcr dieses ehrgeizige Projekt zu tun. Nichts davon w\u00e4re ohne alle unsere Geldgeber m\u00f6glich, deshalb danken wir Ihnen f\u00fcr Ihre kontinuierliche Unterst\u00fctzung bei unseren Entwicklungsarbeiten! Nun zu den Updates der Abteilung!\n\nIngenieurwesen\nUnser Ingenieurteam in Santa Monica hat diesen Monat an allen Aspekten des Arena Commander gearbeitet. Auf der HUD-Front hat Brandon an der Code-Unterst\u00fctzung f\u00fcr neue Funktionen und Targeting-Modi gearbeitet, die wir f\u00fcr die Einf\u00fchrung in einem zuk\u00fcnftigen Patch prototypisieren, um die HUD-Funktionalit\u00e4t und die Benutzerfreundlichkeit zu verbessern. Ebenso hat der beliebte Bug Smasher Mark Abent mit unserem Physik-Programmierer John Pritchett zusammengearbeitet, um die F\u00e4higkeit aller zu verbessern, \"auf Kurs zu bleiben\", mit Verbesserungen bei der Lead-Prognose sowie einigen neuen Zielfunktionen f\u00fcr kardanische und feste Waffen, die mit dem IFCS verbunden sind und bald auf den Markt kommen sollten.\n\nWir haben auch ein neues System f\u00fcr die Handhabung von Schiffsvarianten entwickelt, das es uns erm\u00f6glicht, gleiche Teile varianten\u00fcbergreifend zu teilen. Diese neue Technologie erm\u00f6glicht es uns, eine erstaunliche Zeit- und Arbeitsersparnis in der gesamten Schiffspipeline zu erzielen, indem wir die doppelte Arbeit vermeiden, die wir bisher damit hatten, die gleichen Teile eines Schiffes bei allen Varianten separat zu aktualisieren. Jetzt k\u00f6nnen wir den Fehler beheben oder die Verbesserung vornehmen, die wir am Basismodell eines Schiffes vorgenommen haben, und es wird automatisch auf alle Varianten dieses Schiffes \u00fcbertragen, die diesen Teil teilen.\n\nAuf der Seite der Grafikprogrammierung hat unsere Ingenieurin Okka Kyaw flei\u00dfig an der Umstellung auf einen 32-Bit-Tiefenpuffer gearbeitet. Dies wird dazu beitragen, einen Gro\u00dfteil des Z-Kampfes w\u00e4hrend des gesamten Spiels zu eliminieren. Bisher fehlte die Genauigkeit des Tiefenpuffers, so dass aus gro\u00dfer Entfernung eine sehr nahe beieinander liegende Geometrie mit dem Z-Kampf beginnt. Diese Korrekturen werden in einem kommenden Patch enthalten sein. Okka hat dort aber nicht aufgeh\u00f6rt, er hat auch mit der Erforschung eines neuen Fahrzeuglacksystems begonnen, damit wir leichter kundenspezifische Lackierungen f\u00fcr Schiffe erstellen k\u00f6nnen und den Weg f\u00fcr eine eventuelle Anpassung durch Sie in der Community ebnen k\u00f6nnen.\n\nLast but not least hatten wir hier in Santa Monica einen Networking Summit, bei dem wir alle Top-Netzwerk- und Backend-Programmierer von CIG und unseren von Chris gef\u00fchrten Partnerstudios eingeladen haben, um Themen zu diskutieren, die von kurzfristigen Verbesserungen wie der Verbesserung der Bewegungsprognose, des Bandbreitenverbrauchs, der Server-CPU-Nutzung, des Chatsystems, der Lobbysysteme, des Matchmaking und der Telemetrie-Datenerfassung reichen. Wir haben auch eine Vielzahl von l\u00e4ngerfristigen Initiativen behandelt, darunter die Frage, wie man am besten mit Clients umgeht, die von Server zu Server migrieren, die Gr\u00f6\u00dfe des persistenten Universums, einheitliche Spieler- und Objekt-IDs f\u00fcr die Verwendung auf mehreren Servern und eine Reihe anderer Themen, die sich mit der Bereitstellung der nahtlosesten Multiplayer-Erfahrung sowohl f\u00fcr SQ42 als auch f\u00fcr das Persistent Universe befassen. Alles in allem ein sehr produktiver einw\u00f6chiger Gipfel, der eine solide Grundlage f\u00fcr die weitere Entwicklung legte.\n\nDesign\nDesign in diesem Monat hat in enger Zusammenarbeit mit dem Engineering und HUD-Team gearbeitet, um Verbesserungen an den HUD- und Zielsystemen zu entwerfen, zu prototypisieren und umzusetzen. Calix Reneau hat Wege zur Verbesserung der Kontrolle von kardanischen Waffen auf den Steuersystemen entwickelt, die normalerweise keine reibungslose analoge Bewegung unterst\u00fctzen, wie Joysticks, HOTAS und Gamepad-Peripherieger\u00e4te. Wir sind zuversichtlich, dass diese neuen Systeme, sobald sie implementiert sind, die Funktionalit\u00e4t von kardanischen Waffen auf diesen Controllertypen deutlich verbessern werden.\n\nIn diesem Monat haben wir auch viel Zeit damit verbracht, das Feedback der Community zur Bilanz der Schiffe und deren Flugeigenschaften zu \u00fcberpr\u00fcfen. Sie haben bereits einige Patches seit der V0.9 gesehen, um einige dieser R\u00fcckmeldungen zu beantworten, aber wir arbeiten auch an einigen langfristigeren \u00c4nderungen der Balance, die Sie in zuk\u00fcnftigen Versionen sehen werden. In diesem Zusammenhang haben wir auch neue Waffen und Gegenst\u00e4nde entwickelt, von denen wir glauben, dass sie die Strategien, die Spieler online nutzen, weiter diversifizieren werden.\n\nEin weiterer wichtiger Schritt f\u00fcr unser Designteam war die Entwicklung von Verbesserungen des aufkommenden Signatur- und Emissionssystems mit unseren Teamkollegen in der Gie\u00dferei 42. Wir haben zahlreiche Gespr\u00e4che mit ihnen und dem Engineering-Team gef\u00fchrt und haben einen soliden Plan zur Umsetzung von Chris' Vision f\u00fcr dieses System. Daneben hat das Team auch Spielmodi f\u00fcr Arena Commander entwickelt, die sich besser auf das Gameplay konzentrieren, das nicht nur auf Luftkampf ausgerichtet ist, sondern auch die Vorteile von Schiffen wie der Aurora und anderen noch einzuf\u00fchrenden Schiffen, die weniger leistungsf\u00e4hige Dogfighter sind und vielleicht etwas mehr Ladekapazit\u00e4t haben.....\n\nKunst\nMit dem Umzug der Schiffspipeline nach Santa Monica aus Austin haben wir unser Kunstteam in Santa Monica mit zus\u00e4tzlichen Konzept- und 3D-Ressourcen aufgebaut. Das Team ist sofort einsatzbereit und hat all die neuen Schiffe, die wir konzipieren, in Brand gesteckt, den Hangar hinzugef\u00fcgt und in den Arena Commander aufgenommen. Wir stellen auch weiterhin ein, um unsere Pipeline-Kapazit\u00e4t f\u00fcr die gleichzeitige Entwicklung weiterer Schiffe zu erh\u00f6hen. Zumal sie unsere K\u00fcnstler f\u00fcr l\u00e4ngere Zeit besch\u00e4ftigen werden, als die einsitzigen Schiffe.\n\nIm Bereich der Schiffsentwicklung haben wir in diesem Monat eine Reihe neuer Konzepte, an denen wir arbeiten, darunter Hearald, Carrack, Reclaimer, Avenger-Varianten, 890 Jump sowie neue Konzepte f\u00fcr verschiedene Gegenst\u00e4nde und Waffen. Wir haben die Modelle f\u00fcr die komplette Mustang-Linie, die komplette Entermesser-Linie vervollst\u00e4ndigt und beginnen mit dem Eintauchen in die Avenger-Varianten, den Herald, den Redeemer und einige andere.... Jetzt, da wir das neue Variantensystem von Engineering haben, planen wir auch, alle Custom-St\u00fccke, Schadenszust\u00e4nde und LODs f\u00fcr die Varianten der 300er-Serie, der Aurora-Serie und der Hornet-Serie in Angriff zu nehmen, um alle Varianten des Luftkampfes aus Kunstsicht so schnell wie m\u00f6glich vorzubereiten.\n\nDas Art-Team hat auch eng mit der Produktion zusammengearbeitet, um die neue und verbesserte Schiffspipeline zu vervollst\u00e4ndigen und Bereiche zu identifizieren, in denen wir die Qualit\u00e4t verbessern, Zeit sparen und die Entwicklung neuer Schiffe weiter parallelisieren k\u00f6nnen. Wir haben eine neue Pipeline entwickelt, die unserer Meinung nach viel rationaler und besser vorbereitet ist, um ein h\u00f6heres Qualit\u00e4tsniveau viel effizienter zu liefern. Nat\u00fcrlich sind Pipelines nicht in Stein gemei\u00dfelt, und sie werden sich weiter entwickeln, wenn wir mit anderen Disziplinen zusammenarbeiten, um den Prozess weiter zu verbessern und zu verfeinern. Das Tolle daran ist, dass alle an diesem Projekt von dem gleichen Wunsch motiviert sind, die bestm\u00f6gliche Qualit\u00e4t zu erreichen, so dass die Modifikation dieser Pipeline eine gro\u00dfartige Zusammenarbeit mit gleichgesinnten Personen war.\n\nKinematiken\nUnser riesiges Cinematics-Team in Santa Monica, das f\u00fcr die neuesten Werbespots verantwortlich ist, die wir f\u00fcr unsere Schiffe machen, hat hart gearbeitet, alle zwei von ihnen.... John Griffith und Chris Wolak, die zuletzt f\u00fcr die Umsetzung des M50 Galactic Gear Werbespots verantwortlich waren, haben diese kreative Energie in einen neuen Cinematic In-Fiction Werbespot gesteckt, der am 10. Oktober auf der Citizen Con vorgestellt wird. Wir freuen uns sehr, es mit allen zu teilen und freuen uns darauf, die Kommentare und Reaktionen zu lesen.\n\nDas Tolle an den Cinematics, die wir machen, ist, dass wir alle unsere Spiele-Assets und unsere Game Engine nutzen, um sie zu erstellen. Mit dem Qualit\u00e4tsniveau, das die Art, Animation und VFX Teams in diese Anlagen investieren, sind wir in der Lage, diese wundersch\u00f6nen Werbespots mit einem Team von nur zwei sehr talentierten Einzelpersonen zu realisieren, die flei\u00dfig daran arbeiten, all diese Spiele zu nutzen, um ein St\u00fcck zu schaffen, das der Vision von Chris entspricht. Wir haben auch das Gl\u00fcck, zwei sehr talentierte Autoren zu haben, David Haddock und William Weissbaum, die, wenn sie nicht an Squadron 42 arbeiten, die Drehb\u00fccher f\u00fcr diese Werbespots schreiben.\n\nAuf jeden Fall freuen wir uns sehr darauf, unser n\u00e4chstes motorfilmisches St\u00fcck in sieben Tagen mit euch allen in der Community zu teilen und hoffen, dass es allen so viel Spa\u00df macht, wie wir es genossen haben!\n\nNun, das schlie\u00dft das Update dieses Monats f\u00fcr alle ab, und obwohl wir nicht in der Lage sind, jedes kleine Detail zu behandeln, haben wir das Gef\u00fchl, dass dies die wichtigsten und interessantesten Entwicklungen des letzten Monats ber\u00fchrt, ohne die 2000er Wortmarke zu \u00fcberschreiten. Wie immer m\u00f6chten wir allen gegen\u00fcber betonen, dass wir Ihre Unterst\u00fctzung bei der Entwicklung dieses Spiels mit uns sehr sch\u00e4tzen. Ohne euch w\u00e4re all das nicht m\u00f6glich und wir sind dankbar f\u00fcr die M\u00f6glichkeit, dieses Spiel zu entwickeln und mit euch allen zu teilen!\n\nHallo Leute,\nDas Austin-Team hat diesen Monat an vielen verschiedenen Fronten hart gearbeitet. Wir waren etwas ruhiger als sonst, aber wir sind sehr aufgeregt, dass wir sehr bald etwas vorf\u00fchren k\u00f6nnen. Unser Team hat hart an den Aufgaben des Persistent Universe und einer Vielzahl von Live Operations Aktivit\u00e4ten gearbeitet. Hier ist ein kurzer Bericht von jedem Team!\n\nProgrammierung\nDiesen Monat in Austin haben wir hart an der Arbeit am Persistent Universe gearbeitet. Wir haben bei einigen der f\u00fcr das Persistente Universum kritischen Kerntechnologien erhebliche Fortschritte erzielt. Brian Mazza setzt seine Arbeit an der serverseitigen Persistenz fort, die unter anderem daf\u00fcr sorgt, dass die Spieler ihr Inventar auch nach dem Abmelden behalten k\u00f6nnen. James Wright und Allen Chen haben sich zusammengetan, um auch diesen Monat die Large World \"Phase 1\" abzuschlie\u00dfen, was der erste Schritt ist, um wirklich expansive Galaxien zu schaffen, die buchst\u00e4blich Tage brauchen, um ohne Quantenreisen zu durchqueren. Tom Davies beendete die Entwicklung mit dem System Layout Tool, mit dem unsere Designer unser Universum im Spiel physikalisch gestalten und Eigenschaften und Attribute verschiedener Planeten und anderer Objekte innerhalb eines Sonnensystems definieren werden. Tony Zurovec hat die erste Design-Iteration von Subsumption, dem zielorientierten NPC-KI-System von Star Citizen, abgeschlossen, und wir sind nun in die Vollproduktion gegangen. Moon Collider - unsere KI-Partner in Gro\u00dfbritannien - haben den langen Prozess begonnen, die Vielzahl der spezifischen Funktionen, die wir f\u00fcr ihre Kythera-KI-Engine ben\u00f6tigen, zu unterst\u00fctzen. Zwei unserer Austin-Programmierer - Jeff Uriarte und Tom Davies - haben mit der Arbeit an einigen der zahlreichen Tools begonnen, die f\u00fcr das hochgradig datengesteuerte Design erforderlich sein werden, das es letztendlich erm\u00f6glichen wird, die Zusammensetzung der NSC-Population und sogar ihre Tagespl\u00e4ne algorithmisch basierend auf dem, was in der Umgebung passiert, zu bestimmen, und wesentlich dazu beitragen wird, das Gef\u00fchl eines lebendigen, atmenden Universums zu vermitteln.