{"data":{"id":14345,"title":"Monthly Report: November","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/14345-Monthly-Report-November","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/14345","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/14345","channel":"Undefined","category":"Undefined","series":"Monthly Reports","images":[{"id":2576,"name":"Report-Moon_Collider.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/gmaj88zubwn6gr\/source\/Report-Moon_Collider.png","alt":"","size":2659635,"mime_type":"image\/png","last_modified":"2014-11-04T23:39:39+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2576","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2576\/similar"},{"id":2679,"name":"Cig-Sm-November-2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/b0oa7vqcl4x6br\/source\/Cig-Sm-November-2.jpg","alt":"","size":150273,"mime_type":"image\/jpeg","last_modified":"2014-12-03T17:00:47+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2679","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2679\/similar"},{"id":2680,"name":"CIG-SM-November1.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/td80x36yptc77r\/source\/CIG-SM-November1.jpg","alt":"Component pipeline coming online","size":2154686,"mime_type":"image\/jpeg","last_modified":"2014-12-03T20:20:08+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2680","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2680\/similar"},{"id":2681,"name":"Terra_int_vista_02_SB_SL.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/t9b28887p3mo6r\/source\/Terra_int_vista_02_SB_SL.jpg","alt":"","size":5343977,"mime_type":"image\/jpeg","last_modified":"2014-12-03T20:39:12+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2681","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2681\/similar"},{"id":2682,"name":"ATX-November.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/7jct9uzhugn2kr\/source\/ATX-November.jpg","alt":"","size":2165726,"mime_type":"image\/jpeg","last_modified":"2014-12-03T20:19:29+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2682","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2682\/similar"},{"id":2683,"name":"Escape_Pod_Room_v012.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/uqy4as2tm45plr\/source\/Escape_Pod_Room_v012.jpg","alt":"","size":1252803,"mime_type":"image\/jpeg","last_modified":"2014-11-21T01:00:05+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2683","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2683\/similar"},{"id":2684,"name":"F42-November.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/qyi3ed1wlw66cr\/source\/F42-November.png","alt":"The mocap shoot approaches","size":497737,"mime_type":"image\/png","last_modified":"2014-12-03T20:19:01+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2684","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2684\/similar"},{"id":2685,"name":"BHVR-MSR-November-2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/r804h8jziogm5r\/source\/BHVR-MSR-November-2.jpg","alt":"","size":4447556,"mime_type":"image\/jpeg","last_modified":"2014-12-03T17:26:22+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2685","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2685\/similar"},{"id":2686,"name":"BHVR-MSR-November.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/pmx3ratyszkkdr\/source\/BHVR-MSR-November.jpg","alt":"","size":1343898,"mime_type":"image\/jpeg","last_modified":"2014-12-03T20:19:30+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2686","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2686\/similar"},{"id":2687,"name":"Illfonic_November_2.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/g7ploiaopkexlr\/source\/Illfonic_November_2.jpg","alt":"","size":1403330,"mime_type":"image\/jpeg","last_modified":"2014-12-03T17:35:08+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2687","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2687\/similar"},{"id":2688,"name":"Illfonic-November-1.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/nlwojboqew47ir\/source\/Illfonic-November-1.png","alt":"","size":6932160,"mime_type":"image\/png","last_modified":"2014-12-03T20:19:20+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2688","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2688\/similar"},{"id":2689,"name":"Turbulent-November.png","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/lgnwmq0wpptm0r\/source\/Turbulent-November.png","alt":"","size":9282594,"mime_type":"image\/png","last_modified":"2014-12-03T17:37:56+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2689","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/2689\/similar"},{"id":30963,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/vjhp2njbokvxb\/source.png","alt":"","size":4895804,"mime_type":"image\/png","last_modified":"2023-05-02T18:53:45+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30963","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/30963\/similar"},{"id":31194,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/dyu8i559admn1\/source.png","alt":"","size":3831731,"mime_type":"image\/png","last_modified":"2023-06-06T16:13:24+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31194","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31194\/similar"},{"id":31403,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/p34sp3q2kl01b\/source.png","alt":"","size":3014864,"mime_type":"image\/png","last_modified":"2023-07-04T13:35:01+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31403","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31403\/similar"},{"id":31536,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/6u5x9e23ftrw7\/source.png","alt":"","size":3531870,"mime_type":"image\/png","last_modified":"2023-08-01T14:29:26+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31536","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31536\/similar"},{"id":31783,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/gaazjx0n1kop2\/source.png","alt":"","size":3223870,"mime_type":"image\/png","last_modified":"2023-09-12T14:59:52+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31783","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/31783\/similar"},{"id":32961,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/8m2c1vusdb0hj\/source.png","alt":"","size":4757052,"mime_type":"image\/png","last_modified":"2023-10-03T12:11:38+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32961","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32961\/similar"},{"id":32962,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/4x3lw5w4vk3o4\/source.jpg","alt":"","size":584749,"mime_type":"image\/jpeg","last_modified":"2023-10-31T19:13:02+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32962","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/32962\/similar"},{"id":38000,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/x5aus9nndxu4s\/source.jpg","alt":"","size":1186506,"mime_type":"image\/jpeg","last_modified":"2025-02-05T13:01:54+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38000","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38000\/similar"},{"id":38060,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/fe6j2ifv3ash4\/source.jpg","alt":"","size":1773870,"mime_type":"image\/jpeg","last_modified":"2025-03-04T15:04:48+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38060","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38060\/similar"},{"id":38084,"name":"source.jpg","rsi_url":"https:\/\/media.robertsspaceindustries.com\/pgmk7f9gt3j9y\/source.jpg","alt":"","size":2091105,"mime_type":"image\/jpeg","last_modified":"2025-04-01T17:29:16+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38084","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/38084\/similar"},{"id":40391,"name":"source.png","rsi_url":"https:\/\/media.robertsspaceindustries.com\/svep7j1purh1f\/source.png","alt":"","size":5543040,"mime_type":"image\/png","last_modified":"2025-07-01T15:37:40+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40391","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/40391\/similar"}],"images_count":54,"translations":{"en_EN":"Greetings Citizens,\nNovember has been a month of continued progress and growth. Our teams have expanded and our drive and focus is at an all time high! As we speak, CIG staff from offices around the world are meeting in Manchester to talk about Squadron 42. And next week, we kick off a major motion capture session in the UK! Meanwhile, engineers around the company are working hard to lock down Arena Commander 1.0, our next major AC release, and designers in Austin are putting together the broad skeleton that will someday become the live persistent universe. We haven\u2019t forgotten the FPS module, either: the team at no-longer-redacted Illfonic is making great progress. Read on for more details about all of these projects and more!\n\nGreetings Citizens!\nNovember has been quite a large month for Star Citizen\u2019s development. It kicked off with the reveal of the FPS module in Australia, continued with an Arena Commander patch, introduced all ships in the 300i series, showed off some great concept pieces for upcoming ships, and has been some intense internal development on Arena Commander 1.0. Without further ado let\u2019s get down to the department updates for Cloud Imperium Games Santa Monica.\n\nEngineering\nThe missile and signature system overhaul is nearing completion and should be finalized by the end of this week. This is exciting as it will totally change how all items in the game interact with signatures. Your radar, missiles, targeting computers, etc. will all behave in a much more realistic data driven fashion when interfacing with other ships. Likewise all of the items on your ship are now properly emitting their electromagnetic, heat, and cross-section signatures. Having that signatures entirely data driven based on the items, and their current status meaning that a firing weapon emits more heat, power plant under heavy load produces more EM makes for a much more dynamic and responsive gameplay experience.\n\nOngoing flight model improvements have been underway as well. With our first introduction of ESP for finer aiming the community helped to identify a bug in which at low frame rates ESP was observed to behave differently and intervene more than intended. We corrected this in the subsequent patch and the community identified that while it was fixed at low frame rates, at very high frame rates the same issue could be observed. For 1.0 we will be implementing the \u201cGoldilocks\u201d fix that should make it so ESP behaves the same (as intended) at all frame rates. In addition to this, we are moving to a new method of predicting movement in multiplayer which should significantly reduce the network traffic and also reduce the resources consumed both on the client and the server. This helps to pave the way for larger matches with more ships on a single server. Lastly, we will be going through each of the ships for a focused analysis of their thrusters for improvements to their flight characteristics.\n\nAnother development on the engineering front has been the integration of analytics capturing tools into Star Citizen. You may have seen the fruits of this in our earlier post with the release of the latest Arena Commander patch. The integration of these tools allows us to extract valuable balance information about each ship, weapon, item, maps, etc. and is a great asset to help us gain perspective and insight on the community experience and behavior which will help us to improve the player experience moving forward.\n\nDesign\nOur designers have been very focused on items, weapons, and missiles to make sure that they will fully support the new signature work going in from Engineering and take advantage of the new features being introduced. This is of course at the same time as they are working through preparing each of the new ships that are being introduced with version 1.0. As part of this they\u2019ve been taking a pass a reworking some of the more confusing aspects of our ship items and standardizing size formats with help from the talented team in the UK. While this isn\u2019t quite ready for public consumption just yet (still a work in progress) we are happy with the direction it is heading and it will allow us to support much more customization while keeping it easier to understand.\n\nAs we have been preparing for V1.0\u2019s release the Design team has also spent a fair amount of time bug fixing the already released ships. While there are some bugs that the community has found for us in the currently released version there are also bugs that have been introduced with other changes that have gone into 1.0 both from us internally but also because we\u2019re creating 1.0 from our latest codebase which includes new integration of the CryEngine rather than the .9 release branch.\n\nArt\nThe Santa Monica Art team has been working full bore on the new ships for 1.0. Since we finalized the paint system last month we decided to move to using the paint system for all ships moving forward and are also updating the already released ships to use it as well. Not only does this look much better visually and fix a bevy of bugs but it will also pave the way for us to quickly create new custom paintjobs for all these ships as well as eventual user defined paintjobs.\n\nOn top of the large volume of ship modeling and UV work that has been taking place we\u2019ve also been creating some new weapons, missiles, and items that are being introduced with version 1.0. We are excited about these as they\u2019re different from anything currently in the game so they present a new look as well as new gameplay opportunities.\n\nAs you might have seen during the sale last week there were also some great new concept images produced by the Global Art team in the month of November. The Carrack was the contribution of our two internal concept artists Gurmukh and Omar and we are quite happy with how it\u2019s turned out. Turbulent also did a commendable job on the presentation of the Carrack with the mini-game that really went above and beyond!\n\nLast but not least the HUD has been undergoing continued bug fixing as well as new artwork to support the new ships and signature system that is being introduced into the game. The HUD has changed a great deal since it was originally introduced during our dogfighting livestream in December of last year and it continues to do so as we refine it with your feedback and continue to add new features and systems into the game. We sincerely hope you enjoy the changes coming in 1.0!\n\nCinematics\nOur cinematics team has wrapped up work on their upcoming ship commercial during the month of November and have moved on to a new project that we are hoping to reveal this month along with their commercial. It may not be as polished as we\u2019d like in time but we\u2019re trying to get it together for you guys as quickly as possible. We\u2019ve also spent some time this month mapping out the plan for our Santa Monica cinematics team for next year, it should be an action packed 2015.\n\nWith that we\u2019ve rounded out the update from here in Santa Monica. It\u2019s been a full month with a lot of work going towards 1.0 coming online. As always we thank you in the community for your continued support in enabling us to work on creating this universe and appreciate your continued involvement in its development. We\u2019re looking forward to having 1.0 ready to share with you and can\u2019t wait to show off all the new additions. Thanks again and see you next month!\n\n(Please see below for a corrected version of the Carrack piece shown on last week\u2019s Around the \u2018Verse!)\n\nHowdy folks,\nIt\u2019s been a very busy and productive month in the Austin studio. While progress continues on many of our fundamental long-term goals, there\u2019s also been a lot of discussion and planning relating to the near-term implementation schedule \u2013 and precisely how some of those features will function \u2013 that will dictate which features can be shown off to the public in the first half of 2015. We\u2019re also currently engaged in growing the live operations team that we expect to become even more important given our release schedule for the upcoming year, and towards that end there have been several recent hires and promotions.\n\nHere are some specific team reports for your enjoyment!\n\nPersistent Universe Team\nArt\nArcCorp is effectively complete, with just a few minor tweaks remaining. The next city in the development pipeline is Terra Prime, for which the art team has been doing a lot of concept and layout work, including figuring out the flight paths players will take into the city. Terra Prime is expected to be one of the most visually ambitious cities in the game, and as such we expect it to have one of the longer implementation and optimization schedules. We think you\u2019re going to be very excited by what you see. There\u2019s also been a considerable progress on the shops, with the TDD largely complete, Cubby Blast and the G-Loc Bar moving forward very quickly, and concept art being done for the Hospital.\n\nA lot of concept work has also been done for the various NPCs you\u2019ll encounter on the first few planets, and the character team has begun work on several of them, including the bartender and several different patrons.\n\nWe\u2019re currently looking to add more art bandwidth to handle the vast number of props \u2013 bunk beds, computers, chairs, plates, lamps, and a thousand other things \u2013 that we\u2019ll need to really make the universe feel alive, and have already created the design guidelines and concept art for some of those pieces.\n\nFurther improvements have been made to the environmental art set pipeline to help increase consistency and efficiency across the various studios, and the next group of environmental art sets \u2013 beyond Terra Prime\u2019s \u201cSuper-modernism\u201d \u2013 are now in the planning stages.\n\nDesign\nThe design team has completed the basic layout phase for the Delamar landing zone in the Nyx system, which will be the first \u201cLawless\u201d system to come online. The most challenging aspect of its design is proving to be finding just the right balance between providing players with a chaotic, lawless environment, yet still allowing them to \u2013 for the most part \u2013 buy things and acquire missions when they so choose. Nate Blaisdell and Pete Mackay have been brainstorming how exactly the FPS mechanics IllFonic has been designing will work in tandem with the other Planetside design mechanics like shopping, acquiring missions, and peaceful NPC AI. The next set of landing zones have also been identified, and work has begun on two of them.\n\nRob Reininger, one of our senior technical designers, has been hard at work fleshing out a comprehensive list of animations that will be needed for the initial batch of AI Subactivities being developed for Subsumption, our objective-oriented NPC AI system. That list will be utilized extensively during an upcoming motion capture shoot. Reininger has also been looking into additional features we\u2019re going to need in SOL, our System Layout Tool that allows designers to lay out the basic architecture of an entire solar system.\n\nEngineering\nSignificant progress has been made on the engineering front. The first AI editor \u2013 for Static Action Zones \u2013 was completed by Tom Davies, and Jeff Uriarte has made considerable progress on a second that will allow NPC Subactivities to be constructed from component Tasks, the essential building blocks of the Subsumption AI. Moon Collider has delivered the first few pieces of the low-level AI, and Davies has been working with them to create the first few Tasks.\n\nThe low-level database functionality to allow basic persistence has been completed, and work has now shifted to setting up the database and testing.\n\nA lot of the action has been occurring on the network front, where the chat and friends systems have moved forward dramatically. The initial functionality for those systems should come online around the middle to late December.\n\nThe hangar construction process is being modified to support multiple hangars in a single map, which is an optimization that will be required in order to effectively support the ability for players to invite other players to their hangar. To that end, the ability to extend an invitation to another player to allow them to join your hangar is also underway.\nThe 64-bit \u201clarge world\u201d conversion continues, and is currently on track to finish sometime around early February 2015.\n\nOverall, it\u2019s been a very productive month full of many different accomplishments for our Persistent Universe team here in Austin!\n\nQA\nStar Citizen QA kicked it into high gear this month testing Arena Commander 1.0. There is still a lot of work to be done but we are really happy with the direction the game is heading and are looking forward to sharing the progress with everyone.\n\nCongratulations to Keegan Standifer! He has officially transitioned from QA to become Star Citizen\u2019s newest Associate DevOps Engineer. This month we added a new member to the QA team. Please welcome Tyler Witkin! Tyler has a passion for working in the industry and has experience using multiple engine editors including Cryengine3. He will be a huge help with testing the Sandbox Editor to ensure development continues smoothly. Melissa Estrada and Andrew Hesse have been doing a great job testing the art tools to ensure the Artists are not hindered when creating ships, characters and environments. Jeffrey Pease has done an amazing job writing up QA documentation as well as being a liaison to Customer Service. He will let them know before each patch known issues, common fixes and other issues that may cause a spike in Customer Service inquiries. Jeffrey is also working very closely with Gerard Manzanares our QA Lead in Austin creating a comprehensive feature test that includes every system.