{"data":{"id":15024,"title":"Development Update","rsi_url":"https:\/\/robertsspaceindustries.com\/comm-link\/transmission\/15024-Development-Update","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-links\/15024","api_public_url":"https:\/\/api.star-citizen.wiki\/comm-links\/15024","channel":"Undefined","category":"Undefined","series":"None","images":[{"id":4202,"name":"Crusader_WIP_04.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/qbqhv3gskwnw6r\/source\/Crusader_WIP_04.jpg","alt":"","size":2063963,"mime_type":"image\/jpeg","last_modified":"2015-10-23T19:15:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4202","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4202\/similar"},{"id":4203,"name":"SpaceStation_Interior_02.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/rgzffq2mie0por\/source\/SpaceStation_Interior_02.jpg","alt":"","size":959865,"mime_type":"image\/jpeg","last_modified":"2015-10-23T19:15:09+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4203","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4203\/similar"},{"id":4204,"name":"SpaceStation_Interior_04.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/bw6v74118f17er\/source\/SpaceStation_Interior_04.jpg","alt":"","size":4308253,"mime_type":"image\/jpeg","last_modified":"2015-10-23T19:15:13+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4204","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4204\/similar"},{"id":4205,"name":"Crusader_WIP_01.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/irji4lttfqitur\/source\/Crusader_WIP_01.jpg","alt":"","size":1707901,"mime_type":"image\/jpeg","last_modified":"2015-10-23T19:14:47+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4205","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4205\/similar"},{"id":4206,"name":"Crusader_WIP_02.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/ledmce1u2cbfir\/source\/Crusader_WIP_02.jpg","alt":"","size":1472086,"mime_type":"image\/jpeg","last_modified":"2015-10-23T19:14:46+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4206","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4206\/similar"},{"id":4207,"name":"Crusader_WIP_03.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/vab2dafemlry5r\/source\/Crusader_WIP_03.jpg","alt":"","size":1226827,"mime_type":"image\/jpeg","last_modified":"2015-10-23T19:14:49+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4207","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4207\/similar"},{"id":4208,"name":"Crusader_WIP_05.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/if788r1ae0eh7r\/source\/Crusader_WIP_05.jpg","alt":"","size":1429423,"mime_type":"image\/jpeg","last_modified":"2015-10-23T19:15:07+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4208","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4208\/similar"},{"id":4209,"name":"Crusader_WIP_06.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/itd1jiuxe4k6lr\/source\/Crusader_WIP_06.jpg","alt":"","size":1543241,"mime_type":"image\/jpeg","last_modified":"2015-10-23T19:15:08+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4209","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4209\/similar"},{"id":4210,"name":"Crusader_WIP_07.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/uxb37oezm4bpzr\/source\/Crusader_WIP_07.jpg","alt":"","size":1816782,"mime_type":"image\/jpeg","last_modified":"2015-10-23T19:15:10+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4210","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4210\/similar"},{"id":4211,"name":"Crusader_WIP_08.