\n\nDesign\nIn diesem Monat wurde viel Vorarbeit geleistet, um Entw\u00fcrfe f\u00fcr einige Schl\u00fcsselelemente zum Aufbau unseres Universums zu erstellen. Wir begannen, verschiedene Arten von Weltraumph\u00e4nomenen zu untersuchen und welche Arten von interessanten Begegnungen sie f\u00fcr unsere Entdecker da drau\u00dfen bieten k\u00f6nnten. Jedes dieser Ph\u00e4nomene hat unterschiedliche technische und k\u00fcnstlerische \u00dcberlegungen, und wir m\u00f6chten sicher sein, dass wir die interessantesten und spannendsten ausw\u00e4hlen, die als Orte der Weltraumforschung (POI) verwendet werden k\u00f6nnen. Einige sensationelle Beispiele, die wir uns in diesem Monat angesehen haben, sind der Dunkle Nebel, Pulsar und Eisriese. Andere Dinge, die das Designteam getan hat, sind die Standardisierung unserer Requisiten f\u00fcr Umgebungen, die Untersuchung, wie wir FPS in unsere Standorte auf dem Planeten integrieren k\u00f6nnten, und die Entwicklung von Ansehen f\u00fcr die verschiedenen Unternehmen in unserem Universum. Wir haben an anderen Dingen gearbeitet, die wir im Moment nicht verraten k\u00f6nnen, aber du wirst bald eine Kostprobe davon sehen.\n\nKunst\nPersistent Universe Kunstaufgaben wurden alle darauf ausgerichtet, den ersten Standort am Planeten, ArcCorp, in Betrieb zu nehmen. Unser Art Director, Mark Skelton, hat sich st\u00e4ndig mit dem Team von Behaviour zusammengeschlossen, um die visuelle Grenze wirklich zu \u00fcberschreiten. Cort Soest hat das Tier Toolset, mit dem unsere Designer und K\u00fcnstler schnell und effizient planetarische Umgebungen, Raumstationen und m\u00f6glicherweise sogar riesige Gro\u00dfraumschiffe aufbauen werden, weiter konkretisiert. Auch hier wird an visuellen Effekten und Requisiten f\u00fcr ArcCorp und andere planetarische Umgebungen gearbeitet. Die Konzeptarbeiten f\u00fcr unsere n\u00e4chste planetarische Umgebung - Terra Prime - stehen kurz vor dem Abschluss, und die vollst\u00e4ndige Produktion wird bald beginnen.\n\nBryan Brewer und das Animationsteam haben[REDACTED] dabei unterst\u00fctzt, die FPS-Charaktere in Schiffsform zu bringen. Wir haben unsere Charakterbewegung verbessert, um realistischer auszusehen, um sicherzustellen, dass unsere Charaktere einen tollen Ragdoll-Effekt haben, wenn sie von ihren F\u00fc\u00dfen geblasen werden, und um \u00fcber unsere bestehenden Animationen zu einem brandneuen Rigg zu wechseln, das dazu beitragen wird, unsere Charaktere auf die Qualit\u00e4t der n\u00e4chsten Generation anzuheben. Wir haben auch an mehreren NSC-Animationen gearbeitet, so dass, wenn das friedliche NPC-KI-System online geht, unsere NSCs etwas zu tun haben.\n\nChris Smith und das Schiffsteam arbeiteten sehr hart daran, die neuen Rennschiffe, die im vergangenen Monat ver\u00f6ffentlicht wurden, auf Vordermann zu bringen. Sie haben mit anderen Dingen herumgealbert, von denen wir dir noch nichts sagen k\u00f6nnen, aber bleib dran und du wirst es fr\u00fch genug herausfinden!\n\nQualit\u00e4tssicherung\nStar Citizen QA hat f\u00fcr den Monat September den ersten Schritt getan und die lang erwartete v0.9 rigoros getestet. Nach viel harter Arbeit waren wir froh, endlich alle neuen Features mit allen mit einem erfolgreichen Release zu teilen. Dann haben wir es mit insgesamt vier Ver\u00f6ffentlichungen noch einmal geschafft! Wir haben auch unsere internen Tools kontinuierlich getestet, um sicherzustellen, dass unsere Entwickler \u00fcber die aktuellste und stabilste Entwicklungsumgebung verf\u00fcgen. Dank unseres hauseigenen QS-Ingenieurs Keegan Standifer wurden bei der Entwicklung von automatisierten Tests bedeutende Fortschritte erzielt. Dies wird wichtig sein, um die Vorteile zu nutzen, wenn sich das Persistente Universum erweitert. Diesen Monat haben wir zwei neue Mitglieder in das QA-Team aufgenommen. Bitte begr\u00fc\u00dfen Sie Melissa Estrada und Jeffrey Pease! Jeffrey kommt von Blizzard Entertainment zu uns, wo er sich auf die Zucht eines epischen Bartes spezialisiert hat! Melissa kommt von NCSoft, wo sie wertvolle MMO-QA-Erfahrung gesammelt hat. Als solides Team freuen wir uns darauf, unsere Bem\u00fchungen zur Beseitigung von Fehlern fortzusetzen, um mit jeder zuk\u00fcnftigen Version ein so angenehmes Erlebnis wie m\u00f6glich zu bieten.\n\nLive-Betrieb\nDie Arbeit auf der Verlags- und Live-Ops-Seite geht in rasantem Tempo weiter. Das QA-Team unter der Leitung von Justin Binford verbrennt regelm\u00e4\u00dfig das Mitternachts\u00f6l, um die neuesten Build-Versionen f\u00fcr unsere verschiedenen Entwicklungsteams und f\u00fcr kommende Ver\u00f6ffentlichungen in der \u00d6ffentlichkeit zu testen. Unser Austin QA-Team arbeitet sehr eng mit dem QA-Team im britischen B\u00fcro zusammen, so dass wir Tests praktisch rund um die Uhr durchf\u00fchren k\u00f6nnen. Wir freuen uns darauf, diese Arbeit in naher Zukunft auf einem Live-Server zu sehen.\n\nWir haben an einer Vielzahl von Upgrades hinter den Kulissen f\u00fcr unsere Build und Deployment Systeme gearbeitet, so dass wir die Bearbeitungszeit bei neuen Builds verk\u00fcrzen und Updates dann schneller auf der ganzen Welt testen und bereitstellen k\u00f6nnen. Jedes Bit, das wir in diesem Bereich einsparen, hilft uns, w\u00e4hrend unserer gesamten Gesch\u00e4ftst\u00e4tigkeit produktiver zu sein.\n\nEs war ein arbeitsreicher Monat und wir freuen uns sehr, dass ein Gro\u00dfteil unserer \"hinter den Kulissen\" in den n\u00e4chsten Tagen f\u00fcr die \u00d6ffentlichkeit sichtbarer werden wird. Bleiben Sie dran f\u00fcr weitere Updates! Und in der Zwischenzeit gibt es etwas Lustiges:\n\n\"Lange vor der Einf\u00fchrung des AMX-1 Repair Bot f\u00fcr Privatfahrzeuge war Saga Datasystems f\u00fcr seine eher industriellen Designs bekannt. Die Multifunktionsraumdrohne M3-A ist seit mehr als 50 Jahren im Einsatz und eignet sich ideal f\u00fcr grundlegende unbemannte Aufgaben in und um Stationen. Obwohl der M3-A nie mit einer fortschrittlichen KI oder Kommunikationsf\u00e4higkeit ausgestattet ist, ist er in der Lage, jede grundlegende Aufgabe zu erf\u00fcllen - von einfachen Reparaturen \u00fcber Schleppfunktionen bis hin zur Manipulation von Schwergut- und Frachtcontainern\". Hallo zusammen,\nEin weiterer sehr arbeitsreicher Monat hier in der Gie\u00dferei 42. Wir haben uns intensiv an der Verbreitung neuer Inhalte f\u00fcr Arena Commander, an der Character-Pipeline f\u00fcr S42 und das Persistente Universum, an der Konzeption, dem Design und der vollst\u00e4ndigen Produktion auf der riesigen Anzahl von Schiffen, die wir f\u00fcr Staffel 42 ben\u00f6tigen, und nat\u00fcrlich an der Konzeption und Umsetzung der ersten Missionen beteiligt. Viele Bereiche, um euch unten zu aktualisieren, und wie immer danke f\u00fcr eure Unterst\u00fctzung, es macht wirklich einen Unterschied f\u00fcr das Team, wir genie\u00dfen es WIRKLICH, dieses Spiel mit euch zu machen.\n\nKreativdirektor\nSeptember war ein guter \"Housekeeping\"-Monat f\u00fcr uns, nachdem wir in den letzten Monaten mit voller Geschwindigkeit unterwegs waren, brauchten wir etwas Zeit, um uns selbst und einige der eingetretenen Probleme einzuholen.\n\nArena Kommandant: Wir haben die Gr\u00f6\u00dfe der Karten erh\u00f6ht, nachdem das Z-Buffer-Problem von den Ingenieuren behoben wurde (das ihr bald sehen werdet), so dass nun das Sortieren von Problemen abnimmt. Es ist eigentlich eine ziemliche Leistung, wenn man bedenkt, dass einige unserer Asteroiden gr\u00f6\u00dfer sind als die meisten Stufen in Crysis. Wiederum haben wir dank zahlreicher Code-Fixes auch einige der polnischen Aufgaben erledigt, wie z.B. die Asteroiden zu drehen und einige genauere physikalische Objekte zu platzieren. Viel mehr Designzeit floss in die erste Implementierung unseres Raketen-gegen-Emmissions-Gameplays, und diese Arbeit ist nun im Gange, ebenso wie die Aufteilung der geplanten Features f\u00fcr den 13-Stream, die Updates des HUD-Modus, Leaderboards und nat\u00fcrlich weitere Verbesserungen an den wichtigsten Bindungen beinhalten werden. Gleichzeitig machen wir Fortschritte in Niederlassung 14, wo wir planen, geeignete Lobbys einzuf\u00fchren, eine gro\u00dfe Menge an Feinschliff f\u00fcr Raumfahrtmechanik und -effekte, Schiffs-\/Helm-HUD-Displays und neue Schiffssysteme. Matchmaking wird jetzt zu einem gro\u00dfen Thema, um der Community die Wahl zu lassen, was und mit wem sie spielt.\n\nSchiffsentwurf: Der StarFarer erhielt einen dringend ben\u00f6tigten Design-White-Box-Pass und kam etwas st\u00e4rker bewaffnet daher, mit zwei zus\u00e4tzlichen hinteren Bauchrevolvern auf beiden Seiten. Bleiben Sie auf dem Laufenden, wenn Sie \u00fcber den Fortschritt des Projekts informiert werden. Alle anderen Schiffe, einschlie\u00dflich unserer riesigen Gro\u00dfschiffe, kommen gut voran.\n\nGeschwader 42: Wir arbeiten an einer Reihe neuer Mechaniken f\u00fcr Geschwader 42, um der Community eine wirklich fesselnde Erfahrung zu erm\u00f6glichen. Unser vertikaler Schnitt ist in guter Form, und so f\u00e4hrt die Kunstabteilung wirklich durch das graue Boxen unserer Levels und wir haben auch mit dem White Boxen einer Reihe neuer Levels begonnen, so dass wir bereit sind f\u00fcr das gro\u00dfe Motion Capture Shooting, das wir nach Weihnachten durchf\u00fchren werden. Der Fortschritt geht gut voran, mit mehreren Updates, w\u00e4hrend wir das Gameplay innerhalb von Levels verfeinern und wir mit dem White Boxing des Gameplays (Sandkasten) f\u00fcr die Interstitials (Ihre Basis oder Ihr Heimatschiff) begonnen haben, so dass sich der Spieler wie in einem lebenden HUB f\u00fchlen wird, in dem er interagieren und experimentieren kann.\n\nAlles in allem ein guter Monat, um aufzur\u00e4umen und den Star Citizen in jeder Hinsicht voranzubringen.\n\nProgrammdirektor\nEiner der gro\u00dfen Schritte, die wir diesen Monat unternommen haben, um die neue Benutzeroberfl\u00e4che zur Anpassung von Controllern in Arena Commander zu integrieren. Wir wissen, dass es etwas ist, das viele Leute schon lange schreien (seit dem ersten Dogfighting-Modul-Release!), und das wird der Anfang sein, um dir zu erlauben, deine Controller genau so einzurichten, wie du es willst. Wir beabsichtigen, es in zuk\u00fcnftigen Versionen weiterzuentwickeln, um Ihnen die volle Kontrolle \u00fcber Ihr Setup zu geben.\n\nUnsere Netzwerkingenieure sind gerade von einem sehr produktiven Mini-Netzwerk-Gipfel in Santa Monica zur\u00fcckgekehrt, bei dem alle Netzwerkingenieure aus allen Studios eine Woche lang die f\u00fcr Star Citizen erforderlichen Funktionen besprochen haben. Es war eine wirklich interessante Woche f\u00fcr alle Beteiligten, in der alles diskutiert wurde, von der Spielerprognose auf Clientebene \u00fcber die Serverarchitektur, Datenbanken, Chat, Sicherheit usw.... Es ist wirklich gut, diese Meetings f\u00fcr die interne Sichtbarkeit zu haben und sicherzustellen, dass alles in die richtige Richtung geht.\n\nAnsonsten haben wir uns auf die \u00fcblichen Bereiche konzentriert, um Arena Commander, Squadron 42 und die PU vorw\u00e4rts zu bringen.\n\nK\u00e4fer des Monats: Die Taschenlampe von Thor! Also hatten wir dieses Problem, bei dem, wenn du dein Schiff f\u00fcr eine gewisse Zeit herumfliegen w\u00fcrdest, es pl\u00f6tzlich ohne besonderen Grund explodieren w\u00fcrde. Zuerst dachten wir, es seien nur die \u00fcblichen Ausreden f\u00fcr das schlechte Fliegen der Leute, aber als es noch in einem leeren Level geschah, mussten wir feststellen, dass vielleicht etwas anderes im Gange ist. Nach langem Kratzen der K\u00f6pfe und Teetrinken entdeckten wir schlie\u00dflich, dass nach einem Update eine Taschenlampe, die am Spieler h\u00e4tte befestigt werden sollen, pl\u00f6tzlich abtr\u00fcnnig geworden war. Es kollidierte mit dem Inneren deines Schiffes und verursachte bei jedem einzelnen Bild einen winzigen Schaden, der schlie\u00dflich in einer Katastrophe gipfelte. Ja, eine Taschenlampe k\u00f6nnte die m\u00e4chtige Hornisse niederrei\u00dfen!\n\nLeiter der Grafikprogrammierung\nDas Grafikteam hat an einigen der Kerntechnologien gearbeitet, um jede der Kunstpipelines (Schiffe, Charaktere, Umgebungen & vfx) zu unterst\u00fctzen. F\u00fcr die Schiffe haben wir die Arbeit an dem neuen Schadenshader fortgesetzt, der uns einen feink\u00f6rnigen, ortsspezifischen Schaden zuf\u00fcgen wird. Dies wird f\u00fcr Gro\u00dfschiffe entscheidend sein, bei denen die traditionelle Methode, ein Schiff in zahlreiche Maschen zu schneiden, aufgrund ihrer immensen Gr\u00f6\u00dfe nicht praktikabel ist, aber auch f\u00fcr kleinere Schiffe von Vorteil sein wird. Wir haben auch mit der Arbeit an dem Shader begonnen, der es uns erm\u00f6glicht, kundenspezifische Lackierungen zu erstellen. Dies ist nicht so einfach, wie nur einige Texturen auszutauschen, denn unsere Lackierungen m\u00fcssen sch\u00e4rfer sein, als es mit herk\u00f6mmlichen Texturen m\u00f6glich ist, um unsere hohe Qualit\u00e4t zu erhalten, aber die Farbe muss auch mit der Zeit abnehmen und richtig auf das Schadenssystem reagieren (z.B. Biegen & Brennen).