\n\nGeoffrey Coffin and Andrew Nicholson, our senior QA members in Manchester, UK have been providing very detailed and comprehensive feedback concerning ship balance and flight. Chris Hill and the rest of the QA team in our UK office have been working very closely with physics programmer John Pritchett testing ESP improvements. Having a full QA team in Manchester really helps to keep our QA coverage extended over a nearly 24 hour period. This is integral in maintaining our quick iterative development cycle.\n\nThe Star Citizen QA team is firing on all cylinders. Next month we will be continuing our focus on Arena Commander 1.0, the rollout of the public test environment as well as any other potential public releases.\n\nLive Operations\nDevOps\nThe Star Citizen Dev Ops team has been busy this month improving the launcher, adding analytics to the client and server, and shipping a game patch.\n\nShortly after releasing Launcher Update 1.3.4, we found an issue where players were not able to connect to Arena Commander and reverted the patch almost immediately. We fixed the problem and re-released a new update two days later. We currently have Launcher Updates 1.3.5 and 1.3.6 in development, with 1.3.5 being rolled out to the company in a limited capacity this week. Launcher Update 1.3.5 has improvements to the patching code and work for a Public Test Universe, and Launcher Update 1.3.6 has been localized in French and has the work for players to select in what language they would like to play Star Citizen (note: languages other than English will come online as we localize the game; first up is French).\n\nWith the above, we know that the community has experienced problems and slowdowns when patching, so the Dev Ops team is currently evaluating several different options on how to fix as many of these issues as possible. We have also been continuing our work to improve our Build Server speeds, upload to CDN speeds, and deployment of game server speeds. Some of our focus is on automating deployment scripts and creating dynamic scaling for our Universe Cluster. Making the overall publishing pipeline faster and more dynamic will mean improved gameplay and less down time for players as more content comes online. The Dev Ops team has also been helping our server engineers run performance tests on the game as part of our quest to optimize code and continue to increase the number of players we can add to each game.\n\nOn the analytics side, the Dev Ops team has been hard at work adding metrics to be reported in the client and server code, collecting those metrics, creating reports to send out to the company, and trying to find relational statistics that we can supply to our designers and engineers. The goal is use this data to identify key information like what ships need to be balanced, what guns need to be tuned, how many players are dying crashing into asteroids, and what game modes are most or least popular.\n\nThis month, we also shipped patch 0.9.2.1, which included the Arena Commander flyable version of the 315p, a Liquor Cabinet flare item for player hangers, and game and balance tweaks. We are currently working on the next patch (0.9.2.2), which will deliver another ship to Hangar and more flare items for your hangar, all in the lead up to Star Citizen patch 1.0.0.\n\nThe Dev Ops team continues to cross train with each other so we can back up one another and create a rotating on-call schedule to provide Star Citizen with 24-hour\/7-days-a-week coverage. Finally, we are looking forward to having two more team members joining us over the next two months.\n\nOperations\nThis month the IT team has been quietly enhancing security around the perimeters. With improvements in performance and efficiency deployed at all locations this month we\u2019ve turned our eyes from network transfer rates toward the never ending arms race of secure communications between servers. Obviously, the details of this project will remain classified, but we are raising our network security and data integrity standards higher than ever before.\n\nOur build and distribution pipeline scaling project has continued to turn out dramatic results as well as dynamic challenges. Mike \u201cSniper\u201d Picket has been designing new data de-duplication and distribution methods that if \/WHEN successful will be some of the most promising tech we\u2019ve seen in a long time.\n\nWe\u2019ve already worked out our holiday schedules for everyone on the team and we were quite proud of the fact that we\u2019re all able to accommodate our holiday plans while providing complete coverage to the company.\n\nHi all,\nIt\u2019s been another busy month again for us in the UK. Always helps when the temperature is plummeting outside and it\u2019s raining, as there is no reason to be anywhere else but in the office. We\u2019ve made great strides with S42, from everything from getting all our Vanduul and UEE capital ships into the production pipeline, using the new modular system to really start building out the levels in the game, as well as charging forward with the Character pipeline. Not to mention taking all of Illfonics cool FPS work (along with Moon Collider\u2019s AI) and incorporating it into our working branch so we can have combat in the levels. Arena Commander 1.0 work is going well in collaboration with the rest of the studios, and we\u2019re just about to kick off the first tests and actual final animation with our first UK motion capture shoot which is taking place in London over the next couple of weeks.\n\nLoads of info below for you below from the guys. Everybody have a fantastic holiday break, enjoy yourselves, and I look forward to updating you guys (and showing all the cool stuff) next month!\n\nArt\nEnvironment Art\nThis month we\u2019ve created the interior Tier building set for Shubin Interstellar. It\u2019s really basic whitebox geometric split up into individual building blocks which can be used to create an almost infinite variety of layouts. Design department can now run free and create environments using this building set without needing art support, leaving the art team to get started on the Greybox phase\n\nWe\u2019re also starting to get an understanding of what being Inside the facility is like and drive the types of artistic experience you get as you engage in various missions \u2013 not only will it be functional but also mechanically beautiful in its own way!\n\nShips\nThe Vehicle team has been hard at work this month! We\u2019re preparing the Gladiator for Hangar release along with further development and refinement of the Retaliator interior, we have 3 guys on this so its shifting along at a good pace. As you know the Gladius was released into the hangars a couple of weeks ago and so now it\u2019s time to get the ship Flight ready which also means we are going to test the new damage system in-engine very soon! Our tech department has been working hard along with our artists to bring a more resource light but visually heavy damage system up and running (watch this space)The Argo Utility vehicle is getting some further attention and will make a great addition to the fleet. The Idris and Javelin capships are still ongoing for their interiors, both of them will feature heavily in SQ42 and we really want to make these ships shine! And last but not least for ships, we are creating the final versions for the Gladius and Gladiator weapons and missile racks.\n\nAnimation\nThe Retaliator, oh the beautiful Retaliator \u2013 it\u2019s being rigged and animated and its continuing its journey to deliver a visual treat! Previz animations are being pumped out for testing out our conversation system as well as making sure the sleeping pods\/ rescue pods system works as we hoped.\n\nGladiator is being finalized for hangar ready, not long now and you\u2019ll be looking around and taking movies of its loveliness! (you can tell we are fans :D)\n\nFinally, prep for the mocap shoot is underway! Teams from around the company are visiting next week and we\u2019ll be tackling all the issues that remain in the cinematic pipeline to deliver the experience the fans expect.\n\nVFX\nDamage effects, damage effects and more damage effects! :) Specifically, better quality smoke, fire, sparks and explosions, both interior and exterior along with a smattering of Arena Commander map VFX improvements and bug fixes\n\nCharacters\nThis month we\u2019ve successfully built and tested our facial scanning rig; it\u2019s a thing of beauty \u2013 well, we think so :D We have 48 SLR cameras perfectly timed to capture the likeness of a model within 1\/100\u2019s of a second as well as capture the 70+ facial expressions we will use to drive the facial animation.\n\n3Lateral and Infinite Realities gave the studio a visit too, ensuring our rig and processes are world class and the results we are seeing are fantastic. We\u2019re also exploring the possibility of using the camera rig for other purposes, such as creating light probes, PBR and material surface calibration as well as scanning other items and objects like a hand (but we can do whatever \u2013 a rock, a hat, a gun etc)\n\nWe\u2019ve assembling a shortlist of some of the most impressive and beautiful body models that we can scan, process and model to create the foundations for all of the new characters and character customisation system within the Star Citizen universe, with these and the new pipeline, it will take the very best of what star citizen has to offer and look ahead to pushing the quality of the all of the characters within the star citizen universe \u2013 we are shooting for the moon, nay, the stars on this one!\n\nAudio\nHello again everyone!\n\nIn November, we\u2019ve been getting the ship computer voice stuff updated \u2013 pick-up sessions with those ship computers that we already have are coming. And getting a whole new ship computer voice recorded too, Drake. Aegis we need to cover so that\u2019ll be coming next month. The UI sound scheme is something we\u2019ve been working hard on for the different manufacturers; trying to get that meaningful and consistent but stylistically different across them all is a challenge. In fact, here are some words from Stefan about this very subject:\n\nRecently the audio team has been putting some thought into the ship computer UI sounds. Some of the messages are so important that it is imperative that the player understands them. Because of this we have devised rules for some of the most critical of sounds. The idea is to impart meaning through the sounds rather than just inherit it over time (through repetition of the event in-game). Therefore Morse code has been loosely used to help describe the sonic response. Each manufacturer will follow these rules but the tonality of the sounds will be different. If you\u2019d spent your whole time in the \u2018verse driving an Aegis ship and then decided to become a space pirate and jump in a Drake ship you should still be able to understand the UI sound for the critical sounds but also hear the different character of the sounds for each manufacturer.\n\nSounds will be layered on top that do not fit within the suggested rhythm\u2019s to add interesting design ideas\/character and possibly add more meaning (dissonant honks might indicate a more serious warning for example). Just to add in a bit of a twist we\u2019d likely change these rules for alien races to help it feel like a more alien environment. Ui\/Warning Name Rhythm Sound Rules Rationale for Rule Creation Example System Down .- \u2026 the \u2018-\u2019 should bend upwards in pitch. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Shields Down \u2026 Each \u2018.\u2019 should descend in pitch (sort of like the UI is reflecting a power down). Manufacturers might standardize such a sound to avoid loss of life (and ships!). Objective received \u2014- Three longer beeps. Should be pretty neutral sounding in tone. Objectives are very important to the player. Ensuring that these are communicated without confusion is very important. Missile Locking Me \u2014 .- Same as Missile locked me but without the \u2018-\u2019 rising pitch. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Missile Locked Target \u2014 The last \u2018-\u2019 should be a fifth (or octave) above. It seems reasonable to think that manufacturers would standardize such a sound to make such a drastic action (locking missiles!) obvious. Missile Locked Me \u2014 .- Each \u2018-\u2019 should rise in pitch. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Missile Lock Lost \u2014 The last \u2018-\u2019 should be a fifth (or octave) below. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Missile Evaded \u2014 . Each note should rise in pitch in order to sound \u2018positive\u2019. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Life Support Offline .- .-.. Timed in the same way as the example. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Ejection Warning .- . The \u2018-\u2019 should rise in pitch. The sound should repeat as long as the warning is displayed. Manufacturers might standardize such a sound to avoid accidental ejection. Critical Hit Alarm (taken hit) .- .. Each of the -\u2018s should bend upwards in pitch. Important to understand damage taken. Collision .. Should repeat as the warning repeats. Manufacturers might standardize such a sound to avoid unnecessary damage to ships. Ships\nShips: Gladiator \u2013 we\u2019ve has been working on that, getting to Hangar Ready for you all so that all moving parts make required sound where possible. Everything Is quite ship-focused for us right now as you can tell. We\u2019ve been looking at thrusters, we really want to up our game with those and it\u2019s quite a complex system so bear with us on that; a lot of work\u2019s being done in this area. It\u2019s related to the missile system too which we\u2019re looking at currently for a future release.\n\nGenerally, in audio we\u2019ve been ramping up on getting resources in, making sure we have the tools we need. This has involved talking to all sorts of talented people as well as getting in software and hardware for evaluation. We have a new sound designer starting here in January which is excellent news! And we\u2019re still searching in that area\u2026 get in touch if you\u2019re a great sound designer reading this, we\u2019re always on the look-out currently.\n\nAs far as the back-end of audio goes \u2013 Wwise integration steadily continues on the programming side, we\u2019re almost at a stage where we can start the process of taking our assets across from FMOD to Wwise. It\u2019s a pretty big job, however! And there\u2019s just no automatic way to go about it, really is quite a lot of authoring work.\n\nAlso this month we\u2019ve been talking to companies about 3D Audio. That includes binaural, high resolution HRTF, room modelling (delay, or echo, and reverberation models) and spatialisation. It\u2019s a pretty competitive space but it\u2019s an interesting field to look into. This will benefit most those of you that immerse yourself with headphones, and longer term for any VR systems such as Oculus Rift obviously. However it is still relevant to those listening on speakers; all those delays\/reverbs provide spatial cues for everyone!\n\nStefan did some rather cool stuff involving some old speakers, taking them apart, balancing various objects on the drivers and playing UI sounds out of them in order to \u2018dirty them up\u2019 for one of the ship manufacturers. We\u2019d love to show you this but the videos just don\u2019t seem to want to get off the camera\/phone that we used! But we\u2019ll work on it and try to get that to you next time.\n\nOkay, that\u2019s all for now! Thanks for listening.\n\nProgramming\nA lot of work this month going on underneath the bonnet of Star Citizen, work which is never immediately apparent but necessary to make sure we can deliver on all the features for the future. Moving over to Wwise for our audio is a good case in point. Initially the audio in the Wwise Perforce stream has taken a large step back with most of it no longer working, and over the next few months there will be a lot of work just getting it back to where we are at the moment, but going forwards it will allow us to do so much more with all the tools and tech it affords to make Star Citizen not only the best looking, but also the best sounding, game out there!\n\nSimilarly we are refactoring the vehicle seat code, which will involve some pain to begin with, but is required to make our multi-crewed capital ships work in the way we want them to work. We\u2019re helping out with the other studios with server optimizations to increase the number of players that can connect to a game, moving over to a global entity id which will allow players to move between servers in the PU, and the new StoryForge tool, built upon DataForge, to help the designers\/scriptwriters set up dialogue and conversations. We\u2019ve also done a localisation pass as well, transferring all of the hardcoded strings from the code\/xml files into our database now that our localisation system is up and running.\n\nFinally on the Squadron 42 side we\u2019re continuing to do work on the various game mechanics we require, including zero-g traversal, a new looting mechanic, takeoff\/landing and the conversation\/reputation system. And we\u2019re continuing to polish and refine the Arena Commander module for its 1.0.0 release.\n\nGraphics Programming\nWe\u2019ve been continuing our work on the volumetric gas shader and we\u2019re at a point where the artists and level designers can start to \u2018white box\u2019 their level with the shapes of these gas clouds. They can do this by creating a simple mesh defining the overall shape and the code then turns this into a fluffy gas cloud by adding all the complexity to the broad shape, and this frees the artists from modelling minute details on the gas clouds. The next stage will be to start work on the lighting and shadows which is the most complex part of volumetric rendering.\n\nWe\u2019ve also been making progress on the new ship damage shader, and aim to have a visual prototype working in December. This will include precise location specific dents, burn marks & embers, and even holes in the weaker areas of the hull, and the aim is to give players more dynamic and impressive effects that really tell the story of what impacts your ship has taken.\n\nThe rest of our focus has been on fixing issue for upcoming v1.0.0 release, improving the distant star rendering to give show much more detail and greater artist flexibility, and looking into various performance improvements.\n\nDesign\nAnother productive month for design over here in the UK.\n\nArena Commander has been progressing well towards V1 . The rear view camera first implementation is in and the chase cam has been improving greatly. Single player \u201cVanduul Swarm\u201d now has 18 waves, and balancing is going well. Also, first implementation of self-destruct is now in and working, this will be getting more love post V1 . More work has been put into the scoring balancing and that is something we will continue tweaking when we get all the backer feedback. All the new art assets have all gone into the race maps and the end game camera now works. We have designed the AC tutorial but it won\u2019t make it in for V1, hopefully V1.1 now.\n\nThe Tech guys have got the Gladiator hanger ready now and it\u2019s looking nice. The Avenger and Cutlass should be flight ready by V1 as they are progressing well. We are still looking at the cockpit layouts for all of the ships and standardizing screen ratio\u2019s across all of them so that the HUD information can be configured to suit the player. We made an Idris test-bed to run some AI scenarios to see how it\u2019s turrets operated. It\u2019s very early days on this but it did prompt a few suggestions for additional coverage in a couple of areas.\n\nS42 is progressing well with new \u201cWhite-Box\u201d reviews being done on the various locations. The modular Shubin base components are staring to roll in from art and they look great! I can\u2019t really give much away on the S42 side because of spoilers which is a blow considering we have about 80% of our design resources here working on that title. Thanks again for all the super useful input from the community. I hope everyone has a fantastic Christmas and I\u2019m really looking forward to us getting some awesome content out next year.\n\nCheers\n\nSalutations Citizens!\nWe finished the month of November by visiting our colleagues in Austin. This 3-day meeting was meant to finalize all the remaining details regarding the next iteration of the Persistent Universe. We now have a clear plan and we\u2019ll be doubling our effort to show you our latest development early next year. Throughout the meetings, you, the fan, were always at the center of our discussions in order that we deliver to you the best PU experience possible.\n\nHere is what the different departments worked on during November.\n\nDesign\nFirst off, the Level Design team has been hard at work on preparing and supporting tons of planetside locations that are still unannounced. We\u2019re tackling the first two planets that you\u2019ll be able to visit.\n\nThe TAG system, room system and mobiGlas easyShop app have been put together to prototype the first shop and test development processes that were to date mere theories. We\u2019re glad to say that our tests have proven to be very promising. We were able to spawn procedurally generated shop layouts and their dynamic content based on various factors such as the shop economic data and specific tag requests. This means that you, the explorer, will visit dynamic shops that are able to update their content on the fly, and we developers are able to create shop variations much quicker.