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/dtxv3vakr31v8r\/source\/Crusader_WIP_08.jpg","alt":"","size":1467408,"mime_type":"image\/jpeg","last_modified":"2015-10-23T19:15:09+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4211","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4211\/similar"},{"id":4212,"name":"Crusader_WIP_09.jpg","rsi_url":"https:\/\/robertsspaceindustries.com\/media\/fbeapc9ncu75jr\/source\/Crusader_WIP_09.jpg","alt":"","size":941124,"mime_type":"image\/jpeg","last_modified":"2015-10-23T19:14:51+00:00","api_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4212","similar_url":"https:\/\/api.star-citizen.wiki\/api\/comm-link-images\/4212\/similar"}],"images_count":11,"translations":{"en_EN":"Greetings Citizens!\nThis last week has flown by! We\u2019re pleased to present the second weekly update of what went down with both Star Citizen 2.0 and Star Marine.\n\nThe coolest news? SHIPS CAN NOW SPLIT IN TWO (or more!) Yes, the Tech Design and Code team have been working hard and getting this very exciting feature working in the engine and they\u2019ve finally cracked it\u2026 so you will now be able to break ships up in to large chunks once you\u2019ve dealt out some catastrophic damage! You can really go to town on your worst enemies and deliver irreparable damage to their ships, for instance, breaking up the Constellation in to four whole chunks. The system still needs more love to get it ready for release but in terms of the technical functionality we\u2019ve definitely broken the back of it (excuse the pun!)\n\nEveryone has been polishing and bug fixing like crazy and we still have some content dropping in from various the departments including more fantastic sounding audio. Our dialogue specialist has been down at Pinewood Studios (of James Bond\u2014and Privateer 2: The Darkening\u2014fame) and SIDE UK to record more of the datalog audio pieces which are turning out to be a very fun piece of exploration gameplay in this release.\n\nWe\u2019re still having a good tussle with the EVA system to get that feeling good and ready but at least we are getting more joy from the ship systems in the AI behaviours. These AI will account for those new encounters and scenarios that the player will now be faced with in Crusader. For example, the map construction is balanced so that if player strays too far from the security of the UEE zones they that might find that they run in to trouble, or they might just get lucky \u2013 who knows!? The beauty of it is that it\u2019s all systemic-based gameplay where each encounter has its own unique potential.\n\nWhat about the Star Marine-related portion of the release? With boots on the ground we\u2019re seeing some noticeable improvements in the FPS reload animations, ADS and Stop-Start so we\u2019re very pleased to that is all really taking shape, and not only are the characters feeling better, but the environments are too. The Environment team have been slogging away at various space stations in their final art stages, and the Covalex Shipping Hub has just had a full lighting pass so we\u2019re sure it will really blow people away!\n\nCrusader as whole is feeling much more alive now with further iterations to the repair bots and the implementation of the background traffic simulation systems \u2013 this helps give a real buzz to the map with traders and UEE patrols zipping about all over the place! This is another of those first Star Citizen steps with this release, as the Universe starts to come alive piece-by-piece by building the systems that will organically produce the economies and communities for you to play in.\n\nLastly, there\u2019s some vast improvements coming in with the in-ship UI screen revamp in order to factor in all of the new Multicrew gameplay. The UI the team are really excited with how it\u2019s all coming together, and any of you techie-types will love getting your hands on the first implementation of the new engineering screen that allows greater control over your ships power and shield systems. In addition, the new screen focus functionality will allow you to quickly and easily turn your attention to individual screens situated around your station. These UI screens needed much careful consideration because they will be what underpins this core system feature for years to come, and will allow us to build up more and more functionality as the bigger and BIGGER ships come online!