\n\nF\u00fcr das vfx-Team haben wir einen volumetrischen Shader f\u00fcr Partikel entwickelt, um komplexe Effekte wie Mehrfachstreuung von Licht und volumetrische Abschattung zu approximieren. Um dies zu erreichen, backen die vfx-K\u00fcnstler 6 separate Durchg\u00e4nge einer Explosion oder eines Rauchs aus einer Offline-Fluidsimulation aus, und der Shader berechnet daraus, wie die Lichter im Spiel im Gas herumschlagen w\u00fcrden. Das Endergebnis sind Rauch- und Explosionspartikel, die mit den In-Game-Leuchten korrekt beleuchtet werden, aber die Qualit\u00e4t eines Offline-Renderings erreichen.\n\nWir haben auch an zwei allgemeinen Technikelementen gearbeitet, die dem ganzen Spiel zugute kommen sollen, von denen das erste das 32-Bit-Tiefen-Rendering ist. Wir bewegen uns in Richtung 64-Bit-Physik, um riesige Karten zu verarbeiten, aber das Rendern erfordert keine solche Pr\u00e4zision, da aus Sicht der Kameras alles relativ nahe beieinander liegt. Die meisten Spiele verwenden jedoch nur 24-Bit-Tiefenpuffer und das ist nicht genug f\u00fcr Szenen mit gro\u00dfem Speicherplatz und so haben wir gerade den \u00dcbergang zum 32-Bit-Rendering abgeschlossen. Dies hat es uns erm\u00f6glicht, die kleinen Hundekampfkarten zu vergr\u00f6\u00dfern, die wir seit der j\u00fcngsten Geschwindigkeitssteigerung der Schiffe dringend ben\u00f6tigten! Die andere allgemeine Technologie, die wir entwickelt haben, ist die F\u00e4higkeit, mehrere Texturen zur Laufzeit zu kombinieren, um es uns zu erm\u00f6glichen, mehrere Objekte dynamisch in weniger gro\u00dfe Objekte zu kombinieren. Dies wird die Rendering-Leistung deutlich verbessern und gleichzeitig die Flexibilit\u00e4t und Modularit\u00e4t beibehalten, mit der die Charaktere, Schiffe und Umgebungen aus vielen kleineren Texturen aufgebaut werden, was f\u00fcr das persistente Universum (anpassbare Schiffe, Kleidung und Hangars usw.) entscheidend ist.\n\nArt Director\nDu willst Charaktere? - Du hast es geschafft! Wir haben eine globale Sichtweise auf die Charaktere innerhalb des Sternenb\u00fcrgeruniversums eingenommen und \u00fcberpr\u00fcfen Qualit\u00e4t und Pipeline, damit sie nicht nur alle Aspekte des persistenten Universums abdecken, sondern sich auch als Weltklasse-AAA-Charaktere auszeichnen. Zus\u00e4tzliche Dokumentationen f\u00fcr Outsourcing-Partner wurden erstellt, wir wissen, welche Qualit\u00e4t Sie von den Ventilatoren erwarten und wir legen den Grundstein f\u00fcr ein starkes und vielseitiges System. Zusammen mit einer aktualisierten anatomisch korrekten Basis m\u00e4nnlich (und weiblich zu folgen) haben wir das Kamera-Scanning-Rigg in Besitz genommen, um die Entwicklung von fotorealistischen Charakteren f\u00fcr Sq42 und die PU zu unterst\u00fctzen. Der wirkliche Fokus liegt nun auf der Beantwortung der schwierigen Fragen, die uns sp\u00e4ter stolpern lassen k\u00f6nnten, und die Arbeit mit talentierten Leuten wie 3Lateral und Cubic Motion macht sicherlich einige Bereiche einfacher (allerdings ist bei SC nichts einfach!).\n\nDu willst Schiffe? - Du hast es geschafft! Die Gladius befindet sich nun in der technischen Einrichtungsphase und ist somit f\u00fcr die Phase der Ver\u00f6ffentlichung im Hangar geeignet. Der Vergelter ist jetzt 50% gro\u00dfartiger, seit Sie das k\u00fcrzlich ver\u00f6ffentlichte Video (es war etwa einen Monat alt) zusammen mit dem Gladiator gesehen haben, der den gr\u00f6\u00dften Teil seines \u00c4u\u00dferen angesichts der PBS-Behandlung mit dem komplexen Doppelcockpit\/Sch\u00fctzeninnenraum als n\u00e4chstes hat. Die Idris und der Speer kommen immer noch, und wir ber\u00fccksichtigen die Sq42-Handlung, indem wir hier und da ein paar Optimierungen an Formen und Strukturen vornehmen, um eine zusammenh\u00e4ngendere Umgebung zu schaffen. Das Warten wird sich lohnen, versprochen. Neu und bemerkenswert, ein Teil der Vanduul-Flotte geht in Produktion, die wir auch f\u00fcr die Storyline ben\u00f6tigen - schalten Sie n\u00e4chsten Monat ein, um weitere Informationen zu erhalten - wir sind wirklich begeistert, da wir jetzt wirklich anfangen k\u00f6nnen, uns einzuw\u00e4hlen, wer\/was die Vanduul sind und wie ihre Bauweise ist.\n\nDu willst Umgebungen? - Du hast es geschafft! Shubin Mining Einrichtung -'Archon' hat das Stadium von Greybox komplett erreicht, es ist eine gro\u00dfe Herausforderung, aber die Bilder passen zu seiner physischen Gr\u00f6\u00dfe, noch keine Shader, nur viel Geo, ich meine viel! Um Ihnen eine Vorstellung davon zu geben, gibt es mindestens 26 Landepl\u00e4tze rund um die Anlage, auf denen der Spieler landen, aus dem Schiff steigen und herumlaufen kann. Alle diese Details werden dazu beitragen, dass sich die Shubin Archon Facility wie eine Lebens- und Atemumgebung anf\u00fchlt.\n\nDu willst Konzepte? - Du hast es geschafft! Konzeptabteilung hat ein wenig diesen Monat verlangsamt (anstelle von 100mph sein eher wie 90mph :P). Shubin Innenausstattung, Starfarer wurde mit der'Parry'-Behandlung behandelt und ein komplettes Innenleben wurde zusammen mit einigen l\u00e4stigen Funktionsproblemen ausgearbeitet, dies wurde nun vollst\u00e4ndig visualisiert, es ist ein ziemlich gro\u00dfes Schiff, also wird es nicht in einer Woche fertig sein, wenn Sie das denken! Auch das Innere von Xi'an Transportschiffen nimmt eine gute Form an, wir haben uns nun in eine Bildsprache eingew\u00e4hlt, mit der wir zufrieden sind, es macht die Entwicklung der restlichen R\u00e4ume um eine Tonne einfacher, sobald Sie ein paar Schl\u00fcsselfaktoren zum Start haben. Der Fokus verlagert sich auch auf die Beantwortung der nerv\u00f6sen Teile der UEE-Crew-Kost\u00fcme, wir verfolgen einen systemischen Ansatz, um wirklich zu definieren, wie diese Designs funktionieren werden, wie sie zum Anpassungssystem passen und ob sie den Detaillierungsgrad haben, den wir brauchen, um Chris und Sie, die Fans, gl\u00fccklich zu machen.\n\nDu willst Animationen? - Du hast es geschafft! Die Animationsabteilung (die wir ausbauen wollen) hat begonnen, sich Previz anzusehen und Vorbereitungsarbeiten f\u00fcr einige der In-Game- Action-Sequenzen durchzuf\u00fchren - ich kann in dieser Phase nicht viel verraten, ohne Spoiler zu verteilen. Wir haben auch die Designabteilung bei der Arbeit an spezifischen spielmechanischen Animationen unterst\u00fctzt, es ist ein wichtiger Teil des Prozesses, denn fr\u00fches Previz f\u00fcr das Design spart oft verschwendeten Arbeitsaufwand im weiteren Verlauf.\n\nDu willst W\u00fcrze mit deinem VFX? - Du hast es geschafft! Selbstschattende Lichtpartikel, mmm, lecker - das ist es, was die VFX-Abteilung mit der Technikabteilung entwickelt hat, wir versuchen immer noch, uns einen Namen f\u00fcr diese Technik\/dieses Texturformat auszudenken, wir w\u00fcrden uns freuen, wenn es etwas Schnelles\/Medienfreundliches w\u00e4re, aber der aktuelle Name ist SSL (Self Shadowing Lighting). Abgesehen davon beginnen wir auch damit, die Auswirkungen von Fahrzeugsch\u00e4den zu verbessern, beginnend mit Rauch und Feuer, und versuchen, ein saubereres, effizienteres System zu schaffen, das gr\u00f6\u00dfere langfristige Auswirkungen auf das Projekt hat.\n\nDas war's - eine volle Portion Mensch vs. Polygon, die das Herz aufh\u00e4lt und die gekochte CGI-G\u00fcte.\n\nUnterzeichnet, Der Chefkoch \n\nAudiokabel\nDiesen Monat hat sich das Audio-Team zwischen Citizencon-bezogenen Aufgaben und der bevorstehenden Demo des FPS-Moduls aufgeteilt.\n\nDie Umgebungsger\u00e4usche f\u00fcr den Demo-Level beginnen sich zu entwickeln. Den Details in diesem Bereich wird viel Aufmerksamkeit geschenkt. Das gesamte Surren, Brummen und die allgemeine Atmosph\u00e4re kommt von bestimmten Punkten im 3D-Raum. Wir werden uns nie mit einer gef\u00e4lschten 2d Ambient-Soundlandschaft zufrieden geben! Computer werden unt\u00e4tig ticken, Bildschirme und Lichter summen und summen, Klimaanlagen und Fans werden zischen und surren! Dies alles wird sich um dich herum bewegen, w\u00e4hrend du deinen Spieler bewegst.\n\nWir haben auch an der Forschung und Entwicklung gearbeitet und das Wasser generell mit dem FPS-Waffenfeuer getestet. Es gibt viel zu beachten bei so etwas wie einem Gewehrger\u00e4usch! First-Person-Gesch\u00fctzfeuer, Eisenvisier-Gesch\u00fctzfeuer, 3rd-Person-Gesch\u00fctzfeuer, Gesch\u00fctzger\u00e4usche \u00fcber die Entfernung, Umwelteffekte auf Gesch\u00fctzger\u00e4usche und das ist nur das Feuern der Gesch\u00fctze! Dies richtig zu machen, ist ein langer Prozess und wird auch in Zukunft andauern. Dennoch hoffen wir, dass es mit der Arbeit, die wir bisher geleistet haben, ein guter Start f\u00fcr den FPS-Sound sein wird, wenn es sich um eine Demo f\u00fcr PAX handelt.\n\nAnsonsten haben wir an einer Auswahl der fps-Gadgets gearbeitet und versucht, mit dem endlosen (aber fantastischen) Ansturm von schiffsbezogenen Sound-Aufgaben Schritt zu halten!\n\nB\u00fcrger!\nDer September war ein Monat voller gro\u00dfer Erfolge f\u00fcr das Montrealer Team. Wir k\u00f6nnen es kaum erwarten, dass Sie alle neuen Funktionen, an denen wir gearbeitet haben, ausprobieren, und wir freuen uns auf Ihr Feedback. Wie immer ist es ein gro\u00dfes Vergn\u00fcgen, an der Entwicklung dieses Spiels f\u00fcr euch Jungs teilzunehmen.\n\nIn der Zwischenzeit gibt es hier das neueste Update vom Team.\n\nDesign\nAuf der Ebene des Designs haben die Jungs hart daran gearbeitet, Fehler zu beheben und an den neuen Hangars zu arbeiten. Wir haben auch (wieder) mit der Ausblendung von Planetenseiten begonnen, die wir schon seit geraumer Zeit auf Papier entworfen haben. Zu sehen, wie sie endlich im Motor Gestalt annehmen, ist \"SC-gerecht\" fantastisch!\n\nEs wurden weitere Flair-Objekte entworfen (wir haben wahrscheinlich genug Flairs f\u00fcr die n\u00e4chsten 18 Monate aufgestellt;) Unser Ziel ist es, so viel Wissen wie m\u00f6glich in die von uns entworfenen Flair-Objekte zu integrieren, was sie interessant und einzigartig macht, damit sie nicht an das Monster verf\u00fcttert werden, das in der M\u00fcllpresse Ihres Hangars lebt. In diesem Zusammenhang befinden sich einige spezielle Anbaugebiete f\u00fcr die Hangars in der Brainstorming-Phase. Wenn alles gut geht, kannst du sie in Zukunft zu deinem Hangar hinzuf\u00fcgen.\n\nMit der Gamescom und dem Gro\u00dfteil der Arbeiten f\u00fcr die neuen \u00f6ffentlichen Ver\u00f6ffentlichungen des Hangars hinter uns haben wir die Entwicklung von mobiGlas (wieder)aufgenommen. Hand in Hand mit dem fabelhaften UI-Team haben wir unsere Designs f\u00fcr verschiedene mG-Apps weiterentwickelt, um sie serienreif zu machen: mG HOME, easyShop, Wear, skyLine und Scheduler, um nur einige zu nennen, sind in Vorbereitung. mG Scheduler hat bereits eine Version, die im Motor l\u00e4uft und kommt gut voran.\n\nTechnisch gesehen haben wir eng mit Ingenieuren zusammengearbeitet, um das TAG-Systemtool zu entwickeln, mit dem wir praktisch jedes Objekt in der Spielwelt markieren k\u00f6nnen. Es ist ein bisschen wie Hashtags auf Twitter oder die Verwendung von Keywords in Suchmaschinen. Mit diesem leistungsstarken Tool k\u00f6nnen wir Elemente dynamisch in der Maschine hinzuf\u00fcgen und abfragen, um eine schnellere und effizientere Entwicklung zu erm\u00f6glichen, und der eigentliche Vorteil f\u00fcr das Designteam: die F\u00e4higkeit, das Spiel nahtlos zu verfolgen und zu aktualisieren.\n\nProgrammierung\nEiner der Schwerpunkte f\u00fcr die Programmierung im September war die Fertigstellung und Auslieferung einer ersten Version der Steuerungsanpassung an die \u00d6ffentlichkeit. Es gibt immer noch viele Funktionen, die wir hinzuf\u00fcgen wollen, und wir werden definitiv noch ein paar Monate daran arbeiten. Wir haben auch viel Zeit damit verbracht, die neue Version des Pausenmen\u00fcs, die Anfang dieses Monats ver\u00f6ffentlicht wurde, zu polieren und zu debuggen.\n\nNach ein paar Monaten Arbeit an ein paar Aufgaben mit h\u00f6herer Priorit\u00e4t kommen wir nun endlich wieder zur mobiGlas-Entwicklung.\n\nUnser neues Tag Editor Tool hat intern viel Aufmerksamkeit und Aufmerksamkeit erhalten und wir sind begierig darauf, es mit den n\u00e4chsten Systemen zu verbinden, die wir planen zu implementieren.\nWie \u00fcblich wurden die Hangars nicht zur\u00fcckgelassen, als wir den Schiffslaichalgorithmus \u00fcberarbeitet haben, um die Funktion zu unterst\u00fctzen, mit der die Spieler ihr Hangarschiff-Layout \u00fcber die RSI-Website anpassen k\u00f6nnen.\n\nSchlie\u00dflich haben wir auch ein paar raffinierte Flairartikel hinzugef\u00fcgt, die unsere Abonnenten genie\u00dfen k\u00f6nnen.\n\nKunst\nDas Kunstteam war sehr besch\u00e4ftigt mit der Arbeit an Innen- und Au\u00dfenr\u00e4umen f\u00fcr verschiedene Standorte auf den Planeten sowie mit der Vorbereitung eines Abschnitts der Arc Corp, der bald gezeigt wird! Wir haben auch mit der Arbeit am Flairobjekt des n\u00e4chsten Monats begonnen und haben etwas Cooles in den Arbeiten f\u00fcr Pax Australia. Unsere Konzeptk\u00fcnstler haben sich auf die ArcCorp-Produktion konzentriert, haben aber auch begonnen, sich weiter mit Terra-Konzepten zu besch\u00e4ftigen. Wir haben auch einige 890 Jump-Konzepte f\u00fcr die Brosch\u00fcre erstellt. Und last but not least.....