\n\nLots of energy has been put into the mobiGlas device, focusing on making global features polished and visually stunning. We want to make sure that once you get your hands on it, it feels closer to a real product than a traditional game interface. The first iteration will not even be close to what we\u2019re envisioning for the final product but we think you\u2019ll appreciate it. One example of this effort is the augmented reality mode which we want to integrate into the environments.\n\nWe\u2019ve also been hard at work on developing the first iteration of skyLine, the nav map that\u2019ll allow you to plan routes and find destinations. skyLine will soon grow into a full atlas, which will provide lots of useful information about the celestial bodies found in the Star Citizen universe.\n\nNow I need to take a moment and be serious, because booze is a serious matter. A nefarious bug got through to the release build which caused the spirits in the liquor cabinet hangar flair object to lose their alcoholic content! But no worries! Booze and partying will prevail. We\u2019ve fix the bug and refined our pipeline and QA model to prevent this happening ever again. We were the first to be disappointed by the missing feature. The next patch should fix the liquor cabinet and you\u2019ll be able to get virtually drunk :D. Don\u2019t drink and fly!\n\nAs a last note, working closely with our partners in crime Turbulent, we\u2019ve prepared a couple of surprises for you for the Holidays. To discover what they are, visit your hangar during the Holidays or consider becoming a subscriber if that isn\u2019t already the case, that would make a nice Christmas gift don\u2019t you think? ;)\n\nArt\nThis month we\u2019ve been working on refining the Terra playable area and its backdrop terrain. We\u2019ve been focusing on a big atrium where vegetation blends with slick manmade structures and takes place in a large, iconic building. We also explored what a medical unit will look like on planetside locations.\n\nThree new shops were successfully finished. We helped develop the dynamic spawning system. This will eventually allow us to display items to purchase on shelves. A good amount of time was spent on optimising ArcCorp, to ensure a good fps. In preparation for December, we began two new shops. Finally, we finished the December flairs along with something special.\n\nEngineering\nOn the programming side, we started working on the Multiplayer functionality of a Hangar. Players will be able to invite their friends into their Hangars so they can show off their awesome Ship and Flair Collection. We\u2019ve added the necessary support so that Hangars are now generated using the Room System. We\u2019ve also been hard at work on implementing the gameflow needed in order for a Player to join a Lobby after receiving a Lobby Invite. Last but not least, we\u2019ve continuously provided support to make new Ships either Hangar-Ready or Dogfighting-Ready.\n\nUI\nThis month, as mentioned by design, we\u2019ve made some big advances in various mobiGlas apps as we get ready for a big internal milestone coming up soon. We now have a working shop flow, a shop splash page with a featured item that utilizes the Tag system, a catalog list view for more efficient browsing, and the mobiGlas Home screen is looking pretty slick.\n\nArena Commander Lobby work is progressing well. We are also working on integrating a contacts list inside and outside of the Arena Commander interface.\n\nWork continues as we strive to bring more features, bug fixes, and new improvements to the pause screen and keybindings interface.\n\nWe also spent some time at the CIG office in beautiful Austin Texas right before the Thanksgiving holiday, to talk about all things PU and to sync up on what we are planning for the eventual release of the social module.\n\nAloha Citizens!\nNovember was a busy month here at IllFonic. While we did collectively let out a sigh of relief after PAX, there is still much work to be done before the FPS module is ready for prime time. This month was spent planning out the features for the module release, and blocking out all the levels, weapons and gadgets that will be included.\n\nEngineering\nWe have been doing lot\u2019s of R&D work on zero-g movement and a programmatic push\/pull system to navigate in zero-g when you are without a jetpack or gravity boots.\n\nThe cover system was also reworked to feel more intuitive and natural. This basically entailed shifting from a manual snap in cover system to procedural system that triggers automatically when you are near something that would work as cover. It plays and feels much better than the old system and we\u2019re pretty happy with it.\n\nThe other large bit of work that has been happening is with prone and crawl spaces. With the new system, players will be able to get into vents and crawl spaces to sneak stealthily around environments.\n\nDesign\nThe design team has been concepting and white boxing the new levels that will be coming out with the FPS module. One of these levels is focused on the zero-g push\/pull system and is a pretty unique experience. We really think you citizens are going to enjoy it.\n\nArt\nThe artists have been working on more weapon and gadget assets. This includes touching up the current items along with creating some new ones as well. One of those is a grappling hook of sorts which should come in pretty handy during zero-g\u2026\n\nAnimation\nThe animation team has been supporting engineering with block-out animations for the new systems that are coming online. We also had a visit from some CiG folks to discuss the new animations that will be captured next week and improving the animations quality overall.\n\nLastly, we had a visit from some local redditors who are also Star Citizens. They brought us some BBQ (which was excellent) and got to meet with the FPS team here. Thanks for the grub guys!\n\nPlatform team reporting for duty!\nAnother month down, the end of the year is near, and still so much to do. November was one of our most exciting so far, with so many new ships to show, the Anniversary sale, and the community\u2019s amazing feedback at every turn.\n\nThroughout November we\u2019ve been building the foundations of what the whole website will be going through in 2015. A lot of it has already been announced, and we have a few surprises up our sleeves, but it\u2019s safe to say that next year will be a defining step in the whole platform\u2019s evolution.\n\nRSI\u2019s Homepage and the Community\nBig things are in the works for the website\u2019s front page and main hubs. It\u2019s a known issue that even though experienced users get around the site easily, and a lot of helpful citizens regularly show the new recruits around, it can be difficult for fresh newcomers to understand what makes Star Citizen unique. It\u2019s a record-smashing crowdfunded project, that features groundbreaking mechanics and the richest universe ever explored, and it needs to show just that from the first page. That\u2019s why we\u2019ve been working relentlessly on a new design that will convey the game\u2019s spirit and possibilities to newcomers, while keeping you, the veterans, at ease with the platform you know so well. Part of this \u201cguide\u201d will be asking a crucial question : what can you actually be in the finished game? We\u2019ll take advantage of the rich game mechanics announced and the variety of ships to propose careers that can fit your play style. Scarce at first, these careers will be fuelled by your ideas and suggestions as time goes by.\n\nWe won\u2019t focus solely on new users though : get ready for a whole new level of involvement with the rest of the community. We\u2019ve been brainstorming with Ben Lesnick\u2019s team in LA to come up with new and exciting ways for anyone to show their support directly on the site. We\u2019re planning for a new Community Hub for next year, where regulars can keep up with everything happening not only at CIG, but in the whole community as well. Featuring all types of contents, videos, streaming, fan art\u2026 the Community Hub is bound to become any true fan\u2019s new homepage.\n\nContact List and Leaderboards\nSpeaking of the Community, we\u2019ve also been preparing new tools for everyone with an account: as announced, the first release of the RSI Contact List is almost here, where you will be able to Follow users you notice on the Chat, Forums, Comments or Leaderboards. This contact list is destined to be shared with the Star Citizen game client to be part of the Lobby System. And that\u2019s just step 1, as future releases will introduce Friends as 2-way accepted contacts and will even be able to show the detailed status of players. This account-to-account relationship system is an enormous project in itself, and it brings fabulous new possibilities to the game.\n\nWe\u2019ve seen the Arena Commander Leaderboards being used as a recruiting tool for Orgs, and for that we can\u2019t wait for you all to see the next release, that will include detailed player stats as well as Org stats. We\u2019ve been building the ranking algorithms that will allow us to make a fair assessment of Orgs\u2019 levels and skills, working close with the Manchester Office to make it into a powerful tool, not just a table.\n\nCarrack Minigame and Special Content\nWho here is already a Cartographer? This month was particularly cool for us as it saw the release of our first ever minigame for Star Citizen. As for the 890 JUMP luxury brochure and the Herald\u2019s intercepted communication, we feel that Concept ships are so individually special that they each deserve their own unique treatment. So we\u2019ve requested the help of Star Citizen\u2019s concept artists Gurmukh, Omar and Chris, the amazing writers Dave and William and even the game\u2019s own composer Pedro to bring you this first look at Exploration could be in Star Citizen. We\u2019re extremely grateful of CIG\u2019s help, and very proud of this side-project that\u2019s dear to us. Of course, don\u2019t expect a minigame for each new concept ship coming, but you can count on us to stay committed and try and bring you a new experience every time.\n\nThat\u2019s all for this month, see you all out there!\n\nGreetings Citizens,\nAt Moon Collider we\u2019ve had a solid month of adding new features to all major AI areas: dogfighting in the upcoming Arena Commander 1.0 release; character and ship combat behaviors for Squadron 42; and NPC behaviors for the persistent universe. After a fairly heavy month of design work in October, this month was a lot lighter on design and most of our time was spent implementing some of the cool features we were designing last month.\n\nDesign\nOn the design front, we were mostly focused on working with the PU team in Austin to flesh out the interfaces between different systems that are involved in controlling NPCs in the PU and giving them interesting things to do. We\u2019re now starting to implement basic tasks that the NPCs can perform and so some time was spent designing out some of these tasks and helping the Austin team design and implement their initial tasks so that they can start building up a library of things for NPCs to do.\n\nWe\u2019re continuously working to improve our debugging tools, and one that we\u2019ve mentioned a few times in the past is the AI Recorder, which allows designers and coders to record a game session and then play it back or inspect individual frames to see what the AI was doing, in order to make improvements or find bugs. One thing that we\u2019re still lacking is a neat and simple way for people to take a specific recording (or section of a recording) and share it with others. So we spent some time this month looking into this and designing how this should work, and we plan to get this working soon so we can really start taking full advantage of this tool.\n\nEngineering\nWe did quite a lot of work on Arena Commander this month in the lead up to the 1.0 release. One very interesting bit of work was a fix for a bug that was reported to us by the community, where people noticed that AI would sometimes crash into asteroids without trying to avoid them. It turned out that with some recent changes to increase map size and add lots of new obstacles onto them, we had actually gone over our maximum budget for the number of obstacles an AI could detect and handle! We fixed the problem but increasing the limits came with some performance costs, so we then spent some extra time optimizing our spatial database code to offset this. Suffice to say, this little exploit will not be possible in 1.0!\n\nAnother feature we added for Arena Commander was to allow AI to properly handle radar occlusion. This is a new feature that makes ships disappear from radar when they go behind obstacles, which was making the AI get confused when their target would suddenly disappear. So we had to do some upgrading of their behaviors to add awareness of the occlusion feature and behave sensibly when it happens.\n\nA small feature we added that we expect to be used a lot more in the future is the concept of \u2018attractor points\u2019. These are points that can be added by designers into levels to influence the behavior of ships under certain conditions. For now, you\u2019ll see these in the form of \u2018idle attractors\u2019, which are points that ships will tend to head towards when they don\u2019t have any targets. This allows us to keep ships heading back towards the central areas of maps, which helps to reduce gameplay drifting towards map boundaries.\n\nOn the Squadron 42 front, we\u2019ve been doing work on both ships and characters. For ships, we\u2019ve added in stunt and attack splines, features that we mentioned we were designing in last month\u2019s report. As a quick reminder, stunt splines are paths that designers can place in levels to allow AI to do funky maneuvers that their obstacle avoidance would normally stop them from doing, such as flying through tight spaces or a cluster of obstacles. Attack splines are also designer placed paths, but these are used to tell AI how to do things like bombing and strafing runs on big targets.\n\nAnother cool feature we added for ships is a simple target management system. We have plans for making this more sophisticated in the future, but it\u2019s very useful even in its current form. This system is a way for designers to balance how many AI will target the player or enemy AI, to stop them from ganging up on one target while ignoring others (unless we want that, of course!). Designers can now rank different AI ships based on how big a threat they represent, and then specify how much threat the player or another AI should be allowed to have on it at any time. But because this can be changed in game at any time, it\u2019s also possible that if you go and do something really reckless on a mission, the designer may just set it up so that the AI makes you very aware of your recklessness!\n\nFor character AI, we\u2019ve been adding several new flowgraph nodes for designers to use to control AI and set up level logic to help make the AI respond to what the player does. We\u2019ve also been adding in improvements to how the AI uses cover when in combat. Up to now they\u2019ve been going to cover but unable to shoot at the player without stepping out. So we\u2019ve now given them the ability to shoot from cover, which makes them much more effective. Unfortunately, they were already crack shots and now they\u2019re even harder to hit, so we need to do some work on making their combat proficiency tunable so we can differentiate between different classes of enemy and actually give the player a fighting chance against them! Expect to hear more about that next month.\n\nFinally, for the PU, we did a lot of work on the task framework that NPCs will use to decide what they should be doing and then execute those decisions. We\u2019re now at the point that NPCs can find an appropriate activity and execute it, which we prototyped via the extremely glamorous task of making a shopkeeper NPC notice some garbage on the ground and a broom nearby, and go ahead and sweep up the garbage! Now we\u2019re in the position to start expanding the library of tasks that NPCs can perform, which is work being done by us and the other PU teams.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger,\nDer November war ein Monat der kontinuierlichen Fortschritte und des Wachstums. Unsere Teams sind gewachsen und unser Antrieb und unsere Konzentration ist auf einem Rekordhoch! W\u00e4hrend wir sprechen, treffen sich CIG-Mitarbeiter aus B\u00fcros auf der ganzen Welt in Manchester, um \u00fcber Squadron 42 zu sprechen. Und n\u00e4chste Woche starten wir eine gro\u00dfe Motion-Capture-Session in Gro\u00dfbritannien! In der Zwischenzeit arbeiten Ingenieure im gesamten Unternehmen hart daran, Arena Commander 1.0, unsere n\u00e4chste gro\u00dfe AC-Ver\u00f6ffentlichung, zu sperren, und die Designer in Austin stellen das breite Skelett zusammen, das eines Tages zum lebenslangen, persistenten Universum werden wird. Auch das FPS-Modul haben wir nicht vergessen: Das Team von Illfonic, das nicht mehr reagiert hat, macht gro\u00dfe Fortschritte. Lesen Sie weiter, um mehr \u00fcber all diese Projekte und mehr zu erfahren!\n\nGr\u00fc\u00dfe B\u00fcrger!\nDer November war ein ziemlich gro\u00dfer Monat f\u00fcr die Entwicklung von Star Citizen. Es begann mit der Enth\u00fcllung des FPS-Moduls in Australien, setzte sich mit einem Arena Commander Patch fort, stellte alle Schiffe der 300i-Serie vor, zeigte einige gro\u00dfartige Konzeptteile f\u00fcr kommende Schiffe und war eine intensive interne Entwicklung von Arena Commander 1.0. Ohne weiteres kommen wir nun zu den Abteilungs-Updates f\u00fcr die Cloud Imperium Games Santa Monica.\n\nIngenieurwesen\nDie \u00dcberholung des Raketen- und Signatursystems steht kurz vor dem Abschluss und sollte bis Ende dieser Woche abgeschlossen sein. Das ist spannend, da es die Art und Weise, wie alle Gegenst\u00e4nde im Spiel mit Signaturen interagieren, v\u00f6llig ver\u00e4ndern wird. Ihr Radar, Ihre Raketen, Ihre Zielcomputer usw. werden sich alle viel realistischer verhalten, wenn Sie sich mit anderen Schiffen verbinden. Ebenso senden nun alle Gegenst\u00e4nde auf Ihrem Schiff ihre elektromagnetischen, thermischen und Querschnittssignaturen korrekt aus. Nachdem diese Signaturen vollst\u00e4ndig datengesteuert sind, basierend auf den Items, und ihr aktueller Status bedeutet, dass eine Schusswaffe mehr W\u00e4rme abgibt, erzeugt das Kraftwerk unter hoher Last mehr EM und sorgt f\u00fcr ein viel dynamischeres und reaktionsschnelleres Spielerlebnis.\n\nLaufende Verbesserungen an den Flugmodellen sind ebenfalls im Gange. Mit unserer ersten Einf\u00fchrung von ESP zur Feinabstimmung half die Community, einen Fehler zu identifizieren, bei dem bei niedrigen Bildraten beobachtet wurde, dass sich ESP anders verh\u00e4lt und mehr als geplant eingreift. Wir haben dies im nachfolgenden Patch korrigiert und die Community hat festgestellt, dass, obwohl es bei niedrigen Frameraten behoben wurde, bei sehr hohen Frameraten das gleiche Problem beobachtet werden konnte. F\u00fcr 1.0 werden wir den \"Goldilocks\"-Fix implementieren, der es so machen sollte, dass sich ESP bei allen Bildraten gleich (wie beabsichtigt) verh\u00e4lt. Dar\u00fcber hinaus gehen wir zu einer neuen Methode zur Vorhersage der Bewegung im Multiplayer, die den Netzwerkverkehr deutlich reduzieren und auch den Ressourcenverbrauch sowohl auf dem Client als auch auf dem Server reduzieren soll. Dies hilft, den Weg f\u00fcr gr\u00f6\u00dfere Spiele mit mehr Schiffen auf einem einzigen Server zu ebnen. Schlie\u00dflich werden wir jedes der Schiffe durchlaufen, um eine gezielte Analyse ihrer Triebwerke durchzuf\u00fchren und ihre Flugeigenschaften zu verbessern.\n\nEine weitere Entwicklung auf der technischen Seite war die Integration von Analyse-Capturing-Tools in Star Citizen. Du hast vielleicht die Fr\u00fcchte davon in unserem fr\u00fcheren Beitrag mit der Ver\u00f6ffentlichung des neuesten Arena Commander-Patches gesehen. Die Integration dieser Tools erm\u00f6glicht es uns, wertvolle Gleichgewichtsinformationen \u00fcber jedes Schiff, jede Waffe, jeden Gegenstand, jede Karte usw. zu extrahieren, und ist ein gro\u00dfer Vorteil, um uns zu helfen, eine Perspektive und einen Einblick in die Erfahrungen und das Verhalten der Gemeinschaft zu gewinnen, die uns helfen werden, die Spielerfahrung zu verbessern, die sich weiterentwickelt.\n\nDesign\nUnsere Designer haben sich sehr auf Gegenst\u00e4nde, Waffen und Raketen konzentriert, um sicherzustellen, dass sie die neue Signaturarbeit des Engineering voll unterst\u00fctzen und die Vorteile der neuen Funktionen nutzen. Dies geschieht nat\u00fcrlich gleichzeitig mit der Vorbereitung der einzelnen neuen Schiffe, die mit der Version 1.0 eingef\u00fchrt werden. Als Teil davon haben sie mit Hilfe des talentierten Teams in Gro\u00dfbritannien einige der verwirrenderen Aspekte unserer Schiffsartikel \u00fcberarbeitet und die Gr\u00f6\u00dfenformate standardisiert. Obwohl dies noch nicht ganz bereit f\u00fcr den \u00f6ffentlichen Konsum ist (noch in Arbeit), sind wir mit der Richtung, in die es geht, zufrieden und es wird uns erm\u00f6glichen, viel mehr Anpassungen zu unterst\u00fctzen und gleichzeitig die Verst\u00e4ndlichkeit zu erh\u00f6hen.\n\nW\u00e4hrend wir uns auf die Ver\u00f6ffentlichung von V1.0 vorbereitet haben, hat das Designteam auch viel Zeit damit verbracht, die bereits ver\u00f6ffentlichten Schiffe zu reparieren. W\u00e4hrend es einige Fehler gibt, die die Community f\u00fcr uns in der aktuell ver\u00f6ffentlichten Version gefunden hat, gibt es auch Fehler, die mit anderen \u00c4nderungen eingef\u00fchrt wurden, die sowohl von uns intern als auch von unserer neuesten Codebasis, die eine neue Integration der CryEngine anstelle des .9-Ver\u00f6ffentlichungszweiges beinhaltet, in 1.0 umgesetzt wurden.