\n\nHere\u2019s a high level breakdown of action from the different departments\u2026\n\nGameplay and Engineering\nShips will more accurately arrive to the end of AI splines\n\nBetter handling of dynamic avoidance for ships that are following AI splines\n\nImprove escape behaviours when a ship\u2019s hull gets heavily damaged\n\nImprovements for the missile usage of the ships\n\nShips will be more accurate on avoiding obstacles\n\nChanged the relationship between character arms and the camera which improves ADS and shooting from hip\n\nFixed up problems with the player jumping\n\nCleaning up the pistol motion sets to be brought in line with the rifle\n\nImproved the handling of rag-dolling\n\nQuantum fuel now supported over a network game\n\nAdded a collision test before the start of quantum travel \u2013 informs you of objects between you and the intended destination\n\nSupport for discoverable quantum travel nav beacons\n\nImprovements\/polish to the repair drone functionality\n\nNetwork optimisations\n\nUI\nTweaks to Quantum Travel HUD\n\nCircles around points of interest\n\nAdded Quantum Fuel consumption amount\n\nAdded \u201cOut of range\u201d message if you are trying to make a jump that you don\u2019t have enough fuel for\n\nAdded Quantum Travel HUDs to most of the ships now\n\nFirst Iteration of the Mission Manager has been submitted\n\n5 Screens for the Crusader map\n\nBasic implementation of the Engineering screens with Power, Shields, Overview, Minimised tabs submitted. (Requires testing)\n\nEngineering Screen polish\n\nShip spawning implementation\n\nMission manager improvements\n\nListing completed missions\n\nArt\nFurther iterations on the Cutlass, Retaliator and Constellation final steps of the pipeline.\n\nFinal improvements to the environment art and FX.\n\nAnimation\nMore iterations on environmental interactions, EVA, FPS movement and gunplay, Death and Hit Reactions, and \u201cFall and Play\u201d.\n\nAudio\nDialogue recording session for some additional lines and some re-records\n\nBegan work on improvements to the ship audio\n\nImplementation of more music to improve the feel of the areas and \u2018sell the scene\u2019\n\nWorking on duress parameters to be applied to your ship under certain conditions\n\nAudio design to go alongside this as well\n\nTweaking audio on FPS weapons and gadgets\n\nExpanding the variety of footsteps heard on surfaces\n\nOngoing work to improve the atmospheric qualities of space stations\n\nBlockers\nCharacters are missing interior sections of their helmets.\n\nBallistic weapons can cause a crash and we have various other stability issues to fix up.\n\nThe \u201cPush and Pull\u201d system seems to be conflicting with another control system because it\u2019s currently catapulting the player in to deep spaaaaaaaaace!\n\nParticles seem to stop rendering in some gravitational areas, but not all! Needs further investigation!\n\nLooking Forward\nWhew, what a week! As you can see, we\u2019re making a great deal of progress on what promises to be Star Citizen\u2019s most exciting release to date. With today\u2019s live release of Star Citizen Alpha 1.3, the PTU release of Alpha 2.0 is now our next goal! We can\u2019t wait to let you explore (and if we\u2019re honest, break!) the Mini PTU. The entire team is working as hard as possible to get it ready for backer testing.\n\nPlease note that while our major focus this week was 2.0, next week\u2019s update will include more details on Star Marine.","de_DE":"Gr\u00fc\u00dfe B\u00fcrger!\nDiese letzte Woche ist vorbei geflogen! Wir freuen uns, Ihnen das zweite w\u00f6chentliche Update dessen pr\u00e4sentieren zu k\u00f6nnen, was mit Star Citizen 2.0 und Star Marine passiert ist.