\n\nUI\nIn diesem Monat wurde viel Arbeit in die Entwicklung der Steuerungsanpassung gesteckt, die wir in mehreren Phasen umsetzen werden. Ingenieure und UI-K\u00fcnstler haben hart daran gearbeitet, sicherzustellen, dass sich die Benutzerfreundlichkeit genau richtig anf\u00fchlt.\n\nWie bereits erw\u00e4hnt, sind wir auch in die Asset-Entwicklung f\u00fcr verschiedene mobiGlas-Anwendungen eingestiegen, insbesondere HOME und easyShop (f\u00fcr den Anfang), sowie einige der Kernkomponenten, die in allen mobiGlas-Anwendungen eingesetzt werden.\n\nWir hatten auch viel Spa\u00df bei der Erstellung von Decals, fiktiven Plakaten und gef\u00e4lschten Ui-Bildschirmen f\u00fcr die ArcCorp Citizencon-Umgebung.\n\nHallo liebe B\u00fcrgerinnen und B\u00fcrger,\nEin weiterer Monat vergeht schneller als die Murray Cup-Spitzenreiter und PAX Australia n\u00e4hert sich schneller als ein voll ausgestatteter M50! Der September war ein verr\u00fcckter Monat f\u00fcr das FPS-Team. Wir haben hart daran gearbeitet, dass alles bereit ist f\u00fcr das gro\u00dfe Event und wir wollen dir wirklich, wirklich alle deine Socken ausziehen. Im vergangenen Monat konzentrierten wir uns darauf, alle letzten Teile des Spiels, die wir auf der PAX zeigen wollen, zu implementieren, und im Oktober werden wir damit verbringen, all diese Teile zu polieren und zu optimieren, die bis zum Event f\u00fchren.\n\nDesign\nUnser Creative Director, Lead Designer und Level Designer haben den letzten Schliff f\u00fcr das Niveau gegeben, das wir auf der PAX Australia zeigen wollen. Neben dieser Arbeit wurden auch Papierdesigns und Grauraumebenen f\u00fcr das FPS-Modul erstellt. Die Arbeit an zerst\u00f6rbaren Objekten geht ebenfalls weiter, und es gibt jetzt eine wirklich gro\u00dfe Anzahl von Dingen, die zerbrechen, zerfallen und die die FPS-Umgebungen f\u00fcllen. All dieses Detail gibt den Waffen ein echtes Gef\u00fchl von Macht.\n\nDas Designteam hat auch die Waffenbilanz finalisiert, zumindest f\u00fcr das PAX-Event. Wie bereits erw\u00e4hnt, ist das Waffengleichgewicht eine laufende Aufgabe, an der bis zur Ver\u00f6ffentlichung des FPS-Moduls und dar\u00fcber hinaus weiter gearbeitet wird, insbesondere wenn Sie als B\u00fcrger die M\u00f6glichkeit hatten, Ihre Z\u00e4hne in den FPS zu graben und uns dieses wertvolle Feedback zu geben.\n\nProgrammierung\nW\u00e4hrend des letzten Monats hat sich das Programmierteam darauf konzentriert, alles umzusetzen und funktionsf\u00e4hig zu machen. Es gab auch viele Kooperationen mit dem Animationsteam, um alles in Ordnung zu bringen. Dies ist nicht Ihr Standard-FPS.... und der Ansatz, den wir verfolgen, beruht sehr stark darauf, dass Animation und Code perfekt synchronisiert sind. Ich m\u00f6chte an dieser Stelle nicht mehr als das sagen, aber z\u00f6gere nicht, so viel zu spekulieren, wie du willst!\n\nAndere Programmieraufgaben im letzten Monat umfassten einige ziemlich wichtige Korrekturen in Physik und Netzwerk. Alle Waffen und Gadgets funktionieren jetzt \u00fcber das Netzwerk richtig, so dass wir wirklich anfangen k\u00f6nnen, sie zu testen und so schnell wie m\u00f6glich an der Mechanik zu iterieren.\n\nSchlie\u00dflich gab es einen sehr produktiven Networking Summit, der in der CiG Santa Monica stattfand, wo sich die besten Programmierer aus jedem Studio versammelten, um Dinge zu diskutieren, die ich nicht einmal vorgeben werde zu verstehen.\n\nAnimation\nWow, das Animationsteam hier war verr\u00fcckt besch\u00e4ftigt.... wahrscheinlich mehr als jeder andere bei [REDACTED] (und das sagt wirklich etwas aus, wenn man bedenkt, wie besch\u00e4ftigt alle anderen waren!). Sie haben an der Neuausrichtung von Animationen f\u00fcr ein neues Rigg gearbeitet, das eine ganze Reihe von Problemen behebt. Dar\u00fcber hinaus arbeiten sie t\u00e4glich mit Design und Programmierung, um sicherzustellen, dass Star Citizen FPS etwas wirklich Einzigartiges ist. Wir k\u00f6nnen es kaum erwarten, dass ihr B\u00fcrger seht, was sie f\u00fcr PAX zusammengestellt haben, und wir hoffen aufrichtig, dass ihr die Unterschiede in dem, was wir schaffen, bemerken werdet.\n\nIch m\u00f6chte auch erw\u00e4hnen, dass das Team in Austin uns bei der Animation im Allgemeinen eine gro\u00dfe Hilfe geleistet hat. Wir h\u00e4tten es ohne euch nicht geschafft, und wir sch\u00e4tzen die Hilfe sehr.\n\nAudio\nApropos gro\u00dfe helfende H\u00e4nde, Foundry 42 hat es sich zur Aufgabe gemacht, alle Soundeffekte f\u00fcr PAX fertigzustellen, und auch dort ist ein gro\u00dfer Dank daf\u00fcr angebracht. Es ist wirklich erstaunlich, an einem so ambitionierten Spiel beteiligt zu sein, bei dem alle beteiligten Studios so bereit sind, sich gegenseitig zu unterst\u00fctzen und zu unterst\u00fctzen, wo es n\u00f6tig ist. Die Jungs in Gro\u00dfbritannien stellen einige erstaunliche Soundeffekte f\u00fcr die restlichen Waffen, Gadgets und Granaten zusammen und machen eine riesige Menge an Umweltsoundeffekten, die das FPS Module so gut klingen lassen, wie es aussieht (und glauben Sie mir.... es sieht fantastisch aus!).\n\nKunst\nDas Kunstteam hier hat im letzten Monat wirklich eine spektakul\u00e4re Arbeit geleistet. W\u00e4hrend sie die Modellierung und Texturen f\u00fcr die letzten Gadgets, die f\u00fcr PAX ben\u00f6tigt werden, fertig stellen, haben sie den Umgebungen eine wahnsinnige Menge an Details hinzugef\u00fcgt. Ich bin seit \u00fcber 10 Jahren in der Branche t\u00e4tig, und ich kann ehrlich sagen, dass ich diesen Grad an Politur in der Grafik noch nie zuvor gesehen habe (au\u00dfer der Arbeit des restlichen Star Citizen-Teams!). Es ist etwas wirklich Erstaunliches und mein Hut geht auf sie los.\n\nDas visuelle FX-Team hat die Waffe und den Umgebungseffekt wiederholt und poliert, und diese Arbeit wird in den n\u00e4chsten Wochen fortgesetzt. Aufkleber und Partikel sind ebenfalls eingetroffen, was in Kombination mit den zerst\u00f6rbaren Umgebungen erstaunlich aussieht.\n\nDas sollte \u00fcber das Aufwickeln es f\u00fcr den[REDACTED] Report dieser Monat (ja, ich wei\u00df, dass ich diesen Witz f\u00fcr die meisten von Ihnen letzten Monat beendet habe und ich entschuldige mich). Bevor ich hier unterschreibe, m\u00f6chte ich einen gro\u00dfen Dank an High Admiral Tristram aussprechen, der uns ein Care-Paket mit einigen Nerf-Gesch\u00fctzen geschickt hat. Danke von uns allen Tristram! Jetzt zur\u00fcck an die Arbeit.... wir sehen uns in einem Monat!\n\nHi!\nDas Team hat den gr\u00f6\u00dften Teil seiner Bem\u00fchungen darauf verwendet, den Einsatz von R13 und dem Ranglistensystem zu unterst\u00fctzen, mit dem Spieler in den verschiedenen Spielmodi auf der Webplattform platziert werden. Wir sind wirklich begeistert von diesem Subsystem, denn es ist nicht nur ein sehr tolles Feature, es ist auch das erste Mal, dass die Spielserver Daten an Ihr Konto zur\u00fccksenden. Wir planen, dies zu nutzen, um Ihnen mehr M\u00f6glichkeiten zu geben, auf die verschiedenen Datenpunkte zuzugreifen, die Sie erzeugen, w\u00e4hrend Sie Ihr Schiff im Arena Commander steuern. Wie immer ist es immer der beste Teil der Arbeit im Star Citizen-Universum, die Reaktion der Community auf einen Start zu sehen.\n\nProgrammierung\nDie meiste Zeit des Engineerings wurde damit verbracht, die Bereitstellung des Leaderboardsystems zu \u00fcberwachen.\nW\u00e4hrend Sie Spectrum Matches spielen, werden definitive Statistiken aus dem Spiel zur Rangliste und Verarbeitung an die Plattform zur\u00fcckgegeben. Die zu diesem Zeitpunkt geschaffene Datenpipeline nutzt ein langlebiges und dauerhaftes Messaging-Warteschlangensystem, das es uns erm\u00f6glicht, nie ein Spiel zu verlieren und immer die Ranglisten und Statistiken zu berechnen, sehr n\u00fctzlich f\u00fcr die Cloud-Umgebung, in der wir uns befinden und die manchmal unvorhersehbar sein kann. Einige interessante Herausforderungen wurden auch in Bezug darauf angegangen, wie wir die tats\u00e4chlichen Spielerrankings so beibehalten k\u00f6nnen, dass wir ein benutzerdefiniertes Board f\u00fcr Spieler anzeigen k\u00f6nnen, die keinen sequentiellen Rang teilen. Ein gutes Beispiel daf\u00fcr ist die Rangliste \"per Organisation\".\n\nEin sehr cooles neues Feature, das Sie technisch gesehen jetzt in den H\u00e4nden halten sollten, ist das Hangar-Konfigurationsprogramm. Dieses neue Tool, das in Ihrem \"Mein Hangar\" zug\u00e4nglich ist, erm\u00f6glicht es Ihnen, auszuw\u00e4hlen, welches Ihrer Schiffe in welcher Bucht des von Ihnen gew\u00e4hlten Hangars auftaucht. Dieses neue Subsystem stellt die verschiedenen Hangarbuchten der Plattform zur Verf\u00fcgung, so dass Sie von Hand ausw\u00e4hlen k\u00f6nnen, welches Ihrer Schiffe Sie sehen m\u00f6chten, und gibt den Spielern die Kontrolle \u00fcber diesen Prozess, der fr\u00fcher von einem Algorithmus gesteuert wurde.\n\nDas Team hatte endlich Zeit, sich einige der Probleme mit dem Chat-System anzusehen, die Web-Benutzer erlebt haben! Mit der Bereitstellung eines neuen Satzes von Verbindungsmanagern (ein Prozess, der HTTP-zu-XMPP-Socket-Verbindungen verarbeitet) scheint es, dass die Trennungsprobleme, die bei Spielern aufgetreten sind, behoben wurden. In Verbindung mit ein paar Bugfixes f\u00fcr den Webclient sollte das Chat-Erlebnis stark verbessert werden. Chatten Sie weiter!\n\nWeiter zum Lobby-System!\n\nUX & Design\nDie UX- und Art-Teams haben einige Fortschritte auf einer neuen Homepage f\u00fcr Star Citizen gemacht und das Erlebnis f\u00fcr neue Spieler neu gestaltet. Dazu geh\u00f6ren neue Videoinhalte; neue Website UX, neuer Spielerf\u00fchrer, etc.... Dies ist der Beginn eines langen Prozesses, um zu versuchen, das Star Citizen-Universum f\u00fcr neue Spieler zu destillieren, aber wir hoffen, dass wir diesen Plan in mundgerechten St\u00fccken umsetzen k\u00f6nnen, sobald sie sich bereit machen.\n\nWir konnten einen Design Review \u00fcber die Funktionalit\u00e4t des Organisationsforums durchf\u00fchren, der Anfang dieses Monats entworfen wurde, ein erster Schritt zur Validierung unserer Hypothese, bevor wir den Designprozess fortsetzen.\n\nUX hat auch eine Liste von Zusatzfunktionen zusammengestellt, die wir f\u00fcr den Holo-Viewer auf der Website entwickeln wollen. Einige Beispiele sind die Hinzuf\u00fcgung eines \"Scale HUD\" (um relative Schiffsgr\u00f6\u00dfen mit Einheiten anzuzeigen), eines globalen \"Ship Explorer\", der nicht an die verschiedenen Shop-Seiten gebunden ist, auf denen Sie zwischen Herstellern und Schiff wechseln k\u00f6nnen, ohne den Betrachter zu verlassen, was dem Betrachter einen prominenteren Platz auf der Website bietet.\n\nLast but not least sind die inhaltlichen und gestalterischen Arbeiten f\u00fcr die Starmap im Gange! Sorry, noch keine weiteren Details!\n\nGr\u00fc\u00dfe B\u00fcrger,\nDies war ein wirklich solider Monat der Entwicklung von Infrastruktur und Kernfunktionen f\u00fcr unsere KI-Systeme, mit besonderem Fokus auf FPS-Kampf und persistente UniversumskI. In diesem Monat fanden viele Design- und Implementierungsarbeiten statt, um diese Systeme funktionsreich genug zu machen, dass die Designer in den anderen Studios wirklich anfangen k\u00f6nnen, in die Stadt zu gehen und coole Sachen mit der KI zu machen. Es gibt noch viel mehr zu tun, aber wir sind wirklich zufrieden mit den Fortschritten, die wir bisher gemacht haben.\n\nDesign\nEin gro\u00dfer Teil unserer j\u00fcngsten Arbeit hat sich mit einem tiefgreifenden und signifikanten Refactoring der Art und Weise besch\u00e4ftigt, wie Designer KI-Aufgaben an die Hand geben und versuchen, ein gutes Gleichgewicht zwischen Flexibilit\u00e4t und Robustheit zu finden. Wir denken, dass die KI in Star Citizen viel interessanter sein wird, wenn Designer spezifisch sein k\u00f6nnen, was die KI zu bestimmten Zeiten tun soll, aber der Rest der Zeit kann sich darauf verlassen, dass die KI intelligent und vern\u00fcnftig ist. Wir alle haben Spiele gespielt, in denen die KI verr\u00fcckte Dinge tut, und die Designer arbeiten hart daran, das zu verhindern, also haben wir ein System entwickelt, um dies so weit wie m\u00f6glich zu rationalisieren. Vor allem die Staffel 42 sollte davon wirklich profitieren.\n\nWir haben eine Weile daran gearbeitet, aber diesen Monat haben wir einige ernsthafte Fortschritte bei der Umsetzung gemacht, und als Teil davon haben wir viel Zeit damit verbracht, die Details herauszufinden, von den hochrangigen Aufgaben, die der KI zugewiesen werden, \u00fcber das mittlere Verhalten, das sie ausf\u00fchren, bis hin zu den niedrigrangigen Aktionen. Und ein wichtiger Teil dieses Designs ist es, mit den Designern \u00fcber Ideen nachzudenken, um sicherzustellen, dass das, was wir uns einfallen lassen, f\u00fcr sie einfach und intuitiv zu bedienen ist.