\n\nKunst\nDas Santa Monica Art Team arbeitet seit 1.0 mit Hochdruck an den neuen Schiffen. Da wir das Lacksystem letzten Monat fertiggestellt haben, haben wir uns entschieden, das Lacksystem f\u00fcr alle vorw\u00e4rts fahrenden Schiffe zu verwenden und aktualisieren auch die bereits freigegebenen Schiffe, um es ebenfalls zu verwenden. Dies sieht nicht nur optisch viel besser aus und behebt eine Menge Fehler, sondern es wird uns auch den Weg ebnen, schnell neue benutzerdefinierte Lackierungen f\u00fcr alle diese Schiffe sowie eventuelle benutzerdefinierte Lackierungen zu erstellen.\n\nZus\u00e4tzlich zu dem gro\u00dfen Volumen an Schiffsmodellierung und UV-Arbeiten, das derzeit stattfindet, haben wir auch einige neue Waffen, Raketen und Gegenst\u00e4nde entwickelt, die mit der Version 1.0 eingef\u00fchrt werden. Wir sind begeistert von diesen, da sie sich von allem anderen im Spiel unterscheiden, so dass sie einen neuen Look und neue Spielm\u00f6glichkeiten bieten.\n\nWie Sie vielleicht w\u00e4hrend des Verkaufs letzte Woche gesehen haben, gab es auch einige gro\u00dfartige neue Konzeptbilder, die vom Global Art Team im November produziert wurden. The Carrack war der Beitrag unserer beiden internen Konzeptk\u00fcnstler Gurmukh und Omar und wir sind sehr zufrieden mit dem Ergebnis. Turbulent hat auch bei der Pr\u00e4sentation des Carrack mit dem Minispiel, das wirklich \u00fcber das hinausging, einen lobenswerten Job gemacht!\n\nLast but not least hat das HUD eine kontinuierliche Fehlerbehebung sowie neue Grafiken zur Unterst\u00fctzung der neuen Schiffe und des Signatursystems, das in das Spiel eingef\u00fchrt wird, erhalten. Das HUD hat sich seit seiner Einf\u00fchrung w\u00e4hrend unseres Dogfighting-Livestreams im Dezember letzten Jahres stark ver\u00e4ndert und wird dies auch weiterhin tun, indem wir es mit Ihrem Feedback verfeinern und weiterhin neue Features und Systeme in das Spiel integrieren. Wir w\u00fcnschen Ihnen viel Spa\u00df mit den \u00c4nderungen in 1.0!\n\nKinematiken\nUnser Cinematics-Team hat die Arbeit an seinem kommenden Schiffswerbespot im November abgeschlossen und ist zu einem neuen Projekt \u00fcbergegangen, das wir diesen Monat zusammen mit dem Werbespot vorstellen wollen. Es ist vielleicht nicht so ausgefeilt, wie wir es uns in der Zeit w\u00fcnschen, aber wir versuchen, es so schnell wie m\u00f6glich f\u00fcr euch zusammenzustellen. Wir haben auch diesen Monat einige Zeit damit verbracht, den Plan f\u00fcr unser Santa Monica Cinematics Team f\u00fcr das n\u00e4chste Jahr zu entwerfen, es sollte ein actiongeladenes Jahr 2015 werden.\n\nDamit haben wir das Update von hier in Santa Monica abgerundet. Es war ein ganzer Monat mit viel Arbeit auf dem Weg zu 1.0, die online geht. Wie immer danken wir Ihnen in der Gemeinschaft f\u00fcr Ihre kontinuierliche Unterst\u00fctzung, die es uns erm\u00f6glicht, an der Schaffung dieses Universums zu arbeiten und sch\u00e4tzen Ihr kontinuierliches Engagement bei seiner Entwicklung. Wir freuen uns darauf, 1.0 bereit zu haben, um mit Ihnen zu teilen und k\u00f6nnen es kaum erwarten, alle Neuerungen zu pr\u00e4sentieren. Nochmals vielen Dank und bis n\u00e4chsten Monat!\n\n(Bitte sehen Sie unten eine korrigierte Version des Carrack-St\u00fcckes, das letzte Woche auf Around the'Vers gezeigt wurde!)\n\nHallo Leute,\nEs war ein sehr arbeitsreicher und produktiver Monat im Austin Studio. W\u00e4hrend die Fortschritte bei vielen unserer grundlegenden langfristigen Ziele anhalten, gab es auch viele Diskussionen und Planungen bez\u00fcglich des kurzfristigen Implementierungszeitplans - und genau wie einige dieser Features funktionieren werden -, die bestimmen werden, welche Features der \u00d6ffentlichkeit im ersten Halbjahr 2015 vorgestellt werden k\u00f6nnen. Wir sind auch dabei, das Live-Operations-Team zu vergr\u00f6\u00dfern, von dem wir erwarten, dass es angesichts unseres Release-Plans f\u00fcr das kommende Jahr noch wichtiger wird, und zu diesem Zweck gab es mehrere Neueinstellungen und Bef\u00f6rderungen.\n\nHier sind einige spezifische Teamberichte zu deinem Vergn\u00fcgen!\n\nHartn\u00e4ckiges Universumsteam\nKunst\nArcCorp ist praktisch vollst\u00e4ndig, mit nur noch wenigen kleinen Optimierungen. Die n\u00e4chste Stadt in der Entwicklungspipeline ist Terra Prime, f\u00fcr die das Kunstteam viel Konzept- und Layoutarbeit geleistet hat, einschlie\u00dflich der Ermittlung der Flugrouten, die die Spieler in die Stadt bringen werden. Terra Prime wird voraussichtlich eine der optisch anspruchsvollsten St\u00e4dte des Spiels sein, und als solche erwarten wir, dass sie einen der l\u00e4ngeren Implementierungs- und Optimierungspl\u00e4ne hat. Wir denken, dass du sehr begeistert sein wirst von dem, was du siehst. Auch bei den Gesch\u00e4ften gab es erhebliche Fortschritte: Der TDD wurde weitgehend fertiggestellt, Cubby Blast und die G-Loc Bar kamen sehr schnell voran, und f\u00fcr das Krankenhaus wurde Konzeptkunst entwickelt.\n\nEs wurde auch viel Konzeptarbeit f\u00fcr die verschiedenen NSCs geleistet, denen man auf den ersten Planeten begegnen wird, und das Charakter-Team hat mit der Arbeit an mehreren von ihnen begonnen, darunter dem Barkeeper und mehreren verschiedenen G\u00e4sten.\n\nWir sind derzeit auf der Suche nach mehr Kunstbandbreite, um die riesige Anzahl von Requisiten - Etagenbetten, Computer, St\u00fchle, Teller, Lampen und tausend andere Dinge - zu bew\u00e4ltigen, die wir ben\u00f6tigen, um das Universum wirklich lebendig zu machen, und haben bereits die Designrichtlinien und Konzeptkunst f\u00fcr einige dieser St\u00fccke erstellt.\n\nDie Pipeline der Umweltkunstwerke wurde weiter verbessert, um die Konsistenz und Effizienz in den verschiedenen Studios zu erh\u00f6hen, und die n\u00e4chste Gruppe von Umweltkunstwerken - \u00fcber Terra Primes \"Supermodernismus\" hinaus - befindet sich derzeit in der Planungsphase.\n\nDesign\nDas Designteam hat die grundlegende Layoutphase f\u00fcr die Landezone Delamar im Nyx-System abgeschlossen, das als erstes \"gesetzloses\" System online gehen wird. Die gr\u00f6\u00dfte Herausforderung des Designs besteht darin, genau das richtige Gleichgewicht zu finden, indem man den Spielern eine chaotische, gesetzlose Umgebung bietet und es ihnen dennoch erlaubt, - zum gr\u00f6\u00dften Teil - Dinge zu kaufen und Missionen zu erwerben, wenn sie sich daf\u00fcr entscheiden. Nate Blaisdell und Pete Mackay haben sich Gedanken dar\u00fcber gemacht, wie genau die FPS-Mechanik, die IllFonic entworfen hat, zusammen mit den anderen Planetside Design-Mechaniken wie Einkaufen, Akquisitionsmissionen und friedlichen NPC-KI arbeiten wird. Auch die n\u00e4chsten Landezonen wurden identifiziert, und an zwei davon wurde mit den Arbeiten begonnen.\n\nRob Reininger, einer unserer leitenden technischen Designer, hat hart daran gearbeitet, eine umfassende Liste von Animationen zu erstellen, die f\u00fcr die erste Reihe von KI-Subaktivit\u00e4ten ben\u00f6tigt werden, die f\u00fcr Subsumption, unser zielorientiertes NPC-KI-System, entwickelt werden. Diese Liste wird bei einer bevorstehenden Motion-Capture-Aufnahme umfassend genutzt. Reininger hat sich auch mit zus\u00e4tzlichen Funktionen besch\u00e4ftigt, die wir in SOL ben\u00f6tigen werden, unserem System Layout Tool, das es Designern erm\u00f6glicht, die Grundarchitektur eines ganzen Sonnensystems zu gestalten.\n\nIngenieurwesen\nBei der Entwicklung wurden erhebliche Fortschritte erzielt. Der erste KI-Editor - f\u00fcr Static Action Zones - wurde von Tom Davies fertiggestellt, und Jeff Uriarte hat erhebliche Fortschritte bei einem zweiten gemacht, der es erm\u00f6glichen wird, NSC-Subaktivit\u00e4ten aus Komponentenaufgaben, den wesentlichen Bausteinen der Subsumption KI, aufzubauen. Moon Collider hat die ersten St\u00fccke der Low-Level-KI geliefert, und Davies hat mit ihnen zusammengearbeitet, um die ersten paar Aufgaben zu erstellen.\n\nDie Low-Level-Datenbank-Funktionalit\u00e4t, die eine grundlegende Persistenz erm\u00f6glicht, wurde abgeschlossen, und die Arbeit hat sich nun auf die Einrichtung der Datenbank und das Testen verlagert.\n\nEin Gro\u00dfteil der Aktionen fand an der Netzwerkfront statt, wo die Chat- und Freundesysteme dramatisch vorangekommen sind. Die erste Funktionalit\u00e4t f\u00fcr diese Systeme sollte etwa Mitte bis Ende Dezember online gehen.\n\nDer Hangarbau wird so modifiziert, dass er mehrere Hangars in einer einzigen Karte unterst\u00fctzt. Dies ist eine Optimierung, die erforderlich ist, um die F\u00e4higkeit der Spieler, andere Spieler zu ihrem Hangar einzuladen, effektiv zu unterst\u00fctzen. Zu diesem Zweck ist auch die M\u00f6glichkeit im Gange, eine Einladung an einen anderen Spieler zu richten, damit dieser an Ihrem Hangar teilnehmen kann.\nDie 64-Bit-Konvertierung der \"gro\u00dfen Welt\" geht weiter und ist derzeit auf dem besten Weg, irgendwann Anfang Februar 2015 abzuschlie\u00dfen.\n\nInsgesamt war es ein sehr produktiver Monat voller verschiedener Erfolge f\u00fcr unser Persistent Universe Team hier in Austin!\n\nQA\nStar Citizen QA hat es in diesem Monat in die H\u00f6he getrieben und Arena Commander 1.0 getestet. Es gibt noch viel zu tun, aber wir sind wirklich zufrieden mit der Richtung, in die das Spiel geht, und freuen uns darauf, die Fortschritte mit allen zu teilen.\n\nHerzlichen Gl\u00fcckwunsch an Keegan Standifer! Er ist offiziell von der QA zum neuesten Associate DevOps Engineer von Star Citizen \u00fcbergegangen. Diesen Monat haben wir ein neues Mitglied in das QA-Team aufgenommen. Bitte begr\u00fc\u00dfen Sie Tyler Witkin! Tyler hat eine Leidenschaft f\u00fcr die Arbeit in der Industrie und Erfahrung mit mehreren Motor-Editoren, darunter Cryengine3. Er wird eine gro\u00dfe Hilfe beim Testen des Sandbox Editors sein, um sicherzustellen, dass die Entwicklung reibungslos verl\u00e4uft. Melissa Estrada und Andrew Hesse haben gro\u00dfartige Arbeit geleistet, indem sie die Kunstwerkzeuge getestet haben, um sicherzustellen, dass die K\u00fcnstler bei der Erstellung von Schiffen, Charakteren und Umgebungen nicht behindert werden. Jeffrey Pease hat eine erstaunliche Arbeit geleistet, indem er die QS-Dokumentation geschrieben hat und gleichzeitig eine Verbindung zum Kundenservice hergestellt hat. Er wird sie vor jedem Patch \u00fcber bekannte Probleme, h\u00e4ufige Fehlerbehebungen und andere Probleme informieren, die zu einem Anstieg der Kundendienstanfragen f\u00fchren k\u00f6nnen. Jeffrey arbeitet auch sehr eng mit Gerard Manzanares, unserem QA-Leiter in Austin zusammen, um einen umfassenden Funktionstest zu erstellen, der jedes System umfasst.\n\nGeoffrey Coffin und Andrew Nicholson, unsere Senior QA-Mitglieder in Manchester, Gro\u00dfbritannien, haben sehr detailliertes und umfassendes Feedback zu Schiffsbilanz und Flug gegeben. Chris Hill und der Rest des QA-Teams in unserem britischen B\u00fcro haben sehr eng mit dem Physikprogrammierer John Pritchett zusammengearbeitet und ESP-Verbesserungen getestet. Ein komplettes QS-Team in Manchester tr\u00e4gt wirklich dazu bei, dass unsere QS-Berichterstattung \u00fcber einen Zeitraum von fast 24 Stunden verl\u00e4ngert wird. Dies ist ein wesentlicher Bestandteil der Aufrechterhaltung unseres schnellen iterativen Entwicklungszyklus.\n\nDas Star Citizen QA-Team feuert auf alle Zylinder. Im n\u00e4chsten Monat werden wir unseren Fokus auf Arena Commander 1.0, den Rollout der \u00f6ffentlichen Testumgebung sowie alle anderen potenziellen \u00f6ffentlichen Ver\u00f6ffentlichungen fortsetzen.\n\nLive-Betrieb\nDevOps\nDas Star Citizen Dev Ops Team war diesen Monat damit besch\u00e4ftigt, den Launcher zu verbessern, Analysen zum Client und Server hinzuzuf\u00fcgen und einen Spielpatch zu versenden.\n\nKurz nach der Ver\u00f6ffentlichung von Launcher Update 1.3.4 haben wir ein Problem gefunden, bei dem die Spieler keine Verbindung zum Arena Commander herstellen konnten und den Patch fast sofort zur\u00fcckgesetzt haben. Wir haben das Problem behoben und zwei Tage sp\u00e4ter ein neues Update wieder freigegeben. Wir haben derzeit die Launcher Updates 1.3.5 und 1.3.6 in der Entwicklung, wobei 1.3.5 in dieser Woche in begrenztem Umfang in das Unternehmen eingef\u00fchrt wird. Launcher Update 1.3.5 hat Verbesserungen am Patch-Code und funktioniert f\u00fcr ein \u00f6ffentliches Testuniversum, und Launcher Update 1.3.6 wurde auf Franz\u00f6sisch lokalisiert und hat die Aufgabe f\u00fcr Spieler, in welcher Sprache sie Star Citizen spielen m\u00f6chten (Hinweis: Andere Sprachen als Englisch werden online kommen, wenn wir das Spiel lokalisieren; zuerst ist Franz\u00f6sisch).\n\nMit dem oben Gesagten wissen wir, dass die Community Probleme und Verz\u00f6gerungen beim Patchen erlebt hat, so dass das Dev Ops-Team derzeit mehrere verschiedene Optionen auswertet, wie man so viele dieser Probleme wie m\u00f6glich beheben kann. Wir haben auch unsere Arbeit an der Verbesserung unserer Build-Server-Geschwindigkeiten, dem Hochladen auf CDN-Geschwindigkeiten und der Bereitstellung von Spielserver-Geschwindigkeiten fortgesetzt. Ein Teil unseres Fokus liegt auf der Automatisierung von Bereitstellungsskripten und der Erstellung dynamischer Skalierungen f\u00fcr unseren Universe Cluster. Die gesamte Publishing-Pipeline schneller und dynamischer zu gestalten, bedeutet f\u00fcr die Spieler ein verbessertes Gameplay und weniger Ausfallzeiten, da mehr Inhalte online gehen. Das Dev Ops-Team hat auch unsere Serveringenieure bei der Durchf\u00fchrung von Leistungstests des Spiels unterst\u00fctzt, um den Code zu optimieren und die Anzahl der Spieler, die wir jedem Spiel hinzuf\u00fcgen k\u00f6nnen, weiter zu erh\u00f6hen.\n\nAuf der Analyseseite hat das Dev Ops-Team hart daran gearbeitet, Metriken hinzuzuf\u00fcgen, die im Client- und Servercode zu melden sind, diese Metriken zu sammeln, Berichte zu erstellen, die an das Unternehmen gesendet werden sollen, und zu versuchen, relationale Statistiken zu finden, die wir an unsere Designer und Ingenieure liefern k\u00f6nnen. Das Ziel ist es, anhand dieser Daten Schl\u00fcsselinformationen zu identifizieren, wie z.B. welche Schiffe balanciert werden m\u00fcssen, welche Waffen abgestimmt werden m\u00fcssen, wie viele Spieler beim Absturz in Asteroiden sterben und welche Spielmodi am beliebtesten oder am wenigsten sind.\n\nDiesen Monat haben wir auch den Patch 0.9.2.1.1 ausgeliefert, der die fliegende Version der 315p des Arena Commander, einen Spirituosenschrank-Flare-Artikel f\u00fcr Spielerb\u00fcgel sowie Spiel- und Balance-Optimierungen enthielt. Wir arbeiten derzeit an dem n\u00e4chsten Patch (0.9.2.2.2), der ein weiteres Schiff in den Hangar liefern wird und weitere Leuchtk\u00f6rper f\u00fcr Ihren Hangar, alles im Vorfeld des Star Citizen-Patches 1.0.0.\n\nDas Dev Ops-Team trainiert weiterhin miteinander, so dass wir uns gegenseitig unterst\u00fctzen und einen rotierenden Bereitschaftsplan erstellen k\u00f6nnen, um Star Citizen rund um die Uhr und an 7 Tagen in der Woche zu versorgen. Schlie\u00dflich freuen wir uns darauf, in den n\u00e4chsten zwei Monaten zwei weitere Teammitglieder bei uns zu haben.\n\nBetrieb\nIn diesem Monat hat das IT-Team die Sicherheit an den Au\u00dfengrenzen leise erh\u00f6ht. Mit Verbesserungen in Bezug auf Leistung und Effizienz, die diesen Monat an allen Standorten eingesetzt wurden, haben wir unsere Augen von den Netzwerk-\u00dcbertragungsraten auf das endlose Wettr\u00fcsten der sicheren Kommunikation zwischen Servern gerichtet. Nat\u00fcrlich werden die Details dieses Projekts geheim bleiben, aber wir erh\u00f6hen unsere Standards f\u00fcr Netzwerksicherheit und Datenintegrit\u00e4t h\u00f6her als je zuvor.\n\nUnser Projekt zur Skalierung der Bau- und Verteilungspipeline hat weiterhin dramatische Ergebnisse und dynamische Herausforderungen erbracht. Mike \"Sniper\" Picket hat neue Methoden zur Daten-Deduplizierung und -Verteilung entwickelt, die, wenn \/WEN erfolgreich ist, zu den vielversprechendsten Technologien geh\u00f6ren, die wir seit langem gesehen haben.\n\nWir haben bereits unsere Urlaubspl\u00e4ne f\u00fcr alle im Team ausgearbeitet und waren sehr stolz darauf, dass wir alle in der Lage sind, unsere Urlaubspl\u00e4ne zu erf\u00fcllen und gleichzeitig dem Unternehmen eine vollst\u00e4ndige Abdeckung zu bieten.\n\nHallo zusammen,\nEs war wieder ein arbeitsreicher Monat f\u00fcr uns in Gro\u00dfbritannien. Hilft immer dann, wenn die Temperatur drau\u00dfen sinkt und es regnet, denn es gibt keinen Grund, irgendwo anders als im B\u00fcro zu sein. Wir haben mit S42 gro\u00dfe Fortschritte gemacht, von der Aufnahme aller unserer Vanduul- und UEE-Gro\u00dfschiffe in die Produktionspipeline, \u00fcber die Verwendung des neuen modularen Systems, um wirklich mit dem Aufbau der Levels im Spiel zu beginnen, bis hin zur Weiterentwicklung der Character-Pipeline. Ganz zu schweigen davon, dass wir alle Illfonics coolen FPS-Arbeiten (zusammen mit Moon Colliders KI) in unseren Arbeitszweig integrieren, damit wir in den Levels k\u00e4mpfen k\u00f6nnen. Die Arbeit an Arena Commander 1.0 l\u00e4uft in Zusammenarbeit mit den anderen Studios gut, und wir sind gerade dabei, die ersten Tests und die eigentliche finale Animation mit unserem ersten britischen Motion-Capture-Shooting zu starten, das in den n\u00e4chsten Wochen in London stattfindet.\n\nViele Informationen unten f\u00fcr dich unten von den Jungs. Jeder hat eine fantastische Urlaubsreise, am\u00fcsiert euch, und ich freue mich darauf, euch n\u00e4chsten Monat zu aktualisieren (und all die coolen Sachen zu zeigen)!\n\nKunst\nUmwelt Kunst\nDiesen Monat haben wir f\u00fcr Shubin Interstellar den Innenausbau Tier erstellt. Es handelt sich um eine wirklich einfache geometrische Whitebox, die in einzelne Bausteine aufgeteilt ist, mit der eine nahezu unbegrenzte Vielfalt an Layouts erstellt werden kann. Die Designabteilung kann nun mit diesem Baukasten frei arbeiten und Umgebungen erstellen, ohne dass sie Kunstunterst\u00fctzung ben\u00f6tigt. Das Kunstteam kann nun mit der Greybox-Phase beginnen.\n\nWir beginnen auch zu verstehen, wie es ist, in der Anlage zu sein und treiben die Art von k\u00fcnstlerischer Erfahrung voran, die Sie bei verschiedenen Missionen machen - nicht nur funktional, sondern auch mechanisch sch\u00f6n auf seine eigene Weise!\n\nSchiffe\nDas Fahrzeugteam war diesen Monat hart bei der Arbeit! Wir bereiten den Gladiator f\u00fcr die Ver\u00f6ffentlichung im Hangar vor, ebenso wie die Weiterentwicklung und Verfeinerung des Vergeltungsinterieurs, wir haben 3 Jungs auf diesem Gebiet, so dass er sich in gutem Tempo weiterentwickelt. Wie Sie wissen, wurde die Gladius vor ein paar Wochen in die Hangars entlassen und so ist es jetzt an der Zeit, das Schiff flugbereit zu machen, was auch bedeutet, dass wir das neue Schadenssystem sehr bald im Motor testen werden! Unsere Technikabteilung hat hart zusammen mit unseren K\u00fcnstlern gearbeitet, um ein ressourcenschonenderes, aber optisch schweres Schadenssystem in Betrieb zu nehmen (siehe diesen Raum). Das Argo Utility Vehicle erregt immer mehr Aufmerksamkeit und wird eine gro\u00dfartige Erweiterung der Flotte darstellen. Die Idris- und Javelin-Kapships sind noch in Arbeit f\u00fcr ihre Innenr\u00e4ume, beide werden in SQ42 stark vertreten sein, und wir wollen diese Schiffe wirklich zum Leuchten bringen! Und nicht zuletzt f\u00fcr Schiffe erstellen wir die endg\u00fcltigen Versionen f\u00fcr die Gladius- und Gladiatorwaffen und Raketenregale.\n\nAnimation\nDer Vergelter, oh der sch\u00f6ne Vergelter - er wird manipuliert und animiert und setzt seine Reise fort, um ein visuelles Vergn\u00fcgen zu liefern! Previz-Animationen werden ausgepumpt, um unser Konversationssystem zu testen und sicherzustellen, dass das Schlafsystem wie erhofft funktioniert.\n\nGladiator wird gerade f\u00fcr den Hangar fertig gestellt, nicht lange und Sie werden sich umsehen und Filme \u00fcber seine Sch\u00f6nheit machen! (man sieht, dass wir Fans sind :D)\n\nSchlie\u00dflich ist die Vorbereitung f\u00fcr den Mocap-Shoot im Gange! Teams aus dem gesamten Unternehmen kommen n\u00e4chste Woche zu Besuch, und wir werden uns mit allen Themen befassen, die noch in der Kinopipeline sind, um das Erlebnis zu liefern, das die Fans erwarten.\n\nVFX\nSchadensf\u00e4lle, Schadensf\u00e4lle und weitere Schadensf\u00e4lle! :) Insbesondere qualitativ hochwertigere Rauch-, Feuer-, Funken- und Explosionen, sowohl im Innen- als auch im Au\u00dfenbereich, sowie eine Verfeinerung der Arena Commander Map VFX Verbesserungen und Bugfixes.\n\nCharaktere\nDiesen Monat haben wir unser Gesichtsabtastger\u00e4t erfolgreich gebaut und getestet; es ist eine Sch\u00f6nheit - nun, wir denken so :D Wir haben 48 SLR-Kameras, die perfekt auf die Aufnahme der \u00c4hnlichkeit eines Modells innerhalb von 1\/100 Sekunden eingestellt sind, sowie auf die Aufnahme der 70+ Gesichtsausdr\u00fccke, die wir verwenden werden, um die Gesichtsanimation zu steuern.\n\n3Lateral und Infinite Realities besuchten auch das Studio und stellten sicher, dass unsere Anlagen und Prozesse Weltklasse sind und die Ergebnisse, die wir sehen, fantastisch sind. Wir untersuchen auch die M\u00f6glichkeit, das Kamerarigg f\u00fcr andere Zwecke zu verwenden, wie z.B. die Erstellung von Lichtsonden, PBR- und Materialoberfl\u00e4chenkalibrierung sowie das Scannen anderer Gegenst\u00e4nde und Objekte wie eine Hand (aber wir k\u00f6nnen alles tun - einen Stein, einen Hut, eine Waffe usw.).