\n\nDie coolsten Nachrichten? SCHIFFE K\u00d6NNEN JETZT IN ZWEI (oder mehr!) aufgeteilt werden Ja, das Tech Design- und Code-Team hat hart gearbeitet und dieses sehr aufregende Feature in den Motor eingebaut und sie haben es endlich geknackt.... so dass Sie jetzt in der Lage sein werden, Schiffe in gro\u00dfen St\u00fccken zu zerlegen, sobald Sie einige katastrophale Sch\u00e4den verursacht haben! Du kannst wirklich auf deinen schlimmsten Feinden in die Stadt fahren und ihren Schiffen irreparablen Schaden zuf\u00fcgen, zum Beispiel indem du die Konstellation in vier ganze Bl\u00f6cke zerlegst. Das System braucht noch mehr Liebe, um es f\u00fcr die Ver\u00f6ffentlichung bereit zu machen, aber in Bezug auf die technische Funktionalit\u00e4t haben wir definitiv die R\u00fcckseite gebrochen (Entschuldigung f\u00fcr das Wortspiel!).\n\nJeder hat poliert und Fehler behoben wie verr\u00fcckt und wir haben immer noch einige Inhalte, die aus verschiedenen Abteilungen kommen, einschlie\u00dflich fantastisch klingendem Audio. Unser Dialogspezialist war in den Pinewood Studios (von James Bond-and Privateer 2: The Darkening-fame) und SIDE UK, um weitere der Datalog-Audio-St\u00fccke aufzunehmen, die sich in dieser Version als sehr lustiges St\u00fcck des Erkundungs-Gameplays herausstellen.\n\nWir haben immer noch ein gutes Gerangel mit dem EVA-System, um dieses Gef\u00fchl gut und bereit zu machen, aber zumindest bekommen wir mehr Freude von den Schiffssystemen an den KI-Verhalten. Diese KI wird die neuen Begegnungen und Szenarien ber\u00fccksichtigen, mit denen der Spieler nun in Crusader konfrontiert wird. Zum Beispiel ist die Kartenkonstruktion so ausgewogen, dass, wenn der Spieler zu weit von der Sicherheit der UEE-Zonen abweicht, er feststellen k\u00f6nnte, dass er in Schwierigkeiten ger\u00e4t, oder er einfach Gl\u00fcck hat - wer wei\u00df!? Das Sch\u00f6ne daran ist, dass es sich um ein systemisch basiertes Gameplay handelt, bei dem jede Begegnung ihr eigenes einzigartiges Potenzial hat.\n\nWas ist mit dem Star Marine-bezogenen Teil der Ver\u00f6ffentlichung? Mit den Stiefeln auf dem Boden sehen wir einige sp\u00fcrbare Verbesserungen in den FPS Reload-Animationen, ADS und Stop-Start, so dass wir sehr froh sind, dass alle wirklich Form annehmen, und nicht nur die Charaktere f\u00fchlen sich besser, sondern auch die Umgebungen. Das Umweltteam hat sich in der letzten Kunstphase an verschiedenen Raumstationen angestrengt, und der Covalex Shipping Hub hatte gerade einen vollen Lichtpass, so dass wir sicher sind, dass er die Menschen wirklich umhauen wird!\n\nCrusader als Ganzes f\u00fchlt sich jetzt viel lebendiger mit weiteren Iterationen zu den Reparatur-Bots und der Implementierung der Hintergrundverkehrssimulationssysteme - das hilft, der Karte einen echten Schwung zu verleihen, w\u00e4hrend H\u00e4ndler und UEE-Patrouillen \u00fcberall auf dem Platz herumschwirren! Dies ist einer der ersten Schritte des Sternenb\u00fcrgers mit dieser Version, da das Universum St\u00fcck f\u00fcr St\u00fcck lebendig wird, indem es die Systeme aufbaut, die die \u00d6konomien und Gemeinschaften, in denen Sie spielen k\u00f6nnen, organisch produzieren.\n\nSchlie\u00dflich gibt es einige gewaltige Verbesserungen, die mit der \u00dcberarbeitung der Benutzeroberfl\u00e4che im Schiff einhergehen, um das gesamte neue Multicrew-Gameplay zu ber\u00fccksichtigen. Die Benutzeroberfl\u00e4che des Teams ist wirklich begeistert davon, wie alles zusammenkommt, und jeder von euch Technikern wird es lieben, die erste Implementierung des neuen technischen Bildschirms in die H\u00e4nde zu bekommen, der eine gr\u00f6\u00dfere Kontrolle \u00fcber die Strom- und Schildsysteme eurer Schiffe erm\u00f6glicht. Dar\u00fcber hinaus erm\u00f6glicht Ihnen die neue Funktion des Bildschirmfokus, Ihre Aufmerksamkeit schnell und einfach auf einzelne Bildschirme rund um Ihre Station zu lenken. Diese Benutzeroberfl\u00e4chen-Bildschirme bedurften einer sorgf\u00e4ltigen Pr\u00fcfung, da sie f\u00fcr die kommenden Jahre die Grundlage f\u00fcr dieses Kernfeature des Systems bilden und es uns erm\u00f6glichen werden, immer mehr Funktionalit\u00e4t aufzubauen, wenn die gr\u00f6\u00dferen und gr\u00f6\u00dferen Schiffe online gehen!