\n\nIn diesem Monat gab es auch viel Designarbeit, um Details des persistenten Universums zu konkretisieren, wobei ein besonderer Schwerpunkt darauf lag, sicherzustellen, dass unser Design im Einklang mit den anderen Teams steht, die persistente Universumsarbeit leisten. Es gibt viele kleine Details herauszufinden, von der Art und Weise, wie KI interessante und lebensechte Dinge in der Welt macht, bis hin zu dem, wie die Werkzeuge aussehen sollten, mit denen Designer diese Welt erschaffen werden.\n\nIngenieurwesen\nWie bereits erw\u00e4hnt, haben wir in diesem Monat viel Arbeit geleistet und die Kernarchitektur f\u00fcr die Art und Weise, wie die KI kontrolliert wird, implementiert. Diese Arbeit betrifft die gesamte KI in Star Citizen, einschlie\u00dflich der Luftkampf-KI, die Sie bereits verwenden. Wir haben alles auf ein neues Verhaltenssystem umgestellt, das es uns erm\u00f6glicht, komplexe und interessante Verhaltensweisen viel einfacher zu erstellen. Es gab hier viel zu tun, aber wir waren erfolgreich und deshalb freuen wir uns darauf, n\u00e4chsten Monat einige interessante Dinge mit der KI zu tun, die zu gegebener Zeit bekannt gegeben werden, also haltet Ausschau danach!\n\nIm Bereich der FPS-KI haben wir seit einiger Zeit Charaktere, die sehen k\u00f6nnen, aber es war endlich an der Zeit, ihnen die F\u00e4higkeit zu geben, auch zu h\u00f6ren. Gesch\u00fctzfeuer, Kugeln, die an ihren K\u00f6pfen vorbeiflitzen, Schritte eines Spielers, der erfolglos versucht, heimlich zu sein; das sind alles Dinge, die eine gute KI wissen sollte, und jetzt sind sie es. Und jetzt, da die KI mehr \u00fcber die Welt wei\u00df, k\u00f6nnen wir ihnen interessantere Verhaltensweisen geben, was wir mit unseren neuen Verhaltenssystemen begonnen haben.\n\nSchlie\u00dflich haben wir f\u00fcr das persistente Universum einige Arbeiten durchgef\u00fchrt, um es der KI zu erm\u00f6glichen, Gegenst\u00e4nde in der Welt zu verwenden. Wir haben ein System implementiert, das es Designern erm\u00f6glicht, Objekte in der Welt einzurichten und von der KI nutzen zu lassen. Es werden komplexere Interaktionen folgen, aber schon jetzt k\u00f6nnen wir der Welt ein lebendigeres Gef\u00fchl geben, und es wird spannend sein zu sehen, wie sich dies in den kommenden Monaten weiter entwickelt.","zh_CN":"Greetings Citizens,\nIt has been a busy month for Star Citizen! In the past month, we\u2019ve released Arena Commander .9 and then followed it up with a number of patches. Perfecting Star Citizen\u2019s physics, flight model and multiplayer is an effort that studios around the world have come together for\u2026 but we\u2019ve also been building deeper elements of the game! The September reports below will let you in on just what we\u2019ve been spending our time developing.\n\nGreetings Citizens!\nSeptember was very busy and productive for the Santa Monica studio. Much of our focus this month has been on completing features and fixing bugs for v0.9 of Arena Commander. We were very excited about this release, as it introduced the new Murray Cup racing mode to the game, along with the M50 and 350R racing ships. Hopefully you all watched our \u201cGalactic Gear\u201d commercial that introduced these new features. There was quite a bit of buzz about the commercial around the Internet, and we were even referenced on the official \u201cTop Gear\u201d website for our homage to their show!\n\nIn addition to supporting Arena Commander\u2019s development, we have also been improving our pipeline for creating new ships. Recently, the ship pipeline was moved from Austin to LA, and we have been hard at work refining our process and improving our workflow so that we can develop ships more quickly and more efficiently than we have ever done before. The creation of new ships for Star Citizen is an incredibly complex and detailed process, so it made sense to move it to LA where Chris can maintain oversight and provide direction to everyone involved. Part of our process improvements included sitting down and reevaluating every step of the pipeline and making necessary adjustments to the workflow. If you are curious about what that looks like, please see the attached diagram of what it takes to develop a new ship for the game.\n\nAnd beyond supporting Arena Commander and building new ships, we\u2019re also preparing for Citizen Con and PAX Australia events coming up in October. A lot of work is happening around the company to put together a sneak peak of many of the new areas of the game that are currently in development. Stay tuned in the coming weeks as we reveal more of our progress to you.\n\nWe have also been busy this month interviewing a number of applicants for various positions around the company. We\u2019ve been talking to prospective 3D artists, concept artists, lighting artists, technical animators, technical designers, programmers, outsource managers, and many more. As a result, we\u2019ve identified some really talented people who are ready to join us at Cloud Imperium Games. We\u2019re very excited to be bringing on board some amazing new people who will help us to execute on Chris\u2019s vision of the best damn space sim ever! As we add more resources to the project, it increases our development capacity and provides us with the ability to do even more on this ambitious project. None of this would be possible without all of our backers, so we thank you for your continued support in our development efforts! Now onto the departmental updates!\n\nEngineering\nOur engineering team in Santa Monica has been working on all aspects of Arena Commander this month. On the HUD front Brandon has been working on code support for new features and targeting modes that we are prototyping for introduction in a future patch to improve the HUD functionality and the user experience. Similarly everyone\u2019s favorite Bug Smasher, Mark Abent, has been working with our Physics Programmer John Pritchett to improve everyone\u2019s ability to \u201cstay on target\u201d with improvements to the lead prediction as well as some new aiming functionality for both gimbaled and fixed weapons that interface with the IFCS and should be rolling out to you guys soon.\n\nWe\u2019ve also created a new system for handling ship variants that cleverly allows us to share identical parts across variants. This new technology allows us to save an amazing amount of time and effort throughout the whole ship pipeline by eliminating the duplicate work we used to have to do updating the same pieces of a ship on all the variants separately. Now we can fix the bug or make the improvement we wanted to on the base model of a ship and it automatically propagates to all the variants of that ship that share that part.\n\nOn the Graphics programming side our Engineer Okka Kyaw has been diligently working on moving to a 32-bit depth buffer. This will help to eliminate a lot of the z-fighting throughout the game. Previously the precision of the depth buffer was lacking which would cause geometry that was very close to each other to begin z-fighting when viewed from far distances. These fixes will be in an upcoming patch. Okka didn\u2019t stop there though, he\u2019s also begun the process of researching a developing a new vehicle paint system so that we can more easily create custom paint jobs for ships and paves the way for eventual customization by you in the community.\n\nLast but not least we here in Santa Monica had a Networking Summit where we hosted all of the top network and backend programmers from CIG and our partner studios led by Chris to discuss topics ranging from short term improvements like improving movement prediction, bandwidth consumption, server CPU usage, chat system, lobby systems, matchmaking, and telemetry data gathering. We also covered a multitude of longer term initiatives that included how best to handle clients migrating from server to server, handling the scale of the persistent universe, unified player and object ID\u2019s for use across multiple servers, and a number of other topics dealing with delivering the most seamless multiplayer experience for both SQ42 and the Persistent Universe. All in all a very productive week long summit that laid a solid foundation for continued development.\n\nDesign\nDesign this month has been working in close collaboration with the Engineering and HUD team to design, prototype, and implement improvements to the HUD and targeting systems. Calix Reneau has been prototyping out ways to improve the control of gimbaled weapons on the control systems that commonly don\u2019t natively support smooth analog movement such as joysticks, HOTAS, and gamepad peripherals. We are confident that these new systems, once implemented, will significantly improve the functionality of gimbaled weapons on these controller types.\n\nThis month we have also been spending a significant amount of time reviewing community feedback on the balance of ships and their flight characteristics. You\u2019ve already seen some patches since the V0.9 to address some of this feedback but we\u2019re also working on some more long term balance changes that you will see in future releases. As part of this we\u2019ve also been designing new weapons and items that we feel will further diversify the strategies that we see players using online.\n\nAnother big push for our Design team has been spec\u2019ing out improvements to the nascent signature and emissions system with our teammates at Foundry 42. We\u2019ve had numerous discussions with them as well as the Engineering team and have a solid plan for implementing Chris\u2019 vision for this system. Alongside this the team has also been designing game modes for Arena Commander that will better focus on gameplay that isn\u2019t purely about dogfighting and instead will highlight the advantages of ships like the Aurora and other yet to be introduced ships that are less capable dogfighters and maybe have a bit more cargo capacity\u2026\n\nArt\nWith the move of the Ship Pipeline to Santa Monica from Austin we\u2019ve been building our Art team in Santa Monica with additional Concept and 3D resources. The team has hit the ground running and have been blazing away at all the new ships that we are concepting, adding the hangar, and adding into Arena Commander. We are also continuing to hire in order to increase our pipelines capacity for developing more ships simultaneously. Especially since as we move forward to the larger and larger ships they will occupy our Artists for longer periods of time than the single seat ships have.\n\nWith regard to ship development, we have a number of new concepts we are working on this month, including the Hearald, Carrack, Reclaimer, Avenger variants, 890 Jump, as well as new concepts for various items and weapons. We\u2019ve completed the models for the full Mustang lineup, the full Cutlass lineup, and beginning to dive-in on Avenger variants, the Herald, Redeemer, and a few others\u2026 Now that we have the new variant system from Engineering we\u2019re also planning to tackle all the custom pieces, damage states, and LODs for the variants of the 300 series, Aurora series, and Hornet series to get all the variants dogfighting ready as quickly as possible from an Art perspective.\n\nThe Art team has also been working closely with Production to flesh out the new and improved Ship Pipeline and helping to identify areas where we can improve quality, reduce time, and further parallelize the development of new ships. We\u2019ve ended up with a new pipeline that we feel is much more streamlined and primed to deliver a higher level of quality much more efficiently. Of course pipelines are not set in stone and it will continue to evolve as we work with other disciplines to further improve and refine the process. The great thing is that everyone on this project is motivated by the same desire to achieve the best quality possible so modifying this pipeline has been a great collaborative effort with likeminded individuals.\n\nCinematics\nOur huge Cinematics team in Santa Monica who are responsible for the most recent commercials that we do for our ships have been hard at work, all two of them\u2026 John Griffith and Chris Wolak who were most recently responsible for bringing the M50 Galactic Gear commercial to life have been pouring that same creative energy into a new Cinematic in-fiction commercial that will be revealed at Citizen Con on October 10th. We are quite excited to share it with everyone and look forward to reading the comments and reactions.