\n\nWir haben eine Auswahlliste mit einigen der beeindruckendsten und sch\u00f6nsten K\u00f6rpermodelle zusammengestellt, die wir scannen, verarbeiten und modellieren k\u00f6nnen, um die Grundlagen f\u00fcr all die neuen Charaktere und das System zur Charakteranpassung innerhalb des Star Citizen-Universums zu schaffen, mit diesen und der neuen Pipeline wird es das Beste von dem, was der Star-B\u00fcrger zu bieten hat, brauchen und wir werden die Qualit\u00e4t der Qualit\u00e4t aller Charaktere innerhalb des Star-B\u00fcrger-Universums vorantreiben - wir suchen nach dem Mond, nein, den Sternen auf diesem einen!\n\nAudio\nHallo noch mal alle zusammen!\n\nIm November haben wir das Sprachmaterial des Schiffscomputers aktualisiert - Abholungen mit den Schiffscomputern, die wir bereits haben, kommen. Und eine ganz neue Schiffscomputer-Stimme aufnehmen zu lassen, Drake. Die \u00c4gide, die wir abdecken m\u00fcssen, damit sie n\u00e4chsten Monat kommt. Das UI-Sound-System ist etwas, woran wir f\u00fcr die verschiedenen Hersteller hart gearbeitet haben; zu versuchen, dieses sinnvolle und konsistente, aber stilistisch unterschiedliche Design zu erreichen, ist eine Herausforderung. In der Tat, hier sind einige Worte von Stefan zu diesem Thema:\n\n\nVor kurzem hat das Audio-Team einige \u00dcberlegungen in die Oberfl\u00e4chenger\u00e4usche des Schiffscomputers eingebracht. Einige der Botschaften sind so wichtig, dass es unerl\u00e4sslich ist, dass der Spieler sie versteht. Aus diesem Grund haben wir Regeln f\u00fcr einige der kritischsten Sounds entwickelt. Die Idee ist, Bedeutung durch die Kl\u00e4nge zu vermitteln, anstatt sie im Laufe der Zeit zu erben (durch Wiederholung des Ereignisses im Spiel). Daher wurde Morsealphabet frei verwendet, um die akustische Reaktion zu beschreiben. Jeder Hersteller wird sich an diese Regeln halten, aber die Tonalit\u00e4t der Sounds wird unterschiedlich sein. Wenn Sie Ihre ganze Zeit damit verbracht h\u00e4tten, ein Aegis-Schiff zu fahren und sich dann entschieden h\u00e4tten, ein Weltraumpirat zu werden und in ein Drake-Schiff zu springen, sollten Sie trotzdem in der Lage sein, den UI-Sound f\u00fcr die kritischen Sounds zu verstehen, aber auch den unterschiedlichen Charakter der Sounds f\u00fcr jeden Hersteller zu h\u00f6ren.\n\nSounds, die nicht in den vorgeschlagenen Rhythmus passen, werden \u00fcbereinander geschichtet, um interessante Designideen\/Charakter zu entwickeln und m\u00f6glicherweise mehr Bedeutung zu verleihen (dissonantes Hupen k\u00f6nnte z.B. auf eine ernsthaftere Warnung hinweisen). Nur um ein wenig eine Wendung hinzuzuf\u00fcgen, w\u00fcrden wir wahrscheinlich diese Regeln f\u00fcr au\u00dferirdische Rassen \u00e4ndern, damit sie sich wie eine fremdere Umgebung anf\u00fchlen.\n\n\nUi\/Warnname Rhythmus Sound Rules Begr\u00fcndung f\u00fcr das Beispielsystem zur Erstellung von Regeln Down.... das '-' sollte sich in der Tonh\u00f6he nach oben biegen. Hersteller k\u00f6nnten einen solchen Sound standardisieren, um Verluste an Menschenleben (und Schiffen!) zu vermeiden. Shields Down .... Each '...' sollte in der Tonh\u00f6he absteigen (so wie das UI eine Abschaltung reflektiert). Hersteller k\u00f6nnten einen solchen Sound standardisieren, um Verluste an Menschenleben (und Schiffen!) zu vermeiden. Ziel empfangen -- Drei l\u00e4ngere Piept\u00f6ne. Sollte ziemlich neutral klingen, wenn der Ton stimmt. Ziele sind f\u00fcr den Spieler sehr wichtig. Es ist sehr wichtig, dass diese ohne Verwirrung kommuniziert werden. Rakete Locking Me - .- Wie Rakete Locking Me, aber ohne die Steigung \"-\". Hersteller k\u00f6nnten einen solchen Sound standardisieren, um Verluste an Menschenleben (und Schiffen!) zu vermeiden. Raketenabwehrziel - Das letzte \"-\" sollte eine Quinte (oder Oktave) h\u00f6her sein. Es erscheint vern\u00fcnftig zu denken, dass die Hersteller einen solchen Sound standardisieren w\u00fcrden, um eine so drastische Aktion (Sperrfeuerwaffen!) offensichtlich zu machen. Rakete Locked Me - .- Jedes '-' sollte in der Neigung steigen. Hersteller k\u00f6nnten einen solchen Sound standardisieren, um Verluste an Menschenleben (und Schiffen!) zu vermeiden. Raketensperre verloren - Das letzte '-' sollte eine Quinte (oder Oktave) tiefer liegen. Hersteller k\u00f6nnten einen solchen Sound standardisieren, um Verluste an Menschenleben (und Schiffen!) zu vermeiden. Rakete abgewehrt - . Jede Note sollte in der Tonh\u00f6he ansteigen, um \"positiv\" zu klingen. Hersteller k\u00f6nnten einen solchen Sound standardisieren, um Verluste an Menschenleben (und Schiffen!) zu vermeiden. Lebenserhaltung Offline.- .- .-.... Zeitlicher Ablauf wie im Beispiel. Hersteller k\u00f6nnten einen solchen Sound standardisieren, um Verluste an Menschenleben (und Schiffen!) zu vermeiden. Auswurfwarnung .- . Das \"-\" sollte in der Tonh\u00f6he ansteigen. Der Ton sollte sich so lange wiederholen, wie die Warnung angezeigt wird. Die Hersteller k\u00f6nnten einen solchen Sound standardisieren, um einen versehentlichen Aussto\u00df zu vermeiden. Critical Hit Alarm (taken hit) .- .... Jedes der -'s sollte sich in der Tonh\u00f6he nach oben biegen. Wichtig, um den erlittenen Schaden zu verstehen. Kollision ... Sollte sich bei Wiederholung der Warnung wiederholen. Die Hersteller k\u00f6nnten einen solchen Sound standardisieren, um unn\u00f6tige Sch\u00e4den an Schiffen zu vermeiden. Schiffe\nSchiffe: Gladiator - daran haben wir gearbeitet und sind f\u00fcr Sie alle zum Hangar Ready gekommen, damit alle beweglichen Teile nach M\u00f6glichkeit den gew\u00fcnschten Klang erzeugen. Alles ist f\u00fcr uns im Moment ziemlich schiffsfokussiert, wie Sie sehen k\u00f6nnen. Wir haben uns mit Triebwerken besch\u00e4ftigt, wir wollen damit wirklich unser Spiel verbessern, und es ist ein recht komplexes System, also tragen Sie das mit uns mit; es wird viel Arbeit in diesem Bereich geleistet. Es hat auch mit dem Raketensystem zu tun, das wir derzeit f\u00fcr eine zuk\u00fcnftige Version in Betracht ziehen.\n\nIm Allgemeinen haben wir im Audiobereich immer mehr darauf gesetzt, Ressourcen einzubringen und sicherzustellen, dass wir die Werkzeuge haben, die wir brauchen. Dazu geh\u00f6rte es, mit allen m\u00f6glichen talentierten Menschen zu sprechen und sich mit Soft- und Hardware zur Evaluierung zu besch\u00e4ftigen. Wir haben ab Januar hier einen neuen Sound-Designer, was eine ausgezeichnete Nachricht ist! Und wir sind immer noch auf der Suche nach diesem Bereich.... setzen Sie sich mit uns in Verbindung, wenn Sie ein gro\u00dfartiger Sound-Designer sind, der dies liest, wir sind derzeit immer auf der Suche.\n\nWas das Backend von Audio betrifft - die Wise-Integration geht auf der Programmseite stetig weiter, wir sind fast in einem Stadium, in dem wir den Prozess beginnen k\u00f6nnen, unsere Assets von FMOD zu Wwise zu bringen. Es ist jedoch ein ziemlich gro\u00dfer Job! Und es gibt einfach keine automatische Vorgehensweise, es gibt wirklich eine Menge Autorenarbeit.\n\nAuch in diesem Monat haben wir mit Unternehmen \u00fcber 3D Audio gesprochen. Dazu geh\u00f6ren binaurale, hochaufl\u00f6sende HRTF-, Raummodellierung (Delay, oder Echo, und Nachhall-Modelle) und Verr\u00e4umlichung. Es ist ein ziemlich konkurrenzf\u00e4higer Bereich, aber es ist ein interessantes Feld, in dem man sich umsehen kann. Davon profitieren vor allem diejenigen unter Ihnen, die in Kopfh\u00f6rer eintauchen, und l\u00e4ngerfristig f\u00fcr alle VR-Systeme wie Oculus Rift. Es ist jedoch immer noch relevant f\u00fcr diejenigen, die auf Lautsprechern zuh\u00f6ren; all diese Verz\u00f6gerungen\/Reverbien liefern r\u00e4umliche Hinweise f\u00fcr alle!\n\nStefan hat ein paar ziemlich coole Sachen mit ein paar alten Lautsprechern gemacht, sie auseinander genommen, verschiedene Objekte auf den Treibern balanciert und UI-Sounds aus ihnen herausgespielt, um sie f\u00fcr einen der Schiffshersteller'zu verschmutzen'. Wir w\u00fcrden Ihnen das gerne zeigen, aber die Videos scheinen einfach nicht von der Kamera\/Handy, die wir benutzt haben, herunterkommen zu wollen! Aber wir werden daran arbeiten und versuchen, dir das beim n\u00e4chsten Mal zu vermitteln.\n\nOkay, das ist alles f\u00fcr den Moment! Danke f\u00fcrs Zuh\u00f6ren.\n\nProgrammierung\nIn diesem Monat wurde viel Arbeit unter der Motorhaube von Star Citizen geleistet, die nie sofort sichtbar, aber notwendig ist, um sicherzustellen, dass wir alle Funktionen f\u00fcr die Zukunft liefern k\u00f6nnen. Der Wechsel zu Wise f\u00fcr unser Audio ist ein gutes Beispiel daf\u00fcr. Anfangs hat das Audio im Wwise Perforce Stream einen gro\u00dfen Schritt zur\u00fcck gemacht, und in den n\u00e4chsten Monaten wird es eine Menge Arbeit geben, um es wieder dorthin zu bringen, wo wir im Moment sind, aber in die Zukunft wird es uns erm\u00f6glichen, so viel mehr mit all den Tools und Technologien zu tun, die es uns erm\u00f6glicht, Star Citizen nicht nur das am besten aussehende, sondern auch das am besten klingende Spiel da drau\u00dfen zu machen!\n\nIn \u00e4hnlicher Weise \u00fcberarbeiten wir den Code f\u00fcr den Fahrzeugsitz, der zun\u00e4chst mit einigen Problemen verbunden sein wird, aber erforderlich ist, um unsere multiplen besetzte Gro\u00dfschiffe arbeiten so, wie wir es uns w\u00fcnschen. Wir helfen den anderen Studios mit Serveroptimierungen, um die Anzahl der Spieler zu erh\u00f6hen, die sich mit einem Spiel verbinden k\u00f6nnen, und wechseln zu einer globalen Entity-ID, die es den Spielern erm\u00f6glicht, zwischen den Servern in der PU zu wechseln, und das neue StoryForge-Tool, das auf DataForge aufbaut, um den Designern\/Drehbuchautoren zu helfen, Dialoge und Gespr\u00e4che einzurichten. Wir haben auch einen Lokalisierungspass durchgef\u00fchrt, bei dem alle fest programmierten Zeichenketten aus den Code-\/Xml-Dateien in unsere Datenbank \u00fcbertragen wurden, nachdem unser Lokalisierungssystem nun betriebsbereit ist.\n\nSchlie\u00dflich arbeiten wir auf der Seite der Staffel 42 weiterhin an den verschiedenen Spielmechaniken, die wir ben\u00f6tigen, einschlie\u00dflich Zero-g-Traversal, einem neuen Pl\u00fcnderungsmechanismus, Start\/Landung und dem Gespr\u00e4chs-\/Reputationssystem. Und wir arbeiten weiter daran, das Arena Commander-Modul f\u00fcr die Version 1.0.0.0 zu verfeinern.\n\nGrafikprogrammierung\nWir haben unsere Arbeit am volumetrischen Gas-Shader fortgesetzt und sind an einem Punkt angelangt, an dem die K\u00fcnstler und Leveldesigner beginnen k\u00f6nnen, ihr Level mit den Formen dieser Gaswolken zu \"white box\". Sie k\u00f6nnen dies tun, indem sie ein einfaches Netz erstellen, das die Gesamtform definiert und den Code in eine flauschige Gaswolke verwandelt, indem sie die gesamte Komplexit\u00e4t der breiten Form hinzuf\u00fcgen, was die K\u00fcnstler davon befreit, winzige Details \u00fcber die Gaswolken zu modellieren. Die n\u00e4chste Phase wird sein, mit der Arbeit an der Beleuchtung und den Schatten zu beginnen, die den komplexesten Teil des volumetrischen Renderings ausmachen.\n\nWir haben auch Fortschritte beim neuen Schiffsschaden-Shader gemacht und wollen im Dezember einen visuellen Prototyp in Betrieb nehmen. Dies beinhaltet pr\u00e4zise ortsspezifische Beulen, Brandspuren und Glut und sogar L\u00f6cher in den schw\u00e4cheren Bereichen des Rumpfes, und das Ziel ist es, den Spielern dynamischere und beeindruckendere Effekte zu bieten, die wirklich die Geschichte erz\u00e4hlen, welche Auswirkungen Ihr Schiff genommen hat.\n\nDer Rest unseres Fokus lag auf der Behebung von Problemen f\u00fcr die kommende Version v1.0.0.0, der Verbesserung des entfernten Star-Renderings, um der Show viel mehr Details und eine gr\u00f6\u00dfere K\u00fcnstlerflexibilit\u00e4t zu verleihen, und der Untersuchung verschiedener Leistungsverbesserungen.\n\nDesign\nEin weiterer produktiver Monat f\u00fcr das Design hier in Gro\u00dfbritannien.\n\nArena Commander hat sich gut auf dem Weg zu V1 entwickelt. Die erste Implementierung der R\u00fcckfahrkamera ist abgeschlossen und die Lauflichtkamera hat sich stark verbessert. Der Einzelspieler \"Vanduul Swarm\" hat jetzt 18 Wellen, und das Balancing l\u00e4uft gut. Auch die erste Implementierung der Selbstzerst\u00f6rung ist jetzt in und funktioniert, dies wird immer mehr Liebe nach V1. Es wurde mehr Arbeit in die Scoring-Balancierung gesteckt, und das ist etwas, das wir weiter optimieren werden, wenn wir all das Feedback der Backer erhalten. Alle neuen Kunstwerke sind alle in die Rennkarten eingeflossen und die Endspielkamera funktioniert jetzt. Wir haben das AC-Tutorial entworfen, aber es wird es nicht f\u00fcr V1, hoffentlich jetzt V1.1, schaffen.\n\nDie Tech-Jungs haben den Gladiator-B\u00fcgel jetzt fertig und er sieht gut aus. Der R\u00e4cher und das Entermesser sollten mit V1 flugbereit sein, da sie sich gut entwickeln. Wir betrachten immer noch die Cockpit-Layouts f\u00fcr alle Schiffe und standardisieren das Bildschirmverh\u00e4ltnis \u00fcber alle Schiffe hinweg, so dass die HUD-Informationen entsprechend dem Spieler konfiguriert werden k\u00f6nnen. Wir haben einen Idris-Teststand erstellt, um einige KI-Szenarien auszuf\u00fchren, um zu sehen, wie die T\u00fcrme funktionieren. Es ist sehr fr\u00fch damit, aber es hat einige Vorschl\u00e4ge f\u00fcr eine zus\u00e4tzliche Abdeckung in einigen Bereichen ausgel\u00f6st.\n\nS42 macht gute Fortschritte mit neuen \"White-Box\"-Bewertungen an den verschiedenen Standorten. Die modularen Shubin-Basiskomponenten sind von der Kunst inspiriert und sehen toll aus! Ich kann nicht wirklich viel auf der S42-Seite verraten, wegen der Spoiler, was ein Schlag ist, wenn man bedenkt, dass wir etwa 80% unserer Designressourcen hier an diesem Titel arbeiten haben. Nochmals vielen Dank f\u00fcr all die super n\u00fctzlichen Beitr\u00e4ge aus der Community. Ich hoffe, dass jeder ein fantastisches Weihnachten hat und ich freue mich wirklich darauf, dass wir im n\u00e4chsten Jahr einige tolle Inhalte herausbringen werden.\n\nProst\n\nGr\u00fc\u00dfe B\u00fcrger!\nDen Monat November haben wir mit einem Besuch bei unseren Kollegen in Austin beendet. Dieses dreit\u00e4gige Treffen sollte alle weiteren Details \u00fcber die n\u00e4chste Iteration des Persistenten Universums abschlie\u00dfen. Wir haben jetzt einen klaren Plan und werden unsere Anstrengungen verdoppeln, um Ihnen Anfang n\u00e4chsten Jahres unsere neueste Entwicklung zu pr\u00e4sentieren. W\u00e4hrend der Meetings standen Sie, der Fan, immer im Mittelpunkt unserer Diskussionen, damit wir Ihnen das bestm\u00f6gliche PU-Erlebnis bieten k\u00f6nnen.\n\nHier ist, woran die verschiedenen Abteilungen im November gearbeitet haben.\n\nDesign\nErstens hat das Level Design Team hart daran gearbeitet, Tonnen von Standorten am Planetenrand vorzubereiten und zu unterst\u00fctzen, die noch unangek\u00fcndigt sind. Wir nehmen die ersten beiden Planeten in Angriff, die Sie besuchen k\u00f6nnen.\n\nDas TAG-System, das Raumsystem und die mobiGlas easyShop App wurden zum Prototyp der ersten Shop- und Test-Entwicklungsprozesse zusammengef\u00fcgt, die bisher nur Theorien waren. Wir freuen uns, dass sich unsere Tests als sehr vielversprechend erwiesen haben. Auf Basis verschiedener Faktoren wie der Shop-Wirtschaftsdaten und spezifischer Tag-Anfragen konnten wir prozedural generierte Shop-Layouts und deren dynamische Inhalte hervorbringen. Das bedeutet, dass Sie, der Explorer, dynamische Shops besuchen werden, die in der Lage sind, ihre Inhalte spontan zu aktualisieren, und wir Entwickler sind in der Lage, Shop-Varianten viel schneller zu erstellen.\n\nIn das mobiGlas-Ger\u00e4t wurde viel Energie gesteckt, um die globalen Funktionen zu optimieren und optisch ansprechend zu gestalten. Wir m\u00f6chten sicherstellen, dass sich ein echtes Produkt n\u00e4her anf\u00fchlt als ein traditionelles Spielinterface. Die erste Iteration wird nicht einmal ann\u00e4hernd das erreichen, was wir uns f\u00fcr das Endprodukt vorstellen, aber wir denken, dass Sie es zu sch\u00e4tzen wissen werden. Ein Beispiel f\u00fcr diese Bem\u00fchungen ist der Augmented-Reality-Modus, den wir in die Umgebung integrieren wollen.\n\nWir haben auch hart an der Entwicklung der ersten Iteration von skyLine gearbeitet, der Navigationskarte, mit der Sie Routen planen und Ziele finden k\u00f6nnen. skyLine wird bald zu einem vollst\u00e4ndigen Atlas wachsen, der viele n\u00fctzliche Informationen \u00fcber die Himmelsk\u00f6rper im Star Citizen-Universum liefern wird.\n\nJetzt muss ich mir einen Moment Zeit nehmen und ernst sein, denn Alkohol ist eine ernste Sache. Ein sch\u00e4ndlicher Fehler gelangte zum Release Build, der die Geister im Spirituosenschrank Hangar Flairobjekt dazu brachte, ihren Alkoholgehalt zu verlieren! Aber keine Sorge! Saufen und Feiern wird sich durchsetzen. Wir haben den Fehler behoben und unsere Pipeline und unser QS-Modell verfeinert, um zu verhindern, dass dies immer wieder passiert. Wir waren die ersten, die von dem fehlenden Feature entt\u00e4uscht waren. Der n\u00e4chste Patch sollte den Schnapsschrank reparieren und du kannst dich praktisch betrinken:D. Trinkt nicht und fliegt nicht!\n\nAls letzte Anmerkung, in enger Zusammenarbeit mit unseren Partnern im Bereich Kriminalit\u00e4t Turbulent, haben wir f\u00fcr Sie ein paar \u00dcberraschungen f\u00fcr die Feiertage vorbereitet. Um herauszufinden, was sie sind, besuchen Sie Ihren Hangar w\u00e4hrend der Feiertage oder \u00fcberlegen Sie, Abonnent zu werden, wenn das nicht bereits der Fall ist, das w\u00e4re ein sch\u00f6nes Weihnachtsgeschenk, denken Sie nicht?\n\nKunst\nIn diesem Monat haben wir an der Verfeinerung des Terra-Spielplatzes und des Hintergrundgel\u00e4ndes gearbeitet. Wir haben uns auf ein gro\u00dfes Atrium konzentriert, in dem sich die Vegetation mit glatten, k\u00fcnstlichen Strukturen vermischt und in einem gro\u00dfen, ikonischen Geb\u00e4ude spielt. Wir haben auch untersucht, wie eine medizinische Einheit auf den Planeten aussehen wird.\n\nDrei neue Gesch\u00e4fte wurden erfolgreich fertiggestellt. Wir haben bei der Entwicklung des dynamischen Spawning-Systems mitgewirkt. Dies wird es uns schlie\u00dflich erm\u00f6glichen, Artikel zum Kauf in den Regalen auszustellen. Es wurde viel Zeit mit der Optimierung von ArcCorp verbracht, um ein gutes fps zu gew\u00e4hrleisten. In Vorbereitung auf Dezember haben wir zwei neue Gesch\u00e4fte er\u00f6ffnet. Schlie\u00dflich haben wir die Dezember-Flairs mit etwas Besonderem beendet.\n\nIngenieurwesen\nAuf der Programmierseite haben wir mit der Arbeit an der Multiplayer-Funktionalit\u00e4t eines Hangars begonnen. Die Spieler k\u00f6nnen ihre Freunde in ihre Hangars einladen, damit sie ihre fantastische Ship and Flair Collection pr\u00e4sentieren k\u00f6nnen. Wir haben die notwendige Unterst\u00fctzung hinzugef\u00fcgt, so dass Hangars nun mit dem Raumsystem generiert werden. Wir haben auch hart an der Implementierung des Gameflows gearbeitet, der erforderlich ist, damit ein Spieler nach Erhalt einer Einladung zur Lobby einer Lobby beitreten kann. Last but not least haben wir kontinuierlich Unterst\u00fctzung geleistet, um neue Schiffe entweder Hangar-f\u00e4hig oder Dogfighting-f\u00e4hig zu machen.\n\nUI\nDiesen Monat haben wir, wie vom Design erw\u00e4hnt, einige gro\u00dfe Fortschritte in verschiedenen mobiGlas-Anwendungen gemacht, w\u00e4hrend wir uns auf einen gro\u00dfen internen Meilenstein vorbereiten, der bald ansteht. Wir haben jetzt einen Arbeitsablauf, eine Shop-Splash-Seite mit einem Feature, das das Tag-System verwendet, eine Kataloglistenansicht f\u00fcr effizienteres Surfen und der mobiGlas Home-Bildschirm sieht ziemlich elegant aus.\n\nDie Arbeiten an der Arena Commander Lobby kommen gut voran. Wir arbeiten auch an der Integration einer Kontaktliste innerhalb und au\u00dferhalb der Arena Commander-Schnittstelle.\n\nDie Arbeit wird fortgesetzt, w\u00e4hrend wir bestrebt sind, mehr Funktionen, Bugfixes und neue Verbesserungen f\u00fcr den Pausenbildschirm und die Tastaturbelegung zu implementieren.\n\nWir verbrachten auch einige Zeit im CIG-B\u00fcro im sch\u00f6nen Austin Texas kurz vor den Thanksgiving-Feiertagen, um \u00fcber alles PU zu sprechen und uns \u00fcber das zu informieren, was wir f\u00fcr die sp\u00e4tere Ver\u00f6ffentlichung des Sozialmoduls planen.\n\nAloha B\u00fcrger!\nDer November war ein arbeitsreicher Monat hier bei IllFonic. W\u00e4hrend wir gemeinsam einen Seufzer der Erleichterung nach PAX losgelassen haben, bleibt noch viel zu tun, bis das FPS-Modul zur Prime Time fertig ist. Diesen Monat wurde damit verbracht, die Funktionen f\u00fcr die Modulversion zu planen und alle Levels, Waffen und Gadgets, die enthalten sein werden, zu blockieren.\n\nIngenieurwesen\nWir haben viele Forschungs- und Entwicklungsarbeiten an Zero-g-Bewegungen und einem programmgesteuerten Push\/Pull-System durchgef\u00fchrt, um in Zero-g zu navigieren, wenn Sie ohne Jetpack oder Schwerkraftstiefel sind.\n\nAuch das Bezugssystem wurde \u00fcberarbeitet, um sich intuitiver und nat\u00fcrlicher zu f\u00fchlen. Dies bedeutete im Grunde genommen den \u00dcbergang von einem manuellen Snap-In Deckungssystem zu einem prozeduralen System, das automatisch ausl\u00f6st, wenn Sie sich in der N\u00e4he von etwas befinden, das als Deckung dienen w\u00fcrde. Es spielt und f\u00fchlt sich viel besser an als das alte System und wir sind ziemlich zufrieden damit.\n\nDas andere gro\u00dfe St\u00fcck Arbeit, das passiert ist, ist mit anf\u00e4lligen und kriechenden R\u00e4umen. Mit dem neuen System k\u00f6nnen Spieler in L\u00fcftungsschlitze und Kriechr\u00e4ume gelangen, um sich heimlich in Umgebungen einzuschleichen.\n\nDesign\nDas Designteam hat die neuen Level, die mit dem FPS-Modul herauskommen werden, konzipiert und wei\u00df gepackt. Eine dieser Stufen konzentriert sich auf das Zero-g Push\/Pull-System und ist ein einzigartiges Erlebnis. Wir glauben wirklich, dass es euch B\u00fcrgern gefallen wird.\n\nKunst\nDie K\u00fcnstler haben an weiteren Waffen und Gadgets gearbeitet. Dazu geh\u00f6rt auch das Nachbessern der aktuellen Elemente sowie das Erstellen neuer Elemente. Eine davon ist ein Greifhaken der Art, der sich bei Zero-g als ziemlich n\u00fctzlich erweisen sollte......