\n\nHier ist eine \u00dcbersicht \u00fcber die Ma\u00dfnahmen der verschiedenen Abteilungen auf hoher Ebene.....\n\nGameplay und Technik\nSchiffe werden genauer bis zum Ende der KI-Splines ankommen Bessere Handhabung der dynamischen Vermeidung f\u00fcr Schiffe, die den KI-Splines folgen Verbesserung des Fluchtverhaltens, wenn der Schiffsrumpf eines Schiffes schwer besch\u00e4digt wird Verbesserungen f\u00fcr den Einsatz von Raketen auf den Schiffen werden genauer auf die Vermeidung von Hindernissen ge\u00e4ndert Das Verh\u00e4ltnis zwischen den Charakterarmen und der Kamera, die die ADS verbessert und aus der H\u00fcfte schie\u00dft, wurde ge\u00e4ndert Fixed up Probleme mit dem Spieler Springen Reinigung der Pistole Bewegungss\u00e4tze, die in Einklang mit dem Gewehr gebracht werden Verbesserte Handhabung von LumpenPuppen Quantenkraftstoff jetzt \u00fcber ein Netzwerkspiel unterst\u00fctzt Einen Kollisionstest vor Beginn der Quantenfahrt hinzugef\u00fcgt - informiert Sie \u00fcber Objekte zwischen Ihnen und dem vorgesehenen Ziel Unterst\u00fctzung f\u00fcr erkennbare Quantenfahrt-Baken Verbesserungen\/Politur der Reparaturdrohnenfunktion Netzwerkoptimierungen UI\nKneift an den Quantum Travel HUD-Kreisen um interessante Punkte hinzugef\u00fcgt Quanten-Kraftstoffverbrauch Betrag hinzugef\u00fcgt \"Au\u00dferhalb der Reichweite\" Nachricht hinzugef\u00fcgt, wenn Sie versuchen, einen Sprung zu machen, dass Sie nicht gen\u00fcgend Kraftstoff f\u00fcr zus\u00e4tzliche Quantum Travel HUDs f\u00fcr die meisten Schiffe haben, jetzt wurde die erste Iteration des Mission Managers eingereicht 5 Screens f\u00fcr die Kreuzfahrtkarte Grundlegende Implementierung der technischen Screens mit Power, Shields, Overview, Minimized Tabs eingereicht. (Erfordert Pr\u00fcfung) Engineering Screen Polish Ship Spawning Implementierung Mission Manager Verbesserungen Listing abgeschlossen Missionen Kunst\nWeitere Iterationen der letzten Schritte der Pipeline auf den Stufen Entermesser, Vergelter und Konstellation. Letzte Verbesserungen an der Umweltkunst und dem Devisenhandel. Animation\nWeitere Iterationen zu Umweltinteraktionen, EVA, FPS-Bewegung und Schusswechsel, Death and Hit Reactions und \"Fall and Play\". Audio\nDialogaufzeichnung f\u00fcr einige zus\u00e4tzliche Linien und einige Neuaufnahmen Beginn der Arbeit an der Verbesserung des Schiffsaudios Implementierung von mehr Musik, um das Gef\u00fchl der Bereiche zu verbessern und die Szene zu verkaufen\" Arbeiten an Zwangsparametern, die unter bestimmten Bedingungen auf Ihr Schiff angewendet werden sollen Audio-Design, um dies zu begleiten sowie Optimieren des Audios auf FPS-Waffen und Gadgets Erweitern der Vielfalt der Schritte, die auf Oberfl\u00e4chen geh\u00f6rt werden Laufende Arbeiten zur Verbesserung der atmosph\u00e4rischen Eigenschaften von Raumstationen Blockers\nDen Charakteren fehlen Innenteile ihrer Helme. Ballistische Waffen k\u00f6nnen einen Unfall verursachen, und wir haben verschiedene andere Stabilit\u00e4tsprobleme zu l\u00f6sen. Das \"Push and Pull\"-System scheint mit einem anderen Steuerungssystem zu kollidieren, da es den Spieler derzeit in die Tiefe von spaaaaaaaaaaaaaaace katapultiert! Partikel scheinen in einigen Gravitationsbereichen mit dem Rendern aufzuh\u00f6ren, aber nicht alle! Muss weiter untersucht werden! Vorausschauend\nPuh, was f\u00fcr eine Woche! Wie ihr seht, machen wir gro\u00dfe Fortschritte bei dem, was verspricht, Star Citizen's aufregendste Ver\u00f6ffentlichung bis jetzt zu werden. Mit dem heutigen Live-Release von Star Citizen Alpha 1.3 ist das PTU-Release von Alpha 2.0 nun unser n\u00e4chstes Ziel! Wir k\u00f6nnen es kaum erwarten, Sie die Mini-PTU erkunden zu lassen (und wenn wir ehrlich sind, brechen Sie!). Das gesamte Team arbeitet so hart wie m\u00f6glich daran, es f\u00fcr das Backer-Testing vorzubereiten.