\n\nThe great thing about the Cinematics that we do is that we use all our game assets and our game engine to create them. With the level of quality that the Art, Animation, and VFX teams are putting into these assets we are able to accomplish these beautiful commercials with a team of just two, very talented, individuals working diligently to use all these game assets to create a piece that matches Chris\u2019 vision. We are also lucky to have two very talented writers, David Haddock and William Weissbaum who, when they aren\u2019t working on Squadron 42, pen the scripts for these commercials.\n\nAt any rate, we are truly looking forward to sharing our next in engine cinematic piece with all of you in the community in seven days and hope everyone enjoys it as much as we\u2019ve enjoyed making it!\n\nWell that about wraps up this month\u2019s update for everyone and while we aren\u2019t able to cover every little detail we feel like this touches on the most important and interesting developments of the past month without crossing the 2000 word mark. As always we\u2019d like to reiterate to everyone that we sincerely appreciate your support in making this game with us. Without you guys none of this would be possible and we are grateful for the opportunity to develop and share this game with all of you!\n\nHowdy folks,\nThe Austin team has been hard at work this month on many different fronts. We\u2019ve been a bit more quiet than usual, but we are very excited to be able to have something to demonstrate very soon. Our team has been working hard on Persistent Universe tasks and a multitude of Live Operations activities. Here\u2019s a brief report from each team!\n\nProgramming\nThis month in Austin we have been hard at work on the Persistent Universe. We have made substantial progress on several of the core technologies critical to the Persistent Universe. Brian Mazza continues his work on server side persistence, which is essential to allow players to retain their inventory after they log out, among other things. James Wright and Allen Chen tag-teamed to wrap up Large World \u201cPhase 1\u201d this month as well, which is the first step to getting truly expansive galaxies in place that will literally take days to traverse without quantum travel. Tom Davies wrapped up development on the System Layout Tool, which our designers will be using to physically lay out our universe in-game as well as define properties and attributes of various planets and other objects within a solar system. Tony Zurovec completed the first design iteration of Subsumption, Star Citizen\u2019s objective-oriented NPC AI system, and we\u2019ve now moved into full production. Moon Collider \u2013 our AI partners in the UK \u2013 have started the long process of adding support for the multitude of specific features we\u2019re going to need to their Kythera AI engine. Two of our Austin programmers \u2013 Jeff Uriarte and Tom Davies \u2013 have begun work on some of the numerous tools that will be required for the highly data-driven design, which will in turn eventually allow the constitution of the NPC population and even their daily schedules to be algorithmically determined based upon what\u2019s occurring in the surrounding environment, and heavily contribute to providing the feeling of a living, breathing universe.\n\nDesign\nMuch groundwork was laid this month on laying out designs for some key elements to building our universe. We started looking into several different types of space phenomena and what types of interesting encounters they might make for our explorers out there. Each of these phenomena has different technical and artistic considerations, and we want to be sure to pick the most interesting and exciting to use as space exploration points of interest (POI). Some sensational examples we looked into this month include the Dark Nebula, Pulsar, and Ice Giant. Other things the design team have been doing are standardizing our props for environments, investigating how we might incorporate FPS into our planetside locations, and developing reputations for the various corporations within our universe. We\u2019ve been working on other things we can\u2019t reveal at the moment, but you will get to see a taste of it fairly soon.\n\nArt\nPersistent Universe art tasks have all been geared towards getting the first planetside location, ArcCorp, up and running. Our Art Director, Mark Skelton, has been constantly interfacing with the team at Behaviour to really push the visual envelope. Cort Soest further fleshed out the Tier Toolset which our designers and artists will use to quickly and efficiently build out planetside environments, space stations, and potentially even huge capital ships. Work on visual effects and props for ArcCorp as well as other planetside environments are being worked on here as well. Concept work for our next planetside environment \u2013 Terra Prime \u2013 is nearing completion, and full production will soon commence.\n\nBryan Brewer and the animation team has been hard at work supporting [REDACTED] in getting the FPS characters in ship shape. We have been improving our character locomotion to look more realistic, making sure our characters have an awesome ragdoll effect for when they get blown off their feet, and moving over our existing animations to a brand new rig that will help raise our characters to next-gen quality. We have also been working on several NPC animations so that when peaceful NPC AI system comes online, our NPC\u2019s will have something to do.\n\nChris Smith and the ship team worked very hard to spruce up the new racing ships that were released this past month. They\u2019ve been horsin\u2019 around on other things we can\u2019t tell you about just yet, but stay tuned and you\u2019ll find out soon enough!\n\nQuality Assurance\nStar Citizen QA hit the ground running for the month of September rigorously testing the long awaited v0.9. After a lot of hard work we were happy to finally share all the new features with everyone with a successful release. Then we did it all again with a total of four releases! We also continually tested our internal tools to ensure that our developers have the most up to date and stable dev environment. Thanks to our resident QA engineer Keegan Standifer, significant progress was made with our development of automated testing. This will be important to leverage as the Persistent Universe expands. This month we added two new members to the QA team. Please welcome Melissa Estrada and Jeffrey Pease! Jeffrey joins us from Blizzard Entertainment where he specialized in growing an epic beard! Melissa joins us from NCSoft where she gained valuable MMO QA experience. As a solid team, we look forward to continuing our bug squashing efforts in order to provide the most enjoyable experience possible with each future release.\n\nLive Operations\nWork on the Publishing and Live Ops side continues at a frenetic pace. The QA Team led by Justin Binford has been burning the midnight oil on a regular basis to test latest build versions for our various development teams and for upcoming publishes to the public. Our Austin QA team works very closely with the QA team in the UK office so that we can provide testing on a virtually 24\/7 basis. We\u2019re looking forward to seeing this work on a live server in the very near future.\n\nWe\u2019ve been working on a ton of behind the scenes upgrades to our build and deploy systems so that we can decrease turnaround time on new builds and then test and deploy updates more quickly around the world. Every bit we save in this area helps us be more productive throughout our operations.\n\nIt\u2019s been a busy month and we\u2019re very excited that much of our \u201cbehind the scenes\u201d work is going to be more visible to the public over the coming days. Stay tuned for more updates! And in the meantime, here\u2019s something fun:\n\n\u201cLong before introducing the AMX-1 Repair Bot for personal craft, Saga Datasystems was known for its more industrial designs. The M3-A Multifunction Space Drone has been in service for more than 50 years, and is ideal for performing basic unmanned tasks in and around stations. While never fit with any advanced AI or communications capability, the M3-A is perfectly capable of performing any basic assigned task \u2013 from simple repairs to tug functions and the manipulation of heavy mining and cargo containers.\u201d Hi all,\nAnother really busy month here at Foundry 42. We\u2019ve been heavily involved in pushing out new content for Arena Commander, working on the Character pipeline for S42 and the Persistent Universe, working through concept, design and full production on the huge amount of ships we need for Squadron 42, and of course moving forward on the design and implementation of the first missions. Lots of areas to update you guys below, and as always thanks for your support, it really makes a difference to the team, we are REALLY enjoying making this game with you guys.\n\nCreative Director\nSeptember was a good \u201cHousekeeping\u201d month for us, having been full speed ahead for the last few months, we needed some time to catch up with ourselves and some of the fixes that have gone in.\n\nArena Commander: We have increased the size of the maps now that the Z-Buffer issue has been fixed by the engineers, (which you guys will see soon) so now sorting issues will diminish. It\u2019s quite an achievement actually, considering that some of our asteroids are bigger than most of the levels in Crysis. Again thanks to numerous code fixes, we also got to some of the polish tasks, such as getting the asteroids rotating and placing some more accurate physics objects. A lot more design time went into the first implementation of our missiles vs emissions gameplay, and that work is now underway, as well as breaking down the planned features for the 13 stream which will include HUD mode updates, and Leader-boards and of course continued improvements to the key bindings. At the same time we are progressing on branch 14 where we plan to introduce proper lobbies, a huge amount of polish to space flight mechanics and effects, ship \/ helmet HUD displays, and new ships systems. Matchmaking is now becoming a big consideration, to give the community a choice on what and who they play with.\n\nShip Design: The StarFarer got a much needed design white-box pass, and came off slightly more heavily armed, with two extra rear belly turrets on either side. Stay tuned for updates on its progress as it gets built out. All the other ships including our huge capital ships are moving along nicely.\n\nSquadron 42: We are working through a bunch of new mechanics for Squadron 42, to give the community a really immersive experience. Our verticle slice is in good shape, and so the art department is really motoring through the grey boxing of our levels and we have also started white boxing a number of new levels so we are ready for the big motion capture shoot we will be performing after Christmas. Progress is continuing well on the script, with multiple updates as we refine the gameplay within levels and we have started white boxing the gameplay (sandbox) for the interstitials (Your base or home ship), so the player will feel like they are in a living HUB which they can interact in and explore.\n\nAll in all, a good month of cleaning up, and progressing Star Citizen on all fronts.\n\nProgramming Director\nOne of the big pushes we\u2019ve been making this month in getting the new controller customisation UI into Arena Commander. We know it\u2019s something a lot of people have been clamouring for a long time (ever since the first Dogfighting module release!) and this will be the start of allowing you to set up your controller(s) just the way you like. We intend to keep developing it over future releases to give you full control of your setup.\n\nOur networking engineers have just come back from a very productive mini networking summit held over in Santa Monica, where all the networking engineers from all the studios spent a week going over the features required for Star Citizen. It\u2019s been a really interesting week for all involved, discussing everything from player prediction on the client level, to the server architecture, databases, chat, security etc\u2026 It\u2019s really good having these meetings for internal visibility, and make sure everything is moving forwards in the right direction.\n\nOther than that, we\u2019ve been concentrating in the usual areas to keep Arena Commander, Squadron 42, and the PU moving forwards.