\n\nAnimation\nDas Animationsteam unterst\u00fctzt das Engineering mit Blockout-Animationen f\u00fcr die neuen Systeme, die online gehen. Wir hatten auch einen Besuch von einigen CiG-Leuten, um die neuen Animationen zu besprechen, die n\u00e4chste Woche aufgenommen werden und die Qualit\u00e4t der Animationen insgesamt zu verbessern.\n\nSchlie\u00dflich hatten wir Besuch von einigen lokalen Rednern, die auch Star-B\u00fcrger sind. Sie brachten uns ein BBQ (was ausgezeichnet war) und trafen sich hier mit dem FPS-Team. Danke f\u00fcr die Fressalien Jungs!\n\nPlattformteam meldet sich zum Dienst!\nEinen weiteren Monat sp\u00e4ter ist das Ende des Jahres nahe, und es gibt noch so viel zu tun. Der November war eines unserer aufregendsten bisher, mit so vielen neuen Schiffen, die wir zeigen konnten, dem Jubil\u00e4umsangebot und dem erstaunlichen Feedback der Community auf Schritt und Tritt.\n\nDen ganzen November \u00fcber haben wir die Grundlagen daf\u00fcr gelegt, was die gesamte Website im Jahr 2015 durchlaufen wird. Vieles davon wurde bereits angek\u00fcndigt, und wir haben ein paar \u00dcberraschungen vor uns, aber man kann mit Sicherheit sagen, dass das n\u00e4chste Jahr ein entscheidender Schritt in der Entwicklung der gesamten Plattform sein wird.\n\nRSI's Homepage und die Community\nGro\u00dfe Dinge sind in Arbeit f\u00fcr die Titelseite und die Hauptzentren der Website. Es ist ein bekanntes Problem, dass es f\u00fcr Neueinsteiger schwierig sein kann zu verstehen, was Star Citizen einzigartig macht, obwohl erfahrene Benutzer die Website problemlos benutzen k\u00f6nnen und viele hilfsbereite B\u00fcrger die neuen Rekruten regelm\u00e4\u00dfig zeigen. Es ist ein rekordverd\u00e4chtiges Crowdfunded-Projekt, das bahnbrechende Mechanik und das reichste Universum, das je erforscht wurde, bietet, und es muss genau das von der ersten Seite an zeigen. Deshalb haben wir unerm\u00fcdlich an einem neuen Design gearbeitet, das den Geist und die M\u00f6glichkeiten des Spiels an Neueinsteiger vermittelt und Sie, die Veteranen, mit der Plattform, die Sie so gut kennen, vertraut macht. Ein Teil dieses \"Leitfadens\" wird eine entscheidende Frage stellen: Was kann man eigentlich im fertigen Spiel sein? Wir werden die Vorteile der angek\u00fcndigten umfangreichen Spielmechanik und der Vielfalt der Schiffe nutzen, um Karrieren vorzuschlagen, die zu Ihrem Spielstil passen. Anfangs kaum vorhanden, werden diese Karrieren im Laufe der Zeit durch Ihre Ideen und Vorschl\u00e4ge befl\u00fcgelt.\n\nWir werden uns jedoch nicht nur auf neue Benutzer konzentrieren: Machen Sie sich bereit f\u00fcr eine ganz neue Ebene der Zusammenarbeit mit dem Rest der Community. Wir haben mit dem Team von Ben Lesnick in LA ein Brainstorming durchgef\u00fchrt, um neue und aufregende M\u00f6glichkeiten f\u00fcr jeden zu finden, seine Unterst\u00fctzung direkt auf der Website zu zeigen. Wir planen f\u00fcr das n\u00e4chste Jahr einen neuen Community Hub, wo Stammg\u00e4ste nicht nur bei der CIG, sondern auch in der gesamten Community mit dem Geschehen Schritt halten k\u00f6nnen. Mit allen Arten von Inhalten, Videos, Streaming, Fan Art.... wird der Community Hub sicherlich die neue Homepage eines jeden echten Fans werden.\n\nKontaktliste und Ranglisten\nApropos Community, wir haben auch neue Tools f\u00fcr alle mit einem Account vorbereitet: Wie angek\u00fcndigt, ist die erste Version der RSI-Kontaktliste fast fertig, wo Sie den Benutzern folgen k\u00f6nnen, die Sie im Chat, in den Foren, Kommentaren oder in den Ranglisten bemerken. Diese Kontaktliste ist f\u00fcr die Weitergabe an den Star Citizen Spielclient bestimmt, um Teil des Lobby-Systems zu sein. Und das ist nur Schritt 1, denn zuk\u00fcnftige Versionen werden Friends als 2-fach akzeptierte Kontakte vorstellen und sogar den detaillierten Status der Spieler anzeigen k\u00f6nnen. Dieses Konto-zu-Konto-Beziehungssystem ist ein riesiges Projekt an sich und bringt dem Spiel fabelhafte neue M\u00f6glichkeiten.\n\nWir haben gesehen, dass die Arena Commander Ranglisten als Rekrutierungstool f\u00fcr Orgs verwendet werden, und deshalb k\u00f6nnen wir es kaum erwarten, dass Sie alle die n\u00e4chste Version sehen, die sowohl detaillierte Spielerstatistiken als auch Org-Statistiken enthalten wird. Wir haben die Ranking-Algorithmen entwickelt, die es uns erm\u00f6glichen, eine faire Bewertung der Niveaus und F\u00e4higkeiten von Orgs vorzunehmen, und arbeiten eng mit dem Manchester Office zusammen, um es zu einem leistungsstarken Werkzeug und nicht nur zu einem Tisch zu machen.\n\nCarrack Minispiel und spezielle Inhalte\nWer hier ist bereits Kartograph? Dieser Monat war f\u00fcr uns besonders cool, da dort unser erstes Minispiel f\u00fcr Star Citizen ver\u00f6ffentlicht wurde. Was die Luxusbrosch\u00fcre 890 JUMP und die abgefangene Kommunikation des Herald betrifft, so sind die Concept-Schiffe unserer Meinung nach so individuell, dass jeder seine eigene, einzigartige Behandlung verdient. Deshalb haben wir die Konzeptk\u00fcnstler von Star Citizen, Gurmukh, Omar und Chris, die erstaunlichen Autoren Dave und William und sogar den Komponisten Pedro des Spiels um Hilfe gebeten, um Ihnen diesen ersten Blick auf Exploration zu erm\u00f6glichen. Wir sind sehr dankbar f\u00fcr die Hilfe der CIG und sehr stolz auf dieses Nebenprojekt, das uns lieb ist. Erwarten Sie nat\u00fcrlich kein Minispiel f\u00fcr jedes kommende neue Konzeptschiff, aber Sie k\u00f6nnen sich darauf verlassen, dass wir engagiert bleiben und versuchen, Ihnen jedes Mal eine neue Erfahrung zu machen.\n\nDas ist alles f\u00fcr diesen Monat, wir sehen uns dann alle da drau\u00dfen!\n\nGr\u00fc\u00dfe B\u00fcrger,\nBei Moon Collider hatten wir einen soliden Monat lang neue Funktionen f\u00fcr alle wichtigen KI-Bereiche: Luftkampf in der kommenden Version Arena Commander 1.0; Charakter- und Schiffskampfverhalten f\u00fcr Staffel 42; und NSC-Verhalten f\u00fcr das persistente Universum. Nach einem ziemlich schweren Monat der Designarbeit im Oktober war dieser Monat viel leichter im Design und die meiste Zeit haben wir damit verbracht, einige der coolen Features zu implementieren, die wir letzten Monat entworfen haben.\n\nDesign\nAuf der Designseite konzentrierten wir uns haupts\u00e4chlich auf die Zusammenarbeit mit dem PU-Team in Austin, um die Schnittstellen zwischen verschiedenen Systemen, die an der Steuerung von NPCs in der PU beteiligt sind, zu konkretisieren und ihnen interessante Aufgaben zu geben. Wir beginnen jetzt damit, grundlegende Aufgaben zu implementieren, die die NSCs ausf\u00fchren k\u00f6nnen, und so wurde einige Zeit damit verbracht, einige dieser Aufgaben zu entwerfen und dem Austin-Team zu helfen, ihre ersten Aufgaben zu entwerfen und umzusetzen, so dass sie mit dem Aufbau einer Bibliothek von Dingen beginnen k\u00f6nnen, die NSCs erledigen k\u00f6nnen.\n\nWir arbeiten kontinuierlich daran, unsere Debugging-Tools zu verbessern, und eines, das wir in der Vergangenheit bereits mehrfach erw\u00e4hnt haben, ist der KI-Recorder, der es Designern und Programmierern erm\u00f6glicht, eine Spielsitzung aufzuzeichnen und dann wiederzugeben oder einzelne Frames zu inspizieren, um zu sehen, was die KI getan hat, um Verbesserungen vorzunehmen oder Fehler zu finden. Eine Sache, die uns noch fehlt, ist eine ordentliche und einfache M\u00f6glichkeit f\u00fcr die Leute, eine bestimmte Aufnahme (oder einen Teil einer Aufnahme) zu nehmen und sie mit anderen zu teilen. Also haben wir diesen Monat einige Zeit damit verbracht, das zu untersuchen und zu entwerfen, wie das funktionieren soll, und wir planen, das bald zum Laufen zu bringen, damit wir wirklich anfangen k\u00f6nnen, den vollen Nutzen aus diesem Tool zu ziehen.\n\nIngenieurwesen\nWir haben diesen Monat im Vorfeld des 1.0-Release ziemlich viel an Arena Commander gearbeitet. Ein sehr interessantes St\u00fcck Arbeit war die Behebung eines Fehlers, der uns von der Community gemeldet wurde, wo die Leute bemerkten, dass die KI manchmal in Asteroiden abst\u00fcrzen w\u00fcrde, ohne zu versuchen, sie zu vermeiden. Es stellte sich heraus, dass wir mit einigen j\u00fcngsten \u00c4nderungen, um die Kartengr\u00f6\u00dfe zu erh\u00f6hen und viele neue Hindernisse hinzuzuf\u00fcgen, unser maximales Budget f\u00fcr die Anzahl der Hindernisse, die eine KI erkennen und bew\u00e4ltigen konnte, \u00fcberschritten hatten! Wir haben das Problem behoben, aber die Erh\u00f6hung der Grenzwerte war mit einigen Leistungskosten verbunden, so dass wir dann etwas mehr Zeit damit verbrachten, unseren Code f\u00fcr die Geodatenbank zu optimieren, um dies auszugleichen. Es gen\u00fcgt zu sagen, dass dieser kleine Erfolg in 1.0 nicht m\u00f6glich sein wird!\n\nEin weiteres Feature, das wir f\u00fcr Arena Commander hinzugef\u00fcgt haben, war, dass die KI die Radarverschattung richtig handhaben kann. Dies ist ein neues Feature, das Schiffe vom Radar verschwinden l\u00e4sst, wenn sie hinter Hindernissen hergehen, was die KI verwirrt hat, wenn ihr Ziel pl\u00f6tzlich verschwinden w\u00fcrde. Also mussten wir einige Verbesserungen an ihrem Verhalten vornehmen, um das Bewusstsein f\u00fcr die Okklusionsfunktion zu erh\u00f6hen und uns vern\u00fcnftig zu verhalten, wenn es passiert.\n\nEin kleines Feature, das wir hinzugef\u00fcgt haben, dass wir erwarten, in Zukunft viel mehr genutzt zu werden, ist das Konzept der Attraktorpunkte. Dies sind Punkte, die von Designern in Levels eingef\u00fcgt werden k\u00f6nnen, um das Verhalten von Schiffen unter bestimmten Bedingungen zu beeinflussen. Im Moment werden Sie diese in Form von \"idle attractors\" sehen, d.h. Punkten, auf die Schiffe eher zusteuern werden, wenn sie keine Ziele haben. Dies erm\u00f6glicht es uns, die Schiffe auf dem Weg zur\u00fcck zu den zentralen Bereichen der Karten zu halten, was dazu beitr\u00e4gt, das Abdriften des Gameplays auf die Kartengrenzen zu reduzieren.\n\nAn der Front der Staffel 42 haben wir sowohl an Schiffen als auch an Charakteren gearbeitet. F\u00fcr Schiffe haben wir Stunt- und Angriffssplines hinzugef\u00fcgt, Funktionen, die wir im Bericht des letzten Monats erw\u00e4hnt haben. Als kurze Erinnerung: Stuntsplines sind Pfade, die Designer in Levels platzieren k\u00f6nnen, damit die KI funky Man\u00f6ver durchf\u00fchren kann, an denen ihre Hindernisvermeidung sie normalerweise hindern w\u00fcrde, wie z.B. durch enge R\u00e4ume oder eine Gruppe von Hindernissen zu fliegen. Angriffssplines sind auch von Designern platzierte Pfade, aber diese werden verwendet, um der KI zu sagen, wie man Dinge wie Bombenangriffe und Strafingl\u00e4ufe auf gro\u00dfen Zielen durchf\u00fchrt.\n\nEine weitere tolle Funktion, die wir f\u00fcr Schiffe hinzugef\u00fcgt haben, ist ein einfaches Zielmanagementsystem. Wir haben Pl\u00e4ne, dies in Zukunft noch weiter zu verfeinern, aber es ist auch in seiner jetzigen Form sehr n\u00fctzlich. Dieses System ist eine M\u00f6glichkeit f\u00fcr Designer, auszugleichen, wie viele KI auf den Spieler oder die gegnerische KI abzielen, um sie daran zu hindern, sich auf ein Ziel zu konzentrieren und andere zu ignorieren (es sei denn, wir wollen das nat\u00fcrlich nicht!). Designer k\u00f6nnen nun verschiedene KI-Schiffe nach ihrer Gr\u00f6\u00dfe bewerten und dann angeben, wie viel Bedrohung der Spieler oder eine andere KI jederzeit auf ihr haben darf. Aber da dies im Spiel jederzeit ge\u00e4ndert werden kann, ist es auch m\u00f6glich, dass, wenn du gehst und etwas wirklich R\u00fccksichtsloses auf einer Mission machst, der Designer es einfach so einrichten kann, dass die KI dich sehr auf deine R\u00fccksichtslosigkeit aufmerksam macht!\n\nF\u00fcr die Charakter-KI haben wir mehrere neue Flowgraph-Knoten hinzugef\u00fcgt, mit denen Designer die KI steuern und die Level-Logik einrichten k\u00f6nnen, um die KI auf das reagieren zu lassen, was der Spieler tut. Wir haben auch Verbesserungen an der Art und Weise hinzugef\u00fcgt, wie die KI die Deckung im Kampf einsetzt. Bis jetzt wollten sie abdecken, konnten aber nicht auf den Spieler schie\u00dfen, ohne herauszutreten. Deshalb haben wir ihnen jetzt die M\u00f6glichkeit gegeben, aus dem Cover zu schie\u00dfen, was sie viel effektiver macht. Leider waren sie bereits Cracksch\u00fcsse und jetzt sind sie noch h\u00e4rter zu treffen, also m\u00fcssen wir etwas daran arbeiten, ihre Kampfkunst abstimmbar zu machen, damit wir zwischen verschiedenen Klassen von Feinden unterscheiden k\u00f6nnen und dem Spieler tats\u00e4chlich eine Kampfchance gegen sie geben k\u00f6nnen! Erwarten Sie, dass Sie im n\u00e4chsten Monat mehr dar\u00fcber erfahren.\n\nSchlie\u00dflich haben wir f\u00fcr die PU viel Arbeit an dem Aufgabenrahmen geleistet, den die NSCs verwenden werden, um zu entscheiden, was sie tun sollen, und diese Entscheidungen dann auszuf\u00fchren. Wir sind jetzt an dem Punkt, an dem NSCs eine geeignete Aktivit\u00e4t finden und ausf\u00fchren k\u00f6nnen, die wir durch die extrem glamour\u00f6se Aufgabe, einen Ladenbesitzer-NSC dazu zu bringen, etwas M\u00fcll auf dem Boden und einen Besen in der N\u00e4he zu bemerken, prototypisch umgesetzt haben, und dann weitermachen und den M\u00fcll aufkehren! Jetzt sind wir in der Lage, die Bibliothek der Aufgaben, die NSCs ausf\u00fchren k\u00f6nnen, zu erweitern, was die Arbeit ist, die von uns und den anderen PU-Teams geleistet wird.","zh_CN":"Greetings Citizens,\nNovember has been a month of continued progress and growth. Our teams have expanded and our drive and focus is at an all time high! As we speak, CIG staff from offices around the world are meeting in Manchester to talk about Squadron 42. And next week, we kick off a major motion capture session in the UK! Meanwhile, engineers around the company are working hard to lock down Arena Commander 1.0, our next major AC release, and designers in Austin are putting together the broad skeleton that will someday become the live persistent universe. We haven\u2019t forgotten the FPS module, either: the team at no-longer-redacted Illfonic is making great progress. Read on for more details about all of these projects and more!\n\nGreetings Citizens!\nNovember has been quite a large month for Star Citizen\u2019s development. It kicked off with the reveal of the FPS module in Australia, continued with an Arena Commander patch, introduced all ships in the 300i series, showed off some great concept pieces for upcoming ships, and has been some intense internal development on Arena Commander 1.0. Without further ado let\u2019s get down to the department updates for Cloud Imperium Games Santa Monica.\n\nEngineering\nThe missile and signature system overhaul is nearing completion and should be finalized by the end of this week. This is exciting as it will totally change how all items in the game interact with signatures. Your radar, missiles, targeting computers, etc. will all behave in a much more realistic data driven fashion when interfacing with other ships. Likewise all of the items on your ship are now properly emitting their electromagnetic, heat, and cross-section signatures. Having that signatures entirely data driven based on the items, and their current status meaning that a firing weapon emits more heat, power plant under heavy load produces more EM makes for a much more dynamic and responsive gameplay experience.\n\nOngoing flight model improvements have been underway as well. With our first introduction of ESP for finer aiming the community helped to identify a bug in which at low frame rates ESP was observed to behave differently and intervene more than intended. We corrected this in the subsequent patch and the community identified that while it was fixed at low frame rates, at very high frame rates the same issue could be observed. For 1.0 we will be implementing the \u201cGoldilocks\u201d fix that should make it so ESP behaves the same (as intended) at all frame rates. In addition to this, we are moving to a new method of predicting movement in multiplayer which should significantly reduce the network traffic and also reduce the resources consumed both on the client and the server. This helps to pave the way for larger matches with more ships on a single server. Lastly, we will be going through each of the ships for a focused analysis of their thrusters for improvements to their flight characteristics.\n\nAnother development on the engineering front has been the integration of analytics capturing tools into Star Citizen. You may have seen the fruits of this in our earlier post with the release of the latest Arena Commander patch. The integration of these tools allows us to extract valuable balance information about each ship, weapon, item, maps, etc. and is a great asset to help us gain perspective and insight on the community experience and behavior which will help us to improve the player experience moving forward.\n\nDesign\nOur designers have been very focused on items, weapons, and missiles to make sure that they will fully support the new signature work going in from Engineering and take advantage of the new features being introduced. This is of course at the same time as they are working through preparing each of the new ships that are being introduced with version 1.0. As part of this they\u2019ve been taking a pass a reworking some of the more confusing aspects of our ship items and standardizing size formats with help from the talented team in the UK. While this isn\u2019t quite ready for public consumption just yet (still a work in progress) we are happy with the direction it is heading and it will allow us to support much more customization while keeping it easier to understand.\n\nAs we have been preparing for V1.0\u2019s release the Design team has also spent a fair amount of time bug fixing the already released ships. While there are some bugs that the community has found for us in the currently released version there are also bugs that have been introduced with other changes that have gone into 1.0 both from us internally but also because we\u2019re creating 1.0 from our latest codebase which includes new integration of the CryEngine rather than the .9 release branch.\n\nArt\nThe Santa Monica Art team has been working full bore on the new ships for 1.0. Since we finalized the paint system last month we decided to move to using the paint system for all ships moving forward and are also updating the already released ships to use it as well. Not only does this look much better visually and fix a bevy of bugs but it will also pave the way for us to quickly create new custom paintjobs for all these ships as well as eventual user defined paintjobs.\n\nOn top of the large volume of ship modeling and UV work that has been taking place we\u2019ve also been creating some new weapons, missiles, and items that are being introduced with version 1.0. We are excited about these as they\u2019re different from anything currently in the game so they present a new look as well as new gameplay opportunities.\n\nAs you might have seen during the sale last week there were also some great new concept images produced by the Global Art team in the month of November. The Carrack was the contribution of our two internal concept artists Gurmukh and Omar and we are quite happy with how it\u2019s turned out. Turbulent also did a commendable job on the presentation of the Carrack with the mini-game that really went above and beyond!\n\nLast but not least the HUD has been undergoing continued bug fixing as well as new artwork to support the new ships and signature system that is being introduced into the game. The HUD has changed a great deal since it was originally introduced during our dogfighting livestream in December of last year and it continues to do so as we refine it with your feedback and continue to add new features and systems into the game. We sincerely hope you enjoy the changes coming in 1.0!\n\nCinematics\nOur cinematics team has wrapped up work on their upcoming ship commercial during the month of November and have moved on to a new project that we are hoping to reveal this month along with their commercial. It may not be as polished as we\u2019d like in time but we\u2019re trying to get it together for you guys as quickly as possible. We\u2019ve also spent some time this month mapping out the plan for our Santa Monica cinematics team for next year, it should be an action packed 2015.\n\nWith that we\u2019ve rounded out the update from here in Santa Monica. It\u2019s been a full month with a lot of work going towards 1.0 coming online. As always we thank you in the community for your continued support in enabling us to work on creating this universe and appreciate your continued involvement in its development. We\u2019re looking forward to having 1.0 ready to share with you and can\u2019t wait to show off all the new additions. Thanks again and see you next month!\n\n(Please see below for a corrected version of the Carrack piece shown on last week\u2019s Around the \u2018Verse!)\n\nHowdy folks,\nIt\u2019s been a very busy and productive month in the Austin studio. While progress continues on many of our fundamental long-term goals, there\u2019s also been a lot of discussion and planning relating to the near-term implementation schedule \u2013 and precisely how some of those features will function \u2013 that will dictate which features can be shown off to the public in the first half of 2015. We\u2019re also currently engaged in growing the live operations team that we expect to become even more important given our release schedule for the upcoming year, and towards that end there have been several recent hires and promotions.\n\nHere are some specific team reports for your enjoyment!