\n\nBitte beachten Sie, dass unser Hauptaugenmerk in dieser Woche zwar auf 2.0 lag, das Update n\u00e4chste Woche aber weitere Details zu Star Marine enthalten wird.","zh_CN":"Greetings Citizens!\nThis last week has flown by! We\u2019re pleased to present the second weekly update of what went down with both Star Citizen 2.0 and Star Marine.\n\nThe coolest news? SHIPS CAN NOW SPLIT IN TWO (or more!) Yes, the Tech Design and Code team have been working hard and getting this very exciting feature working in the engine and they\u2019ve finally cracked it\u2026 so you will now be able to break ships up in to large chunks once you\u2019ve dealt out some catastrophic damage! You can really go to town on your worst enemies and deliver irreparable damage to their ships, for instance, breaking up the Constellation in to four whole chunks. The system still needs more love to get it ready for release but in terms of the technical functionality we\u2019ve definitely broken the back of it (excuse the pun!)\n\nEveryone has been polishing and bug fixing like crazy and we still have some content dropping in from various the departments including more fantastic sounding audio. Our dialogue specialist has been down at Pinewood Studios (of James Bond\u2014and Privateer 2: The Darkening\u2014fame) and SIDE UK to record more of the datalog audio pieces which are turning out to be a very fun piece of exploration gameplay in this release.\n\nWe\u2019re still having a good tussle with the EVA system to get that feeling good and ready but at least we are getting more joy from the ship systems in the AI behaviours. These AI will account for those new encounters and scenarios that the player will now be faced with in Crusader. For example, the map construction is balanced so that if player strays too far from the security of the UEE zones they that might find that they run in to trouble, or they might just get lucky \u2013 who knows!? The beauty of it is that it\u2019s all systemic-based gameplay where each encounter has its own unique potential.\n\nWhat about the Star Marine-related portion of the release? With boots on the ground we\u2019re seeing some noticeable improvements in the FPS reload animations, ADS and Stop-Start so we\u2019re very pleased to that is all really taking shape, and not only are the characters feeling better, but the environments are too. The Environment team have been slogging away at various space stations in their final art stages, and the Covalex Shipping Hub has just had a full lighting pass so we\u2019re sure it will really blow people away!\n\nCrusader as whole is feeling much more alive now with further iterations to the repair bots and the implementation of the background traffic simulation systems \u2013 this helps give a real buzz to the map with traders and UEE patrols zipping about all over the place! This is another of those first Star Citizen steps with this release, as the Universe starts to come alive piece-by-piece by building the systems that will organically produce the economies and communities for you to play in.\n\nLastly, there\u2019s some vast improvements coming in with the in-ship UI screen revamp in order to factor in all of the new Multicrew gameplay. The UI the team are really excited with how it\u2019s all coming together, and any of you techie-types will love getting your hands on the first implementation of the new engineering screen that allows greater control over your ships power and shield systems. In addition, the new screen focus functionality will allow you to quickly and easily turn your attention to individual screens situated around your station. These UI screens needed much careful consideration because they will be what underpins this core system feature for years to come, and will allow us to build up more and more functionality as the bigger and BIGGER ships come online!