\n\nBug of the month: The Flashlight of Thor! So we were having this problem where if you flew your ship around for a period of time it would suddenly explode for no particular reason. To begin with we thought it was just the usual excuses for people\u2019s bad flying, but when it was still happening in an empty level we did have to conclude there might be something else afoot. After much scratching of heads, and drinking of tea, we finally discovered that after an update a flashlight, which should have been attached to the player, had suddenly gone rogue. It was colliding with the interior of your ship and doing a tiny piece of damage every single frame, eventually culminating in calamity. Yes, one flashlight could take down the mighty Hornet!\n\nGraphics Programming Director\nThe graphics team have been working on some of the core tech to benefit each of the art pipelines (ships, characters, environments & vfx). For the ships we\u2019ve been continuing work on the new damage shader that will give us fine grain location specific damage. This will be crucial for capital ships where the traditional method of cutting a ship into numerous meshes won\u2019t be practical due to their immense scale, but this will also benefit smaller ships. We\u2019ve also started work on the shader that will enable us to create custom paint jobs. This isn\u2019t as simple as just swapping some textures because our paint jobs need to be sharper than is possible with traditional textures to maintain our high quality bar, but the paint also needs to degrade over time and respond correctly to the damage system (e.g. bending & burning).\n\nFor the vfx team we\u2019ve created a volumetric lighting shader for particles to approximate complex effects such as multiple-scattering of light and volumetric shadowing. To achieve this the vfx artists bake out 6 separate passes of an explosion or smoke from an offline fluid simulation, and the shader uses these to calculate how the in-game lights would bounce around inside the gas. The end result is smoke and explosion particles that are lit correctly with the in-game lights but approach the quality of an offline render.\n\nWe\u2019ve also been working on two general pieces of tech that should benefit the whole game, the first of which is 32 bit depth rendering. We\u2019re moving towards 64 bit physics to handle enormous maps, however rendering doesn\u2019t require such precision because from the cameras perspective everything is actually relatively nearby. However most games actually use just 24 bit depth buffers and this isn\u2019t enough for large space scenes and so we\u2019ve just completed the transition to 32 bit rendering. This has allowed us to enlarge the small dog-fighting maps which we desperately needed since the recent speed increase of the ships! The other general tech we\u2019ve been developing is the ability to combine multiple textures at run-time to allow us to dynamically combine multiple objects into fewer large objects. This will significantly improve rendering performance while maintaining the flexibility and modularity of building the characters, ships and environments out of many smaller textures, which is crucial for the persistent universe (customisable ships, clothing & hangars etc).\n\nArt Director\nYou want Characters? \u2013 you got it! We have taken a global view of the characters within the star citizen universe and are reviewing quality and pipeline going forward so they will not only cater for all aspects of the persistent universe but also stand out as world class AAA characters. Additional Documentation for outsource partners have been put together, we know the level of quality you the fans are expecting and we are placing the foundations for a strong versatile system. Along with an updated anatomically correct base male (and female to follow) we have taken possession of the camera scanning rig to help aid the development of photo real characters for Sq42 and the PU. Real focus is now being placed on answering the tough questions that could trip us up later down the line and working with talented folk like 3Lateral and Cubic motion is certainly making some areas easier (nothing is simple on SC though!)\n\nYou want Ships? \u2013 you got it! The Gladius is now in the tech setup stage, making it suitable for the Hangar stage of release. The Retaliator is now 50% more awesome since you saw the video released recently (it was about a month old) along with the Gladiator which has most of its exterior given the PBS treatment with the complex dual cockpit\/gunner interior next. The Idris and Javelin are still coming along and we are taking into account the Sq42 storyline, adding a few tweaks here and there to shapes and structure to create a more cohesive environment. The wait will be worth it, I promise. New and noteworthy, some of the Vanduul fleet is going into production which we need for the storyline too \u2013 tune in next month for more info \u2013 we are really excited about this as we can now really start dialing into who\/what the Vanduul are and what their construction methods are.\n\nYou want Environments? \u2013 you got it! Shubin mining facility \u2013 \u2018Archon\u2019 has reached the stage of Greybox complete, it\u2019s a huge challenge but the visuals are matching its physical size, no shaders yet, just lots of geo, I mean lots! To give you an idea there are at least 26 landing pads located around the facility, each of them the player can land on, get out of their ship and walk around. All of these details will help make the Shubin Archon Facility feel like a living and breathing environment.\n\nYou want concepts? \u2013 you got it! Concepts department has slowed a little this month (instead of 100mph its more like 90mph :P). Shubin interior wrapping up, Starfarer has been given the \u2018Parry\u2019 treatment and a full interior has been worked out along with some meddlesome functionality issues, this has now gone out to be fully visualised, it\u2019s a pretty big ship so it won\u2019t be done in a week if that\u2019s what you think! Xi\u2019an transport ship interior is also taking good shape, we\u2019ve now dialled into a visual language that we are happy with, it makes developing the rest of the rooms a ton easier once you have a few key factors to launch from. Focus is also shifting to answering the niggling parts of the UEE crew costumes, we are taking a systemic approach of really defining how these designs will work, how they fit with the customization system and do they have the level of detail we need to keep Chris and you the fans happy.\n\nYou want animations? \u2013 you got it! Animation department (who we are looking to grow) has started looking at Previz and prep work for some of the in game action sequences \u2013 I can\u2019t give much away at this stage without giving out spoilers. We\u2019ve also been supporting the design department working on specific game mechanic animations, it\u2019s an important part of the process, early Previz for design often saves on wasted work further down the line.\n\nYou want spice with your VFX? \u2013 you got it! Self shadowing lit particles, mmm, tasty \u2013 that\u2019s what the VFX department has been developing with the tech department, we\u2019re still trying to think of a name for this technique\/texture format by the way, we\u2019d love for it to be something snappy\/media-friendly, but the current name is SSL (Self-shadowing lighting). Aside from that, we\u2019re also starting to improve the vehicle damage effects starting with smoke and fire, trying to make a cleaner more efficient system that has greater long term effects for the project.\n\nThat\u2019s it \u2013 a full on man vs polygon serving of heart stopping griddle cooked CGI goodness.\n\nSigned, The Chef\n\nAudio Lead\nThis month the audio team have split between Citizencon related tasks and the upcoming demo of the FPS module.\n\nThe environment sounds for the demo level are starting to shape up. A lot of attention is being paid to the details in this area. All of the whirring, hums, and general ambiance comes from specific points in 3d space. We we\u2019re never going to be satisfied with a faked 2d ambient soundscape! Computers will idly tick away, screens and lights will hum and buzz, air conditioners and fans will whoosh and whirr! This will all move around you as you move your player.\n\nWe\u2019ve also been working on R&D and generally testing the water with the FPS weapon firing. There\u2019s a lot to consider with something like a gun sound! First person gun firing, iron sights gun firing, 3rd person gun firing, gun sounds over distance, environmental effects on gun sounds and this is just firing the guns!! Getting this right is a long process and will be ongoing long into the future. Even so, we are hoping that with the work we\u2019ve done so far, it\u2019ll be a great start to the FPS sound when it is demo\u2019d for PAX.\n\nOther than that we\u2019ve been working on a selection of the fps gadgets and trying to keep up with the unending (but awesome) onslaught of ship related sound tasks!\n\nCitizens!\nSeptember was a month of great accomplishments for the Montreal team. We can\u2019t wait to have you try out all of the new features we have been working on, and we are looking forward to hearing your feedback. As always, it is a great pleasure to be a part of creating this game for you guys.\n\nMeanwhile, here is the latest update from the team.\n\nDesign\nOn the level design side the guys have been hard at work debugging and working on the new hangars. We have also (re)started work on blocking out Planetside locations which we\u2019ve been designing on paper quite a while now. Seeing them finally taking shape in-engine is \u201cSC grade\u201d fantasticness!\n\nMore flair objects have been designed (we probably have enough flairs lined up for the next 18 months ;) Our goal is to incorporate as much lore as we can into the flair objects we design, which keeps them interesting and unique, so they don\u2019t end up getting fed to the monster living in your hangar\u2019s garbage compactor. On a related note, some special add-on rooms for the hangars are in the brainstorming phase. If all goes well, you\u2019ll be able to add them to your hangar in the future.\n\nWith Gamescom and the bulk of the work for the new hangar public releases now behind us, we\u2019ve (re)kicked off mobiGlas development. Hand in hand with the fabulous UI team, we\u2019ve refined our designs for various mG apps to get them ready for production: mG HOME, easyShop, Wear, skyLine and Scheduler, to name a few, are in the pipeline. mG Scheduler already has a version running in the engine and is coming along nicely.\n\nOn a more technical note, we\u2019ve been working closely with engineers to develop the TAG system tool which allows us to tag practically every object in the game world. It\u2019s a bit like hashtags on Twitter or the use of keywords in search engines. With this powerful tool we will be able to add and query items dynamically in-engine for faster, more efficient development, and the real bonus for the design team: the ability to track and update the game seamlessly.\n\nProgramming\nOne of the main focuses for programming during the month of September has been to complete and deliver a first version of control customization to the public. There are still loads of features that we want to add to it and we\u2019ll definitely be working on it for a few more months. We\u2019ve also spent quite a bit of time polishing and debugging the new version of the pause menu that was released earlier this month.\n\nAfter a couple months of working on a few higher priority tasks, we\u2019re finally getting back to mobiGlas development.\n\nOur new Tag Editor Tool has been receiving a lot of focus and attention internally and we\u2019re eager to connect it with the next systems we are planning to implement.\nAs usual, the hangars weren\u2019t left behind as we reworked the ship spawning algorithm to support the feature where players will be able to customize their hangar ship layout through the RSI website.\n\nFinally, we\u2019ve also added a few nifty flair items for our subscribers to enjoy.\n\nArt\nThe art team has been very busy working on both interiors and exteriors for various planetside locations, as well as preparing a section of Arc Corp that will be shown soon! We have also started work on next month\u2019s flair object, and have something cool in the works for Pax Australia. Our concept artists have been focusing on ArcCorp production, but have also started to get further into Terra concepts. We have also made a few 890 Jump concepts for the brochure. And last but not least\u2026\n\nUI\nThis month a lot of work has been going into developing control customization, which we will be rolling out in several phases. Engineers and UI artists alike have been working hard to make sure that the user experience feels just right.