\n\nPersistent Universe Team\nArt\nArcCorp is effectively complete, with just a few minor tweaks remaining. The next city in the development pipeline is Terra Prime, for which the art team has been doing a lot of concept and layout work, including figuring out the flight paths players will take into the city. Terra Prime is expected to be one of the most visually ambitious cities in the game, and as such we expect it to have one of the longer implementation and optimization schedules. We think you\u2019re going to be very excited by what you see. There\u2019s also been a considerable progress on the shops, with the TDD largely complete, Cubby Blast and the G-Loc Bar moving forward very quickly, and concept art being done for the Hospital.\n\nA lot of concept work has also been done for the various NPCs you\u2019ll encounter on the first few planets, and the character team has begun work on several of them, including the bartender and several different patrons.\n\nWe\u2019re currently looking to add more art bandwidth to handle the vast number of props \u2013 bunk beds, computers, chairs, plates, lamps, and a thousand other things \u2013 that we\u2019ll need to really make the universe feel alive, and have already created the design guidelines and concept art for some of those pieces.\n\nFurther improvements have been made to the environmental art set pipeline to help increase consistency and efficiency across the various studios, and the next group of environmental art sets \u2013 beyond Terra Prime\u2019s \u201cSuper-modernism\u201d \u2013 are now in the planning stages.\n\nDesign\nThe design team has completed the basic layout phase for the Delamar landing zone in the Nyx system, which will be the first \u201cLawless\u201d system to come online. The most challenging aspect of its design is proving to be finding just the right balance between providing players with a chaotic, lawless environment, yet still allowing them to \u2013 for the most part \u2013 buy things and acquire missions when they so choose. Nate Blaisdell and Pete Mackay have been brainstorming how exactly the FPS mechanics IllFonic has been designing will work in tandem with the other Planetside design mechanics like shopping, acquiring missions, and peaceful NPC AI. The next set of landing zones have also been identified, and work has begun on two of them.\n\nRob Reininger, one of our senior technical designers, has been hard at work fleshing out a comprehensive list of animations that will be needed for the initial batch of AI Subactivities being developed for Subsumption, our objective-oriented NPC AI system. That list will be utilized extensively during an upcoming motion capture shoot. Reininger has also been looking into additional features we\u2019re going to need in SOL, our System Layout Tool that allows designers to lay out the basic architecture of an entire solar system.\n\nEngineering\nSignificant progress has been made on the engineering front. The first AI editor \u2013 for Static Action Zones \u2013 was completed by Tom Davies, and Jeff Uriarte has made considerable progress on a second that will allow NPC Subactivities to be constructed from component Tasks, the essential building blocks of the Subsumption AI. Moon Collider has delivered the first few pieces of the low-level AI, and Davies has been working with them to create the first few Tasks.\n\nThe low-level database functionality to allow basic persistence has been completed, and work has now shifted to setting up the database and testing.\n\nA lot of the action has been occurring on the network front, where the chat and friends systems have moved forward dramatically. The initial functionality for those systems should come online around the middle to late December.\n\nThe hangar construction process is being modified to support multiple hangars in a single map, which is an optimization that will be required in order to effectively support the ability for players to invite other players to their hangar. To that end, the ability to extend an invitation to another player to allow them to join your hangar is also underway.\nThe 64-bit \u201clarge world\u201d conversion continues, and is currently on track to finish sometime around early February 2015.\n\nOverall, it\u2019s been a very productive month full of many different accomplishments for our Persistent Universe team here in Austin!\n\nQA\nStar Citizen QA kicked it into high gear this month testing Arena Commander 1.0. There is still a lot of work to be done but we are really happy with the direction the game is heading and are looking forward to sharing the progress with everyone.\n\nCongratulations to Keegan Standifer! He has officially transitioned from QA to become Star Citizen\u2019s newest Associate DevOps Engineer. This month we added a new member to the QA team. Please welcome Tyler Witkin! Tyler has a passion for working in the industry and has experience using multiple engine editors including Cryengine3. He will be a huge help with testing the Sandbox Editor to ensure development continues smoothly. Melissa Estrada and Andrew Hesse have been doing a great job testing the art tools to ensure the Artists are not hindered when creating ships, characters and environments. Jeffrey Pease has done an amazing job writing up QA documentation as well as being a liaison to Customer Service. He will let them know before each patch known issues, common fixes and other issues that may cause a spike in Customer Service inquiries. Jeffrey is also working very closely with Gerard Manzanares our QA Lead in Austin creating a comprehensive feature test that includes every system.\n\nGeoffrey Coffin and Andrew Nicholson, our senior QA members in Manchester, UK have been providing very detailed and comprehensive feedback concerning ship balance and flight. Chris Hill and the rest of the QA team in our UK office have been working very closely with physics programmer John Pritchett testing ESP improvements. Having a full QA team in Manchester really helps to keep our QA coverage extended over a nearly 24 hour period. This is integral in maintaining our quick iterative development cycle.\n\nThe Star Citizen QA team is firing on all cylinders. Next month we will be continuing our focus on Arena Commander 1.0, the rollout of the public test environment as well as any other potential public releases.\n\nLive Operations\nDevOps\nThe Star Citizen Dev Ops team has been busy this month improving the launcher, adding analytics to the client and server, and shipping a game patch.\n\nShortly after releasing Launcher Update 1.3.4, we found an issue where players were not able to connect to Arena Commander and reverted the patch almost immediately. We fixed the problem and re-released a new update two days later. We currently have Launcher Updates 1.3.5 and 1.3.6 in development, with 1.3.5 being rolled out to the company in a limited capacity this week. Launcher Update 1.3.5 has improvements to the patching code and work for a Public Test Universe, and Launcher Update 1.3.6 has been localized in French and has the work for players to select in what language they would like to play Star Citizen (note: languages other than English will come online as we localize the game; first up is French).\n\nWith the above, we know that the community has experienced problems and slowdowns when patching, so the Dev Ops team is currently evaluating several different options on how to fix as many of these issues as possible. We have also been continuing our work to improve our Build Server speeds, upload to CDN speeds, and deployment of game server speeds. Some of our focus is on automating deployment scripts and creating dynamic scaling for our Universe Cluster. Making the overall publishing pipeline faster and more dynamic will mean improved gameplay and less down time for players as more content comes online. The Dev Ops team has also been helping our server engineers run performance tests on the game as part of our quest to optimize code and continue to increase the number of players we can add to each game.\n\nOn the analytics side, the Dev Ops team has been hard at work adding metrics to be reported in the client and server code, collecting those metrics, creating reports to send out to the company, and trying to find relational statistics that we can supply to our designers and engineers. The goal is use this data to identify key information like what ships need to be balanced, what guns need to be tuned, how many players are dying crashing into asteroids, and what game modes are most or least popular.\n\nThis month, we also shipped patch 0.9.2.1, which included the Arena Commander flyable version of the 315p, a Liquor Cabinet flare item for player hangers, and game and balance tweaks. We are currently working on the next patch (0.9.2.2), which will deliver another ship to Hangar and more flare items for your hangar, all in the lead up to Star Citizen patch 1.0.0.\n\nThe Dev Ops team continues to cross train with each other so we can back up one another and create a rotating on-call schedule to provide Star Citizen with 24-hour\/7-days-a-week coverage. Finally, we are looking forward to having two more team members joining us over the next two months.\n\nOperations\nThis month the IT team has been quietly enhancing security around the perimeters. With improvements in performance and efficiency deployed at all locations this month we\u2019ve turned our eyes from network transfer rates toward the never ending arms race of secure communications between servers. Obviously, the details of this project will remain classified, but we are raising our network security and data integrity standards higher than ever before.\n\nOur build and distribution pipeline scaling project has continued to turn out dramatic results as well as dynamic challenges. Mike \u201cSniper\u201d Picket has been designing new data de-duplication and distribution methods that if \/WHEN successful will be some of the most promising tech we\u2019ve seen in a long time.\n\nWe\u2019ve already worked out our holiday schedules for everyone on the team and we were quite proud of the fact that we\u2019re all able to accommodate our holiday plans while providing complete coverage to the company.\n\nHi all,\nIt\u2019s been another busy month again for us in the UK. Always helps when the temperature is plummeting outside and it\u2019s raining, as there is no reason to be anywhere else but in the office. We\u2019ve made great strides with S42, from everything from getting all our Vanduul and UEE capital ships into the production pipeline, using the new modular system to really start building out the levels in the game, as well as charging forward with the Character pipeline. Not to mention taking all of Illfonics cool FPS work (along with Moon Collider\u2019s AI) and incorporating it into our working branch so we can have combat in the levels. Arena Commander 1.0 work is going well in collaboration with the rest of the studios, and we\u2019re just about to kick off the first tests and actual final animation with our first UK motion capture shoot which is taking place in London over the next couple of weeks.\n\nLoads of info below for you below from the guys. Everybody have a fantastic holiday break, enjoy yourselves, and I look forward to updating you guys (and showing all the cool stuff) next month!\n\nArt\nEnvironment Art\nThis month we\u2019ve created the interior Tier building set for Shubin Interstellar. It\u2019s really basic whitebox geometric split up into individual building blocks which can be used to create an almost infinite variety of layouts. Design department can now run free and create environments using this building set without needing art support, leaving the art team to get started on the Greybox phase\n\nWe\u2019re also starting to get an understanding of what being Inside the facility is like and drive the types of artistic experience you get as you engage in various missions \u2013 not only will it be functional but also mechanically beautiful in its own way!\n\nShips\nThe Vehicle team has been hard at work this month! We\u2019re preparing the Gladiator for Hangar release along with further development and refinement of the Retaliator interior, we have 3 guys on this so its shifting along at a good pace. As you know the Gladius was released into the hangars a couple of weeks ago and so now it\u2019s time to get the ship Flight ready which also means we are going to test the new damage system in-engine very soon! Our tech department has been working hard along with our artists to bring a more resource light but visually heavy damage system up and running (watch this space)The Argo Utility vehicle is getting some further attention and will make a great addition to the fleet. The Idris and Javelin capships are still ongoing for their interiors, both of them will feature heavily in SQ42 and we really want to make these ships shine! And last but not least for ships, we are creating the final versions for the Gladius and Gladiator weapons and missile racks.\n\nAnimation\nThe Retaliator, oh the beautiful Retaliator \u2013 it\u2019s being rigged and animated and its continuing its journey to deliver a visual treat! Previz animations are being pumped out for testing out our conversation system as well as making sure the sleeping pods\/ rescue pods system works as we hoped.\n\nGladiator is being finalized for hangar ready, not long now and you\u2019ll be looking around and taking movies of its loveliness! (you can tell we are fans :D)\n\nFinally, prep for the mocap shoot is underway! Teams from around the company are visiting next week and we\u2019ll be tackling all the issues that remain in the cinematic pipeline to deliver the experience the fans expect.\n\nVFX\nDamage effects, damage effects and more damage effects! :) Specifically, better quality smoke, fire, sparks and explosions, both interior and exterior along with a smattering of Arena Commander map VFX improvements and bug fixes\n\nCharacters\nThis month we\u2019ve successfully built and tested our facial scanning rig; it\u2019s a thing of beauty \u2013 well, we think so :D We have 48 SLR cameras perfectly timed to capture the likeness of a model within 1\/100\u2019s of a second as well as capture the 70+ facial expressions we will use to drive the facial animation.\n\n3Lateral and Infinite Realities gave the studio a visit too, ensuring our rig and processes are world class and the results we are seeing are fantastic. We\u2019re also exploring the possibility of using the camera rig for other purposes, such as creating light probes, PBR and material surface calibration as well as scanning other items and objects like a hand (but we can do whatever \u2013 a rock, a hat, a gun etc)\n\nWe\u2019ve assembling a shortlist of some of the most impressive and beautiful body models that we can scan, process and model to create the foundations for all of the new characters and character customisation system within the Star Citizen universe, with these and the new pipeline, it will take the very best of what star citizen has to offer and look ahead to pushing the quality of the all of the characters within the star citizen universe \u2013 we are shooting for the moon, nay, the stars on this one!\n\nAudio\nHello again everyone!\n\nIn November, we\u2019ve been getting the ship computer voice stuff updated \u2013 pick-up sessions with those ship computers that we already have are coming. And getting a whole new ship computer voice recorded too, Drake. Aegis we need to cover so that\u2019ll be coming next month. The UI sound scheme is something we\u2019ve been working hard on for the different manufacturers; trying to get that meaningful and consistent but stylistically different across them all is a challenge. In fact, here are some words from Stefan about this very subject:\n\nRecently the audio team has been putting some thought into the ship computer UI sounds. Some of the messages are so important that it is imperative that the player understands them. Because of this we have devised rules for some of the most critical of sounds. The idea is to impart meaning through the sounds rather than just inherit it over time (through repetition of the event in-game). Therefore Morse code has been loosely used to help describe the sonic response. Each manufacturer will follow these rules but the tonality of the sounds will be different. If you\u2019d spent your whole time in the \u2018verse driving an Aegis ship and then decided to become a space pirate and jump in a Drake ship you should still be able to understand the UI sound for the critical sounds but also hear the different character of the sounds for each manufacturer.\n\nSounds will be layered on top that do not fit within the suggested rhythm\u2019s to add interesting design ideas\/character and possibly add more meaning (dissonant honks might indicate a more serious warning for example). Just to add in a bit of a twist we\u2019d likely change these rules for alien races to help it feel like a more alien environment. Ui\/Warning Name Rhythm Sound Rules Rationale for Rule Creation Example System Down .- \u2026 the \u2018-\u2019 should bend upwards in pitch. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Shields Down \u2026 Each \u2018.\u2019 should descend in pitch (sort of like the UI is reflecting a power down). Manufacturers might standardize such a sound to avoid loss of life (and ships!). Objective received \u2014- Three longer beeps. Should be pretty neutral sounding in tone. Objectives are very important to the player. Ensuring that these are communicated without confusion is very important. Missile Locking Me \u2014 .- Same as Missile locked me but without the \u2018-\u2019 rising pitch. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Missile Locked Target \u2014 The last \u2018-\u2019 should be a fifth (or octave) above. It seems reasonable to think that manufacturers would standardize such a sound to make such a drastic action (locking missiles!) obvious. Missile Locked Me \u2014 .- Each \u2018-\u2019 should rise in pitch. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Missile Lock Lost \u2014 The last \u2018-\u2019 should be a fifth (or octave) below. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Missile Evaded \u2014 . Each note should rise in pitch in order to sound \u2018positive\u2019. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Life Support Offline .- .-.. Timed in the same way as the example. Manufacturers might standardize such a sound to avoid loss of life (and ships!). Ejection Warning .- . The \u2018-\u2019 should rise in pitch. The sound should repeat as long as the warning is displayed. Manufacturers might standardize such a sound to avoid accidental ejection. Critical Hit Alarm (taken hit) .- .. Each of the -\u2018s should bend upwards in pitch. Important to understand damage taken. Collision .. Should repeat as the warning repeats. Manufacturers might standardize such a sound to avoid unnecessary damage to ships. Ships\nShips: Gladiator \u2013 we\u2019ve has been working on that, getting to Hangar Ready for you all so that all moving parts make required sound where possible. Everything Is quite ship-focused for us right now as you can tell. We\u2019ve been looking at thrusters, we really want to up our game with those and it\u2019s quite a complex system so bear with us on that; a lot of work\u2019s being done in this area. It\u2019s related to the missile system too which we\u2019re looking at currently for a future release.\n\nGenerally, in audio we\u2019ve been ramping up on getting resources in, making sure we have the tools we need. This has involved talking to all sorts of talented people as well as getting in software and hardware for evaluation. We have a new sound designer starting here in January which is excellent news! And we\u2019re still searching in that area\u2026 get in touch if you\u2019re a great sound designer reading this, we\u2019re always on the look-out currently.\n\nAs far as the back-end of audio goes \u2013 Wwise integration steadily continues on the programming side, we\u2019re almost at a stage where we can start the process of taking our assets across from FMOD to Wwise. It\u2019s a pretty big job, however! And there\u2019s just no automatic way to go about it, really is quite a lot of authoring work.\n\nAlso this month we\u2019ve been talking to companies about 3D Audio. That includes binaural, high resolution HRTF, room modelling (delay, or echo, and reverberation models) and spatialisation. It\u2019s a pretty competitive space but it\u2019s an interesting field to look into. This will benefit most those of you that immerse yourself with headphones, and longer term for any VR systems such as Oculus Rift obviously. However it is still relevant to those listening on speakers; all those delays\/reverbs provide spatial cues for everyone!\n\nStefan did some rather cool stuff involving some old speakers, taking them apart, balancing various objects on the drivers and playing UI sounds out of them in order to \u2018dirty them up\u2019 for one of the ship manufacturers. We\u2019d love to show you this but the videos just don\u2019t seem to want to get off the camera\/phone that we used! But we\u2019ll work on it and try to get that to you next time.\n\nOkay, that\u2019s all for now! Thanks for listening.\n\nProgramming\nA lot of work this month going on underneath the bonnet of Star Citizen, work which is never immediately apparent but necessary to make sure we can deliver on all the features for the future. Moving over to Wwise for our audio is a good case in point. Initially the audio in the Wwise Perforce stream has taken a large step back with most of it no longer working, and over the next few months there will be a lot of work just getting it back to where we are at the moment, but going forwards it will allow us to do so much more with all the tools and tech it affords to make Star Citizen not only the best looking, but also the best sounding, game out there!