\n\nHere\u2019s a high level breakdown of action from the different departments\u2026\n\nGameplay and Engineering\nShips will more accurately arrive to the end of AI splines\n\nBetter handling of dynamic avoidance for ships that are following AI splines\n\nImprove escape behaviours when a ship\u2019s hull gets heavily damaged\n\nImprovements for the missile usage of the ships\n\nShips will be more accurate on avoiding obstacles\n\nChanged the relationship between character arms and the camera which improves ADS and shooting from hip\n\nFixed up problems with the player jumping\n\nCleaning up the pistol motion sets to be brought in line with the rifle\n\nImproved the handling of rag-dolling\n\nQuantum fuel now supported over a network game\n\nAdded a collision test before the start of quantum travel \u2013 informs you of objects between you and the intended destination\n\nSupport for discoverable quantum travel nav beacons\n\nImprovements\/polish to the repair drone functionality\n\nNetwork optimisations\n\nUI\nTweaks to Quantum Travel HUD\n\nCircles around points of interest\n\nAdded Quantum Fuel consumption amount\n\nAdded \u201cOut of range\u201d message if you are trying to make a jump that you don\u2019t have enough fuel for\n\nAdded Quantum Travel HUDs to most of the ships now\n\nFirst Iteration of the Mission Manager has been submitted\n\n5 Screens for the Crusader map\n\nBasic implementation of the Engineering screens with Power, Shields, Overview, Minimised tabs submitted. (Requires testing)\n\nEngineering Screen polish\n\nShip spawning implementation\n\nMission manager improvements\n\nListing completed missions\n\nArt\nFurther iterations on the Cutlass, Retaliator and Constellation final steps of the pipeline.\n\nFinal improvements to the environment art and FX.\n\nAnimation\nMore iterations on environmental interactions, EVA, FPS movement and gunplay, Death and Hit Reactions, and \u201cFall and Play\u201d.\n\nAudio\nDialogue recording session for some additional lines and some re-records\n\nBegan work on improvements to the ship audio\n\nImplementation of more music to improve the feel of the areas and \u2018sell the scene\u2019\n\nWorking on duress parameters to be applied to your ship under certain conditions\n\nAudio design to go alongside this as well\n\nTweaking audio on FPS weapons and gadgets\n\nExpanding the variety of footsteps heard on surfaces\n\nOngoing work to improve the atmospheric qualities of space stations\n\nBlockers\nCharacters are missing interior sections of their helmets.\n\nBallistic weapons can cause a crash and we have various other stability issues to fix up.\n\nThe \u201cPush and Pull\u201d system seems to be conflicting with another control system because it\u2019s currently catapulting the player in to deep spaaaaaaaaace!\n\nParticles seem to stop rendering in some gravitational areas, but not all! Needs further investigation!\n\nLooking Forward\nWhew, what a week! As you can see, we\u2019re making a great deal of progress on what promises to be Star Citizen\u2019s most exciting release to date. With today\u2019s live release of Star Citizen Alpha 1.3, the PTU release of Alpha 2.0 is now our next goal! We can\u2019t wait to let you explore (and if we\u2019re honest, break!) the Mini PTU. The entire team is working as hard as possible to get it ready for backer testing.\n\nPlease note that while our major focus this week was 2.0, next week\u2019s update will include more details on Star Marine."},"links_count":0,"comment_count":379,"created_at":"2015-10-23T00:00:00+00:00","created_at_human":"10 years ago"},"meta":{"processed_at":"2026-05-08 16:25:48","valid_relations":["images","links"],"prev_id":15023,"next_id":15025}}