\n\nAs mentioned, we have also moved into asset development for various mobiGlas apps, specifically HOME and easyShop (for starters), as well as some of the core components that will be used across all mobiGlas apps.\n\nWe have also been having a lot of fun creating decals, in-fiction billboards, and fake ui screens for the ArcCorp Citizencon environment.\n\nHello Esteemed Citizens,\nAnother month flies right on by faster than the Murray Cup leaders and PAX Australia is approaching quicker than a fully equipped M50! September has been a crazy month for the FPS team. We have been pushing hard to make sure everything is ready for the big event and we really, really want to knock all of your socks off. This past month we were focused on getting all the last pieces of the game we plan to show at PAX implemented and the month of October will be spent polishing and tweaking all those pieces leading up to the event.\n\nDesign\nOur Creative Director, Lead Designer and Level Designers have been putting the final touches on the level we plan to show at PAX Australia. In addition to that work, they have also been creating paper designs and grey room levels for the FPS Module. Work continues on destructible objects as well and there is now a really good amount of things that shatter, fall to pieces and explode populating the FPS environments. All of this detail gives a real sense of power to the weapons.\n\nThe design team has also been finalizing weapons balance, at least for the PAX event. As we\u2019ve mentioned before, weapon balance is an ongoing task that will continue to be worked on up to the FPS Module release and beyond, especially once you Citizens have had a chance to dig your teeth into FPS and give us that invaluable feedback.\n\nProgramming\nThroughout last month, the programming team has been focused on getting everything implemented and functional. There has also been lots of collaboration with the animation team to get everything looking and feeling right. This isn\u2019t your standard FPS\u2026 and the approach we are taking relies very heavily on animation and code being perfectly in sync. I don\u2019t want to say any more than that at this point, but feel free to speculate as much as you want!\n\nOther programming tasks over the last month have included some pretty major fixes in physics and networking. All of the weapons and gadgets are now working over the network properly so we can really start play-testing them and iterating as fast as possible on the mechanics.\n\nLastly, there was a very productive Networking Summit that took place at CiG Santa Monica where all of the brightest coder brains from each studio gathered to discuss things that I won\u2019t even pretend to understand.\n\nAnimation\nWow, the animation team here has been crazy busy\u2026 probably more so than anybody else at [REDACTED] (and that\u2019s really saying something considering how busy everybody else has been!). They have been working on re-targeting animations to a new rig that fixes a whole slew of issues. In addition, they have been working with design and programming on a daily basis to make sure that Star Citizen FPS is something truly unique. We can\u2019t wait for you Citizens to see what they have been putting together for PAX and we sincerely hope that you will notice the differences in what we are creating.\n\nI also want to mention that the team in Austin has been giving us a huge helping hand with animation in general. We couldn\u2019t have done it without you guys, and we really appreciate the help.\n\nAudio\nSpeaking of big helping hands, Foundry 42 has taken on the task of finishing out all of the sound effects for PAX and some big thanks are in order there as well. It really is amazing to be involved with such an ambitious game where everybody at all the studios involved are so willing to pitch in and help each other out where it\u2019s needed. The guys over in the UK are putting together some amazing sound effects for the remaining weapons, gadgets and grenades as well as doing a huge amount of environmental sound effects that should make the FPS Module sound as good as it looks (and believe me\u2026 it looks amazing!).\n\nArt\nThe art team here has really done a spectacular job over the last month. While finishing up modeling and textures for the last few gadgets that are needed for PAX, they have been adding an insane amount of detail to the environments. I have been in the industry for over 10 years, and I can honestly say that I have never seen this level of polish in visuals before (except the work coming from the rest of the Star Citizen team!). It is something truly amazing and my hat goes off to them.\n\nThe visual FX team has been iterating and polishing the weapon and environmental FX, and that work will continue over the next few weeks. Impact decals and particles have also been going in, which looks amazing when combined with the destructible environments.\n\nThat should about wrap it up for the [REDACTED] report this month (yes, I know I killed that joke for most of you last month and I apologize). Before I sign off here, I want to throw out a big thanks to High Admiral Tristram who sent us a care package with some Nerf guns in it. Thanks from all of us Tristram! Now back to work\u2026 see you in a month!\n\nHi!\nPushing hard into September, the team has been putting most of it\u2019s effort in supporting the deployment of R13 and the leaderboards system that is used to rank players in the different game modes on the web platform. We\u2019re really excited about this subsystem because not only is it a very awesome feature it\u2019s also the first time the game servers are sending data back to your account. We plan on using that to give you more ways to access the different data points that you generate as you pilot your ship in Arena Commander. As always, seeing the reaction of the community to a launch is always the best part of working in the Star Citizen universe.\n\nProgramming\nMost engineering time was spent supervising the deployment of the leaderboards system.\nAs you play Spectrum Matches, definite statistics from the match are sent back to the platform for ranking and processing. The data pipeline created at this stage makes use of a durable and persistent messaging queue system that allows us to never lose a game and always compute the rankings and stats, very useful for the cloud environment we are in which can be unpredictable at times. Some interesting challenges were also tackled as to how we would persist actual player rankings in a way that would allow us to display a custom board for player who do not share a sequential rank. A good example of this would be a \u201cper Organization\u201d leaderboard.\n\nA very cool new feature that you technically should have in hands now is the hangar configuration utility. This new tool, accessible in your \u201cMy Hangar\u201d allows you to pick which of your ship shows up in which bay of your chosen hangar. This new subsystem exposes the different hangar bays to the platform so that you can hand pick which of your ships you want to see, giving the players control over this process that used to be powered by an algorithm.\n\nThe team finally had time to look at some of the chat system issues web users have been experiencing! With the deployment of a new set of connection managers(a process that handles HTTP to XMPP socket connections) it seems the disconnect issues that players were experiencing have been resolved. Coupled with a few web client bug fixes the chat experience should be greatly improved. Chat away!\n\nOnwards to the lobby system!\n\nUX & Design\nThe UX and Art teams have been doing some headway on a new home page for Star Citizen as well as revamping the experience for new players. This includes new video content ; new website UX, new player guide, etc\u2026 This is the beginning of a long process to try to distill the Star Citizen universe for new players but we hope to bring this plan to fruition in bite size pieces as they get ready.\n\nWe\u2019ve been able to have a design review on the Organization Forums functionality that was designed earlier this month, a first step in validating our hypothesis before continuing the design process.\n\nUX also compiled a list of add-on features we want to develop for the Holo-Viewer on the site. Some examples are the addition of a \u201cScale HUD\u201d (to show relative ship sizes with units), a global \u201cShip Explorer\u201d not tied to the different store pages where you could swap between manufacturers and ship without leaving the viewer giving a more prominent place for the viewer in the site.\n\nLast but not least, the content and design effort for the Starmap are under way! Sorry, no more details yet!\n\nGreetings Citizens,\nThis has been a really solid month of developing infrastructure and core features for our AI systems, with a particular focus on FPS combat and persistent universe AI. A lot of design and implementation work took place this month to get these systems feature-rich enough that the designers at the other studios can really start going to town and doing cool stuff with the AI. There\u2019s still plenty more to do, but we\u2019re really happy with the progress we\u2019ve made so far.\n\nDesign\nA large part of our recent work has been on a deep and significant refactoring of how designers give AI tasks to perform, trying to find a good balance between flexibility and robustness. We think the AI in Star Citizen will be much more interesting if designers can be specific with what they want the AI to do at certain times, but the rest of the time can rely on the AI to be smart and sensible. We\u2019ve all played games where AI do crazy things, and designers work hard to stop this from happening, so we\u2019ve been designing a system to streamline this as much as we can. Squadron 42, in particular, should see a real benefit from this.\n\nWe\u2019ve been working on this for a while, but this month we made some serious progress implementing it, and as part of this we spent a lot of time figuring out the details, from the high level tasks that the AI are assigned, through the mid-level behaviors that they run, right down to the low level actions. And a key part of this design is iterating over ideas with the designers to make sure what we\u2019re coming up with is easy and intuitive for them to use.\n\nThere was also a lot of design work this month fleshing out details of the persistent universe, with a particular focus on making sure our design is in step with the other teams doing persistent universe work. There are lots of little details to figure out, from the way AI do interesting and lifelike things in the world, through to what the tools should look like that designers will use to create this world.\n\nEngineering\nAs mentioned above, we did a lot of work this month implementing core architecture for the way AI are controlled. This work affects all of the AI in Star Citizen, including the dogfighting AI you\u2019re already using. We\u2019ve been converting everything to a new behavior system that will allow us to create complex and interesting behaviors much more easily. There was a lot of work to be done here, but we were successful and as a result we look forward to doing some interesting things with AI next month, which will be revealed in due course, so keep an eye out for that!\n\nOn the FPS AI front, we\u2019ve had for a while now characters that can see, but it was finally time to give them the ability to hear as well. Gunfire, bullets whizzing past their heads, footsteps of a player trying unsuccessfully to be sneaky; these are all things that a good AI should be aware of, and now they are. And now that the AI know more about the world, we can give them more interesting behaviors, which we\u2019ve started doing using our new behavior systems.\n\nFinally, for the persistent universe, we\u2019ve been doing some work on allowing AI to use items in the world. We implemented a system that allows designers to start setting up objects in the world and make the AI use them. There are more complex interactions to come, but already we can make the world feel more alive, and it will be exciting to see this develop further over the coming months."},"links_count":0,"comment_count":214,"created_at":"2014-10-03T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-08 01:53:53","valid_relations":["images","links"],"prev_id":14190,"next_id":14192}}