\n\nSimilarly we are refactoring the vehicle seat code, which will involve some pain to begin with, but is required to make our multi-crewed capital ships work in the way we want them to work. We\u2019re helping out with the other studios with server optimizations to increase the number of players that can connect to a game, moving over to a global entity id which will allow players to move between servers in the PU, and the new StoryForge tool, built upon DataForge, to help the designers\/scriptwriters set up dialogue and conversations. We\u2019ve also done a localisation pass as well, transferring all of the hardcoded strings from the code\/xml files into our database now that our localisation system is up and running.\n\nFinally on the Squadron 42 side we\u2019re continuing to do work on the various game mechanics we require, including zero-g traversal, a new looting mechanic, takeoff\/landing and the conversation\/reputation system. And we\u2019re continuing to polish and refine the Arena Commander module for its 1.0.0 release.\n\nGraphics Programming\nWe\u2019ve been continuing our work on the volumetric gas shader and we\u2019re at a point where the artists and level designers can start to \u2018white box\u2019 their level with the shapes of these gas clouds. They can do this by creating a simple mesh defining the overall shape and the code then turns this into a fluffy gas cloud by adding all the complexity to the broad shape, and this frees the artists from modelling minute details on the gas clouds. The next stage will be to start work on the lighting and shadows which is the most complex part of volumetric rendering.\n\nWe\u2019ve also been making progress on the new ship damage shader, and aim to have a visual prototype working in December. This will include precise location specific dents, burn marks & embers, and even holes in the weaker areas of the hull, and the aim is to give players more dynamic and impressive effects that really tell the story of what impacts your ship has taken.\n\nThe rest of our focus has been on fixing issue for upcoming v1.0.0 release, improving the distant star rendering to give show much more detail and greater artist flexibility, and looking into various performance improvements.\n\nDesign\nAnother productive month for design over here in the UK.\n\nArena Commander has been progressing well towards V1 . The rear view camera first implementation is in and the chase cam has been improving greatly. Single player \u201cVanduul Swarm\u201d now has 18 waves, and balancing is going well. Also, first implementation of self-destruct is now in and working, this will be getting more love post V1 . More work has been put into the scoring balancing and that is something we will continue tweaking when we get all the backer feedback. All the new art assets have all gone into the race maps and the end game camera now works. We have designed the AC tutorial but it won\u2019t make it in for V1, hopefully V1.1 now.\n\nThe Tech guys have got the Gladiator hanger ready now and it\u2019s looking nice. The Avenger and Cutlass should be flight ready by V1 as they are progressing well. We are still looking at the cockpit layouts for all of the ships and standardizing screen ratio\u2019s across all of them so that the HUD information can be configured to suit the player. We made an Idris test-bed to run some AI scenarios to see how it\u2019s turrets operated. It\u2019s very early days on this but it did prompt a few suggestions for additional coverage in a couple of areas.\n\nS42 is progressing well with new \u201cWhite-Box\u201d reviews being done on the various locations. The modular Shubin base components are staring to roll in from art and they look great! I can\u2019t really give much away on the S42 side because of spoilers which is a blow considering we have about 80% of our design resources here working on that title. Thanks again for all the super useful input from the community. I hope everyone has a fantastic Christmas and I\u2019m really looking forward to us getting some awesome content out next year.\n\nCheers\n\nSalutations Citizens!\nWe finished the month of November by visiting our colleagues in Austin. This 3-day meeting was meant to finalize all the remaining details regarding the next iteration of the Persistent Universe. We now have a clear plan and we\u2019ll be doubling our effort to show you our latest development early next year. Throughout the meetings, you, the fan, were always at the center of our discussions in order that we deliver to you the best PU experience possible.\n\nHere is what the different departments worked on during November.\n\nDesign\nFirst off, the Level Design team has been hard at work on preparing and supporting tons of planetside locations that are still unannounced. We\u2019re tackling the first two planets that you\u2019ll be able to visit.\n\nThe TAG system, room system and mobiGlas easyShop app have been put together to prototype the first shop and test development processes that were to date mere theories. We\u2019re glad to say that our tests have proven to be very promising. We were able to spawn procedurally generated shop layouts and their dynamic content based on various factors such as the shop economic data and specific tag requests. This means that you, the explorer, will visit dynamic shops that are able to update their content on the fly, and we developers are able to create shop variations much quicker.\n\nLots of energy has been put into the mobiGlas device, focusing on making global features polished and visually stunning. We want to make sure that once you get your hands on it, it feels closer to a real product than a traditional game interface. The first iteration will not even be close to what we\u2019re envisioning for the final product but we think you\u2019ll appreciate it. One example of this effort is the augmented reality mode which we want to integrate into the environments.\n\nWe\u2019ve also been hard at work on developing the first iteration of skyLine, the nav map that\u2019ll allow you to plan routes and find destinations. skyLine will soon grow into a full atlas, which will provide lots of useful information about the celestial bodies found in the Star Citizen universe.\n\nNow I need to take a moment and be serious, because booze is a serious matter. A nefarious bug got through to the release build which caused the spirits in the liquor cabinet hangar flair object to lose their alcoholic content! But no worries! Booze and partying will prevail. We\u2019ve fix the bug and refined our pipeline and QA model to prevent this happening ever again. We were the first to be disappointed by the missing feature. The next patch should fix the liquor cabinet and you\u2019ll be able to get virtually drunk :D. Don\u2019t drink and fly!\n\nAs a last note, working closely with our partners in crime Turbulent, we\u2019ve prepared a couple of surprises for you for the Holidays. To discover what they are, visit your hangar during the Holidays or consider becoming a subscriber if that isn\u2019t already the case, that would make a nice Christmas gift don\u2019t you think? ;)\n\nArt\nThis month we\u2019ve been working on refining the Terra playable area and its backdrop terrain. We\u2019ve been focusing on a big atrium where vegetation blends with slick manmade structures and takes place in a large, iconic building. We also explored what a medical unit will look like on planetside locations.\n\nThree new shops were successfully finished. We helped develop the dynamic spawning system. This will eventually allow us to display items to purchase on shelves. A good amount of time was spent on optimising ArcCorp, to ensure a good fps. In preparation for December, we began two new shops. Finally, we finished the December flairs along with something special.\n\nEngineering\nOn the programming side, we started working on the Multiplayer functionality of a Hangar. Players will be able to invite their friends into their Hangars so they can show off their awesome Ship and Flair Collection. We\u2019ve added the necessary support so that Hangars are now generated using the Room System. We\u2019ve also been hard at work on implementing the gameflow needed in order for a Player to join a Lobby after receiving a Lobby Invite. Last but not least, we\u2019ve continuously provided support to make new Ships either Hangar-Ready or Dogfighting-Ready.\n\nUI\nThis month, as mentioned by design, we\u2019ve made some big advances in various mobiGlas apps as we get ready for a big internal milestone coming up soon. We now have a working shop flow, a shop splash page with a featured item that utilizes the Tag system, a catalog list view for more efficient browsing, and the mobiGlas Home screen is looking pretty slick.\n\nArena Commander Lobby work is progressing well. We are also working on integrating a contacts list inside and outside of the Arena Commander interface.\n\nWork continues as we strive to bring more features, bug fixes, and new improvements to the pause screen and keybindings interface.\n\nWe also spent some time at the CIG office in beautiful Austin Texas right before the Thanksgiving holiday, to talk about all things PU and to sync up on what we are planning for the eventual release of the social module.\n\nAloha Citizens!\nNovember was a busy month here at IllFonic. While we did collectively let out a sigh of relief after PAX, there is still much work to be done before the FPS module is ready for prime time. This month was spent planning out the features for the module release, and blocking out all the levels, weapons and gadgets that will be included.\n\nEngineering\nWe have been doing lot\u2019s of R&D work on zero-g movement and a programmatic push\/pull system to navigate in zero-g when you are without a jetpack or gravity boots.\n\nThe cover system was also reworked to feel more intuitive and natural. This basically entailed shifting from a manual snap in cover system to procedural system that triggers automatically when you are near something that would work as cover. It plays and feels much better than the old system and we\u2019re pretty happy with it.\n\nThe other large bit of work that has been happening is with prone and crawl spaces. With the new system, players will be able to get into vents and crawl spaces to sneak stealthily around environments.\n\nDesign\nThe design team has been concepting and white boxing the new levels that will be coming out with the FPS module. One of these levels is focused on the zero-g push\/pull system and is a pretty unique experience. We really think you citizens are going to enjoy it.\n\nArt\nThe artists have been working on more weapon and gadget assets. This includes touching up the current items along with creating some new ones as well. One of those is a grappling hook of sorts which should come in pretty handy during zero-g\u2026\n\nAnimation\nThe animation team has been supporting engineering with block-out animations for the new systems that are coming online. We also had a visit from some CiG folks to discuss the new animations that will be captured next week and improving the animations quality overall.\n\nLastly, we had a visit from some local redditors who are also Star Citizens. They brought us some BBQ (which was excellent) and got to meet with the FPS team here. Thanks for the grub guys!\n\nPlatform team reporting for duty!\nAnother month down, the end of the year is near, and still so much to do. November was one of our most exciting so far, with so many new ships to show, the Anniversary sale, and the community\u2019s amazing feedback at every turn.\n\nThroughout November we\u2019ve been building the foundations of what the whole website will be going through in 2015. A lot of it has already been announced, and we have a few surprises up our sleeves, but it\u2019s safe to say that next year will be a defining step in the whole platform\u2019s evolution.\n\nRSI\u2019s Homepage and the Community\nBig things are in the works for the website\u2019s front page and main hubs. It\u2019s a known issue that even though experienced users get around the site easily, and a lot of helpful citizens regularly show the new recruits around, it can be difficult for fresh newcomers to understand what makes Star Citizen unique. It\u2019s a record-smashing crowdfunded project, that features groundbreaking mechanics and the richest universe ever explored, and it needs to show just that from the first page. That\u2019s why we\u2019ve been working relentlessly on a new design that will convey the game\u2019s spirit and possibilities to newcomers, while keeping you, the veterans, at ease with the platform you know so well. Part of this \u201cguide\u201d will be asking a crucial question : what can you actually be in the finished game? We\u2019ll take advantage of the rich game mechanics announced and the variety of ships to propose careers that can fit your play style. Scarce at first, these careers will be fuelled by your ideas and suggestions as time goes by.\n\nWe won\u2019t focus solely on new users though : get ready for a whole new level of involvement with the rest of the community. We\u2019ve been brainstorming with Ben Lesnick\u2019s team in LA to come up with new and exciting ways for anyone to show their support directly on the site. We\u2019re planning for a new Community Hub for next year, where regulars can keep up with everything happening not only at CIG, but in the whole community as well. Featuring all types of contents, videos, streaming, fan art\u2026 the Community Hub is bound to become any true fan\u2019s new homepage.\n\nContact List and Leaderboards\nSpeaking of the Community, we\u2019ve also been preparing new tools for everyone with an account: as announced, the first release of the RSI Contact List is almost here, where you will be able to Follow users you notice on the Chat, Forums, Comments or Leaderboards. This contact list is destined to be shared with the Star Citizen game client to be part of the Lobby System. And that\u2019s just step 1, as future releases will introduce Friends as 2-way accepted contacts and will even be able to show the detailed status of players. This account-to-account relationship system is an enormous project in itself, and it brings fabulous new possibilities to the game.\n\nWe\u2019ve seen the Arena Commander Leaderboards being used as a recruiting tool for Orgs, and for that we can\u2019t wait for you all to see the next release, that will include detailed player stats as well as Org stats. We\u2019ve been building the ranking algorithms that will allow us to make a fair assessment of Orgs\u2019 levels and skills, working close with the Manchester Office to make it into a powerful tool, not just a table.\n\nCarrack Minigame and Special Content\nWho here is already a Cartographer? This month was particularly cool for us as it saw the release of our first ever minigame for Star Citizen. As for the 890 JUMP luxury brochure and the Herald\u2019s intercepted communication, we feel that Concept ships are so individually special that they each deserve their own unique treatment. So we\u2019ve requested the help of Star Citizen\u2019s concept artists Gurmukh, Omar and Chris, the amazing writers Dave and William and even the game\u2019s own composer Pedro to bring you this first look at Exploration could be in Star Citizen. We\u2019re extremely grateful of CIG\u2019s help, and very proud of this side-project that\u2019s dear to us. Of course, don\u2019t expect a minigame for each new concept ship coming, but you can count on us to stay committed and try and bring you a new experience every time.\n\nThat\u2019s all for this month, see you all out there!\n\nGreetings Citizens,\nAt Moon Collider we\u2019ve had a solid month of adding new features to all major AI areas: dogfighting in the upcoming Arena Commander 1.0 release; character and ship combat behaviors for Squadron 42; and NPC behaviors for the persistent universe. After a fairly heavy month of design work in October, this month was a lot lighter on design and most of our time was spent implementing some of the cool features we were designing last month.\n\nDesign\nOn the design front, we were mostly focused on working with the PU team in Austin to flesh out the interfaces between different systems that are involved in controlling NPCs in the PU and giving them interesting things to do. We\u2019re now starting to implement basic tasks that the NPCs can perform and so some time was spent designing out some of these tasks and helping the Austin team design and implement their initial tasks so that they can start building up a library of things for NPCs to do.\n\nWe\u2019re continuously working to improve our debugging tools, and one that we\u2019ve mentioned a few times in the past is the AI Recorder, which allows designers and coders to record a game session and then play it back or inspect individual frames to see what the AI was doing, in order to make improvements or find bugs. One thing that we\u2019re still lacking is a neat and simple way for people to take a specific recording (or section of a recording) and share it with others. So we spent some time this month looking into this and designing how this should work, and we plan to get this working soon so we can really start taking full advantage of this tool.\n\nEngineering\nWe did quite a lot of work on Arena Commander this month in the lead up to the 1.0 release. One very interesting bit of work was a fix for a bug that was reported to us by the community, where people noticed that AI would sometimes crash into asteroids without trying to avoid them. It turned out that with some recent changes to increase map size and add lots of new obstacles onto them, we had actually gone over our maximum budget for the number of obstacles an AI could detect and handle! We fixed the problem but increasing the limits came with some performance costs, so we then spent some extra time optimizing our spatial database code to offset this. Suffice to say, this little exploit will not be possible in 1.0!\n\nAnother feature we added for Arena Commander was to allow AI to properly handle radar occlusion. This is a new feature that makes ships disappear from radar when they go behind obstacles, which was making the AI get confused when their target would suddenly disappear. So we had to do some upgrading of their behaviors to add awareness of the occlusion feature and behave sensibly when it happens.\n\nA small feature we added that we expect to be used a lot more in the future is the concept of \u2018attractor points\u2019. These are points that can be added by designers into levels to influence the behavior of ships under certain conditions. For now, you\u2019ll see these in the form of \u2018idle attractors\u2019, which are points that ships will tend to head towards when they don\u2019t have any targets. This allows us to keep ships heading back towards the central areas of maps, which helps to reduce gameplay drifting towards map boundaries.\n\nOn the Squadron 42 front, we\u2019ve been doing work on both ships and characters. For ships, we\u2019ve added in stunt and attack splines, features that we mentioned we were designing in last month\u2019s report. As a quick reminder, stunt splines are paths that designers can place in levels to allow AI to do funky maneuvers that their obstacle avoidance would normally stop them from doing, such as flying through tight spaces or a cluster of obstacles. Attack splines are also designer placed paths, but these are used to tell AI how to do things like bombing and strafing runs on big targets.\n\nAnother cool feature we added for ships is a simple target management system. We have plans for making this more sophisticated in the future, but it\u2019s very useful even in its current form. This system is a way for designers to balance how many AI will target the player or enemy AI, to stop them from ganging up on one target while ignoring others (unless we want that, of course!). Designers can now rank different AI ships based on how big a threat they represent, and then specify how much threat the player or another AI should be allowed to have on it at any time. But because this can be changed in game at any time, it\u2019s also possible that if you go and do something really reckless on a mission, the designer may just set it up so that the AI makes you very aware of your recklessness!\n\nFor character AI, we\u2019ve been adding several new flowgraph nodes for designers to use to control AI and set up level logic to help make the AI respond to what the player does. We\u2019ve also been adding in improvements to how the AI uses cover when in combat. Up to now they\u2019ve been going to cover but unable to shoot at the player without stepping out. So we\u2019ve now given them the ability to shoot from cover, which makes them much more effective. Unfortunately, they were already crack shots and now they\u2019re even harder to hit, so we need to do some work on making their combat proficiency tunable so we can differentiate between different classes of enemy and actually give the player a fighting chance against them! Expect to hear more about that next month.\n\nFinally, for the PU, we did a lot of work on the task framework that NPCs will use to decide what they should be doing and then execute those decisions. We\u2019re now at the point that NPCs can find an appropriate activity and execute it, which we prototyped via the extremely glamorous task of making a shopkeeper NPC notice some garbage on the ground and a broom nearby, and go ahead and sweep up the garbage! Now we\u2019re in the position to start expanding the library of tasks that NPCs can perform, which is work being done by us and the other PU teams."},"links_count":0,"comment_count":261,"created_at":"2014-12-04T00:00:00+00:00","created_at_human":"11 years ago"},"meta":{"processed_at":"2026-05-14 03:54:19","valid_relations":["images","links"],"prev_id":14344,"next_id":14346}}